Death Knights of Krynn Adventure Journal

Table of Contents

What Has Gone Before............................................1
Important Geographical Features of Ansalon......................2
Character and Parties...........................................2
  The Player Races..............................................2
  Ability Scores................................................4
  Character Classes.............................................5
  Alignment.....................................................8
  Other Attributes..............................................8
  Building a Successn...........................................9
  Why These Guys?...............................................10
  Preparation Tips..............................................11
Combat..........................................................11
  Combat Map....................................................11
  Initiative....................................................11
  Computer Control..............................................12
  Attacking.....................................................12
  Combat Movement...............................................14
  After Combat..................................................15
Magic...........................................................15
  Mages.........................................................15
  Clerics.......................................................16
  Knights and Paladins..........................................17
  Rangers.......................................................17
  Tips on Magic Spells..........................................17
Magical Treasures...............................................18
Spell Descriptions..............................................20
Creatures of Krynn..............................................28
Journal Entries.................................................33
Tables..........................................................52
Glossary of AD&D Game and Computer Terms........................58


WHAT HAS GONE BEFORE

One year ago, the forces of evil were united under the powerful aurak
draconian, Myrtani.  He had once again uncovered the method of corrupting
dragon eggs into draconians.  Aided by his Death Knight ally, Sir Lebaum, he
was able to seize control of central Krynn and to field a dangerous army of
draconians and undead.

As the Solamnic forces converged upon the region, a small band of stalwart
heroes uncovered Myrtani's secret plans: to suddenly generate a hug army, and
ambush the Solamnic forces.  Myrtani hoped to slay key leaders in one swift
action, and then crush the remaining, disorganized resistance.  Magic rituals
discovered in a stolen tome would allow him to turn stolen dragon eggs into
draconians en masse.  The eggs were well hidden and Solamnic scouts had missed
them after the War of the Lance.

A small band of heroes were able to slip into Myrtani's stronghold in Kernen
and slay this foul minion of the evil goddess, Takhiisis, before the magic
could be used.  Without the draconian force, the Knights of Solamnia were able
to rout the evil army and bring peace to the region again.

You are cordially invited to attend the first anniversary of the victory at the
Battle of Kernen.  Those in attendance will include the survivors of that
battle and those granted the Special Solamnic Order of the Champions of Krynn.

This will be both a celebration of the great victory and a commendation of
those who fell achieving it.  A special memorial will be held for the former
commander of the Gargath Outpost, Sir Karl, who was slain defending the Oath
and the Measure.  This will be held at the parade grounds outside of the
Gargath Outpose.

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<<G:DKK_AJ01.PCX:"[GRAPHIC: IMPORTANT GEOGRAPHIC FEATURES OF ANSALON]">>

IMPORTANT GEOGRAPHICAL FEATURES

The major cities of the region are Kalaman and Vingaard Keep.  They loosely
administer the large number of small villages in the region.  These include the
dwarven village of Turef, the gnonmish village of Quazle and the human towns of
Cerberus and Cekos.  Many wars have been fought in this region, leaving several
ruined old castles and forts.  Many have evil reputations and should be
avoided.  Perhaps the most famous of them is Dargaard Keep.  Once the home of
the famous Knight of the Rose, Lord Soth, it now lies abandoned and decayed.

CHARACTERS AND PARTIES

Individual persons called characters make up your party of adventurers.  They
can be any one of several races and have any number of different skills.  Some
will be warriors, some priests, some mages and others may be thieves.  Each
brings his own skills and talents.

The Player Races

There are seven races for player characters (PCs) in the world of Krynn.  Each
offers unique strengths and weaknesses.  For example, humans can advance without
limits in any class (profession), while only

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non-humans can have more than one
class at a time.  Kender have limits to their maximum strength, while elves
receive bonuses to their dexterity.  The following sections describe the races
and several charts beginning on page 52 outline specific bonuses and
limitations.

Hill Dwarves are a stubborn and rough race of sturdy workers and craftsmen.
They are especially resistant to magic and poison.  During combat, dwarves
receive bonuses when attacking goblins or hobgoblins and are adept at dodging
the attacks of ogres and giants.  Dwarves can be fighters, paladins, thieves,
clerics of Reorx or mixed classes.

Mountain Dwarves are somewhat clannish and more refined than their Hill Dwarf
cousins, otherwise they are nearly identical. Mountain dwarves may be fighters,
paladins, thieves, clerics of Reorx or mixed classes.

Silvanesti Elves (High Elves) are a tall, arrogant and long-lived race.
They are nearly immune to Sleep and Charm spells and are adept at finding
hidden doors.  During combat, elves receive bonuses when attacking with long
or short swords and bows. They cannot be raised from the dead. Silvanesti
elves can be fighters, paladins, mages, clerics, rangers and mixed classes.

Qualinesti Elves are slightly smaller and friendlier than their Silvanesti
brethren, but they have identical abilities and bonuses. Qualinesti elves
can be fighters, rangers, mages, thieves, clerics and mixed classes.

Half-Elves are hybrids, with many of the virtues of both humans and elves.
They are resistant to Sleep and Charm spells and are adept at finding hidden
doors. Half-elves can be fighters, knights, paladins, mages, clerics,
thieves, rangers and mixed classes.

Kender are a small people characterized by an absolute lack of fear and
an insatiable curiosity. They are especially resistant to magic and poison
and have the special ability to taunt intelligent opponents. When kender
successfully taunt, an opponent will attack in a mindless rage, suffering a
loss of combat effectiveness. The preferred weapon of the kender is the
hoopak, part staff sling part metal shod staff, which only they can use.
Kender receive bonuses to hit with hoopaks and are deadly accurate shots.
They can be thieves, fighters, rangers, clerics or mixed classes.

Humans are the most common player-race in the world of Krynn. They can be
fighters, mages, clerics, thieves, paladins, rangers and Knights but not
mixed classes. Only humans and half-elves can be Knights.

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Ability Scores
Every character has six randomly generated ability scores as explained
below. These scores fall within a range determined by the race and class of
the character. The basic values range from 3 (low) to 18 (high) and there
are charts of limitations, modifiers and bonuses.

Depending on the character class, one or more of these abilities will be a
prime requisite. A prime requisite is an ability especially valuable to a
given class. For example, strength is key for fighters and wisdom for
clerics. Most characters receive bonus experience points when their prime
requisite scores are 16 or greater.

Non-human characters may receive modifiers to the basic ability scores to
reflect differences between the races. Dwarves for instance, get a + 1
constitution bonus and may have a maximum constitution of 19 instead Of 18.
When a character is generated with the CREATE NEW CHARACTER command, all
racial modifiers are calculated automatically.

Strength (STR) is the measure of a character's physical power, muscle mass
and stamina. Fighter-type characters may have exceptional strengths greater
than 18 which are indicated by a percent value (01, 02, 03 . . . 98, 99, 00)
following the base strength. High strength increases a character's combat
ability with melee weapons. Strength also determines how much a character
can carry without becoming encumbered and slowed in combat.

"...finding ourselves low on supplies, we stopped in the local store, where
we found all manner of useful weapons to keep us going..."

Intelligence (INT) is the measure of how well a character can learn.
Intelligence can limit how far mage characters can advance and what levels
of spells they can cast.

Wisdom (WIS) is the measure of a character's ability to understand the ways
of the world and to interact with the world. Clerics receive bonus spells
for high wisdom and it may limit what level spells they can cast.

Dexterity (DEX) is the measure of a character's manual dexterity and
agility. Thieves especially benefit from high dexterity. Dexterity affects
how well a character can use ranged weapons (bows, dart, etc.), when he
moves in a combat round and how difficult he is to hit in combat.

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Constitution (CON) is the measure of a character's overall health. Fighters
receive one extra hit point per hit die for each point of constitution above
14. Non-fighters receive similar benefits except they receive a maximum of
two extra hit points per level (no benefits for constitutions above 16).

"...we heard soft footsteps followed by a low, ominous growl.  Suddenly, the
weretiger rounded the corner, running full speed.  We brandished our weapons,
but it was too late.."

These bonuses are only given until characters reach about 10th-level
(depending on class). A character's constitution also determines the maximum
number of times that character can be raised from the dead and the chance of
a resurrection attempt being successful. Every time a character is
successfully resurrected, he loses 1 point of constitution.

Charisma (CHA) is the measure of how others react to a character. Charisma
is sometimes a factor when encountering NPCsÑthe higher a character's
charisma, the more that character can persuade others to do what he wants.
The character with the highest charisma should be the active character when
dealing with NPCs.

Character Classes
A character must belong to at least one character class. Non-human characters
can have more than one class at the same time. A non-human character with
multiple classes has more playing options, but he increases in level more
slowly because his experience points are divided evenly among all his
classes.

Characters receive HP, spells and abilities based on their class, level and
(sometimes) ability scores. Refer to the tables at the back of the journal
to find the number and size of hit dice a character receives and the number
of spells the character can memorize.

Note:  Dice is the term used to describe the range for a randomly generated
number. A d6 die has a range from 1 through 6, a d10 has a range from 1
through 10.

Clerics have spells bestowed on them by their deities and can fight wearing
armor and using crushing (not edged or pointed) weapons. After selecting a
deity, clerics may only choose alignments appropriate to their deity. Each
of the deities extends special abilities to his followers. For more
information, see the Deities section.

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Clerics have the ability to sometimes turn away or even destroy undead
creatures such as skeletons or zombies. This power increases as the cleric
increases in level. The prime requisite for clerics is wisdom.

Fighters can fight with any armor or weapons, but they cannot cast magic
spells. Fighters can have exceptional strength and gain additional HP
bonuses if they have a Constitution of 17+. The prime requisite for fighters
is strength.

Mages have powerful spells, but can use no armor and few weapons. They can
only memorize those spells available in their magical spell books or use
scrolls. In the world of Krynn, the power of mages is moderated by the three
moons and mages are divided into three orders based on alignment. A mage's
power fluctuates with the cycles of the moon that influences his order. For
more information on the orders and moons see the Magic section. The prime
requisite for mages is intelligence.

Paladins can fight with any armor or weapons, are totally immune to disease
and can cast a few clerical spells once they reach ninth-level. Paladins can
have exceptional strength and gain additional HP bonuses as fighters. They
are somewhat resistant to spells and poison.

Because of their special nature, certain magical abilities are conferred on
them by deities. They can turn undead creatures as if they were a cleric
two levels below their current level and are always surrounded by the
equivalent of a Protection from Evil 10' Radius spell. Once a day paladins
may heal two HP of damage per their level. They can also Cure Disease once
a week at 1st - 5th levels, twice a week at 6th to 10th and three times a
week at 11th to 14th level. At ninth-level, paladins gain the ability to
cast clerical spells, but they cannot use clerical scrolls.

Paladins must be of lawful good alignment and have ability scores of at
least 9 in intelligence and constitution, at least 12 in strength, at least
13 in wisdom and at least 17 in charisma. The prime requisites for paladins
are strength and wisdom.

Rangers can fight with any armor or weapons. Rangers can have exceptional
strength and gain additional HP bonuses as fighters. They do additional
damage in combat when fighting giant-class creatures. No more than three
rangers can join one party.

Rangers are very in tune with nature and gain the ability to cast druidic
spells when they reach eighth-level. At ninth-level they gain the ability
to cast mage spells. Rangers can never use scrolls of any type.

Rangers must be of good alignment and have ability scores of at least 13

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in strength and intelligence and at least 14 in wisdom and constitution. The
prime requisites for rangers are strength, intelligence and wisdom.

Solamnic Knights are the pride of chivalric honor in the world of Krynn. The
knights are divided into three orders: the Knights of the Crown, the Knights
of the Sword and the prestigious Knights of the Rose. All are renowned for
their bravery and skill at arms. Knights begin the game with Solamnic Plate
Mail, long sword +l and a shield.

Knights are valuable for their leadership ability in combat. Whenever a
party with a Knight enters combat, he makes a leadership check. If the check
is successful, all NPCs in the party come under your control like regular
PCs. Chances of success increase dramatically as a Knight rises through the
three orders.

Knights must take a vow of poverty and so they tithe a large part of their
monies and treasures back to the orders. Knights of the Crown will tithe 10
percent to their order whenever they enter an outpost. Knights of the Sword
and Rose will give up everything except 20 steel pieces when they tithe.
When Knights of the Sword or the Rose become sixth-level, they gain the
ability to cast some clerical spells.

If a Knight of either of the first two orders (Crown or Sword) is of
sufficient level and has high enough ability scores, he may petition the
next higher order for admission.

Note:  Knights receive experience bonuses for doing knightly deeds and not
for meeting prime requisites minimums.

To join the Knights of the Sword a knight must have the following minimum
ability scores: STR 12, INT 9, WIS 13, DEX 9, CON 10.

To join the Knights of the Rose a knight must have the following minimum
ability scores: STR 15, INT 10, WIS 13, DEX 12, CON 15.

Thieves can fight with swords, short bows and slings and wear leather armor.
In combat they do additional damage 'back stabbing', which is described in
the Combat section. Thieves also have special skills for opening locks and
removing traps. The prime requisite for thieves is dexterity.

Multi-class are non-human characters who belong to two or more classes at
the same time. The character's experience points are divided among each of
the classes, even after the character can no longer advance in one or more
of those classes. The character's hit points per level are averaged among
the classes. The multi-class character gains all the benefits of all classes
with regard to weapons and equipment.

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ALIGNMENT

Alignment is the philosophy a character lives by and can affect how NPCs and
some magic items in the game react to the character.  The following alignments
are available to Player Characters.

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

Lawful Neutral characters believe the rule of law is more important than any
objective good or evil outcome.

Neutral Good characters believe that the triumph of good is more important than
the rule of either law or chaos.

True Neutral characters believe that there must be a balance between good and
evil and law and chaos.

Chaotic Good characters believe in creating good outcomes unfettered by the
rule of law.

Chaotic Neutral characters believe that the freedom to act is more important
than any objective good or evil outcome.

Note: Due to the nature of this adventure, no evil Player Characters are
permitted.

OTHER ATTRIBUTES

Each character also has three other important values that change as the game
goes on: Hit Points, Experience Points and Levels.

Hit Points (HP) represent the amount of damage a character can take before he
goes unconscious.  To calculate a character's maximum HP, the computer rolls
the character's hit dice and adds any adjustments for level or constitution.  A
character gains a HP bonus to each it die if his constitution is over 14.  When
a character takes enough damage that his HP reach 0, he is unconscious.  If the
character's HP drop to anything from -1 to -9, he will lose 1 HP per turn from
bleeding until he is bandaged or dies.  A character is dead if he has -10 HP or
less.  When you view a character, his HP on the screen will never be displayed
as less than 0.

Experience Points are a measure of what the character has learned on his
adventures.  Characters receive experience points for actions such as fighting
monsters, finding treasures and successfully completing quests.  The computer
keeps track of experience and when

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characters earn enough they may advance in
levels.  See the Level Advancement Tables for each class's experience
requirements.

"...the door was open, so I walked in.  There before me stood a high priest,
his robe tattered from years of weathering.  'I've been expecting you,' he
said in a deep voice..."

Levels are a measure of how much a character has learned in his class.
Characters can go to a hall and receive the training required to increase in
level when they have enough experience.  Characters may only advance one level
at a time.  If a character has gained enough experience to go up two or more
levels since the last time he has trained, he will go up one level and lose all
experience in excess of one point below the next level.

Example:
An 11th level thief enters a training hall with 667,543 experience points
(enough for 13th-level).  He will leave as a 12th-level their with 660,000
experience points -- one point below the 13th-level.  Once characters have
reached their maximum levels for this game, they cannot train.

New characters start with 210,003 experience points and they will already have
all levels and spells appropriate for that experience.  Characters may advance
to a maximum of 14th-level, except thieves who may advance to 18th-level.

BUILDING A SUCCESSFUL PARTY

Forming a strong and adaptable party is a key to success in Champions of Krynn.
You may place up to six Player Characters in your party.  It is recommended
that you use all six characters.  A smaller party is less powerful and more
likely to be eliminated by your enemies.

In choosing which characters to include in the party, it is wise to include a
variety of classes: clerics, mages, thieves, and fighters.  At least one party
member should be a kender, so you may taunt (yell) in combat.  Some adventures
may only be completed if the party includes a Knight.

Sample party
One Human Knight
One Human Paladin
One Swarf Ranger
One Kender Cleric of Mishakal/Thief
One Qualinesti Elf Clerif of Shinare/Fighter/Red Mage
One Silvanesti Cleric of Majere/Fighter/White Mage

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Sample party #2:
One Human Knight
One Silvanesti Elf Cleric of Mishakal/fighter/
White Mage
One Half-Elf Ranger/Cleric of Majere
One Qualinesti Elf Cleric of Shinare/Fighter/
Red Mage
One Kender Cleric of Kiri-Jolith/Thief
One Qualinesti Elf fighter/Red Mage

WHY THESE GUYS?

Cleric/fighter/mages are the ultimate multi-purpose character.  A
cleric/fighter/mage can cast both mage and cleric spells while wielding the
armor and weapons of a fighter.  The main disadvantage of the
cleric/fighter/mage is that, as a triple-class character, he advances in levels
quite slowly.

Fighter/mages may cast spells while wearing armor.  This split class can fight
as well as a fighter and receives more HP than a pure mage.

Cleric/thieves have more HP and a better armor class than pure thieves.  As a
cleric, the cleric/thief can cast healing and support spells, allowing the
character to perform double duty as both the party thief and additional healer.
The thief status permits the powerful back stab attack which is described the
Combat section.

Clerics are essential for healing the party after engagements.  The most
efficient way to heal is to Encamp and select FIX (you can issue this command
several times while encamped).  FIX works as follows:

If a cleric is in the party, all available cure spells are cast and
automatically rememorized, until all characters are healed.  If the party has
taken more damage than clerics have cure spells, the FIX option may be used
again.  When FIX is used, characters at the tope of the list will be healed
before the characters below them.  If a cleric is not in the party, HP may be
recovered through rest (1 HP per 24 hour period), potions of Temple services.

Rangers normally start the game with more HP than other fighter types.  They do
extra damage versus giant type monsters and receive mage and druidic spells at
high level.

Knights are powerful fighters and there are some items that may only be used by
them.  Knights have special leadership abilities and gain clerical spells at
high levels.

Paladins are great warriors.  In addition to their martial prowess, they have
natural protection from evil, healing powers and they gain clerical spells.

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PREPARATION TIPS

The makeup of your party affects your combat strategy throughout the game.
Loading your party with clerics and mages increases the importance of spell
casting both before and during a battle.  An emphasis on fighters, Knights,
paladins or rangers makes your hand-to hand combat skills that much more
important.

Ready the melee weapons (swords, maces, quarter staffs) at the start of the
game instead of the missile weapons (bows, slings, darts).  Be sure to keep
arrows ready too.

COMBAT

Adventures must battle their way through many dangerous foes to complete the
mission.  Tale s of bravery and heroes ring with the sounds of combat.  The
following sections offer some more information and tips for combat.

COMBAT MAP

Battle takes place on a tactical combat map that is a more detailed view of the
map terrain (3D or overland) that the party was on when the combat began.  This
map is set up with an invisible square grid and you will notice that everything
moves on the grid from square to square.  Moving diagonally often costs more
movement points than moving horizontally or vertically.

INITIATIVE

Each round of combat is divided into 10 segments.  Every character and foe acts
on a specific segment based on a random number.  The random segment number is
generated at the start of each combat round and is modified by dexterity and
random factors such as surprise.  In most cases a character will move and/or
aim an attack during his segment.  Casting spells may take extra segments to
perform, so often a spell-caster will begin his spell on his segment and have
it go off a few segments later.

Sometimes a character will act in segment 10 of one round and segment 1 in the
next, appearing to act twice in a row.  This is especially common if you use
the DELAY command.  When the DELAY command is given, that character's action is
always delayed until segment 10.

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COMPUTER CONTROL

In combat, the player controls the actions of PCs.  The computer controls the
actions of monsters, NPCs and PCs set to computer control with the QUICK
command.  If you have a Knight in your party, he may take control of NPCs at
the start of combat by making a successful leadership check.  A successful
leadership check puts NPCs under normal control for that combat.

COMBAT ABILITY

Each character's ability in combat is defined by his AC, THAC0 and damage.

AC
A character or monster's difficulty to be hit is represented by his armor class
or AC.  The lower the AC, the harder it is to hit the target.  AC is based on
armor and a dexterity bonus.  Some magic items also help a character's AC.

THAC0
The character's THAC0 represents his ability to hit enemies in melee or with
missile fire.  THAC0 stands for To Hit Armor Class 0.  This is the number a
character must "roll" equal to or greater than to do damage on a target with an
ACT of 0.  The lower the THAC0, the better the chance to hit the target.

Note: the generation of a random number is often referred to as a "roll".  In
determining if an attack hit, the number generated is from 1 through 20.

An attack is successful if the random number is greater than or equal to the
attacker's THAC0 minus the target's AC.  THAC0 may be modified by range,
attacking from the rear, magic weapons and magic spells among other things.

Example:
A fighter with a THAC0 of 15 attacking a monster with an AC of 3 would need to
roll: (THAC0 15) - (AC 3) = 12+
But to hit a monster with an AC of -2 he would need to roll: (THAC0 15) - (AC
-2) = 17+

Damage
When a hit is scored, the attacker does damage.  Damage is the range of HP loss
the attacker inflicts when he hits an opponent in combat and it depends on the
attacker's strength and weapon type.  The damage each weapon can do is
summarized in the Weapon Table on page 53.

Some monsters take only partial or no damage from certain weapon types.
Skeletons, for example, take only half damage from sharp or edged weapons,
while some other monsters only take damage from magical weapons.

ATTACKING

Characters generally engage in melee combat, which is face-to-face fighting
with weapons such as swords and maces.  Characters also

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have other options,
such as ranged combat, with bows and slings, and rear attacks on engaged foes.
Different options and restrictions apply to each.

"...the wight attacked with such speed and ferocity that some life essence
was drained from three of our party before we could defeat it.."

Ranged Weapons
A character with a missile weapon (bow, sling, etc.) may not attack when
adjacent to an enemy.  The exception to this is the kender hoopak.  Kender may
attack adjacent targets with the metal shod end of their hoopaks or use it as a
ranged weapon.

Bows can be used twice per turn.  Three darts can be thrown per turn.

Multiple Attacks
After Seventh level (eighth for rangers), all fighter-type characters increase
the number of attacks they make with melee weapons.  The first increase is
three attacks every two rounds, then two attacks every round.  See the Bonus
Attacks for High Level Fighters table on page 52.

All of a character's attacks are taken against his first target.  If the first
target goes down with the first attack, he can aim the remaining attack at
another target.  Fighter-types may also sweep through several weak opponents in
one combat round.  When a character sweeps, he automatically attacks all of the
weak opponents.

Back Stabbing
A thief back stabs if he attacks a target from exactly opposite the first
character to attack the target.  The thief may not back stab if he has readied
armor heavier than leather.  A back stab has a better chance of hitting the
defender and does additional damage.

COMBAT STRATEGIES

To succeed in combat, a skilled player deploys his party well, casts effective
spells before and during combat maneuvers his characters into advantageous
positions and attacks using his most powerful characters and weapons.

Deploying the Party
When a battle begins, your party is automatically positioned based on the order
list of the characters.  Characters near the tope of the order will be in the
front lines and vulnerable to attack.  To change the starting deployment,
change the order from the Alter menu while encamped.  Shift the heavily-armored
fighters up the list and the vulnerable mages and thieves towards the bottom of

-- Page 13 --

the list.  Party order cannot be changed while in combat, although they are
free to move.

When battle begins, your party may be placed in a bad position.  If you wish to
be defensive move your characters to anchor your flanks on an obstacle such as
a wall or tree.  Setting up behind a doorway that your enemies have to move
through makes for a very strong defensive position.  Also, keep mages safe
behind the front line.

Wounded Characters
Characters who are seriously injured should be moved out of the front lines if
possible.  Remember: if you move away from an adjacent enemy, he gets a free
attack at your back.  Back attacks have an improved chance to hit.

Stopping Ranged Attacks
Missile weapons cannot be fired if there is an adjacent opponent.  If you want
to fire missiles, make sure you keep away from the enemy.  Hoopaks are the only
exception, as they may be used either as a missile weapon or a melee weapon. to
stop enemy missile fire, move someone next to the opponent.

Exploiting Enemies' Weaknesses
Exploit your opponents' weaknesses by directing attacks against helpless,
wounded or isolated foes.  Concentrate your attacks to eliminate one opponent
rather than injury many (Exception: enemy spell casters).  A foe with one hit
point remaining attacks as powerfully as an uninjured one.

Spell casters cannot fire spells after they have taken damage in a round and
they will lose any spells they are in the process of casting when they are hit.
Try to keep enemy spell casters under attack every round while protecting your
own.

COMBAT MOVEMENT

The number of squares a character can move is affected by the weight he's
carrying, his strength and the kind of armor he has readied.  A character's
movement range is displayed on the view screen and when moving during combat.

Running Away
A character may flee from the battlefield if he can move faster than all
enemies, but not if he moves slower than any enemies.  A character has a 50%
chance to move off the battlefield if he can move as fast as the fastest enemy
monster.  Exception: if a monster or character can reach the edge of the combat
map without any of his opponents being able to see him, he may then flee
successfully even though he is slower than his opponents.

Returning to the Party
A character that moves off the battlefield returns to the party after the first
is over.  If all active

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characters flee combat, any dead or unconscious
characters are lost.  If a whole party flees, it will not receive any
experience points for monsters killed before retreating.

AFTER COMBAT

If one or more characters survive on the battlefield at the end of combat, the
bodies of unconscious or dead party members stay with the party.  If the entire
party flees from combat, all unconscious and dead party members are permanently
lost.  If ALL the party members are slain, go back to your last Saved Game and
try again from that point.

MAGIC

Magic is integral to DEATH KNIGHTS OF KRYNN.  Mages and clerics, as well as
high-level Knights, rangers and paladins can cast spells.  A spell can exist in
one of four forms: in a character's memory, in a character's spell book, in a
scroll or in a wand.  A spell-caster with a memorized spell can cast it using
the CAST command.  Spells are memorized during rest while encamped.

Memorizing a spell takes 15 minutes of game time per spell level, plus a
minimum period of preparation of four hours, plus two hours every two spell
levels.  For example, first and second level spells take a minimum preparation
of four hours, while third and fourth level spells take six hours.

Example:
To memorize (2) first-level spells, (1) second-level spell and (1) third-level
spell would take: (6 hours preparation) + (2 * 15 min) + (1 *30 min) + (1 * 45
min) = 7 hours 45min

Spells do not automatically have their full effect on their target.  Each
target of a spell may get a saving throw to avoid some or all of the effect of
the spell.  As a character gains levels, his saving throws improve.

Note: some monsters have magic resistance which decreases the chance of them
being affected by spells.

Mages
There are two orders of mages you can play--White Robes and Red Robes.  All
good alignment mages are White Robes and all neutral alignment mages are Red
Robes.

-- Page 15 --

Evil mages are of the Black Robe order.  The few mages in the world who
do not enter an order are called "Rogues," and are attacked on sight by all of
the other orders.  Mages keep spell information in their personal spell books
and may only memorize spells that re recorded there.

When a mage trains for a new level, he selects a new spell to scribe into his
spell book.  A mage can also scribe spells from identified scrolls if he is of
high enough level to cast them and they are the correct type for his order.
Red Robe mages may only use or scribe Red Robe scrolls and White Robe mages may
only use or scribe White Robe scrolls.  A mage must cast the Read Magic spell
in order to identify the spells on the scroll.  A spell disappears after it has
been scribed or cast.

The Moons of Krynn
Since the creation of the world, three moons have governed the powers of magi
in Krynn.  As the moons wax and wane, so do the powers of magic aligned to
them.  Each moon has a different cycle and affects a different group of mages.
Mages of the White Robes gain their power from Solinari the white moon, Mages
of the Red Robes are governed by Lunitari the red moon.  The evil Mages of the
Black Robes are empowered by the dark moon Nuitari.  The current position of
the moons is displayed at the tope of your computer screen and their effect are
as follows:

<<G:DKK_AJ10.PCX:"[GRAPHIC: THE MOONS OF KRYNN]">>

Spheres of Magic
The magic of Krynn operates in spheres, with the different schools of mages
only able to manipulate certain of them; spells castable by one order may not
necessarily be cast by another.  The spell Parametes Table on page 55 and the
Spell Descriptions beginning on page 20 detail which mage orders can cast each
spell.

CLERICS
Clerical magic requires no spell books.  All clerical spells of the appropriate
level are always available to a cleric, the character need only memorize them.
Unlike mages, clerics can cast spells from scrolls without any preparation.

Deities
Since the earliest days of Krynn, the wisdom of the deities has been brought to
all the races through the efforts of the clerics, the mortal

-- Page 16 --

messengers of the
will of the heavens.  As a sign of favor, deities bestow upon their clerics
special bonuses or additional spells.  The following is a list of the deities
of Krynn that are available to characters, their alignment and clerical
bonuses:

"...after night fell, I set up camp and was warming myself by the fire when I
heard it.  It seemed to come from all around..."

Good Aligned Deities:

Paladine
Powers: None
Extra Spells: Protection from evil 10' radius

Majere
Powers: Turn undead as if cleric is two levels higher
Extra Spells: Silence 15' radius

Kiri-Jolith
Powers: +1 THAC0
Extra Spells: Detect Magic

Mishakal
Powers: +1 die on all healing spells
Extra Spells: Charm Person, Remove Curese, Bless

Neutral Aligned Deities:

Sirrion
Powers: None
Extra spells: Burning Hands

Reorx*
Powers: +1 THAC0 (dwarves only)
Extra spells:

Shinare
Powers: None
Extra Spells: Charm Person

* All dwarven clerics must select Reorx and therefore be neutral.

KNIGHTS AND PALADINS
Knights and Paladins use their clerical spells identically to clerics, except
that they can never use clerical scrolls, even if they may cast the spells.

RANGERS
Rangers use mage and druidic spells.  They us mage spells identically to mages
and the druidic spells as clerics use their magic.  Rangers can never cast
spells from scrolls, even if they can memorize and cast the scroll spell
normally.

TIPS ON MAGIC SPELLS
Both clerics and mages may cast spells which assist the party in combat.
Preparatory spells cast just before a battle can protect and strengthen
characters.  Spells can be cast to damage foes during combat or to protect or
heal comrades.

Spells should be rememorized as soon as possible after they are

-- Page 17 --

used.  This is most likely to happen after combat.  When in camp, have your
spell-caster memorize spells and select REST to allow them to imprint the
spells for later use.  Selecting REST without choosing new spells has the
spell-casters rememorize the spells they have cast since last resting.

Note: Before resting, it is a good idea to save your game.  We recommend that
you save your game after every tough combat and that you keep at least two
separate saved games at all times and alternate between them.  This will allow
you to go back to a save before that fatal battle.

MAGICAL TREASURES

As you travel about and encounter the monsters and puzzles that stand between
you and finishing your various quests, you will also find magical items to help
you on your way.  Here are some descriptions of items that you may find.  Not
all of these items may be found in your adventure.  You can find out if there
is a magic item in a treasure by doing a Detect Magic spell using the DETECT
command.  To find out specifically what an item is, you must take it to a shop
and have it identified.

Some magic items are in reality cursed and can do great harm.  When a character
readies a cursed item, a Remove Curse spell must be cast before the item can be
dropped.  Some magic items may only be used by certain classes.  Others may not
work at all if certain other magic items are also in use.  You must select the
READY command from the Items Menus to prepare items for use.  Items such as
armor, weapons or adornments are simply readied and you gain their benefit
automatically.  Items like scrolls or potions must be readied before they can
be used.

Wands
Wands are the traditional objects of enchantment.  Wands generally will cast a
set number of a given spell (Fireball or Ice Storm for instance).  Only
experimentation or paying to have them identified will tell what a wand does.
Generally wands can only be used by mages, although a few can be used by other
classes.

Potions
Potions are the most common sort of magical treasure.  Potions may heal wounded
characters, cause them to become hastened or invisible or cause any number of
other effects.

Scrolls
Scrolls can be either for clerics or one of the mage orders.  They offer new
spells for mages to scribe into their books, spells of a higher level than the
spell-casters can normally cast and extra spells for emergencies.  A mage may
use SCRIBE to

-- Page 18 --

transfer a scroll into his spell book.  Mages and clerics can
cast spells directly from scrolls with the USE command.

Enchanted Armor and Shields
Sometimes you may run across armor or shields that have been created by skilled
craftsmen and then enchanted by mages to imbue them with protective spells.
The power of the magic on these items may vary a great deal.  Enchanted armor
has the great advantage of offering improved protection with less encumbrance
than the same type of mundane armor.

Solamnic Plate
These suits of plate mail were originally crafted for some of the Knights of
Solamnia. the armor is of exceptionally high quality and is very ornate.  Only
Knights may use Solamnic Plate.

Enchanted Weapons
Enchanted weapons come in many sizes an shapes and potencies.  Sometimes a
weapon will add to your THAC0 and damage.  Other weapons may have other magical
properties including extra bonuses again specific types of creatures.  Once a
magic weapon has been readied from the Items Menu, the character will have it
for all combats.

Enchanted Adornments
Bracers, necklaces, periapts and especially rings are favorite objects for
magical enchantment.  These items may have any number of magical properties.
Some items will help your AC, others may fire Magic Missiles or be cursed.
Once one of these items has been readied from the Items Menus, a character will
automatically gain all effects.  The exception to this rule is that certain
magical necklaces require the USE command to work.

Dragonlances
These powerful enchanted weapons were created for the War of the Lance, to
combat the evil dragons.  They have large bonuses against any foe, but are
deadly when attacking dragons, where they do the wielder's hit points in damage
to the beast.

Enchanted Clothing
Wizards will sometimes cast enchantments on commonplace items of clothing such
as gauntlets or cloaks.  A wide variety of these items are known to exist.

-- Page 19 --

SPELL DESCRIPTIONS

First Level Clerical Spells
Bless improves the THAC0 of friendly characters by 1.  The bless spell does not
affect characters who are adjacent to monsters when the spell is cast.  This is
a good spell to cast before going into combat.

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

Detect Magic indicates which equipment or treasure is magical.  View a
character's items or Take treasure items.  Equipment or treasure preceded by an
'*' or a '+' is magical.

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

Resist Cold halves the damage and improves throws vs. cold attacks by 3

Second Level Clerical Spells
Find Traps indicates the presence of traps in the character's path

Hold Person may paralyze targets of character type (Human, etc.), goblin or
hobgoblin.  You may aim a hold person spell at up to 3 targets.

Resist Fire halves the damage and improves saving throws vs. first attacks by
3.

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

Slow Poison revives a poisoned person for the duration of the spell.

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

Spiritual Hammer creates a temporary magic hammer.  It can strike at range and
does normal hammer damage plus one point for every three levels the caster has
attained.  The hammer appears in the clerics equipment list and must be readied
as any other weapon.  The hammer will re conjure itself on the cleric's person
if it is thrown.

Third Level Clerical Spells
Cure Blindness removes the effect of the Cause Blindness or Power Word, Blind
spells.

Cure Disease removes the effects of disease caused by some monsters or by a
Cause Disease spell.

Dispel Magic removes the effects of spells that do not have specific counter
spells.  This is recuperation spell for any of the party that has been held,
slowed or made nauseous.

-- Page 20 --

Prayer improves the THAC0 and saving throws of friendly characters by one and
reduces the THAC0 and saving throw of monsters by one.  This is a good spell to
cast before going into combat.

Remove Curse removes the effects of a Bestow Curse spell and allows the target
to unready cursed magic items.

Fourth Level Clerical Spells
Cures Serious Wounds heals 3-17 HP (up to the target's normal maximum HP).

Neutralize Poison counteracts all toxins and revives a poisoned person.

Protection from Evil 10' Radius must be cast on a character or a monster.  It
improves the AC and saving throws of the target and all adjacent friendly
characters by two against evil attackers.

Sticks to Snakes causes snakes to harass the target.  The target is unable to
attack or cast spells for the duration of the spell.  Large creatures may
ignore the created snakes.

Fifth Level Clerical Spells
Cure Critical Wounds heals 6-27 HP (up to the target's normal maximum HP).

Dispel Evil improves the target's AC by seven versus summoned evil creatures
for the duration of the spell or until the target hits a summoned creature.
The creature must make a saving throw when it is hit or be dispelled.

Raise Dead can bring back to life one non-elf character.  The chances for
success are based on the target's constitution.  The raised character returns
to life with one hit point.

Sixth Level Clerical Spells
Heal cures all diseases, blindness, feeblemindedness and restores all except
one to four of a character's full hit points.

Seventh Level Clerical Spells
Restoration returns experience levels to characters who have suffered the
draining attacks of undead monsters such as wights.

Resurrection is similar to the Raise Dead spell, except that the resurrected
character has full hit points returned.

First Level Druid Spells
Detect Magic indicates which equipment or treasure is magical.  View a
character's items or take treasure items.  Equipment or treasure preceded by an
'*' or a '+' is magical.

Entangle will cause plants in the area of effect to grow and entwine around the
feet of any creature in

-- Page 21 --

the area.  Be careful not to catch allies in the spell
area.  Entangle only works outdoors.

Faerie Fire will ring a targeted creature in magical light.  This spell will
outline otherwise invisible creatures and give a +2 THAC0 bonus to anyone
attacking an affected creature.

Invisibility to Animals will make the target invisible to nonmagical, low or
non-intelligent animals.  This spell does not offer protection against
intelligent opponents or magical creatures.

Second Level Druid Spells
Barkskin causes the target's skin to become tougher and harder to damage.  The
effect of this spell is a -1 bonus to AC.  This is a good spell to cast before
combat.

Charm Person or Mammal changes the target's allegiance in a combat.  It affects
character types (human, etc.) and other mammals.

Cure Light Wounds heals 1-8 hitpoints (up to the target's normal maximum
hitpoints).

First Level Mage Spells
Burning Hands causes one HP of fire damage per level of the caster.  There is
no saving throw.  Usable by both Red and White Robes.

Charm Person changes the target's allegiance in a combat.  It only affects
character types (human, etc.), goblins or hobgobins.  Usable by both Red and
White Robes.

"...long after my encounter with the dread wolf, I had nightmares of its evil
face snarling at me from out of the darkness..."

Detect Magic indicates which equipment or treasure is magical.  View a
character's items or Take treasure items.  Equipment or treasure preceded by an
'*' or a '+' are magical.  Usable by both Red and White Robes.

Enlarge makes the target larger and stronger.  The higher the caster's level,
the larger and stronger the target gets.  If the caster is sixth-level or
greater, the target becomes as strong as an Ogre.  If the caster is 10th-level
or greater, the target becomes as strong as a Fire Giant.  A target can only be
under the effect of one enlarge spell at a time.  Unwilling targets get a
saving throw against this effect.  The spell will stay in effect for more than
one combat and should be cast before combat.  Usable by both Red and White
Robes.

-- Page 22 --

Friends raises the caster's charisma 2-8 points.  It is often cast just before
an encounter.  Usable by both Red and White Robes.

Magic Missile does 2-5 HP per missile with no saving throw.  A mage throws one
missile at first-second level, two missiles at third-fourth level, three
missiles at firth-sixth level and four missiles at seventh-eighth level.  This
spell will damage any target within its range unless the target is magic
resistant or has certain magical protection.  Casts instantaneously.  Usable by
both Red and White Robes.

"...when I saw the spectre floating toward me from out of the shadows, its
hateful presence charging the air with tense fear, my first reaction was
just to run like mad..."

Protection from Evil improves the AC and saving throws of the target by two
against evil attackers.  Usable by both Red and White Robes.

Read Magic allows a mage to ready a scroll and read it.  For scrolls, this
works as if they have been identified.  A mage may scribe the spells from a
scroll ( if appropriate for his class and level) after it has been read.
Usable by both Red and White Robes.

Shield negates the magic missile spell, improves the magi's saving throw and
may increase his AC.  Usable by both Red and White Robes.

Shocking Grasp does electrical damage of 1-8 HP, +1 HP per level of caster.
Usable by both Red and White Robes.

Sleep puts 1-9 targets to sleep with no saving throw.  Up to 9 one hit-die
targets are affected.  One 4 hit-die target is affected.  Targets of five or
more hit-die are unaffected.  Usable by both Red and White Robes.

Second Level Mage Spells
Detect Invisibility allows the target to spot invisible targets.  Usable by
both Red and White Robes.

Invisibility makes the target invisible.  The THAC0 of mellee attacks against
invisible targets is reduced by four.  It is impossible to aim ranged attacks
at invisible targets.  Invisibility is dispelled when the target attacks or
casts a spell.  Usable by both Red and White Robes.

Knock is used to pen locks.  It can be cast from the door-opening menu if the
active character has a memorized knock spell.  Usable by Red Robes only.

-- Page 23 --

Mirror Image creates 1-4 illusionary duplicates of the mage.  A duplicate
disappears when it is attacked.  Usable by Red Robes Only.

Ray of Enfeeblement reduces the target's damage by 25% + 2% per level of the
caster.  Usable by White Robes only.

Stinking Cloud paralyzes those in its area for 2-5 rounds.  If the target
saves, it is not paralyzed, but is nauseous and has its AC reduced for two
rounds.  This spell has a very short range and care should be taken to avoid
including party members in the cloud.

Strength raises the strength of the recipient one to eight points.  The effects
of the spell are less if the target has 18 strength.  Usable by Red Robes only.

Third Level Mage Spells
Blink protects the mage.  The mage "blinks out" after he acts each round.  The
mage may be physically attacked before he acts each round, but he may not be
physically attacked after he acts.  Usable by Red Robes only.

Dispel Magic removes the effects of spells that do not have specific counter
spells.  This is a recuperation spell for any of the party that has been held,
slowed or made nauseous.  Usable by White Robes only.

Fireball does 1d6 HP per level of the caster to all targets within its area.
If the target make its saving throw, the damage is halved.  A fireball has a
five square diameter outdoors and a seven square diameter indoors.  Fireball is
a slow-casting spell and the spell's power demands that you target carefully.
Otherwise, you may inadvertently destroy party characters.  If you target a
fireball in the center of the screen indoors, the only safe areas are the three
squares in each corner.  Be sure to center to determine who will be in the area
of effect.  Usable by both Red and White Robes.

Haste doubles the target's movement and number of melee attacks per round.
Haste has a short duration an you should wait until a fight is imminent to cast
it.  Warning: each time a haste spell is cast on a character, that character
ages one year.  Usable by Red Robes only.

Hold Person may paralyze targets of character type (human, etc.), goblin or
hobgoblin.  You may aim a hold person spell at up to four targets (EXIT to
target less).  Usable by White Robes only.

Invisibility, 10' Radius makes all targets adjacent to the caster invisible.
The THAC0 of melee attacks against invisible targets is reduced by four.  It is
impossible to aim ranged attacks at invisible targets.  Use this spell to set
up a battle line while the bad guys seek you out.  Characters lost invisibility
if they do

-- Page 24 --

anything but move.  Some monsters can see invisible creatures.
Usable by Red Robes only.

Lightning Bolt does 1d6 HP per level of the caster to targets along its path.
If the target makes its saving throw, the damage is halved.  A lightning bolt
is four or eight squares long in a line away from the caster.  For best
results, move the spell caster to send the bolt down a row of opponents.  It
will attack all opponents along the line within its range.  Target the first
creature in the row (closest to caster).  Lightning bolts will reflect off
walls back toward the spell caster.  This permits targets adjacent or close to
a wall to be hit twice by the same bolt.  Be careful the caster isn't hit by
the reflected bolt.  Usable by both Red and White Robes.

Protection from Evil, 10' Radius protects the target and all characters
adjacent to the target.  The spell improves the AC and saving throws of those
it protects by two against evil attackers.  Usable by White Robes only.

Protection from Normal Missiles makes the target immune to non-magical
missiles.  Usable by White Robes only.

Slow affects one target per level of caster. the spell halves the target's
movement and number of mellee attacks per round.  Slow can be used to negate a
haste spell.  This spell is useful against any high-damage creature.  Only
affects the side opposing the spell caster.  Usable by Red Robes only.

Fourth Level Mage Spells
Bestow Curse reduces the targets THAC0 and saving throws by four.  Usable by
White Robes only.

Charm Monster changes the target's allegiance in combat.  It will work on any
living creature.  The spell affects 2-8 first level targets, 1-4 second level
targets, 1-2 third level targets or one target of fourth-level or above.
Usable by White Robes only.

Confusion affects 2-16 targets.  Each target must make a saving throw each
round or stand confused, became enraged, flee in terror or go berserk.
Confusion is most effective when used against a large number of enemies.
Usable by White Robes only.

Dimension Door allows the mage to teleport himself to another point on the
battlefield within his line of sight and the range of the spell.  Mages can use
it for quick escapes.  Fighter/mages use the "Door" to reach the opposition's
rear area.  Usable by Red Robes only.

Fear causes all within its area to flee.  Usable by Red Robes only.

Fire Shield protects the mage so that any creature who hits the mage in melee
does normal damage, but

-- Page 25

takes twice that damage in return.  The shield may beattuned to heat attacks
or cold attacks.  The mage takes half damage (no damage if he makes his
saving throw) and has his saving throw against the opposite form of attack
improved by two.  He takes double damage from the form of attack the shield
is attuned to.  Usable by both Red and White Robes.

Fumble causes the target to be unable to move or attack.  If the target makes
his saving throw, he is affected by a slow spell.  Usable by White Robes only.

Ice Storm does 3-30 HP to all targets within its area.  There is no saving
throw.  This spell will inflict damage on opponents protected by Minor Globes
of Invulnerability.  Usable by both Red and White Robes.

Minor Globe of Invulnerability protects the caster from incoming first, second
or third-level spells.  The Globe is very effective when used in combination
with Fire Shield.  Usable by White Robes only.

Remove Curse removes the effects of a Bestow Curse spell and allows the target
to unready cursed magic items.  Usable by White Robes only.

Fifth Level Mage Spells
Cloudkill is similar to the Stinking Cloud spell, except that its area of
effect is larger and it will kill weaker monsters.  Stronger monsters may be
immune to the spell.  Usable by both White and Red Robes.

Cone of Cold fires a withering cone shaped blast of cold.  The spell's range
and damage increases with the caster's level.  Usable by both White and Red
Robes.

"...the chest, when opened, overflowed with treasure, some of it having
magical properties; but one item caused the mage among us to shudder..."

Feeblemind causes targets who fail their saving throw to drop dramatically in
intelligence and wisdom and become unable to cast spells.  A Heal spell must be
cast on the victim to recover from the effect.  Usable by White Robes only.

Fire Touch creates a blazing aura around the recipient.  This aura adds 2-12
points of extra fire damage to all of the recipient's attacks.  Usable by Red
Robes only.

Hold Monster is similar to Hold Person, except it affects a wider variety of
creatures.  Usable by White Robes only.

-- Page 26 --

Iron Skin causes the magi's skin to become extremely tough and damage
resistant.  The mage's AC is reduced by four.  Usable by Red Robes only.

Sixth Level Mage Spells
Death Spell kills opponents instantly and irrevocably.  The spell will kill a
greater number of weak opponents than strong.  Powerful opponents may be
immune.  Usable by both Red and White Robes.

Disintegrate destroys one target.  Some creatures with an innate magic
resistance may avoid the effects of the spell, while most must make a saving
throw to survive.  Usable by Red Robes only.

Flesh to Stone causes the target to make a saving throw or be turned into
stone.  Usable by Red Robes only.

Globe of Invulnerability protects against first to fourth level spells.  Usable
by White Robes only.

Stone to Flesh counters the effects of a Flesh to Stone spell.  Characters may
not survive the shock of being restored to flesh.  System shock survival is
based on a character's constitution.  Usable by Red Robes only.

Seventh Level Mage Spells
Delayed Blast Fireball is a more powerful version of the third level spell and
will penetrate a Minor Clobe of Invulnerability.  Usable by both White and Red
Robes.

Mass Invisibility is identical to the Invisibility spell, except that it
affects several targets at once.  This can be a valuable spell to cast before a
known encounter.  Usable by Red Robes only.

Power Word, Stun causes one creature to be stunned--reeling and unable to think
or act effectively.  The weaker the target, the longer it will be stunned.
This is a very powerful spell and it automatically affects any creatures who do
not have magical immunities.  Usable by both White and Red Robes.

Eighth Level Mage Spells
Mass Charm is similar to the fourth-level spell, except it affects a much
larger number of targets.  Usable by White Robes only.

Mind Blank is a powerful protective spell.  The recipient of this spell is
totally protected from spells that attack a character's mind or will, such as
Charm or Feeblemind.  Usable by White Robes only.

Otto's Irresistible Dance is an enchantment that causes the target to be
irresistibly compelled to dance a wild and frenzied jig.  The target's AC is
reduced by four and it fails all saving throws versus other magical attacks.
Usable by White Robes only.

Power Word, Blind will strike some targets instantly blind.  Usable by both
White and Red Robes.

-- Page 27 --

CREATURES OF KRYNN

The denizens of Krynn are many and varied. This is a list of some monsters
you may encounter in your adventures.

Beast, Undead
The undead beast is a mindless killer of unknown origin, compelled to destroy
the living. It is resistant to pointed or edged weapons and flame.

Death Knight
A type of powerful undead that cannot be turned, death knights are dangerous
and frightening opponents who are immune to most magical attacks. They can
reflect some magic attacks back on the caster, cause fear in those around
them and cast a massive fireball attack once a day.

Dragons
These are the most powerful and dangerous of the monsters a party can
encounter. The older and larger the dragon, the more damage it can do and
the harder it is to kill. In addition to their awesome strength, dragons
inspire an insidious terror called Dragon Fear or Awe. Many times the mere
sight of a dragon will cause opponents to panic and flee.

Dragon, Black
They are noted for spitting a stream of deadly acid as well as attacking
with claws and fangs. Since they are extremely independent and only obey
commands if it suits their purpose, black dragons were rarely used in direct
assaults by the evil Dragon Highlords. They were more highly valued as
guards.

Dragon, Blue
Highly intelligent and greatly feared, they exhale lightning bolts in
addition to attacking with claws and fangs.  Blue dragons are more
gregarious than many of their cousins. They obey orders and can act and
fight together as a cohesive unit. They proved to be loyal allies of the
evil Dragon Highlords.

Dragon, Death
When some highly magical and intelligent dragons die, they become death
dragons. Their will is so powerful that their dead and rotting bodies remain
animated. They breathe a lethal cloud of gas.

-- Page 28 --

Dragon, Red
Perhaps the most feared n of all the evil dragons, these beasts were the
favored assault force of the Dragon Highlord armies during the War of the
Lance. Not usually inclined to obey orders, red dragons enjoy nothing more
than setting cities ablaze, destroying and looting. Red dragons can exhale
great spouts of flame, cast magic spells or attack with their claws and
fangs.

Dragon, Spectral
Spirit form of Evil Dragons brought into the Human planes by the most
powerful priests of Takhisis. Their touch drains life and they are
unaffected by many spells and non-magic weapons.

Dragon, Undead
The animated corpse of a dragon, often of good alignment. It has none of the
intelligence or powers of the original dragon.

Dread Wolf
A wolflike undead creature who taunts budding heroes. The dread wolf is often
found in the service of a powerful evil master. It has the ability to move
great distances in a very short time and is immune to most magic.

Fire Lizard
Resembles a wingless dragon and is sometimes called a "False Dragon." It
attacks with teeth, claws and a fire breath. It is resistant to fire-based
attacks.

Fire Minion
A fearsome creature from the elemental plane of Fire. Its body is composed
of living flame, most often taking the shape of a large humanoid. It
radiates intense heat and is healed by fire.

Ghast
This creature is nearly indistinguishable from a ghoul, save for a carrion
stench which it exudes. The stench causes retching and nausea. The ghast is
susceptible to cold.

Ghoul
A human transformed into an undead monster which feeds on the decaying flesh
of corpses. Although the transformation from human-form has deranged and
destroyed its mind, it maintains an evil cunning. Its touch paralyzes humans.

Golems
Magically created automatons of great power. Golems can be constructed of
several materials.

-- Page 29 --

Golem, Flesh
A humanoid formed by the stitched together remains of many corpses. Its skin
is the sickly green and yellow of decomposing flesh. Fire and cold based
attacks only slow it, electrical attacks heal it and they are only
vulnerable to magical weapons.

Golem, Iron
Fashioned in the form of stylized armor, it is affected n only by very
powerful magic weapons, magical electrical attacks (which slow them) and
magical fire attacks (which heal them.)

Hatori
Dwelling deep in sandy deserts, this Crocodile of the Sands has a voracious
appetite. Entire caravans have been lost to a single hatori.

Hellhound
A fire-breathing canine summoned to serve evil beings. Their eerie wail has
caused strong men to flee.

Kua-Toa
An ancient race of fish-men dwelling underground and harboring a deep hatred
of surface dwellers. Kua-Toans are only encountered above ground when they
are seeking sacrifices and slaves.

Lich
Though liches are among the most powerful undead, they seek only to further
their own power. They do not seek confrontation, but are ruthless in
defending themselves.

Lycanthrope
Humans who can transform themselves to resemble normal animals and monsters.

Wereboar
Like the boar it can transform into, the wereboar is ill tempered and
combative.

Weretiger
Weretigers are primarily female and are ferocious solitary hunters.

Nightmare
Commonly the mount of the more powerful undead, it originates in the lower
planes. Often known as hell horses or demon steeds.

Rhino Beetle
An enormous beetle with powerful mandibles, capable of crushing anything in
its path.

-- Page 30 --

Roc, Undead
The animated remains of a gigantic flying bird.

Sivak Draconians
Draconians were the special troops of the Dragon Highlords. They are created
by corrupting the eggs of good dragons with vile sorceries. Because of their
magical origins all draconians are somewhat magic resistant. Sivaks are
created from silver dragon eggs. They are powerful fighters who get three
attacks per combat round.

Skeleton
These are the least powerful of the undead. They are usually controlled by
some powerful evil force.

Skeletal Giant
The animated bones of a giant.

Skeleton Warrior
Undead warriors forced into their nightmarish states by powerful wizards.
They are used by their controllers as bodyguards, servants or workers.
Clerics have no power over these undead.

Spectral Minion
These undead are the spirits of humans and demi-humans who died before they
could fulfill powerful vows or quests. Spectral minions are often not evil-
their unfulfilled obligations are often quite noble. They can only be hit
with magic weapons.

Spectre
Powerful undead that haunt the most desolate and deserted of places, hating
all life. Spectres drain levels when they attack.

Vampire
Vampires prey upon the living during the night hours or deep underground.
Often indistinguishable from humans, they keep the abilities they had in
life, including spell casting. Vampires drain levels when they attack.

Vodyanoi
Close aquatic relative of the r umber hulk, living in deep bodies of fresh
water. It only has two eyes and lacks the ability to confuse its enemies.

Whisper Spider
The whisper spider uses lures and misdirection to capture its prey, slaying
them with a deadly poisonous bite.

-- Page 31 --

Wight
An undead creature with cruel, burning eyes set in mummified flesh. Affected
only by magical weapons, it feeds on the life essence of its prey. Each
successful blow drains life from its victims. These creatures can only be
hit by silver or magical weapons.

Wraith
Evil undead spirit that seeks to absorb human life energy. Though having no
substance, it prefers to form into a vaguely human shape. These creatures
can only be hit by silver or magical weapons.

Wyndlass
A tentacled horror that lurks in desolate swamps and gloomy forests. A
powerful predator, it can easily devour an entire horse. Few have survived a
firsthand meeting with a wyndlass.

Zombie
Magically animated corpses under the control of an evil force, they will
fight with mindless rage until turned or destroyed.

Zombie Giant
Formed from the remains of a giant.

Zombie Mastodon
Formed from the remains of a mastodon.


Zombie Minotaur
Formed from the remains of a minotaur.

-- Page 32 --

JOURNAL ENTRIES

Journal Entry 1
Tale of Crook Street
"It's the worst street in town, you know.  And proud of it.  The Knights have
learned to leave it alone.  It winds around a lot.  Real crooked street.  If a
body wanted to do a little private business or hide out, it's the perfect
place.  Strange magics will confuse all but the natives.

"The Dream Merchant? Yes, he's on Crook Street.  Keep going -- you'll see the
sign.  By the way, nobody trifles with the Merchant -- everybody has to sleep
sometime.

Journal Entry 2
The Cleric's Table
The cleric waves you toward a table of food. "Take your pick," he says. "Your
choice will determine your fate."

You study the table.  The choice is almost impossible to make.  A bottle of
clear water.  A pastry decorated with curlicues of frosting.  A cup of cider
with a stick of cinnamon steeping within.  A boiled potato decorated with a
sprig of parsley.  Each one could mean death or victory.  The cleric offers no
advice.

Journal Entry 3
An explosion sounds behind you and a splinters rip through the deck of the
Kuo-Toa slave ship.  Another ship sails close and its captain shouts for the
immediate surrender of all Kuo-Toa and their captives.

You don't see the Kuo-Toa captain, but his voice rises over the commotion to
address the attacking ship. "We'll die first, land-faring infidels!" The
clerics and monitors cheer their agreement.

Soon the air is thick with explosions and flying fireballs.  The battle is
joined.

Journal Entry 4
Sprite Meeting
A Sprite flies up to you, "You are not Evil.  Be warned! Evil monsters have
entered Voice Wood.  Even though you would normally be welcome, it would be
safest to leave as quickly as you can."

Journal Entry 5
The Dream Merchant's Request
"Ever since I escaped from Kalaman, there have been creatures haunting my
sleep.  If I look away from the people I meet in dreams, fierce

-- Page 33 --

hounds tear them apart like scare-crows! There are evil men beyond the hounds
and beyond the men, someone more evil still.

"I have the power to bring you into my dreams, to face the terrors I cannot
face.  If you are stout of heart, they cannot kill you.  Will you help me?"

JOURNAL ENTRY 6

MOUNTAIN DWARF

The name s Skomp, I come from beneath the Dargaard Mountains.  There, while
exploring a new passage, I came upon an echo chamber -- one of those unusual
caverns that somehow amplify sound.  I heard voices coming from above, from the
surface.  Names were mentioned.  Lord Soth.  Sir Karl.  Sebas Astmoor.  There
was talk of a Dragonlance and something called a Rod of Omniscience.  Conquest,
that was the topic.  World conquest.

When I brought this matter before my superiors, they shrugged.  The fate of the
surface world does not concern them.  I went to their superiors, with the same
result.  How shortsighted they are, for if the surface world falls, would we
not be next?

Go to Journal Entry 20.

JOURNAL ENTRY 7

SIR TOM'S DREAM

You and many heroic Knights are a celebration, feasting merrily.  You see a
long-faced man in dark robes who doesn't t seem to belong.  As you try to accost
him, he disappears in the crowd.

Suddenly Sir Karl is there before you.  You smile, even though you know he is
dead.  Thom! Give me your sword! he cries and you do so at once.  He jerkily
takes it and you notice silver strands attached to his arms and legs.  The
strands lead up to a monstrous man, whose face covers the sky.  He laughs like
thunder and pulls Sir Karl to him.

All turns black as you plummet into dark catacombs.  You grope in the
darkness, tearing through walls of gossamer spiderwebs, until you see a speck
of light and head for it.  It is a candle held by the long-faced man.  There is
a string around his wrist, but it has been cut.  As you draw near, a door shuts
and the candle is blown out.  This happens again.  On the third try the candle
flickers, but stays lit.  You step past a red door into a small bare room.  The
long-faced man transforms into a young Solamnic Knight, who hands you an ornate
key the color of blood.  For every key, a prisoner, he warns, then you awake.

-- Page 34 --

JOURNAL ENTRY 8

SIR THOM S STORY

My name is Thom Govamont and I am Knight Emeritus of the Order of the Rose.
Listen to me: I tell you, I knew all this would happen! I saw Sir Karl rise
again in a dream.  But wait! There is more! The dream went on.  There was
darkness and a candle and -- oh, I am old, I cannot remember.

But here! Take this.  He presses a small smooth stone into your hand.  It is
strangely warm.  Take care of it.  It is a Sleepstone.  I keep it under my
pillow and it records my dreams.  Often they prove interesting.  I procured the
Sleepstone from the Dream Merchant, a man with power over dreams.  I think his
shop is in Vingaard.  Take him the stone; he will be able to show my dream to
you.  It is most important.

JOURNAL ENTRY 9

ARRIVAL IN SUDULTO

The hidden city of Sudulto lies before you, nestled in a deep valley between
two cliffs.  A group of playing children transform into tussling puppies and
back into human children as you watch.  It s a city of lycanthropes,: Kai
explains.  Not all werecreatures are evil.  In Sudulto all creatures live in
peace.  Soth has no power here.  You ll find the true Rod of Omniscience in the
city.

You turn to question him further, but a powerful stag stands in his place.
Waving his antlers at you in one final warning, he vanishes into the woods.

JOURNAL ENTRY 10

DAINE'S GREETING

Welcome to our city.  I am Daine, Commander of the Solamnic Knights for the
city of Kalaman.  And with me you see my second, Major Tems and the beauteous
Ariela, my advisor and consort.

We hear many rumors of the rising power of Lord Soth.  My knights find his
hideous agents even here in center of town.  We are anxious to learn how his
power may be stopped.

-- Page 35 --

JOURNAL ENTRY 11

MAYA SPEAKS

Maya jumps out from a dark cave, blocking your path.  Stop! she cries.  There
so much I must explain to you before you continue your mission against Soth.
He is not the villain you think!

Sir Karl steps out from the shadows behind Maya.  He laughs evilly and rests
his hand on her shoulder.  Yes...Maya serves Soth now! Surrender, all of you.
You can t defeat Maya in her dragon form!

JOURNAL ENTRY 12

THE DREAM EXPLAINED

The first part of the dream is obvious.  An evil man is gathering powerful
weapons and warriors.  Things look dark for the forces of good.  There is hope,
the tragic man in dark robes has cut his puppet strings.  You must find him,
first by finding the candle and then by traveling through red doors.  If you go
through a gray door he will disappear.

The man will introduce you somehow to the young Knight, who holds the key to
everything.

JOURNAL ENTRY 14

SPRITE WARNING

The Sprite responds, The Rod of Omniscience will be safe here, all of Voice Wood
will guard it.

Another Sprite chants, The Rod is too powerful and must never be used.  It must
be guarded from everyone or the world would be destroyed! Before you can
respond, they fly away into the trees.

JOURNAL ENTRY 15

SLAVES OF THE KUO-TOA

The slaves grimly welcome you into their group.  You have been captured by an
aquatic race, known as the Kuo-Toa.  The Kuo-Toa hate all landfaring creatures,
which they use us as slaves and sacrifices to their gods.  We must escape and
destroy this vessel.

The Kuo-Toa fear fire above all else.  The only flames to be found aboard the
ship are in the temple, where they light holy torches to represent their trust
in their gods.

You are the strongest among us.  Make your way to the temple and set fire to
the boat with the torches.  The Kuo-Toa will panic and we can all escape.
Whatever you do, don t get in any fights before you reach the torches! We don t
want them on guard.

-- Page 36 --

JOURNAL ENTRY 16

PHILOSOPHER S ORATORY

The Gnome shakes your hand then begins, You can call me Quartzberkl ...  Did
you know that all of reality is subjective! How can we really exist if we don t
create a machine that is constantly aware of the existence of each and every
one of us? It s a great task that some Gnome is this town must take to task.
The machine would need to ...

JOURNAL ENTRY 17

MAYA IN DISTRESS

You hear a scream from the other side of the graveyard and rush to assist.  You
find Maya surrounded and restrained by hordes of undead.  A Death Knight stands
behind her, weaving a complex spell to prevent her from transforming into her
dragon form.

More and more undead appear for the spectacle, making the chance of a
successful rescue remote.  They drag Maya forward and tie her hands around a
wooden stake.  As she screams and struggles, they begin to heap firewood under
her kicking feet.

The Death Knight raises his head and looks squarely at you, as if defying you
to interfere.  Nearby, you see six more stakes fitted with heavy iron
restraints.

JOURNAL ENTRY 18

SAGE GNOME

Welcome to our town! one of the Sage Gnomes says as one of his companions
busily sketches you.  As you may or may not know, our mission in life, is to
record every activity in this village.  Well recently, a Gnome whom you would
call Quax made a machine that would make some of us obsolete.  It made
sketches of anything you pointed it at.  We told him to make something
different and to destroy this machine, but he is awfully stubborn.  So we asked
the Engineering Guild to make something to make his machine fail.
Unfortunately, shortly afterwards,
thevillagestartedbeingrockedwithexplosionsloudnoisesbrightlights ...  He stops,
realizing he was speaking too fast.  He calms down and continues, Since then,
we ve been at war and Quax has barricaded himself in his workshop and even put
some traps around to keep anyone from coming

JOURNAL: ENTRY 19

ARIELA S WARNING

This man, Sebas Astmoor, is Soth s favorite and a potent cleric worshipping
Takhisis, the Dark Queen.  He has been abroad for some time, doing some dark
errand.  He visited Kalaman and left scenes of incomparable horror.

-- Page 37 --

If you encounter him, use utmost caution.  He is clever and wily.  If you can
take him alive, bring him here at once.  We must find out what his mission is.

JOURNAL ENTRY 20

MOUNTAIN DWARF CONTINUED

: So that is why I am up here, traveling village to village, warning the hill
and gully dwarves of the impending danger and the need to unit against his
common enemy.  I ve been to two villages before his, where the hill dwarves at
least listened to me.  I can t expect a warm reception from any of them, you
know, because of the bad blood between our kinds.  But here, this village,
these hill dwarves, there s an intense hatred I don t understand.

I ll give up on this village.  But before leaving, I must find my mount.  You
saw that fine wild boar I was knocked from by the hill dwarves.  He s carried
me many a stretch of wilderness and seen me through countless light spots.
Without his speed beneath me, my warnings will reach the villages too late.  If
you could spare the time, I could use the help finding him.  He s in the
village somewhere.

JOURNAL ENTRY 21

WEAPON GUILD LEADER

I m the leader of the Weapons Guild.  Recently, a series of bright lights, loud
noises and explosions rocked this town.  This is not unusual in our village,
except I have never seen so much of it.  I figured it must be an invasion.  We
quickly got together our best troops and our latest weaponry...  Another Gnome
interrupts to say he hopes the two guards haven t been hurt too badly.  We
hope you can help us find and defeat our enemy, if you are truly the heroes you
appear to be.

JOURNAL ENTRY 22

SERVANTS OF SOTH

We were once citizens of Cereberus, a barmaid begins.  Soth brought us here to
serve his minions.  We don t know if our families even know what became of us.

Another barmaid interrupts.  One of Soth s head minions keeps us here under a
geas.  He calls himself Commander.  She sneers in disgust.

The first barmaid continues.  The Commander s magic is focused in an orb he
keeps in his chamber.  Break the orb and the geas will be lifted!

No, The second contradicts.  You must break the orb and kill the four patrols
on this floor.  Only then may we go free.

-- Page 38 --

Anyway, the first finishes, the Commander s quarters are closely guarded, but
we located a secret passage that leads directly to the orb.  The entrance is
directly ahead.  Please, smash the orb and kill the patrols!

JOURNAL ENTRY 23

THE SIVAK S PLEA

You beleive me to to be your enemy, but I am not.  We too fear the growing
power of Lord Soth.  If we kill you, we only add minions to his groteque
armies.  Therefore I ask that you release me.  We will then leave this place in
peace.  Kill me and my underlings will wreak havoc upon this town.

JOURNAL ENTRY 24

DURFEY S QUEST

I ran as fast as I could to catch up with you, pants Durfey.  His arm grips his
side as he doubles over with exertion.  I escorted Lenore home as I said I
would, but when we arrived her children were gone! She swore it was the work of
Soth and took off into the Keep before I could stop her!

Durfey straightens and lifts his chin.  We must save Lenore,: he says.  It is a
matter of honor now.  We must not wait ... she could fall into Soth s clutches
at any moment!

He hesitates, then looks bashful.  I hoped to have the chance to know her
better in the future...

JOURNAL ENTRY 25

ARIELA INSTRUCTS HER SERVANTS

You three -- take our captive at once to our mistress Kitiara.  Perhaps he will
tell her his secret.  Do not let Soth s warriors take him alive.  Hurry, now,
begone!

The rest of your -- assume your true forms and teach these meddlers a lesson.

JOURNAL ENTRY 26

THE HUNTER

The old hunter, Kai, bursts out at you, shaking his fists. : You scared away my
quarry? He points at a wicked looking trap concealed under some leaves.  You
politely ask what he is tracking.  Hunters, of course! To protect the animals,
he explains.

You tell Kai that Sebas sent you to him.  So you want me to guide you to
Sudulto? he makes a face, then nods.  Sebas would only send you with good
reason.  I ll join your party and show you the way.  But be warned? If you kill
any animals, I ll cut your throats!

JOURNAL ENTRY 27

SCHOLAR GNOME

No one is interested in education anymore, says one of the studious

-- Page 39 --

looking Gnomes, as he works on a learning device that occasionally makes a
loud noise.  Ever since the Sage Guild got together with the Engineering
Guild, the entire town has been a mess.  Machines, Soldiers, Monsters...
He mumbles for a while then continues, As a result, no one wants to help us
find a way to teach our children how to make things.  Is there any way you
can help us?

JOURNAL ENTRY 28

VAGABOUND ON STREET

I used to be a magician s assistant, until the day the dragons came.  They
burned half the town and killed all of the powerful mages.  They forbade any
one from practicing magic again and killed or imprisoned any one who did.  Some
say the leader of dragons was nearly killed by magic when he was young and he
has hated magic ever since, Then those guards came - those guards who became
lizards! His eyes widen in crazed terror, Then the statue spoke to me one
night...

JOURNAL ENTRY 29

TALE OF THE DREAM MERCHANT

The Dream Merchant? Aye, I know of him.  I had this dream once -- this lady --
well, I don t want to speak of it.  One s dreams should stay one s own.  He was
expensive, but what cost can you place on a good night s sleep? When I saw the
Merchant, it was at his shop in Vingaard.  But I believe this time of year he
travels through Cerberus to Kalaman.

"..."We meus save Lenore,"Durfey says.  "It is a matter of honor now... she
could fall into Soth's clutches at any moment!'..."

JOURNAL ENTRY 30

TRAPPED BY SEBAS

You burst into the cell, but Sebas is nowhere in sight.  The cell door slams
shut and you are trapped within! Sebas s face appears on the other side of a
small barred window.  Only heroes could be so stupid, he says conventionally.
No one else would have believed the story about me converting to Good.  Thank
you for recovering the Rod of Omniscience.  Lord Soth will reward me well.  He
leaves.

-- Page 40 --

JOURNAL ENTRY 31

GARREN'S TALE

I had collected the items tossed down by Sir Karl, when he passed over Gargath
Outpost.  I was trying to determine who Sir Karl had slain.  This one sword was
intensely intriguing; it almost seemed to speak to me.  Soon I became convinced
that Sir Karl was right, that the knighthood was foolishness.  I sought him out
and he sent me on to Lord Soth.

"...The Dream Merchant?  Aye, I know of him.  I had this dream once - this lady
- well, I don't want to speak of it.  One's dreams should stay one's own..."

Things became hazy after this, but I remember planning an attack on the High
Clerist s Tower in order to steal away the corpses.  Soth hopes to create Death
Knights with them -- band them into an invincible army.  We must stop them!
Arrgh! the sword has taken my strength.  I fear I shall be little use in a
fight.  Still, we must be on after Soth!

JOURNAL ENTRY 32

WHAT ARIELA DROPPED

The object is a heavy metal key, embellished with loops and swirls.  The barrel
is shiny from long use.  Inset in the key s handle is the word Denissa, set in
flowing feminine script.

JOURNAL ENTRY 33

IGORF

He seats you in plush chairs and arranges his expensive silk robe around
himself as he sits down.  I heard about the treasure hidden in Cekos long ago.
My family thinks they are the same jewels that were stolen from my ancestors
before the Cataclysm.

His odd copper-colored eyes search your faces as he thinks. having mader a
decision, he continues, I came to Cekos to find and reclaim my inheritance, but
I haven t had any luck finding anything yet, He pauses for a second and takes a
sip from a teacup.  This town is very confusing.  It is supposed to be a town
of magic, but I have yet to see any.  The people are all very secretive and
keep to themselves.  I have also notice that the town guard has managed

-- Page 41 --

to get rid of almost every visitor they think it too curious about the
workings of Cekos.

JOURNAL ENTRY 34

THE FATE OF THE FORTUNE TELLER

The fortune teller s eyes roll back in his head, showing only the whites.
Incense rises an curls around his body.  I see a far away city... he intones.
You must talk to the animals ... you must find your place in this city to find
the object you seek ... your quest will take you far...

The curls of incense form a humanoid shape above the fortune teller.  You
reveal too much, idiot! the shape snarls.  The smoke coalesces around the
forturne teller s head, making him choke and gasp.  In moments, he falls
lifeless to the table.  The smoke dissipates throughout the tent.

JOURNAL ENTRY 35

READING THE TOME

You contemplate the giant tome before you, memorizing the circled incantation.
Speaking it correctly will mean life or death to the waiting townspeople.
After another few moments of study, you feel ready.

You begin the incantation.  The tome seems to grow larger and larger,
surrounding you, blocking your vision of the room.  You try to stop the spell,
but your mouth moves of its own accord.  You are pulled into a swirling vortex.
When the incantation is finished, you find yourself in another place...

Curiouser and curiouser! a voice behind you exclaims.

JOURNAL ENTRY 36

THE KNIGHT S STORY

I was following some suspicious men when they suddenly grapped me.  Turns out
they were Ariela s spies and they locked me up in the Commander s House.  Soon
they brought another man in, a bleak-looking chap.  Looked half-dead.  They
chained him up too and left us awhile.  The fellow whispered to me, I must
trust you to deliver a message for me.  He specified you by name.

This was the message; that the key to Soth s doom is the Rod of Omniscience.
This fellow found it and hid it in a place called Voice Wood.  He said you must
go to Dulcimer in order to get there.  I think he wanted to say more, but then
the Sivaks returned and hustled us off into the bazaar.  Someone was chasing
us, so the Sivaks split into two groups.  I guess the group holding this fellow
Sebas managed to escape.

-- Page 42 --

<<G:DKK_AJ32.PCX:"[GRAPHIC: JOURNAL ENTRY 37]">>

JOURNAL ENTRY 38

CLERIC'S DIARY

The diary contains mostly routine notes about the upkeep of the graveyard.
Only the last entry is of interest.

I fear old Loring, the gravedigger, has been stealing from the bodies.  He s
started wearing a huge ruby, far beyond his means and refuses to explain where
he obtained it....

Before I speak to Loring, I must check the wards around the fence.  It may be
my imagination, but I sense something is wrong with them.

JOURNAL ENTRY 39

SPIRIT OF VOICE WOODS

Welcome, A greatly rumbling voice calls from all around you.  I have watched
you as you moved through the my trees.  I have watched many people, but your
bravery has impressed me above all others.  The Rod of Omniscience is a very
dangerous artifact.  Even beings of good might be tempted to use the Rod
improperly.  I will release it to you if you vow to use it only against Lord
Soth.  The woods are quiet, as if waiting for an answer.

JOURNAL ENTRY 40

SIR KARL S GRAVE

The graveyard is silent except for whispers of wind.  All seems in order.  You
find Sir Karl s grave, heaped in flowers and marked by the gleaming marble
obelisk that Maya had prepared.  Yet something is amiss; the obelisk leans
slightly.  As you put out a hand to correct it, it suddenly topples.  Crash!
Full on the grave it falls, breaking through sod and casket to reveal black
tunnels that reek of putrefaction and disease.

JOURNAL ENTRY 41

EVIL MAGE'S SPIRIT

After Myrtani s army was defeated, I fled the battlefield and stumbled across
this village.  His eyes glass over a second, then he sounts, Gnomes! He shakes
his head in

-- Page 43 --

disgust, One of them had just invented something that actually worked, some
sort of mechanical picture making device.  Suddenly, the whole town was up
in arms and some of the villagers were blockading the inventor in his
workshop.

A sinister grin appears on his face, Replacing the inventor would solve all of
my problems.  I could hide and become more powerful without anyone even knowing
that I exist.  He rolls his head back in laughter, i had no trouble sneaking in
and killing the unfortunate Gnome who had created the machine.  Just to make
sure, I set up some traps, so the villagers would think he had become a hermit.
I let my pets out to create more confusion.  After you are gone, I can get
back to my studies and become the most powerful wizard on Krynn!

JOURNAL: ENTRY 42

SCHOLAR

Those villagnous brutes, they ransacked my study and took what military texts
they could find.  The Proper Care and Feeding of a Military Campaign .  The Art
of Murder and Mayhem .  Advanced Taunts and Tortures .  One Hundred and One
Intimidation Techniques .  They took them all.  I tried to stop them, but what
can an old scholar do? I was never a man of the sword.  They just laughed and
beat me senseless with a book titled Brain Traumas in the Severely Pummeled ,
to give an idea how twisted their minds are.

The situtation is even worse than I ve described it.  For there is one other
text, a notebook, really, whose contents dare not fall into the minds of those
evil rascals.  Ambush Made Easy , that s what it s called.  A trival thing, it
may seem.  The text barely runs 20 pages.  But, oh, the secrets it reveals
about the most fundamental of strategies; the ambush.  Yes, yes, they took it.
I tell you, you must recover it.  Otherwise, we are in for a long and difficult
campaign whose end cannot be to our favor.

JOURNAL ENTRY 43

SEBAS IN DESPAIR

You show the Rod of Omniscience to Sebas.  He touches it hesitantly, then
throws it aside with a moan of despair.  I never meant for YOU to find the
decoy! he cries.  I had this one made in Kalaman bazzar.  The true Rod was
moved from Voice Wood to Sudulto days ago.

You must go to Sudulto and recover the true Rod.  Cimb the Eastern mountains
and search for an old hunter named Kai.  He can guide you to Sudulto.

Take this fate Rod with you and hide it well.  Tell no one that it is not the
true item.

-- Page 44 --

<<G:DKK_AJ34.PCX:"[GRAPHIC: JOURNAL ENTRY 44]">>

JOURNAL ENTRY 45

SIR VANSWARD S TALE

This was once a thriving temple to Takhisis.  Corruption bubbled up from this
building and spread across the land.  Other knights had assaulted the place
before, but none survived the altar room.  Finally, we created a necklace which
would protect us from the spectral guardians.  I carried it boldily in, but was
slain by a priest here in the antechamber.

-- Page 45 --

My spirit resides here until the altar can be destroyed.  I believe that the
necklace lies with my body.  I sense it to the north and downward.  Go forward
so that my soul may finally rest.

JOURNAL ENTRY 46

MAJOR TEMS SPEAKS

Thanks Paladine you ve come.  Some of us have had suspicions for some time.
Lately even some Knights have disappeared without trace! But we lacked proof of
dark intent.  She told Diane she had gone to Cerberus to visit her older
sister.  She goes there quite often.  He will be furious at being deceived.

JOURNAL ENTRY 47

THE INNKEEPER'S STORY

Don t blame me if I am a little suspicious.  This neighborhood is getting
worse.  Something s going on -- creeps are everywhere -- and the City Knights
are nowhere to be seen.

JOURNAL ENTRY 48

ATTACK ON CERBERUS

Never before his this town had such ill-fortune! First the assassination of our
good mayor.  Now this! Legions of undead have invaded the town.  They desire
only our lives and the destruction of our homes.

Dark shapes peer through the windows before boards are quickly naimed into
place blocking their view.  It was the fortune teller, says a teenaged girl.  I
saw him giving orders to the creatures as I was running from the market.

Her father interrupts.  The important thing is to save our cleric, Zakarie.
Only he can open the door to me armory.  With our weapons, we can destroy these
accused invaders!

JOURNAL ENTRY 49

DURFEY'S TALE

I have been a knight since early in life.  I have fought in the numerous
battles against evil s forces.  One by one, each of my friends have died in
battle or ambush.  With Myrtani s forces crushed I came here to visit with my
lost comrades.

Alas, even in the heart of Solamnia s greatest fortress, I am besieged by evil.
If I can t find peace, then I shall take the battle them! Quickly now, for my
friends crypts are being desecrated.  Onward into the eternal war.

JOURNAL ENTRY 50

THE SUBTERRANEAN LAKE

The tunnel leads deeper and deeper into the earth.  You stop often to clear the
passage, shoving aside dirt and rocks left by frequent cave-ins.

-- Page 46 --

It becomes difficult to breathe and you consider turning back if the tunnel
doesn't end soon.

The surface beneath you crumbles and you plummet into the darkness, splashing
into an ice-cold subterranean lake.  You equipment sinks quckly to the bottom,
lost forever.  In the darkness, you can t discern the nature of the slimy
creatures that are entwining your legs under the surface of the water.

JOURNAL ENTRY 51

THE GRAVEDIGGER'S CONFESSION

I found the ruby on my bed, he cries.  I didn t steal it! I swear to you, I am
no thief, he says, flashing anger.  I thought it was a gift from a mourner --
for my services.  I thought nothing of it at first...  He lapses into silence
for a moment.  Something happened to me.  A few days after I found the ruby, my
mind must have left me.  I am afraid I was led to serve some great evil... to
do terrible things.  He looks up at you fearfully now, I killed the cleric.  He
was such a kind man ...  I stole the runes he had placed around the graveyard
to ward off evil and buried them outside.  The next morning new runes had
replaced them and the place stunk of Evil.  What have I done?!? He buries his
head in his hands and sobs.

JOURNAL ENTRY 52

PHILOSPHER'S ORATORY

The little Gnome bobs his head in excitement, I am Quizmarxomatix ...  Did you
know that if each Gnome is given to according to his ability and taken from
according to his need or wait, is that if each Gnome is taken from according to
his ability or wait, was that, if each Gnome...

JOURNAL ENTRY 53

THE WRONG ANSWER

The Fairy king fold his arms.  Your words betray you.  You have lied about your
intentions and your good nature.  I must now pass judgement on you.  Fairies
cluster around you, hundreds of their tiny hands holding you in place.  You are
too treacherous to go free, the king proclaims, and you are too dangerous to
remain in our Wood.  He waves his hand, surrounding you with a magic field.
You will therefore become a part of our Wood...

Roots spout from your feet, embedding you deeply in the earth.  Leaves sprout
from your hair and fingertips.  The fairies exclaim with pleasure and perch on
your branches...

-- Page 47 --

JOURNAL ENTRY 54

SEBAS S LAST WORDS

My friends... do you have the Rod of Omniscience? You show it to him and he
lowers his head in relief.  Then my suffering hasn t been in vain.  Listen
closely, I must tell you....  He breaks off as pain washes over him.  His
multilated fingers clench and unclench as he collects himself.

Long ago, when I worked for Soth, he sent me to recover the Rod of Omniscience.
After searching faithfully for many years, I finally found it.  When I touched
the Rod and felt its power, I knew I must protect it from Soth at all costs.  I
hoped to find a strong and honest group of adventurers who could be trusted
with the Rod... a group like yourselves.

His voice grows fainter.  I would have escaped if Kitiara hadn t caught me.
That woman is power hungry and wants the Rod for her own purposes.  She is
cunning and will do anything to get what she wants... beware of her...

JOURNAL ENTRY 55

THE BLACK PIT

The pit is filled with the bones of countless sacrifices.  Bits of corroded
armor and tattered cloth cover many of the corpses.  Something seems to flicker
and move in the distant darkness.  The wailing sound is strengthening.  Now it
is unbearable, soon it may be deadily.

"..."Never fear," Soth promises.  "Food and water will be lowered to you
daily... just enough to keep you alive! Death won't come easily..."

JOURNAL ENTRY 56

THE BOAR'S REVENGE

A persistent rustling from the bushes beside your campsite catches your
attention, but poking through the brush reveals nothing.  Just as you are about
to settle down to rest, an undead board mounted by an insane dwarf charges
through the campsite, scattering your belongings.

You let them murder my boar! the dwarf rages.  If that wasn t enough, you tried
to have him cooked for your revolting dinner! Animals! Cannibals! He strokes
the boar s already-decomposing hide.  I ll cook YOU over your own campfire! he
vows and attacks!

-- Page 48 --

JOURNAL ENTRY 57

LENORE INTRODUCTION

My name is Lenore.  The woman s dress hangs in tatters as she nervously picks
at the threads.  I m looking for food or money for my family.  Her jaw
stiffens.  I have a right to steal from ths place! Soth s minions killed my
husband and our children need to eat.  Her anger fades and the hunted
expression returns.  I don t dare enter any further than the first floor.  If
you re wise you won t either!

You tell Lenore of your mission.  May I follow your team, just for a few hours?
she asks hesitantly.  I ll be safe behind you and I can search the bodies of
those you slay for money or rations.  In exchange I ll help you as much as I
can with my knowledge of the Keep.

JOURNAL ENTRY 58

THE MYSTERIOUS LETTER

The letter reads:

Brave adventures.

You have a locked box.  We have the man with the key.  Since we both seek to
stop the Lord Soth from coing to power, why not bring the Sleepstone and the
Dream Merchant together under rules of truce? Tonight, meet us at the 165th
hour in the center of the bazaar.  No tricks or we shall kill the Dream
Merchant.

The Kidnappers

JOURNAL ENTRY 59

BARTENDER

Strangers have been coming to this town for years, the bartender says, pouring
a glass for an impatient customer..  Mostly they come to see the magic, but
some had heard about the treasure some dragon or dragons hid in this town long
ago.  Sincer we no longer practice magic in Cekos, I suppose you re here to
find the treasure.  A princess came here looking for the same thing a few weeks
ago, but I m sure the town guard has chased her out of town already.  No one
has found the treasure or if they have, they haven t lived to enjoy it.  You re
always free to tell me how close you came to finding it, I ve heard every story
there is.

JOURNAL ENTRY 60

THE SNAKE'S DEMANDS

Snakes rise from each of the three baskets, surrounding you.  One of them has a
human face and it dips close to speak.  It would be easssy to kill you all, it
says.  Our poissson hasss no known cure.  But we only want the girl.  Leave her
with usss and we ll let you leave in peaccce.

Lenore screams and hides behind Durfey.  Don t leave me here! she cries.
Please, protect me!

-- Page 49 --

The snake hisses venomously.  Do not lisssten to her, it
urges.  Ssshe isss one of usss, in human form.  Our kind demandsss her return,
to face judgement for her crimesss.

JOURNAL ENTRY 61

FACING THE SNAKE KING

You watch from the shadows as Durfey and Lenore are brought to stand in front
of the king of the snakes.  The king s body is a thick as a tree trunk and his
coils extend far into the shadows behind.  Snakelets slither and play around
his body, while adult snakes rise on either side of him expectantly.  Durfey is
not cowed.  I will not let you hurt Lenore! he insists, putting his arm around
her protectively.

Her name isss Erline, the snake king says calmly.  Tell him the truth, Erline.
Your charade isss over.  Lenore only sobs and clutches Durfey s arm tighter.
The king looks disgusted .

JOURNAL ENTRY 62

SOTH REVEALED

The commander of the garrison approaches and pokes Ariela s body with his foot.
You truly are mighty warriors, he says.  Mighty enough to join my armies.  His
visage shimmers and the face of Lord Soth is revealed.  He laughs at your
surprise.  I desire only the best warriors, he mocks, and the most intelligent.
You identified Ariela and killed her.  That makes you quite eligible.  Durfey
changes and slashes at Soth with his sword, but it causes no visible damage.
You think you can hurt me?: Soth mocks.  Perhaps you are not quite as
intelligent as I thought.

JOURNAL ENTRY 63

IN THE OUBLIETTE

Soth watches personally as you are disarmed and chained.  You chose the wrong
door, he gloats.  Once I might have turned you into undead, to join my army,
however, since you have been so much trouble, I will derive even greater
pleasure knowing that you live... in torment!

You are shoved, one by one, through a door in e floor and fall into a dungeon
below.  Never, fear, Soth promises.  Food and water will be lowered to you
daily... just enough to keep you alive! Death won t come easily...  The door
slams shut, submerging you in total darkness.

JOURNAL ENTRY 64

A MYSTERIOUS VISITOR

As you leave Cerberus, a blond man approaches from the woods.  He is wearing a
strange blue uniform, completely unfamiliar to you.

-- Page 50 --

The weapon on his belt is
equally mysterious.  I just wanted to congratulate you on your rescue of
Cerberus, he says.  It always pays to remember that people are more important
than orders.  He waves good-bye and vanishes back into the woods.

JOURNAL ENTRY 65

THE KALAMAN AUCTION

COME ONE, COME ALL TO THE ANNUAL ACTION! the hawker bellows.  UNIQUE AND
VALUABLE ITEMS FOR THE BIDDING!

Most of the display items are junk: broken furniture, chipped mirrors;
moth-eaten clothing.  You are about to leave when the hawker starts his
tirade again.  WHO LL BID ON MY FIRST ITEM? he demands.
A GENUINE ARTIFACT FROM DARGAARD KEEP ITSELF, OBTAINED AT INCREDIBLE RISK
FOR SALE HERE.  DO I HEAR AN OFFER?

He holds up a glass skull.  Once jewels were mounted in the eyes, but they were
pried loose long ago.  Even so, the skull carriers an aura of menace and
enchangement that you can feel, even at this distance.  WHO WILL START THE
BIDDING? the auctioneer looks directly at you.

JOURNAL ENTRY 66

MAN IN THE DARK ROBES

My name is Sebas Astmoor.  Once I was a cleric of Majere, although I can scarce
remember it.  Long ago Lord Soth corrupted me into worshiping the dark gods.
As his favorite and most powerful cleric, he sent me on his most pressing
quest; to find __ no, no, I shall not tell you what.

I found it.  And could not resist wielding it just a little.  And it changed
me, curse it! Suddenly I saw Lord Soth s folly and -- my own unworthiness.  I
hid it.  I hid it very well.  My Lord must never find it, for his own sake and
that of all of Krynn.  I will release it only to those proven strong enough to
resist Lord Soth and who can be trusted to wield power correctly.

Curse that thing! I gave it up, I surrendered my dark powers and now I hide
alone in the dark, waiting to die.  All because it gave me back a conscience.

-- Page 51 --


STRENGTH TABLE:  ABILITY ADJUSTMENTS
                                          WEIGHT
ABILITY         THACO   DAMAGE            ALLOWANCE
SCORE           BONUS   ADJUSTMENT        (IN STEEL PIECES)
_____________________________________________________________
3               -3      -1                      -350
4-5             -2      -1                      -250
6-7             -1      none                    -150
8-9             normal  none                    normal
10-11           normal  none                    normal
12-13           normal  none                    +100
14-15           normal  none                    +200
16              normal  +1                      +350
17              +1      +1                      +500
18              +1      +2                      +750
*18/01-50       +1      +3                      +1000
*18/51-75       +2      +3                      +1,250
*18/76-90       +2      +4                      +1,500
*19/91-99       +2      +5                      +2,000
*18/00          +3      +6                      +3,000

*Bonus available to fighter classess only (fighter, Paladin, Knight, Ranger)

DEXTERITY TABLE:
ABILITY ADJUSTMENTS

ABILITY         REACTION          AC
SCORE           MISSILE           BONUS
                BONUS
_________________________________________
3                 -3                +4
4                 -2                +3
5                 -1                +2
6                  0                +1
7                  0                 0
8                  0                 0
9                  0                 0
10                 0                 0
11                 0                 0
12                 0                 0
13                 0                 0
14                 0                 0
15                 0                 -1
16                 +1                -2
17                 +2                -3
18                 +3                -4

CONSTITUTION
TABLE:  ABILITY

ABILITY     HIT POINT       RESURREC.
SCORE       ADJUSTMENT      SURVIVAL
_______________________________________
3                -2            40%
4                -1            45%
5                -1            50%
6                -1            55%
7                 0            60%
8                 0            65%
9                 0            70%
10                0            75%
11                0            80%
12                0            85%
13                0            90%
14                0            92%
15               +1            94%
16               +2            96%
17               +2(+3)*       98%
18               +2(+4)*      100%

*Bonus applies only to fighters; all other classes may be given a maximum hit
point bonus adjustment for constitution of +2.



BONUS ATTACKS FOR HIGH LEVEL FIGHTERS
CLASS                   LEVEL           ATTACK/ROUND
___________________________________________________
Fighter                 1-6             1/1
Knight                  1-6             1/1
Paladin                 1-6             1/1
Ranger                  1-7             1/1
Fighter                 7-12            3/2
Knight                  7-12            3/2
Paladin                 7-12            3/2
Ranger                  8-14            3/2
Fighter                 13+             2/1
Knight                  13+             2/1
Paladin                 13+             2/1



RANGE OF ABILITY SCORES BY RACE TABLE

ABILITY SCORE       STR*      INT       WIS     DEX    CON    CHA
____________________________________________________________________
HUMANS              3-18(00)  3-18      3-18    3-18   3-18   3-18
(Females)           3-18(50)  3-18      3-18    3-18   3-18   3-18
Silvanesli Elves    3-18(75)  10-18     6-18    7-19   6-18   12-18
(Females)           3-16      10-18     6-18    7-19   6-18   12-18
Qualinesli Elves    7-18(75)  8-18      6-18    7-19   7-18   8-18
(Females)           3-16      8-18      6-18    7-19   7-18   8-18
Hill Dwarves        9-18(99)  3-18      3-18    3-17   14-19  3-12
(Females)           3-17      3-18      3-18    3-17   14-19  3-12
Min. Dwarves        8-18(99)  3-18      3-18    3-17   12-19  3-16
(Females)           3-17      3-18      3-18    3-17   12-19  3-16
Half-Elves          3-18(90)  4-18      3-18    6-18   6-18   3-18
(Females)           3-17      4-18      3-18    6-18   6-18   3-18
Kender (Both)       6-16      6-18      3-16    8-19   10-18  6-18

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




MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE

                             SILV.  QUAL.  HALF   HILL  MTH
CLASS ABILITY   HUMAN ELVES  ELVES  ELVES  DRA    DR    KENDERS
_________________________________________________________________
Cleric  any     14    14     14     14     10     10    8
Fighter Str 16- 14    10     14      9     14     14    5
        Str 17  14    10     14      9     14     14    -
        Str 18+ 14    10     14      9     14     14    -
Ranger  Str 16- 14    14     14     11     8      No    5
        Str 17  14    14     14     11     8      No    -
        Str 18+ 14    14     14     11     8      No    -
Knight  Any     14    No     No     10     No     No    No
Paladin Any     14    12     No     No     No     8     No
Mage    Int 16- 14    14     14     10     No     No    No
        Int 17  14    14     14     10     No     No    No
        Int 18+ 14    14     14     10     No     No    No
Thief   Any     18    No     18     18     10     8     18

-- Page 52 --

WEAPON TABLE

Name              Damage vs.     Damage vs. Larger   Number
                  Man Sized      Than Man Sized      of Hands    Class
________________________________________________________________________
Axe, Battle        1-8                 1-8             1           f
Axe, Hand          1-6                 1-4             1           f
Bow, Long*         1-6                 1-6             2           f
Bow, Short*        1-6                 1-6             2           f
Bow, Composite
Long*              1-6                 1-6             2           f
Bow, Composite
Short*             1-6                 1-6             2           f
Club               1-6                 1-3             1           f,cl,th
Dagger             1-4                 1-3             1           f,mu,th
Dart               1-3                 1-2             1           f,mu,th
Flail              2-7                 2-8             1           f,cl
Halberd+           1-10                2-12            2           f
Hammer             2-5                 1-4             1           f,cl
Hopak(Melee)       3-8                 3-6             2           **
Hoopak(Missle)     2-5                 2-7             2           **
Javelin            1-6                 1-6             1           f
Light Crossbow     1-4                 1-4             2           f
Mace               2-7                 1-6             1           f,cl
Morning Star       2-8                 2-7             1           f
Pick, Military     2-5                 1-4             1           f
Pick, Awl          1-6                 1-12            1           f
Quarterstaff       1-6                 1-6             2           f,cl,mu
Scimitar           1-8                 1-8             1           f,th
Sling              1-4                 1-4             1           f,th
Sling,Staff        2-8                 3-9             2           f,cl
Spear              1-6                 1-8             1           f
Sword,Bastard      2-8                 2-7             2           f
Sword,Broad        2-8                 2-16            1           f,th
Sword,Long         1-8                 1-12            1           f,th
Sword,Short        1-6                 1-8             1           f,th
Sword,Two-Handed   1-10                3-18            2           f
Trident            2-7                 3-12            1           f

*Must have ready arrows to fire.  Two Attacks per round.
#Must have ready quarrels to fire.  One Attack per round.
** Only usable by kender characters.
f=fighter (includes knight, ranger, paladin), cl=cleric, th=thief,
mu=magic-user



ARMOR TABLE

ARMOR TYPE      WEIGHT                             MAXIMUM
                IN SP.               AC            MOVEMENT*
_________________________________________________________________
None              0                  10              -
Shield            50                 **              -
Leather           150                8               12 squares
Ring              250                7                9 squares
Scale             400                6                6 squares
Chain             300                5                9 squares
Banded            350                4                9 squares
Plate             450                3                6 squares

*In addition to armor, movement may be limited by carried items.  Minimum
movement is 3 squares.
** A Shield subtracts 1 AC from any armor it is used with.

LEVEL ADVANCEMENT TABLES

The following charts show the number of experience points a character must earn
in order to gain a level in his character class.    The charts also list the
number of spells that a character can have memorized at one time.  Fighters and
Thieves can never memorize spells.

Remember:  All experience earned by multiple-class characters is divided evenly
among all classes, even after character has reached maximum level in a class.



CLERIC OF GOOD
                                  Hit     Clerical Spells per Level
LEVEL        EXPERIENCE           DICE      1  2   3   4   5   6
__________________________________________________________________________
1                2,000-3,999      2d8       1  -   -   -   -   -
2                4,000-7,499      3d8       2  -   -   -   -   -
3                7,500-15,249     4d8       2  1   -   -   -   -
4               15,250-24,999     5d8       2  2   -   -   -   -
5               25,000-39,999     6d8       3  3   1   -   -   -
6               40,000-89,999     7d8       3  3   2   -   -   -
7              90,000-159,999     8d8       3  3   2   1   -   -
8              160,000-249,999    9d8       3  3   3   2   -   -
9              250,000-499,999    9d8+1     4  4   3   2   1   -
10            500,000-749,999     9d8+2     4  4   3   3   2   -
11            750,000-999,999     9d8+3     5  4   4   3   2   1*
12           1,000,000-1,249,999  9d8+4     6  5   5   3   2   2
13           1,250,000-1,499,999  9d8+5     6  6   6   4   2   2
14           1,500,000+           9d8+6     6  6   6   5   3   2

*Usable only by clerics of 17 or greater wisdom

-- Page 53 --

CLERIC OF NEUTRALITY
                                 Hit         Clerical   Spells   Per    Level
Level     Experience             Dice        1   2   3    4    5    6    7
_______________________________________________________________________________
1           1,500-2,999           1d8        2   -   -    -    -    -    -
2           3,000-5,999           2d8        2   1   -    -    -    -    -
3           6,000-12,999          3d8        3   2   1    -    -    -    -
4          13,000-27,499          4d8        4   2   2    -    -    -    -
5          27,500-54,999          5d8        4   3   2    -    -    -    -
6          55,000-109,999         6d8        4   3   2    1    -    -    -
7         110,000-224,999         7d8        4   4   3    1    -    -    -
8         225,000-449,999         8d8        4   4   3    2    -    -    -
9         450,000-674,999         9d8        5   4   3    2    1    -    -
10        675,000-899,999         9d8+1      5   4   3    3    2    -    -
11        900,000-1,124,999       9d8+2      5   5   3    3    2    1*   -
12      1,125,000-1,349,999       9d8+3      5   5   4    4    3    2    1**
13      1,350,000-1,574,999       9d8+4      6   5   5    4    3    2    1
14      1,575,000+                9d8+5      6   6   6    6    4    2    1
*Usable only by clerics of 17 or greater wisdom
**Usable only by clerics of 18 or greater wisdom




CLERIC WISDOM BONUS

CLERIC'S                         BONUS SPELLS
WISDOM                     1    2     3    4     5
____________________________________________________
9-12                       -    -     -    -     -
13                         +1   -     -    -     -
14                         +2   -     -    -     -
15                         +2   +1    -    -     -
16                         +2   +2    -    -     -
17                         +2   +2    +1   -     -
18                         +2   +2    +1   +1    -

Note that these bonus spells are only available when the clerics is entitled
to spells of the applicable level.  For example, an 6th-level cleric of Good
with a Wisdom of 18 can memorize the following spells:

                                       NUMBER OF SPELLS PER LEVEL
                                   1         2       3        4      5
________________________________________________________________________
6th-Level Cleric of
Good with 18 Wisdom                5         5       3        -      -



FIGHTER

LEVEL                  EXPERIENCE                     HIT
                                                      DICE
____________________________________________________________
1                       0-2,000                       1d10
2                       2,001-4,000                   2d10
3                       4,001-8,000                   3d10
4                       8,001-18,000                  4d10
5                      18,001-35,000                  5d10
6                      35,001-70,000                  6d10
7                      70,001-125,000                 7d10
8                     125,001-250,000                 8d10
9                     250,001-500,000                 9d10
10                    500,001-750,000                 9d10+3
11                    750,001-1,000,000               9d10+6
12                  1,000,001-1,250,00                9d10+9
13                  1,250,001-1,500,000               9d10+12
14                  1,500,001+                        9d10+15




KNIGHT OF THE CROWN

                                                  HIT
LEVEL            EXPERIENCE                       DICE
________________________________________________________
1                2,500-4,999                      2d10
2                5,000-9,999                      3d10
3                10,000-18,499                    4d10
4                18,500-36,999                    5d10
5                37,000-84,999                    6d10
6                85,000-139,999                   7d10
7                140,000-219,999                  8d10
8                220,000-299,999                  9d10
9                300,000-599,999                  10d10
10               600,000-899,999                  10d10+2
11               900,000-1,199,999                10d10+4
12               1,200,000-1,499,999              10d10+6
13               1,500,000-1,799,999              10d10+8
14               1,800,000+                       10d10+10



KNIGHT OF THE SWORD
                                       HIT         Clerical Spells Per Level
LEVEL            EXPERIENCE            DICE      1     2    3     4     5    6
________________________________________________________________________________
3                12,000-23,999         4d10      -     -    -     -     -    -
4                24,000-44,999         5d10      -     -    -     -     -    -
5                45,000-94,999         6d10      -     -    -     -     -    -
6                95,000-174,999        7d10      1     -    -     -     -    -
7               175,000-349,999        8d10      2     -    -     -     -    -
8               350,000-699,999        9d10      2     1    -     -     -    -
9               700,000-1,049,999      10d10     3     2    -     -     -    -
10            1,050,000-1,399,999      10d10+2   4     2    -     -     -    -
11            1,400,000-1,749,999      10d10+4   4     2    1     -     -    -
12            1,750,000-2,099,999      10d10+6   5     3    1     1     -    -
13            2,100,000-2,499,999      10d10+8   6     4    1     1     1    -
14            2,450,000+               10d10+10  7     5    2     1     1    1




KNIGHT OF THE ROSE
                                       HIT       Clerical Spells Per Level
LEVEL      EXPERIENCE                  DICE      1   2   3   4   5   6
________________________________________________________________________________
4             27,000-59,999            5d10      -   -   -   -   -   -
5             60,000-124,999           6d10      -   -   -   -   -   -
6            125,000-199,999           7d10      1   -   -   -   -   -
7            200,000-494,999           8d10      2   -   -   -   -   -
8            425,000-799,999           9d10      2   1   -   -   -   -
9            800,000-1,499,999         10d10     3   2   -   -   -   -
10         1,500,000-1,999,999         10d10+2   4   2   -   -   -   -
11         2,000,000-2,499,999         10d10+4   4   2   1   -   -   -
12         2,500,000-2,999,999         10d10+6   5   3   1   1   -   -
13         3,000,000-3,499,999         10d10+8   6   4   1   1   1   -
14         3,500,000+                  10d10+10  7   5   2   1   1   1

-- Page 54 --

WHITE ROBE MAGE
                                      HIT              SPELLS PER LEVEL
LEVEL     EXPERIENCE                  DICE          1   2  3  4  5  6  7  8
_____________________________________________________________________________
1             2,500-4,999             1d4           1   -  -  -  -  -  -  -
2             5,000-9,999             2d4           2   -  -  -  -  -  -  -
3            10,000-17,999            3d4           2   1  -  -  -  -  -  -
4            18,000-35,999            4d4           3   2  -  -  -  -  -  -
5            38,000-54,999            5d4           4   2  1  -  -  -  -  -
6            55,000-99,999            6d4           4   2  2  -  -  -  -  -
7           100,000-199,999           7d4           4   3  2  1  -  -  -  -
8           200,000-399,999           8d4           4   3  3  2  1  -  -  -
9           400,000-599,999           9d4           4   3  3  2  1  -  -  -
10          600,000-799,999           10d4          4   4  3  2  2  1  -  -
11          800,000-999,999           11d4          4   4  4  3  3  2  1  -
12        1,000,000-1,249,999         10d4+1        4   4  4  4  4  3  2  1
13        1,250,000-1,499,999         10d4+3        5   5  5  4  4  3  2  1
14        1,500,000+                  10d4+3        5   5  5  4  4  3  2  1




RED ROBE MAGE
                                      HIT
LEVEL EXPERIENCE                      DICE               SPELLS PER LEVEL
                                                    1  2  3  4  5  6  7  8
_______________________________________________________________________________
1         2,500-4,999                   1d4         1  -  -  -  -  -  -  -
2         5,000-9,999                   2d4         2  -  -  -  -  -  -  -
3        10,000-17,999                  3d4         2  1  -  -  -  -  -  -
4        18,000-35,999                  4d4         3  2  1  -  -  -  -  -
5        36,000-49,999                  5d4         4  3  1  -  -  -  -  -
6        50,000-89,999                  6d4         4  3  2  -  -  -  -  -
7        90,000-179,999                 7d4         4  3  2  1  -  -  -  -
8       180,000-349,999                 8d4         4  3  3  2  -  -  -  -
9       350,000-499,999                 9d4         4  3  3  2  1  -  -  -
10      500,000-699,999                 10d4        5  4  3  2  2  1  -  -
11      700,000-899,999                 10d4+1      5  4  4  3  3  2  -  -
12      900,000-1,099,999               10d4+2      5  4  4  4  4  2  1  -
13    1,100,000-1,299,999               10d4+3      5  5  5  4  4  2  1  1
14    1,300,000+                        10d4+4      5  5  5  4  4  2  2  1



PALADIN

LEVEL       EXPERIENCE      HIT
                            DICE    CLERICAL SPELLS PER LEVEL
                                       1  2   3   4
_______________________________________________________________
1               0-2,750     1d10       -  -   -   -
2           2,751-5,500     2d10       -  -   -   -
3           5,501-12,000    3d10       -  -   -   -
4          12,001-24,.000   4d10       -  -   -   -
5          24,001-45,000    5d10       -  -   -   -
6          45,001-95,.000   6d10       -  -   -   -
7          95,001-175,000   7d10       -  -   -   -
8         175,001-350,000   8d10       -  -   -   -
9         350,001-700,000   9d10       1  -   -   -
10        700,001-1,050,000 9d10+3     2  -   -   -
11      1,050,001-1,400,000 9d10+6     2  1   -   -
12      1,400,001-1,750,000 9d10+9     2  2   -   -
13      1,750,001-2,100,000 9d10+12    2  2   1   -
14      2,100,001+          9d10+15    3  2   1   -



RANGER

LEVEL       EXPERIENCE       HIT           SPELLS PER LEVEL
                             DICE          DRUIDIC      MAGIC-USER
                                             1  2          1  2
____________________________________________________________________
1               0-2,250       2d8            -  -          -  -
2           2,251-4,500       3d8            -  -          -  -
3           4,501-10,000      4d8            -  -          -  -
4          10,001-20,000      5d8            -  -          -  -
5          20,001-40,000      6d8            -  -          -  -
6          40,001-90,000      7d8            -  -          -  -
7          90,001-150,000     8d8            -  -          -  -
8         150,001-225,000     9d8            1  -          -  -
9         225,001-325,000     10d8           1  -          1  -
10        325,001-650,000     11d8           2  -          1  -
11        650,001-975,000     11d8+2         2  -          2  -
12        975,001-1.300,000   11d8+4         2  1          2  -
13      1,300,001-1,625,000   11d8+6         2  1          2  1
14      1,625,001+            11d8+8         2  2          2  1



THIEF

LEVEL       EXPERIENCE   HIT DICE
___________________________________
1              0-1,250     1d6
2          1,251-2,500     2d6
3          2,501-5,000     3d6
4          5,001-10,000    4d6
5         10,001-20,000    5d6
6         20,001-42,500    6d6
7         42,501-70,000    7d6
8         70,001-110,000   896
9        110,001-160,000   9d6
10       160,001-220,000   10d6
11       220,001-440,000   10d6+2
12       440,001-660,000   10d6+4
13       600,001-880,000   10d6+6
14       880,001-1,100.000 10d6+8
15     1,100,001-1,320,000 10d6+10
16     1,320.001-1,540,000 10d6+12
17     1,540,001-1,760,000 10d6+14
18     1,760,001+          10d6+16

SPELL PARAMETERS TABLE

WHEN:                                DURATION:

Cmbt =  Combat only spell            r = combat rounds
Camp =  Camp only spell              t = turns
Both =  Camp or Combat spell         /lvl = per level of caster
RNG:                                 targets = aim at each target
T = Touch Range                      Robe (Mage spells only):
dia = diameter                       White = Can only be cast by White Robes
rad = radius
All  = All characters in combat      Red = Can only be cast by Red Robes
#  = Number of targets
#s = number of squares               Both = Can be cast by both

-- Page 55 --

1ST-LEVEL CLERICAL SPELLS
SPELL NAME           When    RNG    AREA    DURATION
_______________________________________________________
Bless                Both     6     5 dia      6r
Cure Light Wounds    Both     T     1          -
Detect Magic         Both     3     1          1t
Protection from Evil Both     T     1          3r/lvl
Resist Cold          Both     T     1          1t/lvl



2ND-LEVEL CLERICAL SPELLS
Spell Name        When   RNG  AREA  DURATION
_________________________________________________
Find Traps        Camp    3    1      3t
Hold Person       Cmbt    6    1-3    4r+1/;lvl
Resist Fire       Both    T    1      1t/lvl
Silence 15'Radius Combt   12   3dia   2r/lvl
Slow Poison       Camp    T    1      1hour/lvl
Snake Charm       Cmbt    3    All    5-8r
Spiritual Hammer  Cmbt    3    1      tr/lvl



3RD-LEVEL CLERICAL SPELLS
Spell Name       When   Rng   AREA   DURATION
_______________________________________________
Cure Blindness   Both    T      1       -
Cure Disease     Camp    T      1       -
Dispel Magic     Both    6      3x3s    -
Prayer           Both    0      All     1r/lvl
Remove Curse     Both    T      1       -



4TH-LEVEL CLERICAL SPELLS
SPELL NAME                       WHEN   RNG   AREA   DURATION
________________________________________________________________
Cure Serious Wounds              Both    T     1        -
Neutralize Poison                Both    T     1        -
Poison                           Cmbt    T     1        -
Protection from Evil 10' Radius  Both    T     2dia     1t/lvl
Sticks to Snakes                 Cmbt    3     1        2r/lvl



5TH-LEVEL CLERICAL SPELLS
SPELL NAME            WHEN RNG AREA DURATION
_______________________________________________
Cure Critical Wounds  Both  T   1      -
Dispel Evil           Cmbt  T   1      1r/lvl
Flame Strike          Cmbt  6   1      -
Raise Dead            Camp  3   1      -



6TH-LEVEL CLERICAL SPELLS
SPELL NAME WHEN RNG AREA DURATION
____________________________________
Heal       Both  T   1   Permanent



7TH-LEVEL CLERICAL SPELLS
SPELL NAME   WHEN  RNG AREA DURATION
_______________________________________
Restoration  Camp  T    1   Permanent
Resuraction  Camp  T    1   Permanent



1ST-LEVEL DRUIDICAL SPELLS
(FOR HIGH LEVEL RANGERS)
SPELL NAME               WHEN RNG AREA DURATION
____________________________________________________
Cure light Wounds        Both T    1     -
Detect Magic             Both 4    1     12r
Entangle                 Cmbt 8    4dia  1t
Faerie Fire              Cmbt 8    8dia  4r/lvl
Invisibility to Animals  Both T    1     1t+1r/lvl



2ND-LEVEL DRUIDICAL SPELLS
(FOR HIGH-LEVEL RANGERS)
SPELL NAME          WHEN RNG AREA  DURATION
______________________________________________
Barskin             Both  T    1   4r+1r/lvl
Charm person/Mammal Cmbt  12   1   -



1ST-LEVEL MAGE SPELLS
SPELL NAME           WHEN RNG    AREA DURATION ROBE
_____________________________________________________
Burning Hands        Cmbt  T      3s    -      Both
Charm Person         Cmbt  12     1     -      Both
Detect Magic         Both  6      1   2r/lvl   Both
Enlarge              Both  .5/lvl 1   1t/lvl   Both
Friends              Cmbt  0      All 1r/lvl   Both
Magic Missle         Cmbt  6+lvl  1     -      Both
Protection from Evil Camp  0      1   2r/lvl   Both
Read Magic           Camp  0      1   2r/lvl   Both
Shield               Cmbt  0      1   5r/lvl   Both
Shocking Grasp       Cmbt  T      1     -      Both
Sleep                Cmbt 3+lvl   1-16 5t/lvl  Both



2ND-LEVEL MAGE SPELLS
SPELL NAME          WHEN RNG   AREA      DURATION ROBE
________________________________________________________
Detect Invisibility Both T/lvl  1        5r/lvl  Both
Invisibility        Both T      1           -    Red
Knock               Camp 6      1s/lvl      -    Red
Mirror Image        Both 0      1        2r/lvl  Red
Ray of Enfeeblement Cmbt T    1+25s/lvl  1r/lvl  White
Slinking Cloud      Cmbt 3     2x2s      1r/lvl  Both
Strength            Camp T      1        6t/lvl  Red

-- Page 56 --

3RD-LEVEL MAGE SPELLS
SPELL NAME                 WHEN RNG    AREA DURATION   ROBE
_____________________________________________________________
Blink                      Both  0      1    1r/lvl    Red
Dispel Magic               Both  12    3x3s     -      White
Fireball                   Cmbt 10+lvl 2/3rad   -      Both
Hastle                     Both  6     4x4s  3r+lvl    Red
Hold Person                Cmbt  12    1-4   24/lvl    White
Invisibility 10-' Radius   Both  T      2dia   -       Red
Lightning Bolt             Cmbt 4+lvl  4,8     -       Both
Protection fr. Evil 10'Rad Both  T      2dia 2r/lvl    White
Protection fr. Normal Misl Both  T      1    1t/lvl    White
Slow                       Cmbt 9+lvl  4x4s  3r+1/lvl  Red



4TH-LEVEL MAGE SPELLS
SPELL NAME               WHEN RNG AREA    DURATION   ROBE
_________________________________________________________________
Bestow Curse             Cmbt T     1      1t/lvl    White
Charm Monster            Cmbt 6     1        -       White
Confusion                Cmbt 12   2-16    24+1/lvl  White
Dimension Door           Cmbt 0     1        -       Red
Fear                     Cmbt 0    6x3cone 1r/lvl    Red
Fire Shield (2types)     Both 0     1      2r=1/lvl  Both
Fumble                   Cmbt 1/lvl 4 dia     -      Both
Min Globe of Invlnrblly. Both 0     1      1r/lvl    White
Remove Curse             Both T     1         -      White



5TH-LEVEL MAGE SPELLS
SPELL NAME               WHEN  RNG   AREA       DURATION   ROBE
_________________________________________________________________
Cloudkill                Cmbt  1     3x3s       tr/lvl     White
Cone of Cold             Cmbt  0     .5s/lvl cone   -      Both
Feeblemind               Cmbt 1/lvl  1              -      White
Fire Touch               Both  T     Special    1r/lvl     Red
Hold Monster             Cmbt .5/lvl 1-4        1r/lvl     White
Iron Skin                Both  0     Special    1r/lvl     Red



6TH-LEVEL MAGE SPELLS
SPELL NAME               WHEN RNG     AREA     DURATION   ROBE
____________________________________________________________________
Death Spell              Cmbt  1      .5x/lvl Instantaneous    Both
Disintegrate             Cmbt .5/lvl  Special Instantaneous    Red
Globe of Invulnerability Both  0        1      1r/lvl          White
Stone to Flesh           Both 1/lvl     1     Permanent        Red
Flesh to Stone           Cmbt 1/lvl     1     Permanent        Red



7TH-LEVEL MAGE SPELLS
SPELL NAME               WHEN RNG       AREA  DURATION  ROBE
_________________________________________________________________
Delayed Blast Fire Ball  Cmbt 10+1/lvl  2rad  Special   White
Mass Invisbility         Both 1/lvl Special   Special   Red
Power Word, Stun         Cmbt .5/lvl      1   Special   Both



8TH-LEVEL MAGE SPELLS
SPELL NAME                WHEN   RNG     AREA   DURATION   ROBE
_________________________________________________________________
Mass Charm                Cmbt   .5/lvl Special Special    White
Mind Blank                Both    3       1       1day     White
Otto's Irresistible Dance Cmbt   1t       1       2-5r     White
Power Word, Blind         Cmbt   .5/lvl 3dia    Special    Both

-- Page 57 --

GLOSSARY OF AD&D GAME AND COMPUTER TERMS

Ability Scores. These are numbers that describe the attributes of the
characters. There are six ability scores: Strength, Intelligence, Wisdom,
Dexterity, Constitution and Charisma.

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

Alignment. This is the basic philosophy of a character. See Alignment in the
Character Classes section.

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

Character. This is another name for one of the persons you play in the game.
A party consists of up to six characters.

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

Command. A one or two-word option in a menu. Activating that command allows
you either to view another menu or have your characters perform an action.

Encounter. This is what happens when a party meets a monster. You are given
a menu of choices of how you want to handle the situation.

Enter. The act of giving a command to the computer. How this is done varies
depending on the computer.

Experience Points. Every encounter the characters have yields experience
points for every character depending on how successful the encounter was for
the party. A character who gains enough experience can advance a level.

Facing. In combat, a character faces a certain direction. An attack from the
direction he is not facing has a greater chance of doing damage. A character
will always face an opponent if he has only one opponent.

Hit Points (HP). This is a measure of how healthy a character is. Damage from
weapons subtracts hit points from the character's total. When he has lost all
of his hit points, he is unconscious and dying. If his wounds are bound by
another party member, he is simply unconscious.

Icon. This is the small picture of a monster or a character seen during
combat. Character icons can be altered using the Alter command in the Camp
Menu.

Initiative. This is a semi-random determination of which character in a
combat acts first. The characters with higher dexterity's have a better
chance for a higher initiative.

Level. This describes the power of a number of different items. The power of
characters, dungeons, monsters and spells are all described with levels.

-- Page 58 --

Character Level. This is a determination of how much experience a character
has. The higher the level, the more experienced and important the character
is. High-level spellcasters can cast high-level spells.

Spell Level. Spells come in degrees of difficulty. The higher the level of
the spell, the greater the difficulty. Only very experienced magic-users and
clerics can learn high-level spells.

Magic. This term covers spellcasting, enchanted items and any other
application of the supernatural.

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

Missile Combat. This is ranged combat with weapons such as bows and arrows,
crossbows and quarrels and slings and slingstones.

Monster. This term actually includes human and other player races as well as
ogres and dragons. In general, if it isn't part of your party, it's a
monster. Monsters are not necessarily hostile, some may be helpful.

Multi-Class Characters. Non-human characters may belong to two or three
classes at the same time. Such multi-class characters split their experience
among all their classes, even if they have reached their racial maximum class.

Non-Player Character (NPC). This is a member of a player race who is not
controlled by the player. Some NPCs can be brought into a party.

Party. The group of adventurers you form to perform the missions you are
given. A party can be reformed for each adventure and even altered during
the course of an adventure.

Player Character (PC). This is a member of a player race who is controlled
by the player. The characters in your adventuring party are PCs.

Race. The species characters may belong to in the game. For example human,
elf or dwarf are races.

Spell. This is a magic incantation that can alter the nature of reality.
Magicusers, clerics and high-level knights, paladins and rangers can cast
spells after memorizing them. If the spell is cast, it is gone from the
user's mind and must be re-memorized.

Spell Book. The book a magic-user carries his spells in. If he doesn't have
a magic book, he has no spells to memorize.

THAC0 (To Hit Armor Class 0). This is the number that a character must make
or exceed to hit an opponent with AC0.

-- Page 59 --

