AD&D FORGOTTEN REALMS VOL. I: POOL OF RADIANCE Exhaustive Game Information Version 1.22 - July 11, 2019 by Stephen S. Lee (ssjlee9@gmail.com) You may distribute this freely, so long as you give proper credit to me. This is written for PC version 1.3, but it should still be mostly accurate for other computer versions and platforms, except for the NES version. Please feel free to e-mail me with corrections or suggestions. TABLE OF CONTENTS ----------------- You may jump to the appropriate section by searching for "SECTION " + section numbers. 0 - Ten Most Frequently Asked Questions 1 - Introduction 1.1 - About This FAQ 1.2 - Where To Get The Game 1.3 - Other References 1.4 - Things I Want 2 - Technical Detail On Running The Game 2.1 - Recommended Emulators 2.2 - Installing the Game 2.3 - Game Setup 2.4 - Getting Rid of the Copy Protection 2.5 - Using Gold Box Companion 2.6 - Game Interface Basics 2.7 - Cheat Mode 3 - Party ` 3.1 - What You Should Know Before Creating Your Party 3.2 - Party for This Game Only 3.3 - Party for All Four Games 3.4 - Party for Hackers 4 - Character Development 4.1 - Initial Equipment 4.2 - Later Equipment 4.3 - NPCs 4.4 - Training Your Characters 4.5 - Magic-User Spells to Learn 4.6 - Restarting the Game 4.7 - Transferring Characters to Curse of the Azure Bonds 4.8 - Duplicating Items 4.9 - Abusing the Manual of Bodily Health 5 - Combat Strategy and Tactics 5.1 - General Nonmagical Strategy 5.2 - Magical Spell Strategy 5.3 - Other Magical Strategy 5.4 - Tips for Specific Enemies 6 - Maps 6.1 - Maps Introduction 6.2 - Civilized Area (New Phlan) 6.3 - The Slums 6.4 - Sokal Keep 6.5 - Kuto's Well 6.6 - Kuto's Well Catacombs 6.7 - Mendor's Library 6.8 - Podal Plaza 6.9 - Cadorna Textile House 6.10 - Kovel Mansion 6.11 - Wealthy Area 6.12 - Temple of Bane 6.13 - Wilderness 6.14 - Nomad Camp 6.15 - Kobold Caves 6.16 - Yarash's Pyramid 6.17 - Lizardman Keep 6.18 - Buccaneer Base 6.19 - Zhentil Keep Outpost 6.20 - Valhingen Graveyard 6.21 - Stojanow Gate 6.22 - Valjevo Castle 6.23 - Valjevo Castle Hedge Maze 6.24 - Valjevo Castle Inner Tower 7 - Game Mechanics 7.1 - Mechanics Introduction 7.2 - Hit Points and Status Conditions 7.3 - Time 7.4 - Experience and Gaining Levels 7.5 - Statistics 7.5.1 - Statistic: Strength 7.5.2 - Statistic: Intelligence 7.5.3 - Statistic: Wisdom 7.5.4 - Statistic: Dexterity 7.5.5 - Statistic: Constitution 7.5.6 - Statistic: Charisma 7.6 - Races 7.6.1 - Race: Human 7.6.2 - Race: Dwarf 7.6.3 - Race: Elf 7.6.4 - Race: Gnome 7.6.5 - Race: Half-Elf 7.6.6 - Race: Halfling 7.7 - Classes 7.7.1 - Class: Cleric 7.7.2 - Class: Fighter 7.7.3 - Class: Magic-User 7.7.4 - Class: Thief 7.8 - Physical Combat 7.8.1 - Calculating THAC0 7.8.2 - Calculating Armor Class 7.8.3 - Calculating Chance To Hit 7.9 - Resisting Magical Attacks 7.9.1 - Three Ways To Resist Magic 7.9.2 - The Saving Throw 7.10 - Encumbrance 7.11 - Battle Order 7.11.1 - Surprise 7.11.2 - Initiative 7.12 - Turning Undead 7.13 - Morale 7.14 - Party Strength 8 - Magic Spellbooks 8.1 - Notes on Spells 8.2 - Cleric Spellbook 8.2.1 - 1st Level Cleric Spells 8.2.2 - 2nd Level Cleric Spells 8.2.3 - 3rd Level Cleric Spells 8.3 - Magic-user Spellbook 8.3.1 - 1st Level Magic-user Spells 8.3.2 - 2nd Level Magic-user Spells 8.3.3 - 3rd Level Magic-user Spells 8.4 - Temple Spells 9 - Items 9.1 - Item Basic Mechanics 9.2.1 - Basic Weapons 9.2.2 - Basic Armor 9.2.3 - Other Items 9.3 - Magic Items 9.4 - Random Magic Items 9.5 - Summary of Locations with Magic Items 10 - Creature Statistics 10.1 - Notes on Creature Statistics 10.2 - Detailed Bestiary 11 - Hacking the Game 11.1 - Useful Hacking Utilities 11.2 - Creature File Format 11.3 - Script File Format 11.3.1 - Script Overview 11.3.2 - Script Variable Types 11.3.3 - Script Commands 11.4 - Address List 11.4.1 - Flag List 11.4.2 - Other Memory Locations 12 - Fluff 12.1 - Journal Entries 12.2 - Novelization 12.3 - Historical Accuracy SECTION 0 - Ten Most Frequently Asked Questions ----------------------------------------------- These are quick questions with quick answers; there is more detail for most of the questions elsewhere in this FAQ. 1. Why should I play this game? Pool of Radiance is a tactically challenging old-school RPG with a reasonably faithful adaptation of 1st edition AD&D rules. It was popular in its day, still well-remembered, inspired many other CRPGs, and has aged reasonably well for such an old game. You can also transfer your characters to later games in the series. 2. Where do I get the game today? The simplest, legal way to get this game is through http://www.gog.com/. You want Forgotten Realms: The Archives Collection Two. This will get you seven other old-school AD&D CRPGs with it. 3. How do I run the game on a modern computer? The simplest way is to use DOSBox, which runs on a wide variety of platforms, and which the GOG version includes for you. Either the main branch, or one of the alternative forks like the SVN-Daum branch (which has save states), will work just fine. 4. I'm getting the error "Insert disk 3 in drive c:". Versions 1.0 to 1.2 are picky about where they are installed; the usual version on abandonware sites is 1.0. These cannot be installed in a directory more than one level deep from C:\ (so C:\GAMES\POOL\ will never work). POOL.CFG must also be edited (with any text editor) to point to the correct directory. You must also include a backslash at the end of the directory name. 5. This user interface isn't very friendly; is there a tool that will help out? The sound in this game is primitive (even compared to Curse of the Azure Bonds) and drastically slows down moving around; you should probably turn it off. Sound will slow down the game much more than it does in later Gold Box games. The keyboard interface has a steep learning curve at the outset, but isn't hard to get used to. If you're emulating the game in DOSBox under Windows, you can download Gold Box Companion from http://gbc.zorbus.net/ to provide a variety of modern interface enhancements. 6. What party should I start out with? Regardless of whether or not you plan to transfer your characters to later games, my recommended party, assuming you are not hacking the game, is: 3 Male Elf Lawful Good Fighter/Magic-Users 1 Male Half-Elf Lawful Good Cleric/Fighter/Magic-User 1 Female Human Cleric 1 Male Elf Fighter/Magic-User/Thief "M"odify your stats to the maximums before starting. It may seem like cheating, but all of the AD&D Gold Box games are balanced around having very high stats. 7. Combat in this game is difficult; what are some tactical pointers? * If you want to avoid random combats in the first place by parleying, an "A"busive attitude generally works best. * Keep your party together so no one gets surrounded. This is a bad idea against enemies with area attacks, but that is rare in this game. * Anchor your flanks with either terrain features or your best fighters, so monsters don't outflank your party. * Avoid being encumbered; the extra movement is helpful. * Archery is good enough to be worth the trouble of maintaining a supply of arrows. You should eventually equip fighters with fine composite long bows. * If confronted with spellcasting enemies, inflicting even 1 point of damage is enough to prevent an enemy from casting a spell that round. * Use the best spells listed below. * Many of the best spells render enemies helpless; you can automatically kill such helpless enemies in one physical attack at your leisure. 8. Which spells are most effective in combat? * Sleep is king early in the game, and can render up to 9 enemies helpless. * Stinking Cloud has a short range and isn't guaranteed to work, but it is effective even against many powerful monsters. * Fireball is great at clearing out large numbers of enemies. * Cure Light Wounds may not seem like much, but it's the only cure spell you can cast in this game. * Protection from Evil gives you significant protection from evil monsters (most monsters are evil). * Hold Person cast by clerics can paralyze up to 3 humanoid enemies. * Prayer is a strong general-purpose buff/debuff spell. 9. How do I defeat the ogres and trolls in the slums? Cast Bless before starting combat. The Sleep spell can prevent an ogre from attacking you while it lasts. Cast it on the two ogres so they can't attack you. Leave the sleeping body of the ogre on the right alone, to block the path of the three trolls in the back. Focus fire on the troll in the front to take it down, then stand on its body so it cannot revive. Take out the other three trolls from a distance with archery, killing them at around the same time, then finish off the ogres. 10. How do I progress in Sokal Keep? The dead elf near the beginning has a parchment with the keywords "LUX", "SAMOSUD", and "SHESTNI". These can be used in parley with the undead to keep them off your back, and to finish the mission. If you get into combat with undead, turning undead doesn't actually work well unless you have a level 6 cleric, or are desperate. For the large orc/hobgoblin attack, enter the room where the attack occurs using the southeastern door, back up your characters to where a 3-square choke point is, and form a defensive line behind that. You may also want to hire NPCs in New Phlan just for this combat. SECTION 1.1 - About This Document --------------------------------- This document is meant to provide, in one place, exhaustive detail about the original 1988 Pool of Radiance, the first computer RPG adaptation of 1st Edition Advanced Dungeons and Dragons. This is not to be confused with the later, poorly-received Pool of Radiance: Ruins of Myth Drannor. This document assumes you are playing IBM version 1.3, which is the one that the GOG release also uses. The main known differences between that and previous versions are technical, and there aren't even all that many known differences between the IBM version and other platforms. The NES version is the exception, as changes were made to fit the game on a smaller cartridge and take advantage of the NES's superior sound capacity, and is also significantly easier (true of many console adaptations of computer games), though it still follows the same overall design. The tabletop adventure is even more different, if it even counts. The later games in the series are, in order: Curse of the Azure Bonds, Secret of the Silver Blades, and Pools of Darkness. You can also transfer a character to and from Hillsfar, which is an action RPG. While this document *can* be used as a walkthrough, it is primarily intended to provide complete game details for either hardcore RPG fans, or those who have already completed the game at least once. I don't make much effort to avoid spoilers. If you are a more casual fan, the best gameplay sections to read are the ones on party creation, character development, and combat tactics. You may also want to use the section on detailed game mechanics in sections 7 to 10 as a reference. The most recent version of this document will always be uploaded first to GameFAQs. SECTION 1.2 - Where To Get The Game ----------------------------------- This only covers legal ways to get the game. If you want not-so-legal ways, your favorite search engine can help, though all copies I've seen by that means are version 1.0. The easiest way to get a legal copy of the game is through http://www.gog.com/ and look for Forgotten Realms: The Archives Collection Two. It will run on any of Windows, Mac OS, or Linux using a built-in copy of DOSBox, and also includes Curse of the Azure Bonds (game 2), Hillsfar, Secret of the Silver Blades (game 3), Pools of Darkness (game 4), Gateway to the Savage Frontier (game 1 of a second series), Treasure of the Savage Frontier (game 2), and Forgotten Realms Unlimited Adventures. It also includes all the available cluebooks for those games. It is *not* a complete set of all the Gold Box games, because the three Krynn games are not included. If you specifically want a physical copy (probably because you like to collect physical copies of games like me), the best way is through eBay. It is no longer easy to find the original 1988 version of the game for $5-$10, but it's still easier to find than complete copies of most other vintage DOS RPGs of its era. A complete copy of the original IBM version should have: 1. Gold two-piece box (about 5.75" wide x 8.75" tall x 1.25" deep). 2. 3 5.25" low-density floppy disks. 3.5" disks were rare in those days, but you might occasionally see a copy with 2 3.5" low-density floppies. This will have a version up to 1.2 on them. (I haven't seen a floppy copy with version 1.3.) 3. Rule book (27 pages). 4. Adventurer's Journal (38 pages). Note that the rules here and in the rule books aren't as complete, or even as accurate, as those found in later Gold Box games. 5. Code wheel. 6. Reference card (this is platform-specific). Many used copies come with the clue book; this is not part of any original version of the game. An original copy should also include advertisements for other SSI games, though most collectors won't care much for those (as this isn't an Infocom or Ultima game). An unopened, still-shrinkwrapped copy of the original IBM PC release is now worth more than it did at the time of original release. You MIGHT even be able to sell it for enough to account for three decades of inflation and opportunity cost! Other physical versions of the game include: * AD&D Limited Edition Collector's Set -- Unlike many things labeled as limited or collector's editions, this is actually genuinely difficult to find. It has floppy versions of Pool of Radiance (version 1.2), Curse of the Azure Bonds, Hillsfar, Heroes of the Lance, Dragons of Flame, and War of the Lance; a 120-page manual; 3 maps; 3 code wheels; a Dragonlance card sheet; and a certificate of authenticity; all in an extra-large box. This and the original version of Pool of Radiance are the only versions of the game with significant value to collectors. * AD&D Forgotten Realms 3-Game edition - This WizardWorks release has floppy versions of Pool of Radiance, Curse of the Azure Bonds, and Secret of the Silver Blades. (WizardWorks was a company that, like Slash, re-printed classic computer games.) * AD&D 9-Game Collector's Edition - This WizardWorks release is a CD compilation of all nine AD&D Gold Box games. * AD&D Forgotten Realms Archives Silver Edition -- This is a CD compilation of many of the DOS AD&D games. It doesn't include the Krynn Gold Box games, but does include the Eye of the Beholder trilogy. At the same time, other smaller collections with subsets of these games were also released. * AD&D The Forgotten Realms Archives -- This is a later version of the Forgotten Realms Archives Silver Edition. There also exists a fan-made version reworked for Unlimited Adventures (FRUA). If you have and are familiar with FRUA, you may download it here: http://frua.rosedragon.org/pc/modules/g/game39.zip For instructions on how to get started with FRUA, search the Web for "FRUA with essential links" and read the original post. SECTION 1.3 - References ------------------------ Here are some other sources you can consult about the game. AD&D Pool of Radiance Clue Book, ISBN not known (I suspect there isn't one), 64 pp. This has a complete set of maps, is reasonably comprehensive, and is the classic reference for the game. Physical copies are of some interest to collectors. Despite being published by SSI, this isn't actually all that accurate, though it is still far more accurate than the average Prima strategy guide. Its details appear to better reflect the Apple II or Commodore 64 versions of the game. These three books are the core AD&D books that have many of the basic rules: AD&D Player's Handbook (1st Edition), ISBN 0-935696-01-6. (PHB) AD&D Dungeon Master's Guide (1st Edition), ISBN 0-935696-02-4. (DMG) AD&D Monster Manual (1st Edition), ISBN 0-935696-00-8. (MM) Note that many other sources apply the 2nd Edition rules to the Gold Box games. The 2nd Edition rules are relatively similar to 1st Edition rules, but significant differences still exist. At the time of Pool of Radiance's release, 1st Edition AD&D was the only existing edition. Later Gold Box games still use mostly 1st Edition rules even though 2nd Edition was then the latest and greatest in the tabletop world. AD&D Unearthed Arcana (1st Edition), ISBN 088038-084-5. (UA) These optional rules released later in 1st Edition's lifecycle are mostly not used in the Gold Box games, though there are a few exceptions, primarily magical items. AD&D Monster Manual II (1st Edition), ISBN 0-88038-031-4. (MM2) This has several relevant monsters not described in the original Monster Manual, and also the rules for statistics of 19 and higher. AD&D Field Folio (1st Edition), ISBN 0-935696-21-0. (FF) While all the other Gold Box games draw some inspiration from here, and some monsters featured in other CRPGs made their debut here, nothing from this book is in Pool of Radiance. AD&D Forgotten Realms Campaign Set (1st Edition), ISBN 0-88038-472-7. This has the original campaign information for the Forgotten Realms. AD&D Forgotten Realms Ruins of Adventure Official Game Adventure, ISBN 0-88038-588-X. (RoA) This is the official tabletop game adaptation of the computer game. It follows the same rough overall plot, but there are many differences in detail. It has a reputation for being nowhere near as good as the computer game, mostly because it doesn't take advantage of the additional interaction a human DM can provide. It is also generally easier than the Gold Box version in principle, perhaps because the computer version has the potent magic of "quit and load saved game". Pool of Radiance, by James M. Ward and Jane Cooper Hong, ISBN 0-88038-735-1, 316 pp. This is the official novelization of the computer game. Like the adventure module, its reputation is nowhere near as good as the computer game. Quest for Clues II, ed. Shay Addams, ISBN 0-929373-01-04, 181 pp. This is the Quest for Clues book with a Pool of Radiance walkthrough, on pages 83-93. As with all Questbusters walkthroughs, it isn't particularly detailed. http://gbc.zorbus.net/ -- Gold Box page; has much information on the games even aside from Gold Box Companion. http://www.gamebanshee.com/poolofradiance/ -- Polished and reasonably comprehensive Web-based walkthrough. http://www.gamefaqs.com/ nes/587518-advanced-dungeons-and-dragons-pool-of-radiance/faqs/51292 -- This is the best walkthrough I know of for the NES version. Also see section 11. SECTION 1.4 - Things I Want --------------------------- Things I'd like (please e-mail me if you have any of the below): (1) a complete, original physical copy of the IBM version 1.0 or 1.1 (2) what are the actual defensive bonuses conferred by combat terrain features you can step on? SECTION 2.1 - Recommended Emulators ----------------------------------- The standard emulator for playing Pool of Radiance today, and the one that comes with the GOG version, is DOSBox (http://www.dosbox.com/). The latest main branch release is version 0.74-2, which is less than a year old as of this writing. There are other branches of DOSBox. The primary one that I recommend is DOSBox SVN-Daum (http://www.msu.edu/~yootaewo/_db/setup.exe). This includes many extensions to DOSBox; the most important features it adds for vintage gaming fans are Roland support (not relevant for this game) and save states (relevant for any game, though it does not work reliably). If you are playing more recent games, SVN-Daum's mouse emulation is not as reliable as standard DOSBox. If you want to accurately emulate the original IBM PC, the standard emulator is PCE/ibmpc. This will emulate the original IBM 5150 very accurately, down to how slow it is, including emulated floppy access. This emulator is more useful for games relying on the idiosyncrasies of the original IBM PC, and it's harder to use than DOSBox, so it's probably not the best emulator for Pool of Radiance. Pool of Radiance does in fact work on an original IBM PC, but was glacially slow even by 1988 standards. SECTION 2.2 - Installing the Game --------------------------------- The GOG or other ready-to-play versions of the game should take care of this for you. If you have a compressed archive of the game, I recommend creating a directory specifically for DOS games, and placing Pool of Radiance in a subdirectory there. Use this command to mount your directory (change directory as appropriate; this assumes you installed Pool of Radiance to something like C:\Emulation\DOS\GAMES\POOL\): mount c C:\Emulation\DOS\ This command is best placed in the [autoexec] section of dosbox.conf (or dosbox-SVN-Daum.conf). If you have a CD or floppy disks, and a computer that has the appropriate drives, you can mount them in DOSBox with these commands (change drive letters as appropriate): mount a A:\ -t floppy mount d D:\ -t cdrom and then you can install the game from the drive normally in DOSBox. If you do not have version 1.3 (as far as I know, you have version 1.3 if and only if your version is not a floppy version), you will have to install the game no lower than one level below the DOS root directory. The game version is listed on the credits screen, below the line that says "Game Created By: SSI Special Projects". It is not on the main menu as in all other Gold Box games. If no version is listed at all, you are running version 1.0. SECTION 2.3 - Game Setup ------------------------ If you move the game to any directory other than the default directory, you must edit POOL.CFG; even version 1.3 will not do this properly for you. Change the third line to the appropriate directory; you must include the drive letter at the beginning and a backslash at the end to guarantee proper function. Even then, in versions older than 1.3 this will not work if the game directory is two or more levels below the DOS root directory. The fourth line of POOL.CFG points to saved games. If you want to move saved game files to and from this directory, they are CHRDAT?#.* and SAVGAM?.DAT, where ? is the letter (A-J) of the saved game and # is the character number. The other lines control graphics type (first line, "C" or "E" or "T"), sound (second line, "P" or "T" or "S"), and whether or not the full intro plays (fifth line, "F" or "N"). There is no real reason to use any graphics type other than EGA aside from nostalgia, and there is no music and no AdLib/SoundBlaster/Roland support, so there is no reason to configure the game to use "T"andy sound. Having sound on at all significantly slows down movement, so you should probably choose "S"ilence. In all later Gold Box games, you can simply delete the *.CFG file if you want to reconfigure the game, but this doesn't work properly in any version of Pool of Radiance. It will work in version 1.3 if you then manually edit POOL.CFG to include drive letters and terminating backslashes in lines 3 and 4. Failure to set up the game properly may result in "Insert disk 3 in drive c:" errors and a crash. SECTION 2.4 - Getting Rid of the Copy Protection ------------------------------------------------ Isn't the code wheel copy protection scheme obnoxious? If you are playing the GOG version, you don't have to worry about this; you can enter anything you want at the prompt. You can remove the copy protection with a hex editor. I use XVI32, but any hex editor will work. If you have version 1.2: 1. Open START.EXE (make a backup copy first) 2. Search for this hex string: 2E 0C EB 0A 9A 3. Replace the value 0xEB with 0x74. The copy protection should now be gone. The game will now skip the introduction (what there is of it) in addition to the copy protection. If you have version 1.3: 1. Open GAME.OVR (make a backup copy first) 2. Go to hex offset CD8 and CD9; the bytes there should be 0x75 and 0x02. 3. Replace both the 0x75 and the 0x02 with 0x90. If you have a version for which the above do not work (this solution is inelegant but always works): 1. Open START.EXE or ST.EXE, whichever you have (make up a backup copy first) 2. Search for this text string: BEWARE 3. Replace this text and all the subsequent 6-letter code words with XXXXXX (or any other all-capitals 6-letter string of your choice). There should be 13 of these, with the last one being WYVERN. You can now enter your 6-letter string instead of having to use the code wheel. You can also bypass the copy protection using the cheat mode, though that turns on a number of other cheats as well, which you may not want. SECTION 2.5 - Using Gold Box Companion -------------------------------------- You must specifically tell Gold Box Companion the title of the DOSBox window running the game; if you are running a different branch you must enter its title, e.g. "DOSBox SVN-Daum". You must also tell it which specific game you are playing. Valuable features it adds are the enhanced automap, the automated lookup of things like journal entries, the ability to show statistics that the game does not normally show (like saving throws), and the Fix command for automated magical healing; this Fix command is in all later Gold Box games natively. It also adds a bunch of hacking and cheating features, if that's your thing. SECTION 2.6 - Game Interface Basics ----------------------------------- This is described at some length in the documentation, but here are some comments on non-obvious elements: ADJUSTING GAME SPEED You can adjust game speed with either Ctrl-F11 and Ctrl-F12 in DOSBox, or the "D"elay command in-game. If you set "D"elay to 0, many messages will flash by too quickly for you to read on most setups. MOVING AROUND THE FIRST-PERSON VIEW When moving around in the first-person display, use the left and right arrow keys to turn, the up arrow key to move forward, and the down arrow key to turn around. Moving forward consumes 1 minute of game time. Turning does not take any time, and has no chance of triggering random encounters. You can use the "A"rea command to toggle an overhead map of your current area; however, the map doesn't show details (not even doors), does not work in all areas, and shows areas you haven't yet visited. A better automap is available if you are running Gold Box Companion. In order to thoroughly search the square you are in, use the "L"ook command, which takes 10 minutes. If you want to do this automatically in every square you move through, you can toggle this with the "S"earch command. Taking this much time drastically increases the chances you will get a random encounter, however (though it is less than by a factor of 10). If you actually want to deliberately trigger a random combat, a way to do so taking minimal time is to hold down a movement key when you can't actually move. In the first-person view, hold Up in the first-person view when a wall is in front of you; doing this with walls to both sides will minimize the size of the combat. On the Wilderness map, you can hold Down into the Moonsea. SAVING AND LOADING THE GAME You can save the game by encamping and issuing the "S"ave command. If you do not want to save the game, hitting Escape will skip the save. You will then be asked if you want to exit to DOS or not. (If you try to quit to DOS in a training hall with a party, you will be asked to save the game, and you cannot skip that.) You can only load the game from the game's main menu, or if you drop all characters at a training hall. (Or if you use an emulator with save states.) WARNING ABOUT SAVED CHARACTERS If you load a saved game, any individual character that had been "R"emoved from the party will be deleted outside of the saved game. This can cause unexpected effects that don't happen in later Gold Box games. You should back up your characters routinely if you ever swap out characters. COMBAT * The space bar will turn off all autocombat. * Alt-Q turns on autocombat for your entire party. * Distance is not quite Euclidean; a diagonal move is always 1.5 squares. (If you move 12 squares west and 5 squares south, that's a distance of 14.5, not 13.) * A single square is 10 feet by 10 feet. (That means a 2x2 ancient dragon fits into a square 20 feet on a side, which is a tight squeeze.) * You can attack a monster in melee either with the "A"im command, or by moving into one. If you run out of movement points next to your target, you must "A"im. * You can also use the "A"im command just to look around and see what is where; there's no better way of doing this as you can't zoom out. * "D"elay will move your current action to later in the round. * "G"uard will end your action for this round, and give you one free attack of opportunity on the next monster to move next to you, until it is your turn again. You must be using a melee weapon to have this command available. * "Q"uit simply forfeits any action for that round. This should not be confused with the "Q" command for turning on auto-combat for that specific character. If one of your characters mysteriously enters auto-combat, this UI quirk is the reason. MISSING INTERFACE FEATURES The interface features missing from this game that are present in later games include: * Mouse support (though this was never polished; the game plays well enough with only the keyboard). * The Fix command, which automates healing (Gold Box Companion adds this). * The game doesn't automatically remember which spells you've used for re-memorizing (Gold Box Companion adds this). * Some later games will highlight characters who can gain a level in purple; you'll have to track this either yourself or with Gold Box Companion. * There is no option to change the game difficulty. If you want to play this game in challenge mode, try lower starting statistics or other restrictions. * The game isn't intelligent as its successors when selecting potential targets for ranged attacks; it will cycle through allies, which means that manual targeting is often faster. SECTION 2.7 - Cheat Mode ------------------------ To begin the game in cheat mode, start the game with using the executable option STING, which must be all capitalized. That means invoking the game with "start STING" (or "st STING" if you have that version), or editing any batch file to say that. This activates the following keys: Ctrl-C -- immediately quit to DOS (not a cheat, and this command does exist in later games) Alt-X -- immediately win a combat. J (in a training hall) -- train for free. SECTION 3.1 - What You Should Know Before Creating Your Party ------------------------------------------------------------- You should maximize all relevant statistics before setting out ("M"odify character). It may seem like cheating, but the Gold Box games are very much balanced around having very high statistics, and if you plan to transfer characters to later games in the series, the documentation explicitly tells you that your characters need primary statistics of 18. (Well ... you don't NEED to do this, but that amounts to playing in extra-challenging mode in most Gold Box games after this one.) If you don't want to play with such absurdly high stats, Dexterity is the most important statistic; the initiative and Armor Class bonuses you get are both very strong, and the bonus to ranged accuracy is an added plus. It is actually more important than focusing on getting Constitution for the hit point bonus; as is generally the case in RPGs and strategy games, speed is king. Having good Strength is no more than a convenience, since you can always cast Enlarge as needed once you are past the early game. You should have one thief in your party. There aren't that many checks for thief skills in the Gold Box series, but they happen often enough that it is convenient to have one around; a few sidequests require a thief, and eventually the backstab feature does enough damage that it is worth the trouble to set up in combat. Backstabbing helps much more in later games than this one, because it doesn't actually work reliably here. Backstabbing works better with the combat skill and Strength of a fighter, so your thief should multi-class with fighter at least. More than one thief in your party is not useful. You should have at least one cleric in your party, because otherwise there is no good way to heal. No non-human can reach higher than level 5 in cleric, so humans make the best clerics. Even though the maximum cleric level in Pool of Radiance is 6, it is still worthwhile having a human cleric around, because there is a large leap in the power to turn undead between levels 5 and 6. You definitely want a human cleric if you plan to transfer characters to Curse of the Azure Bonds. You should have one other person capable of at least a little healing; I recommend a multi-classed half-elf cleric in this game and a paladin or knight in all other Gold Box games. More clerics do not really help all that much; clerics just do not have the awesome spellcasting power of either magic-users or 3rd Edition clerics. Aside from that, you want as many fighters (or other warriors, in later games) and magic-users as possible. This must be done with multi-classing in this game, as dual-classing is not available. Having numerous fighters around is helpful, both for their high hit points, and because unlike 3rd Edition and later, many monsters simply aren't affected by magic (though this is much more relevant in later Gold Box games). Magic-users can deliver awesome magical effects even at low levels, so you want to have several of those around too. Males are physically much stronger than females, so all fighters should be male. There is one quest in Curse of the Azure Bonds that requires a female character, so you should have one female character just for that, but there is no other gameplay reason to have a female in your party. There is about enough experience available in all the Forgotten Realms Gold Box games to hit all level caps without grinding if you explore thoroughly, even triple-classed characters in the case of clerics and magic-users. You can therefore freshly generate characters in later games and not worry about them being permanently behind. (Note that this is not true for the Krynn Gold Box games.) Gnomes and halflings have a low level cap in fighter. They have unlimited advancement as thieves, but so do all other races. There is no quest in any Gold Box game for which specifically having one of these helps at all, so you can safely not use either. Half-elves make good cleric/fighter/magic-users. Their racial level limit does not have much impact in Pool of Radiance, but it becomes severely limiting in later games; a maximized half-elf cleric/fighter/magic-user transferred to Curse of the Azure Bonds will hit all the level caps before even leaving the first town. A dwarf is only really useful as a fighter/thief, though they are fairly good at being those. However, a fighter/magic-user/thief is more useful still, and there is enough experience around to make those more useful. Many lower level magic-user spells are actually still useful even late in Pools of Darkness. There are a few places where the dwarf's familiarity with the underground comes in handy, but it's far fewer than where a thief's abilities come in useful (and in several cases, having either will work, so having both is redundant). The higher level cap of a dwarf fighter versus an elf does help in later games, but not as much as you might think, since elves still can get the extra half-attack at 7th level, and by the later games most of your accuracy will come from items, magic, and the much higher levels humans can achieve. Gnomes, halflings, and dwarves all do get significant saving throw bonuses, but there aren't many spellcasting enemies in Pool of Radiance, and in later games their level caps being too restrictive outweighs that -- you get better saving throws with higher levels, anyway. Elves have decent level limits in fighter (7th) and magic-user (11th), and the +1 bonus to attack they get with short/long swords and bows also comes in handy. Alignment has little game effect; it limits what classes you can be, and affects the Protection from Evil and Protection from Good spells. No actions you take will change your alignment, either. (You'd think it would, because alignment has larger effects in both Wizardry or Might and Magic, the other classic CRPG series that have alignments. You can get away with being a murder hobo in this game and still be hailed as a hero!) There is one Long Sword +2 that may only be equipped by a lawful good fighter, so it helps a little if all your non-thief fighters are lawful good as well. SECTION 3.2 - Party for This Game Only -------------------------------------- If you do not plan to transfer your characters to later games at all, one power party that works well is: 4 Male Half-Elf Lawful Good Cleric/Fighter/Magic-Users 1 Female Human Cleric 1 Male Elf Fighter/Magic-User/Thief This gets you a lot of both spellcasting power and fighting power. You will advance in levels slowly, but there is enough experience around that you will still hit many of the level caps before the game ends. Having more than about 2 clerics does not really help much, however; and the faster level advancement from having fewer classes does get you more fighting skill and the better magic-user spells faster. The +1 bonus that full-blooded elves get in combat with long swords and bows is also useful. Thus I think the best party is: 3 Male Elf Lawful Good Fighter/Magic-Users 1 Male Half-Elf Lawful Good Cleric/Fighter/Magic-User 1 Female Human Cleric 1 Male Elf Fighter/Magic-User/Thief The main adjustment you might make is to have replace one of the elves with another half-elf cleric/fighter/magic-user; if you are not using Gold Box Companion, this makes healing more convenient. SECTION 3.3 - Party for All Four Games -------------------------------------- The second party above also works best if you plan to transfer characters to later games. You still have a thief, two clerics, and plenty of fighters and magic-users; you also have the one female character needed to complete one of the quests in Curse of the Azure Bonds. I would recommend a paladin and rangers in this game if you could actually create them here. Some people create pure fighters for this game and use hacks to switch them to those classes in Curse of the Azure Bonds; see the next section if you plan to do that. The most recent version of Gold Box Companion will allow you to play a paladin or ranger in this game. With the above party, the plan in Curse of the Azure Bonds is to drop the half-elf and two of the fighter/magic-users, and replace them with a paladin and multiple rangers in Curse of the Azure Bonds. There is enough experience available there that you can eventually drop the last elf fighter/magic user in favor of another ranger. Rangers in later games are fantastic when dual-classed to magic-user after reaching a minimum of level 9. Also, there is enough experience available in Secret of the Silver Blades to start yet more rangers there, so they can be dual-classed to magic-user at higher levels. (Long-term planners should bear in mind that you cannot have more than three characters in your party whose current class is ranger. Yes, this restriction from the tabletop rules is actually enforced and actually becomes limiting!) SECTION 3.4 - Party for Hackers ------------------------------- If you don't mind editing your characters to get around not being able to create a paladin or ranger here, and are not using Gold Box Companion to do so, you can replace two or all three of the Elf Fighter/Magic-Users in the above party with human fighters, and hack them into paladin or ranger immediately after you transfer to Curse of the Azure Bonds. The game gets significantly harder if you have fewer than two magic-users, so don't drop below that. If you are a huge anti-fan of racial level limits (I don't blame you for that!) you can edit a character to human after character creation, giving you a multi-classed character with no level limits. Given the high power levels in the Gold Box games, this doesn't actually break game balance nearly as much as it would in other AD&D campaigns. If you're going to go full-blown class/race hacking, then I suggest: 1 Male Fighter (edit to Paladin in Curse, then eventually dual-class) 1 Male Fighter (edit to Ranger in Curse, then eventually dual-class) 1 Male Fighter/Magic-User 1 Male Cleric/Fighter/Magic-User 1 Female Cleric (dual-class to Magic-User in Pools of Darkness) 1 Male Fighter/Magic-User/Thief Dual-classing still gives you significant benefits, so I'd still plan on that with some characters instead of multi-classing everyone. This is a good way to use the exact same party through all four games. SECTION 4.1 - Initial Equipment ------------------------------- Don't forget to "M"odify your characters' statistics before starting out! Any character with thief as one class should buy leather armor, even if they can equip something better, because backstabbing is penalized in heavier armor, and in many cases so are other thief abilities. You will quickly find better armor for a thief anyway. Fighters and clerics should buy banded mail, not plate mail. The one extra point of Armor Class that nonmagical plate mail provides is not worth the additional costs in gold, encumbrance, and movement. Fighters and clerics should buy a shield. Pure clerics should start with a flail, and pure magic-users with a quarterstaff. Other characters should begin with a long sword. You do not need to buy bows; you should find some soon enough after starting the game. Once you do, buy some arrows to go with them. Pure magic-users should eventually buy a few darts. Every fighter should soon have a mace or flail, to deal with skeletons. Two- handed swords do significant extra damage against larger creatures if you are willing to give up a shield, though elves don't get their racial bonus to-hit with one. The old-school CRPG trick of creating a bunch of dummy characters, taking their gold, and deleting them does work here, but it isn't really even worth the time it takes. SECTION 4.2 - Upgrading Equipment --------------------------------- The fine composite long bow is absolutely worth buying once you can afford its 25000 gold price tag, since it adds your Strength damage bonus to bow attacks; that is a large enough benefit that it is superior to most magical bows you will find. You will need to get lucky with random magical items for better. The major drawback to the fine composite long bow, aside from its price, is that autocombat doesn't realize it is actually a bow. You will eventually want to have mirrors to deal with basilisks and medusas; having one of these equipped will automatically reflect their gaze attack. (Unlike in the tabletop game, you do not need to take any special precautions to avert their gazes otherwise.) You do not need silver melee weapons, as magical weapons perform at least as well against monsters that are vulnerable to silver weapons, and you will find enough of them soon enough. (The concept of monsters that require weapons that are silver AND magical is a 3rd Edition one.) You might as well eventually buy silver arrows, as there is no place to buy magical arrows here. You should keep a reasonable number of copies of the Detect Magic spell memorized so you can check set encounters and special enemies for magical treasure; this is the main way you will get stronger magical weaponry. (You can also just use the magical item checklists elsewhere in this guide.) A thief should get magical leather armor, or better yet Bracers of Defense, as soon as possible. Pure magic-users have no choice but to use bracers. Both are best served augmenting bracers with your best Rings of Protection. Your other fighters and clerics should eventually upgrade to magical plate mail, which does not have the disadvantages nonmagical plate mail has. If you have a large supply of Bracers of Defense and Rings of Protection, those may be better. The best combination in this game is Bracers AC 2 with a Ring of Protection +3, which provide armor as good as Plate Mail +4 without the encumbrance. Unlike later games, there don't exist enough magical rings that taking up a ring slot is a significant concern. Many magical items are very straightforward, but the common tricky one is the Ring of Protection. This does not improve armor class if you are already wearing magical armor, though it is a nice ring to use if you are using Bracers of Defense. A Ring of Protection should, even if it does not provide an armor class bonus, add its bonus to all saving throws (though it only does so some of the time in Pool of Radiance). Multiple Rings of Protection do not stack; only the best applies. One thing to watch out for is items disappearing. You will never lose any items that are not light items (a light item is less than 2.5 pounds) unless you are offering a bribe or clearly surrendering. The two non-obvious places you can lose even light items are in New Phlan's taverns (just stay out of those once you've made any real progress), and in the Kobold Caves. SECTION 4.3 - NPCs ------------------ You can hire NPCs of all four classes at the training hall in Phlan. I don't recommend doing this unless you're having an especially hard time with a particular combat; the ogre/troll combat in the Slums and the orc/hobgoblin attack in Sokal Keep are the best reasons to hire NPCs. There are many reasons for this: * You are unable to control NPCs in combat. Later games may permit you to make a Charisma-based leadership check to manually control NPCs yourself, but that isn't possible here. * NPCs aren't very bright. NPC mages in some versions will happily toast your own characters with a fireball; this is more likely in version 1.0 than in version 1.3. NPC fighters aren't as destructive, but they may still blindly charge your foes when more subtle tactics are called for. You can help NPC fighters out by making sure they have a bow and arrows, which will reduce their enthusiasm for reckless charges. The NPC AI is better in later games. (They also are never mages in games after Curse of the Azure Bonds; a lot of people complained about getting destroyed by "friendly" AI fireballs back in the day.) * NPCs will take some experience. If you rely on NPCs a lot, you might not actually hit Pool of Radiance's level caps. * Hired NPCs will take some treasure. Some of them will take not only money, but precious magical items, which is a steep price. * NPCs, unlike PCs, check morale in combat. * While you can trade items freely to NPCs, you cannot take anything from them unless they are unconscious or dead. * A few NPCs automatically betray the party near the end of the game. * You cannot transfer any NPC to later games in the series. The other main reason to hire an NPC is simply because some of the better ones (especially the Hero, who is wearing Plate Mail +1) have magical equipment, so you can *ahem* tragically get them killed in combat, then *cough* honor their memory by taking their equipment so it doesn't go to waste. Some NPCs will join you for plot-related reasons. Once you get one of these characters, I recommend focusing on their related quest as soon as possible. You can manipulate two such plot-related NPCs (Skullcrusher and Dirten) into staying permanently; they will not take any items or money. Skullcrusher will leave if you pass by the entrance to the Phlan city hall, and Dirten will leave after you clear the Temple of Bane, so simply don't have those characters in your party at those times. SECTION 4.4 - Training Your Characters -------------------------------------- Once a character has enough experience to gain a level, training costs 1000 gold at the appropriate training hall in town. It can be worthwhile to break off adventuring to train if you accrue enough experience to do so, though there generally isn't an urgent need to do so unless you have so much experience that everyone can train. (If you wait too long, you run the risk of losing experience from the rule that prevents you from gaining more than one level at a time.) You need to pinch pennies early in the game, because training is a significant expense early in the game. Appraise and sell all your jewelry and gems; you will eventually find more anyway. As traditional in classic CRPGs, later in the game you'll have more money than you'll know what to do with. You will gain a random number of hit points with each level; you may want to reload the game until you can get maximum hit points. If you do not have access to save states, the quickest way is the following: 1. "S"ave the game in the training hall. 2. Train the appropriate character. 3. If you don't gain enough hit points, "D"rop everyone from the party. 4. "L"oad the game and try again. For quick reference, a character with the maximum Constitution bonus can gain the following maximum number of hit points: Con 18 Con 22 Multi-classed characters with Constitution Number of Number of 16-17 can use the Constitution 18 table. So Classes Classes do dwarves with Constitution 19. --------- --------- Class 1 2 3 1 2 3 Cleric 10 6 4 13 9 7 Strange buggy things happen with 23 or more Fighter 14 7 5 17 10 8 Constitution. Magic-User 6 4 3 9 7 6 Thief 8 5 4 11 8 7 A single-classed human cleric will hit the level cap fairly early. If you are transferring characters to later games, you may want to train a second single-classed human cleric. It is useful to have such clerics gain enough (110,000) experience to gain two levels at the beginning of Curse of the Azure Bonds. Multiple clerics are useful in later games, because you can dual-class some to magic-user and let others continue to progress as a clerics. If you are training a single-classed fighter and planning to hack him in Curse of the Azure Bonds, he can use as much as 325,000 experience as a hacked ranger, and 700,000 experience as a hacked paladin. SECTION 4.5 - Magic-User Spells to Learn ---------------------------------------- There are many more magic-user spells than there are spell picks available to use on them; you want the following spells the most (you can skip spells you have scrolls for): 2nd level: take either Enlarge (not useful right away, but it's a strong buff later in the game) or Charm Person 3rd/4th level: one magic-user should learn Knock; all others learn Stinking Cloud. Afterwards, one magic-user who already knows Stinking Cloud should pick up Invisibility. The next most useful spell after those is Mirror Image. 5th/6th level: for everyone you don't have a scroll to learn it from, take Fireball. After that, you'll want one person with Haste and a couple with Slow. The other useful spells are Blink, Hold Person, and Lightning Bolt. SECTION 4.6 - Restarting the Game --------------------------------- All Gold Box games allow you to restart your game at any time, which restarts the plot but allows you to keep all experience, spells, items, and money. To do this: 1. Go to a training hall. 2. "R"emove all characters from the party. 3. "Q"uit to DOS. 4. Restart Pool of Radiance. 5. "A"dd the characters you want to restart the game with. SECTION 4.7 - Transferring Characters to Curse of the Azure Bonds ----------------------------------------------------------------- You must "R"emove characters from your party for COPYCURS.EXE to work. You should also select "Other" for where your saved characters are going from and to. Unlike later Gold Box games, you can't simply tell the configuration routine where the saved games are. Characters in Curse of the Azure Bonds will start with 25,000 experience, so you can start to transfer characters profitably once you exceed that in Pool of Radiance. Any abnormal statistics of 19 or more will be rounded down to 18, so you cannot keep very high Constitution scores from Manuals of Bodily Health, or the Strength 21 conferred by a Potion of Giant Strength. Do note that Strength 19+ will be rounded down to 18, not 18(00) as you may expect. You do otherwise gets to keep statistics; you can even keep Strength of up to 18(00) granted by either Gauntlets of Ogre Power or the Enlarge spell. You do keep the Dexterity 19 that elves can normally have. You keep any extra hit points gained from very high Constitution, or from the improperly implemented rules for gaining hit points as a multi-classed character. Multi-classed characters may not gain any hit points the first time they train in Curse, but gain hit points normally thereafter. You do not keep any items or money, though everyone starts with 300 platinum. That's a Bag of Plot Spilling much stronger than that of the tabletop version, where you get to keep most magical items. Magic-users do keep knowledge of all the spells they've learned. Clerics actually do not, because Animate Dead does not exist in any other Gold Box game. Follow this step-by-step procedure for a minimum of problems: 1. If you want to hack a fighter to paladin or ranger, it's best to have enough experience to gain a level in Curse of the Azure Bonds as one of those classes. 2. Make sure your characters are not under the effect of a Potion of Giant Strength. Effects that set Strength to 18(00) are okay, but the transfer routine will make such effects permanent. 3. Go to a training hall and "R"emove all the characters you want to transfer. 4. Run COPYCURS.EXE and transfer your characters from Pool of Radiance to Curse of the Azure Bonds. 5. Start Curse of the Azure Bonds. 6. "A"dd desired characters from "P"ool. 7. "R"emove them from the party immediately. 8. If you want to hack a fighter to paladin or ranger, create a brand new paladin or ranger. 9. Exit Curse of the Azure Bonds. 10. For each character, use a hex editor to open the appropriate *.GUY files, and change offset 0x10 to match the value of offset 0x11. These both represent Strength without extraordinary strength, so these values should be 18 for most maximized characters. If you fail to do this, the Enlarge spell will not work on any transferred characters, as the transfer algorithm usually does not set offset 0x10 correctly. 11. If you want to hack a fighter to paladin or ranger: a. Open the *.GUY file of the fighter in a hex editor. b. Change offset 0x75 from 2 (fighter) to 3 (paladin) or 4 (ranger). c. Offset 0x10B is your current fighter level; change this to 0. d. Change offset 0x10C (for paladin) or 0x10D (for ranger) to whatever your current fighter level had been. e. Make a copy of the *.FX file from a newly generated paladin or ranger and give it the same name as your character's. 12. Re-start Curse of the Azure Bonds and "A"dd your fixed characters from "C"urse. A hacked paladin or ranger will need to gain a level to fully restore normal behavior. SECTION 4.8 - Duplicating Items ------------------------------- If you don't consider it cheating, you can duplicate any item you own without using a save game editor. To do so, perform the following steps (back up your saved game directory before doing this; it is easy to screw up): 1. Go to a training hall. (In later games you can do this outside a training hall.) 2. "R"emove one character from the party. 3. "S"ave the game. 4. Create a dummy character. 5. Trade all the items to be duplicated to the dummy character. 6. "R"emove the dummy character from the party. 7. "D"rop all other characters. 8. "L"oad the saved game from step 3 or 11b. 9. "A"dd the dummy character to the party. 10. You should now have two copies of the desired items; transfer them to your real characters. 11. If you want more copies: a. "R"emove the dummy character from the party. b. "S"ave the game. c. "A"dd the dummy character back to the party. d. Go back to step 5. 12. Once done, discard the dummy character and re-add the removed real character. This should work with any IBM version. 8ECTION 4.9 - Abusing the Manual of Bodily Health ------------------------------------------------- Once you find the Manual of Bodily Health in Mendor's Library, some more game abuse becomes possible. You can get many copies by either duplicating it, or by restarting the game repeatedly. You can then use all the copies to raise everyone's Constitution to 22. This will work to increase hit points per level beyond the normal limits, even for characters who are not single-classed fighters. A Constitution of 23 or more is very buggy, and will often either lower hit points gained, or give you so many hit points that you may exceed 255 and wrap back around to 0, so I don't recommend raising Constitution above 22. If you really want to maximize your characters, you can restart the game with a bunch of copies and use them on brand new characters. You can actually "M"odify 1st-level characters even after they have started the adventure, if you have not yet left New Phlan -- you can squeeze out a few extra hit points this way. You do not get to keep such very high Constitution scores in later games, but you do retain the extra hit points. Constitution 22 by itself will not get you enough hit points to cause problems with hit point overflow in later games. It eventually will if you also hack a triple-classed character to human. SECTION 5.1 - General Nonmagical Strategy ----------------------------------------- Overcoming the difficulty of combat in the Gold Box games is best done by proper party selection, acquiring (and remembering to equip!) the proper equipment, and memorizing the best spells in advance. That aside, here are other tactical pointers: * If there is a choke point available, make use of it and force your enemies to come to you. There won't always be one, but sometimes you will be confronted with many dozens of enemies and be endangered by sheer strength of numbers. You can also create choke points by paralyzing monsters with Sleep, Hold Person, or Stinking Cloud, then using their frozen bodies as meat shields. Vulnerable monsters will also not enter a Stinking Cloud, so you can directly use that spell to create or block a choke point. * Have your fighters form a line. Doing so prevents any of them from getting completely surrounded, and they can shield any more fragile characters behind them. * If possible, anchor this line against walls or other terrain features. This prevents enemies from surrounding and flanking the fighters at the end of the line. * Most of the enemies in this game have no ranged attacks. If there is space in between you and them, it is often better to "D"elay your move and let them close distance before making your own moves. * Keep your primary cleric away from the front lines. She may be heavily armored, but you don't want her to get disabled! Cleric spells also cast slowly compared to magic-user spells, so clerics are more likely to get their spells interrupted by damage. * The party member to be protected the most (cleric or single-classed magic- user) should be #5 in the order, as #6 is more vulnerable to being flanked. * If you are not in danger of being swarmed, you can get significant bonuses to hit with back attacks, and thieves can do huge damage with backstabs. These tend to leave your characters vulnerable, however, and backstabs don't happen as reliably as they do in later Gold Box games. * Avoid walking away from enemies you are in melee range of, because that gives them all free attacks of opportunity at a large bonus to hit. This bonus can easily be +7 right at the start of the game: you can lose a +4 bonus to Armor Class from Dexterity, the +1 bonus from using a shield, and the standard +2 bonus on top of that for any back attack. * A bow and arrows do significant damage, especially once you have a fine composite long bow, or are lucky enough to find a bow +2 or +3. This is especially true early in the game, because you can shoot two arrows from a bow but only get one normal melee attack. SECTION 5.2 - Magical Spell Strategy ------------------------------------ BEST SPELLS The strongest combat spell in the early game is Sleep, by far. This will reliably knock out low-level living enemies in its square and in the eight adjacent squares (including your own low-level characters, so aim properly). Unlike many other spells, Sleep does not permit a saving throw. You can then dispatch sleeping foes at your leisure; any physical attack will eliminate a sleeping enemy. Sleep will rapidly lose effectiveness against more powerful enemies; it will not work on anything with 6 or more levels or hit dice, so the strongest enemies you can affect with it are things like ogres and level 4 fighters. Fortunately, you will get two more strong disabling spells at level 3: the 2nd-level cleric spell Hold Person, and the 2nd-level magic-user spell Stinking Cloud. Hold Person will paralyze up to 3 humanoid enemies at medium range, and Stinking Cloud creates a 2x2 cloud at short range that has a chance of disabling vulnerable enemies within every round. These should both be always kept on hand once they become available. Stinking Cloud can also be used to block or create choke points, since vulnerable enemies will not enter one (the AI does not have this deficiency in later Gold Box games). When a magic-user reaches level 5, both Fireball and Lightning Bolt become available. Fireball is generally the better spell against the huge hordes of monsters you encounter in this game. Lightning Bolt is useful against smaller numbers of targets, since you can bounce a bolt off a wall and hit a few monsters twice, and monsters often spawn in straight lines. Cure Light Wounds is the only curative spell you can cast in this game; the number of healing potions you will find is very limited, it takes 24 hours to recover a single hit point with normal rest, and it can take a long time to return to a temple to heal. So you always want multiple copies of this spell prepared. This spell is slow to cast, so you need to protect any clerics casting this in the middle of combat. (If you restart the game with a bunch of characters with Constitution 22, this spell isn't as important, since you will regenerate 3 hit points every hour.) Protection from Evil, once you can spare the 1st-level spell slots for it, provides significant protection for your characters in major combats. The clerical version lasts longer. Prayer is a strong, general-purpose buff/debuff spell; it both improves THAC0 and saving throws for allies, and imposes penalties on enemies. OTHER BUFF SPELLS Bless can be cast from the start, and is a good way to subtly alter the odds in your favor. Additionally, it never becomes fully obsolete. Spiritual Hammer is a good way for a single-classed cleric to gain a ranged attack. This isn't a worthwhile spell either in later games (where staff slings become available), or if you are multi-classed with fighter (just use a bow). Enlarge will increase a character's strength, up to 18(00) cast at level 6. It isn't useful at low levels unless your fighters have especially low Strength, but becomes strong at level 4-5. Shield is somewhat useful later on, when you can spare a low-level spell slot for a +1 bonus to all saving throws. Invisibility will last forever until you actually do something that dispels the invisibility, so it can be a great setup spell before a fixed combat. You can re-memorize and cast it repeatedly to make the whole party invisible, if you are in a safe location. (Cast it on yourself last.) Mirror Image is a worthwhile protection spell, once you have enough 2nd-level magic-user spell slots. It's particularly good to cast against enemies with dangerous melee attacks, like wyverns or level-draining undead. Blink is also a strong protection spell, though it's more useful in later Gold Box games as 3rd-level magic-user spell slots are in such short supply here. Haste is a good spell to cast before major combats later in the game. Casting this will age every party member by 1 year, so you shouldn't cast it regularly. You will eventually be able to purchase Elixirs of Youth in Pools of Darkness, so this aging will be eventually reversible. (Age starts to become an issue once you receive this spell about 25 times as a human.) These buffs are marginal or useless: * Protection from Good (there aren't many good enemies in this game, though there are a few important exceptions) * Resist Cold (nothing in this game can even inflict cold damage) * Resist Fire (few monsters in this game inflict fire damage, and there are several Rings of Fire Resistance) * Friends (this buff has too short a duration to be of much use) * Detect Invisibility (facing invisible enemies is rare in the Gold Box games) * Strength (Stinking Cloud is usually better, Mirror Image is a better buff for a 2nd-level magic-user spell, and eventually Enlarge is strictly superior) * Invisibility 10' Radius, Protection from Evil/Good 10' Radius, and Protection from Normal Missiles (3rd-level magic-user spell slots have better uses) OTHER DEBUFF SPELLS Curse is a reasonable debuff for clerics to cast in major combats, though most of the rest of the time you are better off with extra copies of Cure Light Wounds. It does affect monster morale, so it's useful against intelligent opponents to convince them to surrender. Silence, 15' Radius is good for disabling spellcasting enemies. It is sometimes easier to get this to work by casting this on a weaker enemy next to the enemy spellcaster you actually want to silence. Charm Person is a decent combat use of 1st-level magic-user spell slots. It will only affect one enemy, however. Its effectiveness partly arises from the fact that a charmed enemy will absorb attacks that the party may have otherwise taken. Slow is a strong debuff spell to cast in late-game major combats, as it has a wide area of effect. These debuffs are marginal or useless: * Snake Charm (very specialized) * Cause Blindness, Cause Disease, and Bestow Curse (minimal effects, and all require two rolls for even that) * Reduce (does almost nothing) * Ray of Enfeeblement (not strong or reliable enough at low levels) OTHER SPELLS You should always keep Detect Magic on hand to identify valuable magical items. Cause Light Wounds is slow to cast, must be cast in melee range, and requires a melee attack roll, so it is not worthwhile. Slow Poison is marginally useful; it can revive anyone "killed" by poison for a while, but if the effect expires the target will die for real. This is not worth casting unless you can get to a temple to cast Neutralize Poison in time. It's not useless, though, since it's a way of reviving a character in the middle of combat, which is otherwise not possible. Cure Disease is something you should have prepared before fighting mummies (which only appear in Valhingen Graveyard); disease can permanently drain Strength quickly, fast enough that camping to prepare a copy of the spell after you catch a disease is too slow. Dispel Magic is useful for countering the effects of hostile charm or hold spells. Remove Curse is hardly ever useful; you should only memorize it when there is a specific need for it. Magic Missile does little damage at level 1, so it's not worth using compared to Sleep then. At later levels, Sleep loses effectiveness, and the guaranteed accuracy of Magic Missile makes it a worthwhile use of 1st-level magic-user spell slots. Burning Hands and Shocking Grasp only work at close range, and aren't nearly as good as Sleep at low levels, or Magic Missile at higher levels. Knock is sometimes needed to get through a door; a few will resist most or all attempts at either "B"ashing or "P"icking them. SECTION 5.3 - Other Magical Strategy ------------------------------------ * Invisible characters will only be attacked by adjacent enemies, and can safely move away from enemies without triggering attacks of opportunity. Neither of these applies if the monster can see invisible. * If everyone is invisible, and your opposition is neither able to see invisible nor in melee range, you can get a free round by "D"elaying with everyone until all the monsters have moved. * The Dust of Disappearance is the most powerful consumable item in the game, as it will turn your entire party invisible in such a way that even attacking or spellcasting does not dispel the invisible effect. * The Necklace of Missiles can cast fireballs. It has a very limited number of charges normally, but if found as a random magical item it will have unlimited charges. * You will only rarely fight spellcasting enemies in Pool of Radiance. If any have area attacks, you should instead scatter your party members so one spell can't take many of them out. You can also inflict at least a little damage on such enemies, as if you inflict even one point of damage on a spellcaster it cannot cast a spell that round. * If you turn undead, and an undead is turned but not outright destroyed, it will flee combat (often requiring chasing it down as it gets stuck in some corner), not simply vanish into thin air as happens in later Gold Box games. It takes a level 6 cleric to have any chance of destroying and not just turning undead, so avoid doing so against lesser undead. * In major combats where you are forced to fight several battles consecutively, you do not have to actually end combat when asked; you can instead spend rounds casting Cure Light Wounds and extra buffs. SECTION 5.4 - Tips for Specific Enemies --------------------------------------- Basilisk - If you have everyone equip a mirror, you are fully protected from its petrifying gaze. Bronze Dragon (controlled by the real Tyranthraxus) - Immune to all magic, so don't try casting spells at him. Cast all buff spells beforehand: Dust of Disappearance, Enlarge, and Resist Fire last long enough that they can be cast before you fight his bodyguards. Bless, Protection from Good, Mirror Image, Blink, Haste, and Prayer can be cast before ending the combat with his bodyguards. Resist Fire will halve the damage from Tyranthraxus's fire aura, and Protection from Good actually provides significant protection. Drider - Casts dangerous magic-user spells; scatter your party to minimize Fireball damage and launch your own in return. Fire Giant - Immune to fire damage, but vulnerable to Stinking Cloud. Huge Scorpion - Has a deadly poison attack; vulnerable to Sleep. Medusa - As with the basilisk, an equipped mirror fully protects from its petrifying gaze. Mummy - Only appears in the Valhingen Graveyard, which is one reason you should delay that quest as long as possible. They can paralyze characters with their fear aura, so it helps to cast all the buffs you can to boost saving throws before you start combat. You must have magical weapons to hit them in physical combat, and even that doesn't work too well since all weapon strikes do half damage. Mummies take extra damage from Fireball and sometimes take ridiculous damage from Lightning Bolt, so use those liberally. Ogre - You can disable a single ogre with a Sleep spell, which will work about half of the time. Phase Spider - You can attack these even after they phase out, if you attack by moving into them instead of with the "A"im command. They have a dangerous poison attack that you can combat either with simple maximum offense (unleash all the Stinking Clouds and Fireballs you can), or with Mirror Image. Spectre - Only appears in set combats, which is fortunate since you can cast buff spells before combat to mitigate its level-draining attack. Requires magic or magical weapons to damage. Turning undead is unlikely to work even with a level 6 cleric. Troll - Sleep will not work, though Stinking Cloud very well might. Trolls will regenerate and rise from the dead if you let too many rounds pass after killing them. You can prevent this by either winning the combat quickly, or by having someone stand on top of where you killed the troll. (Fire damage is supposed to prevent the regeneration, but it doesn't do that in this implementation.) Vampire - Handle like a spectre, but you also want Charm Person or Dispel Magic to counter its charming gaze. Wight - These level-draining undead can appear in large numbers; you want magical weapons and especially the Fireball spell to handle them. Turning undead with a level 5 or 6 cleric also works well, if there are no lower-level undead present. Wraith - Similar to a spectre; handle the same way. Wyvern - These have deadly poison melee attacks; you should have Stinking Cloud (offensive) or Mirror Image (defensive) prepared on all magic-users. SECTION 6.1 - Maps Introduction ------------------------------- The maps in this section are in a suggested order of difficulty. The council will suggest missions as you solve them, but most missions can be done even if not suggested, and you will still be fully rewarded for doing them. Enemies normally start right next to the party. If distance 1 or 2 (squares in the first-person view) is indicated, they will start farther way if there is space. Distance 1 generally can be closed by either side in one round; distance 2 generally cannot. Enemies will always start in front of the party; they do not flank or attack from behind until later games. Experience awards listed assume you have exactly six characters in your party, unless otherwise stated. The size of monster groups, especially random encounters, will often be adjusted for Party Strength. The Party Strength calculation takes into account current hit points, armor class, THAC0, and spellcasting ability, detailed in the Party Strength section. Monsters will also sometimes not appear simply because there isn't space for them on the tactical map. This can be exploited by forcing an encounter in a dead end where the only exit is behind the party, holding down "Up" to generate random encounters until they are exhausted. No mission is absolutely necessary for solving the game, except for defeating Tyranthraxus; there's nothing actually stopping you from going straight to the final confrontation right from game start. The second and third maps in Journal Entry 37 give an accurate overview of the areas you can visit. You will get the Valhingen Graveyard mission early compared to how difficult it is. It scales to Party Strength in difficulty, but it's still much easier at higher levels, so it should be one of the last quests you undertake. As the Wilderness has some monsters that are dangerous to lower-level characters, it is described relatively late. SECTION 6.2 - Civilized Area (New Phlan) ---------------------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 0, ########################################~~~~~~~~~ 8 (council), 0 # #HC+ +HM#HF#HT+ #~~~~~~~~~ 0 11 (training hall) # #++####### #### ####++#++# #######///////// 1 # #TE TE+ + + # # 1 + E1/ 1 KEY: # # ####### # # 2 # #++####///////// 2 # # # + + # /~~~~~~~~~ 2 # wall # # # ############# #++# ////////// / edge of dock 3 # #TE# 3 #TE# / 3 + door/archway # #++# #++# ########## # ////////// ~ water 4 +E2 3+12+ 3 +TE # /~~~~~~~~~ 4 ####++#### # ####### ############# ////////// E Entrance/exit 5 # + # + 4+ 6# +10+ / 5 H Training Hall #### #### # #++#### ########## ////////// IN Inn 6 #### # # 5# 7 # +TE # /~~~~~~~~~ 6 S Shop #### #### #++####++# ########## ////////// TA Tavern 7 # 11 + # + # / 7 TE Temple #### #### # # 8 # #######++#### #### #### 8 #### # # # # # # TA # #SA# +SG# 8 #### #### # ####++# # # ####### #++# #### 9 # + # + # +TA# # / 9 #++# #++# # # 9 # ####### #++#++# ####++# 10 # # # # # # #SJ+SG+ #SS#SG# # TA# 10 # #++# ########## ####### ####### ####### 11 # +SA#SG# +SG# / 11 #++# #++# #++# #### ####++# #### //// #### 12 #TE# #TE# #IN# #IN+ +SA# /~~/ # # 12 # #### # # # # # #++####++#### /~~/ # # 13 # # # # # # #SA #SS# /~~/ # # 13 ########## #### #### ####++#### /~~/ # # 14 # IN+ /~~/ +TA# 14 ##########//////////////////////////////~~///#### 15 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 15 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 New Phlan is the recently-reclaimed section of Phlan. Civilization's current grip on the city is tenuous, with all the remaining sections of Old Phlan still under monstrous control. The current city's military has its hands full simply maintaining the status quo; it is up to adventurers to reclaim more of the city. Preparation: First, buy melee weapons, armor, and shields. Then, stay in an inn to memorize spells. Next, go to the Phlan clerk's office to learn of the available commissions. At first, only the quests to clear the Slums and Sokal Keep will be available and reachable. If you are not familiar with the game, you should do the former quest first. Random Encounters: None. (In the tabletop version, the Boss will eventually orchestrate attacks on the city, and personally leads one, but that never happens here.) Fleeing: Your party is moved to one of: (12,3); (10,10); (3,11); (2,0). Resting: If you rest outside an inn, and you have not yet finished the game, the city guard will roust you out and force you to move on or fight them. The inns in the southwest cost 1 platinum to stay as long as you like. City Guards: Tavern brawling, resting outside of an inn, forcing your way into Bishop Braccio's office, breaking into a shop or city hall building that is closed for the night, or having the MAD MAN randomly attack citizens will attract the attention of the city guard. You will have the option to "R"un to a random location, or "S"tay and fight them: 2 LEVEL 3 MU (#94), 12 6TH LEVEL FIGHTER (#84), 12 AIDES (#53), 12 NOMAD (#40) (Morale 50). If you ever fight the city guards, all shops and temples will refuse service until you are rewarded for completing a mission. Some of the guards carry good magical items; once you are strong enough to defeat them and are just about to return to complete a mission, you can abuse this. You can do this as soon as you have a significant number of characters with Hold Person and Stinking Cloud; defeating the guards at location 5 will get you a ton of good magical equipment. Defeating the warriors and clerics in the Temple of Tempus is difficult without Fireball, but that nets you different good magical equipment and a lot of experience. City Hall Guards: These are harder than regular city guards: 3 LEVEL 3 MU (#94), 6 AIDES (#53), 5 8TH LVL FIGHTER (#85), [Party Strength] CORPORAL (#54) (Morale 99). E1 - You are greeted here when you start the game. Rolf will give you a brief guided tour, which will end at E2. This is also where to depart for boat trips (boat trips do not take any time). E2 - Exit to the Slums (15,4). The guided tour also ends here. If you are carrying the Cadorna family treasure and it appears to be unopened, the city watch takes it from you and tells you to get the reward from the council clerk. HC - Training Hall for clerics (costs 1000 gold). HF - Training Hall for fighters (costs 1000 gold). HM - Training Hall for magic-users (cost 1000 gold). HT - Training Hall for thieves (costs 1000 gold). IN - At these inns, you can pay 1 platinum to rest as long as you wish without interruption. (If you've upset the town by fighting city guards, you will be told you are denied service, but you can stay and rest anyway.) SA - Shop that sells weapons and armor. You can buy all standard weapons and armor here. The door at (9,14) works at night. SG - Shop that sells general items. You can buy mirrors, holy symbols, flasks of oil, and vials of holy water. SJ - Shop that sells jewelry. Jewelry serves no purpose except as a weight- efficient store of wealth. SS - Shop that sells silver weapons and armor, and fine composite long bows. Every fighter should have a fine composite long bow once you can afford it. TA - Tavern. You can do several things here: (1) Listen to tavern tales, which can be any of the 23 tavern tales in the Adventurer's Journal. Fewer than half of these tales have any value; the main ones that are useful are #1, #3, #8, and #23. (And #9, if you are a fan of shattering the fourth wall.) (2) Gamble for money. There is a 30% chance you will spin red and lose your money, and a 20% chance you will spin green and make a profit equal to your wager. Whatever the outcome, a tavern fight cannot break out. (3) Get pickpocketed (chance is 26/256); the whole party loses 20% of its money and 5% of light items. If you catch the pickpocket (50% chance) and choose to "G"rab the pickpocket, this will start a tavern brawl. (4) A tavern brawl erupts randomly (chance is 1/4 if you did not gamble). This will result in outright combat. To determine enemies: 1. Roll 1d2 2. Add +1 if Party Strength is 25 or more, or +2 if 51 or more 3. Fight 11 of each of the three groups below starting with that number: 1: NOMAD (#40) 2: 1ST LVL THIEF (#45) 3: CORPORAL (#54) 4: AIDES (#53) 5: 4TH LVL FIGHTER (#41) 6: 6TH LVL THIEF (#51) You also get 13 allies (Morale 50) from the above by rolling 1d4. There probably won't be room for all these brawlers. If you win the combat, you do not get the usual items; and then city guards will confront you. (What I want to know: What kind of tavern has potentially lethal fights breaking out every few minutes?) TE - Temple. Healing services are available in exchange for a donation; see the section on Temple Spells for details. The temple of Sune (in the northwest) does nothing else. The temple of Tyr (in the northeast) will advise you to drop the MAD MAN if he is with you. Both will simply refuse service if you attack the city guards; in the temple of Tempus (in the southwest), if you have done so you will be attacked by: 12 7TH LVL CLERIC (#83), 20 4TH LVL FIGHTER (#41), 20 8TH LVL FIGHTER (#85) (Morale 99). This battle will repeat every time you return to the temple of Tempus, until you mollify the city by completing a mission. 1 - Entrance to passenger dock. This is where you select a destination for a boat trip. At first, you can only travel to Sokal Keep, though it's free. Once you have cleared Sokal Keep, boat travel costs 1 platinum, and your destinations now are: * "S"okal Keep (8,14) * "E"ast to Wilderness (35,29) * "W"est to Wilderness (20,29) * North side of the "B"ay to Wilderness (26,27) 2 - This is where adventurers hang out. You may do two things here: (1) You can have a character fight a duel. This is always against a clone of your chosen character, so you never have great odds, and you can't clone equipment this way. It's a fast way to get a few experience points right in the training hall, though. (2) You can also hire NPCs here, chosen from: * 6 in 48: SWORDSMAN (#36) (Morale 65), 3 shares * 10 in 48: WARRIOR (#103) (Morale 55), 1 share * 4 in 48: ACOLYTE (#108) (Morale 50), 1 share * 5 in 48: HERO (#109) (Morale 80), 4 shares plus some items * 4 in 48: THEURGIST (#110) (Morale 85), 4 shares plus some items * 6 in 48: ROBBER (#111) (Morale 70), 3 shares plus some items * 5 in 48: CURATE (#112) (Morale 75), 3 shares plus some items * 8 in 48: EVOKER (#122) (Morale 60), 2 shares If you do not get the NPC you want (there are 0-7 available), you can refresh available NPCs by simply leaving the map and returning. The IBM version does not require you to reach level 2 before NPCs become available. 3 - Entrance to City Hall. If Skullcrusher is with you, he will leave the party here. Proclamations can be posted here, depending on the number of quests you have completed in the quest tracker (described below): 0: LXIV, LXXVIII, CIX, and LIX 1: CI 2: CXXVI and CX 3: CXXXIV 4: CLIV 5: CXIV 6: CCIV 7: CXXIX 8: CCI 9: CXIV 10: LIX 4 - Council clerk's office. In later games, she gets the name of Sasha. You are told of commissions here, and can return here to receive rewards. In most cases, you do not actually need to be told of the mission to perform and be rewarded for it. Completing most commissions will remove any anger against the party. The available commissions are the first three unresolved missions from this list: (1) Clear the slums immediately west of the Civilized Area. Reward: 450 XP, 1 jewelry, 50 platinum, 250 gold. (2) Clear Sokal Keep of its spectral guardians. Reward: 1308 XP, 3 jewelry, 250 platinum. (3) Return books, maps, and tomes with useful information. This is resolved once you clear Mendor's Library (defeat the basilisk and spectre), not when you actually return all the books of interest. Reward: 208 XP, 200 platinum, 250 gold. (In some versions of the game, you can never resolve this mission. I haven't had a problem with version 1.3, but have with version 1.0.) (4) Discover what item is to be auctioned in Podal Plaza. If you get close enough for the auction to begin, that is enough; you do not need to actually discover what the item is. Reward: 208 XP, 200 platinum, 250 gold. (If you make a mistake, this mission cannot be resolved.) (5) Speak to Junior Councilman Porphyrys Cadorna, who has a mission; you must complete commission #2 to be asked this. Reward for that mission: 833 XP, 20 gems. (6) Speak to Bishop Braccio, who has a mission (only asked once). Completing that mission will be recognized here, but your only reward is praise and getting to keep any items you found in the temple; it will also not negate any anger caused by fighting the city guard, unlike all the other missions here. (7) Clear old Kovel Mansion of the thieves that operate there; you must complete commission #2 to receive this. Reward: 191 XP, 3 gems, 80 platinum. (8) Prevent the nomads from joining forces with Phlan's enemies. Reward: 983 XP, 2 jewelry, 6 gems. (9) Prevent the kobolds from joining forces with Phlan's enemies. Reward: 1041 XP, 25 gems. (10) Find the source of the Stojanow River's pollution and end it. Reward: 5708 XP, 15 jewelry, 250 platinum. (11) Prevent the lizardmen from joining forces with Phlan's enemies. Reward: 2466 XP, 5 jewelry, 15 gems, 50 gold. (12) Rescue the heir to the house of Bivant; this mission cannot be performed until it is offered, and you cannot receive it if commission #2 has not been completed. Reward: 3208 XP, 5 jewelry, 25 gems, Two-Handed Sword +1, +3 Vs. Undead and 4 Clerical Scroll (Restoration, Restoration); if you instead failed the mission, the clerk complains about the failure. (13) Go on a diplomatic mission to the Zhentil Keep Outpost to the west. This mission cannot be performed until it is offered, which requires commission #5 to be resolved. You will either first be asked to speak to Senior Councilman Porphyrys Cadorna by going through the south door, or be given the mission directly if you have learned that Cadorna is a traitor by visiting Valjevo Castle 26. Reward: 2125 XP, 5 jewelry, 7 gems; and if you have not already learned it, you are told that Porphyrys Cadorna is a traitor to New Phlan. (You are also told he has a bounty upon his head, but none is actually paid.) (14) If you have completed commission #13: Head Councilman Urslingen has asked to speak with the party; go through the south door of Cadorna's old office. Reward for his mission: 3666 XP, 10 jewelry. After this, the next logical step is: (15) If you have completed commission #14: Lead the assault on Valjevo Castle and defeat Tyranthraxus, which wins the game. Reward: 45000 XP, 100 jewelry, 200 gems. The council clerk will eventually offer a special quest, if your party has completed at least 4 quests in the quest tracker (described below). * If your Party Strength is at least 19: You are asked to clear the undead from Valhingen Graveyard. * If your Party Strength is at least 37: You will be offered an explicit commission to clear the graveyard. If you accept, you get a treasure worth 333 XP containing a Two-Handed Sword +1, +3 Vs. Undead and 4 Clerical Scroll (Restoration, Restoration). You will receive rewards for defeating undead in the graveyard (the kill scores are described in the Valhingen Graveyard section): * 1 gold : each new point of Skeleton Kill Score * 1 platinum: each new point of Zombie Kill Score 1 for the juju zombie at Valhingen Graveyard 10 * 1 gem : each new point of Wight Kill Score 1 for the giant skeleton at Valhingen Graveyard 3 * 1 jewelry : each new point of Spectre Kill Score 1 for the wraith at Valhingen Graveyard 13 The final reward for clearing the graveyard is: 9791 XP, 25 jewelry, 15 gems. The council clerk also offers these other rewards: (1) Defeat Norris the Gray. Reward: 208 XP, 200 platinum, 250 gold. (2) Retrieving specific books from Mendor's Library: (1) The Grand Historian's Records of the Arts of War. Reward: 100 XP, 120 platinum. (2) The History of the North. Reward: 91 XP, 110 platinum. (3) Lex Geographica. Reward: 83 XP, 100 platinum. (4) Fyerdetha's Discourses on Power. Reward: 66 XP, 80 platinum. (5) Urgund's Description of Darkness. Reward: 75 XP, 90 platinum. (6) The first of any of the other books from the library. Reward: 0 XP, 1 gold. (3) Clear Podal Plaza. You cannot do this while commission #4 is unresolved. Reward: 208 XP, 200 platinum, 250 gold. (4) Clear the Cadorna Textile House. Reward: 208 XP, 200 platinum, 250 gold. (5) Clear the Wealthy Area. Reward: 249 XP, 3 gems, 99 platinum, and 250 gold. The ten quests that advance the quest tracker are: (1) Commission #1 (clear the slums) (2) Commission #2 (clear Sokal Keep) (3) Commission #4 (auction in Podal Plaza) (4) Commission #7 (clear thieves Kovel Mansion) (5) Commission #8 (prevent nomads from joining Tyranthraxus) (6) Commission #9 (prevent kobolds from joining Tyranthraxus) (7) Commission #10 (end pollution of the Stojanow River) (8) Commission #11 (prevent lizardmen from joining Tyranthraxus) (9) Clear Valhingen Graveyard (10) Defeat Norris the Gray 5 - The city hall guards bar you from passing here. You can fight and defeat them, but they will eventually reappear. 6 - Junior Councilman's office. Before you get commission #5, the city hall guard bars your way. Junior Councilman Porphyrys Cadorna asks that you retrieve the family treasure from the Cadorna Textile House, south of Podal Plaza. 7 - Senior Councilman's office. Before you get commission #13, the city hall guard bars your way. Now-Senior Councilman Porphyrys Cadorna sends the party on a diplomatic mission to a Zhentil Keep outpost to the west of Phlan, with a sealed diplomatic packet that you are given. (You are unable to actually open the packet, unlike in the tabletop version.) 8 - Head councilman's office. Nothing happens here until you are rewarded for completing commission #13 and you are asked to visit here. Then Werner von Urslingen greets you, and details a strategy to assault the Boss's fortress of Valjevo Castle. This involves first capturing the Stojanow Gate that bars the only land route to the castle; the party is to capture the gate and hold it until armies from New Phlan can arrive. 9 - City countil chambers. 10 - Bishop Braccio's office. Before he requests to speak to you (commission #6), the city guard bars your way. Bishop Braccio then introduces you to Dirten, a cleric who has sworn to cleanse the temple of Bane on the other side of the river, and asks you to join forces to do so. DIRTEN (#107) (Morale 99) can then join you as an NPC. 11 - Phlan City Park. 12 - If you found and opened the Cadorna family treasure in an obvious way, Junior Council Porphyrys Cadorna appears and rants at the party. SECTION 6.3 - The Slums ----------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 20 ################################################# 0 # 5~ # + 4 # # # # 0 KEY: #### #++#++# # # # # # 1 # # # # # # 2# 1+ # 1 # wall #++#### #### ################++########## # ~ illusionary wall 2 # 6# + 3 # + + + # 2 + door/archway # # #######++####++# ####++####### # # 3 # # # 7# # + # # # # 3 E Entrance/exit #### ####++# # # # # ####### 4 +E2 # + # # # # E1+ 4 ####### #++# ##########++#++##########++#++#### 5 # +11# # 8# # # # # # 5 # #### #### ####### # # # # 6 # # + # # # # # # 6 # ####++########## # # # # # 7 #10# # + + # # + # 7 #++# # #### ####++################### 8 # + 9 + # # # # 8 # # ####### #### # ########## # 9 # # # # # # # # 9 # ####++#### # # # # # 10 # # + 13 #E3 # # 14+ # 10 # # # #++############################ 11 +E2 +12# # # # # 11 ################### ############# #++#++#++#### 12 # # # # + + # # +15# 12 #### # ########## # #++# #### # # #### 13 # # # # # # # # + # # + # 13 # #++#++#++# #++# ####++#++# #### # # # 14 #16# # # # # + # # 14 #++# ####++# ##########++#######++# # ####### 15 # # # # # # 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The Slums are for the most part the easiest area in the game to clear, with the notable exception of the ogre/troll combat in the southwest of the map. Most combats here can be won with the help of Sleep spells cast in the midst of clumps of monsters. Random encounters: There are a total of 15 random encounters in the Slums. The chance of a random encounter is determined as follows: Outside Rope Guild Inside Rope Guild ------------------ ----------------- Base Probability 1 in 14 2 in 11 If in Search Mode add 4 in 14 add 2 in 11 If gypsy at location 8 killed add 5 in 14 add 3 in 11 The number of base monster in a random encounter is calculated from Party Strength: Outside Rope Guild Inside Rope Guild ------------------ ----------------- Base Number strength * 2/3 strength If gypsy at location 8 killed add 5 add 10 The encounters are composed of one the following (equal probability): Base Number Leaders Base Monster For Leaders (+5 Morale if present) Movement ------------ ----------- ---------------------- -------- KOBOLD (#0) 8 3 KOBOLD LEADER (#1) 6 GOBLIN GUARD (#2) 8 4 GOBLIN LEADER (#3) 6 ORC (#4) 14 4 ORC LEADER (#5) 9 1 BUGBEAR (#63) will lead the monsters (+15 Morale) if the number of base monsters is 19 or higher. Surprise is rolled for the party and the monsters; the monsters start at Distance 2 unless both sides are surprised. You get the standard options of "C"ombat, "W"ait, "F"lee, "A"dvance/"P"arley: * Party and monsters both surprised: 'You bump into' each other; "W"ait causes the monsters (base Morale 50) to always flee. * Party surprised, monsters not: the monsters immediately attack (base Morale 70). * Party not surprised, monsters surprised: "W"ait causes the monsters (base Morale 30) to always flee. * Party and monsters both not surprised: * 50% chance: the monsters are 'angry' (base Morale 60); "W"ait or "P"arley always result in combat. "F"lee success depends on the movement of the slowest party member compared to the monsters. * 50% chance: the monsters are 'seedy-looking' (base Morale 40); "W"ait always causes the monsters to flee. To determine the result of a "P"arley that did not immediately result in combat, start with the number from the base number of monsters and the parley attitude you chose: ------------ Parley Style ------------- Base Number Haughty Sly Nice Meek Abusive ----------- --------------------------------------- below 9 9 19 19 19 29 9 to 15 4 14 14 9 24 16 or above -1 9 9 -1 14 Add 1d31, and also your spokesperson's Charisma reaction modifier; then: * Score is below 65: the monsters attack with a +20 bonus to morale. * Score is 65 to 74: the monsters attack. * Score is 75 to 85: 'The monsters respond, "Da boss don't like youse guys. Give us sumptin an maybe we'll ferget we seen yas."' * "P"ay: This only works if your offer in gold numerically at least equals this random encounter's strength, and you then lose half your remaining money anyway. * "S"urrender: Your party loses all of its money and light items, and some heavier items. * "R"un: Success depends on the party member with the lowest movement compared with the monsters' movement. * "F"ight: Starts combat. * Score is 86 to 95: 'The leader speaks, "The boss don't allow your kind in his territory. Leave now or we'll have to run you in."' * "F"ight or "S"tay: Starts combat. * "L"eave: Always works; party stays on current square. * "R"un: Always works; party moves to another location. * Score is 96 or above: '"Let me give you a piece of advice," their leader says. "Stay away from the textile house. The undead are going crazy up there." The monsters turn to leave.' * "L"et them go: Always works; party stays on current square. * "S"top them: Starts combat. Once all 15 random encounters have been defeated in combat, they will never again occur here. Fleeing: Your party is moved to one of: (15,4); (14,6); (11,2); (11,5); (9,2). Resting: You may safely rest either in a room where you have defeated a set encounter, or anywhere if you have cleared the block. It is never safe if you have killed the gypsy at location 8. If you are interrupted (if possible, the chance is 24% every 2 hours) it will be by the same monsters as for a random encounter (even if you have killed all the actual random encounters). Clearing the block: You must defeat in combat all 15 random encounters, defeat all 9 set encounters (locations 1, 2, 4, 6, 7, 10, 11, 12, and 16), and deal with Ohlo at location 14 (by either resolving his quest or killing him) to clear the Slums. Differences from the tabletop adventure: The tabletop adventure Slums have already more or less been cleaned out. E1 - Exit to Civilized Area (0,4). If you get text saying that you hear an alarm, then the block has not yet been cleared. E2 - Exit to Kuto's Well. E3 - Entrance to the Old Rope Guild. In this part of the map, the automap does does not work, and random encounters are more frequent and difficult. 1 - 1 ORC (#13) and 3 ORC (#4) are arguing over papers here; they immediately attack (Morale 99, 77 XP). The papers include a Clerical Scroll (Cure Light Wounds, Cure Light Wounds). 2 - 1 GOBLIN LEADER (#12) leads 8 GOBLIN GUARD (#2) in attacking you (Morale 60, 90 XP). Among the loot is Leather Armor +1. 3 - Stables. Searching this room yields a leather bag worth 233 XP containing 2 gems, 100 gold, 20 Arrows +1, and a Short Bow +1. 4 - A group of 1 KOBOLD LEADER (#11) and 15 KOBOLD (#0) attacks you (Morale 60, 289 XP). The leader carries Bracers AC 6. 5 - Hidden in this secret room is a treasure worth 1173 XP containing 2 jewelry, 4 gems, 50 platinum, 92 gold, 1000 electrum, 20 Arrows +1, and a Short Bow +1. 6 - 5 HOBGOBLIN (#6) are arguing over a pile of gold and immediately attack you (Morale 75). After combat, you can search to find their treasure, worth 258 XP, containing 50 platinum, 500 gold, a Ring of Protection +1, and a Short Bow +1. 7 - A group of 1 ORC LEADER (#15), 3 ORC LEADER (#14), and 16 ORC (#4) are angry at your intrusion and attack you (Morale 70, 412 XP). The loot includes 3 Broad Swords +1, a Chain Mail +1, and a Flail +1. 8 - A gypsy lives here. You can either have her tell your fortune, or attack her, which automatically kills her and gets you 3 copper, but makes random combats in the Slums more frequent and difficult. (If you want to be a murder hobo, there are far more effective ways of being one.) The three fortunes you can receive depend on how far in the game you have gotten: * "Blood and violence are writ boldly in your future. Look for friends where you expect enemies and enemies where you expect allies." * "A powerful one becomes aware of your deeds and seeks to destroy you. A weak one sees you as a path to power." * "The time is nigh when the paths you have trod will empty and you must seek new ways. The riddle's answer is great evil using great good for great evil." 9 - If the block has not yet been cleared, you can hear skulking monsters drop hints about other places in the slums here: * "... the gang is operating from the catacombs by the well ..." * "... the temple over the river is run by some hot-shot orc ..." * "... there is a secret treasure room in the NW corner ..." 10 - The guards in this room, 2 ORC LEADER (#5) and 30 ORC (#4) intercept you (Morale 60, 99 XP). 11 - You are attacked by the monster leaders in this room: 1 OGRE (#8), 2 GNOLL (#73), 2 HOBGOBLIN LDR (#7) (Morale 80, Distance 1, 63 XP). 12 - You are attacked by the guards in this room: 11 GOBLIN LEADER (#3) and 12 GOBLIN GUARD (#2) (Morale 60, 65 XP). 13 - This apparently empty room can be searched for the goblins' treasure worth 383 XP, containing 2 gems, 200 platinum, a Shield +1 and a Magic-User Scroll (Magic Missile). 14 - The magic-user Ohlo is here. Attacking him, or parleying with "H"aughty or "A"busive, results in an attack by: 1 LEVEL 3 MU (#94), 2 ORC LEADER (#5), 8 ORC (#4), 25 HOBGOBLIN (#6) (Morale 99, Distance 1). Parleying with "N"ice or "M"eek results in Ohlo asking you to retrieve a potion from the Old Rope Guild for him in return for a payment. If you return with the potion from location 15, "A"sking for more money or "R"efusing to give it to him causes him to attack you; if you "G"ive him the potion, he gives you a reward worth 558-691 XP containing 1 jewelry, 150 platinum, and 1 random magical item. (There are not many places in the game where you can find random magical items, and there are some very good items you can only get as a roll for a random magical item, so if you are patient you can try rolling for something good.) 15 - A merchant apologizes that he has nothing. "A"ttacking him results in combat with 8 HOBGOBLIN (#6) (Morale 99), which causes the merchant to disappear for good (though this still counts as dealing with Ohlo for claering the block). If you "S"peak and give the name of OHLO, he gives you a package (which is not an inventory item). 16 - 4 TROLL (#31) and 2 OGRE (#8) stop tossing sacks of grain and try to toss you instead (Morale 75, 1222-1422 XP). Defeating them gets you their treasure of 1 jewelry, 50 platinum, 40 gold, and 3 random magical items. This can be won even if all you've done is clear the rest of the Slums. Cast Bless before engaging. The Sleep spell can knock out an ogre; knock out both ogres this way. Let the sleeping ogres bar the way of the trolls in the back while you focus fire on the troll in front; your primary cleric should stand behind to cast cure spells as needed. Once the front troll is down, stand on its body so it can't revive. Then step away from the ogre on the left and slay it with an arrow. The other ogre's sleeping body is enough to block the other three trolls from reaching you. Pick off the trolls in the back with bows and arrows; avoid focusing fire, as you don't want an unconscious troll to rise with full hit points. You may need to refresh the sleep spell on the remaining ogre as you are doing this. With 4-5 fighters and thieves firing arrows, it shouldn't take long to knock out the trolls in the back. If your party is weak enough that the above isn't enough to win, you can just return once one of your magic-users learns Stinking Cloud. It may be worth delaying this fight anyway, since 3 random magical items is an opportunity that doesn't happen again for a long time, and you might want to wait until you can easily win this battle to reroll the treasure at your leisure. SECTION 6.4 - Sokal Keep ------------------------ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 21 ################################################# 0 ##################################### 9 + # 0 KEY: ##################################### #### 1 ##################################### # 1 # wall ##############################################~~# ~ illusionary wall 2 # # + + + # 2 + door/archway # # # # # # 3 # # 7 # # # # 3 E Entrance/exit #### # # # # #++# 4 #### # # # # # # 4 #### ############# 6 ############# #### 5 # #### + + #### # 5 ####++####### #++#++# #######++#### 6 # # # # # 5# 6 # # #### #### # # 7 # # # # # # + 4 # 7 #### ####### #~~# #~~# ####### #### 8 #### + # # # ####### #### 8 #### # 3 # # ####### # ############# 9 #### # # # # ####### #### 9 #### ####### #~~# #~~# ####### #### 10 # # # # 8 # # + # 10 # # ############# # # 11 # 2# # # 11 #######++#### #### #### ############# 12 #### + #### #### + #### 12 #### ##########+++++########## #### 13 # #### 1 #### # 13 # #### #### # 14 # # # # 14 #### ####### #### #### ####### #### 15 #### ####### #### E1 E1 #### ####### #### 15 ######################+++++###################### 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Sokal Keep, last bastion of humanity when Phlan fell years ago, is now haunted by undead that serve neither New Phlan nor the Boss. Spirits disrupt shipping to and from New Phlan, so it would be beneficial for New Phlan to somehow get rid of them. It is in the interest of the Boss to prevent this. Random encounters: In the courtyard around the inner keep, the chance of a random encounter is 1 in 6, with no surprise possible. The patrols will leave you alone if you "P"arley (attitude does not matter) and say SHESTNI before you have completed the mission, or SAMOSUD after you have completed the mission. "C"ombat or giving the wrong word starts combat with 6 SKELETON (#34), 6 ZOMBIE (#35) (Morale 99, 59 XP). If you defeat 4 such patrols in combat, you will encounter no more patrols during the current visit. If you leave the Keep, the patrols return to full strength, even if Ferran Martinez has been dealt with. Fleeing: Your party is moved to one of: (4,11); (7,l4); (8,11); (8,13). Resting: You may safely rest anywhere if the four undead patrols have been defeated in combat. The patrols may disturb rest otherwise. Clearing the block: Once the spectral Ferran Martinez has been told the truth about Phlan being reclaimed, or has been defeated in combat, the spirits will dissipate and no longer disrupt shipping. The undead patrols can never be permanently eliminated. Differences from the tabletop adventure: "Sokol" Keep doesn't have the de facto copy protection on the elf skeleton, and has a different layout with added green slime and ochre jelly, but many of the other details are the same. The undead patrols are supposed to help the party against the orc/hobgoblin ambush. E1 - Exit to Civilized Area (15,1), via boat. 1 - Skeleton of a long-dead elf. If you search, you find a parchment with Espruar runes reading "LUX", "SHESTNI", and "SAMOSUD". 2 - 2 HUGE SCORPION (#39) (Morale 99) attack you here. They have lethal poison attacks which can only be truly fixed with a Neutralize Poison spell cast at a temple back in Phlan. 3 - You can't do anything with the fungus in this room. (You can eat it for a temporary buff in the tabletop version, though I'm not sure who would want to try eating fungus growing in a haunted keep.) 4 - 4 POISONOUS FROG (#38) (Morale 50, Distance 2, 26 XP) live in this former smithy, and will attack you if they notice you. Like the scorpions, they have lethal poison attacks (though against these, you get a +4 bonus to saving throws). 5 - If you search here you will find one intact item: a Hammer +1 (66 XP). 6 - The first time you enter one of these four squares, a force of 4 ORC LEADER (#5), 15 HOBGOBLIN (#6), and 31 ORC (#4) (Morale 50, Distance 1, 187 XP) attacks you. On the corpse of one of the hobgoblins, you will find a note (Journal Entry 57). You get the best tactical positioning if you enter through the southeastern door. Cast Bless before entering. There is a 3-square-tall choke point behind where your characters start; retreat there even if it means turning your back to a few orcs. Form a defensive line behind the choke point and let the horde come to you. Only the orc leaders can actually launch ranged attacks, and they run out of arrows in 4 rounds, so don't worry about taking too much arrow fire. Once the horde comes close you can launch Sleep and Hold Person spells and pick off disabled foes. If you kill half the horde, it will start checking morale. If you still have trouble, it helps to hire 2 heroes in the New Phlan training hall just for this one battle. 7 - This room is where the spectres of the keep's original defenders haunt. They cannot be successfully attacked, nor will they attack you. Parleying only has an effect if you speak the word "LUX", which will cause them to talk about how their spirits were bound inadvertently to the keep, and point you to a hidden spot (which you cannot find yourself) with a diary (Journal Entry 3) plus a treasure worth 208 XP containing 5 gems. 8 - Altar of the central chapel. A less-scary-than-usual spectre will confront the party. You can fight FERRAN MARTINEZ (#19) (Morale 99), who is alone, to successfully complete the mission, but he is a very dangerous level-draining undead. It is easier to parley with him, say "LUX", then "T"ell the truth, which is the only way to get a response out of him. He will tell you about how Phlan of old fell to creatures imbued with the might of a magical pool; that the sage Mendor tried to gather records that would help fight them, but was overrun; about the treasure at location 9 if you haven't yet found it; and how to deal with the patrols on the way out. He will then leave, satisfied that his purpose is done; this will also complete the mission. 9 - Hidden in the corner behind an illusionary wall in the armory are surviving magical weaponry and armor worth 333 XP: Shield +1, Long Sword +1, Chain Mail +1, Mace +2. SECTION 6.5 - Kuto's Well ------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 29 ################################################# 0 #### 1 + # ' # 1 ' # # # 0 KEY: ############# # # 1 #'''''' # # # 1 # + ' 1 # # # # # 1 # wall # ########## # #++####### ####++####++# ' rubbled wall 2 # # # # # ' 1 + # # # 2 + door/archway # # 1 # ####++# ''''''# # # # 3 # # + # # # # 3 E Entrance/exit ############# ############# #++####++# 4 +E2 2c#2b 2b 2b 2b 2c 2c E1+ 4 ############# ####''#######''####### ####### 5 # + + 2c'2c 2c 2c 2c+2b 2c# # # 5 # # #''' ''' # # # # 6 # + + ' 2a 2c#2b 2c# + # 6 ############# ' #++# # ########## 7 # +2b#2c 2a+E4+2a 2c+2b 2c# # 7 # # # #++# '''####### # 8 # +2b+2c 2a 2c 2c # # 8 #############++#++# '''' ####### #++# # 9 # # + + ' ' 2c#2b # # # 9 #++####### #++#++# '''' #++# # ####### 10 # + # 2c+2b 2b # # 10 #++# # #######++####### # '''' # 11 +E2# + # # # # # ' 'E1+ 11 #++# # # # # ####### ''''''# 12 # # # # + + # + # 12 #++####### #######++####### #++# 13 # # # 3 # # # 13 #++# ####### # ####++#### # #++####### # 14 # # # # # # 4 # # # # # 14 # #++# # # # # # # # # 15 # + +E3# # # # E3# # # 15 #############++###################++############# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Kuto's Well is the most prominent source of fresh water within Phlan, so many of the current resident monsters visit it frequently. The area is, among monsters, something of a neutral zone. Your party is not seen as neutral, though. Also, the bandit Norris the Gray hides out here and doesn't tolerate attempts to find or enter his hideout. Random encounters: There are 10 random encounters around Kuto's Well; the chance of a random encounter 1 in 11, or 3 in 11 if you are in Search Mode. The monsters (equal probability of the below) default to a base number equal to Party Strength: Base Base Monster Modifier Morale Movement ------------ ------------------------------------ ------ -------- KOBOLD (#0) also 3 KOBOLD LEADER (#1) 50 6 LIZARDMAN (#57) divide number by 8; minimum 1 90 12 GNOLL (#73) divide number by 6; minimum 1 75 9 Surprise is rolled for the party and the monsters; the monsters start at Distance 2 unless both sides are surprised. You get the standard options of "C"ombat, "W"ait, "F"lee, "A"dvance/"P"arley: * Party and monsters both surprised: 'You are suddenly face to face' with each other. "W"ait causes the monsters to flee. * Party surprised, monsters not surprised: the monsters immediately attack. * Party not surprised, monsters surprised: "W"ait causes the monsters (-20 penalty to Morale) to flee. * Party and monsters both not surprised: * 50% chance: the monsters are 'bloodthirsty' (+9 bonus to Morale); "W"ait or "P"arley always result in combat. "F"lee success depends on the movement of the slowest party member compared to the monsters. * 50% chance: 'You are being avoided' by the monsters (-10 penalty to Morale); "W"ait causes the monsters to flee. If you "P"arley, and it doesn't immediately result in combat: "H"aughty is worth a base score of 9; "S"ly, "M"eek, and "N"ice are worth 19; "A"busive is worth 29. Then, add 1d31 plus your spokesperson's Charisma reaction modifier. * Score is less than 95: You offend the monsters, and they attack (Morale 99). * Score is 95 or more: '"We have to keep this area free of intruders -- Boss's orders. We'll let you go this time. But if you come back, you'll face big trouble." The monsters leave.' Once all 10 random encounters have been defeated in combat, they will never occur again here. Fleeing: Your party is moved to one of: (13,12); (2,9); (11,3); (1,1); (13,7); (1,14); (10,13); (6,5). Resting: You cannot safely rest here until you have defeated all 10 random encounters; defeating Norris the Gray does not affect this, contrary to what the clue book claims. If rest is not safe, every hour there is a 12% chance you are disturbed by a random encounter, in which both you and monsters are surprised. Clearing the block: There is no reward or recognition for clearing this block, other than making resting here safe. Differences from the tabletop adventure: The map layout is similar but not quite the same; the hag and her treasure only exist in the Gold Box version. E1 - Exit to the Slums. E2 - Exit to Podal Plaza. E3 - Exit to Mendor's Library. E4 - Kuto's Well; entrance to Kuto's Well Catacombs (7,7). 1 - In one of these rooms, you may find a small group of kobolds that tries to edge away from you. If you parley with them, they tell you they are what is left of a large scouting party sent by their king, who had heard rumors of a wondrous pool. If you fight them, you fight 2 KOBOLD (#0) and 4 KOBOLD LEADER (#1) (Morale 25). 2 - Some of Norris the Gray's kobolds patrol the well and the buildings near it to prevent anyone from entering his hideout. Attack is automatic if you face the well at 2a, or if you enter one of the buildings near the well at 2b. It also sometimes happens at sometimes at 2c (always if you search). If they attack, you fight 6 KOBOLD (#0) and 3 KOBOLD LEADER (#1) (Morale 67); a second identical combat ensues immediately afterward as reinforcements emerge from the well. 3 - A patrol of 1 LIZARDMAN (#57) and 4 GIANT LIZARD (#59) (Morale 75) guard the door here. 4 - A hag greets you and gives you some advice about how an evil spirit guides your enemies, then leaves. If you then search, you will find beneath a rug a hidden treasure worth 533 XP: Banded Mail +1, Quarter Staff +1, Bracers AC 4. SECTION 6.6 - Kuto's Well Catacombs ----------------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 29 0 0 KEY: ####### 1 # 4# 1 # wall ########## # + door/archway 2 # # 2 ~ secret door ########## # ########## 3 # # # 3# 3 E Entrance/exit # ################ #++# 4 # + + # # 4 # #### ####### # 5 # 3 #### 3 ####### # 5 #++########## #############++# 6 # ########## ########## # 6 # ########## ########## ########## 7 # ########## 2####E1#### # 7 # ##########~~####++#### #### # 8 # ########## 2 1a#### #### # 8 # ############# #### ####++####### 9 # ####### + #### # 9 # ####### ########## # 10 # 1c #### ########## # 10 ####++####### #### ##########++# 11 # ####### # # + # 11 # #######++# ########## # 12 # ####### # # # 12 #++####### #### ####### 13 # 1b # 13 #### #### 14 # 1b # 14 ########## 15 15 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The half-orc bandit Norris the Gray and his bandit horde hide out here. Random encounters: None. Resting: If you have defeated Norris the Gray, resting is always safe. Otherwise, he will ambush you himself (same confrontation as in location 2). Clearing the area: Though the council does not give you a mission for it, it will give you an award for defeating Norris the Gray. Differences from the tabletop adventure: The ambushes are more complicated in the tabletop version, though the map is similar. E1 - Exit to Kuto's Well (7,7). 1 - If Norris the Gray has not been defeated, skulking kobolds launch arrows (THAC0 21 attacks on random characters, 1d6 damage per hit; 4 attacks at 1a, one at 1b and 1c) at your party here. You cannot reach the kobolds from this location. 2 - This secret door is not usable unless you detect it. 3 - If Norris the Gray has not been defeated, he will confront you at the first of these locations you reach. (He's familiar enough with the catacombs to beat you to any of them.) If you "S"urrender, you lose all your money and light items plus some heavier items, and you are moved above ground. If you "F"ight, it is against NORRIS THE GRAY (#32), 5 LIZARDMAN (#57), and 9 KOBOLD LEADER (#1) (Morale 70, 208 XP). Norris the Gray carries a Long Sword +1; on his body you will find a message (Journal Entry 50). 4 - Here you find Norris the Gray's treasure hoard worth 867 XP, containing 20 gems, 92 gold, and 2300 silver. SECTION 6.7 - Mendor's Library ------------------------------ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 15 #############++###################++############# 0 # E1 E1 # 0 KEY: # # 1 # E3 # 1 # wall # ###################XX################### # + door/archway 2 # # + # # # # + # # 2 X locked door # # #### #### # # #### #### # # 3 # # + # #### # # #### # + # # 3 E Entrance/exit # # #### #### # # #### #### # # 4 +E2 # + # 1 # # 3 # + # # 4 # # #######++#######++#######++####### # # 5 # # # # 5 # ####++####++#++#++# #++#++#++####++#### # 6 # # 2 # # # # # # # # 4 # # 6 # # #### ########## ########## #### # # 7 # # #### # + + # #### # # 7 # # #### # # # # #### # # 8 # # # # # # # # 8 # ###################++################### # 9 # # + #5a # # # 9 # # ####### #++#### # # 10 # # # 5b+ + 8 # # 10 # # ####### # # # 11 +E2 # 6 # 7+ # # # 11 # # # # ########## # 12 # # # # 9+ # # 12 # # # # #++#### # # 13 # # # # #5c # 10 # # 13 # ######################XX################ # 14 # E3 # 14 # # 15 # # 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Mendor's Library was one of the foremost centers of knowledge in the Moonsea region before Phlan's fall. In Phlan's last days, Mendor tried to build up knowledge to thwart the fall, but failed. The monsters don't know what to do with the books, but the Boss does want the information therein -- but the Flight of the Dragons two years ago seriously distracted him. Preparation: Before you come here, equip as many party members as possible with magical weapons (+1 is good enough) and mirrors, and have the Knock spell prepared. If you don't have Knock yourself, you can hire a THEURGIST in the Phlan training hall. Be wary of dismissing the NPC within the library as it is possible to lock yourself inside if you cannot cast Knock yourself. Random encounters: None. Fleeing: Your party is moved to one of: (7,9); (5,5); (9,9); (9,11). Resting: It is safe to rest anywhere. Clearing the block: The block is considered cleared once you defeat both the basilisk and the spectre, even if you have not recovered all the books of interest. Differences from the tabletop adventure: "Mantor"'s library has a very different layout and different treasure and monsters, though the specific books of interest have the exact same text. E1 - Exit to Kuto's Well. E2 - Exit to Cadorna Textile House. E3 - Entrance to Mendor's Library. You need the Knock spell to get in here at a low level; even Strength 18(00) or a high-level thief are not good enough to "B"ash or "P"ick this door reliably. If you attempt to leave the library having taken at least 1 book, the first time you do so you are attacked by the SPECTRE (#17) (Morale 100) guarding the library. It has a dangerous level-draining attack; casting Protection from Evil before the combat begins helps prevent it from landing. You can restore drained levels with the scroll found at location 1. 1 - Rhetoric section. You will encounter 1 BASILISK (#26) (Morale 100) here; it cares not for rhetoric so parleying won't have any effect. Winning yields 541 XP and a treasure of Potion of Giant Strength, Potion of Healing, Cloak of Displacement, Clerical Scroll (Restoration, Restoration). There are no books of interest in this section. 2 - Mathematics section. There are no books of interest in this section. 3 - History section. Searching this area will yield the following books you may take: (1) The Grand Historian's Records of the Arts of War (Journal Entry 21). (2) The History of the North (Journal Entry 8). (3) Lex Geographica (Journal Entry 37). 4 - Philosophy section. Searching this area will yield the following books you may take (the last five are nearly worthless): (1) Fyerdetha's Discourses on Power (Journal Entry 7). (2) Urgund's Description of Darkness (Journal Entry 19). (3) Meditations. (4) The Harmony of the Rock. (5) Strom's Discussions of Poetics. (6) Chronicles of Arram. (7) Discourse on the Nature of Writing. 5 - If you search here, you may find and take 3 Sheets of Gold (which do not have any value). 6 - This entire garden is now overrun with green slime, which may do damage to your party if you step in it (1d4 damage to one character; it does not function like the tabletop version of green slime, thankfully). You will automatically avoid the green slime after 8 encounters with it. There is nothing useful here. 7 - If you search here, you will find a treasure worth 200 XP containing 3 Potions of Extra Healing. 8 - This storeroom has 5 KOBOLD (#0) (Morale 10) who promptly surrender; if you accept their surrender, they will draw a map (Journal Entry 10). 9 - You encounter a MAD MAN (#25) here. If you parley with him, his rantings turn out to have a bit of truth. If you invite him to join, he will be reluctant but will join as an NPC (Morale 0); he will randomly cause trouble in New Phlan, however. 10 - If you search here, you will find a treasure worth 800 XP: a Manual of Bodily Health. (This can be seriously abused to great profit; read the section on that if you are interested.) SECTION 6.8 - Podal Plaza ------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 18 #############++###################++############# 0 # + #E4# # # # #E4# + # 0 KEY: # ####### # # #++# # # #++#### 1 # # # # # # # # # # # 1 # wall ####++# # # #++#### #++# #++#### # + Door/archway 2 # # + + # + # 2 X locked door # ####### ####++# ####### 3 # + P P P P P P + # 3 E Entrance/exit ####### #++# #### P Plaza open area 4 +E3 P P P P P P P# # P P E1+ 4 (random encounters) ####### #++# #++# #++####### 5 # # P P# # P P P P P P P P# # 5 # # #++# #### # #### 6 # + P P P P P 4+ # P P P P+ # # 6 # # # # ####### # 7 # # P P P P P 4# # P P P P + # 7 #++####++####### #++# #### ####### 8 # # # 2+ P 4# # P P#### P + 1 # 8 #++#### # # #### #### # # 9 # # # # P P P P P P P P P# # 9 # #### # ####### 10 # # # # P P P P P P P P P + # 10 ####++# ####### #### #### 11 +E3 P P P P# + P P P E1+ 11 ####++####++# ####++# #### #++#### 12 # # # # # P P P P # # 12 ############# #### #++# #### ####### 13 # XE5 + # # # # # + # 13 # #++#++# #######++# ####++# # #++# # 14 # # # # + + # # # + # # # 14 # #### # # # # # # # # # # 15 # 3 XE5#E2# # + # #E2# # # # 15 #############++###################++############# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Podal Plaza is a hotbed of monstrous humanoid activity; you must pass through it to reach Stojanow Gate and Valjevo Castle. Preparation: If you have received the Phlan clerk's commission (#4) to investigate the auction here, you will be offered the option to "stride boldly forward", "disguise party as monsters", or "sneak, remaining unseen". Unless you relish multiple fights against huge numbers of monsters, don't stride boldly forward. For avoiding random encounters it does not matter much which of the other two you choose, but disguising your party gives you better chances at avoiding detection in non-random encounters. Random encounters: These are only checked for in open areas, marked P on the map. Surprise never happens; you will always have the opportunity to parley. Monsters are chosen with the following algorithm. Base number of base monsters is calculated by: * dividing Party Strength by the indicated divisor (call the result X) * picking a random number between X and 2X, inclusive * if you are on mission, and you chose to "stride boldly forward" or lost stealth: multiply by 2 * minimum of 2, maximum of 50 Move is movement, for determining success of "F"lee; this is compared to the movement of your slowest party member. Base Base Number Base Leaders (+10 Chance Number Base Monster For Leaders Morale Morale if present) Move ------ ------ ------------ ----------- ------ ------------------ ---- 2 in 9 PS / 3 GOBLIN GUARD (#2) 40 30 5 GOBLIN LEADER (#3) 6 2 in 9 PS / 3 GOBLIN GUARD (#2) 40 35 5 GOBLIN LEADER (#3) 6 2 in 9 PS / 3 ORC (#4) 30 40 4 ORC LEADER (#5) 9 1 in 9 PS / 3 ORC (#4) 30 45 4 ORC LEADER (#5) 9 1 in 9 PS / 6 HOBGOBLIN (#6) 20 45 3 HOBGOBLIN LDR (#7) 9 1 in 9 PS /12 OGRE (#8) N/A 50 N/A 9 If you have received the Phlan clerk's commission to investigate the auction: There is a 3 in 26 chance the monsters are just gossiping; the gossip cycles through the following: 1. "Do you think he'll really show up -- the Boss I mean?" 2. "More ogres on the street, since the giants took over the castle." 3. "He melted into a puddle of lard when he touched the thing!" 4. "The Boss will be the guy bidding up the price." 5. "The plaza's Bane temple is recruiting for Mace again. Grishnak won't be happy." The chance of a confrontation is 4 in 26, or 9 in 26 in Search mode. * If you chose to "stride boldly forward", any attempt to "P"arley will result in combat. * If you are disguised, there is a (6 + 5 per human in party) in 101 chance that the monsters will demand, 'Who are you?"': * "H"aughty or "A"busive: if Party Strength is greater than or equal to 1d51, you avoid combat. Otherwise, the monsters attack. * "S"ly: if your spokesperson's Charisma reaction modifier is greater than or equal to 1d31, you avoid combat. Otherwise, the monsters attack. * "N"ice or "M"eek: immediately start combat (you just gave away your heroic character!) * If you are sneaking, there is a 1 in 6 chance your party will get the same demand as above. If you have not, or if you have already completed that commission: The chance of a random encounter is 1 in 26, or 8 in 26 if you are in Search mode. Parleying does not automatically result in combat; "A"busive is the most likely to avoid combat, and "H"aughty is the least, though with Charisma 17 or higher, any option will always work. Fleeing: Your party is moved to one of: (4,0); (5,1); (6,2); (7,3); (9,4); (10,5); (11,6); (12,7). Resting: You may safely rest in the hidden temple of Ilmater, or if you have cleared the block. Otherwise, rest is interrupted quickly (99% chance every 5 minutes if you are on the council mission; 16% chance every 10 minutes if not). Clearing the block: You can clear the block once you have defeated 10 random encounters while not on mission. This counter will always be reset to 0 every time you re-enter if you do not finish the mission. If that is not possible because you chose to "stride boldly forward" or lost stealth, you cannot ever clear the block. Differences from the tabletop adventure: In "Podol" Plaza, disguising yourself is less reliable, though you can actually win the auction and claim the wand (though doing so costs more than its market value). E1 - Exit to Kuto's Well. E2 - Exit to Cadorna Textile House. E3 - Exit to Wilderness (24,28). E4 - Exit to Stojanow Gate. E5 - Entrance to hidden temple of Ilmater. The door is locked; bashing and picking the lock can work but not reliably; the Knock spell will always work. 1 - Temple of Bane (converted temple of Ilmater). You meet an orc priest of Bane here. "G"reet or "A"ttack will result in a fight with 1 ORC LEADER (#5) (Morale 90, Distance 1) unless you disguised the party as monsters. If you did, you will be recruited for the larger temple of Bane across the river. Regardless of whether you say yes or no, you will be asked to return in two hours. If you do return, you will be attacked by 8 ORC (#4), 3 OGRE (#8), 1 ORC LEADER (#5) (Morale 50, Distance 1). At the end of either combat, you can pick up 6 Leather Holy Symbols (of Bane) which are of some use on the mission to clear the larger temple of Bane. 2 - The Pitt, a monster tavern. This game predates Fallout 3 by more than twenty years, so you won't find the Lone Wanderer here. The first time you enter, you will accidentally bump into a buccaneer. He gets angry and confronts the party. You may: * "C"hallenge him and fight 1 4TH LVL FIGHTER (#41) (Morale undefined), one- on-one, without other repercussions; you even get to keep his Long Sword +1 and Chain Mail +1. The easy way to beat him is by casting Sleep, which works more often than not. * "A"ttack him outright, which results in a full combat with 1 4TH LVL FIGHTER (#41), 4 HOBGOBLIN (#6), 12 GOBLIN GUARD (#2), and 8 ORC (#4) (Morale 30, 234 XP). * "F"lee, which will work but causes the loss of any stealth in this visit. * "B"ribe him with 10% of your money and light items. Once the buccaneer encounter is resolved, you can hang out in the bar: * Mix with monsters: if you are not disguised, this causes the bar's patrons to attack, as above. If you are disguised, you get insulted and can respond: * Joining in heavy drinking: same result as below. * Try to leave: causes the bar's patrons to attack, as above (including that buccaneer). * Attack or Insult back results in a tavern brawl where some monsters are your side; monsters are GOBLIN GUARD (#2), HOBGOBLIN (#6), and OGRE (#8) (Morale 50). * Drink heavily: the party wakes up drunk in the alley behind the bar with all its money and 50% of its light items missing, and causes the loss of any stealth in this visit. * Attack: results in the same combat as attacking the buccaneer (including the buccaneer). Any combat with all of the bar's patrons results in the bar's abandonment, unlike the taverns in New Phlan. (Monsters evidently have the sense to avoid places where deadly tavern brawls have happened!) 3 - A priestess of Ilmater can heal you here; her services are the same as those in New Phlan, detailed in the Temple Spells section. 4 - If you have received the Phlan clerk's commission to investigate the auction here, and you neither chose to "stride boldly forward" nor lost stealth, entering one of these squares triggers the start of the auction of a wand or staff. (If you chose to "stride boldly forward" or lost stealth before starting the auction, you cannot ever either complete the mission, or clear the block if you have not already done so.) If you chose to disguise the party as monsters, your chance of evading detection when checked is 5 in 6. If you are sneaking, you are always detected when checked. If you are detected, you are confronted by the most recent monster group you had met as if you were striding boldly forward. When the auction begins, you may: * Stand and listen: No risk; allows the auction to proceed. * Move in closer: You must roll to avoid detection, though if you succeed 'You now see the wand isn't a major artifact, it's only a Wand of Fear!' If you do not get caught, the auction proceeds. * Listen to comments: No risk; you hear one of two rumors: * '"It's a Wand of Illumination. Who cares, I see in the dark anyway!"' * '"It's a Staff of Command. I could have my own army!"' and the auction proceeds. * Leave: You must roll to avoid detection, and you do not see the rest of the auction. If you allow the auction to proceed, the high bidder of 5000 gold is a magic-user named Garwin, accompanied by an ogre named Buldwar. You may: * Make a bid: You do not actually need the 5000 gold for this. You must roll to avoid detection. If you succeed, Garwin casts a darkness spell upon the auction block. You may then: * Follow the ogre: You seize and search Buldwar, but he doesn't have the wand. You must then roll again to evade detection. * Move quietly away: You must roll to avoid detection, and you do not see the rest of the auction. * Look for the man in plain clothes: No risk; you will be unable to find Garwin, though. * Wait for winner: No risk. Garwin wins the item and disappears. * Leave: You must roll to avoid detection, and you do not see the rest of the auction. You cannot win the auction yourself; the wand is not significant, anyway. (In the tabletop version, no one even knows its command word.) Any result of the above (even if you don't see the end of the auction as requested by the council) will complete the mission. SECTION 6.9 - Cadorna Textile House ----------------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 2 #############++###################++############# 0 # # + #E2# + #### + # E2# + # 0 KEY: # ####### # # # #### # # #### # # 1 # + # # # # # # # # # 1 # wall ####++####++# #++#######++#++# #++############# ~ illusionary wall 2 # + ~ # 2 ' rubbled wall #### # ####++#### #######++# ''''''' ####++# + door/archway 3 # + 1# # 2 # # + # ' ' + # 3 #### # #### # # # #### ' ' ####### E Entrance/exit 4 +E3 + + + # # # #### ' ' ' E1+ 4 ####### ########## ####++#### ''''++' ####### 5 # # # # 5 # # #++'''' ####''' ########## #++## # 6 # # # ' + ' # + # # # 6 #++#++# # ' ####### #### # # # 7 # # + # ' # # + # 7 #############''########## ####++#### ####### 8 # 2#5a+ # # # ' 2# 8 # # # # # #++#############++####### 9 # # # # # 4 # # 6 # + + # 9 #''' ####++# #++####++# #######++# # #### 10 # ' + + 3 3 + # # # # 10 #''' ####### #######++#++####### # 11 +E3 # + 1a # + # E1+ 11 #### # 7 # #### # # #++########## 12 # # # # #### # # # ' # 12 # # #++#### #### #++####### ' # 13 # 2+ # # + 3 + ' # 13 #### #++#++# #++####++#++#++##########''# # 14 # # 5b # # # # 10~11# # # 14 # #++#### #++# # # #### #### # 15 # # 8# # 9+ # # # # # 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Junior Councilman Porphyrys Cadorna is the last heir to the Cadorna family fortune. He hired an adventurer to search the old Cadorna Textile House, but nothing has been heard from him. He will hire your party to search for both the adventurer and the Cadorna family treasure, and will pay for the return of the treasure. Random encounters: The chance of a random encounter is 1 in 31, or 1 in 6 if you are in Search mode. If you are in the south-central hobgoblin-patrolled portion of the map, and have not defeated the ogre leading the hobgoblins, you always encounter: 8 HOBGOBLIN (#6), 1 HOBGOBLIN LDR (#7) (Morale 60, Distance 2, 40 XP) which do not count towards the encounter limit, and do not stop until you have defeated the ogre leading the hobgoblins. Otherwise, there are 10 random encounters in the rest of the Cadorna Textile House, which do not scale to the party's strength. To determine which one, roll 1d11 and add the number of random encounters already fought: 1 to 4: 8 POISONOUS FROG (#38) (Morale 60, 52 XP) 5 to 8: 3 LARGE SCORPION (#18), 1 HUGE SCORPION (#39) (Morale 50, Distance 1, 64 XP) 9 to 13: 5 GHOUL (#72), 1 WIGHT (#20) (Morale 100, Distance 2, 180 XP) 14 to 18: 10 SKELETON (#34), 8 ZOMBIE (#35), 1 WIGHT (#20) (Morale 100, Distance 2, 200 XP) 19 or more: 8 HOBGOBLIN (#6), 1 HOBGOBLIN LDR (#7) (Morale 60, Distance 2, 40 XP) None of these monsters can be bargained with or otherwise be avoided once encountered, and almost all combats feature either monsters that have deadly poison attacks, or undead that can drain levels. Fleeing: Your party is moved to one of: (4,2); (11,2). Resting: You may rest without being interrupted by monsters outside the hobgoblin-patrolled area if you have defeated all 10 random encounters; in the hobgoblin-patrolled area, you must defeat the ogre leading the hobgoblins to rest safely. You may be disturbed by a random encounter otherwise. Your rest may still be disturbed even if it is safe, but it is by nothing (this is a bug). Clearing the block: The council considers the block cleared once you have both defeated all 10 non-hobgoblin random encounters, and defeated the ogre at location 10 who leads the hobgoblins. (You may need to wander around with no incident for the block clearing to be flagged properly.) Differences from the tabletop adventure: The tabletop version has a different layout, is inhabited entirely by gnolls, lacks Skullcrusher and the thieves' guild, and the family treasure is not sealed. E1 - Exit to Mendor's Library. E2 - Exit to Podal Plaza. E3 - Exit to Wilderness (24,28). 1 - This well has a note saying "Thieves Only". Any non-thief who attempts to climb down will fall, taking 15d6 damage; equipping a Ring of Feather Falling does not prevent damage, though it is supposed to. (That's a fall of 150 feet!) A thief can successfully climb down if not wearing armor heavier than leather, making a standard Climb Walls roll to determine success. If you reach the bottom alive, you greet the thief Restal: * If you are not a thief, or are not on Junior Councilman Cadorna's mission, he magically expels you from the well. * If you were not expelled, he offers to help you into the Cadorna Textile House. If you accept, you are moved to location 1a (which circumvents the combat at location 3). * If you then bring back the unopened Cadorna family treasure, he offers to open the box and replace the seal so it appears unopened, for a cut of part of the treasure. If you accept, you receive treasure worth 1200 XP containing: 2 jewelry, 4 gems, 200 platinum, four pieces of item jewelry, and Gauntlets of Ogre Power. 2 - You find a page from a diary (Journal Entry 11) in the first one of these locations you enter. 3 - If the thieves did not sneak you into the textile house, you are attacked by guards the first time you enter one of these locations: 12 HOBGOBLIN (#6) and 2 HOBGOBLIN LDR (#7) (Morale 60, 63 XP). 4 - Hobgoblin barracks. Whatever you do, you are attacked by 14 HOBGOBLIN (#6) and 3 HOBGOBLIN LDR (#7) (Morale 60, 76 XP). 5 - Hobgoblin encounter. Whatever you do, you are attacked at 5a by 10 HOBGOBLIN (#6) and 2 HOBGOBLIN LDR (#7) (54 XP); at 5b by 12 HOBGOBLIN (#6) and 2 HOBGOBLIN LDR (#7) (Morale 60, 63 XP). 6 - A dead hobgoblin lies here, with "Skullcrusher was here" written with its blood nearby. Nothing is on its body. 7 - This unholy temple is guarded by the hobgoblin priestess GRISHNAK (#28), 12 HOBGOBLIN (#6) and 3 HOBGOBLIN LDR (#7) (Morale 100, 353 XP). You will find among the hobgoblins' items: Cursed Necklace, Brass Key, Potion of Healing, Magic-User Scroll (Reduce, Detect Invisibility, Fireball), and Magic-User Scroll (Burning Hands, Mirror Image, Blink). (The Stone Statuette is heavy and useless.) In other news, evidently the Boss offers sex-change operations to veterans of Sauron's armies. 8 - You find a muscular man locked up here, and some of his notes (Journal Entry 47). The only way to free him is to use the Brass Key from the combat with Grishnak in location 7. You can then ask SKULLCRUSHER (#28) (Morale 100) to join your party. 9 - No, you can't kill the baby hobgoblins here. (Some German bureaucrat is probably happy about this.) 10 - If Skullcrusher is in your party, he points out the secret door here. 11 - The ogre leader of the hobgoblins attacks here: 1 OGRE (#8), 18 HOBGOBLIN (#6) and 4 HOBGOBLIN LDR (#7) (Morale 100, Distance 1, 132 XP). If you defeat them, you find the sealed Cadorna family treasure, which you may either "T"ake unopened, or "O"pen immediately for 1943 XP, 4 jewelry, 8 gems, 400 platinum, 20 silver, 450 copper, four pieces of item jewelry, Gauntlets of Ogre Power, and the wrath of Junior Councilman Porphyrys Cadorna. You get a better total reward if you have the thieves at location 1 open the treasure and recreate the seal, then return it to Cadorna. SECTION 6.10 - Kovel Mansion ---------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 14 #############++###################++############# 0 # E2 E2 # 0 KEY: # # 1 # # 1 # wall # ###################++#++############# # + door/archway 2 # # # # # + # # 2 # # # BS # BS # # BS # # E Entrance/exit 3 # # T1+ + + # # # 3 BS Thief backstab # # ####++#######++#++####++####### # T Trap 4 # # 1 # # # # #E1+ 4 # ####### # # # # # 5 # # 7# 2 + # + 2b # # 5 # #++################++#++#######++#### # 6 # # +T2 # # # # # 6 # ####### # # # # # # 7 # + # BS # 8 # # + BS # # 7 # # # #############++# # # # 8 # # # # # 2a+ # # # 8 # #######++#++# # ################ # 9 # # # # BS + #10 # # # 9 # # # # ####++#### #++#### # 10 # + # # # # T1 # 11# # 10 # # #++########## ####++#### # # 11 # # # # + + BS +T3 #E1+ 11 # ####### T1 # ####++####++#### # # # 12 # # # + BS # BS # 9 # # # # 12 # # #++#### ####++#### #++####### # 13 # + # 6 # # 3 # #T1 # # 13 # ####### #++#### # # # # 14 # # # 5 + 3 4 # # 12# # 14 # ##################################### # 15 # E3 E3 # 15 #############++###################++############# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The main thieves' guild of Phlan now operates out of ancient Kovel Mansion. The council wants you to clear them out; you may keep whatever treasure they happen to have. How to get here: Take the boat from the Phlan dock to the "B"ay, then enter the "N"orth side of the city. Random encounters: None. Resting: You may not safely rest if you have not yet cleared the block; three thieves will each launches a sling bullet at the party (3 THAC0 10 attacks on random characters, 1d4+1 damage per hit). Clearing the block: To clear this block, you must kill at least 21 thieves in combats that count, which are the ambushes marked BS and the combats at locations 1, 2b, and 3. Differences from the tabletop adventure: The layout is identical and the map plays much the same way (the tabletop version has a thief count of 18), although the Gold Box version has much less powerful spell scrolls. E1 - Exit to Wilderness (26,27). E2 - Exit to Wilderness (26,26). E3 - Exit to Wealthy Area. BS - If you have not cleared the block, when you enter this room a thief will sometimes ambush you here: * 30% chance if the count of thieves killed is less than 12, 35% chance otherwise: the thief will backstab one character. This is a THAC0 -10 attack that does 2d8 damage if the count of thieves killed is less than 12, or 3d8 otherwise. You cannot retaliate or catch the thief in this case. * Otherwise: You catch the thief, and get the option to attack the thief or let him go. If you attack the thief, you fight 1 1ST LVL THIEF (#45) if the count of thieves killed is less than 18, or 1 6TH LVL THIEF (#51) otherwise (Morale 30 for either). Winning this combat increases the count of thieves killed by 1. T - The first time you enter this room, you will encounter a trap. A thief may roll to detect and disarm it before it hits you. The traps do damage as follows: T1 - blade trap (THAC0 0 attack on a random character, 1d6 damage if it hits) T2 - bladed net trap (1d6 damage to random character, saving throw vs. spell negates) T3 - poison gas attack (1d3 damage to random character, saving throw vs. poison negates) 1 - There is a pile of weapons and armor here. You can search them for traps, which is a standard thief Find/Remove traps roll, or is automatic with the Detect Traps spell. Disarming the trap is also a standard thief Find/Remove traps roll. If you fail to disarm the trap, or simply tried to take the treasure, you set off an ambush trap that depends on the count of thieves killed: * 0 to 7: fight 5 6TH LVL THIEF (#51). * 8 to 12: fight (kills-7) 1ST LVL THIEF (#45) and (12-kills) 6TH LVL THIEF (#51). * 13 to 17: some very strange things happen that aren't well-defined. In programming terms, with 13 to 15 kills an integer underflow occurs, and you may have to fight a large number of level 1 thieves. With 16 or 17 kills, the game dereferences a stale pointer when defining the number of level 1 thieves. * 18 or more: There aren't enough thieves left for an ambush; this acts as if you had disarmed the trap. The thieves surprise you (Morale undefined). If you fought a combat with 0 to 15 thief kills beforehand, this increases the count of thieves killed by 5. However the ambush is resolved, the treasure is worth 600 XP and contains 2 Daggers +1, Hammer +1, Morning Star +1, Scimitar +1, Short Sword +1, Shield +2, Chain Mail +1, and Broad Sword -2. 2 - Two thieves try to ambush you, fail, and flee. If you try to give chase, they split up at location 2a: * If you follow the thief that headed "E"ast, you end up at location 2b, where you can fight a thief handled as if you had fought one at location BS. * Following the thief that headed "S"outh will lead you into the ambush at location 3. 3 - In the first of these locations you enter, you are surprised by 15 1ST LVL THIEF (#45) and 3 6TH LEVEL THIEF (#51) (Morale 60, 263 XP). This combat counts as 15 kills towards clearing the block, not 18; it will also not disappear just because you have otherwise cleared the block. 4 - There are some files here (Journal Entry 38, Journal Entry 51). 5 - A slate has a map drawn upon it (Journal Entry 41). 6 - A wooden cabinet is here. It is trapped; if your thief fails to deal with the trap, every party member must save vs. poison or take 2d6 damage. You must then bypass its lock; when done, within is a treasure worth 666 XP: Magic-User Scroll (Fireball, Haste, Hold Person) Magic-User Scroll (Blink, Ray of Enfeeblement, Slow) Clerical Scroll (Hold Person, Cure Blindness, Bestow Curse) Clerical Scroll (Prayer, Remove Curse, Animate Dead) Magic-User Scroll (Reduce, Detect Invisibility, Fireball) Magic-User Scroll (Burning Hands, Mirror Image, Blink) 7 - A crude map is on the floor (Journal Entry 29). 8 - There are four caskets here; all of them are both trapped and locked. They contain: A - 500 XP, 12 gems (trap: poison needle does 1d4 damage to one character, saving throw vs. poison negates) B - 366 XP, 1 jewelry (trap: poison dart does 1d3 damage to one character) C - 125 XP, 3 gems (trap: poison powder does 1d6 damage to every character, saving throw vs. poison negates) D - 833 XP, 20 gems (trap: volley of darts launched at party: 12 THAC0 10 attacks on random characters, 1d4 damage per hit) 9 - 10 1ST LEVEL THIEF (#45) (Morale undefined, 23 XP) are beating up an older thief; they turn to attack you. When you win, the old thief dies, but not before giving you some papers (Journal Entry 48). This combat does not count towards clearing the block. 10 - This loot pile worth 400 XP includes a Short Sword +2 and Leather Armor +4 among the other nonmagical items. 11 - There are three cabinets here; all of them are locked, and cabinet C is also trapped. They contain: A - some papers (Journal Entry 23, Journal Entry 14) B - 12 XP, 1500 silver C - 300 XP, 1800 gold (trap: needle trap, 1 THAC0 -20 attack on random character, 1d8 damage if it hits) 12 - There is a pile of 26 huge tapestries and 2 fine tapestries here (they are very heavy and not worth that much). SECTION 6.11 - Wealthy Area --------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 24 #############++###################++############# 0 # # #E2# + # #E2# # # 0 KEY: # # # # # # # # # # 1 # + # # # # # # + # 1 # wall #++#### # # #++#### # #++########## + door/archway 2 # # # # + + # # # 2 # ########## #######++####++#### # # E Entrance/exit 3 # + + # 3 #### #### 4 +E3 E1+ 4 ####### ############################++#### 5 # # # + # # 1 # 5 # # # # 5 # 4 # # 6 # + # 6 # + 1 + 2 # 6 # # # #############++#### # 7 # # # # # # 7 ########## ####++#### ####### ####++#### 8 # # # 7 # # # # 3 # 8 # # # # # # # # 9 # + # # # 1 + # # 9 # # # # # # # # 10 # # # # # # # # 10 ########## ########## ####++# ########## 11 +E3 E1+ 11 #######++################++####### ####### 12 # + + # # 8 # # # # 12 # # # # ####++#### ####### # # 13 # # # # + + #### # # # 13 #######++##########++# ####++#### #++#++#### 14 # # + # # # #### # # 14 # # # # ####++# 10 #### # # 15 # + # # 9 + + #### + # 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 This was once the home of old Phlan's wealthy, but it is now occupied by orcish patrols from the adjacent Temple of Bane. How to get here: Take the boat from the Phlan dock to the "B"ay, then enter the "S"outh side of the city. Random encounters: The odds of a random encounter are 2 in 30 normally, or 5 in 30 if you are in Search mode. The following monsters patrol this block; they continue to do so until both this block and the Temple of Bane have been cleared: 40%: special patrol of 4 ORC (#4), carrying Bane's symbol of a black hand on a red field; they carry 6 Leather Holy Symbol (of Bane) 20%: GOBLIN GUARD (#2) (Morale 50, Parley modifier +20) 20%: ORC (#4), ORC LEADER (#5) (Morale 55, Parley modifier +10) 10%: HOBGOBLIN (#6) (Morale 60, Parley modifier +10) 10%: OGRE (#8) (Morale 80, Parley modifier +0) If you successfully "F"lee, you will not actually move. The four-orc patrol will not fight unless forced to, and will have different things to say depending on attitude: * "H"aughty or "A"busive: 'In a deep threatening voice one of the orcs says "You moles better watch your step or you shall feel the wrath of Bane!" After saying this he spits and leaves.' * "N"ice or "M"eek: 'The orcs yell out, "We have orders to check out suspicious individuals, but youse guys look harmless enough." After talking the four orcs wander away.' * "S"ly: 'One of the orcs says, "Oh, yeah youse them guys who know where de treasure is. We not supposed to kill you yet." The orcs then wander away.' For other encounters, "P"arley starts you with a score of 4 for "M"eek; 29 for "H"aughty, "S"ly, or "N"ice; or 59 for "A"busive. Then, add 1d31, your spokesperson's Charisma reaction modifier, and the parley modifier for the appropriate monsters: * Score is 74 or below: The monsters attack you immediately. * Score is 75 to 99: '"Get outa here before we make you leave", the monsters yell. "And you wont come back if you know whats good fer ya." The monsters then leave.' * Score is 100 to 139: '"We gotta keep all you nonbelievers outa here", the monsters say as they begin to leave. "So hit the road ya bums." The monsters turn and leave.' * Score is 140 or higher: 'You intimidate the monsters so much they run away!' Resting: It is not safe to rest anywhere until you have cleared both this block and the Temple of Bane; it is then safe to rest anywhere. If you are disturbed, it will always be an attack by 10 ORC (#4) (Morale undefined). Clearing the block: The council will consider this block cleared once you have fought the combat at location 1. Differences from the tabletop adventure: In the tabletop version, this isn't connected to the Temple of Bane mission; the only real quests are to clear the block of monsters and recover family heirlooms from the mansions here. The map is similar but not identical. All experience rewards listed are for a 7-person party (it is assumed you have Dirten with you). E1 - Exit to Wilderness (26,27). E2 - Exit to Kovel Mansion. E3 - Exit to Temple of Bane. 1 - The first time you enter any one of these mansions, you are confronted by up to 20 ORC (#4) (Morale 99, 46 XP for 20). They attack immediately if you are not carrying a set of Leather Holy Symbols; otherwise they act surprised, but you will end up fighting them if you do anything other than run away. 2 - If you are in Search mode when you first enter this room, you find a treasure worth 942 XP, containing 3 jewelry. You cannot find this treasure otherwise. 3 - There are some cowering goblin slaves in this room. Killing them is automatic and doesn't result in combat or XP (you meanie); if you talk, one of them tells you that you need a holy symbol of Bane to enter the Temple of Bane. 4 - If you are in Search mode when you enter this room, you may find a trap door concealing a hidden treasure worth 285 XP: Clerical Scroll (Animate Dead, Cure Blindness), Potion of Extra Healing, and Ring of Feather Falling. 5 - If you are in search mode when you enter this room, you find a treasure worth 942 XP, containing 3 jewelry. 6 - If you are in search mode when you enter this room, you find a tapestry (which is heavy and not that valuable). 7 - You are attacked by 6 ORC (#4) led by 1 OGRE (#8) (Morale 80, 42 XP). They are carrying a piece of paper (Journal Entry 53). 8 - The guards of this mansion attack immediately: 6 ORC (#4) and 2 ORC LEADER (#5) (Morale 80, 29 XP). 9 - The message here does not mean anything (the clue book specifically states it is false). 10 - This room has some crude beds; if you search you are attacked by 8 ORC (#4) (Morale 80, 18 XP). There is nothing else here. SECTION 6.12 - Temple of Bane ----------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 24 ################################################# 0 # # # + # + # + # 0 KEY: # # ####### #++############# # 1 # + # # # # # 1 # wall ##########++# #++#### #++####### + door/archway 2 # + # # 2 ####++# ################ # # E Entrance/exit 3 # # # # + # 3 ####### #### #### #### ####### 4 # # #### #### # E1+ 4 # # ####### #### ############# 5 # + ####1a ####### 5 #### ####### #### #### #### #### ####### 6 # + # # 6 # # # # # # # # # # #### 7 # # + # # # # # # # #### 7 #### E2# # # # # # # # 2#### 8 # # + # # # # # # # #### 8 # # # # # # # # # # #### 9 # + # 1c # 9 #### ####### #### #### #### #### ####### 10 # + #### ####### 10 # # ####### #### ############# 11 # # #### #### # E1+ 11 ####### #### #### #### ####### 12 # # # 1b # + # 12 # # ################ # # 13 # + # # 13 # # #++#### #++# ####++# 14 # # # # # # # # 14 #######++####++# #++#### #######++####### # 15 # + # # # # + # # # 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The old Temple of Ilmater is now occupied by orcish forces who have rededicated it to the evil god Bane. The temple is currently led by the half-orc cleric Mace. The council of Phlan is interested in defeating Mace and reclaiming the temple for the gods of good. Random encounters: Encounters are identical to those in the Wealthy Area (q.v.) except that you will not be bothered in the central actual temple building if Mace is letting the party search for the treasures inside. Resting: Same as for the Wealthy Area. Clearing the block: The council will consider this block cleared once you have defeated Mace. It does not matter whether or not you have Dirten present for this. Differences from the tabletop adventure: The temple encounters work much the same way, but the magical treasure is far less valuable in the Gold Box version (mostly because most high-level spells aren't implemented here). All experience rewards listed are for a 7-person party (it is assumed you have Dirten with you). E1 - Exit to Wealthy Area. E2 - Entrance to the Temple of Bane proper. An old blind orc stands guard here with eight orc guards. * If you have parleyed with at least one of the special four-orc patrols: You will automatically be admitted entry. This is intended to be a trap; Mace wants the party to search the temple for hidden treasure, then attack the party himself to claim the treasures. * Otherwise: The orcs do not know about your party, so you are not automatically allowed entry. The blind orc will check for the presence of at least one Leather Holy Symbol (of Bane). If you have one, he will let you in if you permit him to search your party. Otherwise, you will have to attack the temple guards of 8 ORC (#4) (Morale 99) to gain entry to the temple. If you have entered the temple and attempt to leave, that will trigger the combat with Mace and his followers described below if it has not already happened. 1 - These three locations have treasures beneath hidden trap doors, which you can find by searching. Mace wants you to find these for them, then ambush you to get the treasures himself. The treasures are as follows: 1a - 342 XP; Clerical Scroll (Animate Dead, Cause Disease, Prayer), Clerical Scroll (Snake Charm, Silence 15' Radius, Bless), Magic-User Scroll (Fireball, Ray of Enfeeblement, Stinking Cloud). 1b - 800 XP; Potion of Giant Strength, Potion of Healing, Potion of Speed, Wand of Magic Missiles, Dust of Disappearance, plus some nonmagical items. (The Dust of Disappearance is an extremely powerful consumable item -- don't waste it!) 1c - 457 XP; Hand Axe +1, Dagger +1, Hammer +1, Mace +1, Morning Star +1, Scimitar +1, Spear +1, Short Sword +1. After you find the third of these treasures, you will be immediately attacked by MACE (#33) leading 30 ORC (#4), 20 ORC (#44), and 5 ORC LEADER (#5) (Morale 99, 256 XP), unless Mace has already been defeated. (Note that some of these orcs are "elite" orcs armed with short bows.) Mace is carrying a Mace +1 and a notice recorded as Journal Entry 25. If Dirten is with the party, he will leave your party after this battle. 2 - These two squares have a crude altar to Bane. If you defile it, and you have not already defeated Mace, he attacks immediately. SECTION 6.13 - Wilderness ------------------------- 1111111111222222222233333333334444 KEY: 01234567890123456789012345678901234567890123 0 . plains 1 " swamp 2 ...&&&^^&&&&&&&&&&&&&&..&&&&&&&&&&&&&&&& + forest 3 &&&^^^^^^^&&^^^^&^^&&&&..&&&&&&&&&&&&&&& & hills 4 &^^^^^^^^^&&^^^^^^^^&&&&..&&&&&&&&&&&&&& ^ mountains 5 ^^^^^^^^^&&&^^^^^^^^^&&&.&&&&&&&&&&&&&&& ~ river (the Stojanow is not 6 ^^^^^^^^&&&^^^^^^^^^^&&&..&&&&&&&&+&+&&& passable below Lake Kuto 7 ^^^^^^^^&^^^^^^^^^^^&&&&.&&&&&&&&+++++&& until you defeat Yarash) 8 ^^^^^^^^&&^^^^^^^^^&&&....&&&&&&+++m++&& = impassably large body of 9 ^^^^^^^^k&^^^^^^^^&&&&....&&&&&&+++++&&& water (Lake Kuto or the 10 ^^^^^^^^&&^^&&&&&&.&&......&&&&&&+++&&&& Moonsea) 11 ^^^^^^^^&~&&&&&&++.....h....&&&&&&&&&&&& 12 ^^^^^^^^&&~~~~+++++....++......&&&&&&&&& (NB: terrain that is not 13 &&^^^^^&&&&&&&~+++++..++++.....&&&&&&&&& water has no effect other than 14 &&&^^^&&&&&..++~+f+++.+++++...&&&&&&&&&& appearance) 15 .&&&&&.&&&..+++====++++++++..&l&&&&&&&&& 16 ..........+++++==g=.+++++++++.&~&&&&&&&& 17 .........+++++++===..+++++++++.~~&&&&&&& 18 .........+++++++.~~...++++++++..~~&&&&&& 19 ....""...++++++..~~...++++++++..&~&&&&&& 20 ....""....+++++..~....+++++++++.&~~&&&&& 21 ...."".....++++..~~...+++++++++.&~&&&&&& 22 ....""".....+++.++~~...+++++++&&&~&&&&&& 23 ....."".....++.+++.~...+++++++&&&~&..&&& 24 ....."j"......+++++~~...++++++&~~~&...&& 25 ....."""......+++++.~~~.+++++++~&...+++& 26 ....."".......++++++..~cc++++++~.++++++= 27 .....""........+++++++.ab.++.++~+++++=== 28 .....""........+++++++d==.....+~~~~===== 29 ....."".........++e++++=========~e====== 30 ....."".....==.=====+=================== 31 ..........n============================= 32 .i........============================== 33 =.=====.================================ 34 ======================================== 35 ======================================== 01234567891111111111222222222233333333334444 0123456789012345678901234567890123 The wilderness near Phlan is not extensive enough that it has any other significant town or city, but it does have a variety of places you can adventure in, plus the inevitable random encounters. Random encounters: There are three different sets of random encounters and lairs; which set depends on your current X coordinate. (The terrain makes no difference.) You can often avoid combat in random encounters with intelligent monsters by parleying; the effect of attitude varies by monster set. The chance of a random encounter is 5%. A random encounter is with monsters 20 in 21 times, and is a lair entrance 1 in 21 times. Lairs cannot be auto- mapped but are small, and any can reoccur any number of times. You can always rest safely in a lair. "W"ait will always avoid combat if your party is not surprised and the monsters are. It otherwise always results in combat. "F"lee can only work if neither side is surprised ('You spot a group of .') To find the effect of a "P"arley, if the monster has a parley receptiveness other than 0 (always hostile) or 50 (always friendly), add together the following (surprise does not matter): * Parley receptiveness * Parley attitude modifier for that monster set * Your spokesperson's Charisma reaction modifier * 1d31 If the result is: * 99 or less: The monsters are insulted and attack. * 100 to 139: 'You convince the that combat is not necessary and you go on your way.' * 140 or more: 'The fall for your sparkling personality and wander away without a fight.' Monster tables explanation: Fr Frequency (chance out of 19 for Western; 18 for Central; 20 for Eastern) Di Divisor: the base number of monsters is equal to Party Strength divided by this. This is subject to a random additional division: * 1 in 6 chance: no extra divisor * 3 in 6 chance: divided by 2 * 2 in 6 chance: divided by 3 The mininum number of monsters is 1. Mo Morale Pa Parley receptiveness; 0 is always hostile, 50 is always friendly, intermediate values work as above. Mv Movement; if "F"leeing is possible, the chance of that succeeding is this compared to the movement of your slowest party member. (It isn't necessarily its actual combat movement.) Re Size reduction: if the base monster group is at least as large as this, this will be subtracted until it is smaller than this number; one additional "extra monster" will be added for each subtraction. Western Wilderness (X=2 to X=15, ECL Script 25): Fr Base Monster Di Mo Pa Mv Re Extra Monster -- --------------------- -- -- -- -- -- --------------------- 2 QUICKLINGS (#10) 4 60 10 96 3 WILD BOAR (#120) 4 60 0 15 1 GIANT MANTIS (#74) 10 60 0 12 3 TIGER (#119) 6 60 0 12 2 THRI-KREEN (#118) 10 60 30 18 1 AHNKHEG [sic] (#65) 8 60 0 12 2 CENTAUR (#67) 4 60 50 18 2 CORPORAL (#54) 2 80 10 6 10 CORPORAL (#54) 1 1ST LVL THIEF (#45) 2 40 10 12 40 6TH LVL THIEF (#51) 2 GIANT SNAKE (#60) 8 60 0 15 Quicklings cannot be surprised. The party is surprised by giant mantises on a roll of 1 to 5. Tigers and corporals are only surprised on a roll of 1. "P"arley modifiers: Haughty Sly Nice Meek Abusive --------------------------------------- 19 9 49 -1 29 You can also occasionally randomly find the following small maps: Small dark cave: 2x combat against 1 GIANT SNAKE (#60) Small dark cave: combat against 1 AHNKHEG [sic] (#65); anhkheg's victims' treasure worth 104 XP containing 1 gem, 500 electrum, 2000 silver, 5000 copper Small dark cave: confrontation with 2 THRI-KREEN (#118) which allows you to "L"eave; combat against 3 THRI-KREEN; combat against 4 THRI-KREEN (1951-2084 XP) with treasure of 1 jewelry, 15 gems, 1000 gold, 2000 silver, and 1 random magic item Small dark cave: combat against 2 WILD BOAR (#120); mother WILD BOAR that will only attack if you "A"pproach her; combat against 3 WILD BOAR Central Wilderness (X=16 to X=28, ECL Script 26): Fr Base Monster Di Mo Pa Mv Re Extra Monster -- --------------------- -- -- -- -- -- --------------------- 4 KOBOLD (#123) 1 40 30 6 40 KOBOLD LEADER (#1) 2 DISPLACER BEAST (#68) 6 60 0 15 1 DRIDER (#69) 7 60 1 12 3 STIRGE (#61) 2 60 0 18 3 LIZARDMAN (#57) 3 50 20 6 1 BANDIT (#97) 2 60 20 9 20 AIDES (#53) 2 NOMAD (#40) 1 60 50 9 30 AIDES (#53) 2 MERCHANT (#98) 1 0 50 9 30 AIDES (#53) Driders are dangerous spellcasters who know Fireball. "P"arley modifiers: Haughty Sly Nice Meek Abusive --------------------------------------- 29 29 29 4 59 You can also occasionally randomly find the following small maps: Ruined huts: imprisoned kobolds; combat against 2 MUTANT LIZ-MAN (#58); combat against 4 LIZARDMAN (#57) Small wooded grove: pool, "A"pproach for combat against 6 LIZARDMAN (#57); combat against 2 DISPLACER BEAST (#68) Small wooded grove: combat against 6 STIRGE (#61) Eastern Wilderness (X=29 to X=41, ECL Script 27): Fr Base Monster Di Mo Pa Mv Re Extra Monster -- --------------------- -- -- -- -- -- --------------------- 4 KOBOLD (#0) 1 40 30 6 40 KOBOLD (#0) 3 GNOLL (#73) 2 50 20 9 3 LIZARDMAN (#57) 3 60 20 6 2 GIANT LIZARD (#59) 4 50 0 15 2 HIPPOGRIFF (#113) 4 70 0 18 1 WYVERN (#121) 8 70 0 24 2 TROLL (#31) 7 60 10 12 1 PHASE SPIDER (#116) 6 70 0 31 2 MINOTAUR (#62) 7 70 10 12 Phase spiders and wyverns both have deadly poison attacks. "P"arley modifiers: Haughty Sly Nice Meek Abusive --------------------------------------- 19 19 4 4 29 You can also occasionally randomly find the following small maps: Small dark cave: random encounters with KOBOLD (#0) (Morale 50) Small dark cave: combat with 2 GIANT LIZARD (#59) (Morale 100); combat with 4 GIANT LIZARD (Morale 60); combat with 2 MINOTAUR (#62) and 4 GIANT LIZARD (Morale 70); treasure worth 355-488 XP containing 3000 electrum, 4000 silver, 6000 copper, and 1 random magic item Small dark cave: random encounters with GNOLL (#73) (Morale 60); combat with 4 TROLL (#31) and 12 GNOLL (Morale 75) Small dark cave: 2x combat with 1 WYVERN (#121) (Morale 100); wyverns' treasure worth 1679-1745 XP containing 3 jewelry, 3 gems, 1000 gold, 2000 electrum, 6000 silver, 5000 copper, and 1 random magic item Resting: Every 8 hours, rest has a 10% chance of being disturbed by a random encounter appropriate for where you are. a (25,27) - Phlan. You can step freely on this square as if nothing were here. b (26,27) - East of Phlan. You can choose to enter Phlan to: * the "N"orth, to Kovel Mansion (15,4) * the "S"outh, to Wealthy Area (15,4) * to the Civilized Area (15,1) by "B"oat c (25,26) and (26,26) - North of Phlan. You can choose to enter Phlan via: * the northern "C"ity gates of Phlan, to Kovel Mansion (4,0) * the "G"raveyard, to Valhingen Graveyard (0,4) d (24,28) - West of Phlan. You can choose to enter Phlan to: * the "N"orth, to Podal Plaza (0,4) * the "S"outh, to Cadorna Textile House (0,4) e (20,29) and (35,29) - A boat here can take you back to the Civilized Area (15,1) of New Phlan. f (19,14) - A rowboat is hidden here next to the lake; you can take it to Sorcerer's Island (19,16). g (19,16) - Yarash's Pyramid stands before you on Sorcerer's Island. You may: * "E"nter, to Yarash's Pyramid Level 1 (15,0) * "G"o back to (19,14) h (25,11) - Entrance to Nomad Camp (1,14). i (3,32) - Entrance to Zhentil Keep Outpost (7,0). You may only enter if you have received the diplomatic mission here. Otherwise, you are challenged by guards who demand that you leave; failure to do so results in combat with 12 CORPORAL (#54) (Morale undefined), and nothing further happens. j (8,24) - The first time you enter this square you are attacked by 2 AHNKHEG [sic] (#65) (Morale 90, Distance 1). k (10,9; ECL Script 19) - As you first approach this square, you see a dragon flying into a lair. If you "E"nter the cave, the silver dragon Diogenes asks you to "S"tate name and intent or leave. If you do the former, you will be asked for your reason for being here: * Ask dragon for advice, Pledge party to dragon's service or Offer gift: Diogenes appears, greets you, and asks that you retrieve a silver bottle from the kobold complex far to the east, then return for another quest. * Challenge evil leader of old Phlan: Diogenes appears, upset that you misidentified him. If you "A"pologize, you get the same result as asking for advice. If you "S"lay the dragon, he leaves in disgust; if you then "F"ollow" him then "A"ttack, every party member must save vs. breath weapon or take 11d6 damage. (This might be the only place in the game where you take cold damage, except the game engine doesn't support typed damage outside of combat.) (Incidentally, the real historical Diogenes was a hilarious character.) l (32,15) - Kobold Caves. Every time you approach the caves without them being cleared, you are attacked by 25 KOBOLD (#0) and 5 KOBOLD LEADER (#1) (Morale 50). There are two entrances, a "L"arge entrance to Kobold Caves (10,0) and a "S"mall entrance to Kobold Caves (6,0). m (37,8) - Entrance to Lizardman Keep (8,14). n (12,31) - Entrance to Buccaneer Base (0,8). This does not show up on the map at all until you get the mission to rescue the heir to Bivant, and you may not re-enter the base once that mission has been resolved one way or the other. SECTION 6.14 - Nomad Camp ------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 17 ~~~~~~~~~~~~~ 0 ~~~~~~~~~~~~~ 0 KEY: @ @ @ @ ~~~~~~~~~~~~~ 1 ///////////~~~~~~~~~~~~~ 1 # wall @ @// ~~~~~~~~~~~~~~~~ + door/archway 2 //////// ~~~~~~~~~~~~~~~~ 2 ~ water @ // ~~~~~~~~~~~~~~~~ @ tree 3 // ~~~~~~~~~~~~~ 3 / tripwire @ @ @// #++# ~~~~~~~~~~~~~ 4 /////////// # # ~~~~~~~ 4 E party enters here @ // #### ~~~~~~~ H party's hut 5 // ~~~~~~~ 5 @// #### #### #### ~~~~~~~ 6 // + # # # # + ~~~~ 6 @ // #### #++# #### ~~~~ 7 // ~~~~ 7 @// ####### #### ~~~~ 8 // # # # + ~~~~ 8 // # # #### ~~~~ 9 // # # ~~~~ 9 @// #### ####++# ~~~~~~~ 10 // + # ~~~~~~~ 10 // #### #### #++# ~~~~~~~~~~ 11 // + # # # ~~~~~~~~~~ 11 @ @// #### #++# ####~~~~~~~~~~~~ 12 ///// # H# ~~~~~~~~~~~~~ 12 @// #### ~~~~~~~~~~~~~~~~ 13 /////////// ~~~~~~~~~~~~~~~~ 13 @ @ @// ~~~~~~~~~~~~~~~~ 14 E //////////////~~~~~~~~~~~~~ 14 @ @ @ @ ~~~~~~~~~~~~~ 15 ~~~~~~~~~~~~~ 15 ~~~~~~~~~~~~~ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The nomads may possibly join with the Boss. The council commissions you to prevent that. As it happens, the nomads are inclined to be friendly, and respond well to heroic gestures. When you first cross the tripwire perimeter, the nomads will approach you cautiously. If you choose to attack them outright: * Fight 14 NOMAD (#40) (Morale 100). * You will soon have two more such encounters; trying to parley at this point will no longer work. * The fourth encounter is with the nomads' leaders: HASSAD (#42), 1 SHAMAN (#43), 5 4TH LVL FIGHTER (#41), 49 NOMAD (#40) (Morale 100, 2817 XP). The nomads receive a special penalty of -2 to-hit, and carry 5000 gold. They additionally carry: * Hassad: Long Sword +2, Shield +1, Scale Mail +2 * shaman: Dagger +2, Bracers AC 2, Wand of Magic Missiles * fighters (each): Long Sword +1, Chain Mail +1 If you parley, the nomads' chief greets you and invites you to a feast in your honor. If you refuse, the nomads are insulted and ask you to leave; failing to do so results in the same combats as above. Up to this point, you may choose to leave and restart the map as if nothing had happened. If you accept the invitation, the feast proceeds without incident, and the leader Hassad tells you of dangers all around the wilderness (Journal Entry 55). He tells you his concern about an incoming attack of kobolds, and begs you to consider staying to defend the nomads. You are led to a hut to rest and consider. If you choose not to help and actually leave, the kobolds will kill all the nomads; this will complete the mission, but you will not receive much reward for this method. If you stay around the camp, there will eventually be a kobold attack: * If you are within the tripwire perimeter, and you have never attacked the nomads, 2d7 NOMAD (#40) fight on your side. * You fight [(56 - # of nomads) divided by 2, rounded down] each of KOBOLD (#0) and KOBOLD (#123) (Morale 80). Attempting to flee will only delay the inevitable fight. The second wave attacks a few minutes later; this is the same as the first wave, except that if you attacked the nomads during the first fight, the kobolds and nomads ally against you. The third and final wave attacks a few minutes later: * If you backstabbed the nomads, you fight 49 KOBOLD (#123) allied with HASSAD (#42), 1 SHAMAN (#43), and 5 4TH LVL FIGHTER (#41) (Morale 100). The kobolds and nomads receive a special penalty of -1 to-hit, and carry 8000 gold and the same magical items as above. This fight cannot be avoided. * If you heroically did not backstab them, the nomads encourage you to help out finish off the invaders: * If you agree, with the help of HASSAD (#42) and 2 4TH LVL FIGHTER (#41) you fight 27 KOBOLD (#0) and 26 KOBOLD (#123) (Morale 50, Distance 2). The kobolds' treasure includes 3000 gold; the nomads further reward you with 1633 XP, 5000 gold, a Two-Handed Sword +2, and a Wand of Magic Missiles. * If you do not, the nomads succeed on their own, and give you a reward "equal to your honor" of 83 XP and 500 gold. In either case, the nomads will agree not to join with the Boss. The council considers the mission satisfied if either Hassad is killed, or you are rewarded by him for defeating the kobolds. (Note that his Shaman carries the only guaranteed Bracers AC 2 in the game; that is an excellent magical item so the reward for being a villain is actually greater here!) Differences from the tabletop adventure: The map is different, but the structure is otherwise similar. SECTION 6.15 - Kobold Caves --------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 13 ################################################# 0 #12############# + # +17 ####### 0 KEY: #++#############~~#### # #### ####### 1 # # #### #### 15 +16 ####18####### 1 # wall # # #### #### ####### #### ####### ~ illusionary wall 2 # # 13 # + # + # #### 2 + door/archway ####++# # ###################### #### 3 ####11+ +14 14 14# # # # # + # 6# 3 E Entrance/exit #### ####### #~~#~~#~~# # #### # # 4 #### #### ~ # + #### # # 4 ####++####### #++##########++# # 5 # #### ~ 8a # + # # 5 # #############++####++####### # #### # 6 # ####### # # + # # 5 # 6 #++####### # #######++#######++# # 7 # + # + + # # 7 ####++####++####++##########++####++#++#### # 8 #### #### # + #### # + # 4 # 8 #### #### ####### ####++############# # 9 # + + # + 10+ 9 8+ 7 # 9 # #######++#######++################ # 10 # #### ####### ################ # 10 # ####### #######++################### # 11 # ####### #### 2# + ####### # 11 # #######++####### #######++# ####### # 12 # # + + 3 # ####### # 12 #### ########## ###################### # 13 #### ########## 1###################### # 13 #### ########## ###################### # 14 #### # ########## # 14 #### #### ####++########## #### # 15 #### #### ####E1##########E1#### # 15 ###################++##########++################ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The kobolds are also considering an alliance with the Boss. The council commissions you to prevent that from happening. Special penalties: Many of the rooms and corridors are kobold-sized. If you are in combat against nothing other than kobolds and kobold leaders, then you receive the following penalties: THAC0 is penalized by 2; all damage rolls get 2 subtracted; humans, half-elves, and elves have movement reduced by 4 (minimum 1). The kobolds also receive a +2 bonus to-hit. Traps: The traps here may automatically be bypassed if you are being escorted by a kobold. You can also automatically find them with the Detect Traps spell active, or if you are in Search mode and a thief passes a Find/Remove Traps roll; you may then have a thief try to bypass the trap with a Find/ Remove Traps roll. Random encounters: The chance of a random encounter is 1 in X. X is normally 21; add 40 to X if you are not in Search mode; add 100 to X if you have fought the combat at location 14. The random encounter is with 15 KOBOLD (#0) and 3 KOBOLD LEADER (#1) (Morale 30). Fleeing: Your party is moved to one of: (0,12); (6,12); (1,14); (9,11); (7,10); (6,11). Resting: If you entered through the large cavern, you can safely rest there if you have not fought the wyvern. Otherwise, you must defeat the three waves of attacks in the throne room at location 14 to rest; even then, every 8 hours rest has a 5% chance of being disturbed. If you get disturbed, it is by seven skulking kobolds who each launch rocks at the party (7 THAC0 10 attacks on random characters, 1d4+1 damage per hit) and retreat into the shadows, without you being able to retaliate. Clearing the area: For this area to count as cleared, you must visit location 16, which confirms the death of the kobold king. Differences from the tabletop adventure: The tabletop version has a different map with more treasure and only kobolds as enemies. E1 - Exit to Wilderness (32,15). 1 - There is pit trap here. If you do not bypass it, a party member falls in a pool of water, losing 20% of his or her money and light items. 2 - If you search the mine tailings here, you will find a kobold's crude drawing (Journal Entry 42). 3 - A kobold approaches and offers a truce. If you agree, you are led to location 8. If you do not, it triggers the trap here. If the kobold triggers the trap, or you come back later and you fail to bypass it, a deadfall trap does 2d6 damage to all characters who fail a saving throw vs. petrification/polymorph; you are then surprised by 20 KOBOLD (#0) (Morale 25). 4 - In one of these locations you may be attacked by the 1 WYVERN (#121) (Morale 100) that lives in the large cavern, if you haven't yet defeated it. 5 - The wyvern's treasure is here: 1166-1233 XP, 2 jewelry, 2 gems, 1000 gold, 500 electrum, 1000 silver, 2 random magic items. 6 - If you search here, you find a narrow crevice with a crippled kobold within. If you give it water, it is grateful and tells you its story (Journal Entry 20). 7 - There is a steep climb on loose rocks from the large open cavern to the narrower ones where the kobolds live. If you climb here, and you have not yet fought the wyvern at location 4, the noise you make draws its attention, and it surprises and attacks you here. 8 - If you originally entered this map through the "L"arge cave entrance, you encounter a drunken passed-out kobold. If you awaken it, it believes you are guests of the king, and asks if you want to be led to him; if you accept, you are led to location 8a. If you were led here by the kobold from location 3, you get the option to follow it through the door to the east. 9 - There is a spike trap here. If you do not bypass it, the spikes do 2d4 damage to one character (save vs. death to avoid, no save for a thief failing a disarm roll). 10 - There is a net trap here. If you do not bypass it, you are attacked by 20 KOBOLD (#0) (Morale 50) who surprise the party after the trap entangles you. 11 - You greet a barbarian princess in the process of strangling a kobold. She greets you (Journal Entry 16), and offers to join your party; you may accept or attack her, PRINCESS FATIMA (#104) (Morale 100). She will leave the party as soon as you leave the map. 12 - This is the prison cell that Princess Fatima just broke out of. 13 - This barracks has a crude map on the wall (Journal Entry 28). 14 - Kobold king's throne room. The first time you enter one of these locations, you start three combats with no breaks for the party. The kobolds launch ballista attacks between waves (7 THAC0 3 attacks on random characters, 2d6 damage per hit). * Wave 1: 4 TROLL (#31), 35 KOBOLD (#0), 11 KOBOLD LEADER (#1) (Morale 70, 618 XP). * Wave 2: 5 WILD BOAR (#120), 45 KOBOLD (#0), 8 KOBOLD LEADER (#1) (Morale 60, 212 XP). * Wave 3: 2 ENVOY (#87), 2 TROLL (#31), 2 WILD BOAR (#120), 8 KOBOLD (#0) (Morale 100, 767 XP); the Envoys each carry a Two-Handed Sword +2. The king flees after the battle. Have as many Fireball spells prepared as you can before coming in. Two is enough to win; you can use them in the first two rounds, and rely on Stinking Cloud to defeat wave 3. After wave 2, you should spend as much time as needed casting Cure Light Wounds to heal your characters and then cast buffs for wave 3. That can be a bad idea after wave 1 because the trolls may revive; stand on their bodies if you do so. 15 - The first time you enter this room, you are attacked by the kobold king's remaining guards: 3 TROLL (#1), 3 WILD BOAR (#120), 20 KOBOLD (#0), 4 KOBOLD LEADER (#1) (Morale 100, 522 XP). 16 - You find that the kobold king has been killed by one of his own traps here. Discovering this will flag this area as cleared. 17 - If you search here, you find a brass bottle. If you "P"ull it out, the stopper comes loose and an efreeti emerges and confronts you. It asks you if you are vampires; if you say "Y"es that is the same as attacking it, which results in a battle with 1 EFREETI (#124) (Morale 100). If you say "N"o, he asks you to only open the bottle with a vampire around; you receive 666 XP and can pick up the Efreeti Bottle thereafter. 18 - The main kobold treasure hoard is here; worth 1158 XP, it contains 2 jewelry, 6 gems, 50000 copper, 1 Silver Mirror, 1 Silver Brooch, Magic-User Scroll (Charm Person, Protection from Evil, Strength), Magic-User Scroll (Friends, Invisibility, Protection from Normal Missiles), and a large number of worthless items. SECTION 6.16 - Yarash's Pyramid ------------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 22 ##############################################~~# 0 #3a # # # + # # #E1# 0 LEVEL 1 # #### #++########## # # #++# #++# # # KEY: 1 # + # # 4 + + # + # + # # # 1 #### #### # ####### # #### # #### #### # # wall 2 # + # + # # # # # # 2 ~ illusionary wall # ####++## #######++# # ####++# #++#### # # + door/archway 3 # # # # + + # # # 3 # # #++# # #######++#### ##########++#### # E Entrance/exit 4 # # # # # + # 11 # # 4 # # #### # # #++####### #++########## # 5 # # # + # # # + + # # # 5 # # ########## # #### # #++#######++#### # 6 # # ########## # # # # # # 6 # #++########## ########## ####### # #### # 7 # ########## # + + # 1+5b# 7 ############################################## # 8 # # # # # # ~ # 2+9a# 8 # #++#######++# #### #++# #++# # ####### # 9 # # # # # # ~ + # 3# # 9 # ##########++########## # #++#++#### # # # 10 # + # ~ # + # # # # 10 #### # #++####++####### # ####### #### # # 11 # # # 2a # # # # + # # # 11 # #### # #######++# # #### # #### # # # 12 # # # # # + # # # # 12 ####~~#### #++#### # #++#### #++####### # # 13 # # + + # # # 13 # ########## #### ##########++####### # # # 14 # # + + # #### # # + ~ # # 14 # # # # # ####++#++#++#######++#++####### # 15 # + # # # # 10 #E1# 15 ##############################################~~# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 23 ################################################# 0 #8b#### # 17 9#9c ####### # 0 LEVELS 2 AND 3 # #### # # ####### ####### # KEY: 1 # 14+15 +16 18# 19b #### # + # # 1 ####### #++# # #### #### # # # # wall 2 # 8 # # # # # #### # # # 2 ~ illusionary wall #++# # ################### ####### # # # + door/archway 3 # # # ####### #5a# 6 8a# # # 3 # # # ####++########## #### ####### # # 4 #6b# # # 20 #### #### # # # 4 #### # # #### ####### # ####### # 5 # # # #### ####### # ####### # 5 ####### # #### ####### # ####### # 6 # # #### # # # # 6 ######################### # ############# # # 7 ####### # ############# # # 7 ####### ################### ############# # # 8 #### # ####### ####### # 7# 8 #### #### ####### ####### ####### ########## 9 # #### #9b # ####### # # 9 # ####### # # ################### # 10 # ~ # # 19a # # 12 # 10 # # # # ################### # # 11 # # ~ # ################### ~ # 11 # # # ##################################### 12 #4a# # 6a 5# 12 ##########~~# #############~~################### 13 #### 7a# ########## ##########9d # 13 #### # ########## ########## # 14 #### 13 # ########## ####### 19c # 14 #### # ########## ####### # 15 #### #1a########## ####### # 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The mad wizard Yarash seeks to engineer a race of empowered freshwater sahuagin to conquer the Moonsea region. He is using lizardmen to experiment on, and his experiments are also massively polluting the Stojanow River. Random encounters: There are random encounters only on level 1, and not in the long corridor you start in. The chance of a random encounter is 1 in 21, or 1 in 3 if you are in Search mode. Random encounters are always hostile, and always Morale 100. These creatures have been lost in the maze long enough to be starving, and seek to kill and eat anything they find. The specific monsters you meet depend on which half of the level you are on; each of these 12 encounters can only occur once each: Northern half (some sources refer to this as the western half): (1) 20 STIRGE (#61), movement 18 (2) 3 DRIDER (#69), movement 12 (3) 3 MINOTAUR (#62), movement 12 (4) 3 DIANE (#79), movement 12 (5) 3 KOBOLD (#123), movement 9 (6) 3 7TH LVL FIGHTER (#80), movement 9 Southern half (some sources refer to this as the eastern half): (1) 3 6TH LVL FIGHTER (#75), movement 6 (2) 3 DISPLACER BEAST (#68), movement 15 (3) 3 7TH LVL DW FIGH (#76), movement 6 (4) 3 LIZARDMAN (#57), movement 6 (5) 3 7TH LVL THIEF (#77), movement 12 (6) 3 DRIDER (#69), movement 12 If you try to "F"lee, success is determined based on the movement of your slowest party member compared to the movement above (which isn't necessarily the monster's actual combat movement). You get a +3 bonus to movement for this purpose if you surprise the monsters, and a -3 penalty if the monsters surprise you. Fleeing: On Level 1, your party is moved to one of: * If you are in the northern half: (0,0); (1,3); (8,6); (11,1). * If you are in the southern half: (5,11); (1,10); (8,14); (9,8). On Level 2, your party always flees to Level 2 (3,8). On Level 3, your party always flees to Level 3 (0,0). Resting: Resting is always safe on levels 2 and 3. On level 1, it is safe in the long corridor where you start, or on a half of the level where you have cleared all six of the random encounters. Otherwise, every 10 minutes there is a 33% chance rest is disturbed by one of the unfought random encounters. Clearing the area: The pyramid is considered cleared if you defeat Yarash at location 16. Differences from the tabletop adventure: The overall theme is much the same, though the maps of level 1 and 2 are completely different, and the combats in the level 1 mazes are harder in the Gold Box version. Yarash is lower level in the Gold Box version because the game engine doesn't support spells higher than 3rd level. E1 - Exit to Wilderness (19,16). 1 - Teleport to 1a (Level 2 4,15); if you throw a rock through the portal, you can toggle the destination to and from 2a (Level 1 5,11). 2 - Teleport to 2a (Level 1 5,11). 3 - Teleport to 3a (Level 1 0,0). 4 - Teleport to 4a (Level 2 0,12). 5 - Teleport to 5a (Level 2 11,3); if you throw a rock through the portal, you can toggle the destination to and from 5b (Level 1 15,7). 6 - Teleport to 6a (Level 2 14,12); if you throw a rock through the portal, you can toggle the destination to and from 6b (Level 3 0,4). 7 - Teleport to 7a (Level 2 3,13). 8 - Teleport to 8a (Level 2 13,3); if you throw a rock through the portal, you can toggle the destination to and from 8b (Level 3 0,0). 9 - This teleporter's destination varies depending on how you set the dial at location 17: * Blue: teleport to 9a (Level 1 15,8) * Copper: teleport to 9b (Level 3 4,9), which has a teleporter back here * Silver: teleport to 9c (Level 3 7,0), which has a teleporter back here * Gold: teleport to 9d (Level 3 14,13), which has a teleporter back here 10 - A human priest greets you here. You can attack him and fight 1 2ND LVL CLERIC (#78), but if you parley with a "N"ice or "M"eek attitude repeatedly, he will eventually tell you that he has nearly chiseled through the wall, and asks for help breaking through. If you respond "Y"es, this creates a permanent exit to the Wilderness in the southern wall. 11 - The corpse of a man lies here. Though stripped bare of gear, if you search it you will find a journal (Journal Entry 26). 12 - Room with lots of alchemical equipment and vats. If you search the room, 3 MUTANT LIZ-MAN (#58) emerge from the vats and attack the party. The party is surprised on a roll of up to 4, whereas the monsters are only surprised on a roll of 1. 13 - 5 LIZARDMAN (#57) (Morale 60) approach you suspiciously, as they suspect you are servants of Yarash. If you "P"arley with them, you can convince them not to attack. Add your spokesperson's Charisma modifier to 0 for "A"busive; 15 for "H"aughty or "S"ly; 30 for "N"ice; 50 for "M"eek. The lizardmen will be peaceful if this is at least 75, and attack you immediately otherwise. 14 - You see a sign saying "Don't forget the password", with Dethek runes reading NOKNOK. You will then be immediately asked for a password; if you say anything other than NOKNOK, all characters attacked by a super-strong mutant lizardman for 201 damage each. (I suppose righteous fury against software pirates is what gives the lizardman that extra strength.) 15 - Here you find a series of pipes and fountains that Yarash is using for his experiments, and that is also polluting the Stojanow River. You can destroy the equipment; if you fail to destroy it the first time, it is best to get away from it as it will then explode on its own. The explosion does 3d10 damage to every party member. Destroying the machinery marks the area as cleared, but this doesn't actually matter as you cannot leave Level 3 without defeating Yarash. 16 - You confront Yarash here; all options lead to combat, against 1 YARASH (#81) and 6 MUTANT LIZ-MAN (#58) (Morale 100, 959 XP). Yarash carries Bracers AC 4, a Wand of Paralyzation, 2 Potions of Healing, and 1 Potion of Speed. Yarash is fond of using the Wand of Paralyzation; you should disable or kill him as soon as possible. 17 - A dial here controls the destination of the adjacent teleporter (location 9); you may set this to blue, copper, silver, or gold. 18 - Yarash's desk is covered with papers. Searching yields the following: * a letter from the Boss demanding that Yarash join him (Journal Entry 33); * Yarash's unsent reply (Journal Entry 49); * a message to the buccaneers offering a bounty for a real sahuagin (Journal Entry 27); * a warning about dangers in the mountains to the northwest (Journal Entry 56); * and a note to trapper about kobolds and hobgoblins (Journal Entry 40). 19 - This storeroom has a lot of magical junk. Searching yields treasure worth 276-876 XP containing 400 gold, 1200 silver, and 3 random magical items, which you can find once in each of the three different storerooms. 20 - Three lizardman slaves work pumps. If you attack them, they attack you with the barrels of mutagens they are holding (2 random characters take 201 damage each); you then fight 3 LIZARDMAN (#57) (Morale 100); parleying with a "H"aughty, "S"ly, or "A"busive attitude has the same effect. If you parley with a "N"ice or "M"eek attitude, they allow you to free them. They then describe what Yarash is doing and how you can get help from their tribe (Journal Entry 35). SECTION 6.17 - Lizardman Keep ----------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 16 #~~~~~~~~# #~~# #~~# #### 0 # ' ' # # # # # # # 0 GROUND LEVEL #############''''''''####''####''####''#### KEY: 1 # # 1 #### ########## #### # ~ moat (impassable) 2 ~ ' # ' ' # # # 2 # wall #### #''''''''# # # ' rubbled wall 3 # # ' 3' # Eg # # 3 + door/archway # ####++#### #### #### \ stairs down 4 # ' ~ 4 # #### E Entrance/exit 5 # # 5 #### ########## ####''''''''' # 6 ~ # # ' 2' #Ec' 1' 1'Ed' # 6 ~''# # '''# #''''''''#### #### 7 ~ ' # Ef' 2# # ' ' #### ' # 7 #### # #++# #''''''''#\\# '''# 8 # # 5# ' 1' ' 'Ee' ' # 8 # #''' # '''' ''''''' #### 9 # ' 2' # ' 1'Eb' 1' 1' # 9 # #''' # ''''''''''''' # 10 # # 2' # # 10 #### #''#### ''''''#### # 11 # ' ' ' # # 11 #### ' # # # 12 # Ea ' 4 + # # 12 # ' # # # 13 # ' # # # 13 #### ''''''####''# 14 ~ ' ' # 14 ~'''''###################++#######''####''#### 15 ~ ' ' # #E1# # # # # 15 ~~~~~~#### #++# #~~# #~~# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 16 ################################################# 0 ###############################~~################ 0 CATACOMBS ###############################~~################ KEY: 1 #######P1~~~###################~~~ ####Eg####### 1 #######~~~~~###################~~~ #### ####### # wall 2 ####### ############# # ####### 2 ~ pool ####### ################ ####~~~~~# ########## \ stairs up 3 ####### ############# ####P7~~~# ########## 3 ####### ############# ############# ########## E Entrance/exit 4 ####### # # Ed#### ########## 4 P Pool ################### # # ########## ########## 5 #############Ec#### # # ~P6#### ########## 5 ############# #### # ####~~#### ############# 6 ############# #### # ############# 6 ############# #### #### #### ############# 7 ####Ef#### #### #### ########## 7 #### #### #### ~~~~ #### #\\#### ########## 8 #### #### #### ~P8~ #Ee#### ########## 8 #### ####~~#### ~~~~ #### # #### ########## 9 #### ~~~~P2# #### # ########## 9 #### ####~~# #### ####### # ################ 10 #### #### # #### #Eb # ################ 10 #### #### # #### #### # # ################ 11 #### # # #### # # ########## 11 ########## #### # #### # # #### ########## 12 ########## #### # # # #### # 12 ########## #### ############# ####### ~~~~ # 13 ########## # #### # ~~~# ~P5~ # 13 ############# # ~~~~ #### #### ~~~# ~~~~ # 14 ############# # ~P3~ #### ~~~# # 14 ############# # ~~~~ #### #### ~~~########## 15 #############Ea# #### ~P4########## 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 This ruined keep was once defended by a powerful wizard, who placed an anti- magic shell around the entire area to protect against magical attacks. That did not stop the conventional assault that caused the keep to fall. Now, the ruins are occupied by lizardmen, who have been disrupting trade to the east of Phlan. The Boss has been courting them, but the lizardmen as yet have not taken sides. The council tasks you with preventing the lizardmen from joining the Boss. Special penalties: There is an anti-magic zone in this entire area; it is not possible to cast spells here, even from magic items. Also, in either swampy areas or the restricted tunnels of the catacombs, you may receive additional penalties in combat. Random encounters: None. Fleeing: If you are on the surface, you move to (8,12). If you are in the catacombs, you are moved to a pool-specific location near the pool you were at. Resting: It is safe to rest anywhere. Clearing the area: The area is considered cleared if you either defeat Drythh in a duel, or if you kill most of the lizardmen in the area. In order to do the latter, you must defeat at least 40 lizardmen (there are a total of 50), though only battles in the catacombs and the main attack by 20 lizardmen at location 1 actually count. Differences from the tabletop adventure: Both maps have the same outline, though the anti-magic aura only exists in the Gold Box version; the duel with Drythh also only exists in the Gold Box version. The lizardmen in the tabletop version may present you with medallions that mark the bearers as a friend of all lizardmen. E1 - Exit to Wilderness (37,8). Ea/Eb/Ec/Ed/Ee/Ef/Eg - There are passages here that lead to the other layer; on the surface you may need to search for them. The passages lead to the corresponding location on the other map. The first time you enter the catacombs, you are attacked by 10 GIANT LIZARD (#59) (Morale 100). You receive penalties of -4 to hit and damage; humans, half-elves, and elves also receive -2 to movement. (The number that attack is supposed to decrease if you kill some on the surface, but this doesn't actually happen.) Entering the catacombs also marks locations 1, 2, and 3 as visited; don't go underground until you have visited those areas. P - If you approach this pool while some of the 50 lizardmen in this area are still alive, 5 LIZARDMAN (#57) (Morale 100) will emerge from the pool and each throw a javelin at random party members (each attack is THAC0 16 and does 1d6 damage). The first time you approach a pool, the lizardmen automatically surprise you; it is thereafter rolled for. If you are surprised and they are not, they re-enter the pool before you can react. Otherwise, you will have the chance to attack them; such combats inflicts penalties of -4 to hit and damage, and humans, half-elves, and elves receive a penalty of -2 to movement. You will then have the chance to enter the pool. If you enter: * If you just encountered lizardmen here, and you did not defeat them, they will attack you without you being able to retaliate (5 THAC0 12 attacks on random characters, 2d2 damage per hit; then 5 THAC0 12 attacks on random characters, 1d8 damage per hit). * Otherwise, you find treasure if you have not yet searched this pool: P1, P2, P3, P7, P8: 216 XP, 1 gem, 1000 gold, 1000 silver P4, P5, P6 : 350 XP, 1 gem, 1000 gold, 1000 silver, Shield +2 1 - Former central keep. The first time you enter this 4x4 area: * If you did not rescue the three lizardmen at Yarash's Pyramid location 20, and have not yet entered the catacombs: Lizardmen jump out of ambush and throw javelins at the party; each attack is THAC0 18 and does 1d6 damage. You are then immediately attacked by 20 LIZARDMAN (#57) and 4 GIANT LIZARD (#59) (Morale 60). Your party receives penalties of -3 to hit and damage; humans, half-elves, and elves also get -2 to movement. * If you did rescue the three lizardmen, and this is the first time you have entered any of locations 1, 2, or 3: An old lizardman approaches you with a hand raised in gesture of peace. "C"ombat results in the automatic death of the old lizardman; the lizardmen subsequently behave as if you had never saved their brethren (which results in the attack for this location). If you "P"arley, he asks you for the word that had been asked for in Journal Entry 35. If you do not give the correct response of SAVIOR, you are attacked as if you were in location 3. (You are supposed to get the monsters as if you hadn't rescued the lizardmen.) If you properly answer SAVIOR, the old lizardman relaxes and tells you his story (Journal Entry 31), concerning his rival Drythh who wants to join the Boss. Drythh then immediately shows up and challenges the old lizardman; the old lizardman asks one of you to champion him: * If you say "Y"es, your chosen champion fights DRYTHH (#95) (Morale 100) one-on-one. If you lose, the result is the same as if you had said "N"o. If you win, Drythh's followers withdraw, and the old lizardman assures the party that they will not join Tyranthraxus. He then tells you that many lizardmen are still hostile to the party, and that it is best to leave. (What this actually means in practice: You completed the quest, but if you feel like it, you can loot the catacombs, fighting battles there as if you hadn't.) * If you say "N"o, then the old lizardman fights Drythh himself, loses, and your party is attacked by 1 DRYTHH (#95) and 12 LIZARDMAN (#57) (Morale 100). * If you did not rescue the three lizardmen and you have already entered the catacombs, or if you have already dueled Drythh, then nothing happens. 2 - Former servants' quarters. The first time you enter this L-shaped building: * If you did not rescue the three lizardmen at Yarash's Pyramid location 20, and have not yet entered the catacombs: You are attacked by 3 GIANT LIZARD (#59). * If you did rescue the three lizardmen, and have not yet had the encounter with the old lizardman, it happens as described in location 1. * If you did not rescue the three lizardmen and you have already entered the catacombs, or if you have already dueled Drythh, then nothing happens. 3 - Former storeroom. The first time you enter this building: * If you did not rescue the three lizardmen at Yarash's Pyramid location 20, and have not yet entered the catacombs: You are attacked by 2 LIZARDMAN (#57) and 1 GIANT LIZARD (#59). * If you did rescue the three lizardmen, and have not yet had the encounter with the old lizardman, it happens as described in location 1. * If you did not rescue the three lizardmen and you have already entered the catacombs, or if you have already dueled Drythh, then nothing happens. 4 - Former stables. Nothing happens here. 5 - If you have not yet defeated Drythh in a duel, and you search this square, you will find a treasure worth 575 XP containing 1 jewelry, 1 gem, and 1000 gold. SECTION 6.18 - Buccaneer Base ----------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 1 ######################+++++###################### 0 ################ #10+ E1 +10# ################ 0 KEY: ################ #### #### ################ 1 ############# ############# 1 # wall ############# ####### ####### ############# + door/archway 2 #######10# # # # # #10####### 2 #######++# # # # # #++####### E Entrance/exit 3 ####### + 9 + + 9 + ####### 3 ####### # # # # ####### 4 #### # # # # #### 4 #### ####### ####### #### 5 # # 5 # ############# ####### ########## # 6 # # # # 3 4 # # 6+ # # 6 # # # # ####++# # # # # # 7 # + # + 3# 5# 3+ 9 + # # # 7 # # # # # # # # # # # 8 # # # # 3# # 3# # # # # 8 # ############# ####### ####### ########## # 9 # 3 3 # 9 #### ####++#### ####++#### #### 10 #10+ # # 1 1 1 1# # +10# 10 #### # 9 # # 9 # #### 11 #### 2# # 1 7 1 1# # #### 11 ####### ####++#### #++#### ####++#### ####### 12 ####### # 8 # ####### 12 ########## #++#### ########## 13 ########## # # ########## 13 #############++# # # #++############# 14 #############10# # # #10############# 14 ################ ####### ################ 15 ################ ################ 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 This area is not findable until you are tasked by the council to rescue the heir to Bivant. The council refuses to pay the ransom for the kidnapped child. To succeed, you must rescue the child in any way possible. Once you either complete or fail the mission, you may not re-enter the base. Random encounters: None, if you have either captured the base, or not rescued the boy by subterfuge or force. Otherwise, you may face guards on alert, probability (random combats fought + 1) in 12; in 13 if the animals are currently free: * Wave 1: 20 BUCCANEER (#99) (Morale undefined) * Wave 2 or 3: 4 3RD LVL FIGHTER (#100), 40 20 BUCCANEER (#99) (Morale undefined) * Wave 4: same as location 7 wave 5. Resting: You may rest anywhere safely if you have captured the base. If you have not, but have rescued the boy by subterfuge or force, the boy is noticed and your rest is immediately disturbed by a group of BUCCANEER (#99). If you have done neither, you may rest at will in the merchants' camp, but will be rousted out anywhere else. Clearing the area: You may complete the mission via any of: (1) simply buy the heir to Bivant, which does not actually require any money (2) use violence to free the heir and all the other slaves. This is easier if you distract the buccaneers by freeing the animals first. (3) use extra violence to capture the base outright. You may also fail the mission by: (1) surrendering to the buccaneers (2) rescuing and then subsequently abandoning the boy (by running from combat; you may get a warning about this first). The captain carries good equipment, so it pays to use extra violence. Differences from the tabletop adventure: Both this area and the quest to rescue the heir to Bivant do not exist at all in the tabletop version. E1 - Exit to Wilderness (12,31). As you enter, you are led to the merchants' camp. If the guards are on alert, and the animals are not currently free, you fight 8 BUCCANEER (#99) (Morale 100) as you approach the gate. 1 - Merchants' camp. 2 - A seedy merchant will sell a pass to see the buccaneer captain. The pass (which is an inventory item) costs 25% of the active character's money. 3 - If you haven't already rescued the heir or stirred up the base, the first time you attempt to enter the slave pen from one of these locations you are given a description of the slaves, and the party identifies the heir to Bivant via his distinctive birthmark. A merchant remarks that he can get a good price for him. You may: * Punch merchant: His guard of 6 BUCCANEER (#99) (Morale 60) attacks. This does not result in any further trouble, and the merchant leaves. * Agree or Say nothing: Nothing happens. * Rescue boy: You have three options: * Sneak into pen: You move to location 4. * Attack guards: You fight the guards from location 4. * Do not rescue boy now: Nothing happens. 4 - Entrance to the slave pen. If the animals from the animal pen are running around, any guards will be distracted and not present. Attempting to sneak by the guards will never work. Attacking the guards results in a fight with 4 BUCCANEER (#99) (Morale 65). 5 - Slave pen. If you have not captured the base, the heir to Bivant is here; you may Get him (even if you already have him), freeing the other slaves in the process. Once you have the heir, fleeing from combat runs the risk of leaving the heir behind. 6 - Gate to animal pen. You may choose to release the animals penned here. This will distract the guards for the next 60 minutes, but doesn't otherwise provoke them. 7 - If you have not captured the base, two large guards are standing here: You may pass them in peace if you "S"how pass. "B"ribing them will not work. "A"ttacking them results in a fight with 2 4TH LVL FIGHTER (#41) (Morale 100). This will draw the attention of the buccaneers, and result in further waves of attacks: * Wave 2: 1 3RD LVL FIGHTER (#100), 20 BUCCANEER (61 XP) (Morale 80) * Wave 3: 1 5TH LVL FIGHTER (#101), 1 3RD LVL FIGHTER, 50 BUCCANEER (179 XP) (Morale undefined) * Wave 4: 1 5TH LVL FIGHTER, 2 3RD LVL FIGHTER, 53 BUCCANEER (Morale 100, 201 XP). (53 is, in what may or may not be sheer coincidence, the size of a standard NFL roster. Additional trivia: AD&D's birthplace is in hardcore Packer fan country; the Packers and Buccaneers were divisional rivals at the time.) If he is still alive, the buccaneer captain then approaches you, and gives you a chance to surrender. If you do, you lose 75% of your money and 50% of your light items, and are forced to leave the base and fail the mission; otherwise you continue to fight: * Wave 5: 1 CAPTAIN (#102) (if still alive), 15 4TH LVL FIGHTER (#41), 40 BUCCANEER (Morale 100) (3561 XP if captain is still alive) Defeating this last wave causes all remaining buccaneers to surrender; you capture the base, and free all the slaves including the heir to Bivant, and if you killed the captain here you also may claim the captain's magical gear: Long Sword +4, Shield +2, Plate Mail +3. This series of combats is actually very easy, despite its scale. 8 - If you enter this room by using a pass, the buccaneer captain comes out to greet you. * If you "M"ention the young boy, you have the option to "B"uy the boy for 75% of the party's money and 10% of the party's light items. * If you "A"ttack the captain, fight 1 CAPTAIN (#102) and 4 4TH LVL FIGHTER (#41) (Morale 100, 1669 XP). You may then claim the captain's magical gear as above, though this does not capture the base, nor does it alert the other buccaneers. If you run away, this does alert the other buccaneers. 9 - Buccaneer barracks. This is empty if you have captured the base. If not, and the animals are running rampant, the guards normally quartered here are busy capturing the animals. You are otherwise confronted by the buccaneers; if you captured the boy by subterfuge or force, you are attacked immediately; otherwise, you are asked to leave. If you stay, you fight 5 waves of battles that start with 20 BUCCANEER (#99) (Morale 70); waves 2-5 are the same as in location 7. 10 - If you have not captured the base, this guard tower is garrisoned by 4 BUCCANEER (#99) (Morale 60). If you captured the boy by subterfuge or force, they attack; otherwise you are asked to leave and may choose whether to attack or leave. More guards appear if you defeat them and come back. SECTION 6.19 - Zhentil Keep Outpost ----------------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 28 ######################+++++###################### 0 # # + 1 # E1 # + + # 0 KEY: # #VV####++# # # #++####++# # 1 # # 3# # # # # # 1 # wall #++#### ####### ####### ####++# V or > illusionary 2 # # # # 2 one-way wall # # ####++#### ####++#### # # + door/archway 3 # # # 5 # # 5 # E2# # 3 # # #######++#### ####++####### # # E Entrance/exit 4 # # # # 4 # 5+ # # 4 # # # # #######+++++####### # # # # 5 # + + 5+ # # # # + # 5 # # # # # #### #### # #### # # 6 # # # # # # + + # # # # 6 # # #### # #### #### #### # # 7 # #E2 # # # # # 7 # # # #++#######++# # # # # 8 # #E2 # # 2 # # # + # # 8 # # # # # # # # # # 9 # # # # # # # # # # 9 # # #### # # # # #### # # 10 # + # # # # # # # + # 10 # # # # # ############# # #### # # 11 # # + 5+ # # > 5> # # 11 # # # # ################### # # # # 12 # # # # # # # # 12 # # #######++#### ####++####### # # 13 # # # 5 # # 5 # # # 13 #++#### ####++#### ####++#### ####++# 14 # # E2 # # 14 # ####++##########++#++##########++#### # 15 # + + # 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Zhentil Keep is a major wealthy city at the western end of the Moonsea. It is famous for infighting by primarily evil factions. The city is now wary about the rebirth of one of its former rivals. This outpost was built here partly to keep an eye on New Phlan. Porphyrys Cadorna proposes a treaty between the two cities so that New Phlan can focus on rebuilding. He does so by sending the party on a diplomatic mission with a magically sealed diplomatic packet. His end goal is to take more power in New Phlan, which isn't a surprise, but his methods are: what he actually proposes is an alliance between him and Zhentil Keep, with acceptance to be signaled by the execution of the party -- which eliminates some powerful rivals of Cadorna. The Zhentarim will not know this until they read tne entire contents of the packet, so the party will be treated as guests under a diplomatic flag of peace at first. Random encounters: None, except after dinner and before the garrison has surrendered. After you are attacked after dinner, the chance of a random combat is (random combats + 1) in 15. The second such "combat" increments the counter, but in place of combat you will get the message 'There is great confusion as the guards run to their posts.' Combat is with [(5 * random combats) + 5] GUARD (#96), and [random combats + 2] CORPORAL (#54) who do not negotiate. After six "combats" (five actual fights), the next encounter will be the one from location 3. Resting: If you have not yet either met the commandant for dinner or defeated him in combat, resting will eventually result in you being led to dinner, even if you have attacked the guards and are outside your quarters. After dinner, you will be disturbed by the next garrison random encounter described above. Clearing the area: The diplomatic mission is flagged as successful if you enter and are taken to your room, then leave by any means other than surrendering. Differences from the tabletop adventure: The map and theme are roughly the same. The dinner conversation with the commandant is similar; you'd think it would be different with a human DM. The high-level staff are fewer in number and less well armed in the Gold Box version. E1 - Exit to Wilderness (3,32). When you first enter, you are introduced to the Commandant, then receive a brief tour of the outpost that ends at location 1. You will not be permitted to wander freely, partly because the commandant does not want you to see that the outpost is lightly garrisoned and only appears strong. After dinner and before the garrison has surrendered, nearing the exit has a 75% chance of an attack by 11 GUARD (#96) (Morale undefined). E2 - You may climb over the wall here; this also exits to Wilderness (3,32). 1 - Your quarters. When you first arrive here, you may either move around or wait for dinner: * If you move around: Leaving your quarters results in a prompt encounter with guards who demand you return. They will not accept a "B"ribe. If you attack, you fight 4 GUARD (#96) (Morale 75). You are given a chance to surrender after that: * If you "S"urrender: You lose all your money and items and are placed outside the outpost; this does not complete the mission. * If you "A"ttack them: You fight two waves of 4 CORPORAL (#54) and 16 GUARD (Morale undefined). You may then either return to your quarters as if nothing had happened, or leave the outpost (which will actually complete the mission, even if you do not defeat the commandant). * If you relax or rest: When it is time for dinner (14:00), you are led to location 2. Once you return from dinner, you have the option of going to sleep with or without a watch. If you do not set a watch, one THAC0 7 attack on a random character is made that does 8d4+8 damage if it hits. A two-wave combat then ensues (both combats are Morale 70 with a watch, 80 otherwise): * Wave 1: 4 AIDES (#53) * Wave 2: 5 CORPORAL (#54), 6 AIDES (#53) 2 - Officers' mess. This is where you dine with the commandant and his staff. He offers conversation with the party; there are two ways to get information out of him: * Discuss "M"agic, then "M"ention Pool of Radiance, which results in the commandant telling you a story (Journal Entry 46). * Discuss the "C"ity of "O"ld Phlan, which results in the commandant telling you a legendary old being called Tirantikus and Tyranthraxus are likely one and the same. Otherwise, all you can accomplish is to give the commandant information. Once dinner is complete, you are guided back to location 1. 3 - If you have not had dinner with the commandant, entering this square leads to an attack in two waves: * Wave 1: 1 DWARVEN FIGHTER (#48), 10 AIDES (#53), 12 CORPORAL (#54), 25 GUARD (#96) (Morale undefined, 710 XP). The dwarven fighter carries Gauntlets of Ogre Power, Long Sword +1, and Chain Mail +1. * Wave 2: 1 COMMANDANT (#50), 1 AL-HYAM DAZID (#86), 20 AIDES (#53), 24 CORPORAL (#54) (Morale undefined, 2879 XP). The commandant carries Long Sword +1, Plate Mail +2, Shield +1, Ring of Fire Resistance, 3 Potion of Extra Healing, and Javelin of Lightning (and will use the Javelin of Lightning if given a chance); his magic-user carries Bracers AC 3, Ring of Fire Resistance, and Wand of Lightning. (This is strange, because Al-Hyam Dazid isn't supposed to show up until Valjevo Castle.) After defeating the Commandant, all remaining troops in the outpost surrender. 4 - Gate to central keep. This is impassable unless the party is being led. 5 - Barracks. You may get attacked by guards in other versions of the game, though nothing happens in the IBM version. SECTION 6.20 - Valhingen Graveyard ---------------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 10 ################################################# 0 # S S S S S S# # ' #21 # 0 KEY: # # # # ####XX# 1 # S S S S S S# # 17 # 20# 1 # wall # #++#######++# ####''#### ' rubbled wall 2 # S S S S S S S#18# # # 2 + door/archway # #++#++# #++# #### \ stair (behaves as 3 # S S S S S S S S# # # # # # # 3 a door) # # # # #### #######++# X conditional passage 4 +E1 1 S# \ # # 22 # W # 4 # ####### #### #### # E Entrance/exit 5 # S S S S S S S S# W 14 W W# # W W W# 5 S Skeleton Zone # ##########''#++#### # # # Z Zombie Zone 6 # S S S S + 2 + 3# W#15# # W# # W W 12# 6 W Wight Zone # ####### # #\\# ####### ####++# 7 # S S S S S S # # W#16 # W W W# # 7 # # # ####### # #### 8 # S S S S S S # # W# W W # +13# 8 # ########## # ####### 9 # S S S S S# Z Z 19# Z Z Z Z Z Z Z# 9 # #######++# #### # 10 # S S S# \ 8# 7# Z Z Z# # Z Z Z Z Z Z# 10 # # # # # # #### # 11 # S S S# # # # Z Z Z#11 + Z Z Z Z# 11 # #++####++# # #### # 12 # S 4 S# \ # Z Z Z# # Z Z Z Z Z Z# 12 ####++# ########## #### # 13 # 5# Z Z Z Z Z Z Z Z Z Z Z Z Z Z# 13 # # ####### # 14 # # Z Z Z Z Z# # Z Z Z Z Z Z# 14 #\\#### ####++# # # # 15 # 6 # Z Z# # Z Z# 10\ 9 Z Z Z Z Z# 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The graveyard has been overflowing with undead ever since the Flight of the Wyrms. The undead trouble the Boss, since he does not trust his clerics to handle them (he fears they will control the undead and gain power against him), and his regular mundane troops fare very poorly against higher-level undead. The undead have started to cross the river into the main areas of Phlan (this actually happens in the tabletop version), so the council of New Phlan is also troubled, and tasks you with ending this threat -- it has already sent adventuring parties into the graveyard to no avail. Preparation: Battling the undead here is not easy once you get past the skeletons and zombies. You should have as many of the following as possible before coming here: * As many characters as possible should either know Fireball, or be level 6 clerics. * Everyone should have a magical weapon, as higher-level undead are not damaged by mundane or even silver weaponry. * You will receive four scrolls each with two casts of Restoration when you accept the mission to clear the graveyard. You will get four more if you complete the mission to rescue the heir of Bivant, and even more as you systematically explore this map. * Your front three fighters should have ideally recently gained a level (in any class); even if you cast Restoration after a level drain, that will still wipe out any progress you had made towards the next level. It also helps to cast buffs like Protection from Evil, Prayer, Enlarge, and Mirror Image before triggering a fixed combat with more powerful undead. Undead scaling: The maximum number of many undead here scale to Party Strength. This is mostly calculated when you enter the graveyard, so you can exploit this by removing all equipment before entering and putting it back on. Anything not listed contributes nothing to kill scores. No integer underflow happens for subtracting kill scores. * Skeletons: For each of Skeleton Zone random encounters and locations 1 and 3, Skeleton Count is equal to Party Strength divided by 2, minus any Skeleton Kill Score from your last visit. Skeleton Kill Score is tracked and capped at 254: * 1 for each randomly encountered skeleton in the Skeleton Zone * 5 for the spectre at location 6 (can reappear) * 5 for the vampire at location 21 (once only) * Zombies: For each of Zombie Zone random encounters and location 10, Zombie Count is equal to Party Strength divided by 4, minus any Zombie Kill Score from your last visit. Zombie Kill Score is tracked and capped at 254: * 1 for each randomly encountered zombie in the Zombie Zone * 5 for the spectre at location 8 (can reappear) * 5 for the vampire at location 21 (once only) * Wights: For each of Wight Zone random encounters and location 14, Wight Count is equal to Party Strength divided by 8, minus any Wight Kill Score from your last visit. Wight Kill Score is tracked and capped at 254: * 1 for each randomly encountered wight in the Wight Zone * 1 for each wight at location 14 (once only) * 5 for the spectre at location 16 (can reappear) * 5 for the vampire at location 21 (once only) * Spectres: Spectres do not appear randomly, but any spectre may reappear if you leave the map and return. Spectre Kill Score is tracked: * 1 for each spectre at locations 6, 8, 16, or 17 (all can reappear) * 5 for the vampire at location 21 (once only) Regenerating encounters: Many fixed encounters can happen again if you leave and return. Fixed encounters that may only happen once ever are marked with an asterisk. Random encounters: If the area has not been cleared, you will encounter the appropriate monsters in the zones labeled on the map. * Skeleton Zone: Random encounter chance is 20%, against [Skeleton Count] SKELETON (#34). * Zombie Zone: Random encounter chance is 20%, or 40% in Search mode, against [Zombie Count] ZOMBIE (#35). * Wight Zone: Random encounter chance is 20%, or 40% in Search mode, against: * [Wight Count] WIGHT (#20), maximum of 4 per combat * [4 * Number of Wights] ZOMBIE (#35) * Random third monster: * 40% chance of 2 JUJU ZOMBIE (#29) * 40% chance of 2 GHOUL (#72) * 20% chance of 1 MUMMY (#114) The combination of wights and mummies is especially dangerous; the wights also do not have the decency to attack all at once. They will attack immediately if they surprise you; otherwise: * "F"lee: The monsters flee first if 'You have managed to sneak up on' the undead. Otherwise, the success rate is determined by comparing your slowest party member to 6 for zombies, or 12 for other undead. * "P"arley: This will cause you to lose surprise if you surprised the undead, and start combat if you did not. Fleeing: Your party is moved to one of: (1,6); (1,9); (7,4); (14,6); (14,9). Resting: It is safe to rest if the graveyard has been cleared. Otherwise, every 5 minutes there is a 4% chance you are disturbed by [Party Strength divided by 1d3] GHOUL (#72). Clearing the area: The area is considered cleared once you have defeated the vampire for good at location 22. Doing this requires first defeating the vampire at location 21, which in turn requires defeating the spectres at locations 16 and 17. Defeating the spectres at locations 6 and 8 is not required. Differences from the tabletop adventure: The overall theme is similar, but the maps are very different; the Gold Box version replaces a lot of the treasure with a bunch of extra scrolls of Restoration spells; undead growth scales to Party Strength in the Gold Box version but is exponential (!) with the passage of time in the tabletop version. All monsters here have Morale 101. E1 - Exit to Wilderness (26,26). 1 - Skeletal hands erupt from graves; this triggers an attack that is the same as being forced into combat in a random encounter in the Skeleton Zone. 2* - This mausoleum is guarded by 15 SKELETON (#34). 3* - The inner mausoleum is guarded by 1 GIANT SKELETON (#22) and [Skeleton Count, but only if at least 17] SKELETON (#34) Once defeated, if you search, you find a treasure worth 5095 XP containing 12 jewelry, 10 gems, 69 gold, 28 silver, and 4 Clerical Scrolls (Restoration, Restoration). 4* - 30 SKELETON (#34) guard the outside of this tower. 5 - 'Noxious fumes tear at your throat as you crunch through piles of dried bones.' Every party member must either successfully save vs. poison, or take 10 damage. 6 - 1 SPECTRE (#17) is responsible for raising skeletons; defeating it yields 2234 XP and its treasure of 3 jewelry, 555 platinum, and 2000 gold. The spectre and its treasure reappear every time you enter the graveyard if Skeleton Count is not zero. 7* - 15 ZOMBIE (#35) guard the outside of this tower. 8 - 1 SPECTRE (#17) is responsible for raising zombies; defeating it yields 1516 XP and its treasure of 13 gems, 542 platinum, and 1111 gold. The spectre and its treasure reappear every time you enter the graveyard if Zombie Count is not zero. 9* - 25 ZOMBIE (#35) guard the outside of this mausoleum. 10* - This mausoleum is guarded by 1 JUJU ZOMBIE (#29), plus 15 ZOMBIE (#35) if Zombie Count is at least 16. After combat, you find a treasure worth 1020 XP containing 110 gold, 290 silver, Wand of Lightning Bolt, Potion of Healing, and 2 Clerical Scrolls (Restoration, Restoration). 11 - This mausoleum is guarded by up to [Party Strength divided by 16, minimum 1] MUMMY (#114). There is no treasure here, and this is a difficult combat, so this combat should be avoided, but if you insist ... It helps to cast Protection from Evil, Prayer, and Shield spells before this combat to prevent too many characters getting paralyzed by the mummy's fear aura. You should also have Cure Disease prepared to get rid of disease immediately after combat. Fireball does reliable damage, and Lightning Bolt sometimes does incredible damage (which is strange). 12* - 'You stand before a huge tower. The single entrance is locked and strongly built. Warning voices cry from within. "We are the spirits of those who fought the dragons. Leave us or die."' If you do not, you are forced into a combat set up as a Wight Zone random combat with 4 wights, without any checks for Wight Kill Score. 13* - This crypt is guarded by a wraith, who says it is the protector of the paladin here, and warns you to leave; if you do not, you fight 1 WRAITH (#21) (119 XP). You may then loot the paladin's remains for treasure, for 600 XP, Hammer +3, Sling of Seeking +2, Potion of Extra Healing, Clerical Scroll (Restoration, Restoration), and Magic-User Scroll (Slow, Hold Person, Invisibility 10' Radius). This treasure and the treasure from location 18 probably were meant to be swapped. Location 18 actually has items a paladin would be expected to have; the knight there is grants treasure useful for each of the four major classes in the tabletop version, which is what you get here. 14* - The outside of this tower is guarded by [Wight Count] WIGHT (#20). A late-game party may find 15+ wights here; be prepared. 15 - 'The lower chamber is filled with glass and fur objects of all types.' Every party member must either successfully save vs. rod/staff/wand or take 4 damage. 16 - 1 SPECTRE (#17) is responsible for raising wights; defeating it yields 2234 XP and its treasure of 3 jewelry, 555 platinum, and 2000 gold. The spectre and its treasure reappear every time you enter the graveyard if Wight Count is not zero. 17 - 2 SPECTRE (#17) (676 XP) guard the outside of this crypt. 18* - The spirit of the dead knight resting here gives his equipment to the party, worth 800 XP: Plate Mail +2, Long Sword +2 (alignment lawful good; anyone not lawful good who tries to equip this sword takes 15 damage), Ring of Fire Resistance, Shield +1, 4 Clerical Scroll (Restoration, Restoration). 19* - If you have ever defeated the spectres at locations 16 and 17, but have not yet defeated the vampire, you are approached by a LEVEL 6 MU (#24) who asks to join the party to help end the foul undead curse. * If you "L"et him join, he will tell you where the vampire is hiding. However, he will immediately betray the party in the very next combat, as he is actually an agent of Tyranthraxus. * If you "S"end him away, he immediately attacks you (181 XP). He carries a Ring of Protection +2. 20 - You may walk through the northern wall here if you have ever defeated the spectres at locations 16 and 17. The magic-user from location 19 will tell you this if he is with you. 21* - The vampire who is behind all the undead in the graveyard is hidden here, and attacks immediately: 1 VAMPIRE (#23), 3 WOLF (#106) (763 XP). If the magic-user from location 19 is with you, he will join the vampire against you here. If someone is carrying the Efreeti Bottle found in the Kobold Caves, the efreet emerges to fight on your side: 1 EFREETI (#70). This does not consume the bottle, though the efreeti can only appear once. The efreet isn't particularly helpful because the combat is too congested for it to contribute much. In addition to casting buffs like Mirror Image and Protection from Evil to protect yourself against the vampire's level-draining attack, you also want some counter to its charming gaze: cast buffs to improve saving throws, and have Charm Person or Dispel Magic prepared to counter the gaze if it takes effect. Lawful good holy symbols do not appear to have any effect against the vampire. (Though that might be because I tried a holy symbol of Tyr, an actual lawful good god, instead of Tempus as the clue book suggests in one place -- Tempus is actually neutral.) Should you defeat the vampire, it will turn to mist and flee to location 22. If you search afterwards, you will find its treasure (3133 XP): 12 gems, 9000 gold, Wand of Magic Missiles, 3 Potion of Healing, Shield +1, and 5 Clerical Scrolls (Restoration, Restoration). 22* - If you come here before you defeat the vampire at location 21: You find a coffin surrounded with broken crosses (despite the cross being Christian and not a symbol of any god of the Forgotten Realms) and spilled vials of holy water, and a scroll. If you read the scroll, it is Journal Entry 43. You may then either sanctify or overturn the coffin. The latter does nothing. If you come here after you defeat the vampire at location 21, the vampire has returned to its coffin, and you must fight it: * If you either sanctified the coffin, or you have not left the graveyard after defeating the vampire once: fight 1 VAMPIRE (#105) (663 XP). It is alone this time, and only has 1/3 of its starting hit points. * If you failed to sanctify the coffin *and* left the graveyard after defeating the vampire once, the vampire was able to recover its strength: fight 1 VAMPIRE (#23) and 15 WOLF (#106). If someone is carrying the Efreeti Bottle found in the Kobold Caves, but you did not do so at location 21, it now emerges to fight on your side: 1 EFREETI (#70). Defeating the vampire a second time defeats it for good. This will clear the area, and will also empty out the entire graveyard of anything remaining, whether undead or treasure. SECTION 6.21 - Stojanow Gate ---------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ECL Script 9 #############++###################++############# 0 # # #E2# # # # E2 # 0 KEY: # # # # # #++#### #++############# # 1 # # # # + # # # # # 1 # wall # #++#### #### ####### ####### # # # + door/archway 2 # + + # + # # # # # + # 2 \ stairway ####### # # # # # #++####++####### # 3 # + # # # # # # 3 E Entrance/exit ############# #### ####++# ####### 4 # + # 4 # # # 5 # 2a # # 5 # ####\\####### #######\\#### ####### 6 # ####\\####### 5 #######\\#### # 6 #############\\#######+++++#######\\############# 7 ########## 6 # 4b # 7 ########## 7 ########## # # ########## 8 ########## # # ########## 8 ########## #+++++# ########## 9 # # 3 3# # 4a # # 3 3 3# 9 # # ############# ############# # 10 # + 3 3 3 3 2 2 2 2 3 3 3 3 # 10 ####### ####++# 11 # # 2 2 2 2 + # 11 # # #### #### ####### #### # 12 # + # + # # # # + # # 12 ####### #### # #### ####++# # # ####### 13 # + + + # # + # # # 13 # ####++# ####### ############# #### # 14 # # # 1+ + + + 1 + # 14 #++########## # # # # #++# ####++# 15 # E1# # # #E1# # # 15 #############++###################++############# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The Stojanow Gate guards the only approach to Valjevo Castle by land. (Isn't it a shame you cannot cast Fly or Water Walk in these games?) When the time is ripe, the council tasks you with infiltrating the gate and capturing it; the city's military can then garrison the gate itself. Random encounters: None, unless you set off the alarm in Valjevo Castle; you can then encounter patrols north of the gate, which works the same way it does in Valjevo Castle. (You can also set off an alarm here, but that alarm does not actually do anything, even though it is supposed to.) Resting: It is safe to rest anywhere (even if you are in the middle of crashing the gate and the tower guards are sending arrows and rocks your way), unless you set off the alarm in Valjevo Castle; in that case, rest north of the gate may be interrupted by a random encounter. Clearing the block: To clear this block, you must defeat both the bugbear patrol in front of the gate, and the guards from both of the two towers. You will get a message about guards from Phlan arriving and garrisoning the gate when this happens. Differences from the tabletop adventure: The tabletop version has hobgoblins patrolling instead of bugbears, but actually has a defense against flying PCs. It otherwise works similarly. (The river is so polluted that boats cannot cross; that pretty much has to be magical, because if that were to occur in real life you wouldn't even be able to get close to the river, which you are allowed to do here without harm. Stopping Yarash from polluting the river also doesn't fix the pollution here.) E1 - Exit to Podal Plaza. E2 - Exit to Valjevo Castle Southwest Quadrant. 1 - If it is currently day, a passing man driving a wagon full of equipment will offer to sell his wagon to you for 250 gold; you cannot haggle lower than this. If you pay, he tells you about how the gate is guarded. If you are feeling poor or unheroic, you can also kill the man and take the wagon by force. 2 - Bugbear patrol area that consists of 15 BUGBEAR (#63) (Morale 60, 533 XP): * If the bugbears are alive, and you have the wagon from location 1: The bugbears may act as if you are supposed to take supplies through the gate. This is a roll that has a success rate of: * 0% if you have made the bugbears permanently hostile, or if you are coming from the north; * 90% if you have never made the bugbears suspicious; * 70% if you have made the bugbears suspicious during this visit to Stojanow Gate; * 80% otherwise. If the roll succeeds: The bugbears believe you are taking supplies through the gate. They ask a 15 gold fee; if you agree, you are taken to location 2a north of the gate. If you do not, roll again; this time, if the roll succeeds, the bugbears become permanently hostile. If the roll fails: The bugbears declare the party impostors and demand surrender. You may "F"lee to a location south of the gate (which always works), "S"urrender (all your money and some items are lost; works as "F"lee otherwise), or "A"ttack. If you have not made the bugbears permanently hostile, you can "F"lee and try again; otherwise your only real option is to "A"ttack them. * If the bugbears are alive, but you do not have the wagon from location 1: You are first warned to stay away from the wall; this makes the bugbears suspicious of you. If you continue to move around here, the bugbears confront you; you may either "A"ttack them or "T"ake the punch (1d3 damage to one character if it hits). Either way, the bugbears become permanently hostile. * If the bugbears are dead, but the tower guards are still alive: Arrows are fired at you from the guard towers (2 THAC0 16 attacks on random characters, 1d6 damage per hit). 3 - This behaves as location 2, except since you aren't trying to go through the gate, no check is made for the wagon. 4a/4b - If you enter this location from a direction other than north: You can sometimes "B"ash down or "P"ick the lock of this massive gate, but the Knock spell always works. If the gate hasn't yet been opened, you are not being led through, and the tower guards are still alive, the tower guards throw rocks at the party (16 THAC0 17 attacks on random characters, 1d6 damage per hit) every time you try to open the gate. You can move east and west to renew the options to "B"ash or "P"ick open the gate if you don't succeed at first. If you enter location 4b after killing both sets of tower guards, but the bugbear patrol is still alive, the bugbears confront you here. Attempting to "F"lee crashes the game; any other option starts combat with the bugbear patrol. Winning this combat clears the block. 5 - If you have killed the bugbear patrol, and some tower guards are still alive, the tower guards confront you. You can "F"lee to the southern side of the map; any other option starts combat with 2 LEVEL 6 MU (#24), 2 AIDES (#53), and 6 ETTIN (#71) (Morale 80, 3042 XP); this happens even if you've killed one set of tower guards (but not both), and even though the magic- users in the towers aren't actually the same. Each of the level 6 magic- users carries a Ring of Protection +2. Winning this combat clears the block. 6 - Western guard tower. Two humans and three ettins are here, and one of the humans openly wonders when the assault on New Phlan will actually take place. You may "F"lee back down the stairs or "A"dvance closer to them; "C"ombat or "P"arley start combat with 1 5TH LVL MU (#89), 1 AIDES (#53), and 3 ETTIN (#71) (Morale 50, 1371 XP). 7 - Eastern guard tower. Two humans and three ettins are here, and one of the humans talks about how the Boss threw an unruly subordinate through a trapdoor to a medusa. You may "F"lee back down the stairs or "A"dvance closer to them; "C"ombat or "P"arley start combat with 1 LEVEL 6 MU (#24), 1 AIDES (#53), and 3 ETTIN (#71) (Morale 50, 1521 XP). The level 6 magic-user carries a Ring of Protection +2. SECTION 6.22 - Valjevo Castle ----------------------------- 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 NORTHWEST QUADRANT ################################################# KEY: 0 # # # # # # # 0 # # # # # # # # wall 1 # # #8b # 20 # + # 1 + door/archway ##########++# #++#######++####### ############# 2 #18 # 8a # 2 E Entrance/exit # # # 3 # 17+ 8a E3+ 3 ####### ##################################### 4 # # 4 #++#++# # 5 #19#19# # 5 ####### # 6 # # # 6 # # # 7 # 16+ + 7 # # E6+ 8 # # + 8 ####### # 9 # # # Hedge maze: See next section 9 # # # for map and details. 10 # + # 10 ####### # 11 # # 11 ####### # 12 # # # 12 # #++# # 13 # 5a# # 13 # # # 14 # 6a# # 14 # # # 15 # #E4# 15 ##########++# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 NORTHEAST QUADRANT ################################################# KEY: 0 # # # # 22 # # # 0 # # # # # # # # wall 1 # # #9b # 21 # # # 1 + door/archway # # #++##########++#### #++########## 2 # + 9a + # 2 E Entrance/exit ############# # 23 # 3 +E2 9a # # 3 ##################################### ####### 4 # # 4 # ####### 5 # # # 5 # # # 6 # # # 6 # # # 7 # # 24# 7 # ####++# 8 # # 8 # ####++# 9 Hedge maze: See next section # # 25# 9 for map and details. # # # 10 # # # 10 # ####### 11 # # 11 # ####### 12 # +26 # 12 # # # 13 # # # 13 # #### # 14 # # # 14 # # # 15 #E5# # 15 #++########## 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 SOUTHWEST QUADRANT ##########++# KEY: 0 # 11 #E2# 0 # # # # wall 1 # # # 1 + door/archway # #### # 2 # 10+ # 2 E Entrance/exit # # # 3 # # # 3 ####### # 4 # # 4 ####### # 5 # # # Hedge maze: See next section 5 # # # for map and details. 6 # 4 # # 6 #++#### # 7 # # 7 #++#### # 8 # # # 8 # # # 9 # # # 9 # # # 10 # # # 10 ####### # 11 # # 11 ####### ##################################### 12 # # E5+ 12 # 3 # ############# 13 # + + 1 # 13 ##########++# ####++##########++# # # 14 # # # # # # # 14 # 2 # # # # # # 15 # #E1# # #E1# # 15 #############++###################++############# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 SOUTHEAST QUADRANT #++########## KEY: 0 #E3# # 0 # # # # wall 1 # # # 1 ~ pool # # # + door/archway 2 # # # 2 # #### # E Entrance/exit 3 # +15 # 3 # ####### 4 # # 4 # ####### 5 Hedge maze: See next section # + # 5 for map and details. # # # 6 # # # 6 # ####### 7 + # 6c# 7 +E6 # # 8 + +5c # 8 # # #### 9 # # #~~# 9 # ####~~# 10 # #13#14# 10 # #++#++# 11 # # 11 ##################################### ####### 12 +E4 7b 7b+7a # 12 # # # 13 # # # 13 ############# #######++#######++# #++########## 14 # + # 5b # 11# # # 14 # # # # # # # 15 # # # 6b # # # # 15 ################################################# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 The ancient stronghold of Valjevo Castle has now been occupied by the Boss, Tyranthraxus. He has set up numerous defenses around the castle's inner tower, with a heavy garrison surrounding a hedge maze. The garrison's weakness is that it is primarily composed of humanoids who aren't exactly models of competence. Alarm: If you do something suspicious or aggressive, you may set off the alarm. This lasts for 60-120 minutes, and activates random encounters. You can wait out the alarm in one of the safe locations listed below. Random encounters: None, unless the alarm is active and you are not in one of locations 3, 4, 10 to 12, 17, or 23; then the chance of encountering a patrol is 1 in 21, or 1 in 3 in Search mode, with probability halved if you are indoors. A patrol consists of 1 6TH LVL FIGHTER (#75) and 5 HILL GIANT (#55) (Morale 60). If you stole anything from the altar of Bane at location 11, you may be immediately attacked. If not, you may "F"lee; "P"arleying will start combat if not disguised, or if you stole anything from the altar of Bane. Otherwise, "S"ly or "N"ice start combat; "M"eek causes the guards to ask for a password, which is HARASH; "H"aughty or "A"busive causes the guards to ask for your authority, which is TYRANTHRAXUS. Failure to give the correct response will start combat. Resting: It is always safe to rest in locations 3, 4, 10 to 12, 17, and 23. It is also safe to rest anywhere else, unless the alarm is active; you then have a 17% chance every 5 minutes of having rest disturbed by a patrol. Differences from the tabletop adventure: The map layouts are nearly identical, and the overall theme is the same, but monsters in the Gold Box version are generally harder (like gnolls being replaced with fire giants) and the magical treasures are generally less powerful. E1 - Exit to Stojanow Gate. E2 - To Valjevo Castle Northwest Quadrant. E3 - To Valjevo Castle Northeast Quadrant. E4 - To Valjevo Castle Southwest Quadrant. E5 - To Valjevo Castle Southeast Quadrant. E6 - Entrance to Valjevo Castle Hedge Maze. If you have not given the tower guards (whom you can't reach) at this gate a reason to be suspicious, they ask for a password. * Give the password: If Cadorna is with you, he slips you a note with it in Dethek. RHODIA is correct and permits free passage. An incorrect password does not arouse suspicion, and gives you a chance to "B"ash, "P"ick, or cast "K"nock the door, which still does not arouse suspicion. (I wasn't kidding about the guards' lack of competence.) The first two might work but are unreliable; the Knock spell always works. * Force the gate open: The guards throw boulders at the party (12 THAC0 12 attacks on random characters, 2d6 damage per hit) and set off the alarm (this does not cause you to lose disguise); then you get a chance to "B"ash, "P"ick or cast "K"nock as above. If you have either ever tried to force your way through this gate (the guards won't know if you tried forcing your way through the other one), or stolen anything from the altar of Bane at location 11, the guards will be suspicious: the result is as if you had tried to "force the gate open". 1 - Washerwomen cower from the party, then recognize the party as strangers and decide you are therefore here to kill Tyranthraxus. (That's an interesting leap of logic.) A half-orc woman approaches you. The women will offer to disguise you, regardless of attitude. You can choose whether or not to put on the disguise, which will help you evade enemy patrols. Afterwards: * if you "T"ie them up, that avoids the negative repercussions of a "H"aughty or "A"busive attitude; * if you unheroically "K"ill them, there is a 20% chance you make noise, both setting off the alarm and canceling your disguise; * if you simply "L"eave, a "H"aughty attitude will cause your disguise to not work. An "A"busive attitude will additionally set off the alarm. 2 - Smithy. Between 0:00 and 14:59, a smith and three fire giants work here. If you "P"arley with him and choose either "S"ly or "A"busive, the smith recognizes your party as intruders and attacks: 1 4TH LVL FIGHTER (#41) and 3 FIRE GIANT (#56) (Morale 30, 4018 XP). The smith carries a Long Sword +1 and Chain Mail +1. If you defeat the smith and the fire giants, or if you come here after 15:00, you may take any of the nonmagical weapons or armor here; there is one of each common item. 3 - Coal storehouse. This is always a safe place to rest. 4 - Smokehouse. This is always a safe place to rest. 5 - This barracks is empty at night, but during the day you will encounter its hill giant soldiers. If you "F"lee you will set off the alarm and lose your disguise. "W"ait or "P"arley will start combat: 8 HILL GIANT (#55) (Morale 40, 5191 XP). Your party receives bonuses of +2 to hit and damage if the giants are 'putting on their armor', or +5 if they are 'struggling out of bed.' 6 - If you search here, you will find treasure: 1 XP, 11 gold. 7 - Hill giant guard. If you are disguised, you may pass through location 7b without them noticing, but not location 7a where they are stationed. If they do notice you, and you stole anything from the altar of Bane at location 11, they immediately attack you and set off the alarm: fight 2 HILL GIANT (#55) (Morale 50, 1297 XP). If you start "C"ombat yourself, this will set off the alarm, but you will not lose your disguise. The giants will otherwise ask for a password. You may either act "H"aughty and give your authority as TYRANTHRAXUS, or give the password HARASH with any other attitude, and they will let you go. Otherwise, they attack you (same effect as "C"ombat). 8 - If you pass through location 8a while disguised, and you haven't killed the 6TH LVL FIGHTER (#75) (Morale 100, 136 XP; carries Long Sword +1) here, he confronts you: * "C"ombat: He pushes a button and warns you that a patrol is coming. Either choice triggers the alarm and causes you to lose your disguise. If you "S"tay and fight him instead of "R"un, after the combat you are immediately confronted by a patrol. * "F"lee: You successfully get away, but set off the alarm and lose your disguise. * "W"ait or "P"arley: "S"ly or "N"ice set off the alarm, but don't cause you to lose your disguise. If you act "M"eek and give the password HARASH, or act "H"aughty or "A"busive and give your authority as TYRANTHRAXUS, he lets you go without incident. An incorrect response behaves the same as "C"ombat. If you pass through location 8a while not disguised, the alarm goes off. If you enter location 8b and the fighter is still alive, he immediately attacks you (Morale 50), setting off the alarm, though this does not cause you to lose any disguise. 9 - This is similar to location 8, but the 6TH LVL FIGHTER (#84) (336 XP) may be helped by the fire giants from location 21. If you attempt to pass through location 9a while not disguised, the fire giants will charge you; the only way to avoid combat is to "F"lee, which sets off the alarm. If you attack the fighter in location 9b, you can catch him without the fire giants. 10 - Temple of Bane. A priest and two acolytes ask you to accept Bane's blessing. * "A"ccept blessing: All non-evil characters take 2d10+2 damage; the last character in your party may get hit two extra times. If anyone took damage, the priest then recognizes the party as impostors; this behaves as if you had tried to "L"eave. * "T"alk: The priest insists you accept the blessing of Bane. * "L"eave: The priest declares you impostors, and throws a sphere from his Necklace of Missiles at the party. First, every character who fails to make a saving throw vs. magic takes 15 damage; then, every character takes 15 damage. The priest and his acolytes then attack you, as if you had tried to "K"ill them. * "K"ill them: You fight 1 LEVEL 5 CLERIC (#91) and 2 1ST LVL CLERIC (#90) (Morale 100, 450 XP). The level 5 cleric carries a Mace +3, Plate Mail +1, and a Necklace of Missiles. 11 - Altar of Bane. If you loot the offering box, you can get 37 silver, but all characters will take 2d10+2 damage. You may then take the two crossed swords; if you choose to, they are worth 400 XP, and both are Long Swords +3 (alignment lawful evil; anyone not lawful evil who tries to equip such a sword takes 5 damage). If you take anything from here, many guards in the castle will recognize you as blasphemers on sight and be automatically hostile. Additionally, if you take the swords, any disguise from location 1 will no longer work. 12 - The first time you enter this room, the ceiling caves in (physical attack on a random character, 2d6 damage if it hits). This is always a safe place to rest. 13 - If you have been rewarded for completing the diplomatic mission to the Zhentil Keep Outpost (commission #13), Porphyrys Cadorna is chained in this cell: * "R"elease him: He will be grateful and allow you to take him with you if you so choose. * "L"eave him: He will beg and volunteer information three times before you can actually do so, and threaten to set off the alarm. If you finally do leave, the alarm actually does go off, and you will lose any disguise you have. * "K"ill him: He will beg and volunteer information once before you can actually do so. This does not truly accomplish anything; the Phlan clerk will recognize that you did it, but recognition is all that happens. (The sequels behave as if he had died here.) 14 - A well. If you try to move into it, you get the option to dive in. Your chosen character needs at least Constitution 12 to have any chance of reaching the bottom; if you do, you find treasure: 133 XP, Long Sword +2 Flame Tongue. Your character then makes another check against Constitution + movement; a failure causes 1d6 damage from breathing in water. 15 - 5 GIANT SNAKE (#60) (Morale 100, 216 XP) lair here. You can't avoid combat. 16 - You may catch the giants who live here sleeping; you may either sneak out, or attack them as they sleep. If you choose the latter, you step on a loose creaky floorboard so you can't actually surprise them, and fight [4 during the day, 2 at night] FIRE GIANT (#56) (Morale 100). Otherwise, the giants have set a small trap by the door; if you fail to detect it with Search mode, a bucket falls on the party (THAC0 10 attack on a random character, 1d4 damage if it hits). You may "F"lee, but it sets off the alarm and causes you to lose any disguise; all other options lead to combat as above. 17 - Officers' quarters. The officer is not present, but 2 HILL GIANT (#55) (Morale 50, 1297 XP) are and confront you. You may "F"lee, but it sets off the alarm and causes you to lose any disguise. If you "P"arley with any attitude they will bother you no further. After you deal with the giants, this is always a safe place to rest. 18 - If you search here, you find treasure: 100 XP, 200 gold, Potion of Speed. 19 - Latrine. 20 - Mess hall. 21 - Fire giant barracks; the giants look up at you: * "C"ombat: Fight 4 FIRE GIANT (#56) (Morale 80, 5136 XP). * "F"lee: You set off the alarm and lose any disguise you may have. * "P"arley: If the alarm has gone off and you are undisguised, this starts a fight. Otherwise, a "H"aughty or "S"ly attitude gets the giants to show you the list of passwords from location 22. "N"ice or "M"eek attitudes lead to the giants telling you to get lost; "S"taying will start combat. An "A"busive attitude will also start combat. 22 - You can search here to find the password list, if the fire giants did not already show it to you. It has the patrol password HARASH written in Espruar and the gate password RHODIA written in Dethek. 23 - Armory. You may take any of the nonmagical weapons or armor here; there is one of each common item, and the supply is inexhaustible. This is also always a safe place to rest. 24 - Kitchen. A gnoll overseer watches three human slaves: * Kill the overseer and free the slaves: The gnoll tries to run but doesn't make it. One of the slaves gratefully shows you a pieces of paper from the gnoll, with RHODIA written upon it in Dethek, and says that it is the password to enter the deadly hedge maze. * Go back outside: If you are not disguised, this sets off the alarm. * Talk to the overseer: The first time, the overseer threatens you with boiling oil. After that, he makes good on the threat (THAC0 10 attack on a random character, 2d6 damage if it hits). 25 - Records office. You can spend hours reading the records. If you do: * If the alarm is currently active, there is a 50% chance a patrol will come by. * If it is 0:00 to 17:59, there is a 15% chance that a scribe will walk in. If 'He drops his books and runs out the door', this will set off the alarm, but will not cause you to lose any disguise. If neither of those happens, you can learn: * The red wizards of Thay are allied to Tyranthraxus. You'll get to see them in later games in the series, just not this one. * Tyranthraxus got his start leading poorly organized humans, but is now much better organized. * He seeks to conquer all lands south of the Moonsea. (Everything in this game takes place north of the Moonsea. You'll get to travel south of the Moonsea in Curse of the Azure Bonds.) 26 - Scribes' office. If you enter between 0:00 and 17:59, you will encounter six scribes working under the supervision of two officers. The two officers will confront you (if you are not disguised, any response will set off the alarm): * "C"ombat: Fight 2 ENVOY (#87) (Morale 100, 433 XP), who each carries a Two-Handed Sword +2. * "F"lee: You set off the alarm and lose any disguise you may have. * "P"arley: If you are not disguised, the officers attack you. Otherwise, if you act "M"eek and give the password HARASH, or act "H"aughty or "A"busive and give your authority as TYRANTHRAXUS, they leave you alone. Anything else causes them to attack you. If you have defeated the officers, you can search the office and find: * A report indicating that the northern barbarians want a strong leader, and that the chief of the Raven clan is already allied to Tyranthraxus. * Hard evidence that Cadorna has been using the party for his own ends and seeks the Pool of Radiance for himself. (Reading this is one of the ways to prove that Porphyrys Cadorna is a traitor.) * A quote from Tyranthraxus: "Do not be fooled by outward forms for you shall know me by my flaming aura." SECTION 6.23 - Valjevo Castle Hedge Maze ---------------------------------------- 4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11 ######################################################################### 4 # 1+ " + " + 2 # 4 # # """""""""""""""" " " """# " " """" """" """""""""#### # 5 # # " " " # " " " " " " # # 5 # #### """"""" """" """" """" # " """" " " """"""" """####### 6 # #### " " " " " " # " " " " " # 6 #######""" " """" " " """" """# """" """" " """""""""" " " # 7 + " " " " " # " " " " " " # 7 +E1 """""""""" " " """" """" # """"""" " """" """""""""" " # 8 + " " # " " " " " # 8 # " """"""" " " """""""""" """#""" """" " " """" """""""""" # 9 # " " " " " " # " " " " " " # 9 #"""""" " " " " " """" """"""# """" " " " " " " """""""""# 10 # " " " " " " " " # " " "TP" " " # 10 #""" """"""" " " " " " """" # """" """""""""" " " """" # 11 # " " " " " "TP" + " " " # 11 # " " """"""" " " #########################"""""" " " """" # 12 # " " " " " ######################### " " " # 12 # """"""" """" " " ######################### " """""""""" " # 13 # " " ######################### " " " " # 13 #"""""" """""""""" " ######################### """"""" " " " # 14 # " "E3+######################## " " " " # 14 # """"""" " """""""""######################### """" """"""" " """# 15 # " " ######################### " # 15 #++###################++#########################++###################++# 0 # " ############# # " " # 0 #""" " """"""" """" ############# #""""""""" " """"""" # 1 # " " " ############# 5+ " " # 1 # " " """"""" ############# # " """""""""" """"""# 2 # " " " ############# # " " # 2 # " """""""""" " ############# # " " """" """"""" # 3 # " " " ############# # " " " " " # 3 # """" " " """"""######################### " " """"""" " " # 4 # " " " + "TP" " " " " " # 4 # """" " " """""""""" """" # """" " " " " " """"""" """# 5 # " " "TP" " " # " " " " " " " " # 5 #""""""""" " " " " " " """" #"""""" """" " " " " " """"""# 6 # " " " " " " # " " " " " " # 6 # """""""""" """" " " """" """#""" """""""""" " " """"""" " # 7 # " " " " " # " " + 7 # " """""""""" """" " """"""" # """" """" " " """""""""" E2+ 8 # " " " " " # " " " " " + 8 # " " """""""""" " """" """" #""" """" " " """" " """####### 9 # " " " " " " # " " " " " " # # 9 #######""" """"""" " " """" " # """" """" """" """"""" # # 10 # 3 3+ " " " " " " # " " " # # 10 # ####""""""""" """" """" " " #""" " " """""""""""""""" # # 11 # 3 3+ " " + " + 4 # 11 ######################################################################### 4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11 ECL Script 5 KEY: # wall + door/archway TP Teleporter " hedge E Entrance/exit The Valjevo Castle hedge maze is the next layer of defense surrounding the castle's inner tower. Even the hedges can be deadly! Hedges: You can step through a hedge ("), but every time you do so, a random character must make a successful saving throw vs. poison or take 201 damage. This doesn't count as poison damage for the Slow Poison or Neutralize Poison spells. Random encounters: None, unless the alarm is active and you are not in locations 1, 2, or 5; the chance of a random encounter is then 1 in 21, or 1 in 3 if you are in Search mode. The random encounters are with 4 GIANT SNAKE (#60) (Morale 100). You can "F"lee, but "P"arleying will simply start combat. Resting: It is always safe to rest in locations 1, 2, or 5. It is safe to rest anywhere else as well, unless the alarm is active; then every 5 minutes rest has a 17% chance of being disturbed by a random encounter. Differences from the tabletop adventure: The maps are almost identical; the monsters in the maze are somewhat stronger in the Gold Box version. E1 - Exit to Valjevo Castle Northwest Quadrant. E2 - Exit to Valjevo Castle Southeast Quadrant. E3 - Entrance to Valjevo Castle Inner Tower. TP - Teleporter to one of the other three teleporters, chosen at random. 1 - Quarters of Al-Hyam Dazid. Al-Hyam is trying to learn how Tyranthraxus got his great power; Tyranthraxus is keeping him under watch and trying to learn all he can from him. He is not interested in combat, and if you threaten him twice he will give the party all his notes (Journal Entry 30). If you attack him, you face 1 AL-HYAM DAZID (#86) (Morale 50, 1423 XP); he carries Bracers AC 3, a Ring of Fire Resistance, and a Wand of Lightning. 2 - Trolls live in this tower. If you do not "F"lee, you fight 8 TROLL (#31) (Morale 100, 1084 XP). 3 - This tower is guarded by 3 HILL GIANT (#55) (Morale 60, 1946 XP). If you "P"arley with a "H"aughty or "A"busive attitude, and say that TYRANTHRAXUS sent you, they let you go. Anything else results in combat ; the giants may ask for a non-existent password first. 4 - A group of giants is hiding here, avoiding work, and arguing. If you stole anything from the altar of Bane at Valjevo Castle 11, or the alarm is active and you are not disguised, they attack immediately. Otherwise, they'll ask you if frogs and toads are the same thing. (For the record: toads are a proper subset of frogs, so the correct answer is no -- all toads are frogs, but not vice versa.) * If you either answer "Y"es or "A"ttack, you fight 4 FIRE GIANT (#56) (Morale 50, 5136 XP). * If you answer "N"o, you have another chance to "L"eave; "S"taying will result in a fight. 5 - Throne room of false Tyranthraxus. The false Tyranthraxus confronts the party: * "C"ombat or "W"ait: fight 1 TYRANITHRAXUS [sic] (#92) and 2 6TH LVL THIEF (#93) (Morale 60, 1701 XP). The false Tyranthraxus has Long Sword +5, Ring of Protection +3, and Gauntlets of Ogre Power. You also claim his treasure of 1 jewelry and 8 gems. This also sets of the alarm and causes you to loses any disguise. * "F"lee: works, but sets off the alarm. * "P"arley: * "H"aughty or "S"ly start combat as above, but cause no loss of disguise. * "N"ice and "M"eek result in the false Tyranthraxus asking you to leave. If you do, that sets off the alarm; if you stay, the effect is the same as "H"aughty or "S"ly * "A"busive: add together Party Strength and your spokesperson's Charisma modifier. If this is 85 or more, acts as "H"aughty; otherwise, the false Tyranthraxus admits to being false and asks to be let go. If you do, you can claim his treasure; otherwise acts as "H"aughty. (That "more" should probably be "less".) SECTION 6.24 - Valjevo Castle Inner Tower ----------------------------------------- Lower Level Upper Level ECL Script 7 ######################### ######################### KEY: # wall # # # # # E3 # # ~ illusionary wall # #### # # # #\\# # # + door/archway # #\\# # # 4 # #### # 2# \ stairs # #\\# # ####++#### #### ####++# ~ Pool of Radiance +E1 #E2# # # 3+ 5#### # #~~~~~#######~~#### # # #\\#############++# E Entrance/exit # \\\\\\\ \\\\ 1 # # #\\########## # ######################### #######\\########## # # 6 ####### # # #######++#### # #### # # ~~~~ #### # # ~~~~ #### # ################ # ################ # ######################### Tyranthraxus makes his lair here in the inner tower of Valjevo Castle. Defeat him and Phlan will be free! Random encounters: None. Resting: It is safe to rest anywhere. Differences from the tabletop adventure: Tyranthraxus only has 2 level 8 fighters defending him in the tabletop version, instead of the 12 here. The possessed bronze dragon's name is Srossar; in the tabletop version, he only has 20% magic resistance, but has the standard repulsion breath and spellcasting abilities of an ancient bronze dragon, neither of which is present here. E1 - Exit to Valjevo Castle Hedge Maze. E2 - Stairs up to Upper Level. E3 - Stairs down to Lower Level. 1 - Lair of a medusa; Tyranthraxus keeps the medusa here to trouble intruders who didn't find the secret door in the previous room. You can "F"lee the medusa; "P"arley has the same result as "C"ombat: 1 MEDUSA (#49) (Morale 100, 150 XP). You can safely fight the medusa if everyone equips a Silver Mirror. You can also just skip it since it's worth little XP and has no treasure. 2 - This empty room has a trap door in it. If you open it, and you have not killed the medusa at location 1, your character must save vs. petrification or be turned to stone. You may then jump through the trap door; if you do, all characters take 3d6 damage, and you confront the medusa if it is still alive. 3 - A messenger that works for Genheeris and Tyranthraxus is here. If you stole anything from the altar of Bane at Valjevo Castle 11, he immediately attacks you; fight 1 1ST LVL THIEF (#45) (Morale 100). He will also attack if you "P"arley using an "A"busive attitude. (I don't think messengers are usually this suicidal.) If you "P"arley with any other attitude, he will be called into the inner office, emerge with papers, and leave. 4 - Genheeris's office. If you killed the messenger at location 3, Genheeris will be frightened, and offer to deal with the party, even asking to join as an NPC: GENHEERIS (#88) (Morale 100). Genheeris is not actually able to memorize spells once his currently memorized spells are expended (the game engine doesn't properly support his being level 7). If you refuse this offer, he attacks you; you are awarded 756 XP and his Wand of Lightning if you win. If you did not kill the messenger, "C"ombat or "P"arleying with a "H"aughty, "S"ly, or "A"busive attitude frightens Genheeris and leads to the above offer. "N"ice or "M"eek results in Genheeris giving you an order; if you ignore it and "S"tay this will also frighten Genheeris. 5 - If Genheeris is in the party, he leaves the party here without notice. 6 - Lair of Tyranthraxus. The ancient bronze dragon possessed by Tyranthraxus rests near the Pool of Radiance. It asks two human guards to kill the party; if you do anything other than "F"lee, you fight 12 8TH LVL FIGHTER (#85) (Morale 100, 8390 XP); each fighter is using a Two-Handed Sword +2, Plate Mail +2, and a Ring of Protection +3. (Where did those extra ten fighters come from?) If you defeat his guards, Tyranthraxus is intrigued by the party, and offers anyone that joins him leadership positions. Everyone in the party then makes a decision. Genheeris and all good and neutral NPCs always fight Tyranthraxus; all other evil NPCs always join Tyranthraxus. If everyone joins Tyranthraxus, the game ends; otherwise, he attacks: fight 1 TYRANITHRAXUS [sic] (#66) (Morale 100, 611 XP). If you win, Tyranthraxus's spirit departs from the bronze dragon's body, and the spirit threatens to possess one of the characters -- but Bane pulls Tyranthraxus into the pool before he can do so. The party then returns to New Phlan victoriously. To win this series of battles more easily, use the Dust of Disappearance from the Temple of Bane. It's not like there is anything better to save it for (no items survive transfer to Curse of the Azure Bonds). It makes both battles much easier; you can move away from the fighters and they won't do anything if there is no character adjacent, and Tyranthraxus likewise cannot use his deadly electrical breath attack. Other buffs long-lasting enough to cast before the first fight are Enlarge and Resist Fire. You can continue combat after defeating the fighters, to heal and cast buffs. If you didn't use the Dust of Disappearance, cast all the Mirror Image and Blink spells you have then. One useful buff here is Protection from Good, because Tyranthraxus is actually lawful good (that's the alignment of the body he is possessing). SECTION 7.1 - Mechanics Introduction ------------------------------------ The Gold Box games are fundamentally based on the three standard 1st Edition AD&D rulebooks: the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. Some rules from Unearthed Arcana (mostly items) are applied, as well as some monsters from Monster Manual II. The major exception to this is THAC0, which is a 2nd Edition rule; 2nd Edition came out not too long after Pool of Radiance did. 3rd Edition did not exist until years after the last Gold Box game was released. The tabletop game uses dice of 4, 6, 8, 10, 12, and 20 sides. The notation XdY indicates the sum of rolling X Y-sided sice; a standard roll of two cubical dice is represented as 2d6 and yields a number between 2 and 12. The Gold Box games predate the invention of modern robust pseudorandom number generators (the Mersenne Twister was not invented until 1997), so random numbers in this game are not rigorously random. As is typical for pseudorandom number generators that old, you will often get clustering effects. (Example: if the game rolls d20 100 times, on average you will actually get 5 of each number, but the 1s and 20s will tend to cluster together more than you would expect statistically. This effect is clearest when casting Fireball; you will get both very low and very high damage rolls far more often than would happen if the die rolls were truly random.) Most of the rules here apply to all the Gold Box games, with known exceptions indicated. The major exception is spellcasting classes in the Dragonlance games, which have their own rules. SECTION 7.2 - Hit Points and Status Conditions ---------------------------------------------- Hit points should almost need no introduction. A character is knocked unconscious if reduced to 0 hit points or fewer. Between -1 and -9 hit points, 1 hit point is lost every round, unless one of the following happens: another character issues the "B"andage command (which has unlimited range), you cast any cure spell on the character, or you win the combat. Any of these will bring the PC up to 0 hit points and stabilize the character. At -10 or fewer hit points, the PC dies. Nothing else can harm such an unconscious character. (Being reduced below 0 hit points doesn't debilitate you as the tabletop game does, nor does it outright kill you as in most other classic RPGs.) Fleeing a combat will result in the permanent loss of any disabled characters left behind. The death from massive damage rule introduced in 2nd Edition does not exist in 1st Edition or the Gold Box games. Death is much harder to fix than in most modern CRPGs; the standard Raise Dead spell is not guaranteed to work (and is not supposed to work on full-blooded elves, though it does here), and results in permanent Constitution loss even if successful. The higher-level Resurrection spell is not available at Pool of Radiance temples. Animated results from casting Animate Dead on a Dead character. Such a character is under the control of the computer, and will only engage in physical combat (no spells or items). It can only be fixed with the Raise Dead spell. Stoned (character turned into a statue) can be fixed with a Stone to Flesh spell, which in this game you can only get at a temple (even though it's not a clerical spell). Gone means just that -- a Gone character is permanently dead and irretrievable (aside from restoring or editing a saved game). Poison in AD&D 1st Edition does not work in the traditional CRPG way of causing gradual hit point loss. It instead "kills" you if you fail your saving throw. This form of death may be fixed with the Neutralize Poison spell, which in this game may only be cast in temples. The Slow Poison spell will temporarily work to revive the character, and will work in the middle of combat, but at the end of that spell's duration will cause the PC to die outright if you do not get Neutralize Poison cast before that. Blinded characters receive a -4 penalty to all of attack rolls, Armor Class, and saving throws. (They do not treat all enemies as invisible, as they do in the tabletop game.) Disease will drain 1 hit point every 10 minutes (this will not cause hit points to drop below 1), as well as 1 Strength every hour (this will not cause Strength to drop below 3, but is permanent). Disease will also prevent proper hit point restoration. This can be cured by the Cure Disease spell, Keoghtum's Ointment, or (in later games) a paladin's power. Charmed is a condition caused by a variety of spells (Charm Person, Snake Charm) or some monster special attacks. A charmed creature will fight for the other side while charmed, though it cannot be controlled. A physical attack by a charmed creature's ally targeted on another ally automatically breaks the charm. (Magical attacks do not have this effect.) The manual says that you can keep charmed enemies after combat, but this is not true -- they will instead disappear together with whatever treasure they were carrying. Aside from a physical attack, this can be fixed with another charm spell (though you will still be unable to actually control the character), or Dispel Magic. Helplessness is caused in combat by a variety of spells (Sleep, Stinking Cloud, Hold Person) or some monster special attacks. Any physical attack on a helpless defender automatically hits and does enough damage for the defender to start dying. (This is only supposed to happen under 1st Edition rules; in 2nd Edition and later, extra conditions apply if you want to automatically slay a helpless defender.) SECTION 7.3 - Time ------------------ The smallest unit of time the game keeps track of is the minute. There are 10 minutes in 1 turn; ("minute" and "round" are synonymous) 6 turns in 1 hour; (yes, "round" and "turn" are not the same) 24 hours in 1 day; 10 days in 1 tenday; (a "week" of 7 days exists in the base rules) 3 tendays in 1 month; 12 months in 1 year. The standard Forgotten Realms calendar adds extra days to bring the year to 365 or 366 days (and is always a pure solar calendar like the modern Gregorian calendar). Units of time longer than a day have very little influence on gameplay. You need to gain about 20 years before aging starts to become a problem at all, yet as far as I can tell, you do not actually age by means other than by casting Haste. In later games you can find and even buy Elixirs of Youth to reduce your age anyway. The sun rises at 00:00 and sets at 14:00; this always applies, as the Gold Box games have an eternal equinox. It usually does not matter whether it is day or night; the major exception is that the shops and city hall in New Phlan are only open during the day. It takes 1 minute to move forward one square in the first-person view, and 10 minutes to thoroughly search the current square. Moving in the overland view takes 12 hours per square. In the Gold Box games, there is rarely urgency to hurry, even if you are pursuing bad guys; urgency is usually implemented by making it difficult or impossible to rest. The main exception in this game is that the Valhingen Graveyard mission will get harder as time passes; even then, you are better off becoming as powerful as you can before undertaking it. Combat is divided into rounds; 1 round is 1 minute (this is different from 3rd Edition and later). A round is divided into 10 segments that last roughly 6 seconds each, but the game does keep track of more than 10 segments in each round. If you remove a character from your party, any temporary effects are remembered and frozen in time. The Gold Box game takes place early in 1358 DR (typical for 1st Edition Forgotten Realms tabletop gaming); the Adventurer's Journal references the Flight of the Dragons happening in the Year of the Worm (1356 DR) two years ago. The tabletop version explicitly takes place in 1357 DR, in the months of Mirtul (May) and Kythorn (June), four months before the tabletop Curse of the Azure Bonds. In 2nd Edition and later, Pool of Radiance is retconned to take place in 1340 DR, and what happens is the novel. Pools of Darkness, the last of the game series (second of the novel series), then takes place in 1350 DR. The Gold Box games take place in an alternate timeline, and anything happening in 1358 DR and later that happens in 2nd Edition or later sources generally can't happen. Many events revolve around the Time of Troubles, which shakes up godly power and can't happen in the Gold Box timeline. SECTION 7.4 - Experience and Gaining Levels ------------------------------------------- AD&D popularized the very concept of gaining experience (XP) and gaining discrete power-ups at levels of experience. The amount of experience needed to gain a level is listed under the section for each individual class. Characters must be conscious at the end of a battle to receive experience; just having positive hit points is not sufficient. Any sleep or paralysis is automatically fixed before this, which doesn't necessarily happen even in other AD&D computer adaptations. Single-classed characters with at least 16 in all primary statistics receive a 10% bonus to experience earned. Treasure can be worth experience too. Experience for magical items varies by item, but the standard rule of thumb in the tabletop game is that experience value is 20% of the gold value of the item. This seems strange, as treasure these days is almost always treated as its own reward, but in the days before 1st Edition AD&D, treasure was the ONLY way to get experience. (That meant that you would find gold for no other reason than to get experience, which in turn led to the problem of having gold and nothing to spend it on. Yes, that problem predates the home computer.) Unlike most modern games, gaining a level is not automatic. You must go to a class-specific training hall to do so (this is only possible in New Phlan), and pay 1000 gold (200 platinum). You cannot gain more than one level in one class at a time. If you have enough experience to go up more than one level in one class, doing so will cause you to lose just enough experience so that you are 1 experience point short of another level; this will not cause you to lose already earned levels in a different class. The traditional Gold Box way to get that next experience point is to get into a tavern brawl. If you are a multi-classed character (only non-humans may multi-class, and in fact there's not much point in playing a non-human if you do not), experience is evenly divided between your classes. (This is always rounded down, which is not the case in the tabletop game.) This will mean you will progress in your classes at different rates. This division happens even if you have reached the maximum level for one of your classes. When gaining a level as a multi-classed character, the normal rules from the tabletop for gaining maximum hit points do not apply. Instead, follow the following steps: (1) roll die for hit points; (2) divide by number of classes, rounding down; (3) if below 1, set to 1; (4) add Constitution modifier (maximum of +2 if below Constitution 20, even if the level gained is fighter). For levels beyond where you roll a die, you instead gain a fixed specific number of hit points if single-classed, or 1 if multi-classed. Dual-classing, which only humans can do, is not implemented in Pool of Radiance. It is in later games, so you can plan for it. You must have at least 15 in the primary statistics of your original class, and at least 17 in the primary statistics of your destination class. You may not use any abilities of the old class, other than hit points, until your new class's level is higher. You may then use all the abilities of the old class freely, except for the ability to wear armor if you want to cast magic-user spells (unless your old class was ranger of at least level 9). Tabletop game rules permit you to change classes more than once so long as you never return to a previous class, but you may only ever do so once per character in the Gold Box games. Non-humans have a racial limit to how many levels they can gain in most classes, which often depend on the class's primary statistic. This was one of the most hated rules of 1st and 2nd Edition before it was dropped in 3rd Edition. Thieves and humans have no such restrictions. This is in addition to the limits imposed by Pool of Radiance itself; these game level limits are extended as you move on to the sequels, but racial level limits never are. Some undead have a level-draining attack -- one of the most feared attacks in 1st and 2nd Edition. If such an attack hits, the affected character will lose a level and the corresponding experience; multi-classed characters lose the most recently gained level. The Restoration spell (normally 7th level, but you can find quite a few scrolls with it as treasure) will mostly fix this, but will only restore just enough experience to restore the lost level. SECTION 7.5.1 - Statistic: Strength ----------------------------------- +To +To Carry Open Bend Score Hit Dam Capac Doors Bars Monster with this strength 3 -3 -1 162 1/6 0% 4-5 -2 -1 262 1/6 0% 6-7 -1 0 362 1/6 0% 8-9 0 0 512 2/6 1% 10-11 0 0 512 2/6 2% 12-13 0 0 612 2/6 4% 14-15 0 0 712 2/6 7% 16 0 +1 862 3/6 10% 17 +1 +1 1012 3/6 13% 18 +1 +2 1262 3/6 16% 18/01-50 +1 +3 1512 3/6 20% 18/51-75 +2 +3 1762 4/6 25% 18/76-90 +2 +4 2012 4/6 30% 18/91-99 +2 +5 2512 4/6 35% 18/00 +3 +6 3512 5/6 40% Ogre 19 +3 +7 4512 7/8 50% Hill giant 20 +3 +8 5012 7/8 60% Stone giant 21 +4 +9 6012 9/10 70% Frost giant 22 +4 +10 7512 11/12 80% Fire giant 23 +5 +11 9012 11/12 90% Cloud giant 24 +6 +12 12012 19/20 100% Storm giant 25 +7 +14 15012 23/24 100% Titan "+To-hit" only affects melee attacks, not missile attacks. "+To-dam" affects melee weapon damage; penalties cannot cause damage to drop below 1 unless you cannot cause damage to begin with. It does not affect thrown weapons (this does happen in 2nd Edition), and it also does not affect missiles fired from a launcher unless you are firing from a Fine Composite Long Bow. "Carry capac" measures unencumbered carrying capacity; you can actually carry up to 988 extra coins of weight beyond the limit without magical assistance. "Open doors" is the standard probability for opening a stuck or heavy door in one try. This is checked for every character when you try to "B"ash open a door that can be bashed open. "Bend Bars"/Lift Gates is the percentage chance of a feat of strength, the standard ones being bending iron bars or lifting an iron portcullis. Strength is the primary statistic for fighters; a single-classed fighter with Strength 16 or more receives a 10% bonus to experience earned. Strength is also a primary statistic for paladins and rangers in later games. A fighter with 18 Strength also gets to roll percentile dice for exceptional Strength; non-warriors do not get this roll. The tabletop class minimums for Strength are not enforced except when you first roll a charcter. SECTION 7.5.2 - Statistic: Intelligence --------------------------------------- This is only of any importance at all for classes that can cast magic-user spells. There are minimum Intelligence requirements for casting 5th and higher level magic-user spells (which won't be an issue at all until later in Curse of the Azure Bonds). Intelligence is the primary statistic for magic-users; a single-classed magic- user with Intelligence 16 or more receives a 10% bonus to experience earned. Intelligence is also a primary statistic for rangers in later games. Number of languages you can learn is never relevant; the chance to learn a spell is 100% if it can be learned at all; and there are no minimum or maximum numbers of spells you can learn per level. (Intelligence affects all of these in the tabletop game.) Intelligence also does not grant you bonus spells, as it does in later AD&D editions. At low levels, a magic-user is going to run out of spells quickly. Not for nothing is a level 1 magic-user nicknamed "Sleep spell on legs". The tabletop class minimums for Intelligence are not enforced except when you first roll a charcter. SECTION 7.5.3 - Statistic: Wisdom --------------------------------- S. T. Cleric Score Bonus Spells 3 -3 4 -2 5-7 -1 8-12 0 13 0 Bonus L1 spell 14 0 Bonus L1 spell 15 +1 Bonus L2 spell 16 +2 Bonus L2 spell 17 +3 Bonus L3 spell; minimum needed for 6th level cleric spells 18 +4 Bonus L4 spell; minimum needed for 7th level cleric spells The saving throw bonus applies against any spell that tests willpower: charm, fear, and illusion (but not other spell types that permit a Will saving throw in 3rd Edition and later). Wisdom is the primary statistic for clerics; a single-classed cleric with Wisdom 16 or more receives a 10% bonus to experience earned. Wisdom is also a primary statistic for both paladins and rangers in later games. The tabletop game rules for a chance for spell failure below Wisdom 13 are not enforced, and the minimums for Wisdom are not enforced except when you first roll for a charcter. Wisdom above 18 also will not grant additional spells as described in Deities & Demigods. SECTION 7.5.4 - Statistic: Dexterity ------------------------------------ ---- Thief Skill Adjustments ----- Find/ React Def. Pick Open Remove Move Hide in Score /Miss Adj. Pocket Locks Traps Silent Shadows 3 -3 +4 N/A N/A N/A N/A N/A 4 -2 +3 N/A N/A N/A N/A N/A 5 -1 +2 N/A N/A N/A N/A N/A 6 0 +1 N/A N/A N/A N/A N/A 7-8 0 0 N/A N/A N/A N/A N/A 9 0 0 -15% -10% -10% -20% -10% 10 0 0 -10% -5% -10% -15% -5% 11 0 0 -5% 0 -5% -10% 0 12 0 0 0 0 0 -5% 0 13 0 0 0 0 0 0 0 14 0 0 0 0 0 0 0 15 0 -1 0 0 0 0 0 16 +1 -2 0 +5% 0 0 0 17 +2 -3 +5% +10% 0 +5% +5% 18 +3 -4 +10% +15% +5% +10% +10% 19 +3 -4 +15% +20% +10% +12% +12% 20 +3 -4 +20% +25% +15% +15% +15% 21 +4 -5 +25% +30% +20% +18% +18% 22 +4 -5 +30% +35% +25% +20% +20% 23 +4 -5 +35% +40% +30% +23% +23% 24 +5 -6 +40% +45% +35% +25% +25% 25 +5 -6 +45% +50% +40% +30% +30% "React/Miss" is both the to-hit bonus for thrown and launched missile weapons, and the subtracted modifier to initiative. "Def. Adj." is the modifier to AC (the lower, the better). "Pick Pocket", "Open Locks", "Find/Remove Traps", "Move Silent", and "Hide in Shadows are the percentage adjustments to thief abilities. These are only first applied starting at level 2. (If for whatever reason you adjust a Thief below Dexterity 9, the penalties for low Dexterity disappear.) Dexterity is the primary statistic for thieves; a single-classed thief with Dexterity 16 or more receives a 10% bonus to experience earned. The tabletop class minimums for Dexterity are not enforced except when you first roll a charcter. There is no non-cheating way I am aware of to actually obtain Dexterity 21+ in any of the Gold Box games, but the game does actually support it. SECTION 7.5.5 - Statistic: Constitution --------------------------------------- HP/ System Res. S. T. Pois Score Level Shock Odds Bonus Bonus Regen 3 -2 35% 40% 0 0 0 4 -1 40% 45% +1 0 0 5 -1 45% 50% +1 0 0 6 -1 50% 55% +1 0 0 7 0 55% 60% +2 0 0 8 0 60% 65% +2 0 0 9 0 65% 70% +2 0 0 10 0 70% 75% +2 0 0 11 0 75% 80% +3 0 0 12 0 80% 85% +3 0 0 13 0 85% 90% +3 0 0 14 0 88% 92% +4 0 0 15 +1 91% 94% +4 0 0 16 +2 95% 96% +4 0 0 17 +3 97% 98% +4 0 0 18 +4 99% 100% +5 0 0 19 +5* 99% 100% +5 +1 0 20 +5* 99% 100% +5 +1 1/60 21 +6* 99% 100% +6 +2 2/60 22 +6* 99% 100% +6 +2 3/60 23 +6* 99% 100% +6 +3 4/60 24 +7* 99% 100% +6 +3 5/60 25 +7* 100% 100% +7 +4 6/60 * This is buggy, see below. "HP/Level" is the adjustment to hit points upon character creation, and for every level advacement, if there is a die roll involved. A penalty cannot decrease hit points gained below 1; anyone other than a fighter, paladin, or ranger is not supposed to get a bonus of more than +2. The game doesn't handle hit point bonuses for Constitution 19 or more gracefully, even though you can start with Constitution 19 at character creation. Things are especially buggy at 23+; with Constitution 22, which is the highest well-behaved score, a single-classed fighter gets a +7 bonus per level, and everyone else gets a +5 bonus per level (neither of which is supposed to happen). "System Shock" is the percent chance of surviving any change in form. In the Gold Box games, this only applies to surviving the Stone to Flesh spell, and not in Pool of Radiance; it is only implemented in Secret of the Silver Blades. (It doesn't apply to any form of unnatural aging, as it does in tabletop rules.) "Res. Odds" is the percent chance that a Raise Dead or Resurrection spell will actually work. If this fails, the character is forever dead. "S. T. Bonus" is the saving throw bonus that a dwarf, gnome, or halfling receives against rod/staff/wand or spells. It also applies to a dwarf or halfling saving against poison. "Pois Bonus" is the saving throw bonus that a human, half-elf, elf, or gnome receives against poison (dwarves and halflings have a higher bonus already). "Regen" permits a character with very high Constitution to restore hit points much faster than normal, regenerating the indicated number of hit points in the indicated number of minutes. (In the tabletop game, Constitution 21+ instead reduces the time to regenerate 1 hit point by 10 minutes per extra point of Constitution above 20.) There is no limit to the number of times you may cast Raise Dead or Resurrection on a character (in tabletop rules the limit is once per Constitution point). SECTION 7.5.6 - Statistic: Charisma ----------------------------------- This gets checked in interactions with NPCs, especially when parleying, depending your spokesperson's (currently selected character) Charisma: Reaction Score Adjustment 3 0 In the tabletop rules, this is expressed as a percentage 4 5 equal to the number from this table minus 25. 5 10 6 15 Charisma over 18 can be achieved with the Friends spell, 7 20 but anything better than 18 has no effect. (If Pool of 8-12 25 Radiance were to use Deities & Demigods, every point above 13 30 18 would add another 5%. Charisma over 18 also does have an 14 35 effect in all Gold Box games it is checked for outside of 15 40 Pool of Radiance.) 16 50 17 55 18 60 Loyalty is never checked for, and henchmen don't exist, as those tabletop game effects aren't implemented. SECTION 7.6.1 - Race: Human --------------------------- Humans have a Strength range of 3-18(00) if male, and 3-18(50) if female. All other statistics have a beginning range of 3-18. Only humans are capable of dual-classing, which is not implemented in Pool of Radiance, but is in all its sequels. They are the only player race not capable of multi-classing. (This all predates the 3rd Edition system, where everyone can multi-class and dual-classing is done away with.) Humans have no racial level limits in any class and may choose any available class. Humans are also the strongest of the races in this game; even the unimplemented half-orcs cannot exceed 18/99 Strength in the 1st Edition tabletop game. (This sounds a little unusual to contemporary ears, but early editions of AD&D more or less take this straight from Tolkien.) Since humans have no level limits in any class, if you play the later Gold Box games they should eventually should become vast majority of your party by about halfway through Secret of the Silver Blades at the latest (and earlier if you follow my suggestions). SECTION 7.6.2 - Race: Dwarf --------------------------- Dwarves have a Strength range of 8-18(99) if male, and 8-17 if female. Other statistics begin at: Intelligence 3-18; Wisdom 3-18; Dexterity 3-17; Constitution 12-19; Charisma 3-16. Dwarves get +1 to Constitution and -1 to Charisma on their original rolls. A dwarf may be a fighter, thief, or a multi-class fighter/thief. (Only a NPC dwarf may be a cleric.) Dwarves have a maximum fighter level of 9. A dwarf gets a bonus to saving throws against rod/staff/wand, spells, and poison, equal to +1 per 3.5 points of Constitution, rounded down. A dwarf gets a +1 bonus to hit when melee attacking a half-orc, goblin, hobgoblin, or orc. A dwarf gets a -4 bonus to Armor Class when being melee attacked by an ogre, troll, ogre mage, giant, or titan. A dwarf thief gets a +10% bonus to Open Lock rolls, a +15% bonus to Find/Remove Traps rolls, a -10% penalty to Climb Walls rolls, and a -5% penalty to Read Languages rolls. The positive modifiers are offset by the inability of a dwarf to start with more than Dexterity 17. Dwarves can sometimes determine things about mines, stonework, and anything underground on an ad hoc basis. (This often has defined probabilities in the tabletop game.) (A dwarf in the tabletop game also has infravision with 60-foot range and additional languages. Adult dwarf women do grow beards, but usually keep them shaved, at least in 1st Edition Forgotten Realms.) SECTION 7.6.3 - Race: Elf ------------------------- Elves have a Strength range of 3-18(75) if male, and 3-16 if female. Other statistics begin at: Intelligence 8-18; Wisdom 3-18; Dexterity 7-19; Constitution 6-18; Charisma 8-18. Elves get +1 to Dexterity and -1 to Constitution on their original rolls. The latter does not stop you from modifying their Constitution to 18. An elf may be a fighter, magic-user, or thief, and may also multi-class in any combination of those three classes. (Only a NPC elf may be a cleric.) Elves have a maximum fighter level of 7, and a maximum magic-user level of 11. An elf has 90% magic resistance against sleep and charm spells. Like a regular magic resistance roll, even if this fails, the elf is still entitled to a saving throw. Elves are also immune to the paralysis attack of ghouls. On the other hand, the Raise Dead spell is not supposed work on them either (though it does in Pool of Radiance). An elf gets a +1 bonus to hit when attacking with either a short or long sword, or with any bow (even a crossbow, which is not the case in the tabletop game). A multi-classed elf is permitted to cast magic-user spells in any armor. An elf thief has a +5% bonus to Pick Pocket, Move Silently, and Hear Noise rolls; a +10% bonus to Hide in Shadows rolls; and a -5% penalty to Open Lock rolls. (These bonuses are actually better than they appear, because an elf can start with Dexterity 19.) An elf has the ability to readily detect secret doors on an ad hoc basis. (This has defined probabilities in the tabletop game.) An elf in the tabletop game also has infravision with 60-foot range, additional languages, and the ability to surprise enemies if lightly armored. SECTION 7.6.4 - Race: Gnome --------------------------- Gnomes have a Strength range of 6-18(50) if male, and 6-15 if female. Other statistics begin at: Intelligence 7-18; Wisdom 3-18; Dexterity 3-18; Constitution 8-18; Charisma 3-18. A gnome may be a fighter, thief, or a multi-class fighter/thief. (A NPC gnome is allowed to be a cleric. A gnome in the tabletop game may also be an illusionist, a class never implemented in the Gold Box games.) Gnomes have a maximum fighter level of 6. A gnome gets a bonus to saving throws against rod/staff/wand and spells, equal to +1 per 3.5 points of Constitution, rounded down. A gnome gets a +1 bonus to hit when attacking a kobold or goblin. A gnome gets a +4 bonus to Armor Class when being melee attacked by a gnoll, bugbear, ogre, troll, ogre mage, giant, or titan. A gnome in the tabletop game also has infravision with 60-foot range, additional languages, and the ability to determine things about mines and underground passages. A gnome thief gets a +5% bonus to Open Lock, Move Silently, and Hide in Shadows rolls; a +10% bonus to Find/Remove Traps and Hear Noise rolls; and a -15% penalty to Climb Walls rolls. Without the ability to become an illusionist, and their low level limits, gnomes aren't a useful race in the Gold Box adaptations. SECTION 7.6.5 - Race: Half-Elf ------------------------------ Half-elves have a Strength range of 3-18(90) if male, and 3-17 if female. Other statistics begin at: Intelligence 4-18; Wisdom 3-18; Dexterity 6-18; Constitution 6-18; Charisma 3-18. A half-elf may be a cleric, fighter, magic-user, or thief; or a multi-class cleric/fighter, cleric/magic-user, fighter/magic-user, fighter/thief, magic-user/thief, cleric/fighter/magic-user, or fighter/magic-user/thief. (In later games, they may also be rangers or multi-class cleric/rangers.) Half-elves have a maximum cleric level of 5, and maximum fighter, ranger, and magic-user levels of 8. A half-elf has 30% magic resistance against sleep and charm spells. Like a regular magic resistance roll, even if this fails, the half-elf can still get a regular saving throw. A multi-class half-elf is permitted to cast magic-user spells in any armor. A half-elf gets a +5% bonus to Hide in Shadows rolls, and a +10% bonus to Pick Pockets rolls. A half-elf has the ability to readily detect secret doors on an ad hoc basis. (This has defined probabilities in the tabletop game.) A half-elf in the tabletop game also has infravision with 60-foot range and additional languages. Half-elves make good multi-classed characters in Pool of Radiance, but their strict level limits render them rapidly obsolete even early in Curse of the Azure Bonds. SECTION 7.6.6 - Race: Halfling ------------------------------ Halflings have a Strength range of 6-17 if male, and 6-14 if female. Other statistics begin at: Intelligence 6-18; Wisdom 3-17; Dexterity 8-18; Constitution 10-18; Charisma 3-18. Halflings get -1 to Strength and +1 to Dexterity on their original rolls. A halfling may be a fighter, thief, or a multi-class fighter/thief. Halflings have a maximum fighter level of 5. A halfling gets a bonus to saving throws against rod/staff/wand, spells, and poison, equal to +1 per 3.5 points of Constitution, rounded down. A halfling thief gets a +5% bonus to Pick Pockets, Open Lock, Find/Remove Traps, and Hear Noise rolls; a +10% bonus to Move Silently rolls; a +15% bonus to Hide in Shadows rolls; a -15% penalty to Climb Walls rolls; and a -5% penalty to Read Languages rolls. The enhanced thieving abilities of halflings are trivially relevant at best, so with their low Strength and level limit in fighter, there is little reason to use a halfling in the Gold Box games. (A halfling in the tabletop game also has additional languages and the ability to surprise enemies if lightly armored, and may also have infravision or the ability to determine things about mines and underground passages. Halflings in the tabletop game are also divided into three sub-races that do not exist in the Forgotten Realms.) SECTION 7.7.1 - Class: Cleric ----------------------------- - Spells by Spell Level - Level Exp. 1 2 3 4 5 6 7 1 0 1 - - - - - - 2 1,501 2 - - - - - - 3 3,001 2 1 - - - - - 4 6,001 3 2 - - - - - 5 13,001 3 3 1 - - - - 6 27,501 3 3 2 - - - - (level cap for this game) 7 55,001 3 3 2 1 - - - 8 110,001 3 3 3 2 - - - 9 225,001 4 4 3 2 1 - - 10 450,001 4 4 3 3 2 - - 11 675,001 5 4 4 3 2 1 - 12 900,001 6 5 5 3 2 2 - 13 1,125,001 6 6 6 4 2 2 - 14 1,350,001 6 6 6 5 3 2 - 15 1,575,001 7 7 7 5 4 2 - 16 1,800,001 7 7 7 6 5 3 1 17 2,025,001 8 8 8 6 5 3 1 18 2,250,001 8 8 8 7 6 4 1 19 2,475,001 9 9 9 7 6 4 2 20 2,700,001 9 9 9 8 7 5 2 21 2,925,001 9 9 9 9 8 6 2 22 3,150,001 9 9 9 9 9 6 3 23 3,375,001 9 9 9 9 9 7 3 24 3,600,001 9 9 9 9 9 8 3 25 3,825,001 9 9 9 9 9 8 4 26 4,050,001 9 9 9 9 9 9 4 27 4,275,001 9 9 9 9 9 9 5 28 4,500,001 9 9 9 9 9 9 6 29+ 4,725,001+ 9 9 9 9 9 9 7 Only humans or half-elves may be PC clerics. They may be of any alignment (though the tabletop game does not permit true neutral). Clerics gain 1d8 hit points per level until level 9, modified by Constitution, then exactly 2 hit points per level thereafter. After reaching 9th level, each further cleric level requires 225,000 additional experience. Clerics have a maximum level of 6 in Pool of Radiance and Gateway to the Savage Frontier; 10 in Curse of the Azure Bonds and Treasures of the Savage Frontier; 15 in Secret of the Silver Blades; and 40 in Pools of Darkness. Half-elf clerics may not exceed level 5; even when triple-classed, they will likely hit this limit long before the end of the game. (The Gold Box games do not implement the Unearthed Arcana rules where Wisdom 16 or more increases this limit.) The prime statistic of a cleric is Wisdom. A cleric has a minimum requirement of Wisdom 9, though you can "M"odify a character to start with less. Single- classed Clerics with Wisdom 16 or higher receive a 10% bonus to experience earned. A cleric is only capable of wielding a club, flail, hammer, mace, or staff, but may wear any armor or shield. (Staff slings do not exist in this game; they do in later Gold Box games.) Clerics automatically are capable of learning and casting all spells of a given spell level as soon as the minimum required experience level is reached. Wisdom affects casting clerical spells as follows: (1) There are bonus spells for a Wisdom of at least 13 (see Wisdom table). These apply only if you are able to actually cast spells of that level. (2) A Wisdom of 17 is required to cast 6th-level spelzls. A Wisdom of 18 is required to cast 7th-level spells. Clerics are capable of turning undead (see that section for details). A PC cleric always can turn undead, even if evil. A cleric in the tabletop game can also attract followers at 8th level, and may construct a religious stronghold at 9th level. SECTION 7.7.2 - Class: Fighter ------------------------------ Level Exp. 1 0 2 2,001 3 4,001 4 8,001 5 18,001 6 35,001 7 70,001 8 125,001 (level cap for this game) 9+ 250,001+ A fighter may be of any race and of any alignment. Fighter is one of the classes that counts as a "warrior". (This is the 2nd Edition definition, which is more consistent than in 1st Edition, so I'll use that.) The knights, paladins, and rangers of other Gold Box games are also warriors. Fighters gain 1d10 hit points per level until level 9, modified by Constitution, then exactly 3 hit points per level thereafter. After reaching 9th level, each further fighter level requires 250,000 additional experience. Fighters have a maximum level of 8 in Pool of Radiance and Gateway to the Savage Frontier; 12 in Curse of the Azure Bonds and Treasures of the Savage Frontier; 15 in Secret of the Silver Blades; and 40 in Pools of Darkness. Non-human fighters have the following additional level limits: Dwarf: 7th if Strength 16 or less; 8th if Strength 17; 9th if Strength 18. Elf: 5th if Strength 16 or less; 6th if Strength 17; 7th if Strength 18. Gnome: 5th if Strength 17 or less; 6th if Strength 18. Half-Elf: 6th if Strength 16 or less; 7th if Strength 17; 8th if Strength 18. Halfling: 4th if Strength 16 or less; 5th ir Strength 17. (Unearthed Arcana has rules for extending these level limits with especially high statistics, but the Gold Box games do not use them.) The prime statistic of a fighter is Strength. A fighter has a minimum requirement of Strength 9, though you can "M"odify a character to start with less. Single-classed fighters with Strength 16 or higher receive a 10% bonus to experience earned. A fighter may wield any weapon and wear any armor or shield. A fighter may get two melee attacks per round at higher levels: every other combat round starting at 7th level, and all rounds starting at 13th level. Fighters of at least level 2 may also attack multiple adjacent weak enemies (those with 0 hit dice) in a single round, up to one weak enemy per level. A fighter in the tabletop game may build a stronghold and attract followers starting at 9th level. SECTION 7.7.3 - Class: Magic-User --------------------------------- ----- Spells by Spell Level ----- Level Exp. 1 2 3 4 5 6 7 8 9 1 0 1 - - - - - - - - 2 2,501 2 - - - - - - - - 3 5,001 2 1 - - - - - - - 4 10,001 3 2 - - - - - - - 5 22,501 4 2 1 - - - - - - 6 40,001 4 2 2 - - - - - - (level cap for this game) 7 60,001 4 3 2 1 - - - - - 8 90,001 4 3 3 2 - - - - - 9 135,001 4 3 3 2 1 - - - - 10 250,001 4 4 3 2 2 - - - - 11 375,001 4 4 4 3 3 - - - - 12 750,001 4 4 4 4 4 1 - - - 13 1,125,001 5 5 5 4 4 2 - - - 14 1,500,001 5 5 5 4 4 2 1 - - 15 1,875,001 5 5 5 5 5 2 1 - - 16 2,250,001 5 5 5 5 5 3 2 1 - 17 2,625,001 5 5 5 5 5 3 3 2 - 18 3,000,001 5 5 5 5 5 3 3 2 1 19 3,375,001 5 5 5 5 5 3 3 3 1 20 3,750,001 5 5 5 5 5 4 3 3 2 21 4,125,001 5 5 5 5 5 4 4 4 2 22 4,500,001 5 5 5 5 5 5 4 4 3 23 4,875,001 5 5 5 5 5 5 5 5 3 24 5,250,001 5 5 5 5 5 5 5 5 4 25 5,625,001 5 5 5 5 5 5 5 5 5 26 6,000,001 6 6 6 6 5 5 5 5 5 27 6,375,001 6 6 6 6 6 6 6 5 5 28 6,750,001 6 6 6 6 6 6 6 6 6 29+ 7,125,001+ 7 7 7 7 6 6 6 6 6 Only humans, elves, and half-elves may be magic-users, though they may be of any alignment. They begin the game knowing Detect Magic, Read Magic, Shield, and Sleep. Magic-users gain 1d4 hit points per level until level 11, modified by Constitution, then exactly 1 hit point per level thereafter. After reaching 11th level, each further magic-user level requires 375,000 additional experience. Magic-users have a maximum level of 6 in Pool of Radiance and Gateway to the Savage Frontier; 11 in Curse of the Azure Bonds and Treasure of the Savage Frontier; 15 in Secret of the Silver Blades; and 40 in Pools of Darkness. Non-human magic users also have the following additional level limits: Elf: 9th if Intelligence 16 or less; 10th if Int 17; 11th if Int 18. Half-Elf: 6th if Intelligence 16 or less; 7th if Int 17; 8th if Int 18. (Unearthed Arcana has rules for extending these level limits with especially high statistics, but the Gold Box games do not use them.) The prime statistic of a magic-user is Intelligence. A magic-user has a minimum requirement of Intelligence 9, though you can "M"odify a character to start with less. Single-classed magic-users with Intelligence 16 or higher receive a 10% bonus to experience earned. A magic-user may only wield a dagger, darts, or a staff, and cannot cast magic-user spells in armor unless either multi-classed, or dual-classed with 9th level or higher ranger. A magic-user does not automatically learn all spells of a given spell level, unlike a cleric. One spell may be chosen to be automatically learned every new character level; additional spells may be learned by finding and studying magic-user spell scrolls. Magic-users may cast magic-user spells from scrolls. There are minimum Intelligence requirements for 5th and higher level spells: 10 Intelligence for 5th level spells, 12 for 6th, 14 for 7th, 16 for 8th, and 18 for 9th. A magic-user in the tabletop game may enchant items or scribe magic scrolls starting at 11th level, and may construct a stronghold at 12th level. Note that for the multi-classed elf and half-elf magic-users I recommend, your Intelligence score has no effect whatsoever in this game -- it only matters for single-classed magic-users or in the sequels. SECTION 7.7.4 - Class: Thief ---------------------------- Find/ Pick Open Remove Move Hide in Hear Climb Read Level Exp. Pocket Locks Traps Silent Shadows Noise Walls Lang. 1 0 30% 25% 20% 15% 10% 10% 85% - 2 1,251 35% 29% 25% 21% 15% 10% 86% - 3 2,501 40% 33% 30% 27% 20% 15% 87% - 4 5,001 45% 37% 35% 33% 25% 15% 88% 20% 5 10,001 50% 42% 40% 40% 31% 20% 90% 25% 6 20,001 55% 47% 45% 47% 37% 20% 92% 30% 7 42,501 60% 52% 50% 55% 43% 25% 94% 35% 8 70,001 65% 57% 55% 62% 49% 25% 96% 40% 9 110,001 70% 62% 60% 70% 56% 30% 98% 45% 10 160,001 80% 67% 65% 78% 63% 30% 99% 50% 11 220,001 90% 72% 70% 86% 70% 35% 99.1% 55% 12 440,001 100% 77% 75% 94% 77% 35% 99.2% 60% 13 660,001 105% 82% 80% 99% 85% 40% 99.3% 65% 14 880,001 110% 87% 85% 99% 93% 40% 99.4% 70% 15 1,100,001 115% 92% 90% 99% 99% 50% 99.5% 75% 16 1,320,001 125% 97% 95% 99% 99% 50% 99.6% 80% 17+ 1,540,001+ 125% 99% 99% 99% 99% 55% 99.7% 80% Any race may become a thief. They may be of any alignment other than lawful good or chaotic good. (That's an accurate adaptation of the tabletop game rules, but how does it make any kind of sense that a thief can be neutral good but not chaotic good?) Thieves gain 1d6 hit points per level until level 10, modified by Constitution, then exactly 2 hit points per level thereafter. After reaching 11th level, each further thief level requires 220,000 additional experience. Thieves have a maximum level of 8 in Gateway to the Savage Frontier; 9 in Pool of Radiance; 12 in Curse of the Azure Bonds and Treasure of the Savange Frontier; 18 in Secret of the Silver Blades; and 40 in Pools of Darkness. Thieves do not have any racial level limits. The prime statistic of a thief is Dexterity. A thief has a minimum requirement of Dexterity 9, though you can "M"odify a character to start with less. Single-classed thieves with Dexterity 16 or higher receive a 10% bonus to experience earned. A thief may wield a club, dagger, dart, short bow, sling, short sword, broad sword, or long sword, and may wear leather armor or elven chain. Thieves who are not wearing armor other than leather or elven chain may backstab an opponent, if wielding a club, dagger, or one-handed sword. This can be done by attacking an opponent opposite an ally that has attacked the same enemy, without the enemy taking action in between. Such an attack gets a +4 bonus to hit, and if it hits: * 2x damage if the thief is level 1-4 * 3x damage if the thief is level 5-8 * 4x damage if the thief is level 9-12 * 5x damage if the thief is level 13 or higher. The techniques that work to reliably get a backstab in later Gold Box games don't always work here. Also, you are allowed to backstab Large opponents here, which you can't do in later games. Adjust thief abilities as follows: 1. Adjust for Dexterity (see Dexterity table), but only do so at 2nd or higher level (the lack of this at 1st level is a bug). 2. There is an adjustment for non-humans: Find/ Pick Open Remove Move Hide in Hear Climb Read Race Pocket Lock Traps Silent Shadows Noise Walls Lang. Dwarf +10% +15% -10% -5% Elf +5% -5% +5% +10% +5% Gnome +5% +10% +5% +5% +10% -15% Half-Elf +10% +5% Halfling +5% +5% +5% +10% +15% +5% -15% -5% 3. For Pick Pocket: Adjust by -5% per victim level above 3rd. If the roll fails by more than 20%, the victim notices the attempt. 4. Wearing armor heavier than leather can weaken or eliminate entirely these skills. (This is only sometimes checked for. The additional rules in Unearthed Arcana for the effect of armor upon thief skills do not appear to apply.) Starting at 10th level, a thief may cast spells from magic-user scrolls with a 75% chance of success. Thieves are not required to avoid shields to use their thief abilities, as they must in the tabletop game. A thief in the tabletop game understand the "Thieves' Cant", and can construct a headquarters for a gang of thieves starting at 10th level. Also, the Gold Box games round the tenths of percentage points for the Climb Walls skill downwards. SECTION 7.8.1 - Calculating THAC0 --------------------------------- Here is how to calculate your THAC0, which is the 2nd Edition term for accuracy in physical combat. Note that (1) the LOWER the better; (2) in many cases, the game will not use the value actually shown on the screen. You may not specifically target an enemy that is currently blinked out, launch a ranged attack against a specific enemy that you cannot see, or use a ranged weapon if an enemy is adjacent do you. 1. Begin with the appropriate number for your class and level from the following table. Multi-classed and dual-classed characters should select the most favorable value. Note that in this specific case, 2nd Edition rules are being used; the 1st Edition rules use a much larger set of tables. ---------------------------- Level ------------------------- Class 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20+ Cleric 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8 Warrior 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Magic-user 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14 Thief 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 2. Subtract the magical bonus of the weapon you are attacking with. If you are using a bow and arrows or crossbow and bolts, apply only the launcher bonus. 3. If you are using a melee weapon, adjust by the Strength to-hit modifier. If you are using a thrown or missile weapon, adjust by the Dexterity to-hit modifier. 4. Racial bonuses: Subtract 1 if one of the following applies: a. You are a dwarf attacking a goblin, half-orc, hobgoblin, or orc b. You are an elf attacking with a short sword, long sword, or any bow c. You are a gnome attacking a goblin or kobold 5. Some combats may apply an ad hoc bonus or penalty; taller races receive a +2 penalty to THAC0 in the constricted tunnels of the Kobold Caves, for instance. 6. If attacking at a distance, add 2 for medium range and 5 for long range. 7. If your opponent is invisible and you cannot see invisible, add 4. 8. If you are a thief; are not wearing armor other than leather armor or elven chain; are wielding a club, dagger, or one-handed sword; and are attacking opposite an ally who has attacked the enemy this round, this attack may count as a backstab: subtract 4. (This does not work as reliably as it does in later Gold Box games; you can also backstab Large enemies in Pool of Radiance, which you can't do in later games.) 9. Adjust for the effect of the following spells you are affected by: Bless (C1): -1 Curse (C1): +1 Cause Blindness (C3): +4 Bestow Curse (C3): +4 Prayer (C3): -1 for friendly effect, +1 for hostile effect, 0 for both (The tabletop game rules adjust for specific weapons against specific Armor Class values, but the Gold Box games do not enforce these rules. The penalty for firing ranged weapons into mixed melee combatants also is not enforced; the tabletop game doesn't let you freely fire arrows through your front-line fighters.) SECTION 7.8.2 - Calculating Armor Class --------------------------------------- Here is how to calculate Armor Class (AC). Note that (1) the LOWER the better; (2) in many cases, the game will not use the value actually shown on the screen; (3) unlike the tabletop game and many other classic CRPGs, improving AC below -10 does continue to help. 1. Begin with 10 for a character you created. Some monsters, even humans, start with a different base value. If wearing Bracers of Defense, instead begin with the value of the bracers if not also wearing armor. 2. Subtract the base protective value of any equipped armor. 3. If the defender is wearing magical armor, subtract the bonus on the armor. 4. If the defender is wearing a Ring of Protection and is not wearing magical armor (Bracers of Defense are not armor), subtract the bonus of the best ring. 5. If the defender has a shield equipped and is not being attacked from behind, subtract (1 + bonus on shield). (The tabletop game rule about a shield not applying to more than three enemies per round is not enforced.) 6. If under the effect of a Shield spell, it provides AC 2 against thrown weapons, AC 3 against arrows, bolts, and slings, and AC 4 against anything else, if that bonus better than that calculated in step 5 and the defender is not being attacked from behind. This spell does not affect AC if your AC is already better. 7. If the defender is wearing a Cloak of Displacement, subtract 2. 8. If the defender is wearing a Cursed Necklace, add 5. 9. Adjust by Dexterity; skip if being attacked from behind, even with a penalty. (The tabletop game rule about Dexterity bonuses not applying to more than four enemies per round is not enforced.) 10. If the defender is a dwarf or gnome, subtract 4 if attacked in melee by certain larger enemies (see the sections on dwarves and gnomes for which ones). 11. If attacked from behind, add 2. 12. If blind, add 4. 13. If the defender is on a tile with a terrain feature that can offer cover, like a table or bush, adjust by a number dependent on what the feature is. 14. Adjust for the effects of spells: * Protection from Evil/Protection from Good applicable to attacker: -2 * Stinking Cloud (coughing): +2 SECTION 7.8.3 - Calculating Chance To Hit ----------------------------------------- One of the following special conditions may apply to a physical attack (check in the listed order): 1. If the defender is helpless, the attack automatically hits. 2. If the defender has magical displacement, the first attack of the combat automatically misses. (Displacer Beasts are not actually displaced, even though they should be.) 3. If the defender is protected by a Mirror Image spell, the attack has an equal chances of affecting one of the fake defenders or the real one. If a fake defender is hit, it is dispelled and the attack otherwise does no damage. Otherwise, roll 1d20. A roll of 1 always misses, and a roll of 20 always hits. For other rolls, if the rolled number is at least equal to the attacker's modified THAC0 minus the defender's modified Armor Class, then the attack hits; otherwise it misses. Rolling high on an attack roll never results in a critical hit (exception: the Vorpal Sword in a couple later games); that optional rule was only made part of the standard rules in 3rd Edition. SECTION 7.8.4 - Calculating Damage ---------------------------------- If a physical attack lands, a helpless defender always takes enough damage to become unconscious and start dying. A non-helpless defender may be invulnerable to the attack; the game will say that 0 damage was inflicted in this case. Otherwise, use the following steps to calculate damage: 1. Roll dice according to attacker's weapon and the size of the defender. 2. Add the bonus from a magical weapon. If you are using a bow and arrows or crossbow and bolts, only the bonus from the ammunition is supposed to count, but Pool of Radiance also adds the launcher bonus here (later Gold Box games properly do not add the launcher bonus). 3. Adjust by Strength damage bonus if attacking with a melee weapon, or launching an arrow using a fine composite long bow. 4. If you are a ranger (only possible in later games), add 1 per ranger level if your target is giant-class. 5. If you are a thief who has just successfully landed a backstab, multiply by: 2 if 1st-4th level, 3 if 5th-8th level, 4 if 9th-12th level, or 5 if 13th level or higher. 6. Some monsters halve damage taken from physical attacks (see individual monster entries for details). Damage taken by the defender cannot be reduced below 1 unless the defender is outright immune to the attack. SECTION 7.9.1 - Three Ways To Resist Magic ------------------------------------------ Magic may be resisted in three different ways: * Some monsters are immune to the effect of some spells. The most important case is immunity to the Sleep spell; Sleep cannot affect undead, or monsters with 6 or more levels or hit dice. * Some monsters have magic resistance. PCs very rarely have magic resistance before 3rd edition rules, with the exception of elven and half-elven magic resistance to charm and sleep magic. This is a percentage roll; if the check passes, the magic simply does not affect the defender. * If the magic resistance check fails or was never made, many magic spells also permit a saving throw, described in the next section. If this is passed, the effect of the spell may be either reduced or nullified depending on the spell. SECTION 7.9.2 - The Saving Throw -------------------------------- To find base saving throws, choose the row for class and level, then the leftmost appropriate column (usually; exceptions exist, stated in individual entries). Multi-classed and dual-classed characters use whichever row is most favorable. For monsters, the general rule is: save as a fighter of a level equal to hit dice; use a different class if applicable; divide effective level by 2 if non-intelligent. All monsters have saving throws explicitly defined in the game files, so the game doesn't have to do this calculation for them as a human DM does. Monster equipment does not affect their saving throws. Items always survive attacks; you never have to worry about fireballs causing equipment to make saving throws to avoid destruction as you would in the tabletop game and in some other CRPGs. | Paralyz./ | | Rod/ | | | Poison/ | Petrif./ | Staff/ | Breath | CLASS LEVELS | Death | Polymorph | Wand | Weapon | Spell Cleric 1-3 | 10 | 13 | 14 | 16 | 15 4-6 | 9 | 12 | 13 | 15 | 14 7-9 | 7 | 10 | 11 | 13 | 12 10-12 | 6 | 9 | 10 | 12 | 11 13-15 | 5 | 8 | 9 | 11 | 10 16-18 | 4 | 7 | 8 | 10 | 9 19+ | 2 | 5 | 6 | 8 | 7 Fighter, 0 | 16 | 17 | 18 | 20 | 19 Paladin, 1-2 | 14 | 15 | 16 | 17 | 17 or Ranger 3-4 | 13 | 14 | 15 | 16 | 16 5-6 | 11 | 12 | 13 | 13 | 14 7-8 | 10 | 11 | 12 | 12 | 13 9-10 | 8 | 9 | 10 | 9 | 11 11-12 | 7 | 8 | 9 | 8 | 10 13-14 | 5 | 6 | 7 | 5 | 8 15-16 | 4 | 5 | 6 | 4 | 7 17+ | 3 | 4 | 5 | 4 | 6 Magic-User 1-5 | 14 | 13 | 11 | 15 | 12 6-10 | 13 | 11 | 9 | 13 | 10 11-15 | 11 | 9 | 7 | 11 | 8 16-20 | 10 | 7 | 5 | 9 | 6 21+ | 8 | 5 | 3 | 7 | 4 Thief 1-4 | 13 | 12 | 14 | 16 | 15 5-8 | 12 | 11 | 12 | 15 | 13 9-12 | 11 | 10 | 10 | 14 | 11 13-16 | 10 | 9 | 8 | 13 | 9 17-20 | 9 | 8 | 6 | 12 | 7 21+ | 8 | 7 | 4 | 11 | 5 Roll 1d20; a 1 is always a failure and a 20 is always a success. Apply the following modifiers to the roll otherwise: 1. A dwarf, gnome, or halfling receives a +1 bonus to saving throws against rod/staff/wand or spell per 3.5 points of Constitution, rounded down. 2. A dwarf or halfling receives a +1 bonus to saving throws against poison per 3.5 points of Constitution, rounded down. 3. Add the bonus from worn magical armor, for disintegration attacks or attacks which cause hit point damage; exceptions: skip this step for gas attacks, and electrical attacks if the magical armor is metallic. (This is the tabletop game rule; I'm doubtful it actually applies here.) 4. Add the bonus from the best equipped Ring of Protection. (There is a bug where this does not always apply, however.) 5. Subtract 5 if wearing a Cursed Necklace. 6. Subtract 4 if blind. 7. If the attack is a magical one that tests willpower, apply adjustment for Wisdom. This applies mostly to charm and fear spells; it does not actually apply to many other spells that would get this bonus applied in 3rd Edition or later (it doesn't apply to Hold Person in particular, which only first gets this bonus applied against it in 3rd Edition). 8. Adjust the roll for the following spells affecting you: Protection from Evil (C1/M1/M3): +2 if attacker is evil-aligned Protection from Good (C1/M1/M3): +2 if attacker is good-aligned Resist Cold (C1): +3 if attack is cold-based Resist Fire (C2): +3 if attack is fire-based Bestow Curse (C3): -4 Prayer (C3): +1 for friendly effect, -1 for hostile effect, 0 for both Shield (M1): +1 Note that the level or strength of the attacker is generally not a consideration (as it generally is in 3rd edition and later). If the adjusted roll is equal to or greater than your base saving throw, the saving throw succeeds; otherwise it fails. The effects of the successful saving throw vary with the effect. Hit point damage is typically halved; any status effect is typically evaded entirely. SECTION 7.10 - Encumbrance -------------------------- Encumbrance is the weight in coins you are currently carrying. You may carry up to what is listed in the Statistic: Strength table without penalty, which permits a base movement rate of 12. (Equipping a Bag of Holding allows you to carry extra weight.) If you carry extra weight beyond that, you take the following movement penalties: Base Extra Coins Move 1-256 9 There is a bug that will sometimes allow you to pick up a 257-512 6 a few extra coins above the limit of 988 extra coins. 513-988 3 Your actual base movement is the maximum of the above and whatever your body armor allows. (This is modified by haste and slow magical effects, and specific maps or combats may have ad hoc additional rules affecting movement.) Movement also affects whether a creature can flee the battlefield; this is only assured if you have more movement than any enemy that has line of sight to you. The chance of escape is 50% in the case of a tie, and 0% if an enemy in line of sight has more movement. Encumbrance does not affect your combat ability other than by restricting movement (such other restrictions do happen in 5th Edition, and in multiple other CRPGs). SECTION 7.11.1 - Surprise ------------------------- A combat may begin with one or both sides surprised. Under standard conditions (most random combats and some fixed ones), each side rolls 1d6, and surprises the other side with a roll of 1 or 2. These rolls may receive ad hoc modifiers. If one side is surprised and the other is not, and a combat occurs, some on the surprising side get a free round of attacks, which is more likely with high Dexterity. Both sides surprised is similar to but not quite the same as neither side being surprised. (This is all a simplification of the tabletop game rules.) During the free round of attacks, everyone on the attacking side may do anything other than cast spells the normal way (the attackers may still use magical devices and scrolls). Surprised defenders have normal defensive abilities, but might not have all their equipment readied, and are not allowed any actions other than attacks of opportunity. If surprise occurs, surprise is somehow maintained even if you parley before combat. (Talking was a free action before the phrase was invented!) Parleying with surprised monsters is more likely to have a peaceful outcome, and even simply waiting is likely to cause the monsters to get away. Monsters that surprise you may immediately attack before you have a chance to talk with them. Thieves, elves, and halflings can get bonuses to surprising the enemy in the tabletop game, but those rules do not exist in the Gold Box games. SECTION 7.11.2 - Initiative -------------------------- Each individual PC or monster rolls 1d6 for base initiative. This is modified by Dexterity and the Haste and Slow effects. Creatures then take turns from lowest to highest modified initiative. (In the tabletop game initiative is normally rolled for whole sides, not individuals. In 2nd edition, 1d10 is rolled instead of 1d6.) Any PC or monster whose turn it is may expend all movement and physical attacks before anyone else gets a chance to do anything at all. The only exception is attacks of opportunity, which can occur if you either move away from an adjacent enemy, or you move next to an enemy that chose the "G"uard command. (The tabletop game doesn't typically let you move and attack like that; the weapon speed modifiers that the tabletop game has are also not enforced.) You can also freely go into your inventory and equip or unequip anything you are carrying -- even body armor. You may issue a command to "D"elay your move to the end of the current round. This is useful for things like landing backstabs, or waiting your enemies to get closer, while not actually losing an action. Spellcasting is the only action that is not necessarily instantaneous. Spells with a casting time of 1 do cast instantaneously, but a spell with a longer casting time actually takes effect a number of segments later that I believe is equal to its tabletop spellcasting time divided by 2. If the spellcaster takes even 1 point of damage during this time, concentration is disrupted and the spell is lost. (There are no Concentration skill checks until 3rd Edition.) SECTION 7.12 - Turning Undead ----------------------------- Clerics, and paladins in later games, have the magical power to turn undead once per combat. All clerics turn undead and not command them (as evil clerics do in the tabletop game). The turning character must have line of sight to the undead to be turned. Find the turning number from the below table. If there is more than one type of undead, turning affects undead from weakest to strongest. Turnable undead not listed below have the necessary row listed in their bestiary entry. (The breaks in patterns in the table are deliberate, and even explained at length in the 1st Edition DMG. The 2nd Edition table removes these breaks and makes the table regular.) Level of Turning Cleric (Subtract 2 for Paladins) Undead type 1 2 3 4 5 6 7 8 9-13 14+ Skeleton 10 7 4 T T D D D* D* D* Zombie 13 10 7 T T D D D D* D* Ghoul 16 13 10 4 T T D D D D* Shadow 19 16 13 7 4 T T D D D* Wight 20 19 16 10 7 4 T T D D Ghast 20 19 13 10 7 4 T T D Wraith 20 16 13 10 7 4 T D Mummy 20 16 13 10 7 4 T Spectre 20 16 13 10 7 T Vampire 20 16 13 10 4 Ghost 20 16 13 7 Lich 19 16 10 Special 20 19 13 If there is no entry, that undead cannot be turned. Roll 1d20. (In later games, special modifiers may apply to individual maps if turning is especially easy or difficult.) If the roll is at least equal to the number in the table, 1d12 undead are turned. For mixed groups of undead, the same roll is used against all undead. "T" indicates automatic turning. "D" means that the undead is outright destroyed, not turned. "D*" means to replace the 1d12 undead affected with 6+1d6. Undead that are turned but not destroyed attempt to flee from the party (as if affected by fear), meaning you will have to chase them down if you want to destroy them. Since the fleeing undead can get stuck in corners and may require a lot of tedious chasing down, in later games turned undead simply vanish into thin air (and give no experience). SECTION 7.13 - Morale --------------------- Morale represents the willingness of a creature to face the dangers of combat. Your own characters never have to make morale checks, but anything else that is not inherently fearless does. This includes some allied NPCs. Each monster has a base morale rating defined for each specific encounter, a rating from 0 to 100. (The general rules for the tabletop game are not used.) Once the monsters lose that percentage of their starting strength, they will start checking morale on the next round. Monsters do not check morale individually as in the tabletop game; all monsters with the same ID will always behave the same given the same situation. Anyone failing a morale roll may either flee in panic, where they will try to run at full speed away from combat, or outright surrender. Monsters with Intelligence 3 or less flee. More intelligent monsters may surrender instead if they feel they are especially outmatched. You do not receive experience or items for monsters who have successfully run away, but you do from any monster that has surrendered. (Monsters do not make fighting retreats or orderly retreats as they do in the tabletop game.) Morale rating may be modified with the Bless (+5) or Curse (-5) spells. In some cases, a morale rating isn't defined. If this happens, what I think is used is whatever the last monster morale rating was. SECTION 7.14 - Party Strength ----------------------------- Party Strength is a calculation the game performs to scale random combats to your party, among other things. A character's contribution to Party Strength is the sum of: * 0.4 * cleric level * 0.8 * magic-user level * 0.5 * each point of AC below 0 (0 if AC is 0 or above) * 0.5 * each point of THAC0 below 21 (0 if THAC0 is 21 or above) * 0.1 * current hit points rounded down to the nearest integer. The values used for AC and THAC0 are the ones shown on your character screen. Party Strength is the above contributions for every character summed. It will start at about 15-20 for an equipped level 1 party; a strong endgame party will be about 120-140. Since armor taking you below AC 0 and weapons affect this calculation, you can micromanage it by keeping such items unequipped until needed. SECTION 8.1 - Notes on Spells ----------------------------- Clerical spells are automatically added to the spellbooks of those eligible to cast them. Magic-user spells cast by magic-users are not automatically learned; you can add one spell to your spellbook every time you gain a magic- user level, or add them from magic-user scrolls that you find. All spells must be prepared (memorized) before they can be cast, while "E"ncamped. Memorizing spells takes 15 minutes for each spell level, plus a base preparation time depending on the highest level spell you are memorizing: Spell Level Time 1-2 4 hours 3-4 6 hours 5-6 8 hours 7-8 10 hours 9 12 hours By tabletop game standards, all spells effectively always have a verbal component, and never have somatic or material components: magical silence always prevents spellcasting; there is no way to only have your arms bound so that you cannot cast spells with somatic components; and no spellcasting materials like diamond dust are ever required. Casting baneful versions of clerical spells does not have the alignment implications or restrictions that it does in the tabletop game. Some spells depend on the hit dice of the target. This is always a simple integer in the Gold Box games, unlike in the tabletop game; fractional hit dice are typically rounded up. For characters, this is equal to level if below level 10; multi-classed characters use their highest character level. A "/" in the statistics below means "per". That's the way the documentation and 1st Edition rules also work. Casting times listed below are given in initiative segments, in tabletop rule units, if they are castable in combat. Casting spells outside combat never takes time, unlike in the tabletop game. Some spells cast faster than the tabletop version; these are marked with asterisks. The number of segments actually taken seems to be half that listed, rounded down. So a 1-segment spell casts instantly; one taking 2 or 3 segments takes 1 segment; etc. A buff or debuff does not stack with itself; i.e., you cannot make a buff last twice as long by casting it twice. SECTION 8.2.1 - 1st Level Cleric Spells --------------------------------------- Clerics may memorize and cast the following spells (paladins in later games may learn these starting at level 9): Bless (Range: 6, Area: diameter 5, Duration: 6 minutes, Casting Time: 10) -- Targets only allies who are not adjacent to enemies; provides a +1 bonus to hit and a +5 bonus to morale. Curse (Range: 6, Area: diamater 5, Duration: 6 minutes, Casting Time: 10) -- Targets only enemies, even those adjacent to allies. Inflicts a -1 penalty to hit and a -5 penalty to morale (no saving throw). Cure Light Wounds (Range: 1, Area: 1 target, Casting Time: 5) -- Restores 1d8 hit points to a creature. This will not actually restore consciousness to unconscious characters until after combat. (In the tabletop game, this is not supposed to have any effect on undead or incorporeal creatures. Pool of Radiance also predates the 3rd Edition and modern CRPG effect of cure spells inflicting damage on undead.) Cause Light Wounds (Range: 1, Area: 1 target, Casting Time: 5) -- If a successful melee combat attack roll is made, inflicts 1d8 damage to creatures affected by Cure Light Wounds (no saving throw). Detect Magic (Range: caster, Duration: 10 minutes, Casting Time: 1*) -- All magical items are indicated with an asterisk. Protection from Evil (Range: 1, Area: 1 target, Duration: 3 minutes/level, Casting Time: 4) -- Target receives a -2 bonus to Armor Class and to all saving throws if attacked by any creature of an evil alignment. (This does not have the tabletop game effect of preventing bodily contact by conjured or summoned creatures.) Protection from Good (Range: 1, Area: 1 target, Duration: 3 minutes/level, Casting Time: 4) -- As Protection from Evil, but protects against creatures of good alignment. Resist Cold (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting Time: 10) -- Target receives a +3 bonus to all saving throws against all cold attacks. All cold damage taken is halved. (Or it would, if there were any kind of cold attack anywhere in this game.) SECTION 8.2.2 - 2nd Level Cleric Spells --------------------------------------- Clerics of at least level 3 may memorize and cast the following spells (paladins in later games may learn these starting at level 11): Find Traps (Range: caster, Area: 3 squares, Duration: 30 minutes, Non-combat only) -- Detects traps on an ad hoc basis. Hold Person (Range: 6, Area: 1-3 targets, Duration: 4 minutes + 1 minute/level, Casting Time: 5) -- Holds immobile up to 3 Medium-sized or smaller living humanoid targets. A saving throw vs. paralyzation will negate the spell; it is at a -1 penalty if 2 creatures are targeted and at a -2 penalty if 1 creature is targeted. (This spell got nerfed in 2nd Edition, which requires all targets to be close to each other. It got nerfed hard in 3rd Edition, which only allows one target; and targets also get additional saving throws to break free every round; *and* high Wisdom now grants a bonus to the saving throw. And in 5th Edition, it also requires the caster to concentrate to maintain the spell. It's still a strong spell in 5th Edition! All this may or may not have anything to do with the infamous usefulness of this spell in the Gold Box games.) Resist Fire (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting Time: 5) -- Target receives a +3 bonus to all saving throws against all fire attacks. All fire damage taken is halved. Silence, 15' Radius (Range: 12, Area: 1 target diameter 3, Duration: 2 minutes/ level, Casting Time: 5) -- Causes magical silence in the area of effect, which moves with the targeted creature. A saving throw can negate the spell. You are silenced in a round if you are in a silenced area at any time in that round. (This spell must be specifically take effect upon a creature here, unlike in the tabletop game.) Slow Poison (Range: 1, Area: 1 target, Duration: 1 hour/level, Casting Time: 1) -- Target ally killed by poison will be revived (though with but 1 hit point to start) for the duration of the spell, even in the thick of combat. The revived character will take 1 point of damage every 10 minutes, though hit points will not drop below 1 from this damage. If the target does not receive a Neutralize Poison spell by the end of this spell's duration, full-blown death results. (This does not have the tabletop game requirement of being cast within 1 turn per caster level of the target's death.) Snake Charm (Range: 3, Area: All, Duration: 4 + 1d4 minutes, Casting Time: 5) -- Charms snakes and snake-like creatures whose total hit points do not exceed the caster's (no saving throw). Dragons are not sufficiently ophidian to count as snake-like. Spiritual Hammer (Range: 1, Area: 1 target, Duration: 1 minute/level, Casting Time: 5) -- Summons a temporary magical hammer. It can hit enemies that require magical weaponry to be struck, but does not actually have any bonuses to hit or to damage. This hammer can be thrown; it will magically reappear in the caster's hands in that case. SECTION 8.2.3 - 3rd Level Cleric Spells --------------------------------------- Clerics of at least level 5 may memorize and cast the following spells (paladins in later games may learn these starting at level 13): Animate Dead (Casting Time: 10) -- Raises a fallen enemy or enemies (if cast in combat) or a single dead PC (if cast outside of combat) as undead who act as an allied NPCs (who cannot cast spells). Any target must be a PC race, so it won't work on things like kobolds. Animated enemies do not stay with you beyond the end of combat, contrary to the documentation, but an animated PC remains so until either reduced to zero hit points or raised from the dead. (Unlike the tabletop game, targets are animated with full hit dice and hit points, and the range limit of 10 feet does not exist here. Also, you should have fun with this spell now, since it does not exist in any other Gold Box game.) Cure Blindness (Range: 1, Area: 1 target, Casting Time: 10) -- Cures all forms of blindness. Cause Blindness (Range: 1, Area: 1 target, Duration: indefinite, Casting Time: 10) -- If a successful melee combat attack roll is made, blinds the target; a saving throw can negate the spell. A blinded creature gets a -4 penalty to all of attack rolls, Armor Class, and saving throws until cured. Cure Disease (Range: 1, Area: 1 target, Non-combat only) -- Cures all disease. Cause Disease (Range: 1, Area: 1 target, Duration: indefinite, Casting Time: 10) -- If a successful melee combat attack roll is made, causes disease in the target; a saving throw can negate the spell; the spell lasts until cured. Disease drains Strength (1 per hour, permanently; minimum 3) and hit points (1 per 10 minutes; minimum 1) over time. Dispel Magic (Range: 6, Area: diameter 3, Casting Time: 6) -- Attempts to remove all magical effects, both positive and negative, from the target. The base chance per effect is 50%. If the caster is higher level than the caster of the effect, add 5% per level; if lower level, subtract 2% per level. If cast outside of combat, affects only the chosen character and not the entire party. (In the tabletop game, this is supposed to be automatic against the caster's own magic, but the Gold Box games do not keep track of who was responsible for each effect. This also has no effect on magical items in any way.) Prayer (Range: caster, Area: All, Duration: 1 minute/level, Casting Time: 6) -- Provides a +1 bonus to hit and to saving throws to all allies, and a -1 penalty to hit and to saving throws to all enemies (no saving throw). Remove Curse (Range: 1, Area: 1 target, Casting Time: 6) -- Enables target to unequip cursed items, and dispels the Bestow Curse debuff. Bestow Curse (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting Time: 6) -- If a successful melee combat attack roll is made, inflicts a -4 penalty both to hit and to all saving throws; a saving throw negates the spell. SECTION 8.3.1 - 1st Level Magic-user Spells ------------------------------------------- Magic-users may learn, memorize, and cast the following spells (rangers in later games may learn these spells starting at level 9): Burning Hands (Range: 1, Area: 1 target, Casting Time: 1) -- Inflicts 1 point of fire damage per level (no saving throw). (The tabletop version affects a 3 square arc.) Charm Person (Range: 12, Area: 1 target, Casting Time: 1) -- Charms one Medium- sized or smaller living humanoid target; a saving throw negates the spell. You can counter a Charm Person spell with your own Charm Person spell. Detect Magic (Range: caster, Duration: 2 minutes/level, Casting Time: 1) -- All magical items are indicated with an asterisk. Enlarge (Range: 2/level, Area: 1 target, Duration: 10 minutes/level, Casting Time: 1) -- Increases the Strength of the target depending on level: Level 1 - Strength 18 Level 6 - Strength 18(00) Level 2 - Strength 18(01) Level 7 - Strength 19 Level 3 - Strength 18(51) Level 8 - Strength 20 Level 4 - Strength 18(76) Level 9 - Strength 21 Level 5 - Strength 18(91) Level 10 or higher - Strength 22 This will not lower Strength. You can get more than Strength 18 even if not a warrior. (Both the documentation and tabletop rules say range is supposed to be 0.5/level. This is slightly different from the tabletop rules, which grant Strength 17 at level 1 and Strength 18 at level 2.) Reduce (Range: 2/level, Area: 1 target, Duration: 10 minutes/level, Casting Time: 1) -- Dispels any Enlarge spell on the target. Does not actually reduce the damage of the target otherwise, as the tabletop version does; the documentation to later games implies this is a deliberate feature of the computer version. (Both the documentation and tabletop rules say range is supposed to be 0.5/level.) Friends (Range: caster, Area: All, Duration: 1 minute/level, Casting Time: 1) -- Raises Charisma by 2d4, with a maximum of 25, although values above 18 do not have any effect. (Contrary to both the documentation and the tabletop rules, this does not allow a saving throw.) Magic Missile (Range: 6+4/level, Area: 1 target, Casting Time: 1) -- Fires missiles that do 1d4+1 damage each (no saving throw), with an additional missile gained at every odd-numbered level. There is no cap on the number of missiles fired as there is in later editions. You must fire all missiles at a single target (unlike in the tabletop game). Protection from Evil (Range: 1, Area: 1 target, Duration: 2 minutes/level, Casting Time: 1) -- Same as the clerical spell, aside from duration and casting time. Protection from Good (Range: 1, Area: 1 target, Duration: 2 minutes/level, Casting Time: 1) -- Same as the clerical spell, aside from duration and casting time. Read Magic (Range: caster, Duration: 2 minutes/level, Non-combat only) -- Enables identification of magical scrolls readied by the caster. This will then allow the spellcaster to learn such spells. (Identifying the scroll in a shop does the same thing.) Shield (Range: caster, Duration: 5 minutes/level, Casting Time: 1) -- This has multiple effects: (1) Target is undamaged by the Magic Missile spell; (2) If this is better than the caster's existing armor and shield, grants AC 2 against thrown weapons, AC 3 against launched missiles, and AC 4 against melee attacks (this AC bonus does not apply against being attacked from behind); (3) +1 bonus to all saving throws. Shocking Grasp (Range: 1, Area: 1 target, Casting Time: 1) -- If a successful melee combat attack roll is made, inflicts level+1d8 electrical damage (no saving throw). Sleep (Range: 3+4/level, Area: 1-9 targets diameter 3, Duration: 5 minutes/ level, Casting Time: 1) -- Puts to sleep 4d4 points worth of living creatures (no saving throw). Points are a funciton of hit dice, as follows: HD Points 0 1 1 1 2 2 3 4 4 6 5 10 6+ 20 (always unaffected) (According to both the documentation and the tabletop game rules, this should have a range of 3+1/level. The tabletop version does not affect creatures with 5 hit dice.) SECTION 8.3.2 - 2nd Level Magic-user Spells ------------------------------------------- Magic-users of at least level 3 may learn, memorize, and cast the following spells(rangers in later games may learn these starting at level 13): Detect Invisibility (Range: caster, Duration: 5 minutes/level, Casting Time: 2) -- Enables caster to see invisible creatures. Invisibility (Range: 1, Area: 1 target, Duration: indefinite, Casting Time: 2) -- Target is granted invisibility. Invisibility is lost if the target attacks or casts any spell. You cannot launch a ranged attack against a creature you cannot see, nor can you make an attack of opportunity against it if it moves away from you; even permitted attacks receive a -4 penalty to-hit. This effect is described in "D"isplay as "invisibility", which differs from "invisible". Knock (Non-combat only) -- Attempts to open a locked or magically barred door. In Pool of Radiance, if you have this option and you actually have the spell memorized, it always works. Mirror Image (Range: caster, Duration: 2 minutes/level, Casting Time: 2) -- Creates 1d4 fake versions of the caster. These dance about close to the caster, so that any attack that specifically targets the caster may instead target one of them instead; the caster and each of the images all have equal chances of being targeted. Any fake version struck is automatically dispelled. Ray of Enfeeblement (Range: 1+1/level, Area: 1 target, Duration: 1 minute/ level, Casting Time: 2) -- Reduces melee damage done by 25% plus 2% per level of the caster; a saving throw negates the spell. This effect shows up on your character sheet under "D"isplay; it doesn't directly affect Strength. (According to both the documentation and the tabletop game rules, this should have a range of 1+0.25/level. Stinking Cloud (Range: 3, Area: 2 by 2 square, Duration: 1 minute/level, Casting Time: 2) -- Creates a 2 by 2 square cloud of choking gas, with its upper left corner at the targeted square. Any breathing creature in the cloud who fails to save against poison is so nauseated as to be helpless for 1d4+1 rounds. Even an affected creature who successfully saves is coughing enough so that it received a +2 penalty to Armor Class; it must save again against helplessness if still in the cloud next round. A vulnerable AI-controlled creature is far more reluctant to enter the cloud than in later games. Unlike in later games, monsters do not need to re-save against this spell if this is cast on them while there is already a Stinking Cloud there. Strength (Range: 1, Area: 1 target, Duration: 1 hour/level, Non-combat only) -- Increases Strength by 1d4 if a magic-user, 1d6 if a cleric or thief, or 1d8 if a warrior. For the purpose of this spell, 1 point of added Strength is equivalent to 10 percentage points of extraordinary Strength for a warrior. This cannot increase Strength above 18 for non-warriors, or above 18(00) for warriors. SECTION 8.3.3 - 3rd Level Magic-user Spells ------------------------------------------- Magic-users of at least level 5 may learn, memorize, and cast the following spells: Blink (Range: caster, Duration: 1 minute/level, Casting Time: 1) -- Caster starts to blink. A blinking creature will blink out after acting. Once blinked out, the creature may not be specifically targeted, and can only be hit by area attacks. (Unlike the tabletop game, which randomizes the blink, this will not in any way hamper the blinking creature's own attacks; it's a much more powerful defense in the Gold Box games than in the tabletop game. A blinking creature may also be attacked in melee by moving into it, which I don't think was an intended feature, since "A"im won't work.) Dispel Magic (Range: 12, Area: diameter 3, Casting Time: 3) -- Same as the clerical spell aside from range and casting time. Fireball (Range: 10+level, Area: diameter 5 outdoors, diameter 7 indoors, Casting Time: 3) -- Inflicts (level)d6 fire damage to each creature in the area of effect; a successful saving throw halves damage taken. There is no damage cap as there is in later editions. This does not damage creatures if there is a wall or other such impassable obstruction between the fireball's center and the creature. The precise area covered is: Indoors: *** Outdoors: ***** *** ******* ***** ***X*** **X** ******* ***** ***** *** *** Haste (Range: 6, Area: 4 by 4 square, Duration: 3 minutes + 1 minute/level, Casting Time: 3) -- Cancels an existing Slow effect, or doubles both movement and number of physical attacks and subtracts 2 from initiative; ages any affected recipients by one year. (This does not incur a system shock check as the tabletop version does.) Hold Person (Range: 12, Area: 1-4 targets, Duration: 2 minutes/level, Casting Time: 3) -- All of range, number of possible targets, duration, and casting time are different from the 2nd level cleric spell, but this otherwise has the same effect. Invisibility, 10' Radius (Range: 1, Area: diameter 3, Duration: indefinite, Casting Time: 3) -- Casts Invisibility on all creatures in range, friend or foe. (Unlike the tabletop version, this invisibility is not broken even if you move away from the target, and even if the target itself breaks invisibility.) Lightning Bolt (Range: 4+1/level, Area: 8 squares, Casting Time: 3) -- The lightning bolt fired by this spell inflicts (level)d6 electrical damage to all creatures struck; a successful saving throw halves damage taken. There is no damage cap as there is in later editions. The lightning bolt starts on the targeted square, and travels in the same direction for 8 squares thereafter. If the bolt hits a wall or other terrain feature, it will reflect back towards the caster (and not at the angle of incidence). Such a reflected bolt can thus hit creatures a second time, or rebound all the way to the caster. Protection from Evil, 10' Radius (Range: 1, Area: 1 target diameter 3, Duration: 2 minutes/level, Casting Time: 3) -- As Protection from Evil but for area of effect and casting time. Protection from Good, 10' Radius (Range: 1, Area: 1 target diameter 3, Duration: 2 minutes/level, Casting Time: 3) -- As Protection from Good but for area of effect and casting time. Protection from Normal Missiles (Range: caster, Duration: 10 minutes/level, Castimg Time: 3) -- Grants immunity to all nonmagical thrown weapons and nonmagical launched missiles. (This does not reduce the damage from magical missiles as the tabletop version does.) Slow (Range: 9+level, Area: 4 by 4 square, Duration: 3 minutes + 1 minute/ level, Casting Time: 3) -- Cancels an existing Haste spell, or halves both movement and number of physical attacks, and adds 2 to initiative (no saving throw). SECTION 8.4 - Temple Spells --------------------------- The following curative spells are available in temples. Gold Spell Cost Cure Blindness 1000 Cure Disease 1000 Cure Light Wounds 100 Cure Serious Wounds 350 Restores 2d8+1 hit points Cure Critical Wounds 600 Restores 3d8+3 hit points Neutralize Poison 1000 Restores life to a poisoned character Raise Dead 5500 Must roll Constitution-based resurrection check Remove Curse 3500 Stone to Flesh 2000 Does not require system shock roll Raise Dead works on elves, even though it's not supposed to. Heal, Restoration, and Resurrection are not available. SECTION 9.1 - Item Basic Mechanics ---------------------------------- Standard coin valuation is as follows: 10 copper pieces (cp) = 1 silver piece 20 silver pieces (sp) = 1 gold piece 2 electrum pieces (ep) = 1 gold piece 1 platinum pieces (pp) = 5 gold pieces Whenever you are asked for gold, platinum is always acceptable. The converse is not necessarily true. A quick way to exchange a large number of low-value coins is to go to a shop, pool all your money, then buy something cheap like a stack of arrows. Gems and jewelry have random values, and must be individually appraised in a shop. You should sell immediately at full value; otherwise, they will go to regular inventory slots and subsequently only sell at half value. To determine the value of a gem, roll 1d100: Roll Gold Value 1-25 10 A gem sells for an average of 275 gold. 26-50 50 51-70 100 71-90 500 91-99 1000 100 5000 To determine the value of a piece of jewelry, roll 1d100: Roll Gold Value 1-10 100-1000 The game will pick any integer in the indicated range, not 11-20 200-1200 just nice even multiples of 100 or 1000. 21-40 300-1800 A piece of jewelry sells for an average of 2910 gold. 41-50 500-3000 51-70 1000-6000 71-90 2000-8000 91-100 2000-12000 10 coins (or gems, or pieces of jewelry) weigh 1 pound. (Those coins are heavy! They get lighter in 3rd Edition.) Armor and weapons are based on "Armour & Weapons" by Charles John ffoulkes (1909); yes that's a "ff", you find that in medieval English names. Historiography has progressed in the century-plus since then. Items do not have fully consistent attributes in the Gold Box games. There are many cases of almost identical items that are very slightly different, most often in value. You'll notice this if you collect equipment from monsters and try to sell it -- monster equipment is worth much less than shop equipment. For that reason a fully comprehensive description of each item is not given below. Inventory items have a standard value that shops appraise them at, and a weight measured in coins. An item is considered: * light if it is less than 2.5 pounds * medium if it is 2.5 pounds to 25.5 pounds * heavy if it is more than 25.5 pounds Most magical items can be readily identified as magical with the Detect Magic spell, and their properties can often be deduced by the effect on your visible statistics, but the only way to formally identify most of them is to pay a shop to do so, which costs 200 gold. Magical scrolls may be formally identified with the Read Magic spell. Magical items are worth experience, varying with the item, but a typical value is 20% of the gold value of the item. Money is worth: Type Experience gold 1 platinum 5 gem 250 jewelry 2200 This experience gets divided by the number of people in your party and rounded down. Money and magical items starting in the inventory of a monster sometimes are, and sometimes are not, actually worth experience. SECTION 9.2.1 - Basic Weapons ----------------------------- The table below describes standard weaponry you can buy. #: base item number. "Name": if you find a "Heavy Crossbow", in your characters' hands it actually functions as a Fine Composite Long Bow. "Weight (coins)": any fractions are rounded down. Note that most weapons in AD&D weigh FAR more than their real-life versions. "Value (gold)": what a shop will think it is worth when it is buying it from you, which is not quite the same as what you can buy it for. "H": hands needed to equip the item. (Bastard swords are always two-handed in this game.) "T": damage type: B for bashing, P for piercing, S for slashing. Some monsters may take reduced damage from specific damage types; the most common case is skeletons taking half damage from P or S weapons. Some of these also don't make much sense (all of them P and S getting reversed); the only case where that makes any difference is against a Juju Zombie. "Damage v. S/M": damage weapon does against Small or Medium opponents (in most cases, creatures that occupy only one tile). "Damage v. L+": damage weapon does against Large or larger opponents (in most cases, creatures that occupy two or more tiles). "Thrown Range": this weapon may also be thrown; ranges are short/medium/long. MELEE WEAPONS Weight Value Damage Damage # Name (coins) (gold) H T v. S/M v. L+ Thrown Range 1 Battle Axe 75 5 1 P 1d8 1d8 2 Hand Axe 50 1 1 S 1d6 1d4 1/2/3 3 Bardiche 125 7 2 S 2d4 3d4 4 Bec De Corbin 100 6 2 S 1d8 1d6 5 Bill-Guisarme 150 6 2 S 2d4 1d10 6 Bo Stick 15 1 1 B 1d6 1d3 7 Club 30 1 1 B 1d6 1d3 1/2/3 8 Dagger 10 2 1 P 1d4 1d3 10 Fauchard 60 3 2 S 1d6 1d8 11 Fauchard-Fork 80 8 2 S 1d8 1d10 12 Flail 150 3 1 B 1d6+1 2d4 13 Military Fork 75 4 2 S 1d8 2d4 14 Glaive 75 6 2 S 1d6 1d10 15 Glaive-Guisarme 100 10 2 S 2d4 2d6 16 Guisarme 80 5 2 S 2d4 1d8 17 Guisarme-Voulge 150 7 2 S 2d4 2d4 18 Halberd 175 9 2 S 1d10 2d6 19 Lucern Hammer 150 7 2 P 2d4 1d6 20 Hammer 50 1 1 B 1d4+1 1d4 1/2/3 22 Jo Stick 40 1 1 B 1d6 1d4 23 Mace 100 8 1 B 1d6+1 1d6 24 Morning Star 125 5 1 B 2d4 1d6+1 25 Partisan 80 10 2 S 1d6 1d6+1 26 Military Pick 60 8 1 P 1d6+1 2d4 27 Awl Pike 80 3 2 P 1d6 1d12 29 Ranseur 50 4 2 S 2d4 2d4 30 Scimitar 40 15 1 S 1d8 1d8 31 Spear 50 1 2 P 1d6 1d8 1/2/3 32 Spetum 50 3 2 S 1d6+1 2d6 33 Quarter Staff 50 1 2 B 1d6 1d6 34 Bastard Sword 100 25 2 S 2d4 2d8 35 Broad Sword 75 10 1 S 2d4 1d6+1 36 Long Sword 60 15 1 S 1d8 1d12 37 Short Sword 35 8 1 S 1d6 1d8 38 Two-Handed Sword 250 30 2 S 1d10 3d6 39 Trident 50 4 1 S 1d6+1 3d4 40 Voulge 125 2 2 S 2d4 2d4 For the below, "Range" gives how far short, medium, and long range are; "RoF" is rate of fire (number of missiles that can be fired per round). Holy water only works against vulnerable enemies, usually undead. LAUNCHERS Weight Value Damage Damage # Name (coins) (gold) H T v. S/M v. L+ Range RoF 41 Composite Long Bow 80 100 2 fires arrows 6/12/21 2 42 Composite Short Bow 50 75 2 fires arrows 5/10/18 2 43 Long Bow 100 60 2 fires arrows 7/14/21 2 44 Short Bow 50 15 2 fires arrows 5/10/15 2 45 Fine Composite Long Bow 60 25000 2 fires arrows w/Str 6/12/21 1 46 Light Crossbow 50 12 2 fires bolts 6/12/18 1 47 Sling 2 0 1 B 1d4+1 1d6+1 5/10/20 1 AMMUNITION 28 Quarrel 0.15 0 0 P 1d4 1d4 73 Arrow 0.4 0 0 S 1d6 1d6 THROWN WEAPONS 9 Dart 1.25 0 1 P 1d3 1d2 2/4/6 3 21 Javelin 10 0 1 P 1d6 1d6 2/4/6 1 85 Holy Water Vial 10 25 1 S 2d4 2d4 1/2/3 1 86 Flask of Oil 30 1 1 S 2d6 2d6 1/2/3 1 SILVER WEAPONS These perform the same as their regular equivalents, except they can do damage to some monsters immune to regular weapons. Weight Value Damage Damage # Name (coins) (gold) H T v. S/M v. L+ 8 Silver Dagger 10 20 1 P 1d4 1d3 23 Silver Mace 100 80 1 B 1d6+1 1d6 34 Silver Bastard Sword 100 250 2 S 2d4 2d8 35 Silver Broad Sword 75 100 1 S 2d4 1d6+1 36 Silver Long Sword 60 150 1 S 1d8 1d12 37 Silver Short Sword 35 80 1 S 1d6 1d8 38 Silver Two-Handed Sword 250 300 2 S 1d10 3d6 28 Silver Quarrel 3 20 0 P 1d4 1d4 73 Silver Arrow 0.5 1 0 S 1d6 1d6 SECTION 9.2.2 - Basic Armor --------------------------- The table below describes standard armor you can buy. #: base item number. "Name": note that "mail" here doesn't have the modern technical meaning of specifically armor made of linked rings. By 1st Edition rules, "plate armor" is different from "plate mail", and is too technologically advanced to exist. Sometimes you run into items called "plate armor", but they function as plate mail and not plate armor (in later editions of the tabletop game, plate armor is available, and is better than plate mail). "Weight (coins)": these numbers make more sense than the weapon numbers above, but these still aren't very realistic. "Value (gold)": what a shop will think it is worth when it is buying it from you, which is not quite the same as what you can buy it for. "AC": bonus to Armor Class provided by wearing this. "Max Move": maximum normal movement while wearing this armor, if you are otherwise not heavily burdened. BODY ARMOR Weight Value Max # Name (coins) (gold) AC Move 50 Leather Armor 150 5 2 12 51 Padded Armor 100 4 2 9 52 Studden Leather Armor 200 15 3 9 53 Ring Mail 250 30 3 9 54 Scale Mail 400 45 4 6 55 Chain Mail 300 75 5 9 56 Splint Mail 400 80 6 6 57 Banded Mail 350 90 6 9 58 Plate Mail 450 400 7 6 HELD IN OFF-HAND 59 Shield 100 15 1 71 Silver Mirror 10 20 0 can reflect gaze attacks FANCY BODY ARMOR (these don't accomplish anything additional) 55 Silver Chain Mail 300 750 5 9 58 Silver Plate Mail 450 4000 7 6 SECTION 9.2.3 - Other Items --------------------------- Other base items in this game have the following item numbers (this is not comprehensive): # Name 61 Magic-User Scroll 62 Clerical Scroll 63 Gauntlets 67 Cloak 68 Boots 69 Ring 70 [lots of random items are this] 71 Holy Symbol [of Sune/Tempus/Tyr], Potion 72 [lots of random items are this] 74 Leather Holy Symbol [of Bane] 75 Brass Key 76 Cursed Necklace 77 Bracers 78 Wand 79 Wand 82 Efreeti Bottle 84 Potion of Giant Strength 87 Boulder 90 Ring of Feather Falling 91 Pass 92 Cloak 93 Ring of Protection SECTION 9.3 - Magic Items ------------------------- Standard magical melee weapons and thrown weapons add their plus as a bonus both to hit and to damage. Bows and crossbows are supposed to add their plus only to hit, but unlike later Gold Box games and tabletop rules also add to damage; arrows and bolts add their plus only to damage. Standard magical armor add their plus as a bonus to Armor Class when worn, and if its base armor type decreases movement, the magical version increases net movement by 3. Magical scrolls come in both clerical and magic-user types. Spellcasting from a scroll is instantaneous, and have an effective spell level of whichever is higher of either 6, or the minimum class level needed to cast the spell plus 1. (So in Pool of Radiance, it will always be 6.) Magic-user spells may be permanently learned from the scroll, which consumes that use of the spell. In later games, thieves of at least level 10 may attempt to use such scrolls. Clerical spells include Restoration, which in this game may only be cast from scrolls. This will restore lost levels to a character that has been drained by level-draining undead, but you will still lose any progress towards the next level. Magical wands start with about 15-20 charges. This is different from the 80+1d20 in the tabletop game; in general, charged items in the tabletop game are far more useful than they are in CRPGs. You may not equip more than two magical rings at once. Other magical items include: Bag of Holding -- If equipped, causes all coins and unequipped items to have no weight, with an upper limit of 5000 coins of extra carrying capacity. It may take several pick up attempts to actually do so (which is a bug). Bracers of Defense ("Bracers AC #") -- These do not count as armor and will not stack with it, but will set base Armor Class to the indicated number. It's generally the defensive equipment of choice on thieves and pure magic-users. Cloak of Displacement -- The first physical attack per combat will automatically miss against someone wearing this. After that, it grants a -2 bonus to Armor Class. Cloak of Elvenkind -- This makes the wearer invisible outdoors. (In the tabletop version, the quality of the invisibility depends upon terrain.) Cursed Necklace -- This penalizes both AC and all saving throws by 5. This is bad for actual gameplay, but fantastic for experiments. Dust of Disappearance -- This will make the entire party invisible for 20d10 minutes. This is a special form of invisibility that is not dispelled by attacking or spellcasting. Yes, it is very powerful -- there is a reason this does not exist at all in Gold Box games later than Curse of the Azure Bonds. This effect is described in "D"isplay as "invisible", which differs from the normal "invisibility". Efreeti Bottle -- The efreeti in this bottle will emerge to help you fight against the vampire in the Valhingen Graveyard when you first encounter it. Gauntlets of Ogre Power -- Wearing this raises Strength to 18(00). Javelin of Lightning -- This single-shot consumable creates a lightning bolt that does 20+1d6 electrical damage. This acts like the magic-user spell, but with a range of 9, and the bolt only travels 3 squares. Keoghtum's Ointment -- A jar of this has 5 applications, each of which will restores 8+1d4 hit points of damage and cure disease. (The tabletop version of "Keoghtom's" ointment also neutralizes poison. The Gold Box version seems to convert poisoned characters to outright dead ones. I don't think that's the intended meaning of "neutralize".) Long Sword +2 Flame Tongue -- This is supposed to do extra damage against creatures that use cold, birds, undead, or fire-vulnerable creatures, but it doesn't. It also should prevent trolls from regenerating, but that doesn't happen either (and it doesn't do extra damage against those as it should). So this is just a Long Sword +2. Manual of Bodily Health -- Using this book consumes it; after 24 hours, the user will start to train over the course of one month (always 30 days in the Forgotten Realms). At the end, +1 permanent Constitution is gained. Unlike the tabletop game, you may benefit from such an item more than once, and you can in fact use and benefit from several at once. This is the only way to permanently gain base statistics in any of the Gold Box games. Necklace of Missiles -- shoots range 7 fireballs (as the 3rd-level magic-user spell) that do 6d6 damage. Normally, this has around 6 charges; if you find this as a random magical item, it never runs out of charges. Potion of Extra Healing -- restores 3d8+3 hit points of damage. Potion of Giant Strength -- grants frost giant (21) Strength for 4+1d4 turns (50-80 minutes) to a fighter. Potion of Healing -- restores 2d4+2 hit points of damage. Potion of Speed -- acts as a Haste spell that lasts for 5d4 rounds (doubles movement and number of physical attacks, and grants a -2 bonus to initiative, at the cost of magically aging the user by 1 year). Ring of Feather Falling -- prevents falling damage. Or at least it is supposed to; it doesn't actually prevent damage from falls that I have seen. Ring of Fire Resistance -- acts as a permanent Resist Fire spell (this does not have the effect of the tabletop version, which reduces fire damage in a more complicated manner). Ring of Invisibility -- this casts the Invisibility spell on the wearer when equipped. This item is unlimited in use, and unlike the One Ring, the invisibility persists even if the ring is removed; it is only canceled by attacking or casting a spell. Ring of Protection -- this grants its bonus: (1) to Armor Class if the wearer is not also wearing magical armor; (2) to all saving throws. (The second effect sometimes does not occur.) Sling of Seeking +2 -- this grants its bonus both to hit and to damage (though this is not actually special in Pool of Radiance, because magical bows incorrectly do the same). Wand of Fireballs -- shoots fireballs (as the 3rd-level magic-user spell, except the saving throw is vs. rod/staff/wand) which do 6d6 damage. Wand of Lightning (Bolt) -- shoots lightning bolts (as the 3rd-level magic-user spell, except the saving throw is vs. rod/staff/wand) which do 6d6 damage. Wand of Magic Missiles -- shoots 2 magic missiles (as the 1st-level magic-user spell), which do 2d4+2 damage to a single target. Wand of Paralyzation -- attempts to hold any single monster (range 6) for 5d4 rounds; a saving throw vs. rod/staff/wand negates. (Yes, the DMG says to use that saving throw.) SECTION 9.4 - Random Magical Items ---------------------------------- Random magical items may be one of the following. Weapons, armor, shields, and Rings of Protection are any of +1 (70% chance), +2 (25% chance), or +3 (5% chance). Items marked with an asterisk only ever appear as random items, as far as I know. Occasionally you will get a buggy item with a buggy name (sometimes no name at all). any weapon; darts appear in stacks of 5, arrows and bolts in stacks of 10. (Who in the Forgotten Realms is making all these magical polearms?) any armor or shield Clerical Scroll (with 1d3 spells, each of level 1d3) Magic-User Scroll (with 1d3 spells, each of level 1d3) Bag of Holding* Bracers of Defense (any of AC 6, AC 4, AC 3, AC 2) Cloak of Elvenkind* Keoghtum's Ointment* Necklace of Missiles (has infinite charges as a random magical item) Potion of Extra Healing Potion of Giant Strength Potion of Healing Ring of Fire Resistance Ring of Invisibility* Ring of Protection Wand of Fireballs* Wand of Magic Missiles SECTION 9.5 - Summary of Locations with Magic Items --------------------------------------------------- Here is a checklist of noteworthy magical items you may find in the game, by location. Numbers indicate locations on the corresponding maps. This is not comprehensive for sake of brevity; check the maps' notes for more details. Civilized Area (New Phlan) Once you become strong enough, and are about to complete a mission, you can fight the city guards for magical items, then get the mission reward to negate anger: * 4th level fighter (Long Sword +1, Chain Mail +1) * 6th level fighter (Two-Handed Sword +2, Chain Mail +1, Javelin of Lightning) * 8th level fighter (Two-Handed Sword +2, Plate Mail +2, Ring of Protection +3) * 7th level cleric (Mace +2, Banded Mail +2) The Slums 2 - Leather Armor +1 3 - Short Bow +1, 20 Arrows +1 4 - Bracers AC 6 5 - Short Bow +1, 20 Arrows +1 6 - Ring of Protection +1, Short Bow +1 7 - 3 Broad Swords +1, Chain Mail +1, Flail +1 13 - Shield +1, Magic-User Scroll (Magic Missile) 14 - 1 random magic item 16 - 3 random magic items Sokal Keep 5 - Hammer +1 9 - Shield +1, Long Sword +1, Chain Mail +1, Mace +2 Kuto's Well 4 - Banded Mail +1, Quarter Staff +1, Bracers AC 4 Kuto's Well Catacombs 2 - Long Sword +1 Mendor's Library 1 - Potion of Giant Strength, Cloak of Displacement, Clerical Scroll (Restoration, Restoration) 7 - 3 Potions of Extra Healing 10 - Manual of Bodily Health Podal Plaza 2 - 2 Long Swords +1 Cadorna Textile House 7 - Magic-User Scroll (Reduce, Detect Invisibility, Fireball), Magic-User Scroll (Burning Hands, Mirror Image, Blink) 11 - Gauntlets of Ogre Power (wherever you get the box opened) Kovel Mansion 1 - Shield +2, Chain Mail +1 6 - Magic-User Scroll (Fireball, Haste, Hold Person), Magic-User Scroll (Blink, Ray of Enfeeblement, Slow), Clerical Scroll (Hold Person, Cure Blindness, Bestow Curse), Clerical Scroll (Prayer, Remove Curse, Animate Dead), Magic-User Scroll (Reduce, Detect Invisibility, Fireball), Magic-User Scroll (Burning Hands, Mirror Image, Blink) 10 - Short Sword +2, Leather Armor +4 Wealthy Area 4 - Potion of Extra Healing, Ring of Feather Falling Temple of Bane 1a - Clerical Scroll (Animate Dead, Cause Disease, Prayer), Magic-User Scroll (Fireball, Ray of Enfeeblement, Stinking Cloud) 1b - Potion of Giant Strength, Potion of Speed, Wand of Magic Missiles, Dust of Disappearance Wilderness a few lairs contain 1 random magical item Nomad Camp If you attack the nomads: Long Sword +2, Shield +1, Scale Mail +2, Dagger +2, Bracers AC 2, Wand of Magic Missiles If you attack only the kobolds: Two-Handed Sword +2, Wand of Magic Missiles Kobold Caves 5 - 2 random magical items 14 - 2 Two-Handed Swords +2 18 - Magic-User Scroll (Charm Person, Protection from Evil, Strength), Magic-User Scroll (Friends, Invisibility, Protection from Normal Missiles) Yarash's Pyramid 16 - Bracers AC 4, Wand of Paralyzation, Potion of Speed 19 (three different locations) - 3 random magical items Lizardman Keep P4, P5, P6 (three different locations) - Shield +2 Buccaneer Base The captain carries: Long Sword +4, Shield +2, Plate Mail +3 Zhentil Keep Outpost 3 - Gauntlets of Ogre Power, Plate Mail +2, Shield +1, 2 Rings of Fire Resistance, 3 Potions of Extra Healing, Javelin of Lightning, Bracers AC 3, Wand of Lightning Valhingen Graveyard 3 - 4 Clerical Scrolls (Restoration, Restoration) 10 - Wand of Lightning Bolt, 2 Clerical Scrolls (Restoration, Restoration) 13 - Hammer +3, Sling of Seeking +2, Potion of Extra Healing, Clerical Scroll (Restoration, Restoration), Magic-User Scroll (Slow, Hold Person, Invisibility 10' Radius) 18 - Plate Mail +2, Long Sword +2 (lawful good), Ring of Fire Resistance, Shield +1, 4 Clerical Scrolls (Restoration, Restoration) 19 - Ring of Protection +2 21 - Wand of Magic Missiles, Shield +1, 5 Clerical Scrolls (Restoration, Restoration) Valjevo Castle 10 - Mace +3, Plate Mail +1, Necklace of Missiles 11 - 2 Long Swords +3 (lawful evil) 14 - Long Sword +2 Flame Tongue 18 - Potion of Speed Valjevo Castle Hedge Maze 1 - Bracers AC 3, Ring of Fire Resistance, Wand of Lightning 5 - Long Sword +5, Ring of Protection +3, Gauntlets of Ogre Power Valjevo Castle Inner Tower 4 - Wand of Lightning 6 - 12 Two-Handed Swords +2, 12 Plate Mails +2, 12 Rings of Protection +3 SECTION 10.1 - Notes on Creature Statistics ------------------------------------------- Many monsters capable of using equipment can equip or remove weapons, shields, and sometimes even armor on the fly. Their actual statistics in combat may not reflect the details in the next section, especially if you surprise them before they can ready equipment. THAC0, damage and AC are adjusted for monsters according to equipment; these statistics (for melee) are shown below. THAC0 is not recalculated for statistics, though AC is. No other attributes are adjusted; e.g., a humanoid with a Ring of Fire Resistance does not actually resist fire. Hit dice are important to many spell effects, though the Gold Box games do not bother to track partial hit dice as the tabletop game does. Partial hit dice are typically rounded up, not down. Hostile monster base statistics are used as follows: Strength - affects weapon damage (but not unarmed attacks) Intelligence - affects decision to flee or surrender Wisdom - no effect Dexterity - affects humanoid AC and initiative Constitution - no effect Charisma - no effect Monsters #9 and #82 never appear anywhere. SECTION 10.2 - Detailed Bestiary -------------------------------- #000 KOBOLD Lawful Evil Monster Fighter Hit Dice : 0 Hit Points: 3 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 6 Paralyzation, Poison, or Death 16 Wisdom 10 Rod, Staff, or Wand 17 Dexterity 10 Petrification or Polymorph 18 Constitution 10 Breath Weapon 20 Charisma 10 Spell 19 THAC0: 21 Armor Class: 7 (from behind: 9) Physical attack: 1 for 1d6 damage Experience for defeating: 5 + 1 experience per hit point (8) Money carried: 16 copper Items potentially dropped: Short Sword #001 KOBOLD LEADER Lawful Evil Monster Fighter Hit Dice : 0 Hit Points: 4 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 12 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 6 (from behind: 9) Physical attack: 1 for 1d6 damage Experience for defeating: 8 + 2 experience per hit point (16) Money carried: 32 copper; 2 silver Items potentially dropped: Short Bow, Arrows (20), Short Sword, Shield, Studded Leather Armor #002 GOBLIN GUARD Lawful Evil Monster Fighter Hit Dice : 0 Hit Points: 4 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 6 (from behind: 9) Physical attack: 1 for 1d6 damage Experience for defeating: 10 + 1 experience per hit point (14) Money carried: 18 silver Items potentially dropped: Short Sword, Shield, Studded Leather Armor #003 GOBLIN LEADER Lawful Evil Monster Fighter Hit Dice : 0 Hit Points: 7 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 12 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 5 (from behind: 8) Physical attack: 1 for 1d6 damage Experience for defeating: 10 + 1 experience per hit point (17) Money carried: 24 silver Items potentially dropped: Arrows (20), Long Bow, Short Sword, Shield, Scale Mail #004 ORC Lawful Evil Monster Fighter Hit Dice : 1 Character Levels : Fighter 1 Hit Points: 5 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 6 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 6 (from behind: 8) Physical attack: 1 for 1d8 damage Experience for defeating: 10 + 1 experience per hit point (15) Money carried: 24 silver #005 ORC LEADER Lawful Evil Monster Fighter Hit Dice : 1 Character Levels : Fighter 1 Hit Points: 8 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 12 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 16 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d8 damage Experience for defeating: 28 + 2 experience per hit point (44) Money carried: 4 silver; 20 electrum Items potentially dropped: Battle Axe, Chain Mail, Arrows (7), Long Bow #006 HOBGOBLIN Lawful Evil Monster Fighter Hit Dice : 2 Character Levels : Fighter 2 Hit Points: 6 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 18 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d8 damage Experience for defeating: 20 + 2 experience per hit point (32) Money carried: 18 copper; 7 gold Items potentially dropped: Long Sword #007 HOBGOBLIN LDR Lawful Evil Monster Fighter Hit Dice : 2 Character Levels : Fighter 2 Hit Points: 6 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 18 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d8 damage Experience for defeating: 20 + 2 experience per hit point (32) Money carried: 18 copper; 7 gold Items potentially dropped: Long Sword, Arrows (12), Long Bow #008 OGRE Chaotic Evil Monster Fighter Hit Dice : 5 Character Levels : Fighter 5 Hit Points: 21 Movement: 9 Size: Large or larger Strength 18 Base saving throws versus: Intelligence 6 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 15 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d10 damage Experience for defeating: 90 + 5 experience per hit point (195) Money carried: 5 gold #009 OGRE LEADER Chaotic Evil Monster Fighter Hit Dice : 7 Character Levels : Fighter 7 Hit Points: 32 Movement: 9 Size: Small/Medium Strength 18 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 10 Breath Weapon 12 Charisma 10 Spell 13 THAC0: 3 Armor Class: 3 (from behind: 5) Physical attack: 1 for 2d6 damage Experience for defeating: 225 + 8 experience per hit point (481) Money carried: 7 gold Items potentially dropped: Arrows (15), Long Bow #010 QUICKLINGS Chaotic Evil Monster Fighter Hit Dice : 1 Character Levels : Cleric 1; Fighter 1 Hit Points: 7 Movement: 96 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 2 Wisdom 10 Rod, Staff, or Wand 5 Dexterity 18 Petrification or Polymorph 6 Constitution 10 Breath Weapon 8 Charisma 10 Spell 7 THAC0: 18 Armor Class: -3 (from behind: 3) Physical attack: 3 for 1d4+3 damage Special Abilities: Make saving throws as 19th level cleric Experience for defeating: 200 + 3 experience per hit point (221) Money carried: 2 copper; 3 silver; 1 electrum; 2 gems #011 KOBOLD LEADER Lawful Evil Monster Fighter Hit Dice : 0 Hit Points: 4 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 12 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 6 (from behind: 9) Physical attack: 1 for 1d6 damage Experience for defeating: 8 + 2 experience per hit point (16) Money carried: 32 copper; 2 silver Items potentially dropped: Bracers AC 6, Short Sword, Shield, Studded Leather Armor #012 GOBLIN LEADER Lawful Evil Monster Fighter Hit Dice : 0 Hit Points: 7 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 12 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 4 (from behind: 7) Physical attack: 1 for 1d6 damage Experience for defeating: 10 + 1 experience per hit point (17) Money carried: 24 silver Items potentially dropped: Short Sword, Shield, Leather Armor +1 #013 ORC Lawful Evil Monster Fighter Hit Dice : 1 Character Levels : Fighter 1 Hit Points: 5 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 6 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 6 (from behind: 8) Physical attack: 1 for 2d4 damage Experience for defeating: 10 + 1 experience per hit point (15) Money carried: 24 silver Items potentially dropped: Clerical Scroll (Cure Light Wounds, Cure Light Wounds) #014 ORC LEADER Lawful Evil Monster Fighter Hit Dice : 1 Character Levels : Fighter 1 Hit Points: 8 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 12 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 15 Armor Class: 5 (from behind: 7) Physical attack: 1 for 2d4+1 damage Experience for defeating: 28 + 2 experience per hit point (44) Money carried: 4 silver; 20 electrum Items potentially dropped: Broad Sword +1, Chain Mail, Arrows (7), Long Bow #015 ORC LEADER Lawful Evil Monster Fighter Hit Dice : 1 Character Levels : Fighter 1 Hit Points: 8 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 12 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 15 Armor Class: 4 (from behind: 6) Physical attack: 1 for 1d6+2 damage Experience for defeating: 28 + 2 experience per hit point (44) Money carried: 4 silver; 20 electrum Items potentially dropped: Flail +1, Chain Mail +1, Arrows (7), Long Bow #017 SPECTRE Lawful Evil Undead Human Fighter Clerics turn using this line on table: Spectre Hit Dice : 8 Character Levels : Fighter 8 Hit Points: 38 Movement: 30 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 10 Breath Weapon 12 Charisma 10 Spell 13 THAC0: 12 Armor Class: 2 (from behind: 4) Physical attack: 1 for 1d8 damage Special Abilities: Drains 2 levels with each melee hit; requires magical weapons to be hit; immune to sleep, charm, paralysis, coughing Experience for defeating: 1650 + 10 experience per hit point (2030) #018 LARGE SCORPION True Neutral Monster Fighter Hit Dice : 3 Character Levels : Fighter 3 Hit Points: 10 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 10 Petrification or Polymorph 15 Constitution 10 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 15 Armor Class: 5 (from behind: 7) Primary physical attack: 2 for 1d4 damage Secondary physical attack: 1 for 1d1 damage Special Abilities: Save vs. poison at a +2 bonus on each melee hit or die Experience for defeating: 35 + 3 experience per hit point (65) #019 FERRAN MARTINEZ Lawful Good Undead Human Fighter Clerics turn using this line on table: Spectre Hit Dice : 8 Character Levels : Fighter 8 Hit Points: 38 Movement: 30 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 10 Breath Weapon 12 Charisma 10 Spell 13 THAC0: 12 Armor Class: 2 (from behind: 4) Physical attack: 1 for 1d8 damage Special Abilities: Drains 2 levels with each melee hit; requires magical weapons to be hit; immune to sleep, charm, paralysis, coughing Experience for defeating: 1650 + 10 experience per hit point (2030) #020 WIGHT Lawful Evil Undead Monster Fighter Clerics turn using this line on table: Wight Hit Dice : 5 Character Levels : Fighter 5 Hit Points: 23 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 15 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d4 damage Special Abilities: Drains 1 level on each melee hit; requires silver or magical weapons to be hit; immune to sleep, charm, paralysis, coughing Experience for defeating: 540 + 5 experience per hit point (655) #021 WRAITH Lawful Evil Undead Monster Fighter Clerics turn using this line on table: Wraith Hit Dice : 6 Character Levels : Fighter 6 Hit Points: 24 Movement: 24 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 15 Armor Class: 4 (from behind: 6) Physical attack: 1 for 1d6 damage Special Abilities: Drains 1 level on each melee hit; requires silver (half damage) or magical weapons to be hit; immune to sleep, charm, paralysis, coughing Experience for defeating: 575 + 6 experience per hit point (719) #022 GIANT SKELETON True Neutral Undead Monster Fighter Clerics turn using this line on table: Mummy Hit Dice : 5 Character Levels : Fighter 5 Hit Points: 28 Movement: 12 Size: Large or larger Strength 19 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 15 Armor Class: 2 (from behind: 4) Physical attack: 1 for 4d6 damage Special Abilities: Takes half damage from piercing or slashing weapons; immune to sleep, charm, paralysis, coughing Experience for defeating: 130 + 5 experience per hit point (270) Items potentially dropped: Short Bow #023 VAMPIRE Chaotic Evil Undead Monster Fighter Clerics turn using this line on table: Vampire Hit Dice : 9 Character Levels : Fighter 9 Hit Points: 43 Movement: 12 Size: Small/Medium Strength 18(76) Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 8 Wisdom 10 Rod, Staff, or Wand 9 Dexterity 10 Petrification or Polymorph 10 Constitution 10 Breath Weapon 9 Charisma 10 Spell 11 THAC0: 14 Armor Class: 1 (from behind: 3) Physical attack: 1 for 1d6+4 damage Special Abilities: Charming gaze (free Charm Person spell every round); drains 2 levels on each melee hit; requires magical weapons to be hit; immune to sleep, charm, paralysis, coughing; half damage from electricity; regenerate 3 hit points every round Experience for defeating: 3800 + 12 experience per hit point (4316) Items potentially dropped: Short Bow #024 LEVEL 6 MU True Neutral Human Magic-User Hit Dice : 6 Character Levels : Magic-User 6 Hit Points: 23 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 15 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 9 Constitution 10 Breath Weapon 13 Charisma 10 Spell 10 THAC0: 19 Armor Class: 7 (from behind: 9) Physical attack: 1 for 1d4+2 damage Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2 Stinking Cloud; M3 Fireball (2) Experience for defeating: 150 + 6 experience per hit point (288) Money carried: 20 copper; 15 silver Items potentially dropped: Ring of Protection +2 #025 MAD MAN True Neutral Human Fighter Hit Dice : 1 Character Levels : Fighter 1 Hit Points: 7 Movement: 9 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 4 (from behind: 6) Physical attack: 1 for 1d6+1 damage Experience for defeating: 10 + 1 experience per hit point (17) Money carried: 2 silver #026 BASILISK True Neutral Monster Fighter Hit Dice : 7 Character Levels : Fighter 7 Hit Points: 31 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 10 Breath Weapon 12 Charisma 10 Spell 13 THAC0: 13 Armor Class: 4 (from behind: 6) Physical attack: 1 for 1d10 damage Special Abilities: Petrifying gaze attack (save vs. petrification or be turned to stone; reflectable with a mirror) Experience for defeating: 1000 + 8 experience per hit point (1248) #027 SKULLCRUSHER Chaotic Neutral Human Fighter Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 39 Movement: 12 Size: Small/Medium Strength 18(81) Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 13 Wisdom 8 Rod, Staff, or Wand 14 Dexterity 16 Petrification or Polymorph 15 Constitution 18 Breath Weapon 16 Charisma 12 Spell 16 THAC0: 15 Armor Class: 8 (from behind: 12) Physical attack: 1 for 2d1+6 damage Experience for defeating: 60 + 4 experience per hit point (216) #028 GRISHNAK Chaotic Evil Monster Cleric/Magic-User Hit Dice : 6 Character Levels : Cleric 6; Magic-User 6 Hit Points: 24 Movement: 9 Size: Small/Medium Strength 9 Base saving throws versus: Intelligence 16 Paralyzation, Poison, or Death 9 Wisdom 16 Rod, Staff, or Wand 12 Dexterity 13 Petrification or Polymorph 11 Constitution 11 Breath Weapon 15 Charisma 5 Spell 12 THAC0: 13 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d4 damage Spells memorized: C1 Curse; C1 Cure Light Wounds (2); C1 Cause Light Wounds; C1 Protection from Good; C2 Hold Person (4); C2 Silence, 15' Radius; C3 Cause Disease; C3 Bestow Curse Experience for defeating: 275 + 6 experience per hit point (419) #029 JUJU ZOMBIE True Neutral Undead Monster Fighter Clerics turn using this line on table: Spectre Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 24 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 10 Petrification or Polymorph 15 Constitution 10 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 13 Armor Class: 6 (from behind: 8) Physical attack: 1 for 3d4 damage Special Abilities: Takes half damage from blunt or piercing weapons; requires magical weapons to be hit; immune to sleep, charm, paralysis, coughing Thief skills: Climb Walls 90% Experience for defeating: 110 + 4 experience per hit point (206) Items potentially dropped: Short Bow #031 TROLL Chaotic Evil Monster Fighter Hit Dice : 7 Character Levels : Fighter 7 Hit Points: 36 Movement: 12 Size: Large or larger Strength 19 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 10 Breath Weapon 12 Charisma 10 Spell 13 THAC0: 13 Armor Class: 4 (from behind: 6) Primary physical attack: 2 for 1d4+4 damage Secondary physical attack: 1 for 2d6 damage Special Abilities: Regenerate 3 hit points every round; able to return from death in 3d6 rounds Experience for defeating: 525 + 8 experience per hit point (813) #032 NORRIS THE GRAY Neutral Evil Half-Orc Fighter Hit Dice : 5 Character Levels : Fighter 5 Hit Points: 25 Movement: 9 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 17 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 14 Armor Class: 1 (from behind: 7) Physical attack: 1 for 1d8+2 damage Experience for defeating: 215 Items potentially dropped: Long Sword +1, Shield, Chain Mail #033 MACE Lawful Evil Half-Orc Cleric Hit Dice : 5 Character Levels : Cleric 5 Hit Points: 25 Movement: 9 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 9 Wisdom 17 Rod, Staff, or Wand 12 Dexterity 17 Petrification or Polymorph 13 Constitution 10 Breath Weapon 15 Charisma 10 Spell 14 THAC0: 17 Armor Class: 1 (from behind: 7) Physical attack: 1 for 1d8+3 damage Spells memorized: C1 Bless (2); C1 Curse; C1 Cause Light Wounds (2); C2 Hold Person (5); C3 Animate Dead; C3 Prayer Experience for defeating: 215 Items potentially dropped: Mace +1, Shield, Chain Mail #034 SKELETON True Neutral Undead Monster Fighter Clerics turn using this line on table: Skeleton Hit Dice : 1 Character Levels : Fighter 1 Hit Points: 5 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 7 (from behind: 9) Physical attack: 1 for 1d6 damage Special Abilities: Takes half damage from piercing or slashing weapons; immune to sleep, charm, paralysis, coughing Experience for defeating: 14 + 1 experience per hit point (19) #035 ZOMBIE True Neutral Undead Monster Fighter Clerics turn using this line on table: Zombie Hit Dice : 2 Character Levels : Fighter 2 Hit Points: 10 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 0 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 16 Armor Class: 8 (from behind: 10) Physical attack: 1 for 1d8 damage Special Abilities: Immune to sleep, charm, paralysis, coughing Experience for defeating: 20 + 2 experience per hit point (40) #036 SWORDSMAN Lawful Evil Human Fighter Hit Dice : 3 Character Levels : Fighter 3 Hit Points: 18 Movement: 12 Size: Small/Medium Strength 16 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 13 Wisdom 14 Rod, Staff, or Wand 14 Dexterity 14 Petrification or Polymorph 15 Constitution 14 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 18 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d8+1 damage Experience for defeating: 35 + 3 experience per hit point (89) Money carried: 5 silver Items potentially dropped: Arrows (20), Long Bow, Chain Mail, Long Sword #038 POISONOUS FROG True Neutral Monster Fighter Hit Dice : 1 Character Levels : Fighter 1 Hit Points: 4 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 8 (from behind: 10) Physical attack: 1 for 1d1 damage Special Abilities: Save vs. poison at a +4 bonus on each melee hit or die Experience for defeating: 35 + 1 experience per hit point (39) #039 HUGE SCORPION True Neutral Monster Fighter Hit Dice : 5 Character Levels : Fighter 5 Hit Points: 20 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 15 Armor Class: 4 (from behind: 6) Primary physical attack: 2 for 1d8 damage Secondary physical attack: 1 for 1d3 damage Special Abilities: Save vs. poison on each melee hit or die Experience for defeating: 90 + 5 experience per hit point (190) #040 NOMAD True Neutral Human Fighter Hit Dice : 1 Character Levels : Fighter 1 Hit Points: 6 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 5 (from behind: 8) Physical attack: 1 for 1d6 damage Experience for defeating: 10 + 1 experience per hit point (16) Money carried: 15 copper Items potentially dropped: Arrows (20), Long Bow, Short Sword, Shield, Leather Armor #041 4TH LVL FIGHTER Lawful Evil Human Fighter Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 30 Movement: 12 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 13 Wisdom 14 Rod, Staff, or Wand 14 Dexterity 14 Petrification or Polymorph 15 Constitution 17 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 17 Armor Class: 3 (from behind: 6) Physical attack: 1 for 1d8+2 damage Experience for defeating: 60 + 4 experience per hit point (180) Money carried: 3 electrum Items potentially dropped: Shield, Chain Mail +1, Long Sword +1 #042 HASSAD True Neutral Human Fighter Hit Dice : 6 Character Levels : Fighter 6 Hit Points: 45 Movement: 12 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 12 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 14 Spell 14 THAC0: 11 Armor Class: 0 (from behind: 4) Physical attack: 1 for 1d8+3 damage Experience for defeating: 150 + 6 experience per hit point (420) Money carried: 15 copper Items potentially dropped: Long Sword +2, Shield +1, Scale Mail +2 #043 SHAMAN True Neutral Human Magic-User Hit Dice : 5 Character Levels : Magic-User 5 Hit Points: 20 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 15 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 13 Dexterity 10 Petrification or Polymorph 11 Constitution 10 Breath Weapon 15 Charisma 10 Spell 12 THAC0: 18 Armor Class: 4 (from behind: 6) Physical attack: 1 for 1d4+2 damage Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2 Stinking Cloud; M3 Fireball Experience for defeating: 90 + 5 experience per hit point (190) Money carried: 20 copper Items potentially dropped: Wand of Magic Missiles, Bracers AC 2, Dagger +2 #044 ORC Lawful Evil Monster Fighter Hit Dice : 1 Character Levels : Fighter 1 Hit Points: 5 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 6 (from behind: 8) Physical attack: 1 for 1d8 damage Experience for defeating: 10 + 1 experience per hit point (15) Money carried: 12 electrum Items potentially dropped: Arrows (30), Short Bow #045 1ST LVL THIEF Chaotic Neutral Human Thief Hit Dice : 1 Character Levels : Thief 1 Hit Points: 4 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 18 Petrification or Polymorph 14 Constitution 10 Breath Weapon 16 Charisma 10 Spell 15 THAC0: 20 Armor Class: 4 (from behind: 10) Physical attack: 1 for 1d8 damage Thief skills: Pick Pocket 40%; Open Locks 40%; Find/Remove Traps 25%; Move Silently 25%; Hide in Shadows 20%; Hear Noise 10%; Climb Walls 85% Experience for defeating: 10 + 1 experience per hit point (14) Money carried: 5 silver Items potentially dropped: Leather Armor, Long Sword #048 DWARVEN FIGHTER Lawful Evil Dwarf Cleric Hit Dice : 6 Character Levels : Fighter 6 Hit Points: 50 Movement: 12 Size: Small/Medium Strength 18(91) Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 11 Wisdom 14 Rod, Staff, or Wand 12 Dexterity 14 Petrification or Polymorph 13 Constitution 14 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 15 Armor Class: 4 (from behind: 6) Physical attack: 1 for 1d8+7 damage Experience for defeating: 150 + 6 experience per hit point (450) Money carried: 15 gold Items potentially dropped: Gauntlets of Ogre Power, Chain Mail +1, Long Sword +1 #049 MEDUSA Lawful Evil Monster Fighter Hit Dice : 6 Character Levels : Fighter 6 Hit Points: 30 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 13 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d4 damage Special Abilities: Petrifying gaze attack (save vs. petrification or be turned to stone, reflectable with a mirror); Save vs. poison on each melee hit or die Experience for defeating: 725 + 6 experience per hit point (905) #050 COMMANDANT Lawful Evil Human Fighter Hit Dice : 9 Character Levels : Fighter 9 Hit Points: 100 Movement: 9 Size: Small/Medium Strength 18(51) Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 8 Wisdom 10 Rod, Staff, or Wand 9 Dexterity 16 Petrification or Polymorph 10 Constitution 17 Breath Weapon 9 Charisma 14 Spell 11 THAC0: 10 Armor Class: -3 (from behind: 3) Physical attack: 1.5 for 1d8+5 damage Experience for defeating: 600 + 12 experience per hit point (1800) Money carried: 18 gold; 6 platinum Items potentially dropped: Potion Extra Healing, Ring of Fire Resistance, Shield +1, Plate Mail +2, Javelin of Lightning, Long Sword +2 #051 6TH LVL THIEF Chaotic Neutral Human Thief Hit Dice : 7 Character Levels : Thief 7 Hit Points: 28 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 12 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 18 Petrification or Polymorph 12 Constitution 10 Breath Weapon 15 Charisma 10 Spell 13 THAC0: 19 Armor Class: 4 (from behind: 10) Physical attack: 1 for 1d8 damage Thief skills: Pick Pocket 70%; Open Locks 67%; Find/Remove Traps 55%; Move Silently 65%; Hide in Shadows 53%; Hear Noise 25%; Climb Walls 94% Experience for defeating: 225 + 8 experience per hit point (449) Money carried: 6 gold Items potentially dropped: Leather Armor, Long Sword #053 AIDES Lawful Evil Human Fighter Hit Dice : 3 Character Levels : Fighter 3 Hit Points: 18 Movement: 12 Size: Small/Medium Strength 16 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 13 Wisdom 14 Rod, Staff, or Wand 14 Dexterity 14 Petrification or Polymorph 15 Constitution 14 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 18 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d8+1 damage Experience for defeating: 35 + 3 experience per hit point (89) Money carried: 5 silver Items potentially dropped: Long Bow, Chain Mail, Long Sword #054 CORPORAL Lawful Evil Human Fighter Hit Dice : 2 Character Levels : Fighter 2 Hit Points: 13 Movement: 12 Size: Small/Medium Strength 16 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 14 Wisdom 14 Rod, Staff, or Wand 15 Dexterity 14 Petrification or Polymorph 16 Constitution 14 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 20 Armor Class: 6 (from behind: 8) Physical attack: 1 for 1d8+1 damage Experience for defeating: 20 + 2 experience per hit point (46) Money carried: 1 silver #055 HILL GIANT Chaotic Evil Giant Monster Fighter Hit Dice : 9 Character Levels : Fighter 9 Hit Points: 41 Movement: 12 Size: Large or larger Strength 19 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 8 Wisdom 10 Rod, Staff, or Wand 9 Dexterity 0 Petrification or Polymorph 10 Constitution 10 Breath Weapon 9 Charisma 10 Spell 11 THAC0: 12 Armor Class: 4 (from behind: 6) Physical attack: 1 for 2d8 damage Special Abilities: Can throw giant rocks (8+1d8 damage) Experience for defeating: 1400 + 12 experience per hit point (1892) Money carried: 2 copper; 4 silver; 3 electrum; 2000 gold Items potentially dropped: Boulder (2) #056 FIRE GIANT Lawful Evil Giant Monster Fighter Hit Dice : 12 Character Levels : Fighter 12 Hit Points: 59 Movement: 12 Size: Large or larger Strength 22 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 7 Wisdom 10 Rod, Staff, or Wand 8 Dexterity 10 Petrification or Polymorph 9 Constitution 10 Breath Weapon 8 Charisma 10 Spell 10 THAC0: 9 Armor Class: 3 (from behind: 5) Physical attack: 1 for 5d6 damage Special Abilities: Immune to fire Experience for defeating: 2700 + 16 experience per hit point (3644) Money carried: 2000 copper; 1000 silver; 4000 gold #057 LIZARDMAN True Neutral Monster Fighter Hit Dice : 3 Character Levels : Fighter 3 Hit Points: 11 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 10 Petrification or Polymorph 15 Constitution 10 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 16 Armor Class: 4 (from behind: 6) Primary physical attack: 1 for 1d8 damage Secondary physical attack: 2 for 1d2 damage Experience for defeating: 65 + 3 experience per hit point (98) #058 MUTANT LIZ-MAN True Neutral Monster Fighter Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 18 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 10 Petrification or Polymorph 15 Constitution 10 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 14 Armor Class: 3 (from behind: 5) Primary physical attack: 1 for 1d10 damage Secondary physical attack: 2 for 1d4 damage Experience for defeating: 60 + 4 experience per hit point (132) #059 GIANT LIZARD True Neutral Monster Fighter Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 16 Movement: 15 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 10 Petrification or Polymorph 15 Constitution 10 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 16 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d8 damage Experience for defeating: 60 + 4 experience per hit point (124) #060 GIANT SNAKE True Neutral Monster Fighter Hit Dice : 5 Character Levels : Fighter 5 Hit Points: 25 Movement: 12 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 15 Armor Class: 5 (from behind: 7) Physical attack: 1 for 3d6+2 damage Special Abilities: Save vs. poison on each melee hit or die Experience for defeating: 135 + 5 experience per hit point (260) #061 STIRGE True Neutral Monster Fighter Hit Dice : 2 Character Levels : Fighter 2 Hit Points: 5 Movement: 18 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 15 Armor Class: 8 (from behind: 10) Physical attack: 1 for 1d3 damage Special Abilities: Blood draining attack (inflicts 1d4 damage per round after a melee hit, until 12 hit points of blood have been drained) Experience for defeating: 36 + 2 experience per hit point (46) #062 MINOTAUR Chaotic Evil Monster Fighter Hit Dice : 7 Character Levels : Fighter 7 Hit Points: 33 Movement: 12 Size: Large or larger Strength 18(50) Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 13 Armor Class: 6 (from behind: 8) Primary physical attack: 1 for 1d3 damage Secondary physical attack: 1 for 2d4 damage Experience for defeating: 400 + 8 experience per hit point (664) #063 BUGBEAR Chaotic Evil Monster Fighter Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 16 Movement: 9 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 10 Petrification or Polymorph 15 Constitution 10 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 16 Armor Class: 5 (from behind: 7) Physical attack: 1 for 2d4 damage Experience for defeating: 135 + 4 experience per hit point (199) Money carried: 24 copper; 18 silver #065 AHNKHEG True Neutral Monster Fighter Hit Dice : 8 Character Levels : Fighter 8 Hit Points: 40 Movement: 12 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 10 Breath Weapon 12 Charisma 10 Spell 13 THAC0: 12 Armor Class: 2 (from behind: 4) Physical attack: 1 for 3d6 damage Special Abilities: Acid melee attack (adds 1d4 acid damage to each melee hit); range 3 acid squirt attack (8d4 damage, save vs. breath weapon for half damage) Experience for defeating: 390 + 1 experience per hit point (430) #066 TYRANITHRAXUS Lawful Good Monster Fighter Hit Dice : 10 Character Levels : Fighter 10 Hit Points: 80 Movement: 24 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 7 Wisdom 10 Rod, Staff, or Wand 8 Dexterity 19 Petrification or Polymorph 9 Constitution 10 Breath Weapon 8 Charisma 10 Spell 10 THAC0: 5 Armor Class: 0 (from behind: 2) Primary physical attack: 2 for 1d6 damage Secondary physical attack: 1 for 4d6 damage Special Abilities: Dragon breath (80 electrical damage, save vs. breath weapon for half damage, area of effect as lightning bolt); dragon fear aura (at start of combat, creatures with 3 or fewer hit dice must save vs. magic or be paralyzed for 4d6 turns); fire aura (2d10 extra fire damage with each melee hit); 100% magic resistance; displacement (first melee attack against always misses, +2 bonus to AC afterward) Experience for defeating: 2550 + 14 experience per hit point (3670) #067 CENTAUR Chaotic Good Monster Fighter Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 20 Movement: 18 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 15 Armor Class: 5 (from behind: 7) Physical attack: 2 for 1d6 damage Experience for defeating: 85 + 4 experience per hit point (165) Money carried: 6 gold; 2 gems #068 DISPLACER BEAST Lawful Good Monster Fighter Hit Dice : 6 Character Levels : Fighter 6 Hit Points: 30 Movement: 15 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 9 Wisdom 10 Rod, Staff, or Wand 10 Dexterity 10 Petrification or Polymorph 11 Constitution 10 Breath Weapon 11 Charisma 10 Spell 12 THAC0: 13 Armor Class: 2 (from behind: 4) Physical attack: 2 for 2d4 damage Special Abilities: none (does not actually have displacement) Experience for defeating: 475 + 8 experience per hit point (715) #069 DRIDER Chaotic Evil Elf Fighter/Magic-User/Thief Hit Dice : 7 Character Levels : Fighter 7; Magic-User 7 Hit Points: 36 Movement: 12 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 9 Constitution 10 Breath Weapon 13 Charisma 10 Spell 10 THAC0: 13 Armor Class: 2 (from behind: 5) Physical attack: 1 for 1d4 damage Special Abilities: Save vs. poison at a -2 penalty on each melee hit or be paralyzed Spells memorized: M1 Magic Missile; M1 Sleep (2); M2 Detect Invisibility; M2 Ray of Enfeeblement; M2 Stinking Cloud; M3 Blink; M3 Fireball (2); M3 Haste Experience for defeating: 875 + 8 experience per hit point (1163) Money carried: 7 platinum; 3 gems Items potentially dropped: Shield, Arrows (4), Composite Long Bow #070 EFREETI True Neutral Monster Fighter Hit Dice : 10 Character Levels : Fighter 10 Hit Points: 55 Movement: 24 Size: Large or larger Strength 19 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 8 Wisdom 10 Rod, Staff, or Wand 9 Dexterity 10 Petrification or Polymorph 9 Constitution 10 Breath Weapon 9 Charisma 10 Spell 10 THAC0: 10 Armor Class: 2 (from behind: 4) Physical attack: 1 for 3d8 damage Special Abilities: Efreeti fire resistance (-1 per die of fire damage) Experience for defeating: 1950 + 14 experience per hit point (2720) Money carried: 6 gold #071 ETTIN Chaotic Evil Monster Fighter Hit Dice : 10 Character Levels : Fighter 10 Hit Points: 50 Movement: 12 Size: Large or larger Strength 19 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 8 Wisdom 10 Rod, Staff, or Wand 9 Dexterity 10 Petrification or Polymorph 10 Constitution 10 Breath Weapon 9 Charisma 10 Spell 11 THAC0: 10 Armor Class: 3 (from behind: 5) Primary physical attack: 1 for 2d8 damage Secondary physical attack: 1 for 3d6 damage Experience for defeating: 1950 + 14 experience per hit point (2650) #072 GHOUL Chaotic Evil Undead Monster Fighter Clerics turn using this line on table: Ghoul Hit Dice : 2 Character Levels : Fighter 2 Hit Points: 10 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 16 Armor Class: 6 (from behind: 8) Primary physical attack: 2 for 1d3 damage Secondary physical attack: 1 for 1d6 damage Special Abilities: Non-elves save vs. paralyzation on each melee hit or be paralyzed; immune to sleep, charm, paralysis, coughing Experience for defeating: 65 + 2 experience per hit point (85) #073 GNOLL Chaotic Evil Monster Fighter Hit Dice : 2 Character Levels : Fighter 2 Hit Points: 10 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 16 Armor Class: 5 (from behind: 7) Physical attack: 1 for 2d4 damage Experience for defeating: 28 + 2 experience per hit point (48) Money carried: 12 electrum; 8 gold #074 GIANT MANTIS True Neutral Monster Fighter Hit Dice : 10 Character Levels : Fighter 10 Hit Points: 55 Movement: 12 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 8 Wisdom 10 Rod, Staff, or Wand 9 Dexterity 10 Petrification or Polymorph 9 Constitution 10 Breath Weapon 9 Charisma 10 Spell 10 THAC0: 10 Armor Class: 3 (from behind: 5) Physical attack: 1 for 2d6 damage Special Abilities: Hold and bite attack (bite attack holds defender in place) Experience for defeating: 1350 + 14 experience per hit point (2120) #075 6TH LVL FIGHTER True Neutral Human Fighter Hit Dice : 6 Character Levels : Fighter 6 Hit Points: 45 Movement: 12 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 12 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 14 Spell 14 THAC0: 12 Armor Class: 1 (from behind: 4) Physical attack: 1 for 1d8+2 damage Experience for defeating: 150 + 6 experience per hit point (420) Money carried: 15 copper Items potentially dropped: Shield, Plate Armor, Long Sword +1 #076 7TH LVL DW FIGH True Neutral Dwarf Fighter Hit Dice : 7 Character Levels : Fighter 7 Hit Points: 50 Movement: 12 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 12 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 10 Breath Weapon 12 Charisma 14 Spell 13 THAC0: 13 Armor Class: 4 (from behind: 6) Physical attack: 1 for 2d4+2 damage Experience for defeating: 225 + 8 experience per hit point (625) Money carried: 3 gold Items potentially dropped: Lucern Hammer +1 #077 7TH LVL THIEF Chaotic Neutral Human Thief Hit Dice : 7 Character Levels : Thief 7 Hit Points: 28 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 12 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 18 Petrification or Polymorph 12 Constitution 10 Breath Weapon 15 Charisma 10 Spell 13 THAC0: 19 Armor Class: 4 (from behind: 10) Physical attack: 1 for 1d6 damage Thief skills: Pick Pocket 70%; Open Locks 67%; Find/Remove Traps 55%; Move Silently 65%; Hide in Shadows 53%; Hear Noise 25%; Climb Walls 94% Experience for defeating: 225 + 8 experience per hit point (449) Money carried: 6 gold Items potentially dropped: Leather Armor, Wand of Magic Missiles #078 2ND LVL CLERIC Neutral Good Monster Cleric Hit Dice : 2 Character Levels : Cleric 2 Hit Points: 8 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 10 Wisdom 14 Rod, Staff, or Wand 13 Dexterity 10 Petrification or Polymorph 14 Constitution 10 Breath Weapon 16 Charisma 10 Spell 15 THAC0: 20 Armor Class: 10 (from behind: 12) Physical attack: 1 for 1d4 damage Experience for defeating: 20 + 2 experience per hit point (36) Money carried: 4 silver #079 DIANE True Neutral Human Magic-User Hit Dice : 5 Character Levels : Magic-User 5 Hit Points: 20 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 15 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 13 Dexterity 10 Petrification or Polymorph 11 Constitution 10 Breath Weapon 15 Charisma 10 Spell 12 THAC0: 20 Armor Class: 9 (from behind: 11) Physical attack: 1 for 1d4 damage Spells memorized: M1 Magic Missile (7) Experience for defeating: 90 + 5 experience per hit point (190) Money carried: 20 copper Items potentially dropped: Dagger #080 7TH LVL FIGHTER True Neutral Dwarf Fighter Hit Dice : 7 Character Levels : Fighter 7 Hit Points: 50 Movement: 12 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 12 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 10 Breath Weapon 12 Charisma 14 Spell 13 THAC0: 14 Armor Class: 3 (from behind: 5) Physical attack: 1 for 1d10+1 damage Experience for defeating: 225 + 8 experience per hit point (625) Money carried: 3 gold Items potentially dropped: Plate Armor, Two-Handed Sword #081 YARASH Lawful Evil Human Magic-User Hit Dice : 9 Character Levels : Magic-User 9 Hit Points: 27 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 18 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 9 Constitution 10 Breath Weapon 13 Charisma 10 Spell 10 THAC0: 19 Armor Class: 4 (from behind: 6) Physical attack: 1 for 1d4 damage Spells memorized: M1 Magic Missile (3); M1 Shield; M2 Mirror Image; M2 Stinking Cloud (2); M3 Blink; M3 Fireball; M3 Protection from Normal Missiles Experience for defeating: 600 + 12 experience per hit point (924) Money carried: 8 platinum Items potentially dropped: Potion of Speed, Wand of Paralyzation, Potion of Healing, Bracers AC 4 #082 LEVEL 6 MU True Neutral Human Magic-User Hit Dice : 6 Character Levels : Magic-User 6 Hit Points: 23 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 15 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 9 Constitution 10 Breath Weapon 13 Charisma 10 Spell 10 THAC0: 17 Armor Class: 4 (from behind: 6) Physical attack: 1 for 1d4+2 damage Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2 Stinking Cloud; M3 Fireball (2) Experience for defeating: 150 + 6 experience per hit point (288) Money carried: 20 copper; 15 silver Items potentially dropped: Magic-User Scroll (Fireball, Blink, Blink), Dagger +2, Ring of Protection +3, Cloak of Displacement, Wand of Lightning #083 7TH LVL CLERIC Lawful Evil Human Cleric Hit Dice : 7 Character Levels : Cleric 7 Hit Points: 42 Movement: 12 Size: Small/Medium Strength 15 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 7 Wisdom 18 Rod, Staff, or Wand 10 Dexterity 14 Petrification or Polymorph 11 Constitution 14 Breath Weapon 13 Charisma 10 Spell 12 THAC0: 14 Armor Class: 2 (from behind: 4) Physical attack: 1 for 1d6+3 damage Spells memorized: C1 Curse (4); C2 Hold Person (3); C2 Silence, 15' Radius; C3 Prayer; C3 Bestow Curse (2) Experience for defeating: 350 + 8 experience per hit point (686) Money carried: 15 gold Items potentially dropped: Potion of Healing, Banded Armor +2, Mace +2 #084 6TH LVL FIGHTER True Neutral Human Fighter Hit Dice : 6 Character Levels : Fighter 6 Hit Points: 45 Movement: 12 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 12 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 14 Spell 14 THAC0: 11 Armor Class: 2 (from behind: 4) Physical attack: 1 for 1d10+3 damage Experience for defeating: 150 + 6 experience per hit point (420) Money carried: 15 copper Items potentially dropped: Javelin of Lightning, Two-Handed Sword +2, Chain Mail +1 #085 8TH LVL FIGHTER True Neutral Human Fighter Hit Dice : 8 Character Levels : Fighter 8 Hit Points: 87 Movement: 12 Size: Small/Medium Strength 18(51) Base saving throws versus: Intelligence 12 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 18 Breath Weapon 12 Charisma 14 Spell 13 THAC0: 12 Armor Class: 1 (from behind: 3) Physical attack: 1.5 for 1d10+5 damage Experience for defeating: 500 + 10 experience per hit point (1370) Money carried: 5 platinum Items potentially dropped: Ring of Protection +3, Two-Handed Sword +2, Plate Mail +2 #086 AL-HYAM DAZID Lawful Evil Human Magic-User Hit Dice : 7 Character Levels : Magic-User 7 Hit Points: 22 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 18 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 9 Constitution 10 Breath Weapon 13 Charisma 10 Spell 10 THAC0: 19 Armor Class: 3 (from behind: 5) Physical attack: 1 for 1d4+2 damage Spells memorized: M1 Reduce; M1 Magic Missile (2); M1 Shield; M2 Mirror Image; M2 Stinking Cloud; M3 Fireball (2) Experience for defeating: 350 + 8 experience per hit point (526) Money carried: 15 gold Items potentially dropped: Wand of Lightning, Ring of Fire Resistance, Bracers AC 3 #087 ENVOY True Neutral Human Cleric/Fighter/Magic-User Hit Dice : 6 Character Levels : Fighter 6; Magic-User 6 Hit Points: 45 Movement: 12 Size: Small/Medium Strength 18(51) Base saving throws versus: Intelligence 18 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 11 Constitution 17 Breath Weapon 13 Charisma 14 Spell 12 THAC0: 11 Armor Class: 2 (from behind: 4) Physical attack: 1 for 1d10+5 damage Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2 Stinking Cloud; M3 Fireball Experience for defeating: 225 + 6 experience per hit point (495) Money carried: 5 gold Items potentially dropped: Two-Handed Sword +2, Plate #088 GENHEERIS Lawful Evil Human Magic-User Hit Dice : 7 Character Levels : Magic-User 7 Hit Points: 22 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 18 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 9 Constitution 10 Breath Weapon 13 Charisma 10 Spell 10 THAC0: 19 Armor Class: 9 (from behind: 11) Physical attack: 1 for 1d4+2 damage Spells known: M1 Burning Hands; M1 Charm Person; M1 Magic Missile; M1 Shield; M1 Sleep; M2 Invisibility; M2 Mirror Image; M2 Ray of Enfeeblement; M2 Stinking Cloud; M3 Fireball; M3 Haste; M3 Lightning Bolt; M3 Protection from Normal Missiles Spells memorized: M1 Magic Missile (3); M1 Sleep; M2 Stinking Cloud (2); M3 Fireball (2) Experience for defeating: 350 + 8 experience per hit point (526) Money carried: 15 gold Items potentially dropped: Wand of Lightning #089 5TH LVL MU True Neutral Human Magic-User Hit Dice : 5 Character Levels : Magic-User 5 Hit Points: 20 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 15 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 13 Dexterity 10 Petrification or Polymorph 11 Constitution 10 Breath Weapon 15 Charisma 10 Spell 12 THAC0: 20 Armor Class: 9 (from behind: 11) Physical attack: 1 for 1d4+2 damage Spells memorized: M1 Charm Person (2); M1 Magic Missile (2); M2 Mirror Image; M2 Stinking Cloud; M3 Hold Person Experience for defeating: 90 + 5 experience per hit point (190) Money carried: 20 copper Items potentially dropped: Dagger #090 1ST LVL CLERIC Neutral Good Monster Cleric Hit Dice : 1 Character Levels : Cleric 1 Hit Points: 8 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 10 Wisdom 14 Rod, Staff, or Wand 13 Dexterity 10 Petrification or Polymorph 14 Constitution 10 Breath Weapon 16 Charisma 10 Spell 15 THAC0: 20 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d6+1 damage Spells memorized: C1 Bless; C1 Detect Magic; M1 Reduce Experience for defeating: 10 + 1 experience per hit point (18) Money carried: 4 silver Items potentially dropped: Mace, Chain Mail #091 LEVEL 5 CLERIC Neutral Good Monster Cleric Hit Dice : 5 Character Levels : Cleric 5 Hit Points: 29 Movement: 12 Size: Small/Medium Strength 14 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 9 Wisdom 18 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 14 Breath Weapon 15 Charisma 10 Spell 14 THAC0: 15 Armor Class: 2 (from behind: 4) Physical attack: 1 for 1d6+4 damage Spells memorized: C1 Bless (2); C1 Cure Light Wounds (3); C2 Hold Person (5); C3 Cause Blindness Experience for defeating: 130 + 5 experience per hit point (275) Money carried: 4 silver Items potentially dropped: Necklace of Missiles, Mace +3, Plate Mail +1 #092 TYRANITHRAXUS Chaotic Neutral Human Thief Hit Dice : 8 Character Levels : Thief 8 Hit Points: 40 Movement: 12 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 12 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 18 Petrification or Polymorph 12 Constitution 10 Breath Weapon 15 Charisma 10 Spell 13 THAC0: 14 Armor Class: 3 (from behind: 9) Physical attack: 1 for 1d8+6 damage Thief skills: Pick Pocket 75%; Open Locks 72%; Find/Remove Traps 60%; Move Silently 72%; Hide in Shadows 59%; Hear Noise 25%; Climb Walls 96%; Read Languages 40% Experience for defeating: 375 + 8 experience per hit point (695) Money carried: 4 gold Items potentially dropped: Gauntlets of Ogre Power, Ring of Protection +3, Long Sword +5 #093 6TH LVL THIEF Chaotic Neutral Human Thief Hit Dice : 7 Character Levels : Thief 7 Hit Points: 28 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 12 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 18 Petrification or Polymorph 12 Constitution 10 Breath Weapon 15 Charisma 10 Spell 13 THAC0: 19 Armor Class: 6 (from behind: 12) Physical attack: 1 for 1d6 damage Special Abilities:: camouflaged Thief skills: Pick Pocket 70%; Open Locks 67%; Find/Remove Traps 55%; Move Silently 65%; Hide in Shadows 53%; Hear Noise 25%; Climb Walls 94% Experience for defeating: 225 + 8 experience per hit point (449) Money carried: 6 gold #094 LEVEL 3 MU True Neutral Human Magic-User Hit Dice : 3 Character Levels : Magic-User 3 Hit Points: 9 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 15 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 13 Dexterity 10 Petrification or Polymorph 11 Constitution 10 Breath Weapon 15 Charisma 10 Spell 12 THAC0: 20 Armor Class: 9 (from behind: 11) Physical attack: 1 for 2d4+2 damage Spells memorized: M1 Magic Missile; M1 Sleep; M2 Stinking Cloud Experience for defeating: 50 + 3 experience per hit point (77) Money carried: 20 copper Items potentially dropped: Wand of Magic Missiles #095 DRYTHH True Neutral Monster Fighter Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 18 Movement: 6 Size: Small/Medium Strength 18(00) Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 10 Petrification or Polymorph 15 Constitution 10 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 14 Armor Class: 3 (from behind: 5) Primary physical attack: 1 for 1d10 damage Secondary physical attack: 2 for 1d4 damage Experience for defeating: 60 + 4 experience per hit point (132) #096 GUARD True Neutral Human Fighter Hit Dice : 0 Hit Points: 4 Movement: 12 Size: Small/Medium Strength 16 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 14 Wisdom 14 Rod, Staff, or Wand 15 Dexterity 14 Petrification or Polymorph 16 Constitution 14 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 20 Armor Class: 8 (from behind: 10) Physical attack: 1 for 1d8 damage Experience for defeating: 10 + 1 experience per hit point (14) Money carried: 5 copper Items potentially dropped: Long Sword, Leather Armor, Quarrels (1), Light Crossbow #097 BANDIT True Neutral Human Fighter Hit Dice : 0 Hit Points: 6 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 5 (from behind: 8) Physical attack: 1 for 1d6 damage Experience for defeating: 10 + 1 experience per hit point (16) Money carried: 15 copper Items potentially dropped: Arrows (20), Long Bow, Short Sword, Shield, Leather Armor #098 MERCHANT True Neutral Human Fighter Hit Dice : 0 Hit Points: 6 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 15 Dexterity 10 Petrification or Polymorph 16 Constitution 10 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 5 (from behind: 8) Physical attack: 1 for 1d6 damage Experience for defeating: 10 + 1 experience per hit point (16) Money carried: 15 copper Items potentially dropped: Arrows (20), Long Bow, Short Sword, Shield, Leather Armor #099 BUCCANEER True Neutral Human Fighter Hit Dice : 0 Hit Points: 4 Movement: 12 Size: Small/Medium Strength 16 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 14 Wisdom 14 Rod, Staff, or Wand 15 Dexterity 14 Petrification or Polymorph 16 Constitution 14 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 20 Armor Class: 10 (from behind: 12) Physical attack: 1 for 1d8 damage Experience for defeating: 10 + 1 experience per hit point (14) Money carried: 5 copper #100 3RD LVL FIGHTER Lawful Evil Human Fighter Hit Dice : 3 Character Levels : Fighter 3 Hit Points: 18 Movement: 12 Size: Small/Medium Strength 16 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 13 Wisdom 14 Rod, Staff, or Wand 14 Dexterity 14 Petrification or Polymorph 15 Constitution 14 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 18 Armor Class: 3 (from behind: 5) Physical attack: 1 for 1d8+1 damage Experience for defeating: 35 + 3 experience per hit point (89) Money carried: 5 silver Items potentially dropped: Long Sword, Plate Armor, Quarrels (15), Heavy Crossbow #101 5TH LVL FIGHTER True Neutral Human Fighter Hit Dice : 5 Character Levels : Fighter 5 Hit Points: 39 Movement: 12 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 11 Wisdom 14 Rod, Staff, or Wand 12 Dexterity 15 Petrification or Polymorph 13 Constitution 14 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 16 Armor Class: 9 (from behind: 12) Physical attack: 1 for 1d8 damage Experience for defeating: 90 + 5 experience per hit point (285) Money carried: 5 copper; 2 silver #102 CAPTAIN Lawful Evil Human Fighter Hit Dice : 10 Character Levels : Fighter 10 Hit Points: 110 Movement: 9 Size: Small/Medium Strength 18(51) Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 8 Wisdom 10 Rod, Staff, or Wand 9 Dexterity 17 Petrification or Polymorph 10 Constitution 17 Breath Weapon 9 Charisma 14 Spell 11 THAC0: 8 Armor Class: -6 (from behind: 2) Physical attack: 1.5 for 1d8+7 damage Experience for defeating: 900 + 14 experience per hit point (2440) Money carried: 18 gold; 6 platinum Items potentially dropped: Shield +2, Long Sword +4, Plate Mail +3, Quarrels (15), Light Crossbow #103 WARRIOR Lawful Evil Human Fighter Hit Dice : 2 Character Levels : Fighter 2 Hit Points: 13 Movement: 9 Size: Small/Medium Strength 16 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 14 Wisdom 14 Rod, Staff, or Wand 15 Dexterity 14 Petrification or Polymorph 16 Constitution 14 Breath Weapon 17 Charisma 10 Spell 17 THAC0: 19 Armor Class: 3 (from behind: 6) Physical attack: 1 for 1d8+1 damage Experience for defeating: 20 + 2 experience per hit point (46) Money carried: 1 silver Items potentially dropped: Shield, Long Bow, Arrows (60), Silver Battle Axe, Banded Mail #104 PRINCESS FATIMA Lawful Good Human Fighter Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 33 Movement: 12 Size: Small/Medium Strength 18(01) Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 18 Petrification or Polymorph 15 Constitution 16 Breath Weapon 16 Charisma 15 Spell 16 THAC0: 16 Armor Class: 3 (from behind: 10) Physical attack: 1 for 1d6+3 damage Experience for defeating: 90 + 5 experience per hit point (255) Items potentially dropped: Shield, Leather Armor, Short Sword #105 VAMPIRE Chaotic Evil Undead Monster Fighter Clerics turn using this line on table: Vampire Hit Dice : 9 Character Levels : Fighter 9 Hit Points: 15 Movement: 12 Size: Small/Medium Strength 18(76) Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 8 Wisdom 10 Rod, Staff, or Wand 9 Dexterity 10 Petrification or Polymorph 10 Constitution 10 Breath Weapon 9 Charisma 10 Spell 11 THAC0: 14 Armor Class: 1 (from behind: 3) Physical attack: 1 for 1d6+4 damage Special Abilities: Charming gaze (free Charm Person spell every round); drains 2 levels on each melee hit; requires magical weapons to be hit; immune to sleep, charm, paralysis, coughing; half damage from electricity; regenerate 3 hit points every round Experience for defeating: 3800 + 12 experience per hit point (3980) #106 WOLF True Neutral Monster Fighter Hit Dice : 3 Character Levels : Fighter 3 Hit Points: 18 Movement: 18 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 10 Petrification or Polymorph 15 Constitution 10 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 16 Armor Class: 7 (from behind: 9) Physical attack: 1 for 1d4+1 damage Experience for defeating: 35 + 3 experience per hit point (89) #107 DIRTEN Lawful Good Human Cleric Hit Dice : 5 Character Levels : Cleric 5 Hit Points: 26 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 15 Paralyzation, Poison, or Death 9 Wisdom 16 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 9 Breath Weapon 15 Charisma 15 Spell 14 THAC0: 18 Armor Class: 5 (from behind: 7) Physical attack: 1 for 1d4+2 damage Spells known: C1 Bless; C1 Curse; C1 Cure Light Wounds; C1 Cause Light Wounds; C1 Detect Magic; C1 Protection from Evil; C1 Protection from Good; C1 Resist Cold; C2 Find Traps; C2 Hold Person; C2 Resist Fire; C2 Silence, 15' Radius; C2 Slow Poison; C2 Snake Charm; C2 Spiritual Hammer; C3 Animate Dead; C3 Cure Blindness; C3 Cause Blindness; C3 Cure Disease; C3 Cause Disease; C3 Dispel Magic; C3 Prayer; C3 Remove Curse; C3 Bestow Curse Spells memorized: C1 Bless (2); C1 Cure Light Wounds (3); C2 Find Traps; C2 Hold Person (2); C2 Slow Poison; C2 Spiritual Hammer; C3 Prayer Experience for defeating: 150 + 6 experience per hit point (306) Money carried: 20 copper Items potentially dropped: Wooden Holy Symbol, Mace, Chain Mail #108 ACOLYTE Neutral Good Monster Cleric Hit Dice : 1 Character Levels : Cleric 1 Hit Points: 8 Movement: 9 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 10 Wisdom 14 Rod, Staff, or Wand 13 Dexterity 10 Petrification or Polymorph 14 Constitution 10 Breath Weapon 16 Charisma 10 Spell 15 THAC0: 20 Armor Class: 4 (from behind: 7) Physical attack: 1 for 1d6+1 damage Spells known: C1 Bless; C1 Curse; C1 Cure Light Wounds; C1 Cause Light Wounds; C1 Detect Magic; C1 Protection from Evil; C1 Protection from Good; C1 Resist Cold Spells memorized: C1 Bless; C1 Cure Light Wounds; C1 Detect Magic Experience for defeating: 10 + 1 experience per hit point (18) Money carried: 4 silver Items potentially dropped: Silver Holy Symbol of Sune, Holy Water Vial, Shield, Mace, Chain Mail #109 HERO Lawful Evil Human Fighter Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 35 Movement: 9 Size: Small/Medium Strength 17 Base saving throws versus: Intelligence 14 Paralyzation, Poison, or Death 13 Wisdom 14 Rod, Staff, or Wand 14 Dexterity 17 Petrification or Polymorph 15 Constitution 17 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 15 Armor Class: -1 (from behind: 4) Physical attack: 1 for 1d10+2 damage Experience for defeating: 60 + 4 experience per hit point (200) Money carried: 5 silver Items potentially dropped: Long Bow, Arrows (60), Two-Handed Sword +1, Plate Mail +1 #110 THEURGIST True Neutral Human Magic-User Hit Dice : 4 Character Levels : Magic-User 4 Hit Points: 13 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 15 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 13 Dexterity 10 Petrification or Polymorph 11 Constitution 10 Breath Weapon 15 Charisma 10 Spell 12 THAC0: 20 Armor Class: 8 (from behind: 10) Physical attack: 1 for 1d4 damage Spells known: M1 Magic Missile; M1 Read Magic; M1 Sleep; M2 Knock; M2 Stinking Cloud Spells memorized: M1 Read Magic; M1 Sleep (2); M2 Knock; M2 Stinking Cloud Experience for defeating: 75 + 4 experience per hit point (127) Money carried: 20 copper Items potentially dropped: Darts (6), Dagger, Ring of Protection +1 #111 ROBBER Chaotic Neutral Human Thief Hit Dice : 4 Character Levels : Thief 4 Hit Points: 16 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 18 Petrification or Polymorph 14 Constitution 10 Breath Weapon 16 Charisma 10 Spell 15 THAC0: 19 Armor Class: 3 (from behind: 7) Physical attack: 1 for 1d6+1 damage Thief skills: Pick Pocket 55%; Open Locks 62%; Find/Remove Traps 40%; Move Silently 43%; Hide in Shadows 35%; Hear Noise 15%; Climb Walls 88% Experience for defeating: 90 + 5 experience per hit point (170) Money carried: 5 silver Items potentially dropped: Leather Armor +1, Short Sword +1 #112 CURATE Lawful Good Human Cleric Hit Dice : 4 Character Levels : Cleric 4 Hit Points: 26 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 15 Paralyzation, Poison, or Death 9 Wisdom 16 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 9 Breath Weapon 15 Charisma 15 Spell 14 THAC0: 18 Armor Class: 3 (from behind: 5) Physical attack: 1 for 1d6+1 damage Spells known: C1 Bless; C1 Curse; C1 Cure Light Wounds; C1 Cause Light Wounds; C1 Detect Magic; C1 Protection from Evil; C1 Protection from Good; C1 Resist Cold; C2 Find Traps; C2 Hold Person; C2 Resist Fire; C2 Silence, 15' Radius; C2 Slow Poison; C2 Snake Charm; C2 Spiritual Hammer Spells memorized: C1 Bless (2); C1 Cure Light Wounds (3); C2 Hold Person (2); C2 Slow Poison; C2 Spiritual Hammer Experience for defeating: 90 + 5 experience per hit point (220) Money carried: 20 copper Items potentially dropped: Mace, Plate Mail #113 HIPPOGRIFF True Neutral Monster Fighter Hit Dice : 4 Hit Points: 18 Movement: 36 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 10 Petrification or Polymorph 15 Constitution 10 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 15 Armor Class: 5 (from behind: 7) Primary physical attack: 2 for 1d6 damage Secondary physical attack: 1 for 1d10 damage Experience for defeating: 60 + 4 experience per hit point (132) #114 MUMMY Lawful Evil Undead Human Fighter Clerics turn using this line on table: Mummy Hit Dice : 7 Character Levels : Fighter 7 Hit Points: 33 Movement: 6 Size: Small/Medium Strength 18(51) Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 10 Breath Weapon 13 Charisma 10 Spell 13 THAC0: 13 Armor Class: 3 (from behind: 5) Physical attack: 1 for 1d12 damage Special Abilities: Inflict disease with melee attack; mummy fear aura (at start of combat, all opposing must save vs. paralysis or be paralyzed for 1d4 rounds, humans get a +2 bonus); requires magical weapons to be hit (and even those only do half damage); immune to sleep, charm, paralysis, coughing; fire vulnerability (50% extra fire damage); electricity vulnerabilty (sometimes takes massive extra electrical damage) Experience for defeating: 1150 + 8 experience per hit point (1414) #116 PHASE SPIDER True Neutral Monster Fighter Hit Dice : 6 Hit Points: 35 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 13 Armor Class: 7 (from behind: 9) Physical attack: 1 for 1d6 damage Special Abilities: Blinking; save vs. poison at a -2 penalty on each melee hit or die Experience for defeating: 700 + 6 experience per hit point (910) #118 THRI-KREEN Chaotic Neutral Monster Fighter Hit Dice : 7 Character Levels : Fighter 7 Hit Points: 33 Movement: 18 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 10 Wisdom 10 Rod, Staff, or Wand 11 Dexterity 10 Petrification or Polymorph 12 Constitution 10 Breath Weapon 12 Charisma 10 Spell 13 THAC0: 13 Armor Class: 5 (from behind: 7) Primary physical attack: 4 for 1d4 damage Secondary physical attack: 1 for 1d4+1 damage Special Abilities: Missile dodging (any physical missile has a 60% chance of being dodged); save vs. paralyzation on each melee hit or be paralyzed for 2d8 rounds Experience for defeating: 800 + 8 experience per hit point (1064) Money carried: 3 gems #119 TIGER True Neutral Monster Fighter Hit Dice : 6 Character Levels : Fighter 6 Hit Points: 38 Movement: 12 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 11 Wisdom 10 Rod, Staff, or Wand 12 Dexterity 10 Petrification or Polymorph 13 Constitution 10 Breath Weapon 13 Charisma 10 Spell 14 THAC0: 13 Armor Class: 6 (from behind: 8) Primary physical attack: 2 for 1d4+1 damage Secondary physical attack: 1 for 1d10 damage Special Abilities: Rear claw rake (if two melee attacks hit in the same round, get 2 additional 2d4 attacks) Experience for defeating: 225 + 6 experience per hit point (453) #120 WILD BOAR True Neutral Monster Fighter Hit Dice : 4 Character Levels : Fighter 4 Hit Points: 18 Movement: 15 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 3 Paralyzation, Poison, or Death 13 Wisdom 10 Rod, Staff, or Wand 14 Dexterity 10 Petrification or Polymorph 15 Constitution 10 Breath Weapon 16 Charisma 10 Spell 16 THAC0: 15 Armor Class: 7 (from behind: 9) Physical attack: 1 for 3d4 damage Special Abilities: Continues to fight for 1d4+1 rounds even if reduced to 0 to -6 hit points Experience for defeating: 85 + 4 experience per hit point (157) #121 WYVERN Neutral Evil Monster Fighter Hit Dice : 9 Character Levels : Fighter 9 Hit Points: 42 Movement: 24 Size: Large or larger Strength 10 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 8 Wisdom 10 Rod, Staff, or Wand 9 Dexterity 10 Petrification or Polymorph 10 Constitution 10 Breath Weapon 9 Charisma 10 Spell 11 THAC0: 12 Armor Class: 3 (from behind: 5) Primary physical attack: 1 for 2d8 damage Secondary physical attack: 1 for 1d6 damage Special Abilities: Save vs. poison on each secondary melee hit or die Experience for defeating: 925 + 10 experience per hit point (1345) #122 EVOKER True Neutral Human Magic-User Hit Dice : 2 Character Levels : Magic-User 2 Hit Points: 6 Movement: 12 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 15 Paralyzation, Poison, or Death 14 Wisdom 10 Rod, Staff, or Wand 13 Dexterity 10 Petrification or Polymorph 11 Constitution 9 Breath Weapon 15 Charisma 15 Spell 12 THAC0: 20 Armor Class: 9 (from behind: 11) Physical attack: 1 for 1d4+2 damage Spells known: M1 Magic Missile; M1 Read Magic; M1 Sleep Spells memorized: M1 Sleep (2) Experience for defeating: 35 + 3 experience per hit point (53) Money carried: 20 copper Items potentially dropped: Darts (6), Dagger #123 KOBOLD Lawful Evil Monster Fighter Hit Dice : 0 Hit Points: 3 Movement: 6 Size: Small/Medium Strength 10 Base saving throws versus: Intelligence 6 Paralyzation, Poison, or Death 16 Wisdom 10 Rod, Staff, or Wand 17 Dexterity 10 Petrification or Polymorph 18 Constitution 10 Breath Weapon 20 Charisma 10 Spell 19 THAC0: 21 Armor Class: 7 (from behind: 9) Physical attack: 1 for 1d6 damage Experience for defeating: 5 + 1 experience per hit point (8) Money carried: 16 copper Items potentially dropped: Arrows (30), Short Bow, Short Sword #124 EFREETI True Neutral Monster Fighter Hit Dice : 10 Character Levels : Fighter 10 Hit Points: 55 Movement: 24 Size: Large or larger Strength 19 Base saving throws versus: Intelligence 10 Paralyzation, Poison, or Death 8 Wisdom 10 Rod, Staff, or Wand 9 Dexterity 10 Petrification or Polymorph 9 Constitution 10 Breath Weapon 9 Charisma 10 Spell 10 THAC0: 10 Armor Class: 2 (from behind: 4) Physical attack: 1 for 3d8 damage Special Abilities: Efreeti fire resistance (-1 per die of fire damage) Experience for defeating: 1950 + 14 experience per hit point (2720) Money carried: 6 gold SECTION 11.1 - Useful Hacking Utilities --------------------------------------- DAXDump and ECLDump can be used to unpack the *.DAX files. You may download it from: http://gbc.zorbus.net/daxdump.zip Gold Box Explorer will allow you to investigate the contests of *.DAX and *.ECL files. Its project page is at: https://github.com/bsimser/Gold-Box-Explorer The Curse of the Azure Bonds remake is for the sequel, but it was of some help for figuring out Gold Box-specific mechanics: http://simeonpilgrim.com/blog/2008/07/22/curse-of-the-azure-bonds-build-1013/ SECTION 11.2 - Creature File Format ----------------------------------- This is for both characters (*.SAV in a saved game, *.CHA outside the party) and monsters (*.DAX, must be dumped with one of the hacking utilities). A * indicates fields values that are defined, but not supported, by the game. For known spells (0x33 to 0x69), 0 means spell is not known, 1 means spell is known. The number of the spell description is used in memorized spells (0x17 to 0x2B). Hex Offset Function (offsets are in hexadecimal, values are in decimal) 000 Length of name (valid values: 1-15) 001-00F Character name (standard ASCII encoding) 010 Strength (current; does not include extraordinary strength) 011 Intelligence (current) 012 Wisdom (current) 013 Dexterity (current) 014 Constitution (current) 015 Charisma (current) 016 Extraordinary strength (current; only valid when offset 0x10 = 18) 017-02B Memorized spells (0 means no spell; anything else is a single spell) 02C (always 0x00 for monsters) 02D 60 minus THAC0 (base for characters, current for monsters) 02E Race: 0 = monster, 1 = dwarf, 2 = elf, 3 = gnome 4 = half-elf, 5 = halfling, 6* = half-orc, 7 = human 02F Class: 0 = cleric, 1* = druid, 2 = fighter, 3* = paladin, 4* = ranger, 5 = magic-user, 6 = thief, 7* = monk, 8 = C/F, 9 = C/F/M, 10* = C/R, 11 = C/M, 12* = C/T, 13 = F/M, 14 = F/T, 15 = F/M/T, 16 = M/T, 17 = monster 030-031 Age (little-endian) 032 Hit points (maximum) 033 Spell 1: C1 Bless 034 Spell 2: C1 Curse 035 Spell 3: C1 Cure Light Wounds 036 Spell 4: C1 Cause Light Wounds 037 Spell 5: C1 Detect Magic 038 Spell 6: C1 Protection from Evil 039 Spell 7: C1 Protection from Good 03A Spell 8: C1 Resist Cold 03B Spell 9: M1 Burning Hands 03C Spell 10: M1 Charm Person 03D Spell 11: M1 Detect Magic 03E Spell 12: M1 Enlarge 03F Spell 13: M1 Reduce 040 Spell 14: M1 Friends 041 Spell 15: M1 Magic Missile 042 Spell 16: M1 Protection from Evil 043 Spell 17: M1 Protection from Good 044 Spell 18: M1 Read Magic 045 Spell 19: M1 Shield 046 Spell 20: M1 Shocking Grasp 047 Spell 21: M1 Sleep 048 Spell 22: C2 Find Traps 049 Spell 23: C2 Hold Person 04A Spell 24: C2 Resist Fire 04B Spell 25: C2 Silence, 15' Radius 04C Spell 26: C2 Slow Poison 04D Spell 27: C2 Snake Charm 04E Spell 28: C2 Spiritual Hammer 04F Spell 29: M2 Detect Invisibility 050 Spell 30: M2 Invisibility 051 Spell 31: M2 Knock 052 Spell 32: M2 Mirror Image 053 Spell 33: M2 Ray of Enfeeblement 054 Spell 34: M2 Stinking Cloud 055 Spell 35: M2 Strength 056 Spell 36: C3 Animate Dead 057 Spell 37: C3 Cure Blindness 058 Spell 38: C3 Cause Blindness 059 Spell 39: C3 Cure Disease 05A Spell 40: C3 Cause Disease 05B Spell 41: C3 Dispel Magic 05C Spell 42: C3 Prayer 05D Spell 43: C3 Remove Curse 05E Spell 44: C3 Bestow Curse 05F Spell 45: M3 Blink 060 Spell 46: M3 Dispel Magic 061 Spell 47: M3 Fireball 062 Spell 48: M3 Haste 063 Spell 49: M3 Hold Person 064 Spell 50: M3 Invisibility, 10' Radius 065 Spell 51: M3 Lightning Bolt 066 Spell 52: M3 Protection from Evil, 10' Radius 067 Spell 53: M3 Protection from Good, 10' Radius 068 Spell 54: M3 Protection from Normal Missiles 069 Spell 55: M3 Slow 06A (always 0x00 for monsters) 06B Highest level 06C Lower 7 bits, icon size (1 = 1x1, 2 = 1x2, 3 = 2x1, 4 = 2x2) bit 128 = creature is Large or larger 06D Base saving throw vs. paralyzation, poison or death 06E Base saving throw vs. petrification or polymorph 06F Base saving throw vs. rod, staff or wand 070 Base saving throw vs. breath weapon 071 Base saving throw vs. spell 072 Base movement 073 Hit dice 074 Drained levels 075 Drained hit points 076 If non-zero, can be turned (number indicates which line on table) 077 Thief skill (includes all modifiers): Pick Pockets 078 Thief skill (includes all modifiers): Open Locks 079 Thief skill (includes all modifiers): Find/Remove Traps 07A Thief skill (includes all modifiers): Move Silently 07B Thief skill (includes all modifiers): Hide in Shadows 07C Thief skill (includes all modifiers): Hear Noise 07D Thief skill (includes all modifiers): Climb Walls 07E Thief skill (includes all modifiers): Read Languages 07F-082 Effects pointer 083 (always 0xff for monsters) 084 NPC status (always 0xff for monsters) 085 NPC treasure share (does not appear accurate) 086-087 (always 0x00 for monsters) 088-089 Copper coins (little-endian) 08A-08B Silver coins (little-endian) 08C-08D Electrum coins (little-endian) 08E-08F Gold coins (little-endian) 090-091 Platinum coins (little-endian) 092-093 Gems (little-endian) 094-095 Jewelry (little-endian) 096 Cleric level 097* Druid level 098 Fighter level 099* Paladin level 09A* Ranger level 09B Magic-user level 09C Thief level 09D* Monk level 09E Gender: 0 = male, 1 = female 09F Monster type: partial list of possible values: 0 or 1 = humanoid, 2 = giant, 4 = undead 0A0 Alignment: 0 = lawful good, 1 = lawful neutral, 2 = lawful evil, 3 = neutral good, 4 = true neutral, 5 = neutral evil, 6 = chaotic good, 7 = chaotic neutral, 8 = chaotic evil 0A1 Base number of primary attacks, multiplied by 2 0A2 Base number of secondary attacks, multiplied by 2 0A3 Base primary attack number of dice 0A4 Base secondary attack number of dice 0A5 Base primary attack dice sides 0A6 Base secondary attack dice sides 0A7 Base primary attack bonus damage (without modifiers) 0A8 Base secondary attack bonus damage (without modifiers) 0A9 60 minus Armor Class (unmodified base for characters) 0AA Strength bonus allowed 0AB Combat icon 0AC-0AF Experience (little-endian) 0B0 Item usage flags 0B1 Hit points rolled 0B2 Cleric 1st level spell slots 0B3 Cleric 2nd level spell slots 0B4 Cleric 3rd level spell slots 0B5 Magic-user 1st level spell slots 0B6 Magic-user 2nd level spell slots 0B7 Magic-user 3rd level spell slots 0B8-0B9 Experience for defeating 0BA Bonus experience per HP for defeating 0BB Portrait head 0BC Portrait body 0BD Icon head 0BE Icon weapon 0BF (always 0x00 for monsters) 0C0 Icon size 0C1-0C6 Icon colors 0C7 Special vulnerability flags 0C8-0CB Items pointer 0CC-0CF Equipped weapon pointer 0D0-0D3 Equipped shield pointer 0D4-0D7 Equipped body armor pointer 0D8-0DB Equipped gauntlets pointer 0DC-0DF Equipped helm pointer 0E0-0E3 Equipped belt pointer 0E4-0E7 Equipped robe pointer 0E8-0EB Equipped cloak pointer 0EC-0EF Equipped boots pointer 0F0-0F3 Equipped ring 1 pointer 0F4-0F7 Equipped ring 2 pointer 0F8-0FB Equipped arrow pointer 0FC-0FF Equipped bolt pointer 100 Hands used 101 Saving throw bonus 102-103 Encumbrance in coins (little-endian) 104-107 Next character pointer 108-10B Combat pointer 10C Status: 0 = okay, 1 = animated, 2 = tempgone, 3 = running, 4 = unconscious, 5 = dying, 6 = dead, 7 = stoned, 8 = gone 10D In combat 10E Side in combat: 0 = allied, 1 = enemy 10F Autocombat flag 110 60 minus THAC0 (current for characters; different for monsters) 111 60 minus Armor Class (current) 112 60 minus Armor Class for rear attacks (current) 113 Primary attacks remaining, multiplied by 2 114 Secondary attacks remaining, multiplied by 2 115 Current primary attack number of dice 116 Current secondary attack number of dice 117 Current primary attack dice sides 118 Current secondary attack dice sides 119 Current primary attack bonus damage 11A Current secondary attack bonus damage 11B Hit points (current) 11C Movement (current) SECTION 11.3.1 - Script Overview -------------------------------- The game scripts, written in Gold Box bytecode that changes a little from game to game, are in the ECL?.DAX files, where ? is the disk number. The DAX files are compressed files that can be analyzed with any of Gold Box Companion, Gold Box Explorer, DaxDump, or EclDump. You can modify individual scripts and put them back in the game files. SECTION 11.3.2 - Script Variable Types -------------------------------------- All script commands that take a variable must explicitly declare its type. 0x00 8-bit integer value This is usually unsigned, and underflows below 0 or overflows above 255 appropriately. The Gold Box games have multiple ways of handling signed 8-bit integers: * THAC0 and Armor Class are stored as (60 - number). * Sometimes, 128 is treated as 0. * Sometimes, the standard C logic for signed 8-bit integers is used. These are often stored as a 16-bit, which is why the save files have a lot of flags interleaved with 0x00. 0x01 16-bit address This is a little-endian address. 0x02 16-bit integer value This is always unsigned and little-endian. 0x80 String value * The first byte has the number of subsequent encoded bytes. * The subsequent bytes are 6-bit; the bits abcdefgh | ijklmnop | qrstuvwx turn into: abcdef | ghijkl | mnopqr | stuvwx * 0 is not a null terminator; it is ignored. * 1 to 26 represent the letters A-Z (ASCII code minus 64). * 32 to 63 use the standard ASCII encoding. 0x81 String reference Unlike string values, this points to a standard C string (ASCII-encoded and null-terminated). A comparison of a string reference will decompress and decode it as part of the dereference. SECTION 11.3.3 - Script Commands -------------------------------- All ECL script commands are a single byte. I'll use the Gold Box Companion disassembler names for consistency. A can be either a value or an address; for the latter, the value stored there will be retrieved (dereferenced). 0x00 EXIT Stops execution and returns control to the player. 0x01 GOTO
Continues execution at
. 0x02 GOSUB
Continues execution at
, and pushes the current bytecode address to the stack. 0x03 COMPARE Compares and for a subsequent IF command. 0x04 ADD
The result + is placed in
. 0x05 SUBTRACT
The result of - is placed in
. Yes, the subtrahend comes first. 0x06 DIVIDE
The result of / is placed in
. This is integer division, with the dividend coming first. I don't think the remainder is stored anywhere, unlike in later Gold Box games. 0x07 MULTIPLY
Stores * in
. 0x08 RANDOM
Generates a random integer from 0 to , inclusive, and stores it in
. The random number generator isn't robust. 0x09 SAVE
Stores in
. 0x0A LOAD CHARACTER * If is less than 128: Loads the statistics for the indicated character, where 0 is first in the marching order, and (party size - 1) is the last. If is at least equal to party size, monsters from LOAD MONSTER are loaded. References to $6B00 to $6C1B are now references for the appropriate statistics. As a reference and not a copy, SAVE or SAVE TABLE actually change the character or monster. * If is 128 or more: Monster ( - 128) will be physically placed on the party's side in the next combat. If $6B00 and $6C00 are subsequently set to 0, this instead removes the monster; Pool of Radiance doesn't have the DUMP command all other Gold Box games have. 0x0B LOAD MONSTER Adds copies of monster to the monster list; is often equal to . 0x0C SETUP MONSTER Starts a monster encounter with the primary monster , (which can be 0-2) squares away in the first-person view. 0x0D APPROACH The monsters from SETUP MONSTER close distance by 1 square. If distance is 0, this does nothing. 0x0E PICTURE * If is in PIC?.DAX: Displays the specified picture in the first-person view. If there is more than one such picture, this displays an animation cycling through all such pictures. * If is not in PIC?.DAX: Displays a composite head and body graphic. The body always seems to match the one in HEAD?.DAX. * If is 255: Ends the graphical display and resumes the normal first-person view. 0x0F INPUT NUMBER
Asks the player to input a number with maximum digits, and places it in
. 0x10 INPUT STRING
Asks the player to input a string with maximum characters, and places it at
. 0x11 PRINT Prints to the text box. 0x12 PRINTCLEAR As above, but clears the text box first. 0x13 RETURN Returns from a GOSUB, with the next command executed the one after the most recent GOSUB pushed to the stack. 0x14 COMPARE AND Compares to and to for a subsequent IF command. 0x15 VERTICAL MENU
Displays as a prompt in the text box, with the player able to select from the options listed as . The chosen option is placed in
, with 0 the first option and ( - 1) the last. 0x16 IF = 0x17 IF <> 0x18 IF < 0x19 IF > 0x1A IF <= 0x1B IF >= All six IF commands will skip the next command unless the most recent: * COMPARE has a true comparisons * COMPARE AND has both comparisons true * GETTABLE has a true comparison to 0 * AND has a true comparison to 0 * FIND ITEM found a character carrying the appropriate item This means bit flags are checked with AND followed by an IF <>. 0x1C CLEARMONSTERS Removes all monsters from the LOAD MONSTER list. 0x1D PARTYSTRENGTH
Calculates Party Strength using the calculation given in the Party Strength section, and places it in
. 0x1E CHECKPARTY * If address is not 0 and effectID is 0: Checks all characters for the values in ($6B00 to $6C1B). Then will hold the highest value and will hold the lowest. * If address is 0 and effectID is not 0: Checks all characters for the given . Then will hold 0 if no characters have the effect, or 1 if at least one character does. 0x1F undefined 0x20 NEWECL