AD&D FORGOTTEN REALMS VOL. I: POOL OF RADIANCE
Exhaustive Game Information
Version 1.02 - October 5, 2016
by Stephen S. Lee (
[email protected])
You may distribute this freely, so long as you give proper credit to me.
This is written for PC version 1.3, but it should still be mostly accurate for
other computer versions and platforms, except for the NES version.
Please feel free to e-mail me with corrections or suggestions.
TABLE OF CONTENTS
-----------------
0 - Ten Most Frequently Asked Questions
1 - Introduction
1.1 - About This FAQ
1.2 - Where To Get The Game
1.3 - Other References
1.4 - Things I Want
2 - Technical Detail On Running The Game
2.1 - Recommended Emulators
2.2 - Installing the Game
2.3 - Game Setup
2.4 - Getting Rid of the Copy Protection
2.5 - Using Gold Box Companion
2.6 - Game Interface Basics
2.7 - Cheat Mode
3 - Party `
3.1 - What You Should Know Before Creating Your Party
3.2 - Party for This Game Only
3.3 - Party for All Four Games
3.4 - Party for Hackers
4 - Character Development
4.1 - Initial Equipment
4.2 - Later Equipment
4.3 - NPCs
4.4 - Training Your Characters
4.5 - Magic-User Spells to Learn
4.6 - Transferring Characters to Curse of the Azure Bonds
4.7 - Duplicating Items
4.8 - Abusing the Manual of Bodily Health
5 - Combat Strategy and Tactics
5.1 - General Nonmagical Strategy
5.2 - Magical Spell Strategy
5.3 - Other Magical Strategy
5.4 - Tips for Specific Enemies
6 - Maps
6.1 - Maps Introduction
6.2 - Civilized Area (New Phlan)
6.3 - The Slums
6.4 - Sokal Keep
6.5 - Kuto's Well
6.6 - Kuto's Well Catacombs
6.7 - Mendor's Library
6.8 - Podal Plaza
6.9 - Cadorna Textile House
6.10 - Kovel Mansion
6.11 - Wealthy Area
6.12 - Temple of Bane
6.13 - Wilderness
6.14 - Nomad Camp
6.15 - Kobold Caves
6.16 - Yarash's Pyramid
6.17 - Lizardman Keep
6.18 - Buccaneer Base
6.19 - Zhentil Keep Outpost
6.20 - Valhingen Graveyard
6.21 - Stojanow Gate
6.22 - Valjevo Castle
6.23 - Valjevo Castle Hedge Maze
6.24 - Valjevo Castle Inner Tower
7 - Game Mechanics
7.1 - Mechanics Introduction
7.2 - Hit Points and Status Conditions
7.3 - Time
7.4 - Experience and Gaining Levels
7.5 - Statistics
7.5.1 - Statistic: Strength
7.5.2 - Statistic: Intelligence
7.5.3 - Statistic: Wisdom
7.5.4 - Statistic: Dexterity
7.5.5 - Statistic: Constitution
7.5.6 - Statistic: Charisma
7.6 - Races
7.6.1 - Race: Human
7.6.2 - Race: Dwarf
7.6.3 - Race: Elf
7.6.4 - Race: Gnome
7.6.5 - Race: Half-Elf
7.6.6 - Race: Halfling
7.7 - Classes
7.7.1 - Class: Cleric
7.7.2 - Class: Fighter
7.7.3 - Class: Magic-User
7.7.4 - Class: Thief
7.8 - Physical Combat
7.8.1 - Calculating THAC0
7.8.2 - Calculating Armor Class
7.8.3 - Calculating Chance To Hit
7.9 - Resisting Magical Attacks
7.9.1 - Three Ways To Resist Magic
7.9.2 - The Saving Throw
7.10 - Encumbrance
7.11 - Battle Order
7.11.1 - Surprise
7.11.2 - Initiative
7.12 - Turning Undead
7.13 - Morale
8 - Magic Spellbooks
8.1 - Notes on Spells
8.2 - Cleric Spellbook
8.2.1 - 1st Level Cleric Spells
8.2.2 - 2nd Level Cleric Spells
8.2.3 - 3rd Level Cleric Spells
8.3 - Magic-user Spellbook
8.3.1 - 1st Level Magic-user Spells
8.3.2 - 2nd Level Magic-user Spells
8.3.3 - 3rd Level Magic-user Spells
9 - Items
9.1 - Item Basic Mechanics
9.2 - Basic Weapons
9.3 - Basic Armor
9.4 - Magic Items
9.5 - Random Magic Items
9.6 - Summary of Locations with Magic Items
10 - Creature Statistics
10.1 - Notes on Creature Statistics
10.2 - Detailed Bestiary
11 - Hacking the Game
11.1 - Useful Hacking Utilities
11.2 - Creature File Format
12 - Fluff
12.1 - Journal Entries
12.2 - Novelization
12.3 - Historical Accuracy
SECTION 0 - Ten Most Frequently Asked Questions
-----------------------------------------------
These are quick questions with quick answers; there is more detail for most of
the questions elsewhere in this FAQ.
1. Why should I play this game?
Pool of Radiance is a tactically challenging old-school RPG with a reasonably
faithful adaptation of 1st edition AD&D rules. It was popular in its day,
still well-remembered, inspired many other CRPGs, and has aged reasonably well
for such an old game. You can also transfer your characters to later games in
the series.
2. Where do I get the game today?
The simplest, legal way to get this game is through
http://www.gog.com/. You
want Forgotten Realms: The Archives Collection Two. This will get you seven
other old-school AD&D CRPGs with it.
3. How do I run the game on a modern computer?
The simplest way is to use DOSBox, which runs on a wide variety of platforms,
and which the GOG version includes for you. Either the main branch, or one of
the alternative forks like the SVN-Daum branch (which has save states), will
work just fine.
4. I'm getting the error "Insert disk 3 in drive c:".
Versions 1.0 to 1.2 are picky about where they are installed; the usual version
on abandonware sites is 1.0. These cannot be installed in a directory more
than one level deep from C:\ (so C:\GAMES\POOL\ will never work). POOL.CFG
must also be edited (with any text editor) to point to the correct directory.
You must also include a backslash at the end of the directory name.
5. This user interface isn't very friendly; is there a tool that will help out?
The sound in this game is primitive and drastically slows down moving around;
you should probably turn it off. Sound will slow down the game much more than
it does in later Gold Box games.
If you're emulating the game in DOSBox under Windows, you can download Gold Box
Companion from
http://personal.inet.fi/koti/jhirvonen/gbc/. Otherwise, just
get used to the keyboard interface; it's got a steep learning curve at the
start but isn't hard to get used to.
6. What party should I start out with?
Regardless of whether or not you plan to transfer your characters to later
games, my recommended party, assuming you are not hacking the game, is:
3 Male Elf Lawful Good Fighter/Magic-Users
1 Male Half-Elf Lawful Good Cleric/Fighter/Magic-User
1 Female Human Cleric
1 Male Elf Fighter/Magic-User/Thief
"M"odify your stats to the maximums before starting. It may seem like
cheating, but all of the AD&D Gold Box games are balanced around having very
high stats.
7. Combat in this game is difficult; what are some tactical pointers?
* If you want to avoid combat in the first place by parleying, an "A"busive
attitude generally works best.
* Keep your party together so no one gets surrounded. This is a bad idea
against enemies with area attacks, but that is rare in this game.
* Anchor your flanks with either terrain features or your best fighters, so
monsters don't outflank your party.
* Avoid being encumbered; the extra movement is helpful.
* Archery is good enough to be worth the trouble of maintaining a supply of
arrows. You should eventually equip fighters with fine composite long bows.
* If confronted with spellcasting enemies, inflicting even 1 point of damage is
enough to prevent an enemy from casting a spell that round.
* Use the best spells listed below.
* Many of the best spells render enemies helpless; you can automatically kill
such helpless enemies in one physical attack at your leisure.
8. Which spells are most effective in combat?
* Sleep is king early in the game, and can render up to 9 enemies helpless.
* Stinking Cloud has a short range and isn't guaranteed to work, but it is
effective even against many powerful monsters.
* Fireball is great at clearing out large numbers of enemies.
* Cure Light Wounds may not seem like much, but it's the only cure spell you
can cast in this game.
* Protection from Evil gives you significant protection from evil monsters
(most monsters are evil).
* Hold Person cast by clerics can paralyze up to 3 humanoid enemies.
* Prayer is a strong general-purpose buff/debuff spell.
9. How do I defeat the ogres and trolls in the slums?
Cast Bless before starting combat. The Sleep spell can prevent an ogre from
attacking you while it lasts. Cast it on the two ogres so they can't attack
you. Leave the sleeping body of the ogre on the right alone, to block the path
of the three trolls in the back. Focus fire on the troll in the front to take
it down, then stand on its body so it cannot revive. Take out the other three
trolls from a distance with archery, killing them at around the same time, then
finish off the ogres.
10. How do I progress in Sokal Keep?
The dead elf near the beginning has a parchment with the keywords "LUX",
"SAMOSUD", and "SHESTNI". These can be used in parley with undead patrols to
keep them off your back, and to finish the mission. If you get into combat
with undead, turning undead doesn't actually work well unless you have a level
6 cleric, or are desperate. For the large orc/hobgoblin attack, enter the room
where the attack occurs from the southeastern door, back up your characters to
where a 3-square choke point is, and form a defensive line behind that. You
may also want to hire NPCs in New Phlan just for this combat.
SECTION 1.1 - About This Document
---------------------------------
This document is meant to provide, in one place, exhaustive detail about the
original 1988 Pool of Radiance, the first computer game adaptation of 1st
Edition Advanced Dungeons and Dragons. This is not to be confused with the
later, poorly-received Pool of Radiance: Ruins of Myth Drannor.
This document assumes you are playing version 1.3 of the IBM version, which is
the one the GOG version also uses. The main known differences between that and
previous versions are technical, and there aren't even all that many known
differences between the IBM version and other platforms. The NES version is
the exception, as some cuts were made to fit the game on a smaller cartridge
and take advantage of its superior sound capacity, and is also significantly
easier (true of many console adaptations of games originally on computers),
though it still follows the same overall design. The tabletop adventure is
even more different, if that counts.
The later games in the series are, in order: Curse of the Azure Bonds, Secret
of the Silver Blades, and Pools of Darkness. You can also transfer a character
to and from Hillsfar, which is an action RPG.
While this document *can* be used as a walkthrough, it is primarily intended to
provide complete game details for either hardcore RPG fans who have ideally
already completed the game at least once; I don't make much effort to avoid
spoilers. If you are a more casual fan, the best gameplay sections to read are
the ones on party creation, character development, and combat tactics. You may
also want to use the section on detailed game mechanics in sections 7 to 10 as
a reference.
The most recent version of this document will always be uploaded first to
GameFAQs.
SECTION 1.2 - Where To Get The Game
-----------------------------------
This only covers legal ways to get the game. If you want not-so-legal ways,
your favorite search engine can help, though all copies I've seen by that means
are version 1.0.
The easiest way to get a legal copy of the game is through
http://www.gog.com/
and look for Forgotten Realms: The Archives Collection Two. It will run on any
of Windows, Mac OS, or Linux using a built-in copy of DOSBox, and also includes
Curse of the Azure Bonds (game 2), Hillsfar, Secret of the Silver Blades (game
3), Pools of Darkness (game 4), Gateway to the Savage Frontier (game 1 of a
second series), Treasure of the Savage Frontier (game 2), and Forgotten Realms
Unlimited Adventures. It also includes all the available cluebooks for those
games. It is *not* a complete set of all the Gold Box games, because the three
Krynn games are not included.
If you specifically want a physical copy (probably because you like to collect
physical copies of games like me), the best way is through eBay. It is no
longer easy to find the original 1988 version of the game for $5-$10, but it's
still easier to find than complete copies of most other vintage DOS RPGs of its
age. A complete copy of the original IBM version should have:
1. Gold two-piece box (about 5.75" wide x 8.75" tall x 1.25" deep).
2. 3 5.25" low-density floppy disks. 3.5" disks were rare in those days,
but you might occasionally see a copy with 2 3.5" low-density floppies.
This will have a version up to 1.2 on them. (I haven't seen a floppy
copy with version 1.3.)
3. Rule book (27 pages).
4. Adventurer's Journal (38 pages). Note that the rules here and in the rule
books aren't as complete, or even as accurate, as those found in later
Gold Box games.
5. Code wheel.
6. Reference card (this is platform-specific).
Many used copies come with the clue book; this is not part of any original
version of the game. An original copy should also include advertisements for
other SSI games, though most collectors won't care much for those (as this
isn't an Infocom or Ultima game).
An unopened, still-shrinkwrapped copy of the original IBM PC release is now
worth more than it did at the time of original release. You MIGHT even be able
to sell it for enough to account for three decades of inflation and opportunity
cost!
Other physical versions of the game include:
* AD&D Limited Edition Collector's Set -- Unlike many things labeled as limited
or collector's editions, this is actually genuinely difficult to find. It
has floppy versions of Pool of Radiance (version 1.2), Curse of the Azure
Bonds, Hillsfar, Heroes of the Lance, Dragons of Flame, and War of the
Lance; a 120-page manual; 3 maps; 3 code wheels; a Dragonlance card sheet;
and a certificate of authenticity; all in an extra-large box.
This and the original version of Pool of Radiance are the only versions of
the game with significant value to collectors.
* AD&D Forgotten Realms 3-Game edition - This WizardWorks release has floppy
versions of Pool of Radiance, Curse of the Azure Bonds, and Secret of the
Silver Blades. (WizardWorks was a company that, like Slash, re-printed
classic computer games.)
* AD&D 9-Game Collector's Edition - This WizardWorks release is a CD
compilation of all nine AD&D Gold Box games.
* AD&D Forgotten Realms Archives Silver Edition -- This is a CD compilation of
many of the DOS AD&D games. It doesn't include the Krynn Gold Box games, but
does include the Eye of the Beholder trilogy. At the same time, other
smaller collections with subsets of these games were also released.
* AD&D The Forgotten Realms Archives -- This is a later version of the
Forgotten Realms Archives Silver Edition.
There also exists a fan-made version reworked for Unlimited Adventures (FRUA).
If you have and are familiar with FRUA, you may download it here:
http://frua.rosedragon.org/pc/modules/g/game39.zip
For instructions on how to get started with FRUA, search the Web for "FRUA with
essential links" and read the original post.
SECTION 1.3 - References
------------------------
Here are some other sources you can consult about the game.
AD&D Pool of Radiance Clue Book, ISBN not known (I suspect there isn't one), 64
pp. This has a complete set of maps, is reasonably comprehensive, and is the
classic reference for the game. Physical copies are of some interest to
collectors. Despite being published by SSI, this isn't actually all that
accurate, though it is still far more accurate than the average Prima
strategy guide. Its details appear to better reflect the Apple ][ or
Commodore 64 versions of the game.
These three books are the core AD&D books that have many of the basic rules:
AD&D Player's Handbook (1st Edition), ISBN 0-935696-01-6. (PHB)
AD&D Dungeon Master's Guide (1st Edition), ISBN 0-935696-02-4. (DMG)
AD&D Monster Manual (1st Edition), ISBN 0-935696-00-8. (MM)
Note that many other sources apply the 2nd Edition rules to the Gold Box games.
The 2nd Edition rules are relatively similar to 1st Edition rules, but
significant differences still exist. At the time of Pool of Radiance's
release, 1st Edition AD&D was the only existing edition. Later Gold Box games
still use 1st Edition rules even though 2nd Edition was then the latest and
greatest in the tabletop world.
AD&D Unearthed Arcana (1st Edition), ISBN 088038-084-5. (UA) These optional
rules released later in 1st Edition's lifecycle are mostly not used in the
Gold Box games, though there are a few exceptions, primarily magical items.
AD&D Monster Manual II (1st Edition), ISBN 0-88038-031-4. (MM2) This has
several relevant monsters not described in the original Monster Manual.
AD&D Field Folio (1st Edition), ISBN 0-935696-21-0. (FF) While all the other
Gold Box games draw some inspiration from here, and some monsters featured in
other CRPGs made their debut here, nothing from this book is in Pool of
Radiance.
AD&D Forgotten Realms Campaign Set (1st Edition), ISBN 0-88038-472-7. This has
the original campaign information for the Forgotten Realms.
AD&D Forgotten Realms Ruins of Adventure Official Game Adventure, ISBN
0-88038-588-X. (RoA) This is the official tabletop game adaptation of the
computer game. It follows the same rough overall plot, but there are many
differences in detail. It has a reputation for being nowhere near as good as
the computer game, mostly because it doesn't take advantage of the additional
interaction a human DM can provide. It is also generally easier than the
Gold Box version in principle, perhaps because the computer version has the
potent magic of "quit and load saved game".
Pool of Radiance, by James M. Ward and Jane Cooper Hong, ISBN 0-88038-735-1,
316 pp. This is the official novelization of the computer game. Like the
adventure module, its reputation is nowhere near as good as the computer
game.
Quest for Clues II, ed. Shay Addams, ISBN 0-929373-01-04, 181 pp. This is the
Quest for Clues book with a Pool of Radiance walkthrough, on pages 83-93. As
with all Questbusters walkthroughs, it isn't particularly detailed.
http://personal.inet.fi/koti/jhirvonen/gbc/ -- Joonas Hirvonen's Gold Box page;
has much information on the games even aside from Gold Box Companion.
http://www.gamebanshee.com/poolofradiance/ -- Polished and reasonably
comprehensive Web-based walkthrough.
http://folk.uib.no/fciop/index_htm_files/PoolOfRadiance.pdf -- Oystein's
walkthrough of the game, which is extensive but casually written and with
many incorrect details.
http://www.gamefaqs.com/
nes/587518-advanced-dungeons-and-dragons-pool-of-radiance/faqs/51292 -- This
is the best walkthrough I know of for the NES version.
Also see section 11.
SECTION 1.4 - Things I Want
---------------------------
Things I'd like (please e-mail me if you have any of the below):
(1) a complete, original physical copy of the IBM version 1.0 or 1.1
(2) accurate details on spell casting times
(3) do monsters #9 or #82 ever actually appear anywhere? (I suspect #82 is
one of the enemies you are supposed to fight in the Zhentil Keep Outpost
in its final combat.)
SECTION 2.1 - Recommended Emulators
-----------------------------------
The standard emulator for playing Pool of Radiance today, and the one that
should come with the GOG version, is DOSBox (
http://www.dosbox.com/). The
latest main branch release is version 0.74, and has been for several years.
As the master branch of DOSBox has not been kept updated, there are other
branches that are growing in popularity. The primary one that I recommend is
DOSBox SVN-Daum (
http://www.msu.edu/~yootaewo/_db/setup.exe). This includes
many extensions to DOSBox; the most important features it adds for vintage
gaming fans are Roland support (not relevant for this game) and save states
(relevant for any game, though it does not work reliably).
If you want to accurately emulate the original IBM PC, the standard emulator
is PCE/ibmpc. This will emulate the original IBM 5150 very accurately, down to
how slow it is, including emulated floppy access. This emulator is more useful
for games relying on the idiosyncrasies of the original IBM PC, and it's harder
to use than DOSBox, so it's probably not the best emulator for Pool of
Radiance.
SECTION 2.2 - Installing the Game
---------------------------------
The GOG or other ready-to-play versions of the game should take care of this
for you.
If you have a compressed archive of the game, I recommend creating a directory
specifically for DOS games, and placing Pool of Radiance in a subdirectory
there. Use this command to mount your directory (change directory as
appropriate; this assumes you installed Pool of Radiance to something like
C:\Emulation\DOS\GAMES\POOL\):
mount c C:\Emulation\DOS\
This command is best placed in the [autoexec] section of dosbox.conf (or
dosbox-SVN-Daum.conf).
If you have a CD or floppy disks, and a computer that has the appropriate
drives, you can mount them in DOSBox with these commands (change drive letters
as appropriate):
mount a A:\ -t floppy
mount d D:\ -t cdrom
and then you can install the game from the drive normally in DOSBox.
If you do not have version 1.3 (as far as I know, you have version 1.3 if and
only if your version is not the floppy version), you will have to install the
game no lower than one level below the DOS root directory.
The game version is listed on the credits screen, below the line that says
"Game Created By: SSI Special Projects". It is not on the main menu as in all
other Gold Box games. If no version is listed at all, you are running version
1.0.
SECTION 2.3 - Game Setup
------------------------
If you move the game to any directory other than the default directory, you
must edit POOL.CFG; even version 1.3 will not do this properly for you. Change
the third line to the appropriate directory; you must include the drive letter
at the beginning and a backslash at the end to guarantee proper function. Even
then, in versions below 1.3 this will not work if the game directory is two or
more levels below the DOS root directory.
The fourth line of POOL.CFG points to saved games. If you want to move saved
game files to and from this directory, they are CHRDAT?#.* and SAVGAM?.DAT,
where ? is the letter (A-J) of the saved game and # is the character number.
The other lines control graphics type (first line, "C" or "E" or "T"), sound
(second line, "P" or "T" or "S"), and whether or not the full intro plays
(fifth line, "F" or "N").
There is no real reason to use any graphics type other than EGA aside from
nostalgia, and there is no music and no AdLib/SoundBlaster/Roland support, so
there is no reason to configure the game to use "T"andy sound. Having sound on
at all significantly slows down movement, so you should probably choose
"S"ilence.
In all later Gold Box games, you can simply delete the *.CFG file if you want
to reconfigure the game, but this doesn't work properly in any version of Pool
of Radiance. It will work in version 1.3 if you then manually edit POOL.CFG
to include drive letters and terminating backslashes in lines 3 and 4.
Failure to set up the game properly may result in "Insert disk 3 in drive c:"
errors and a crash.
SECTION 2.4 - Getting Rid of the Copy Protection
------------------------------------------------
Isn't the code wheel copy protection scheme obnoxious? If you are playing
the GOG version, you don't have to worry about this; you can enter anything you
want at the prompt.
You can remove the copy protection with a hex editor. I use XVI32 but any hex
editor will work.
If you have version 1.2:
1. Open START.EXE (make a backup copy first)
2. Search for this hex string: 2E 0C EB 0A 9A
3. Replace the value EB with 74.
4. Save the file.
The copy protection should now be gone. The game will now skip the
introduction (what there is of it) in addition to the copy protection.
If you have version 1.3:
1. Open GAME.OVR (make a backup copy first)
2. Go to hex offset CD8 and CD9; the bytes there should be hex 75 and 02.
3. Replace both the 75 and the 02 with 90.
4. Save the file.
With another version, or if you have a version for which the above do not work
(this solution is inelegant but works):
1. Open START.EXE or ST.EXE, whichever you have (make up a backup copy first)
2. Search for this text string: BEWARE
3. Replace this text and all the subsequent 6-letter code words with XXXXXX (or
any other all-capital 6-letter string of your choice). There should be 13
of these, with the last one being WYVERN.
4. Save the file.
You can now enter your 6-letter string instead of having to use the code wheel.
You can also bypass the copy protection using the cheat mode, though that turns
on a number of other cheats as well, which you may not want.
SECTION 2.5 - Using Gold Box Companion
--------------------------------------
You must specifically tell Gold Box Companion the title of the DOSBox window
running the game; if you are running a different branch you must enter its
title, e.g. "DOSBox SVN-Daum". You must also tell it which specific game you
are playing.
Valuable features it adds are the enhanced automap, the automated lookup of
things like journal entries, the ability to show statistics that the game does
not normally show (like saving throws), and the Fix command for automated
magical healing; this Fix command is in all later Gold Box games natively. It
also adds a bunch of hacking and cheating features, if that's your thing.
SECTION 2.6 - Game Interface Basics
-----------------------------------
This is described at some length in the documentation, but here are some
non-obvious comments:
ADJUSTING GAME SPEED
You can adjust game speed with either the Ctrl-F11 and Ctrl-F12 keys in
DOSBox, or the "D"elay command in-game. If you set "D"elay to 0, many messages
will flash by too quickly for you to read on most setups.
MOVING AROUND THE FIRST-PERSON VIEW
When moving around in the first-person display, use the left and right arrow
keys to turn, the up arrow key to move forward, and the down arrow key to turn
around. Moving forward consumes 1 minute of game time. Turning does not take
any time, and has no chance of triggering random encounters.
You can use the "A"rea command to toggle an overhead map of your current area;
however, the map doesn't show details (not even doors), does not work in all
areas, and shows areas you haven't yet visited. A better automap is available
if you are running Gold Box Companion.
In order to thoroughly search the square you are in, use the "L"ook command,
which takes 10 minutes. If you want to do this automatically in every square
you move through, you can toggle this with the "S"earch command. Taking this
much time drastically increases the chances you will get a random encounter,
however (though it is less than by a factor of 10).
If you actually want to deliberately trigger a random combat, a way to do so
taking minimal time is to hold down a movement key when you can't actually
move: hold down Up in the first-person view when a wall is in front of you, or
hold Down into the Moonsea on the Wilderness map.
SAVING AND LOADING THE GAME
You can save the game by encamping and issuing the "S"ave command. If you do
not want to save the game, hitting Escape will skip the save. You will then be
asked if you want to exit to DOS or not. (If you try to quit to DOS in a
training hall with a party, you will be asked to save the game, and you cannot
skip that.)
You can only load the game from the game's main menu, or if you drop all
characters at a training hall (or if you use an emulator with save states).
WARNING ABOUT SAVED CHARACTERS
If you load a saved game, any individual character that had been "R"emoved from
the party will be deleted outside of the saved game. This can cause unexpected
effects that don't happen in later Gold Box games.
COMBAT
* The space bar will turn off all autocombat.
* Alt-Q turns on autocombat for your entire party.
* Distance is not quite Euclidean; a diagonal move is always 1.5 squares.
* A single square is 10 feet by 10 feet.
* You can attack a monster either with the "A"im command, or by moving into
one. If you run out of movement points next to a monster, you must "A"im.
* You can also use the "A"im command just to look around and see what is where;
there's no better way of doing this as you can't zoom out.
* "D"elay will move your current action to later in the round.
* "G"uard will end your action for a round, and give you one free attack of
opportunity on the next monster to move next to you, until it is your turn
again. You must be using a melee weapon to have this command available.
* "Q"uit simply forfeits any action for that round. This should not be
confused with the "Q" command for turning on auto-combat for that specific
character. (If one of your characters mysteriously enters auto-combat,
this UI quirk is the reason.)
MISSING INTERFACE FEATURES
The interface features missing from this game that are present in later games
include:
* Mouse support (though this was never polished; the game plays well enough
with only the keyboard).
* The Fix command, which automates healing (Gold Box Companion adds this).
* The game doesn't automatically remember which spells you've used for
re-memorizing (Gold Box Companion adds this).
* Some later games will highlight characters who can gain a level in purple;
you'll have to track this either yourself or with Gold Box Companion.
* There is no option to change the game difficulty. If you want to play this
game in challenge mode, try lower starting statistics or other restrictions.
* The game isn't intelligent as its successors when selecting potential targets
for ranged attacks; it will cycle through allies, which means that manual
targeting is often faster.
SECTION 2.7 - Cheat Mode
------------------------
To begin the game in cheat mode, start the game with using the executable
option STING, which must be all capitalized. That means invoking the game with
"start STING" (or "st STING" if you have that version), or editing any batch
file to say that.
This activates the following keys:
Ctrl-C -- immediately quit to DOS (not a cheat, and this command does exist in
later games)
Alt-X -- immediately win a combat.
J (in a training hall) -- train for free.
SECTION 3.1 - What You Should Know Before Creating Your Party
-------------------------------------------------------------
You should maximize all relevant statistics before setting out ("M"odify
character). It may seem like cheating, but the Gold Box games are very much
balanced around having very high statistics, and if you plan to transfer
characters to later games in the series, the documentation explicitly tells you
that your characters need primary statistics of 18. (Well ... you don't NEED
to do this, but that amounts to playing in challenge mode.)
You should have one thief in your party. There aren't that many checks for
thief skills in the Gold Box series, but they happen often enough that it is
convenient to have one around; a few sidequests require a thief, and eventually
the backstab feature does enough damage that it is worth the trouble to set up
in combat. Backstabbing helps much more in later games than this one, because
it doesn't actually work reliably here. Backstabbing works better with the
combat skill and Strength of a fighter, so your thief should multi-class with
fighter at least. More than one thief in your party is not useful.
You should have at least one cleric in your party, because otherwise there is
no good way to heal. No non-human can reach higher than level 5 in cleric, so
humans make the best clerics. Even though the maximum cleric level in Pool of
Radiance is 6, it is still worthwhile having a human cleric around, because
there is a large leap in the power to turn undead between levels 5 and 6. You
definitely want a human cleric if you plan to transfer characters to Curse of
the Azure Bonds. You should generally have one other person capable of a
little healing; I recommend a multi-classed half-elf cleric in this game and a
knight or paladin in all other Gold Box games. More than that doesn't really
help all that much; clerics just do not have the awesome spellcasting power of
either magic-users or 3rd Edition clerics.
Aside from that, you want as many fighters (or other warriors, in later games)
and magic-users as possible. This must be done with multi-classing in this
game, as dual-classing is not available. Having numerous fighters around is
helpful, both for their high hit points, and because unlike 3rd Edition and
later, many monsters simply aren't affected by magic (though this is more true
in later Gold Box games). Magic-users can deliver awesome magical effects even
at low levels, so you want to have several of those around too.
Males are physically much stronger than females, so all fighters should be
male. There is one quest in Curse of the Azure Bonds that requires a female
character, so you should have one female character just for that, but there is
no other gameplay reason to have a female in your party.
There is about enough experience available in the Forgotten Realms Gold Box
games to all hit the level caps without grinding if you explore thoroughly,
even triple-classed characters in the case of clerics and magic-users. You can
therefore freshly generate characters in later games and not worry about them
being permanently behind. (Note that this is not true for the Krynn Gold Box
games.)
Gnomes and halflings have a low level cap in fighter. They have unlimited
advancement as thieves, but so do all other races. There is no quest in any
Gold Box game for which having one of these helps at all, so you can safely not
use either.
Half-elves make good cleric/fighter/magic-users. Their racial level limit does
not have much impact in Pool of Radiance, but it becomes severely limiting in
later games; a maximized cleric/fighter/magic-user transferred to Curse of the
Azure Bonds will hit all the level caps before even leaving the first town.
A dwarf is only really useful as a fighter/thief, though they are fairly good
at being those. However, a fighter/magic-user/thief is more useful still, and
there is enough experience around to make those more useful. Many lower level
magic-user spells are actually still useful even late in Pools of Darkness.
There are a few places where the dwarf's familiarity with underground passages
comes in handy, but it's far fewer than where a thief's abilities come in
useful (and in several cases, having either will work; having both is redundant
in those cases).
Gnomes, halflings, and dwarves all do get significant saving throw bonuses, but
there aren't many spellcasting enemies in Pool of Radiance, and in later games
their level caps being too restrictive outweighs that -- you get better saving
throws with higher levels, anyway.
Elves have decent level limits in fighter (7th) and magic-user (11th), and the
+1 bonus to attack they get with short/long swords and bows also comes in
handy.
Alignment has little game effect; it limits what classes you can be, and
affects the Protection from Evil and Protection from Good spells. No actions
you take will change your alignment, either. (You'd think it would, because
alignment has larger effects in both Wizardry or Might and Magic, the other
classic CRPG series that have alignments. You can get away with being a murder
hobo in this game and still be hailed as a hero!) There is one Long Sword +2
that may be only equipped by a lawful good fighter, so it helps a little if
all your non-thief fighters are lawful good as well.
SECTION 3.2 - Party for This Game Only
--------------------------------------
If you do not plan to transfer your characters to later games at all, one power
party that works well is:
4 Male Half-Elf Lawful Good Cleric/Fighter/Magic-Users
1 Female Human Cleric
1 Male Elf Fighter/Magic-User/Thief
This gets you a lot of both spellcasting power and fighting power. You will
advance in levels slowly, but there is enough experience around that you will
still hit many of the level caps before the game ends.
Having more than about 2 clerics does not really help much, however; and the
faster level advancement from having fewer classes does get you more fighting
skill and the better magic-user spells faster. The +1 bonus that full-blooded
elves get in combat with long swords and bows is also useful. Thus I think the
best party is:
3 Male Elf Lawful Good Fighter/Magic-Users
1 Male Half-Elf Lawful Good Cleric/Fighter/Magic-User
1 Female Human Cleric
1 Male Elf Fighter/Magic-User/Thief
The main adjustment you might make is to have replace one of the elves with
another half-elf cleric/fighter/magic-user; if you are not using Gold Box
Companion, this makes healing a little more convenient.
SECTION 3.3 - Party for All Four Games
--------------------------------------
The second party above also works best if you plan to transfer characters to
later games. You still have a thief, two clerics, and plenty of fighters and
magic-users; you also have the one female character needed to complete one of
the quests in Curse of the Azure Bonds.
I would recommend a paladin and rangers in this game if you could actually
create them here. Some people create pure fighters for this game and use hacks
to switch them to those classes in Curse of the Azure Bonds; see the next
section if you plan to do that.
With the above party, the plan in Curse of the Azure Bonds is to drop the
half-elf and two of the fighter/magic-users, and replace them with a paladin
and multiple rangers in Curse of the Azure Bonds. There is enough experience
available there that you can eventually drop the last elf fighter/magic user in
favor of another ranger.
Rangers in later games are fantastic when dual-classed to magic-user after
reaching a minimum of level 9. Also, there is enough experience available in
Secret of the Silver Blades to start yet more rangers there, so they can be
dual-classed to magic-user at higher levels. (Long-term planners should bear
in mind that you cannot have more than three characters in your party whose
current class is ranger. Yes, this restriction from the tabletop rules is
actually enforced and actually becomes limiting!)
SECTION 3.4 - Party for Hackers
-------------------------------
If you don't mind editing your characters to get around not being able to
create a paladin or ranger here, you can replace two or all three of the Elf
Fighter/Magic-Users in the above party with human fighters, and change them
over to paladin or ranger once you transfer to Curse of the Azure Bonds. The
game gets significantly harder if you have fewer than two magic-users, so don't
drop below that.
If you are a huge anti-fan of racial level limits (I don't blame you for that!)
you can edit a character to human after character creation, giving you a
multi-classed character with no level limits. Given the high power levels in
the Gold Box games, this doesn't actually break game balance nearly as much as
it would in other AD&D campaigns.
If you're going to go full-blown class/race hacking, then I suggest:
1 Male Fighter (edit to Paladin in Curse, then eventually dual-class)
1 Male Fighter (edit to Ranger in Curse, then eventually dual-class)
1 Male Fighter/Magic-User
1 Male Cleric/Fighter/Magic-User
1 Female Cleric (dual-class to Magic-User in Pools of Darkness)
1 Male Fighter/Magic-User/Thief
Dual-classing still gives you significant benefits, so I'd still plan on that
with some characters instead of multi-classing everyone. This is a good way
to use the exact same party through all four games.
SECTION 4.1 - Initial Equipment
-------------------------------
Don't forget to "M"odify your characters' statistics before starting out!
Any character with thief as one class should buy leather armor, even if they
can equip something better, because backstabbing is penalized in heavier armor,
and in many cases so are other thief abilities. You will quickly find better
armor for a thief anyway.
Fighters and clerics should buy banded mail, not plate mail. The one extra
point of Armor Class that nonmagical plate mail provides is not worth the
additional cost in gold, encumbrance, and movement.
Pure clerics should start with a flail, and pure magic-users with a
quarterstaff. Other characters should begin with a long sword.
You do not need to buy bows; you should find some soon enough after starting
the game. Once you find some, buy some arrows to go with them. Pure magic-
users should eventually buy a few darts.
Fighters should also eventually carry a mace or flail, to deal with skeletons.
Two-handed swords do significant extra damage against larger creatures if you
are willing to give up a shield, though elves don't get their racial bonus
to-hit with one.
The old-school CRPG trick of creating a bunch of dummy characters, taking their
gold, and deleting them does work here, but it isn't really even worth the time
it takes.
SECTION 4.2 - Upgrading Equipment
---------------------------------
The fine composite long bow is absolutely worth buying once you can afford its
25000 gold price tag, since it adds your Strength damage bonus to bow attacks;
that is a large enough benefit that it is superior to most magical bows you
will find. You will need to get lucky with random magical items for better.
The major drawback to the fine composite long bow, aside from its price, is
that autocombat doesn't realize it is actually a bow.
You will eventually want to have mirrors to deal with basilisks and medusas;
having one of these equipped will automatically reflect their gaze attack.
(Unlike in the tabletop game, you do not need to take any special precautions
to avert their gazes otherwise.)
You do not need silver melee weapons, as magical weapons perform just as well
as silver ones against monsters that are only hit by silver weapons in this
game, and you will find enough of them soon enough. (The concept of monsters
who require weapons that are both silver AND magical is a 3rd Edition one.)
You might as well eventually buy silver arrows.
You should keep a reasonable number of copies of the Detect Magic spell
memorized so you can check set encounters and special enemies for magical
treasure; this is the main way you will get stronger magical weaponry. (You
can also just use the magical item checklists elsewhere in this guide.)
A thief should get magical leather armor, or better yet Bracers of Defense,
as soon as possible. Pure magic-users have no choice but to use bracers of
defense. Both are best served with their Bracers of Defense augmented with
your best Ring of Protection.
Your other fighters and clerics should eventually upgrade to magical plate
mail, which does not have the disadvantages nonmagical plate mail has. If you
have a large supply of Bracers of Defense and Rings of Protection, those may
be better.
Many magical items are very straightforward, but the common tricky one is the
Ring of Protection. This does not improve armor class if you are already
wearing magical armor, though it is a very nice ring to use if you are using
Bracers of Defense. A Ring of Protection should, even if it does not provide
an armor class bonus, add its bonus to all saving throws (though it only does
so some of the time in Pool of Radiance). Multiple Rings of Protection do not
stack.
SECTION 4.3 - NPCs
------------------
You can hire NPCs of all four classes at the training hall in Phlan.
I don't recommend doing this unless you're having an especially hard time with
a particular combat; the ogre/troll combat in the Slums and the orc/hobgoblin
attack in Sokal Keep are the best reasons to hire NPCs.
There are many reasons for this:
* You are unable to control NPCs in combat. Later games permit you to make
a Charisma-based leadership check to manually control NPCs yourself, but
that isn't possible here.
* NPCs aren't very bright. NPC mages in some versions will happily toast your
own characters with a fireball. NPC fighters aren't as destructive, but they
may still blindly charge your foes when more subtle tactics are often called
for. You can help NPC fighters out by making sure they have a bow and
arrows, which will reduce their enthusiasm for reckless charges.
The NPC AI is better in later games.
* NPCs will take some experience. If you rely on NPCs a lot, you might not
actually hit Pool of Radiance's level caps.
* Hired NPCs will take some treasure. Some of them will take not only money,
but precious magical items; that is a very high cost to pay.
* NPCs, unlike PCs, check morale in combat.
* While you can trade items freely to NPCs, you cannot take anything from
them unless they are unconscious or dead.
* In some other versions of the game, NPCs will automatically betray the party
near the end of the game (this does not happen in the IBM version).
* You cannot transfer any NPC to later games in the series.
The other main reason to hire an NPC is simply because some of the better ones
(especially the Hero, who is wearing Plate Mail +1) have magical equipment, so
you can *ahem* tragically get them killed in combat, then *cough* honor their
memory by taking their equipment so it doesn't go to waste.
Some NPCs will join you for plot-related reasons. Once you get one of these
characters, I recommend focusing on their related quest as soon as possible.
You can manipulate two such plot-related NPCs (Skullcrusher and Dirten) into
staying permanently. Skullcrusher will leave if you pass by the entrance to
the Phlan city hall, and Dirten will leave after you clear the Temple of Bane,
so simply don't have those characters in your party at those times.
SECTION 4.4 - Training Your Characters
--------------------------------------
Once a character has enough experience to gain a level, training costs 1000
gold at the appropriate training hall in town. It can be worthwhile to break
off adventuring to train if you accrue enough experience to do so, though there
generally isn't an urgent need to do so unless you have so much experience that
everyone can train. (If you wait too long, you run the risk of losing
experience from the rule that prevents you from gaining more than one level at
a time.)
You need to pinch pennies early in the game, because training is a significant
expense early in the game. Appraise and sell all your jewelry and gems; you
will eventually find more anyway. As traditional in classic CRPGs, later in
the game you'll have more money than you'll know what to do with.
You will gain a random number of hit points with each level; you may want to
reload the game until you can get maximum hit points. If you do not have
access to save states, the quickest way is the following:
1. "S"ave the game in the training hall.
2. Train the appropriate character.
3. If you don't gain enough hit points, "D"rop everyone from the party.
4. "L"oad the game and try again.
For quick reference, a character with the maximum Constitution bonus can gain
the following maximum number of hit points (note that this works differently
from the tabletop games):
Con 18 Con 22 Multi-classed charactgers with Constitution
Number of Number of 16-17 can use the Constitution 18 table. So
Classes Classes do dwarves with Constitution 19.
--------- ---------
Class 1 2 3 1 2 3
Cleric 10 6 4 13 9 7 Strange buggy things happen with 23 or more
Fighter 14 7 5 17 10 8 Constitution.
Magic-User 6 4 3 9 7 6
Thief 8 5 4 11 8 7
A single-classed human cleric will hit the level cap fairly early. If you
are transferring characters to later games, you may want to train a second
single-classed human cleric. It is useful to have such clerics gain enough
(110,000) experience to gain two levels at the beginning of Curse of the Azure
Bonds. Two clerics are useful in later games, because you can dual-class one
to magic-user and let the other continue to progress as a cleric.
SECTION 4.5 - Magic-User Spells to Learn
----------------------------------------
There are many more magic-user spells than there are spell picks available to
use on them; you want the following spells the most (you can skip spells you
have scrolls for):
2nd level: take either Enlarge (not useful right away, but it's a strong buff
later in the game) or Charm Person
3rd/4th level: one magic-user should learn Knock; all others learn Stinking
Cloud. Afterwards, one magic-user who already knows Stinking Cloud should
pick up Invisibility. The next most useful spell after those is Mirror
Image.
5th/6th level: for everyone you don't have a scroll to learn it from, take
Fireball. After that, you'll want one person with Haste and a couple with
Slow. The other useful spells are Blink, Hold Person, and Lightning Bolt.
SECTION 4.6 - Transferring Characters to Curse of the Azure Bonds
-----------------------------------------------------------------
You must "R"emove characters from your party for COPYCURS.EXE to work. You
should also select "Other" for where your saved characters are going from and
to. Unlike later Gold Box games, you can't simply tell the configuration
routine where the saved games are.
Characters in Curse of the Azure Bonds will start with 25,000 experience, so
you can start to transfer characters profitably once you exceed that in Pool of
Radiance.
Any statistics above 19 will be rounded down to 18, so you cannot keep very
high Constitution scores from Manuals of Bodily Health, or the Strength 21
conferred by a Potion of Giant Strength.
You do otherwise gets to keep statistics; you will keep Strength of up to
18(00) granted by either Gauntlets of Ogre Power or the Enlarge spell.
You keep any extra hit points gained from very high Constitution. Multi-
classed characters may not gain any hit points the first time they train in
Curse, but gain hit points normally thereafter.
You do not keep any items or money, though everyone starts with 300 platinum.
That's a Bag of Plot Spilling much stronger than that of the tabletop
version.
Magic-users do keep knowledge of all the spells they've learned. Clerics
actually do not, because Animate Dead does not exist in any other Gold Box
games.
SECTION 4.7 - Duplicating Items
-------------------------------
If you don't consider it cheating, you can duplicate any item you own without
using a save game editor. To do so, perform the following steps (back up your
saved game directory before doing this; it is easy to screw up):
1. Go to a training hall.
2. "R"emove one character from the party.
3. "S"ave the game in a training hall. (In later games you can do this
anywhere.)
4. Create a dummy character.
5. Trade all the items to be duplicated to the dummy character.
6. "R"emove the dummy character from the party.
7. "D"rop all other characters.
8. "L"oad the saved game.
9. "A"dd the dummy character to the party. You should now have two copies of
the desired items.
10. If you want more copies:
a. Trade the items from the dummy character to your real characters.
b. "R"emove the dummy character from the party.
c. "S"ave the game.
d. Go back to step 5.
11. Once done, discard the dummy character and re-add the removed real
character.
This should work with any IBM version.
8ECTION 4.8 - Abusing the Manual of Bodily Health
-------------------------------------------------
Once you find the Manual of Bodily Health in Mendor's Library, some more game
game abuse becomes possible.
You can duplicate it and raise everyone's Constitution to 22. This will work
to increase hit points per level beyond the normal limits, even for characters
who are not single-classed fighters. A Constitution of 23 or more is very
buggy, and will often either lower hit points gained, or give you so many hit
points that you may exceed 255 and wrap back around to 0, so I don't recommend
raising Constitution above 22.
If you really want to maximize your characters, you can restart the game with
a bunch of copies. You can actually "M"odify 1st-level characters even after
they have started the adventure, if you have not yet left New Phlan -- you can
squeeze out a few extra hit points this way.
You do not get to keep such very high Constitution scores in later games, but
you do retain the extra hit points.
SECTION 5.1 - General Nonmagical Strategy
-----------------------------------------
Overcoming the difficulty of combat in the Gold Box games is best done by
proper party selection, acquiring (and remembering to equip!) the proper
equipment, and memorizing the best spells in advance.
That aside, here are other tactical pointers:
* If there is a choke point available, make use of it and force your enemies to
come to you. There won't always be one, but sometimes you will be confronted
with many dozens of enemies and be endangered by sheer strength of numbers.
You can also create choke points by paralyzing monsters with Sleep, Hold
Person, or Stinking Cloud, then using their frozen bodies as meat shields.
Vulnerable monsters will also not enter a Stinking Cloud, so you can
directly use that spell to create a choke point.
* Have your fighters form a line. Doing so prevents any of them from getting
surrounded, and they can shield any more fragile characters behind them.
* Most of the enemies in this game have no ranged attacks. If there is space
in between you and them, it is often better to "D"elay your move and let them
close distance before making your own moves.
* If possible, anchor this line against walls or other terrain features. This
prevents enemies from surrounding and flanking the fighters at the end of the
line.
* Keep your primary cleric away from the front lines. She may be heavily
armored, but you don't want her to get disabled! Cleric spells also cast
slowly compared to magic-user spells, so clerics are more likely to get their
spells interrupted by damage.
* If you are not in danger of being swarmed, you can get significant bonuses
to hit with back attacks, and thieves can do huge damage with backstabs.
These tend to leave your characters vulnerable, however, and backstabs don't
happen as reliably as they do in later Gold Box games.
* Avoid walking away from enemies you are in melee range of, because that gives
them all free attacks of opportunity at a large bonus to hit.
This bonus can easily be +7 right at the start of the game: you can lose a +4
bonus to Armor Class from Dexterity, the +1 bonus from using a shield, and
the standard +2 bonus on top of that for any back attack.
* A bow and arrows do significant damage, especially once you have a fine
composite long bow, or are lucky enough to find a bow +2 or +3. This is
especially true early in the game, because you can shoot two arrows from a
bow but only get one normal melee attack.
SECTION 5.2 - Magical Spell Strategy
------------------------------------
BEST SPELLS
The strongest combat spell in the early game is Sleep, by far. This will
reliably knock out all low-level enemies in its square and in the eight
adjacent squares (including your own low-level characters, so aim properly).
Unlike many other spells, Sleep does not permit a saving throw. You can then
dispatch sleeping foes at your leisure; any physical attack will eliminate
a sleeping enemy.
Sleep will rapidly lose effectiveness against more powerful enemies; it will
not work on anything with 5 of more levels or hit dice, so the strongest
enemies you can affect with it are things like ogres and level 4 fighters.
Fortunately, you will get two more strong disabling spells at level 3: the
2nd-level cleric spell Hold Person, and the 2nd-level magic-user spell Stinking
Cloud. Hold Person will paralyze up to 3 humanoid enemies at medium range, and
Stinking Cloud creates a 2x2 cloud at short range that has a chance of
disabling vulnerable enemies within every round. These should both be always
kept on hand once they become available. Stinking Cloud can also be used to
block choke points, since vulnerable enemies will not enter one (the AI does
not have this deficiency in later Gold Box games).
When a magic-user reaches level 5, both Fireball and Lightning Bolt become
available. Fireball is generally the better spell against the huge hordes of
monsters you encounter in this game, but Lightning Bolt is useful against
smaller numbers of targets, since you can bounce a bolt off a wall and so hit
a few monsters twice. Pool of Radiance tends to throw enormous hordes of
monsters at you compared to other Gold Box games, so you're usually better off
with Fireball.
Cure Light Wounds is the only curative spell you can cast in this game; the
number of healing potions you will find is very limited, it takes 24 hours to
recover a single hit point with normal rest, and it can take a long time to
return to a temple to heal. So you always need multiple copies of this spell
prepared. This spell is slow to cast, so you need to protect any clerics
casting this in the middle of combat. (If you restart the game with a bunch
of characters with Constitution 22, this spell isn't as important, since you
will regenerate 3 hit points every hour.)
Protection from Evil, once you can spare the 1st-level spell slots for it,
provides significant protection for your characters in major combats.
Prayer is a strong, general-purpose buff/debuff spell; it both improves THAC0
and saving throws for allies, and imposes penalties on enemies.
OTHER BUFF SPELLS
Bless can be cast from the start, and is a good way to subtly alter the odds in
your favor. Additionally, it never becomes fully obsolete.
Spiritual Hammer is a good way for a single-classed cleric to gain a ranged
attack. This isn't a worthwhile spell either in later games (where staff
slings become available), or if you are multi-classed with fighter (just use
a bow).
Enlarge will increase a character's strength, up to 18(00) cast at level 6. It
isn't useful at low levels, but becomes strong at around level 5.
Shield is somewhat useful later on, when you can spare a low-level spell slot
for a +1 bonus to all saving throws.
Invisibility will last forever until you actually do something that dispels the
invisibility, so it can be a great setup spell before a fixed combat. You
can re-memorize and cast it repeatedly to make the whole party invisible, if
you are in a safe location.
Mirror Image is a worthwhile protection spell, once you have enough 2nd-level
magic-user spell slots. It's particularly good to cast against enemies with
dangerous melee attacks, like wyverns or level-draining undead.
Blink is also a strong protection spell, though it's more useful in later Gold
Box games as 3rd-level magic-user spell slots are in such short supply here.
Haste is a good spell to cast before major combats later in the game. Casting
this will age every party member by 1 year, so you shouldn't cast it regularly.
You will eventually be able to purchase Elixirs of Youth in Pools of Darkness,
so this aging will be eventually reversible. (Age starts to become an issue
once you receive this spell about 25 times.)
These buffs are marginal or useless:
* Protection from Good (there aren't many good enemies in this game, though
there are a few important exceptions)
* Resist Cold (nothing in this game can even inflict cold damage)
* Resist Fire (few monsters in this game inflict fire damage, and there are
several Rings of Fire Resistance)
* Friends (even if you don't have a character with Charisma 18, this buff
has too short a duration to be of much use)
* Detect Invisibility (facing invisible enemies is rare in the Gold Box
games)
* Strength (Stinking Cloud is usually better, Mirror Image is a better buff
for a 2nd-level magic-user spell, and eventually Enlarge is strictly
superior)
* Invisibility 10' Radius, Protection from Evil/Good 10' Radius, and
Protection from Normal Missiles (3rd-level magic-user spell slots have
better uses)
OTHER DEBUFF SPELLS
Curse is a reasonable debuff for clerics to cast in major combats, though most
of the rest of the time you are better off with extra copies of Cure Light
Wounds.
Silence, 15' Radius is good for disabling spellcasting enemies. It is
sometimes easier to get this to work by casting this on a weaker enemy next to
the enemy spellcaster you actually want to silence.
Charm Person is a decent combat use of 1st-level magic-user spell slots. It
will only affect one enemy, however. Its effectiveness partly arises from the
fact that a charmed enemy will absorb attacks that the party may have otherwise
taken.
Slow is a strong debuff spell to cast in late-game major combats, as it has a
wide area of effect.
These debuffs are marginal or useless:
* Snake Charm (very specialized)
* Cause Blindness, Cause Disease, and Bestow Curse (minimal effects, and all
require two rolls for even that)
* Reduce (does almost nothing)
* Ray of Enfeeblement (not strong or reliable enough at low levels)
OTHER SPELLS
You should always keep Detect Magic on hand to identify valuable magical items.
Cause Light Wounds is slow to cast, must be cast in melee range, and requires
a melee attack roll, so it is not worthwhile.
Slow Poison is marginally useful at best; it can revive anyone "killed" by
poison for a while, but if the effect expires the target will die for real.
This is not worth casting unless you can get to a temple to cast Neutralize
Poison in time.
Cure Disease is something you should have prepared before fighting mummies
(which only appear in Valhingen Graveyard); disease can permanently drain
Strength quickly, fast enough that camping to prepare a copy of the spell after
you get diseased by the mummies is too slow.
Dispel Magic is useful for countering the effects of hostile charm or hold
spells.
Remove Curse is hardly ever useful; you should only memorize and cast it when
it is needed.
Magic Missile does very little damage at level 1, so it's not worth using
compared to Sleep, but once Sleep loses effectiveness, the guaranteed accuracy
of Magic Missile makes it a worthwhile use of 1st-level magic-user spell slots.
Burning Hands and Shocking Grasp only work at close range, and aren't nearly as
good as Sleep at low levels, or Magic Missile at higher levels.
Knock is sometimes needed to get through a door; a few will resist most or all
attempts at either "B"ashing them or "P"icking them.
SECTION 5.3 - Other Magical Strategy
------------------------------------
* Invisible characters will only be attacked by adjacent enemies, and can
safely move away from enemies without triggering attacks of opportunity.
* The Dust of Disappearance is the most powerful consumable item in the game,
as it will turn your entire party invisible in such a way that even attacking
or spellcasting does not dispel the invisible effect.
* The Necklace of Missiles can cast fireballs. It has a very limited number
of charges normally, but if found as a random magical item it will have
unlimited charges.
* You will only rarely fight spellcasting enemies in Pool of Radiance. If any
have area attacks, you should instead scatter your party members so one spell
can't take many of them out. You can also inflict at least a little damage
on such enemies, as if you inflict even one point of damage on a spellcaster
it cannot cast a spell that round.
* If you turn undead, and an undead is turned but not outright destroyed, it
will flee combat, not simply vanish into thin air as happens in later Gold
Box games. It takes a level 6 cleric to have any chance of destroying and
not just turning undead, so avoid doing so against lesser undead.
* In major combats where you are forced to fight several battles consecutively,
you do not have to actually end combat when asked; you can instead spend a
round or two casting Cure Light Wounds and extra buffs.
SECTION 5.4 - Tips for Specific Enemies
---------------------------------------
Basilisk - If you have everyone equip a mirror, you are fully protected from
its petrifying gaze.
Bronze Dragon (controlled by the real Tyranthraxus) - Immune to all magic, so
don't try casting spells at him. Cast all buff spells beforehand: Dust of
Disappearance, Enlarge, and Resist Fire last long enough that they can be
cast before you fight his bodyguards. Bless, Protection from Good, Mirror
Image, Blink, Haste, and Prayer can be cast before ending the combat with his
bodyguards.
Resist Fire will halve the damage from Tyranthraxus's fire aura, and
Protection from Good actually provides significant protection.
Drider - Casts dangerous magic-user spells; scatter your party to avoid being
hit by Fireballs and try to launch your own in return.
Medusa - As with the basilisk, an equipped mirror fully protects from its
petrifying gaze.
Ogre - You can disable a single ogre with a Sleep spell, which will work about
80% of the time.
Phase Spider - You can attack these even after they phase out, if you attack
by moving into them instead of with the "A"im command. They have a
dangerous poison attack that you can combat either with simple maximum
offense (unleash all the Stinking Clouds and Fireballs you can), or with
Mirror Image.
Spectre - Only appears in set combats, which is fortunate since you can cast
buff spells before combat to mitigate its level-draining attack. Requires
magic or magical weapons to damage. Turning undead is unlikely to work even
with a level 6 cleric, so avoid that.
Troll - Sleep will not work, though Stinking Cloud very well might. Trolls
will regenerate and rise from the dead if you let too many rounds pass after
killing them. You can prevent this by either winning the combat quickly, or
by having someone stand on top of where you killed the troll. (Fire damage
is supposed to prevent the regeneration, but it doesn't do that in this
implementation.)
Vampire - Handle like a spectre, but you also want Charm Person or Dispel Magic
to counter its charming gaze.
Wight - These level-draining undead can appear in large numbers; you want
magical weapons and especially the Fireball spell to handle them. Turning
undead with a level 5 or 6 cleric also works well, if there are no
lower-level undead present.
Wraith - Similar to a spectre; handle the same way.
Wyvern - These have deadly poison melee attacks; you should have Stinking Cloud
(offensive) or Mirror Image (defensive) prepared on all magic-users.
SECTION 6.1 - Maps Introduction
-------------------------------
The maps in this section are in a suggested order of difficulty. The council
will suggest missions as you solve them, but most missions can be done even if
not suggested, and you will still be fully rewarded for doing them.
Experience awards listed assume you have exactly six characters in your party,
unless otherwise stated.
The size of monster groups, especially random encounters, will sometimes be
adjusted for party strength. Monsters will also sometimes not appear simply
because there isn't space for them on the tactical map.
No mission is absolutely necessary for solving the game, except for defeating
Tyranthraxus.
The second and third maps in Journal Entry 37 give an accurate overview of the
areas you can visit.
You will get the Valhingen Graveyard mission early compared to how difficult it
is. This mission actually does get more difficult the longer you wait (the
number of undead grows), but it's not by much and the difficulty there does
have a cap, so it should be one of the last quests you undertake.
The wilderness is not the safest place to fight, as there are some monsters
there dangerous to lower-level characters, so it is described relatively late.
SECTION 6.2 - Civilized Area (New Phlan)
----------------------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
########################################~~~~~~~~~
0 # #HC+ +HM#HF#HT+ #~~~~~~~~~ 0 # wall
# #++####### #### ####++#++# #######///////// / edge of dock
1 # #TE TE+ + + # # 1 + E1/ 1 + door/archway
# # ####### # # 2 # #++####///////// ~ water
2 # # # + + # /~~~~~~~~~ 2
# # # ############# #++# ////////// E Entrance/exit
3 # #TE# 3 #TE# / 3 H Training Hall
# #++# #++# ########## # ////////// IN Inn
4 +E2 3+12+ 3 +TE # /~~~~~~~~~ 4 S Shop
####++#### # ####### ############# ////////// TA Tavern
5 # + # + 4+ 6# +10+ / 5 TE Temple
#### #### # #++#### ########## //////////
6 #### # # 5# 7 # +TE # /~~~~~~~~~ 6
#### #### #++####++# ########## //////////
7 # 11 + # + # / 7
#### #### # # 8 # #######++#### #### ####
8 #### # # # # # # TA # #SA# +SG# 8
#### #### # ####++# # # ####### #++# ####
9 # + # + # +TA# # / 9
#++# #++# # # 9 # ####### #++#++# ####++#
10 # # # # # # #SJ+SG+ #SS#SG# # TA# 10
# #++# ########## ####### ####### #######
11 # +SA#SG# +SG# / 11
#++# #++# #++# #### ####++# #### //// ####
12 #TE# #TE# #IN# #IN+ +SA# /~~/ # # 12
# #### # # # # # #++####++#### /~~/ # #
13 # # # # # # #SA #SS# /~~/ # # 13
########## #### #### ####++#### /~~/ # #
14 # IN+ /~~/ +TA# 14
##########//////////////////////////////~~///####
15 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 15
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
New Phlan is the recently-reclaimed section of Phlan. Civilization's current
grip on the city is tenuous, with all the remaining sections of the city still
under monstrous control. The current city's military has its hands full
simply maintaining the status quo; it is up to adventurers to reclaim more of
the city.
Preparation: First, buy melee weapons, armor, and shields. Then, stay in an
inn to memorize spells. Next, go to the Phlan clerk's office to learn of the
available commissions. At first, only the quests to clear the Slums and
Sokal Keep will be available and reachable. If you are not familiar with the
game, you should do the former quest first.
Random Encounters: None. (In the tabletop version, the Boss will eventually
orchestrate attacks on the city, and personally leads one, but that never
happens here.)
Resting: If you rest outside an inn, and you have not yet finished the game,
the city guard will roust you out and force you to move on or fight them.
The inns in the southwest cost 1 platinum to stay as long as you like.
City Guards: Tavern brawling, resting outside of an inn, forcing your way into
Bishop Braccio's office, breaking into a shop or city hall building that is
closed for the night, or having the MAD MAN randomly attack citizens will
attract the attention of the city guard. The normal city guards may include
NOMAD (#40), AIDES (#53), 6TH LEVEL FIGHTER (#84), LEVEL 3 MU (#94). You
will have the option to "R"un to a random location, or "S"tay and fight them.
If you ever fight the city guards, all shops and temples will refuse services
until you are rewarded for completing a mission.
Some of the guards carry good magical items; once you are strong enough to
defeat them and are just about to return to complete a mission, you can abuse
this. You can do this as soon as you have a significant number of characters
with Hold Person and Stinking Cloud; defeating the guards at location 5 will
get you a ton of good magical equipment. Defeating the warriors and clerics
in the Temple of Tempus is difficult without Fireball, but that nets you
different good magical equipment and a lot of XP.
City Hall Guards: These are harder than regular city guards, and may include:
AIDES (#53), CORPORAL (#54), 8TH LVL FIGHTER (#85), LEVEL 3 MU (#94).
E1 - You are greeted here when you start the game. Rolf will give you a brief
guided tour, which will end at E2. This is also where depart for boat
trips (boat trips do not take any time).
E2 - Exit to the Slums. The guided tour ends here. If you are carrying the
Cadorna family treasure and it appears to be unopened, the city watch takes
it from you and tells you to get the reward from the council clerk.
HC - Training Hall for clerics (costs 1000 gold per level).
HF - Training Hall for fighters (costs 1000 gold per level).
HM - Training Hall for magic-users (cost 1000 gold per level).
HT - Training Hall for thieves (costs 1000 gold per level).
IN - At these inns, you can pay 1 platinum to rest as long as you wish without
interruption. (If you've upset the town by fighting city guards, you will be
told you are denied service, but you can stay and rest anyway.)
SA - Shop that sells weapons and armor. You can buy all standard weapons and
armor here. The door at coordinates 9,14 works at night.
SG - Shop that sells general items. You can buy mirrors, holy symbols, flasks
of oil, and vials of holy water.
SJ - Shop that sells jewelry. Jewelry serves no purpose except as a
weight-efficient store of wealth.
SS - Shop that sells silver weapons and armor, and fine composite long bows.
Every fighter should have a fine composite long bow once you can afford it.
TA - Tavern. You can do several things here:
(1) Listen to tavern tales, which can be any of the 23 tavern tales in the
Adventurer's Journal. Fewer than half of these tales have any value;
the main ones that are useful are #1, #3, #8, and #23. (And #9, if you
are a fan of shattering the fourth wall.)
(2) Gamble for money. If you abuse save/reload, you can win a lot of money
here rapidly.
(3) Get pickpocketed; you only ever seem to lose money and not items. If you
catch the pickpocket and choose to "G"rab the pickpocket, this will start
a tavern brawl.
(4) A tavern brawl erupts randomly. This will result in outright combat;
both allies and enemies can include NOMAD (#40), 1ST LVL THIEF (#45),
AIDES (#53); CORPORAL (#54); later in the game, enemies replace 1ST LVL
THIEF with 4TH LVL FIGHTER (#41). If you win the combat, you do not get
the usual items; and then city guards will confront you. (What I want to
know: What kind of tavern has potentially lethal fights breaking out
every 5 minutes?)
TE - Temple. You can pay for healing services here with gold: Cure Blindness
(1000), Cure Disease (1000), Cure Light Wounds (100), Cure Serious Wounds
(350), Cure Critical Wounds (600), Neutralize Poison (1000), Raise Dead
(5500), Remove Curse (3500), Stone to Flesh (2000). Heal, Restoration, and
Resurrection are not available. The temple of Sune (in the northwest) is
the simplest. The temple of Tyr (in the northeast) will advise you to drop
the MAD MAN if he is with you.
Both will simply refuse service if you attack the city guards; in the temple
of Tempus (in the southwest), if you have done so you will be attacked by
enemies chosen from 4TH LVL FIGHTER (#41), 7TH LVL CLERIC (#83), 8TH LVL
FIGHTER (#85). This battle will repeat every time you return to the temple
of Tempus until you mollify the city's anger by completing a mission.
1 - Entrance to passenger dock. This is where you select a destination for a
boat trip. At first, you can only travel to Sokal Keep for free. Once you
have cleared Sokal Keep, boat travel costs 1 platinum, though you can now
choose from "S"okal Keep, "E"ast (Wilderness 35,29), "W"est (Wilderness
20,29), or the north side of the "B"ay (Wilderness 26,27).
2 - This is where adventurers hang out. You may do two things here:
(1) You can have a character fight a duel. This is always against a clone of
your chosen character, so you never have great odds, and you can't clone
equipment this way. It's a fast way to get a few experience points right in
the training hall, though.
(2) You can also hire NPCs here, several chosen randomly from: SWORDSMAN
(#36), WARRIOR (#103), ACOLYTE (#108), HERO (#109), THEURGIST (#110), ROBBER
(#111), CURATE (#112), EVOKER (#122).
If you do not get the NPC you want, you can refresh available NPCs by simply
leaving the map and returning. The IBM version does not require you to reach
level 2 before NPCs become available.
3 - Entrance to City Hall. If Skullcrusher is with you, he will leave the
party here. Proclamations can be posted here, beginning with LXIV, LXXVIII,
CIX, and LIX. Later, you may see one of: CI; CXXVI and CX; CXXXIV; CLIV;
CXIV; CCIV; CXXIX; CCI; CXIV.
4 - Council clerk's office. In later games, she gets the name of Sasha. You
are told of commissions here, and can return here to receive rewards.
Completing any commission negates any anger against the party. The available
commissions are the first three uncompleted missions from this list:
(1) Clear the slums immediately west of the Civilized Area. Reward: 450 XP,
1 jewelry, 50 platinum, 250 gold.
(2) Clear Sokal Keep of its spectral guardians. Reward: 1308 XP, 3 jewelry,
250 platinum.
(3) Return books, maps, and tomes with useful information. This is cleared
once you clear Mendor's Library (defeat the basilisk and spectre), not
when you actually return all the books of interest. Reward: 208 XP, 200
platinum, 250 gold. (In some versions of the game, you can never clear
this mission.)
(4) Discover what item is to be auctioned in Podal Plaza. Any approach to
the auction block there will work; you do not need to actually discover
what the item is. Reward: 208 XP, 200 platinum, 250 gold.
(5) Speak to Junior Councilman Porphrys Cadorna, who has a mission. Reward
for that mission: 833 XP, 20 gems.
(6) Speak to Bishop Braccio, who has a mission (only asked once). Completing
this mission will be recognized here, but your only reward is praise and
getting to keep any items you found in the temple; it will also not
negate any anger caused by fighting the city guard unlike all the other
missions here.
(7) Clear old Kovel Mansion of the thieves that operate there. Reward: 191
XP, 3 gems, 80 platinum.
(8) Prevent the nomads from joining forces with Phlan's enemies. Reward: 983
XP, 2 jewelry, 6 gems.
(9) Prevent the kobolds from joining forces with Phlan's enemies. Reward:
1041 XP, 25 gems.
(10) Find the source of the Stojanow River's pollution and end it. Reward:
5708 XP, 15 jewelry, 250 platinum.
(11) Prevent the lizardmen from joining forces with Phlan's enemies. Reward:
2466 XP, 5 jewelry, 15 gems, 50 gold.
(12) Rescue the heir to the house of Bivant; this mission cannot be performed
until it is offered. Reward: 3208 XP, 5 jewelry, 25 gems, Two-Handed
Sword +1, +3 Vs. Undead and 4 Clerical Scroll (Restoration, Restoration);
if you instead failed the mission, the clerk complains about the failure.
(13) Councilman Porphrys Cadorna has a diplomatic mission for you; go through
the south door. This mission cannot be performed until it is offered.
Reward: 2125 XP, 5 jewelry, 7 gems; and if you have not already learned
it, you are told that Porphrys Cadorna is a traitor to New Phlan and now
has a bounty upon his head.
The council clerk will eventually offer a special quest, once you have
completed enough missions (about 4-5):
(14) You are asked to clear the undead from Valhingen Graveyard. If you
accept, you get a treasure worth 333 XP containing a Two-Handed Sword +1,
+3 Vs. Undead and 4 Clerical Scroll (Restoration, Restoration). You will
receive rewards for defeating higher-level individual undead. The final
reward for clearing the area is: 9791 XP, 25 jewelry, 15 gems.
If you have completed commission #13:
(15) Head Councilman Urslingen has asked to speak with the party; go through
the south door of Cadorna's old office. Reward for his mission: 3666 XP,
10 jewelry. After this, the next logical step is:
(16) Lead the assault on Valjevo Castle and defeat Tyranthraxus, which wins
the game. Reward: 45000 XP, 100 jewelry, 200 gems.
The council clerk also offers these other rewards:
(1) Defeat Norris the Gray. Reward: 208 XP, 200 platinum, 250 gold.
(2) Retrieving specific books from Mendor's Library:
(1) The Grand Historian's Records of the Arts of War. Reward: 100 XP,
120 platinum.
(2) The History of the North. Reward: 91 XP, 110 platinum.
(3) Lex Geographica. Reward: 83 XP, 100 platinum.
(4) Fyerdetha's Discourses on Power. Reward: 66 XP, 80 platinum.
(5) Urgund's Description of Darkness. Reward: 75 XP, 90 platinum.
(6) The first of any of the other books from the library. Reward: 0 XP,
1 gold.
(3) Clear Podal Plaza. This is only possible before you have received
commision #4, the auction mission, because of a bug. Reward: 208 XP, 200
platinum, 250 gold.
(4) Clear the Cadorna Textile House. Reward: 208 XP, 200 platinum, 250 gold.
(5) Clear the Wealthy Area. Reward: 249 XP, 3 gems, 99 platinum, and 250
gold.
5 - The city hall guards bar you from passing here. You can fight and defeat
them, but they will eventually reappear.
6 - Junior Councilman's office. Before you get commission #5, the city hall
guard bars your way. Junior Councilman Porphrys Cadorna asks that you
retrieve the family treasure from the Cadorna Textile House, south of Podal
Plaza.
7 - Senior Councilman's office. Before you get commission #13, the city hall
guard bars your way. Now-Senior Councilman Porphys Cadorna sends the party
on a diplomatic mission to a Zhentil Keep outpost to the west of Phlan, with
a sealed diplomatic packet that you are given. (You are unable to actually
open the packet, unlike in the tabletop version.)
8 - Head councilman's office. Nothing happens here until you are rewarded for
completing commission #13 and you are asked to visit here. Then Werner von
Urslingen greets you, and details a strategy to assault the Boss's fortress
of Valjevo Castle. This involves first capturing the Stojanow Gate that
bars the only land route to the castle; the party is to capture the gate and
hold it until armies from New Phlan can arrive.
9 - City countil chambers.
10 - Bishop Braccio's office. Before he requests to speak to you (commission
#6), the city guard bars your way. Bishop Braccio then introduces you to
Dirten, a cleric who has sworn to cleanse the temple of Bane on the other
side of the river, and asks you to join forces to do so. DIRTEN (#107) can
then join you as an NPC.
11 - Phlan City Park.
12 - If you found and opened the Cadorna family treasure in an obvious way,
Junior Council Porphrys Cadorna appears and expresses his anger at the party.
SECTION 6.3 - The Slums
-----------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#################################################
0 # 5~ # + 4 # # # # 0 # wall
#### #++#++# # # # # # ~ illusionary wall
1 # # # # # # 2# 1+ # 1 + door/archway
#++#### #### ################++########## #
2 # 6# + 3 # + + + # 2 E Entrance/exit
# # #######++####++# ####++####### # #
3 # # # 7# # + # # # # 3
#### ####++# # # # # #######
4 +E2 # + # # # # E1+ 4
####### #++# ##########++#++##########++#++####
5 # +11# # 8# # # # # # 5
# #### #### ####### # # # #
6 # # + # # # # # # 6
# ####++########## # # # # #
7 #10# # + + # # + # 7
#++# # #### ####++###################
8 # + 9 + # # # # 8
# # ####### #### # ########## #
9 # # # # # # # # 9
# ####++#### # # # # #
10 # # + 13 #E3 # # 14+ # 10
# # # #++############################
11 +E2 +12# # # # # 11
################### ############# #++#++#++####
12 # # # # + + # # +15# 12
#### # ########## # #++# #### # # ####
13 # # # # # # # # + # # + # 13
# #++#++#++# #++# ####++#++# #### # # #
14 #16# # # # # + # # 14
#++# ####++# ##########++#######++# # #######
15 # # # # # # 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
The Slums are for the most part the easiest area in the game to clear, with the
notable exception being the ogre/troll combat in the southwest of the map.
Most combats here can be won with the help of Sleep spells cast in the midst of
clumps of monsters.
Random encounters: There are a total of 15 random encounters in the Slums,
composed of one of the following:
KOBOLD (#0), KOBOLD LEADER (#1)
GOBLIN GUARD (#2), GOBLIN LEADER (#3)
ORC (#4), ORC LEADER (#5)
1 BUGBEAR (#63) will lead the monsters if one of these conditions is met:
* You are in the Old Rope Guild
* You have angered the monsters in the Slums by killing the gypsy
* Your party is very strong
If a random group of monsters does not surprise you, you have the option to
choose "C"ombat, "W"ait, "R"un, or "P"arley, which are the standard options.
"W"ait or "P"arley with "angry" monsters always results in combat; "W"ait
against surprised or "seedy-looking" monsters always results in them fleeing.
The result of a "P"arley otherwise depends on your spokesman's charisma.
"A"busive yields the best results and "H"aughty the worst if you want to
avoid either combat or a demand for a bribe. Parleying is far from reliable,
even with Charisma 18. If the monsters demand a bribe, you can "P"ay them 25
gold to leave you alone; "S"urrendering will cause you to lose all your money
and some of your items.
Once all 15 random encounters have been defeated in combat, they will never
again occur here.
Resting: You may safely rest either in a room where you have defeated a set
encounter, or anywhere if you have cleared the block. If you are interrupted
it will be by the same monsters as for a random encounter (even if you have
killed all the actual random encounters).
Clearing the block: You must defeat in combat all 15 random combats, and all 9
set encounters (locations 1, 2, 4, 6, 7, 10, 11, 12, and 16) to clear the
Slums.
Differences from the tabletop adventure: The tabletop adventure Slums have
already more or less been cleaned out.
E1 - Exit to Civilized Area. If you get text saying that you hear an alarm,
then the block has not yet been cleared.
E2 - Exit to Kuto's Well.
E3 - Entrance to the Old Rope Guild. In this part of the map, the automap does
does not work, and random encounters are more difficult.
1 - 1 ORC (#13) and 3 ORC (#4) are arguing over papers here; they immediately
attack you. You get 77 XP after, and a Clerical Scroll (Cure Light Wounds,
Cure Light Wounds).
2 - 1 GOBLIN LEADER (#12) leads 8 GOBLIN GUARD (#2) in attacking you. If you
defeat them, you receive 90 XP, and among the loot is Leather Armor +1.
3 - Stables. Searching this room yields a leather bag worth 233 XP containing
2 gems, 100 gold, 20 Arrows +1, and a Short Bow +1.
4 - A group of 1 KOBOLD LEADER (#11) and 15 KOBOLD (#0) attacks you. When
defeated, you get 289 XP; the leader carries Bracers AC 6.
5 - Hidden in this secret room is a treasure worth 1173 XP containing 2
jewelry, 4 gems, 50 platinum, 92 gold, 1000 electrum, 20 Arrows +1, and a
Short Bow +1.
6 - 5 HOBGOBLIN (#6) are arguing over a pile of gold and immediately attack
you. After combat, you can search to find their treasure, worth 258 XP,
containing 50 platinum, 500 gold, a Ring of Protection +1, and a Short Bow
+1.
7 - A group of 1 ORC LEADER (#15), 3 ORC LEADER (#14), and 16 ORC (#4) are
angry at your intrusion and attack you. Once you defeat them (412 XP), the
loot includes 3 Broad Swords +1, a Chain Mail +1, and a Flail +1.
8 - A gypsy lives here. You can either have her tell your fortune, or attack
her, which automatically kills her and gets you 3 copper, and makes random
combats in the Slums harder. (If you want to be a murder hobo, there are far
more effective ways of being one.) The three fortunes you can receive depend
on how far in the game you have gotten:
* "Blood and violence are writ boldly in your future. Look for friends where
you expect enemies and enemies where you expect allies."
* "A powerful one becomes aware of your deeds and seeks to destroy you. A
weak one sees you as a path to power."
* "The time is nigh when the paths you have trod will empty and you must seek
new ways. The riddle's answer is great evil using great good for great
evil."
9 - If the block has not yet been cleared, you can hear skulking monsters
drop hints about other places in the slums here:
* "... the gang is operating from the catacombs by the well ..."
* "... the temple over the river is run by some hot-shot orc ..."
* "... there is a secret treasure room in the NW corner ..."
10 - The guards in this room, 2 ORC LEADER (#5) and 30 ORC (#4) (99 XP)
intercept you.
11 - You are attacked by the monster leaders in this room: 1 OGRE (#8), 2
GNOLL (#73), 2 HOBGOBLIN LDR (#7) (63 XP).
12 - You are attacked by the guards in this room: 11 GOBLIN LEADER (#3) and 12
GOBLIN GUARD (#2) (65 XP).
13 - This apparently empty room can be searched for the goblins' treasure
worth 383 XP, containing 2 gems, 200 platinum, a Shield +1 and a Magic-User
Scroll (Magic Missile).
14 - The magic-user Ohlo is here. Attacking him, or parleying with "H"aughty
or "Abusive", results in an attack by: 1 LEVEL 3 MU (#94), 2 ORC LEADER (#5),
8 ORC (#4), 25 HOBGOBLIN (#6). Parleying with "N"ice or "M"eek results in
Ohlo asking you to retrieve a potion from the Old Rope Guild for him in
return for a payment.
If you return with the potion from location 15, "A"sking for more money or
"R"efusing to give it to him causes him to attack you; if you "G"ive him the
potion, he gives you a reward worth 558-691 XP containing 1 jewelry, 150
platinum, and 1 random magical item. (There are not many places in the game
where you can find random magical items, and there are some very good items
you can only get as a roll for a random magical item, so if you are patient
you might want to try rolling for something good.)
15 - A merchant apologizes that he has nothing. "A"ttacking him results in
combat with 8 HOBGOBLIN (#6), with the merchant disappearing for good. If
you "S"peak and give the name of OHLO, he gives you a package (which is not
an inventory item).
16 - 4 TROLL (#31) and 2 OGRE (#8) stop tossing sacks of grain and try to toss
you instead; defeating them gets you 1222-1422 XP, 1 jewelry, 50 platinum,
40 gold, and 3 random magical items.
This can be won even if all you've done is clear the rest of the Slums. Cast
Bless before engaging. The Sleep spell can knock out an ogre about 80% of
the time; knock out both ogres this way. Let the sleeping ogres bar the way
of the trolls in the back while you focus fire on the troll in front; your
primary cleric should stand behind to cast cure spells as needed. Once the
front troll is down, stand on its body so it can't revive. Then step away
from the ogre on the left and slay it with an arrow. The other ogre's
sleeping body is enough to stop the other three trolls from reaching you.
Pick off the trolls in the back with bows and arrows; avoid focusing fire as
you don't want an unconscious troll to rise with full hit points. You
probably need to refresh the sleep spell on the remaining ogre as you are
doing this. With 4-5 fighters and thieves firing arrows, it shouldn't take
long to knock out the trolls in the back.
If your party is weak enough that the above isn't enough to win, you can just
return once one of your magic-users learns Stinking Cloud. It may be worth
delaying this fight anyway, since 3 random magical items is an opportunity
that doesn't happen again for a long time, and you might want to wait until
you can easily win this battle to reroll the treasure at your leisure.
SECTION 6.4 - Sokal Keep
------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#################################################
0 ##################################### 9 + # 0 # wall
##################################### #### ~ illusionary wall
1 ##################################### # 1 + door/archway
##############################################~~#
2 # # + + + # 2 E Entrance/exit
# # # # # #
3 # # 7 # # # # 3
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15 #### ####### #### E1 E1 #### ####### #### 15
######################+++++######################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Sokal Keep, last bastion of humanity when Phlan fell years ago, is now haunted
by undead that serve neither New Phlan nor the Boss. Spirits disrupt shipping
to and from New Phlan, so it would be beneficial for New Phlan to somehow get
rid of them. It is in the interest of the Boss to prevent this.
Random encounters: In the courtyard around the inner keep, you may randomly
encounter undead patrols of SKELETON (#34) and ZOMBIE (#35). They will leave
you alone if you "P"arley (attitude does not matter) and say SHESTNI before
you have completed the mission, or SAMOSUD after you have completed the
mission. If you defeat 4 such patrols in combat, you will encounter no more
patrols during the current visit. However, if you leave the Keep, the
patrols return to full strength, even if Ferran Martinez has been dealt with.
Resting: You may safely rest anywhere if the four undead patrols have been
defeated in combat. The patrols may disturb rest otherwise.
Clearing the block: Once the spectral Ferran Martinez has been told the truth
about Phlan being reclaimed, or has been defeated in combat, the spirits will
dissipate and no longer disrupt shipping. The undead patrols can never be
permanently eliminated.
Differences from the tabletop adventure: "Sokol" Keep doesn't have the de facto
copy protection on the elf skeleton, and has a different layout with added
green slime and ochre jelly, but many of the other details are the same. The
undead patrols are supposed to help the party against the orc/hobgoblin
ambush.
E1 - Exit to New Phlan (via boat).
1 - Skeleton of a long-dead elf. If you search, you find a parchment with
Espruar runes reading "LUX", "SHESTNI", and "SAMOSUD".
2 - 2 HUGE SCORPION (#39) attack you here. They have lethal poison attacks
which can only be truly fixed with a Neutralize Poison spell cast at a temple
back in Phlan.
3 - You can't do anything with the fungus in this room. (You can eat it for
a temporary buff in the tabletop version, though I'm not sure who would want
to try eating fungus growing in a haunted keep.)
4 - 4 POISONOUS FROG (#38) (26 XP) live in this former smithy, and will attack
you if they notice you. Like the scorpions, they have lethal poison attacks
(though here you get a +4 bonus to saving throws).
5 - If you search here you will find one intact item, a Hammer +1 (66 XP).
6 - The first time you enter one of these four squares, a force of 4 ORC LEADER
(#5), 15 HOBGOBLIN (#6), and 30 ORC (#4) (187 XP) attacks you from a
distance. On the corpse of one of the hobgoblins, you will find a note
(Journal Entry 57).
You get the best tactical positioning if you enter using the southeastern
door. Cast Bless before entering. There is a 3-square-tall choke point
behind where your characters start; retreat there even if it means turning
your back to a few orcs. Form a defensive line behind the choke point and
let the horde come to you. Only the orc leaders can actually launch ranged
attacks, and they run out of arrows in 4 rounds, so don't worry about taking
too much arrow fire. Once the horde comes close you can launch Sleep and
Hold Person spells and pick off disabled foes. If you kill half the horde,
it will start checking morale.
If you still have trouble, it helps to hire 2 heroes in the New Phlan
training hall just for this one battle.
7 - This room is where the spectres of the keep's original defenders haunt.
They cannot be successfully attacked, nor will they attack you. Parleying
only has an effect if you speak the word "LUX", which will cause them to talk
about how their spirits were bound inadvertently to the keep, and point you
to a hidden spot (which you cannot find yourself) with a diary (Journal Entry
3) plus a treasure worth 208 XP containing 5 gems.
8 - Altar of the central chapel. A less-scary-than-usual spectre will confront
the party. You can fight FERRAN MARTINEZ (#19), who is alone, to
successfully complete the mission, but he is a very dangerous level-draining
undead. It is easier to parley with him, say "LUX", then "T"ell the truth,
which is the only way to get a response out of him. He will tell you about
how Phlan of old fell to creatures imbued with the might of a magical pool;
that the sage Mendor tried to gather records that would help fight them, but
was overrun; about the treasure at location 9 if you haven't yet found it;
and how to deal with the patrols on the way out. He will then leave,
satisfied that his purpose is done; this will also complete the mission.
9 - Hidden in the corner behind an illusionary wall in the armory are surviving
magical weaponry and armor worth 333 XP: Shield +1, Long Sword +1, Chain Mail
+1, Mace +2.
SECTION 6.5 - Kuto's Well
-------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#################################################
0 #### 1 + # ' # 1 ' # # # 0 # wall
############# # # 1 #'''''' # # # ' rubbled wall
1 # + ' 1 # # # # # 1 + door/archway
# ########## # #++####### ####++####++#
2 # # # # # ' 1 + # # # 2 E Entrance/exit
# S # 1 # ####++# ''''''# # # # S Safe room
3 # # + # # # # 3
############# ############# #++####++#
4 +E2 # 2 # E1+ 4
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#############++###################++#############
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Kuto's Well is the most prominent source of fresh water within Phlan, so many
of the current resident monsters visit it frequently. The area is, among
monsters, something of a neutral zone. Your party is not seen as neutral,
though. Also, the bandit Norris the Gray hides out here and doesn't tolerate
attempts to find or enter his hideout.
Random encounters: There are 10 random encounters around Kuto's Well, from one
of the following:
KOBOLD (#0), KOBOLD LEADER (#1)
LIZARDMAN (#57)
GNOLL (#73)
"Bloodthirsty" monsters will always attack you; monsters you are being
"avoided by" will avoid combat. If you "P"arley, an "A"busive attitude helps
the most to avoid combat, and "H"aughty the least, though even Charisma 18
does not guarantee a peaceful resolution. Once all 10 random encounters have
been defeated in combat, they will never occur again here.
Resting: You cannot safely rest here until you have defeated all 10 random
encounters; defeating Norris the Gray does not affect this, contrary to what
the clue book claims. You are less likely to be disturbed in the rooms
marked S.
Clearing the block: There is no reward or recognition for clearing this block,
other than making resting here safe.
Differences from the tabletop adventure: The map layout is similar but not
quite the same; the hag and her treasure only exist in the Gold Box version.
E1 - Exit to the Slums.
E2 - Exit to Podal Plaza.
E3 - Exit to Mendor's Library.
E4 - Kuto's Well; entrance to Kuto's Well Catacombs. If the combats of
location 2 have not yet occurred, they happen here.
1 - In one of these rooms, you may find a small group of kobolds that tries to
edge away from you. If you parley with them, they tell you they are what is
left of a large scouting party sent by their king, who had heard rumors of
a wonderous pool. If you fight them, you fight 2 KOBOLD (#0) and 4 KOBOLD
LEADER (#1).
2 - Some of Norris the Gray's kobolds patrol these buildings to prevent anyone
from entering his hideout; if they find you, you fight 6 KOBOLD (#0) and 3
KOBOLD LEADER (#1); a second identical combat ensues immediately afterward
as reinforcements emerge from the well. Entering some of the squares outside
these buildings also has a chance of triggering this encounter.
3 - A patrol of 1 LIZARDMAN (#57) and 4 GIANT LIZARD (#59) guard the door here.
4 - A hag greets you and gives you some advice about how an evil spirit guides
your enemies, then leaves. If you then search, you will find beneath a rug
a hidden treasure (worth 533 XP) containing Banded Mail +1, Quarter Staff +1,
and Bracers AC 4.
SECTION 6.6 - Kuto's Well Catacombs
-----------------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
0 0 # wall
####### + door/archway
1 # 3# 1
########## # E Entrance/exit
2 # # 2
########## # ##########
3 # # # 2# 3
# ################ #++#
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15 15
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
The half-orc bandit Norris the Gray and his bandit horde hide out here.
Random encounters: None.
Resting: If you have defeated Norris the Gray, resting is always safe.
Otherwise, he will ambush you himself (same confrontation as in location 2).
Clearing the area: Though the council does not give you a mission for it, it
will give you an award for defeating Norris the Gray.
Differences from the tabletop adventure: The ambushes are more complicated in
the tabletop version, though the map is similar.
E1 - Exit to Kuto's Well.
1 - If Norris the Gray has not been defeated, skulking kobolds launch arrows
(4 physical attacks on a random character, 1d6 damage per hit) at your party
here. You cannot reach the kobolds from this location.
2 - If Norris the Gray has not been defeated, he will confront you at the first
of these locations you reach. (He's familiar enough with the catacombs to
beat you to either of them.) If you "S"urrender, you lose all your money and
are moved above ground. If you "F"ight, it is against 1 NORRIS THE GRAY
(#32), 5 LIZARDMAN (#57), and 9 KOBOLD LEADER (#1), worth 208 XP. Norris the
Gray carries a Long Sword +1; on his body you will find a message (Journal
Entry 50).
3 - Here you find Norris the Gray's treasure hoard worth 867 XP, containing 20
gems, 92 gold, and 2300 silver.
SECTION 6.7 - Mendor's Library
------------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#############++###################++#############
0 # E1 E1 # 0 # wall
# # + door/archway
1 # E3 # 1 X locked door
# ###################XX################### #
2 # # + # # # # + # # 2 E Entrance/exit
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# # # # #++#### # #
13 # # # # # 5 # 10 # # 13
# ######################XX################ #
14 # E3 # 14
# #
15 # # 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Mendor's Library was one of the foremost centers of knowledge in the Moonsea
region before Phlan's fall. In Phlan's last days Mendor tried to build up
knowledge to thwart the fall, but failed. The monsters don't know what to do
with the books, but the Boss does want the information therein -- but the
Flight of the Wyrms distracted him before.
Preparation: Before you come here, equip as many party members as possible
with magical weapons (+1 is good enough) and mirrors, and have the Knock
spell prepared. If you don't have Knock yourself, you can hire a THEURGIST
in the Phlan training hall. Be wary of dismissing the NPC within the library
as it is possible to lock yourself inside if you cannot cast Knock yourself.
Random encounters: None.
Resting: It is safe to rest anywhere.
Clearing the block: The block is considered cleared once you defeat both the
basilisk and the spectre, even if you have not recovered all the books of
interest.
Differences from the tabletop adventure: "Mantor"'s library has a very
different layout and different treasure and monsters, though the specific
books of interest have the exact same text.
E1 - Exit to Kuto's Well.
E2 - Exit to Cadorna Textile House.
E3 - Entrance to Mendor's Library. You need the Knock spell to get in here at
a low level; even Strength 18(00) or a high-level thief are not good enough
to "B"ash or "P"ick this door reliably.
If you attempt to leave the library having taken at least 1 book, the first
time you do so you are attacked by the SPECTRE (#17) guarding the library.
It has a dangerous level-draining attack; casting Protection from Evil
before the combat begins helps prevent it from landing. You can restore
drained levels with the scroll found at location 1.
1 - Rhetoric section. You will encounter 1 BASILISK (#26) here; it cares not
for rhetoric so parleying won't have any effect. Winning yields 541 XP and
a treasure of Potion of Giant Strength, Potion of Healing, Cloak of
Displacement, Clerical Scroll (Restoration, Restoration). There are no books
of interest in this section.
2 - Mathematics section. There are no books of interest in this section.
3 - History section. Searching this area will yield the following books you
may take:
(1) The Grand Historian's Records of the Arts of War (Journal Entry 21).
(2) The History of the North (Journal Entry 8).
(3) Lex Geographica (Journal Entry 37).
4 - Philosophy section. Searching this area will yield the following books you
may take (the last four are nearly worthless):
(1) Fyerdetha's Discourses on Power (Journal Entry 7).
(2) Urgund's Description of Darkness (Journal Entry 19).
(3) Meditations.
(4) The Harmony of the Rock.
(5) Strom's Discussions of Poetics.
(6) Chronicles of Arram.
5 - If you search here, you may find and take 3 Sheets of Gold (which do not
have any value).
6 - This entire garden is now overrun with green slime, which may do damage to
your party if you step in it (1d4 damage to a single character; it does not
function like the tabletop version of green slime, thankfully). There is
nothing useful here.
7 - If you search here, you will find a treasure worth 200 XP containing 3
Potions of Extra Healing.
8 - This storeroom has 5 KOBOLD (#0) who promptly surrender; if you accept
their surrender, they will draw a map (Journal Entry 10).
9 - You encounter a MAD MAN (#25) here. If you parley with him, his rantings
turn out to have a bit of truth. If you invite him to join, he will be
relucant but will join as an NPC; he will randomly cause trouble in New
Phlan, however.
10 - If you search here, you will find a treasure worth 800 XP: a Manual of
Bodily Health. (This item can be abused; read the section on that if you are
interested.)
SECTION 6.8 - Podal Plaza
-------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#############++###################++#############
0 # + #E4# # # # #E4# + # 0 # wall
# ####### # # #++# # # #++#### + Door/archway
1 # # # # # # # # # # # 1 X locked door
####++# # # #++#### #++# #++#### #
2 # # + + # + # 2 E Entrance/exit
# ####### ####++# #######
3 # + + # 3
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4 +E3 # # E1+ 4
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5 # # # # # # 5
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#############++###################++#############
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Podal Plaza is a hotbed of monstrous humanoid activity; you must pass through
it to reach Stojanow Gate and Valjevo Castle.
Preparation: If you have received the Phlan clerk's commission (#4) to
investigate the auction here, you will be offered the option to "stride
boldly forward", "disguise party as monsters", or "sneak, remaining unseen".
Unless you relish multiple fights against huge numbers of monsters, don't
stride boldly forward. For avoiding random encounters it does not matter
which of the other two you choose, but disguising your party gives you better
chances at avoiding detection in non-random encounters.
Random encounters: These are less likely if you stick to the perimeter of the
plaza, and do not happen at all inside any building. Surprise never happens;
you will always have the opportunity to parley. If you have either not
cleared the block, or have received the Phlan clerk's commission, encounters
are chosen from one of the following (all of these monsters come in much
larger groups than previous blocks):
GOBLIN GUARD (#2), GOBLIN LEADER (#3)
ORC (#4), ORC LEADER (#5)
HOBGOBLIN (#6), sometimes with HOBGOBLIN LDR (#7)
OGRE (#8)
If you have received the Phlan clerk's commission to investgate the auction:
If you chose to "stride boldly forward", any attempt to parley will result
in combat. If you chose either of the other two options, in many cases the
monsters will ignore you (sometimes offering a bit of gossip) but will
sometimes question you. If they do, choosing "N"ice or "M"eek will always
result in combat (you just gave away your heroic character!); "H"aughty and
"A"busive result in a party strength check to avoid combat; and "S"ly
results in a Charisma check to avoid combat.
If you have not, or if you have already completed that commission:
Parleying does not automatically result in combat; "A"busive is the most
likely to avoid combat, and "H"aughty is the least, though with a high
Charisma any option will always work.
Resting: You may safely rest in the hidden temple of Ilmater, or if you have
cleared the block. Otherwise, it is safer to rest in one of the buildings on
the perimeter of the map.
Clearing the block: If you have never received the Phlan clerk's commission,
you can clear the block once you have defeated 10 random combats. It is
otherwise not possible; the fact that you cannot do this once you have
received the auction mission is a bug. You are supposed to be able to clear
the block once you have completed the auction mission.
Differences from the tabletop adventure: In "Podol" Plaza, disguising yourself
is less reliable, though you can actually win the auction and claim the wand
(though doing so costs more than its market value).
E1 - Exit to Kuto's Well.
E2 - Exit to Cadorna Textile House.
E3 - Exit to Wilderness 24,28.
E4 - Exit to Stojanow Gate.
E5 - Entrance to hidden temple of Ilmater. The door is locked; bashing and
picking the lock can work but not reliably; the Knock spell will always work.
1 - Temple of Bane (converted temple of Ilmater). You meet an orc priest of
Bane here. "G"reet or "A"ttack will result in a fight with 1 ORC LEADER (#5)
unless you disgused the party as monsters. If you do, you will be recruited
for the larger temple of Bane across the river. Regardless of whether you
say yes or no, you will be asked to return in two hours. If you do, you will
be attacked by 8 ORC (#4), 3 OGRE (#8), 1 ORC LEADER (#5).
At the end of either combat, you can pick up 6 Leather Holy Symbols (of Bane)
which are of some use on the mission to clear the larger temple of Bane.
2 - The Pitt, a monster tavern. This game predates Fallout 3 by more than
twenty years, so you won't find the Lone Wanderer here.
The first time you enter, you will accidentally bump into a buccaneer. He
gets angry and confronts the party. You may:
* "C"hallenge him and fight 1 4TH LVL FIGHTER (#41) one-on-one without other
incident (you even get to keep his Long Sword +1 and Chain Mail +1). The
easy way to beat him is by casting Sleep, which works ~80% of the time.
* "A"ttack him outright, which results in a full combat with 1 4TH LVL
FIGHTER (#41), 4 HOBGOBLIN (#6), 12 GOBLIN GUARD (#2), and 8 ORC (#4) (234
XP).
* "F"lee, which will work but cause the loss of any stealth in this visit.
* "B"ribe him with 10% of your money.
Once the buccaneer encounter is resolved, you can hang out in the bar:
* Mix with monsters: if you are not disguised, this causes the bar's
patrons to attack, as above. If you are disguised, you get insulted and
can respond:
* Joining in heavy drinking: same result as below.
* Try to leave: causes the bar's patrons to attack, as above (including
that buccaneer).
* Attack or Insult back results in a tavern brawl where some monsters
are your side; monsters are GOBLIN GUARD (#2), HOBGOBLIN (#6), and OGRE
(#8).
* Drink heavily: the party wakes up drunk in the alley behind the bar with
all its money missing (but none of its items), and causes the loss of any
stealth in this visit.
* Attack: results in the same combat as attacking the buccaneer (including
the buccaneer).
Any combat with all of the bar's patrons results in the bar's abandonment,
unlike the taverns in New Phlan. (Monsters evidently have the sense to avoid
places where deadly tavern brawls have happened!)
3 - A priestess of Ilmater can heal you here; her services are the same as
those in New Phlan and cost the same.
4 - If you have received the Phlan clerk's commission to investigate the
auction here, and did not choose to "stride boldly forward", entering one of
these squares triggers the start of the auction. If you chose to disguise
the party as monsters rather than just sneak, you have a better chance of
evading detection. If you are detected, you are confronted as if you had run
into orcs while striding boldly forward. The auction is of a wand or staff.
You may:
* Stand and listen: No risk; allows the auction to proceed.
* Move in closer: You must roll to avoid detection, and this does not really
teach you anything that listening doesn't. If you do not get caught, the
auction proceeds.
* Listen to comments: No risk; you hear rumors, and the auction proceeds.
* Leave: You must roll to avoid detection, and you do not see the rest of the
auction.
If you allow the auction to proceed, the high bidder of 5000 gold is a
magic-user named Garwin, accompanied by an ogre named Buldwar. You may:
* Make a bid: You do not actually need the 5000 gold for this. You must roll
to avoid detection. If you succeed, Garwin casts a darkness spell upon the
auction block. You may then:
* Follow the ogre: You seize and search Buldwar, but he doesn't have the
wand. You must then roll again to evade detection.
* Move quietly away: You must roll to avoid detection, and you do not see
the rest of the auction.
* Look for the man in plain clothes: No risk; you will be unable to find
Garwin, though.
* Wait for winner: No risk. Garwin wins the item and disappears.
* Leave: You must roll to avoid detection, and you do not see the rest of the
auction.
You cannot win the auction yourself. The wand is only a Wand of Fear,
anyway. Any result of the above (even if you don't see the end of the
auction as requested by the council) will complete the mission.
SECTION 6.9 - Cadorna Textile House
-----------------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#############++###################++#############
0 # # + #E2# + #### + # E2# + # 0 # wall
# ####### # # # #### # # #### # # ~ illusionary wall
1 # + # # # # # # # # # 1 ' rubbled wall
####++####++# #++#######++#++# #++############# + door/archway
2 # + ~ # 2
#### # ####++#### #######++# ''''''' ####++# E Entrance/exit
3 # + 1# # 2 # # + # ' ' + # 3
#### # #### # # # #### ' ' #######
4 +E3 + + + # # # #### ' ' ' E1+ 4
####### ########## ####++#### ''''++' #######
5 # # # # 5
# # #++'''' ####''' ########## #++## #
6 # # # ' + ' # + # # # 6
#++#++# # ' ####### #### # # #
7 # # + # ' # # + # 7
#############''########## ####++#### #######
8 # 2#5a+ # # # ' 2# 8
# # # # # #++#############++#######
9 # # # # # 4 # # 6 # + + # 9
#''' ####++# #++####++# #######++# # ####
10 # ' + + 3 3 + # # # # 10
#''' ####### #######++#++####### #
11 +E3 # + 1a # + # E1+ 11
#### # 7 # #### # # #++##########
12 # # # # #### # # # ' # 12
# # #++#### #### #++####### ' #
13 # 2+ # # + 3 + ' # 13
#### #++#++# #++####++#++#++##########''# #
14 # # 5b # # # # 10~11# # # 14
# #++#### #++# # # #### #### #
15 # # 8# # 9+ # # # # # 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Junior Councilman Porphrys Cadorna is the last heir to the Cadorna family
fortune. He hired an adventurer to search the old Cadorna Textile House, but
nothing has been heard from him. He will hire your party to retrieve look for
both the adventurer and the Cadorna family treasure, and will pay for the
return of the treasure.
Random encounters: There are 10 random encounters in most of the Cadorna
Textile House, consisting of one of the following (unlike most random
encounters, these do not scale to the party's strength):
8 POISONOUS FROG (#38) (52 XP)
3 LARGE SCORPION (#18), 1 HUGE SCORPION (#39) (64 XP)
10 SKELETON (#34), 8 ZOMBIE (#35), 1 WIGHT (#20) (200 XP)
5 GHOUL (#72), 1 WIGHT (#20) (180 XP)
None of these monsters can be bargained with or otherwise be avoided once
encountered, and all possible combats feature either monsters that have
deadly poison attacks, or undead that can drain levels.
In the south-central portion of the map, you may instead encounter:
8 HOBGOBLIN (#6), 1 HOBGOBLIN LDR (#7) (40 XP)
which count towards the 10 encounters, but do not stop until you have
defeated the ogre leading the hobgoblins.
Resting: You may rest without being interrupted by monsters outside the
hobgoblin-patrolled area if you have defeated all 10 random encounters; in
the hobgoblin-patrolled area, you must defeat the ogre leading the hobgoblins
to rest safely. You may be disturbed by a random encounter otherwise. Your
rest may still be disturbed even if it is safe, but it is by nothing (this is
a bug).
Clearing the block: The council considers the block cleared once you have both
defeated all 10 random encounters, and defeated the ogre at location 10
who leads the hobgoblins.
Differences from the tabletop adventure: The tabletop version has a different
layout, is inhabited entirely by gnolls, lacks Skullcrusher and the thieves'
guild, and the family treasure is not sealed.
E1 - Exit to Mendor's Library.
E2 - Exit to Podol Plaza.
E3 - Exit to Wilderness 24,28.
1 - This well has a note saying "Thieves Only". Any non-thief who attempts to
climb down will fall, taking 15d6 damage; equipping a Ring of Feather Falling
does not prevent damage. (That's a fall of 150 feet!) A thief can
successfully climb down, and has a better chance of succeeding if not wearing
armor heavier than leather, but the chance of successfully doing so is lower
than a standard Climb Walls roll. Once successfully down, you greet the
thief Restal:
* If you are not a thief, or are not on Junior Councilman Cadorna's mission,
he magically expels you from the well.
* If you are on Junior Councilman Cadorna's mission, he offers to help you
into the Cadorna Textile House; if you accept, you are moved to location
1a (which circumvents the combat at location 3).
* If you bring back the unopened Cadorna family treasure, he offers to
open the box and replace the seal so it appears opened, for a cut of part
of the treasure. If you do, you receive treasure worth 1200 XP containing:
2 jewelry, 4 gems, 200 platinum, four pieces of item jewelry, and Gauntlets
of Ogre Power.
2 - You find a page from a diary (Journal Entry 11) in the first one of these
locations you enter.
3 - If the thieves did not sneak you into the textile house, you are attacked
by guards the first time you enter one of these locations: 12 HOBGOBLIN (#6)
and 2 HOBGOBLIN LDR (#7) (63 XP).
4 - Hobgoblin barracks. Whatever you do, you are attacked by 14 HOBGOBLIN (#6)
and 3 HOBGOBLIN LDR (#7) (76 XP).
5 - Hobgoblin encounter. Whatever you do, you are attacked at 5a by 10
HOBGOBLIN (#6) and 2 HOBGOBLIN LDR (#7) (54 XP); at 5b by 12 HOBGOBLIN (#6)
and 2 HOBGOBLIN LDR (#7) (63 XP).
6 - A dead hobgoblin lies here, with "Skullcrusher was here" written with its
blood nearby. Nothing is on its body.
7 - This unholy temple is guarded by the hobgoblin priestess GRISHNAK (#28),
12 HOBGOBLIN (#6) and 3 HOBGOBLIN LDR (#7). After combat (worth 353 XP), you
will find among the hobgoblins' items: Cursed Necklace, Brass Key, Potion of
Healing, Magic-User Scroll (Reduce, Detect Invisibility, Fireball), and
Magic-User Scroll (Burning Hands, Mirror Image, Blink). (The Stone Statuette
is heavy and useless.)
In other news, evidently the Boss offers sex-change operations to veterans of
Sauron's armies.
8 - You find a muscular man locked up here, and some of his notes (Journal
Entry 47). The only way to free him is to use the Brass Key from the combat
with Grishnak in location 7. You can then ask SKULLCRUSHER (#28) to join
your party.
9 - No, you can't kill the baby hobgoblins here. (Some German bureaucrat is
probably happy about this.)
10 - If Skullcrusher is in your party, he points out the secret door here.
11 - The ogre leader of the hobgoblins attacks here: 1 OGRE (#8), 18 HOBGOBLIN
(#6) and 4 HOBGOBLIN LDR (#7) (132 XP). If you defeat them, you find the
sealed Cadorna family treasure, which you may either "T"ake unopened, or
"O"pen immediately for 1943 XP, 4 jewelry, 8 gems, 400 platinum, 20 silver,
450 copper, four pieces of item jewelry, Gauntlets of Ogre Power, and the
wrath of Junior Councilman Porphrys Cadorna. (You get a better reward if you
have the thieves at location 1 open the treasure and recreate the seal.)
SECTION 6.10 - Kovel Mansion
----------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#############++###################++#############
0 # E2 E2 # 0 # wall
# # + door/archway
1 # # 1
# ###################++#++############# # E Entrance/exit
2 # # # # # + # # 2 BS Thief backstab
# # # BS # BS # # BS # # T Trap
3 # # T1+ + + # # # 3
# # ####++#######++#++####++####### #
4 # # 1 # # # # #E1+ 4
# ####### # # # # #
5 # # 7# 2 + # + 2b # # 5
# #++################++#++#######++#### #
6 # # +T2 # # # # # 6
# ####### # # # # # #
7 # + # BS # 8 # # + BS # # 7
# # # #############++# # # #
8 # # # # # 2a+ # # # 8
# #######++#++# # ################ #
9 # # # # BS + #10 # # # 9
# # # # ####++#### #++#### #
10 # + # # # # T1 # 11# # 10
# # #++########## ####++#### # #
11 # # # # + + BS +T3 #E1+ 11
# ####### T1 # ####++####++#### # # #
12 # # # + BS # BS # 9 # # # # 12
# # #++#### ####++#### #++####### #
13 # + # 6 # # 3 # #T1 # # 13
# ####### #++#### # # # #
14 # # # 5 + 3 4 # # 12# # 14
# ##################################### #
15 # E3 E3 # 15
#############++###################++#############
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
The main thieves' guild of Phlan now operates out of ancient Kovel Mansion.
The council wants you to clear them out; you may keep whatever treasure they
happen to have.
How to get here: Take the boat from the Phlan dock to the "B"ay, then enter the
"N"orth side of the city.
Random encounters: None.
Resting: You may not safely rest if you have not yet cleared the block; you may
be ambushed by three thieves who each launches a sling bullet at the party
(3 physical attacks on a random character, 1d4+1 damage per hit).
Clearing the block: To clear this block, you must kill 20 thieves in combats
that count; the ones that count are the ambushes marked BS and the combats at
locations 1, 2b, and 3.
Differences from the tabletop adventure: The layout is identical and the map
plays much the same way, although the Gold Box version has much less powerful
spell scrolls.
E1 - Exit to Wilderness 26,27.
E2 - Exit to Wilderness 26,26.
E3 - Exit to Wealthy Area.
BS - If you have not cleared the block, when you enter this room a thief will
sometimes ambush you here:
* Sometimes the thief will backstab you. This does 2d8 damage if the count
of thieves killed is less than 12, or 3d8 otherwise; you cannot retaliate
or catch the thief in this case.
* Sometimes you will catch the thief, and you will have the option to attack
the thief or let him go. If you attack the thief, you fight 1 1ST LVL
THIEF (#45) if the count of thieves killed is less than 18, or 1 6TH LVL
THIEF (#51) otherwise. Winning this combat increases the count of thieves
killed by 1.
T - The first time you enter this room, you will encounter a trap. A thief
may roll to detect and disarm it before it hits you. The traps do damage as
follows:
T1 - blade trap (physical attack on random character, 1d6 damage if it hits)
T2 - bladed net trap (physical attack on random character, 1d6 damage if it
hits)
T3 - poison gas attack (1d3 damage to random character, saving throw vs.
poison negates)
1 - There is a pile of weapons and armor here. If you simply try to "T"ake
them, you are ambushed by 1ST LVL THIEF (#45) and/or 6TH LVL THIEF (#51).
The higher the count of thieves killed, the larger the ambush. If you search
the pile and successfully disarm the trap, you avoid the ambush. This combat
increases the count of thieves killed, but it only seems to be worth about 5
kills.
However the ambush is resolved, the treasure is worth 600 XP and contains 2
Daggers +1, Hammer +1, Morning Star +1, Scimitar +1, Short Sword +1, Shield
+2, Chain Mail +1, and Broad Sword -2.
2 - Two thieves try to ambush you. If you try to give chase, they split up
at location 2a. If you follow the thief that headed "E"ast, you end up at
location 2b, where you can fight 1 1ST LVL THIEF (#45), which counts as 1
kill towards clearing the block. Following the thief that headed "S"outh
will lead you into the ambush at location 3.
3 - In the first of these locations you enter, you are ambushed by 15 1ST LVL
THIEF (#45) and 3 6TH LEVEL THIEF (#51) (263 XP). This combat counts as 15
kills towards clearing the block, not 18; it will also not disappear just
because you have otherwise cleared the block.
4 - There are some files here (Journal Entry 38, Journal Entry 51).
5 - A slate has a map drawn upon it (Journal Entry 41).
6 - A wooden cabinet is here. It is trapped; if your thief fails to deal with
the trap, every party member must save vs. poison or take 2d6 damage. You
must then bypass its lock; when done, within is a treasure worth 666 XP
including these scrolls:
Magic-User Scroll (Fireball, Haste, Hold Person)
Magic-User Scroll (Blink, Ray of Enfeeblement, Slow)
Clerical Scroll (Hold Person, Cure Blindness, Bestow Curse)
Clerical Scroll (Prayer, Remove Curse, Animate Dead)
Magic-User Scroll (Reduce, Detect Invisibility, Fireball)
Magic-User Scroll (Burning Hands, Mirror Image, Blink)
7 - A crude map is on the floor (Journal Entry 29).
8 - There are four caskets here; all of them are both trapped and locked. They
contain:
A - 500 XP, 12 gems (trap: poison needle does 1d4 damage to one character,
saving throw vs. poison negates)
B - 366 XP, 1 jewelry (trap: poison dart does 1d3 damage to one character,
saving throw vs. poison negates)
C - 125 XP, 3 gems (trap : poison powder does 1d6 damage to every character,
saving throw vs. poison negates)
D - 833 XP, 20 gems (trap: volley of darts launched at party: 12 physical
attacks on random characters, 1d4 damage per hit)
9 - 10 1ST LEVEL THIEF (#45 (23 XP) are beating up an older thief; they turn to
attack you. When you win, the old thief dies, but not before giving you some
papers (Journal Entry 48). This combat does not count towards clearing the
block.
10 - This loot pile worth 400 XP includes a Short Sword +2 and Leather Armor
+4 among the other nonmagical items.
11 - There are three cabinets here; all of them are locked, and cabinet C is
also trapped. They contain:
A - some papers (Journal Entry 23, Journal Entry 14)
B - 12 XP, 1500 silver
C - 300 XP, 1800 gold (trap: needle trap, physical attack on random
character, 1d8 damage if it hits)
12 - There is a pile of 26 huge tapestries and 2 fine tapetries here (they are
very heavy and not worth that much).
SECTION 6.11 - Wealthy Area
---------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#############++###################++#############
0 # # #E2# + # #E2# # # 0 # wall
# # # # # # # # # # + door/archway
1 # + # # # # # # + # 1
#++#### # # #++#### # #++########## E Entrance/exit
2 # # # # + + # # # 2
# ########## #######++####++#### # #
3 # + + # 3
#### ####
4 +E3 E1+ 4
####### ############################++####
5 # # # + # # 1 # 5
# # # # 5 # 4 # #
6 # + # 6 # + 1 + 2 # 6
# # # #############++#### #
7 # # # # # # 7
########## ####++#### ####### ####++####
8 # # # 7 # # # # 3 # 8
# # # # # # # #
9 # + # # # 1 + # # 9
# # # # # # # #
10 # # # # # # # # 10
########## ########## ####++# ##########
11 +E3 E1+ 11
#######++################++####### #######
12 # + + # # 8 # # # # 12
# # # # ####++#### ####### # #
13 # # # # + + #### # # # 13
#######++##########++# ####++#### #++#++####
14 # # + # # # #### # # 14
# # # # ####++# 10 #### # #
15 # + # # 9 + + #### + # 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
This was once the home of old Phlan's wealthy, but it is now occupied by orcish
patrols from the adjacent Temple of Bane.
How to get here: Take the boat from the Phlan dock to the "B"ay, then enter the
"S"outh side of the city.
Random encounters: The following monsters patrol this block; they continue to
do so until both this block and the Temple of Bane have been cleared:
40% of all encounters are with special orc patrols of 4 ORC (#4), carrying
Bane's symbol of a black hand on a red field; they carry 6 Leather Holy
Symbol (of Bane)
GOBLIN GUARD (#2)
ORC (#4), ORC LEADER (#5)
HOBGOBLIN (#6)
OGRE (#8)
If you successfully "F"lee, you will not actually move. The four-orc patrol
will not fight unless forced to, and will have different things to say
depending on attitude. For other encounters, parley with "A"busive has the
highest chance of avoiding combat, and "M"eek the lowest.
Resting: It is not safe to rest anywhere until you have cleared both this block
and the Temple of Bane; it is then safe to rest anywhere. If you are
disturbed, it will always be an attack by a group of ORC (#4).
Clearing the block: The council will consider this block cleared once you have
fought the combat at location 1.
Differences from the tabletop adventure: In the tabletop version, this isn't
connected to the Temple of Bane mission; the only real quests are to clear
the block of monsters and recover family heirlooms from the mansions here.
The map is similar but not identical.
All experience rewards listed are for a 7-person party (it is assumed you have
Dirten with you).
E1 - Exit to Wilderness 26,27.
E2 - Exit to Kovel Mansion.
E3 - Exit to Temple of Bane.
1 - The first time you enter any one of these mansions, you are confronted by
up to 20 ORC (#4) (46 XP for 20). They attack immediately if you are not
carrying a set of Leather Holy Symbols; otherwise they act surprised, but you
will end up fighting them no matter what option you choose.
2 - If you are in Search mode when you first enter this room, you find a
treasure worth 942 XP, containing 3 jewelry. You cannot find this treasure
otherwise.
3 - There are some cowering goblin slaves in this room. Killing them is
automatic and doesn't result in combat or XP (you meanie); if you talk, one
of them tells you that you need a holy symbol of Bane to enter the Temple of
Bane.
4 - If you are in Search mode when you enter this room, you may find a trap
door concealing a hidden treasure worth 285 XP, containing: Clerical Scroll
(Animate Dead, Cure Blindness), Potion of Extra Healing, and Ring of Feather
Falling.
5 - If you are in search mode when you enter this room, you find a treasure
worth 942 XP, containing 3 jewelry.
6 - If you are in search mode when you enter this room, you find a tapestry
(which is heavy and not that valuable).
7 - You are attacked by 6 ORC (#4) led by 1 OGRE (#8) (42 XP). They are
carrying a piece of paper with what is recorded as Journal Entry 53.
8 - The guards of this mansion attack immediately: 6 ORC (#4) and 2 ORC LEADER
(#5) (29 XP).
9 - The message here does not mean anything (the clue book specifically states
it is false).
10 - This room has some crude beds; if you search you are attacked by 8 ORC
(#4) (18 XP). There is nothing else here.
SECTION 6.12 - Temple of Bane
-----------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#################################################
0 # # # + # + # + # 0 # wall
# # ####### #++############# # + door/archway
1 # + # # # # # 1
##########++# #++#### #++####### E Entrance/exit
2 # + # # 2
####++# ################ # #
3 # # # # + # 3
####### #### #### #### #######
4 # # #### #### # E1+ 4
# # ####### #### #############
5 # + ####1a ####### 5
#### ####### #### #### #### #### #######
6 # + # # 6
# # # # # # # # # # ####
7 # # + # # # # # # # #### 7
#### E2# # # # # # # # 2####
8 # # + # # # # # # # #### 8
# # # # # # # # # # ####
9 # + # 1c # 9
#### ####### #### #### #### #### #######
10 # + #### ####### 10
# # ####### #### #############
11 # # #### #### # E1+ 11
####### #### #### #### #######
12 # # # 1b # + # 12
# # ################ # #
13 # + # # 13
# # #++#### #++# ####++#
14 # # # # # # # # 14
#######++####++# #++#### #######++####### #
15 # + # # # # + # # # 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
The old Temple of Ilmater is now occupied by orcish forces who have rededicated
it to the evil god Bane. The temple is currently led by the half-orc cleric
Mace. The council of Phlan is interested in defeating Mace and reclaiming the
temple for the gods of good.
Random encounters: Encounters are identical to those in the Wealthy Area (q.v.)
Resting: It is not safe to rest anywhere until you have cleared both the
Wealthy Area and this block; it is then safe to rest anywhere. If you are
disturbed, it will always be an attack by a group of ORC (#4).
Clearing the block: The council will consider this block cleared once you have
defeated Mace. It does not matter whether or not you have Dirten present for
this.
Differences from the tabletop adventure: The temple encounters work much the
same way, but the magical treasure is far less valuable in the Gold Box
version (mostly because most high-level spells aren't implemented here).
All experience rewards listed are for a 7-person party (it is assumed you have
Dirten with you).
E1 - Exit to Wealthy Area.
E2 - Entrance to the Temple of Bane proper. An old blind orc stands guard here
with eight orc guards.
* If you have parleyed with at least one of the special four-orc patrols:
You will automatically be admitted entry. This is intended to be a trap;
Mace wants the party to search the temple for hidden treasure, then attack
the party himself to claim the treasures.
* Otherwise:
The orcs do not know about your party, so you are not automatically allowed
entry. The blind orc will check for the presence of at least one Leather
Holy Symbol (of Bane). If you have one, he will let you in if you permit
him to search your party. Otherwise, you will have to attack the temple
guards of 8 ORC (#4) to gain entry to the temple.
If you have entered the temple and attempt to leave, this will trigger the
combat with Mace and his followers described below if it has not already
happened.
1 - These three locations have treasures beneath hidden trap doors, which you
can find by searching. Mace wants you to find these for them, then ambush
you to get the treasures himself. The treasures are as follows:
1a - 342 XP; Clerical Scroll (Animate Dead, Cause Disease, Prayer),
Clerical Scroll (Snake Charm, Silence 15' Radius, Bless), Magic-User
Scroll (Fireball, Ray of Enfeeblement, Stinking Cloud).
1b - 800 XP; Potion of Giant Strength, Potion of Healing, Potion of Speed,
Wand of Magic Missiles, Dust of Disappearance, plus some nonmagical
items. (The Dust of Disappearance is an extremely powerful consumable
item -- don't waste it!)
1c - 457 XP; Hand Axe +1, Dagger +1, Hammer +1, Mace +1, Morning Star +1,
Scimitar +1, Spear +1, Short Sword +1.
After you find the third of these treasures, you will be immediately attacked
by 1 MACE (#33) leading 30 ORC (#4), 20 ORC (#44), and 5 ORC LEADER (#5) (256
XP), unless Mace has already been defeated. (Note that these some of orcs
are unusual orcs armed with short bows.) Mace is carrying a Mace +1 and a
notice recorded as Journal Entry 25. If Dirten is with the party, he will
leave your party after this battle.
2 - These two squares have a crude altar to Bane. If you defile it, and you
have not already defeated Mace, he attacks immediately, with the orc all
receiving a large bonus to morale.
SECTION 6.13 - Wilderness
-------------------------
1111111111222222222233333333334444 KEY:
01234567890123456789012345678901234567890123
0 . plains
1 " swamp
2 ...&&&^^&&&&&&&&&&&&&&..&&&&&&&&&&&&&&&& + forest
3 &&&^^^^^^^&&^^^^&^^&&&&..&&&&&&&&&&&&&&& & hills
4 &^^^^^^^^^&&^^^^^^^^&&&&..&&&&&&&&&&&&&& ^ mountains
5 ^^^^^^^^^&&&^^^^^^^^^&&&.&&&&&&&&&&&&&&& ~ river (the Stojanow is not
6 ^^^^^^^^&&&^^^^^^^^^^&&&..&&&&&&&&+&+&&& passable below Lake Kuto
7 ^^^^^^^^&^^^^^^^^^^^&&&&.&&&&&&&&+++++&& until you defeat Yarash)
8 ^^^^^^^^&&^^^^^^^^^&&&....&&&&&&+++m++&& = large body of water (Lake
9 ^^^^^^^^k&^^^^^^^^&&&&....&&&&&&+++++&&& Kuto or the Moonsea)
10 ^^^^^^^^&&^^&&&&&&.&&......&&&&&&+++&&&&
11 ^^^^^^^^&~&&&&&&++.....h....&&&&&&&&&&&&
12 ^^^^^^^^&&~~~~+++++....++......&&&&&&&&&
13 &&^^^^^&&&&&&&~+++++..++++.....&&&&&&&&&
14 &&&^^^&&&&&..++~+f+++.+++++...&&&&&&&&&&
15 .&&&&&.&&&..+++====++++++++..&l&&&&&&&&&
16 ..........+++++==g=.+++++++++.&~&&&&&&&&
17 .........+++++++===..+++++++++.~~&&&&&&&
18 .........+++++++.~~...++++++++..~~&&&&&&
19 ....""...++++++..~~...++++++++..&~&&&&&&
20 ....""....+++++..~....+++++++++.&~~&&&&&
21 ...."".....++++..~~...+++++++++.&~&&&&&&
22 ....""".....+++.++~~...+++++++&&&~&&&&&&
23 ....."".....++.+++.~...+++++++&&&~&..&&&
24 ....."j"......+++++~~...++++++&~~~&...&&
25 ....."""......+++++.~~~.+++++++~&...+++&
26 ....."".......++++++..~cc++++++~.++++++=
27 .....""........+++++++.ab.++.++~+++++===
28 .....""........+++++++d==.....+~~~~=====
29 ....."".........++e++++=========~e======
30 ....."".....==.=====+===================
31 ..........n=============================
32 .i........==============================
33 =.=====.================================
34 ========================================
35 ========================================
01234567891111111111222222222233333333334444
0123456789012345678901234567890123
The wilderness you can travel to near Phlan is not extensive enough that it has
any other significant town or city, but it does have a variety of places you
can adventure in, plus the inevitable random encounters.
Random encounters: There are three different sets of random encounters and
lairs; which set depends on your current X coordinate. (The terrain makes
no difference at all in this case.) You can always avoid combat in random
encounters with intelligent monsters by parleying.
Lairs are places you can enter whose entrances occur randomly; you
will find one instead of a standard random encounter 5% of the time. Lairs
cannot be auto-mapped but are small, and any can reoccur any number of times.
You can always rest safely in a lair.
Western Wilderness (X=2 to X=15):
QUICKLINGS (#10) (avoid combat by parley with "N"ice)
1ST LVL THIEF (#45) (avoid combat by parley with "N"ice)
CORPORAL (#54) (avoid combat by parley with "A"busive)
GIANT SNAKE (#60) (sometimes avoid combat by waiting)
AHNKHEG [sic] (#65) (sometimes avoid combat by waiting)
CENTAUR (#67) (avoid combat by parley)
GIANT MANTIS (#74) (sometimes avoid combat by waiting)
THRI-KREEN (#118) (avoid combat by parley with "A"busive)
TIGER (#119) (sometimes avoid combat by waiting)
WILD BOAR (#120) (sometimes avoid combat by waiting)
You can also occasionally randomly find the following small maps:
Small dark cave: 2x combat against 1 GIANT SNAKE (#60)
Small dark cave: combat against 1 AHNKHEG [sic] (#65); anhkheg's victims'
treasure worth 104 XP containing 1 gem, 500 electrum, 2000 silver, 5000
copper
Small dark cave: confrontation with 2 THRI-KREEN (#118) which allows
you to "L"eave; combat against 3 THRI-KREEN; combat against 4
THRI-KREEN (1951-2084 XP) with treasure of 1 jewelry, 15 gems, 1000
gold, 2000 silver, and 1 random magic item
Small dark cave: combat against 2 WILD BOAR (#120); mother WILD BOAR that
will only attack if you "A"pproach her; combat against 3 WILD BOAR
Central Wilderness (X=16 to X=28):
KOBOLD (#0), KOBOLD LEADER (#1) (avoid combat by parley with "N"ice)
NOMAD (#40), AIDES (#53) (avoid combat by parley)
LIZARDMAN (#57) (avoid combat by parley with "N"ice)
STIRGE (#61) (sometimes avoid combat by waiting)
DISPLACER BEAST (#68) (sometimes avoid combat by waiting)
DRIDER (#69) (avoid combat by parley with "A"busive; dangerous to fight)
BANDIT (#97) (avoid combat by parley with "N"ice)
MERCHANT (#98) (avoid combat by parley)
You can also occasionally randomly find the following small maps:
Ruined huts: imprisoned kobolds; combat against 2 MUTANT LIZ-MAN (#58);
combat against 4 LIZARDMAN (#57)
Small wooded grove: pool, "A"pproach for combat against 6 LIZARDMAN
(#57); combat against 2 DISPLACER BEAST (#68)
Small wooded grove: combat against 6 STIRGE (#61)
Eastern Wilderness (X=29 to X=41):
KOBOLD (#0) (avoid combat by parley with "A"busive)
TROLL (#31) (avoid combat by parley with "A"busive)
LIZARDMAN (#57) (avoid combat by parley with "A"busive)
MINOTAUR (#62) (avoid combat by parley with "A"busive)
GIANT LIZARD (#59) (sometimes avoid combat by waiting)
GNOLL (#73) (avoid combat by parley with "A"busive)
HIPPOGRIFF (#113) (sometimes avoid combat by waiting)
PHASE SPIDER (#116) (sometimes avoid combat by waiting)
WYVERN (#121) (sometimes avoid combat by waiting)
You can also occasionally randomly find the following small maps:
Small dark cave: random encounters with KOBOLD (#0)
Small dark cave: combat with 2 GIANT LIZARD (#59); combat with 4 GIANT
LIZARD; combat with 2 MINOTAUR (#62) and 4 GIANT LIZARD; treasure
worth 355-488 XP containing 3000 electrum, 4000 silver, 6000 copper,
and 1 random magic item
Small dark cave: random encounters with GNOLL (#73); combat with 4 TROLL
(#31) and 12 GNOLL
Small dark cave: 2x combat with 1 WYVERN (#121); wyverns' treasure
worth 1679-1745 XP containing 3 jewelry, 3 gems, 1000 gold, 2000
electrum, 6000 silver, 5000 copper, and 1 random magic item
Resting: You can normally rest for quite a long time anywhere, but it is
never entirely safe; you may be interrupted by a random encounter appropriate
for where you are.
a (25,27) - Phlan. You can step freely on this square as if nothing were here.
b (26,27) - East of Phlan. You can choose to enter Phlan to the "N"orth (to
Kovel Mansion 15,4); to the "S"outh (to Wealthy Area 15,4); or take a "B"oat
to the Civilized Area of New Phlan.
c (25,26) and (26,26) - North of Phlan. You can choose to enter Phlan through
the northern "C"ity gates (to Kovel Mansion 4,0); or enter the "G"raveyard
(to Valhingen Graveyard 0,4).
d (24,28) - West of Phlan. You can choose to enter Phlan to the "N"orth (to
Podal Plaza 0,4); or to the "S"outh (to Cadorna Textile House 0,4).
e (20,29) and (35,29) - A boat here can take you back to the Civilzed Area of
New Phlan.
f (19,14) - A rowboat is hidden here next to the lake; you can take it to
Sorcerer's Island (19,16).
g (19,16) - Yarash's Pyramid stands before you on Sorcerer's Island. You may
"E"nter (to Yarash's Pyramid Level 1 15,0) or "G"o back (19,14).
h (25,11) - Nomad Camp.
i (3,32) - Zhentil Keep Outpost. You may only enter if you have received the
diplomatic mission here. Otherwise, you are challenged by guards who demand
you leave; failure to do so results in combat with 12 CORPORAL (#54), and
nothing further happens.
j (8,24) - The first time you enter this square you are attacked by 2 AHNKHEG
[sic] (#65).
k (10,9) - As you first approach this square, you see a dragon flying into a
lair. If you "E"nter the cave, the dragon named Diogenes asks you to "S"tate
name and intent or leave. If you do the former, you will be asked your
reason for behind here:
* Ask dragon for advice, Pledge party to dragon's service or Offer gift:
Diogenes appears, greets you, and asks that you retrieve a silver bottle
from the kobold complex far to the east, then return for another quest.
* Challenge evil leader of old Phlan: Diogenes appears, upset that you
misidentified him. If you "A"pologize, you get the same result as asking
for advice. If you "S"lay the dragon, he leaves in disgust; if you then
"F"ollow" him then "A"ttack, every party member must save vs. breath weapon
or take 11d6 damage.
l (32,15) - Kobold Caves. Every time you approach the caves without them being
cleared, you are attacked by 25 KOBOLD (#0) and 5 KOBOLD LEADER (#1). There
are two entrances, a "L"arge entrance (to Kobold Caves 10,0) and a "S"mall
entrance (to Kobold Caves 6,0).
m (37,8) - Lizardman Keep.
n (12,31) - Buccaneer Base. This does not show up on the map at all until you
get the mission to rescue the heir to Bivant, and you may not re-enter the
base after that mission has been resolved one way or the other.
SECTION 6.14 - Nomad Camp
-------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
~~~~~~~~~~~~~
0 ~~~~~~~~~~~~~ 0 # wall
@ @ @ @ ~~~~~~~~~~~~~ + door/archway
1 ///////////~~~~~~~~~~~~~ 1 ~ water
@ @// ~~~~~~~~~~~~~~~~ @ tree
2 //////// ~~~~~~~~~~~~~~~~ 2 / tripwire
@ // ~~~~~~~~~~~~~~~~
3 // ~~~~~~~~~~~~~ 3 E party enters here
@ @ @// #++# ~~~~~~~~~~~~~ H party's hut
4 /////////// # # ~~~~~~~ 4
@ // #### ~~~~~~~
5 // ~~~~~~~ 5
@// #### #### #### ~~~~~~~
6 // + # # # # + ~~~~ 6
@ // #### #++# #### ~~~~
7 // ~~~~ 7
@// ####### #### ~~~~
8 // # # # + ~~~~ 8
// # # #### ~~~~
9 // # # ~~~~ 9
@// #### ####++# ~~~~~~~
10 // + # ~~~~~~~ 10
// #### #### #++# ~~~~~~~~~~
11 // + # # # ~~~~~~~~~~ 11
@ @// #### #++# ####~~~~~~~~~~~~
12 ///// # H# ~~~~~~~~~~~~~ 12
@// #### ~~~~~~~~~~~~~~~~
13 /////////// ~~~~~~~~~~~~~~~~ 13
@ @ @// ~~~~~~~~~~~~~~~~
14 E //////////////~~~~~~~~~~~~~ 14
@ @ @ @ ~~~~~~~~~~~~~
15 ~~~~~~~~~~~~~ 15
~~~~~~~~~~~~~
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
The nomads may possibly join with the Boss. The council commissions you to
prevent that. As it happens, the nomads are inclined to be friendly, and
respond well to heroic gestures.
When you first cross the tripwire, the nomads will approach you cautiously.
If you choose to attack them outright, you will fight 14 NOMAD (#40). If you
stay around, you will soon have two more such encounters (trying to parley at
this point will no longer work). The nomads' leaders will then attack you: 1
HASSAD (#42), 1 SHAMAN (#43), 5 4TH LVL FIGHTER (#41), 49 NOMAD (#40), worth
2817 XP. Hassad has equipped a Long Sword +2, Shield +1, and Scale Mail +2;
his shaman uses a Dagger +2, Bracers AC 2, and Wand of Magic Missiles; the
fighters each carry Long Sword +1 and Chain Mail +1.
If you parley, the nomads' chief greets you and invites you to a feast in your
honor. If you refuse, the nomads are insulted and ask you to leave; failing to
do so results in the same combats as above. Up to this point, you may choose
to leave and restart the map as if nothing had happened.
If you accept the invitation, the feast proceeds without incident, and the
leader Hassad tells you of dangers all around the wilderness (Journal Entry
55). He tells you his concern about an incoming attack of kobolds, and begs
you to consider staying to defend the nomads. You are led to a hut to rest
and consider. If you choose not to help and actually leave, the kobolds will
kill all the nomads; this will complete the mission, but you will not receive
much reward for this method.
If you stay around the camp, there will eventually be an attack of KOBOLD (#0)
and KOBOLD (#123). Attempting to flee will only delay the inevitable fight.
If you are within the tripwire perimeter, you will be aided by several NOMAD
(#40).
A second wave of KOBOLD (#0) and KOBOLD (#123) a few minutes later, which you
cannot avoid. You will be again be aided by several NOMAD (#40) if you are
within the tripwire perimeter. If you attacked the nomads during the first
fight, the kobolds and nomads are allied against you.
The third and final wave happens a few minutes later:
* If you backstabbed the nomads, you fight KOBOLD (#123) allied with 1 HASSAD
(#42), 1 SHAMAN (#43), and 5 4TH LVL FIGHTER (#41), who carry the same
magical items as above; this fight cannot be avoided.
* If you heroically did not backstab them, the nomads encourage you to help
out finish off the invaders:
* If you agree, with the help of 1 HASSAD (#42) and 2 4TH LVL FIGHTER (#41)
you fight KOBOLD (#0) and KOBOLD (#123). The kobolds' treasure includes
3000 gold; the nomads further reward you with 1633 XP, 5000 gold, a
Two-Handed Sword +2, and a Wand of Magic Missiles.
* If you do not, the nomads succeed, and give you a reward "equal to your
honor" of 83 XP and 500 gold.
In either case, the nomads will agree not to join with the Boss.
The council considers the mission satisfied if either Hassad is killed, or you
are rewarded by him for defeating the kobolds. (Note that his Shaman carries
the only guaranteed Bracers AC 2 in the game; that is an excellent magical item
so the reward for being a villain is actually greater here!)
Differences from the tabletop adventure: The map is different, but the
structure is otherwise similar.
SECTION 6.15 - Kobold Caves
---------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#################################################
0 #12############# + # +17 ####### 0 # wall
#++#############~~#### # #### ####### ~ illusionary wall
1 # # #### #### 15 +16 ####18####### 1 + door/archway
# # #### #### ####### #### #######
2 # # 13 # + # + # #### 2 E Entrance/exit
####++# # ###################### ####
3 ####11+ +14 14 14# # # # # + # 6# 3
#### ####### #~~#~~#~~# # #### # #
4 #### #### ~ # + #### # # 4
####++####### #++##########++# #
5 # #### ~ 8a # + # # 5
# #############++####++####### # #### #
6 # ####### # # + # # 5 # 6
#++####### # #######++#######++# #
7 # + # + + # # 7
####++####++####++##########++####++#++#### #
8 #### #### # + #### # + # 4 # 8
#### #### ####### ####++############# #
9 # + + # + 10+ 9 8+ 7 # 9
# #######++#######++################ #
10 # #### ####### ################ # 10
# ####### #######++################### #
11 # ####### #### 2# + ####### # 11
# #######++####### #######++# ####### #
12 # # + + 3 # ####### # 12
#### ########## ###################### #
13 #### ########## 1###################### # 13
#### ########## ###################### #
14 #### # ########## # 14
#### #### ####++########## #### #
15 #### #### ####E1##########E1#### # 15
###################++##########++################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
The kobolds are also considering an alliance with the Boss. The council
commissions you to prevent that from happening.
Special penalties: Many of the rooms and corridors are kobold-sized. Humans,
half-elves, and elves take the following penalties: movement is reduced by
4 (minimum 1), AC goes up by 2, THAC0 goes up by 2, all damage rolls get 2
subtracted.
Random encounters: You may run into groups of KOBOLD (#0) and KOBOLD LEADER
(#1).
Resting: You can safely rest in the large cavern before you have fought the
wyvern. Otherwise, defeating the three waves of attacks in the throne room at
location 14 makes resting safer; resting never becomes completely safe. If
you get disturbed, it is by seven skulking kobolds who each launch rocks at
the party (7 physical attacks on a random character, 1d4+1 damage per hit)
and retreat into the shadows.
Clearing the area: For this area to count as cleared, you must visit location
16, which confirms the death of the kobold king.
Differences from the tabletop adventure: The tabletop version has a different
map with more treasure and only kobolds as enemies.
E1 - Exit to Wildernes 32,15.
1 - A party member falls into a pool of water; in the process of helping, the
character carrying the most money loses 20% of it.
2 - If you search the mine tailings here, you will find a kobold's crude
drawing (Journal Entry 42).
3 - A kobold approaches and offers a truce. If you agree, you are led to
location 8. If you do not, it triggers a trap (2d6 damage to all characters
who fail to evade it), then you are surprised by 20 KOBOLD (#0).
4 - In one of these locations you may be attacked by the 1 WYVERN (#121) that
lives in the large cavern, if you haven't yet defeated it.
5 - The wyvern's treasure is here: 1166-1233 XP, 2 jewelry, 2 gems, 1000 gold,
500 electrum, 1000 silver, 2 random magic items.
6 - If you search here, you find a narrow crevice with a crippled kobold
within. If you give it water, it is grateful and tells you its story
(Journal Entry 20).
7 - There is a steep climb on loose rocks from the large open cavern to the
narrower ones where the kobolds live. If you climb here, and you have not
yet fought the wyvern at location 4, the noise you make draws its attention,
and it attacks you here.
8 - If you originally entered this map through the "L"arge cave entrance, you
encounter a drunken passed-out kobold. If you awaken it, it believes you are
guests of the king, and asks if you want to be led to him; if you accept, you
are led to location 8a.
If you were led here by the kobold from location 3, you have the option to
follow it through the door to the east.
9 - There is a spike trap here. If you are being escorted by a kobold, it
flips a hidden switch to bypass it. Otherwise, you can find and disarm it if
you are in Search mode, though it only does 2d4 damage if it hits.
10 - There is a net trap here. If you are being escorted by a kobold, it
flips a hidden switch to bypass it. Otherwise, you can find and disarm it if
you are in Search mode. If you spring the trap, you are attacked 20 KOBOLD
(#0) who surprise the party because it is entangled.
11 - You greet a barbarian princess in the process of strangling a kobold. She
greets you (Journal Entry 16), and offers to join your party; you may accept
or attack her, PRINCESS FATIMA (#104). She will leave the party as soon as
you leave the map.
12 - This is the prison cell that Princess Fatima just broke out of.
13 - This barracks has a crude map on the wall (Journal Entry 28).
14 - Kobold king's throne room. The first time you enter one of these
locations, you start three combats with no breaks for the party. The kobolds
launch ballista attacks between waves (7 physical attacks on a random
character, 2d6 damage per hit).
* Wave 1: 4 TROLL (#31), 35 KOBOLD (#0), 11 KOBOLD LEADER (#1) (618 XP).
* Wave 2: 5 WILD BOAR (#120), 45 KOBOLD (#0), 8 KOBOLD LEADER (#1) (212 XP).
* Wave 3: 2 ENVOY (#87), 2 TROLL (#31), 2 WILD BOAR (#120), 8 KOBOLD (#0)
(767 XP); the Envoys each carry a Two-Handed Sword +2.
The king flees after the battle.
Have as many fireball spells prepared as you can before coming in. Two is
enough to win; you can use them in the first two rounds, and rely on Stinking
Cloud to defeat wave 3. After wave 2, you should spend as much time as
needed casting Cure Light Wounds to heal your characters and then cast buffs
for wave 3; this is a bad idea after wave 1 because the trolls may revive.
15 - The first time you enter this room, you are attacked by the kobold king's
remaining guards: 3 TROLL (#1), 3 WILD BOAR (#120), 20 KOBOLD (#0), 4 KOBOLD
LEADER (#1) (522 XP).
16 - You find that the kobold king has been killed by one of his own traps
here. Confirming this fact will mark this area as cleared.
17 - If you search here, you find a brass bottle. If you "P"ull it out, the
stopper comes loose and an efreeti emerges and confronts you. It asks you
if you are vampires; if you say "Y"es that is the same as attacking it, which
results in a battle with 1 EFREETI (#124). If you say "N"o, he asks you to
only open the bottle with a vampire around; you receive 666 XP and can pick
up the Efreeti Bottle thereafter.
18 - The main kobold treasure hoard is here; worth 1158 XP, it contains 2
jewelry, 6 gems, 50000 copper, 1 Silver Mirror, 1 Silver Brooch, Magic-User
Scroll (Charm Person, Protection from Evil, Strength), Magic-User Scroll
(Friends, Invisibility, Protection from Normal Missiles), and a large number
of worthless items.
SECTION 6.16 - Yarash's Pyramid
-------------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 LEVEL 1
##############################################~~# KEY:
0 #3a # # # + # # #E1# 0
# #### #++########## # # #++# #++# # # # wall
1 # + # # 4 + + # + # + # # # 1 ~ illusionary wall
#### #### # ####### # #### # #### #### # + door/archway
2 # + # + # # # # # # 2
# ####++## #######++# # ####++# #++#### # # E Entrance/exit
3 # # # # + + # # # 3
# # #++# # #######++#### ##########++#### #
4 # # # # # + # 11 # # 4
# # #### # # #++####### #++########## #
5 # # # + # # # + + # # # 5
# # ########## # #### # #++#######++#### #
6 # # ########## # # # # # # 6
# #++########## ########## ####### # #### #
7 # ########## # + + # 1+5b# 7
############################################## #
8 # # # # # # ~ # 2+9a# 8
# #++#######++# #### #++# #++# # ####### #
9 # # # # # # ~ + # 3# # 9
# ##########++########## # #++#++#### # # #
10 # + # ~ # + # # # # 10
#### # #++####++####### # ####### #### # #
11 # # # 2a # # # # + # # # 11
# #### # #######++# # #### # #### # # #
12 # # # # # + # # # # 12
####~~#### #++#### # #++#### #++####### # #
13 # # + + # # # 13
# ########## #### ##########++####### # # #
14 # # + + # #### # # + ~ # # 14
# # # # # ####++#++#++#######++#++####### #
15 # + # # # # 10 #E1# 15
##############################################~~#
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 LEVELS 2 AND 3
################################################# KEY:
0 #8b#### # 17 9#9c ####### # 0
# #### # # ####### ####### # # wall
1 # 14+15 +16 18# 19 #### # + # # 1 ~ illusionary wall
####### #++# # #### #### # # # + door/archway
2 # 8 # # # # # #### # # # 2
#++# # ################### ####### # # #
3 # # # ####### #5a# 6 8a# # # 3
# # # ####++########## #### ####### # #
4 #6b# # # 20 #### #### # # # 4
#### # # #### ####### # ####### #
5 # # # #### ####### # ####### # 5
####### # #### ####### # ####### #
6 # # #### # # # # 6
######################### # ############# # #
7 ####### # ############# # # 7
####### ################### ############# # #
8 #### # ####### ####### # 7# 8
#### #### ####### ####### ####### ##########
9 # #### #9b # ####### # # 9
# ####### # # ################### #
10 # ~ # # 19 # # 12 # 10
# # # # ################### # #
11 # # ~ # ################### ~ # 11
# # # #####################################
12 #4a# # 6a 5# 12
##########~~# #############~~###################
13 #### 7a# ########## ##########9d # 13
#### # ########## ########## #
14 #### 13 # ########## ####### 19 # 14
#### # ########## ####### #
15 #### #1a########## ####### # 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
The mad wizard Yarash seeks to engineer a race of empowered freshwater sahuagin
to conquer the Moonsea region. He is using lizardmen to experiment on, and his
experiments are also massively polluting the Stojanow River.
Random encounters: There are only random encounters on level 1, and they are
always hostile, as these creatures have been lost in the maze long enough to
be starving, and seek to kill and eat anything they find. The specific
monsters you meet depend on which half of the level you are on; each of these
12 encounters can only occur once each:
Northern half (some sources refer to this as the western half):
20 STIRGE (#61)
3 MINOTAUR (#62)
3 DRIDER (#69)
3 DIANE (#79)
3 7TH LVL FIGHTER (#80)
3 KOBOLD (#123)
Southern half (some sources refer to this as the eastern half):
3 LIZARDMAN (#57)
3 DISPLACER BEAST (#68)
3 DRIDER (#69)
3 6TH LVL FIGHTER (#75)
3 7TH LVL DW FIGH (#76)
3 7TH LVL THIEF (#77)
Resting: Resting is always safe on levels 2 and 3. On level 1, it is safe on a
half of the level where you have cleared all six of the random encounters;
you may be interrupted by one of the unfought random encounters otherwise.
Clearing the area: The pyramid is considered cleared when you defeat Yarash at
location 16. (It is not actually necessary to destroy the polluting
machinery.)
Differences from the tabletop adventure: The overall theme is much the same,
though the maps of level 1 and 2 are completely different, and the combats
in the level 1 mazes are harder in the Gold Box version. Yarash is lower
level in the Gold Box version because the engine doesn't support spells
higher than 3rd level.
E1 - Exit to Wilderness 19,16.
1 - Teleport to 1a (Level 2 4,15); if you throw a rock through the portal, you
can toggle the destination to 2a (Level 1 5,11).
2 - Teleport to 2a (Level 1 5,11).
3 - Teleport to 3a (Level 1 0,0).
4 - Teleport to 4a (Level 2 0,12).
5 - Teleport to 5a (Level 2 11,3); if you throw a rock through the portal,
you can toggle the destination to 5b (Level 1 15,7).
6 - Teleport to 6a (Level 2 14,12); if you throw a rock through the portal, you
can toggle the destination to 6b (Level 3 0,4).
7 - Teleport to 7a (Level 2 3,13).
8 - Teleport to 8a (Level 2 13,3); if you throw a rock through the portal, you
can toggle the destination to 8b (Level 3 0,0).
9 - This teleporter's destination varies depending on how you set the dial at
location 17:
* Blue: teleport to 9a (Level 1 15,8)
* Copper: teleport to 9b (Level 3 4,9), which has a teleporter back here
* Silver: teleport to 9c (Level 3 7,0), which has a teleporter back here
* Gold: teleport to 9d (Level 3 14,13), which has a teleporter back here
10 - A human priest greets you here. You can attack him and fight 1 2ND LVL
CLERIC (#78), but if you parley with a "N"ice or "M"eek attitude repeatedly,
he will eventually tell you that he has nearly chiseled through the wall, and
asks for help breaking through. If you respond "Y"es, this creates a
permanent exit to the Wilderness in the southern wall.
11 - The corpse of a man lies here. Though stripped bare of gear, if you
search you will find a journal (Journal Entry 26).
12 - Room with lots of alchemical equipment and vats. If you search the room,
3 MUTANT LIZ-MAN (#58) emerge from the vats and attack the party.
13 - 5 LIZARDMAN (#57) approach you suspiciously, as they suspect you are
servants of Yarash. If you "P"arley with them, you can convince them not to
attack; this is a Charisma check where "M"eek works the best and "A"busive is
the worst.
14 - You see a sign saying "Don't forget the password", with Dethek runes
reading NOKNOK. You will then be immediately asked for a password; if you
say anything other than NOKNOK, the entire party is instantly killed by a
super-strong mutant lizardman. (I suppose righteous fury against software
pirates is what gives the lizardman that extra strength.)
15 - Here you find a series of pipes and fountains that Yarash is using for his
experiments, and that is also polluting the Stojanow River. You can destroy
the equipment; if you fail to destroy it the first time, it is best to get
away from it as it will then explode on its own. The explosion does 3d10
damage to all characters. (Destroying the machinery also does not have any
effect -- what is important is defeating Yarash.)
16 - You confront Yarash here; all options lead to combat against 1 YARASH
(#81) and 6 MUTANT LIZ-MAN (#58), worth 959 XP. Yarash carries Bracers AC 4,
a Wand of Paralyzation, 2 Potions of Healing, and 1 Potion of Speed.
Yarash is fond of using the Wand of Paralyzation; you should disable or kill
him as soon as possible.
17 - A dial here controls the destination of the adjacent teleporter (location
9); you may set this to blue, copper, silver, or gold.
18 - Yarash's desk is covered with papers. Searching yields the following: a
letter from the Boss demanding that Yarash join him (Journal Entry 33);
Yarash's unsent reply (Journal Entry 49); a message to the buccaneers
offering a bounty for a real sahuagin (Journal Entry 27); a warning about
dangers in the mountains to the northwest (Journal Entry 56); and a note to
a trapper about kobolds and hobgoblins (Journal Entry 40).
19 - This storeroom has a lot of magical junk. Searching yields treasure worth
276-876 XP containing 400 gold, 1200 silver, and 3 random magical items,
which you can find once in each of the three different storerooms.
20 - Three lizardman slaves work pumps. If you attack them, they attack you
with the barrels of mutagens they are holding (2 physical attacks on random
characters, 201 damage per hit); you then fight 3 LIZARDMAN (#57); parleying
with a "H"aughty, "S"ly, or "A"busive attitude has the same effect. If you
parley with a "N"ice or "M"eek attitude, they allow you to free them. They
then describe what Yarash is doing and how you can get help from their tribe
(Journal Entry 35).
SECTION 6.17 - Lizardman Keep
-----------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 GROUND LEVEL
#~~~~~~~~# #~~# #~~# #### KEY:
0 # ' ' # # # # # # # 0
#############''''''''####''####''####''#### ~ moat (impassable)
1 # # 1 # wall
#### ########## #### # ' rubbled wall
2 ~ ' # ' ' # # # 2 + door/archway
#### #''''''''# # # \ stairs down
3 # # ' 3' # Eg # # 3
# ####++#### #### #### E Entrance/exit
4 # ' ~ 4
# ####
5 # # 5
#### ########## ####''''''''' #
6 ~ # # ' 2' #Ec' 1' 1'Ed' # 6
~''# # '''# #''''''''#### ####
7 ~ ' # Ef' 2# # ' ' #### ' # 7
#### # #++# #''''''''#\\# '''#
8 # # 5# ' 1' ' 'Ee' ' # 8
# #''' # '''' ''''''' ####
9 # ' 2' # ' 1'Eb' 1' 1' # 9
# #''' # ''''''''''''' #
10 # # 2' # # 10
#### #''#### ''''''#### #
11 # ' ' ' # # 11
#### ' # # #
12 # Ea ' 4 + # # 12
# ' # # #
13 # ' # # # 13
#### ''''''####''#
14 ~ ' ' # 14
~'''''###################++#######''####''####
15 ~ ' ' # #E1# # # # # 15
~~~~~~#### #++# #~~# #~~#
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 CATACOMBS
################################################# KEY:
0 ###############################~~################ 0
###############################~~################ # wall
1 #######P1~~~###################~~~ ####Eg####### 1 ~ pool
#######~~~~~###################~~~ #### ####### \ stairs up
2 ####### ############# # ####### 2
####### ################ ####~~~~~# ########## E Entrance/exit
3 ####### ############# ####P1~~~# ########## 3 P Pool
####### ############# ############# ##########
4 ####### # # Ed#### ########## 4
################### # # ########## ##########
5 #############Ec#### # # ~P2#### ########## 5
############# #### # ####~~#### #############
6 ############# #### # ############# 6
############# #### #### #### #############
7 ####Ef#### #### #### ########## 7
#### #### #### ~~~~ #### #\\#### ##########
8 #### #### #### ~P1~ #Ee#### ########## 8
#### ####~~#### ~~~~ #### # #### ##########
9 #### ~~~~P1# #### # ########## 9
#### ####~~# #### ####### # ################
10 #### #### # #### #Eb # ################ 10
#### #### # #### #### # # ################
11 #### # # #### # # ########## 11
########## #### # #### # # #### ##########
12 ########## #### # # # #### # 12
########## #### ############# ####### ~~~~ #
13 ########## # #### # ~~~# ~P2~ # 13
############# # ~~~~ #### #### ~~~# ~~~~ #
14 ############# # ~P1~ #### ~~~# # 14
############# # ~~~~ #### #### ~~~##########
15 #############Ea# #### ~P2########## 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
This ruined keep was once defended by a powerful wizard, who placed an
anti-magic shell around the entire area to protect against magical attacks.
It did not stop the conventional assault that caused it to fall. Now, the
ruins are occupied by lizardmen, who have been disrupting trade to the east of
Phlan. The Boss has been courting them, but the lizardmen as yet have not
taken sides. The council tasks you with preventing the lizardmen from joining
the Boss.
Special penalties: There is an anti-magic zone in this entire area; it is not
possible to cast spells here, even from magic items. Also, in either swampy
areas or the restricted tunnels of the catacombs, you receive the following
penalties: movement is reduced by 4 (minimum 1), AC goes up by 2, THAC0 goes
up by 2, all damage rolls get 2 subtracted.
Random encounters: None.
Resting: It is safe to rest anywhere.
Clearing the area: The area is considered cleared if you either defeat Drythh
in a duel, or if you kill all the lizardmen in the area. In order to do the
latter, you must defeat at least 50 lizardmen, though only battles in the
catacombs and the main attack by 20 lizardmen at location 1 actually count.
Differences from the tabletop adventure: Both maps have the same outline,
though the anti-magic aura only exists in the Gold Box version; the duel with
Drythh also only exists in the Gold Box version. The lizardmen in the
tabletop version may present you with medallions that mark the bearers as a
friend of all lizardmen.
E1 - Exit to Wilderness 37,8.
Ea/Eb/Ec/Ed/Ee/Ef/Eg - There are passages here that lead to the other layer;
on the surface you may need to search for them. The passages lead to the
corresponding location on the other map.
The first time you enter the catacombs, you are attacked by 10 GIANT LIZARD
(#59). (The number that attack is supposed to decrease if you kill some on
the surface, but this doesn't actually happen.)
P - If you approach this pool while some of the 50 lizardmen in this area are
still alive, 5 LIZARDMAN (#57) will emerge from the pool and each throw a
javelin at your party (1d6 damage to one character per hit). Surprise is
then rolled for; if they surprise you, they re-enter the pool before you can
follow them. Otherwise, you will have the chance to attack them.
You will then have the chance to enter the pool. If you enter:
* If you just encountered five lizardmen here, and you did not defeat them,
they will attack you without you being able to retaliate (5 physical
attacks on random characters, 2d2 damage per hit; then 5 physical attacks
on random characters, 1d8 damage per hit).
* Otherwise, you find treasure if you have not yet searched this pool:
P1 - 216 XP, 1 gem, 1000 gold, 1000 silver
P2 - 350 XP, 1 gem, 1000 gold, 1000 silver, Shield +2
1 - Former central keep. The first time you enter this 4x4 area:
* If you did not rescue the three lizardmen at Yarash's Pyramid location 20,
and have not yet entered the catacombs: Lizardmen jump out of ambush and
throw javelins at the party; each one that hits does 1d6 damage. You are
then immediately attacked by 20 LIZARDMAN (#57) and 4 GIANT LIZARD (#59).
* If you did rescue the three lizardmen, and this is the first time you have
entered any of locations 1, 2, or 3: An old lizardman approaches you with a
hand raised in gesture of peace. "C"ombat results in the automatic death
of the old lizardman; the lizardmen subsequently behave as if you had never
saved their brethren (which results in the attack for this location).
If you "P"arley, he asks you for the word that had been asked for in
Journal Entry 35. If you do not give the correct response of SAVIOR, you
are attacked by 2 LIZARDMAN (#57) and 1 GIANT LIZARD (#59).
If you properly answer SAVIOR, the old lizardman relaxes and tells you his
story (Journal Entry 31), concerning his rival Drythh who wants to join the
Boss. Drythh then immediately shows up and challenges the old lizardman;
the old lizardman asks one of you to champion him:
* If you say "Y"es, your chosen champion fights DRYTHH (#95) one-on-one.
If you lose, the result is the same as if you had said "N"o. If you win,
Drythh's followers withdraw, and the old lizardman assures the party that
they will not join Tyranthaxus. He then tells you that many lizardmen
are still hostile to the party, and that it is best to leave. (What this
actually means in practice: You completed the quest, but if you feel like
it, you can loot the catacombs, fighting battles there as if you hadn't.)
* If you say "N"o, then the old lizardman fights Drythh himself, loses, and
your party is attacked by 1 DRYTHH (#95) and 12 LIZARDMAN (#57)
* If you did not rescue the three lizardmen and you have already entered the
catacombs, or if you have already dueled Drythh, then nothing happens.
2 - Former servant's quarters. The first time you enter this L-shaped
building:
* If you did not rescue the three lizardmen at Yarash's Pyramid location 20,
and have not yet entered the catacombs: You are attacked by 3 GIANT LIZARD
(#59).
* If you did rescue the three lizardmen, and have not yet had the encounter
with the old lizardman, it happens as described in location 1.
* If you did not rescue the three lizardmen and you have already entered the
catacombs, or if you have already dueled Drythh, then nothing happens.
3 - Former storeroom. The first time you enter this building:
* If you did not rescue the three lizardmen at Yarash's Pyramid location 20,
and have not yet entered the catacombs: You are jumped by 2 LIZARDMAN (#57)
and 1 GIANT LIZARD (#59); you cannot avoid combat.
* If you did rescue the three lizardmen, and have not yet had the encounter
with the old lizardman, it happens as described in location 1.
* If you did not rescue the three lizardmen and you have already entered the
catacombs, or if you have already dueled Drythh, then nothing happens.
4 - Former stables. Nothing happens here.
5 - If you have not yet cleared this area, and you search this square, you
will find a treasure worth 575 XP containing 1 jewelry, 1 gem, and 1000 gold.
SECTION 6.18 - Buccaneer Base
-----------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
######################+++++######################
0 ################ #10+ E1 +10# ################ 0 # wall
################ #### #### ################ + door/archway
1 ############# ############# 1
############# ####### ####### ############# E Entrance/exit
2 #######10# # # # # #10####### 2
#######++# # # # # #++#######
3 ####### + 9 + + 9 + ####### 3
####### # # # # #######
4 #### # # # # #### 4
#### ####### ####### ####
5 # # 5
# ############# ####### ########## #
6 # # # # 3 4 # # 6+ # # 6
# # # # ####++# # # # # #
7 # + # + 3# 5# 3+ 9 + # # # 7
# # # # # # # # # # #
8 # # # # 3# # 3# # # # # 8
# ############# ####### ####### ########## #
9 # 3 3 # 9
#### ####++#### ####++#### ####
10 #10+ # # 1 1 1 1# # +10# 10
#### # 9 # # 9 # ####
11 #### 2# # 1 7 1 1# # #### 11
####### ####++#### #++#### ####++#### #######
12 ####### # 8 # ####### 12
########## #++#### ##########
13 ########## # # ########## 13
#############++# # # #++#############
14 #############10# # # #10############# 14
################ ####### ################
15 ################ ################ 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
This area is not findable until you are tasked by the council to rescue the
heir to Bivant. The council refuses to pay the ransom for the kidnapped child.
To succeed, you must rescue the child in any way possible. Once you either
complete or fail the mission, you may not re-enter the base.
Random encounters: None, if you have either captured the base, or not rescued
the boy by subterfuge or force. Otherwise, you may face groups of BUCCANEER
(#99), or BUCCANEER and 3RD LVL FIGHTER (#100), at a very high encounter
rate.
Resting: You may rest anywhere safely if you have captured the base. If you
have not, but have rescued the boy by subterfuge or force, the boy is noticed
and your rest is disturbed by a group of BUCCANEER (#99). If you have done
neither, you may rest at will in the merchants' camp, but will be rousted out
anywhere else.
Clearing the area: You may: (1) simply buy the heir to Bivant, which does not
actually require any money; (2) use violence to free the heir and all the
other slaves; (3) use extra violence to capture the base outright. If you
choose regular violence, your task is easier if you distract the buccaneers
by freeing the animals first. Also possible: (4) fail the mission by either
surrendering to the buccaneers, or rescuing and then subsequently abandoning
the boy.
Differences from the tabletop adventure: Both this area and the quest to rescue
the heir to Bivant do not exist at all in the tabletop version.
E1 - Exit to Wilderness 12,31. As you enter, you are led to the merchants'
camp.
1 - Merchants' camp.
2 - A seedy merchant will sell a pass to see the buccaneer captain. The pass
(which is an inventory item) costs 25% of the active character's money.
3 - If you haven't already rescued the heir or stirred up the base, the first
time you attempt to enter the slave pen from one of these locations you are
given a description of the slaves, and the party notes the heir to Bivant via
his distinctive birthmark. A merchant remarks that he can get a good price
for him. You may:
* Punch merchant: His guard of 6 BUCCANEER (#99) attacks. This does not
result in any further trouble, and the merchant leaves.
* Agree or Say nothing: Nothing happens.
* Rescue boy: You have three options:
* Sneak into pen: You move to location 4.
* Attack guards: You fight the 4 BUCCANEER (#99) from location 4.
* Do not rescue boy now: Nothing happens.
4 - Entrance to the slave pen. If the animals from the animal pen are running
around, any guards will be distracted and not present. Attempting to sneak
by the guards will never work. Attacking the guards results in a fight with
4 BUCCANEER (#99).
5 - Slave pen. If you have not captured the base, the heir to Bivant is here;
you may Get him (even if you already have him), freeing the other slaves in
the process. Once you have the heir, fleeing from combat runs the risk of
leaving the heir behind.
6 - Gate to animal pen. You may choose to release the animals penned here.
This will distract the guards for the next 60 minutes, but doesn't otherwise
disturb them.
7 - If you have not captured the base, two large guards are standing here:
You may pass them in peace if you "S"how pass. "B"ribing them will not work.
"A"ttacking them results in a fight with 2 4TH LVL FIGHTER (#41). This will
draw the attention of the buccaneers, and result in the further waves of
attacks:
* Wave 2: 1 3RD LVL FIGHTER (#100), 20 BUCCANEER (61 XP)
* Wave 3: 1 5TH LVL FIGHTER (#101), 1 3RD LVL FIGHTER, 50 BUCCANEER (179 XP)
* Wave 4: 1 5TH LVL FIGHTER, 2 3RD LVL FIGHTER, 53 BUCCANEER (201 XP). (53
is, in what may or may not be sheer coincidence, the size of a standard
NFL roster. Additional trivia: AD&D's birthplace is in hardcore Packer
fan country; the Packers and Buccaneers were divisional rivals at the
time.)
If he is still alive, the buccaneer captain then approaches you, and gives
you a chance to surrender. If you do, you lose most money and some items,
and are forced to leave the base and fail the mission; otherwise you continue
to fight:
* Wave 5: 1 CAPTAIN (#102) (if still alive), 15 4TH LVL FIGHTER (#41),
40 BUCCANEER (3561 XP if captain is still alive)
Defeating this last wave causes all remaining buccaneers to surrender; you
capture the base, and free all the slaves including the heir to Bivant, and
if you killed the captain here you also may claim the captain's magical gear:
Long Sword +4, Shield +2, Plate Mail +3.
8 - If you enter this room by using a pass, the buccaneer captain comes out to
greet you. If you "M"ention the young boy, you have the option to "B"uy the
boy for 75% of the active character's money. Otherwise, you may "A"ttack the
captain and fight 1 CAPTAIN (#102) and 4 4TH LVL FIGHTER (#41) (1669 XP).
You may then claim the captain's magical gear as above, though this does not
capture the base, nor does it alert the other buccaneers.
9 - Buccaneer barracks. This is empty if you have captured the base. If not,
and the animals are running rampant, the guards normally quartered here are
busy capturing the animals. You are otherwise confronted by the buccaneers
and asked to leave. If you do not, you fight 5 waves of battles that start
with 20 BUCCANEER (#99); waves 2-5 are the same as in location 7.
10 - If you have not captured the base, this guard tower is garrisoned by 4
BUCCANEER (#99). You may attack them or leave; more guards appear if you
leave and come back.
SECTION 6.19 - Zhentil Keep Outpost
-----------------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
######################+++++######################
0 # # + 1 # E1 # + + # 0 # wall
# #VV####++# # # #++####++# # V or > illusionary
1 # # 3# # # # # # 1 one-way wall
#++#### ####### ####### ####++# + door/archway
2 # # # # 2
# # ####++#### ####++#### # # E Entrance/exit
3 # # # 5 # # 5 # E2# # 3
# # #######++#### ####++####### # #
4 # # # # 4 # 5+ # # 4
# # # # #######+++++####### # # # #
5 # + + 5+ # # # # + # 5
# # # # # #### #### # #### # #
6 # # # # # # + + # # # # 6
# # #### # #### #### #### # #
7 # #E2 # # # # # 7
# # # #++#######++# # # # #
8 # #E2 # # 2 # # # + # # 8
# # # # # # # # # #
9 # # # # # # # # # # 9
# # #### # # # # #### # #
10 # + # # # # # # # + # 10
# # # # # ############# # #### # #
11 # # + 5+ # # > 5> # # 11
# # # # ################### # # # #
12 # # # # # # # # 12
# # #######++#### ####++####### # #
13 # # # 5 # # 5 # # # 13
#++#### ####++#### ####++#### ####++#
14 # # E2 # # 14
# ####++##########++#++##########++#### #
15 # + + # 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Zhentil Keep is a major wealthy city at the western end of the Moonsea. It is
famous for infighting by primarily evil factions. The city is now wary about
the rebirth of one of its former rivals. This outpost was built here partly to
keep an eye on New Phlan.
Porphrys Cadorna proposes a treaty between the two cities so that New Phlan
can focus on rebuilding. He does so by sending the party on a diplomatic
mission with a magically sealed diplomatic packet. His end goal is to take
more power in New Phlan, which isn't a surprise, but his methods are: what he
actually proposes is an alliance between him and Zhentil Keep, with acceptance
to be signaled by the execution of the party -- which eliminates some powerful
rivals of Cadorna. The Zhentarim will not know this until they read tne entire
contents of the packet, so the party will be treated as guests under a
diplomatic flag of peace at first.
Random encounters: None, except after dinner and before the garrison has
surrendered. Yoy will then meet five increasingly large groups of
GUARD (#96) and CORPORAL (#54) which do not negotiate; the sixth random
encounter will be with the encounter from location 3.
Resting: If you have not yet either met the commandant for dinner or defeated
him in combat, resting will eventually result in you being led to dinner,
even if you have attacked the guards and are outside your quarters. After
dinner, you will be disturbed by the next garrison random encounter described
above.
Clearing the area: The diplomatic mission is flagged as successful if you
enter and are taken to your room, then leave by any means other than
surrendering.
Differences from the tabletop adventure: The map and theme are roughly the
same. The dinner conversation with the commandant is similar; you'd think it
would be different with a human DM. The high-level staff are fewer in number
and less well armed in the Gold Box version.
E1 - Exit to Wilderness 3,32.
When you first enter, you are introduced to the Commandant, then receive a
brief tour of the outpost that ends at location 1. You will not be permitted
to wander freely, partly because the commandant does not want you to see that
the outpost is lightly garrisoned and only appears strong.
After dinner and before the garrison has surrendered, nearing the exit has a
75% chance of an attack by 11 GUARD (#96).
E2 - You may climb over the wall here; this also exits to Wildness 3,32.
1 - Your quarters. When you first arrive here, you may either move around or
wait for dinner:
* If you move around:
Leaving your quarters results in a prompt encounter with guards who demand
you return. They will not accept a "B"ribe. If you attack, you fight 4
GUARD (#96). You are given a chance to surrender after that:
* If you "S"urrender: You lose all your money and items and are placed
outside the outpost; this does not complete the mission.
* If you "A"ttack them: You fight two waves of 4 CORPORAL (#54) and 16
GUARD. You may then either return to your quarters as if nothing has
happened, or leave the outpost (which will actually complete the
mission, even if you do not defeat the commandant).
* If you relax or rest:
When it is time for dinner (14:00), you are led to location 2.
Once you return from dinner, you have the option of going to sleep with or
without a watch. If you do not set a watch, a physical attack on a random
character is made that does 8d4+8 damage if it hits. A two-wave combat then
ensues:
* Wave 1: 4 AIDES (#53).
* Wave 2: 5 CORPORAL (#54), 6 AIDES (#53).
2 - Officers' mess. This is where you dine with the commandant and his staff.
He offers conversation with the party; there are two ways to get information
out of him:
* Discuss "M"agic, then "M"ention Pool of Radiance, which results in the
commandant telling you a story (Journal Entry 46).
* Discuss the "C"ity of "O"ld Phlan, which results in the commandant telling
you a legendary old being called Tirantikus and Tyranthraxus are likely one
and the same.
Otherwise, all you can accomplish is to give the commandant information.
Once dinner is complete, you are guided back to location 1.
3 - If you have not had dinner with the commandant, entering this square leads
to an attack in two waves:
* Wave 1: 1 DWARVEN FIGHTER (#48), 10 AIDES (#53), 12 CORPORAL (#54),
25 GUARD (#96) (710 XP). The dwarven fighter carries Gauntlets of Ogre
Power, Long Sword +1, and Chain Mail +1.
* Wave 2: 1 COMMANDANT (#50), 1 AL-HYAM DAZID (#86), 20 AIDES (#53), 24
CORPORAL (#54) (2879 XP). The commandant carries Long Sword +1, Plate
Mail +2, Shield +1, Ring of Fire Resistance, 3 Potion of Extra Healing,
and Javelin of Lightning (and will use the Javelin of Lightning if given
a chance); his magic-user carries Bracers AC 3, Ring of Fire Resistance,
and Wand of Lightning. (This is strange, because Al-Hyam Dazid isn't
supposed to show up until Valjevo Castle.)
After defeating the Commandant, all remaining troops in the outpost
surrender.
4 - Gate to central keep. This is impassable unless the party is being led.
5 - Barracks. You may get attacked by guards in other versions of the game,
though nothing happens in the IBM version.
SECTION 6.20 - Valhingen Graveyard
----------------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#################################################
0 # S S S S S S# # ' #21 # 0 # wall
# # # # ####XX# ' rubbled wall
1 # S S S S S S# # 17 # 20# 1 + door/archway
# #++#######++# ####''#### X conditional passage
2 # S S S S S S S#18# # # 2
# #++#++# #++# #### E Entrance/exit
3 # S S S S S S S S# # # # # # # 3 S Skeleton Zone
# # # # #### #######++# Z Zombie Zone
4 +E1 1 S# \ # # 22 # W # 4 W Wight Zone
# ####### #### #### #
5 # S S S S S S S S# W 14 W W# # W W W# 5
# ##########''#++#### # # #
6 # S S S S + 2 + 3# W#15# # W# # W W 12# 6
# ####### # #\\# ####### ####++#
7 # S S S S S S # # W#16 # W W W# # 7
# # # ####### # ####
8 # S S S S S S # # W# W W # +13# 8
# ########## # #######
9 # S S S S S# Z Z 19# Z Z Z Z Z Z Z# 9
# #######++# #### #
10 # S S S# \ 8# 7# Z Z Z# # Z Z Z Z Z Z# 10
# # # # # # #### #
11 # S S S# # # # Z Z Z#11 + Z Z Z Z# 11
# #++####++# # #### #
12 # S 4 S# \ # Z Z Z# # Z Z Z Z Z Z# 12
####++# ########## #### #
13 # 5# Z Z Z Z Z Z Z Z Z Z Z Z Z Z# 13
# # ####### #
14 # # Z Z Z Z Z# # Z Z Z Z Z Z# 14
#\\#### ####++# # # #
15 # 6 # Z Z# # Z Z# 10\ 9 Z Z Z Z Z# 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
The graveyard has been overflowing with undead ever since the Flight of the
Wyrms. The undead trouble the Boss, since he does not trust his clerics to
handle them (he fears they will control the undead and gain power against him),
and his regular mundane troops fare very poorly against higher-level undead.
The undead have started to cross the river into the main areas of Phlan (this
actually happens in the tabletop version), so the council of New Phlan is also
troubled, and tasks you with ending this threat -- it has already sent
adventuring parties into the graveyard to no avail.
Preparation: Battling the undead here is not easy once you get past the
skeletons and zombies. You should have as many of the following as possible
before coming here:
* As many characters as possible should either know Fireball, or be level 6
clerics.
* Everyone should have a magical weapon, as higher-level undead are not
damaged by mundane or even silver weaponry.
* You will receive four scrolls each with two casts of Restoration when you
accept the mission to clear the graveyard. You will get four more if you
complete the mission to rescue the heir of Bivant, and more as you
systematically explore this map.
* Your front three fighters should have ideally recently gained a level (in
any class); even if you cast Restoration after a level drain, that will
still wipe out any progress you had made towards the next level.
It also helps to cast buffs like Protection from Evil, Prayer, Enlarge, and
Mirror Image before triggering a fixed combat with more powerful undead.
Random encounters: If the area has not been cleared, you will encounter the
appropriate monsters in the zones labeled on the map:
* SKELETON (#34)
* ZOMBIE (#35)
* WIGHT (#20), ZOMBIE (#35), plus one of: JUJU ZOMBIE (#29), GHOUL (#72), or
MUMMY (#114). The combination of wights and mummies is especially
dangerous.
They will attack immediately if they surprise you; otherwise:
* "F"lee: The monsters flee first if you surprised the monsters (the text
will say that you managed to sneak up on them in this case); otherwise, you
move to a random outside location on the map.
* "P"arley: This will cause you to lose surprise if you surprised the undead,
and start combat if you did not.
The supply of each primary type of undead is capped. These caps are about
128 for skeletons, 32 for zombies, and 16 for wights. There also is a
spectre responsible for creating each type of undead (at locations 6, 8, and
16); if not destroyed, the spectres will generate more undead as time passes
in the game.
Resting: It is safe to rest if the graveyard has been cleared; otherwise you
may be disturbed by GHOUL (#72). In practice, you can step right outside the
graveyard and rest there, since being attacked in the Wilderness while
resting is rare.
Clearing the area: The area is considered cleared once you have defeated the
vampire for good at location 22. (Doing this requires first defeating the
vampire at location 21, which in turn requires defeating the spectres at
locations 16 and 17. Defeating the spectres at locations 6 and 8 is not
required.)
Differences from the tabletop adventure: The overall theme is similar, but the
maps are very different; the Gold Box version replaces a lot of the treasure
with a bunch of extra scrolls with Restoration spells; sanctifying the coffin
will actually work in the tabletop version; undead growth is linear in the
Gold Box version but is exponential (!) in the tabletop version.
E1 - Exit to Wilderness 26,26.
1 - Skeletal hands erupt from graves; this triggers an attack that is the same
as a random encounter in the Skeleton Zone.
2 - This mausoleum is guarded by 15 SKELETON (#34).
3 - The inner mausoleum is guarded by 1 GIANT SKELETON (#22), plus additional
skeletons (up to about 20) if there are any currently remaining in the
Skeleton Zone. Once defeated, if you search, you find a treasure worth 5095
XP containing 12 jewelry, 10 gems, 69 gold, 28 silver, and 4 Clerical Scrolls
(Restoration, Restoration).
4 - 30 SKELETON (#34) guard the outside of this tower.
5 - Poison gas trap: every party member must either successfully save vs.
poison, or take 10 damage.
6 - 1 SPECTRE (#17) is responsible for raising skeletons; defeating it yields
2234 XP and its treasure of 3 jewelry, 555 platinum, and 2000 gold. If you
destroy it, skeleton generation will stop; however, if the area is not
cleared the vampire will eventually revive it.
7 - 15 ZOMBIE (#35) guard the outside of this tower.
8 - 1 SPECTRE (#17) is responsible for raising zombies; defeating it yields
1516 XP and its treasure of 13 gems, 542 platinum, and 1111 gold. If you
destroy it, zombie generation will stop; however, if the area is not cleared
the vampire will eventually revive it.
9 - 25 ZOMBIE (#35) guard the outside of this mausoleum.
10 - This mausoleum is guarded by 1 JUJU ZOMBIE (#29) and 15 ZOMBIE (#35);
after combat, you find a treasure worth 1020 XP containing 110 gold, 290
silver, Wand of Lightning Bolt, Potion of Healing, and 2 Clerical Scrolls
(Restoration, Restoration).
11 - This mausoleum is guarded by up to 8 MUMMY (#114) (1885 XP for 8). There
is no treasure here, and this is a difficult combat, so this combat should be
avoided, but if you insist ... It helps to cast Protection from Evil, Prayer,
and Shield spells before this combat to prevent too many characters getting
paralyzed by the mummy's fear aura. You should also have Cure Disease
prepared to get rid of disease immediately after combat; Fireball does
reliable damage; and Lightning Bolt sometimes does incredible damage (which
is strange).
12 - As you approach this tower, you are warned to leave; if you do not, you
fight 4 WIGHT (#20) and 16 ZOMBIE (#35) plus one of 2 JUJU ZOMBIE (#29), 2
GHOUL (#72) or 1 MUMMY (#114).
13 - This crypt is guarded by a wraith, who says it is the protector of the
paladin here, and warns to leave; if you do not, you fight 1 WRAITH (#21)
(119 XP). You may then loot the paladin's remains for treasure, for 600 XP,
Hammer +3, Sling of Seeking +2, Potion of Extra Healing, Clerical Scroll
(Restoration, Restoration), and Magic-User Scroll (Slow, Hold Person,
Invisibility 10' Radius).
This treasure and the treasure from location 18 probably were meant to be
swapped. Location 18 actually has items a paladin would expected to equip;
the knight there is supposed to grant treasure useful for each of the four
major classes.
14 - At least 5 WIGHT (#20) guard the outside of this tower; if you have not
yet cleared the Wight Zone, there may be up to 15 of them.
15 - Poison gas trap: every party member must either successfully save vs.
poison, or take 4 damage.
16 - 1 SPECTRE (#17) is responsible for raising wights; defeating it yields
2234 XP and its treasure of 3 jewelry, 555 platinum, and 2000 gold. If you
destroy it, wight generation will stop; however, if the area is not cleared
the vampire will eventually revive it.
17 - 2 SPECTRE (#17) (676 XP) guard the outside of this crypt.
18 - The spirit of the dead knight resting here gives his equipment to the
party, worth 800 XP: Plate Mail +2, Long Sword +2 (alignment lawful good;
anyone not lawful good who tries to equip this sword takes 15 damage), Ring
of Fire Resistance, Shield +1, 4 Clerical Scroll (Restoration, Restoration).
19 - If you have defeated the spectres at locations 16 and 17, but have not yet
cleared the area, you are approached by a LEVEL 6 MU (#24) who asks to join
the party to help end the foul undead curse. You may "L"et him join, and he
will tell you where the vampire is hiding. However, he will immediately
betray the party in the very next combat, as he is actually an agent of
Tyranthraxus. If you instead "S"end him away, he immediately attacks you
(181 XP). He carries a Ring of Protection +2.
20 - You may walk through the northern wall here if you have defeated the
spectres at locations 16 and 17. The magic-user from location 19 will
tell you this if he is with you.
21 - The vampire who is behind all the undead in the graveyard is hidden here,
and attacks immediately: 1 VAMPIRE (#23), 3 WOLF (#106) (763 XP). If someone
is carrying the Efreeti Bottle found in the Kobold Caves, it materializes to
fight on your side: 1 EFREETI (#70); this does not consume the bottle. The
efreet isn't particularly helpful because the combat is too congested for it
to contribute much. If the magic-user from location 19 is with you, he will
join the vampire against you here.
In addition to casting buffs like Mirror Images and Protection from Evil to
protect yourself against the vampire's level-draining attack, you also want
some counter to its charming gaze: cast buffs to improve saving throws, and
have Charm Person or Dispel Magic prepared to counter the gaze if it takes
effect.
Lawful good holy symbols do not appear to have any effect against the
vampire. (Though that might be because I tried a holy symbol of Tyr, an
actual lawful good god, instead of Tempus as the clue book suggests in one
place -- Tempus is actually neutral.)
Should you defeat the vampire, it will turn to mist and flee to location 22.
If you search afterwards, you will find its treasure (3133 XP): 12 gems, 9000
gold, Wand of Magic Missiles, 3 Potion of Healing, Shield +1, and 5 Clerical
Scrolls (Restoration, Restoration).
22 - If you come here before you defeat the vampire at location 21:
You find a coffin surrounded with broken crosses (despite the cross being
Christian and not a symbol of any god of the Forgotten Realms) and spilled
vials of holy water, and a scroll. If you read the scroll, it is Journal
Entry 43. You may then either sanctify or overturn the coffin. The latter
does nothing; the former is supposed to make the vampire easier to fight when
it returns here, but it has no such effect that I can tell.
If you come here after you defeat the vampire at location 21:
The vampire has returned to its coffin, and you must fight it: 1 VAMPIRE
(#105) (663 XP). It is alone this time, and only has 1/3 of its starting hit
points. Defeating the vampire again defeats it for good; this will clear the
area, and will also empty out the entire graveyard of anything remaining,
whether undead or treasure.
SECTION 6.21 - Stojanow Gate
----------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 KEY:
#############++###################++#############
0 # # #E2# # # # E2 # 0 # wall
# # # # # #++#### #++############# # + door/archway
1 # # # # + # # # # # 1 \ stairway
# #++#### #### ####### ####### # # #
2 # + + # + # # # # # + # 2 E Entrance/exit
####### # # # # # #++####++####### #
3 # + # # # # # # 3
############# #### ####++# #######
4 # + # 4
# # #
5 # 2a # # 5
# ####\\####### #######\\#### #######
6 # ####\\####### 5 #######\\#### # 6
#############\\#######+++++#######\\#############
7 ########## 6 # 4b # 7 ########## 7
########## # # ##########
8 ########## # # ########## 8
########## #+++++# ##########
9 # # 3 3# # 4a # # 3 3 3# 9
# # ############# ############# #
10 # + 3 3 3 3 2 2 2 2 3 3 3 3 # 10
####### ####++#
11 # # 2 2 2 2 + # 11
# # #### #### ####### #### #
12 # + # + # # # # + # # 12
####### #### # #### ####++# # # #######
13 # + + + # # + # # # 13
# ####++# ####### ############# #### #
14 # # # 1+ + + + 1 + # 14
#++########## # # # # #++# ####++#
15 # E1# # # #E1# # # 15
#############++###################++#############
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
The Stojanow Gate guards the only approach to Valjevo Castle by land. (Isn't
it a shame you cannot cast Fly or Water Walk in these games?) When the time is
ripe, the council tasks you with infiltrating the gate and capturing it; the
city's military can then garrison the gate itself.
Random encounters: None, unless you set off the alarm in Valjevo Castle; you
can then encounter patrols north of the gate, which works the same way it
does in Valjevo Castle. (You can also set off an alarm here, but that alarm
does not actually do anything, even though it is supposed to.)
Resting: It is safe to rest anywhere (even if you are in the middle of
crashing the gate and the tower guards are sending arrows and rocks your
way), unless you set off the alarm in Valjevo Castle; in that case, rest
north of the gate may be interrupted by a random encounter.
Clearing the block: To clear this block, you must defeat both the bugbear
patrol in front of the gate and the guards in both of the two towers. You
will get a message about guards from Phlan arriving and garrisoning the gate
when this happens.
Differences from the tabletop adventure: The tabletop version has hobgoblins
patrolling instead of bugbears, but actually has a defense against flying
PCs. It otherwise works similarly. (The river is so that polluted boats
cannot cross; that pretty much has to be magical, because if that were to
occur in real life you wouldn't even be able to get close to the river, which
you are allowed to do here without harm.)
E1 - Exit to Podal Plaza.
E2 - Exit to Valjevo Castle Southwest Quadrant.
1 - A passing man driving a wagon full of equipment will offer to sell his
wagon to you for 250 gold; you cannot haggle lower than this. If you pay,
he tells you about how the gate is guarded. If you are feeling poor or
unheroic, you can also kill the man and take the wagon by force.
2 - Bugbear patrol area that consists of 15 BUGBEAR (#63) (533 XP):
* If the bugbears are alive, and you have the wagon from location 1:
The bugbears may act as if you are supposed to take supplies through the
gate. This roll always fails if you refused to pay their fee before, or if
you are coming from the north. The roll is otherwise likely but not
guaranteed to succeed:
* If the roll succeeds, the bugbears believe you are taking supplies
through the gate. They ask a 15 gold fee; if you agree, you are taken to
location 2a north of the gate. If you do not, you will not get the
option again (this roll will now always fail).
* If the roll fails, the bugbears declare the party impostors and demand
surrender. You may "F"lee to a location south of the gate (which always
works), "S"urrender (all your money and some items are lost; works as
"F"lee otherwise), or "A"ttack. If you have not given the bugbears any
reason to be suspicious, you can "F"lee and try again; otherwise your
only real option is to "A"ttack them.
* If the bugbears are alive, but you do not have the wagon from location 1:
You are first warned to stay away from the wall. If you continue to move
around here, the bugbears confront you; you may either "A"ttack them or
"T"ake the punch (1d3 damage to one character if it hits). If you take the
punch, the next time the bugbears demand surrender as above.
* If the bugbears are dead, but the tower guards are still alive:
Arrows are fired at you from the guard towers (2 physical attacks on
random characters, 1d6 damage per hit).
3 - This behaves as location 2, except since you aren't trying to go through
the gate, no check is made for the wagon.
4a/4b - If you enter this location from a direction other than north: You can
sometimes "B"ash down or "P"ick the lock of this massive gate, but the Knock
spell always works. If the gate hasn't yet been opened, you are not being
led through, and the tower guards are still alive, the tower guards throw
rocks at the party (16 physical attacks on random characters, 1d6 damage per
hit) every time you try to open the gate. You can move east and west to
renew the options to "B"ash or "P"ick open the gate if you don't succeed at
first.
If you enter location 4b after killing both sets of tower guards, and the
bugbear patrol is still alive, the bugbears confront you here. Attempting to
"F"lee crashes the game; any other option starts combat with the bugbear
patrol. Winning this combat clears the block.
5 - If you have killed the bugbear patrol, and some tower guards are still
alive, the tower guards confront you. You can "F"lee to the southern side of
the map; any other option starts combat with 2 LEVEL 6 MU (#24), 2 AIDES
(#53), and 6 ETTIN (#71) (3042 XP); this happens even if you've killed one
set of tower guards (but not both), and even though the magic-users in the
towers aren't actually the same. Each of the level 6 magic-users carries a
Ring of Protection +2. Winning this combat clears the block.
6 - Western guard tower. Two humans and three ettins are here, and one of the
humans openly wonders when the assault on New Phlan will actually take place.
You may "F"lee back down the stairs or "A"dvance closer to them; "C"ombat or
"P"arley start combat with 1 5TH LVL MU (#89), 1 AIDES (#53), and 3 ETTIN
(#71) (1371 XP).
7 - Eastern guard tower. Two humans and three ettins are here, and one of the
humans talks about how the Boss threw an unruly subordinate through a
trapdoor to a medusa. You may "F"lee back down the stairs or "A"dvance
closer to them; "C"ombat or "P"arley start combat with 1 LEVEL 6 MU (#24), 1
AIDES (#53), and 3 ETTIN (#71) (1521 XP). The level 6 magic-user carries a
Ring of Protection +2.
SECTION 6.22 - Valjevo Castle
-----------------------------
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 NORTHWEST QUADRANT
################################################# KEY:
0 # # # # # # # 0
# # # # # # # # wall
1 # # #7b # 19 # + # 1 + door/archway
##########++# #++#######++####### #############
2 #17 # 7a # 2 E Entrance/exit
# # #
3 # 16+ 7a E3+ 3
####### #####################################
4 # # 4
#++#++# #
5 #18#18# # 5
####### #
6 # # # 6
# # #
7 # 15+ + 7
# # E6+
8 # # + 8
####### #
9 # # # Hedge maze: See next section 9
# # # for map and details.
10 # + # 10
####### #
11 # # 11
####### #
12 # # # 12
# #++# #
13 # 9# # 13
# # #
14 # 10# # 14
# # #
15 # #E4# 15
##########++#
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 NORTHEAST QUADRANT
################################################# KEY:
0 # # # # 21 # # # 0
# # # # # # # # wall
1 # # #8b # 20 # # # 1 + door/archway
# # #++##########++#### #++##########
2 # + 8a + # 2 E Entrance/exit
############# # 22 #
3 +E2 8a # # 3
##################################### #######
4 # # 4
# #######
5 # # # 5
# # #
6 # # # 6
# # #
7 # # 23# 7
# ####++#
8 # # 8
# ####++#
9 Hedge maze: See next section # # 24# 9
for map and details. # # #
10 # # # 10
# #######
11 # # 11
# #######
12 # +25 # 12
# # #
13 # # # 13
# #### #
14 # # # 14
# # #
15 #E5# # 15
#++##########
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 SOUTHWEST QUADRANT
##########++# KEY:
0 # 5 #E2# 0
# # # # wall
1 # # # 1 + door/archway
# #### #
2 # 4+ # 2 E Entrance/exit
# # #
3 # # # 3
####### #
4 # # 4
####### #
5 # # # Hedge maze: See next section 5
# # # for map and details.
6 # 3 # # 6
#++#### #
7 # # 7
#++#### #
8 # # # 8
# # #
9 # # # 9
# # #
10 # # # 10
####### #
11 # # 11
####### #####################################
12 # # E5+ 12
# # #############
13 # + + 1 # 13
##########++# ####++##########++# # #
14 # # # # # # # 14
# 2 # # # # # #
15 # #E1# # #E1# # 15
#############++###################++#############
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 SOUTHEAST QUADRANT
#++########## KEY:
0 #E3# # 0
# # # # wall
1 # # # 1 ~ pool
# # # + door/archway
2 # # # 2
# #### # E Entrance/exit
3 # +14 # 3
# #######
4 # # 4
# #######
5 Hedge maze: See next section # + # 5
for map and details. # # #
6 # # # 6
# #######
7 + # 10# 7
+E6 # #
8 + + 9 # 8
# # ####
9 # # #~~# 9
# ####~~#
10 # #12#13# 10
# #++#++#
11 # # 11
##################################### #######
12 +E4 6b 6b+6a # 12
# # #
13 # # # 13
############# #######++#######++# #++##########
14 # + # 9 # 11# # # 14
# # # # # # #
15 # # # 10 # # # # 15
#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
The ancient stronghold of Valjevo Castle has now been occupied by the Boss,
Tyranthraxus. He has set up numerous defenses around the castle's inner tower,
with a heavy garrison surrounding a hedge maze. The garrison's weakness is
that it is primarily composed of humanoids who aren't exactly models of
competence.
Alarm: If you do something suspicious or aggressive, you may set off the alarm.
This lasts for 60-120 minutes, and activates random encounters. You can wait
out the alarm in one of the safe locations listed below.
Random encounters: None, unless the alarm is active and you are not in one of
the locations 3, 11, 16, or 22; then you may encounter 1 6TH LVL FIGHTER
(#75) and 5 HILL GIANT (#55). If you stole anything from the altar of Bane
at location 5, you may be immediately attacked. If not, you may "F"lee;
"P"arleying will start combat if not disguised, or if you stole anything from
the altar of Bane. Otherwise, "S"ly or "N"ice start combat; "M"eek causes
the guards to ask for a password, which is HARASH; "H"aughty or "A"busive
causes the guards to ask for your authority, which is TYRANTHRAXUS. Failure
to give the correct response will start combat.
Resting: It is safe to rest anywhere, unless the alarm is active; your rest
then may be interrupted by a random encounter, except in locations 3, 11, 16,
and 22, which are always safe.
Differences from the tabletop adventure: The map layouts are nearly identical,
and the overall theme is the same, but monsters in the Gold Box version are
generally harder and the magical treasures are generally less powerful.
E1 - Exit to Stojanow Gate.
E2 - To Valjevo Castle Northwest Quadrant.
E3 - To Valjevo Castle Northeast Quadrant.
E4 - To Valjevo Castle Southwest Quadrant.
E5 - To Valjevo Castle Southeast Quadrant.
E6 - Entrance to Valjevo Castle Hedge Maze. If you have not given the tower
guards (whom you can't reach) at this gate a reason to be suspicious, they
ask for a password.
* Give the password: If Cadorna is with you, he slips you a note with it in
Dethek. RHODIA is correct and permits free passage. An incorrect password
does not arouse suspicion, and gives you a chance to "B"ash, "P"ick, or
cast "K"nock the door, which still does not arouse suspicion. (I wasn't
kidding about the guards' lack of competence.) The first two might work
but are unreliable; the Knock spell always works.
* Force the gate open: The guards throw boulders at the party (12 physical
attacks on random characters, 2d6 damage per hit) and set off the alarm
(this does not cause you to lose disguise); then you get a chance to
"B"ash, "P"ick or cast "K"nock as above.
If you have either ever tried to force your way through this gate (the guards
won't know if you tried forcing your way through the other one), or stolen
anything from the altar of Bane at location 5, the guards will be suspicious:
the result is as if you had tried to "force the gate open".
1 - Washerwomen cower from the party, then recognize the party as strangers and
decide you are here to kill Tyranthraxus. (That's an interesting leap of
logic.) A half-orc woman approaches you.
No matter which parley option you choose, the women will offer to disguise
you. You can choose whether or not to put on the disguise, which will help
you evade enemy patrols.
Afterwards, you may "T"ie them up, "K"ill them, or simply "L"eave. If you
unheroically "K"ill them, there is a 1 in 4 chance you make noise and set off
the alarm, which will also cancel your disguise. The alarm will occasionally
go off even if you do not, which I think is a bug.
2 - Smithy. Between 0:00 and 15:00, a smith and three fire giants work here.
If you "P"arley with him and choose either "S"ly or "A"busive, the smith
recognizes your party as intruders and attacks: 1 4TH LVL FIGHTER (#41) and
3 FIRE GIANT (#56) (4018 XP). The smith carries a Long Sword +1 and Chain
Mail +1.
If you defeat the smith and the fire giants, or if you come here after 15:00,
you may take any of the nonmagical weapons or armor here; there is one of
each common item.
3 - Smokehouse. This is always a safe place to rest.
4 - Temple of Bane. A priest and two acolytes ask you to accept Bane's
blessing.
* Accept blessing: All non-evil characters take 2d10+2 damage; the last
character in your party may get hit two extra times. If anyone took
damage, the priest then recognizes the party as impostors; this behaves as
if you had tried to Leave.
* Talk: The priest insists you accept the blessing of Bane.
* Leave: The priest declares you impostors, and throws a sphere from his
Necklace of Missiles at the party. First, every character who fails to
make a saving throw vs. magic takes 15 damage; then, every character takes
15 damage. The priest and his acolytes then attack you, as if you had
tried to Kill them.
* Kill them: You fight 1 LEVEL 5 CLERIC (#91) and 2 1ST LVL CLERIC (#90)
(450 XP). The level 5 cleric carries a Mace +3, Plate Mail +1, and a
Necklace of Missiles.
5 - Altar of Bane. If you loot the offering box, you can get 37 silver, but
all characters will take 2d10+2 damage. You may then take the two crossed
swords; if you choose to take them, they are worth 400 XP, and both are Long
Swords +3 (alignment lawful evil; anyone not lawful evil who tries to equip
such a sword takes 5 damage).
If you take anything from here, any disguise from location 1 will no longer
work, and many guards in the castle will recognize you as blasphemers on
sight and be automatically hostile.
6 - Hill giant guard. If you are disguised, you may pass through location 6b
without them noticing, but not location 6a where they are stationed.
If they do notice you, and you stole anything from the altar of Bane at
location 5, they immediately attack you and set off the alarm: fight 2 HILL
GIANT (#55) (1297 XP).
If you start "C"ombat yourself, this will set off the alarm, but you will not
lose your disguise.
The giants will otherwise ask for a password. You may either act "H"aughty
and give your authority as TYRANTHRAXUS, or give the password HARASH with any
other attitude, and they will let you go. Otherwise, they attack you (same
effect as "C"ombat).
7 - If you pass through location 7a while disguised, and you haven't killed the
6TH LVL FIGHTER (#75) (136 XP, carries Long Sword +1) here, he confronts you:
* "C"ombat: He pushes a button and warns you that a patrol is coming. Either
choice triggers the alarm and causes you to lose your disguise. If you
"S"tay and fight him instead of "R"un, after the combat you are immediately
confronted by a patrol.
* "F"lee: You successfully get away, but set off the alarm and lose your
disguise.
* "W"ait or "P"arley: "S"ly or "N"ice sets off the alarm, but doesn't cause
you to lose your disguise. If you act "M"eek and give the password HARASH,
or act "H"aughty or "A"busive and give your authority as TYRANTHRAXUS, he
lets you go without incident. If you say the incorrect word, what ensues
is as "C"ombat above.
If you pass through location 7a while not disguised, the alarm goes off.
If you enter location 7b and the fighter is still alive, he immediately
attacks you, setting off the alarm, though this does not cause you to lose
any disguise.
8 - This is similar to location 7, but the 6TH LVL FIGHTER (#84) (336 XP) may
be helped by the fire giants from location 20. If you attempt to pass
through location 8a while not disguised, the fire giants will charge you; the
only way to avoid combat is to "F"lee, which sets off the alarm. If you
attack the fighter in location 8b, you can catch him without the fire giants.
9 - This barracks is empty at night, but during the day you will encounter its
hill giant soldiers. If you "F"lee you will set off the alarm and lose your
disguise. "W"ait or "P"arley will start combat: 8 HILL GIANT (#55)
(5191 XP).
10 - If you search here, you will find treasure: 1 XP, 11 gold.
11 - The first time you enter this room, the ceiling caves in (physical attack
on a random character, 2d6 damage if it hits). This is always a safe place
to rest.
12 - If you have completed the diplomatic mission to the Zhentil Keep Outpost
(commission #13), Porphrys Cadorna is chained in this cell:
* "R"elease him: He will be grateful and allow you to take him with you if
you so choose.
* "L"eave him: He will beg and volunteer information three times before you
can actually do so, and threaten to set off the alarm. If you finally do
leave, the alarm actually will go off, and you will lose any disguise you
have.
* "K"ill him: He will beg and volunteer information once before you can
actually do so. This does not accomplish anything; the Phlan clerk will
recognize that you did it, but recognition is all that happens.
13 - A well. If you try to move into it, you get the option to dive in; if you
do, you find treasure: 133 XP, Long Sword +2 Flame Tongue. A character not
good enough at swimming (fails a Constitution check) may breathe in water and
take 1d6 damage.
14 - 5 GIANT SNAKE (#60) lair here. You can't avoid combat (216 XP).
15 - If you enter this room during the day, you may sometimes catch the giants
who live here sleeping; you may either sneak out, or attack them as they
sleep. If you choose the latter, you step on a loose creaky floorboard so
you can't actually surprise them, and fight 4 FIRE GIANT (#56) (5186 XP).
Otherwise, the giants have set a small trap by the door; if you fail to
detect it with Search mode, a bucket falls on the party (physical attack on a
random character, 1d4 damage if it hits). You may "F"lee, but it sets off
the alarm and causes you to lose any disguise; all other options lead to
combat as above.
16 - Officers' quarters. The officer is not present, but 2 HILL GIANT (#55)
(1297 XP) are, who confront you. You may "F"lee, but it sets off the alarm
and causes you to lose any disguise. If you "P"arley with any attitude they
will bother you no further (the fact that any attitude works appears to be a
bug). Once you deal with the giants, this is always a safe place to rest.
17 - If you search here, you find treasure: 100 XP, 200 gold, Potion of Speed.
18 - Latrine.
19 - Mess hall.
20 - Fire giant barracks; the giants look up at you:
* "C"ombat: Fight 4 FIRE GIANT (#56) (5136 XP).
* "F"lee: You set off the alarm and lose any disguise you may have.
* "P"arley: A "H"aughty or "S"ly attitude gets the giants to show you the
list of passwords from location 21. "N"ice or "M"eek attitudes lead to the
giants telling you to get lost; "S"taying will start combat. An "A"busive
attitude will also start combat.
21 - You can search here to find the password list, if the fire giants did not
already show it to you. It has the patrol password HARASH written in Espruar
and the gate password RHODIA written in Dethek.
22 - Armory. You may take any of the nonmagical weapons or armor here; there
is one of each common item, and the supply is inexhaustible. This is also
always a safe place to rest.
23 - Kitchen. A gnoll overseer watches three human slaves:
* Kill the overseer and free the slaves: The gnoll tries to run but doesn't
make it. One of the slaves gratefully shows you a pieces of paper from
the gnoll, with RHODIA written upon it in Dethek, and says that it is the
password to enter the deadly hedge maze.
* Go back outside: If you are not disguised, this sets off the alarm.
* Talk to the overseer: The first time, the overseer threatens you with
boiling oil. After that, he makes good on the threat (physical attack on a
random character, 2d6 damage if it hits).
24 - Records office. You can spend hours reading the records, and learn:
* The red wizards of Thay are allied to Tyranthraxus. You'll get to see
them in later games in the series, just not this one.
* Tyranthraxus got his start leading poorly organized humans, but is now
much better organized.
* He seeks to conquer all lands south of the Moonsea. (Everything in this
game takes place north of the Moonsea. You'll get to travel south of the
Moonsea in Curse of the Azure Bonds.)
There is a 15% chance that a scribe will walk in while you are reading the
records; this will set off the alarm, but will not cause you to lose any
disguise.
25 - Scribes' office. If you enter between 0:00 and 18:00, you will encounter
six scribes working under the supervision of two officers. The two officers
will confront you (if you are not disguised, any response will set off the
alarm):
* "C"ombat: Fight 2 ENVOY (#87) (433 XP), who each carries a Two-Handed Sword
+2.
* "F"lee: You set off the alarm and lose any disguise you may have.
* "P"arley: If you are not disguised, the offers attack you. Otherwise, if
you act "M"eek and give the password HARASH, or act "H"aughty or "A"busive
and give your authority as TYRANTHRAXUS, they leave you alone. Anything
else causes them to attack you.
If you have defeated the officers, you can search the office and find:
* A report indicating that the northern barbarians want a strong leader, and
that the chief of the Raven clan is already allied to Tyranthraxus.
* Hard evidence that Cadorna has been using the party for his own ends and
seeks the Pool of Radiance for himself.
* A quote from Tyranthraxus: "Do not be fooled by outward forms for you shall
know me by my flaming aura."
SECTION 6.23 - Valjevo Castle Hedge Maze
----------------------------------------
4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11
#########################################################################
4 # 1+ " + " + 2 # 4
# # """""""""""""""" " " """# " " """" """" """""""""#### #
5 # # " " " # " " " " " " # # 5
# #### """"""" """" """" """" # " """" " " """"""" """#######
6 # #### " " " " " " # " " " " " # 6
#######""" " """" " " """" """# """" """" " """""""""" " " #
7 + " " " " " # " " " " " " # 7
+E1 """""""""" " " """" """" # """"""" " """" """""""""" " #
8 + " " # " " " " " # 8
# " """"""" " " """""""""" """#""" """" " " """" """""""""" #
9 # " " " " " " # " " " " " " # 9
#"""""" " " " " " """" """"""# """" " " " " " " """""""""#
10 # " " " " " " " " # " " "TP" " " # 10
#""" """"""" " " " " " """" # """" """""""""" " " """" #
11 # " " " " " "TP" + " " " # 11
# " " """"""" " " #########################"""""" " " """" #
12 # " " " " " ######################### " " " # 12
# """"""" """" " " ######################### " """""""""" " #
13 # " " ######################### " " " " # 13
#"""""" """""""""" " ######################### """"""" " " " #
14 # " "E3+######################## " " " " # 14
# """"""" " """""""""######################### """" """"""" " """#
15 # " " ######################### " # 15
#++###################++#########################++###################++#
0 # " ############# # " " # 0
#""" " """"""" """" ############# #""""""""" " """"""" #
1 # " " " ############# 5+ " " # 1
# " " """"""" ############# # " """""""""" """"""#
2 # " " " ############# # " " # 2
# " """""""""" " ############# # " " """" """"""" #
3 # " " " ############# # " " " " " # 3
# """" " " """"""######################### " " """"""" " " #
4 # " " " + "TP" " " " " " # 4
# """" " " """""""""" """" # """" " " " " " """"""" """#
5 # " " "TP" " " # " " " " " " " " # 5
#""""""""" " " " " " " """" #"""""" """" " " " " " """"""#
6 # " " " " " " # " " " " " " # 6
# """""""""" """" " " """" """#""" """""""""" " " """"""" " #
7 # " " " " " # " " + 7
# " """""""""" """" " """"""" # """" """" " " """""""""" E2+
8 # " " " " " # " " " " " + 8
# " " """""""""" " """" """" #""" """" " " """" " """#######
9 # " " " " " " # " " " " " " # # 9
#######""" """"""" " " """" " # """" """" """" """"""" # #
10 # 3 3+ " " " " " " # " " " # # 10
# ####""""""""" """" """" " " #""" " " """""""""""""""" # #
11 # 3 3+ " " + " + 4 # 11
#########################################################################
4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11
KEY: # wall + door/archway TP Teleporter
" hedge E Entrance/exit
The Valjevo Castle hedge maze is the next layer of defense surrounding the
castle's inner tower. Even the hedges can be deadly!
Hedges: You can step through a hedge ("), but every time you do so, a random
character must make a successful saving throw vs. poison or take 201 damage.
(This doesn't count as a poison death for the purposes of the Slow Poison or
Neutralize Poison spells.)
Random encounters: None, unless the alarm is active and you are outside in the
hedge maze; you may then randomly encounter 4 GIANT SNAKE (#60). You can
"F"lee from these; "P"arleying will simply start combat.
Resting: It is safe to rest anywhere, unless the alarm is active; your rest
then may be interrupted by a random encounter. It is also safe to rest in
any of the buildings if you have dealt with their inhabitants.
Differences from the tabletop adventure: The maps are almost identical; the
monsters in the maze are somewhat stronger in the Gold Box version.
E1 - Exit to Valjevo Castle Northwest Quadrant.
E2 - Exit to Valjevo Castle Southeast Quadrant.
E3 - Entrance to Valjevo Castle Inner Tower.
TP - Teleporter to one of the other three teleporters, chosen at random.
1 - Quarters of Al-Hyam Dazid. Al-Hyam is trying to learn how Tyranthraxus got
his great power; Tyranthraxus is keeping him under watch and trying to learn
all he can from him. He is not interested in combat, and if you threaten
him twice he will give the party all his notes (Journal Entry 30). If you
attack him, you face 1 AL-HYAM DAZID (#86); you receive 1423 XP, Bracers AC
3, a Ring of Fire Resistance, and a Wand of Lightning.
2 - Trolls live in this tower. If you do not "F"lee, you fight 8 TROLL (#31),
worth 1084 XP.
3 - This tower is guarded by 3 HILL GIANT (#55). If you "P"arley with a
"H"aughty or "A"busive attitude, and say that TYRANTHRAXUS sent you, they
let you go. Anything else results in combat (1946 XP); the giants may ask
for a non-existent password first.
4 - A group of giants is hiding here, avoiding work, and arguing. If you stole
anything from the altar of Bane at Valjevo Castle location 5, they attack
immediately. Otherwise, they'll ask you if frogs and toads are the same
thing. (For the record: toads are a proper subset of frogs, so the correct
answer is no -- all toads are frogs, but not vice versa.) If you either
answer "Y"es or "A"ttack, you fight 4 FIRE GIANT (#56) (5136 XP). If you
answer "N"o, you have another chance to "L"eave; "S"taying will result in a
fight.
5 - Throne room of false Tyranthraxus. The false Tyranthraxus confronts the
party:
* "C"ombat or "W"ait: this sets off the alarm; fight 1 TYRANITHRAXUS [sic]
(#92) and 2 6TH LVL THIEF (#93); you receive 1701 XP and the false
Tyranthraxus's Long Sword +5, Ring of Protection +3, and Gauntlets of Ogre
Power.
* "F"lee: works, but sets off the alarm.
* "P"arley: "H"aughty, "S"ly, and "A"busive start combat as above. "N"ice
and "M"eek result in the false Tyranthraxus asking you to leave; refusing
results in combat as above, setting off the alarm.
SECTION 6.24 - Valjevo Castle Inner Tower
-----------------------------------------
Lower Level Upper Level
######################### #########################
# # # # # E3 # #
# #### # # # #\\# # #
# #\\# # # 4 # #### # 2#
# #\\# # ####++#### #### ####++#
+E1 #E2# # # 3+ 5#### #
#~~~~~#######~~#### # # #\\#############++#
# \\\\\\\ \\\\ 1 # # #\\########## #
######################### #######\\########## #
# 6 ####### #
KEY: # wall # #######++####
~ illusionary wall # #### #
+ door/archway # ~~~~ #### #
\ stairs # ~~~~ #### #
~ Pool of Radiance ################ #
################ #
E Entrance/exit #########################
Tyranthraxus makes his lair here in the inner tower of Valjevo Castle. Defeat
him and Phlan will be free!
Random encounters: None.
Resting: It is safe to rest anywhere.
Differences from the tabletop adventure: Tyranthraxus only has 2 level 8
fighters defending him in the tabletop version, instead of the 12 here. The
possessed bronze dragon's name is Srossar; in the tabletop version, he only
has 20% magic resistance, but has the standard repulsion breath and
spellcasting abilities of an ancient bronze dragon, neither of which is
present here.
E1 - Exit to Valjevo Castle Hedge Maze.
E2 - Stairs up to Upper Level.
E3 - Stairs down to Lower Level.
1 - Lair of a medusa; Tyranthraxus keeps the medusa here to trouble intruders
who didn't find the secret door in the previous room. You can "F"lee the
medusa; "P"arley has the same result as "C"ombat: 1 MEDUSA (#49) worth 150
XP. You can safely fight the medusa if everyone equips a Silver Mirror. You
can also just skip it since it's worth little XP and has no treasure.
2 - This empty room has a trap door in it. If you open it, and you have not
killed the medusa at location 1, its gaze may turn you to stone. You may
then jump through the trap door; if you do, all characters take 3d6 damage,
and you confront the medusa if it is still alive.
3 - A messenger that works for Genheeris and Tyranthraxus is here. If you
stole anything from the altar of Bane at Valjevo Castle location 5, he
immediately attacks you; fight 1 1ST LVL THIEF (#45). He will also attack
him if you "P"arley using an "A"busive attitude. (I don't think messengers
are usually this suicidal.) If you "P"arley with any other attitude, he will
called into the inner office, emerge with papers, and leave.
4 - Genheeris's office. If you killed the messenger at location 3, Genheeris
will be frightened, and offer to deal with the party, even asking to join as
an NPC: GENHEERIS (#88). Genheeris is not actually able to memorize spells
once his currently memorized spells are expended. If you refuse this offer,
he attacks you; you are awarded 756 XP and his Wand of Lightning if you win.
If you did not kill the messenger, "C"ombat or "P"arleying with a "H"aughty,
"S"ly, or "A"busive attitude frightens Genheeris and leads to the above
offer. "N"ice or "M"eek results in Genheeris giving you an order; if you
ignore it and "S"tay this will also frighten Genheeris.
5 - If Genheeris is in the party, he leaves the party here without notice.
6 - Lair of Tyranthraxus. The ancient bronze dragon possessed by Tyranthraxus
rests near the Pool of Radiance. It asks two human guards to kill the party;
if you do anything other than "F"lee, you fight 12 8TH LVL FIGHTER (#85),
worth 8390 XP; each fighter is using a Two-Handed Sword +2, Plate Mail +2,
and a Ring of Protection +3. (Where did those extra ten fighters come from?)
If you defeat his guards, Tyranthraxus is intrigued by the party, and offers
anyone that joins him leadership positions. Everyone in the party then makes
a decision; NPCs always fight Tyranthraxus in the IBM version. If everyone
joins Tyranthraxus, the game ends; otherwise, he attacks: fight 1
TYRANITHRAXUS [sic] (#66), worth 611 XP.
If you win, Tyranthraxus's spirit departs from the bronze dragon's body, and
the spirit threatens to possess one of the characters -- but Bane pulls
Tyranthraxus into the pool before he can do so. The party then returns to
New Phlan victoriously.
To win this series of battles much easier, use the Dust of Disappearance from
the Temple of Bane. It's not like there is anything better to save it for
(no items survive transfer to Curse of the Azure Bonds). It makes both
battles much easier; you can move away from the fighters and they won't do
anything if there is no character adjacent, and Tyranthraxus likewise cannot
use his deadly electrical breath attack. Other buffs long-lasting enough to
cast before the first fight are Enlarge and Resist Fire.
You can continue combat after defeating the fighters to heal and cast buffs.
If you didn't use the Dust of Disappearance, cast all the Mirror Image and
Blink spells you have then. One useful buff here is Protection from Good,
because Tyranthraxus is actually lawful good (that's the alignment of the
body he is possessing).
SECTION 7.1 - Mechanics Introduction
------------------------------------
The Gold Box games are fundamentally based on the three standard 1st Edition
AD&D rulebooks: the Player's Handbook, the Dungeon Master's Guide, and the
Monster Manual. Some rules from Unearthed Arcana (mostly items) are applied,
as well as some monsters from Monster Manual II. The major exception to this
is THAC0, which is a 2nd Edition rule; 2nd Edition came out not too long after
Pool of Radiance did. 3rd Edition did not exist until years after the last
Gold Box game was released.
The tabletop game uses dice of 4, 6, 8, 10, 12, and 20 sides. The notation XdY
indicates the sum of rolling X Y-sided sice; a standard roll of two cubical
dice is represented as 2d6 and yields a number between 2 and 12.
The Gold Box games predate the invention of modern robust pseudorandom number
generators (the Mersenne Twister was not invented until 1997), so random
numbers in this game are not rigorously random. As is typical for pseudorandom
number generators that old, you will often get clustering effects. (Example:
if the game rolls d20 100 times, on average you will actually get 5 of each
number, but the 1s and 20s will tend to cluster together more than you would
expect statistically. This effect is clearest when casting Fireball; you will
get both very low and very high damage rolls far more often than would happen
if the die rolls were truly random.)
Most of the rules here apply to all the Gold Box games, with known exceptions
indicated. The major exception is spellcasting classes in the Dragonlance
games, which have their own rules.
SECTION 7.2 - Hit Points and Status Conditions
----------------------------------------------
Hit points should almost need no introduction. A character is knocked
unconscious if reduced to 0 hit points or fewer. Between -1 and -9 hit points,
1 hit point is lost every round, unless one of the following happens: another
character issues the "B"andage command (which has unlimited range), you cast
any cure spell on the character, or you win the combat. Any of these will
bring the PC up to 0 hit points and stabilize the character. Fleeing a combat
will result in the permanent loss of any characters left behind. At -10 or
fewer hit points, the PC dies.
The death from massive damage rule introduced in 2nd Edition does not exist in
1st Edition or the Gold Box games.
Death is much harder to fix than in most other modern CRPGs; the standard Raise
Dead spell is not guaranteed to work (and is not supposed to work on
full-blooded elves, though it does here), and results in permanent Constitution
loss even if successful. The higher-level Resurrection spell is not available
at Pool of Radiance temples.
Animated results from casting Animate Dead on a Dead character. Such a
character is under the control of the computer, and will only engage in
physical combat (no spells or items). It can only be fixed with the Raise Dead
spell.
Stoned (character turned into a statue) can be fixed with a Stone to Flesh
spell, which in this game you can only get at a temple (even though it's not
a clerical spell).
Gone means just that -- a Gone character is permanently dead and irretrievable
(aside from restoring or editing a saved game).
Poison in AD&D 1st Edition does not work in the traditional CRPG way of causing
gradual hit point loss. It instead kills you outright if you fail your saving
throw. This form of death may be fixed with the Neutralize Poison spell, which
in this game may only be cast in temples. The Slow Poison spell will
temporarily work to revive the character, but at the end of that spell's
duration will cause the PC to die outright if you do not get Neutralize Poison
cast before that.
Disease will drain 1 hit point every 10 minutes (this will not cause hit points
to drop below 1), as well as 1 Strength every hour (this will not cause
Strength to drop below 3, but is permanent). Disease will also prevent proper
hit point restoration.
Charmed is a condition caused by a variety of spells (Charm Person, Snake
Charm) or some monster special attacks. A charmed creature will fight for the
other side while charmed, though it cannot be controlled. A physical attack by
a charmed creature's ally targeted on another ally automatically breaks the
charm. (Magical attacks do not have this effect.) The manual says that you
can keep charmed enemies after combat, but this is not true -- they will
instead disappear together with whatever treasure they were carrying.
Helplessness is caused in combat by a variety of spells (Sleep, Stinking Cloud,
Hold Person) or some monster special attacks. Any physical attack on a
helpless defender automatically hits and does enough damage for the defender to
start dying. (This is only supposed to happen under 1st Edition rules; in 2nd
Edition and later, extra conditions apply if you want to automatically slay a
helpless defender.)
SECTION 7.3 - Time
------------------
Days, hours, and minutes work mostly like in real life, except that the sun
rises at 00:00 and sets at 14:00. Units of time longer than a day have very
little influence on gameplay. You should not get significantly older other
than by magical effects even if you play at a leisurely rate, and in later
games you can find and even buy Elixirs of Youth to reduce your age anyway.
You need to gain about 25 years before aging effects start to have any effect
at all.
It usually does not matter whether it is day or night; the major important
exception is that the shops and city hall in New Phlan are only open during the
day.
It takes 1 minute to move forward one square in the first-person view, and 10
minutes to thoroughly search the current square. Moving in the overland view
takes 12 hours per square.
Combat is divided into rounds; 1 round is 1 minute (this is different from 3rd
Edition and later). One turn is equal to 10 rounds or minutes. A round is
divided into 10 segments that in last roughly 6 seconds each, but the game
does keep track of more than 10 segments in each round.
SECTION 7.4 - Experience and Gaining Levels
-------------------------------------------
AD&D popularized the very concept of gaining experience (XP) and gaining
discrete power-ups at levels of experience. The amount of experience needed to
gain a level is listed under the section for each individual class.
Characters must be conscious at the end of a battle to receive experience; just
having positive hit points is not sufficient. Single-classed characters with
at least 16 in their primary statistic receive a 10% bonus to experience
earned.
Treasure can be worth experience too. Experience for magical items varies by
item, but the standard rule of thumb in the tabletop game is that experience
value is 20% of the gold value of the item. This seems strange, as treasure
these days is almost always treated as its own reward, but in the days before
1st Edition AD&D, treasure was the ONLY way to get experience. (That meant
that you would find gold for no other reason than to get experience, which in
turn led to the problem of having gold and nothing to spend it on. Yes, that
problem predates the home computer.)
Unlike most modern games, gaining a level is not automatic. You must go to
a class-specific training hall to do so (this is only possible in New Phlan),
and pay 1000 gold (200 platinum).
You cannot gain more than one level in one class at a time. If you have enough
experience to go up more than one level in one class, doing so will cause you
to lose just enough experience so that you are 1 experience point short of
another level; this will not cause you to lose levels in a different class.
The traditional Gold Box way to get that next experience point is to get into a
tavern brawl.
If you are a multi-classed character (only non-humans may multi-class, and in
fact there's not much point in playing a non-human if you do not), experience
is evenly divided between your classes. (This is always rounded down, which
is not the case in the tabletop game.) This will mean you will progress in
your classes at different rates. This division happens even if you have
reached the maximum level for a given class.
When gaining a level as a multi-classed character, the tabletop rules do not
apply; instead: (1) roll die for hit points; (2) divide by number of
classes, rounding down; (3) add Constitution modifier (maximum of +2 if below
Constitution 20, even if the level gained is fighter); (4) if below 1, set to
1. For levels beyond where you roll a die, you instead gain a fixed number of
hit points if single-class, or 1 if multi-classed.
Dual-classing, which only humans can do, is not implemented in Pool of
Radiance. It is in later games, so you can plan for it. You must have at
least a 15 in the primary statistics for your original class, and at least a 17
in the primary statistics for the class you are planning to switch to. While
tabletop game rules permit you to change classes more than once so long as you
never return to your original class, you may only ever do so once per
character in the Gold Box games.
Non-humans have a racial limit to how many levels they can gain in most
classes, which often depend on the class's primary statistic; this was one of
the most hated rules of 1st and 2nd Edition before it was dropped in 3rd
Edition. Thieves and humans have no such restrictions. This is in addition to
the limits imposed by Pool of Radiance itself; these game level limits are
extended as you move on to the sequels, but racial level limits never are.
SECTION 7.5.1 - Statistic: Strength
-----------------------------------
+To +To Carry Open Bend
Score Hit Dam Capac Doors Bars Monster with this strength
3 -3 -1 162 1/6 0%
4-5 -2 -1 262 1/6 0%
6-7 -1 0 362 1/6 0%
8-9 0 0 512 2/6 1%
10-11 0 0 512 2/6 2%
12-13 0 0 612 2/6 4%
14-15 0 0 712 2/6 7%
16 0 +1 862 3/6 10%
17 +1 +1 1012 3/6 13%
18 +1 +2 1262 3/6 16%
18/01-50 +1 +3 1512 3/6 20%
18/51-75 +2 +3 1762 4/6 25%
18/76-90 +2 +4 2012 4/6 30%
18/91-99 +2 +5 2512 4/6 35%
18/00 +3 +6 3512 5/6 40% Ogre
19 +3 +7 4512 7/8 50% Hill giant
20 +3 +8 5012 7/8 60% Stone giant
21 +4 +9 6012 9/10 70% Frost giant
22 +4 +10 7512 11/12 80% Fire giant
23 +5 +11 9012 11/12 90% Cloud giant
24 +6 +12 12012 19/20 100% Storm giant
25 +7 +14 15012 23/24 100% Titan
"+To-hit" only affects melee attacks, not missile attacks.
"+To-dam" affects melee damage; penalties cannot cause damage to drop below 1
unless you cannot cause damage to begin with. It does not affect missile
damage unless you have a Fine Composite Long Bow equipped.
"Carry capac" measures unencumbered carrying capacity; you can actually carry
up to 988 extra coins of weight beyond the limit.
"Open doors" is the standard probability for opening a stuck or heavy door in
one try.
"Bend Bars"/Lift Gates is the percentage chance of a feat of strength, the
standard ones being bending iron bars or lifting an iron portcullis.
Strength is the primary statistic for fighters; a single-classed fighter with
Strength 16 or more receives a 10% bonus to experience earned. Strength is
also a primary statistic for paladins and rangers in later games.
A fighter with 18 Strength also gets to roll percentile dice for exceptional
Strength; non-warriors do not get this roll.
The tabletop class minimums for Strength are not enforced except when you first
roll a charcter.
SECTION 7.5.2 - Statistic: Intelligence
---------------------------------------
This is only of any importance at all for classes that can cast magic-user
spells.
There are minimum Intelligence requirements for casting 5th and higher level
spells (which won't be an issue at all until later in Curse of the Azure
Bonds). Intelligence is also the primary statistic for magic-userse;
a single-classed magic-user with Intelligence 16 or more receives a 10% bonus
to experience earned. Intelligence is also a primary statistic for rangers in
later games.
Number of languages you can learn is never relevant; the chance to learn a
spell is 100% if it can be learned at all; and there are no minimum or
maximum numbers of spells you can learn per level. (Intelligence affects all
of these in the tabletop game.)
Intelligence also does not grant you bonus spells, as it does in later AD&D
editions. At low levels, a magic-user is going to run out of spells quickly.
Not for nothing is a level 1 magic-user nicknamed "Sleep spell on legs".
Also, the tabletop class minimums for Intelligence are not enforced except when
you first roll a charcter.
SECTION 7.5.3 - Statistic: Wisdom
---------------------------------
S. T. Cleric
Score Bonus Spells
3 -3
4 -2
5-7 -1
8-12 0
13 0 Bonus L1 spell
14 0 Bonus L1 spell
15 +1 Bonus L2 spell
16 +2 Bonus L2 spell
17 +3 Bonus L3 spell; minimum needed for 6th level cleric spells
18 +4 Bonus L4 spell; minimum needed for 7th level cleric spells
The saving throw bonus applies against any spell that tests willpower: charm,
fear, and illusion (but not other spell types that permit a Will saving throw
in 3rd Edition and later).
Wisdom is the primary statistic for clerics; a single-classed cleric with
Wisdom 16 or more receives a 10% bonus to experience earned. Wisdom is also a
primary statistic for both paladins and rangers in later games.
The tabletop class rules for a chance for spell failure below Wisdom 13 are not
enforced, and the minimums for Wisdom are not enforced except when you first
roll for a charcter.
SECTION 7.5.4 - Statistic: Dexterity
------------------------------------
------ Thief Skill Adjustments ------
Find/
React Def. Pick Open Remove Move Hide in
Score /Miss Adj. Pocket Lock Traps Silent Shadows
3 -3 +4 N/A N/A N/A N/A N/A
4 -2 +3 N/A N/A N/A N/A N/A
5 -1 +2 N/A N/A N/A N/A N/A
6 0 +1 N/A N/A N/A N/A N/A
7-8 0 0 N/A N/A N/A N/A N/A
9 0 0 -15% -10% -10% -20% -10%
10 0 0 -10% -5% -10% -15% -5%
11 0 0 -5% 0 -5% -10% 0
12 0 0 0 0 0 -5% 0
13 0 0 0 0 0 0 0
14 0 0 0 0 0 0 0
15 0 -1 0 0 0 0 0
16 +1 -2 0 +5% 0 0 0
17 +2 -3 +5% +10% 0 +5% +5%
18 +3 -4 +10% +15% +5% +10% +10%
19 +3 -4 +15% +20% +10% +12% +12%
"React/Miss" is both the the to-hit bonus for thrown and launched missile
weapons, and the modifier to initiative.
"Def. Adj." is the modifier to AC (the lower, the better).
"Pick Pocket", "Open Lock", "Find/Remove Traps", "Move Silent", and "Hide in
Shadows are the percentage adjustments to thief abilities. These are only
first applied starting at level 2. (If for whatever reason you adjust a
Thief below Dexterity 9, the penalties for low Dexterity disappear.)
Dexterity is the primary statistic for thieves; a single-classed thief with
Dexterity 16 or more receives a 10% bonus to experience earned.
The tabletop class minimums for Dexterity are not enforced except when you
first roll a charcter.
SECTION 7.5.5 - Statistic: Constitution
---------------------------------------
HP/ System Res. S. T. Pois
Score Level Shock Odds Bonus Bonus Regen
3 -2 35% 40% 0 0 0
4 -1 40% 45% +1 0 0
5 -1 45% 50% +1 0 0
6 -1 50% 55% +1 0 0
7 0 55% 60% +2 0 0
8 0 60% 65% +2 0 0
9 0 65% 70% +2 0 0
10 0 70% 75% +2 0 0
11 0 75% 80% +3 0 0
12 0 80% 85% +3 0 0
13 0 85% 90% +3 0 0
14 0 88% 92% +4 0 0
15 +1 91% 94% +4 0 0
16 +2 95% 96% +4 0 0
17 +3 97% 98% +4 0 0
18 +4 99% 100% +5 0 0
19 +5* 99% 100% +5 +1 0
20 +5* 99% 100% +5 +1 1/60
21 +6* 99% 100% +6 +2 2/60
22 +6* 99% 100% +6 +2 3/60
23 +6* 99% 100% +6 +3 4/60
24 +7* 99% 100% +6 +3 5/60
25 +7* 100% 100% +7 +4 6/60
* This is buggy, see below.
"HP/Level" is the adjustment to hit points upon character creation, and for
every level advacement, if there is a die roll involved. A penalty cannot
decrease hit points gained below 1; anyone not a single-classed fighter is
not supposed to get a bonus of more than +2. The game doesn't handle hit
point bonuses for Constitution 19 or more gracefully, even though you can
start with Constitution 19 at character creation. Things are especially
buggy at 23+; with Constitution 22, which is the highest well-behaved score,
a single-classed fighter gets a +7 bonus per level, and everyone else gets a
+5 bonus per level (neither of which is supposed to happen).
"System Shock" is the percent chance of surviving any change in form. In the
Gold Box games, this only applies to surviving the Stone to Flesh spell. (It
doesn't apply to any form of unnatural aging, as it does in tabletop rules.
I also don't think this is implemented in Pool of Radiance, though it is in
all later Gold Box games.)
"Res. Odds" is the percent chance that a Raise Dead or Resurrection spell will
actually work. If this fails, the character is forever dead.
"S. T. Bonus" is the saving throw bonus that a dwarf, gnome, or halfling
receives against rod/staff/wand or spells. It also applies to a dwarf or
halfling saving against poison.
"Pois Bonus" is the saving throw bonus that a human, half-elf, elf, or gnome
receives against poison (dwarves and halflings have a higher bonus already).
"Regen" permits a character with very high Constitution to restore hit points
much faster than normal, regenerating the indicated number of hit points in
the indicated number of minutes. (In the tabletop game, Constitution 21+
instead reduces the time to regenerate 1 hit point by 10 minutes per
extra point of Constitution above 20.)
There is no limit to the number of times you may cast Raise Dead or
Resurrection on a character (in tabletop rules the limit is once per
Constitution point).
SECTION 7.5.6 - Statistic: Charisma
-----------------------------------
This actually does get checked in interactions with NPCs, especially when
parleying, depending on the character with the highest Charisma:
Reaction
Score Adjustment
3 -25% In internal calculations, 25 is added to this number, so for
4 -20% many purposes, Charisma is converted to a number from 0 to
5 -15% 60.
6 -10%
7 -5%
8-12 0%
13 +5%
14 +10%
15 +15%
16 +25%
17 +30%
18 +35%
Loyalty is never checked for, and henchmen don't exist, as those tabletop game
effects aren't implemented.
SECTION 7.6.1 - Race: Human
---------------------------
Humans have a Strength range of 3-18(00) if male, and 3-18(50) if female.
All other statistics have a beginning range of 3-18.
Only humans are capable of dual-classing, which is not implemented in Pool of
Radiance, but is in all its sequels. They are the only player race not capable
of multi-classing.
Humans have no racial level limits in any class and may choose any available
class.
Humans are also the strongest of the races in this game; even the unimplemented
half-orcs cannot exceed 18/99 Strength in the 1st Edition tabletop game. (This
sounds a little unusual to contemporary ears, but early editions of AD&D more
or less take this straight from Tolkien.)
Since humans have no level limits in any class, if you play the later Gold Box
games they should eventually should become vast majority of your party by about
halfway through Secret of the Silver Blades at the latest (and earlier if you
follow my suggestions).
SECTION 7.6.2 - Race: Dwarf
---------------------------
Dwarves have a Strength range of 8-18(99) if male, and 8-17 if female. Other
statistics begin at: Intelligence 3-18; Wisdom 3-18; Dexterity 3-17;
Constitution 12-19; Charisma 3-16.
A dwarf may be a fighter, thief, or a multi-class fighter/thief. (Only a NPC
dwarf may be a cleric.)
Dwarves have a maximum fighter level of 9.
A dwarf gets a bonus to saving throws against rod/staff/wand. spells, and
poison, equal to +1 per 3.5 points of Constitution, rounded down.
A dwarf gets a +1 bonus to hit when melee attacking a half-orc, goblin,
hobgoblin, or orc.
A dwarf gets a -4 bonus to Armor Class when being melee attacked by an ogre,
troll, ogre mage, giant, or titan.
A dwarf thief gets a +10% bonus to Open Lock rolls, a +15% bonus to Find/Remove
Traps rolls, a -10% penalty to Climb Walls rolls, and a -5% penalty to Read
Languages rolls. (The positive modifiers are offset by the inability of a
dwarf start with more than Dexterity 17.)
Dwarves can sometimes determine things about mines and underground passages, on
an ad hoc basis. (This has defined probabilities in the tabletop game.)
A dwarf in the tabletop game also has infravision with 60-foot range and
additional languages.
SECTION 7.6.3 - Race: Elf
-------------------------
Elves have a Strength range of 3-18(75) if male, and 3-16 if female. Other
statistics begin at: Intelligence 8-18; Wisdom 3-18; Dexterity 7-19;
Constitution 6-18 (though this is supposed to be 6-17); Charisma 8-18.
An elf may be a fighter, magic-user, or thief, and may also multi-class in any
combination of those three classes. (Only a NPC elf may be a cleric.)
Elves have a maximum fighter level of 7, and a maximum magic-user level of 11.
An elf has 90% magic resistance against sleep and charm spells. Like a regular
magic resistance roll, even if this fails, the elf still gets a regular saving
throw. Elves are also immune to the paralysis attack of ghouls. On the other
hand, the Raise Dead spell is not supposed work on them either (though it does
in Pool of Radiance).
An elf gets a +1 bonus to hit when attacking with either a short or long sword,
or with any bow (even a crossbow, which is not the case in the tabletop game).
A multi-class elf is permitted to cast magic-user spells in any armor.
An elf thief has a +5% bonus to Pick Pocket, Move Silently, and Hear Noise
rolls; a +10% bonus to Hide in Shadows rolls; and a -5% penalty to Open Lock
rolls. (These bonuses are actually higher than they appear, because an elf can
start with Dexterity 19.)
An elf has the ability to readily detect secret doors on an ad hoc basis.
(This has defined probabilities in the tabletop game.)
An elf in the tabletop game also has infravision with 60-foot range, additional
languages, and the ability to surprise enemies if lightly armored.
SECTION 7.6.4 - Race: Gnome
---------------------------
Gnomes have a Strength range of 6-18(50) if male, and 6-15 if female. Other
statistics begin at: Intelligence 7-18; Wisdom 3-18; Dexterity 3-18;
Constitution 8-18; Charisma 3-18.
A gnome may be a fighter, thief, or a multi-class fighter/thief. (A NPC gnome
is allowed to be a cleric. A gnome in the tabletop game may also be an
illusionist, a class never implemented in the Gold Box games.)
Gnomes have a maximum fighter level of 6.
A gnome gets a bonus to saving throws against rod/staff/wand and spells, equal
to +1 per 3.5 points of Constitution, rounded down.
A gnome gets a +1 bonus to hit when attacking a kobold or goblin.
A gnome gets a +4 bonus to Armor Class when being melee attacked by a gnoll,
bugbear, ogre, troll, ogre mage, giant, or titan.
A gnome in the tabletop game also has infravision with 60-foot range,
additional languages, and the ability to determine things about mines and
underground passages.
A gnome thief gets a +5% bonus to Open Lock, Move Silently, and Hide in
Shadow srolls; a +10% bonus to Find/Remove Traps and Hear Noise rolls; and a
-15% penalty to Climb Walls rolls.
Without the ability to become an illusionist, gnomes aren't a useful race in
the Gold Box adaptations.
SECTION 7.6.5 - Race: Half-Elf
------------------------------
Half-elves have a Strength range of 3-18(90) if male, and 3-17 if female.
Other statistics begin at: Intelligence 4-18; Wisdom 3-18; Dexterity 6-18;
Constitution 6-18; Charisma 3-18.
A half-elf may be a cleric, fighter, magic-user, or thief; or a multi-class
cleric/fighter, cleric/magic-user, fighter/magic-user, fighter/thief,
magic-user/thief, cleric/fighter/magic-user, or fighter/magic-user/thief.
Half-elves have a maximum cleric level of 5, a maximum fighter level of 8, and
a maximum magic-user level of 8.
A half-elf has 30% magic resistance against sleep and charm spells. Like a
regular magic resistance roll, even if this fails, the half-elf still gets a
regular saving throw.
A multi-class half-elf is permitted to cast magic-user spells in any armor.
A half-elf gets a +5% bonus to Hide in Shadows rolls, and a +10% bonus to
Pick Pockets rolls.
A half-elf has the ability to readily detect secret doors on an ad hoc basis.
(This has defined probabilities in the tabletop game.)
A half-elf in the tabletop game also has infravision with 60-foot range and
additional languages.
Half-elves make good multi-classed characters in Pool of Radiance, but their
strict level limits render them rapidly obsolete even early in Curse of the
Azure Bonds.
SECTION 7.6.6 - Race: Halfling
------------------------------
Halflings have a Strength range of 6-17 if male, and 6-14 if female. Other
statistics begin at: Intelligence 6-18; Wisdom 3-17; Dexterity 8-18;
Constitution 10-18; Charisma 3-18.
A halfling may be a fighter, thief, or a multi-class fighter/thief.
Halflings have a maximum fighter level of 5.
A halfling gets a bonus to saving throws against rod/staff/wand, spells, and
poison, equal to +1 per 3.5 points of Constitution, rounded down.
A halfling thief gets a +5% bonus to Pick Pockets, Open Lock, Find/Remove
Traps, and Hear Noise rolls; a +10% bonus to Move Silently rolls; a +15% bonus
to Hide in Shadows rolls; a -15% penalty to Climb Walls rolls; and a -5%
penalty to Read Languages rolls.
A halfling in the tabletop game also has additional languages and the ability
to surprise enemies if lightly armored, and may also have infravision or the
ability to determine things about mines and underground passages. Halflings
in the tabletop game are also divided into three sub-races that the Gold Box
games never implement or mention.
The enhanced thieving abilities of halflings are trivially relevant at best, so
there is little reason to use a halfling in the Gold Box games.
SECTION 7.7.1 - Class: Cleric
-----------------------------
- Spells by Spell Level -
Level Exp. 1 2 3 4 5 6 7
1 0 1 - - - - - -
2 1,501 2 - - - - - -
3 3,001 2 1 - - - - -
4 6,001 3 2 - - - - -
5 13,001 3 3 1 - - - -
6 27,501 3 3 2 - - - -
7 55,001 3 3 2 1 - - -
8 110,001 3 3 3 2 - - -
9 225,001 4 4 3 2 1 - -
10 450,001 4 4 3 3 2 - -
11 675,001 5 4 4 3 2 1 -
12 900,001 6 5 5 3 2 2 -
13 1,125,001 6 6 6 4 2 2 -
14 1,350,001 6 6 6 5 3 2 -
15 1,575,001 7 7 7 5 4 2 -
16 1,800,001 7 7 7 6 5 3 1
17 2,025,001 8 8 8 6 5 3 1
18 2,250,001 8 8 8 7 6 4 1
19 2,475,001 9 9 9 7 6 4 2
20 2,700,001 9 9 9 8 7 5 2
21 2,925,001 9 9 9 9 8 6 2
22 3,150,001 9 9 9 9 9 6 3
23 3,375,001 9 9 9 9 9 7 3
24 3,600,001 9 9 9 9 9 8 3
25 3,825,001 9 9 9 9 9 8 4
26 4,050,001 9 9 9 9 9 9 4
27 4,275,001 9 9 9 9 9 9 5
28 4,500,001 9 9 9 9 9 9 6
29+ 4,725,001+ 9 9 9 9 9 9 7
Only humans or half-elves may be PC clerics. They may be of any alignment
(though the tabletop game does not permit true neutral).
Clerics gain 1d8 hit points per level until level 9, modified by Constitution,
then exactly 2 hit points per level thereafter.
After reaching 9th level, each further cleric level requires 225,000 additional
experience.
Clerics have a maximum level of 6 in Pool of Radiance and Gateway to the Savage
Frontier; 10 in Curse of the Azure Bonds and Treasures of the Savage Frontier;
15 in Secret of the Silver Blades; and 40 in Pools of Darkness.
Half-elf clerics may not exceed level 5; even when triple-classed, they will
likely hit this limit long before the end of the game. (The Gold Box games do
not implement the Unearthed Arcana rules where Wisdom 16 or more increases this
limit.)
The prime statistic of a cleric is Wisdom. A cleric has a minimum requirement
of Wisdom 9, though you can "M"odify a character to start with less. Single-
classed Clerics with Wisdom 16 or higher receive a 10% bonus to experience
earned.
A cleric is only capable of wielding a club, flail, hammer, mace, or staff, but
may wear any armor or shield. (Staff slings do not exist in this game; they do
in other Gold Box games.)
A cleric automatically is capable of learning and casting all spells of a given
spell level as soon as the minimum required experience level is reached.
Wisdom affects casting clerical spells as follows:
(1) There are bonus spells for a Wisdom of at least 13 (see Wisdom table).
These apply only if you are able to actually cast spells of that level.
(2) A Wisdom of 17 is required to cast 6th-level spells. A Wisdom of 18 is
required to cast 7th-level spells.
A cleric is capable of turning undead (see that section for details).
A cleric in the tabletop game can also attract followers at 8th level, and may
construct a religious stronghold at 9th level.
SECTION 7.7.2 - Class: Fighter
------------------------------
Level Exp.
1 0
2 2,001
3 4,001
4 8,001
5 18,001
6 35,001
7 70,001
8 125,001
9+ 250,001+
Any race may become a fighter, and a fighter may be of any alignment.
A fighter is one of the classes that counts as a "warrior". The knights,
paladins, and rangers of other Gold Box games are also warriors.
Fighters gain 1d10 hit points per level until level 9, modified by
Constitution, then exactly 3 hit points per level thereafter.
After reaching 9th level, each further fighter level requires 250,000
additional experience.
Fighters have a maximum level of 8 in Pool of Radiance and Gateway to the
Savage Frontier; 12 in Curse of the Azure Bonds and Treasures of the Savage
Frontier; 15 in Secret of the Silver Blades; and 40 in Pools of Darkness.
Non-human fighters have the following additional level limits:
Dwarf: 7th if Strength 16 or less; 8th if Strength 17; 9th if Strength 18.
Elf: 5th if Strength 16 or less; 6th if Strength 17; 7th if Strength 18.
Gnome: 5th if Strength 17 or less; 6th if Strength 18.
Half-Elf: 6th if Strength 16 or less; 7th if Strength 17; 8th if Strength 18.
Halfling: 4th if Strength 16 or less; 5th ir Strength 17; 6th if Strength 18.
(Unearthed Arcana has rules for extending these level limits with especially
high statistics, but the Gold Box games do not use them.)
The prime statistic of a fighter is Strength. A fighter has a minimum
requirement of Strength 9, though you can "M"odify a character to start with
less. Single-classed fighters with Strength 16 or higher receive a 10% bonus
to experience earned.
A fighter may wield any weapon and wear any armor or shield.
A fighter may get two melee attacks per round at higher levels: every other
combat round at 7th level, and all rounds at 13th level.
Fighters that have reached level 2 may also attack multiple adjacent weak
enemies (those with 0 hit dice) in a single round, up to one weak enemy per
level.
A fighter in the tabletop game may build a stronghold and attract followers
starting at 9th level.
SECTION 7.7.3 - Class: Magic-User
---------------------------------
----- Spells by Spell Level -----
Level Exp. 1 2 3 4 5 6 7 8 9
1 0 1 - - - - - - - -
2 2,501 2 - - - - - - - -
3 5,001 2 1 - - - - - - -
4 10,001 3 2 - - - - - - -
5 22,501 4 2 1 - - - - - -
6 40,001 4 2 2 - - - - - -
7 60,001 4 3 2 1 - - - - -
8 90,001 4 3 3 2 - - - - -
9 135,001 4 3 3 2 1 - - - -
10 250,001 4 4 3 2 2 - - - -
11 375,001 4 4 4 3 3 - - - -
12 750,001 4 4 4 4 4 1 - - -
13 1,125,001 5 5 5 4 4 2 - - -
14 1,500,001 5 5 5 4 4 2 1 - -
15 1,875,001 5 5 5 5 5 2 1 - -
16 2,250,001 5 5 5 5 5 3 2 1 -
17 2,625,001 5 5 5 5 5 3 3 2 -
18 3,000,001 5 5 5 5 5 3 3 2 1
19 3,375,001 5 5 5 5 5 3 3 3 1
20 3,750,001 5 5 5 5 5 4 3 3 2
21 4,125,001 5 5 5 5 5 4 4 4 2
22 4,500,001 5 5 5 5 5 5 4 4 3
23 4,875,001 5 5 5 5 5 5 5 5 3
24 5,250,001 5 5 5 5 5 5 5 5 4
25 5,625,001 5 5 5 5 5 5 5 5 5
26 6,000,001 6 6 6 6 5 5 5 5 5
27 6,375,001 6 6 6 6 6 6 6 5 5
28 6,750,001 6 6 6 6 6 6 6 6 6
29+ 7,125,001+ 7 7 7 7 6 6 6 6 6
Only humans, elves, and half-elves may be magic-users, though they may be of
any alignment. They begin the game knowing Detect Magic, Read Magic, Shield,
and Sleep.
Magic-users gain 1d4 hit points per level until level 11, modified by
Constitution, then exactly 1 hit point per level thereafter.
After reaching 11th level, each further magic-user level requires 375,000
additional experience.
Magic-users have a maximum level of 6 in Pool of Radiance and Gateway to the
Savage Frontier; 11 in Curse of the Azure Bonds and Treasure of the Savage
Frontier; 15 in Secret of the Silver Blades; and 40 in Pools of Darkness.
Non-human magic users also have the following additional level limits:
Elf: 9th if Intelligence 16 or less; 10th if Int 17; 11th if Int 18.
Half-Elf: 6th if Intelligence 16 or less; 7th if Int 17; 8th if Int 18.
(Unearthed Arcana has rules for extending these level limits with especially
high statistics, but the Gold Box games do not use them.)
The prime statistic of a magic-user is Intelligence. A magic-user has a
minimum requirement of Intelligence 9, though you can "M"odify a character to
start with less. Single-classed magic-users with Intelligence 16 or higher
receive a 10% bonus to experience earned.
A magic-user may only wield a dagger, darts, or a staff, and cannot wear any
armor unless either multi-classed, or dual-classed with 9th level or higher
ranger.
A magic-user does not automatically learn all spells of a given spell level,
unlike a cleric. One spell may be chosen to be automatically learned every new
character level; additional spells may be learned by finding and studying
magic-user spell scrolls.
There are minimum Intelligence requirements for 5th and higher level spells:
10 Intelligence for 5th level spells, 12 for 6th, 14 for 7th, 16 for 8th, and
18 for 9th.
A magic-user in the tabletop game may enchant items or scribe magic scrolls
starting at 11th level, and may construct a stronghold at 12th level.
Note that for the multi-classed elf and half-elf magic-users I recommend, your
Intelligence score has no impact whatsoever on your ability to cast spells in
this game; it only ever makes any difference at all starting in sequels.
SECTION 7.7.4 - Class: Thief
----------------------------
Find/
Pick Open Remove Move Hide in Hear Climb Read
Level Exp. Pocket Locks Traps Silent Shadows Noise Walls Lang.
1 0 30% 25% 20% 15% 10% 10% 85% -
2 1,251 35% 29% 25% 21% 15% 10% 86% -
3 2,501 40% 33% 30% 27% 20% 15% 87% -
4 5,001 45% 37% 35% 33% 25% 15% 88% 20%
5 10,001 50% 42% 40% 40% 31% 20% 90% 25%
6 20,001 55% 47% 45% 47% 37% 20% 92% 30%
7 42,501 60% 52% 50% 55% 43% 25% 94% 35%
8 70,001 65% 57% 55% 62% 49% 25% 96% 40%
9 110,001 70% 62% 60% 70% 56% 30% 98% 45%
10 160,001 80% 67% 65% 78% 63% 30% 99% 50%
11 220,001 90% 72% 70% 86% 70% 35% 99.1% 55%
12 440,001 100% 77% 75% 94% 77% 35% 99.2% 60%
13 660,001 105% 82% 80% 99% 85% 40% 99.3% 65%
14 880,001 110% 87% 85% 99% 93% 40% 99.4% 70%
15 1,100,001 115% 92% 90% 99% 99% 50% 99.5% 75%
16 1,320,001 125% 97% 95% 99% 99% 50% 99.6% 80%
17+ 1,540,001+ 125% 99% 99% 99% 99% 55% 99.7% 80%
Any race may become a thief. They may be of any alignment other than lawful
good or chaotic good. (That's an accurate reflection of the tabletop game
rules, but how does it make any kind of sense that a thief can be neutral good
but not chaotic good?)
Thieves gain 1d6 hit points per level until level 10, modified by Constitution,
then exactly 2 hit points per level thereafter.
After reaching 11th level, each further thief level requires 220,000 additional
experience.
Thieves have a maximum level of 8 in Gateway to the Savage Frontier; 9 in Pool
of Radiance; 12 in Curse of the Azure Bonds and Treasure of the Savange
Frontier; 18 in Secret of the Silver Blades; and 40 in Pools of Darkness.
Thieves do not have any racial level limits.
The prime statistic of a thief is Dexterity. A thief has a minimum requirement
of Dexterity 9, though you can "M"odify a character to start with less.
Single-classed thieves with Dexterity 16 or higher receive a 10% bonus to
experience earned.
A thief may wield a club, dagger, dart, short bow, sling, short sword, broad
sword, or long sword, and may wear leather armor or elven chain.
Thieves who are not wearing armor other than leather or elven chain may
backstab an opponent. This can be done by attacking an opponent opposite an
ally that has attacked the same enemy, without the enemy taking action in
between. Such an attack gets a +4 bonus to hit, and if it hits causes 2x
damage if the thief is level 1-4; 3x damage if the thief is level 5-8; 4x
damage if the thief is level 9-12; and 5x damage if the thief is level 13 or
higher. (The techniques that work to reliably get a backstab in later Gold
Box games don't always work here. Also, you are allowed to backstab Large
opponents here, which you can't do in later games.)
Adjust thief abilities as follows:
1. Adjust for Dexterity (see Dexterity table), but only do so at 2nd or higher
level (this is a bug).
2. There is an adjustment for non-humans:
Find/
Pick Open Remove Move Hide in Hear Climb Read
Race Pocket Lock Traps Silent Shadows Noise Walls Lang.
Dwarf +10% +15% -10% -5%
Elf +5% -5% +5% +10% +5%
Gnome +5% +10% +5% +5% +10% -15%
Half-Elf +10% +5%
Halfling +5% +5% +5% +10% +15% +5% -15% -5%
3. For Pick Pocket: Adjust by -5% per victim level above 3rd. If the roll
fails by more than 20%, the victim notices the attempt.
4. Wearing armor heavier than leather can weaken or eliminate entirely these
skills. (This is only sometimes checked for. The specific rules in
Unearthed Arcana for the effect of armor upon thief skills do not appear to
apply.)
Starting at 10th level, a thief may cast spells from magic-user scrolls with a
75% chance of success.
A thief in the tabletop game understand the "Thieves' Cant", and can construct
a headquarters for a gang of thieves starting at 10th level. Also, the Gold
Box games round the tenths of percentage points for the Climb Walls skill
downwards.
SECTION 7.8.1 - Calculating THAC0
---------------------------------
Here is how to calculate your THAC0, which is the 2nd Edition term for accuracy
in physical combat. Note that (1) the LOWER the better; (2) in many cases, the
game will not use the value actually shown on the screen.
You may not specifically target an enemy with the blinking effect who is
currently blinked out, launch a ranged attack against a specific enemy that you
cannot see, or use a missile launcher if an enemy is adjacent do you.
1. Begin with the appropriate number for your class and level from the
following table. Multi-classed and dual-classed characters should select
the most favorable value. Note that in this specific case, 2nd Edition
rules are being used; the 1st Edition rules use a much larger set of tables.
---------------------------- Level ----------------------------
Class 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21+
Cleric 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8 8
Fighter 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 1
Magic-user 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14 14
Thief 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 11
2. Subtract the magical bonus of the weapon you are attacking with. If you are
using a bow and arrows or crossbow and bolts, apply only the launcher bonus.
3. If you are using a melee weapon, adjust by the Strength to-hit modifier. If
you are using a thrown or missile weapon, adjust by the Dexterity to-hit
modifier.
4. Racial bonuses: Subtract 1 if one of the following applies:
a. You are a dwarf attacking a goblin, half-orc, hobgoblin, or orc
b. You are an elf attacking with a short sword, long sword, or any bow
c. You are a gnome attacking a goblin or kobold
5. Some maps may apply an ad hoc bonus or penalty; taller races receive a +2
penalty to THAC0 in the constricted tunnels of the Kobold Caves, for
instance.
6. If attacking at a distance, add 2 for medium range and 5 for long range.
7. If your opponent is invisible and you cannot see invisible, add 4.
8. If you are a thief, are not wearing armor other than leather armor or elven
chain, and are attacking opposite an ally who has attacked the enemy this
round, this attack may count as a backstab: subtract 2. (This does not work
as reliably as it does in later Gold Box games; you can also backstab Large
enemies in Pool of Radiance, which you can't do in later games.)
9. Adjust for the effect of the following spells you are affected by:
Bless (C1): -1
Curse (C1): +1
Cause Blindness (C3): +4
Bestow Curse (C3): +4
Prayer (C3): -1 if friendly effect, +1 if hostile effect, 0 if both
(The tabletop game rules adjust for specific weapons against specific Armor
Class values, but the Gold Box games do not enforce these rules.)
SECTION 7.8.2 - Calculating Armor Class
---------------------------------------
Here is how to calculate Armor Class (AC). Note that (1) the LOWER the better;
(2) in many cases, the game will not use the value actually shown on the
screen.
1. Begin with 10 for a character you created. Some monsters, even humans,
start with a different base value. If wearing Bracers of Defense, instead
begin with the value of the bracers if not also wearing armor.
2. Subtract the base protective value of any equipped armor.
3. If the defender is wearing magical armor, subtract the bonus on the armor.
4. If the defender is wearing a Ring of Protection and is not wearing magical
armor (Bracers of Defense are not armor), subtract the bonus of the best
ring.
5. If the defender has a shield equipped and is not being attacked from
behind, subtract (1 + bonus on shield). (The tabletop game rule about a
shield not applying to more than three enemies is not enforced.)
6. If under the effect of a Shield spell, it provides AC 2 against thrown
weapons, AC 3 against arrows, bolts, and slings, and AC 4 against anything
else, if that bonus better than that calculated in step 5 and the defender
is not being attacked from behind. This spell does not affect AC if your AC
is already better.
7. If the defender is wearing a Cloak of Displacement, subtract 2.
8. Adjust by Dexterity; skip if being attacked from behind, even with a
penalty. (The tabletop game rule about Dexterity bonuses not applying to
more than four enemies is not enforced.)
9. If the defender is a dwarf or gnome, subtract 4 if attacked in melee by
certain larger enemies (see the sections on dwarves and gnomes for which
ones).
10. If under the effect of a Protection from Evil or Protection from Good spell
applicable to your attacker, subtract 2.
11. If coughing as a result of being in a Stinking Cloud, add 2.
12. If attacked from behind, add 2.
13. If the defender is on a tile with a terrain feature that can offer cover,
like a table or bush, adjust by a number dependent on what the feature is.
14. Some maps may apply an ad hoc modifier to Armor Class.
SECTION 7.8.3 - Calculating Chance To Hit
-----------------------------------------
One of the following special conditions may apply to a physical attack (check
in the listed order):
1. If the defender is helpless, the attack automatically hits.
2. If the defender has magical displacement, the first attack of the combat
automatically misses.
3. If the defender is protected by a Mirror Image spell, the attack has an
equal chances of affecting one of the fake defenders or the real one. If a
fake defender is hit, it is dispelled and the attack otherwise does no
damage.
Otherwise, roll 1d20. A roll of 1 always misses, and a roll of 20 always
hits. For other rolls, if the rolled number is at least equal to the
attacker's modified THAC0 minus the defender's modified Armor Class, then the
attack hits; otherwise it misses.
Rolling high on an attack roll never results in a critical hit; that optional
rule was only made part of the standard rules in 3rd Edition.
SECTION 7.8.4 - Calculating Damage
----------------------------------
If a physical attack lands, a helpless defender always takes enough damage to
become unconscious and start dying. Otherwise, the defender may be
invulnerable to the attack; the game will say that 0 damage was inflicted in
this case.
Otherwise, use the following steps to calculate damage:
1. Roll dice according to attacker's weapon and the size of the defender.
2. Add the bonus from a magical weapon. If you are using a bow and arrows or
crossbow and bolts, only the bonus from the ammunition is supposed to count,
but Pool of Radiance also adds the launcher bonus here (later Gold Box games
do not add the launcher bonus, as per tabletop rules).
3. Adjust by Strength damage bonus if wielding a melee weapon, throwing a
weapon, or launching an arrow using a fine composite long bow.
4. If you are a ranger (only possible in later games), add 1 per ranger level
if your target is an ogre, ettin, or giant.
5. If you are a thief who has just successfully landed a backstab, multiply
by: 2 if 1st-4th level, 3 if 5th-8th level, 4 if 9th-12th level, or 5 if
13th level or higher.
6. Some monsters halve damage taken from physical attacks (see individual
monsters entries for details).
Damage taken by the defender cannot be reduced below 1 unless the defender
is outright immune to the attack.
SECTION 7.9.1 - Three Ways To Resist Magic
------------------------------------------
Magic may be resisted in three different ways:
* Some monsters are immune to the effect of some spells. The most important
case is immunity to the Sleep spell; Sleep cannot affect undead, or monsters
with 5 or more levels or hit dice.
* Some monsters have magic resistance. PCs very rarely have magic resistance
before 3rd edition, with the exception of elven and half-elven magic
resistance to charm and sleep magic. This is a percentage roll; if the check
passes, the magic simply does not affect the defender.
* If the magic resistance check fails or was never made, many magic spells also
permit a saving throw, described in the next section. If this is passed, the
effect of the spell may be either reduced or nullified depending on the
spell.
SECTION 7.9.2 - The Saving Throw
--------------------------------
To find base saving throws, choose the row for class and level, then the
leftmost appropriate column. Multi-classed and dual-classed characters use
whichever value is most favorable.
For monsters, the general rule is: save as a fighter of a level equal to hit
dice; use a different class if applicable; divide effective level by 2 if
non-intelligent. All monsters have saving throws explicitly defined in the
game files, so you don't need to do this calculation yourself. Monster
equipment does not affect saving throws.
Items always survive attacks; you never have to worry about fireballs causing
equipment to make saving throws to avoid destruction as you would in the
tabletop game and in some other CRPGs.
| Paralyz./ | | Rod/ | |
| Poison/ | Petrif./ | Staff/ | Breath |
CLASS LEVELS | Death | Polymorph | Wand | Weapon | Spell
Cleric 1-3 | 10 | 13 | 14 | 16 | 15
4-6 | 9 | 12 | 13 | 15 | 14
7-9 | 7 | 10 | 11 | 13 | 12
10-12 | 6 | 9 | 10 | 12 | 11
13-15 | 5 | 8 | 9 | 11 | 10
16-18 | 4 | 7 | 8 | 10 | 9
19+ | 2 | 5 | 6 | 8 | 7
Fighter, 0 | 16 | 17 | 18 | 20 | 19
Paladin, 1-2 | 14 | 15 | 16 | 17 | 17
or Ranger 3-4 | 13 | 14 | 15 | 16 | 16
5-6 | 11 | 12 | 13 | 13 | 14
7-8 | 10 | 11 | 12 | 12 | 13
9-10 | 8 | 9 | 10 | 9 | 11
11-12 | 7 | 8 | 9 | 8 | 10
13-14 | 5 | 6 | 7 | 5 | 8
15-16 | 4 | 5 | 6 | 4 | 7
17+ | 3 | 4 | 5 | 4 | 8
Magic-User 1-5 | 14 | 13 | 11 | 15 | 12
6-10 | 13 | 11 | 9 | 13 | 10
11-15 | 11 | 9 | 7 | 11 | 8
16-20 | 10 | 7 | 5 | 9 | 6
21+ | 8 | 5 | 3 | 7 | 4
Thief 1-4 | 13 | 12 | 14 | 16 | 15
5-8 | 12 | 11 | 12 | 15 | 13
9-12 | 11 | 10 | 10 | 14 | 11
13-16 | 10 | 9 | 8 | 13 | 9
17-20 | 9 | 8 | 6 | 12 | 7
21+ | 8 | 7 | 4 | 11 | 5
Roll 1d20; a 1 is always a failure and a 20 is always a success. Apply the
following modifiers to the roll otherwise:
1. A dwarf, gnome, or halfling receives a +1 bonus to saving throws against
rod/staff/wand or spell per 3.5 points of Constitution, rounded down.
2. A dwarf or halfling receives a +1 bonus to saving throws against poison per
3.5 points of Constitution, rounded down.
3. Add the bonus from worn magical armor, for disintegration attacks or
attacks which cause hit point damage; exceptions: skip this step for gas
attacks, and electrical attacks if the magical armor is metallic. (This is
the tabletop game rule; I'm skeptical it actually applies here.)
4. Add the bonus from the best equipped Ring of Protection. (There is a bug
where this does not always apply, however.)
5. If the attack is a magical one that tests willpower, apply adjustment for
Wisdom. This applies mostly to charm and fear spells; it does not actually
apply to many other spells that would get this bonus applied in 3rd Edition
or later (it doesn't apply to Hold Person in particular, which only first
gets this bonus applied against it in 3rd Edition).
6. Adjust the roll for the following spells affecting you:
Protection from Evil (C1/M1): +2 if attacker is evil-aligned
Protection from Good (C1/M1): +2 if attacker is good-aligned
Resist Cold (C1): +3 if attack is cold-based
Resist Fire (C2): +3 if attack is fire-based
Bestow Curse (C3): -4
Prayer (C3): +1 if friendly effect, -1 if hostile effect, 0 if both
Shield (M1): +1
Note that the level or strength of the attacker is generally not a
consideration (as it generally is in 3rd edition and later).
If the adjusted roll is equal to or greater than your base saving throw, the
saving throw succeeds; otherwise it fails.
The effects of the successful saving throw vary with the effect. Hit point
damage is typically halved; any status effect is typically evaded entirely.
SECTION 7.10 - Encumbrance
--------------------------
Encumbrance is the weight in coins you are currently carrying. You may carry
up to what is listed in the Statistic: Strength table without penalty, which
permits a base movement rate of 12. (Equipping a Bag of Holding allows you to
carry extra weight.)
If you carry extra weight beyond that, you take the following movement
penalties:
Base
Extra Coins Move
1-256 9 There is a bug that will sometimes allow you to pick up a
257-512 6 a few extra coins above the limit of 988 extra coins.
513-988 3
Your actual base movement is the maximum of the above and whatever your body
armor allows. (This is modified by haste and slow magical effects, and
specific maps or combats may have ad hoc additional rules affecting movement.)
Movement also affects whether a creature can flee the battlefield; this is only
assured if you have more movement than any enemy that has line of sight to you.
The chance of escape is 50% in the case of a tie, and 0% if an enemy in line of
sight has more movement.
Encumbrance does not affect your combat ability other than by restricting
movement; these other restrictions do happen in 5th Edition, and in multiple
other CRPGs.
SECTION 7.11.1 - Surprise
------------------------
A combat may begin with one surprised party.
Under standard conditions, each side has a 1 in 3 chance of being surprised.
If one side is surprised and the other is not, and a combat occurs, everyone on
the latter side gets a free round of attacks. You are more likely to be
surprised if your party is resting, so it is important to find secure places to
rest in dangerous areas. (This is a simplification of the tabletop game
rules.)
During the free round of attacks, everyone on the attacking side may do
anything other than cast spells the normal way; the attackers may still use
magical devices and scrolls. Surprised defenders have normal defensive
abilities, but are not allowed any attacks other than attacks of oppportunity.
In some cases, surprise does not result in an entire free round, but instead a
bonus to initiative.
If surprise occurs, surprise is somehow maintained even if you parley before
combat. (Talking was a free action before the phrase was invented!) Parleying
with surprised monsters is more likely to have a peaceful outcome. Monsters
that surprise you may immediately attack before you have a chance to talk with
them.
Thieves, elves, and halflings can get bonuses to surprising the enemy in the
tabletop game, but those rules do not exist in the Gold Box games.
SECTION 7.11.2 - Initiative
--------------------------
Each individual PC or monster rolls 1d10 for base initiative. This is modified
by any surprise modifier for that specific combat's rules; Dexterity; and the
Haste and Slow effects.
Any PC or monster whose turn it is may expend all movement and physical attacks
before anyone else gets a chance to do anything at all. The only exception is
attacks of opportunity, which can occur if you either move away from an
adjacent enemy, or you move next to an enemy that chose the "G"uard command.
(The tabletop game doesn't typically let you move and attack like that; the
weapon speed modifiers that the tabletop game has are also not enforced.)
You can also freely go into your inventory and equip or unequip anything you
are carrying -- even body armor.
You may issue a command to "D"elay your move to the end of the current round.
This is useful for things like landing backstabs, or waiting your enemies to
get closer while not actually losing an action.
Spellcasting is the only action that is not necessarily instantaneous. Spells
with a casting time of 1 do cast instantaneously, but a spell with a longer
casting time actually takes effect a corresponding number of segments later
(spellcasting time minus 1). If the spellcaster takes even 1 point of damage
during this time, concentration is disrupted and the spell is lost. (There are
no Concentration skill checks in 1st Edition.)
SECTION 7.12 - Turning Undead
-----------------------------
Clerics, and paladins in later games, have the magical power to turn undead.
All clerics turn undead and not command them (as evil clerics do in the
tabletop game).
The turning character must have line of sight to the undead to be turned.
Find the turning number from the below table. If there is more than one type
of undead, start with the weakest type and work upwards. Turnable undead not
listed below have the necessary row listed in their bestiary entry. (The
breaks in patterns in the table are deliberate, and even justified at length in
the 1st Edition DMG. The 2nd Edition table removes these breaks and makes the
table regular.)
Level of Turning Cleric (Subtract 2 for Paladins)
Undead type 1 2 3 4 5 6 7 8 9-13 14+
Skeleton 10 7 4 T T D D D* D* D*
Zombie 13 10 7 T T D D D D* D*
Ghoul 16 13 10 4 T T D D D D*
Shadow 19 16 13 7 4 T T D D D*
Wight 20 19 16 10 7 4 T T D D
Ghast 20 19 13 10 7 4 T T D
Wraith 20 16 13 10 7 4 T D
Mummy 20 16 13 10 7 4 T
Spectre 20 16 13 10 7 T
Vampire 20 16 13 10 4
Ghost 20 16 13 7
Lich 19 16 10
Special 20 19 13
If there is no entry, that undead cannot be turned.
Roll 1d20. (In later games, special modifiers may apply to individual maps if
turning is especially easy or difficult.) If the roll beats the turning
number, 1d12 undead are turned. For mixed groups of undead, the same roll is
used against all undead.
"T" indicates automatic turning. "D" means that the undead is outright
destroyed, not turned. "D*" means to replace the 1d12 undead affected with
6+1d6.
Turned undead attempt to flee from the party (as if affected by fear), meaning
you will have to chase them down if you want to destroy them. In later games,
turned undead simply vanish into thin air (and give no experience).
SECTION 7.13 - Morale
---------------------
Morale represents the willingness of a creature to face the dangers of combat.
Your own characters never have to make morale checks, but anything else that is
not inherently fearless, or specifically flagged as willing to fight to the
death, does. This includes allied NPCs.
Each monster has a base morale rating of 50%, plus 5% for each hit die above 1.
If a monster checks morale it does not individually roll as in the tabletop
game; all monsters with the same ID will always behave the same given the same
situation.
Monsters typically start to check morale after 50% of its side has been killed;
the game supports special modifiers to morale in fixed encounters, the most
common one making the monsters always fight to the death. One of the most
important modifiers is the relative strength of the two sides.
Monsters may either flee in panic, where they will try to run at full speed
away from combat, or outright surrender. Monsters with Intelligence 3 or less
flee. More intelligent monsters may surrender instead if they feel they are
especially outmatched. You do not receive experience or items for monsters who
have successfully run away, but you do from any monster that has surrendered.
(Monsters do not make fighting retreats or orderly retreats as they do in the
tabletop game.)
SECTION 8.1 - Notes on Spells
-----------------------------
Clerical spells are automatically added to the spellbooks of those eligible to
cast them. Magic-user spells cast by magic-users are not automatically
learned; you can add one spell to your spellbook every time you gain a magic-
user level, or add them from magic-user scrolls that you find.
All spells must be prepared (memorized) before they can be cast, while
"E"ncamped. Memorizing spells takes 15 minutes for each spell level, plus a
base preparation time depending on the highest level spell you are memorizing:
Spell Level Time
1-2 4 hours
3-4 6 hours
5-6 8 hours
7-8 10 hours
9 12 hours
By tabletop game standards, all spells effectively always have a verbal
component, and never have somatic or material components: magical silence
always prevents spellcasting; there is no way to only have your arms bound so
that you cannot cast spells with somatic components; and no spellcasting
materials like diamond dust are ever required.
Casting baneful versions of clerical spells does not have the alignment
implications or restrictions that it does in the tabletop game.
Some spells depend on the hit dice of the target. This is always a simple
integer in the Gold Box games, unlike in the tabletop game; fractional hit dice
are discarded here. For characters, this is equal to level if below level 10;
multi-classed characters use their highest character level.
A "/" in the statistics below means "per". That's the way the documentation
and 1st Edition rules also work.
Casting times listed below are given in initiative segments unless otherwise
indicated. (Casting spells outside combat never takes time, unlike in the
tabletop game.) Some of the casting times below are taken from 1st Edition
rules. Many seem to be actually faster but I'm uncertain they truly are.
Others definitely are faster than the tabletop versions and are marked with
asterisks; the listed time is an estimate if it is not 1.
A buff or debuff does not stack with itself; i.e., you cannot make a buff last
twice as long by casting it twice.
All bonuses to hit and to Armor Class listed below should actually be
subtracted from THAC0 or AC.
SECTION 8.2.1 - 1st Level Cleric Spells
---------------------------------------
Clerics may memorize and cast the following spells (paladins in later games
may learn these starting at level 9):
Bless (Range: 6, Area: diameter 5, Duration: 6 minutes, Casting Time: 4*) --
Targets only allies who are not adjacent to enemies; provides a +1 bonus to
hit and to morale.
Curse (Range: 6, Area: diamater 5, Duration: 6 minutes, Casting Time: 4*) --
Targets only enemies who are not adjacent to allies; inflicts a -1 penalty
to hit and to morale (no saving throw).
Cure Light Wounds (Range: 1, Area: 1 target, Casting Time: 5) -- Restores 1d8
hit points to a creature. This will not actually restore consciousness to
unconscious characters until after combat. (In the tabletop game, this is
not supposed to have any effect on undead or incorporeal creatures. Pool of
Radiance also predates the 3rd Edition and modern CRPG effect of cure spells
inflicting damage on undead.)
Cause Light Wounds (Range: 1, Area: 1 target, Casting Time: 5) - If a
successful melee combat attack roll is made, inflicts 1d8 damage to creatures
affected by Cure Light Wounds (no saving throw).
Detect Magic (Range: caster, Duration: 10 minutes, Casting Time: 1*) -- All
magical items are indicated with an asterisk.
Protection from Evil (Range: 1, Area: 1 target, Duration: 3 minutes/level,
Casting Time: 4) -- Target receives a +2 bonus to Armor Class and to all
saving throws if attacked by any creature of an evil alignment. (This does
not have the tabletop game effect of preventing bodily contact by conjured or
summoned creatures.)
Protection from Good (Range: 1, Area: 1 target, Duration: 3 minutes/level,
Casting Time: 4) -- As Protection from Evil, but protects against creatures
of good alignment.
Resist Cold (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting
Time: 4*) -- Target receives a +3 bonus to all saving throws against all
cold attacks. All cold damage taken is halved. (Or it would, if there were
any kind of cold attack anywhere in this game.)
SECTION 8.2.2 - 2nd Level Cleric Spells
---------------------------------------
Clerics may memorize and cast the following spells starting at level 3
(paladins in later games may learn these starting at level 11):
Find Traps (Range: caster, Area: 3 squares, Duration: 30 minutes, Non-combat
only) -- Alerts the party to traps in the direction the party is facing, and
can sometimes permit the automatic detection of traps on an ad hoc basis.
Hold Person (Range: 6, Area: 1-3 targets, Duration: 4 minutes + 1 minute/level,
Casting Time: 5) -- Holds immobile up to 3 Medium-sized or smaller living
humanoid targets. A saving throw vs. paralyzation will negate the spell; it
is at a -1 penalty if 2 creatures are targeted and at a -2 penalty if 1
creature is targeted. (This spell got nerfed in 2nd Edition, which requires
all targets to be close to each other. It got nerfed hard in 3rd Edition,
which only allows one target; and targets also get additional saving throws
to break free every round; *and* high Wisdom now grants a bonus to the
saving throw. And in 5th Edition, it also requires the caster to concentrate
to maintain the spell. It's still a strong spell in 5th Edition! All this
may or may not have anything to do with the infamous usefulness of this spell
in the Gold Box games.)
Resist Fire (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting
Time: 5) -- Target receives a +3 bonus to all saving throws against all
fire attacks. All fire damage taken is halved.
Silence, 15' Radius (Range: 12, Area: 1 target diameter 3, Duration: 2 minutes/
level, Casting Time: 5) -- Causes magical silence in the area of effect,
which moves with the targeted creature. A saving throw can negate the spell.
You are silenced in a round if you are in a silenced area at any time in that
round. (This spell must be specifically take effect upon a creature here,
unlike in the tabletop game.)
Slow Poison (Range: 1, Area: 1 target, Duration: 1 hour/level, Casting Time:
1*) -- Target ally killed by poison will be revived (though with but 1 hit
point to start) for the duration of the spell, even in the thick of combat.
The revived character will take 1 point of damage every 10 minutes, though
hit points will not drop below 1 from this damage. If the target does not
receive a Neutralize Poison spell by the end of this spell's duration,
full-blown death results. (This does not have the tabletop game requirement
of being cast within 1 turn per caster level of the target's death.)
Snake Charm (Range: 3, Area: All, Duration: 4 + 1d4 minutes, Casting Time: 5)
-- Charms snakes and snake-like creatures whose total hit points do not
exceed the caster's (no saving throw). Dragons are not sufficiently
ophidian to count as snake-like.
Spiritual Hammer (Range: 1, Area: 1 target, Duration: 1 minute/level, Casting
Time: 5) -- Summons a temporary magical hammer. It can hit enemies that
require magical weaponry to be struck, but does not actually have any bonuses
to hit or to damage. This hammer can be thrown; it will magically reappear
in the caster's hands in that case.
SECTION 8.2.3 - 3rd Level Cleric Spells
---------------------------------------
Clerics may memorize and cast the following spells starting at level 5
(paladins in later games may learn these starting at level 13):
Animate Dead (Casting Time: 6*) -- Raises a fallen enemy or enemies (if cast
in combat) or a single dead PC (if cast outside of combat) as undead who act
as an allied NPCs (who cannot cast spells). Any target must be a PC race,
so it won't work on things like kobolds. Animated enemies do not stay with
you beyond the end of combat, contrary to the documentation, but an animated
PC remains so until either reduced to zero hit points or raised from the
dead. (Unlike the tabletop game, targets are animated with full hit dice and
hit points, and the range limit of 10 feet does not exist here. Also, you
should have fun with this spell now, since it does not exist in any other
Gold Box game.)
Cure Blindness (Range: 1, Area: 1 target, Casting Time: 6*) -- Cures all forms
of blindness.
Cause Blindness (Range: 1, Area: 1 target, Duration: indefinite, Casting Time:
6*) -- If a successful melee combat attack roll is made, blinds the target; a
saving throw can negate the spell. A blinded creature gets a -4 penalty to
both attack rolls and Armor Class until cured. (In the tabletop game, a
blinded creature functions as if everything else were invisible.)
Cure Disease (Range: 1, Area: 1 target, Non-combat only) -- Cures all disease.
Cause Disease (Range: 1, Area: 1 target, Duration: indefinite, Casting Time:
6*) -- If a successful melee combat attack roll is made, causes disease in
the target; a saving throw can negate the spell; the spell lasts until cured.
Disease drains Strength (1 per hour, permanently; minimum 3) and hit points
(1 per 10 minutes; minimum 1) over time.
Dispel Magic (Range: 6, Area: diameter 3, Casting Time: 6) -- Attempts to
remove all magical effects, both positive and negative, from the target. The
base chance per effect is 50%. If the caster is higher level than the caster
of the effect, add 5% per level; if lower level, subtract 2% per level. If
cast outside of combat, affects only the chosen character and not the entire
party. (In the tabletop game, this is supposed to be automatic against the
caster's own magic, but the Gold Box games do not keep track of who was
responsible for each effect. This also has no effect on magical items in
any way.)
Prayer (Range: caster, Area: All, Duration: 1 minute/level, Casting Time: 6) --
Provides a +1 bonus to hit and to saving throws to all allies, and a -1
penalty to hit and to saving throws to all enemies (no saving throw).
Remove Curse (Range: 1, Area: 1 target, Casting Time: 6) -- Enables target to
unequip cursed items, and dispels the Bestow Curse debuff.
Bestow Curse (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting
Time: 6) -- If a successful melee combat attack roll is made, inflicts a -4
penalty both to hit and to all saving throws; a saving throw negates the
spell.
SECTION 8.3.1 - 1st Level Magic-user Spells
-------------------------------------------
Magic-users may learn, memorize, and cast the following spells (rangers in
later games automatically learn these spells starting at level 9):
Burning Hands (Range: 1, Area: 1 target, Casting Time: 1) -- Inflicts 1 point
of fire damage per level (no saving throw). (This is supposed to affect a 3
square arc.)
Charm Person (Range: 12, Area: 1 target, Casting Time: 1) -- Charms one Medium-
sized or smaller living humanoid target; a saving throw negates the spell.
You can counter a Charm Person spell with your own Charm Person spell.
Detect Magic (Range: caster, Duration: 2 minutes/level, Casting Time: 1) -- All
magical items are indicated with an asterisk.
Enlarge (Range: 1+level, Area: 1 target, Duration: 10 minutes/level, Casting
Time: 1) -- Increases the Strength of the target depending on level:
Level 1 - Strength 18 Level 6 - Strength 18(00)
Level 2 - Strength 18(01) Level 7 - Strength 19
Level 3 - Strength 18(51) Level 8 - Strength 20
Level 4 - Strength 18(76) Level 9 - Strength 21
Level 5 - Strength 18(91) Level 10 or higher - Strength 22
This will not lower Strength. You can get more than Strength 18 even if not
a warrior. (Both the documentation and tabletop rules say range is supposed
to be 0.5/level. The tabletop game effect is also different.)
Reduce (Range: 2/level, Area: 1 target, Duration: 10 minutes/level, Casting
Time: 1) -- Dispels any Enlarge spell on the target. Does not actually
reduce the damage of the target otherwise, as it is supposed to; the
documentation to later games implies this is a deliberate feature. (Both the
documentation and tabletop rules say range is supposed to be 0.5/level.)
Friends (Range: caster, Area: All, Duration: 1 minute/level, Casting Time: 1)
-- Raises Charisma by 2d4, with a maximum of 18. (Contrary to both the
documentation and the tabletop rules, this does not allow a saving throw.)
Magic Missile (Range: 6+level, Area: 1 target, Casting Time: 1) -- Fires
missiles that do 1d4+1 damage each (no saving throw), with an additional
missile gained at every odd-numbered level. There is no cap on the number
of missiles fired as there is in later editions. You must fire all missiles
at a single target (unlike in the tabletop game).
Protection from Evil (Range: 1, Area: 1 target, Duration: 2 minutes/level,
Casting Time: 1) -- Same as the clerical spell, aside from duration and
casting time.
Protection from Good (Range: 1, Area: 1 target, Duration: 2 minutes/level,
Casting Time: 1) -- Same as the clerical spell, aside from duration and
casting time.
Read Magic (Range: caster, Duration: 2 minutes/level, Non-combat only) --
Enables identification of magical scrolls readied by the caster. This
will then allow the spellcaster to learn such spells. (Identifying the
scroll in a shop does the same thing.)
Shield (Range: caster, Duration: 5 minutes/level, Casting Time: 1) -- This has
multiple effects: (1) Target is undamaged by the Magic Missile spell; (2) If
this is better than the caster's existing armor and shield, grants AC 2
against thrown weapons, AC 3 against launched missiles, and AC 4 against
melee attacks; (3) +1 bonus to all saving throws. These bonuses do not apply
if you are attacked from behind.
Shocking Grasp (Range: 1, Area: 1 target, Casting Time: 1) -- If a successful
melee combat attack roll is made, inflicts level+1d8 damage (no saving
throw).
Sleep (Range: 5+3/level, Area: 1-16 targets diameter 3, Duration: 5 minutes/
level, Casting Time: 1) -- Puts to sleep 2d4 hit dice worth of living
creatures (no saving throw). Creatures with 0 hit dice count as 0.5;
creatures with 5 or more hit dice are immune to this spell. (According to
both the documentation and the tabletop game rules, this should have a range
of 3+1/level.)
SECTION 8.3.2 - 2nd Level Magic-user Spells
-------------------------------------------
Magic-users may learn, memorize, and cast the following spells starting at
level 3 (rangers in later games automatically learn these starting at level 13):
Detect Invisibility (Range: caster, Duration: 5 minutes/level, Casting Time: 2)
-- Enables caster to see invisible creatures.
Invisibility (Range: 1, Area: 1 target, Duration: indefinite, Casting Time: 2)
-- Target is granted invisibility. Invisibility is lost if the target
attacks or casts any spell. You cannot launch a ranged attack against a
creature you cannot see, nor can you make an attack of opportunity against it
if it moves away from you; even permitted attacks receive a -4 penalty
to-hit. This effect is described in "D"isplay as "invisibility", which
differs from "invisible".
Knock (Non-combat only) -- Attempts to open a locked or magically barred door.
In Pool of Radiance, if you have this option and you actually have the spell
available, it always works.
Mirror Image (Range: caster, Duration: 2 minutes/level, Casting Time: 2) --
Creates 1d4 fake versions of the caster. These dance about close to the
caster, so that any attack that specifically targets the caster may randomly
target one of them instead. Any fake version struck is automatically
dispelled.
Ray of Enfeeblement (Range: 8, Area: 1 target, Duration: 1 minute/level,
Casting Time: 2) -- Reduces target Strength by 25% plus 2% per level of the
caster; a saving throw negates the spell. This effect shows up on your
character sheet under "D"isplay. (According to both the documentation and
the tabletop game rules, this should have a range of 1+0.25/level.)
Stinking Cloud (Range: 3, Area: 2 by 2 square, Duration: 1 minute/level,
Casting Time: 2) -- Creates a 2 by 2 square cloud of choking gas, with its
upper left corner at the targeted square. Any breathing creature in the
cloud who fails to save against poison is so nauseated as to be helpless
for 1d4+1 rounds. Even an affected creature who successfully saves is
coughing enough so that it received a +2 penalty to Armor Class; it must save
again against helplessness if still in the cloud next round. A vulnerable
AI-controlled creature is far more reluctant to enter the cloud than in later
games. Unlike in later games, monsters do not need to re-save against this
spell if this is cast on them while there is already a Stinking Cloud there.
Strength (Range: 1, Area: 1 target, Duration: 1 hour/level, Non-combat only) --
Increases Strength by 1d4 if a magic-user, 1d6 if a cleric or thief, or 1d8
if a warrior. For the purpose of this spell, 1 point of added Strength is
equivalent to 10 points of extraordinary percentage Strength for a warrior.
This cannot increase Strength above 18 for non-warriors, or above 18(00) for
warriors.
SECTION 8.3.3 - 3rd Level Magic-user Spells
-------------------------------------------
Magic-users may learn, memorize, and cast the following spells starting at
level 5:
Blink (Range: caster, Duration: 1 minute/level, Casting Time: 1) -- Caster
starts to blink. A blinking creature will blink out after acting. Once
blinked out, the creature may not be specifically targeted, and can only be
hit with area attacks. (Unlike the tabletop game, which randomizes the
blink, this will not in any way hamper the blinking creature's own attacks;
it's a much more powerful defense in the Gold Box games than in the tabletop
game. A blinking creature may also be attacked in melee by moving into it,
which I don't think was an intended feature, since "A"im won't work.)
Dispel Magic (Range: 12, Area: diameter 3, Casting Time: 3) -- Same as the
clerical spell aside from range and casting time.
Fireball (Range: 10+level, Area: diameter 5 outdoors, diameter 7 indoors,
Casting Time: 3) -- Inflicts (level)d6 fire damage to each creature in the
area of effect; a successful saving throw halves damage taken. There is no
damage cap as there is in later editions. This does not damage creatures if
there is a wall or other such impassable obstruction between the fireball's
center and the creature. The precise area covered is:
Indoors: *** Outdoors:
***** ***
******* *****
***X*** **X**
******* *****
***** ***
***
Haste (Range: 6, Area: 4 by 4 square, Duration: 3 minutes + 1 minute/level,
Casting Time: 3) -- Cancels an existing Slow effect, or doubles both movement
and number of physical attacks and confers a +2 bonus to initiative; ages any
recipients by one year. (This does not incur a system shock check as the
tabletop version does.)
Hold Person (Range: 12, Area: 1-4 targets, Duration: 2 minutes/level, Casting
Time: 3) -- All of ranges, number of possible targets, duration, and casting
time are different from the 2nd level cleric spell, but this otherwise has
the same effects.
Invisibility, 10' Radius (Range: 1, Area: diameter 3, Duration: indefinite,
Casting Time: 3) -- Casts Invisibility on all creatures in range, friend or
foe. (Unlike the tabletop version, this invisibility is not broken even if
you move away from the target, and even if the target itself breaks
invisibility.)
Lightning Bolt (Range: 4+level, Area: 8 squares, Casting Time: 3) -- The
lightning bolt fired by this spell inflicts (level)d6 electrical damage to
all creatures struck; a successful saving throw halves damage taken. There
is no damage cap as there is in later editions. The lightning bolt starts on
the targeted square, and travels in the same direction for 8 squares
thereafter. If the bolt hits a wall or other terrain feature, it will
reflect back towards the caster (and not at the angle of incidence). Such a
reflected bolt can thus hit creatures a second time, or rebound all the way
to the caster.
Protection from Evil, 10' Radius (Range: 1, Area: 1 target diameter 3,
Duration: 2 minutes/level, Casting Time: 3) -- As Protection from Evil but
for area of effect and casting time.
Protection from Good, 10' Radius (Range: 1, Area: 1 target diameter 3,
Duration: 2 minutes/level, Casting Time: 3) -- As Protection from Good but
for area of effect and casting time.
Protection from Normal Missiles (Range: caster, Duration: 10 minutes/level,
Castimg Time: 3) -- Grants immunity to all nonmagical thrown weapons and
nonmagical launched missiles.
Slow (Range: 9+level, Area: 4 by 4 square, Duration: 3 minutes + 1 minute/
level, Casting Time: 3) -- Cancels an existing Haste spell, or halves both
movement and number of physical attacks, and inflicts a -2 penalty to
initiative (no saving throw).
SECTION 9.1 - Item Basic Mechanics
----------------------------------
Standard coin valuation is as follows:
10 copper pieces (cp) = 1 silver piece
20 silver pieces (sp) = 1 gold piece
2 electrum pieces (ep) = 1 gold piece
1 platinum pieces (pp) = 5 gold pieces
Whenever you are asked for gold, platinum is always acceptable. The converse
is not necessarily true.
A quick way to exchange a large number of low-value coins is to go to a shop,
pool all your money, then buy something cheap like a stack of arrows.
Gems and jewelry have random values, and must be individually appraised in a
shop. You should sell immediately at full value; otherwise, they will go to
regular inventory slots and only sell at half value.
To roll the value of a gem, roll 1d100:
Roll Gold Value
1-25 10 A gem sells for an average of 275 gold.
26-50 50
51-70 100
71-90 500
91-99 1000
100 5000
To roll the value of a piece of jewelry, roll 1d100:
Roll Gold Value
1-10 100-1000 The game will pick any integer in the indicated range, not
11-20 200-1200 just nice even multiples of 100 or 1000.
21-40 300-1800 A piece of jewelry sells for an average of 2910 gold.
41-50 500-3000
51-70 1000-6000
71-90 2000-8000
91-100 2000-12000
10 coins (or gems, or pieces of jewelry) weigh 1 pound. (Those coins are
heavy! They get lighter in 3rd Edition.)
Items do not have fully consistent attributes in the Gold Box games. There are
many cases of almost identical items that are very slightly different, most
often in value. You'll notice this if you collect equipment from monsters and
try to sell it -- monster equipment is worth much less than shop equipment.
For that reason a fully comprehensive description of each item is not given
below.
Inventory items have a weight measured in coins, and a standard value that
shops appraise them at.
Most magical items can be readily identifed as magical with the Detect Magic
spell, and their properties can often be deduced by the effect on your visible
statistics, but the only way to formally identify most of them is to pay a shop
to do so, which costs 200 gold. Magical scrolls may be formally identified
with the Read Magic spell.
Magical items are worth experience, varying with the item, but a typical value
is 20% of the gold value of the item. 1 gold is worth about 1 experience; a
gem is worth about 240 experience; and a piece of jewelry is worth about 2100
experience. This experience all gets divided by the number of people in your
party.
Money and magical items starting in the inventory of a monster sometimes are,
and sometimes are not, actually worth experience.
SECTION 9.2 - Basic Weapons
---------------------------
The table below describes standard weaponry you can buy.
#: base item number.
"Name": if you find a "Heavy Crossbow", in your characters' hands it actually
functions as a Fine Composite Long Bow.
"Weight (coins)": any fractions are rounded down. Note that most weapons in
AD&D weigh FAR more than their real-life versions!
"Value (gold)": what a shop will think it is worth when it is buying it from
you, which is not quite the same as what you can buy it for.
"H": hands needed to equip the item. (Bastard swords are always two-handed in
this game.)
"T": damage type: B for bashing, P for piercing, S for slashing. Some monsters
may take reduced damage from damage types; the most common case is skeletons
taking half damage from P or S weapons. Some of these also don't make much
sense (all of them P and S getting reversed; the only case where that makes
any difference is against a Juju Zombie).
"Damage v. S/M": damage weapon does against Small or Medium opponents (in most
cases, creatures that occupy only one tile).
"Damage v. L+": damage weapon does against Large or larger opponents (in most
cases, creatures that occupy two or more tiles).
MELEE WEAPONS Weight Value Damage Damage
# Name (coins) (gold) H T v. S/M v. L+
1 Battle Axe 75 5 1 P 1d8 1d8
2 Hand Axe 50 1 1 S 1d6 1d4
3 Bardiche 125 7 2 S 2d4 3d4
4 Bec De Corbin 100 6 2 S 1d8 1d6
5 Bill-Guisarme 150 6 2 S 2d4 1d10
6 Bo Stick 15 1 1 B 1d6 1d3
7 Club 30 1 1 B 1d6 1d3
8 Dagger 10 2 1 P 1d4 1d3
10 Fauchard 60 3 2 S 1d6 1d8
11 Fauchard-Fork 80 8 2 S 1d8 1d10
12 Flail 150 3 1 B 1d6+1 2d4
13 Military Fork 75 4 2 S 1d8 2d4
14 Glaive 75 6 2 S 1d6 1d10
15 Glaive-Guisarme 100 10 2 S 2d4 2d6
16 Guisarme 80 5 2 S 2d4 1d8
17 Guisarme-Voulge 150 7 2 S 2d4 2d4
18 Halberd 175 9 2 S 1d10 2d6
19 Lucern Hammer 150 7 2 P 2d4 1d6
20 Hammer 50 1 1 B 1d4+1 1d4
22 Jo Stick 40 1 1 B 1d6 1d4
23 Mace 100 8 1 B 1d6+1 1d6
24 Morning Star 125 5 1 B 2d5 1d6+1
25 Partisan 80 10 2 S 1d6 1d6+1
26 Military Pick 60 8 1 P 1d6+1 2d4
27 Awl Pike 80 3 2 P 1d6 1d12
29 Ranseur 50 4 2 S 2d4 2d4
30 Scimitar 40 15 1 S 1d8 1d8
31 Spear 50 1 2 P 1d6 1d8
32 Spetum 50 3 2 S 1d6+1 2d6
33 Quarter Staff 50 1 2 B 1d6 1d6
34 Bastard Sword 100 25 2 S 2d4 2d8
35 Broad Sword 75 10 1 S 2d4 1d6+1
36 Long Sword 60 15 1 S 1d8 1d12
37 Short Sword 35 8 1 S 1d6 1d8
38 Two-Handed Sword 250 30 2 S 1d10 3d6
39 Trident 50 4 1 S 1d6+1 3d4
40 Voulge 125 2 2 S 2d4 2d4
For the below, "Range" gives how far short, medium, and long range are.
LAUNCHERS Weight Value Damage Damage
# Name (coins) (gold) H T v. S/M v. L+ Range
41 Composite Long Bow 80 100 2 fires arrows 6/12/21
42 Composite Short Bow 50 75 2 fires arrows 5/10/18
43 Long Bow 100 60 2 fires arrows 7/14/21
44 Short Bow 50 15 2 fires arrows 5/10/15
45 Fine Composite Long Bow 60 25000 2 fires arrows w/Str 6/12/21
46 Light Crossbow 50 12 2 fires bolts 6/12/18
47 Sling 2 0 1 B 1d4+1 1d6+1 5/10/20
AMMUNITION
28 Quarrel 0.15 0 0 P 1d4 1d4
73 Arrow 0.4 0 0 S 1d6 1d6
THROWN WEAPONS
9 Dart 1.25 0 1 P 1d3 1d2 1.5/3/4.5
21 Javelin 10 0 1 P 1d6 1d6 2/4/6
85 Holy Water Vial 10 25 1 S 2d4 2d4 1/2/3 v. undead
86 Flask of Oil 30 1 1 S 2d6 2d6 1/2/3
SILVER WEAPONS
These perform the same as their regular equivalents, except they can do damage
to some monsters immune to regular weapons.
Weight Value Damage Damage
# Name (coins) (gold) H T v. S/M v. L+
8 Silver Dagger 10 20 1 P 1d4 1d3
23 Silver Mace 100 80 1 B 1d6+1 1d6
34 Silver Bastard Sword 100 250 2 S 2d4 2d8
35 Silver Broad Sword 75 100 1 S 2d4 1d6+1
36 Silver Long Sword 60 150 1 S 1d8 1d12
37 Silver Short Sword 35 80 1 S 1d6 1d8
38 Silver Two-Handed Sword 250 300 2 S 1d10 3d6
28 Silver Quarrel 3 20 0 P 1d4 1d4
73 Silver Arrow 0.5 1 0 S 1d6 1d6
SECTION 9.3 - Basic Armor
-------------------------
The table below describes standard armor you can buy.
#: base item number.
"Name": note that "mail" here doesn't have the modern meaning of specifically
armor made of linked rings. By 1st Edition rules, "plate armor" is different
from "plate mail", and is too technologically advanced to exist. Sometimes
you run into items called "plate armor", but they function as plate mail and
not plate armor (in later editions of the tabletop game, plate armor is
available, and is better than plate mail).
"Weight (coins)": these numbers make more sense than the weapon numbers above,
but these still aren't very realistic.
"Value (gold)": what a shop will think it is worth when it is buying it from
you, which is not quite the same as what you can buy it for.
"AC": bonus to Armor Class provided by wearing this.
"Max Move": maximum normal movement while wearing this armor, if you are
otherwise not heavily burdened.
BODY ARMOR Weight Value Max
# Name (coins) (gold) AC Move
50 Leather Armor 150 5 2 12
51 Padded Armor 100 4 2 9
52 Studden Leather Armor 200 15 3 9
53 Ring Mail 250 30 3 9
54 Scale Mail 400 45 4 6
55 Chain Mail 300 75 5 9
56 Splint Mail 400 80 6 6
57 Banded Mail 350 90 6 9
58 Plate Mail 450 400 7 6
HELD IN OFF-HAND
59 Shield 100 15 1
71 Silver Mirror 10 20 0 can reflect gaze attacks
FANCY BODY ARMOR (these don't accomplish anything additional)
55 Silver Chain Mail 300 750 5 9
58 Silver Plate Mail 450 4000 7 6
SECTION 9.4 - Magic Items
-------------------------
Standard magical melee weapons and thrown weapons add their plus as a bonus
both to hit and to damage. Bows and crossbows are supposed to add their plus
only to hit, but unlike later Gold Box games and tabletop rules also add to
damage; arrows and bolts add their plus only to damage.
Standard magical armor add their plus as a bonus to Armor Class when worn, and
if its base armor type decreases movement, the magical version increases net
movement by 3.
Magical scrolls come in both clerical and magic-user types. Spellcasting
from a scroll is instantaneous, and have an effective spell level of whichever
is higher of either 6, or the minimum class level needed to cast the spell plus
1. (So in Pool of Radiance, it will always be 6.)
Magic-user spells may be permanently learned from the scroll; that consumes
that use of the spell.
Clerical spells include Restoration, which in this game may only be cast from
scrolls. This will restore lost levels to a character that has been drained by
level-draining undead, but you will lose any progress towards the next level.
Magical wands start with about 15-20 charges. This is different from the
80+1d20 in the tabletop game; in general, charged items in the tabletop game
are far more useful than they are in CRPGs.
Other magical items include:
Bag of Holding -- If equipped, causes all coins and unequipped items to have
no weight, with an upper limit of 5000 coins of extra carrying capacity
(though you can only pick up what you can normally in a single pick up).
Bracers of Defense -- These do not count as armor and will not stack with it,
but will set base Armor Class to the indicated number. It's generally the
defensive equipment of choice on thieves and pure magic-users.
Cloak of Displacement -- The first physical attacker per combat will
automatically miss against someone wearing this. After that, it grants a +2
bonus to Armor Class.
Cloak of Elvenkind -- This makes the wearer invisible outdoors. (In the
tabletop version, the quality of the invisibility depends upon terrain.)
Cursed Necklace -- This gives a -5 penalty to AC and a -5 penalty to all saving
throws. This is bad for actual gameplay, but fantastic for experiments.
Dust of Disappearance -- This will make the entire party invisible for 20d10
minutes. This is a special form of invisibility that is not dispelled by
attacking or spellcasting. Yes, it is very powerful -- there is a reason
this does not exist at all in Gold Box games later than Curse of the Azure
Bonds. This effect is described in "D"isplay as "invisible", which differs
from the normal "invisibility".
Efreeti Bottle -- The efreeti in this bottle will emerge to help you fight
against the vampire in the Valhingen Graveyard when you first encounter it.
Gauntlets of Ogre Power -- Wearing this raises Strength to 18(00).
Javelin of Lightning -- This single-shot consumable creates a lightning bolt
that does 20+1d6 electrical damage. This acts like the magic-user spell, but
with a range of 9, and the bolt only travels 3 squares.
Keoghtum's Ointment -- A jar of this has 5 applications, each of which will
restores 8+1d4 hit points of damage, and cure disease. (The tabletop version
of "Keoghtom's" ointment also neutralizes poison. The Gold Box version
seems to convert poisoned characters to outright dead ones. I don't think
that's the intended meaning of "neutralize".)
Long Sword +2 Flame Tongue -- This is supposed to do extra damage against
creatures that use cold, birds, undead, or fire-vulnerable creatures, but it
doesn't. It also should prevent trolls from regenerating, but that doesn't
happen either (and it doesn't do extra damage against those as it should).
So this is just a Long Sword +2.
Manual of Bodily Health -- Using this item consumes it; after 24 hours, the
user will start to train over the course of several weeks. At the end, +1
permanent Constitution is gained. It usually takes 30 days for the gain to
occur, though it can take longer. Unlike the tabletop game, you may benefit
from such an item more than once, and you can in fact use and benefit from
several at once. This is the only way to permanently gain base statistics
in any of the Gold Box games.
Necklace of Missiles -- shoots range 7 fireballs (as the 3rd-level magic-user
spell) that do 6d6 damage. Normally, this has around 6 charges; if you find
this as a random magical item, it never runs out of charges.
Potion of Extra Healing -- restores 3d8+3 hit points of damage.
Potion of Giant Strength -- grants frost giant (21) Strength for 4+1d4 turns
(50-80 minutes) to a fighter.
Potion of Healing -- restores 2d4+2 hit points of damage.
Potion of Speed -- acts as a Haste spell that lasts for 5d4 rounds (doubles
movement and number of physical attacks, at the cost of magically aging the
user by 1 year).
Ring of Feather Falling -- prevents falling damage. Or at least it is supposed
to; it doesn't actually prevent damage from falls that I have seen.
Ring of Fire Resistance -- acts as a permanent Resist Fire spell (this item
does not have the effect of the tabletop version, which reduces fire damage
in a more complicated manner).
Ring of Invisibility -- this casts the Invisibility spell on the wearer when
equipped. This item is unlimited in use, and unlike the One Ring, the
invisibility persists even if the ring is removed; it is only canceled by
attacking or casting a spell.
Ring of Protection -- this grants its bonus: (1) to Armor Class if the wearer
is not also wearing magical armor; (2) to all saving throws. (The second
effect sometimes does not occur.)
Sling of Seeking +2 -- this grants its bonus both to hit and to damage (though
this is not actually special in Pool of Radiance, because magical bows
incorrectly do the same).
Wand of Fireballs -- shoots fireballs (as the 3rd-level magic user spell) which
do 6d6 damage.
Wand of Lightning (Bolt) -- shoots lightning bolts (as the 3rd-level magic-user
spell) which do 6d6 damage.
Wand of Magic Missiles -- shoots 2 magic missiles (as the 1st-level magic-user
spell), which do 2d4+2 damage to a single target.
Wand of Paralyzation -- attempts to hold any single monster (range 6) for 5d4
rounds.
SECTION 9.5 - Random Magical Items
----------------------------------
Random magical items may be one of the following. +3 items are rarer than +2
items, which are in turn rarer than +1 items. (+4 and +5 items are supported
by the game engine, but I've never seen any as random items.) Items marked
with an asterisk only ever appear as random items, as far as I know.
Occasionally you will get a buggy item with a buggy name (sometimes no name at
all).
any +1, +2, or +3 weapon; darts appear in stacks of 5, arrows and bolts in
stacks of 10. (Who in the Forgotten Realms is making all these magical
polearms?)
any +1, +2, or +3 armor
Clerical Scroll (with up to 3 randomly chosen spells of 1st-3rd level)
Magic-User Scroll (with up to 3 randomly chosen spells of 1st-3rd level)
Bag of Holding*
Bracers of Defense (any of AC 6, AC 4, AC 3, AC 2)
Cloak of Elvenkind*
Keoghtum's Ointment*
Necklace of Missiles (if chosen randomly, has infinite charges)
Potion of Extra Healing
Potion of Giant Strength
Potion of Healing
Ring of Fire Resistance
Ring of Invisibility*
Ring of Protection (any of +1, +2, or +3)
Wand of Fireballs*
Wand of Magic Missiles
SECTION 9.6 - Summary of Locations with Magic Items
---------------------------------------------------
Here is a checklist of noteworthy magical items you may find in the game, by
location. Numbers indicate locations on the corresponding maps. This is not
comprehensive for sake of brevity; check the maps' notes for more details.
New Phlan
Once you become strong enough, and are about to complete a mission, you can
fight the city guards for magical items, then complete the mission to negate
anger:
* 4th level fighter (Long Sword +1, Chain Mail +1)
* 6th level fighter (Two-Handed Sword +2, Chain Mail +1, Javelin of Lightning)
* 8th level fighter (Two-Handed Sword +2, Plate Mail +2, Ring of Protection +3)
* 7th level cleric (Mace +2, Banded Mail +2)
The Slums
2 - Leather Armor +1
3 - Short Bow +1, 20 Arrows +1
4 - Bracers AC 6
5 - Short Bow +1, 20 Arrows +1
6 - Ring of Protection +1, Short Bow +1
7 - 3 Broad Swords +1, Chain Mail +1, Flail +1
13 - Shield +1, Magic-User Scroll (Magic Missile)
14 - 1 random magic item
16 - 3 random magic items
Sokal Keep
5 - Hammer +1
9 - Shield +1, Long Sword +1, Chain Mail +1, Mace +2
Kuto's Well
4 - Banded Mail +1, Quarter Staff +1, Bracers AC 4
Kuto's Well Catacombs
2 - Long Sword +1
Mendor's Library
1 - Potion of Giant Strength, Cloak of Displacement,
Clerical Scroll (Restoration, Restoration)
7 - 3 Potions of Extra Healing
10 - Manual of Bodily Health
Podal Plaza
2 - 2 Long Swords +1
Cadorna Textile House
7 - Magic-User Scroll (Reduce, Detect Invisibility, Fireball),
Magic-User Scroll (Burning Hands, Mirror Image, Blink)
11 - Gauntlets of Ogre Power (wherever you get the box opened)
Kovel Mansion
1 - Shield +2, Chain Mail +1
6 - Magic-User Scroll (Fireball, Haste, Hold Person),
Magic-User Scroll (Blink, Ray of Enfeeblement, Slow),
Clerical Scroll (Hold Person, Cure Blindness, Bestow Curse),
Clerical Scroll (Prayer, Remove Curse, Animate Dead),
Magic-User Scroll (Reduce, Detect Invisibility, Fireball),
Magic-User Scroll (Burning Hands, Mirror Image, Blink)
10 - Short Sword +2, Leather Armor +4
Wealthy Area
4 - Potion of Extra Healing, Ring of Feather Falling
Temple of Bane
1a - Clerical Scroll (Animate Dead, Cause Disease, Prayer),
Magic-User Scroll (Fireball, Ray of Enfeeblement, Stinking Cloud)
1b - Potion of Giant Strength, Potion of Speed, Wand of Magic Missiles, Dust of
Disappearance
Wilderness
a few lairs contain 1 random magical item
Nomad Camp
If you attack the nomads: Long Sword +2, Shield +1, Scale Mail +2, Dagger +2,
Bracers AC 2, Wand of Magic Missiles
If you attack only the kobolds: Two-Handed Sword +2, Wand of Magic Missiles
Kobold Caves
5 - 2 random magical items
14 - 2 Two-Handed Swords +2
18 - Magic-User Scroll (Charm Person, Protection from Evil, Strength),
Magic-User Scroll (Friends, Invisibility, Protection from Normal Missiles)
Yarash's Pyramid
16 - Bracers AC 4, Wand of Paralyzation, Potion of Speed
19 (three different locations) - 3 random magical items
Lizardman Keep
P2 (three different locations) - Shield +2
Buccaneer Base
The captain carries: Long Sword +4, Shield +2, Plate Mail +3
Zhentil Keep Outpost
3 - Gauntlets of Ogre Power, Plate Mail +2, Shield +1, 2 Rings of Fire
Resistance, 3 Potions of Extra Healing, Javelin of Lightning, Bracers AC 3,
Wand of Lightning
Valhingen Graveyard
3 - 4 Clerical Scrolls (Restoration, Restoration)
10 - Wand of Lightning Bolt, 2 Clerical Scrolls (Restoration, Restoration)
13 - Hammer +3, Sling of Seeking +2, Potion of Extra Healing,
Clerical Scroll (Restoration, Restoration),
Magic-User Scroll (Slow, Hold Person, Invisibility 10' Radius)
18 - Plate Mail +2, Long Sword +2 (lawful good), Ring of Fire Resistance,
Shield +1, 4 Clerical Scrolls (Restoration, Restoration)
19 - Ring of Protection +2
21 - Wand of Magic Missiles, Shield +1,
5 Clerical Scrolls (Restoration, Restoration)
Valjevo Castle
4 - Mace +3, Plate Mail +1, Necklace of Missiles
5 - 2 Long Swords +3 (lawful evil)
13 - Long Sword +2 Flame Tongue
17 - Potion of Speed
Valjevo Castle Hedge Maze
1 - Bracers AC 3, Ring of Fire Resistance, Wand of Lightning
5 - Long Sword +5, Ring of Protection +3, Gauntlets of Ogre Power
Valjevo Castle Inner Tower
4 - Wand of Lightning
6 - 12 Two-Handed Swords +2, 12 Plate Mails +2, 12 Rings of Protection +3
SECTION 10.1 - Notes on Creature Statistics
-------------------------------------------
Many monsters capable of using equipment can equip or remove weapons, shields,
and sometimes even armor on the fly. Their actual statistics in combat may not
reflect the details in the next section, especially if you surprise them before
they can ready equipment. Monsters also sometimes do not drop non-magical
equipment after combat.
Damage and AC are adjusted for monsters according to equipment, but not THAC0.
(You can test this with orc leaders, who have a THAC0 of 16 despite only having
the statistics and equipment for a THAC0 of 20, and experiment to show that
their actual THAC0 in combat is the former.) No other attributes are adjusted,
either; e.g., a humanoid with a Ring of Fire Resistance does not actually
resist fire.
Hit dice are important to many spell effects; the Gold Box games do not bother
to track partial hit dice as the tabletop game does.
SECTION 10.2 - Detailed Bestiary
--------------------------------
#000 KOBOLD Lawful Evil Monster Fighter
Hit Dice : 0
Hit Points: 3 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 6 Paralyzation, Poison, or Death 16
Wisdom 10 Rod, Staff, or Wand 17
Dexterity 10 Petrification or Polymorph 18
Constitution 10 Breath Weapon 20
Charisma 10 Spell 19
THAC0: 21 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d6 damage
Experience for defeating: 5 + 1 experience per hit point (8)
Money carried: 16 copper
Items potentially dropped: Short Sword
#001 KOBOLD LEADER Lawful Evil Monster Fighter
Hit Dice : 0
Hit Points: 4 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 12 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 6 (from behind: 9)
Physical attack: 1 for 1d6 damage
Experience for defeating: 8 + 2 experience per hit point (16)
Money carried: 32 copper; 2 silver
Items potentially dropped: Short Bow, Arrows (20), Short Sword, Shield, Studded
Leather Armor
#002 GOBLIN GUARD Lawful Evil Monster Fighter
Hit Dice : 0
Hit Points: 4 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 6 (from behind: 9)
Physical attack: 1 for 1d6 damage
Experience for defeating: 10 + 1 experience per hit point (14)
Money carried: 18 silver
Items potentially dropped: Short Sword, Shield, Studded Leather Armor
#003 GOBLIN LEADER Lawful Evil Monster Fighter
Hit Dice : 0
Hit Points: 7 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 12 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 5 (from behind: 8)
Physical attack: 1 for 1d6 damage
Experience for defeating: 10 + 1 experience per hit point (17)
Money carried: 24 silver
Items potentially dropped: Arrows (20), Long Bow, Short Sword, Shield, Scale
Mail
#004 ORC Lawful Evil Monster Fighter
Hit Dice : 1 Character Levels : Fighter 1
Hit Points: 5 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 6 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 1d8 damage
Experience for defeating: 10 + 1 experience per hit point (15)
Money carried: 24 silver
#005 ORC LEADER Lawful Evil Monster Fighter
Hit Dice : 1 Character Levels : Fighter 1
Hit Points: 8 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 12 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 16 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8 damage
Experience for defeating: 28 + 2 experience per hit point (44)
Money carried: 4 silver; 20 electrum
Items potentially dropped: Battle Axe, Chain Mail, Arrows (7), Long Bow
#006 HOBGOBLIN Lawful Evil Monster Fighter
Hit Dice : 2 Character Levels : Fighter 2
Hit Points: 6 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 18 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8 damage
Experience for defeating: 20 + 2 experience per hit point (32)
Money carried: 18 copper; 7 gold
Items potentially dropped: Long Sword
#007 HOBGOBLIN LDR Lawful Evil Monster Fighter
Hit Dice : 2 Character Levels : Fighter 2
Hit Points: 6 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 18 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8 damage
Experience for defeating: 20 + 2 experience per hit point (32)
Money carried: 18 copper; 7 gold
Items potentially dropped: Long Sword, Arrows (12), Long Bow
#008 OGRE Chaotic Evil Monster Fighter
Hit Dice : 5 Character Levels : Fighter 5
Hit Points: 21 Movement: 9 Size: Large or larger
Strength 18 Base saving throws versus:
Intelligence 6 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 15 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d10 damage
Experience for defeating: 90 + 5 experience per hit point (195)
Money carried: 5 gold
#009 OGRE LEADER Chaotic Evil Monster Fighter
Hit Dice : 7 Character Levels : Fighter 7
Hit Points: 32 Movement: 9 Size: Small/Medium
Strength 18 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 10 Breath Weapon 12
Charisma 10 Spell 13
THAC0: 3 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 2d6 damage
Experience for defeating: 225 + 8 experience per hit point (481)
Money carried: 7 gold
Items potentially dropped: Arrows (15), Long Bow
#010 QUICKLINGS Chaotic Evil Monster Fighter
Hit Dice : 1 Character Levels : Cleric 1; Fighter 1
Hit Points: 7 Movement: 96 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 2
Wisdom 10 Rod, Staff, or Wand 5
Dexterity 18 Petrification or Polymorph 6
Constitution 10 Breath Weapon 8
Charisma 10 Spell 7
THAC0: 18 Armor Class: -3 (from behind: 3)
Physical attack: 3 for 1d4+3 damage
Special Abilities: Make saving throws as 19th level cleric
Experience for defeating: 200 + 3 experience per hit point (221)
Money carried: 2 copper; 3 silver; 1 electrum; 2 gems
#011 KOBOLD LEADER Lawful Evil Monster Fighter
Hit Dice : 0
Hit Points: 4 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 12 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 6 (from behind: 9)
Physical attack: 1 for 1d6 damage
Experience for defeating: 8 + 2 experience per hit point (16)
Money carried: 32 copper; 2 silver
Items potentially dropped: Bracers AC 6, Short Sword, Shield, Studded Leather
Armor
#012 GOBLIN LEADER Lawful Evil Monster Fighter
Hit Dice : 0
Hit Points: 7 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 12 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 4 (from behind: 7)
Physical attack: 1 for 1d6 damage
Experience for defeating: 10 + 1 experience per hit point (17)
Money carried: 24 silver
Items potentially dropped: Short Sword, Shield, Leather Armor +1
#013 ORC Lawful Evil Monster Fighter
Hit Dice : 1 Character Levels : Fighter 1
Hit Points: 5 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 6 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 2d4 damage
Experience for defeating: 10 + 1 experience per hit point (15)
Money carried: 24 silver
Items potentially dropped: Clerical Scroll (Cure Light Wounds, Cure Light
Wounds)
#014 ORC LEADER Lawful Evil Monster Fighter
Hit Dice : 1 Character Levels : Fighter 1
Hit Points: 8 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 12 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 16 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 2d4+1 damage
Experience for defeating: 28 + 2 experience per hit point (44)
Money carried: 4 silver; 20 electrum
Items potentially dropped: Broad Sword +1, Chain Mail, Arrows (7), Long Bow
#015 ORC LEADER Lawful Evil Monster Fighter
Hit Dice : 1 Character Levels : Fighter 1
Hit Points: 8 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 12 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 16 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d6+2 damage
Experience for defeating: 28 + 2 experience per hit point (44)
Money carried: 4 silver; 20 electrum
Items potentially dropped: Flail +1, Chain Mail +1, Arrows (7), Long Bow
#017 SPECTRE Lawful Evil Undead Human Fighter
Clerics turn using this line on table: Spectre
Hit Dice : 8 Character Levels : Fighter 8
Hit Points: 38 Movement: 30 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 10 Breath Weapon 12
Charisma 10 Spell 13
THAC0: 12 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d8 damage
Special Abilities: Drains 2 levels with each melee hit; requires magical
weapons to be hit; immune to sleep, charm, paralysis, coughing
Experience for defeating: 1650 + 10 experience per hit point (2030)
#018 LARGE SCORPION True Neutral Monster Fighter
Hit Dice : 3 Character Levels : Fighter 3
Hit Points: 10 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 10 Petrification or Polymorph 15
Constitution 10 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 15 Armor Class: 5 (from behind: 7)
Primary physical attack: 2 for 1d4 damage
Secondary physical attack: 1 for 1d1 damage
Special Abilities: Save vs. poison at a +2 bonus on each melee hit or die
Experience for defeating: 35 + 3 experience per hit point (65)
#019 FERRAN MARTINEZ Lawful Good Undead Human Fighter
Clerics turn using this line on table: Spectre
Hit Dice : 8 Character Levels : Fighter 8
Hit Points: 38 Movement: 30 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 10 Breath Weapon 12
Charisma 10 Spell 13
THAC0: 12 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d8 damage
Special Abilities: Drains 2 levels with each melee hit; requires magical
weapons to be hit; immune to sleep, charm, paralysis, coughing
Experience for defeating: 1650 + 10 experience per hit point (2030)
#020 WIGHT Lawful Evil Undead Monster Fighter
Clerics turn using this line on table: Wight
Hit Dice : 5 Character Levels : Fighter 5
Hit Points: 23 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 15 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d4 damage
Special Abilities: Drains 1 level on each melee hit; requires silver or magical
weapons to be hit; immune to sleep, charm, paralysis, coughing
Experience for defeating: 540 + 5 experience per hit point (655)
#021 WRAITH Lawful Evil Undead Monster Fighter
Clerics turn using this line on table: Wraith
Hit Dice : 6 Character Levels : Fighter 6
Hit Points: 24 Movement: 24 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 15 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d6 damage
Special Abilities: Drains 1 level on each melee hit; requires silver (half
damage) or magical weapons to be hit; immune to sleep, charm, paralysis,
coughing
Experience for defeating: 575 + 6 experience per hit point (719)
#022 GIANT SKELETON True Neutral Undead Monster Fighter
Clerics turn using this line on table: Mummy
Hit Dice : 5 Character Levels : Fighter 5
Hit Points: 28 Movement: 12 Size: Large or larger
Strength 19 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 15 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 4d6 damage
Special Abilities: Takes half damage from piercing or slashing weapons; immune
to sleep, charm, paralysis, coughing
Experience for defeating: 130 + 5 experience per hit point (270)
Items potentially dropped: Short Bow
#023 VAMPIRE Chaotic Evil Undead Monster Fighter
Clerics turn using this line on table: Vampire
Hit Dice : 9 Character Levels : Fighter 9
Hit Points: 43 Movement: 12 Size: Small/Medium
Strength 18(76) Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 8
Wisdom 10 Rod, Staff, or Wand 9
Dexterity 10 Petrification or Polymorph 10
Constitution 10 Breath Weapon 9
Charisma 10 Spell 11
THAC0: 14 Armor Class: 1 (from behind: 3)
Physical attack: 1 for 1d6+4 damage
Special Abilities: Charming gaze (free Charm Person spell every round); drains
2 levels on each melee hit; requires magical weapons to be hit; immune to
sleep, charm, paralysis, coughing; half damage from electricity; regenerate 3
hit points every round
Experience for defeating: 3800 + 12 experience per hit point (4316)
Items potentially dropped: Short Bow
#024 LEVEL 6 MU True Neutral Human Magic-User
Hit Dice : 6 Character Levels : Magic-User 6
Hit Points: 23 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 15 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 9
Constitution 10 Breath Weapon 13
Charisma 10 Spell 10
THAC0: 19 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d4+2 damage
Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2
Stinking Cloud; M3 Fireball (2)
Experience for defeating: 150 + 6 experience per hit point (288)
Money carried: 20 copper; 15 silver
Items potentially dropped: Ring of Protection +2
#025 MAD MAN True Neutral Human Fighter
Hit Dice : 1 Character Levels : Fighter 1
Hit Points: 7 Movement: 9 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d6+1 damage
Experience for defeating: 10 + 1 experience per hit point (17)
Money carried: 2 silver
#026 BASILISK True Neutral Monster Fighter
Hit Dice : 7 Character Levels : Fighter 7
Hit Points: 31 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 10 Breath Weapon 12
Charisma 10 Spell 13
THAC0: 13 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d10 damage
Special Abilities: Petrifying gaze attack (save vs. petrification or be turned
to stone; reflectable with a mirror)
Experience for defeating: 1000 + 8 experience per hit point (1248)
#027 SKULLCRUSHER Chaotic Neutral Human Fighter
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 39 Movement: 12 Size: Small/Medium
Strength 18(81) Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 13
Wisdom 8 Rod, Staff, or Wand 14
Dexterity 16 Petrification or Polymorph 15
Constitution 18 Breath Weapon 16
Charisma 12 Spell 16
THAC0: 15 Armor Class: 8 (from behind: 12)
Physical attack: 1 for 2d1+6 damage
Experience for defeating: 60 + 4 experience per hit point (216)
#028 GRISHNAK Chaotic Evil Monster Cleric/Magic-User
Hit Dice : 6 Character Levels : Cleric 6; Magic-User 6
Hit Points: 24 Movement: 9 Size: Small/Medium
Strength 9 Base saving throws versus:
Intelligence 16 Paralyzation, Poison, or Death 9
Wisdom 16 Rod, Staff, or Wand 12
Dexterity 13 Petrification or Polymorph 11
Constitution 11 Breath Weapon 15
Charisma 5 Spell 12
THAC0: 13 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d4 damage
Spells memorized: C1 Curse; C1 Cure Light Wounds (2); C1 Cause Light Wounds; C1
Protection from Good; C2 Hold Person (4); C2 Silence, 15' Radius; C3 Cause
Disease; C3 Bestow Curse
Experience for defeating: 275 + 6 experience per hit point (419)
#029 JUJU ZOMBIE True Neutral Undead Monster Fighter
Clerics turn using this line on table: Spectre
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 24 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 10 Petrification or Polymorph 15
Constitution 10 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 13 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 3d4 damage
Special Abilities: Takes half damage from blunt or piercing weapons; requires
magical weapons to be hit; immune to sleep, charm, paralysis, coughing
Thief skills: Climb Walls 90%
Experience for defeating: 110 + 4 experience per hit point (206)
Items potentially dropped: Short Bow
#031 TROLL Chaotic Evil Monster Fighter
Hit Dice : 7 Character Levels : Fighter 7
Hit Points: 36 Movement: 12 Size: Large or larger
Strength 19 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 10 Breath Weapon 12
Charisma 10 Spell 13
THAC0: 13 Armor Class: 4 (from behind: 6)
Primary physical attack: 2 for 1d4+4 damage
Secondary physical attack: 1 for 2d6 damage
Special Abilities: Regenerate 3 hit points every round; able to return from
death in 3d6 rounds
Experience for defeating: 525 + 8 experience per hit point (813)
#032 NORRIS THE GRAY Neutral Evil Half-Orc Fighter
Hit Dice : 5 Character Levels : Fighter 5
Hit Points: 25 Movement: 9 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 17 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 15 Armor Class: 1 (from behind: 7)
Physical attack: 1 for 1d8+2 damage
Experience for defeating: 215
Items potentially dropped: Long Sword +1, Shield, Chain Mail
#033 MACE Lawful Evil Half-Orc Cleric
Hit Dice : 5 Character Levels : Cleric 5
Hit Points: 25 Movement: 9 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 9
Wisdom 17 Rod, Staff, or Wand 12
Dexterity 17 Petrification or Polymorph 13
Constitution 10 Breath Weapon 15
Charisma 10 Spell 14
THAC0: 18 Armor Class: 1 (from behind: 7)
Physical attack: 1 for 1d8+3 damage
Spells memorized: C1 Bless (2); C1 Curse; C1 Cause Light Wounds (2); C2 Hold
Person (5); C3 Animate Dead; C3 Prayer
Experience for defeating: 215
Items potentially dropped: Mace +1, Shield, Chain Mail
#034 SKELETON True Neutral Undead Monster Fighter
Clerics turn using this line on table: Skeleton
Hit Dice : 1 Character Levels : Fighter 1
Hit Points: 5 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d6 damage
Special Abilities: Takes half damage from piercing or slashing weapons; immune
to sleep, charm, paralysis, coughing
Experience for defeating: 14 + 1 experience per hit point (19)
#035 ZOMBIE True Neutral Undead Monster Fighter
Clerics turn using this line on table: Zombie
Hit Dice : 2 Character Levels : Fighter 2
Hit Points: 10 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 0 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 16 Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d8 damage
Special Abilities: Immune to sleep, charm, paralysis, coughing
Experience for defeating: 20 + 2 experience per hit point (40)
#036 SWORDSMAN Lawful Evil Human Fighter
Hit Dice : 3 Character Levels : Fighter 3
Hit Points: 18 Movement: 12 Size: Small/Medium
Strength 16 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 13
Wisdom 14 Rod, Staff, or Wand 14
Dexterity 14 Petrification or Polymorph 15
Constitution 14 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 18 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8+1 damage
Experience for defeating: 35 + 3 experience per hit point (89)
Money carried: 5 silver
Items potentially dropped: Arrows (20), Long Bow, Chain Mail, Long Sword
#038 POISONOUS FROG True Neutral Monster Fighter
Hit Dice : 1 Character Levels : Fighter 1
Hit Points: 4 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d1 damage
Special Abilities: Save vs. poison at a +4 bonus on each melee hit or die
Experience for defeating: 35 + 1 experience per hit point (39)
#039 HUGE SCORPION True Neutral Monster Fighter
Hit Dice : 5 Character Levels : Fighter 5
Hit Points: 20 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 15 Armor Class: 4 (from behind: 6)
Primary physical attack: 2 for 1d8 damage
Secondary physical attack: 1 for 1d3 damage
Special Abilities: Save vs. poison on each melee hit or die
Experience for defeating: 90 + 5 experience per hit point (190)
#040 NOMAD True Neutral Human Fighter
Hit Dice : 1 Character Levels : Fighter 1
Hit Points: 6 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 5 (from behind: 8)
Physical attack: 1 for 1d6 damage
Experience for defeating: 10 + 1 experience per hit point (16)
Money carried: 15 copper
Items potentially dropped: Arrows (20), Long Bow, Short Sword, Shield, Leather
Armor
#041 4TH LVL FIGHTER Lawful Evil Human Fighter
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 30 Movement: 12 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 13
Wisdom 14 Rod, Staff, or Wand 14
Dexterity 14 Petrification or Polymorph 15
Constitution 17 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 18 Armor Class: 3 (from behind: 6)
Physical attack: 1 for 1d8+2 damage
Experience for defeating: 60 + 4 experience per hit point (180)
Money carried: 3 electrum
Items potentially dropped: Chain Mail +1, Long Sword +1
#042 HASSAD True Neutral Human Fighter
Hit Dice : 6 Character Levels : Fighter 6
Hit Points: 45 Movement: 12 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 12 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 14 Spell 14
THAC0: 13 Armor Class: 0 (from behind: 4)
Physical attack: 1 for 1d8+3 damage
Experience for defeating: 150 + 6 experience per hit point (420)
Money carried: 15 copper
Items potentially dropped: Long Sword +2, Shield +1, Scale Mail +2
#043 SHAMAN True Neutral Human Magic-User
Hit Dice : 5 Character Levels : Magic-User 5
Hit Points: 20 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 15 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 13
Dexterity 10 Petrification or Polymorph 11
Constitution 10 Breath Weapon 15
Charisma 10 Spell 12
THAC0: 20 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d4+2 damage
Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2
Stinking Cloud; M3 Fireball
Experience for defeating: 90 + 5 experience per hit point (190)
Money carried: 20 copper
Items potentially dropped: Wand of Magic Missiles, Bracers AC 2, Dagger +2
#044 ORC Lawful Evil Monster Fighter
Hit Dice : 1 Character Levels : Fighter 1
Hit Points: 5 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 1d8 damage
Experience for defeating: 10 + 1 experience per hit point (15)
Money carried: 12 electrum
Items potentially dropped: Arrows (30), Short Bow
#045 1ST LVL THIEF Chaotic Neutral Human Thief
Hit Dice : 1 Character Levels : Thief 1
Hit Points: 4 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 18 Petrification or Polymorph 14
Constitution 10 Breath Weapon 16
Charisma 10 Spell 15
THAC0: 20 Armor Class: 4 (from behind: 10)
Physical attack: 1 for 1d8 damage
Thief skills: Pick Pocket 40%; Open Locks 40%; Find/Remove Traps 25%; Move
Silently 25%; Hide in Shadows 20%; Hear Noise 10%; Climb Walls 85%
Experience for defeating: 10 + 1 experience per hit point (14)
Money carried: 5 silver
Items potentially dropped: Leather Armor, Long Sword
#048 DWARVEN FIGHTER Lawful Evil Dwarf Cleric
Hit Dice : 6 Character Levels : Fighter 6
Hit Points: 50 Movement: 12 Size: Small/Medium
Strength 18(91) Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 11
Wisdom 14 Rod, Staff, or Wand 12
Dexterity 14 Petrification or Polymorph 13
Constitution 14 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 16 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d8+7 damage
Experience for defeating: 150 + 6 experience per hit point (450)
Money carried: 15 gold
Items potentially dropped: Gauntlets of Ogre Power, Chain Mail +1, Long Sword
+1
#049 MEDUSA Lawful Evil Monster Fighter
Hit Dice : 6 Character Levels : Fighter 6
Hit Points: 30 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 13 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d4 damage
Special Abilities: Petrifying gaze attack (save vs. petrification or be turned
to stone, reflectable with a mirror); Save vs. poison on each melee hit or
die
Experience for defeating: 725 + 6 experience per hit point (905)
#050 COMMANDANT Lawful Evil Human Fighter
Hit Dice : 9 Character Levels : Fighter 9
Hit Points: 100 Movement: 9 Size: Small/Medium
Strength 18(51) Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 8
Wisdom 10 Rod, Staff, or Wand 9
Dexterity 16 Petrification or Polymorph 10
Constitution 17 Breath Weapon 9
Charisma 14 Spell 11
THAC0: 12 Armor Class: -3 (from behind: 3)
Physical attack: 1.5 for 1d8+5 damage
Experience for defeating: 600 + 12 experience per hit point (1800)
Money carried: 18 gold; 6 platinum
Items potentially dropped: Potion Extra Healing, Ring of Fire Resistance,
Shield +1, Plate Mail +2, Javelin of Lightning, Long Sword +2
#051 6TH LVL THIEF Chaotic Neutral Human Thief
Hit Dice : 7 Character Levels : Thief 7
Hit Points: 28 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 12
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 18 Petrification or Polymorph 12
Constitution 10 Breath Weapon 15
Charisma 10 Spell 13
THAC0: 19 Armor Class: 4 (from behind: 10)
Physical attack: 1 for 1d8 damage
Thief skills: Pick Pocket 70%; Open Locks 67%; Find/Remove Traps 55%; Move
Silently 65%; Hide in Shadows 53%; Hear Noise 25%; Climb Walls 94%
Experience for defeating: 225 + 8 experience per hit point (449)
Money carried: 6 gold
Items potentially dropped: Leather Armor, Long Sword
#053 AIDES Lawful Evil Human Fighter
Hit Dice : 3 Character Levels : Fighter 3
Hit Points: 18 Movement: 12 Size: Small/Medium
Strength 16 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 13
Wisdom 14 Rod, Staff, or Wand 14
Dexterity 14 Petrification or Polymorph 15
Constitution 14 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 18 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8+1 damage
Experience for defeating: 35 + 3 experience per hit point (89)
Money carried: 5 silver
Items potentially dropped: Long Bow, Chain Mail, Long Sword
#054 CORPORAL Lawful Evil Human Fighter
Hit Dice : 2 Character Levels : Fighter 2
Hit Points: 13 Movement: 12 Size: Small/Medium
Strength 16 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 14
Wisdom 14 Rod, Staff, or Wand 15
Dexterity 14 Petrification or Polymorph 16
Constitution 14 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 20 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 1d8+1 damage
Experience for defeating: 20 + 2 experience per hit point (46)
Money carried: 1 silver
#055 HILL GIANT Chaotic Evil Giant Monster Fighter
Hit Dice : 9 Character Levels : Fighter 9
Hit Points: 41 Movement: 12 Size: Large or larger
Strength 19 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 8
Wisdom 10 Rod, Staff, or Wand 9
Dexterity 0 Petrification or Polymorph 10
Constitution 10 Breath Weapon 9
Charisma 10 Spell 11
THAC0: 12 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 2d8 damage
Special Abilities: Can throw giant rocks (8+1d8 damage)
Experience for defeating: 1400 + 12 experience per hit point (1892)
Money carried: 2 copper; 4 silver; 3 electrum; 2000 gold
Items potentially dropped: Boulder (2)
#056 FIRE GIANT Lawful Evil Giant Monster Fighter
Hit Dice : 12 Character Levels : Fighter 12
Hit Points: 59 Movement: 12 Size: Large or larger
Strength 22 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 7
Wisdom 10 Rod, Staff, or Wand 8
Dexterity 10 Petrification or Polymorph 9
Constitution 10 Breath Weapon 8
Charisma 10 Spell 10
THAC0: 9 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 5d6 damage
Special Abilities: Immune to fire
Experience for defeating: 2700 + 16 experience per hit point (3644)
Money carried: 2000 copper; 1000 silver; 4000 gold
#057 LIZARDMAN True Neutral Monster Fighter
Hit Dice : 3 Character Levels : Fighter 3
Hit Points: 11 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 10 Petrification or Polymorph 15
Constitution 10 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 16 Armor Class: 4 (from behind: 6)
Primary physical attack: 1 for 1d8 damage
Secondary physical attack: 2 for 1d2 damage
Experience for defeating: 65 + 3 experience per hit point (98)
#058 MUTANT LIZ-MAN True Neutral Monster Fighter
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 18 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 10 Petrification or Polymorph 15
Constitution 10 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 14 Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 1d10 damage
Secondary physical attack: 2 for 1d4 damage
Experience for defeating: 60 + 4 experience per hit point (132)
#059 GIANT LIZARD True Neutral Monster Fighter
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 16 Movement: 15 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 10 Petrification or Polymorph 15
Constitution 10 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 16 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8 damage
Experience for defeating: 60 + 4 experience per hit point (124)
#060 GIANT SNAKE True Neutral Monster Fighter
Hit Dice : 5 Character Levels : Fighter 5
Hit Points: 25 Movement: 12 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 15 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 3d6+2 damage
Special Abilities: Save vs. poison on each melee hit or die
Experience for defeating: 135 + 5 experience per hit point (260)
#061 STIRGE True Neutral Monster Fighter
Hit Dice : 2 Character Levels : Fighter 2
Hit Points: 5 Movement: 18 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 15 Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d3 damage
Special Abilities: Blood draining attack (inflicts 1d4 damage per round after a
melee hit, until 12 hit points of blood have been drained)
Experience for defeating: 36 + 2 experience per hit point (46)
#062 MINOTAUR Chaotic Evil Monster Fighter
Hit Dice : 7 Character Levels : Fighter 7
Hit Points: 33 Movement: 12 Size: Large or larger
Strength 18(50) Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 13 Armor Class: 6 (from behind: 8)
Primary physical attack: 1 for 1d3 damage
Secondary physical attack: 1 for 2d4 damage
Experience for defeating: 400 + 8 experience per hit point (664)
#063 BUGBEAR Chaotic Evil Monster Fighter
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 16 Movement: 9 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 10 Petrification or Polymorph 15
Constitution 10 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 16 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 2d4 damage
Experience for defeating: 135 + 4 experience per hit point (199)
Money carried: 24 copper; 18 silver
#065 AHNKHEG True Neutral Monster Fighter
Hit Dice : 8 Character Levels : Fighter 8
Hit Points: 40 Movement: 12 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 10 Breath Weapon 12
Charisma 10 Spell 13
THAC0: 12 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 3d6 damage
Special Abilities: Acid melee attack (adds 1d4 acid damage to each melee hit);
range 3 acid squirt attack (8d4 damage, save vs. poison for half damage)
Experience for defeating: 390 + 1 experience per hit point (430)
#066 TYRANITHRAXUS Lawful Good Monster Fighter
Hit Dice : 10 Character Levels : Fighter 10
Hit Points: 80 Movement: 24 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 7
Wisdom 10 Rod, Staff, or Wand 8
Dexterity 19 Petrification or Polymorph 9
Constitution 10 Breath Weapon 8
Charisma 10 Spell 10
THAC0: 5 Armor Class: 0 (from behind: 2)
Primary physical attack: 2 for 1d6 damage
Secondary physical attack: 1 for 4d6 damage
Special Abilities: Dragon breath (80 electrical damage, save vs. breath weapon
for half damage, area of effect as lightning bolt); dragon fear aura (at
start of combat, creatures with 3 or fewer hit dice must save vs. magic or be
paralyzed for 4d6 turns); fire aura (2d10 extra fire damage with each melee
hit); 100% magic resistance; displacement (first melee attack against always
misses, +2 bonus to AC afterward)
Experience for defeating: 2550 + 14 experience per hit point (3670)
#067 CENTAUR Chaotic Good Monster Fighter
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 20 Movement: 18 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 15 Armor Class: 5 (from behind: 7)
Physical attack: 2 for 1d6 damage
Experience for defeating: 85 + 4 experience per hit point (165)
Money carried: 6 gold; 2 gems
#068 DISPLACER BEAST Lawful Good Monster Fighter
Hit Dice : 6 Character Levels : Fighter 6
Hit Points: 30 Movement: 15 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 9
Wisdom 10 Rod, Staff, or Wand 10
Dexterity 10 Petrification or Polymorph 11
Constitution 10 Breath Weapon 11
Charisma 10 Spell 12
THAC0: 13 Armor Class: 2 (from behind: 4)
Physical attack: 2 for 2d4 damage
Special Abilities: Displacement (first melee attack against always misses, +2
bonus to AC afterward)
Experience for defeating: 475 + 8 experience per hit point (715)
#069 DRIDER Chaotic Evil Elf Fighter/Magic-User/Thief
Hit Dice : 7 Character Levels : Fighter 7; Magic-User 7
Hit Points: 36 Movement: 12 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 9
Constitution 10 Breath Weapon 13
Charisma 10 Spell 10
THAC0: 13 Armor Class: 2 (from behind: 5)
Physical attack: 1 for 1d4 damage
Special Abilities: Save vs. poison at a -2 penalty on each melee hit or be
paralyzed
Spells memorized: M1 Magic Missile; M1 Sleep (2); M2 Detect Invisibility; M2
Ray of Enfeeblement; M2 Stinking Cloud; M3 Blink; M3 Fireball (2); M3 Haste
Experience for defeating: 875 + 8 experience per hit point (1163)
Money carried: 7 platinum; 3 gems
Items potentially dropped: Shield, Arrows (4), Composite Long Bow
#070 EFREETI True Neutral Monster Fighter
Hit Dice : 10 Character Levels : Fighter 10
Hit Points: 55 Movement: 24 Size: Large or larger
Strength 19 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 8
Wisdom 10 Rod, Staff, or Wand 9
Dexterity 10 Petrification or Polymorph 9
Constitution 10 Breath Weapon 9
Charisma 10 Spell 10
THAC0: 10 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 3d8 damage
Special Abilities: Efreeti fire resistance (-1 per die of fire damage)
Experience for defeating: 1950 + 14 experience per hit point (2720)
Money carried: 6 gold
#071 ETTIN Chaotic Evil Monster Fighter
Hit Dice : 10 Character Levels : Fighter 10
Hit Points: 50 Movement: 12 Size: Large or larger
Strength 19 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 8
Wisdom 10 Rod, Staff, or Wand 9
Dexterity 10 Petrification or Polymorph 10
Constitution 10 Breath Weapon 9
Charisma 10 Spell 11
THAC0: 10 Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 2d8 damage
Secondary physical attack: 1 for 3d6 damage
Experience for defeating: 1950 + 14 experience per hit point (2650)
#072 GHOUL Chaotic Evil Undead Monster Fighter
Clerics turn using this line on table: Ghoul
Hit Dice : 2 Character Levels : Fighter 2
Hit Points: 10 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 16 Armor Class: 6 (from behind: 8)
Primary physical attack: 2 for 1d3 damage
Secondary physical attack: 1 for 1d6 damage
Special Abilities: Non-elves save vs. paralyzation on each melee hit or be
paralyzed; immune to sleep, charm, paralysis, coughing
Experience for defeating: 65 + 2 experience per hit point (85)
#073 GNOLL Chaotic Evil Monster Fighter
Hit Dice : 2 Character Levels : Fighter 2
Hit Points: 10 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 16 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 2d4 damage
Experience for defeating: 28 + 2 experience per hit point (48)
Money carried: 12 electrum; 8 gold
#074 GIANT MANTIS True Neutral Monster Fighter
Hit Dice : 10 Character Levels : Fighter 10
Hit Points: 55 Movement: 12 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 8
Wisdom 10 Rod, Staff, or Wand 9
Dexterity 10 Petrification or Polymorph 9
Constitution 10 Breath Weapon 9
Charisma 10 Spell 10
THAC0: 10 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 2d6 damage
Special Abilities: Hold and bite attack (bite attack holds defender in place)
Experience for defeating: 1350 + 14 experience per hit point (2120)
#075 6TH LVL FIGHTER True Neutral Human Fighter
Hit Dice : 6 Character Levels : Fighter 6
Hit Points: 45 Movement: 12 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 12 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 14 Spell 14
THAC0: 13 Armor Class: 1 (from behind: 4)
Physical attack: 1 for 1d8+2 damage
Experience for defeating: 150 + 6 experience per hit point (420)
Money carried: 15 copper
Items potentially dropped: Shield, Plate Armor, Long Sword +1
#076 7TH LVL DW FIGH True Neutral Dwarf Fighter
Hit Dice : 7 Character Levels : Fighter 7
Hit Points: 50 Movement: 12 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 12 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 10 Breath Weapon 12
Charisma 14 Spell 13
THAC0: 14 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 2d4+2 damage
Experience for defeating: 225 + 8 experience per hit point (625)
Money carried: 3 gold
Items potentially dropped: Lucern Hammer +1
#077 7TH LVL THIEF Chaotic Neutral Human Thief
Hit Dice : 7 Character Levels : Thief 7
Hit Points: 28 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 12
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 18 Petrification or Polymorph 12
Constitution 10 Breath Weapon 15
Charisma 10 Spell 13
THAC0: 19 Armor Class: 4 (from behind: 10)
Physical attack: 1 for 1d6 damage
Thief skills: Pick Pocket 70%; Open Locks 67%; Find/Remove Traps 55%; Move
Silently 65%; Hide in Shadows 53%; Hear Noise 25%; Climb Walls 94%
Experience for defeating: 225 + 8 experience per hit point (449)
Money carried: 6 gold
Items potentially dropped: Leather Armor, Wand of Magic Missiles
#078 2ND LVL CLERIC Neutral Good Monster Cleric
Hit Dice : 2 Character Levels : Cleric 2
Hit Points: 8 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 10
Wisdom 14 Rod, Staff, or Wand 13
Dexterity 10 Petrification or Polymorph 14
Constitution 10 Breath Weapon 16
Charisma 10 Spell 15
THAC0: 20 Armor Class: 10 (from behind: 12)
Physical attack: 1 for 1d4 damage
Experience for defeating: 20 + 2 experience per hit point (36)
Money carried: 4 silver
#079 DIANE True Neutral Human Magic-User
Hit Dice : 5 Character Levels : Magic-User 5
Hit Points: 20 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 15 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 13
Dexterity 10 Petrification or Polymorph 11
Constitution 10 Breath Weapon 15
Charisma 10 Spell 12
THAC0: 20 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 1d4 damage
Spells memorized: M1 Magic Missile (7)
Experience for defeating: 90 + 5 experience per hit point (190)
Money carried: 20 copper
Items potentially dropped: Dagger
#080 7TH LVL FIGHTER True Neutral Dwarf Fighter
Hit Dice : 7 Character Levels : Fighter 7
Hit Points: 50 Movement: 12 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 12 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 10 Breath Weapon 12
Charisma 14 Spell 13
THAC0: 14 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d10+1 damage
Experience for defeating: 225 + 8 experience per hit point (625)
Money carried: 3 gold
Items potentially dropped: Plate Armor, Two-Handed Sword
#081 YARASH Lawful Evil Human Magic-User
Hit Dice : 9 Character Levels : Magic-User 9
Hit Points: 27 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 18 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 9
Constitution 10 Breath Weapon 13
Charisma 10 Spell 10
THAC0: 19 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d4 damage
Spells memorized: M1 Magic Missile (3); M1 Shield; M2 Mirror Image; M2 Stinking
Cloud (2); M3 Blink; M3 Fireball; M3 Protection from Normal Missiles
Experience for defeating: 600 + 12 experience per hit point (924)
Money carried: 8 platinum
Items potentially dropped: Potion of Speed, Wand of Paralyzation, Potion of
Healing, Bracers AC 4
#082 LEVEL 6 MU True Neutral Human Magic-User
Hit Dice : 6 Character Levels : Magic-User 6
Hit Points: 23 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 15 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 9
Constitution 10 Breath Weapon 13
Charisma 10 Spell 10
THAC0: 19 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 2d4 damage
Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2
Stinking Cloud; M3 Fireball (2)
Experience for defeating: 150 + 6 experience per hit point (288)
Money carried: 20 copper; 15 silver
Items potentially dropped: Magic-User Scroll (Fireball, Blink, Blink), Dagger
+2, Ring of Protection +3, Cloak of Displacement, Wand of Lightning
#083 7TH LVL CLERIC Lawful Evil Human Cleric
Hit Dice : 7 Character Levels : Cleric 7
Hit Points: 42 Movement: 12 Size: Small/Medium
Strength 15 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 7
Wisdom 18 Rod, Staff, or Wand 10
Dexterity 14 Petrification or Polymorph 11
Constitution 14 Breath Weapon 13
Charisma 10 Spell 12
THAC0: 16 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d6+3 damage
Spells memorized: C1 Curse (4); C2 Hold Person (3); C2 Silence, 15' Radius; C3
Prayer; C3 Bestow Curse (2)
Experience for defeating: 350 + 8 experience per hit point (686)
Money carried: 15 gold
Items potentially dropped: Potion of Healing, Banded Armor +2, Mace +2
#084 6TH LVL FIGHTER True Neutral Human Fighter
Hit Dice : 6 Character Levels : Fighter 6
Hit Points: 45 Movement: 12 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 12 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 14 Spell 14
THAC0: 13 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d10+3 damage
Experience for defeating: 150 + 6 experience per hit point (420)
Money carried: 15 copper
Items potentially dropped: Javelin of Lightning, Two-Handed Sword +2, Chain
Mail +1
#085 8TH LVL FIGHTER True Neutral Human Fighter
Hit Dice : 8 Character Levels : Fighter 8
Hit Points: 87 Movement: 12 Size: Small/Medium
Strength 18(51) Base saving throws versus:
Intelligence 12 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 18 Breath Weapon 12
Charisma 14 Spell 13
THAC0: 14 Armor Class: 1 (from behind: 3)
Physical attack: 1.5 for 1d10+5 damage
Experience for defeating: 500 + 10 experience per hit point (1370)
Money carried: 5 platinum
Items potentially dropped: Ring of Protection +3, Two-Handed Sword +2, Plate
Mail +2
#086 AL-HYAM DAZID Lawful Evil Human Magic-User
Hit Dice : 7 Character Levels : Magic-User 7
Hit Points: 22 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 18 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 9
Constitution 10 Breath Weapon 13
Charisma 10 Spell 10
THAC0: 19 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d4+2 damage
Spells memorized: M1 Reduce; M1 Magic Missile (2); M1 Shield; M2 Mirror Image;
M2 Stinking Cloud; M3 Fireball (2)
Experience for defeating: 350 + 8 experience per hit point (526)
Money carried: 15 gold
Items potentially dropped: Wand of Lightning, Ring of Fire Resistance, Bracers
AC 3
#087 ENVOY True Neutral Human Cleric/Fighter/Magic-User
Hit Dice : 6 Character Levels : Fighter 6; Magic-User 6
Hit Points: 45 Movement: 12 Size: Small/Medium
Strength 18(51) Base saving throws versus:
Intelligence 18 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 11
Constitution 17 Breath Weapon 13
Charisma 14 Spell 12
THAC0: 13 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d10+5 damage
Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2
Stinking Cloud; M3 Fireball
Experience for defeating: 225 + 6 experience per hit point (495)
Money carried: 5 gold
Items potentially dropped: Two-Handed Sword +2, Plate
#088 GENHEERIS Lawful Evil Human Magic-User
Hit Dice : 7 Character Levels : Magic-User 7
Hit Points: 22 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 18 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 9
Constitution 10 Breath Weapon 13
Charisma 10 Spell 10
THAC0: 19 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 1d4+2 damage
Spells known: M1 Burning Hands; M1 Charm Person; M1 Magic Missile; M1 Shield;
M1 Sleep; M2 Invisibility; M2 Mirror Image; M2 Ray of Enfeeblement; M2
Stinking Cloud; M3 Fireball; M3 Haste; M3 Lightning Bolt; M3 Protection from
Normal Missiles
Spells memorized: M1 Magic Missile (3); M1 Sleep; M2 Stinking Cloud (2); M3
Fireball (2)
Experience for defeating: 350 + 8 experience per hit point (526)
Money carried: 15 gold
Items potentially dropped: Wand of Lightning
#089 5TH LVL MU True Neutral Human Magic-User
Hit Dice : 5 Character Levels : Magic-User 5
Hit Points: 20 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 15 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 13
Dexterity 10 Petrification or Polymorph 11
Constitution 10 Breath Weapon 15
Charisma 10 Spell 12
THAC0: 20 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 1d4+2 damage
Spells memorized: M1 Charm Person (2); M1 Magic Missile (2); M2 Mirror Image;
M2 Stinking Cloud; M3 Hold Person
Experience for defeating: 90 + 5 experience per hit point (190)
Money carried: 20 copper
Items potentially dropped: Dagger
#090 1ST LVL CLERIC Neutral Good Monster Cleric
Hit Dice : 1 Character Levels : Cleric 1
Hit Points: 8 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 10
Wisdom 14 Rod, Staff, or Wand 13
Dexterity 10 Petrification or Polymorph 14
Constitution 10 Breath Weapon 16
Charisma 10 Spell 15
THAC0: 20 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d6+1 damage
Spells memorized: C1 Bless; C1 Detect Magic; M1 Reduce
Experience for defeating: 10 + 1 experience per hit point (18)
Money carried: 4 silver
Items potentially dropped: Mace, Chain Mail
#091 LEVEL 5 CLERIC Neutral Good Monster Cleric
Hit Dice : 5 Character Levels : Cleric 5
Hit Points: 29 Movement: 12 Size: Small/Medium
Strength 14 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 9
Wisdom 18 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 14 Breath Weapon 15
Charisma 10 Spell 14
THAC0: 18 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d6+4 damage
Spells memorized: C1 Bless (2); C1 Cure Light Wounds (3); C2 Hold Person (5);
C3 Cause Blindness
Experience for defeating: 130 + 5 experience per hit point (275)
Money carried: 4 silver
Items potentially dropped: Necklace of Missiles, Mace +3, Plate Mail +1
#092 TYRANITHRAXUS Chaotic Neutral Human Thief
Hit Dice : 8 Character Levels : Thief 8
Hit Points: 40 Movement: 12 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 12
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 18 Petrification or Polymorph 12
Constitution 10 Breath Weapon 15
Charisma 10 Spell 13
THAC0: 19 Armor Class: 3 (from behind: 9)
Physical attack: 1 for 1d8+6 damage
Thief skills: Pick Pocket 75%; Open Locks 72%; Find/Remove Traps 60%; Move
Silently 72%; Hide in Shadows 59%; Hear Noise 25%; Climb Walls 96%; Read
Languages 40%
Experience for defeating: 375 + 8 experience per hit point (695)
Money carried: 4 gold
Items potentially dropped: Gauntlets of Ogre Power, Ring of Protection +3, Long
Sword +5
#093 6TH LVL THIEF Chaotic Neutral Human Thief
Hit Dice : 7 Character Levels : Thief 7
Hit Points: 28 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 12
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 18 Petrification or Polymorph 12
Constitution 10 Breath Weapon 15
Charisma 10 Spell 13
THAC0: 19 Armor Class: 6 (from behind: 12)
Physical attack: 1 for 1d6 damage
Thief skills: Pick Pocket 70%; Open Locks 67%; Find/Remove Traps 55%; Move
Silently 65%; Hide in Shadows 53%; Hear Noise 25%; Climb Walls 94%
Experience for defeating: 225 + 8 experience per hit point (449)
Money carried: 6 gold
#094 LEVEL 3 MU True Neutral Human Magic-User
Hit Dice : 3 Character Levels : Magic-User 3
Hit Points: 9 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 15 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 13
Dexterity 10 Petrification or Polymorph 11
Constitution 10 Breath Weapon 15
Charisma 10 Spell 12
THAC0: 20 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 2d4+2 damage
Spells memorized: M1 Magic Missile; M1 Sleep; M2 Stinking Cloud
Experience for defeating: 50 + 3 experience per hit point (77)
Money carried: 20 copper
Items potentially dropped: Wand of Magic Missiles
#095 DRYTHH True Neutral Monster Fighter
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 18 Movement: 6 Size: Small/Medium
Strength 18(00) Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 10 Petrification or Polymorph 15
Constitution 10 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 14 Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 1d10 damage
Secondary physical attack: 2 for 1d4 damage
Experience for defeating: 60 + 4 experience per hit point (132)
#096 GUARD True Neutral Human Fighter
Hit Dice : 0
Hit Points: 4 Movement: 12 Size: Small/Medium
Strength 16 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 14
Wisdom 14 Rod, Staff, or Wand 15
Dexterity 14 Petrification or Polymorph 16
Constitution 14 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 20 Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d8 damage
Experience for defeating: 10 + 1 experience per hit point (14)
Money carried: 5 copper
Items potentially dropped: Long Sword, Leather Armor, Quarrels (1), Light
Crossbow
#097 BANDIT True Neutral Human Fighter
Hit Dice : 0
Hit Points: 6 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 5 (from behind: 8)
Physical attack: 1 for 1d6 damage
Experience for defeating: 10 + 1 experience per hit point (16)
Money carried: 15 copper
Items potentially dropped: Arrows (20), Long Bow, Short Sword, Shield, Leather
Armor
#098 MERCHANT True Neutral Human Fighter
Hit Dice : 0
Hit Points: 6 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 15
Dexterity 10 Petrification or Polymorph 16
Constitution 10 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 5 (from behind: 8)
Physical attack: 1 for 1d6 damage
Experience for defeating: 10 + 1 experience per hit point (16)
Money carried: 15 copper
Items potentially dropped: Arrows (20), Long Bow, Short Sword, Shield, Leather
Armor
#099 BUCCANEER True Neutral Human Fighter
Hit Dice : 0
Hit Points: 4 Movement: 12 Size: Small/Medium
Strength 16 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 14
Wisdom 14 Rod, Staff, or Wand 15
Dexterity 14 Petrification or Polymorph 16
Constitution 14 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 20 Armor Class: 10 (from behind: 12)
Physical attack: 1 for 1d8 damage
Experience for defeating: 10 + 1 experience per hit point (14)
Money carried: 5 copper
#100 3RD LVL FIGHTER Lawful Evil Human Fighter
Hit Dice : 3 Character Levels : Fighter 3
Hit Points: 18 Movement: 12 Size: Small/Medium
Strength 16 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 13
Wisdom 14 Rod, Staff, or Wand 14
Dexterity 14 Petrification or Polymorph 15
Constitution 14 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 18 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d8+1 damage
Experience for defeating: 35 + 3 experience per hit point (89)
Money carried: 5 silver
Items potentially dropped: Long Sword, Plate Armor, Quarrels (15), Heavy
Crossbow
#101 5TH LVL FIGHTER True Neutral Human Fighter
Hit Dice : 5 Character Levels : Fighter 5
Hit Points: 39 Movement: 12 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 11
Wisdom 14 Rod, Staff, or Wand 12
Dexterity 15 Petrification or Polymorph 13
Constitution 14 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 16 Armor Class: 9 (from behind: 12)
Physical attack: 1 for 1d8 damage
Experience for defeating: 90 + 5 experience per hit point (285)
Money carried: 5 copper; 2 silver
#102 CAPTAIN Lawful Evil Human Fighter
Hit Dice : 10 Character Levels : Fighter 10
Hit Points: 110 Movement: 9 Size: Small/Medium
Strength 18(51) Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 8
Wisdom 10 Rod, Staff, or Wand 9
Dexterity 17 Petrification or Polymorph 10
Constitution 17 Breath Weapon 9
Charisma 14 Spell 11
THAC0: 12 Armor Class: -6 (from behind: 2)
Physical attack: 1.5 for 1d8+7 damage
Experience for defeating: 900 + 14 experience per hit point (2440)
Money carried: 18 gold; 6 platinum
Items potentially dropped: Shield +2, Long Sword +4, Plate Mail +3, Quarrels
(15), Light Crossbow
#103 WARRIOR Lawful Evil Human Fighter
Hit Dice : 2 Character Levels : Fighter 2
Hit Points: 13 Movement: 9 Size: Small/Medium
Strength 16 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 14
Wisdom 14 Rod, Staff, or Wand 15
Dexterity 14 Petrification or Polymorph 16
Constitution 14 Breath Weapon 17
Charisma 10 Spell 17
THAC0: 19 Armor Class: 3 (from behind: 6)
Physical attack: 1 for 1d8+1 damage
Experience for defeating: 20 + 2 experience per hit point (46)
Money carried: 1 silver
Items potentially dropped: Shield, Long Bow, Arrows (60), Silver Battle Axe,
Banded Mail
#104 PRINCESS FATIMA Lawful Good Human Fighter
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 33 Movement: 12 Size: Small/Medium
Strength 18(01) Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 18 Petrification or Polymorph 15
Constitution 16 Breath Weapon 16
Charisma 15 Spell 16
THAC0: 16 Armor Class: 3 (from behind: 10)
Physical attack: 1 for 1d6+3 damage
Experience for defeating: 90 + 5 experience per hit point (255)
Items potentially dropped: Shield, Leather Armor, Short Sword
#105 VAMPIRE Chaotic Evil Undead Monster Fighter
Clerics turn using this line on table: Vampire
Hit Dice : 9 Character Levels : Fighter 9
Hit Points: 15 Movement: 12 Size: Small/Medium
Strength 18(76) Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 8
Wisdom 10 Rod, Staff, or Wand 9
Dexterity 10 Petrification or Polymorph 10
Constitution 10 Breath Weapon 9
Charisma 10 Spell 11
THAC0: 14 Armor Class: 1 (from behind: 3)
Physical attack: 1 for 1d6+4 damage
Special Abilities: Charming gaze (free Charm Person spell every round); drains
2 levels on each melee hit; requires magical weapons to be hit; immune to
sleep, charm, paralysis, coughing; half damage from electricity; regenerate 3
hit points every round
Experience for defeating: 3800 + 12 experience per hit point (3980)
#106 WOLF True Neutral Monster Fighter
Hit Dice : 3 Character Levels : Fighter 3
Hit Points: 18 Movement: 18 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 10 Petrification or Polymorph 15
Constitution 10 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 16 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d4+1 damage
Experience for defeating: 35 + 3 experience per hit point (89)
#107 DIRTEN Lawful Good Human Cleric
Hit Dice : 5 Character Levels : Cleric 5
Hit Points: 26 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 15 Paralyzation, Poison, or Death 9
Wisdom 16 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 9 Breath Weapon 15
Charisma 15 Spell 14
THAC0: 18 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d4+2 damage
Spells known: C1 Bless; C1 Curse; C1 Cure Light Wounds; C1 Cause Light Wounds;
C1 Detect Magic; C1 Protection from Evil; C1 Protection from Good; C1 Resist
Cold; C2 Find Traps; C2 Hold Person; C2 Resist Fire; C2 Silence, 15' Radius;
C2 Slow Poison; C2 Snake Charm; C2 Spiritual Hammer; C3 Animate Dead; C3 Cure
Blindness; C3 Cause Blindness; C3 Cure Disease; C3 Cause Disease; C3 Dispel
Magic; C3 Prayer; C3 Remove Curse; C3 Bestow Curse
Spells memorized: C1 Bless (2); C1 Cure Light Wounds (3); C2 Find Traps; C2
Hold Person (2); C2 Slow Poison; C2 Spiritual Hammer; C3 Prayer
Experience for defeating: 150 + 6 experience per hit point (306)
Money carried: 20 copper
Items potentially dropped: Wooden Holy Symbol, Mace, Chain Mail
#108 ACOLYTE Neutral Good Monster Cleric
Hit Dice : 1 Character Levels : Cleric 1
Hit Points: 8 Movement: 9 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 10
Wisdom 14 Rod, Staff, or Wand 13
Dexterity 10 Petrification or Polymorph 14
Constitution 10 Breath Weapon 16
Charisma 10 Spell 15
THAC0: 20 Armor Class: 4 (from behind: 7)
Physical attack: 1 for 1d6+1 damage
Spells known: C1 Bless; C1 Curse; C1 Cure Light Wounds; C1 Cause Light Wounds;
C1 Detect Magic; C1 Protection from Evil; C1 Protection from Good; C1 Resist
Cold
Spells memorized: C1 Bless; C1 Cure Light Wounds; C1 Detect Magic
Experience for defeating: 10 + 1 experience per hit point (18)
Money carried: 4 silver
Items potentially dropped: Silver Holy Symbol of Sune, Holy Water Vial, Shield,
Mace, Chain Mail
#109 HERO Lawful Evil Human Fighter
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 35 Movement: 9 Size: Small/Medium
Strength 17 Base saving throws versus:
Intelligence 14 Paralyzation, Poison, or Death 13
Wisdom 14 Rod, Staff, or Wand 14
Dexterity 17 Petrification or Polymorph 15
Constitution 17 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 15 Armor Class: -1 (from behind: 4)
Physical attack: 1 for 1d10+2 damage
Experience for defeating: 60 + 4 experience per hit point (200)
Money carried: 5 silver
Items potentially dropped: Long Bow, Arrows (60), Two-Handed Sword +1, Plate
Mail +1
#110 THEURGIST True Neutral Human Magic-User
Hit Dice : 4 Character Levels : Magic-User 4
Hit Points: 13 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 15 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 13
Dexterity 10 Petrification or Polymorph 11
Constitution 10 Breath Weapon 15
Charisma 10 Spell 12
THAC0: 20 Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d4 damage
Spells known: M1 Magic Missile; M1 Read Magic; M1 Sleep; M2 Knock; M2 Stinking
Cloud
Spells memorized: M1 Read Magic; M1 Sleep (2); M2 Knock; M2 Stinking Cloud
Experience for defeating: 75 + 4 experience per hit point (127)
Money carried: 20 copper
Items potentially dropped: Darts (6), Dagger, Ring of Protection +1
#111 ROBBER Chaotic Neutral Human Thief
Hit Dice : 4 Character Levels : Thief 4
Hit Points: 16 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 18 Petrification or Polymorph 14
Constitution 10 Breath Weapon 16
Charisma 10 Spell 15
THAC0: 19 Armor Class: 3 (from behind: 7)
Physical attack: 1 for 1d6+1 damage
Thief skills: Pick Pocket 55%; Open Locks 62%; Find/Remove Traps 40%; Move
Silently 43%; Hide in Shadows 35%; Hear Noise 15%; Climb Walls 88%
Experience for defeating: 90 + 5 experience per hit point (170)
Money carried: 5 silver
Items potentially dropped: Leather Armor +1, Short Sword +1
#112 CURATE Lawful Good Human Cleric
Hit Dice : 4 Character Levels : Cleric 4
Hit Points: 26 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 15 Paralyzation, Poison, or Death 9
Wisdom 16 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 9 Breath Weapon 15
Charisma 15 Spell 14
THAC0: 18 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d6+1 damage
Spells known: C1 Bless; C1 Curse; C1 Cure Light Wounds; C1 Cause Light Wounds;
C1 Detect Magic; C1 Protection from Evil; C1 Protection from Good; C1 Resist
Cold; C2 Find Traps; C2 Hold Person; C2 Resist Fire; C2 Silence, 15' Radius;
C2 Slow Poison; C2 Snake Charm; C2 Spiritual Hammer
Spells memorized: C1 Bless (2); C1 Cure Light Wounds (3); C2 Hold Person (2);
C2 Slow Poison; C2 Spiritual Hammer
Experience for defeating: 90 + 5 experience per hit point (220)
Money carried: 20 copper
Items potentially dropped: Mace, Plate Mail
#113 HIPPOGRIFF True Neutral Monster Fighter
Hit Dice : 4
Hit Points: 18 Movement: 36 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 10 Petrification or Polymorph 15
Constitution 10 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 15 Armor Class: 5 (from behind: 7)
Primary physical attack: 2 for 1d6 damage
Secondary physical attack: 1 for 1d10 damage
Experience for defeating: 60 + 4 experience per hit point (132)
#114 MUMMY Lawful Evil Undead Human Fighter
Clerics turn using this line on table: Mummy
Hit Dice : 7 Character Levels : Fighter 7
Hit Points: 33 Movement: 6 Size: Small/Medium
Strength 18(51) Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 10 Breath Weapon 13
Charisma 10 Spell 13
THAC0: 13 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d12 damage
Special Abilities: Inflict disease with melee attack; mummy fear aura (at start
of combat, all opposing must save vs. paralysis or be paralyzed for 1d4
rounds, humans get a +2 bonus); requires magical weapons to be hit (and even
those only do half damage); immune to sleep, charm, paralysis, coughing; fire
vulnerability (50% extra fire damage); electricity vulnerabilty (sometimes
takes massive extra electrical damage)
Experience for defeating: 1150 + 8 experience per hit point (1414)
#116 PHASE SPIDER True Neutral Monster Fighter
Hit Dice : 6
Hit Points: 35 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 13 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d6 damage
Special Abilities: Blinking; save vs. poison at a -2 penalty on each melee hit
or die
Experience for defeating: 700 + 6 experience per hit point (910)
#118 THRI-KREEN Chaotic Neutral Monster Fighter
Hit Dice : 7 Character Levels : Fighter 7
Hit Points: 33 Movement: 18 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 10
Wisdom 10 Rod, Staff, or Wand 11
Dexterity 10 Petrification or Polymorph 12
Constitution 10 Breath Weapon 12
Charisma 10 Spell 13
THAC0: 13 Armor Class: 5 (from behind: 7)
Primary physical attack: 4 for 1d4 damage
Secondary physical attack: 1 for 1d4+1 damage
Special Abilities: Missile dodging (any physical missile has a 60% chance of
being dodged); save vs. paralyzation on each melee hit or be paralyzed for
2d8 rounds
Experience for defeating: 800 + 8 experience per hit point (1064)
Money carried: 3 gems
#119 TIGER True Neutral Monster Fighter
Hit Dice : 6 Character Levels : Fighter 6
Hit Points: 38 Movement: 12 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 11
Wisdom 10 Rod, Staff, or Wand 12
Dexterity 10 Petrification or Polymorph 13
Constitution 10 Breath Weapon 13
Charisma 10 Spell 14
THAC0: 13 Armor Class: 6 (from behind: 8)
Primary physical attack: 2 for 1d4+1 damage
Secondary physical attack: 1 for 1d10 damage
Special Abilities: Rear claw rake (if two melee attacks hit in the same round,
get 2 additional 2d4 attacks)
Experience for defeating: 225 + 6 experience per hit point (453)
#120 WILD BOAR True Neutral Monster Fighter
Hit Dice : 4 Character Levels : Fighter 4
Hit Points: 18 Movement: 15 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 3 Paralyzation, Poison, or Death 13
Wisdom 10 Rod, Staff, or Wand 14
Dexterity 10 Petrification or Polymorph 15
Constitution 10 Breath Weapon 16
Charisma 10 Spell 16
THAC0: 15 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 3d4 damage
Special Abilities: Continues to fight for 1d4+1 rounds even if reduced to 0 to
-6 hit points
Experience for defeating: 85 + 4 experience per hit point (157)
#121 WYVERN Neutral Evil Monster Fighter
Hit Dice : 9 Character Levels : Fighter 9
Hit Points: 42 Movement: 24 Size: Large or larger
Strength 10 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 8
Wisdom 10 Rod, Staff, or Wand 9
Dexterity 10 Petrification or Polymorph 10
Constitution 10 Breath Weapon 9
Charisma 10 Spell 11
THAC0: 12 Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 2d8 damage
Secondary physical attack: 1 for 1d6 damage
Special Abilities: Save vs. poison on each secondary melee hit or die
Experience for defeating: 925 + 10 experience per hit point (1345)
#122 EVOKER True Neutral Human Magic-User
Hit Dice : 2 Character Levels : Magic-User 2
Hit Points: 6 Movement: 12 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 15 Paralyzation, Poison, or Death 14
Wisdom 10 Rod, Staff, or Wand 13
Dexterity 10 Petrification or Polymorph 11
Constitution 9 Breath Weapon 15
Charisma 15 Spell 12
THAC0: 20 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 1d4+2 damage
Spells known: M1 Magic Missile; M1 Read Magic; M1 Sleep
Spells memorized: M1 Sleep (2)
Experience for defeating: 35 + 3 experience per hit point (53)
Money carried: 20 copper
Items potentially dropped: Darts (6), Dagger
#123 KOBOLD Lawful Evil Monster Fighter
Hit Dice : 0
Hit Points: 3 Movement: 6 Size: Small/Medium
Strength 10 Base saving throws versus:
Intelligence 6 Paralyzation, Poison, or Death 16
Wisdom 10 Rod, Staff, or Wand 17
Dexterity 10 Petrification or Polymorph 18
Constitution 10 Breath Weapon 20
Charisma 10 Spell 19
THAC0: 21 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d6 damage
Experience for defeating: 5 + 1 experience per hit point (8)
Money carried: 16 copper
Items potentially dropped: Arrows (30), Short Bow, Short Sword
#124 EFREETI True Neutral Monster Fighter
Hit Dice : 10 Character Levels : Fighter 10
Hit Points: 55 Movement: 24 Size: Large or larger
Strength 19 Base saving throws versus:
Intelligence 10 Paralyzation, Poison, or Death 8
Wisdom 10 Rod, Staff, or Wand 9
Dexterity 10 Petrification or Polymorph 9
Constitution 10 Breath Weapon 9
Charisma 10 Spell 10
THAC0: 10 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 3d8 damage
Special Abilities: Efreeti fire resistance (-1 per die of fire damage)
Experience for defeating: 1950 + 14 experience per hit point (2720)
Money carried: 6 gold
SECTION 11.1 - Useful Hacking Utilities
---------------------------------------
DAXDump and ECLDump can be used to unpack the *.DAX files. You may download
it from:
http://personal.inet.fi/koti/jhirvonen/gbc/daxdump.zip
Gold Box Explorer will allow you to investigate the contests of *.DAX files.
Its project page is at:
http://goldbox.codeplex.com/
SECTION 11.2 - Creature File Format
-----------------------------------
This is for both characters (*.SAV in a saved game, *.CHA outside the party)
and monsters (*.DAX, must be dumped with DaxDump.exe).
A * indicates fields values that are defined, but not supported, by the game.
For known spells (0x33 to 0x69, 0 means spell is not known, 1 means spell is
known. The number of the spell description is used in memorized spells
(0x17 to 0x2B).
Hex
Offset Function (offsets are in hexadecimal, values are in decimal)
000 Length of name (valid values: 1-15)
001-00F Character name (standard ASCII encoding)
010 Strength (current; does not include extraordinary strength)
011 Intelligence (current)
012 Wisdom (current)
013 Dexterity (current)
014 Constitution (current)
015 Charisma (current)
016 Extraordinary strength (current; only valid when offset 0x10 = 18)
017-02B Memorized spells (0 means no spell; anything else is a single spell)
02C (always 0x00 for monsters)
02D 60 minus THAC0 (base for characters, current for monsters)
02E Race: 0 = monster, 1 = dwarf, 2 = elf, 3 = gnome 4 = half-elf, 5 =
halfling, 6* = half-orc, 7 = human
02F Class: 0 = cleric, 1* = druid, 2 = fighter, 3* = paladin, 4* = ranger,
5 = magic-user, 6 = thief, 7* = monk, 8 = C/F, 9 = C/F/M, 10* = C/R,
11 = C/M, 12* = C/T, 13 = F/M, 14 = F/T, 15 = F/M/T, 16 = M/T, 17 =
monster
030-031 Age (little-endian)
032 Hit points (maximum)
033 Spell 1: C1 Bless
034 Spell 2: C1 Curse
035 Spell 3: C1 Cure Light Wounds
036 Spell 4: C1 Cause Light Wounds
037 Spell 5: C1 Detect Magic
038 Spell 6: C1 Protection from Evil
039 Spell 7: C1 Protection from Good
03A Spell 8: C1 Resist Cold
03B Spell 9: M1 Burning Hands
03C Spell 10: M1 Charm Person
03D Spell 11: M1 Detect Magic
03E Spell 12: M1 Enlarge
03F Spell 13: M1 Reduce
040 Spell 14: M1 Friends
041 Spell 15: M1 Magic Missile
042 Spell 16: M1 Protection from Evil
043 Spell 17: M1 Protection from Good
044 Spell 18: M1 Read Magic
045 Spell 19: M1 Shield
046 Spell 20: M1 Shocking Grasp
047 Spell 21: M1 Sleep
048 Spell 22: C2 Find Traps
049 Spell 23: C2 Hold Person
04A Spell 24: C2 Resist Fire
04B Spell 25: C2 Silence, 15' Radius
04C Spell 26: C2 Slow Poison
04D Spell 27: C2 Snake Charm
04E Spell 28: C2 Spiritual Hammer
04F Spell 29: M2 Detect Invisibility
050 Spell 30: M2 Invisibility
051 Spell 31: M2 Knock
052 Spell 32: M2 Mirror Image
053 Spell 33: M2 Ray of Enfeeblement
054 Spell 34: M2 Stinking Cloud
055 Spell 35: M2 Strength
056 Spell 36: C3 Animate Dead
057 Spell 37: C3 Cure Blindness
058 Spell 38: C3 Cause Blindness
059 Spell 39: C3 Cure Disease
05A Spell 40: C3 Cause Disease
05B Spell 41: C3 Dispel Magic
05C Spell 42: C3 Prayer
05D Spell 43: C3 Remove Curse
05E Spell 44: C3 Bestow Curse
05F Spell 45: M3 Blink
060 Spell 46: M3 Dispel Magic
061 Spell 47: M3 Fireball
062 Spell 48: M3 Haste
063 Spell 49: M3 Hold Person
064 Spell 50: M3 Invisibility, 10' Radius
065 Spell 51: M3 Lightning Bolt
066 Spell 52: M3 Protection from Evil, 10' Radius
067 Spell 53: M3 Protection from Good, 10' Radius
068 Spell 54: M3 Protection from Normal Missiles
069 Spell 55: M3 Slow
06A (always 0x00 for monsters)
06B Highest level
06C Creature size (interpret as signed 8-bit: positive numbers are
Medium or smaller, negative are Large or larger)
06D Base saving throw vs. paralyzation, poison or death
06E Base saving throw vs. petrification or polymorph
06F Base saving throw vs. rod, staff or wand
070 Base saving throw vs. breath weapon
071 Base saving throw vs. spell
072 Base movement
073 Hit dice
074 Drained levels
075 Drained hit points
076 If non-zero can be turned (number indicates which line of table)
077 Thief skill (includes all modifiers): Pick Pockets
078 Thief skill (includes all modifiers): Open Locks
079 Thief skill (includes all modifiers): Find/Remove Traps
07A Thief skill (includes all modifiers): Move Silently
07B Thief skill (includes all modifiers): Hide in Shadows
07C Thief skill (includes all modifiers): Hear Noise
07D Thief skill (includes all modifiers): Climb Walls
07E Thief skill (includes all modifiers): Read Languages
07F-082 Effects pointer
083 (always 0xff for monsters)
084 NPC status (always 0xff for monsters)
085 NPC treasure share (does not appear accurate)
086-087 (always 0x00 for monsters)
088-089 Copper coins (little-endian)
08A-08B Silver coins (little-endian)
08C-08D Electrum coins (little-endian)
08E-08F Gold coins (little-endian)
090-091 Platinum coins (little-endian)
092-093 Gems (little-endian)
094-095 Jewelry (little-endian)
096 Cleric level
097* Druid level
098 Fighter level
099* Paladin level
09A* Ranger level
09B Magic-user level
09C Thief level
09D* Monk level
09E Gender: 0 = male, 1 = female
09F Monster type: partial list of possible values: 0 or 1 = humanoid, 2 =
giant, 4 = undead
0A0 Alignment: 0 = lawful good, 1 = lawful neutral, 2 = lawful evil, 3 =
neutral good, 4 = true neutral, 5 = neutral evil, 6 = chaotic good,
7 = chaotic neutral, 8 = chaotic evil
0A1 Base number of primary attacks, multiplied by 2
0A2 Base number of secondary attacks, multiplied by 2
0A3 Base primary attack number of dice
0A4 Base secondary attack number of dice
0A5 Base primary attack dice sides
0A6 Base secondary attack dice sides
0A7 Base primary attack bonus damage (without modifiers)
0A8 Base secondary attack bonus damage (without modifiers)
0A9 60 minus Armor Class (unmodified base for characters)
0AA Strength bonus allowed
0AB Combat icon
0AC-0AF Experience (little-endian)
0B0 Item usage flags
0B1 Hit points rolled
0B2 Cleric 1st level spell slots
0B3 Cleric 2nd level spell slots
0B4 Cleric 3rd level spell slots
0B5 Magic-user 1st level spell slots
0B6 Magic-user 2nd level spell slots
0B7 Magic-user 3rd level spell slots
0B8-0B9 Experience for defeating
0BA Bonus experience per HP for defeating
0BB Portrait head
0BC Portrait body
0BD Icon head
0BE Icon weapon
0BF (always 0x00 for monsters)
0C0 Icon size
0C1-0C6 Icon colors
0C7 Special vulnerability flags
0C8-0FF Items
100 Hands used
101 (always 0x00 for monsters)
102-103 Encumbrance in coins (little-endian)
104-106 (always 0x00 for monsters)
107-10A Actions
10B (always 0x00 for monsters)
10C Status: 0 = okay, 1 = animated, 2 = tempgone, 3 = running, 4 =
unconscious, 5 = dying, 6 = dead, 7 = stoned, 8 = gone
10D In combat
10E Side in combat: 0 = allied, 1 = enemy
10F Autocombat flag
110 60 minus THAC0 (current for characters; different for monsters)
111 60 minus Armor Class (current)
112 60 minus Armor Class for rear attacks (current)
113 Primary attacks remaining, multiplied by 2
114 Secondary attacks remaining, multiplied by 2
115 Current primary attack number of dice
116 Current secondary attack number of dice
117 Current primary attack dice sides
118 Current secondary attack dice sides
119 Current primary attack bonus damage
11A Current secondary attack bonus damage
11B Hit points (current)
11C Movement (current)
SECTION 12.1 - Journal Entries
------------------------------
Here is a list of Journal Entries actually referenced by the game, with where
to find them (along with what you need to do to get it if it is not automatic).
Note that information in these entries is not guaranteed to be true.
3 - Sokal Keep 7 (speak correctly to the keep's spectral defenders)
7 - Mendor's Library 4 (search Philosophy section)
8 - Mendor's Library 3 (search History section)
10 - Mendor's Library 8 (accept kobolds' surrender)
11 - Cadorna Textile House 2
14 - Kovel Mansion 11 (open cabinet A)
16 - Kobold Caves 11
19 - Mendor's Library 4 (search Philosophy section)
20 - Kobold Caves 6 (give water to crippled kobold)
21 - Mendor's Library 3 (search History section)
23 - Kovel Mansion 11 (open cabinet A)
25 - Temple of Bane 1 (defeat Mace)
26 - Yarash's Pyramid 11 (search remains)
27 - Yarash's Pyramid 18 (search Yarash's desk)
28 - Kobold Caves 13
29 - Kovel Mansion 7
30 - Valjevo Castle Hedge Maze 1 (threaten Al-Hyam Dazid until he offers notes)
31 - Lizardman Keep (give friendship password to old lizardman)
33 - Yarash's Pyramid 18 (search Yarash's desk)
35 - Yarash's Pyramid 20 (befriend and free enslaved lizardmen)
37 - Mendor's Library 3 (search History section)
38 - Kovel Mansion 4
40 - Yarash's Pyramid 18 (search Yarash's desk)
41 - Kovel Mansion 5
42 - Kobold Caves 2 (search mine tailings)
43 - Valhingen Graveyard 22 (read scroll)
46 - Zhentil Keep Outpost 2 (over dinner, discuss "M"agic -> "M"ention Pool)
47 - Cadorna Textile House 8
48 - Kovel Mansion 9 (defeat thieves)
49 - Yarash's Pyramid 18 (search Yarash's desk)
50 - Kuto's Well Catacombs 2 (defeat Norris the Gray)
51 - Kovel Mansion 4
53 - Wealthy Area 7 (defeat ogre/orc guards)
55 - Nomad Camp (accept nomads' invitation)
56 - Yarash's Pyramid 18 (search Yarash's desk)
57 - Sokal Keep 6 (defeat the orc/hobgoblin ambush)
Entries 4 (map to the silver dragon's cave) and 15 (a not-fully-precise map of
the southeastern Valjevo Castle Hedge Maze) are useful, but are not referenced
anywhere in the game that I know of.
SECTION 12.2 - Novelization
---------------------------
The party that undertakes the quest in the novel is:
Shal (human female fighter/magic-user)
Tarl (human male fighter/cleric)
Ren (human male ranger/thief)
They are multi-classed and equipped with very powerful magical items for low
level characters to make up for the fact that there are only ever three of
them. Yes, that's the same Shal that later shows up in Pools of Darkness, the
game. The three are also the main characters in Pools of Darkness, the
novelization.
Tavern brawls are even deadlier in the novel than in the Gold Box games!
Only the following quests are depicted: Sokal Keep; Cadorna Textile House;
Yarash's Pyramid; Valhingen Graveyard; Valjevo Castle Hedge Maze and Inner
Tower.
SECTION 12.3 - Historical Accuracy
----------------------------------
Yes, I know, no one is seriously going to think this game is realistic, but I
like to talk about this.
* Standard 1st Edition AD&D has a technology level of AD 1400, minus the
gunpowder weapons that existed at the time. Even 1420 starts to have
technology beyond what is supposed to exist; 1440 is right out, as that's
about when the printing press was invented. Gunpowder also starts to have
a significant effect as the 15th century progresses: cannon played a
significant role in the siege of Orleans (late 1420s), and a decisive one in
the fall of Constantinople (1453).
Later AD&D editions tend not to care about historical accuracy as much as 1st
Edition. The reason for this is partly the last point on this list, and
partly because most people would perceive a realistic treatment as
unrealistic -- they actually expect a fake version of history, as the
standard fantasy setting contains numerous elements from the modern era.
* Melee weapons are far lighter in real life than they are in AD&D, and many
other games copied AD&D's super-heavy weapon model. A standard 1st Edition
AD&D long sword weighs 7.5 pounds! It's not practical to use a one-handed
weapon heavier than about 5 pounds at most, and an actual long sword weighs
about 3 pounds. For comparison, a modern baseball bat is definitely a
two-handed weapon, but it weighs only about 2 pounds.
In the other direction, a long sword weighs 13 pounds in Angband and 19.6
pounds in Ultima VI.
* Broad swords actually are from the early modern era, about the mid-1500s at
the earliest. They were intended to accompany firearms.
* Real swords are often blunter than people think. This is actually
deliberate; late medieval and early modern European long swords were designed
so that they could be held two-handed with one hand on the blade (this
technique is called "half-swording"), specifically to change the weapon from
a slashing one to a thrusting or bashing one -- slashing is virtually useless
against a well-armored opponent, but thrusting and bashing still remain
useful.
Yes, you aren't supposed to slash at a heavily-armored opponent. Aside from
half-swording, you can also grapple or overbear such an opponent, wield a
weapon (e.g., a warhammer) effective against good armor, or simply go after
the more numerous lightly-armored opponents.
* Crossbows are supposed to be much easier to use than regular bows; that's why
they had such an impact in real life. This does happen to some extent in
later editions of AD&D, just not 1st or 2nd. (For a skilled hero, a bow
would be better because it has a higher rate of fire; reloading a medieval
crossbow takes a long time.)
* Assuming the skill is not a problem (not a reasonable assumption for actual
armies, but fine for a handful of heroes), bows are actually powerful enough
that they aren't fully superseded by guns until the invention of
mass-produced rifles in the mid-19th century. (Though bows aren't actually
that great at punching through plate mail/armor; the reason the English won
a crushing victory at Agincourt in 1415 wasn't because longbows work like
wands of magic missiles.)
* Slings are actually much deadlier than people (and AD&D rules) generally
think. People tend to think of slingshots when slings are mentioned; those
are genuinely weak. Slings are extremely difficult to actually aim well,
though; it's entirely possible to accidentally hurl a sling shot backwards,
which is unlikely with a bow or gun no matter how much of a new user you are.
(That means David taking out Goliath is more a matter of superior skill than
of being a fortunate underdog.)
* It's commonly said that real plate mail isn't nearly as limiting as CRPGs and
standard fantasy worlds portray them. That isn't really the case in 1st/2nd
Edition AD&D, though, which make a distinction between "plate mail" and
"plate armor". (Yes, that's weird, but the rules explicitly state it.)
"Plate armor" is usually what people mean when they say "plate mail", and
it's "plate armor" that is easy to move around in, very protective, and
supremely expensive. "Plate armor" protects the entire body with very few
gaps, using interlocking overlapping plates to do so, and distributing the
weight so it's not as encumbering. It's also, according to the 1st Edition
DMG, too technologically advanced to exist in a standard AD&D game world. It
was invented later (about 1420) than gunpowder weaponry, being developed
partly to counter it. Only in the 17th century, during the Thirty Years'
War, did gunpowder weapons finally become powerful enough to make plate armor
not worthwhile in combat.
If you want to look up the formal modern academic terms for plate armor,
start with "white armor" and "Gothic plate armor"; the difference between
these is more important than knowing the difference between a glaive and a
glaive-guisarme.
* In modern usage, "mail" is only supposed to describe armor made of linked
rings. So "chain mail" is still a valid term, but "plate mail" is not. This
is modern enough that I think its widespread usage is newer than AD&D.
* It's doubtful whether "ring mail" and "splint mail" even ever existed at all,
historically. Even the 2nd Edition PHB reports this, but by then people had
already been throwing around the 1st Edition terms for years.
* Leather armor did exist, but it wasn't actually used often, because it
doesn't work well in practice. This is partly because cloth/padded armor
actually works better than most people think.
* Shields really ought to protect you better in combat than they do here. A 5%
reduction in hit chance really is not much compared to how much it actually
helped. This is less true if you have the more technologically advanced
plate armor around; once armor that good started appearing, elite fighters
relied less and less upon shields -- but armor that good isn't supposed to
exist in AD&D.
* It's implied in the sourcebooks that lower-level lightning spells aren't as
deadly as the real thing. The reverse is actually the case, since in real
life, a direct lightning bolt strike only kills the victim about 10% of the
time. In AD&D, a Lightning Bolt that does 5d6 damage will outright kill a
person with 10 hit points more often than that.
* While pin-and-tumbler locks predate the entire medieval era, they were rather
exotic items until the invention and spread of the mass-produced Yale lock in
the mid-19th century. That's sensible here if they're protecting something
valuable, but in many CRPGs, including this one, they often protect things of
little or even no value. In such cases, it may actually make economic sense
to steal the lock itself.
* Even major cities in the Forgotten Realms have low populations; there are few
cities with a population of more than 50,000. The same is true of most other
AD&D settings. Real life and typical fantasy settings both have their
largest cities with populations in the hundreds of thousands.
In 1400, Paris was the largest western European city, with a population of
about 250,000. The next largest cities would have all been in what is now
northern Italy. This is all in the wake of a severe famine that started in
1315, the Hundred Years' War which started in 1337, the Black Death which
started in 1348, and additional crop failures resulting from the Little Ice
Age that started sometime in that century.
* The level of trade depicted in the Gold Box games is more typical of the
Renaissance or early modern age than the actual late medieval period.
* Inns were also not significant in the medieval era, because there weren't
enough travelers to justify very many of them. Travelers tended to rely upon
one of two alternatives. (1) Travelers often just relied upon individual
hospitality; this is partly why sacred hospitality used to be such a big
deal. (2) Most travelers in the medieval era were actually religious
pilgrims, and often stayed at monasteries. Gygax was aware of this (the 1st
Edition MM/DMG random encounters have you encounter pilgrims fairly often),
but most of his imitators are not.
This is related to the above point, because trade results in more travelers.
The same also applies to a significant extent to taverns. Not that inns or
taverns didn't exist at all -- they're a notable element of the Canterbury
Tales, which date to 1386 -- but they were not common. (You'll probably
realize that this statement also depends on exactly when you define the
medieval era ending.)
* While you don't see it too much in Pool of Radiance, Forgotten Realms
political entities like Cormyr or Sembia behave an awful lot like modern-day
Westphalian nation-states, which shouldn't happen in a pre-modern culture
without good reason. (Though that is not necessarily unrealistic -- the
Roman Empire behaved in many ways like a modern nation. It just isn't
anything like medieval Europe.)
* Similar to the above, those political entities also tend to have significant
standing armies -- very much like the Romans did, and very much unlike actual
European medieval powers; very much like most other standard fantasy nations,
and very much unlike Westeros.
* If you've read a lot of printed fantasy, you may notice there isn't much
reference to feudalism in AD&D. This actually accurately reflects the time
period; western European feudalism started to break down as early as the 12th
century, and that decline accelerated in the 14th century. There are
multiple reasons for this that historians debate furiously, even including
"feudalism never existed", but probably the most important is the
centralization of power in kings, which itself happened for all kinds of
reasons. The main practical problems with feudalism are the lack of a good
way to stop two major vassals from fighting each other, and that vassals
tended to prefer being taxed to the mandatory military service standard for
feudalism.
The Black Death in the mid-14th century particularly sped up the decay of
western European feudalism: many workers died, but capital was preserved;
thus demand for labor vastly outstripped supply, leading surviving commoners
to demand, and often actually get, better living conditions. This in turn
helped eventually lead to commoners having enough wealth to actually justify
the numerous inns and taverns found in the standard fantasy setting.
Feudalism is actually more visible in Tolkien (who kept it muted, because he
was actually an anarcho-monarchist ... yes, Tolkien actually considered
himself an anarchist), and in Martin (in Westeros, society typically works on
an early medieval societal model, despite the latest technology often being
early modern or even 19th century), than it is in almost all CRPGs.
* Castles stopped being built for military purposes when cannons got good
enough; cannons became influential in warfare well before firearms displaced
AD&D-style weaponry. Dragons, earth elementals, and teleportation should
also count towards this, really. (A lot of real castles were actually built
for aesthetic purposes, because "late medieval is awesome!" has been popular
for a long time -- Neuschwanstein is probably the best example of this.
That's the castle the one in Disneyland is based upon.)
* Food supplies are generally not an issue in the standard fantasy world; when
it does become a problem, it's usually because of a war. In real life, they
were a problem even for peacetime affluent societies all the way up to the
19th century. There were massive volcanic eruptions in 1783 and 1815, either
much bigger than any since, that caused global cooling significant enough to
cause crop failures in the following years. This was one of the driving
forces behind westward expansion in the United States; farmland in marginal
areas was abandoned at the time. (Those forests in New England that are now
famous for changing colors in the fall? Those were mostly farmland when the
United States declared independence.)
In the real medieval period, you could expect crop failures resulting in
famine every several years; a single crop failure generally didn't result in
a severe famine, but two or more in a row was another matter.
* In the Gold Box games, wolves generally have a bad reputation, as they do in
much of standard fantasy. They generally have a much better reputation these
days, with much of that because they are the sigil of the Starks of Westeros.
In the real world, western Europe had problems with wolves terrorizing
citizens until about the 18th century; the bad reputation came about as a
result of this.
* Any magical society with a sufficiently advanced level of magic is going to
use it as technology; you will start to get things like crystal ball
telecommunications networks and social teleportation services. This DOES
happen in Eberron and Harry Potter; the Forgotten Realms also have a high
magic level and should thus behave in many un-medieval ways. There's a
reason why Tolkien, Martin, etc. mostly create low-magic worlds; powerful
magic like continents sinking into the ocean and 700-foot-high 300-mile-long
enchanted ice walls should be decidedly exceptional, or it will make your
world behave untraditionally.
This is also a reason why Greyhawk was and still is the standard AD&D game
setting: Dark Sun, Eberron, Planescape, and Ravenloft are all deliberately
un-medieval in many ways, and Dragonlance has its own idiosyncratic
mythology.
* A "buccaneer" is supposed to be specific to the Caribbean and its age of
piracy. "Pirate" is a better culture- and era-independent term. The Tampa
Bay Buccaneers are in the right general area, at least. The ones in this
game ... not so much.
* Finally, the very concept of not having anachronisms in fiction is itself a
modern one. You won't find much like it in Shakespeare, for instance. It
only starts to be significant around the time of the popularity of Ivanhoe,
published in 1819. Tolkien didn't care much; his societies actually most
resemble 6th-century England, so many of the things we take for granted in
fantasy fiction would fit there about as much as express trains, cruise
missiles, or armored personnel carriers would in AD&D -- and all three of
those actually DO exist in Middle-earth, incidentally. (Tolkien was always
cheerful about anachronisms.) And when you get to computer games, you have
battery-powered brass lanterns in the original Adventure, plastic explosives
in Zork, space fighter combat in Ultima, blaster guns in Might and Magic,
elevators in Wizardry, tinker gnomes in Krynn, the church of Gond
Wonderbringer in the Forbidden Realms ... and even if you insist on
historical accuracy, which relatively few non-modern games even try to do,
it's very hard to prevent technology from centuries later getting through
somewhere. (For instance, doorknobs were only invented less than 150 years
ago -- but almost the first thing mentioned in The Hobbit is the knob on the
door to Bag End.)