Pool of Radiance - Clue Book
Pool of Radiance - Clue Book
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
    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
    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
                                                                                                                                                                                                  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
                                                                                                                                                                                                  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.
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.
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
                                                                                                                                                                                                                      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
                                                                                                                                                                                                                      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
                                             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.
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
                                             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.
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:
 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.
                                                                                                                                                                                                                                          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:
 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.
                                                                                                                                                                                                                                          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:
                                        ~, ,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.
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:
                                        ~, ,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.
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:
       _
  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
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:
       _
  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
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
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
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
                                   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.
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
                                   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.
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
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
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.
     1~   I WATER
                                                                                                                             • Lizard Men•
                                                                                                                             • GnoJls*
     ~ffiVER                                                                                                                 • Giant Lizards•
                                                                                                                             • ttippogriffs
     I@ I   LIZARD MEN KEEP                                                                                                  • Wyverns*
                              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.
     1~   I WATER
                                                                                                                             • Lizard Men•
                                                                                                                             • GnoJls*
     ~ffiVER                                                                                                                 • Giant Lizards•
                                                                                                                             • ttippogriffs
     I@ I   LIZARD MEN KEEP                                                                                                  • Wyverns*
                              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:
27                                                                                                                          28
NOMAD CAMP:
                                             he Storyline: The party is told to      chief to finish off the remaining
              Key:
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.
                                                                     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.
                                                                     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.
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.
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:
                                                                                                                                             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:
                                                                                                                                             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
 : =··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:_:
                                                                                                              ,:··.··.··
                                                                                                                  _
                                                                                                                  , , .. :.··.'.·.·,·:;·:·.·.·.·.·.·.·.··.··.·
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
 : =··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:_:
                                                                                                              ,:··.··.··
                                                                                                                  _
                                                                                                                  , , .. :.··.'.·.·,·:;·:·.·.·.·.·.·.·.··.··.·
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
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
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
                                                                      ..............,,,............. .............,..............
                                                                 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
                                                                      ..............,,,............. .............,..............
                                                                 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-
  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-
  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.
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.
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
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
63
11IE SECRETS OF 'DIE POOL
REVEALED AT ~AST••
                                                                                                                                            ~-
                                                                                                                                            .........
                                                         II
                                                         13
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                                                         a
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  This due book      only describes the          21
                                                                      ~
                                                                                   -
                                                                                   ......
                                                                                            -       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.