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Pool of Radiance - Clue Book

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0% found this document useful (0 votes)
608 views68 pages

Pool of Radiance - Clue Book

Uploaded by

fm5vqbnwxh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AdviDCed

DungeoiiSfilragons·
COMPl.TreR l"RODUCT
TABLE OF CONIBNTS
IITTRODUCTION .................. ................................. .................... ................... .................... l
MISSIONS AND ADVEITTURES .......................... ...... ........................... .............................. 2
MAPS:
• Civilized Area, New Phlan ........................................................................................... 3
·Slums ...................................... .............. ..... ............................. ...................... ......... ...5
• Sokal Keep .................. .............................................................................................. 7
• Kuto's Well&: Catacombs .......................................................................................... 9
• Mendor's Library •..................... ...................................................................... .......... 11
• Padol Plaza ........•........ ............................................................................................. 13
• Cadorna Textile House .............. .......................................................... .................... 15
• Wealthy Area &: Temple of Bane .............................................................................. 17
• Kovel Mansion ......................................................................................................... 19
•Western Wilderness, Silver Dragon's Den .................................................................21
•Central Wilderness ...... .............................................................................................23
• Eastern Wilderness .................................................................... .............................. 25
• Nomad camp ............. ........................... .................................................................. 27
• Kobold caves .............................. ..................... ....................................................... 29
•Sorcerer's Island ..............................................................•.......................................31
•Lizard Man Keep&: catacombs ..................................................•.............................35
•Buccaneers Base ........................................................................•............................37
• Outpost of Zhentil Keep ...........................................................................................39
• Valhingen Graveyard ........ .................. ......................................................................41
• Stojanow Gate ................. ........................................................................................43
• Valjevo Castle: Introduction ........................ .................................... : ........................45
• Valjevo Castle, South West. .....................................................................................•46
• Valjevo Castle, North West ...........................•........................................... :............... 47
• Valjevo Castle, North East ........................................................................................48
• Valjevo Castle, South East .......................................................................................49
• Valjevo castle Maze ........•........................................................................................50
• Valjevo Castle, lnnerTower....................................................•.....•.•..................•...... 51
SELECTING HEROES .......... ...... ......................................................•.............•...............53
DEflNITTONS AND CONCEPTS ........................................................•.............................54
COMBAT .................................... : ............................. .............. •......................................57
SPELLS .......•............................. :...................................................................................60
SPELL PARAMITTERS CHART ..............................•.....................•....................................63

Clue Book
George MacDonald
Art, Graphic Design and Desktop Publishing
Louis Saekow Design: David Boudreau, Peter Gascoyne, Kathryn Lee

Strategic Simulations, Inc. reserves the right to make improvements in the product described in this clue book at anytime and without notice.
Strategic Simulations, Inc. makes no warranties, express or implied, with respect to this cluebook, tts quality, merchantability orrnness for any
particular purpose. This cluebook is provided ·as is .'
ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOITTN REALMS are trademarks owned by and used under license from TSR, Inc., Lake
Geneva. WI. USA
Copyright 1988 TSR, Inc. All Rights Reserved.
This cluebook is copyrighted and includes proprietary information belonging to TSR , Inc. No one is permitted to sell copies of this cluebookto
any person or instttution except as provided for by written agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy,
reproduce, translate, or reduce to machine readable form this cluebook wtthout the prior written consent of TSR, Inc.
Any persons reproducing any portion of this cluebook for any reason, in any media, shall be guilty of copyright violation and subject to the appro·
priate civil or criminal action at the discretion of the copyright holder(s).
TABLE OF CONIBNTS
IITTRODUCTION .................. ................................. .................... ................... .................... l
MISSIONS AND ADVEITTURES .......................... ...... ........................... .............................. 2
MAPS:
• Civilized Area, New Phlan ........................................................................................... 3
·Slums ...................................... .............. ..... ............................. ...................... ......... ...5
• Sokal Keep .................. .............................................................................................. 7
• Kuto's Well&: Catacombs .......................................................................................... 9
• Mendor's Library •..................... ...................................................................... .......... 11
• Padol Plaza ........•........ ............................................................................................. 13
• Cadorna Textile House .............. .......................................................... .................... 15
• Wealthy Area &: Temple of Bane .............................................................................. 17
• Kovel Mansion ......................................................................................................... 19
•Western Wilderness, Silver Dragon's Den .................................................................21
•Central Wilderness ...... .............................................................................................23
• Eastern Wilderness .................................................................... .............................. 25
• Nomad camp ............. ........................... .................................................................. 27
• Kobold caves .............................. ..................... ....................................................... 29
•Sorcerer's Island ..............................................................•.......................................31
•Lizard Man Keep&: catacombs ..................................................•.............................35
•Buccaneers Base ........................................................................•............................37
• Outpost of Zhentil Keep ...........................................................................................39
• Valhingen Graveyard ........ .................. ......................................................................41
• Stojanow Gate ................. ........................................................................................43
• Valjevo Castle: Introduction ........................ .................................... : ........................45
• Valjevo Castle, South West. .....................................................................................•46
• Valjevo Castle, North West ...........................•........................................... :............... 47
• Valjevo Castle, North East ........................................................................................48
• Valjevo Castle, South East .......................................................................................49
• Valjevo castle Maze ........•........................................................................................50
• Valjevo Castle, lnnerTower....................................................•.....•.•..................•...... 51
SELECTING HEROES .......... ...... ......................................................•.............•...............53
DEflNITTONS AND CONCEPTS ........................................................•.............................54
COMBAT .................................... : ............................. .............. •......................................57
SPELLS .......•............................. :...................................................................................60
SPELL PARAMITTERS CHART ..............................•.....................•....................................63

Clue Book
George MacDonald
Art, Graphic Design and Desktop Publishing
Louis Saekow Design: David Boudreau, Peter Gascoyne, Kathryn Lee

Strategic Simulations, Inc. reserves the right to make improvements in the product described in this clue book at anytime and without notice.
Strategic Simulations, Inc. makes no warranties, express or implied, with respect to this cluebook, tts quality, merchantability orrnness for any
particular purpose. This cluebook is provided ·as is .'
ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOITTN REALMS are trademarks owned by and used under license from TSR, Inc., Lake
Geneva. WI. USA
Copyright 1988 TSR, Inc. All Rights Reserved.
This cluebook is copyrighted and includes proprietary information belonging to TSR , Inc. No one is permitted to sell copies of this cluebookto
any person or instttution except as provided for by written agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy,
reproduce, translate, or reduce to machine readable form this cluebook wtthout the prior written consent of TSR, Inc.
Any persons reproducing any portion of this cluebook for any reason, in any media, shall be guilty of copyright violation and subject to the appro·
priate civil or criminal action at the discretion of the copyright holder(s).
IN'IRODUCTION
ooL or RADIANCE is Strategic Simulations Inc. 's mission has a specific goal that is given in the city

P first ADVANCED DUNGEONS & DRAGONS®


Computer Role-Playing Epic set in the
FORGOTIEN REALMS™game world. POOL Of' RADIANCE
council proclamation and in the council derk's
description of each mission. In some missions you
simply have to hack your way through everything in
is a huge game, with over two dozen different individ- front of you. In other missions you must sneak and
ual missions and adventures. It is designed to mirror be unobtrusive. In some missions you must be diplo-
the kind of connected adventures that form the basis matic, and in others you must simply survive. Stay
of the AD&D® role-playing game. true to your objective as each mission unfolds.

PooL or RADIANCE does not rely on obtuse puzzles or finally, remember the overall goal of the quest, the
unfathomable word games to create challenge. In- liberation of Phlan from its evil oppressor. It is not
stead, PooL or RADIANCE relies on challenges that arise necessary to clear every block, defeat every evil, or
from within the scope of the adventure. Each adven- even complete every mission to free Phlan. As soon
ture centers around solving a mystery, defeating an as the Boss that controls Phlan is defeated, the undi-
enemy force, or discovering the true allegiance of the rected monsters that were under his control will fall
mysterious groups you meet. like wheat to the scythe. Always remember that the
defeat of the Boss is your final goal. Good luck!
You are sure to have questions as you adventure
through POOL op RADIANCE. first, read the rule book and
Adventurers Journal that come with the game. These Missions and Adventures
books will answer most of the questions that come he quest in PCX)L OF RAniANcE is divided into mis-
up. Second, you can refer to this clue book for
answers; it is the definitive source for insight into the
adventure in Pool of Radiance. Third, you can look
T sions or adventures. The City Council of New
Phlan will direct the characters to most of their
missions. Occasionally, the characters will discover an
into the many ADVANCED DUNGEONS & DRAGONS® adventure on their own. It is not necessary to »touch
books for background on the game. The AD&D® evezy square· in Pool of Radiance to complete the
Players Handbook and the AD&D® Dungeon Masters quest. The party should take the missions that sound
Guide provided the basis for the rules in PooL op interesting, find out all the information they can, and
RADIANCE. THE FORGOTTEN REALMS rM Campaign set work to complete their overall mission and free Phlan
and Ruins of Adventure module provided the back- from its evil overlord.
ground material for the storyline. These sources
should tell you all you need to know about PooL or Each mission is set in a specific area The description
RADIANCE. of each mission includes a map of the area, the back.-
ground storyline for the area, where the party can
Keep your current objective in mind while you play rest, a description of the important places in that
through each mission in PooL op RADIANCE. Each area, and the aftermath of the mission.

1 2
IN'IRODUCTION
ooL or RADIANCE is Strategic Simulations Inc. 's mission has a specific goal that is given in the city

P first ADVANCED DUNGEONS & DRAGONS®


Computer Role-Playing Epic set in the
FORGOTIEN REALMS™game world. POOL Of' RADIANCE
council proclamation and in the council derk's
description of each mission. In some missions you
simply have to hack your way through everything in
is a huge game, with over two dozen different individ- front of you. In other missions you must sneak and
ual missions and adventures. It is designed to mirror be unobtrusive. In some missions you must be diplo-
the kind of connected adventures that form the basis matic, and in others you must simply survive. Stay
of the AD&D® role-playing game. true to your objective as each mission unfolds.

PooL or RADIANCE does not rely on obtuse puzzles or finally, remember the overall goal of the quest, the
unfathomable word games to create challenge. In- liberation of Phlan from its evil oppressor. It is not
stead, PooL or RADIANCE relies on challenges that arise necessary to clear every block, defeat every evil, or
from within the scope of the adventure. Each adven- even complete every mission to free Phlan. As soon
ture centers around solving a mystery, defeating an as the Boss that controls Phlan is defeated, the undi-
enemy force, or discovering the true allegiance of the rected monsters that were under his control will fall
mysterious groups you meet. like wheat to the scythe. Always remember that the
defeat of the Boss is your final goal. Good luck!
You are sure to have questions as you adventure
through POOL op RADIANCE. first, read the rule book and
Adventurers Journal that come with the game. These Missions and Adventures
books will answer most of the questions that come he quest in PCX)L OF RAniANcE is divided into mis-
up. Second, you can refer to this clue book for
answers; it is the definitive source for insight into the
adventure in Pool of Radiance. Third, you can look
T sions or adventures. The City Council of New
Phlan will direct the characters to most of their
missions. Occasionally, the characters will discover an
into the many ADVANCED DUNGEONS & DRAGONS® adventure on their own. It is not necessary to »touch
books for background on the game. The AD&D® evezy square· in Pool of Radiance to complete the
Players Handbook and the AD&D® Dungeon Masters quest. The party should take the missions that sound
Guide provided the basis for the rules in PooL op interesting, find out all the information they can, and
RADIANCE. THE FORGOTTEN REALMS rM Campaign set work to complete their overall mission and free Phlan
and Ruins of Adventure module provided the back- from its evil overlord.
ground material for the storyline. These sources
should tell you all you need to know about PooL or Each mission is set in a specific area The description
RADIANCE. of each mission includes a map of the area, the back.-
ground storyline for the area, where the party can
Keep your current objective in mind while you play rest, a description of the important places in that
through each mission in PooL op RADIANCE. Each area, and the aftermath of the mission.

1 2
CIVILIZED AREA, NEW PHLAN:
9 10 11 12 13 14 15
Key: Map Locations 13. The Clerk of the City Council: The
derk is a source for information on
1-lwA~ 1. Boat: Catch a boat here to take you
to Sokal Keep. After Sokal Keep is
missions that have been authorized by
the city council and gives out rewards
deared, you may also take the boat for completed missions.
1-c:::::Jo I DOOR OR ARCHWAY into the wilderness to the east or to the

1~ I WATER
west.
2. Passenger Dock: This is where you
14. Junior Councilman's Office.
15. Senior Councilman's office.
tell the boatman your destination and
pay your passage when traveling into 16. Head Councilman's Office.
the wilderness.
17. City Council Chambers.
3. Temple ofTyr: Healing services are
18. Temple of Tempus: Healing ser-
available here.
vices are available here.
4. Bishop Braccio's Office: Here, you
can meet Bishop Braccio, leader of the 19. Inns: Heroes can rest and heal at
temple of Tyr in New Phlan. these inns without interruption.

5. Dueling & ffiring Hall: Here, individu- 20. Taverns: Heroes can gamble and
al members of the party can duel to get into brawls (which are worth experi-
gain experience points, or the party can ence points) at these taverns.
hire NPCs to help the party on their ad- 21. Arms & Armor Shop: Weapons and
ventures. Hired NPCs receive a rut of armor are available here. All shops
the treasure before the players ever get charge the same prices.
their hands on it.
he Storyline: New Phlan is the that are available. You can undertake

T area that civilization has carved


out of the monster-controlled
areas of Old Phlan. New Phlan sits pre-
any of these missions. You can also
explore on your own and go ·1ooking
for trouble'. Alt.er you have completed
6. Clerical Training: Characters that are
derics or derical split dasses can train
here.
22. General Items Shop: These shops
sell mirrors, flasks of oil, holy symbols,
and vials of holy water. The wooden
holy symbol ofTempus is a good buy
cariously on the southeastern corner of a mission, return to the coundl derk.
7. Magic User Training: Characters that because Tempus is a lawful good god
Old Phlan as shown in the city map on She will give you any rewards due you and his symbol will repel vampires.
page 26 of the Adventurers Journal. are magic users or magic user split
for completing missions and infonn
Monsters control all of the rest of the }OU of new missions.
dasses can train here.
23. Silver Shop: These shops sell silver
city, and the monsters are themselves New Phlan is patrolled by a vel)' effi- 8. Fighter Training: Characters that are weapons, silver armor, silver jewelry,
controlled by a mysterious ·Boss·. Your dent city guard. If you IJy to rest in the fighters or fighter split dasses can train and a fine composite bow.
quest is to liberate the city from mon- street or enter the city hall or a shop here.
sters, discover the identity of the bos.s, 24. Jeweler: This shop sells expensive
alter dark, the city guard will respond. 9. Thieves Training: Characters that are jewelry to allow rich heroes to conve-
and defeat the bos.s to free the city. The chambers of the city council are thieves (politely called rogues) or thief niently carry their money. Jewelry ranges
Notes: In Pool of Radiance, the dty guarded by the coundl guards, and split classes can train here. from 75-50,000 gold pieces in value.
council sends you on most ofyour the temple ofTempus is guarded by
adventures. When you visit the dty its own temple guards. If)OU fight any 10. Temple of Sune: Healing services
are available here. All temples have the
ftnale: You don't need to ·c1ear· the
council building, there are Prodama- of these guards, you will be unable to
civilized block. When you have finished
buy anything in the shops or temples same services and charge the same
tions on the outside of the building your quest, return to the council clerk
describing thing.9 the dty council until you complete a mission. amount.
for your final reward!
wants done. When you go inside the Where You Can Rest: The only place 11. City Park.
council building and visit the derk, you can rest in the city ls at an Inn
she will describe several commissions 12. The Entrance To The City Hall:
(location 19 on the map). It costs 1 Prodamations of the City Council are
platinum piece for the party to rest, but posted on the wall here.
they may rest as long as they like.

4
CIVILIZED AREA, NEW PHLAN:
9 10 11 12 13 14 15
Key: Map Locations 13. The Clerk of the City Council: The
derk is a source for information on
1-lwA~ 1. Boat: Catch a boat here to take you
to Sokal Keep. After Sokal Keep is
missions that have been authorized by
the city council and gives out rewards
deared, you may also take the boat for completed missions.
1-c:::::Jo I DOOR OR ARCHWAY into the wilderness to the east or to the

1~ I WATER
west.
2. Passenger Dock: This is where you
14. Junior Councilman's Office.
15. Senior Councilman's office.
tell the boatman your destination and
pay your passage when traveling into 16. Head Councilman's Office.
the wilderness.
17. City Council Chambers.
3. Temple ofTyr: Healing services are
18. Temple of Tempus: Healing ser-
available here.
vices are available here.
4. Bishop Braccio's Office: Here, you
can meet Bishop Braccio, leader of the 19. Inns: Heroes can rest and heal at
temple of Tyr in New Phlan. these inns without interruption.

5. Dueling & ffiring Hall: Here, individu- 20. Taverns: Heroes can gamble and
al members of the party can duel to get into brawls (which are worth experi-
gain experience points, or the party can ence points) at these taverns.
hire NPCs to help the party on their ad- 21. Arms & Armor Shop: Weapons and
ventures. Hired NPCs receive a rut of armor are available here. All shops
the treasure before the players ever get charge the same prices.
their hands on it.
he Storyline: New Phlan is the that are available. You can undertake

T area that civilization has carved


out of the monster-controlled
areas of Old Phlan. New Phlan sits pre-
any of these missions. You can also
explore on your own and go ·1ooking
for trouble'. Alt.er you have completed
6. Clerical Training: Characters that are
derics or derical split dasses can train
here.
22. General Items Shop: These shops
sell mirrors, flasks of oil, holy symbols,
and vials of holy water. The wooden
holy symbol ofTempus is a good buy
cariously on the southeastern corner of a mission, return to the coundl derk.
7. Magic User Training: Characters that because Tempus is a lawful good god
Old Phlan as shown in the city map on She will give you any rewards due you and his symbol will repel vampires.
page 26 of the Adventurers Journal. are magic users or magic user split
for completing missions and infonn
Monsters control all of the rest of the }OU of new missions.
dasses can train here.
23. Silver Shop: These shops sell silver
city, and the monsters are themselves New Phlan is patrolled by a vel)' effi- 8. Fighter Training: Characters that are weapons, silver armor, silver jewelry,
controlled by a mysterious ·Boss·. Your dent city guard. If you IJy to rest in the fighters or fighter split dasses can train and a fine composite bow.
quest is to liberate the city from mon- street or enter the city hall or a shop here.
sters, discover the identity of the bos.s, 24. Jeweler: This shop sells expensive
alter dark, the city guard will respond. 9. Thieves Training: Characters that are jewelry to allow rich heroes to conve-
and defeat the bos.s to free the city. The chambers of the city council are thieves (politely called rogues) or thief niently carry their money. Jewelry ranges
Notes: In Pool of Radiance, the dty guarded by the coundl guards, and split classes can train here. from 75-50,000 gold pieces in value.
council sends you on most ofyour the temple ofTempus is guarded by
adventures. When you visit the dty its own temple guards. If)OU fight any 10. Temple of Sune: Healing services
are available here. All temples have the
ftnale: You don't need to ·c1ear· the
council building, there are Prodama- of these guards, you will be unable to
civilized block. When you have finished
buy anything in the shops or temples same services and charge the same
tions on the outside of the building your quest, return to the council clerk
describing thing.9 the dty council until you complete a mission. amount.
for your final reward!
wants done. When you go inside the Where You Can Rest: The only place 11. City Park.
council building and visit the derk, you can rest in the city ls at an Inn
she will describe several commissions 12. The Entrance To The City Hall:
(location 19 on the map). It costs 1 Prodamations of the City Council are
platinum piece for the party to rest, but posted on the wall here.
they may rest as long as they like.

4
SLUMS:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 6. Secret Treasure Room: Treasure is Tactics and frrepower are the keys to
Key: behind the illusionary wall to the east. winning this fight. The Trolls and Ogres
0 61 ~ x
........·..··· i(::JoiiCJol ··.··•···w.f. w.•1.....-.·.· 5 ·.-.w.•. · .•.·.·?•.·.....-. 1.·.·.....-. :·.· ·.·.;:;.w•.·.·.-1·.•.-.·.·.·.;:;.·.·.·.·.·.-I ,_,WA~ are 2 square monsters, and the battle
7. Hobgoblins: Search the room aft.er
•' - ~ the oombat to find their treasure.
occurs in a narrow room which lim its
their mobility. Because the two Ogres
2
ICJo I DOOR OR ARCHWAY
rn are up front, the four trolls are trapped
·· 1 ·
3 8. Gypsy: She will read your fortune. If
behind them. The ogres are less dan-
you attack her, it will enrage the mon-
4 ILLUSIONARYWALL gerous than the trolls, so do not kill the
sters in the slums and make the ran-
5 11 '8 ogres until you have defeated all the
dom encounters much tougher.
trolls. Tuke your two characters with
6 the best AC and HP and have them
10 . 9. Ores: Cast detect magic on the ore's
7 items to separate the magic items from engage the ogres. Evel)'one else should
the trash. stand one square back and use ranged
8
weapons and attack spells on the trolls
9 10. Monster Guards. until they all go down.
1· ...·. ~..;,;i::)i....[....-..·.).......·..1.-.·.-.·.·.-:::·.·.·.·.-.·.':'.-.·.·.-.·.-l·.·.·.·.·.·.:::.....·.·.·.·I ............_,:::_',·.',( 3 .,,,:::..........·.
10 13 :~:
.1:...........,,,............,,,.............112 · ·.· · !{··....-ICJO!io--+....11-i;i.-~.+""'"ii--:~~-I 11. Monster Leaders. Once the trolls are down, fmish off the
11
12
13
·· 16·
i~i -
14

.... ·....-·l-
.........·.·.·.·.·1·.·.......... _ _ _..,.............. ............,:,........·.·.ii;Q
i : : ;:; : : ;:; .,.
...........I 15 _ 12. Goblin Guards: This is a tough
fight. Try to cast a sleep spell on the
goblin leaders to reduce the enemy
ogres. Try to bring down all the trolls at
about t he same time, and then kill the
ogres quickly. If you kill a troll earty in
the battle and take a long time finishing
archel)'. evel)'one else off, the troll will regener-
14 I
ate and stand back up. Then you'll
15 13. Hidden Loot: Search this room for have to deal with him all over again. If
the treasure that the goblins were you advance onto the square the troll
guarding. had occupied, the troll will be unable to

T
he Storyline: The townspeople Map Locations
have redaimed the *civilized* stand back up.
14. The Entrance to the Old Rope
section of New Phlan. They have 1. Ores: Several Ores arguing over a Guild: The random enoounters inside
reinforced the walls between the civi- piece of paper. the old rope guild are tougher than f1nale: The slums are deared aft.er you
lized section and the slums which are those outside. It is safer to defeat all 15 have defeated 15 random encounters
2. Goblin Armsmaster and his stu- and dealt with all the set encounters.
still controlled by monsters. The heroes random encounters before entering the
dents: Throw a detect magic on the When you return to the city ooundi, they
must defeat the monsters that wander rope guild.
goblin's items to find their treasure. will pay you a reward for dearing the
the slums, along with rooting out the
monsters in their lairs. This is a search- 15. Ohio's Potion: The man here will block and offer you additional missions.
3. Magic User: Ohio, a magic user, will
and-destroy mission where the heroes offer you an assignment to go get a give you Ohio's potion if you tell him
must be on the lookout for dues to this potion from the rope guild for him. If Ohio's name.
and future missions. you get him the potion, he rewards you 16. Trolls and Ogres Tossing Things:
with a magic item. If you attack him, Ve!)' tough. This battle is a coming-0f-
Where You Can Rest: You can rest his army of monsters defend him.
safely in any room where you have age test. If your heroes can clear these
defeated a set enoounter. You can also 4. Stable: Search the room to fmd the monsters then you can handle the rest
rest safely aft.er you have deared the treasure. of the ugly things that the wortd has to
slums. throw at you. You may want to go back
5. Kobolds: Their treasure indudes a to the hiring hall and hire a hero for this
set of magic bracers that act in the battle. Equip him with a bow and
place of armor but do not slow the arrows and ready his arrows so that he
wearer. will provide ranged frre.

5 6
SLUMS:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 6. Secret Treasure Room: Treasure is Tactics and frrepower are the keys to
Key: behind the illusionary wall to the east. winning this fight. The Trolls and Ogres
0 61 ~ x
........·..··· i(::JoiiCJol ··.··•···w.f. w.•1.....-.·.· 5 ·.-.w.•. · .•.·.·?•.·.....-. 1.·.·.....-. :·.· ·.·.;:;.w•.·.·.-1·.•.-.·.·.·.;:;.·.·.·.·.·.-I ,_,WA~ are 2 square monsters, and the battle
7. Hobgoblins: Search the room aft.er
•' - ~ the oombat to find their treasure.
occurs in a narrow room which lim its
their mobility. Because the two Ogres
2
ICJo I DOOR OR ARCHWAY
rn are up front, the four trolls are trapped
·· 1 ·
3 8. Gypsy: She will read your fortune. If
behind them. The ogres are less dan-
you attack her, it will enrage the mon-
4 ILLUSIONARYWALL gerous than the trolls, so do not kill the
sters in the slums and make the ran-
5 11 '8 ogres until you have defeated all the
dom encounters much tougher.
trolls. Tuke your two characters with
6 the best AC and HP and have them
10 . 9. Ores: Cast detect magic on the ore's
7 items to separate the magic items from engage the ogres. Evel)'one else should
the trash. stand one square back and use ranged
8
weapons and attack spells on the trolls
9 10. Monster Guards. until they all go down.
1· ...·. ~..;,;i::)i....[....-..·.).......·..1.-.·.-.·.·.-:::·.·.·.·.-.·.':'.-.·.·.-.·.-l·.·.·.·.·.·.:::.....·.·.·.·I ............_,:::_',·.',( 3 .,,,:::..........·.
10 13 :~:
.1:...........,,,............,,,.............112 · ·.· · !{··....-ICJO!io--+....11-i;i.-~.+""'"ii--:~~-I 11. Monster Leaders. Once the trolls are down, fmish off the
11
12
13
·· 16·
i~i -
14

.... ·....-·l-
.........·.·.·.·.·1·.·.......... _ _ _..,.............. ............,:,........·.·.ii;Q
i : : ;:; : : ;:; .,.
...........I 15 _ 12. Goblin Guards: This is a tough
fight. Try to cast a sleep spell on the
goblin leaders to reduce the enemy
ogres. Try to bring down all the trolls at
about t he same time, and then kill the
ogres quickly. If you kill a troll earty in
the battle and take a long time finishing
archel)'. evel)'one else off, the troll will regener-
14 I
ate and stand back up. Then you'll
15 13. Hidden Loot: Search this room for have to deal with him all over again. If
the treasure that the goblins were you advance onto the square the troll
guarding. had occupied, the troll will be unable to

T
he Storyline: The townspeople Map Locations
have redaimed the *civilized* stand back up.
14. The Entrance to the Old Rope
section of New Phlan. They have 1. Ores: Several Ores arguing over a Guild: The random enoounters inside
reinforced the walls between the civi- piece of paper. the old rope guild are tougher than f1nale: The slums are deared aft.er you
lized section and the slums which are those outside. It is safer to defeat all 15 have defeated 15 random encounters
2. Goblin Armsmaster and his stu- and dealt with all the set encounters.
still controlled by monsters. The heroes random encounters before entering the
dents: Throw a detect magic on the When you return to the city ooundi, they
must defeat the monsters that wander rope guild.
goblin's items to find their treasure. will pay you a reward for dearing the
the slums, along with rooting out the
monsters in their lairs. This is a search- 15. Ohio's Potion: The man here will block and offer you additional missions.
3. Magic User: Ohio, a magic user, will
and-destroy mission where the heroes offer you an assignment to go get a give you Ohio's potion if you tell him
must be on the lookout for dues to this potion from the rope guild for him. If Ohio's name.
and future missions. you get him the potion, he rewards you 16. Trolls and Ogres Tossing Things:
with a magic item. If you attack him, Ve!)' tough. This battle is a coming-0f-
Where You Can Rest: You can rest his army of monsters defend him.
safely in any room where you have age test. If your heroes can clear these
defeated a set enoounter. You can also 4. Stable: Search the room to fmd the monsters then you can handle the rest
rest safely aft.er you have deared the treasure. of the ugly things that the wortd has to
slums. throw at you. You may want to go back
5. Kobolds: Their treasure indudes a to the hiring hall and hire a hero for this
set of magic bracers that act in the battle. Equip him with a bow and
place of armor but do not slow the arrows and ready his arrows so that he
wearer. will provide ranged frre.

5 6
SOKAL KEEP:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 exhausted. If you leave the Keep and you parlay and speak the password
Key: return, the undead patrols return to full WX, they will quiet their wailing and

~ ......... ::J..
10
il · · t- 1-1~~
strength. show you a hidden treasure.

3. Scorpions: Here, you meet a mixed 8. Ferran Martinez: As you approach


2
1·.·.·.·.·.·.;:;.·.·.·.-.·.·:;:•.•.•.•.•.·.;:;.·.·.·.·.·.·1·.·.·.·.·.·.;:;.·.•.·.•.·.·:;:·.·.·.·.·.··· . ..... J. . . . ... ·.·.·.·.·.·.·.·.·.·.·.·.·.·.·.•.·.·.·.--·.·.·.·.·.·.·.·.·.·.·.·.·.·.,·.,·.·.·.·.·.·.·.·.·.·.·.·.·.·· IoC)ol DOOR OR ARCHWAY group of huge and large scorpions. the altar, the ghostly form of Ferran
3 7 Have a deric memorize a slow poison Martinez rises up. Ferran Martinez has
4 ~
"""'""'............,,,.......•.•.·;:;·.·........ . .......·.·.·;:;·.·.·.·.·.·.:;;.·.·......... ....·.·.·.··:;:············• ·······""·:':··-·.·.·.·.·:;:·.·.·.·.·.·.1.·.·.·.•.•.·:;:·.·.·.·.·.·.;:;.·.·.·.·.·.'1110''
6 IIl ILLUSIONARYWALL
spell before this fight, just in case a
character gets hit and misses his saving
transformed himself into a sped.re and
bound his form here in order to power
:~=~~;~::~::,,:::=~=~~·· ~.-. *.-~·C·~·~~-~-~-. ~-~~~ ~-- ~
- 1~~-~~tl~··~'~·~·-~--~ ~ IMPASSABLEAREA
throw. the supernatural defenses of Sokal
Keep. Even though he is a spectre, do
t .·.....-.-.;:;............:;:............ 11.·.-....-.·:::·.·.....-·.·.;::.....................·.·.·.·.·;:;·.·.·.··· l-oolt·····....-.;::............·:::·.·.·.·.·.·.l.....-.·.-.·:::·.·.·.-.·.·.:::.···.·.·. I 4. Fungus: Here, you find a room full of not fight him! In combat he is very
7
fungi. powerful and drains 2 experience lev-
sN els every time he hits. Parlay with
9~
........ 4 ........... 5. Poisonous Frogs: Here, you meet
::: Ferran Martinez and use the codeword
::: poisonous frogs. Parlay with them and WX. Tell him the truth when he asks
10 3 you will go to combat. Search the entire about the state of the city. Since
11
room after the battle to find the hidden humanity is retaking the city, Fenan
treasure. Martinez' job is finished. He informs
12 ~ ~
~ 6 . Hobgoblin and Ore Assault: Once you of the items hidden behind an illu-
13 sionary wall in the armory. Then he is
you enter this room, the Boss' Hob-
14 goblin and Ore assault force catch up freed from his spectral bondage and
with you. This force has been sent by goes on to his final reward.
15 ~ ~""'-"0 ~ the Boss to keep you from dearing 9. The Armory: The illusionary section
Sokal Keep and opening the sea lanes of wall in the northeastern corner hides
into New Phlan. This is a large force,

T
he Storyline: The fortress of Where You Can Rest: After you kill the entrance into the secret treasure
Sokal Keep on Thom Island dom- four undead patrols, you can rest any- with archers. To have the best chance room.
inates the seaward passage into where in the Keep. If you leave the of defeating them, enter the room from
and out of Phlan. Humanity made its Keep and return, the undead patrols one of the southern doors so that you 10. Secret Treasure Room: In the north-
last stand at Sokal Keep during the fall return to full strength. can set up a short, straight defensive west corner of this room, you will find
of Phlan. The Keep is now haunted and line with secure flanks. Be sure your the magic items Ferran Martinez men-
ls not currently controlled by either the characters are completely healed and tioned earlier.
Map Locations have all of their spells memorized
Boss or the forces of New Phlan. The
spirits from the fortress disrupt ship- 1. Dead Elf: Search the dead elf and before going into battle. Use sleep and flnale: Once Fenan Martinez has been
ping and keep traders from coming to find the scroll on his body with three hold person spells to stop enemy told the truth about the city, his ghostly
New Phlan. It is important to the city to code words in elvish. The code words archers and to create a wall of helpless haunts will no longer be a problem to
dear Sokal Keep of its haunting inhabi- translate as: LUX, SHESTNI, and enemy just in front of your heroes. Be shipping in and around New Phlan.
tants. The Boss does not want the keep SAMOSUD. careful not to cast sleep on any of your After the players return, they will be
deared because of the commerce it own characters. Tue enemy archers able to take a boat from the passenger
would bring to New Phlan. It is safe to 2. Undead Patrol Area: The inner Keep only have enough arrows for a few dock into the wilderness to the West,
assume he will do something to try and is patrolled by small groups of skele- shots; if you haven't defeated them by the North Bay, or the f.ast.
stop the heroes. tons and zombies. Before you go into the end of the fourth tum, you can
the chapel, the patrols will leave you treat them just like normal monsters.
alone if you parlay with them and say You may want to hire a hero from the
SHESTNI. After speaking with Fenan hiring hall to help you with this fight.
Martinez, you must parlay with them
and say SAMOSUD. If you defeat four 7. Haunts: Wailing spirits of the defend-
patrols, the current supply of uridead is ers of Sokal Keep inhabit this room. If

7 8
SOKAL KEEP:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 exhausted. If you leave the Keep and you parlay and speak the password
Key: return, the undead patrols return to full WX, they will quiet their wailing and

~ ......... ::J..
10
il · · t- 1-1~~
strength. show you a hidden treasure.

3. Scorpions: Here, you meet a mixed 8. Ferran Martinez: As you approach


2
1·.·.·.·.·.·.;:;.·.·.·.-.·.·:;:•.•.•.•.•.·.;:;.·.·.·.·.·.·1·.·.·.·.·.·.;:;.·.•.·.•.·.·:;:·.·.·.·.·.··· . ..... J. . . . ... ·.·.·.·.·.·.·.·.·.·.·.·.·.·.·.•.·.·.·.--·.·.·.·.·.·.·.·.·.·.·.·.·.·.,·.,·.·.·.·.·.·.·.·.·.·.·.·.·.·· IoC)ol DOOR OR ARCHWAY group of huge and large scorpions. the altar, the ghostly form of Ferran
3 7 Have a deric memorize a slow poison Martinez rises up. Ferran Martinez has
4 ~
"""'""'............,,,.......•.•.·;:;·.·........ . .......·.·.·;:;·.·.·.·.·.·.:;;.·.·......... ....·.·.·.··:;:············• ·······""·:':··-·.·.·.·.·:;:·.·.·.·.·.·.1.·.·.·.•.•.·:;:·.·.·.·.·.·.;:;.·.·.·.·.·.'1110''
6 IIl ILLUSIONARYWALL
spell before this fight, just in case a
character gets hit and misses his saving
transformed himself into a sped.re and
bound his form here in order to power
:~=~~;~::~::,,:::=~=~~·· ~.-. *.-~·C·~·~~-~-~-. ~-~~~ ~-- ~
- 1~~-~~tl~··~'~·~·-~--~ ~ IMPASSABLEAREA
throw. the supernatural defenses of Sokal
Keep. Even though he is a spectre, do
t .·.....-.-.;:;............:;:............ 11.·.-....-.·:::·.·.....-·.·.;::.....................·.·.·.·.·;:;·.·.·.··· l-oolt·····....-.;::............·:::·.·.·.·.·.·.l.....-.·.-.·:::·.·.·.-.·.·.:::.···.·.·. I 4. Fungus: Here, you find a room full of not fight him! In combat he is very
7
fungi. powerful and drains 2 experience lev-
sN els every time he hits. Parlay with
9~
........ 4 ........... 5. Poisonous Frogs: Here, you meet
::: Ferran Martinez and use the codeword
::: poisonous frogs. Parlay with them and WX. Tell him the truth when he asks
10 3 you will go to combat. Search the entire about the state of the city. Since
11
room after the battle to find the hidden humanity is retaking the city, Fenan
treasure. Martinez' job is finished. He informs
12 ~ ~
~ 6 . Hobgoblin and Ore Assault: Once you of the items hidden behind an illu-
13 sionary wall in the armory. Then he is
you enter this room, the Boss' Hob-
14 goblin and Ore assault force catch up freed from his spectral bondage and
with you. This force has been sent by goes on to his final reward.
15 ~ ~""'-"0 ~ the Boss to keep you from dearing 9. The Armory: The illusionary section
Sokal Keep and opening the sea lanes of wall in the northeastern corner hides
into New Phlan. This is a large force,

T
he Storyline: The fortress of Where You Can Rest: After you kill the entrance into the secret treasure
Sokal Keep on Thom Island dom- four undead patrols, you can rest any- with archers. To have the best chance room.
inates the seaward passage into where in the Keep. If you leave the of defeating them, enter the room from
and out of Phlan. Humanity made its Keep and return, the undead patrols one of the southern doors so that you 10. Secret Treasure Room: In the north-
last stand at Sokal Keep during the fall return to full strength. can set up a short, straight defensive west corner of this room, you will find
of Phlan. The Keep is now haunted and line with secure flanks. Be sure your the magic items Ferran Martinez men-
ls not currently controlled by either the characters are completely healed and tioned earlier.
Map Locations have all of their spells memorized
Boss or the forces of New Phlan. The
spirits from the fortress disrupt ship- 1. Dead Elf: Search the dead elf and before going into battle. Use sleep and flnale: Once Fenan Martinez has been
ping and keep traders from coming to find the scroll on his body with three hold person spells to stop enemy told the truth about the city, his ghostly
New Phlan. It is important to the city to code words in elvish. The code words archers and to create a wall of helpless haunts will no longer be a problem to
dear Sokal Keep of its haunting inhabi- translate as: LUX, SHESTNI, and enemy just in front of your heroes. Be shipping in and around New Phlan.
tants. The Boss does not want the keep SAMOSUD. careful not to cast sleep on any of your After the players return, they will be
deared because of the commerce it own characters. Tue enemy archers able to take a boat from the passenger
would bring to New Phlan. It is safe to 2. Undead Patrol Area: The inner Keep only have enough arrows for a few dock into the wilderness to the West,
assume he will do something to try and is patrolled by small groups of skele- shots; if you haven't defeated them by the North Bay, or the f.ast.
stop the heroes. tons and zombies. Before you go into the end of the fourth tum, you can
the chapel, the patrols will leave you treat them just like normal monsters.
alone if you parlay with them and say You may want to hire a hero from the
SHESTNI. After speaking with Fenan hiring hall to help you with this fight.
Martinez, you must parlay with them
and say SAMOSUD. If you defeat four 7. Haunts: Wailing spirits of the defend-
patrols, the current supply of uridead is ers of Sokal Keep inhabit this room. If

7 8
Kuro's WELL:
0 2 3 4 5 6 7 8 9 . 10 11 12 13 14 15

T
Key: he Storyline: The infamous dimb down the ladder and explore the
::: I ~ 1 ::
0
l-....,-!o"--~
j)j
... ·.·.._-t-···········:.:.;·.·.·.·.·.·1 ·······.·.·;:;·.·.....-.· 1////iI II f:::.
1-1~u
bandit, Norris The Gray, and his
bandit horde infest the area near
catacombs below.

~ ~ 1 ,Q.:111:
m :::
1 Kuto's Well. The well is the only source 4. A patrol consisting of a lizard man
2
3
····1····
•·.·.·.·.·.·.·.·.·.·.·.·.·.·· ..... j)j ···~/Ill/II.:· ! ! •··. . . .·.·: :·.·.·.·.·.·• '<:Jo I OOORORARCHWAY
of fresh water in the area, and so the
area around the well is a neutral zone
and giant lizards guard the hag behind
the door.
J--!!--!o-!i!o-..111. ... ...... .·..........;:;.........· ·~>..-~::Ji
I
:
where many monsters come and drink.

.. ::::!i~!;JJ
~ !~! m j 111;, RUBBLED WALL
So long as creatures don't search the 5. A hag on a rug. Search for her trea-
area for Norris' hideout or attempt to sure under the rug.
1 111;.:·.·.·2·······:·:·············
enter the well, Norris' troops don't give

: ·, Fi=f~ Ji,A.--2 .,,_-t


t-..;o;.--t-~Jj[::>-;;;1':'~J . .·.~11-::::. .· ·: ...... .....
·.· - -
..·.·.·.-.'::··.·.·.·.•.-:;:·.·.·.·· 1
.. -:::Joii·.·.·.·.·.·.::;...·..·.· •
lo£
them any trouble.
The city council doesn't have a special
commission for dealing with Norris 1.'he
6. The lower part of Kuto's Well, with
an ajar secret door leading into the cat-
9 - · I Q. .gl/t~·· L j
Gray, but after the players clear the acombs.
10
11
I 2 ·.J
····1
1J ~
11
~
area they will get the standard reward
for dearing the block, as well as being 7. Kobold archers will ambush the
able to keep Norris' treasure. party here until Norris The Gray has
L·· ....... ·;:;·.·.-.·.·.· ...-...~ ····· ...... ~I I I']_I11 been defeated.
12 ..,. ~If-+-'!· ·) l~~~:+-+-f
. ·.·
:: 4 ::
/ . j J...( · . D
··)
. .·.
Where You Can Rest: You cannot rest
13 in or under Kuto's well until you have 8. Norris The Gray and his bandit horde
14 O s /. :: ::IT~--~-
·i{: I will be waiting for the party at one of
defeated Norris the Gray. Aft.er Norris
·.·.•.·.·.·!:·.·.····· has been defeated, you can rest in the these locations. Norris and his band
15 know the catacombs very well, so
catacombs beneath Kuto's Well.
whichever area the players get to first,
Norris and his band will be there wait-
Map Locations: ing for them.
Krno' s WELL CATACOMBS: Area Near Kuto's Well
I. A wandering group of sickly kobolds 9. Search this area to find Norris The
0 2 3 4 5 6 Gray's loot.
Key: may be encountered in these buildings.

a~u 2. Norris The Gray's kobolds guard the ftnale: Once Norris The Gray has been
well from these locations. If you search defeated, you should return to the city
'<:Jo I OOOR OR ARCHWAY
near any of these buildings, the guards
will attack.
council and collect your reward for
dearing the block.
E:g SB:RET OOOR 3. Kuto's Wcll. If you search acljacent to
the well or attempt to enter the well,
~ IMPASSABLEAREA the kobold guards and a set of rein-
forcements from within the well attack
the party. If you enter the well, you can

11

14

15

9 10
Kuro's WELL:
0 2 3 4 5 6 7 8 9 . 10 11 12 13 14 15

T
Key: he Storyline: The infamous dimb down the ladder and explore the
::: I ~ 1 ::
0
l-....,-!o"--~
j)j
... ·.·.._-t-···········:.:.;·.·.·.·.·.·1 ·······.·.·;:;·.·.....-.· 1////iI II f:::.
1-1~u
bandit, Norris The Gray, and his
bandit horde infest the area near
catacombs below.

~ ~ 1 ,Q.:111:
m :::
1 Kuto's Well. The well is the only source 4. A patrol consisting of a lizard man
2
3
····1····
•·.·.·.·.·.·.·.·.·.·.·.·.·.·· ..... j)j ···~/Ill/II.:· ! ! •··. . . .·.·: :·.·.·.·.·.·• '<:Jo I OOORORARCHWAY
of fresh water in the area, and so the
area around the well is a neutral zone
and giant lizards guard the hag behind
the door.
J--!!--!o-!i!o-..111. ... ...... .·..........;:;.........· ·~>..-~::Ji
I
:
where many monsters come and drink.

.. ::::!i~!;JJ
~ !~! m j 111;, RUBBLED WALL
So long as creatures don't search the 5. A hag on a rug. Search for her trea-
area for Norris' hideout or attempt to sure under the rug.
1 111;.:·.·.·2·······:·:·············
enter the well, Norris' troops don't give

: ·, Fi=f~ Ji,A.--2 .,,_-t


t-..;o;.--t-~Jj[::>-;;;1':'~J . .·.~11-::::. .· ·: ...... .....
·.· - -
..·.·.·.-.'::··.·.·.·.•.-:;:·.·.·.·· 1
.. -:::Joii·.·.·.·.·.·.::;...·..·.· •
lo£
them any trouble.
The city council doesn't have a special
commission for dealing with Norris 1.'he
6. The lower part of Kuto's Well, with
an ajar secret door leading into the cat-
9 - · I Q. .gl/t~·· L j
Gray, but after the players clear the acombs.
10
11
I 2 ·.J
····1
1J ~
11
~
area they will get the standard reward
for dearing the block, as well as being 7. Kobold archers will ambush the
able to keep Norris' treasure. party here until Norris The Gray has
L·· ....... ·;:;·.·.-.·.·.· ...-...~ ····· ...... ~I I I']_I11 been defeated.
12 ..,. ~If-+-'!· ·) l~~~:+-+-f
. ·.·
:: 4 ::
/ . j J...( · . D
··)
. .·.
Where You Can Rest: You cannot rest
13 in or under Kuto's well until you have 8. Norris The Gray and his bandit horde
14 O s /. :: ::IT~--~-
·i{: I will be waiting for the party at one of
defeated Norris the Gray. Aft.er Norris
·.·.•.·.·.·!:·.·.····· has been defeated, you can rest in the these locations. Norris and his band
15 know the catacombs very well, so
catacombs beneath Kuto's Well.
whichever area the players get to first,
Norris and his band will be there wait-
Map Locations: ing for them.
Krno' s WELL CATACOMBS: Area Near Kuto's Well
I. A wandering group of sickly kobolds 9. Search this area to find Norris The
0 2 3 4 5 6 Gray's loot.
Key: may be encountered in these buildings.

a~u 2. Norris The Gray's kobolds guard the ftnale: Once Norris The Gray has been
well from these locations. If you search defeated, you should return to the city
'<:Jo I OOOR OR ARCHWAY
near any of these buildings, the guards
will attack.
council and collect your reward for
dearing the block.
E:g SB:RET OOOR 3. Kuto's Wcll. If you search acljacent to
the well or attempt to enter the well,
~ IMPASSABLEAREA the kobold guards and a set of rein-
forcements from within the well attack
the party. If you enter the well, you can

11

14

15

9 10
l"'IENDOK'S LIBRARY
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key:

T
0
he Storyline: Mendor's library spells to raise your Saving Throws. Kill
was one of the great centers of the basilisk before he gazes and turns
1-1WA~ knowledge in all the Moonsea any of the heroes to stone.

:
Teaches. After the fall of Phlan, most of

·.· •·····: : ..·. .~·· '<:::Jo IDOOR OR ARCHWAY


· 101······ - I the monsters didn't know what to do 3. Philosophy Section: Search this area
until you find the books, *fyerdeth's
..................·.. ·
=:: q ~···· -I ··· with the library. The Boss, however, rec-
4 ::: 1 ::: ~ IMPASSABLEAREA ognized it for the treasure trove that it Disrourses on Power" and "Urgund's
5 :~: .· was. He had the library magirally Descriptions of Darkness.•
t·. . . ·1·. . . ·.r-f!C?r-T<::>fc:¥''~· . . . ic>1°'4::~k
m ~ 8
sealed until he rould send out a team
6 :: . :: : : 3:: of experts to pillage the library's secrets. 4. Mathematics Section: No special

t~t: : ·:.
books here.
7
s
......·.·.·.·:::·.·.·.·.·.·.l .::..::::..
I
•. . .' ·.: . ·.·.•.·.·.·:::•.•.•.•.·.::t:··:·· IS!.
.
:.:. :
§
Unfortunately for the Boss, the rlight of
the Wyrms caused chaos throughout 5. Storeroom: A group of scared
Phlan and diverted his attention away kobolds. Talk to them and they11 give
9 from the library. you a map to part of the Cadoma
10 I 5 The city rouncil knows that tomes and Textile House.
11 I 9 8 books from Phlan's past could hold the
secret to their salvation, so they have 6. Madman in Corner: Talk to the mad-
12 6 man and listen to his ramblings. Unfor-
set a bounty for the recovery of impor-
13 tant documents. The party's job: dear tunately, his madness is incurable. If he
7
the block containing the library, discov- is with you when you return to town, he
14
er some of the background and secreis will cause trouble.
15 of the Boss, and gain the bounty for
7. Master Scribe's Chamber: Search
returning some of the important works
this room until you find the treasure.
from Mendor's Library.
8. Librarian's Chamber: Search this
Where You Can Kest: The party can
room until you find the treasure.
rest anywhere in the library except in
the Garden. 9. Garden: Beware the denizens of the
garden. There is no treasure here.
Note: Stay in Search Mode as you
move through the library to make sure
you find everything you are looking flnale: After you find the books and
for. You may need to look in an area treasure in Mendor's Library,you should
several times to find all the items hid- leave through one of the two doors.
den among the dutter. The spectre of the librarian will attack
you as you leave if you have taken any
books. The city rouncil may rontinue
Map Locations to pester you for books, even after you
I. Historj Section: Search this area have retrieved all five useful tomes
until you find the books Lex Geograph- from Mendor's Library.
ica, History of the North, and Grand
Historian's Records of the Arts of War.

2. Rhetoric Sedioo: A basilisk lives in


the Rhetoric sed:ion. Be prepared with

11
12
l"'IENDOK'S LIBRARY
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key:

T
0
he Storyline: Mendor's library spells to raise your Saving Throws. Kill
was one of the great centers of the basilisk before he gazes and turns
1-1WA~ knowledge in all the Moonsea any of the heroes to stone.

:
Teaches. After the fall of Phlan, most of

·.· •·····: : ..·. .~·· '<:::Jo IDOOR OR ARCHWAY


· 101······ - I the monsters didn't know what to do 3. Philosophy Section: Search this area
until you find the books, *fyerdeth's
..................·.. ·
=:: q ~···· -I ··· with the library. The Boss, however, rec-
4 ::: 1 ::: ~ IMPASSABLEAREA ognized it for the treasure trove that it Disrourses on Power" and "Urgund's
5 :~: .· was. He had the library magirally Descriptions of Darkness.•
t·. . . ·1·. . . ·.r-f!C?r-T<::>fc:¥''~· . . . ic>1°'4::~k
m ~ 8
sealed until he rould send out a team
6 :: . :: : : 3:: of experts to pillage the library's secrets. 4. Mathematics Section: No special

t~t: : ·:.
books here.
7
s
......·.·.·.·:::·.·.·.·.·.·.l .::..::::..
I
•. . .' ·.: . ·.·.•.·.·.·:::•.•.•.•.·.::t:··:·· IS!.
.
:.:. :
§
Unfortunately for the Boss, the rlight of
the Wyrms caused chaos throughout 5. Storeroom: A group of scared
Phlan and diverted his attention away kobolds. Talk to them and they11 give
9 from the library. you a map to part of the Cadoma
10 I 5 The city rouncil knows that tomes and Textile House.
11 I 9 8 books from Phlan's past could hold the
secret to their salvation, so they have 6. Madman in Corner: Talk to the mad-
12 6 man and listen to his ramblings. Unfor-
set a bounty for the recovery of impor-
13 tant documents. The party's job: dear tunately, his madness is incurable. If he
7
the block containing the library, discov- is with you when you return to town, he
14
er some of the background and secreis will cause trouble.
15 of the Boss, and gain the bounty for
7. Master Scribe's Chamber: Search
returning some of the important works
this room until you find the treasure.
from Mendor's Library.
8. Librarian's Chamber: Search this
Where You Can Kest: The party can
room until you find the treasure.
rest anywhere in the library except in
the Garden. 9. Garden: Beware the denizens of the
garden. There is no treasure here.
Note: Stay in Search Mode as you
move through the library to make sure
you find everything you are looking flnale: After you find the books and
for. You may need to look in an area treasure in Mendor's Library,you should
several times to find all the items hid- leave through one of the two doors.
den among the dutter. The spectre of the librarian will attack
you as you leave if you have taken any
books. The city rouncil may rontinue
Map Locations to pester you for books, even after you
I. Historj Section: Search this area have retrieved all five useful tomes
until you find the books Lex Geograph- from Mendor's Library.
ica, History of the North, and Grand
Historian's Records of the Arts of War.

2. Rhetoric Sedioo: A basilisk lives in


the Rhetoric sed:ion. Be prepared with

11
12
PODOL PLAZA
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 he Storyline: There are two dif- to fight the minions of Bane stationed
0 l
;1; .·.·.-.. r·.·.·. . tc::l".i
,.,~ ........ p
Key:

1-1~~ T ferent ways to enter Podol Plaza:


When the party Is on the secret
mission given to them by the city coun-
here.

2. The Pit: Here the party can duel a


buccaneer and get the magic items off
2 t ··.w.·.:>····wl!o....... ~\,. ". : .........: ; : .....):.............,:,','........... 1. . . .J ....... I!!-+--41 I.c:::Jo I DOORORARChWAY cil, or when they wander in without a
of his body and get into a brawl with a
3 ~ I I I
..........-'1!1'" ···.) ·······:':··· .•.· :;:
I
··.::;..·.··
~
. . . . 1.-
mission.
bunch of monsters.
4 ~ IMPASSABLEARfA If the party has received the secret mis-
5
............... sion, they are there to sneak in, watch 3. The Secret Temple of II-Mater: This
... ·.·.·..·:•:·.·.·.·.·.··• the monsters auction off a powerful temple is behind a pair of wizard-locked
6 magic Item, by to get as much informa- doors. If the party can get through the
.........·.·.::;.......·. ·.·•
7 tion as they can concerning the Item doors, they are offered standard heal-
ICJ.W-~~.;;;....;t ing services and a place to rest, heal
8

9
._ ...... 2 .. s ~ .!.:
and Its purchaser, and then get back to
the city council with the information .
The best way to do this is for the party
and memorize spells.

10
.... . .·.·.·:::. . . . . . ............
·
:::
r : : . . ·.\::: ...... , ... J . . ., ,. . ··r
.....:::.....·.···,'.·.:,:.. ...:.::... •. :,: ..
· Ii 4. The Auction: When the party is on
to disguise themselves as monsters

12
1 1 ~~:=:;=c.-:~·~·~,". , ~;, 1
' , .--!l.. J... . . j .·-· ·~: c·· }..;jit:::·:-:::iil.:.::::·:. O
mission and they enter these squares,

~
...
x
:.::·:::Jt::·:·.:.:.I.:. .:.:
~ /
!:: I when they enter the block.

If you are not on mission, you can


the auction commences. The doser the
party gets to the auction block, the
..~:~:~· · .....:··:::- ::~ 1-..;,;-.,,
···.·.··· avoid most random encounters by hug- more information they will learn, but
ging the walls and staying out of the the greater the chance that their dis-
plaza. While not on mission, It takes 1O guises will be uncovered. If the party's
·.·.·.......,,,........· ~ ···· disguise is uncovered then the auction
random encounters to dear the block
15 ;:: ::: will be canceled and the party will have
of monsters. You cannot dear the
block while on mission. to fight Its way out of Podol Plaza.

Where You Can Rest: You can rest in ftnale: If the party is on the secret mis-
the secret temple of II-Mater while the sion, they only have one shot to get
block is active, or anywhere aft.er the information on the auction. Once they
block is deared. enter, the auction will occur and they
will have to get as much information as
Map Locations they can. After they have observed the
auction, return to the city council. They
I. Minor Temple of Bane: If the party is will take your report and give you your
on mission and disguised, they will be reward.
recruited for the main Temple of Bane
across the river. If the party is not dis-
guised, their disguise is penetrated,
they return aft.er being recruited, or
they are not on mission, they will have

13 14
PODOL PLAZA
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 he Storyline: There are two dif- to fight the minions of Bane stationed
0 l
;1; .·.·.-.. r·.·.·. . tc::l".i
,.,~ ........ p
Key:

1-1~~ T ferent ways to enter Podol Plaza:


When the party Is on the secret
mission given to them by the city coun-
here.

2. The Pit: Here the party can duel a


buccaneer and get the magic items off
2 t ··.w.·.:>····wl!o....... ~\,. ". : .........: ; : .....):.............,:,','........... 1. . . .J ....... I!!-+--41 I.c:::Jo I DOORORARChWAY cil, or when they wander in without a
of his body and get into a brawl with a
3 ~ I I I
..........-'1!1'" ···.) ·······:':··· .•.· :;:
I
··.::;..·.··
~
. . . . 1.-
mission.
bunch of monsters.
4 ~ IMPASSABLEARfA If the party has received the secret mis-
5
............... sion, they are there to sneak in, watch 3. The Secret Temple of II-Mater: This
... ·.·.·..·:•:·.·.·.·.·.··• the monsters auction off a powerful temple is behind a pair of wizard-locked
6 magic Item, by to get as much informa- doors. If the party can get through the
.........·.·.::;.......·. ·.·•
7 tion as they can concerning the Item doors, they are offered standard heal-
ICJ.W-~~.;;;....;t ing services and a place to rest, heal
8

9
._ ...... 2 .. s ~ .!.:
and Its purchaser, and then get back to
the city council with the information .
The best way to do this is for the party
and memorize spells.

10
.... . .·.·.·:::. . . . . . ............
·
:::
r : : . . ·.\::: ...... , ... J . . ., ,. . ··r
.....:::.....·.···,'.·.:,:.. ...:.::... •. :,: ..
· Ii 4. The Auction: When the party is on
to disguise themselves as monsters

12
1 1 ~~:=:;=c.-:~·~·~,". , ~;, 1
' , .--!l.. J... . . j .·-· ·~: c·· }..;jit:::·:-:::iil.:.::::·:. O
mission and they enter these squares,

~
...
x
:.::·:::Jt::·:·.:.:.I.:. .:.:
~ /
!:: I when they enter the block.

If you are not on mission, you can


the auction commences. The doser the
party gets to the auction block, the
..~:~:~· · .....:··:::- ::~ 1-..;,;-.,,
···.·.··· avoid most random encounters by hug- more information they will learn, but
ging the walls and staying out of the the greater the chance that their dis-
plaza. While not on mission, It takes 1O guises will be uncovered. If the party's
·.·.·.......,,,........· ~ ···· disguise is uncovered then the auction
random encounters to dear the block
15 ;:: ::: will be canceled and the party will have
of monsters. You cannot dear the
block while on mission. to fight Its way out of Podol Plaza.

Where You Can Rest: You can rest in ftnale: If the party is on the secret mis-
the secret temple of II-Mater while the sion, they only have one shot to get
block is active, or anywhere aft.er the information on the auction. Once they
block is deared. enter, the auction will occur and they
will have to get as much information as
Map Locations they can. After they have observed the
auction, return to the city council. They
I. Minor Temple of Bane: If the party is will take your report and give you your
on mission and disguised, they will be reward.
recruited for the main Temple of Bane
across the river. If the party is not dis-
guised, their disguise is penetrated,
they return aft.er being recruited, or
they are not on mission, they will have

13 14
CADOMA TEXTILE HOUSE
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 he Storyline: Junior Councilman 3. High Priestess Grishnak leads the
Key:

1-1 ~~ T Cadorna is the last heir to the


original Cadorna family treasure.
He had sent an adventurer to the ruined
service in this makeshift temple. Here
you can get the brass key to free Skull
Crusher (#4).

~, ,0_., ~ Jl~,,1,,s-t"
1
L~i±t:. m
remains of his family's holdings, but the

. -.. .
1-c:::Jo IDOOROR;ARChWAY man has not returned. Cadoma hires
4. Skullcrusher chained up: Skull-
1 ausher was sent by Cadorna to retrieve

It r
the party to go to the Cadorna Textile
~ SS::RETDOOR House to find his hired hand and the
the family treasure. If you free him, he
: ...-i!ie::it.·_: _.:_:_:_:__:•..... . ,....,...,....!.... .·.·.
.:_ will join your band.
5 Cadorna family treasure. He will pay
1 111,, I RUBBLED wm generously for the return of both items. 5. -skullcrusher Was Here- is carved
6 < .
'."·'~!11--·.·_.·.·.·.~·i' ;,;;~·· "·f '''l:'', : :.:-.:1::: .: ·:•..
into the wall.
7 ...............
....... Where You Can Rest: Once you have
:!! ·.·.•·.·.·1:1·-·.·.·.·.· ....::::::·.··..
..
::: ..: : ::
~ IMPASSABLEAREA
defeated the the ogre leader (#9) and 6. Ba.by hobgoblins are hiding here.
8 :::·:· ~ ~ ~ ~ il §
10 random encounters, the block is They flee on sight.
·.·.-...... .............................. ·}·2·J-.....-.-. ICJ!i-o-ii!-..;i;.-1f.....ojjj0i!--~~
9 ~~~ deared and you can rest anywhere.

-
'' ::: 7 ::: :;\ 7. A hobgoblin body that Skullcrusher
ff~·w••
10
11."'
:;;; ....-......
killed with his bare hands lies here.
Map Locations
11
12 - :::
I. Dry Well: This well is the secret
entrance to an underground Thieves'
8. Skullausher will point out the secret
door to the east.
13 9. The ogre leader and his troops await
Guild. Any character who is not a thief
14 and who tries to dimb down will fall, here for the party. After the battle, the
taking a lot of damage. A thief (who has party will find the iron box with the
15
removed any armor heavier than Cadorna family treasure. If the party
leather) may attempt to descend with opens the box themselves, Cadorna
his d imbing skill. The guild master will will assume that they have stolen some
throw any intruder out of the well with of the family treasure.
his ring of telekinesis unless the intrud-
ftnale: After you have recovered the
er is a thief and the party is on Cador-
Cadorna family treasure (and disposed
na's secret mission. If the party is on
of it as you will), you should return to
Cadorna's mission, the guild master
the council derk. If the characters
will offer to guide the party into the tex-
didn't obviously open the box, then the
tile house (at la) and past the hobgob-
derk will give them a reward. If the
lin guards. If the party visits the thieves
party did obviously open the box, then
aft.er it has recovered Cadorna's trea-
Cadoma will meet them at the entrance
sure (and not broken the seal), the guild
to the city hall and threaten them.
master will offer (for a cut) to open the
treasure and duplicate the seal so that
Cadorna won't know it was opened.

2. Ho bgoblin Barracks: The hobgoblin's


main garrison is quartered ~ere.

15 16
CADOMA TEXTILE HOUSE
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 he Storyline: Junior Councilman 3. High Priestess Grishnak leads the
Key:

1-1 ~~ T Cadorna is the last heir to the


original Cadorna family treasure.
He had sent an adventurer to the ruined
service in this makeshift temple. Here
you can get the brass key to free Skull
Crusher (#4).

~, ,0_., ~ Jl~,,1,,s-t"
1
L~i±t:. m
remains of his family's holdings, but the

. -.. .
1-c:::Jo IDOOROR;ARChWAY man has not returned. Cadoma hires
4. Skullcrusher chained up: Skull-
1 ausher was sent by Cadorna to retrieve

It r
the party to go to the Cadorna Textile
~ SS::RETDOOR House to find his hired hand and the
the family treasure. If you free him, he
: ...-i!ie::it.·_: _.:_:_:_:__:•..... . ,....,...,....!.... .·.·.
.:_ will join your band.
5 Cadorna family treasure. He will pay
1 111,, I RUBBLED wm generously for the return of both items. 5. -skullcrusher Was Here- is carved
6 < .
'."·'~!11--·.·_.·.·.·.~·i' ;,;;~·· "·f '''l:'', : :.:-.:1::: .: ·:•..
into the wall.
7 ...............
....... Where You Can Rest: Once you have
:!! ·.·.•·.·.·1:1·-·.·.·.·.· ....::::::·.··..
..
::: ..: : ::
~ IMPASSABLEAREA
defeated the the ogre leader (#9) and 6. Ba.by hobgoblins are hiding here.
8 :::·:· ~ ~ ~ ~ il §
10 random encounters, the block is They flee on sight.
·.·.-...... .............................. ·}·2·J-.....-.-. ICJ!i-o-ii!-..;i;.-1f.....ojjj0i!--~~
9 ~~~ deared and you can rest anywhere.

-
'' ::: 7 ::: :;\ 7. A hobgoblin body that Skullcrusher
ff~·w••
10
11."'
:;;; ....-......
killed with his bare hands lies here.
Map Locations
11
12 - :::
I. Dry Well: This well is the secret
entrance to an underground Thieves'
8. Skullausher will point out the secret
door to the east.
13 9. The ogre leader and his troops await
Guild. Any character who is not a thief
14 and who tries to dimb down will fall, here for the party. After the battle, the
taking a lot of damage. A thief (who has party will find the iron box with the
15
removed any armor heavier than Cadorna family treasure. If the party
leather) may attempt to descend with opens the box themselves, Cadorna
his d imbing skill. The guild master will will assume that they have stolen some
throw any intruder out of the well with of the family treasure.
his ring of telekinesis unless the intrud-
ftnale: After you have recovered the
er is a thief and the party is on Cador-
Cadorna family treasure (and disposed
na's secret mission. If the party is on
of it as you will), you should return to
Cadorna's mission, the guild master
the council derk. If the characters
will offer to guide the party into the tex-
didn't obviously open the box, then the
tile house (at la) and past the hobgob-
derk will give them a reward. If the
lin guards. If the party visits the thieves
party did obviously open the box, then
aft.er it has recovered Cadorna's trea-
Cadoma will meet them at the entrance
sure (and not broken the seal), the guild
to the city hall and threaten them.
master will offer (for a cut) to open the
treasure and duplicate the seal so that
Cadorna won't know it was opened.

2. Ho bgoblin Barracks: The hobgoblin's


main garrison is quartered ~ere.

15 16
WEALTHY AREA:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 he Storyline: The great temple of 4. Mansion Guards: More guards await
0 I]
Key:

1-1 ~~ T II-Mater has been converted to


the worship of the evil god Bane.
Bishop Braccia from the temple ofTyr
here. They have no special treasure.

5. Manor Guards: This smaller manor is


a barracks for a group of ore guards.
1-c;. I OOOR OR ARCHWAY
will give you the help of Dirtan, a 6th-
level gnome deric, if your party will The guards will attack if you enter.
help clear the temple and find the loot
~ IMPASSABLE AREA 6. Ore Bedroom: Nothing but dirt here.
artifad:s of II-Mater.
Don't search the beds or the beds'
2 owners will return and attack you.
. ............,,,.............. ............:=:·.·.·.·.·.·.:::......... ·.·• ·.·.......·.;:;. ........ ....... .... 2 ··::i'.w'.'':I:•.•.•.•.-.•:;:·.·.·.·.·.·.:::.•.w.·.·l ·.·.·.·.·.·.:::.·.·....-2.• ..;:;..·.·.·.·.·• A half-0rc deric, Mace, leads a motley
2 group of cultists and slaves in the
remodeled temple. Mace lives in a 7. Ore Jail: There is a false clue here.
mansion in the wealthy block adjacent
8. Temple Entrance: A blind ore stands
to the temple area. Mace knows that
at the front entrance. He will feel to see
the temple still holds hidden treasures,
if you have the leather holy symbol. If
but he and his followers have been
you have it he lets you inside. If you
unable to find them. When the heroes
don't, he calls the temple guards. You
penetrate the temple, Mace figures that
can get a leather holy symbol off of
they too are looking for the treasures.
many of the encounters in the wealthy
He intends to let the heroes search the
block and off of the wandering patrols.
temple and then kill them after they
You will be attacked here as you leave
have found the treasure or when they
the temple if you leave before finding
try to leave. all three treasures or defiling the altar.
Where You Can Rest: Mace's followers
9. Hidden Treasures: Change to Search
patrol both the Wealthy Area and the
Mode as you enter the temple. Once
Temple of Bane. Until you dear both
TEMPLE OF BANE: you find the third treasure, Mace and
blocks it is unsafe to rest anywhere in
his followers attack.
either block.
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
0
Key: 10. Altar: This is a disgusting altar to
,_, WA~ Map Locations the worship of Bane. If you defile the
altar, Mace and his followers will be-
I. Mansion Entrances: As soon as the
come enraged and attack with fanatical
3
1-c;. I OOORORARCHWAY heroes enter the mansion, the guards
will j ump them. There is only one set of
morale.
t-+-1!1 ··........,: ............;:;...................
guards.
4 ~ IMPASSABLEAREA Finale: Both blocks are deared after
5 ~ 2. Hidden Treasures: Mace has hidden you win the fight as you enter the man-
t--t::·-·.......:,:.·.·........._...,~ sion (#1) and defeat Mace's followers at
his loot throughout the mansion. After

_
6
fighting the mansion guards, choose the temple. Dirtan the Cleric will remain
7
.... . . . . .:;:, Search Mode and search these rooms. at the temple to begin the rebuilding.
8
3. Goblin Slaves: These helpless slaves

:::~:]C _·'.', '·. ·.~:~~:,~.~·"':-i:~i._. ifetr "'-~~,, .-. .


are being kept by Mace. If you free
them they will give you an important
... .... due.

12 ::: m m9 :::
13 m ..
14 , ............ t . . . .t~'t·. . .· <:- -· · · ·jC~-i' '··{···.-.·...1:~L-..::>t···.-.·<··....... ;: .. ....J.·.·.·. . l--4'1~
:::
15 I
I
::: ~~ I

17 18
WEALTHY AREA:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 he Storyline: The great temple of 4. Mansion Guards: More guards await
0 I]
Key:

1-1 ~~ T II-Mater has been converted to


the worship of the evil god Bane.
Bishop Braccia from the temple ofTyr
here. They have no special treasure.

5. Manor Guards: This smaller manor is


a barracks for a group of ore guards.
1-c;. I OOOR OR ARCHWAY
will give you the help of Dirtan, a 6th-
level gnome deric, if your party will The guards will attack if you enter.
help clear the temple and find the loot
~ IMPASSABLE AREA 6. Ore Bedroom: Nothing but dirt here.
artifad:s of II-Mater.
Don't search the beds or the beds'
2 owners will return and attack you.
. ............,,,.............. ............:=:·.·.·.·.·.·.:::......... ·.·• ·.·.......·.;:;. ........ ....... .... 2 ··::i'.w'.'':I:•.•.•.•.-.•:;:·.·.·.·.·.·.:::.•.w.·.·l ·.·.·.·.·.·.:::.·.·....-2.• ..;:;..·.·.·.·.·• A half-0rc deric, Mace, leads a motley
2 group of cultists and slaves in the
remodeled temple. Mace lives in a 7. Ore Jail: There is a false clue here.
mansion in the wealthy block adjacent
8. Temple Entrance: A blind ore stands
to the temple area. Mace knows that
at the front entrance. He will feel to see
the temple still holds hidden treasures,
if you have the leather holy symbol. If
but he and his followers have been
you have it he lets you inside. If you
unable to find them. When the heroes
don't, he calls the temple guards. You
penetrate the temple, Mace figures that
can get a leather holy symbol off of
they too are looking for the treasures.
many of the encounters in the wealthy
He intends to let the heroes search the
block and off of the wandering patrols.
temple and then kill them after they
You will be attacked here as you leave
have found the treasure or when they
the temple if you leave before finding
try to leave. all three treasures or defiling the altar.
Where You Can Rest: Mace's followers
9. Hidden Treasures: Change to Search
patrol both the Wealthy Area and the
Mode as you enter the temple. Once
Temple of Bane. Until you dear both
TEMPLE OF BANE: you find the third treasure, Mace and
blocks it is unsafe to rest anywhere in
his followers attack.
either block.
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
0
Key: 10. Altar: This is a disgusting altar to
,_, WA~ Map Locations the worship of Bane. If you defile the
altar, Mace and his followers will be-
I. Mansion Entrances: As soon as the
come enraged and attack with fanatical
3
1-c;. I OOORORARCHWAY heroes enter the mansion, the guards
will j ump them. There is only one set of
morale.
t-+-1!1 ··........,: ............;:;...................
guards.
4 ~ IMPASSABLEAREA Finale: Both blocks are deared after
5 ~ 2. Hidden Treasures: Mace has hidden you win the fight as you enter the man-
t--t::·-·.......:,:.·.·........._...,~ sion (#1) and defeat Mace's followers at
his loot throughout the mansion. After

_
6
fighting the mansion guards, choose the temple. Dirtan the Cleric will remain
7
.... . . . . .:;:, Search Mode and search these rooms. at the temple to begin the rebuilding.
8
3. Goblin Slaves: These helpless slaves

:::~:]C _·'.', '·. ·.~:~~:,~.~·"':-i:~i._. ifetr "'-~~,, .-. .


are being kept by Mace. If you free
them they will give you an important
... .... due.

12 ::: m m9 :::
13 m ..
14 , ............ t . . . .t~'t·. . .· <:- -· · · ·jC~-i' '··{···.-.·...1:~L-..::>t···.-.·<··....... ;: .. ....J.·.·.·. . l--4'1~
:::
15 I
I
::: ~~ I

17 18
KOVEL MANSION:
.o 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key:

T
he Storyline: The main thieves' 3. Here, the thieves split up. If you fol-
0
guild of Phlan has taken over the low the thief to the left. you will end up
1-1~~ ancient mansion of the Kovel at 4. If you follow the thief going
family. The thieves act as spies and straight ahead, you will end up at 5.
1-c::::Jo I[)()() ROR ARCHWAY - Information brokers for many forces in
the dty. Your mission ls to find all of 4. Here. you corner a single thief.
the thieves and dear them from Kovel
5. Here. most of the remainder of the
Mansion.
thieves are waiting in ambush. This
Where You Can Rest: You cannot rest attack will indude the leaders of the
In Kovel mamion until all the thieves guild and will be more powerful than
7 the first attack.
there have been deared out.
8 3
Not.e: /fovel Mansion is full of tmps 6. Here, you will find information col-
9 12 :~~ 8 and Jocks set by the thieves' guild. lected by the thieves.
10 13 Always move Jn Search Mode to give
7. Here, you will find some of the Boss'
11 the party the maximum chance to spot
men beating up an old thief in an
a trap before it goes off. Once a tmp

- attempt to get the thieves to join the


:::
12 I m or Jock ls found, a thief (wearing no
Boss' forces full time.
annor heavier than leather) has a
13
. .... . ... ......... ~ ~ 11 5
.·.·.·.·.··:::············ chance to •deal with• them. 8. Here, you will find some of the
14 m II 1 a
:;: ::: As you wander through the mansion, thieves' loot.
15 ~jj __ j!l =~: you am be ambushed by pairs of
thieves at any time. Until you have 9. Here. you will find some information
dealt with all the thieves, they wDI ron- collected by the thieves.
tlnue to pafonn these nuisance
I o. A room with four caskets.
ambushes.
11. A room with a cabinet.
Map Locations
12. A pile of thieves' treasure.
I. ftrst Ambush: The fastest way to
deal with ail the thieves is to have them 13.Adue.
come to you. About half the thieves in
the guild have prepared an ambush in Hnale: After the last of the thieves has
this room. been defeated, the mansion Is dear.
Return to the city council to coiled.
2. A Pair of Thieves: Here, you discover your~d.
a pair of thieves who bolt for the door.
Follow them.

19
20
KOVEL MANSION:
.o 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key:

T
he Storyline: The main thieves' 3. Here, the thieves split up. If you fol-
0
guild of Phlan has taken over the low the thief to the left. you will end up
1-1~~ ancient mansion of the Kovel at 4. If you follow the thief going
family. The thieves act as spies and straight ahead, you will end up at 5.
1-c::::Jo I[)()() ROR ARCHWAY - Information brokers for many forces in
the dty. Your mission ls to find all of 4. Here. you corner a single thief.
the thieves and dear them from Kovel
5. Here. most of the remainder of the
Mansion.
thieves are waiting in ambush. This
Where You Can Rest: You cannot rest attack will indude the leaders of the
In Kovel mamion until all the thieves guild and will be more powerful than
7 the first attack.
there have been deared out.
8 3
Not.e: /fovel Mansion is full of tmps 6. Here, you will find information col-
9 12 :~~ 8 and Jocks set by the thieves' guild. lected by the thieves.
10 13 Always move Jn Search Mode to give
7. Here, you will find some of the Boss'
11 the party the maximum chance to spot
men beating up an old thief in an
a trap before it goes off. Once a tmp

- attempt to get the thieves to join the


:::
12 I m or Jock ls found, a thief (wearing no
Boss' forces full time.
annor heavier than leather) has a
13
. .... . ... ......... ~ ~ 11 5
.·.·.·.·.··:::············ chance to •deal with• them. 8. Here, you will find some of the
14 m II 1 a
:;: ::: As you wander through the mansion, thieves' loot.
15 ~jj __ j!l =~: you am be ambushed by pairs of
thieves at any time. Until you have 9. Here. you will find some information
dealt with all the thieves, they wDI ron- collected by the thieves.
tlnue to pafonn these nuisance
I o. A room with four caskets.
ambushes.
11. A room with a cabinet.
Map Locations
12. A pile of thieves' treasure.
I. ftrst Ambush: The fastest way to
deal with ail the thieves is to have them 13.Adue.
come to you. About half the thieves in
the guild have prepared an ambush in Hnale: After the last of the thieves has
this room. been defeated, the mansion Is dear.
Return to the city council to coiled.
2. A Pair of Thieves: Here, you discover your~d.
a pair of thieves who bolt for the door.
Follow them.

19
20
he Western Wilderness contains In general, the random monsters iri the
WESTERN
W ILDERNESS:
0
T the Silver Dragon's Den, the Buc-
caneer's Base, and the Outpost
of Zhentil Keep, along with any number
of lairs and random encounters.
we.stem wilderness are the toughest of
the three areas. Especially beware the
Thri-Rreen for they are tough and nasty.
When visiting the Silver Dragon's Den,
follow the river and stay in the Central
The Silver Dragon's Den is located in Wtlderness as long as you can. Then,
Key: Dragon Den Pass at 10,9. The silver travel northwest along the river and the
dragon never comes up as a mission, pass to the den of the silver dragon. To
I~ MOUNTAI NS
but is mentioned in a Tavern Tale. The travel to the Buccaneer's Base or the
Buccaneer's Base is at 12,31 but only Outpost of Zhentil Keep, take a direct
1~ 1 HILLS shows up after the party has received route along the shore of the Moonsea

m FOREST
the commission to rescue the council-
man's son. The Outpost of Zhentil Keep
is at 3,32 but can only be entered after
from where the boat lets you off to your
destination.

I~ I WATER 10
the party has received the commission
to deliver the diplomatic papers.
If you want to avoid combat with intelli-
gent nasty encounters in all three
wilderness areas, choose Parlay and
~RIVER 12
Random encounters in the Western then choose Abusive. If you want to
Wilderness include: avoid combat with neutral or nice
13 l:::i::!l~"- encounters, choose Parlay and then
~~~® DEATH GRA.SS
:• t • • Quicklings choose Nice. A spokesman with a high
14
• Wild Boars. Charisma helps in either case.
r:;;;;l OUTPOST0F 15
L:::::J ZHENTILKEEP • Giant Mantis* In each wilderness, your party has a fair
16
IGia I BOCCANEERS BASE
·Tigers
• Thri-Kreen * +
chance to rest. Sometimes your party
will be interrupted with an encounter

I•I SllYER DRAGON'SDEN • Anhkegs*


before they can even memorize a spell.
Other times, the party can rest for
many days before an encounter. If your
·Centaurs
DRAGON DEN PASS party Is badly hurt, it is not a bad idea
• Giant Snakes to simply encamp in the middle of the
• Zentarian Patrols+ wilderness and rest up.
22
·Thieves
23
.•.•.·.·.·:·.· • Buccaneers
24
25
·.
26
... Silver Dragon's Den
27
he Storyline: In a tavern, your There is no map in this adventure. Talk
28

29
30
.·.
lr
-:·

m
T party overhears Tavern Tale 23,
about an ancient Silver Dragon in
the Dragon Spine Mountains. If they fol-
to the Dragon and it will give you infor-
mation. Do not attack the dragon
because he is overbearing. Especially,
do not attack him twice.
low the Barren River to its source, they
find a pass. Hidden In the pass is the
den of the silver dragon.

0 2 3 5 6 7 8 9 10 11 12 13 14 15 • = Monsters that can be found in a lair.


+ = Intelligent nasty encounters.

21 22
he Western Wilderness contains In general, the random monsters iri the
WESTERN
W ILDERNESS:
0
T the Silver Dragon's Den, the Buc-
caneer's Base, and the Outpost
of Zhentil Keep, along with any number
of lairs and random encounters.
we.stem wilderness are the toughest of
the three areas. Especially beware the
Thri-Rreen for they are tough and nasty.
When visiting the Silver Dragon's Den,
follow the river and stay in the Central
The Silver Dragon's Den is located in Wtlderness as long as you can. Then,
Key: Dragon Den Pass at 10,9. The silver travel northwest along the river and the
dragon never comes up as a mission, pass to the den of the silver dragon. To
I~ MOUNTAI NS
but is mentioned in a Tavern Tale. The travel to the Buccaneer's Base or the
Buccaneer's Base is at 12,31 but only Outpost of Zhentil Keep, take a direct
1~ 1 HILLS shows up after the party has received route along the shore of the Moonsea

m FOREST
the commission to rescue the council-
man's son. The Outpost of Zhentil Keep
is at 3,32 but can only be entered after
from where the boat lets you off to your
destination.

I~ I WATER 10
the party has received the commission
to deliver the diplomatic papers.
If you want to avoid combat with intelli-
gent nasty encounters in all three
wilderness areas, choose Parlay and
~RIVER 12
Random encounters in the Western then choose Abusive. If you want to
Wilderness include: avoid combat with neutral or nice
13 l:::i::!l~"- encounters, choose Parlay and then
~~~® DEATH GRA.SS
:• t • • Quicklings choose Nice. A spokesman with a high
14
• Wild Boars. Charisma helps in either case.
r:;;;;l OUTPOST0F 15
L:::::J ZHENTILKEEP • Giant Mantis* In each wilderness, your party has a fair
16
IGia I BOCCANEERS BASE
·Tigers
• Thri-Kreen * +
chance to rest. Sometimes your party
will be interrupted with an encounter

I•I SllYER DRAGON'SDEN • Anhkegs*


before they can even memorize a spell.
Other times, the party can rest for
many days before an encounter. If your
·Centaurs
DRAGON DEN PASS party Is badly hurt, it is not a bad idea
• Giant Snakes to simply encamp in the middle of the
• Zentarian Patrols+ wilderness and rest up.
22
·Thieves
23
.•.•.·.·.·:·.· • Buccaneers
24
25
·.
26
... Silver Dragon's Den
27
he Storyline: In a tavern, your There is no map in this adventure. Talk
28

29
30
.·.
lr
-:·

m
T party overhears Tavern Tale 23,
about an ancient Silver Dragon in
the Dragon Spine Mountains. If they fol-
to the Dragon and it will give you infor-
mation. Do not attack the dragon
because he is overbearing. Especially,
do not attack him twice.
low the Barren River to its source, they
find a pass. Hidden In the pass is the
den of the silver dragon.

0 2 3 5 6 7 8 9 10 11 12 13 14 15 • = Monsters that can be found in a lair.


+ = Intelligent nasty encounters.

21 22
he Central Wilderness oontains

T
2 3 4 5 6
CENTRAL the Nomad Camp, Sorcerer's
0
WILDERNESS: Island, and the city of Phlan along
with any number of lairs and random
encounters.
The Nomad Camp is located at 12, 11. It
Key: is visible at all times. Sorcerer's Island
Is located in the center of lake Kuto at
~MOUNTAINS
6, 16. It Is one of the great wonders of

1#1 HILLS
the MoonSea readles and Is always visi-
ble. Phlan Is located at 12,27 and is the
center of the party's adventures.
li~I SWAMP Random enoounters in the Central
Wilderness lndude:
~t¥~ FOREST
• Kobolds*
I~ I WATER • Displacer Beasts•
• Driders+
• RIVER
• Stlrges•
• SCOURED LANDS • Llzard Men•
• Bandits
iJ PHLAN ·Nomads

1~ I SORCERER'S ISLAND
• Merdlants

The most powerful random enoounters


I@ I P«JMAD CAMP in the central Wilderness are the
Driders; they are fast, tough, and can
21
throw spells.

• = Monsters that can be found in a lair.


+ = Intelligent nasty encounters.

23 24
he Central Wilderness oontains

T
2 3 4 5 6
CENTRAL the Nomad Camp, Sorcerer's
0
WILDERNESS: Island, and the city of Phlan along
with any number of lairs and random
encounters.
The Nomad Camp is located at 12, 11. It
Key: is visible at all times. Sorcerer's Island
Is located in the center of lake Kuto at
~MOUNTAINS
6, 16. It Is one of the great wonders of

1#1 HILLS
the MoonSea readles and Is always visi-
ble. Phlan Is located at 12,27 and is the
center of the party's adventures.
li~I SWAMP Random enoounters in the Central
Wilderness lndude:
~t¥~ FOREST
• Kobolds*
I~ I WATER • Displacer Beasts•
• Driders+
• RIVER
• Stlrges•
• SCOURED LANDS • Llzard Men•
• Bandits
iJ PHLAN ·Nomads

1~ I SORCERER'S ISLAND
• Merdlants

The most powerful random enoounters


I@ I P«JMAD CAMP in the central Wilderness are the
Driders; they are fast, tough, and can
21
throw spells.

• = Monsters that can be found in a lair.


+ = Intelligent nasty encounters.

23 24
he Eastern Wilderness contains
EASTERN
WILDERNESS: T the Kobold c.aves and the LlzarCi
Man Keep along with any number
of lairs and random encounters. The
Kobold c.aves are located at 6, 15. The
doser you get to them the more likely
you are to be attacked by kobold
Key: patrols. The Lizard Man Keep is located
11 I HILLS
at 11,8. It is quite obvious among the
trees.

IJ~I ~AMP Random encounters in the Eastern


Wilderness indude:
~FOREST • Kobolds*

1~ I WATER
• Lizard Men•
• GnoJls*
~ffiVER • Giant Lizards•
• ttippogriffs
I@ I LIZARD MEN KEEP • Wyverns*

I•I KOBOLD CAVES


·Trolls*+
• Phase Spiders

The most powerful random encounters


in the Eastern Wilderness are the phase
spiders, because they have poison, and
if you don't know how to fight them
you may never hit them. See the article
on Combat for how to fight phase spi-
ders.

27
28
29
K"··•t>~~~WL···HP
30
31
..... ·......&.
32 ·2
33
34
35 ' = Monsters that can be found in a lair.
~2~3::-""~4~~5~6~~7Ai6..~8~9~1~0:;...1~1;::;;:.12,;;::1~3;_14..iii.1~5:;;;;1~6;;;::17_. + = Intelligent nasty encounters.

26
25
he Eastern Wilderness contains
EASTERN
WILDERNESS: T the Kobold c.aves and the LlzarCi
Man Keep along with any number
of lairs and random encounters. The
Kobold c.aves are located at 6, 15. The
doser you get to them the more likely
you are to be attacked by kobold
Key: patrols. The Lizard Man Keep is located
11 I HILLS
at 11,8. It is quite obvious among the
trees.

IJ~I ~AMP Random encounters in the Eastern


Wilderness indude:
~FOREST • Kobolds*

1~ I WATER
• Lizard Men•
• GnoJls*
~ffiVER • Giant Lizards•
• ttippogriffs
I@ I LIZARD MEN KEEP • Wyverns*

I•I KOBOLD CAVES


·Trolls*+
• Phase Spiders

The most powerful random encounters


in the Eastern Wilderness are the phase
spiders, because they have poison, and
if you don't know how to fight them
you may never hit them. See the article
on Combat for how to fight phase spi-
ders.

27
28
29
K"··•t>~~~WL···HP
30
31
..... ·......&.
32 ·2
33
34
35 ' = Monsters that can be found in a lair.
~2~3::-""~4~~5~6~~7Ai6..~8~9~1~0:;...1~1;::;;:.12,;;::1~3;_14..iii.1~5:;;;;1~6;;;::17_. + = Intelligent nasty encounters.

26
25
NOMAD CAMP:
he Storyline: The party is told to chief to finish off the remaining
Key:

1-1~~ T ·deal with· the possibility that the


nomads north of the city might
join with the Boss. Once the party finds
kobolds, you get a big reward. If you let
the chief and his men do it, you get a
smaller reward.
the Nomad Camp, the party can attack
1-c:Jo I
DOOR OR ARCHWAY
the nomads and deal with the problem Where You Can Rest: In your hut, or
by wiping them out. Or if you Partay anywhere after the nomads have been
~ IMPASSABLE AREA with the nomads, you can stay around killed.
and help nomads against the army of
1~ I smEAM
kobolds that are about to attack. You
will get more experience, treasure, and
Map Locations
I. Trip wire: Once you enter this wne,
I~ I
information if you stay and help the
mEES nomads. trip wires with alarms will go off. The
nomads will come and meet you in
If it is night when you visit, the nomads force.
take you to a hut. If taken to a hut, rest
until they take you to a feast. If you
2. Your Hut: This is the hut you are
wander into another tent that night, the given to rest in.
guard will escort you back to your tenl 3. The Forest: If you are outside the
The next day, or the same day if you trip wire when the kobolds attack, you
visit during the day, they take you to a will have to fight them alone; the
great feast. nomads are back protecting their
During the feast the nomad chief will camp.
give you information about what has Hnale: After either defeating the
been going on. He asks you to stay and nomads or defeating the kobolds (or
help against the kobold army that will both), you will have ·dealt with. the
attack the next day. If you agree, they nomad problem. You may return to the
take you back to your tent. You may city for your reward.
wander freely or rest in your tent until
the kobolds come. Your rest will be
interrupted by the coming kobold
attack. The kobolds attack in 3 waves.
If you backstab the nomads during the
fight, both nomads and kobolds attack
you. At the 3rd wave if you go with the

27 28
NOMAD CAMP:
he Storyline: The party is told to chief to finish off the remaining
Key:

1-1~~ T ·deal with· the possibility that the


nomads north of the city might
join with the Boss. Once the party finds
kobolds, you get a big reward. If you let
the chief and his men do it, you get a
smaller reward.
the Nomad Camp, the party can attack
1-c:Jo I
DOOR OR ARCHWAY
the nomads and deal with the problem Where You Can Rest: In your hut, or
by wiping them out. Or if you Partay anywhere after the nomads have been
~ IMPASSABLE AREA with the nomads, you can stay around killed.
and help nomads against the army of
1~ I smEAM
kobolds that are about to attack. You
will get more experience, treasure, and
Map Locations
I. Trip wire: Once you enter this wne,
I~ I
information if you stay and help the
mEES nomads. trip wires with alarms will go off. The
nomads will come and meet you in
If it is night when you visit, the nomads force.
take you to a hut. If taken to a hut, rest
until they take you to a feast. If you
2. Your Hut: This is the hut you are
wander into another tent that night, the given to rest in.
guard will escort you back to your tenl 3. The Forest: If you are outside the
The next day, or the same day if you trip wire when the kobolds attack, you
visit during the day, they take you to a will have to fight them alone; the
great feast. nomads are back protecting their
During the feast the nomad chief will camp.
give you information about what has Hnale: After either defeating the
been going on. He asks you to stay and nomads or defeating the kobolds (or
help against the kobold army that will both), you will have ·dealt with. the
attack the next day. If you agree, they nomad problem. You may return to the
take you back to your tent. You may city for your reward.
wander freely or rest in your tent until
the kobolds come. Your rest will be
interrupted by the coming kobold
attack. The kobolds attack in 3 waves.
If you backstab the nomads during the
fight, both nomads and kobolds attack
you. At the 3rd wave if you go with the

27 28
KOBOLD CAVES:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key:
Map Locations end of a battle, 'Continue Combat' for
a round or two. You will not be given a
I. A character falls into a hidden water
1-1~~ trap. Money and items may be lost fish-
chance to rest between waves.
ing the character out of the water trap. I2. You will battle the king's guard in
1-c:::Jo I OOORORAPCHWAY this room.
2. Here you find a discarded map
~ SS::RETOOOR
showing the connection between the I3. Here you discover the fate of the
kobold cave and the wyvern cave. kobold king.

6 8
~ IMPASSABLEAREA 3. You meet a kobold here. If you fol- I4. Search here to find an efreeti bot-
ICJ~~~. +· <··> 4 · · ·. .~~~t::J;ii---!i~i;l::>ol ·····J· · · I low him, he leads you to the wyvem tle. lie and he'll attack you. Tell the
7
"'""iCJ~ofl=Joi-..iiiCJ.it--+....""""'::>1~CJolfl=>i..,_l ···::'-.· ·· I cave. If you don't follow him, you are truth and he'll help you in a later fighl
8 hit with a dead fall trap .
..-~ ·.·.·.•.·.~~ ·"·t-......-t····"'"·····....."'l:::::Jolo-iii--11-....'""·
9
10
... . : •. . . ~""'""--~loiol' ....._..CJ.................. .. - \·· .·. ).·... .•
"'-~·.·.· 4. A net trap falls on the characters and
kobolds leap on the entangled party.
I5. Here you find the huge kobold trea-
sure trove.
...... . ............
11 I6. A due.
5. A Spike Trap hits the party.
12
13
..... .........,,..........._.._
~ ..................................................~.
6. If you enter from the wyvern cave,
flnale: When you confirm the death of
the kobold king at # 13, you will have
you meet a drunken kobold who will broken the power of the kobolds and
14
take you to the king. eliminated them as a threat to Phlan.
15 Go back to the city and coiled your
7. You may meet the wyvern while you reward.
SMALL CAVE LARGE CAVE
wander here.
he Storyline: Rumor has it that

T
Note: The small rave is the entrance to
the Boss is recruiting monsters the ravem where the kobolds live. The 8. The wyverns nest, with its treasure,
from outside the city to reinforce large rave leads to a "'.¥Yem lair aclja- is here.
his dwindling army. The city council cent to the kobold raves. Combat in
wants the party to find the Kobold the kobold's narrow raves with low 9. If you search, you find a aippled
Caves far to the east and make sure ceilings reduces character's kobold here. Give him water and he
that they do not join with the Boss. Movement, AC, and Damage in com- will tell you his story.
bat. The kobolds have laid traps In
When the party gets dose to the kobold IO. In this prison. you meet Princess
several places. You ran find the traps
caves they may be attacked by a Fatima. She will fight fanatically against
by moving In search mode. Once the
kobold patrol. Once the party tracks the kobolds and will join your band if
traps are found, a thief (wearing no
the kobolds they will find two cave you wish.
annor heavier than leather) has a
entrances. Which cave they enter is up chance to disarm them. I I. This is the throne room. Here you
the you.
Where You Can Rest: If you enter the will be attacked by several waves of
large cave, you can rest before you kobolds, trolls, and wild boars, inter-
fight the wyvern. After fighting the spersed with volleys of ballisl:a fire. If
waves of Kobolds in the throne room, you need to throw heal spells at the
you can rest long enough to memorize
spells.

29 30
KOBOLD CAVES:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key:
Map Locations end of a battle, 'Continue Combat' for
a round or two. You will not be given a
I. A character falls into a hidden water
1-1~~ trap. Money and items may be lost fish-
chance to rest between waves.
ing the character out of the water trap. I2. You will battle the king's guard in
1-c:::Jo I OOORORAPCHWAY this room.
2. Here you find a discarded map
~ SS::RETOOOR
showing the connection between the I3. Here you discover the fate of the
kobold cave and the wyvern cave. kobold king.

6 8
~ IMPASSABLEAREA 3. You meet a kobold here. If you fol- I4. Search here to find an efreeti bot-
ICJ~~~. +· <··> 4 · · ·. .~~~t::J;ii---!i~i;l::>ol ·····J· · · I low him, he leads you to the wyvem tle. lie and he'll attack you. Tell the
7
"'""iCJ~ofl=Joi-..iiiCJ.it--+....""""'::>1~CJolfl=>i..,_l ···::'-.· ·· I cave. If you don't follow him, you are truth and he'll help you in a later fighl
8 hit with a dead fall trap .
..-~ ·.·.·.•.·.~~ ·"·t-......-t····"'"·····....."'l:::::Jolo-iii--11-....'""·
9
10
... . : •. . . ~""'""--~loiol' ....._..CJ.................. .. - \·· .·. ).·... .•
"'-~·.·.· 4. A net trap falls on the characters and
kobolds leap on the entangled party.
I5. Here you find the huge kobold trea-
sure trove.
...... . ............
11 I6. A due.
5. A Spike Trap hits the party.
12
13
..... .........,,..........._.._
~ ..................................................~.
6. If you enter from the wyvern cave,
flnale: When you confirm the death of
the kobold king at # 13, you will have
you meet a drunken kobold who will broken the power of the kobolds and
14
take you to the king. eliminated them as a threat to Phlan.
15 Go back to the city and coiled your
7. You may meet the wyvern while you reward.
SMALL CAVE LARGE CAVE
wander here.
he Storyline: Rumor has it that

T
Note: The small rave is the entrance to
the Boss is recruiting monsters the ravem where the kobolds live. The 8. The wyverns nest, with its treasure,
from outside the city to reinforce large rave leads to a "'.¥Yem lair aclja- is here.
his dwindling army. The city council cent to the kobold raves. Combat in
wants the party to find the Kobold the kobold's narrow raves with low 9. If you search, you find a aippled
Caves far to the east and make sure ceilings reduces character's kobold here. Give him water and he
that they do not join with the Boss. Movement, AC, and Damage in com- will tell you his story.
bat. The kobolds have laid traps In
When the party gets dose to the kobold IO. In this prison. you meet Princess
several places. You ran find the traps
caves they may be attacked by a Fatima. She will fight fanatically against
by moving In search mode. Once the
kobold patrol. Once the party tracks the kobolds and will join your band if
traps are found, a thief (wearing no
the kobolds they will find two cave you wish.
annor heavier than leather) has a
entrances. Which cave they enter is up chance to disarm them. I I. This is the throne room. Here you
the you.
Where You Can Rest: If you enter the will be attacked by several waves of
large cave, you can rest before you kobolds, trolls, and wild boars, inter-
fight the wyvern. After fighting the spersed with volleys of ballisl:a fire. If
waves of Kobolds in the throne room, you need to throw heal spells at the
you can rest long enough to memorize
spells.

29 30
SoKCEKEK'S ISLAND MAPS: Level 2

Level 3 I
A1 !"-."'-
..
I 4
c.
\
A&

A5
3
LEVEL 1

~=~

Key:

a~
1-c:;.I DOOROR~HWAY Level 1
:·:
~ Sl!:RETOOOR

t :.: .- ·.·.·.·.·.·.·I
~ IMl'l\SSABLE AREA

31 32
SoKCEKEK'S ISLAND MAPS: Level 2

Level 3 I
A1 !"-."'-
..
I 4
c.
\
A&

A5
3
LEVEL 1

~=~

Key:

a~
1-c:;.I DOOROR~HWAY Level 1
:·:
~ Sl!:RETOOOR

t :.: .- ·.·.·.·.·.·.·I
~ IMl'l\SSABLE AREA

31 32
h e Storyline: Phlan was originally

T
Teleporle.r Set A is special in that each me fast way through the maze: Move Level 3:
built where the Stojanow River teleporter has two targets, depending down the main corridor to the first al- I. The password over door is written in
meets the Moonsea. The Stojanow on whet.her Set A was running in for- oove, turn right, and move forward and Det.hek. It reads NOTNOW (C64 Version
River Valley was the source of m uch of ward or in reverse. Set A's direction then teleporl Move down the hall, turn 1.0) or NOKNOK (other versions). Say
Phlan's focxl. But over the last several switches every tim e a t eleporter in Set right at the intersection, and then move the password and then move on
years, the river has become poisonous A is activated. Set A begins set to for- to the end of the hall. Throw a stone through. If you miss the password a
and completely dead. The poison has ward. The teleporter chart lists the dif- and then teleport. Follow the corridor crazed super- mutant lizard man
seeped into the surrounding river val- ferent teleporters and where they take to the end. Throw a stone and then destroys your party.
ley. The river is now known as the you depending on their setting. teleport. Move down the hall. Throw a
Barren River, and the surrounding area stone and then teleport. You are now
2. This room contains the machinery
To control the direction of the tele- that pumps the muck into the river.
is known as the Scoured Lands. porters in Set A, there is a pile of small on the third level at A7 +
This muck is changing the river so that
The city council commissions the party stones near each teleporter. Throw a Encounters in the Maze on Level 1: Yarash's mutant Iii.ard men can thrive
to travel upriver to discover and Ndeal stone into the t eleporter before moving Many of the creatures that sneak into in it. Break the machinery once, then
with· the source of the pollution. In the through to reset its direction. To avoid the pyramid on Sorcerers Island take get out of the room before it explodes.
long run, this reclamation of the Sto- the maze, use the Set A teleporters teleporter set B and end up in the If you hang around to do more damage
janow River and the Stojanow River only, and throw a stone before being maze. These groups quickly run out of you may get caught in the explosion.
Valley may be as Important as the free- teleported each time after the first. food and begin to starve. Those that
are left are half crazed with hunger. 3. In this room there are captured
ing of Phlan itself. Telepotte.r Set B is designed to trick in-
Tuey prowl the maze in search of any- lizard men. If you Parlay and choose
The poisoning of the Stojanow River Is truders into entering the maze. Each tele- Nice they will tell you their background
thing that moves so that they can slay it
the work of the mad sorcerer Yarash. porter in Set B only goes to one location. and give you the friend word SAVIOR. If
and eat It. The encounters in the west
He Is attempting to change lizard men half lndude: stlrges, driders, mlnotaurs, you are not friendly they throw barrels
Telepotte.r Set C is controlled from a
into his own race of fresh water sahua- elf magic users, kobolds, and fighters. of poisonous muck at you.
dial on the north wall in the square
gin. With these amphibian killing acljacent to CO. There are 4 settings: Tue encounters in the east half indude: 4. Yarash's Office: The evil sorcerer
machines Yarash could rise to chal- Copper, Silver, Gold, and Blue. The first fighters, displacer beasts, dwarves, lizard Yarash and his Mutant lizard Man guards
lenge the great powers around the three set the teleporter to work both to men, driders, and thieves. will attack you as you enter the room .
Moonsea. and from Yarash's three treasure After you defeat him search the room
Where You Can Rest: Your party can rooms. The final setting will teleport the Map Locations and his desk against the east wall aclja-
rest in .e ither the western or ea.stem group one way to A3- so that they can cent to CO. Check out the teleporter
conveniently exit the pyramid.
Level I: controls on the north wall acljacent to
side of level 1 after defeating all the
I. Here you find a dead body with a CO and the teleporter itself at CO.
random encounters from that side.
Teleport: partial map of the maze. Due to the
Your party can rest anywhere on level 2
PROM SEl11l'IG TO teleporters the map Is only partially cor- Finale: After you destroy the machinery
or3.
rect. and defeat Yarash, the muck that has
AO Forward Al+
Teleporters: There are 3 sets of tele- Reverse BI 2. Here you meet a priest who has been polluting the river stops flowing.
porters (A, B, & C) In the pyramid on gone slightly crazy. If you Parlay with As the muck is removed from the river
A2 Forward J\3+
Sorcerer's Island. Set A is used by Yar- him and chose Nice many times he can the Stojanow River Valley returns to its
Reverse A3-
ash to get to his laboratory. Set Bis used show you his way out of the pyramid. original verdant bloom. Return to the
A4 Forward AS+
to suck intruders into the maze and city and coiled your reward.
Reverse A5-
keep them from escaping. Set C is used A6 Forward
Level 2:
A7+
by Yara.sh to get to his treasure rooms Reverse A7- I. Here angered mutant lizards attack
and back to the ground level to exit BO NA BI the party.
B2 NA B3 2. Here there are lizard men In a cell. If
B4 NA B5 you Approach, Parlay, and then choose
B6 NA B7 Nice they may not attack.
co Copper Cl
Silver C2
Gold C3
Blue A3-

33 34
h e Storyline: Phlan was originally

T
Teleporle.r Set A is special in that each me fast way through the maze: Move Level 3:
built where the Stojanow River teleporter has two targets, depending down the main corridor to the first al- I. The password over door is written in
meets the Moonsea. The Stojanow on whet.her Set A was running in for- oove, turn right, and move forward and Det.hek. It reads NOTNOW (C64 Version
River Valley was the source of m uch of ward or in reverse. Set A's direction then teleporl Move down the hall, turn 1.0) or NOKNOK (other versions). Say
Phlan's focxl. But over the last several switches every tim e a t eleporter in Set right at the intersection, and then move the password and then move on
years, the river has become poisonous A is activated. Set A begins set to for- to the end of the hall. Throw a stone through. If you miss the password a
and completely dead. The poison has ward. The teleporter chart lists the dif- and then teleport. Follow the corridor crazed super- mutant lizard man
seeped into the surrounding river val- ferent teleporters and where they take to the end. Throw a stone and then destroys your party.
ley. The river is now known as the you depending on their setting. teleport. Move down the hall. Throw a
Barren River, and the surrounding area stone and then teleport. You are now
2. This room contains the machinery
To control the direction of the tele- that pumps the muck into the river.
is known as the Scoured Lands. porters in Set A, there is a pile of small on the third level at A7 +
This muck is changing the river so that
The city council commissions the party stones near each teleporter. Throw a Encounters in the Maze on Level 1: Yarash's mutant Iii.ard men can thrive
to travel upriver to discover and Ndeal stone into the t eleporter before moving Many of the creatures that sneak into in it. Break the machinery once, then
with· the source of the pollution. In the through to reset its direction. To avoid the pyramid on Sorcerers Island take get out of the room before it explodes.
long run, this reclamation of the Sto- the maze, use the Set A teleporters teleporter set B and end up in the If you hang around to do more damage
janow River and the Stojanow River only, and throw a stone before being maze. These groups quickly run out of you may get caught in the explosion.
Valley may be as Important as the free- teleported each time after the first. food and begin to starve. Those that
are left are half crazed with hunger. 3. In this room there are captured
ing of Phlan itself. Telepotte.r Set B is designed to trick in-
Tuey prowl the maze in search of any- lizard men. If you Parlay and choose
The poisoning of the Stojanow River Is truders into entering the maze. Each tele- Nice they will tell you their background
thing that moves so that they can slay it
the work of the mad sorcerer Yarash. porter in Set B only goes to one location. and give you the friend word SAVIOR. If
and eat It. The encounters in the west
He Is attempting to change lizard men half lndude: stlrges, driders, mlnotaurs, you are not friendly they throw barrels
Telepotte.r Set C is controlled from a
into his own race of fresh water sahua- elf magic users, kobolds, and fighters. of poisonous muck at you.
dial on the north wall in the square
gin. With these amphibian killing acljacent to CO. There are 4 settings: Tue encounters in the east half indude: 4. Yarash's Office: The evil sorcerer
machines Yarash could rise to chal- Copper, Silver, Gold, and Blue. The first fighters, displacer beasts, dwarves, lizard Yarash and his Mutant lizard Man guards
lenge the great powers around the three set the teleporter to work both to men, driders, and thieves. will attack you as you enter the room .
Moonsea. and from Yarash's three treasure After you defeat him search the room
Where You Can Rest: Your party can rooms. The final setting will teleport the Map Locations and his desk against the east wall aclja-
rest in .e ither the western or ea.stem group one way to A3- so that they can cent to CO. Check out the teleporter
conveniently exit the pyramid.
Level I: controls on the north wall acljacent to
side of level 1 after defeating all the
I. Here you find a dead body with a CO and the teleporter itself at CO.
random encounters from that side.
Teleport: partial map of the maze. Due to the
Your party can rest anywhere on level 2
PROM SEl11l'IG TO teleporters the map Is only partially cor- Finale: After you destroy the machinery
or3.
rect. and defeat Yarash, the muck that has
AO Forward Al+
Teleporters: There are 3 sets of tele- Reverse BI 2. Here you meet a priest who has been polluting the river stops flowing.
porters (A, B, & C) In the pyramid on gone slightly crazy. If you Parlay with As the muck is removed from the river
A2 Forward J\3+
Sorcerer's Island. Set A is used by Yar- him and chose Nice many times he can the Stojanow River Valley returns to its
Reverse A3-
ash to get to his laboratory. Set Bis used show you his way out of the pyramid. original verdant bloom. Return to the
A4 Forward AS+
to suck intruders into the maze and city and coiled your reward.
Reverse A5-
keep them from escaping. Set C is used A6 Forward
Level 2:
A7+
by Yara.sh to get to his treasure rooms Reverse A7- I. Here angered mutant lizards attack
and back to the ground level to exit BO NA BI the party.
B2 NA B3 2. Here there are lizard men In a cell. If
B4 NA B5 you Approach, Parlay, and then choose
B6 NA B7 Nice they may not attack.
co Copper Cl
Silver C2
Gold C3
Blue A3-

33 34
LIZARD MEN KEEP:
he Storyline: Bands of lizard threat. They will have to IIght the lizard

T
0 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key: men In the swamps to the east
0 men and their giant lizards on the sur-
1-1~~ have been assaulting travelers. face (in the swampy ground) and in
Because of this infestation, no over1and the ratacombs (with scmr floors and
trade Is possible with cities to the east. low ceilings). Fighting in these restrict-
2 I<:::> I DOOR OR ARCHWAY Rumor has it that the Boss is attempt- ed areas reduces a character's ability
3
ing to reauit these lizard men to rein- to hit his target, inmct damage, and
4 I'"" I RUBBLEO WALL force his forces in Phlan. The party has
been hired to ·deal with. the lizard men
move.

~ IMPASSABLEAREA problem. Where You Can Rest: Your party can

m STAIRS
'lbe 117.ard men are based out of an old,
ruined keep In the center of a small
patch of forest in the swamp to the
rest anywhere In the keep.

Map Locations
SWAMP north east. Long ago a powerful wizard 1-6. Holes that lead from the surface to
placed a field that restricts spell casting the catacombs. The first time you enter
over the keep to defend it against magi- the catacombs, all remaining giant
cal attacks. Sadly, this did not prated lizards attack.
the keep from a conventional assault.
7. stairs that lead from the surface Into
'lbe old leader of the lizard men was the catacombs.
oontent to keep the tribe safe in the
keep. His leadership is being usurped 8. Llzard Men and Giant Lizards await
15 by a young warrior who has the support here to ambush the party.
of much of the tribe. The young warrior
9. Giant Lizards inhabit this building.
has led his troops on raids against trav-
elers and Is preparing to lead them to Pools. Lizard men will attempt to
LIZARD MEN CATACOMRS: Phlan to support the Boss. ambush the party from the pools until
all the lizard men have been eliminat-
Key: Note: Uthe party freed the lizard men
ed. Until you have eliminated the lizard
on the second level of Sorcerers Island
1 a~~ and received the friend word SAVIOR
men that guard a pool. it is very danger-
ous to swim In the pool looking for
they will be met by the old liz.ard man
2 loot. But once you have eliminated the
~ IMPASSABLEAREA chieftain. After the party gives the
lizard men, it is safe to swim in the
3 word, the chielt.ain will explain the situ-
pool to find the treasure remaining
ation. The yowig warrior will then
4 8~LS appear and challenge the chieltain. or.
from the original owners of the castle.
5 his representative, to a duel for leader- finale: After either dueling the young
6 ship of the tribe. If one of the heroes warrior or defeating the entire com-
will represent the old chielt.ain and win pound of lizard men, your party will
7
the duel, the tribe will support the old have dealt with the lizard man problem.
8 chieftain. The old chieil:ain will pledge Return to the city council for your
9 to stop the raiding and to not support reward.
the boss so the llz.ard man problem
10 will have been *dealt with*.
11
U your party does not deal with the
12 lizards by way of the duel, they will
13 have to eliminate the lizard men as a
14
15

35 36
LIZARD MEN KEEP:
he Storyline: Bands of lizard threat. They will have to IIght the lizard

T
0 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key: men In the swamps to the east
0 men and their giant lizards on the sur-
1-1~~ have been assaulting travelers. face (in the swampy ground) and in
Because of this infestation, no over1and the ratacombs (with scmr floors and
trade Is possible with cities to the east. low ceilings). Fighting in these restrict-
2 I<:::> I DOOR OR ARCHWAY Rumor has it that the Boss is attempt- ed areas reduces a character's ability
3
ing to reauit these lizard men to rein- to hit his target, inmct damage, and
4 I'"" I RUBBLEO WALL force his forces in Phlan. The party has
been hired to ·deal with. the lizard men
move.

~ IMPASSABLEAREA problem. Where You Can Rest: Your party can

m STAIRS
'lbe 117.ard men are based out of an old,
ruined keep In the center of a small
patch of forest in the swamp to the
rest anywhere In the keep.

Map Locations
SWAMP north east. Long ago a powerful wizard 1-6. Holes that lead from the surface to
placed a field that restricts spell casting the catacombs. The first time you enter
over the keep to defend it against magi- the catacombs, all remaining giant
cal attacks. Sadly, this did not prated lizards attack.
the keep from a conventional assault.
7. stairs that lead from the surface Into
'lbe old leader of the lizard men was the catacombs.
oontent to keep the tribe safe in the
keep. His leadership is being usurped 8. Llzard Men and Giant Lizards await
15 by a young warrior who has the support here to ambush the party.
of much of the tribe. The young warrior
9. Giant Lizards inhabit this building.
has led his troops on raids against trav-
elers and Is preparing to lead them to Pools. Lizard men will attempt to
LIZARD MEN CATACOMRS: Phlan to support the Boss. ambush the party from the pools until
all the lizard men have been eliminat-
Key: Note: Uthe party freed the lizard men
ed. Until you have eliminated the lizard
on the second level of Sorcerers Island
1 a~~ and received the friend word SAVIOR
men that guard a pool. it is very danger-
ous to swim In the pool looking for
they will be met by the old liz.ard man
2 loot. But once you have eliminated the
~ IMPASSABLEAREA chieftain. After the party gives the
lizard men, it is safe to swim in the
3 word, the chielt.ain will explain the situ-
pool to find the treasure remaining
ation. The yowig warrior will then
4 8~LS appear and challenge the chieltain. or.
from the original owners of the castle.
5 his representative, to a duel for leader- finale: After either dueling the young
6 ship of the tribe. If one of the heroes warrior or defeating the entire com-
will represent the old chielt.ain and win pound of lizard men, your party will
7
the duel, the tribe will support the old have dealt with the lizard man problem.
8 chieftain. The old chieil:ain will pledge Return to the city council for your
9 to stop the raiding and to not support reward.
the boss so the llz.ard man problem
10 will have been *dealt with*.
11
U your party does not deal with the
12 lizards by way of the duel, they will
13 have to eliminate the lizard men as a
14
15

35 36
8UCCANeEKS BASE:
4 5 6 7 he Storyline: The young heir to

T
Key: 4. Captains Quarters: The buccaneer
0 the house of Bivant has bem kid- captain resides here.
1-1~~ napped in a buccaneer raid. The
dty council will not pay the blackmail 5. Buccaneer Barracks: If you by to
ICl-I OOOROR~HWAY and hires the party to retrieve the child.
Tue party is given information on the
force your way into the banacks, you
will start a fight.
3
4 §§§ IMPASSABLEARfA
loratlon of the hiddm buccaneers
base. Once at the base, the party must 6. Guard Towers: If you by to force
search for the child and by to find the your way into the guard towers, you will
fast way past the buccaneers. start a fight.

Notes: The fast way through the bucca- 7. Animal Pm: You can release the ani-
neers base is to scout the area and mals and start a stampede. The stam-
identify the locaUons of the boy, the pede will act as a diversion to make
9 front gate, and the animal pen. Then, rescuing the boy easier.
open the animal pen and stampede
8. Slave Pen: The boy is kept here. The
the animals, move over and free the
slave pen is guarded.
boy, and then run for the front gate.
The longer your party takes to exit the 9. Slave Pen Guards: These guards will
rompound, the more groups of bucca- leave if the animals stampede.
neers they'll have to fight.
10. Huckster: This huckster is selling a
...........:::.............................•.•.•.·.·:'. ._.::_,=,'·.·.•.·.·.•.
·:· :·:
Where You Can Rest: Your party can pass to see the captain Qf the bucca-
~~i ~]~
','.·',
.: ;j: rest in the Merchant's Camp Area (#2). neers.

Map Locations f1nale: Once you rescue the boy and


get out of the camp, return to the city
I. Front Gate: This is the only exit to council. The boy will be returned to his
the wilderness. It is always guarded, parents and the party will receive a gen-
but the guards may be distracted if the erous reward.
animals are stampeding.

2. Merchant's Camp Area: Your party


can camp here as long as it likes.

3. Captain's Guards: The buccaneer


captain's guards protect the captains
quarters here.

37 38
8UCCANeEKS BASE:
4 5 6 7 he Storyline: The young heir to

T
Key: 4. Captains Quarters: The buccaneer
0 the house of Bivant has bem kid- captain resides here.
1-1~~ napped in a buccaneer raid. The
dty council will not pay the blackmail 5. Buccaneer Barracks: If you by to
ICl-I OOOROR~HWAY and hires the party to retrieve the child.
Tue party is given information on the
force your way into the banacks, you
will start a fight.
3
4 §§§ IMPASSABLEARfA
loratlon of the hiddm buccaneers
base. Once at the base, the party must 6. Guard Towers: If you by to force
search for the child and by to find the your way into the guard towers, you will
fast way past the buccaneers. start a fight.

Notes: The fast way through the bucca- 7. Animal Pm: You can release the ani-
neers base is to scout the area and mals and start a stampede. The stam-
identify the locaUons of the boy, the pede will act as a diversion to make
9 front gate, and the animal pen. Then, rescuing the boy easier.
open the animal pen and stampede
8. Slave Pen: The boy is kept here. The
the animals, move over and free the
slave pen is guarded.
boy, and then run for the front gate.
The longer your party takes to exit the 9. Slave Pen Guards: These guards will
rompound, the more groups of bucca- leave if the animals stampede.
neers they'll have to fight.
10. Huckster: This huckster is selling a
...........:::.............................•.•.•.·.·:'. ._.::_,=,'·.·.•.·.·.•.
·:· :·:
Where You Can Rest: Your party can pass to see the captain Qf the bucca-
~~i ~]~
','.·',
.: ;j: rest in the Merchant's Camp Area (#2). neers.

Map Locations f1nale: Once you rescue the boy and


get out of the camp, return to the city
I. Front Gate: This is the only exit to council. The boy will be returned to his
the wilderness. It is always guarded, parents and the party will receive a gen-
but the guards may be distracted if the erous reward.
animals are stampeding.

2. Merchant's Camp Area: Your party


can camp here as long as it likes.

3. Captain's Guards: The buccaneer


captain's guards protect the captains
quarters here.

37 38
OUI'POST OF ZHENm KEEP:
2 3 4 5 6 7 8 9 10 11 12 13 14 15 he St.oryline: Zhentll Keep is the Alter the dinner, your party should
Key:

1-1-~ T major city to the west of Phlan.


The Keepers, as they are known,
look wearily on the resurgence of their
post a watch. Alter the Keepers attack
the party should make a nm for the
frvnt gate to escape. The longer the
I
<:Joi DOOROR~HWAY ancient rival, Phlan. But, Lord Cadoma,
acting for the city council, ls attempting
party takes t.o escape, the more it will
have to light Once the Keepers begin
to negotiate a treaty with Zhentll Keep attacking they will start coming in
so that Phlan can tum its full energies waves.
5 on rebuilding. The party Is ordered to
deliver a magically sealed diplomatic Where You Can Rest: The players will
pouch to the nearest outpost of Zhentll be taken to a room (#4) where they can
Keep, far to the west. rest.
6 Lord Cadorna is actually bying to
....:::...... ·'·'•'•'•''
Map Locations
cement power in the new city of Phlan
for himself. tie knows that the heroes I. The Front Gate: These gates are
would oppose his bid for supreme guarded.
5 power In the city so he is sending them
2. Guard Towers: These towers are full
on a suicide mission. tie also knows
of guards.
the Keepers are tough and nasty so he
Is going to test them by having them 3. Commandant's Quarters: This is
assassinate the heroes. where you meet the oommandant the
::: first time.
::: j~j ~:~ j~j ~~~ ::: m In the last pages of the diplomatic mes-
sage, Lord Cadorna proposes an 4. The Party's Quarters: This is where
alliance between himself and the forces the guards take you before and after
of Zhentil Keep. Zhentil Keep is to signal dinner.
acceptance of the alliance by returning
the heroes to Phlan, with their heads 5. Barracks: If you try to force your way
on a pike! into the barracks, you will start a fight.

The Keepers will not get to the assassi- 6. Stables: These smell bad.
nation order until they have read all the ftnale: After the party escapes the
hundreds of pages of diplomatic dou- Outpost of Zhentll Keep, they should
ble talk. In the beginning they will treat return to the city council. There, they
the heroes as honored diplomatic mes- will learn of the escape of 'the traitor
sengers. After they read the message Cadorna'. They will also learn of their
and accept the alliance, their attitude next mission.
will change. The heroes will have to go
Into the outpost, keep their wits about
them, learn what they can, and try to
get out alive when things go wrong.
Note: The party is Jed through much of
the introduction of this mission. Over
dinner, by to get as much varied Infor-
mation out of the Commandant as
/)OSS/ble.

39 40
OUI'POST OF ZHENm KEEP:
2 3 4 5 6 7 8 9 10 11 12 13 14 15 he St.oryline: Zhentll Keep is the Alter the dinner, your party should
Key:

1-1-~ T major city to the west of Phlan.


The Keepers, as they are known,
look wearily on the resurgence of their
post a watch. Alter the Keepers attack
the party should make a nm for the
frvnt gate to escape. The longer the
I
<:Joi DOOROR~HWAY ancient rival, Phlan. But, Lord Cadoma,
acting for the city council, ls attempting
party takes t.o escape, the more it will
have to light Once the Keepers begin
to negotiate a treaty with Zhentll Keep attacking they will start coming in
so that Phlan can tum its full energies waves.
5 on rebuilding. The party Is ordered to
deliver a magically sealed diplomatic Where You Can Rest: The players will
pouch to the nearest outpost of Zhentll be taken to a room (#4) where they can
Keep, far to the west. rest.
6 Lord Cadorna is actually bying to
....:::...... ·'·'•'•'•''
Map Locations
cement power in the new city of Phlan
for himself. tie knows that the heroes I. The Front Gate: These gates are
would oppose his bid for supreme guarded.
5 power In the city so he is sending them
2. Guard Towers: These towers are full
on a suicide mission. tie also knows
of guards.
the Keepers are tough and nasty so he
Is going to test them by having them 3. Commandant's Quarters: This is
assassinate the heroes. where you meet the oommandant the
::: first time.
::: j~j ~:~ j~j ~~~ ::: m In the last pages of the diplomatic mes-
sage, Lord Cadorna proposes an 4. The Party's Quarters: This is where
alliance between himself and the forces the guards take you before and after
of Zhentil Keep. Zhentil Keep is to signal dinner.
acceptance of the alliance by returning
the heroes to Phlan, with their heads 5. Barracks: If you try to force your way
on a pike! into the barracks, you will start a fight.

The Keepers will not get to the assassi- 6. Stables: These smell bad.
nation order until they have read all the ftnale: After the party escapes the
hundreds of pages of diplomatic dou- Outpost of Zhentll Keep, they should
ble talk. In the beginning they will treat return to the city council. There, they
the heroes as honored diplomatic mes- will learn of the escape of 'the traitor
sengers. After they read the message Cadorna'. They will also learn of their
and accept the alliance, their attitude next mission.
will change. The heroes will have to go
Into the outpost, keep their wits about
them, learn what they can, and try to
get out alive when things go wrong.
Note: The party is Jed through much of
the introduction of this mission. Over
dinner, by to get as much varied Infor-
mation out of the Commandant as
/)OSS/ble.

39 40
VALIDNGEN GRAVEYARD:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
111e graveyard is very tough . The popu-
:. .~;:. ... h. . r . r ~j =~= o ~:~ o :~: CJ ~:~d: i:~ r
Key: 9. Zombies mull around outside this
0

1 .~.::= ~.::Cl \:. :~ :::... .·..·.·.·: ::~-- =·r~·-·:r-:·:·:t.·J!!: ·:.:t


::::
·:;ct:
·. . .
119
1-1~~
1at1on of the three types of creatures is
growing: Skeletons, Zombies, and
W"ights. Each type of creatures is being
mausoleum.

10. A ju-ju zombie helps guard this

: =··il&·· t:. :~·.:i.· t· ·! ~.i· · · · IoC:Jol DOOR OR ARChWAY "built" by a spectre in a tower. Kill all mausoleum. Search after the fight to
·.·.·.·:···:ll ··········· f3·=•...•.•.•.·.·: · .•.•.·.·.· t creatures of a type and eliminate the find its treasure.
4
. .. .

t;i•" •;;;.
.

.::..
•.
: ~ :;:,, ~ .f..k\.. ... . c a
Cl :Cl b:Cl ·.- b;··.):.w
.
:••1a
·.·.·.·.·:·.·.•.·.·.·.·~=~·-·.·.•.·.·. .·.·.·.·.·.·

...........~·.·.·.w·l!l'-tt···w.· .....""',····t·;;;·
::: I I
1///, RUBBLED WALL
spectre creating that type of creature,
and that creature will disappear for a 11. Mummies inhabit this crypt. The
mummy's fear aura can paralyze char-
5 . c ·: c._!:<=> :~. J. ·:ll-OO!l-.....--r///~
o2 :.: ······3 j j c12Jf--tl·...........
· ·.....·l ······ ·.·.·.·.·.·.!)_!·····.:f'<=> time. But if the graveyard is not
s Cl •.r.i::::J ;::, 14
[!]STAIRS deared, the spectre and his creations acters. Throw spells that raise your
i;>
_:=. ::.: · · ··

······.9'1~9""'·.w.·.··I
:_:=.

will return. The longer your party waits party's ~ving throws before entering to
7 "c;)·c; :::;:;; Q ·-::: 20 13 ·.· .·. .·.
ICl~ I
·=· ·.·
reduce number of characters affected
'_.=·~.o· ~.·.·.j:_=.· .· ·. .· .· .·. .......·k lOMBSTONES before it dears an area, however, the
by the fear aura.
n ·b~ ~ CJ.····.·.·.·b\=
a c wb . :J···.·)
.·.·.·.-~•_ ...· . . . i·;.=: .· = .........':'.........
.....--~
· :_, '_,. ..·..
u15 more skeletons, zombies, and wights
* ~ . .·.·.·.·..·.·.·.·.·.·,·,•...·,' ·.·.·.·-.=~_.=~.=~· · m·=·
CJ c::J =_,_:,:... :=: _...... 15
..........
~···,,·:,·=.~ ··...=
·· 4 :·: ;.; ·=· will be created. 12. Wights guard this tower.
9 ~ ~ ~ ~

·:· -U+D5-t<=.·.>
10 c; ·jj·e:;···{·····jo ·.··i·.·.·.·.·.·.·.·.·.·.·.'. - =·=.....·.·. _::_:·.·.·.· ·:· ..·. :;: o .·. o .:.o Tue spectres in the graveyard are con-
: :. . ·.·.-. .t . . . ~t-.~d. J?-.-
:.=,i:_:
,:··.··.··
_
, , .. :.··.'.·.·,·:;·:·.·.·.·.·.·.·.··.··.·

9 .-...::9 ....· L. .·.·.·. .... - 13. A spectre creating wights inhabits


trolled by an even more hideous crea-
:: ~ !: :- ·t'··. . ICWll••-c11 ::: --~
.................
n::J4 ·. . . . jb~[:· ·
.} :. 9 .~~= .·.·.·.· .·~ ,•• ....
.......
11
O···iii
·.·.·.·::: .·.·.-.}~.-.Cl.·.~~-~·.Q.·.j~_~.C.·.·
·=·
· l!l-·-~J·. ;JJI·; ture, a vampire. find and destroy the
vampire's coffin, defeat the vampire in
this building.

14. Wights guard this mausoleum .


13
·=· } his lair, trail him back to his destroyed
7 i~i ...........f ..·.·.·.·.·~-~r-···-·.·.·
......::: .•.·.·.·.::: ·.·.·.···:::· ···.·.•.·.•.•.·:::....•.•.·.·.:~.
m c :~~ CJ ~~~ CJ
.. ..............;:•.-......... coffin, and finally defeat him utterly. 15. A wraith helps guard this mau-
Cl.•.:.: Cl
14
15
lol~3-ioio.....
8 ::
.,,
'•'
·····1·. . . .·.·
:_:• :•.•
::
:.•• .=.=.=
'' ........................·.· .....
hoe ng
·.=.•:.
: : ...,., . . . . ·:r::: r:
.•.:.• Q.:.•.:
Where You Can Rest: Like the dead,
your party can not rest anywhere in the
soleum.

16. Spectres guard this aypt.


graveyard until it is deared.
he Storyline: The Valhingen The city council has taken a greater and 17. A gallant knight and his treasure

T Graveyard is a caldron overflow-


ing with undead. Ever since the
Boss' forces stopped patrolling the
greater interest in the graveyard as they
began to retake the city. When the
undead only bothered the monsters it
Map Locations
I. Skeletal Hands erupt from a grave
and attack.
are buried here.

18. The vampire's coffin is here.


graveyard after the flight of the Wynns, wasn't a problem, but now zombies 19. The vampire is here. You must
undead in Increasing numbers have and wights travel near redaimed areas 2. Skeletons guard this mausoleum. defeat the spectres at #13 and #16 to
been seen in and around the graveyard. of the city. Previous parties sent into enter this room.
They have even crossed the river into the graveyard have not come back. The 3. A giant skeleton helps guard this
the city. The Boss will not send his evil city council has hired the party to deal mausoleum. Search after the fight to 20. An evil magic user will offer to help
derics into the graveyard; he is fearful with the problem. Hold off on entering find its treasure. you here. If he joins your party he will
that they will take control of the undead the graveyard until the city council has tum on you and fight for the vampire.
4. Zombies guard this tower.
and then tum against him. He has also given the party a two-handed sword
found his normal troops unsuccessful +l/+3 vs. undead and several scrolls 5. A spectre creating zombies is here. ftnale: Once you have killed the vam-
in stemming the undead tide. So for with restoration spells. pire B01lf times, the graveyard will be
now, he ignores the problem. 6. Skeletons guard this tower. deared. It was the vampire's evil power
The creatures in the graveyard are that holds the undead here. After you
restricted to certain areas. Skeletons 7. This room is filled with poison gas.
have truly eliminated the vampire,
wander the area near the entrance. Cast spells that raise your party's saving march triumphantly back to town to
Zombies wander around building 11. throws before entering to reduce the
gamer your reward.
Wights wander the area around building number of characters who take dam-
18. The area of the skeletons is the age from the poison.
least dangerous area, the area of the 8. A spectre creating skeletons is here.
zombies is more dangerous, and the
area of the wlghts is the most danger-
ous area in the graveyard.

41 42
VALIDNGEN GRAVEYARD:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
111e graveyard is very tough . The popu-
:. .~;:. ... h. . r . r ~j =~= o ~:~ o :~: CJ ~:~d: i:~ r
Key: 9. Zombies mull around outside this
0

1 .~.::= ~.::Cl \:. :~ :::... .·..·.·.·: ::~-- =·r~·-·:r-:·:·:t.·J!!: ·:.:t


::::
·:;ct:
·. . .
119
1-1~~
1at1on of the three types of creatures is
growing: Skeletons, Zombies, and
W"ights. Each type of creatures is being
mausoleum.

10. A ju-ju zombie helps guard this

: =··il&·· t:. :~·.:i.· t· ·! ~.i· · · · IoC:Jol DOOR OR ARChWAY "built" by a spectre in a tower. Kill all mausoleum. Search after the fight to
·.·.·.·:···:ll ··········· f3·=•...•.•.•.·.·: · .•.•.·.·.· t creatures of a type and eliminate the find its treasure.
4
. .. .

t;i•" •;;;.
.

.::..
•.
: ~ :;:,, ~ .f..k\.. ... . c a
Cl :Cl b:Cl ·.- b;··.):.w
.
:••1a
·.·.·.·.·:·.·.•.·.·.·.·~=~·-·.·.•.·.·. .·.·.·.·.·.·

...........~·.·.·.w·l!l'-tt···w.· .....""',····t·;;;·
::: I I
1///, RUBBLED WALL
spectre creating that type of creature,
and that creature will disappear for a 11. Mummies inhabit this crypt. The
mummy's fear aura can paralyze char-
5 . c ·: c._!:<=> :~. J. ·:ll-OO!l-.....--r///~
o2 :.: ······3 j j c12Jf--tl·...........
· ·.....·l ······ ·.·.·.·.·.·.!)_!·····.:f'<=> time. But if the graveyard is not
s Cl •.r.i::::J ;::, 14
[!]STAIRS deared, the spectre and his creations acters. Throw spells that raise your
i;>
_:=. ::.: · · ··

······.9'1~9""'·.w.·.··I
:_:=.

will return. The longer your party waits party's ~ving throws before entering to
7 "c;)·c; :::;:;; Q ·-::: 20 13 ·.· .·. .·.
ICl~ I
·=· ·.·
reduce number of characters affected
'_.=·~.o· ~.·.·.j:_=.· .· ·. .· .· .·. .......·k lOMBSTONES before it dears an area, however, the
by the fear aura.
n ·b~ ~ CJ.····.·.·.·b\=
a c wb . :J···.·)
.·.·.·.-~•_ ...· . . . i·;.=: .· = .........':'.........
.....--~
· :_, '_,. ..·..
u15 more skeletons, zombies, and wights
* ~ . .·.·.·.·..·.·.·.·.·.·,·,•...·,' ·.·.·.·-.=~_.=~.=~· · m·=·
CJ c::J =_,_:,:... :=: _...... 15
..........
~···,,·:,·=.~ ··...=
·· 4 :·: ;.; ·=· will be created. 12. Wights guard this tower.
9 ~ ~ ~ ~

·:· -U+D5-t<=.·.>
10 c; ·jj·e:;···{·····jo ·.··i·.·.·.·.·.·.·.·.·.·.·.'. - =·=.....·.·. _::_:·.·.·.· ·:· ..·. :;: o .·. o .:.o Tue spectres in the graveyard are con-
: :. . ·.·.-. .t . . . ~t-.~d. J?-.-
:.=,i:_:
,:··.··.··
_
, , .. :.··.'.·.·,·:;·:·.·.·.·.·.·.·.··.··.·

9 .-...::9 ....· L. .·.·.·. .... - 13. A spectre creating wights inhabits


trolled by an even more hideous crea-
:: ~ !: :- ·t'··. . ICWll••-c11 ::: --~
.................
n::J4 ·. . . . jb~[:· ·
.} :. 9 .~~= .·.·.·.· .·~ ,•• ....
.......
11
O···iii
·.·.·.·::: .·.·.-.}~.-.Cl.·.~~-~·.Q.·.j~_~.C.·.·
·=·
· l!l-·-~J·. ;JJI·; ture, a vampire. find and destroy the
vampire's coffin, defeat the vampire in
this building.

14. Wights guard this mausoleum .


13
·=· } his lair, trail him back to his destroyed
7 i~i ...........f ..·.·.·.·.·~-~r-···-·.·.·
......::: .•.·.·.·.::: ·.·.·.···:::· ···.·.•.·.•.•.·:::....•.•.·.·.:~.
m c :~~ CJ ~~~ CJ
.. ..............;:•.-......... coffin, and finally defeat him utterly. 15. A wraith helps guard this mau-
Cl.•.:.: Cl
14
15
lol~3-ioio.....
8 ::
.,,
'•'
·····1·. . . .·.·
:_:• :•.•
::
:.•• .=.=.=
'' ........................·.· .....
hoe ng
·.=.•:.
: : ...,., . . . . ·:r::: r:
.•.:.• Q.:.•.:
Where You Can Rest: Like the dead,
your party can not rest anywhere in the
soleum.

16. Spectres guard this aypt.


graveyard until it is deared.
he Storyline: The Valhingen The city council has taken a greater and 17. A gallant knight and his treasure

T Graveyard is a caldron overflow-


ing with undead. Ever since the
Boss' forces stopped patrolling the
greater interest in the graveyard as they
began to retake the city. When the
undead only bothered the monsters it
Map Locations
I. Skeletal Hands erupt from a grave
and attack.
are buried here.

18. The vampire's coffin is here.


graveyard after the flight of the Wynns, wasn't a problem, but now zombies 19. The vampire is here. You must
undead in Increasing numbers have and wights travel near redaimed areas 2. Skeletons guard this mausoleum. defeat the spectres at #13 and #16 to
been seen in and around the graveyard. of the city. Previous parties sent into enter this room.
They have even crossed the river into the graveyard have not come back. The 3. A giant skeleton helps guard this
the city. The Boss will not send his evil city council has hired the party to deal mausoleum. Search after the fight to 20. An evil magic user will offer to help
derics into the graveyard; he is fearful with the problem. Hold off on entering find its treasure. you here. If he joins your party he will
that they will take control of the undead the graveyard until the city council has tum on you and fight for the vampire.
4. Zombies guard this tower.
and then tum against him. He has also given the party a two-handed sword
found his normal troops unsuccessful +l/+3 vs. undead and several scrolls 5. A spectre creating zombies is here. ftnale: Once you have killed the vam-
in stemming the undead tide. So for with restoration spells. pire B01lf times, the graveyard will be
now, he ignores the problem. 6. Skeletons guard this tower. deared. It was the vampire's evil power
The creatures in the graveyard are that holds the undead here. After you
restricted to certain areas. Skeletons 7. This room is filled with poison gas.
have truly eliminated the vampire,
wander the area near the entrance. Cast spells that raise your party's saving march triumphantly back to town to
Zombies wander around building 11. throws before entering to reduce the
gamer your reward.
Wights wander the area around building number of characters who take dam-
18. The area of the skeletons is the age from the poison.
least dangerous area, the area of the 8. A spectre creating skeletons is here.
zombies is more dangerous, and the
area of the wlghts is the most danger-
ous area in the graveyard.

41 42
SroJANow GAm:
o 1 2 3 4 s s 1 a g 10 11 12 13 14 1s ptap LOCations 6. West Tower: If you successfully
Key: sneak past the bugbear guards, then
0 ~ 1. Merchant in Wagon: During daylight

DI' 1-1~~ you can assault the guards In the tower

:-·.· .· .· = · . ·. ·.· ~=i, [E


hours you can meet a merchant here by surprise. If the guards In the tower
who has a wagon. He will sell you the sound the alarm during the fight, you
11 ' l.c:::Jo I DOOR OR ARCHWAY wagon to use as a disguise so that you
am get past the bugbears and attack
will meet the guards from the other
tower as you leave.
4 ;:; :· ::: ::: ::: ;:; .· ~ IMP~LEAREA the guards In the towers by surprise.
...... .·.·.·.·/s ..·.·.·.:
···········j····; .·.·.·.·.·•:;:·. : ·············;···
......: :...... : : ... ..t...·.·.·.·.f• .·.·.-./-........ ==~ ·.·.·.•.-...........·.·.·:·.-.·.·.·.·.-•
~ 7. East Tower: If you successfully
5 * ~ ~ ~ 8 8 2. Bugbear Patrol Area: The Bugbear sneaked past the bugbear guards, then
~STAIRS guards. patrol this area In front of the you can assault the guards In the tower
gate. If you are disguised and the bug- by surprise. If the guards In the tower
: ~"'11·.·.·.·.·.·.: :.·.·.-.•.·.·=: ·.· · · · · :=:· · '· · · • · · .·.·. ~ ····•·· · · · · ·:=:-·.·.·.·.·.·: :·.·. 7.. ·.· :=:· · .·.- a.~ bears don't see through your disguise,
you may move through the gate freely.
give the alann during the fight, you will
..iiM
meet the guards from the other tower
If you are not disguised and try to bull as you leave.
your way through, or if your disguise is
penetrated, you will have to fight the flnale: After you have deared the gate,
bugbears. the way is open to assault the Boss' ·
stronghold, Valjevo Castle. Guards from
3. Southern Gate: This is the front the dty of Phlan will rush up and make
entrance to Stojanow Gate. It is locked sure the gate Is held open. You may
by massive beams. If the bugbears do want to return to the city, collect your
not let you through then either massive reward, rest, heal, memorize spells,
strength or a knock spell Is required to and prepare for the final assault on
open the gates. If you try to break Valjevo Castle.
down the gate, the guards will throw
he Storyline: The Stojanow Gate Where You Can Rest: You can rest on

T
boulders at you.
rests on an earthen dam that the south side of the gate so long as
diverts the Stojanow River around you are not acljacent to the wall or in 4. Northern Gate: This is also a mas-
the Valjevo Castle. It is the only entrance the bugbear patrol area. You can also sive gate. If the bugbears have not let
into the castle. The gate is guarded on rest in a tower after defeating the you through, either massive strength or
the dty side by a squad of bugbears. inhabitants. a knock spell is required to open the
The towers contain ettins and human gate. If you try to break down the gate,
leaders. A straightforward assault on Notes: Ifyou move acljacent to the the guards will throw boulders at you. If
the gates will be a dangerous and wall, the guards on top of the wall will you got past the bugbears In disguise
bloody affair. Trickery may make the spot you and tell you to leave. The sec- and fought the guards In the towers,
job much easier. ond time you are acljacent to the wall, then the bugbears will fight you here
they will send the bugbears alter you. when you try to pass through the gate
Ifyou don't resist the bugbears they on your way home.
will on.{y do minimal damage to you
and send you on your way. S. If you fought the bugbears and have
opened both gates then the ettin
One ofyour fJghts may set off the guards from both towers will fight you
alarm. Angly patrols will flood the here.
north side of the block. The alarm on.{y
lasts for an hour, however. You am
hide in a tower and rest out the alarm.

43 44
SroJANow GAm:
o 1 2 3 4 s s 1 a g 10 11 12 13 14 1s ptap LOCations 6. West Tower: If you successfully
Key: sneak past the bugbear guards, then
0 ~ 1. Merchant in Wagon: During daylight

DI' 1-1~~ you can assault the guards In the tower

:-·.· .· .· = · . ·. ·.· ~=i, [E


hours you can meet a merchant here by surprise. If the guards In the tower
who has a wagon. He will sell you the sound the alarm during the fight, you
11 ' l.c:::Jo I DOOR OR ARCHWAY wagon to use as a disguise so that you
am get past the bugbears and attack
will meet the guards from the other
tower as you leave.
4 ;:; :· ::: ::: ::: ;:; .· ~ IMP~LEAREA the guards In the towers by surprise.
...... .·.·.·.·/s ..·.·.·.:
···········j····; .·.·.·.·.·•:;:·. : ·············;···
......: :...... : : ... ..t...·.·.·.·.f• .·.·.-./-........ ==~ ·.·.·.•.-...........·.·.·:·.-.·.·.·.·.-•
~ 7. East Tower: If you successfully
5 * ~ ~ ~ 8 8 2. Bugbear Patrol Area: The Bugbear sneaked past the bugbear guards, then
~STAIRS guards. patrol this area In front of the you can assault the guards In the tower
gate. If you are disguised and the bug- by surprise. If the guards In the tower
: ~"'11·.·.·.·.·.·.: :.·.·.-.•.·.·=: ·.· · · · · :=:· · '· · · • · · .·.·. ~ ····•·· · · · · ·:=:-·.·.·.·.·.·: :·.·. 7.. ·.· :=:· · .·.- a.~ bears don't see through your disguise,
you may move through the gate freely.
give the alann during the fight, you will
..iiM
meet the guards from the other tower
If you are not disguised and try to bull as you leave.
your way through, or if your disguise is
penetrated, you will have to fight the flnale: After you have deared the gate,
bugbears. the way is open to assault the Boss' ·
stronghold, Valjevo Castle. Guards from
3. Southern Gate: This is the front the dty of Phlan will rush up and make
entrance to Stojanow Gate. It is locked sure the gate Is held open. You may
by massive beams. If the bugbears do want to return to the city, collect your
not let you through then either massive reward, rest, heal, memorize spells,
strength or a knock spell Is required to and prepare for the final assault on
open the gates. If you try to break Valjevo Castle.
down the gate, the guards will throw
he Storyline: The Stojanow Gate Where You Can Rest: You can rest on

T
boulders at you.
rests on an earthen dam that the south side of the gate so long as
diverts the Stojanow River around you are not acljacent to the wall or in 4. Northern Gate: This is also a mas-
the Valjevo Castle. It is the only entrance the bugbear patrol area. You can also sive gate. If the bugbears have not let
into the castle. The gate is guarded on rest in a tower after defeating the you through, either massive strength or
the dty side by a squad of bugbears. inhabitants. a knock spell is required to open the
The towers contain ettins and human gate. If you try to break down the gate,
leaders. A straightforward assault on Notes: Ifyou move acljacent to the the guards will throw boulders at you. If
the gates will be a dangerous and wall, the guards on top of the wall will you got past the bugbears In disguise
bloody affair. Trickery may make the spot you and tell you to leave. The sec- and fought the guards In the towers,
job much easier. ond time you are acljacent to the wall, then the bugbears will fight you here
they will send the bugbears alter you. when you try to pass through the gate
Ifyou don't resist the bugbears they on your way home.
will on.{y do minimal damage to you
and send you on your way. S. If you fought the bugbears and have
opened both gates then the ettin
One ofyour fJghts may set off the guards from both towers will fight you
alarm. Angly patrols will flood the here.
north side of the block. The alarm on.{y
lasts for an hour, however. You am
hide in a tower and rest out the alarm.

43 44
VAWEVO CASTLE, Souru WEST:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key:
VALIBVO CASTLE: Introduction
~ .:: ::·l ::·:·:JL...... .......... 1-lw&L

V
aljevo C-a5tle is the stronghold of the Boss, who
by now you know is Tyranthraxus the flamed
One, one of the original conquerors of Phlan.
: ..._......::,......... ....,·.·.·.·.;:;.·.·.-.·.···• 1-c::::Jol OOOROR~H*Y
tie runs his holdings from the tower in the center of 4
Valjevo C-a5tle. Tue C-a5tle is surrounded on all sides 5
...........3 ........... ............:,:............ .
by buildings that contain Tyranthraxus' supporters. 6 :::
Inside of that is a wall with two main gates on the
southeast and northwest sides. Inside the wall is a
8
maze of poisonous hedges. Tue maze is dotted with 1·.•.·.w.;:;.·.·.w·.·1·.·.w•.•.;;:•'•W""'I
teleporters and crawls with giant snakes during alerts. 9
..............,,,............. .............,..............

In the center of the maze is the twe>-story inner tower


10
.,_.,._""............,,,.............
11 :::
·where Tyranthraxus holds court. Here you m ust sneak
past Tyranthraxus' traps and guards, find the evil lead- 12
t"""'")"~""""'"""''""""""''"""'""'C"·".,.."~o~""''""··""""~c·=.-;:·.... ~;........ .............,__...,.
:::
er, and defeat him. Only then can Phlan be free. 13
~.;....+..~Jiii ...... . ~~Ooii......;~w.-.;c:~ . . . . ¥ ......J .......(,::: .......J........ .
14 ~~~ :::
While in the castle area, one of your fights may set off . . . . . f . . . . 2 """.. >. . . . .. . . '.. . . . . . :,:. . . . . . ::. . . . . ,.;:;. . . . . . ... . . . . ;:. . . . . . .
the alarm. Angry patrols will flood the area Tue alarm 15 ::: ;:: ::; ":

only lasts for an hour, however. You can hide in many


of the buildings and towers and rest out the alarm. If

T
he Storyline: The easiest way are the smithy and his helpers. If you
you encounter a patrol and are in disguise, you can around the castle Is to go into the are nasty there is a fight.
parlay with them. Either choose Meek and give the laundry and get disguised. Then
password ttARAStt, or choose Haughty or Abusive you can meet wandering patrols with- 3. A Smokehouse: You can hide and
out setting off the alarm. rest safely in here.
and give your authority as 1YRANTIIRAXUS.
Where You Can Rest: You can rest in 4. A Bane Chapel: If you accept Bane's
If the alarm is not on, you may rest anywhere in the the smokehouse (#3). blessing and are not evil, you get blast-
castle. When the alarm is going, the locations listed in ed. If you do not accept the blessing
the individual areas are safe. Map Locations and leave, you are attacked. After the
fight, search the altar. Your party will
I. Laundry Room: Parlay with the wash- find a few coins and two swords. If they
er women and choose Nice and they take the coins then Bane will blast them.
wDI disguise you. Disguise is broken if If they take the coins or the swords
you fight or do something suspicious then they will automatically be recog-
and someone gets away.
nized as blasphemers from then on.
2. Smithy: At night you can steal some
basic equipment. During the day there

45 46
VAWEVO CASTLE, Souru WEST:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key:
VALIBVO CASTLE: Introduction
~ .:: ::·l ::·:·:JL...... .......... 1-lw&L

V
aljevo C-a5tle is the stronghold of the Boss, who
by now you know is Tyranthraxus the flamed
One, one of the original conquerors of Phlan.
: ..._......::,......... ....,·.·.·.·.;:;.·.·.-.·.···• 1-c::::Jol OOOROR~H*Y
tie runs his holdings from the tower in the center of 4
Valjevo C-a5tle. Tue C-a5tle is surrounded on all sides 5
...........3 ........... ............:,:............ .
by buildings that contain Tyranthraxus' supporters. 6 :::
Inside of that is a wall with two main gates on the
southeast and northwest sides. Inside the wall is a
8
maze of poisonous hedges. Tue maze is dotted with 1·.•.·.w.;:;.·.·.w·.·1·.·.w•.•.;;:•'•W""'I
teleporters and crawls with giant snakes during alerts. 9
..............,,,............. .............,..............

In the center of the maze is the twe>-story inner tower


10
.,_.,._""............,,,.............
11 :::
·where Tyranthraxus holds court. Here you m ust sneak
past Tyranthraxus' traps and guards, find the evil lead- 12
t"""'")"~""""'"""''""""""''"""'""'C"·".,.."~o~""''""··""""~c·=.-;:·.... ~;........ .............,__...,.
:::
er, and defeat him. Only then can Phlan be free. 13
~.;....+..~Jiii ...... . ~~Ooii......;~w.-.;c:~ . . . . ¥ ......J .......(,::: .......J........ .
14 ~~~ :::
While in the castle area, one of your fights may set off . . . . . f . . . . 2 """.. >. . . . .. . . '.. . . . . . :,:. . . . . . ::. . . . . ,.;:;. . . . . . ... . . . . ;:. . . . . . .
the alarm. Angry patrols will flood the area Tue alarm 15 ::: ;:: ::; ":

only lasts for an hour, however. You can hide in many


of the buildings and towers and rest out the alarm. If

T
he Storyline: The easiest way are the smithy and his helpers. If you
you encounter a patrol and are in disguise, you can around the castle Is to go into the are nasty there is a fight.
parlay with them. Either choose Meek and give the laundry and get disguised. Then
password ttARAStt, or choose Haughty or Abusive you can meet wandering patrols with- 3. A Smokehouse: You can hide and
out setting off the alarm. rest safely in here.
and give your authority as 1YRANTIIRAXUS.
Where You Can Rest: You can rest in 4. A Bane Chapel: If you accept Bane's
If the alarm is not on, you may rest anywhere in the the smokehouse (#3). blessing and are not evil, you get blast-
castle. When the alarm is going, the locations listed in ed. If you do not accept the blessing
the individual areas are safe. Map Locations and leave, you are attacked. After the
fight, search the altar. Your party will
I. Laundry Room: Parlay with the wash- find a few coins and two swords. If they
er women and choose Nice and they take the coins then Bane will blast them.
wDI disguise you. Disguise is broken if If they take the coins or the swords
you fight or do something suspicious then they will automatically be recog-
and someone gets away.
nized as blasphemers from then on.
2. Smithy: At night you can steal some
basic equipment. During the day there

45 46
VAWEVO CASTLE, NORTH WEST: VAWEVO CASTLE, NORTH EAST:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0 1 3 4 5 6 7 8 9 10 11 12 13 14 15
Key: Key:
0 m ~~~
0
1-1~LL
.......... 9.......... ·.··.·.· i.-.·.·.·.·.· :·.·.·.·.·.· z ·.·.·.·.·.·:::·.·.......·.1 .
~j~
. ::: ....... 7 .........·_,•:. _,:· .
.:','·', ;:;
:;: 1-1 WALL
2
5 ............ ......·.·.·.::;...•.·.·.•. ·:':·.•.•.•.-.·.:::...•. •.·.·.·:':·.-.·.·.·.·.:::.......·.·. ·:::·.-.·.·.·.-.;::..... ......·:::·.-.......·.:::;.........·.-:;:-........ .·.;:;.·.·.....-.·:::·. ......·.·.;:;.......·.·.·• 1-c::::; IDOOR OR ARCff\IJAY 2 .........~""""°!-~ ....-.·.;:;.w.•.·.;;=---.w··}···········:;;·.w..·./········.-;;;·.·.w.·-;:: .....-.w:;:-.··w··-:::····· · 1....-.....- 3 1-c::::; I DOOR OR ARCHWAY
3 ::: i~1 ~~~
.... ~~--~"···· ~=··· ~ ......-----....................._.._...._.....__...._.._....... -1
3
4 ::: 4
5 4 4 5 1.·.·.·.·.·.·:;:·.·.·.·.·.·.1. ·.·.·.·.-.-;:;
6 6 4
1·.·.•.•.·.·.;:;.·.·.·.·.·.·1·.·.·.-.-.-.,:,.............

7
7 ·.·.w.·fil ·........·........ :·.· 3 (
a ~ I 8
9 9 =~=
1.·.·.....-.·:::·.·.·.·.·.·.1.-.·.·.·.·.·:::·.··········• 1.·.·.....-.·:;:·.·.·.·.·.·.1 .......·.·. 5 ·.......
10 10
t-"!-~ ......·.····::;.·.·.........
11 ••• 11

12 :=•
13 ....... t········ ., .-
11 ... . . . . .
12
13
14 ...... ·: .:lt.~. :·:;,_i._,1·,i_::::::::··· . ........
14
0·.·.·.·.·
•••

15 ::: 15

here You Can Rest: You can rescued Cadoma he can give you the here You Can Rest: You can 4. Kitchen: If you defeat the gnoll over-

W rest in the officer's quarters


(#5) once you have bluffed
. the giants.
password, or you can fight the gate
guards. If you do not have the password,
you will need massive Strength or a
W
Map Locations
rest in the Armory (#3). seer, your party will find the password
to the gate.

5. Records Office: Here you can ex.am-


Knock spell to get through the gate.
Map Locations I. Guard Post: Anyone who walks out- ine Tyranthraxus' reoords. As you ex.-
4. Latrine: Smells bad. amine reoords you may find important
I. Barracks: This area is unocrupied at side of the guard post is challenged.
5. Officers Quarters: Some giants will Parlay with the guard and either choose information, but you may be interrupt-
night In daylight you may surprise the ed by a scribe who can sound the
giants sleeping inside. catch you as you enter. Parlay to bluff Meek and give the password HARASH,
them. Search the officers quarters for or choose Haughty or Abusive and give alarm.
2. Barracks: In daylight you may catch his treasure. your authority as 1YRANTiiRAXUS. 6. Saibe's Office: At-night the office
giants sleeping. If the giants are not
6. Guard Post: Anyone who walks out- 2. Barracks: Parlay with the giants and will be empty. During the day you will
inside, they have placed a bucket of
side the guard post is challenged. meet Tyranthraxus' envoys who may
sand over the door. choose Haughty or Sly to con them into
Parlay with the guard and either choose giving you the password. attack you.
3. Main Gate: The password through Meek and give the password HARASH,
the main gate is RHODIA. If you have or choose Haughty or Abusive and give 3. Armory: Here you can grab any
your authority as 'IYRANTHRAXUS. piece of common equipment you want
1. Mess Hall.

47 48
VAWEVO CASTLE, NORTH WEST: VAWEVO CASTLE, NORTH EAST:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 0 1 3 4 5 6 7 8 9 10 11 12 13 14 15
Key: Key:
0 m ~~~
0
1-1~LL
.......... 9.......... ·.··.·.· i.-.·.·.·.·.· :·.·.·.·.·.· z ·.·.·.·.·.·:::·.·.......·.1 .
~j~
. ::: ....... 7 .........·_,•:. _,:· .
.:','·', ;:;
:;: 1-1 WALL
2
5 ............ ......·.·.·.::;...•.·.·.•. ·:':·.•.•.•.-.·.:::...•. •.·.·.·:':·.-.·.·.·.·.:::.......·.·. ·:::·.-.·.·.·.-.;::..... ......·:::·.-.......·.:::;.........·.-:;:-........ .·.;:;.·.·.....-.·:::·. ......·.·.;:;.......·.·.·• 1-c::::; IDOOR OR ARCff\IJAY 2 .........~""""°!-~ ....-.·.;:;.w.•.·.;;=---.w··}···········:;;·.w..·./········.-;;;·.·.w.·-;:: .....-.w:;:-.··w··-:::····· · 1....-.....- 3 1-c::::; I DOOR OR ARCHWAY
3 ::: i~1 ~~~
.... ~~--~"···· ~=··· ~ ......-----....................._.._...._.....__...._.._....... -1
3
4 ::: 4
5 4 4 5 1.·.·.·.·.·.·:;:·.·.·.·.·.·.1. ·.·.·.·.-.-;:;
6 6 4
1·.·.•.•.·.·.;:;.·.·.·.·.·.·1·.·.·.-.-.-.,:,.............

7
7 ·.·.w.·fil ·........·........ :·.· 3 (
a ~ I 8
9 9 =~=
1.·.·.....-.·:::·.·.·.·.·.·.1.-.·.·.·.·.·:::·.··········• 1.·.·.....-.·:;:·.·.·.·.·.·.1 .......·.·. 5 ·.......
10 10
t-"!-~ ......·.····::;.·.·.........
11 ••• 11

12 :=•
13 ....... t········ ., .-
11 ... . . . . .
12
13
14 ...... ·: .:lt.~. :·:;,_i._,1·,i_::::::::··· . ........
14
0·.·.·.·.·
•••

15 ::: 15

here You Can Rest: You can rescued Cadoma he can give you the here You Can Rest: You can 4. Kitchen: If you defeat the gnoll over-

W rest in the officer's quarters


(#5) once you have bluffed
. the giants.
password, or you can fight the gate
guards. If you do not have the password,
you will need massive Strength or a
W
Map Locations
rest in the Armory (#3). seer, your party will find the password
to the gate.

5. Records Office: Here you can ex.am-


Knock spell to get through the gate.
Map Locations I. Guard Post: Anyone who walks out- ine Tyranthraxus' reoords. As you ex.-
4. Latrine: Smells bad. amine reoords you may find important
I. Barracks: This area is unocrupied at side of the guard post is challenged.
5. Officers Quarters: Some giants will Parlay with the guard and either choose information, but you may be interrupt-
night In daylight you may surprise the ed by a scribe who can sound the
giants sleeping inside. catch you as you enter. Parlay to bluff Meek and give the password HARASH,
them. Search the officers quarters for or choose Haughty or Abusive and give alarm.
2. Barracks: In daylight you may catch his treasure. your authority as 1YRANTiiRAXUS. 6. Saibe's Office: At-night the office
giants sleeping. If the giants are not
6. Guard Post: Anyone who walks out- 2. Barracks: Parlay with the giants and will be empty. During the day you will
inside, they have placed a bucket of
side the guard post is challenged. meet Tyranthraxus' envoys who may
sand over the door. choose Haughty or Sly to con them into
Parlay with the guard and either choose giving you the password. attack you.
3. Main Gate: The password through Meek and give the password HARASH,
the main gate is RHODIA. If you have or choose Haughty or Abusive and give 3. Armory: Here you can grab any
your authority as 'IYRANTHRAXUS. piece of common equipment you want
1. Mess Hall.

47 48
VAWEVO CASTLE, Souru EAST: VAWBVO CASTLE M.AZB:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key: (IJoth Maps)
0

1-1~~
l<::Jol OOORORARCtNJAY
3
4 [I] HEDGE

7 m
I ·.·::....................·.f.·.·.·.·.·.
8 2
·=·
9

10 4 5
11
12
J-------""""'!'--~~"'!'"""------""""'!' ......~ ··. . .+=··....-i!--t
:::
1·.·.·.·.·.·.;:;.·.·.·.·...-:;:·.•.•.•.·.·.;:;.·.-·.·.·.•.·:;:·.-.•.•.•.•.;:;;.·.·.·.·.·.·:;:·.·.·.w·.;:;.·.·.·.·.-.·:;:·.w·.·.·.;:;.·.·.·.·.·.·:;:·.•w .•.·.;:;,.-.·.·.·.·.·:::·.·.·.·.·.·.;:;.·.·.·.·.·.·l .w.·. 6
13
t-'!i'--+.-""io-""* · ..... ~...;.;......;ic:::JoioOo...........;i;C)i1 ii<:J~.... +-t
14
. . . . .•.·.::;............:;:-...........::;........ ..... u
15

here You Can Rest: You can get through the main gate. If you leave

W
Map Locations
rest in the Old Building (#7). him here, he will sound the alarm in an
attempt to get in good with Tyranthraxus.
5. Well: A character with a good Con-
stitution can go swimming to find a
1. Snake House: A family of giant treasure at the bottom of the well.
snakes has climbed over the wall into
6. Giant's Guard Post: Anyone who
this building.
walks outside of the guard post is chal-
2. 8. Banacks: This area is unoccupied lenged. Parlay with the guard and either
at night. In daylight you may surprise choose Meek and give the password
the giants sleeping inside. HARASH, or choose Haughty or Abusive Nap Locations 4 . Tower: An innocent-looking 7th level
and give your authority as 1YRAN- magic user is here. Choose Approach
3. Main Gate: The password through I. Teleporters: These spots will ran- to get what information you can out of
the main gate is RHODIA. If you have 1liRAXUS. domly teleport you to any other tele- him.
resrued Cadorna he can give you the 1. Old Building: Ceiling may fall in on porter site.
password, or you can fight the gate the party. 5. Tower: This tower contains a troll
2. Main Gate: The password through lair.
guards. If you do not have the pass-
word, you will need massive Strength the main gate is RHODIA. If you do not
VALJEVO CASILE MAzE have the password, you will need mas- 6. Giant Hideout: A group of giants are
or Knock spell to get through the gate. here. They act like guards. If you
here You Can Rest: You can sive Strength or Knock spell to get

W
4. Cell: If the traitor Cadorna has fled through the gate. choose Parlay and then choose
the city, Tyranthraxus' guards have cap- rest in either Tower (#4,5) after Haughty or Abusive and give your
tured him and placed him here. If you you deal with the encounter 3. Giant Hideout: A group of giants is authority as 1YRANTliRAXUS they will
free him, he will accompariy you (from that is there. hiding here, arguing, and avoiding leave you alone. Otherwise, they ask
the rear) and tell you the password to Not.e: When the alann goes off, giant Work. If you don't choose to leave you for a non-existent password.
snakes are released into the maze. Whahen you have the chance, you will
One hour later the maze is deared. Ve to fight them sooner or later.

49 50
VAWEVO CASTLE, Souru EAST: VAWBVO CASTLE M.AZB:
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Key: (IJoth Maps)
0

1-1~~
l<::Jol OOORORARCtNJAY
3
4 [I] HEDGE

7 m
I ·.·::....................·.f.·.·.·.·.·.
8 2
·=·
9

10 4 5
11
12
J-------""""'!'--~~"'!'"""------""""'!' ......~ ··. . .+=··....-i!--t
:::
1·.·.·.·.·.·.;:;.·.·.·.·...-:;:·.•.•.•.·.·.;:;.·.-·.·.·.•.·:;:·.-.•.•.•.•.;:;;.·.·.·.·.·.·:;:·.·.·.w·.;:;.·.·.·.·.-.·:;:·.w·.·.·.;:;.·.·.·.·.·.·:;:·.•w .•.·.;:;,.-.·.·.·.·.·:::·.·.·.·.·.·.;:;.·.·.·.·.·.·l .w.·. 6
13
t-'!i'--+.-""io-""* · ..... ~...;.;......;ic:::JoioOo...........;i;C)i1 ii<:J~.... +-t
14
. . . . .•.·.::;............:;:-...........::;........ ..... u
15

here You Can Rest: You can get through the main gate. If you leave

W
Map Locations
rest in the Old Building (#7). him here, he will sound the alarm in an
attempt to get in good with Tyranthraxus.
5. Well: A character with a good Con-
stitution can go swimming to find a
1. Snake House: A family of giant treasure at the bottom of the well.
snakes has climbed over the wall into
6. Giant's Guard Post: Anyone who
this building.
walks outside of the guard post is chal-
2. 8. Banacks: This area is unoccupied lenged. Parlay with the guard and either
at night. In daylight you may surprise choose Meek and give the password
the giants sleeping inside. HARASH, or choose Haughty or Abusive Nap Locations 4 . Tower: An innocent-looking 7th level
and give your authority as 1YRAN- magic user is here. Choose Approach
3. Main Gate: The password through I. Teleporters: These spots will ran- to get what information you can out of
the main gate is RHODIA. If you have 1liRAXUS. domly teleport you to any other tele- him.
resrued Cadorna he can give you the 1. Old Building: Ceiling may fall in on porter site.
password, or you can fight the gate the party. 5. Tower: This tower contains a troll
2. Main Gate: The password through lair.
guards. If you do not have the pass-
word, you will need massive Strength the main gate is RHODIA. If you do not
VALJEVO CASILE MAzE have the password, you will need mas- 6. Giant Hideout: A group of giants are
or Knock spell to get through the gate. here. They act like guards. If you
here You Can Rest: You can sive Strength or Knock spell to get

W
4. Cell: If the traitor Cadorna has fled through the gate. choose Parlay and then choose
the city, Tyranthraxus' guards have cap- rest in either Tower (#4,5) after Haughty or Abusive and give your
tured him and placed him here. If you you deal with the encounter 3. Giant Hideout: A group of giants is authority as 1YRANTliRAXUS they will
free him, he will accompariy you (from that is there. hiding here, arguing, and avoiding leave you alone. Otherwise, they ask
the rear) and tell you the password to Not.e: When the alann goes off, giant Work. If you don't choose to leave you for a non-existent password.
snakes are released into the maze. Whahen you have the chance, you will
One hour later the maze is deared. Ve to fight them sooner or later.

49 50
VAWEVO CASTLE, INNER TOWER:
here You can Rest: You can

W
Key: 4. Genheeris' Office: If you killed the
rest anywhere in the upper level messenger or choose Parlay and then
1-1~~
2
until you meet Tyranthraxus. choose other than Meek or Nice, he
thinks you were sent to kill him. He will
1-c:Jo I DOOR OR ARCHWAY Map t.ocations join you if you promise to immediately
attack Tyranthraxus. If you don't go
tower Level:
straight through the door into
~ 1. False Tyranthraxus: This Is the

rn
SB:RET DOOR
Tyranthraxus' lair, he will slip away.
thJ'One room of the false human Tyran-
ILLUSIONARY WAU thraXUS and his guards. If you choose 5. Tyranthraxus' Lair: Here you will
farlay, you can avoid a fight. If you are meet Tyranthraxus' guards, and then
Meek or Nice, you are given the option confront the evil conqueror himself.
~ IMPASSABLEAREA Cast as many preparatory spells on
Upperuvel Loweruvel to leave. If you are Abusive, he may
give up or fight. your party as you can before you enter
~ POOLOFRADIANCE the room. If you defeat both
2. Stairs to the upper level. Tyranthraxus and his guards, Phlan will
~STAIRS 3. Medusa's Chamber: Tyranthraxus
be free! Good Luck!

keeps a pet medusa here so that peo- ftnale: Once you defeat Tyranthraxus,
ple who don't know their way in the his remaining minions cower in fear
castle will wander in and get turned to and confusion. You march triumphantly
stone. back to the civilized section. Go to city
hall. Once In city hall, you receive the
Upper Level: recently recovered Crown Jewels of
Ancient Phlan and the generous thanks
I. Stairs to lower level.
of the city council. Your overall quest is
2. Trap Door Room: This room con- finished. You may continue to wander
tains a trap door that leads to the Med- through the wilderness and undeared
usa's chamber. If a character glances blocks if you wish to continue to fight
down the trap door, he may be turned monsters and gain additional XP and
to stone. treasure.

3. Waiting Room: Messengers that work Keep your party together, because they
for Oenheeris (2nd in command) and
can adventure together through the
T)'ranthraxus (the Boss himself) wait next AOOD®, FORGOTI'EN REALMS™,
here for their masters. If you choose Fantasy Role-Playing Epic: lhe Curse
Parlay and then choose Nice, the mes- of the Azure Bonds.*
senger will be called into Genheeris'
office. If you kill the messenger, you
will alert Genheeris.

. 51 52
VAWEVO CASTLE, INNER TOWER:
here You can Rest: You can

W
Key: 4. Genheeris' Office: If you killed the
rest anywhere in the upper level messenger or choose Parlay and then
1-1~~
2
until you meet Tyranthraxus. choose other than Meek or Nice, he
thinks you were sent to kill him. He will
1-c:Jo I DOOR OR ARCHWAY Map t.ocations join you if you promise to immediately
attack Tyranthraxus. If you don't go
tower Level:
straight through the door into
~ 1. False Tyranthraxus: This Is the

rn
SB:RET DOOR
Tyranthraxus' lair, he will slip away.
thJ'One room of the false human Tyran-
ILLUSIONARY WAU thraXUS and his guards. If you choose 5. Tyranthraxus' Lair: Here you will
farlay, you can avoid a fight. If you are meet Tyranthraxus' guards, and then
Meek or Nice, you are given the option confront the evil conqueror himself.
~ IMPASSABLEAREA Cast as many preparatory spells on
Upperuvel Loweruvel to leave. If you are Abusive, he may
give up or fight. your party as you can before you enter
~ POOLOFRADIANCE the room. If you defeat both
2. Stairs to the upper level. Tyranthraxus and his guards, Phlan will
~STAIRS 3. Medusa's Chamber: Tyranthraxus
be free! Good Luck!

keeps a pet medusa here so that peo- ftnale: Once you defeat Tyranthraxus,
ple who don't know their way in the his remaining minions cower in fear
castle will wander in and get turned to and confusion. You march triumphantly
stone. back to the civilized section. Go to city
hall. Once In city hall, you receive the
Upper Level: recently recovered Crown Jewels of
Ancient Phlan and the generous thanks
I. Stairs to lower level.
of the city council. Your overall quest is
2. Trap Door Room: This room con- finished. You may continue to wander
tains a trap door that leads to the Med- through the wilderness and undeared
usa's chamber. If a character glances blocks if you wish to continue to fight
down the trap door, he may be turned monsters and gain additional XP and
to stone. treasure.

3. Waiting Room: Messengers that work Keep your party together, because they
for Oenheeris (2nd in command) and
can adventure together through the
T)'ranthraxus (the Boss himself) wait next AOOD®, FORGOTI'EN REALMS™,
here for their masters. If you choose Fantasy Role-Playing Epic: lhe Curse
Parlay and then choose Nice, the mes- of the Azure Bonds.*
senger will be called into Genheeris'
office. If you kill the messenger, you
will alert Genheeris.

. 51 52
SELECTING HEROES
With differing ability scores, dasses, dass Clerics are especially useful In your party, a dlsadVantage as a fighter or fighter because the party does not have the HP,
combinations, and races you can create they have the second fastest advance- rn!Xed dass character because of their spells or the magic treasure of high level
many different kinds of characters in Pool ment and get the most spells of any spell reduc.ed maximum strength. But, for adventurers.
of Radiance. You can win the game with using class. The cleric's bless, cure light most other types of characters, especially
almost any combination of characters, wounds, detect magic, hold person, and pure derics and mixed dass deric/magic A balanced party needs at least four char-
but some will make it easier than others. prayer spells are very useful. Only two users. they function just as well as male acters with good fighting capabilities, at
races can add clerical abilities to your characiers. Their lot is actually better than least two characters that can throw deri-
You will need a party with a balance of party, humans and half-elves. Human that of halflings and gnomes, neither of cal spells, at least two characters that can
fighting ability, clerical spell use, and clerics can reach the maximum 6th level which excels at any particular class. throw magic user spells, at least two char-
magic user spell use. You will also want a allowed in Pool of Radiance. At 6th level a acters who are equipped with bows, and
character with thieving abilities in your cleric Is much more powerful against Each character's capabilities are built at least one character who has thieving
party and at least one character with an undead than at lower levels, he can even around his ability scores. Since It only abilities. As this Is more than six charac-
extraordinary strength. destroy skeletons and rombies, rather takes a second for the computer to roll a ters, some of the characters will have to
than just turn them. Half-elf derics can set of scores It is no crime to roll a few have multiple capabilities. Once you have
You will need to balance each character's only reach 5th level, so they are most times until you get a character whose these bases covered, mix and match the
race against the dass of characters you useful as mixed dass cleric/magic users. abillty scores match what you want. You party's capabilities to match your style of
need. Human characters can excel at any and fighter/deric/magic users. can also modify a character's ability play.
single character class, but non-human scores after he has been built, but not
characters can be mixed dass and have Magic user spells provide much of the after he has gone up a level.
several sets of capabilities at once. But, offensive punch of your party. Charm per-
mixed class characters advance more son, magic missile, sleep, stinking cloud, If you want your characters to have the DEHNDIONS AND CONCEPTS
slowly than single dass characters. They fireball, invisibility 1O' radius, and light- maximum fighting efficiency they will
need Impressive ability scores. flghters Here are some Important con~pts that
will generally be one or two levels behind ning bolt are all powerful spells In the you will need to understand to play Pool
a single class character after the same magic users arsenal'. But, magic users are need the highest possible strength to get
maximum bonuses to THAC(l) and of Radiance to the fullest capacity.
amount of adventuring. very vulnerable in combat; they have few
HP and can wear no armor. But, both Damage. Magic users need an Intelligence Blodu A 16 square by 16 square area
Non-human characters have a maximum elves and half elves can be magic users, of at least 16 to get their experience that is displayed from a :30 point of view.
possible level in each class (except both can progress to the maximum 6th bonus. Clerics need a wisdom of 17 or Unless the player Is lost, or It Is Impossi-
thieves, see the chart on the back of the level allowed in Pool of Radiance, and better to get the maximum number of ble to find one's way, the X and Y coordi-
rulebook). Because of these limits human both can become mixed class to gain the spells. All characters need the highest nates are available beneath the list of
characters will always achieve higher level benefits of more HP and heavier armor. In possible dexterity because dexterity gives characters In the party. 0,0 is In the north
than non-human characters after suffi- general, then, your magic using charaer you: the best chance to move before your west comer; 15,15 ls in the south east
cient adventuring. So, non-human characr ters should be elven or half-elven fight- opponent, a +1 AC for each point of dex- comer.
ters should play to their strong points and er/magic users, or half elven deric/magic terity over 14, and a + 1 THAC0 with mis-
be mixed dass and let humans be the users or fighter/deric/magic users. siles for each point of dexterity over 15. Commissionsz The city council awards
single dass characters. All characters need a constitution of 16 commissions as a way to direct heroes
Thieves have the fastest advancement of or bettet and Fighter types need a consti- towards awaiting adventures. The party
Human fighters can be the best fighters In any class. They also have special abilities tution of 18, to get the maximum bonus does not have to 'accept' a commission.
the game because of their high maximum that allow them to open locks, find ac to their HP. The party's spokesman needs As soon ~ the derk Informs the party of
strength and unlimited maximum level. remove traps, climb walls, and backstab. a charisma of 18 to get the maximum a mission, they may freely undertake It. In
Non- human characters can help with the Unfortunately, thieves are almost as vul- reaction bonus. fact, If the party completes a mission
fighting as mixed class fighter/thief, fight- nerable as magic users in combat, they while exploring on their own they may
er/magic user, fighter/cleric, or have only a few more HP and the heaviest The characters in a party do not need also get the reward, even though they
fighter/magic user/cleric (as the racial lim- armor they can wear is leather. Luckily, all such amazing scores to win the game. In
have never formally received word of the
its allow). Non-humans have lower maxi- races have unlimited advancement as fact, any well played party should be able commission.
mum strengths and have limited max thieves, and all the non-human races can to Win. The computer is smart enough to
level. Human derics can also help with be mixed class fighter/thieves. Dwarves gauge the power of the party and It often Drain and Restorationi Powerful un-
the fighting but they cannot have excep- and half-elves make the best fighter/ modifies the number of monsters In an dead such as wights, wraiths, and vam-
tional strength, or use the best weapons, thieves because of their high maximum encounter to give the party a good fight pires can drain levels from a character
nor is their HP, THAC0, or number of strength and their high maximum fighter regarctless of their power. Beginning char- when they hit In combat. The character
blows as good as a true fighter. level. acters With very high ability scores look to loses his level or levels along with the
the computer like high level adventurers. additional HP, improved THAC0, and the
Some kinds of characters are at a disad- This may put them at a disadvantage other advantages of level. His XP will be
vantage because of their ability score or reduced to the minimum for his new level.
max level limits. Female characters are at

5.3
54
SELECTING HEROES
With differing ability scores, dasses, dass Clerics are especially useful In your party, a dlsadVantage as a fighter or fighter because the party does not have the HP,
combinations, and races you can create they have the second fastest advance- rn!Xed dass character because of their spells or the magic treasure of high level
many different kinds of characters in Pool ment and get the most spells of any spell reduc.ed maximum strength. But, for adventurers.
of Radiance. You can win the game with using class. The cleric's bless, cure light most other types of characters, especially
almost any combination of characters, wounds, detect magic, hold person, and pure derics and mixed dass deric/magic A balanced party needs at least four char-
but some will make it easier than others. prayer spells are very useful. Only two users. they function just as well as male acters with good fighting capabilities, at
races can add clerical abilities to your characiers. Their lot is actually better than least two characters that can throw deri-
You will need a party with a balance of party, humans and half-elves. Human that of halflings and gnomes, neither of cal spells, at least two characters that can
fighting ability, clerical spell use, and clerics can reach the maximum 6th level which excels at any particular class. throw magic user spells, at least two char-
magic user spell use. You will also want a allowed in Pool of Radiance. At 6th level a acters who are equipped with bows, and
character with thieving abilities in your cleric Is much more powerful against Each character's capabilities are built at least one character who has thieving
party and at least one character with an undead than at lower levels, he can even around his ability scores. Since It only abilities. As this Is more than six charac-
extraordinary strength. destroy skeletons and rombies, rather takes a second for the computer to roll a ters, some of the characters will have to
than just turn them. Half-elf derics can set of scores It is no crime to roll a few have multiple capabilities. Once you have
You will need to balance each character's only reach 5th level, so they are most times until you get a character whose these bases covered, mix and match the
race against the dass of characters you useful as mixed dass cleric/magic users. abillty scores match what you want. You party's capabilities to match your style of
need. Human characters can excel at any and fighter/deric/magic users. can also modify a character's ability play.
single character class, but non-human scores after he has been built, but not
characters can be mixed dass and have Magic user spells provide much of the after he has gone up a level.
several sets of capabilities at once. But, offensive punch of your party. Charm per-
mixed class characters advance more son, magic missile, sleep, stinking cloud, If you want your characters to have the DEHNDIONS AND CONCEPTS
slowly than single dass characters. They fireball, invisibility 1O' radius, and light- maximum fighting efficiency they will
need Impressive ability scores. flghters Here are some Important con~pts that
will generally be one or two levels behind ning bolt are all powerful spells In the you will need to understand to play Pool
a single class character after the same magic users arsenal'. But, magic users are need the highest possible strength to get
maximum bonuses to THAC(l) and of Radiance to the fullest capacity.
amount of adventuring. very vulnerable in combat; they have few
HP and can wear no armor. But, both Damage. Magic users need an Intelligence Blodu A 16 square by 16 square area
Non-human characters have a maximum elves and half elves can be magic users, of at least 16 to get their experience that is displayed from a :30 point of view.
possible level in each class (except both can progress to the maximum 6th bonus. Clerics need a wisdom of 17 or Unless the player Is lost, or It Is Impossi-
thieves, see the chart on the back of the level allowed in Pool of Radiance, and better to get the maximum number of ble to find one's way, the X and Y coordi-
rulebook). Because of these limits human both can become mixed class to gain the spells. All characters need the highest nates are available beneath the list of
characters will always achieve higher level benefits of more HP and heavier armor. In possible dexterity because dexterity gives characters In the party. 0,0 is In the north
than non-human characters after suffi- general, then, your magic using charaer you: the best chance to move before your west comer; 15,15 ls in the south east
cient adventuring. So, non-human characr ters should be elven or half-elven fight- opponent, a +1 AC for each point of dex- comer.
ters should play to their strong points and er/magic users, or half elven deric/magic terity over 14, and a + 1 THAC0 with mis-
be mixed dass and let humans be the users or fighter/deric/magic users. siles for each point of dexterity over 15. Commissionsz The city council awards
single dass characters. All characters need a constitution of 16 commissions as a way to direct heroes
Thieves have the fastest advancement of or bettet and Fighter types need a consti- towards awaiting adventures. The party
Human fighters can be the best fighters In any class. They also have special abilities tution of 18, to get the maximum bonus does not have to 'accept' a commission.
the game because of their high maximum that allow them to open locks, find ac to their HP. The party's spokesman needs As soon ~ the derk Informs the party of
strength and unlimited maximum level. remove traps, climb walls, and backstab. a charisma of 18 to get the maximum a mission, they may freely undertake It. In
Non- human characters can help with the Unfortunately, thieves are almost as vul- reaction bonus. fact, If the party completes a mission
fighting as mixed class fighter/thief, fight- nerable as magic users in combat, they while exploring on their own they may
er/magic user, fighter/cleric, or have only a few more HP and the heaviest The characters in a party do not need also get the reward, even though they
fighter/magic user/cleric (as the racial lim- armor they can wear is leather. Luckily, all such amazing scores to win the game. In
have never formally received word of the
its allow). Non-humans have lower maxi- races have unlimited advancement as fact, any well played party should be able commission.
mum strengths and have limited max thieves, and all the non-human races can to Win. The computer is smart enough to
level. Human derics can also help with be mixed class fighter/thieves. Dwarves gauge the power of the party and It often Drain and Restorationi Powerful un-
the fighting but they cannot have excep- and half-elves make the best fighter/ modifies the number of monsters In an dead such as wights, wraiths, and vam-
tional strength, or use the best weapons, thieves because of their high maximum encounter to give the party a good fight pires can drain levels from a character
nor is their HP, THAC0, or number of strength and their high maximum fighter regarctless of their power. Beginning char- when they hit In combat. The character
blows as good as a true fighter. level. acters With very high ability scores look to loses his level or levels along with the
the computer like high level adventurers. additional HP, improved THAC0, and the
Some kinds of characters are at a disad- This may put them at a disadvantage other advantages of level. His XP will be
vantage because of their ability score or reduced to the minimum for his new level.
max level limits. Female characters are at

5.3
54
A deric can cast a restoration spell off of Onc.e you have picked all the spells your
a scroll to restore one drained level. The
character will regain his HP, THAC0, and
characters want, It Is time to rest and
actually memorize the spells. Choose the
:Zc t area Offensive spells such as
missile, hold person, and stinking
cJoUCl are useful because they are single
Templm: Temples provide a number of
services that the party cannot get any-
where else. If a character has died due to
other advantages of his level. But, his XP Rest command. Note the time already list- tmget or have a small area of effect. wounds, the temple can raise dead. If a
will be raised only to the minimum for his ed on the dock. This Is the minimum time L,arQe area spells, such as sleep or fire- character has been turned to stone, the
restored level. necessary to memorize all the spells you ba)I, are very useful under manual con- temple can tum him back to flesh. If a
have picked. Choose the Rest command trol. but may often be aborted in Quick character has been killed by poison, the
Maps: Page 25 and 26 of the Adventurers from the Rest menu. The computer will combat. Healing and detect spells have temple can neutralize poison (to rem ove
Journal contain three accurate maps of display each spell as It Is memorized. IIWe use in quick combat, though Bless the poison from the system) and then
the City of Phlan, the Area Near l'hlan, and Prayer are sometimes useful. raise him from the dead. If the party has
and the Moonsea. The city map shows If your characters' rest is Interrupted, a 3rd level cleric, they can use the slow
the locations of the different blocks with- they may not memorize all of their cho- If you do not want to bother with a fight poison spell to make the poisoned char-
in the city. The Area Near Phlan map sen spells. If the character's rest Is not and want combat over as soon as possi- acter 'alive' when he goes into the tem-
shows the extent of the wilderness in interrupted then they will have all their ble, access a character's second menu ple. Then the temple need only throw a
Pool of Radiance. The Moonsea map chosen spells memorized and be ready to and choose the Speed command. Set the neutralize poison to bring the character
shows where Pool of Radiance occurs in adventure. Speed to O. Decide how each character back. If the party's characters have lost
relation to other areas in the l"ORGOTIEN will fight by readying or unreadying their HP it is cheaper to go to an Inn and rest
AI>a:oe Quick Combat: If you don't want to deal
REALMS"' game world. Other
with combat, you may tum on Quick
arrows and magic items. Then type 'Q' to for many days than to have the temple
computer products may be set in the area set all characters to Quick combat. If a throw cure spells.
Combat and let the computer run things
near the Moonsea. fQbt Is particularly difficult you may want
for you. You may put any character into to type 'M' to tum 'Magic On'. Then, sit 1biel'ing Abilities: Characters who are
Manorizing Spdlsz In Pool of Radiance, quick combat by choosing the Quick back and watch the computer do all the thieves or mixed dass thieves have a
spell casters must memorize their spells command. You may put all characters number of special abilities induding the
work for you.
before they can cast them. Each characr into quick combat by typing 'Q' during chance to: pick locks, climb walls, find
ter can only have a small number of any character's tum. You may take manu- 1be computer Is not as gocxl a tactician and disarm traps, and the ability to back-
spells memorized at any time. The num- al control of all characters by typing the m you are. You may be able to direct stab for multiple damage. But, for a
ber of spells a character can memorize at spacebar while one of your characters Is your heroes to win a fight that they would mixed dass character to exercise his
one time Is based on the character's level moving on screen. You may set charac- lose in Quick combat. But as your charac- thiefly abilities he must not be wearing
and Is shown in the Appendlc.es of the ters to cast spells by typing 'M' during any ters get tougher you can use Quick com- any annor heavier than leather. Remem-
Adventurers Journal. character'stum.Whenyoutype'M'the bat with less risk. But, If your characters ber, before the fighter/thief can backstab,
computer displays 'Magic On'. You may bqJln to lose too badly, be ready to hit or pick a lock, he must unready his heavy
To memorize spells, send the party to tum off spell casting by typing 'M' again. the spacebar and take control back. In armor.
Camp. Highlight the first character you Then the computer displays 'Magic Off'. the end, you may have to save the day.
want to memorize spells. AcLess the With 'Magic on; the computer will pick Translation Wiied: The wheel Is used
Magic menu and then the Memorize com- spells for player characters in Quick com- Random Encounters: Often monsters several ways during the game. To begin
mand. The character's list of available bat. With 'Magic Off.' player characters roam around the blocks where the mis- the game match the symbols on screen
spells Is shown. Use the Next and Prev will not throw spells In Quick combat. sions take place. These monsters do not and read the password from inside to out-
commands to find the page with the spell have a fixed location or time, but may side under the Indicated line. During the
you want to memorize. Choose the Mem- You have some tactical control over char- occur in many different places. Often a game match the symbol to the appropri-
orize command. Highlight the spell you acters in Quick combat. Characters with player must defeat a number of these ran- ate translation tab and read the letter
want to memorize and press Return or the readied arrows and a bow will stand fast dom encounters, as well as all the fixed under the ..... path In ring 1.
joystick button to pick It. The computer and fire arrows until the enemy comes encounters, to dear a block.
displays the number of remaining spells acljacent. Characters without readied As an example: If you match the Trans-
your character can memorize by level. arrows will charge toward the enemy. Resting: A party must rest several hours late Dethek tab with the Translate Espruar
Characters will attempt to use readied for characters to memorize spells. The tab a O Is shown under the ..... path in
Choose spells until you have indicated magic items. party may also rest for a full day so that ring 1. Move the Inside ring 1 space
the spells you want your character to each character can heal one HP. Many clockwise. The ring 1 under the .... . path
memorize, or your character can memo- Your character's choice of spells Is also areas are so dangerous that the party can now shows an 'A'. The Dethek (or
rize no more spells. Choose Exit from the Important If you use Magic On in Quick not rest; they will be interrupted by the Dwarvlsh) 'A" shows under the Translate
spell list and from the Memorize menu. combat. Avoid spells with large areas; the enemy. Safe areas are places where the Dethek tab. The Espruar (or Elvish) 'A'
Tue computer displays the list of spells computer normally aborts an offensive party can rest without interruption. shows over the Translate Espruar tab.
you have chosen. Confirm that this Is the spell If the computer sees an ally in the
list of spells you want your character to Set Encounta: A set encounter is an
memorize. Repeat this process for all of ~unter In a fixed location and/or time.
your spell casters. •~set encounters are keyed to the
lllaps In each adventure description.
55 56
A deric can cast a restoration spell off of Onc.e you have picked all the spells your
a scroll to restore one drained level. The
character will regain his HP, THAC0, and
characters want, It Is time to rest and
actually memorize the spells. Choose the
:Zc t area Offensive spells such as
missile, hold person, and stinking
cJoUCl are useful because they are single
Templm: Temples provide a number of
services that the party cannot get any-
where else. If a character has died due to
other advantages of his level. But, his XP Rest command. Note the time already list- tmget or have a small area of effect. wounds, the temple can raise dead. If a
will be raised only to the minimum for his ed on the dock. This Is the minimum time L,arQe area spells, such as sleep or fire- character has been turned to stone, the
restored level. necessary to memorize all the spells you ba)I, are very useful under manual con- temple can tum him back to flesh. If a
have picked. Choose the Rest command trol. but may often be aborted in Quick character has been killed by poison, the
Maps: Page 25 and 26 of the Adventurers from the Rest menu. The computer will combat. Healing and detect spells have temple can neutralize poison (to rem ove
Journal contain three accurate maps of display each spell as It Is memorized. IIWe use in quick combat, though Bless the poison from the system) and then
the City of Phlan, the Area Near l'hlan, and Prayer are sometimes useful. raise him from the dead. If the party has
and the Moonsea. The city map shows If your characters' rest is Interrupted, a 3rd level cleric, they can use the slow
the locations of the different blocks with- they may not memorize all of their cho- If you do not want to bother with a fight poison spell to make the poisoned char-
in the city. The Area Near Phlan map sen spells. If the character's rest Is not and want combat over as soon as possi- acter 'alive' when he goes into the tem-
shows the extent of the wilderness in interrupted then they will have all their ble, access a character's second menu ple. Then the temple need only throw a
Pool of Radiance. The Moonsea map chosen spells memorized and be ready to and choose the Speed command. Set the neutralize poison to bring the character
shows where Pool of Radiance occurs in adventure. Speed to O. Decide how each character back. If the party's characters have lost
relation to other areas in the l"ORGOTIEN will fight by readying or unreadying their HP it is cheaper to go to an Inn and rest
AI>a:oe Quick Combat: If you don't want to deal
REALMS"' game world. Other
with combat, you may tum on Quick
arrows and magic items. Then type 'Q' to for many days than to have the temple
computer products may be set in the area set all characters to Quick combat. If a throw cure spells.
Combat and let the computer run things
near the Moonsea. fQbt Is particularly difficult you may want
for you. You may put any character into to type 'M' to tum 'Magic On'. Then, sit 1biel'ing Abilities: Characters who are
Manorizing Spdlsz In Pool of Radiance, quick combat by choosing the Quick back and watch the computer do all the thieves or mixed dass thieves have a
spell casters must memorize their spells command. You may put all characters number of special abilities induding the
work for you.
before they can cast them. Each characr into quick combat by typing 'Q' during chance to: pick locks, climb walls, find
ter can only have a small number of any character's tum. You may take manu- 1be computer Is not as gocxl a tactician and disarm traps, and the ability to back-
spells memorized at any time. The num- al control of all characters by typing the m you are. You may be able to direct stab for multiple damage. But, for a
ber of spells a character can memorize at spacebar while one of your characters Is your heroes to win a fight that they would mixed dass character to exercise his
one time Is based on the character's level moving on screen. You may set charac- lose in Quick combat. But as your charac- thiefly abilities he must not be wearing
and Is shown in the Appendlc.es of the ters to cast spells by typing 'M' during any ters get tougher you can use Quick com- any annor heavier than leather. Remem-
Adventurers Journal. character'stum.Whenyoutype'M'the bat with less risk. But, If your characters ber, before the fighter/thief can backstab,
computer displays 'Magic On'. You may bqJln to lose too badly, be ready to hit or pick a lock, he must unready his heavy
To memorize spells, send the party to tum off spell casting by typing 'M' again. the spacebar and take control back. In armor.
Camp. Highlight the first character you Then the computer displays 'Magic Off'. the end, you may have to save the day.
want to memorize spells. AcLess the With 'Magic on; the computer will pick Translation Wiied: The wheel Is used
Magic menu and then the Memorize com- spells for player characters in Quick com- Random Encounters: Often monsters several ways during the game. To begin
mand. The character's list of available bat. With 'Magic Off.' player characters roam around the blocks where the mis- the game match the symbols on screen
spells Is shown. Use the Next and Prev will not throw spells In Quick combat. sions take place. These monsters do not and read the password from inside to out-
commands to find the page with the spell have a fixed location or time, but may side under the Indicated line. During the
you want to memorize. Choose the Mem- You have some tactical control over char- occur in many different places. Often a game match the symbol to the appropri-
orize command. Highlight the spell you acters in Quick combat. Characters with player must defeat a number of these ran- ate translation tab and read the letter
want to memorize and press Return or the readied arrows and a bow will stand fast dom encounters, as well as all the fixed under the ..... path In ring 1.
joystick button to pick It. The computer and fire arrows until the enemy comes encounters, to dear a block.
displays the number of remaining spells acljacent. Characters without readied As an example: If you match the Trans-
your character can memorize by level. arrows will charge toward the enemy. Resting: A party must rest several hours late Dethek tab with the Translate Espruar
Characters will attempt to use readied for characters to memorize spells. The tab a O Is shown under the ..... path in
Choose spells until you have indicated magic items. party may also rest for a full day so that ring 1. Move the Inside ring 1 space
the spells you want your character to each character can heal one HP. Many clockwise. The ring 1 under the .... . path
memorize, or your character can memo- Your character's choice of spells Is also areas are so dangerous that the party can now shows an 'A'. The Dethek (or
rize no more spells. Choose Exit from the Important If you use Magic On in Quick not rest; they will be interrupted by the Dwarvlsh) 'A" shows under the Translate
spell list and from the Memorize menu. combat. Avoid spells with large areas; the enemy. Safe areas are places where the Dethek tab. The Espruar (or Elvish) 'A'
Tue computer displays the list of spells computer normally aborts an offensive party can rest without interruption. shows over the Translate Espruar tab.
you have chosen. Confirm that this Is the spell If the computer sees an ally in the
list of spells you want your character to Set Encounta: A set encounter is an
memorize. Repeat this process for all of ~unter In a fixed location and/or time.
your spell casters. •~set encounters are keyed to the
lllaps In each adventure description.
55 56
Jn Sokal Keep, a dead elf carries a scroll Taking full advantage of terrain will multi- wtto Is tumlng your flank or who can get If the enemy has mass attack magic
with Elvish or E.spruar writing. Tum the ply your fighting strength. ~ shotS on your front line Is also a (whether or not your side has it), you may
Translate E.spruar tab under each symbol goo<! target. Don't shoot at enemy front have to modify your tactics. Defensively,
one at a time. Read the English letter In Whether you outnumber the enemy or he nne Ogttters unless you are tiylng to disen- tiy to keep your troops spread out; most
ring 1 under the ..... path. The first word outnumbers you will decide your opening gage your front line to maneuver or mass attack magic operates over a limit-
translates as: tactics. If you outnumber the enemy, ed radius. Keep some fighters unermied
move up your toughest fighters (lowest
fetreal. in reseive, so that they can run up and fill

r
E.spruar Runes (Displayed On Screen) AC and highest HP) and pin them In If only the enemy has ranged weapons any holes In the front lines caused by an
~ C:U place. Then move other troops around
the enemy's flanks to get attacks from
then close as soon as possible. Once you
get adjacent to an enemy, it's much hard-
enemy magic attack. Be careful not to
concentrate important targets like magic
behind. A shot from behind can hurt even er for him to use his bow or magic users or archers together behind your own
English Translation (From Wheel) the most •unstoppable· monster. Thieves against you. Tiy to use terrain to block lines; such concentration invites attack.
L U X are at their best when they can be part of the enemy archer's line of sight and limit
a gang and 'backstab'. Concentrate your his targets to your troops with the heavi- Offensively, you should concentrate
attacks by having a single character est. armor. magic spells and bow fire on enemy
attack some of the enemy and have many magic users. Even If a bow shot doesn't
COMBAT characters gang up on the remainder to Magic has the capability to change defeat kill a magic user, It can disrupt his ability
eliminate them as quickly as possible. Into vlctoiy, or victoiy into defeat. Tao to cast a spell. Magic missile is veiy good
Your characters will be fighting alot in tlcally, some simpler spells and magic for this because it always delivers a few
Pool of Radiance. Monsters and human If the enemy has as many or more troops Items act veiy much like bows or thrown points of damage and keeps an enemy
enemies abound. Learning to fight well, than you have, then make the shortest weapons (magic missile or spiritual ham- magic user from casting for the rest of the
and to fight smart will make the game go possible line without giving the enemy a mer). The more devastating spells are the tum. Proper use of magic, both offensive-
faster and make It much more ertjoyable. way around your flanks; doorways and ones that can Incapacitate an entire ly and defensively, is often the key to
There can be a lot of details to successful corridors are good defensive locations. group of troops in an instant. These mass your victoiy and the enemy's defeat.
combat, but most of them are common Don't just attack the enemy in front of attack spells Include: sleep, hold person,
sense and will become second nature you, mass as many attacks against each stinking doud, lightning bolt, and the Some monsters have abilities that might
after a few fights. target as possible to get quick kills. If dreaded fireball. These spells can tum as well be magic. Dragons often have
your tactics are successful. you will soon the tide of battle in an instant. breath weapons that can do great dam-
To fight effectively you must understand outnumber the enemy and you can sur- age over a wide area. Your characters
your own group's capabilities. Does your round and move In for the kill. More often than not, you will have magic should spread out to avoid several being
group have ranged weapons? Does your and your enemies will not. lf you have attacked by a single attack. Phase Spiders
group have mass attack magic spells An important tactical consideration is magic users or magical items guard them cannot be affected by any attack until just
such as sleep or fireball? How heavily whether one side and/or the other has with your life. Magic users are veiy fragile as they move. Your characters should
armored is the #front line• of your group? ranged weapons such as bows, cross- In combat; they wear little armor and choose Guard or Delay and then attack as
How fast Is the fastest and slowest mem- bows, slings, and ranged attack magic. don't stand up well to being hit. Keep the Phase Spiders advance or alter they
ber of your group? All of these details If neither side has significant ranged them behind the lines and safe, even if move. Driders know spells as powerful as
change which tactics your party can apply weapons, your side should quickly move they have thrown all of their spells for this any spell caster in Pool of Radiance. Your
effectively. to the most advantageous terrain and pre- battle. The magic user you save this bat- characters should spread out, just as if
pare to meet the enemy. If only you have tle may save you.next baWe. they were fighting an enemy magic user.
You should also understand your enemy's ranged weapons then tiy to begin the bat-
capabilities. The basic Information about tle at the longest possible range. Keep a Magic need not kill the enemy to be use- One of the most Important things to get
ranged weapons, mass attack spells, front line of clerics and fighters without ful In combat. Sleep, hold person, and for your heroes is the best possible
heavy armor, and speed still apply. bows to protect your archers as long as stinking doud can make the enemy 'help- Armor Class. A good AC is always useful.
Monsters also oft.en have unusual capabil- possible. Magic users with darts and der- less' and a sitting duck to your fighters' but it is especially important against mass
ities that you'll want to be aware of. lcs with flasks of oil have a short range, attacks. Remember that you can affect up attacks by weaker monsters. High dexteri-
and are only useful once both sides are In to three different targets with a derical ty, heavy armor, rings of protection, braer
rtnally, you need to understand the ter- contact. hold person spell. An effective way to use ers of defense, magic shields and armor
rain where you are fighting. Are you Inside these spells Is to eliminate the threat of all can contribute to giving your he~
a building where space Is limited or are If both sides have ranged weapons then enemy archers and magic users. Another the lowest possible AC. Your front line
you In an open field with unlimited room the enemy archers and spell casters tac:tlc Is to make the front ranks of the fighters go in harms way more oft.en than
to maneuver? Are there choke points, should be your primaiy targets. An enemy enemy helpless, thus blocking his melee the archers or magicians, make sure they
such as doorways, that you can use to ~and making your own shots sure have the best ACs In the party.
channel an enemy's attack? Are there kills. You can even retreat behind the ene-
large pieces of terrain, such as a tree or a mies helpless front line troops and safely
wall, that you can anchor your flanks on? engage the others with ranged attacks.
57 58
Jn Sokal Keep, a dead elf carries a scroll Taking full advantage of terrain will multi- wtto Is tumlng your flank or who can get If the enemy has mass attack magic
with Elvish or E.spruar writing. Tum the ply your fighting strength. ~ shotS on your front line Is also a (whether or not your side has it), you may
Translate E.spruar tab under each symbol goo<! target. Don't shoot at enemy front have to modify your tactics. Defensively,
one at a time. Read the English letter In Whether you outnumber the enemy or he nne Ogttters unless you are tiylng to disen- tiy to keep your troops spread out; most
ring 1 under the ..... path. The first word outnumbers you will decide your opening gage your front line to maneuver or mass attack magic operates over a limit-
translates as: tactics. If you outnumber the enemy, ed radius. Keep some fighters unermied
move up your toughest fighters (lowest
fetreal. in reseive, so that they can run up and fill

r
E.spruar Runes (Displayed On Screen) AC and highest HP) and pin them In If only the enemy has ranged weapons any holes In the front lines caused by an
~ C:U place. Then move other troops around
the enemy's flanks to get attacks from
then close as soon as possible. Once you
get adjacent to an enemy, it's much hard-
enemy magic attack. Be careful not to
concentrate important targets like magic
behind. A shot from behind can hurt even er for him to use his bow or magic users or archers together behind your own
English Translation (From Wheel) the most •unstoppable· monster. Thieves against you. Tiy to use terrain to block lines; such concentration invites attack.
L U X are at their best when they can be part of the enemy archer's line of sight and limit
a gang and 'backstab'. Concentrate your his targets to your troops with the heavi- Offensively, you should concentrate
attacks by having a single character est. armor. magic spells and bow fire on enemy
attack some of the enemy and have many magic users. Even If a bow shot doesn't
COMBAT characters gang up on the remainder to Magic has the capability to change defeat kill a magic user, It can disrupt his ability
eliminate them as quickly as possible. Into vlctoiy, or victoiy into defeat. Tao to cast a spell. Magic missile is veiy good
Your characters will be fighting alot in tlcally, some simpler spells and magic for this because it always delivers a few
Pool of Radiance. Monsters and human If the enemy has as many or more troops Items act veiy much like bows or thrown points of damage and keeps an enemy
enemies abound. Learning to fight well, than you have, then make the shortest weapons (magic missile or spiritual ham- magic user from casting for the rest of the
and to fight smart will make the game go possible line without giving the enemy a mer). The more devastating spells are the tum. Proper use of magic, both offensive-
faster and make It much more ertjoyable. way around your flanks; doorways and ones that can Incapacitate an entire ly and defensively, is often the key to
There can be a lot of details to successful corridors are good defensive locations. group of troops in an instant. These mass your victoiy and the enemy's defeat.
combat, but most of them are common Don't just attack the enemy in front of attack spells Include: sleep, hold person,
sense and will become second nature you, mass as many attacks against each stinking doud, lightning bolt, and the Some monsters have abilities that might
after a few fights. target as possible to get quick kills. If dreaded fireball. These spells can tum as well be magic. Dragons often have
your tactics are successful. you will soon the tide of battle in an instant. breath weapons that can do great dam-
To fight effectively you must understand outnumber the enemy and you can sur- age over a wide area. Your characters
your own group's capabilities. Does your round and move In for the kill. More often than not, you will have magic should spread out to avoid several being
group have ranged weapons? Does your and your enemies will not. lf you have attacked by a single attack. Phase Spiders
group have mass attack magic spells An important tactical consideration is magic users or magical items guard them cannot be affected by any attack until just
such as sleep or fireball? How heavily whether one side and/or the other has with your life. Magic users are veiy fragile as they move. Your characters should
armored is the #front line• of your group? ranged weapons such as bows, cross- In combat; they wear little armor and choose Guard or Delay and then attack as
How fast Is the fastest and slowest mem- bows, slings, and ranged attack magic. don't stand up well to being hit. Keep the Phase Spiders advance or alter they
ber of your group? All of these details If neither side has significant ranged them behind the lines and safe, even if move. Driders know spells as powerful as
change which tactics your party can apply weapons, your side should quickly move they have thrown all of their spells for this any spell caster in Pool of Radiance. Your
effectively. to the most advantageous terrain and pre- battle. The magic user you save this bat- characters should spread out, just as if
pare to meet the enemy. If only you have tle may save you.next baWe. they were fighting an enemy magic user.
You should also understand your enemy's ranged weapons then tiy to begin the bat-
capabilities. The basic Information about tle at the longest possible range. Keep a Magic need not kill the enemy to be use- One of the most Important things to get
ranged weapons, mass attack spells, front line of clerics and fighters without ful In combat. Sleep, hold person, and for your heroes is the best possible
heavy armor, and speed still apply. bows to protect your archers as long as stinking doud can make the enemy 'help- Armor Class. A good AC is always useful.
Monsters also oft.en have unusual capabil- possible. Magic users with darts and der- less' and a sitting duck to your fighters' but it is especially important against mass
ities that you'll want to be aware of. lcs with flasks of oil have a short range, attacks. Remember that you can affect up attacks by weaker monsters. High dexteri-
and are only useful once both sides are In to three different targets with a derical ty, heavy armor, rings of protection, braer
rtnally, you need to understand the ter- contact. hold person spell. An effective way to use ers of defense, magic shields and armor
rain where you are fighting. Are you Inside these spells Is to eliminate the threat of all can contribute to giving your he~
a building where space Is limited or are If both sides have ranged weapons then enemy archers and magic users. Another the lowest possible AC. Your front line
you In an open field with unlimited room the enemy archers and spell casters tac:tlc Is to make the front ranks of the fighters go in harms way more oft.en than
to maneuver? Are there choke points, should be your primaiy targets. An enemy enemy helpless, thus blocking his melee the archers or magicians, make sure they
such as doorways, that you can use to ~and making your own shots sure have the best ACs In the party.
channel an enemy's attack? Are there kills. You can even retreat behind the ene-
large pieces of terrain, such as a tree or a mies helpless front line troops and safely
wall, that you can anchor your flanks on? engage the others with ranged attacks.
57 58
When fighting a heavily armored foe, Delay command when each character's ro dJsengage the front line, concentrate Put Your Most HeaW)' Annored
flanking, swarming attacks, magic, and chance to move comes up. This guaran- your attacks on a few units to create Troops in The front Une: Front line
the "back.stab" take on increased impor- tees that the monster will get his chance ftO)eS in the enemy front line. When your troops take the greatest number of
tance. Tactics that multiply the number to move, and that its facing won't be (Joltt line troops each have few enemies attacks from the enem y. Heavy armor will
and effectiveness of your attacks, and upset. After the monster has moved, still engaged, tum and begin the retreat. increase their chances of swvival.
reduce the value of the enemy armor are have the stalking horse move up acljacent Retreat as far as you can to protected
worthwhile. to the monster and attack. This sets the positions that minimize the enemies abili- Thieves Should Only Backstab When
monster's facing towards the stalking ty to flank you. Stay on guard so you can You OUtnumber the Enemy: Thieves try-
Soldiers often forget that mobility is as horse. Then have the thief move up and strike at the enemy if they pursue. Do not ing to backstab must be behind enemy
much a weapon as a sword or spell. If attack from directly opposite the stalking retreat the flankers, archers, and spell Jines. Their light armor makes them vuJ..
you are more mobile than your opponent, horse (see figure 1). This second attack casters so fast that they cannot support nerable. Only send the thieves around
you can remain disengaged and fire will be a backstab that has large bonuses the retreating fighters. If the enemy is the flanks to backstab when the enemy is
arrows. You can choose to retreat or stay to hit and does multiple damage. The swift and agvessive, you may have to outnumbered so that he can't concen-
for battle. You can occupy the best defen- back.stab is an especially effective attack repeat this maneuver several times to trate attacks on the thieves.
sive terrain and force the enemy to come against large monsters that are otherwise completely disengage.
to you. Be careful not to get your troops difficult to hurt because of a resistance to Spdl Castas are High Priority Targets:
spread out if they have differing move- magic, many HP, and/or a very low AC. If the enemy Is faster than a character, fnemy spell casters have the greatest
m ent rates. then that character will not be allowed to capability to quickly tum the tide of battle
exit the combat area. A character can against you. Target them with archers,
If the enemy is equal or superior in mobiJ..
ity, it multiplies their effective numbers.
You must wony more about flank security
and k eeping your front line 5ecure. Fast
enemy will also attempt to run away when
their morale breaks. Once the enemies
[ff :g ~ often increase his movement by unready-
lng his heavy armor. When your move-
ment Is equal to the enemy's, you have
an even chance to exit the combat area
When your movement exceeds the
enemy's, you can automatically exit the
friendly spell casters, and flankers.

Don't Panic: Even when a situation


seems impossible, trust in your troops.
The enemy ls probably not as powerful as
it seems. Many things can happen to tum
m orale has broken, use archers to bring · ·a·····::= ··· 1 ,,,.·.·. . . . . .:.·:, .:·. . .a·······.······· oombat area. the tide of battle your way. The enemy
them down. Even a fleeing foe can be ::: iii morale may break, you m ay make a lucky
THIEF :;: STALKING
dangerous if cornered and forced to fight. ::; HORSE The worst time to decide to retreat is after shot, or the enemy may be weaker than
some of your own heroes have fallen. you realize. Keep fighting and stay alive.
One of the most potent weapons in the figure I &ten If your retreat is successful, the
hero's arsenal is the ability of thieves to
Histories are written about great victories.
boops that have fallen are lost forever. SPELLS
'Backstab' their opponents for extra dam- &ten worse is deanly retreating almost all
age. Thieves of level 1-4 do double dam- But they are written by the swvivors of of your heroes, only to see the final char- In Pool of Radiance, the efficient use of
age when they hit with a back.stab. Level well executed retreats. Every party occa- acter pinned by the enemy and over- spells, both in combat and in camp,
5-0 thieves do triple damage when they sionally gets into a combat where it is whelmed. Do everything in your power to makes the game much easier. Some
hit with a back.stab. Level 9+ thieves do overmatched by enemy numbers or avoid such a situation. spells are useful in ways that are not obvi-
quadruple damage when they hit with a power. The earlier you realize that you ous from their description. Here are some
backstab. Mixed class fighter thieves with should retreat, the easier and more suer When all else Is said and done here are 'tricks' to the efficient use of some of the
exceptional strength and a magic long cessful the retreat will be. some rules to live by: spells.
sword can take out very large monsters
with one shot. Once you have engaged the enemy Keep a straight Une: Your forces are Unless otherwise specified, all spells have
retreat Is more difficult. Anytime you tum the least vulnerable and provide each saving throws. In general, damage spells
A backstab happens when a thief attacks away from an enemy to disengage, he other the most support when they are in do half damage if the target makes its
a monster directly from behind. Unfor- has a clear shot at your back. This can be a straight line. save; non-damage spells have no effect if
tunately, whenever a monster attacks or devastating if you get surrounded on the target makes its save.
is attacked, his facing can change. The many sides. You can be attac~d half a Anchor Your flanks on Terrain fea.
following method can guarantee the thief dozen times by trying to retreat while sur- bares: Keep the enemy from flanking or Clerics get more spells per level than
his chance to backstab. rounded. overwhelming your troops by anchoring magic users. Detect magic, protection
YOUr flanks on impassable terrain. from evil, protection from good, hold per-
To attack you need a fighter or deric as a The first part of any successful retreat Is son, and dispel magic are available to
stalking horse, and the thief. Choose the disengagement. flankers, archers, spell both derics and magic users. So, If you
casters, and reserves can normally disen- want these spells in your party your cler-
gage from the enemy simply by moving ics should take them instead o f your
away. But the front line has a more diffi.. magic users.
cult problem.

59 60
When fighting a heavily armored foe, Delay command when each character's ro dJsengage the front line, concentrate Put Your Most HeaW)' Annored
flanking, swarming attacks, magic, and chance to move comes up. This guaran- your attacks on a few units to create Troops in The front Une: Front line
the "back.stab" take on increased impor- tees that the monster will get his chance ftO)eS in the enemy front line. When your troops take the greatest number of
tance. Tactics that multiply the number to move, and that its facing won't be (Joltt line troops each have few enemies attacks from the enem y. Heavy armor will
and effectiveness of your attacks, and upset. After the monster has moved, still engaged, tum and begin the retreat. increase their chances of swvival.
reduce the value of the enemy armor are have the stalking horse move up acljacent Retreat as far as you can to protected
worthwhile. to the monster and attack. This sets the positions that minimize the enemies abili- Thieves Should Only Backstab When
monster's facing towards the stalking ty to flank you. Stay on guard so you can You OUtnumber the Enemy: Thieves try-
Soldiers often forget that mobility is as horse. Then have the thief move up and strike at the enemy if they pursue. Do not ing to backstab must be behind enemy
much a weapon as a sword or spell. If attack from directly opposite the stalking retreat the flankers, archers, and spell Jines. Their light armor makes them vuJ..
you are more mobile than your opponent, horse (see figure 1). This second attack casters so fast that they cannot support nerable. Only send the thieves around
you can remain disengaged and fire will be a backstab that has large bonuses the retreating fighters. If the enemy is the flanks to backstab when the enemy is
arrows. You can choose to retreat or stay to hit and does multiple damage. The swift and agvessive, you may have to outnumbered so that he can't concen-
for battle. You can occupy the best defen- back.stab is an especially effective attack repeat this maneuver several times to trate attacks on the thieves.
sive terrain and force the enemy to come against large monsters that are otherwise completely disengage.
to you. Be careful not to get your troops difficult to hurt because of a resistance to Spdl Castas are High Priority Targets:
spread out if they have differing move- magic, many HP, and/or a very low AC. If the enemy Is faster than a character, fnemy spell casters have the greatest
m ent rates. then that character will not be allowed to capability to quickly tum the tide of battle
exit the combat area. A character can against you. Target them with archers,
If the enemy is equal or superior in mobiJ..
ity, it multiplies their effective numbers.
You must wony more about flank security
and k eeping your front line 5ecure. Fast
enemy will also attempt to run away when
their morale breaks. Once the enemies
[ff :g ~ often increase his movement by unready-
lng his heavy armor. When your move-
ment Is equal to the enemy's, you have
an even chance to exit the combat area
When your movement exceeds the
enemy's, you can automatically exit the
friendly spell casters, and flankers.

Don't Panic: Even when a situation


seems impossible, trust in your troops.
The enemy ls probably not as powerful as
it seems. Many things can happen to tum
m orale has broken, use archers to bring · ·a·····::= ··· 1 ,,,.·.·. . . . . .:.·:, .:·. . .a·······.······· oombat area. the tide of battle your way. The enemy
them down. Even a fleeing foe can be ::: iii morale may break, you m ay make a lucky
THIEF :;: STALKING
dangerous if cornered and forced to fight. ::; HORSE The worst time to decide to retreat is after shot, or the enemy may be weaker than
some of your own heroes have fallen. you realize. Keep fighting and stay alive.
One of the most potent weapons in the figure I &ten If your retreat is successful, the
hero's arsenal is the ability of thieves to
Histories are written about great victories.
boops that have fallen are lost forever. SPELLS
'Backstab' their opponents for extra dam- &ten worse is deanly retreating almost all
age. Thieves of level 1-4 do double dam- But they are written by the swvivors of of your heroes, only to see the final char- In Pool of Radiance, the efficient use of
age when they hit with a back.stab. Level well executed retreats. Every party occa- acter pinned by the enemy and over- spells, both in combat and in camp,
5-0 thieves do triple damage when they sionally gets into a combat where it is whelmed. Do everything in your power to makes the game much easier. Some
hit with a back.stab. Level 9+ thieves do overmatched by enemy numbers or avoid such a situation. spells are useful in ways that are not obvi-
quadruple damage when they hit with a power. The earlier you realize that you ous from their description. Here are some
backstab. Mixed class fighter thieves with should retreat, the easier and more suer When all else Is said and done here are 'tricks' to the efficient use of some of the
exceptional strength and a magic long cessful the retreat will be. some rules to live by: spells.
sword can take out very large monsters
with one shot. Once you have engaged the enemy Keep a straight Une: Your forces are Unless otherwise specified, all spells have
retreat Is more difficult. Anytime you tum the least vulnerable and provide each saving throws. In general, damage spells
A backstab happens when a thief attacks away from an enemy to disengage, he other the most support when they are in do half damage if the target makes its
a monster directly from behind. Unfor- has a clear shot at your back. This can be a straight line. save; non-damage spells have no effect if
tunately, whenever a monster attacks or devastating if you get surrounded on the target makes its save.
is attacked, his facing can change. The many sides. You can be attac~d half a Anchor Your flanks on Terrain fea.
following method can guarantee the thief dozen times by trying to retreat while sur- bares: Keep the enemy from flanking or Clerics get more spells per level than
his chance to backstab. rounded. overwhelming your troops by anchoring magic users. Detect magic, protection
YOUr flanks on impassable terrain. from evil, protection from good, hold per-
To attack you need a fighter or deric as a The first part of any successful retreat Is son, and dispel magic are available to
stalking horse, and the thief. Choose the disengagement. flankers, archers, spell both derics and magic users. So, If you
casters, and reserves can normally disen- want these spells in your party your cler-
gage from the enemy simply by moving ics should take them instead o f your
away. But the front line has a more diffi.. magic users.
cult problem.

59 60
Offensive spells are of two types, damage Sleep: The ~c user's most powerful spe11s as you have ready on your charac- ing combat to keep a character from
causing spells that cause hit points, and low-level spell. Sleep can make a whole ters. then inunediately return to the Ad- going down. Also, if a character Is wound-
restraining spells that make a target help- horde of low level monsters helpless. and venture menu and advance directly into ed at the beginning of a wave of combats
less. A single melee or missile a!:f:ack can it has no saving throw. But it is useless uie combat. If you can't prepare before (such as in the Kobold caves or the
kill, once a target ls helpless. The best against larger monsters such as trolls. combat, many of these spells are just as Nomad camp), you can 'Continue Com-
offensive spells are: Remember that sleep has a comparative- effective when you throw them in the first bat' and cure characters to get them
ly short range, and that its variable effect round of combat. Many of these spells ready for the next wave.
Hold Pe.rson: The most powerful clerical can sleep your heroes if you target the can be reversed and thrown on the enemy
offensive spell. You can aim at three (cler- spell too close to your own front lines. to make him more vulnerable to your Detect Magic: Use this spell in the
ical) or four (magic user) targets and Once your heroes reach 5th level, they attackS. The best preparatory spells are: Treasure Menu to pick out the magic
make them helpless. are immune to sleep and you can throw items from the trash.
sleep spells with great abandon. BleSS: this spell affects all heroes in a
Charm Person: This spell makes one tar- 5x5 area that are not aqjacent to the ene- Dispel Magic: Use this spell to remove
get fight on your side in this battle. When Stinking Ooud: A powerful spell that my. Bless ls especially useful later in the locking spells on doors. Remember that
the charmed enemy changes side his for- makes targets in a 2 square by 2 square game against monsters with very low ACs. your clerics can memorize this spell too.
mer comrades turn on him so he absorbs area helpless. Its very short range. but
some enemy fire. If you attack a charmed exact area of effect. make it useful only ft'Olection From Evil: This spell only Knock: Use this spell to open locked
enemy then Nl'Cs in your party will tum after the enemy has closed to melee your affects one person, but It Improves your doors and chests.
on you (you are attacking an ally, after front lines. N:. and Saving Throws by 2 against
all). If the channed enemy ls not killed in attacks from evil monsters. In\lisibility 10' Radius: Use this spell
the fight then you don't get his treasure; fireball: The dassic attack spell. In a while moving through dangerous territory.
he left with IL closed area (when the combat map rraym This spell ls great because It can This keeps the enemy from finding your
includes walls), fireballs have a 3 square be thrown in combat and It Improves party until one of your characters attacks
Magic Missile: Useful because it ls low radius and affects almost every character yourTHAC0. Damage, and Saving Throws in combat. Use your enemies' confusion
level. because the target gets no saving on screen. In an open area (without by I, while hurting your enemies' values to get all your characters in position for
throw, and because it ls fast and cannot walls), fireballs have a 2 square radius. by a 1llfe amounL It can also be thrown 'backstabs', bouncing lightning bolts
be interrupted. This ls a good spell to Try to get as many enemy in the fireball after combat has commenced. shots, and sweep attacks. Then have all
throw at spell casters before they have as possible, and be sure to keep your your characters choose delay, let the
cast a spell and at undead (who Ignore characters out of the radius of effect. l!nlmge; This spell makes a weak charac- enemy take his tum and guard, and then
many other attacks). It is also useful if ter strong, though It doesn't help a char- have all your characters attack at once.
you fight under computer control Ughtning Bolt: This Is often considered acter who Is already strong. A first level
because it has no chance to catch heroes the poor cousin to the fireball, because It magic user makes his target's effective Some spells should only be memorized
in an area damage spell. does the same damage but in a more lim- Strength 18. Each additional level adds when your party needs them; these spells
ited area (a line). But lightning bolt Is best one column to the character's effective include: slow poison, cure disease,
when you have to fight in a closed area. strength, until at 6t.h level the target has remove curse, and read magic.
Properly used, you can throw a lightning effective 18 (00) strength.
bolt into a melee, miss your heroes, and The other spells are useful in specific cir~
still hurt the enemy. Also, if the enemy ls SbengUu This spell adds 1-8 points to a cumstances. If you read of a special situa-
near a wall you can throw the bolt to character's effective strength, depending tion in the clue book, or if your party has
attack the target. bounce off the wall, and on his dass. for every point of strength been in a special situation and been
then attack the target a second time. added over 18, 10% is added to his defeated or had to retreat, your party may
Remember that a lightning bolt always exceptional strength percentage. want to memorize some of these specially
rebounds toward the caster; it does not spells.
Some spells are handy to have memo-
follow the angle of the wall.
riz.ed for use out of combat. These spells
Some spells are useful in preparing for include:
combat. If you know your party Is in for a
tough fight (either because you read the
Cure Ught Wounds: This spell ls every-
one's best friend. Use It after each battle
clue book or your party has been there
before). you can prepare before combat.
to make sure that everyone gets back to
Encamp immediately before triggering the
their full HP. You can also use cures dur-
combat. Throw as many preparatory

61 62
Offensive spells are of two types, damage Sleep: The ~c user's most powerful spe11s as you have ready on your charac- ing combat to keep a character from
causing spells that cause hit points, and low-level spell. Sleep can make a whole ters. then inunediately return to the Ad- going down. Also, if a character Is wound-
restraining spells that make a target help- horde of low level monsters helpless. and venture menu and advance directly into ed at the beginning of a wave of combats
less. A single melee or missile a!:f:ack can it has no saving throw. But it is useless uie combat. If you can't prepare before (such as in the Kobold caves or the
kill, once a target ls helpless. The best against larger monsters such as trolls. combat, many of these spells are just as Nomad camp), you can 'Continue Com-
offensive spells are: Remember that sleep has a comparative- effective when you throw them in the first bat' and cure characters to get them
ly short range, and that its variable effect round of combat. Many of these spells ready for the next wave.
Hold Pe.rson: The most powerful clerical can sleep your heroes if you target the can be reversed and thrown on the enemy
offensive spell. You can aim at three (cler- spell too close to your own front lines. to make him more vulnerable to your Detect Magic: Use this spell in the
ical) or four (magic user) targets and Once your heroes reach 5th level, they attackS. The best preparatory spells are: Treasure Menu to pick out the magic
make them helpless. are immune to sleep and you can throw items from the trash.
sleep spells with great abandon. BleSS: this spell affects all heroes in a
Charm Person: This spell makes one tar- 5x5 area that are not aqjacent to the ene- Dispel Magic: Use this spell to remove
get fight on your side in this battle. When Stinking Ooud: A powerful spell that my. Bless ls especially useful later in the locking spells on doors. Remember that
the charmed enemy changes side his for- makes targets in a 2 square by 2 square game against monsters with very low ACs. your clerics can memorize this spell too.
mer comrades turn on him so he absorbs area helpless. Its very short range. but
some enemy fire. If you attack a charmed exact area of effect. make it useful only ft'Olection From Evil: This spell only Knock: Use this spell to open locked
enemy then Nl'Cs in your party will tum after the enemy has closed to melee your affects one person, but It Improves your doors and chests.
on you (you are attacking an ally, after front lines. N:. and Saving Throws by 2 against
all). If the channed enemy ls not killed in attacks from evil monsters. In\lisibility 10' Radius: Use this spell
the fight then you don't get his treasure; fireball: The dassic attack spell. In a while moving through dangerous territory.
he left with IL closed area (when the combat map rraym This spell ls great because It can This keeps the enemy from finding your
includes walls), fireballs have a 3 square be thrown in combat and It Improves party until one of your characters attacks
Magic Missile: Useful because it ls low radius and affects almost every character yourTHAC0. Damage, and Saving Throws in combat. Use your enemies' confusion
level. because the target gets no saving on screen. In an open area (without by I, while hurting your enemies' values to get all your characters in position for
throw, and because it ls fast and cannot walls), fireballs have a 2 square radius. by a 1llfe amounL It can also be thrown 'backstabs', bouncing lightning bolts
be interrupted. This ls a good spell to Try to get as many enemy in the fireball after combat has commenced. shots, and sweep attacks. Then have all
throw at spell casters before they have as possible, and be sure to keep your your characters choose delay, let the
cast a spell and at undead (who Ignore characters out of the radius of effect. l!nlmge; This spell makes a weak charac- enemy take his tum and guard, and then
many other attacks). It is also useful if ter strong, though It doesn't help a char- have all your characters attack at once.
you fight under computer control Ughtning Bolt: This Is often considered acter who Is already strong. A first level
because it has no chance to catch heroes the poor cousin to the fireball, because It magic user makes his target's effective Some spells should only be memorized
in an area damage spell. does the same damage but in a more lim- Strength 18. Each additional level adds when your party needs them; these spells
ited area (a line). But lightning bolt Is best one column to the character's effective include: slow poison, cure disease,
when you have to fight in a closed area. strength, until at 6t.h level the target has remove curse, and read magic.
Properly used, you can throw a lightning effective 18 (00) strength.
bolt into a melee, miss your heroes, and The other spells are useful in specific cir~
still hurt the enemy. Also, if the enemy ls SbengUu This spell adds 1-8 points to a cumstances. If you read of a special situa-
near a wall you can throw the bolt to character's effective strength, depending tion in the clue book, or if your party has
attack the target. bounce off the wall, and on his dass. for every point of strength been in a special situation and been
then attack the target a second time. added over 18, 10% is added to his defeated or had to retreat, your party may
Remember that a lightning bolt always exceptional strength percentage. want to memorize some of these specially
rebounds toward the caster; it does not spells.
Some spells are handy to have memo-
follow the angle of the wall.
riz.ed for use out of combat. These spells
Some spells are useful in preparing for include:
combat. If you know your party Is in for a
tough fight (either because you read the
Cure Ught Wounds: This spell ls every-
one's best friend. Use It after each battle
clue book or your party has been there
before). you can prepare before combat.
to make sure that everyone gets back to
Encamp immediately before triggering the
their full HP. You can also use cures dur-
combat. Throw as many preparatory

61 62
Spell Parameters Chart
The following list collates all of the basic parameters of the spells
available In Pool of Radiance:

Spell Name Range Duration Where Spell Name Range Duration Where

First Level Second Level


Clerical Spells Magic User Spells
Bless 6 6 rounds E,C Detect Invisibility 1/M 5 rndsllvl E,C
Curse 6 6 rounds c Invisibility Touch Until Attack E,C
Cure Light Wounds Touch E,C Knock 6 E,D
Cause Light Wounds Touch c Mirror Image 0 2 rndsllvl c
Detect Magic 3 1tum E,C,T Ray of Enfeeblement 1+.25/M 1 rnd/M c
Protection From Evil Touch 3 mcVlvl E,C Stinking Cloud 3 1 rnd/M c
Protection From Good Touch 3 rnd'lvl E,C Strength Touch 6 tumsllvl E
Second Level Third Level
Clerical Spells Magic User Spells
Find Traps 3 3 turns E Blink 0 1 rnd/M c
Hold Person 6 4+1 mcVlvt c Dispel Magic 12 Permanent E,C
Resist Fire Touch 1 turrVlvt E,C Fireball 10+1/lvt - c
Silence 15' Radius 12 2 mcVlvl c Haste 6 3+1 md'M c
Slow Poison Touch 1 hour/M E,C Hold Person 12 2 rnds/lvt c
Snake Charm 3 s-a rounds c Invisibility 10' Radius Touch Until Attack E,C
Spiritual Hammer 3 1 mcVlvt c Lightning Bolt 4+ 1/lvl c
Third Level Protection From Evil,
Clerical Spells 10' Radius Touch 2 rnds/lvt E,C
Protection From Good,
Animate Dead 1 Permanent E,C
10' Radius Touch 2 rnds/lvt E,C
Cure Blindness Touch Permanent E,C
Protection From
Cause Blindness Touch Until Cured c Normal Missiles Touch 1 tum/lvl E,C
Cure Disease Touch Permanent E
Cause Disease Touch Until Cured c Slow 9+ 1/lvl 3+1 rnd'lvl c
Dispel Magic 6 Permanent E,C
Prayer 6 radius 1 mcVlvt c Abbreviatiom: 10rounds=1 tum; 6turns= 1 hour,
Remove Curse Touch Permanent E,C md = round; lvl = level of caster, rad= radius.
Bestow Curse Touch Until Removed C
Range listed as 9+1/lvl =9squares+ 1square per level of
First Level caster.
Magic User Spells
Burning Hands 0 c fXllmple: A5th level magic user throws aSlow Spell.
Charm Person 12 Combat c The maximum range is 9+ (1 x5) =14 squares.
Detect Magic 0 2 mds/lvl E,C,T To successfully throw aspell with range listed as 'touch,' the
Enlarge .5/M 1 turnllvl E,C spell caster must hit his adjacent target and the target gets a
Reduce .5/M E,C saving throw (if applicable). You automatically 'hif allied tar-
gets.
Friends 1+1/lvl rad 1 mcVlvt c
Magic Missile 6+1/lvl c Duration listed as 3+ 1 md/lvl = 3 rounds+ 1 round per level
Protection From Evil Touch 2 nnds/lvl E,C of caster.
Protection From Good Touch 2 rnds/lvl E,C EXllmp/e: A5th level Magic User throws aSlow spell. Each
Read Magic 0 2 nnds/lvl E target is slowed for 3 + (1 x5) = 8 rounds.
Shield 0 5 rnds/lvl c Where aspell can be thrown: E=Encamp Menu or Cast
Shocking Grasp Touch c option from Adventure Menu, C=Combat Menu,
Sleep 3+1/lvl 5 rnds/lvl c T=Treasure Menu, D= Door Opening Menu.

63
Spell Parameters Chart
The following list collates all of the basic parameters of the spells
available In Pool of Radiance:

Spell Name Range Duration Where Spell Name Range Duration Where

First Level Second Level


Clerical Spells Magic User Spells
Bless 6 6 rounds E,C Detect Invisibility 1/M 5 rndsllvl E,C
Curse 6 6 rounds c Invisibility Touch Until Attack E,C
Cure Light Wounds Touch E,C Knock 6 E,D
Cause Light Wounds Touch c Mirror Image 0 2 rndsllvl c
Detect Magic 3 1tum E,C,T Ray of Enfeeblement 1+.25/M 1 rnd/M c
Protection From Evil Touch 3 mcVlvl E,C Stinking Cloud 3 1 rnd/M c
Protection From Good Touch 3 rnd'lvl E,C Strength Touch 6 tumsllvl E
Second Level Third Level
Clerical Spells Magic User Spells
Find Traps 3 3 turns E Blink 0 1 rnd/M c
Hold Person 6 4+1 mcVlvt c Dispel Magic 12 Permanent E,C
Resist Fire Touch 1 turrVlvt E,C Fireball 10+1/lvt - c
Silence 15' Radius 12 2 mcVlvl c Haste 6 3+1 md'M c
Slow Poison Touch 1 hour/M E,C Hold Person 12 2 rnds/lvt c
Snake Charm 3 s-a rounds c Invisibility 10' Radius Touch Until Attack E,C
Spiritual Hammer 3 1 mcVlvt c Lightning Bolt 4+ 1/lvl c
Third Level Protection From Evil,
Clerical Spells 10' Radius Touch 2 rnds/lvt E,C
Protection From Good,
Animate Dead 1 Permanent E,C
10' Radius Touch 2 rnds/lvt E,C
Cure Blindness Touch Permanent E,C
Protection From
Cause Blindness Touch Until Cured c Normal Missiles Touch 1 tum/lvl E,C
Cure Disease Touch Permanent E
Cause Disease Touch Until Cured c Slow 9+ 1/lvl 3+1 rnd'lvl c
Dispel Magic 6 Permanent E,C
Prayer 6 radius 1 mcVlvt c Abbreviatiom: 10rounds=1 tum; 6turns= 1 hour,
Remove Curse Touch Permanent E,C md = round; lvl = level of caster, rad= radius.
Bestow Curse Touch Until Removed C
Range listed as 9+1/lvl =9squares+ 1square per level of
First Level caster.
Magic User Spells
Burning Hands 0 c fXllmple: A5th level magic user throws aSlow Spell.
Charm Person 12 Combat c The maximum range is 9+ (1 x5) =14 squares.
Detect Magic 0 2 mds/lvl E,C,T To successfully throw aspell with range listed as 'touch,' the
Enlarge .5/M 1 turnllvl E,C spell caster must hit his adjacent target and the target gets a
Reduce .5/M E,C saving throw (if applicable). You automatically 'hif allied tar-
gets.
Friends 1+1/lvl rad 1 mcVlvt c
Magic Missile 6+1/lvl c Duration listed as 3+ 1 md/lvl = 3 rounds+ 1 round per level
Protection From Evil Touch 2 nnds/lvl E,C of caster.
Protection From Good Touch 2 rnds/lvl E,C EXllmp/e: A5th level Magic User throws aSlow spell. Each
Read Magic 0 2 nnds/lvl E target is slowed for 3 + (1 x5) = 8 rounds.
Shield 0 5 rnds/lvl c Where aspell can be thrown: E=Encamp Menu or Cast
Shocking Grasp Touch c option from Adventure Menu, C=Combat Menu,
Sleep 3+1/lvl 5 rnds/lvl c T=Treasure Menu, D= Door Opening Menu.

63
11IE SECRETS OF 'DIE POOL
REVEALED AT ~AST••
~-
.........

II
13
,.
a
ll
Zl
This due book only describes the 21

4dv tpre in Poot Of RADfNtC.E, it also tells you 11


be a more e player. book :
~ c0inb1natlons of d
races mt1ke the best ad~nturem. It In
prQven stndgfes for~ oombat JridUd- . . . . . ,.
-
- ................

~
-

......
- AAA,~
.........
- ......... ~ ........

............................. --
-AAA . . . . . A.A

.......
ing a sue~ method ~-back , 2 J 4 J I 1 I - ; 11 11-;I 11 ~ t1
stab• book alsO tells you
how to cll<J<>R spells, ho to
chbose effective tad:k:s for quick combat. and how to get the best deals on
healing at the temples. Everything yol,l neecJ, about the game and about the
adventure, Is Included between these oovers.

ADVANc.r:O DUl'IOWl'!S llt DRA<lONS. fORQOTil:I'! RCALMS and


the TSR logo .uw: tJadcmarks owned by and used under license
from TSR. Inc•• Lake Ocneva. wt. U.S.A.
1988 TSR. Inc. All rights reserved.
MADt:.11'! U.S.
0 16685 57001
I

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