Games PC EYE OF THE BEHOLDER III-ASSAULT ON MYTH DRANNOR User Manual

Page 1
Page 2
-N TABLE OF CONTENTS H-
MOONRISE OVER MYTH DRANNOR
INTRODUCTION
World
~
~
~
What Comes with This
Game?
~ Copy Protection Getting Started Quickly Clicking with Your Mouse
CREATING A NEW PARTY
Generating Characters
~
~
~
~
~
Modifying and Keeping
Characters Deleting Characters When the Party is Complete
Characters that Join the Party
MORE ABOUT YOUR PARTY
Character Basics Creating Strong Characters Creating a Strong Party
~
~
~
~
~
~
~
~
27
27
27
27
27
27
28
28
30
30
30
30
31
32
38
39
11 O W TO PLAY
1
Crash Course in Combat Crash Course in Spellcasting
Adventuring
Equipment Character Information Camp
SPELLS
Mage Spells Cleric Spells Strategies for Using Spells
ADVENTURING STRATEGY
Attacking Opponents Hints
BESTIARY
~
~
~
~
~
~
~
~ ~
~
~
~
41
41
~
42
44
48
50
51
53
53
62
~
68
~
71
71
73
75
Creatures in and around
Myth Drannor
~
75
Detailed Descriptions of
New Monsters
TABLES
~
Experience Levels Ability Scores Weapons Armor
~
INDEX OF SPELLS
~
~
~
~
~
83
88
88
90
92
92
93
QUESTIONS OR PROBLEMS?
Our main business number is (408) 737-6800 our Technical Support Staff at (408) 737-6850 between 11 a through Friday, holidaysexcluded can write to us for hints at
(include a stamped self-addressed envelope for reply)
Many of our games will work on IBM compatible computers you consult with our
Monday through Friday, (holidays excluded) to see if an SSI game you're considering purchasing is compatible with your computer compatibility yourself and we will refund your money
. If we have insufficient data to determine compatibility, you may wish to purchase the game and test for
: Hints, Strategic Simulations, Inc
IBM COMPATIBLE COMPUTER INFORMATION
Technical Support Staff at (408) 737-6850
. It the game proves to be incompatible, you may return it within 14 days with your dated receipt
. Or, it you return the game within 30 days, you may exchange the game for another
If you encounter disk or system related problems you can call
.
.
N O
GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER
., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086
.
. If you own an IBM compatible computer we suggest that
.m
. and 5p.m.,Pacific Time, Monday
:
between 11 a.m. and 5
p .m.,Pacific Time,
. You
.
Page 3
O;2
~O
•~
MOONRISE OVER MYTH DRANNOR
by Ed CQreenwood
I
. The Day of the Drawn Sword
t was hot enough to fry a knight in armor . Delmair began to despair of ever
reaching the dale, as he trudged along in the sun-dappled roadside shade, and
I
the day grew old around him through the woods, hoping at each bend to see thinning trees ahead, and some
sign of his goal
Delmair's feet ached, even in the good boots he wore
The deep woods on either side of the road began to seem somehow sinister, as
if they were awaiting the night, when he'd have to sleep among them and take his chances
Hurry? He could barely walk the road
A thudding, a low, broken drumming sound barely audible above his own weary breathing towards him on the unseen road ahead the road, staring all the while at the next bend, as the hooves came nearer
The din grew suddenly louder low branches at the bend suddenly danced and shed leaves he called, his voice high and loud in his ears way to Shadowdale? I seek the sage Elminster!"
In the next moment, the first riders of a proud company of knights in full, gleaming plate armor thundered into view words away into nothingness in the fury and hubbub of a hard gallop, Delmair saw in the huge, grim-faced warrior's ready-gauntleted hands a china teacup and saucer
. The warrior held the one daintily above the other as he charged by,
raising clouds of dust
Delmair turned to stare after him, astonished
and a third
another group of knights came into view . "Excuse me!" he bellowed again as loudly as he could, amid the tumult of snorting mounts and crashing hooves
"Pray pardon, but could you possibly spare me
Then they were past and gone, leaving him amid the rolling dust, the drumming
of hooves dying away amid the trees
. At each bend, the road disappointed him
. He walked more slowly, even as he told himself he must hurry on
. And then he heard it
. He leaned his head to one side
. They, too, held teacups."Excuse me!"
. He walked and walked along the winding road
.
. His pace fell to a crawl
. Delmair sighed, and came to a halt by the side of
.
. Yes
. Hoofbeats, many of them, coming
. He stepped up onto a high bank beside
. Delmair threw up a hand, clearing his throat, as
. "Pray excuse me!"
. "Excuse me-can you tell me the
. As the first whipped past, whirling his
.
. The second rider thundered past,
he shouted desperately as
- ?"
. Delmair sighed, standing in the road and
.
.
.
.
looking after them
t
r n
fresh thundering announced the arrival of yet another rider
Delmair had time for one glimpse of a beautiful, frowning, sharp-eyed maid in full armor galloping towards him as though the Realms themselves hung in the balance, long hair flowing free about her shoulders
speak
-
and she bent in a flashing of curved armor
Then she was gone, and Delmair found himself holding an empty teacup,
delicately balanced on its saucer
/
/
W
here have they gone? Off to save the Realms again, of course
nothing ye're one of them, lad!" The old man fixed Moumgrym with a clear, blue-grey stare, wagged his head in mock despair, and vanished up the chimney in a puff of smoke
. Moumgrym groaned
not
going to be a good day
he sun sank low as Delmair trudged along . A thought came to him
T
still holding this teacup for? In sudden irritation, he dashed it to the ground
The teacup started earthward, and then bobbed in midair like a cork upon water, and came up by itself to float silently beside and just ahead of him, in
midair
. Delmair stared at it, dumbfounded
Then he looked wildly at the trees all around down the road-and, by the gods, there hung a line of teacups in empty air, floating slowly towards him
He was gasping for breath and stumbling in weariness by the time he noticed a sort of glow from beside him, a pale white light
fell
. The teacup he'd thrown was keeping pace with him, floating serenely along as
he ran
. Panting, Delmair came to a despairing stop and looked back . Sure enough,
the line of teacups was there, all of them glowing faintly as twilight stole up in the trees around him
darkness, towards Shadowdale source their magic came from
ignored the wilder stories about the dale, close by the haunted ruins of Myth Drannor
and scaled, spiked things that were rumored to lurk in Myth Drannor of riches no one dared to take-because the price was one's life
Still, the men of Shadowdale were good warriors, he'd heard, and kept the dale safe
. Late at night in taverns, people had whispered about the skeletal dragons
. They always needed soldiers, he'd heard more than once
-
and then hastily turned and leaped out of the way as a
.
. He opened his mouth to
.
. . .
.
. Know ye
about the Knights of Myth Drannor? Recall from time to time that
. The disaster was complete
.
.
. Nothing unusual
. Delmair turned and ran, cursing
. He spared a glance - and nearly
. Shaking his head, Delmair walked on into the gathering
. The cups would give him light to see by, whatever
. Not for the first time, he wondered why he'd ever
. Tomorrow was definitely
: what am I
.
. Behind him,
.
. It was a city
.
. As night came
Page 4
upon him, and he walked on with the glowing lights trailing behind him, Delmair suddenly thought for the first time about soldiers, and fear joined him on the long walk through the night
he day dawned bright and clear, gentle breezes rustling the trees around him as Mourngrym, Lord of Shadowdale, walked alone in the woods of
T
Shadowdale faint lowing of cattle
would have lifted his heart into song, and brought a smile onto his face
But the Lord of Shadowdale walked along with his face dark and closed, and his
thoughts plunged into grey despondency Sword, with all the gaiety, hubbub and crowding that inevitably accompanied its festive event-and he faced it all alone, without his lady to both gladden his eyes and set all the folk, proud and low, at ease together
Shaerl was gone to Suzail, to bury an uncle taken by the gods, and she'd taken with her Aseel Tarnriver, Chatelaine of the Tower and all the folk of the Tower had suffered under the hard hand and sharp-edged tongue of Orlindea, the Underchatelaine, and the Lord Mourngrym had more than once felt moved to draw steel and end common misery
wagging of her biting, shrewish tongue
of Waterdeep and Lords even of small dales don't cut down lone women in their blood, just for being themselves morning, his sword still in his sheath, and anger burning in his heart
Even the Knights of Myth Drannor had left him, riding off in haste yesternoon at a word from Elminster, who had come down the chimney as a grey swift and left again by the same way an instant later, as a plume of grey smoke spoiling Mourngrym's highsun tea of The Day of the Drawn Sword
Once a year the festival came, in highsummer, a day of feasts and spectacles and contests-of-arms, when the Lord of Shadowdale thanked and feted his militia, and took on new men-at-arms to defend the dale, from those who'd shown well in the contests rising deadly in the dark heart of the woods to the east gone, it was the haunt of creatures that should have been dead Whenever a patrol or a curious boy strayed too close, death came for them,
bloodily treasure-seekers from swift and certain death in the ruins the time about the monsters of Myth Drannor deciding someday that Shadowdale was close enough, and full of easily caught folk, to eat, and
. Birds sang in the warm morning, and from afar he could hear the
. It was a morning that, had it befallen on any other day,
. And so Mourngrym walked alone in the early
. They'd all left him alone to face all the tumult
.
. Tales were told of the dangers of lost and ruined Myth Drannor,
. The Knights of Myth Drannor spent much of their time heading off
why a
dale would constantly need new
.
.
. For this day was The Day of the Drawn
.
. For a tenday now Mourngrym
-
and the busy
-
together
. But scions of noble houses
.
-
quite
. Now that the elves were
-
and worse
. Mourngrym worried all
.
. .
.
During the Festival, by tradition, some brave soul had to go and spend the night in Myth Drannor
There was always Elminster, of course could only do that once, and Mourngrym didn't want to use up the Old Mage's turn yet
That problem was only part of what weighed down Mourngrym's spirits was beginning to ache already invaded every nook and cranny of the Tower, laughing and shouting and breaking things, eating his larders bare and drinking his cellars dry small, easily-concealed objects always seemed to go missing in their wake, too, and the Lord of the Dale was expected to play the genial host through it all, toasting and greeting old dodderers by name, giving squalling and noisome brats
kisses for good luck, and suffering the supercilious giggles of small girls and the mischievous peltings of small boys armed with ready missiles shelled eggs from the feast-tables, usually -
Mourngrym heartily hated the whole festival have some quiet moments to himself before all the shouting started
But it was not, gods willing, to be way to the small mill-yard, he heard young voices raised sighed and looked about, but the trees stood thick all about, and the path led
nowhere else
"I-I am Florin the Tall! Taste my steel, foul Zhent!" The joyful, high-pitched
bellow was followed by a very real shriek of pain and fright
hastened around the last bend of the path, and nearly charged into the midst of
a small pack of boys They turned startled faces to him, gasped, and in a few moments erupted into
full, crashing flight
"Hold!" Mourngrym's stern command fell upon empty air
stout cudgels bounced and rolled on the turf in their wake, and the Lord was
alone once more
Well, not quite
form in torn leather
apprehension
He took hold of a shoulder gently, and rolled the boy over, evoking another
short scream of fear
. Better to have him still in reserve
. Usually they were never seen again
; his spells would keep him safe
. The common folk for several days' travel around
. Ahead of him, where the trees thinned to give
. He went on, hand going to sword-hilt out of habit
.
.
.
. In the mud on the pond-side of a grassy hillock lay a huddled
. It sobbed quietly, and Mourngrym hastened to it in sudden
.
.
. Who would go this time?
. But you
. . .
so,
who?
. His head
. A sizeable number of
-
nuts and spiced,
with good-natured smiles
. He'd gone out this early purely to
. Already
. Mourngrym
. Curved branches and
.
.
. Mourngrym
.
Page 5
0
4
6
~O
"No! No!" came a terrified voice, through the mud and what seemed like a lot of hair
. Mourngrym shifted some of it aside with a finger, and discovered that he
was staring into the tear-filled, astonished eyes of a young girl
They stared at each other for a moment, the girl's quick, ragged breathing the
only sound between them rather beautiful, without the tears, errant hair, and all the mud seen eleven summers-certainly no more
"Are you all right?," he asked gravely, offering her his hand slowly, wincing ago, fell from the folds of the too-large leather jerkin she wore plucked it away sliced leather of the cut it had made, probed beneath, and came back to him
with their tips red with blood
him with another, involuntary sob
"I'm-I'm all right, sir
Mourngrym held up his bloody fingers for her to see reached for the lacings of her jerkin rather grimly here? Who swung this sword?"
"I-we were playing at defending the dale, sir stain on the tunic beneath, and felt some relief fingers probed again, gently tail of her tunic into a ball, and guided her hand to press it firmly against the cut
She sniffed
"With a real sword?"
The girl sniffed again the one the Lord Mourngrym broke, fighting off the Zhentilar
Mourngrym's eyes went to it, lying old and worn in the grass beside them he said shortly
The girl stiffened in mid-sob, and shrank away from him . Her eyes were very round
. She gasped
Mourngrym rolled his eyes, sighed, and nodded . "Aye, I'm Mourngrym you called?"
"A-Alyth, Lord
Mourngrym nodded bottom of the Tower
to seek him out
. The hilt and rusty blade of an old sword, broken off short long
; she shivered, and bit her lip
.
. "That was never mine
."
. He looked down again at the terrified girl, bleeding in the mud
. Mourngrym's practiced eye saw that she might be
.
. His fingers found the torn and
. Mourngrym growled, and the girl shrank back from
.
."
. "I fear not," he replied, and
. "How did you come to be
." Mourngrym saw only a small
. Only a small cut, then
. Yes
. She'd be fine
. "It's Nern's, sir
. "You
-
you-Lord Mourngrym?"
. By now, he knew, they'd be looking for him from top to
. Soon enough his soldiers would be sent all over the dale
. He found it, by the bridge
."
. He took her hand, wadded the
.
. She might have
. She rolled over
. Mourngrym
. His
. He thinks it's
."
.
"No,"
. How are
.
.
"Up, then, Alyth," he said firmly, and hauled her to her feet with an arm about her shoulders
"Please, Lord ­They play the Knights
Mourngrym shook his head, and picked up what was left of the old blade go, Alyth," he said with a sigh
"I lay this command upon thee," he said then, formally, his eyes seeking out hers and holding their wondering gaze steadily
aside to any other task, to the white and green pavilion closest to the Tower walls, in the Meadow, and say that I sent you
Alyth nodded, in silence
try to look at it!"
Alyth nodded, sniffing again way he had come wrong! The glimmerings of an idea made him smile despite all, as he sprinted through the trees back towards the road girl to follow
The old man fixed the young boy with a clear, blue-grey stare
. "Tell me, now : how came this Nern to strike at you?"
Pheena and me, we're always the Zhents
."
. "You know what this day brings
. "Go, without tarrying or turning
. Understood?"
. Mourngrym patted her shoulder awkwardly
-
Don't delay, now
. She was coming after him
here have they gone? Off to save the Realms again, of course
"
nothing
uncomfortably under the level gaze and allowed as how he'd heard time enough about the Knights and all they did for the dale, to keep its folk safe
"But we need them not," he blurted, "my pa says, while Shadowdale still has old Elminster
The beard hid most of the slow smile that answered him is it?" came the familiar and crotchety, yet grand old voice grow feeble with age, and weak of mind and Art?"
"Uhh I've heard," he added carefully
"Good, good," he said approvingly can read in the voice and the looks of folk, and take care not to fill in the gaps with whatyefancy they might be thinking years pass deliverance there will also stand ye in good stead, as the years pass
."
. ..no, sir," Orthin said uncertainly
. Now help me carry this bundle up to the Tower, for its safe
and keep that hand pressing against where you're cut
. Mourngrym gave her a smile and then ran back the
. Gods, not morningfeast yet and
. He looked back once, to wave at the
. Good
.
about the Knights of Myth Drannor, lad?"
. "Leastways, he's not said so
. The old sage nodded
. "Stick ye always to what ye've heard, and
. 'Twill stand ye in good stead, as the
. The boys make us
." The girl nodded
already
things were going
. Orthin shifted
. "'Old' Elminster,
. "Thinks thy sire I
.
. "I must
. "Good
; don't
. Know ye
.
. . .
."
.
.
.
now,
that
Page 6
o
; s
~o
Orthin sighed and rolled his eyes, behind Elminster's back
time he'd heard such grand and fateful statements from The Old Mage
Elminster turned suddenly on his heel to fix Orthin with a hard stare ­solemnly rolled his eyes just as Orthin had done
gasp
. So it was true! The old man
quaked, awaiting dire magical punishment
Elminster chuckled softly what ye would not have hurled back at ye This, too, will stand ye in
found himself mimicking the end of the sage's oft-repeated phrase by himself, in sudden silence
Fearfully, he looked up, but the sage's eyes were grinning, even if his mouth was not Sighing, Orthin took it up sword and then decided he'd really rather not know
The Old Mage grinned at him, as if reading his mind
- and had to laugh when he saw that Elminster was doing it too, in unison
D
rocky height rose on the left-the Old Skull he'd been told about, no doubt and the road came to a bridge over the River Ashaba Shadowdale, and before highfeast, too!
He grinned at the bright morning all around - and noticed with a start that the line of floating teacups had vanished shivered-and then shrugged wearily and went on
Ahead, on the bridge, stood guards in gleaming chainmail arms of Shadowdale shone proudly on the breasts of their surcoats as they lowered their spears in warning
her hand welcome in Shadowdale, and expected at the Tower by the Lord Mourngrym
"I am?" Delmair asked, blinking face and said gently, "Elminster told us you'd be coming the power to astonish all of us still
Beyond her, Delmair saw nods and grins of agreement as the spears rose upright again in smooth unison
. Wordlessly Elminster pointed to the other end of the long, hard bundle
. Orthin wondered briefly what famous magical blade he was carrying
elmair smiled wearily, and rubbed red-rimmed eyes trees rolled back and the sun shone on a fair green valley
. "Well met, Delmair Rallyhorn," she said calmly, bowing
.
. "Take care also, young Orthin, not to show in thy face
. .
. Under the rolls of cloth, it felt like a scabbarded
did
have eyes in the back of his head! He
. "
His voice trailed away, ever so softly, and Orthin
. He had only the one in his hand left
. One came forward to meet him, an iron rod in
. The guardcaptain grinned at his dumbfounded
. . .
and we live here
.
. The lad shrank back with a
.
. Keep it hidden, for thine own safety
.
. It was not the first
.
and then
.
.
-
. Orthin rolled his eyes again
.
. At last! Ahead, the
. A weathered,
-
. He had reached
. He
.
. The silver and blue
. "You are
."
. Worry not-he has
."
"Ah, my thanks," he managed to say Twisted Tower, visible now behind the last trees on this side of the river, rising
in front of the Old Skull it
; market day?
The guardcaptain smiled
"Good fortune, Delmair
Delmair nodded in a sort of daze, and found himself on the path to the Tower
Then he remembered the teacup and saucer in his hand, wrapped in his
handrag against the road-dust turning back to Elassa and unwrapping his burden group of warriors, riding west as if to war
Elassa looked down at what he held, and smiled when you see him-he'll be happy to get it back Myth Drannor on the road, riding west to speak with your king
"Oh,"
was all Delmair could find to make answer . He shook his head, and turned
towards the Tower
At its doors, he found his way barred by two men figure in an old, patched cloak, its hood thrown forward to cover his face . The other was a tall, broad-shouldered, grimly dangerous warrior in magnificent an
an even more magnificent mustache bristling gray in the bright sun as his cold eyes drilled into Delmair
The cowled figure pointed
Delmair hadn't even time to draw breath before the warrior's hand shot out, and gripped his arm with fingers that felt like immovable stone
"How do you know we can trust him?" Thurbal, Captain-of-Arms for Shadowdale, managed the feat of squinting suspiciously at Delmair and glaring his question at the cowled man at the same time seemed incapable of
The cowled man shrugged thought him
Thurbal sighed
Delmair had swallowed noisily, and now managed to find his voice me.. .
The hood nodded
„How
the
- ?"
. .
. unsuitable
. "All right
teacups?"
. There seemed to be a lot of folk wandering about, near
. "It's the best way to reach it," she said, chuckling
. I am Elassa-Elassa Thintrel
.
.
. "That's him
.
. "My magic, of course
."
. What, boy?"
. "Aye
."
. "D-do I go straight there?" He waved at the
.
. Enjoy your visit
. "Ah, I was handed this on the road," he said,
. "By a lady
."
. "Give it to Lord Mourngrym
. You met with the Knights of
. One was a stooped, nondescript
."
. But then, there was little the old veteran
. I'd not have led him here if I
-
."
.
."
the last of a
-
nor, with
. "You led
.
Page 7
0110
o
"Boy," Thurbal began,
A wave of the old man's hand brought instant silence
the hood, a bearded mouth smiled at Delmair
an apprentice
Delmair stared at him, round-eyed
but promptly fainted, teacup clattering as he toppled
Thurbal looked down at him, and then again at the Old Mage one's suitable for the Guard?"
"
W
J(
parade without you! And until the parade is done, the archery contest cannot begin, nor the quarterstaff bouts or javelin-throws highsun quaff, and we simply
"Mistress Orlindea," Moumgrym began, raising his hand in entreaty
But she had plunged on unabated, in the
dark!
people needed you most! I've never known such irresponsibility in you before, my Lord, nor in any lord I've seen or heard of, for that matter, and
"Orlindea," Mourngrym said, louder
-
A fine
of the dales think, when they hear of it? nam
- "
"Orlindea,"
placatingly
some business to attend to, and I see you've managed very capably to muster them in the meadow
He moved to the stairs, but the rest of his soothing words were lost in Orlindea's spirited response
someone
-
and accomplishment! muster the men, I trust! And this day of all days?"
"Orlindea," Mourngrym muttered to the door, as he closed it firmly between them, "you'd never understand
. It's known as Elminster's Travelling Teacups, of course
herever Therever
horns sounded at sunrise!" Orlindea's voice was shrill
have you been
The Day will be
example you set the young men, I must say! What will the other lords
Mourngrym said sternly, "I think we've all heard
. "As you say, the day draws on, and all are waiting for me
must manage in the face of your neglect! It is, after all, the prerogative
"never
ask
- "
. Out of the shadows under
. "A simple spell from my days as
. "You?
,,Lord? The people have been asking since the
Elminster?"
He didn't wait for a reply,
.
. "Are you
. "The militia
. They, in turn, hold up the
cannot-"
" -
have the tracking and stalking contests
ruined,
and all because you wandered off when your
.
What will
they say? Shadowdale's proud
enough
. Let me just dress, and I'll
. Her double chins quivered in indignation
-
of my position
how
did you manage to get
."
- "
. "The gods know
. You'd hardly expect me
mud
all over you, on
."
sure
cannot
. "I - "
- "
."
He smiled,
. I've had
not
to
this
When, a moment later, she hammered on the door to tell him to hurry, he found that the broken blade he'd taken from Alyth's side was still in his hand Thoughtfully and heartily he hurled it at the closed door
he'd set prevented Orlindea from opening the door in time to make a direct acquaintance with the whirling hilt
armor plates bolted to the inside of the panels, and crashed to the floor
The Lord of Shadowdale heard her outraged gasp outside, and chuckled manservant, old Marthim, kept his face carefully expressionless as he held out a
fresh tunic
H
blinked to clear his eyes
"When do you expect the Knights back among us?" Thurbal asked, as Delmair choked on the fiery red wine he'd just been given
between the shoulders without sparing him a glance
The cowled man shrugged time for swords is past, and the affair needs my attention now, it seems without another word he vanished
Delmair choked again teleport before? Have you any backbone to you at all, man?"
The grand chamber seemed suddenly very empty
pipesmoke hung around them to mark that Elminster had been there Elminster the Sage, greatest archmage of the Dragonreach! Delmair stared around in wonder, until Thurbal hauled him to his feet, took hold of his chin, and shook that? Good my men are already spoken for
Delmair clutched at Thurbal's arm as they went
Thurbal spun cold gray eyes bored into Delmair's
"M-my lord," Delmair said, gathering his dignity
come from Cormyr to speak with Elminster the Sage on-on an important
private matter ; family business . I am of noble birth, and would speak with the Lord Mourngrym
He stopped Elminster told me
. Mourngrym chuckled again
e was somewhere large and indoors overhead
. A cup was steered into his hands
.
. Thurbal looked at him disgustedly
. When Delmair's eyes refocused, Thurbal growled at him
. Come
. Armor and arms await you
. "If you live longer, lad, never grab me by my sword-arm ." Those
. He is expecting me
; Thurbal was already nodding and turning away
. Well met, lad
. It crashed heavily and harmlessly against the
.
; a vaulted ceiling stretched high
. "They're on their way back already," he replied
.
. I've a task I need done, and all
." They went out together, in haste
. "What d'you want?"
. "I'm Delmair Rallyhorn
."
; I've fought beside Rallyhorns
. Unfortunately, the catch
; Delmair took it thankfully and
. Thurbal thumped him
.
. "Never seen a wizard
. Only a faint odor of
. "Excuse me, lord, but
. "Aye, I know
.
.
. His
. "The
." And
-
. "Over all
.
- "
. I've
;
. If your business
Page 8
was so urgent, you had your chance to speak to him-now it can wait until tonight, after the foolery's done
"But
-
Thurbal cast an iron look back over his shoulder
away
. "The Old Mage also told me it'd do you good to wait for your audiences and do some honest work for a change end ofachamber pot from the other?" He strode on
."
. "Come," he said, and strode
. Noble birth
; hmmph
. "Or a sword?"
. D'you know one
of Randal Morn's folk of Daggerdale-safe in the hands of King Azoun of Cormyr, and a Purple Dragon patrol from Tilver's Gap them, but Elminster would have to deal with that
be with Moumgrym, guarding him this day among the festival crowds
Florin guided his charger, Firefoam, through a maze of tents towards the paddock at the back of the Tower used by the Knights with surprise that Shaerl's pavilion was up, erected near at hand behind him, the other Knights nodded
.
. Spells had been laid upon
. The Old Mage would no doubt
.
. On the way he noticed
. lie pointed
;
lyth eyed the pavilion warily Tower, and
I
the forest of tents, fly-poles, and pavilions, it was the only white one with green trim
. It was small, but a young man in chainmail stood guard outside it, leaning
on a large, drawn sword that gleamed point-down on the turf before him
The girl approached hesitantly man shifted his grip to hold the sword properly, and Alyth saw that he was sweating
"Yes?" It was a challenge
"I
-
the Lord Mourngrym sent me," Alyth replied
subsided to a dull, incessant ache, but her feet were less steady, somehow, and the laughter and chatter of the crowd seemed to rise and fall like waves on the shores of the Moonsea
Abruptly, he nodded
Alyth nodded, and stumbled past him, to an entry of interleaved hangings was a light within, and three robed women reached out a hand in polite greeting voice, but Alyth could not seem to reach that hand
She reached, and reached, stretching out shaking fingers into the sudden, roiling mists
seemed impossibly far away
-
as far as she could tell, in the press of the crowds and amid
.
. She eyed the guard through fresh tears of pain
. "Pass within, lady
. The world roared and bubbled in her ears, and that hand still
. It stood closest to the frowning grey walls of the
.
. The eyes of the guard regarded her warily . The
. "Why come you here?"
. The pain in her side had
.
. You are expected
. They looked to her, and one
. "Well met," she began in a low, pleasant
. ...
."
. There
.
Among them, Jhessail stiffened in her saddle hissed, as they entered the paddock in a welter of hooves and flying mud
"Shaerl's?" Florin asked, leaping from his saddle of the way as Jhessail's mount slithered to a less-graceful stop
The sorceress nodded, grimly
"Hoy! I haven't even found a tankard yet!" Rathan protested rolled out of his saddle to splash heavily into the mud, feetfirst
The nearest of the Knights, Torm, had already stepped well back in wise
expectation
Rathan gave him what is sometimes called a coarse look, and said, "Well, I haven't yet -
"Let's be quick, then," Florin replied briskly, over his shoulder, as he strode towards the white and green pavilion
A young man in chainmail stood before the tent, lifting his drawn sword warily at their approach
and war-dog in the dale
The battle-leader of the Knights did not slow What's this? Identify yourself, man, and who is within!"
The sword came up to meet his fast enough
must pass!"
. He rolled his eyes, and said, "You will, you will, I fear not
and it's been a long ride
. He wore no livery, and Florin-who knew every guard, horse,
. "We'd best go see
.
-
had never seen him before
. "Magic-in that tent!" she
. Firefoam politely stepped out
.
."
. The stout cleric
.
."
.
; his blade flashed out
. "You shall not pass -
.
."
. "How now?
none
-
','Intime, thank Tymoral" Rathan said eagerly, as they thundered over the
bridge at full gallop, the guards hastily leaping out of the way and trying to
salute at the same time
"Thank rather your swift steed," Florin replied dryly into the meadow, blades, or we'll plow right into the back of the parade!"
The Knights of Myth Drannor had ridden hard since the grey foredawn, their mission done
. A Zhentarim wizard lay dead, and his captives
.
. "And we'd best turn aside
-
among the last
"By whose order?" Florin inquired coolly, striking the blade from the man's hand with a twist of his wrist was already plunging past him, towards the pavilion descending wrist as the hand it was attached to reached the dagger, and pulled sharply downwards
The man fell helplessly, and Rathan's foot came down on the dagger a scant second before the weight of Rathan's formidable behind came down on the guard's chest
. Desperately the man reached for his dagger, but Torm
. He grasped the guard's
.
.
Page 9
Oj 13 ~o
"Suppose ye tell me some things," the priest began, "while my fellow Knights barge rudely into the Lady Shaerl's pavilion and discover for themselves what's
going on the probity of thy tongue
The guard's muffled reply was lost to the other Knights, as they ducked swiftly through the hangings, keeping low and with weapons out astonished robing-mistresses, the usual wardrobes, stands, and racks
front of them, a frightened girl, half in and half out of one of Shaerl's fine gowns, white to the lips and holding a sword that was too heavy for her, its point wavering menacingly in their direction
"Back, Zhent villains!" she said, in a voice that trembled only a little darted back and forth from one intruder to another, as her forearms trembled
with the weight of Mourngrym's ornate ceremonial sword "Back, I said!" she snarled, "Or I'll Florin stared at her for a moment, and then smiled
sword and spread his gloved hands
the Knights of Myth Drannor
r/`ongues were still a-flutter all over the great Feast Hall in the Tower of Ashaba,
r
wine, and rolled out fresh kegs of beer, to the accompaniment of general
cheers
smoke-filled hall
place of honor beside the Lord of Shadowdale Shaerl's older, smaller gowns, but looked tired, pale, and a little scared
when spoken to, she sat looking down at her lap, and eating little The Lady of the Feast is a position traditionally filled by the Lady of the Dale
Shaerl's absence, and in the lack of a dowager Lady of the Dale, it should have gone to the Chatelaine of the Tower to the Underchatelaine, who was not popular with the folk of the dale
Yet when the ceremonial Drawn Sword had been carried into the hall, naked and aloft, by the Knights of Myth Drannor, in their finery and bearing torches,
this young, unknown girl had walked at their head, the single candle of a maiden glimmering in her hands
take her to wife? What did this mean? Orlindea glowered at the newcomer from a low table
her red face and dagger-like glances daughter to one of the roving, seasonal workers who came to live at the mill each spring
. Answer carefully, mind
."
as the third remove of the feast came
. The usual high spirits and boastful stories of feats-of-arms reigned in the
. But again and again eyes darted to the young girl seated in the
. Alyth was her name
: thy continued well-being may depend upon
. Inside were two
-
and in
.
. Her eyes
.
call
out the Knights of Myth Drannor upon you!"
. Very slowly he sheathed his
. "Good lady," he said, bowing low, "we are
. How may we serve thee?"
. Servants brought out decanters of
. She wore one of the Lady
. Save
.
. In
. But Aseel was with her lady, and that left it
.
. Who was she? Was Mourngrym planning to
; there was much mirth at
. Some said they knew the girl
.
; she was a
Others said she must be Moumgrym's daughter, kept secret until now, and brought out in Shaerl's absence, to spite her and her new baby
whispered that she was
among the nobles of Cormyr, and sent here by Shaerl from wherever in the Forest Kingdom she'd had the child hidden away all these years
years old, although solemn and reserved of bearing, and The contests had gone well, with much color and skill to awe the ladies and make
the old men shake their heads in admiration but worth seeing, all the same
winters orso. . ..)The Lord Mourngrym had promoted six warriors to be officers of
various ranks, and recruited over forty new guards from the lads and maids who'd competed in the contests season free from Zhentish attack : much good, roasted game and stock, rivers of beer, and copious fine wines from all across the North
The din in the Hall was terrific trying to impress the bard Storm Silverhand, resplendent in warrior's leathers and gleaming new boots, who sat in a seat at one end of the Hall on the tables and overhead danced reflections from a thousand goblets and decanters, and sparkled on a score of bright-polished gorgets, pectorals, and wristbracelets The folk of the dale and all who could find the time and excuse to stop in Shadowdale for the night had worn their most proud and unrestrained finery Soon the dancing would begin
Florin's trained eyes found a worried-looking woman bending over Orlindea, talking earnestly, and looking up from time to time at the high table shot another glance down the table at Alyth
She was still hurting, despite the healing spells she'd received before the Knights had come upon her guard who'd been set to protect the pavilion, this Delmair
His eyes were on no one but the girl, and he had the tender, yearning look of a youngling in the full thrall of his first love
Florin shook his head slightly, and looked back to Alyth wrong table, and they exchanged looks something was amiss booted feet under him to rise from his place
And the girl rose like a white flame flickering suddenly up from a dry log, curtsied to Mourngrym with a warrior's speed, and was gone, out one of the side doors of the Hall
. Precious stones, furs, and shimmering silks fought for attention
. His eyes encountered those of Thurbal, at the other end of the high
. Florin rose to follow, without delay
. Still others
Shaerl's
. Florin cleared his throat to say something, and drew his
secret daughter, born out of wedlock in an affair
. She was perhaps ten
. . .
who was she, really?
. (Not as good as in
-
and the best, to be sure, of these last thirty
. Now he was sharing out the bounty of a Shadowdale
. It had been a good Day
; half a dozen lesser minstrels were desperately
.
; her brow was furrowed
. He looked around, and his eyes fell on the young
.
. The captain-of-arms, too, had seen that
.
.
their
day, mind,
.
. The candles
.
.
. The ranger
. . .
in pain
.
.
. Yes, something was
Page 10
A hand took his elbow from behind while he was still whirling his chair back into place
. Florin saw Orlindea leaving the Hall in haste with the woman she'd been
talking with, as he turned to look back
"Thanks, Lord Florin," the Lord of Shadowdale said softly, "but this is my mess
to attend to, I fear
toasts and suchlike
Florin nodded and clapped Mourngrym on the back all he said motioning the captain back to his seat
the Feast Hall, into the candle-lit quiet of the rest of the Tower
. He took the Lord's seat, shaking his head at Thurbal in silence and
. I'd like to see to it alone
- ?"
. Mourngrym stood behind him
. If you could take my place in the
. "Of course
. The Lord of Shadowdale hurried out of
.
. Go, then," was
.
Mourngrym's eyes burned into hers as he sheathed his sword with savage
.
strength
A red flush rose slowly across the Underchatelaine's face, and her hot gaze wavered and fell to the floor
I'm sorry, my Lord," she muttered
"Yes," Mourngrym agreed simply
There was silence for several breaths and fall of the Underchatelaine's bosom looked up at him proudly, and met his gaze
"Which will
it be?"
.
. A moment later, she followed it, to her knees
. "I -
I have overstepped myself
. "Look at me, Orlindea
; Mourngrym counted them in the rapid rise
. Then her lashes flickered, and she
. Tears glimmered in her eyes, unshed, but she held her head
.
."
."
"I-
"
l
'Hth e
lthe
overreaching little chit?" Orlindea drew breath only briefly get your grubby little hands on one of the Lady Shaerl's gowns?"
"Please, miss, I
"I did not give you leave to answer, wench
bid you speak
Orlindea fairly snorted her indignation then running feet
weeping, and then turned back, hands on hips, to confront the little upstart
again
. Alyth stared at her wild-eyed, tears coursing down her cheeks
"See what you've done to your mother? Oh, it'll be a fair day years hence before she dares to show her face in the dale again! She may well starve somewhere, unable to find work-and with it buy coin to eat
little tramp! Aspiring to bewitch the Lord of the Dale with your smiles and your little ways
to get it! Indeed, my little lady-"
"Hold!"
blazing . "Stand away from the lady, Underchatelaine Orlindea gone from my lands this night, and forevermore!"
Orlindea whirled about to face him, face white lord! If your lady knew
"That I had healed one under my care, who was hurt by one acting in my name? That I will not see her hurt by one whose tongue is so sharp she risks cutting her
own backside with it? I'll hear no more from you, Orlindea, except the words, 'Yes, Lord'-and if I will not hear them of your will, I'll enjoy your silence by means of your enforced removal
you run off without telling your mother! Do you have any idea of
dare
sorrow you've caused her? Do you care, you ungrateful, overdressed,
. "And
where
did you
- "
. Kindly keep yourself in silence until I
. And get that gown off, right now
; behind her, she heard a choked sob, and
. She turned to watch Alyth's mother flee through the door,
- oh, yes, I've no doubt about what you're after, and what you'll do
In the doorway stood the Lord Moumgrym himself, sword in hand, eyes
- "
."
- and carefully, mind!"
.
. And all because of you, you
-
or you'll be
. Her eyes glittered in fury
.
"My
"We'll speak no more of this, Orlindea, and consider it forgotten," Mourngrym
said very quietly, "so long as you work no ill against me, Alyth, or Alyth's mother
We all choose ill, betimes - work me some good, now, by apologizing to Alyth
Orlindea cast one glance at the sniffing girl, and burst into tears hands out to her, and broke into sobs herself
Mourngrym stood in the center of the room and stared at the ceiling answer me, he thought, why does it all have to be so thought of something he'd seen Elminster do, long ago, and stepped forward to grasp both women by the shoulders and guide them firmly into each other's arms
. They embraced, weeping uncontrollably
Then he went to the open door and looked out who stood uncertainly in the corridor, sword half-drawn, looked back at him
Mourngrym stared at him incredulously for a moment, and then suddenly
grinned
. "The gods have answered," he said She who came out this door weeping a few breaths back? Go and fetch her, as nicely as you can, and bring her back here! And run!"
elmair stumbled along through the trees carefully, a sputtering torch in one hand, and a bundle of Alyth's own clothes, still mud-spattered, held
D
protectively in the other gown, and her mother, on the arm of the Lord Mourngrym, walked down the path to the mill
"I'm sorry," Mourngrym said gently and the smoke in the Hall either
"Yes, Lord," Alyth and her mother answered, as one way on around a muddy bend in the path
what befalls?" he breathed, hand going to sword rather wearily
.
. Ahead of him in the night, Alyth, a pale wisp in her
. "1 don't like all the noise and the prying eyes
.
. .
. It's cooler and quieter here
.
noisy?
.
. The frightened eyes of Delmair,
. "Lad-know you Alyth's mother?
. Moumgrym sighed, led the
- and stopped, astonished."Now
. Alyth half-rose,
. Gods
Then he sighed,
."
.
.
."
.
Page 11
0J
17
~0
,
CJ 18~O
A pale amber radiance was growing from nothingness before his eyes, clinging to a large flat rock beside the trail, and growing brighter
cautious halt in the darkness, and watched
A wine decanter suddenly appeared out of the empty air above the rock, and settled gently down to rest
a steaming platter of roast fuwflander, several knives and forks bearded, plain-robed figure of Elminster the Sage, smoking pipe in hand
"There you are," Elminster said calmly, waving them towards him the lot of ye tongues-but I thought ye'd grow tired of good food a mite more slowly
"You thought rightly," Mourngrym agreed, with a sudden, delighted laugh
The Old Mage steered a decanter into his hand
Shadowdale laughed helplessly-breaking off only for an instant, as glass goblets began to appear in midair, one after another, and seek his hand insistently
"Well met, Jhaleera," Elminster added gravely
"It has indeed, Old Mage," Alyth's mother agreed calmly her
. Jhaleera only winked
Alyth looked at Elminster what's left of the lost blade of Lord Aumry," he said to her, drawing the old
sword-hilt from some hidden place among his robes
He puffed at his pipe to keep it from going out, and added, "Eat up, lass
ye're done eating, a few spells can give ye armies of attacking Zhents to defeat
-
if ye'd like to play at being one of the Knights, for a change
Alyth looked at him, face suddenly red
"Why not?," Elminster asked, his eyebrows rising Mourngrym here, or any of the Knights
"So that's how you do it," said Delmair, remembering teacups
"Of course," said the Old Mage innocently
. I heard ye'd had enough of festival crowds and their wagging
. An instant later, it was followed by another, and then
.
. He smiled, and winked too
.
. "Of course
. "It's been a fair while, hasn't it?"
. "Oh, but I couldn't~she murmured
. They play at being the Knights every day
. "Didn't ye know?"
. They all came to a
-
and the
.
. "Come on,
."
.
." The Lord of
.
. Alyth turned to stare at
. "My thanks for finding
. "I'd been looking for that
."
. "'Tis ease itself -just ask
.
."
. When
.
."
"Lord Mourngrym?" Delmair asked, holding the teacup carefully out in front of him
. The Lord of Shadowdale nodded
"1 meant to speak to you earlier understand I am expected
Lord Mourngrym smiled
. Sit, if you would, and tell me why you've come
visit the china you hold!"
Delmair sat handed me this return it to you
"My thanks," Mourngrym replied, waving a hand in a signal with a tray of cheese, bread, and chilled wine, the guards began to silently file out
. In a breath or two, they were alone
"Eat," Mourngrym said, taking up a slice of cheese, "and tell me of your
purpose
Delmair set the teacup and saucer down carefully on the nearest empty chair,
and said, "I am heir to the House Rallyhorn
Azoun to administer my lands have now agreed to allow me to avenge my
father's death
"Regents?" the Lord asked
"I-I never knew her long before my father's death I know not why
"You are now of age?" Mourngrym asked
"Yes, Lord," he said wryly . "I have not been allowed to travel before, but Lord Huntsilver that journeying would be good for me of the things about the world that cannot be taught by mere words and lessons
. "Ah, I met the Knights of Myth Drannor on the road
. Elassa-ah, your guardcaptain, at the bridge
."
. Speak freely, please
." He cleared his throat nervously, as Moumgrym frowned
."
- chief among my regents -
."
. "Aye, though I confess I know not the reason for your
."
. "What of your mother?"
. My mother, the Lady Shalrin, sickened and went away,
. They do not speak of her much in Rallyhom Hall
.
; I am Delmair Rallyhorn, of Cormyr
-
and where came you by
. As a servant came in
.
. I-the regents appointed by King
. Delmair nodded
has evidently come to hold the opinion
. He said it was high time I learned some
.
. I
-
. One of them
- suggested I
.
.
."
II
. Night On The Cold Hillside
he room was quiet and dim, its ceiling lost amid banners high overhead
T
Rows of benches faced a dais where impassive guards stood, behind high­backed chairs man with a mustache crockery in midair, by the mill
. Rising from one of them to greet him was an elegant, dark-haired
. He looked sterner than when he'd been juggling floating
.
.
Moumgrym smiled mers ago
death
Delmair spread his hands where
gave it, the Lord Regents told me, to someone he loved and trusted above all others, ere he died greatest sage of the Realms and who it is that wears this ring
." He handed Delmair a goblet
. I know of no Cormyrean noble who fell here, of any name or lineage
. I know only that I can trust whoever it is that wears my father's ring
. "This all sounds familiar
. "My father fell somewhere near at hand
. . .
. Everyone says that Elminster of Shadowdale is the
. I came in hopes that he knows of my father's fall,
."
; I was in your boots only a few sum-
. "But you spoke of avenging your father's
."
; I know not
. He
Page 12
of
19
~o
o
;
20
~o
"Everyone, it seems, comes to Shadowdale in hopes that I know something," said a familiar voice, dryly happy if I gave easy and ready answers-and made it all up
Delmair turned sufficient light let him see the Sage of Shadowdale clearly
A thin, snow-bearded, distinguished-looking old man in nondescript robes stood amid the tapestries behind the dais like a watchful shadow gathered Delmair's gaze irresistibly, seeming to stare right into his mind
Delmair shuddered, hand automatically reaching for sword-hilt . The old man's gaze stopped that hand cold with Delmair's trapped gaze
"Well met, Delmair Rallyhorn," Elminster of Shadowdale said wryly House Rallyhorn, of Cormyr own
. We have anticipated thee
long years
The Old Mage nodded at a long bundle of cloth on a chair nearby followed his gaze down only reluctantly, but once he looked at the bulky roll of gray cloth, he could not tear his eyes away
His father's magical blade, whose merest touch could destroy undead Regents had thought it lost forever
"There it is," Elminster said simply
Delmair did not move a long breath, and then swallowed, raising his eyes again to meet Elminster's bright gaze Malithra Undra," he said, quietly but formally father's death, and I ask you, great sage, to tell me where I might find this lich
Elminster nodded
"Tonight?" The boy paled
"Aye
. Why waste time over such things? The blade's touch will destroy undeath
this power is true and undiminished
Delmair hesitated sage had given that word
Elminster shrugged
. For the first time, the lack of a cowl and the presence of
: Dhauzimmer, the Bright Blade
. "They said my father died of fright, when he went to slay the lich
. "I can even take you to where it lairs, tonight
. "'Should'?," he echoed, hearing the slight emphasis the old
. "I've oft wondered, know ye, if they'd all be just as
."
.
. Hawk-like eyes
.
. Then he nodded, sardonically, eyes still locked
.
. "Head of the
. Son and heir of Roaril Rallyhorn, come to claim thy
. Look
; thy father's sword, kept safe for ye these
."
. Delmair
.
. The Lord
. It was real
. "Take it
. He stared at the wrapped, hidden sword for the space of
.
. The deed should prove simple
.
. "We shall see," was all he said
. The tale, then, was all real
."
. "I have sworn to avenge my
."
.
.
."
."
;
he Old Mage stepped unsteadily up onto the table unnoticed amongst the tumult in the Feast Hall
following scarcely to be heard through all the chatter and drunken laughter looked all around at the scene, smiled once or twice, and then raised a hand
"Be still," he said mildly, in a quiet voice calm tones to every comer of the room the Hall
"Well met," Elminster said
any replies or comments, and he went on, "But I have one man here with me who is probably unfamiliar to ye all
He turned and beckoned to Delmair, who stood, face flushed, his father's sword
­bear it forward to where Elminster stood
the stares on him much heavier than he'd ever felt in the courts of Cormyr
"This is Delmair Rallyhorn, of Cormyr us all
Elminster gestured imperiously, and Delmair obediently stepped on a chair and clambered up onto the table to stand beside the Old Mage
and he followed Elminster's gesturing hand to stare out at the Hall from his new vantage point
All of the folk there at their head
The Old Mage met his eyes and said firmly, "Later
. Someone coughed, once, and all was still
his sword, now
. Slowly
."
Delmair stared at them, over a sudden lump in his throat
He saw tears glittering in the eyes of some of the old men, and saw nods of respect and silent prayers being mouthed
mean so much to these people?
He turned to Elminster, a question in his eyes, and opened his mouth to ask
Delmair did as he was bid-and the world whirled lights, Delmair saw Alyth come into the hall, her mother behind her eyes were wild across it."Noooo!"
Her despairing scream echoed through Delmair's head as he fell, tumbling endlessly through blue mists
-
as Moumgrym had ordered him to walk-Delmair strode
-
.
were silently raising their hands to him in the warriors' salute
-
. As the lights whirled up and hid her face, he saw terror flash
. Dancers whirled about the room, the music they were
.
He
.
. Some trick of magic carried those
-
and an instant later, a hush fell upon
.
. "I think ye all know me
."
naked and glittering in his hand, as Thurbal had told him to
. It seemed a very long way, and the weight of
. His is the Drawn Sword this night, to save
even the Tower guards and the bards, Storm Silverhand
-
. What was going on? Why did this
. . . .
." His steady gaze forestalled
.
. It creaked, once
.
. Now, take my hand
. Amid sudden flashing blue
. Her
-
.
.
."
Page 13
c
;
21
~o
-0j
22
~O
lue mist swirled and was gone . There was hard rock under his boots
B
Delmair blinked
Pale moonlight touched the trees around them, where a moment before he'd been looking at the warm torchlit walls within the Tower hefting the splendid sword that was now his own, and tried to see into the deep
gloom of the night-cloaked woods all around
He stood with the Old Mage on a rocky hilltop, somewhere in the wilderlands, far from roads and lights . A dark forest stood all about them seemed thinner, broken by piles of tumbled stone saw turrets, spires, and broken walls
Elminster let go of the boy's arm as Moondown Hill," he said quietly
Delmair gulped and stared wildly all around
Something moved in the night ­darkness of the trees, flapping heavily towards them . The young warrior gulped, found his mouth suddenly very dry, and raised an unsteady hand to point Elminster did not move
Delmair tasted cold fear, and turned frantically
"the large, dark thing approaching on its leathery wings . His face was calm,
bored
. Delmair tried to speak, but managed only a rough croak
hung in the air above them, close now -
Delmair saw red, hungry eyes and a flash of bared fangs down behind it as it came, cutting the air in lazy swings like a swimming snake, thick and strong, and
Elminster raised an eyebrow
Light pulsed and winked along the front of the black wings was gone, the night air suddenly empty
There was a shrill scream to the east something dark and flapping crash into a leaning stone spire
heavy sound as the monster that had menaced them impaled itself helplessly on
the stone, a choking, groaning noise - and then silence
Black wings hung limp flapped up from behind the spire and glided in to land on the black corpse,
claws out
. Delmair looked away as it began to feed
.
. Delmair blinked again,
.
; off to the east, it
a ruin? He peered, and
. . .
. Where were they?
. "Of old, this part of Myth Drannor was known
. "That which ye seek awaits here
. "M-myth Drannor?" He clutched at the blade he held, shivered,
.
something dark, rising menacingly out of the
.
. The Old Mage stood watching
. The creature
and then swooped
- and they were going to
.
.
. Delmair peered, trembling, and saw
. A moment later, something else dark and leathery
die!
.
.
. A long, forked tail hung
-
and abruptly it
. There was a wet,
.
.
."
.
even
A night breeze sighed around them, sending chilly fingers along their spines, and rustled away northwards among the trees
glance at Elminster wearing a bored expression as he looked east
He lifted a finger from his nose, suddenly, and silvery light pulsed out and lashed down into the rocks below them
snakelike that Delmair hadn't even seen thrashed and writhed in the radiance As the light faded and died, they sagged weakly, and fell back among the rocks
Elminster sighed his hands wide, and then raised one arm to point over his head
shimmered, and then night slowly returned
Elminster watched the barrier he'd raised fade into invisibility, nodded in satisfaction, and then said briskly, "Ah! Moonrise, lad!"
They stood together as the moon sailed out from behind spidery clouds and lit up the rock-strewn hilltop around them
heavy as Delmair held it naked length as his hands trembled
The Old Mage turned his head ye've seen bold warriors do, preening in taprooms and inns -
She'll come, fear ye not
Delmair looked at him, face white in the moonlight
Delmair heard rather than saw Elminster raise his eyebrows Malithra Undra was a noble lady, in life accordingly deep night abruptly returned
Delmair stood in terrified silence, staring into the darkness
Elminster sighed
the doing
Delmair looked at him, and then cleared his throat, raised his blade, and called, "Malithra Undra! Malithra Undra! Come forth! In my father's name, by the
memory of Roaril Rallyhorn, I call thee! Malithra! Come
Silence answered him
The young warrior looked uncertainly at Elminster, who nodded slowly and
silently, and pointed into the darkness in front of Delmair
Amid the moonlit rocks there, something moved approaching half-hidden in the nightgloom
skeletal face and cold, gleaming lights of eyes
." Moonlight came stealing back again, faintly
. The old wizard was scratching at the end of his nose,
. "Still a forest of fangs, I see
. Silver moonlight flashed and glimmered down its
.
. "Got thy sword? Good, then
. She'll come
." As he spoke, clouds shrouded the moon again, and the gloom of
.
. "Just call her name, will ye? 'Tis the waiting that terrifies,
. The breeze died, and the night grew dark and still
."
. Delmair shivered, and snatched a
.
. The dark coils of something large and
.
.
." He murmured something, spread
. The air
.
. Dhauzimmer was cold, hard, and very
. Lean on it, like
and call her out
. "She?"
. "Didn't ye know?
." He snorted . "Conduct thyself
. "W-where is her tomb?"
.
forth!"
.
. Something tall and thin,
. . .
. Something in grey skirts with a
.
.
not
.
Page 14
24
OJ
23
~O
~Oj
~O
Delmair, raising his sword grimly, met those flickering eyes, and trembled in sudden, cold terror
. He opened his mouth to scream, but no sound came out
.
Whimpering inside, he urged himself into wild flight away from those old, coldly
knowing eyes - but his knees seemed turned to stone
them tremble
.
He tried to tear his gaze away, and look to Elminster for help
terror sank into utter despair
. A low, soft voice, grating from disuse, came out of
the darkness from the figure advancing on him, and he heard the words it spoke
"Well met, old friend
. It has been too long since last you came, but glad I am to
; he could only make
-
but his growing
.
see thee! And who is this that you have brought? Who would summon me in Roaril's name? Do please introduce us
Delmair managed a whimper, then
."
. He would have fallen if Elminster's steadying
hand had not fallen on his shoulder, holding his sword arm immobile as the undead woman seated herself gracefully on a rock not three paces away, and smiled at them
. Her face was little more than bone, but long, flowing, grey-white hair swirled around her shoulders, and her thin-waisted, full-skirted gown of rotting, faded grey had once been very fine tiara, and on her hand was a ring that seemed somehow familiar
. She wore a gleaming but worn silver
.
"Delmair," Elminster said formally, "put up thy sword and make thy bow to
Malithra Undra, still a Lady of Cormyr
Somehow the skeletal face looked sad
before I died, and I have heard some of what was said about me
they would welcome me home, even were I alive and
."
. "Nay, old friend
- whole
. I left all that behind me
. I do not think
." She raised a
hand that was more bone than flesh to brush an errant lock of hair from her face as she spoke
. Most of it fell out at her touch
.
Delmair gulped speechlessly, but somehow found himself going to one knee, Elminster's firm hand on his shoulder forcing him down his sword, though
; even if the mage had betrayed him, Delmair Rallyhorn wasn't
. He kept a tight grip on
going to die without a fight!
"Not so, lady," Elminster said gently
. "I have spoken with Azoun this month past
. He assured me that though he could not ensure thy safety if ye came to Court, with all the headstrong and heavily-armed young nobles, War Wizards, and the superstitious Elite Guard (known as the Purple Dragons) who are always hanging about, he would make ye most welcome as befits thy family, thy title, and thy good character and loyalty to the Crown, as made known to him by his late father, and by Vangerdahast, his Court Wizard
heir, that ye might know who carries on thy lineage now
. He even bade me to bring ye thy
."
There was a little silence, and then the undead creature replied huskily, "Gods
thank thee, Elminster Trueheart, as I thank thee!"
From the sobbing tone, Delmair realized she was weeping on his shoulder, steered him to a seat upon a large and cold rock
. Elminster's hand, still
. Delmair gripped Dhauzimmer tightly, and wondered just who in the name of all the gods this creature of undeath was
.
"Delmair," Elminster asked gently, "does destroying a lich still seem so simple a thing as it did when ye set out from Rallyhorn Hall?"
Delmair stared at the grey, half-seen thing facing them and licked his lips
-
what
is she? How does she know you?"
"We are old friends," Elminster replied, "and the Lady Malithra is an archlich put it very simply, a good lich
. But where are thy manners, lad? Ye speak of her
.
"Who
; to
as if she were a hound or a horse, or not here! Speak to her thyself, and civilly! Hast a tongue still, lad, surely?"
Delmair stared at him for a moment, and took a deep breath
. Then he turned back to face the grey-gowned archlich, met those cold lights of eyes as steadily as he could, and asked, "Pray forgive me, lady
. I did not mean to offend
. I ­this is my first journey alone in the world, and I am unsure of what is properly said and done father's sword
. I will tell thee truth
: I came here to destroy thee, with this
-
my
. What can you tell me of his death, to stay me in avenging his
honor...and winning my own?"
There was silence lad
. Pray forgive me, Malithra
. After a very long stillness, Elminster said, "That was well said,
; I did not mean to hurt thee by this visit
."
"No forgiveness is due either of ye," came a very quiet reply, and her voice told Delmair that the lady archlich had been weeping again late enough as it is father's bane evil of lawless men, that brought about his fall
She stood up darkness
alone
. "Fourteen attacked him, down there
. I heard him cry out, but was too weak to aid him, because of ­had become stand among these rocks
." Her voice grew stronger
. "Know, Delmair, that I was not thy
. He came here because of me, but it was pure mischance, and the
."
- Delmair's heart leaped in sudden fear ­; outlaws, brigands
. He struggled all the way up to where we sit, here, and made his
. They fled at last when he defied them with two blades
. "This meeting comes
and pointed into the
. He was one,
what I
through his body, fighting on until they screamed that he must be undead or worse, and fled
Moondown, by his hand that day
She sat down again hero or no, he still died, and I could not save him
. At least, six of them fled
. Thy father died a hero, Delmair
. The rest died here, all over
."
. Her voice, when it came again, was much smaller
."
. "And yet,
J
Page 15
0
; 25 ~0
$ 26 ~0
-
He was sorely hurt, Malithra," Elminster said gently
thy magic could never have been enough with the wounds he bore
-
"I know that," said the archlich fiercely, her hair billowing around her half­skeletal face in a sudden shaft of moonlight, "and yet it makes the memories no
. I know now what it means to have a great shadow upon one's heart,
easier lying over all one's days and deeds
done makes it no easier!" She fell silent in the darkness went again, and the wind sighed amid the rocks
"Delmair," Elminster said suddenly, "what else would ye speak of, besides thy father's fall? Thy regents sent ye to learn of the world, beyond lessons an opportunity few will have, who walk the Realms this night
"Me?" Delmair asked
"Tell me of yourself, Delmair," said the archlich with sudden fierceness
was your youth like, in Cormyr? What is the kingdom like now? What are the
women wearing? What jests do the men trade when they think the women cannot hear? Who feuds with whom? Who is rich, and what do they waste their
coins on? I am so
Delmair stammered and stumbled and then found himself talking, answering endless questions about life in Rallyhorn hall, and the doings and rumors of
. Later, Delmair thought of things to ask, and did . Elminster sat nearby,
Cormyr smoked a noisome pipe that sent green smoke curling up around them, and
said little
The other two talked long, the archlich telling Delmair of kings now dust and deeds of long ago, until at last pale grey dawn lightened the easting sky, and
morning chill awakened the mists
.
. "What would I want to know, that
Delmair!
lonely,
. To know that there was nothing I could have
Tell me!"
.
. "The failure was not thine
."
. Moonlight came and
.
; here is
. Speak!"
. .
.?"
. "What
Elminster smiled
when ye can, and I'll bring ye here again
The Old Mage ran his fingers through his long beard and added, "Come not alone, though
; Lady Malithra is not the only lich in Myth Drannor
than liches, too-and far worse than the thing that wanted ye for evenfeast
They walked for a while, westwards through the trees, leaving the haunted ruin behind
. From its depths, something shrieked, unearthly and high . Delmair
shivered, but did not look back
"So,"
the Old Mage asked gently," do ye still feel a need to avenge thy
father's death?"
Delmair nodded." grimly
. Cold light flashed far behind them, in the ruins . lie looked back this
time, but saw only shattered spires reaching towards the stars like blackened fingers protruding vainly out of a grave
Elminster shook his head one-for she and thy father were very close
"They were?" Delmair asked, remembering the familiar ring on the archlich's bony finger
Elminster sighed thy mother was? The Lady Malithra Undra Shalrin Rallyhorn, once a sorceress of
pride and power in Cormyr, who fell very ill and went away to die Art to achieve lichdom, but could not save her lord's life
Delmair gasped
Elminster smiled."Ah," and use the spell that would take them back to Shadowdale and Alyth, "there's that
fools' word
. "Ah, then ye have learned something
."
.
I must hunt down the bandits who escaped him," he said
.
. "None still live
. It was the Rallyhorn Ring!
. "Lad," he said despairingly, "Did they not even tell thee who
. "Malithra my
: 'cannot
.' Ye haven't learned all that much about the world yet, after all
mother?
he said simply, reaching out a hand to grasp Delmair's arm,
. Malithra found and slew them, one by
."
It cannot be!"
. Come back to visit
. It hides worse things
."
. She used her
."
."
A
nd in the end Delmair sheathed his father's sword, and bid the half-skeletal
L 11ich both him and Elminster good-bye and gods-speed
Delmair's cheek, that faded very slowly
"Come and visit me, when you can," she said the stars to talk to
leaving them alone in the brightening morning
Delmair stared after her for a long time without speaking
beside him in companionable silence, until Delmair stirred and sighed
scares me very much, and yet I like her, and am proud that she calls me friend The world is stranger than I thought
glad parting
. She rose in a silent shifting of grey skirts, bent, and kissed
. tier lips left a chill tingling on
.
. "It can be lonely here, with only
." She turned silently then, and went away underground,
.
. Elminster stood
. "She
­.
."
Page 16
of27~o
,
Cq 28 ~O
INTRODUCTION
EYE OF THE BEHOLDER 111
EYE OF THE BEHOLDER III
DRANNOR
computer role-playing adventure based on the popular ADVANCED
DUNGEONS & DRAGONS• 2nd
Edition rules and on an original
story created for this game . The
action takes place in and around Myth Drannor, located in TSR's FORGOTTEN REALMS@ game world
Everything in from your point of view trees pass by as you move through
the forest around Myth Drannor up items and take them with you Open doors with keys, by pressing buttons, or by pulling release levers See monsters draw nearer to you
and close in for battle . Attack with the weapons your characters have in their hands
clerics' or paladins' holy symbols
and your mages' spell books
in the front of the party may attack
with weapons such as swords and
maces, while characters in the rear
ranks may attack with spells, ranged
weapons (such as bows and slings),
and polearms
is an all 3-D, Legend Series
EYE OF THE BEHOLDER III
. Cast spells with your
.
World
: ASSAULT ON MYTH
.
is
. Watch the
. Pick
.
.
. Those
What Comes
with This Game?
In addition to this rule book, your
game box should contain the game
disks and a data card book explains how to play, and gives you valuable reference information on characters, monsters, and spells
. This rule
. The disks
contain the game by following the instructions listed on the data card explains how to get right into the game with the pre-built party
. Install the disks
. The data card also
.
Copy Protection
There is no physical copy protection on your so please make copies and put the originals away for safekeeping
To assure that you have a legitimate
copy of the game there are verifica­tion questions during the game a question appears you must find the appropriate word in the rule book, and then give the correct answer
EYE OF THE BEHOLDER
III disks,
.
. When
.
Getting Started Quickly
A saved game containing a pre-built
party comes with your game
right into the game, load this saved game following the instructions on your data card
You may also transfer your
THE BEHOLDER
See the data card for detailed
instructions
.
II party to this game
.
. To get
EYE OF
.
Clicking with Your Mouse
Throughout this book, the term
"click" means move the cursor to the desired area and then press either the left or right mouse button
"Right-click" means move the cursor to the desired area and press the right mouse button
"Left-click" means move the cursor to the desired area and press the
left mouse button
.
.
.
-m Character Generation Screen r,
CREATING A NEW PARTY
You must generate four characters to
have a complete party
of races and classes is essential to completing the adventure
classes such as fighters, paladins, and rangers are needed to deal with the many horrors that block your
path . Clerics and mages support the quest with their magical abilities­clerics have powerful healing and
protective spells, while mages attack with mystic force when progress is barred by a locked gate for which the party has no key
This section contains basic
instructions for creating a new
party
. For detailed information
about selecting characters for a
party, see "More About Your Party" on page 31
.
. A good mix
. Warrior
. Thieves are handy
.
Generating Characters
To create a character, click on one of the four character boxes you have chosen a box, choose the new character's race and gender, class, alignment, and portrait can click on the Back button to change your last choice
. After
. You
.
Race
There are six races of characters to
choose from
:
~
S
d„Gnome
:
Human
Half-Elf
:
Elf
:
Dwarf
„A Halfling
Each race has unique advantages and characteristics
. Different races
are eligible for different classes and
each has unique modifiers to ability
Page 17
0129
~o
O
; 30
to-
scores such as strength or wisdom
For detailed information see the "Races" section on page 31
Class
Classes are occupations
. Some
.
Portrait The character portrait is a picture
.
that represents the character during the game
. Click on the arrows to display different portraits, and then click on a portrait to select it
races have the option of having more than one class simultaneously, but there are six basic options
:
Fighter :„Paladin4, :„Cleric
Ranger
:
Mage
Thief
„:
:
The party needs a variety of classes to get all of the necessary skills for the adventure
join parties with evil characters
. (Paladins will not
. If
you already have an evil character you cannot generate a paladin
.) For
detailed information see the "Classes" section on page 33
.
Alignment Alignment is the philosophy by
which a character lives and deals with the world
. There are nine pos­sible alignments, although a charac­ter's class may limit the selection Paladins, for example, can only be Lawful Good
. The choices are
:
Lawful Good
~ :
Lawful Neutral
4- Lawful Evil
~ :
Neutral Good
~
:
True Neutral
~:„
Neutral Evil
Ability Scores After you choose a character
portrait, the computer generates "ability scores" for the character These numbers are a summary of natural abilities and faculties character has the following scores
:„Strength (S I R)
~:„
Intelligence (INT) i„Wisdom (WIS) 4- Dexterity (DEX)
~:„
Constitution (CON)
For more information, see the "Ability Scores" section on page 36
. You may modify and keep these scores with the Modify and Keep controls
.
Other Characteristics
Characters also have numeric values for the following
characteristics
:„Armor Class (AC)
~
:
Hit Points (HP)
:„Level (LVL)
For detailed information on these
4- Chaotic Good
~:„
Chaotic Neutral
~ :
Chaotic Evil
characteristics, see "Other Characteristics" on page 37
Modifying and Keeping Characters
Deleting Characters You can delete a character before
you select PLAY
. To delete, click on the portrait and then click on the delete button
.
.
When the Party is Complete When you have generated four
characters, a PLAY button appears
.
. Each
:
-H
Modify/Keep Character Screen
~-
underneath the portraits the PLAY button to begin the game
. If you are a novice user, be sure to read "A Crash Course in Combat" and "A Crash Course in
. Click on
Spellcasting," beginning on page 41
REROLL generates a new set of ability scores for the character
.
. Experienced users should skip to the "Adventuring" section on page 44
.
MODIFY allows you to change char­acters' ability scores and hit points For example, use this to match a favorite AD&D• game character After selecting MODIFY, click the ability score to be changed, and then click on the plus or minus button to alter the ability score
. Click on the
OK button when you are finished
.
FACES allows you to select a different character portrait
.
KEEP places the character into the party line-up
:
Name your character after selecting
KEEP
. Once you enter a name, the
.
.
Characters that
.
Join the Party In addition to the four regular
characters, up to two more non­player characters (NPCs) may join
the party
.
characters may ask to join you you accept, they join and act as any other characters under your control
. As you adventure, these
. If
. Occasionally, NPCs offer advice or give you information
. NPCs may leave your party, or you may drop them, at any time
.
new character joins the party!
.
For detailed information, see the "Alignments" section on page 36
.
Page 18
Oj 31 ~O
O;32
tO
MORE ABOUT YOUR PARTY
Character Basics
Your adventuring party contains four characters, each with their own
unique strengths and weaknesses Every character has a race, class,
and set of ability scores
Race is the character's species and
there are six races to choose from
dwarf, elf, gnome, half-elf, halfiing, and human
Class is the character's occupation The basic choices of class are cleric, fighter, ranger, mage, paladin, thief or multi-class races are allowed to have more than one class simultaneously these are called multi-class characters
Ability scores define the character's
physical and mental prowess, and they are wisdom, dexterity, constitution, and
charisma
.
.
: strength, intelligence,
.
.
:
. Some
;
Races
Dwarves demi-human race
between 4 and 4 1 /2 feet tall, but
generally weigh more than 150
.
pounds due to their heavily muscled build 350 to 450 years for their skill in all crafts, from metalworking to stone masonry
:
Dwarven weapons command high prices in markets around the world, and pieces of their fine jewelry are part of every king's ransom
.
Dwarves are also known for tremendous courage and tenacity that borders on the fanatic
Dwarves are by nature non-magical, and have innate resistances to
spells as well as many poisons
Elves shorter than the average human
and are easily distinguished by their fine features and pointed ears often live more than 1,200 years
Dwarven
A
Encounter
are a short, heavily built
. They stand
. Dwarves live from
. They are famous
.
.
.
.
Ability Score Modifiers Maximum Dexterity of 17, Constitution + 1,
Allowable Classes
Cleric,
Fighter,
Fighter/Cleric, Fighter/Thief
Level Restrictions
Cleric, 13th level
level
;
Thief, 15th level
are slimmer and somewhat
Elves do not like the confines of civilization beauty, singing, and carefree playing
. To outsiders, elves often
Thief,
. They delight in natural
:
Charisma -1
:
:
;
Fighter,
18th
. They
.
appear to be haughty and cold, although they are known to be fiercely loyal to friends
Elves of all classes are taught archery from a ry young age, and
they receive a + I bonus with any type of bow, and long or short
swords
. Elves are highly resistant to
any type of
Raise
Ability Score Modifiers
Dexterity + 1, Constitution -1
Allowable Classes Cleric, Thief,
sleep
dead
spells do not affect elves
Fighter,
Fighter/Mage, Fighter/Thief,
or
charm
:
Mage,
.
spell
:
Ranger,
.
.
Mage/Thief, Fighter/Mage/Thief
Level Restrictions Cleric, 15th level 15th
level
;
Ranger, 18th level
Gnomes dwarves, although the latter are loathe to admit the relation typically live to be around 600 years old hard working, the gnomes are more carefree and lively back on a gnome because they are enthusiastic practical jokers
Gnomes are fairly magic-resistant
Ability Score Modifiers
Intelligence + 1, Wisdom -1
Allowable Classes Cleric,
Fighter/Cleric,
Level Restrictions Cleric, 12th level
level ; Thief, 16th level
are distant kin of the
. Where dwarves are taciturn and
Fighter, Thief,
:
;
Fighter,
Mage, 18th
level
; Thief, 15th level
. Never turn your
:
:
Cleric/Thief,
Fighter/Thief
:
;
Fighter,
;
. Gnomes
.
.
14th
Half-elves advantages from their mixed
parentage
elven parents in facial appearance,
but half-elves are taller and heavier than most elves, approaching human norms lived as true elves, they live, on average, about 250 years most part, half-elves can travel and mingle in both elven and human company, although rarely are they truly accepted in either
Half-elves have the greatest selection of class combinations of any of the races innate resistance to
charm than full-blooded elves
Ability Score Modifiers
None
Allowable Classes Cleric, Thief,
Fighter/Mage,
Cleric/Mage,
inherit several
. They resemble their
. While not as long-
. For the
.
. They inherit an
sleep
and
spells, but to a lesser extent
.
:
:
Fighter,
Mage, Ranger,
Fighter/Cleric, Fighter/Thief,
Cleric/Ranger,
Thief/Mage, Fighter/Mage/Cleric, fighter/Mage/Thief
Level Restrictions
Cleric,
17th
level
;
Mage, 15th level
19th level
Halflings famous for their congeniality and love of comfort features are round and broad and they typically have curly hair Halflings are very short, a little shorter than dwarves, and quite
plump
; Thief, 15th level
are a diminutive people
. They are sturdy, industrious,
:
level
;
Fighter,
; Ranger,
. Their facial
17th
.
Page 19
O;33~O
Oq
34
~O
and generally quiet and peaceful Their burrow homes are well furnished, and their larders are always well stocked well liked by nearly all other races
Gnomes especially like the halflings,
whom they feel are kindred spirits
halflings have innate magic resistance and have a + 1 bonus with slings
Ability Score Modifiers
Dexterity + 1, Strength
Allowable Classes
Cleric,
Level Restriction Cleric, 11th level level
Humans and, hence, most prevalent race
Humans vary more than any other race in size, skin color, and hair
color years
diversified than any of the other races, and also more aggressive and materialistic lived races wait patiently and take a long-range view of the world, humans tend to muster their efforts for immediate gain
Ability Score Modifiers
None
Allowable Classes
Cleric,
Ranger, Thief
Level Restrictions
In maximum
.
Fighter,
; Thief, 18th level
are the most adaptable
. Typically they live around 70
. Human societies are more
Fighter,
this
game, 20th level is the
. halflings are
:
' 1
:
Thief, Fighter/Thief
:
;
Fighter,
. Where the longer-
.
:
:
Mage, Paladin,
:
for all human classes
.
.
.
12th
.
.
Classes
Each class has its own unique strengths, and each offers valuable
talents and skills to a party types (fighters, rangers, and
paladins) are needed to battle past
the creatures that stand in the way
of victory and glory
very handy when the party runs
across traps and locked doors Mages offer powerful spells, and clerics can both fight opponents and heal wounded party members
Each class has one or more requisites, important to the class with prime requisite scores of 16 or greater advances somewhat faster
in levels
Clerics women who carry their faith in their
weapon-arms as well as their hearts Cleric training includes the use of divine magic and a limited selection
of weapons armor, but their selection of arms is
limited to blunt, impact-type weapons such as maces, flails, and hammers
Clerical magic differs from mage spells in that clerical magic is of divine origin . Clerics do not carry tomes of spells and rituals receive power directly from the gods and cast spells through their holy symbols and pour over their spells to imprint the rituals in their minds, clerics enter a meditative trance where
they are receptive to the divine
or ability scores that are
.
are warrior priests, men and
. They can use any type of
. Thieves are
. While mages study
. Fighter-
.
.
prime
. A character
.
.
. They
. Clerics also have powers
magic
against undead monsters such as skeletons
undead
of 1st-level spells and is used like a spell
ability, it does not go away when used
they gain more spells and greater power against undead
wisdom of 13 or higher gain extra spells (See the "Cleric Wisdom Spell Bonus" table on page 88)
Prime Requisite:Wisdom
Races Allowed:All
Weapons Allowed Mace,
Hammer
Fighters using weapons and in-battle tactics Fighter training includes use and maintenance of all manner of weapons and armor use any type of armor or weapon without restriction or profit, fighters can be found in the thickest parts of battles, where only skill and bravery triumph
Fighters cannot cast any type of magical spells strong sword-arm type of magical weapon or armor They can also use magical items such as rings and gauntlets gain speed as well as skill when they
go up in levels (including paladins and rangers), are
. The ability to turn
is listed on the cleric's list
. However, because it is an
. As clerics advance in levels
. Clerics with
.
:
Flail, Staff, Sling,
are warriors, experts in
. Fighters can
. Whether for glory
.
; they rely on their
. They can use any
.
. Fighters
. High level fighters
able to attack more often with melee weapons such as swords than other types of characters
„ „ „
Mages arcane and mysterious secrets of magic and spellcasting gestures Mages tend to be poor fighters, pre­ferring to rely on their intellect and magical abilities clerics may charge to the fore of a battle, mages tend to hang back and pummel foes with mystical attacks
Mages cannot wear any type of armor because armor is restrictive and it interferes with spellcasting Also, because of their lack of
.
martial inclination, mages are severely limited in the weapons they can use powerful as they increase in level
Intelligence
Human, Elf, Half Elf
Dagger, Staff, Dart
Paladins battle in the name of truth and
justice
are their meat and drink, and they lead lives of such chaste piety that even clerics stand respectful Paladins will not join a party that includes evil characters
high level fighters, paladins are able
.
Prime Requisite:Strength
Races Allowed:All
Weapons Allowed:All
are individuals trained in the
. While warriors and
. Mages become very
Prime Requisite
Races Allowed
Weapons Allowed
are elite warriors who
. Lawfulness and good deeds
:
:
:
. Like other
.
.
.
.
.
Page 20
O;35~O
Oj
36
~O
to attack more often with melee weapons, such as swords, than other types of characters
In addition to skill in all types of arms and armor, paladins have
several divine magical abilities Paladins have extra resistance to
magical attacks and poison, and they are immune to all disease
Paladins can heal once per day with their
lay on hands
points per level of advancement) The
the
cure light wounds
Paladins are always surrounded by an aura of protection
this aura, all evil attackers suffer a
penalty to their attacks
At 3rd level, paladins can
undead
their own the ability to cast certain cleric spells, although they can never use cleric scrolls and cast them exactly as clerics
When paladins attain the appropriate level, they can use the following cleric spells:bless, cure
light wounds, detect magic, protection from evil, slow poison
Prime Requisites
Strength, Charisma
Races Allowed:Only Human
Weapons Allowed
Rangers trackers, and woodsmen
taught to live as much by their wits and skills as by their swords and
bows
hands
lay on
as a cleric two levels below
. At 9th level, paladins gain
. Paladins pray for their spells
are trained hunters,
. Like fighters, rangers can use
.
.
.
ability (two hit
ability is similar to
clerical spell
. Because of
.
turn
.
:
:
All
. They are
any type of weapon or armor, although heavy armor interferes with their special abilities
When wearing studded leather or lighter armor, rangers can fight with weapons in both hands without any penalties fighter-types, rangers are able to
attack more often with melee weapons, such as swords, than
other types of characters
.
Prime Requisites
Strength, Dexterity, Wisdom
.
Races Allowed:Human,
Elf, Half-Elf
Weapons Allowed:All
Thieves group
prey on the unsuspecting are basically good, but are a little wanting in strength of character
Adventurers long ago learned that a skilled thief in the party increases overall party survival-especially when dealing with trapped locks thieves gain levels they become
more proficient at picking locks, and avoiding any attached traps
.
Because they need to move freely and quietly, thieves' abilities are
restricted when they wear anything except leather-type armor have a greater choice of weapons than clerics or mages
Prime Requisites:Dexterity
Races Allowed:All
Weapons Allowed
Dagger, Short Bow, Sling, Long Sword, Short Sword, Staff
.
. Like other high-level
.
:
are hard to classify as a
. Some are malcontents, who
. Others
.
. As
.
. Thieves
.
:
Alignments
Alignment describes a character's outlook and how he deals with life The possibilities encompass a range of views from believing strongly in society and altruism (Lawful Good) to completely selfish and without any regard for others (Chaotic Evil) Alignment is presented in two parts the character's world view and personal ethics
.
World View
Lawful indicates that the character
~
2
works within the framework and rules of a society
:
Neutral indicates that the
character moves between valuing society and valuing the individual
~
:„
Chaotic indicates that the
character values the individual
above society and others
.
.
Ethics
+ Good
to act in a moral and upstanding
manner
+ Neutral indicates the character leans towards "situational ethics," evaluating each set of circumstances
+ Evil indicates the character acts either with no regard for others, or in an overtly malignant manner
indicates the character tries
.
.
.
.
:
.
.
Ability The base for each ability score is a
number between 3 and 18 modifiers are automatically factored
into the base number by the computer when any value is shown
The maximum value for scores is
19, unless modified by magical means a percentile value added to indicate exceptional ability always offer greater advantages
Strength muscle, and stamina characters (fighters, rangers, and paladins) can have exceptional strengths greater than 18 Exceptional strength is indicated by
a percent value (01, 02, 03 99, 00) following the base strength
(for example allows characters to fight better With hand weapons such as swords or maces they hit more often and receive damage bonuses even halfling-fighters, cannot have exceptional strengths
Dexterity
eye coordination, and reflex speed
Characters with high dexterities
have bonuses to armor class, which
indicates how difficult they are to
hit
bonuses when using missile weapons such as bows or slings
Dexterity of 16 or higher counters
some of the minuses fighters suffer
when using weapons in both hands
Constitution
health, and physical toughness
constitution increases the number
Scores
. Racial
. Fighters' strength may have
. Higher values
measures physical power,
. Fighter-type
.
. .
. 98,
18/23)
measures agility, hand-
. Good dexterity also gives
measures fitness,
High strength
.
. Halflings,
.
. High
.
.
.
.
.
.
Page 21
O
; 38
o
;
37
~o
~o
of hit points a character receives points measure how difficult a character is to incapacitate or kill
Intelligence reasoning, and learning ability Intelligence is the prime requisite for mages survival hinges on learning and using their knowledge of magic
Wisdom
judgment, enlightenment, will
power, and intuition with wisdom of 7 or less are more susceptible to magical spells, while those with wisdom of 15 or greater have some resistance wisdom of 13 or greater receive extra spells (see the Cleric Wisdom Spell Bonus table on page 88)
Charisma magnetism, persuasiveness, and ability to assume command
Other Characteristics In addition to race, class, and ability
scores, characters have several other characteristics that may change during the game class, hit points, experience points, level, and alignment
Armor Class (AC) difficult someone is to hit and damage value, the harder they are to hit Low armor class values can indicate different things be difficult to hit because he is
outfitted with magical armor, while a monster might have the same armor class because it is small and fast
. Armor class changes only
measures memory,
; their skill and very
measures a composite of
. Characters
. Clerics with
measures personal
: armor
.
measures how
; the lower the armor class
. A character might
. Hit
.
.
.
.
.
when characters find and use new armor or shields improves a character's armor class
.
Hit points (HP) a character or opponent is to incapac-
itate or kill Every time an attack gets past armor
and defenses, it does damage that is subtracted from the target's hit points If hit points reach zero, the character is unconscious or less, the character is dead
Experience Points (EXP or XP) measure how much a character has accomplished points for killing monsters, finding treasure, and completing parts of the adventure
requisite scores of 16 or greater increases experience earned by
10%
when they earn enough experience
points some experience points character is multi-class, these initial points are distributed evenly throughout all of his or her classes
Level ter has advanced in his or her class Whenever a character has earned enough experience points to advance in level, he gains hit points, combat ability, and resistance to the effects of poisons and magical attacks Mages, clerics, and high-level paladins gain the ability to memorize a greater number of spells and cast
new spell levels happens automatically whenever a
character has enough experience points all of the classes begin on page 88
. High dexterity
.
measure how difficult
; higher values are better
. If hit points reach -10
. You earn experience
. Having prime
. Characters increase in level
. All characters start with
. If a
measures how much a charac-
. Level advancement
. Level advancement tables for
.
.
.
.
.
.
.
Creating Strong Characters
There are many strategies for putting together an effective party
of characters of character classes and race are
more effective than others
Single-Class vs Non-human characters have the
ability to be multi-classed
characters, but that does not mean
they must be multi-class characters
Single-class characters have a number of advantages over multi­classed characters with the same amount of experience points
Single-class fighters have several advantages of experience points, they will average many more hit points and have a better chance to hit than
multi-class fighter combinations
Single-class clerics and mages will gain higher level spells much sooner than multi-class cleric or mage combinations total amount of experience points, they will have more spells than multi-class spell casters
With careful play, rear rank characters will seldom get into melee combat class mage a viable character despite his limited abilities in melee the game means that a character can only do one thing at a time character's ability to do many different things is often not as
important as the ability to do one
thing very well
. Certain combinations
.
. Multi-Class
.
.
. With the same amount
.
. With the same
.
. This makes a single-
. Also, the real time nature of
; a
.
The advantages of multi-class
characters are obvious, they combine the abilities of several different classes of character in
. Thus, a fighter/mage can both
one melee effectively and cast spells,
though he can do neither as well as a single-class fighter or mage with the same amount of experience points
. Multi-classed characters are often useful to add an additional capability to a party, such as thieving skills or additional clerical
healing spells class characters go up levels extremely slowly because their
experience points are distributed evenly between their classes
Racial Advantages
Because of the monsters and situations in the game, certain race/class combinations are very effective specific types of characters and their advantages
Dwarven Fighter:A dwarven fighter with a high constitution has a high resistance to poison, which makes it much easier to fight giant spiders dwarf fighter can have a Constitution of 19, which can further increase hit points
. A dwarf also allows the party
to read dwarven writing
Human Paladin:Only humans can
be paladins well as any fighter, plus they have the ability to heal by hands
.
cast some low level clerical healing spells when they reach ninth level
. Remember, multi-
.
. The following are some
.
. A
.
. Paladins can fight as
laying on
They also gain the ability to
.
Page 22
O
; 39 ~0
0;40
~o
Elven Mage:A single-class mage gains levels swiftly
. An elven mage with a high dexterity has a high armor class, which makes it easier to survive stray thrown weapons
. As a mage, an elf's maximum constitu­tion of 17 does not limit hit points and a maximum dexterity of 19 can improve armor class
. Because mages cannot wear armor to improve their armor class, high dexterity is essen­tial
. An elf also allows the party to
read elven writing.` Human or Half-Elven Cleric
: A
single-class cleric swiftly gains levels
Humans and Half Elves can have a maximum wisdom of 18 (thus
gaining the maximum bonus spells)
and they can attain the maximum level allowed in this game
.
Creating a Strong Party A party should include a good mix
of classes and races to handle all of the challenges they encounter will need to decide upon your
overall party strategy before making
characters
.
In general, a party should have at
least two characters who can fight
well, a character who can cast mage
spells, and at least one character
who can cast clerical healing spells
Fighters
.
The party has many choices for the
two front rank characters who can
fight well
. Most races make reasonable fighters paladin, and ranger class characters fight better than other classes
Half-Elven Fighter/Mage/Cleric This is the character with the most
diverse talents
. This character can use almost every item (excluding lock picks), has a limited ability to fight, can cast offensive spells, and can heal
. Unfortunately, a half-elven
:
single-class cleric and dual-class fighter/cleric characters can be effective front rank characters in
the beginning levels of the game
Also, some of the NPCs that you meet in the game can fight well and may be useful in the front rank
fighter/mage/cleric will go up levels extremely slowly, and will have very few hit points for most of the game
Elven Fighter/Mage/Thief
:
The thievish counterpart to the half elven jack of all trades listed before This character can use literally every item in the game and can pick locks as well
. Unfortunately, an elven
fighter/mage/thief will also go up levels extremely slowly, and will have very few hit points for most of the game
.
Spellcasters
.
The choice of the various spellcasters is also important to the strategy of the party who can cast mage spells is
.
normally sufficient for most parties Mages must find their higher level spells on scrolls scrolls is limited, so it is not
efficient to divide those spells among several mages in a party
. You
.
. Fighter,
. Even
.
.
. One character
.
; the supply of
.
The Warrior's Tomb
It is often useful to have two characters who can cast clerical healing spells
. It is important not to
get caught after a battle without a
conscious cleric cleric with a few
. A conscious
cure
light wounds
spells can heal as many hit points in hours, as a party without a con­scious cleric could heal in many days of rest
.
Party Makeup One strategy is to create a party of
specialists who go up in levels with the fewest number of experience points
. This party works so long as the warriors in the front rank never let the spellcasters in the rear rank get into melee
Specialist Party
.
:
Dwarven Fighter, Human Paladin, Elven Mage, and Half-Elven Cleric
Another strategy is to create a party of generalists who are multi-classed
characters
. This party should always
have some character with the appropriate skill for a situation such a diverse party needs a much larger number of experience points to get to higher levels
Generalist Party
Fighter/Thief, Half-Elven
Fighter/Cleric, Elven Fighter/Mage, Half-Elven
Cleric/Mage
A further strategy is to have a mixed
party with specialist warriors in the front rank and generalist spellcasters in the rear rank strategy makes sure that the fighters gain levels (and hit points) as quickly as possible, but that the spellcasters will have a wide variety of spells available
Mixed Party
Human Paladin, Half-Elven Cleric/Mage, Human Cleric
. But,
.
Dwarven
:
. This
.
:
Dwarven Fighter,
Page 23
41
o
;
~o
o;42
~o
HOW TO PLAY
Crash Course in Combat
Basic Training
To attack, you must have weapons "in-hand" and "ready
means the item is in a hand "Ready" means the item is in-hand and ready for use grayed out, it is unusable
To attack, right-click on a ready weapon on the adventure screen Be sure to right-click click you will find yourself picking the item up instead of attacking!
Note that you can have an item "in­hand" but not "readied example, if you hold a two-handed weapon, you cannot "ready" items in your other hand is grayed out . If you want, you could place an item in the grayed out hand, but you would not gain any
benefit from having it there
Characters fight with three basic types of weapons
and ranged
Characters with melee weapons (swords, axes, etc
if they stand in the front rank . The two characters with portraits on the top row are in the front rank
Consider the other characters as
being in the rear rank
Characters with thrown and ranged weapons (daggers, darts, etc
be anywhere in the party with thrown weapons, right-click on
.
." "In-hand"
.
. (If the weapon is
.)
.
. If you left-
." For
. The other hand
.
; melee, thrown,
.) may only attack
.
.
.) can
. To attack
the ready weapon on the adventure screen
. After the fight, you will have to go pick up the thrown weapon and ready it again
Ranged weapons require ammuni­tion
. Arrows for bows will automati­cally be placed in the character's quiver (when you pick them up) Rocks for slings may be placed anywhere on the character's equip­ment screen ranged weapon, right-click on the ready weapon on the adventure screen
. After the fight, you will have to go pick up the ammunition and replace it on the equipment screen
All Attack Button To make combat even easier, use
the All Attack button button to have characters (that you pre-selected) attack once with their in-hand weapons
One click on the All Attack button is equivalent to right­clicking once on each readied
weapon of each selected
character
Select characters to participate in the All Attack by left-clicking on the
character's name
the color of the character's name
changes from white to yellow character or characters remain
selected until you left-click on their name again ranged/thrown weapons apply button's functions do not apply to magic items such as wands, scrolls,
spell books, and holy symbols
.
.
. To attack with a
.
. Click this
.
.
. Once selected,
. The
. Only melee and
; the
.
Folearms
Polearms have been modified for
EYEofTHE BEHOLDER
their longer reach, a character using a polearm can attack when he or she is in the first, or even the second rank polearm is just the same as attacking with any other weapon right-click on the polearm while it is in-hand
For more information on readying a
weapon, attacking with a weapon,
or picking up a weapon, see the "Adventuring" section on page 44 For more information on where to keep equipment and ammunition, see the "Equipment" section on
page 48 the mechanics of combat, see the
"Adventuring Strategy" section on page 71
.
. For more information on
.
Crash Course in Spellcasting
Characters such as mages and clerics are spellcasters who use magic to fight and to heal Spelicasters must gain their spells memorized or prayed for, they are
ready to use mind that each time spellcasters use a spell, they forget how to cast it
. They must rest again to regain it
Before you go into any serious combat, have your spellcasters memorize spells, pray for spells, and rest
.
Ill
. Because of
. Attacking with a
.
rest
in order to
. Once spells are
. However, keep in
:
.
.
Mages spend their lives seeking out new spells to add to their spell book
. They must memorize these
spells before using them
Clerics and high-level paladins pray for their spells these spells are insights not memorized as with mages
To ready the spells, go into camp, and select Memorize Spells or Pray for Spells character that fits the category, choose the character that you want to work with or
PREVIOUS LEVEL
through the various spell levels
Click on the + (plus sign) next to the spell names to choose the ones you want to memorize all the different levels of spells your magic user knows, and then choose DONE to return to the Camp menu
Repeat the above process for all the spellcasters in your party
Once spells have been selected for all of the spellcasters, choose Rest Party
. The spellcasters will learn the spells you selected whenever the party rests, the spellcasters will rememorize the same spells
If you adventure for a while and realize that you want your
spellcasters to memorize a different
breakdown of spells, then do the following
just go into Memorize Spells or Pray
. This is because
. (If there is more than one
.) Click on
.
. The next time you camp
.
; they are
.
NEXT LEVEL
to move
.
. Repeat this for
.
.
. From here on,
Page 24
c;43
~o-
o;44
~o
for Spells, click on the
- (minus sign) next to the spells you want to remove from the caster's spell list, and then click on the + (plus sign) next to the spells you want to add
.
All spells are cast from the adventure screen
. To cast a
spell, right-click on the spellcaster's spell book or holy symbol
. (Be
sure
to
right-click
Friend or Foe?
because if you left-click you will find yourself picking the item up instead of casting a spell!) The spell box appears
over the compass on the
adventure screen
. Click on the
level of the spell to cast and
then click on the spell itself
. If
the spell affects a specific
For more information on memo­rizing, see the "Camp" section on page 50
. For more information on casting spells, see the "Adventuring" section starting on page 44 detailed information on the specific effects of spells, see the "Spells" section starting on page 53
character in the party, click on the portrait of the recipient
.
. For
.
3-D View
Compass
Adventuring
EYE OF THE BEHOLDER III MYTH DRANNOR
adventure screen combat, spellcasting, and explo­ration happens from this screen When other screens are active, they may overlay parts of the adventure screen
You can only attack from the adventure screen, not from the equipment screen
During the game, the two characters in the upper row are "front rank" characters, and the two characters in the lower row(s) are "rear rank For best results, place your fighters in the front rank, and your magic
users in the rear rank
Gate
I
Movem
uttons
U L'
All Attack Bu ton
: ASSAULT ON
is played from the
. All movement,
.
.
.
Name
i
hortri
~,,,condx
H
:Indl
III
I
[III
I
I
urn lHial I
Move Backward
Things You Can Do from
the Adventure Screen
Attack Opponent
character's in-hand weapons
the front rank characters can attack
.
with melee weapons (swords, maces, etc.). Characters in the rear ranks can attack with thrown and ranged weapons (bows, darts, etc After you have attacked with a weapon, it is grayed out until it is ready again
rangers can carry and fight with a second weapon, but they may suffer a penalty to their combat ability
Attack with the All Attack Button
."
Click this button to have each character attack once with their
To set up which characters to
Bar
Front Rank Characters
r
z
Move Right
readied melee or ranged weapons
include in the All Attack, left-click
Primary Hand
H
-
Dead
Cha acter
~
F
rmbol
u
I I Book
Weapon
Spell F''~ It Box
Camp Button
Right-click on a
. Only
.)
.
. Fighters, paladins, and
.
.
Page 25
O?
45
~O
0146
~O
on the appropriate characters' names
. Characters remain selected
for All Attack until you left-click on their name again . A yellow name means they are selected for All Attack, and a white name means they are not selected
Bash Obstacle
rank character's in-hand weapon to destroy an object that's in the way
Camp
the bottom-right side of the screen Camp gives you options to save the
game, turn sounds on and off, have
spellcasters memorize spells, and more
page 50 for more information
Click on the Camp button at
. See the "Camp" section on
Cast Cleric Spell
character's in-hand holy symbol Click on the spell level button from the spell menu and then click on
the spell to cast characters for any spell that affects
members of the party
Spell Level Buttons
FEEi'
,
RT =FELL
.
Right-click on a front
.
Right-click on the
.
. Click on target
.
Turn Undead Ability
(C
lerics and Paladins)
4
the spell menu and then the spell to
any spell that affects members of the party
Cast Spell from Cleric Scroll
Right-click on an in-hand scroll
.
scroll is consumed when the spell is cast
.
Cast Spell from Mage Scroll
Right-click on an in-hand scroll scroll is consumed when the spell is cast
Change Order of Characters
Right-click on the name bar of one character on the adventure screen, and then right-click on the name bar of a second
trade places
Check Character Status
character portrait is normal, the character is conscious shadowed or dark, the character is unconscious character is poisoned the character is paralyzed replaced by a statue, the character is petrified . If it is replaced by a skull, the character is dead
Cast Mage Spell
character's in-hand spell book Click on the spell level button from
cast
. Click on target characters for
.
.
.
Right-click on the
.
. The
. The
. The two characters
.
If the
. If it is
. If it is green, the
. If it is gray,
. If it is
.
The spell effect box surrounding the character shows that the character is protected by spells box represents a spell that mainly defends against physical attacks red spell box represents a spell that mainly defends against magical attacks . A dashed spell box represents multiple spells
The hit point bar displays the charac­ter's current condition the character may be damaged, but is in good shape character is gravely wounded is red, the character is unconscious To display hit points as a numeric value choose
Camp options
Show Numbers
.
Drink a Potion
in-hand potion
. A yellow spell
. A
.
. If it is green,
. If it is yellow, the
. If it
from
Right-click on an
.
Examine Part of the 3-D View
Click on dungeon features, such as
writing on walls
the selected item appears in the text window
Fire a Ranged Weapon (Bow or Sling)
bow or sling weapon, place the weapon in the character's primary hand the weapon, ammunition will be auto­matically used from either the quiver (bows), or belt pouch and backpack (sling stones) if it is available
.
Force Open a Gate
bottom of a partially open gate to try to force it open character automatically makes the attempt
Move in Dungeon Click on the
Drop an Item
item, carry it to the 3-D view and click on it again below the center line of the window to drop the
. (To throw an item click
object
the 3-D view center line
Examine Character's Equipment
Click on the character portrait from the adventure screen
Left-click on an
over
.)
.
movement arrows to move forward,
backward, turn to the side, etc
Navigate in the Dungeon
the compass to maintain your
orientation and to map the various levels
the spell menu when characters
cast spells
Open a Gate
Examine Character Information
Click on a character portrait from the adventure screen, then click on the other page button (which looks like an upturned page corner)
.
lever or button near the gate gates are locked or trapped and can only be opened with keys or special actions Unlock a Gate
. Information about
.
Right-click on any in-hand
. To prepare a ranged
. As you fire
.
Click on the
. The strongest
.
.
Watch
. The compass is hidden by
.
Click on the release
. Some
. See Force Open a Gate and
.
Spells
Leave Spell
Menu Button
-H
Spell Menu
Scroll Up/Down
Buttons
~-
Page 26
$ 47 ~o
o;4s
~O
Paladin Heal
hand holy symbol, click on the 1 st­level spell button, click on
hands
ability, then click on the
target character
Pick a Lock
lock pick, place it over the lock, and click attempt to disarm any traps they find in locks
Pause the Game
Camp button at the bottom right side of the screen the camp menu, and pauses time in the game
Right-click on an in-
lay on
.
Left-click on the thief's
. Thieves will automatically
.
Click on the
. This brings up
.
and other items can be found throughout the dungeon remember that in the 3-D view, you need to be adjacent to an item in order to pick it up item will be in sight, but out of reach!
Throw an Item
item, carry it to the 3-D view and click on it again of the window to throw the object (To drop an item click below
view center line
ing is not the same as throwing a dart or dagger, which is described next under Throw a Ranged Weapon
Throw a Ranged Weapon (Dagger
Place Vulnerable Characters in the Rear Rank
characters can only be hit by monsters' melee attacks if the front rank characters are down, or if creatures are attacking from the
sides or rear of the party
Ready a New Item
item, move the item over a character's hand, and left-click again to put it in place
Take an Item
To place it in a backpack or belt pouch, or to wear it, carry the item over the character portrait and click on the portrait to switch to the equip­ment screen destination . Treasure, food, weapons,
Rear rank
.
Left-click on an
.
Left-click on the item
. Then, click over the
or Dart)
dagger or dart automatically drawn from the
bottom of the characters' belt
pouch if they are available
Turn Undead
cleric or paladin's holy symbol, click on the 1st-level spell button, then click on the
Unlock a Gate
appropriate key, place it over a
.
lock, and click
View Parchment
in-hand parchment
. And
; sometimes an
Left-click on an
over
the center line
.
the 3-D
.) This type of throw-
.
Right-click on any in-hand
. Replacements are
.
Right-click on a
turn undead
Left-click on the
.
ability
.
Right-click on an
.
Character Portrait
Food Packet
I
Backpack
Pnmar
H FOOD
I
I
. I I
Fingers
Secondary Hand
-m Equipment Screen u-
Equipment
The equipment screen displays all of a character's items character's backpack and belt pouch are not readied and do not
help the character
the character's body or in-hand are
readied and give the character any bonuses (or penalties) they confer
. Items in the
. Items worn on
.
Things You Can Do from the Equipment Screen
Change Character
previous/next character buttons
(which look like arrows) to view
other characters' equipment
Check Arrows in Quiver
number on the quiver indicates the number of arrows the character is
carrying goes into the quiver when it is placed anywhere on the character
. An arrow automatically
Click on the
.
The
.
Hit Point Bar
Food Bar
Previous/Next
Character Buttons
Pouch Item #3 Pouch Item #2 Pouch Item #1
Other Page Button
Check Character Screen
the other screen button (which looks like an upturned page corner) to see the character screen which displays information such as ability scores and experience levels
Check Food Bar
yellow when a character is hungry The food bar is red when a character
is close to starving blank when the character is starving When characters are starving they cannot memorize or pray for spells
Click on a food packet, bring it
Eat
over the character's plate, and click
. The food bar represents how
to eat hungry the character is
Olive an Item
click on the previous/next charac­ter buttons until you reach the
recipient, and click over the appropriate destination
The food bar is
. The food bar is
Click on the item,
Click on
.
.
.
.
.
.
Page 27
O
; 49 cO
0
; 50 ~O
Where does the Forest Trail Lead to?
Keep Items Ready to Throw
weapons for throwing in the belt
pouch
. An item in the belt pouch is transferred to the hand when the character attacks with a thrown weapon
Ready an Item
item, move the item over to the box representing a character's hand,
and left-click again to put it in place
.
Left-click on an
Return to Adventure Screen
on the character portrait to return to the adventure screen
.
Keep
Click
Store Items
it over the backpack, and click to place it inside pack are not readied and do not help the character
Wear Equipment
over a box connected to the character's body to wear it clothing or armor on the character's
.
torso to wear it gauntlets on the character's wrists
to wear them character's fingers to wear them
Place a helmet on the character's head to wear it
the character's neck to wear it Place any foot gear on the feet to wear it
Click on an item, carry
. Items in the back-
.
Click equipment
. Place bracers or
. Place rings on the
. Place a necklace on
.
. Place
.
.
Character Portrait
L i 1 iz
HP FOOD
:t LN1='
:/C LERIC
FEMALE
EXP
Alignment
Race/Gender
Current
Experience
Class
/ STRENGTH
4-1
;lzlzititrL
I
FIGHTER
I!
LAWFUL NEUTRAL HALF-ELF
INTELLIGENCE
W I=Df 'M DEXTERITY CONSTITUTION CHARISMA ARMOR CLASS
FIGHTER CLERIC
--m Character Screen
Character Information
The character screen displays a character's class, alignment, race, gender, ability scores, armor class,
experience points, and current level
. See the "Character Basics" section on page 32 for a detailed description of these values
.
Hit Poin Bar
Food Bar
Previous/Next
.
L-
1
Character Buttons
Ability Scores
Current Level
LYL
Other Page Button
~-
Things You Can Do from the Character Screen
Change Character Click on the previous/next character buttons
(which look like arrows) to view
other characters' equipment
Check Equipment Screen Click on the other screen button (which looks like an upturned page corner) to see the equipment screen
Return to Adventure Screen Click on the character portrait to return to
the adventure screen
.
.
.
Page 28
C;52
~O
Camp
Rest
`Pray for Spells
Memorize Spells
Scribe Scroll
'Drop Companion
ISreaf• Camp,
Save game
Restore game
Turn Sounds Off
Sbo(a fumbers
'Exit game
-m
Camp Screen V-
Rest
Select this option to have the party rest, heal, and memorize spells When you choose this option, you will be asked if you want to have healers cure the party . If you choose Yes, characters with cure spells
1) automatically cast them on
wounded characters, and
2) rememorize those spells, and any others chosen, while the party is resting
. The amount of time the party rests is based on the highest number and level of spells being memorized or prayed for
Characters who have a blank food bar cannot regain spells until
they eat
.
.
.
:
Level 4
[+]
[-]
[+]
[-]
[+]
[-]
[+l f-] Irnprok-ed Ink-
[+]
[-]
-M
Pray for
Select this option to choose or examine the set of spells the cleric or high-level paladin learns after resting
. The Spells Available menu appears when you choose this option . Click on NEXT LEVEL or
PREVIOUS LEVEL to move through the various spell levels of unmemorized spells and a list of available spells appears the + (plus sign) next to the spell names to choose the ones you want to memorize different levels of spells your cleric knows, and then choose DONE to return to the Camp menu
If you adventure for a while and realize that you want your spellcasters to memorize a different breakdown of spells, then do the following time you camp just go into Memorize Spells or Pray for Spells, click on the
(minus sign) next to the spells you
want to remove from the caster's spell
list, and then click on the + (plus sign) next to the spells you want to add
: 2 of 8 ,
Fear {3}
Fire Aura (2)
Ice Storm (0) Remove Curse M
NEXT LEVEL
PREVIOUS LEVEL
Spells Available Menu
.
DONE
.Available
:o}
u-
Spells
. The number
. Click on
. Repeat this for all the
.
. The next
-
.
Memorize Spells Select this option to choose or
examine the set of spells the mage learns after resting Available menu appears when you choose this option
LEVEL or PREVIOUS LEVEL to move through the various spell levels . The number of unmemorized spells and a list of available spells appears Click on the + (plus sign) next to the spell names to choose the ones you want to memorize
all the different levels of spells your
mage knows, and then choose
DONE to return to the Camp menu
If you adventure for a while and
realize that you want your
spellcasters to memorize a different
breakdown of spells, then do the
following just go into Memorize Spells or Pray
for Spells, click on the-(minus
sign) next to the spells you want to
remove from the caster's spell list,
and then click on the + (plus sign)
next to the spells you want to add
Scribe
Pick up a scroll (from the floor or the
character's inventory), then select this option to transfer spells from the scroll to the spell book
is more than one mage in the party,
click on the portrait of the mage
you wish to transfer the spell to
. The next time you camp
Scrolls
. The Spells
. Click on NEXT
.
. Repeat this for
. If there
.
Drop Companion Select this option to drop a
character or an IYPC (a !Yon-Player Character who has joined the party during the adventure) from the
party have less than four party members
Break Camp
Select this option to exit the camp menu and resume play
Save Game
Select this option to display a list of individually named saved game
.
slots saved game, and press Enter to
save the game to disk regularly is a good idea
Restore Select this option to display a list of
twelve individually named saved game slots
restore the named saved game
.
Turn Sounds
Select this option to turn sound effects on and off
Show
Bar Graph Select this option to change
between displaying hit points as a bar graph or as a numeric value
Exit Select this option to quit
BEHOLDER III
game before you exit if you want to resume where you left off!
. Remember that you cannot
.
. Click on a slot, name the
. Saving
.
Game
. Click on a slot to
.
On/Off
.
Numbers/
Show
.
Game
EYE OF THE
.
Be sure to save your
.
Page 29
C;53
-N
SPELLS
~O
?-
The following sections contain descriptions of the spells that you can use to attack opponents or protect your party
LEGEND FOR MAGE AND CLERIC SPELL DESCRIPTIONS
Range
:
0 = party members Close = adjacent square Medium = up to 2 squares away Long = as far as visible range
.
Duration
:
Instantaneous = flash or instant effect Short = single combat round Medium = effect lasts for some time Long = effect lasts quite a while Permanent = effect lasts for entire game Variable or Special = see spell description
Mage Spells
First Level Mage Spells
~ „„
Armor
RANGE:0
With this spell the mage can surround a character with a magical field that protects as scale mail (AC 6) have AC 6 or better and it does not have a cumulative effect with the
spell
. The spell lasts until dispelled, or until the character suffers damage that is
equal to or greater than 8 hit points +1 hit point for every level of the caster
~ABurning Hands
i
RANGE
: CLOSE
When a mage casts this spell, a jet of searing flame shoots from the character's fingertips mage increases in level and gains power of damage plus two points per level of the caster mage would do 21-23 points of damage
~
:
Detect Magic
RANGE
: 0
This spell allows a mage to determine if any of the items carried by
members of the party are magically enchanted
glow for a short period of time
DURATION:SPECIAL
DURATION:INSTANTANEOUS
~
DURATION:SHORT
AREAOFEFFECT
:
ONE
CHARACTER
. The spell has no effect on characters who already
shield
.
AREAOFEFFECT:FRONT
. The damage inflicted by the flame increases as the
. The spell does one to three points
.
AREA OF
EFFECT
. All magic items in the party
.
RANK
. For example, a 10th level
:
CARRIED
ITEMS
O
;
54
~O
~ . „
Magic Missile
LONG
RANGE
:
DURATION:INSTANTANEOUS
The mage creates a bolt of magic force that unerringly strikes one target
AREAOFEFFECT:ONE
TARGET
. If there are two monsters, the missile automatically hits the one on the same side as the caster increases in level and for every two extra levels the spell does two to five more points
.
Magic missile
. Initially,
magic missiles
spells do greater damage as a mage
do two to five points of damage,
. So, a first or second-level mage does two to five points of damage, but a third or fourth-level mage does four to ten, and so on
:
Shield
RANGE
: 0
DURATION:SHORTTOMEDIUM
AREAOFEFFECT:CASTER
.
This spell produces an invisible barrier in front of the mage that totally
blocks
magic missile
(darts, spears) and AC 3 against propelled missiles (arrows, sling-stones)
The spell does not have a cumulative effect with the
duration increases with the level of the caster
Shocking Grasp
:
RANGE
: CLOSE
DURATION
attacks
: VARIABLEORUNTIL
. It also offers AC 2 against hurled weapons
MACE
TOUCHESAMONSTER
.
armor
spell
. The spell
.
AREAOFEFFECT:CASTER
This spell magically charges the caster's hand with a powerful electrical
field
. The field remains in place until the spell dissipates naturally or the character touches an adjacent monster hand is displayed any other melee weapon one point per level of the caster
18 points of damage
. A mage in the front rank may attack with this hand like
. The spell does one to eight points of damage plus
. For example, a 10th-level mage does 11-
. The amount of time it takes the spell to dissipate
ranges from medium to long with the level of the caster
. When the spell is cast an electrified
.
Second Level Mage Spells
~„„
Blur
RANGE
: 0
~
DURATION
The position of a wizard with an active distortion makes the character harder to hit with an attack spell will counter a blur spell
:
Detect Invisibility
RANGE:CLOSE
DURATION
With this spell, the party can see invisible monsters, items, or magical
effects
. It does not reveal illusions
: SHORT
: MEDIUM
~
AREA OF EFFECT
blur
: CASTER
spell shifts and wavers
.
A true
. This
seeing
.
~
AREA OF EFFECT
: ONE SQUAREINFRONTOFTHE
PARTY
.
Page 30
O;55
~
S
Invisibility
RANGE
: 0
~
DURATION:SPECIAL
This spell causes the target to vanish from sight remains unseen until he attacks a monster sense invisible characters, or even see them outright
~O
AREAOFEFFECT:ONE
TARGET
. The invisible character
. Certain powerful monsters can
.
V- Fireball
RANGE:LONG
A fireball
target square
DURATION:INSTANTANEOUS
is an explosive blast of flame that damages everything in the
. The explosion does one to six points of damage for every level of the caster to a maximum of 10th-level mage does 10-60 points of damage
:„Improved Identify
~
S
RANGE
: 0
DURATION:INSTANTANEOUS
AREAOFEFFECT:ONE
ITEM IN
THE CASTER'S
HAND
When this spell is cast, one item in the wizard's hand is identified for what it really is
. The wizard learns the item's name and the attack or damage
bonuses it has . Note that some items, such as special magical tomes,
cannot be identified with this spell
.
Haste
RANGE
: 0
DURATION
: MEDIUM
This spell causes all recipients to move and fight at double their normal rate
. (However, the spell does not allow magic users to cast spells at a
faster rate
.) The spell's duration increases with the level of the caster
0;56
~O
AREAOFEFFECT:TARGET
.
AREA OF EFFECT
SQUARE
. For example, a 10th-level
: ONE RECIPIENT PER CASTER LEVEL
.
d„MelFs Acid Arrow
RANGE:LONG
DURATION:SPECIAL
AREAOFEFFECT:ONE
TARGET
This spell creates a magical arrow that launches itself at a target as though it were fired by a fighter of the same level as the mage affected by distance attack
. For every three levels the mage has earned, the arrow gains an
additional attack
. The arrow does two to eight points of damage per
. For example, at third to fifth-level the arrow attacks twice,
and at sixth to eighth-level the arrow attacks three times
:„Protection from Paralysis
RANGE:0
~
DURATION:LONG
AREAOFEFFECT:ONE
. The arrow is not
.
CHARACTER
The recipient of this spell becomes totally immune to paralyzing substances
(such as poison or venom) and paralyzing spells (such as
slow)
.
Keep in mind that although the spell protects the character from
paralysis, the spell cannot protect against physical damage from an attack
hold
person
and
.
Third Level Mage Spells
:„Dispel Magic
RANGE:0
This spell negates the effects of any spell affecting the party counter
DURATION:INSTANTANEOUS
cure
spells, but it will dispel
AREAOFEFFECT:WHOLE
hold
PARTY
person, bless,
and similar spells
AND
.
SURROUNDING
Dispel
SQUARES
does not
.
:„Hold Person
:
LONG
RANGE
DURATION:MEDIUM
This spell can affect humans, demi-humans, or humanoid creatures Creatures that are affected become rigid and unable to move or speak Spell duration increases with the level of the caster
:„Hold Undead
RANGE
: LONG
DURATION:MEDIUM
This spell affects undead creatures who are as powerful or weaker than the
. This spell automatically affects skeletons, zombies, or ghouls
caster other undead creatures may resist the spell
and unable to move or speak
caster
.
:„Invisibility, 10' Radius
RANGE
: 0
DURATION
: SPECIAL
This spell causes the entire party to vanish from sight
character remains unseen until he attacks a monster monsters can sense invisible characters or even see them outright
~ : „
Lightning Bolt
RANGE
: LONG
DURATION
: INSTANTANEOUS
This spell allows the mage to cast a powerful bolt of electrical energy spell flies to its first target and then continues into the next square
does one to six points of damage for every level of the caster to a maximum of 10th level
. For example, a 10th-level mage does 10-60 points of damage
AREAOFEFFECT:UPTOFOUR
TARGETS
.
.
.
AREAOFEFFECT:UPTO3
TARGETS
. All
; those who do not become rigid
. Spell duration increases with the level of the
AREA OF EFFECT
: ENTIRE PARTY
. Each invisible
. Certain powerful
.
~
AREA OF EFFECT
:
Two
SQUARES
. The
. The bolt
.
Page 31
I
0;57
~„„
Slow
RANGE
: LONG
This spell makes enemies move and attack at half their normal rate
DURATION:LONG
~O
AREAOFEFFECT
:
Two
SQUARES
. Slowed
creatures have a penalty of 4 on their armor class and they attack with penalties
~.„
RANGE:CLOSE
When this spell is cast, a glowing hand appears may attack with this hand like any other melee weapon
. All dexterity combat bonuses are negated
Vampiric Touch
DURATION:ONE
ATTACK
AREAOFEFFECT:CASTER
.
. A mage in the front rank
. When the caster touches an opponent with a successful attack, the spell does 1-6 points of damage for every two levels of the mage
would do 5-30 points of damage
. These points in turn are transferred
. For example, a 10th-level mage
temporarily to the mage, so any damage he takes is subtracted from these
points first
:
Water Breathing
RANGE
. This spell does not affect undead monsters such as skeletons
: 0
DURATION
: LONG
AREA OF EFFECT
: WHOLE PARTY
.
When this spell is cast, the party is able to breathe water freely for the duration of the spell
characters that the spell is cast on
. The duration of this spell is divided by the number of
.
Fourth Level Mage Spells
~ „
Fear
RANGE
:
CLOSE
DURATION:MEDIUM
When this spell is cast the mage projects a cone of terror
affected by the spell will turn tail and run from the party
time the affected creatures remain terrified is based on the level of the
casting mage
~
.„
Ice Storm
RANGE:MEDIUM
. The spell's duration increases with the level of the caster
TOLONG
DURATION:INSTANTANEOUS
This spell produces a pounding torrent of huge hailstones
pummels the targets with 3-30 points of damage based on the caster's level
.
AREAOFEFFECT:ONE
AREAOFEFFECT:A
. The range of this spell is
SQUARE
. Any creature
. The amount of
CROSS-SHAPED
AREA
. The spell
.
(3X3 SQUARES)
O;58
~ . „
Improved Invisibility
RANGE
: 0
This spell causes the target to vanish from sight remains unseen, even if he attacks with a weapon or spell makes the character harder to hit with an attack counter an invisible characters, or even see them outright
~ . „
Remove Curse
RANGE:0
This spell allows a character with a cursed item to drop the item the item itself will still be cursed with its negative properties
DURATION
improved invisibility
DURATION:PERMANENT
: SHORT
spell
~O
AREA OF EFFECT
. Certain powerful monsters can sense
AREAOFEFFECT:ONE
: ONE CHARACTER
. The invisible character
. The invisibility
.
A true seeing
spell will
.
CHARACTER
. However,
.
Fifth Level Mage Spells
~ . „
Cone of Cold
RANGE:CLOSE
This spell causes the mage to project a chilling cone of sub-zero cold numbing cone causes two to five points of damage per level of the caster For example, a 10th-level mage would do 20-50 points of damage
~.„
Hold Monster
RANGE:LONG
This spell is similar to the
range of creatures The spell's duration increases with the level of the caster
~.„
Wall of Force
RANGE
: CLOSE
A wall of force
passing the party enters the square with the wall of force
DURATION:INSTANTANEOUS
DURATION:MEDIUM
hold
person
AREAOFEFFECT
AREAOFEFFECT:ONE
:
THREE
SQUARES
SQUARE
spell except that it affects a wider
. However, the spell does not affect undead creatures
.
DURATION
: SHORT
~
AREA OF EFFECT:ONE
SQUARE
creates a barrier which stops monsters and spells from
. A wall cast by a character is dispelled with a
disintegrate
.
. The
.
.
.
spell, or if
Sixth Level Mage Spells
:
Death Spell
RANGE
: LONG
This spell slays many weak creatures easily, but kills fewer and fewer
creatures as the monsters get stronger and stronger monsters may not be affected by this spell from other planes are never affected by this spell
DURATION
: INSTANTANEOUS
~
AREA OF EFFECT
: 3 SQUARES LONG
. Some very powerful
. Undead creatures and creatures
.
Page 32
of59~o
:„Disintegrate
RANGE:CLOSE
This spell causes any one creature it hits to vanish instantaneous and its effects are permanent
~
S
Flesh to Stone
RANGE:MEDIUM
This spell causes any one target to turn to stone reversed with the
:
Stone to flesh
RANGE:0
This spell restores the life to a character who has been turned to stone . The character may have been changed by a of a monster such as a medusa or a basilisk
DURATION:INSTANTANEOUS
DURATION:PERMANENT
stone to flesh
DURATION:PERMANENT
(OR
AREAOFEFFECT:ONE
(OR
UNTIL
spell
.
UNTIL
REVERSED)
TARGET
. Disintegration is
.
REVERSED)
AREAOFEFFECT:ONE
. The spell's effects can be
AREAOFEFFECT:ONE
flesh to stone
spell or by the effect
.
TARGET
CHARACTER
of
60
~o
+
Mordenkainen's Sword
RANGE
: CLOSE
DURATION
: MEDIUM
AREA OF EFFECT : ONE TARGET PER ATTACK
This spell creates a sword that the mage can wield in melee from the 2nd and 3rd ranks
were wielding it sword would attack as if a 7th level fighter were wielding it
no magical attack bonuses or damage bonuses sword automatically hits man-sized creatures and 5 to 30 hit points to large creatures
+
Power Word, Stun
RANGE:LONG
. The sword attacks as if a fighter that is half the wizard's level
. For example, if a 14th level wizard casts the spell, the
. The sword has
. About 5% of the time the
. The sword does 5 to 20 hit points of damage to
.
DURATION:SPECIAL
AREAOFEFFECT:ONE
TARGET
When this spell is cast, the target is stunned and unable to move . The fewer the hit points a creature has, the longer it stays stunned healthy creatures may not be affected by this spell
. Very strong or
.
d„True Seeing
RANGE
: 0
With this spell, the party can see things as they really are
DURATION
: SHORT
AREA OF EFFECT
: SPECIAL
. Illusionary walls will not fool the party, and invisible monsters, items, or magical effects will appear
. This spell also reveals certain traps or trapped items by casting a
red glow around the item
.
Seventh Level Mage Spells
+
Acid Storm
RANGE:LONG
This spell causes a downpour of acid in the area of effect are within the area suffer approximately 1-6 points of damage per level of the caster up to 7th level, plus an additional 1-8 points of damage for every caster level above 7th
+
Finger of Death
RANGE
: 0
1
This spell snuffs out the victim's life force
neither be raised nor resurrected
spell incantation, points his or her finger at the creature to be slain, and
(with luck) slays the creature points of damage
DURATION:INSTANTANEOUS
.
DURATION
: PERMANENT
. If the creature does not die, it suffers 3-17
.
AREAOFEFFECT:THREE
SQUARES
. Creatures that
AREA OF EFFECT
: ONE TARGET
. If successful, the victim can
. The caster utters the
finger of death
Eighth Level Mage Spells
d„Abi-Daizim's Horrid Wilting
RANGE
: CLOSE
DURATION:INSTANT
AREAOFEFFECT:ONE
SQUARE
This spell evaporates moisture from the bodies of all the targets within the
area of effect
. The creatures suffer 1-8 points of damage per level of the caster . This spell is especially devastating to water elementals and plant creatures
~:
RANGE
.
Bigby's Clenched Fist
: CLOSE
DURATION
: MEDIUM
AREA OF EFFECT
: ONE
TARGET
PER
ATTACK
This spell creates a huge fist that the mage controls (from a distance) in
combat depending on how well you hit back ranks
. The fist always hits, but the damage ranges from light to heavy
. With this spell the mage can attack from the
.
Ninth Level Mage Spells
+
Energy Drain
RANGE
: CLOSE
If the creature is hit by the mage, the creature loses 2 levels or 2-16 hit points
DURATION
. The creature also loses attack bonuses
: PERMANENT
~
AREA OF EFFECT
: ONE TARGET
.
Page 33
o
;61~o
~:•
Meteor Swarm
RANGE:LONG
Four fireballs travel down the corridor maximum damage from the spell diamond or square area of effect the center is affected by all four of the spheres
:
Power Word, Ifill
RANGE
: LONG
This spell kills a creature with up to 60 hit points
DURATION:INSTANT
DURATION:PERMANENT
AREAOFEFFECT:3X3
SQUARE
AREA
. Anything in its path suffers the
. The fireballs fly in a line and form a
. Anything unlucky enough to get caught in
.
AREAOFEFFECT:ONE
SQUARE
. It also kills two or more creatures with less than 10 hit points each (up to a maximum of 120 total hit points)
. For example, the spell can kill 12 creatures with 10 hit points each
:
Time Stop
RANGE:0
DURATION:SHORT
AREAOFEFFECT:WHOLE
PARTY
.
This spell stops time momentarily and gives the wizard and the party time
to do things such as cast more spells or run away area of effect temporarily stops moving
; it is as if time were suspended
. Everything outside the
.
Only unique creatures or creatures of demigod and greater status are immune to this spell
.
o
;62~o
Cleric Spells
First Level Cleric Spells
~
Bless
A
:
0
0
spells
DURATION:MEDIUM
bless
DURATION:PERMANENT
DURATION:PERMANENT
. High-level paladins can cast
DURATION:INSTANTANEOUS
.
AREAOFEFFECT:ENTIRE
PARTY
spells are not cumulative
spells
.
AREAOFEFFECT:ONE
TARGET
.
AREAOFEFFECT:ONE
CHARACTER
cure light wounds
AREAOFEFFECT:CARRIED
ITEMS
. All magic items in the party
. High-level paladins can cast
. All
.
spells
detect
.
.
RANGE
Upon uttering this spell the morale of the entire party is raised characters gain a bonus to their attacks.Bless
High-level paladins can cast
~
S
Cause Light Wounds
RANGE:CLOSE
By casting this spell, the cleric can cause one to eight hit points of damage
The cleric must be in the front rank to hit a target
:
Cure Light Wounds
:
RANGE
By casting this spell on a wounded character, the cleric can heal one to eight hit points of damage
~
3
Detect Magic
RANGE:0
This spell allows the caster to determine if any of the items carried by members of the party are magically enchanted are indicated for a short period of time
magic
~
S
Protection from Evil
RANGE
: 0
~
DURATION
This spell envelops the recipient in a magical shell attacks of any evil creatures the caster
. High-level paladins can cast
: MEDIUM
~
AREA OF EFFECT
: ONE
CHARACTER
. The shell inhibits the
. The spell's duration increases with the level of
protection from evil
spells
.
Second Level Cleric Spells
w
I'*
Aid
RANGE
: 0
~
DURATION
This spell acts like a to the recipient ter's own if he is injured in combat
level of the caster
: SHORTTOMEDIUM
bless
~
AREA OF EFFECT
spell and it confers one to eight extra hit points
. The temporary hit points are subtracted before the charac-
. The spell's duration increases with the
.
: ONE CHARACTER
Page 34
of
63
~0
o;64
~o
d•Flame Blade
RANGE:SHORT
This spell causes a flame-like blade to leap from the caster's hand . The blade attacks like a normal sword and normally does 7-10 points of damage
caster's hand spell does slightly less damage against targets protected from fire
duration increases with the level of the caster
~ •
Hold Person
RANGE:LONG
This spell can affect human, demi-human, or humanoid creatures Creatures that are affected become rigid and unable to move or speak Spell duration increases with the level of the caster
~
3
Resist Cold
RANGE
: 0
When this spell is cast it gives the character some resistance to cold-based attacks or spells
:
Resist Fire
RANGE:0
When this spell is cast it gives the character some resistance to fire-based attacks or spells
d•Slow Poison
RANGE:0
This spell slows the effects of any type of poison for a limited amount of time
. When the spell dissipates the victims suffer the poison's full effect unless the level of the caster
~
A
Spiritual Hammer
RANGE
: LONG
This spell creates a hammer of force that the cleric can hurl at opponents The higher the level the cleric is, the more damage his or her hammer does The hammer returns to the caster each after each attack, and disappears when the spell wears off
DURATION:MEDIUM
AREAOFEFFECT:ONE
TARGET
. When the spell is cast, a burning sword picture appears in the
-
attack with this as you would any other melee weapon
. The
. Spell
.
DURATION:MEDIUM
AREAOFEFFECT:UP
TO FOUR
CHARACTERS
.
.
.
~
DURATION:MEDIUM
. He or she takes reduced damage from such attacks
DURATION:MEDIUM
~
. He or she takes reduced damage from such attacks
DURATION:LONG
a neutralize poison
spell is cast
. High-level paladins can cast
DURATION:MEDIUM
AREAOFEFFECT:ONE
CHARACTER
.
AREAOFEFFECT:ONE
CHARACTER
.
AREAOFEFFECT:ONE
CHARACTER
. The spell's duration increases with
AREAOFEFFECT
slow poison
:
ONE
TARGET
PER
ATTACK
spells
.
.
.
.
:
RANGE
This spell allows the cleric to conjure nourishment for the entire party
characters' food bars are blank, and they do not eat, they suffer 1 hit point of damage every 24 hours
:
RANGE:0
This spell negates the effects of any spell affecting the party magic and similar spells
d
RANGE
This spell enchants the cleric's own robes, providing protection at least equivalent to chain mail (AC 5)
every three levels the cleric earns above 5th level level cleric would have AC 3 protection
itself or any other spells or armor level of the caster
~
P
RANGE
This spell gives a character partial protection from undead attacks that drain levels the attack . Undead creatures that attack characters protected by this spell take 2-12 points of damage from the spell's positive energy
~.
RANGE
This spell is a more powerful version of the first-level
increases the party's combat ability and decreases the enemy's no cumulative effect
:
RANGE
If the spell is cast on a character, the character takes no damage from any fire attacks for a certain amount of time
from those attacks
Third Level Cleric Spells
Create Food
:
0
&
Water
DURATION:PERMANENT
. Starving mages and clerics are unable to regain spells
Dispel Magic
DURATION:INSTANTANEOUS
does not counter
cure
spells, but it will dispel
.
Magical Vestment
: 0
DURATION
: MEDIUM
.
Negative Plane Protection
: 0
~
DURATION
: LONG OR
UNTIL
. However, the character still takes any physical damage done by
Prayer
: 0
~
DURATION
: SHORTTOMEDIUM
. The spell's duration increases with the level of the caster
Protection from Fire
: 0
~
DURATION
: LONG
~
. After the spell has absorbed all it can, it dissipates
AREAOFEFFECT:SPECIAL
. When
.
AREAOFEFFECT:WHOLE
AREA OF EFFECT
PARTY
hold
: CASTER
AND
SURROUNDING
.
Dispel
person,
SQUARES
bless,
. The vestment gains a +1 enchantment for
. For example, an 11th-
. This spell is not cumulative with
. The spell's duration increases with the
THE
CHARACTERISHIT
AREAOFEFFECT:ONE
CHARACTER
.
~
AREA OF EFFECT:ENTIRE PARTY
bless.This spell
. The spell has
.
AREA OF EFFECT
: ONE CHARACTER
. The spell absorbs the damage
.
Page 35
C;65
~O
O;66
~0
:•Remove Paralysis
RANGE
: 0
~
DURATION
PERMANENT
:
This spell negates the effects of any type of paralyzation or related magic The spell counters
hold
or
slow
spells
AREAOF
.
EFFECT:ONE
TO FOUR
CHARACTERS
.
Fourth Level Cleric Spells
:•Blessed Warmth
RANGE
: 0
~
DURATION:MEDIUM
AREAOFEFFECT:WHOLE
PARTY
This spell makes the party immune to the natural cold and gives them extra
resistance against magical cold attacks
~:•
Cause Serious Wounds
RANGE
: CLOSE
DURATION
PERMANENT
:
This spell is identical to the first-level
it inflicts 3-17 hit points of damage hit a target
.
.
AREAOFEFFECT:ONE
cause
light wounds
TARGET
spell, except that
. The cleric must be in the front rank to
d•Cure Serious Wounds
RANGE
: 0
~
DURATION:PERMANENT
This spell is identical to the first-level heals 3-17 hit points of damage
cure
.
AREAOFEFFECT:ONE
light wounds
CHARACTER
spell, except that it
:•Free Action
RANGE:0
With this spell, a character is unhindered and can attack normally underwater hold, underwater, it does
:
Neutralize Poison
RANGE
: 0
This spell detoxifies any sort of poison or venom characters to life if they have already died from poison
~
3
Poison
RANGE
: CLOSE
When the spellcaster uses this spell, he or she gains a poisonous touch
the caster hits a creature with this touch, the creature may die of poisoning
DURATION:LONG
AREA OF EFFECT:ONE
CHARACTER
. This spell also gives the character immunity to spells like
and
paralysis
~
.
Note that while the spell allows unhindered movement not
enable characters to
DURATION:PERMANENT
breathe
AREA OF EFFECT
underwater
: ONE CHARACTER
.
. The spell cannot return
.
DURATION:INSTANTANEOUS
AREA OF EFFECT
: ONE TARGET
slow,
. If
.
d•Protection from Evil, 10' Radius
RANGE:0
This spell is identical to the first-level spell, except that it affects the entire
party
. The spell's duration increases with the level of the caster
DURATION:MEDIUMTOLONG
AREAOFEFFECT:ENTIRE
PARTY
.
Fifth Level Cleric Spells
Cause Critical Wounds
RANGE:CLOSE
This spell is identical to the first-level cause
inflicts 6-27 hit points of damage hit a target
~.•
Cure Critical Wounds
RANGE:0
This spell is identical to the first-level heals 6-27 hit points of damage
Flame Strike
RANGE
: LONG
DURATION:PERMANENT
.
DURATION:PERMANENT
DURATION:INSTANTANEOUS
AREAOFEFFECT:ONE
light wounds,
TARGET
except that it
. The cleric must be in the front rank to
AREAOFEFFECT
cure
:
ONE
CHARACTER
light wounds
spell, except that it
.
AREAOFEFFECT:ONE
SQUARE
By means of this spell, the cleric calls down from the sky a column of flame
. Creatures fully affected by the spell suffer 6-48 points of damage
.
d•Raise Dead
RANGE
: 0
~
DURATION
This spell allows the cleric to attempt to restore life to any non-elven character . Chances for success are based on the deceased character's constitution and chance
Slay Living
RANGE
: SHORT
DURATION
The target of a level opponents have a better chance of only taking damage
True Seeing
RANGE
: 0
~
DURATION
With this spell, the party can see things as they really are will not fool the party, and invisible monsters, items, or magical effects
appear
. This spell also reveals certain traps or trapped items by casting a
red glow around the item
slay
: PERMANENT
~
AREAOFEFFECT:ONE
CHARACTER
.
: PERMANENT
living
spell either takes damage or dies instantly
: SHORT
~
AREAOFEFFECT
AREA OF
EFFECT
:
ONE TARGET
: SPECIAL
. Illusionary walls
.
. Higher
.
Page 36
of
67
~o
o
;
68
t
%o
Sixth Level Cleric Spells
~
0
Harm
RANGE:CLOSE
This spell will bring a target to death's door, reducing it to very few hit
points, no matter how many hit points the target had before the spell
cleric must be in the front rank to hit a target
~
0
Heal
RANGE
: 0
This spell will completely heal a character of all damage, poison, blindness, and paralysis
+
Heroes' Feast
RANGE:0
The spell, in addition to feeding the characters, cures diseases, heals, blesses
(as per the
hopelessness, and panic for an extended period of time after the spell is cast
~
A
Sol's
RANGE
: LONG
This spell turns a gem into a weapon
because it turns into a searing orb
are greatly increased
and the target is blinded for a short period of time double the damage effect
+
Fire Storm
RANGE:LONG
When roaring flame that equal area of fire receive 2-16 points of damage, plus additional damage equal to the caster's level
:
Resurrection
RANGE
: 0
Resurrection restores the character to full hit points, and that character can immediately go back into strenuous activity such as combat
DURATION:PERMANENT
~
DURATION:PERMANENT
.
DURATION:PERMANENT
bless
spell), makes the characters immune to fear, poison,
Searing Orb
DURATION:INSTANT
DURATION:INSTANTANEOUS
a firestorm
~
spell is cast, the whole area is shot through with sheets of
.
DURATION:PERMANENT
restores life to a character-including elves! The spell
AREA
OF EFFECT:ONE
TARGET
. The
.
AREAOFEFFECT:ONE
AREAOFEFFECT:WHOLE
CHARACTER
PARTY
.
AREAOFEFFECT:ONE
TARGET
. The gem must be thrown immediately
. The priest's chances of hitting a victim
. And if the gem hits, it does 6-36 points of fire damage
. Undead creatures suffer
.
Seventh Level Cleric Spells
a fireball
spell in effect
AREAOFEFFECT:A
AREAOFEFFECT:ONE
CROSS-SHAPED
AREA
(3X3 SQUARES)
. All creatures within the
CHARACTER
.
Strategies for Using Spells
Spells are an important part of a party's capabilities . The spells that the party's spellcasters memorize will have an important effect on the party's tactics
.
Disintegrate, Flesh to Stone, Death Spell, Finger of Death, and Power
Word, Kill
These are ranged magical attacks that can eliminate one target with a
single attack offensive spells of higher-level
In the following section, the spells have been divided into types
:
mages attacking targets with many
hit points offensive, defensive, healing, and others
. There are specific hints on when each type of spell is most effective
.
Hold Person, Fireball Lightning Bolt, Slow, Fear, Hold Undead, Ice Storm, Cone of Cold ^Flame Strike, Hold Monster, Acid Storm,
Spells that are available only to clerics
(A)
are marked with a caret sign
.
^Fire Storm, Power Word, Stun, Abi-Dalzim's Horrid Wilting, Meteor Swarm, and Time Stop
Offensive Spells
Burning Hands ^Cause Light
Wounds, Shocking Grasp, ^Flame Blade, vampiric Touch, ^Cause Serious Wounds, ^Cause Critical
Wounds, ^Poison,AHarm and Energy Drain These are hand to hand magical attacks
. For all but
burning hands, the spellcaster must be in the front rank to attack with them may slay an opponent outright
.APoison
. Because of the time it takes to cast these spells and the vulnerability of many spellcasters, they are normally the offensive spells of last resort
.
Magic Missile Melfs Acid Arrow,
^Spiritual Hammer, ^Sot's Searing
Orb, Mordenkainen's Sword, and Bigby's Clenched Fist These are ranged magical attacks that affect only one monster at a
time
. They allow the spellcaster
to attack from the safety of the rear ranks
.
These are ranged magical attacks
that can affect several monsters in an area
they can do, they are often the preferred offensive spells of higher
level spellcasters
These area-effect spells are especially effective when fighting many monsters the area of effect of the various spells several squares are more effective against monsters that cannot attack in groups affect a single square are most effective against monsters that attack in groups
Be especially careful when you use the
ice storm
spells spell is within melee range of the
party, the party will also take damage from the spell person other humanoid creatures
. They are the favorite
.
. Because of the damage
.
. Look closely at
. The spells that affect
. The spells that
.
and
hold person
. If the target of an
ice storm
. The
hold
spell only affects men and
.
Page 37
$ 69 ~O
-8
70 ~O
Defensive Spells
Armor, Blur, Shield, ^Magical Vestment, and
^Protection from Evil 10' Radius These spells mainly provide protec­tion against physical attacks these spells on your front rank characters before dangerous battles that involve physical attacks
^Bless, ^Prayer, Negative Plane Protection These spells mainly provide protection against magical attacks Cast these spells on your front rank characters before dangerous battles that involve magical attacks
' Protection from Evil,
. Cast
.
.
^Slow Poison, ^Remove Paralysis,
^Neutralize Poison, Remove Curse, and Stone to Flesh These spells slow or remove the effects of poison, paralysis, flesh to stone, or curses these spells memorized whenever the party is anywhere near a monster who can poison, paralyze, or petrify
^Raise Dead and Resurrection This spell bring characters back from the dead elven character)
.
spells memorized once your cleric gets to a high enough level
Other Spells
^Resist Cold, ^Resist Fire, Protection from Paralysis, Protection from Fire, and Blessed
Warmth
These spells protect against certain types of magical and physical
attacks
. For example,
from paralysis
protects a character
protection
from both paralysis spells and paralysis from physical attacks
.
Healing Spells
^Cure Light Wounds, ^Aid, ^Cure Serious Wounds, ^Cure Critical
Wounds, ^Heal, and 'Heroes' Feast
These spells replace a character's
lost hit points increase a character's hit points over his normal maximum value, but it only increases hit points
temporarily
should always have a few
wounds
quickly heal the party while resting
. The
aid
spell can
. Cleric class characters
cure light
spells memorized to
Detect Magic
This spell is very useful in
evaluating the items the party picks up during the game causes all magical items carried by the party to glow
Invisibility and Invisibility 10' Radius
Invisibility
character in the rear ranks
Invisibility 10'radius
hide the entire party from mystic sensors and prying eyes
Even when the party is invisible, most monsters will sense the party's general location, though the monsters receive big penalties on attacks against invisible targets
^Create Food&Water
This spell is very useful in the later
levels of the game where food is scarce . Be sure to memorize this
.
spell before the party begins starving - not after!
. Keep a number of
.
(raise
dead
will not raise an
. Keep one of these
.
. The spell
.
is a useful defense for a
.
is useful to
.
.
View of the Ruined City
Haste This spell is especially useful when fighting monsters who are very fast The
make melee attacks much faster
spell allows a party to
haste
. Cast this spell on your party just before dangerous battles
.
True Seeing This spell is useful when you are stuck in an area with many illusions, invisible monsters, traps, etc
.
Disintegrate This spell is occasionally useful to
.
remove certain walls and other special blocks in your path (including monsters)
Water Breathing This spell allows the party to breathe underwater
Free Action This spell allows you to move without penalty underwater, and gives you immunity to certain paralyzing and movement-hindering spells
.
.
.
Page 38
O
; 71 ~o
of
0
.
ADVENTURING STRATEGY
The lower the attacker's
THACO, the better his chance to hit
Attacking Opponents
Characters generally engage in
the target
. A character's THACO is
based on his class and level
"melee combat," which is face-to­face combat with weapons such as
swords and maces
. Characters also
have other options, such as casting spells and ranged combat, with
bows and slings
.
In general, a character attacks the enemy in the front rank on his side of the screen
. When there is only one
enemy left in a battle, it moves to the
NOTE
: the generation of a
random number is often referred to as a "roll determining if an attack hit, the number generated is from I through 20
base roll is modified by the character's ability scores and any magic weapons
center of its square and characters from both sides can attack it
.
An attack is successful if the roll is greater than or equal to the attacker's
Combat Mechanics
THACO minus the target's AC
Understanding combat mechanics allows the party to use the most effective weapons and tactics in different situations
. Each character's ability in combat is defined by his armor class, THACO, and damage
.
Armor Class
Example
: A fighter with a THACO of 15 attacking a monster with an AC of 3 would need to roll (THACO 15)-(AC 3) = 12+
to hit a monster with an AC of -2
he would need to roll
15)-(AC -2) = 17+
Armor class (AC) signifies how
difficult a monster is to hit lower the armor class, the harder it is to hit the target
. Armor class is
based on armor and a bonus based
on the character's Dexterity
magic items help improve (or lower)
armor class rating
THACO
.
THACO represents a character's ability to hit enemies stands for To Hit Armor Class character must 'roll' a number equal to or greater than this to damage a target with an armor class
. The
. Some
. THACO
Damage Damage is the hit point loss that an
attacker inflicts against an opponent
. The amount of damage
inflicted depends on the attacker's strength and weapon type damage each weapon can do is summarized in the Weapons Chart on page 92
.
Some monsters take only partial or
0
.
A
no damage from certain weapon
types
. Skeletons, for example, take
only half damage from sharp or edged weapons
O
; 7
2 ~o
Characters who use thrown weapons should carry weapons both in-hand and in their belt pouch for quick reloading
. Front rank characters who use thrown weapons may wish to carry a shield or short sword at the top of their belt pouch
box for belt pouch item #3
-
in the
. (See
the diagram that names parts of the
equipment screen on page 48
.) A shield or short sword in that position will be readied automatically after the character attacks with the last of his or her thrown weapons
.
Be sure to recover your ranged weapons after each battle and to collect all of the ranged weapons you can find used up quickly in battle
Wounded Characters
. Ranged weapons get
.
Characters who are seriously wounded should be moved out of the front rank if possible
. It is much easier to heal a wounded character than it is to bring a dead character back to life
Moving and Fighting
.
If you are exploring an area, move
with the compass on the screen to
facilitate mapping
. If you are moving through an explored area, move with a spell menu on the
screen and an attack spell showing
. Always move with the adventure screen up equipment or character screens
; you can't fight from the
.
." In
. The
.
: (THACO
.
. The
.
.
:
. But
Combat Strategies
To succeed in combat, deploy your
party well, cast effective spells before and during combat, maneuver your characters into advantageous positions, and attack using the most powerful characters and weapons
Deploying the Party
.
Keep the heavily-armored fighters in the front rank and the vulnerable magic users and thieves in the rear ranks
Equipping the Party
.
Equip characters in the front rank with the most powerful melee weapons you can find
. See the
Weapons Chart on page 92 to see how much damage each type of weapon can do
. As soon as you find enough weapons, warriors should carry a one-handed weapon in their primary hand and a short sword in their secondary hand
. Remember that if you use a two-handed weapon in one hand, you must
keep the other hand free
.
Equip characters in the rear ranks with the most powerful ranged weapons you can find
. Again, see the Weapons Chart on page 92 to see how much damage each type of ranged weapon can do
. Spellcasters should have their holy symbols and spell books in-hand, ready to cast spells
.
.
Page 39
C;73
~0
With both the adventure screen and spell menu up, you are prepared for battle
. Prepare for battle before you
open any door, climb or descend stairs, or push a button that could open a door or secret wall Monsters often lurk behind closed doors or secret walls, and monsters are always ready for combat!
Remember that you can move and fight at the same time move backwards to dodge an enemy melee attack sideways to dodge an enemy ranged
attack . You can even try to run away and close a door behind you to get away from a particularly nasty fight Be careful though, some monsters can open doors to follow you
Hints
Here are some general strategy hints
'to help you along your journey
.
. You can
. You can move
.
.
.
Buttons and Levers
Some puzzles are activated in one part of the dungeon, yet they affect
another part farther away the position of any button or lever
that has no obvious function can't seem to get through an area,
go back and change these buttons or levers one at a time to see if they
make it any easier to get through
Carry Items with You
You never know when you will need something that you found! To carry an item with you, pick up the item and move it into a backpack
.
Prepare Your Party
Make sure that your party contains at least
fight well, one who can cast mage spells, and one who can cast clerical spells approaches, make sure that your
: two characters who can
. When a monster
Look For Writing
On
If you can't seem to get through an area, look for writing on the walls in the area wall is difficult to spot may only be read if the party has a character of a specific race
fighters in the front rank have weapons in their primary hand
Once you get comfortable fighting with the front rank characters, you can also have the rear rank
characters throw weapons and
spells at the monsters
by equipping your characters
with various combinations of weapons, shields, spell books,
and holy symbols to maximize their fighting ability
.
. Experiment
.
Keep Track of
. Record
. If you
.
The Wall
. Often, writing on a side
. Some writing
.
Mages Guild of Myth Drannor
Look For Hidden Buttons
Always check the walls for secret and hidden buttons and bricks
Moving sideways down a wall will often make hidden buttons easier
to spot
Keep Your Eye On The Compass
Watch the compass as the party moves that change the party's facing Teleporters often reveal themselves when the party's facing changes
The Walls
On
.
.
. There are a number of traps
.
.
Watch for Teleporters
Do you suspect the party is being teleported while moving through an area? Throw an item past the suspected teleporter, then watch the item it teleports
. The item will 'disappear' if
.
Save The Game
Save the game anytime you think that something could happen that would hurt the party at the beginning of each level puzzle is difficult to solve, save the game and then try different solutions
attacking the party thick and fast, save the game and try different strategies
tough, save before opening doors
Go On When all else fails, go on with the
game open every door, fight every
monster, and obtain every item to win the game
that the party bypasses gets stumped in a later area, or
needs an item to go on, come back and try the puzzle again
. If the monsters are
. If things are getting really
. The party does not have to
. Save the game
. If a
.
. Mark down any areas
. If the party
.
Page 40
o
;
75
~o
of
76
~o
-N
BESTIARY
H-
Creatures in and around Myth Drannor
This section contains descriptions of the strange creatures that lurk in and around Myth Drannor
to avoid our researchers come back
:
BEAST, UNDEAD
~
:
CHIMERA
. . . .
. You may encounter a few others that have managed
. You see, sometimes our research teams don't
The undead beast is a mindless killer of unknown origin
it seems compelled to destroy any living thing
a small dragon, the beast's bones protrude from rotting flesh
. It has a great horned head, and its ribs are bare
and barbed, forming a nasty cage but it can rear on its hind legs by balancing with its stubby tail its opponent
No one seems to know how chimera were created
dark mystery, perhaps better left unexplored has the hindquarters of a large, black goat and the
forequarters of a huge, tawny lion
black wings like those of a dragon heads, those of a goat, a lion, and a fierce dragon goat head is pitch black with glowing amber eyes and long ochre horns mane and has green eyes with orange scales and has black eyes and powerful physique make the chimera a deadly foe in
combat searing stream of flame in lieu of biting
. It can also bring its powerful forearms against
.
. The lion head is framed by a brown
. The dragon head is covered
. If it's in the mood, the dragon head can loose a
. It walks on all fours,
. Its body has brownish-
. The monster has three
. Its many heads
. The size of
. A chimera
.
;
; it is a
. The
:•ELEMENTAL
EARTH ELEMENTAL
WATER ELEMENTAL
~ • •
FEYR
Earth elementals can be conjured in any area of earth or stone
. This type of common elemental appears on the Prime Material Plane as a very large humanoid made of dirt, stones, precious metals, and gems expressionless face, and its two eyes sparkle like brilliant
multifaceted gems its face, an earth elemental rarely speaks
travel very slowly, they are relentless in the fulfillment of their appointed tasks through solid ground or stone with no penalty to movement or dexterity
Water elementals can be conjured in any area containing a
large amount of water or watery liquid serves this purpose, but several large kegs of wine or ale have been known to work also appears on the Prime Material Plane as a high-crested wave
The elemental's arms appear as smaller waves, one thrust
out on each side of its main body growing longer and shorter as the elemental moves orbs of deep green peer out of the front of the wave and serve the elemental as eyes . Like all other common elementals, water elementals rarely speak
Feyrs (pronounced "fears") are created from the remnants of ordinary nightmares mixed with residual magical energies strong emotions of a large group of people commonly found in large cities that have a good number of mages, priests, and other spellcasters . Feyrs appear as humped, hunchbacked creatures, grim and inhuman in appearance surface of the human brain two main tentacles which act as legs, and by a handful of other tentacled limbs
. They are unknowingly brought to life by the
. Though it has a mouth-like opening in
. An earth elemental can travel
.
. The water elemental
. Their hide is mottled and curved like the
. The creature is supported by
.
. It has a cold,
. Though they
. Usually a large pool
.
. The arms ebb and flow,
. Two
.
. They are most
Page 41
04 7
7
~o
of
7s
~o
* GRAVE MIST
Please refer to page 84 in the next section, "Detailed Descriptions of New Monsters,
for a complete profile of the grave mist
~
S
GROANING SPIRIT (BANSHEE)
The groaning spirit, or banshee, is the
female elf hate the living
painful, and seek to harm whomever they meet.Groaning
spirits appear as floating, luminous phantasms former selves transparent in sunlight withered, have hair that is wild and unkempt, in tattered rags eyes burning brightly with hatred and frequently cry out in pain
o
H
AG
Hags are witch-like beings that spread havoc tion, working their magic and slaying all
encounter
frayed hair and withered faces dot their blotchy skin peasant women their breath is foul
hags possess supernatural strength and smaller creatures (goblins, for example) though hags look decrepit and dilapidated,
surprisingly swiftly around rocks and logs in their path from their skinny fingers
supernatural strength to rend and tear opponents
~
:
KNIGHT, DEATH
A death knight is the horrifying corruption was cursed by the gods as punishment for
code of honor it held in its former life typically taller than six feet and weigh pounds of shriveled, rotting flesh red pinpoints for eyes
.
spirit of an evil
-
a very rare thing indeed
; they find the presence
. Their image glows brightly
. Most groaning
. They have faces of pain
-
hence their name
. They appear as wretched old women
. Grotesque moles and warts
. They wear clothing
. Their mouths contain blackened teeth, and
. Though they appear wrinkled
-
they can even lithely bound over and
. They use these
. Its face is a blackened skull covered
. It has two tiny, glowing, orange-
.
. Groaning spirits
of living beings
of their
at night, but is
spirits look old and
and dress
and anguish, and
ire
. Groaning spirits
.
and destruc-
whom they
with long,
similar to that of
and weak,
can easily crush
with one hand
they run
. Iron-like
claws grow
claws and their
in combat
of a knight
betraying the
.
Death knights are
more than 300
with shards
"
. And
.
; it
* LIVING MUCK
Please refer to page 86 in the next section, "Detailed Descriptions of New Monsters," for a complete profile of the Living Muck
~ :
MINOTAUR
Minotaurs are either cursed humans or the offspring of minotaurs and humans for they are not confused in these places an advantage over their prey
over 7 feet tall, and quite broad and muscular the head of a bull and the body of a human male
Minotaurs are not extraordinarily intelligent, but are extremely cunning and have excellent senses
NAGA, BONE
~
:
Bone nagas are created undead with large, human-like skull heads
eyesockets glow with hatred a few evil mages) to serve as guardians, these worms serve their masters with absolute loyalty an exacting process, hence their rarity ­the gentler creatures of the Realms bite with their long fangs and have been known to use other means of attacking those foolish enough to seek their wrath the life cycles of the Realms-except for the fact that they sometimes kill large, aggressive natural predators (including man) for sport
NAGA, SPIRIT
~
:
These black-and-crimson-banded naga have a human-like
head with stringy hair and deep brown eyes smell of rotting flesh (which also happens to be their favorite food) evil and cunning spirit naga try to harm any creature that passes through their domain frequently attack without warning
.
. They usually dwell in labyrinths,
; this gives them
. Minotaurs are huge, well
. They have
.
.
. They appear as snakes
. Their empty
. Created by dark nagas (and
. Their creation is
a good thing for
. In battle, bone nagas
. Bone nagas eat nothing and fill no niche in
.
. Spirit naga
. Hiding in deserted ruins or caverns, the
. They set traps and
.
Page 42
o
;
79
to
~oj80~o
* OGRE SLUG
Please refer to for a complete profile
v
SCALADAR
page
85 in the next section, "Detailed Descriptions
of the ogre
+ SHADE
+ SHADOW
of
slug
.
Scaladar are scorpion-like monsters that have been described as "smoothly-moving metallic constructs Formerly found only in Undermountain, they are beginning to spread to both subterranean and surface
areas nearby Waterdeep proper
methodical killers are released with orders to simply
destroy all living things they encounter grabbing prey with two huge pincer claws while lashing out with their sting-equipped tails
Shadows are shadowy, undead creatures that drain strength from their victims with their chilling touch Shadows are 90% undetectable in all but the brightest of surroundings as they normally appear to be nothing more
than their name would suggest can clearly see them in bright light
loosely organized packs that freely roam ancient ruins, graveyards, and dungeons their victims
. .
.
though none have surfaced within
. Rumor has it that some of these cold,
.
All knowledgeable authorities agree that
shades are (or were) normal humans who, through arcane magic or dark sciences, have traded their souls or spirits for the essence of
shadowstuff and abilities of their original body, they are
rumored to have grown in power by joining with shadowstuff
unknown, and no one knows if shades are connected with shadows (see the next
monster description), or some power or substance from the Plane of Shadow method of transmutation from living being to
unliving shade life has been lost
.
. Although they retain the shape
. The true native shade is
: shadows
. Shadows travel in
. They specialize in terrifying
New Monsters,"
."
. They attack by
. The
.
.
. However, you
* SHADOW HOUND
Please refer to page 87 in the next for a complete profile of the
v
SHAMBLING MOUND
Shambling mounds, also known as "shamblers", appear as heaps of rotting vegetation intelligent form of vegetable life that is roughly humanoid­shaped about six feet at their base (legs to waist), and two feet at their summit (the "head") attackers and are perhaps the most deadly form of plant
life known camps of unsuspecting travelers at night
shambling mounds are excellent swimmers as well
~
:
SLITHERMORPH
:
STEEL SHADOW
Although steel shadows look rather like giant planarian
section,
shadow
worms, equally at home on land and underwater, they are rarely seen in their true forms enter and animate metal items
as both homes and weapons metal indefinitely without harm sort is nearby, you can find steel shadows in almost any habitat ancient tombs locked in glacial ice in the high mountains
hound
. They measure six to nine feet tall
; they are not above creeping slowly into the
: from the wrecks of ships in the ocean depths to
"Detailed DescriptionsofNew Monsters,
.
. They are actually an
; their girth is
. Shambling mounds are fearless
. One bit of trivia
A slithermorph is an amphibious preda-
tor and carrion-eater resembles a black pudding, creeping about in a glistening black, amorphous form
. At will, it can "shape-change" into and out of the form of a serpentine, four-armed monster resembling a yuan-
. In serpentine form, a slithermorph
ti appears as a thick-bodied, scaled
snake
. Four muscular arms protrude near its head clubs and other crude weapons
. They merge with metal to
; they can remain inside
. Most of the time it
; these arms can employ
. They use the metal shells
. As long as metal of some
"
:
.
.
.
Page 43
OJ
81
~o
o
;82~o
•:
SWORDWRAITH
~ : •
TROLL
d
WATCHQHOST
$•WATER WEIRD
Swordwraiths are the spirits of warriors cut down during
battle and kept from the dissolution of death by their indomitable wills
where the sun never shines, swordwraiths appear as warriors
their flesh within the armor appears insubstantial Swordwraiths were hardened, professional soldiers at one time, and as undead, they have retained their knowledge
of strategy and tactics fighting is all they know too stubborn to even admit that they are dead
Trolls are horrid carnivores found in all climes
arctic wastelands to tropical jungles these beasts because trolls know no fear and attack unceasingly when hungry (which is most of the time) Their limited intelligence and ravenous appetites are commonly known character traits
of 9 feet or more regenerates at a phenomenal rate
is a nauseating moss green, mottled green and gray, or putrid gray
skulls and is usually greenish black or iron gray in color Trolls walk upright, but hunched forward with sagging
shoulders arms dangle freely -
spite of this awkwardness and pathetic lack of grace, trolls are extremely agile climbers and runners
These undead, sometimes called "unsleeping guardians,"
appear as graceful, beautiful humans of either sex who drift or walk about silently
sometimes retain chalk-white flesh, but their torsos and lower bodies are always skeletal, and their eyes are
always dark, empty pits dangerous opponents
guardians serving powerful undead lords such as
specters, vampires, and liches priests or wizards set watchghosts to guard a tomb,
treasure vault, or other enclosed areas
. Their weapons and armor are unremarkable
. Only seen at night or underground
;
.
. .
. and continue fighting because
. In many cases, these soldiers are
.
: from
. Most creatures avoid
.
. They grow to a height
. A rubbery hide serves as skin, and
. The color of this "skin"
. A writhing hair-like mass grows from their
.
. Their gait is uneven, and when they run their
often dragging along the ground
. Their limbs and appendages
. Watchghosts are intelligent,
; they are usually found as
. Often, powerful, evil
.
. In
.
~ : •
WIGHT
~ : •
WYVERN
These unusual creatures are natives of the elemental
plane of Water, but they are being encountered more and more often on the Prime Material Plane found in this realm, they are violent and hostile, attacking all living things instantly
been fully understood, water weirds are able to feed on the life essences of those they slay like serpents composed entirely of water
Long ago, the word "wight" meant simply "man centuries have passed, though, it has come to be associated only with those undead that typically inhabit
barrow mounds and catacombs
can easily be mistaken for any number of humanoid
. Upon closer examination, however, their true
races nature becomes apparent
are nightmarish reflections of their former selves with cruel, burning eyes set in mummified flesh over a twisted
skeleton with hands that end in sharp claws
A distant cousin to the dragon, the wyvern is a huge flying
lizard with a poisonous stinger in its tail to gray body of the wyvern is half tail a thick knot of cartilage from which a 2-foot-long stinger protrudes, much like that of a scorpion mobile, easily striking over the back of the wyvern to hit an opponent to its front
. It does not have a strong odor, although its lair
orange might smell of a recent kill
is rather stupid, aggressive, and always ready to attack
. In some manner that has never
. As undead creatures, wights
. The wyvern's eyes are red or
. Like many other monsters, it
. When they are
. Water weirds look
.
." As the
. From a distance, wights
.
. The dark brown
. The tip of the tail is
. This tail is very
.
Page 44
Oj 83 ~O
O
; 84 ~O
-N DETAILED DESCRIPTIONS OF NEW MONSTERS H-
CRAVE MIST
The following creatures appear for their first time in an AD&D• computer fantasy role-playing game, and therefore warrant extra explanation
. In
standard AD&D• format, here is the data for grave mists, living muck, ogre slugs, and shadow hounds
Grave Mist
page
10-
84
.
1 page 85
Living Muck
1 Ogre Slug
page 86
1 Shadow Hound,
page 87
Climate/Terrain Frequency:Very Rare Organization:Group Activity Cycle:Night Diet
:
Intelligence:Average (8-10) Treasure:Nil Alignment:Chaotic Evil
These terrible undead are typically found in desolate graveyards and burial grounds
They do, however, dwell anywhere there are dead
. Grave mists seep into the Prime Material Plane where dead bodies are present
. They feed on any remaining life
essence that a dead body retains Grave mists appear vaguely humanoid in
shape with grey swirling mist as the outline of their bodies show on the face to denote eyes
ments are swift and deft as smoke or fog to the unwary traveler
Combat:A grave mist attacks with a
chilling touch similar to that of a wraith, doing 1-4 points of damage as well as
draining a point of constitution constitution drain is due to their link to the
Negative Material Plane drains the victim until constitution reaches
zero, causing the victim to become immobile score of fifteen or better is drained, the hit points for that character are reduced
accordingly . When the constitution score reaches seven or less, hit points are reduced as required one point per hour of complete rest the victim's original score
The grave mist has the normal undead resistances (immunity to
. If a character with a constitution
No
. Appearing:1-4 Armor Class Movement:12
Hit Dice:7+1
THACO
: Any/Graveyard & Burial Grounds
Corpses
.
.
. Dark, black holes are all that
. Their move-
. A group may appear
.
. This
. Each chilling touch
. Constitution returns at a rate of
; up to
.
sleep,
charm,
hold,
No, of Attacks:1 Damage/Attack:1-4 Special Attacks:Constitution Drain Special Defenses
Magic Resistance Size
:
Morale
:
Exp
. Point Value
or cold-based spells) as well as needing +1 or better weapons to suffer damage
to being immune to cold-based spells, grave
mists actually heal from such spells based attack inflicted against them results in the regeneration of hit points equal to one third the total damage normally taken from
the attack (rounded up) storm
is capable of doing 3-30 points of damage the grave mist would regenerate 7 hit points This regeneration does not exceed the grave
mist's original hit points
:
Habitat/Society:Grave mists travel in
very loose groups that roam the Prime Material Plane in search of graveyards or the
sites of recent battles Grave mists have no leaders and as such
spend most of their time looking for corpses They put no value on wealth or treasure,
however, the corpse a grave mist is feeding on may very well be loaded down with treasure
4- Ecology:Like all undead, grave mists exist on both the Prime Material and
Negative Material Plane simultaneously
this powerful link to the negative world that gives them their fearful ability to drain
constitution the grave mist ultimately feeds
Because they are not living creatures, they have no rightful place in any food chain
4
:
13
: +1 or better weapon to hit
: See Below
M (6') Elite (14)
: 3000
. In addition
. Any cold-
. For example
. If it did 20 points of damage, then
.
.
. Through this draining is how
; an ice
.
.
.
. It is
.
.
Page 45
LIVING,
MUCK
Climate/Terrain
Frequency:Rare Organization:Solitary Activity Cycle:Any Diet
: Intelligence:Non- (0) Treasure
Alignment:Nil
: Any/Underground or ruins
Any
:
Nil
O
; 85 ~O
Armor Class
THACO
No
Damage/Attack Special Attacks Special Defenses
Magic Resistance Size Morale Exp
No
.
Appearing:1 (1-4)
Movement Hit Dice
:
:
:
. of
Attacks:1
:
:
:
: Nil
:
:
. Point Value
: 5000
6 9 11
9
7-28 See below See below
S-L (3'-8') Special
OGRE SLUG
Climate/Terrain
Frequency:Uncommon Organization:Tribal
Activity Cycle:Any
Diet
:
Intelligence:Average (8-10)
Treasure
Alignment:Chaotic Evil
: Any/Subterranean
and wet
Carnivore
:
B, S (in lair only)
0
;
86
~O
No
. Appearing:2-8 Armor Class Movement Hit Dice
:
THACQ
:
No
. of
Attacks:2 or 1 with weapon
Damage/Attack
Special Attacks:Spits Acid Special Defenses Magic Resistance Size
:
Morale
:
Exp
. Point Value
4/8
:
6 8+4 13
: 1-12 or by weapon type (+6 with
strength)
: 1/2 Damage from Blunt Weapons
:
Nil
L (8' tall, 15' long)
Steady (11-12)
: 2000
Living mucks are voracious, amorphous monsters composed of groups of cell
colonies that scavenge and hunt for food They typically inhabit ruins and dungeons They have the ability to sense heat and analyze material structure from a distance
of up to 90 feet to determine if something is edible
. Living mucks attack any animal or vegetable matter (including humans) on sight
.
All living mucks are immune to acid, lightning, and poison damage, as do
can ooze through cracks that are at least I inch wide and can travel on ceilings and
walls (falling on victims is a nasty surprise) at the same speed as on a level surface
. Fire causes half
magic missiles
.
Living mucks
.
Living mucks reproduce by fission
adapted to live in a wide variety of climates
.
The touch of living mucks is not only very
.
caustic, causing 7-28 points of damage, but is also corrosive to equipment canned by a character muck requires that a save vs
or the item dissolves and becomes useless
The touch of a living muck also causes
paralysis to any creature touched unless a
saving throw vs
. They are
.
. Any item touched by a living
. acid be made
.
. paralyzation at -4 is made
.
The appearance of ogre slugs is unmistak­able
: they have the upper torso, arms, and
head of an ogre but the lower body of a large slug grey-green skin on the upper body area, fading into a deep, blackish green for the
lower slug portion mean and ugly (if not uglier) than their full
bodied cousins
:„Combat:An ogre slug's attack is delivered with its powerful arms
beast can strike with its huge fists for 1-12
points of damage
is that of its corrosive acidic saliva
slug may opt to spit acid once per round
instead of attacking with its fists
may be flung up to 20 yards away and
require the ogre slug to make an attack roll The targets AC is 10 regardless of armor
type . Dexterity and any magical bonuses
apply
equipment and armor (saving throw vs
acid) and causes 3-24 points of damage,
save vs
Note that other ogre slugs are immune to
this acid spittle
. Their coloring is usually swampy,
. Ogre slugs are just as
.
. Twice each round the
. Its main attack, however,
. An ogre
. The spittle
. The acid eats its way through any
.
. breath weapon for 1/2 damage
.
.
Since they are part slug, they inherit a thick, rubbery hide that gives them partial
immunity to blunt weapons suffers only 1/2 damage caused by blunt weapons or spells that cause crushing or impact damage
weapons as well as most other spells cause
normal damage to an ogre slug blunt weapons do limited damage, the slug portion has an AC of 8
A raiding group of 6 or more will also include
a leader and have a strength bonus of +8 when attacking with a weapon
d„Habitat/Society:Ogre slugs prefer to lair in dank, dingy underground caverns in
almost any climate
.
numbering 8-16 males, 2-16 females, and 2­8 young will be of 5th level, and have access to the
spheres of combat, divination, healing, protection, and sun (darkness only) slugs are often used as trained guards to help protect the lair raiding and scavenging, and will eat almost anything
for human and demi-human flesh and are 60% likely to eat them on the spot rather than keep them as slaves
. The ogre slug
. Edged and piercing
. Although
.
. This leader will have 10 hit dice
.
. They gather in tribes
. Shamans, if present (40% chance),
. Giant
. Ogre slugs live by
. Ogre slugs have a great fondness
.
Page 46
0J
87
~0
No
SHADOW
HOUND
. Appearing
Armor Class
Movement:18 (9 in bright light) Hit Dice:6 (-1 hp/die in bright light)
THACO
: Climate/Terrain Frequency Organization Activity Cycle:Night Diet
:
Intelligence:Semi-
Treasure:Nil Alignment
These hound-like creatures are normally encountered on the Plane of Shadow
their natural habitat, they roam in packs or are used as trained guard beasts
As their name would suggest, shadow hounds appear as dark, black shadows of a
canine form radiance that sends a chill to the very soul of
anyone looking at them with their vicious teeth, their mouths
produce the same fiery radiance as their eyes
.
+
Combat:Like dogs and wolves of the Prime Material Plane, shadow hounds attack in packs using their powerful jaws to drag a prey off of its feet
swarm over the prey and devour it mercilessly . In shadowy conditions (Plane of Shadow, moonlight, etc
:
Any/Ruins or subterranean
:
Rare
:
Packs
Carnivore
(2-4)
:
Neutral (Evil)
. In
.
. Their eyes glow with a fiery
. When they attack
. Once down, the hounds
.) a shadow hound is
No
. of Attacks:1 Damage/Attack:2-8 Special Attacks Special Defenses
Magic Resistance
Size
:
Morale
:
Exp
. Point Value
a terrible foe with the shadows so that it is 40% unlikely to be seen
. However, in bright light it loses 50% of its movement and cannot use shadows for concealment lighting, + I or better weapons are needed to harm these beasts
Habitat/Society:Shadow hounds, like wolves, are sociable creatures and travel around in packs is very strict
every other shadow hound knows its place and duties
.
The lair of a pack of shadow hounds is 50% likely to contain 2-7 whelps not fight but can be taken and trained
shadow hound whelp can sell for 200-700 gold pieces
.
:
4-16 6
15
:
Nil
:
+1 or better weapon to hit
: Nil
M (4' at shoulder) Steady (11-12)
: 975
. It can strike and then blend
. Regardless of
.
. The structure of the pack
; there is only one leader and
. These young will
. A
Experience Levels
FIGHTER EXPERIENCE LEVELS
LEVEL
1 2
3
4 5 6 7 8
9 10 11 12
13
14 15 16
17 18 19 20
CLERIC SPELL PROGRESSION
CLERIC LEVEL
1 2 2
3
4 3 2 5
6 7 3
8
9
10 11 12
13
14 6 6 15 16 17 18
19
20
EXP TO REACH LEVEL
0
2,000 4,000
8,000
16,000 32,000
64,000
125,000 250,000
500,000
750,000 1,000,000 1,250,000
1,500,000 1,750,000
2,000,000 2,250,000
2,500,000 2,750,000
3,000,000
1
2
3
- - - - - -
21~
3
3 1
3
.3
2 - - -
3 2 1--
3
3 3 2 - - -
4 4
3
4 4
3 3
5
4 4 3 2 1 -
6
5 5
6
6 6 4 2 2
6
6
6 6
7 7
7
7
7 7 7 5
8
8 8 8 6 4 2
9 9
8
9 9
9 8 7 5 2
4 5 6 7
2 1 -
3
5 3 6
6 4
8 6 4 2
o
; 8s ~o
-N
TABLES~:,
HIT POINTS
1-10 +(1-10)
+(1-10)
+(1-10) +(1-10) +(1-10) +(1-10) +(1-10) +(1-10)
+ 3 + 3
+ 3
+ 3
+ 3
+ 3 + 3 + 3 + 3
+ 3
+ 3
-
2 --
2 2 -
2 1
4
2 1
3 1 3
2
CLERIC WISDOM SPELL BONUS*
WISDOM SCORE
13 14 15 2 16 17 18 19
SPELL LEVEL
1 2
3
4 5 6 7
1 - ­2
~
1 2 2 2 2
1
2
2
1
1
3 2 1 2 - - -
* Bonus spells become available when the cleric can normally cast spells of that level
.
CLERIC EXPERIENCE LEVELS
LEVEL
1
2
3
4 5 6
7 8
9 10 11 12 13 14 15 16 17
18
19
20
EXP TO REACH LEVEL
0
1,500 3,000
6,000 13,000 27,500 55,000
110,000 225,000 450,000 675,000
900,000
1,125,000 1,350,000
1,575,000 1,800,000 2,025,000 2,250,000 2,475,000 2,700,000
HIT POINTS
1-8 +(1-8)
+(1-8) +(1-8) +(1-8) +(1-8) +(1-8) +(1-8) +(1-8)
+ 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2 + 2
Page 47
of
89
~o
o;90
~o
MAGE EXPERIENCE LEVELS
LEVEL
1 2 3 4 5 6 7 8
9 10 11 12 13 14 15 16 17 18
19 20
EXP TO REACH LEVEL
0
2,500
5,000 10,000 20,000 40,000 60,000 90,000
135,000 250,000 375,000
750,000 1,125,000 1,500,000 1,875,000 2,250,000 2,625,000 3,000,000 3,375,000 3,750,000
MAGE SPELL PROGRESSION
2 2 3
2
1
4
3
5 4 2 6 4 7 4 8
4 3
9
4
10
4 4
11
4 4 4 12 4 4 4 13 5 5 5
14
5 5 5
15
5 5 5
16
5 5 5
17
5 5 5 5
18
5 5 5 5
19
5 5 5 5
20
5 5 5
- - - - - - -
2
1
2
2
3
2 3
3 3 2
3
- - - - -
- - - - - ­1 - ­2--
1 2 2 - -­3
3 4 4 1 ­4 4 2 --
4 4 2 1 -
5 5 2 1 -­5 5 3 2 1 -
5 3 3 2
5
5
5 4 3 3 2
HIT POINTS LEVEL
1-4 +(1-4)
+(1-4) +(1-4) +(1-4) +(1-4) +(1-4) +(1-4) +(1-4) +(1-4) + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1 + 1
3
3 2 1
3
3 3 1
PALADIN EXPERIENCE TABLE
EXP TO REACH LEVEL
1 2 3 4 5 6 7 8
9 10 11 12 13 14 15 16 17 18 19
20
2,250 4,500
9,000 18,000 36,000 75,000
150,000 300,000 600,000
900,000 1,200,000 1,500,000 1,800,000 2,100,000 2,400,000 2,700,000 3,000,000 3,300,000 3,600,000
PALADIN SPELL PROGRESSION
-
RANGER EXPERIENCE TABLE
HIT POINTS
0
1-10 +(1-10)
+(1-10) +(1-10)
+(1-10) +(1-10) +(1-10) +(1-10) +(1-10) + 3
+ 3 11 + 3
+ 3 + 3
+ 3 + 3 + 3 + 3 + 3 + 3
LEVEL
1 2
3 4
5 6
7 8 9
10
12 13 14
15 16
17 18
19 20
EXP TO REACH LEVEL
0
2,250 4,500
9,000
18,000 36,000
75,000 150,000 300,000 600,000 900,000
1,200,000 1,500,000
1,800,000 2,100,000
2,400,000 2,700,000
3,000,000 3,300,000
3,600,000
HIT POINTS
THIEF EXPERIENCE LEVELS
LEVEL
1
2 3 4 5 6 7 8
9 10 11 12 13 14 15 16
EXP TO REACH LEVEL
~
~ ~ ~ ~ ~ ~ ~
~
~
~ ~ ~ ~
0
~
1,250
~
2,500
~
5,000
~
10,000
~
20,000
~
40,000
~
70,000
~ 110,000 160,000
~ 220,000
~ 440,000
~ 660,000
~ 880,000
~
1,100,000
~
1,320,000 + 2 1,540,000 1,760,000 1,980,000 2,200,000
HIT POINTS
1-6 +(1-6) +(1-6) +(1-6) +(1-6) +(1-6) +(1-6) +(1-6) +(1-6) +(1-6) + 2 + 2 + 2 + 2 + 2
Ability Scores
Strength
The Strength Chart lists the modifiers to melee hit probability and the damage adjustment based on the character's Strength
STRENGTH CHART
ABILITY SCORE
3 -3
4-5
6-7
8-15
16
17
18
18/01-50*
18/51-75*
18/76-90* 18/91-99*
18/00* 19#
20#
21#
22#
* These bonuses are available only to non-halting
fighters, paladins, and rangers
# These scores are only possible in this game through magic
MELEE HIT
PROBABILITY
-2
-1
normal
normal
+1
+1 +2
+1
+2 +3
+2
+2 +5
+3 +6
+3 +7
+3 +8 +4
+4
.
.
.
DAMAGE
ADJUSTMENT
-1
-1
none
none
+1
+1
+3
+4
+9
+10
Page 48
o
;
91
to
o
;
92
~O
Dexterity The Dexterity Chart lists the
modifiers to missile hit probability and the armor class adjustment based on the character's Dexterity
DEXTERITY CHART
ABILITY SCORE
3 4 5 6 7-14
15 16
17 18 19
MISSILE HIT
PROBABILITY
-3
-2
-1
AC
ADJUSTMENT
+4 +3
+2 0 +1 15 0 0 16 0
+1 +2 +2 +3
-1
-2
-3
-4
-4
Constitution
The Constitution Chart lists the Hit Point Adjustment that a character gets every level
.
.
CONSTITUTION CHART
ABILITY
SCORE
HIT POINT
ADJUSTMENT
3 - 2 4-6 7-14
-1 0
+1
+2 17 18 19 + 2
+ 2
+ 2
(+3)* (+4)* (+5)*
* These bonuses are available only to fighters, paladins, and rangers
point adjustment for constitution is
; for all other classes the maximum hit
+2
THACO
THACO is not an ability score, but it is an important characteristic THACO Chart lists a character's base THACO for his class and level
. The
.
THACO CHART
CLASS
Cleric
Fighter Mage
Paladin Ranger Thief 20 20
CHARACTER LEVEL
1 2 3 4 5 6
20 20 20 18 20
19
20 20 20
19
20 19
18 18
18 17
16 15
20 19
19 19
18 17
16 15
181716 15 19 19
18 18
7
8 9
10
11
12 13 14 15 161718 19 20
161616 141312 18 14 14 17
14 14 14 11
10
9 18 18 171717 16 16 13 12
11
10
9 13 12
11
10
9 17 16 16 15 15 14 14 13
121212
8
7
16 15 15 15
8
7 6 5 4
8
7 6
101010
6 5 4 3 2
3 2
5 4 3 2
13 12 12
8 8
14 14
11
11
1
1 1
Weapons
Weapons are divided into 3 classes melee, thrown, and fired
. Melee
weapons are used only in close com-
bat, while thrown and fired weapons
are used at range
. Characters in the front rank can use melee and ranged weapons
. Characters in the rear
ranks can only use ranged weapons
However, a polearm is an exception
and can be used from the second
rank
. Note the "Classes" section (starting on page 33) limits some character classes to certain weapons
The Weapons Chart lists the weapons
with their range of hit point damage versus small, medium, and large-sized creatures
. The damage done by a melee weapon is adjusted by the at­tacking character's strength and any magical bonus the weapon may have
WEAPONS CHART
Melee Weapons
:
Staff*
Mace
Short Sword
Flail
Axe
Long Sword Halberd*
Warhammer
DAMAGE VS
SMALL & MEDIUM
.
1-6 2-7
1-6 1-8 2-7
1-8 1-8 1-8 1-12 1-10 2-5 1-4
Trident* 2-9
Thrown Weapons
Rock Dart Dagger
:
1-2 1-3
1-4 Spear 1-6 1-8 Warhammer
Ranged Weapons
Sling & Rocks* Bow & Arrows*
2-5 1-4
:
1-4
1-6
DAMAGE VS
LARGE
1-6 1-6
2-8
2-12
3-12
1-2 1-2 1-3
1-4
1-6
:
.
.
.
.
Armor Armor provides a character a base
armor class
. The lower the character's armor class, the harder it is for an attack to hit
. Armor class is based on the character's armor and his dexterity bonus
. Some magic items also help a character's armor class
.
Note in the "Classes" section, starting on page 33, that some
character classes are limited to certain types of armor
. The Armor Chart lists the types of armor and the base armor class they provide a character
.
ARMOR CHART
ARMOR TYPE
BASE
AC
Robe 10 Shield* Leather Armor
9
8 Scale Mail 6 Chain Mail Banded Armor Plate Mail
* A shield subtracts1AC from any armor it is
used with
.
5
4
3
Boots, helmets, and non-magical bracers may look like armor, but
they do not modify a character's
armor class as weights on pressure plates
. They can safely be left
.
Magical bracers, however, can modify a character's armor class
.
* These two-handed weapons must be used from the primary hand unavailable
. Note that items in the other hand are
.
Page 49
0
; 930
- -
-M INDEX OF SPELLS
~-
:1
CREDITSr-.-
Abi-Dalzim's Horrid Wilting~60 Acid Storm Aid Armor Bigby's Clenched Bless Blessed Warmth Blur Burning Hands Cause Cause Cause Cone of Create Food & Water Cure Critical Wounds
Cure Light Wounds
Cure Serious Wounds Death Spell Detect Invisibility Detect Magic (cleric) Detect Magic Disintegrate Dispel Magic (cleric) Dispel Magic (mage) Energy Drain Fear Finger of Death
Fire Storm Fireball Flame Blade Flame Strike
Flesh to Stone
Free Action Harm
Haste
Heal
Heroes' Feast
Hold Monster
Hold Person
Hold Person (mage)
Hold Undead
~
~
~
~
~
~
Critical Wounds Light Wounds Serious Wounds
Cold
~
~
(mage)
~
~
~
~
~
~ ~
~
~
~
~
~
~
~
(cleric)
~
~
~
Fist
~
~
~ ~
59 62 53
~
~
~
~
~
~
~
~ ~
~ ~
60 62 65 54 53
66 62 65
58
64 66 62 65 58 54 62 53 59 64 55 60 57 59 67 56 63 66 59 65 67
56 67 67 58 63 56
56
Ice Storm Improved Identify
Improved Invisibility Invisibility 10'
In visibility Lightning Bolt Magic Missile Magical Vestment Melf's Acid Arrow Meteor Mordenkainen's Sword Negative Plane Protection
Neutralize Poison Poison Power Word, Kill Power Word, Stun
Prayer Protection from Evil 10' Radius Protection from Evil Protection from Fire Protection from Paralysis~55 Raise Dead Remove Remove Paralysis Resist Cold Resist Fire Resurrection Shield Shocking Slay Living Slow Poison Slow Sol's
Spiritual Hammer Stone to Flesh Time Stop
True Seeing True Seeing (mage) Vampiric Wall of Force Water Breathing
~
~
Swarm
~
~
Curse
~
~
Grasp
~
Searing
~
Touch
Radius
~
~
~
~
~
~
~
~
~
~
Orb
~
(cleric)
~
~
~
57
~
~
~
~
~
~
~
~
~
~ ~
~
~
~
~ ~
55 58 56 55 56 54 64 55 61 60
~
64 65 65 61 60
64
. .
.66
62 64
66 58 65 63 63 67 54 54 66 63 57 67 63 59 61 66
59 57 58
57
Short Story
"Moonrise over Myth Drannor"
Rule Book Writer
Contributing Rule Book
Writers and Editors
Contributing Editor
Rule Book Background
Information
Producer
Associate Producer
Lead Programmer and
Engine Designer
Assisting Programmers
Scripters
Art Coordination
I
Animators
:
Artists
Ed Greenwood
Eileen Matsumi
Andre Vrignaud, Al Brown
Kym Goyer
Rick Wilson, George MacDonald Eileen Matsumi, David A
. Lucca
.
Nicholas Beliaeff
David A
. Lucca
John Miles
Mike Coustier, Kathy Bayless
Chris Carr, John Kirk, Brian Lowe
Maurine Starkey, Tom Wahl
Shao Wei Lu, Maurie Manning, Richard Payne, John Xu
Justin Chin, Peter Davis,
Donald Wang
Music and Sound Effects
Mason Fisher, Brian Lowe, Mike Provenza, Ralph Thomas
Playtesters
Sean House, Brian Lowe, Jeff Shotwell, Matt Vella, Chris Warshauer, Christine
Watson, and Mark Hall
Compatibility Testing
Special Thanks to
Thanks also to
Graphic Design and DTP
Top Star Computing Services, Inc
Jim Ward Mark Hall
Louis
for all his advice
for his Grave Mist
SAEKOW DESIGN
:
.
David Boudreau, Leedara Sears
Printing
Banta ISG
Page 50
STRATEGIC SIMULATIONS, INC
Strategic Simulations, Inc.("SSI") recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase
the diskette(s) to
SSI will replace the diskette(s) free of charge
after the first 30 days, return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of
$10
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE GAME ARE SOLD "AS IS INNO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU
The enclosed software program and this Rule Book are copyrighted
Book may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or in part, without prior written consent from SSI program accompanying this Rule Book may be copied, by the original purchaser only, as necessary
for use on the computer for which it was purchased
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS and the TSR logo are
trademarks owned by and used under license from TSR, Inc
‚1993 Strategic Simulations, Inc
. If within 30 days of purchase the diskette(s) prove defective in any way, you may return
:
Strategic Simulations, Inc
.00 (each disk) plus $4
." THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE
warrants that the diskette(s) on which the enclosed program is
., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086-2901
. In addition, if the diskette(s) prove defective at any time
.00 for shipping and handling
. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF
. All Rights Reserved
. LIMITED WARRANTY
. California residents, add applicable sales tax
. THE PROGRAM AND
.)
. All rights are reserved
.
., Lake Geneva, WI, USA
. ‚1993 TSR, Inc
. All Rights Reserved
. This Rule
.
.
BUYER
. The
.
.
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release to uncover and correct any errors in programming simulations, some program errors may go undetected until after publication the program, there are occasionally problems with the disk itself
of approximately a 3 to 5% failure rate of duplicated disks make sure to check your disk drive
our computer systems speed, or cleaning
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support Department, along with a note describing the problem you have encountered replacement disk will be provided upon our receipt of the defective disk
Should you uncover an error in the program, return both your game disk and any "save game" disks to our Customer Support Department game when the error occurred
to you
.
Always make sure to include your name, address, and daytime telephone number with any correspondence
. Often the problem is with a disk drive that needs servicing for alignment,
.
. We will do our best to see that any problems are corrected as soon as possible
. Up to 95% of the disks returned to us as defective will run fine on
. Please enclose a description of what was taking place in the
. Upon correction of the program error, we will return an updated disk
. However, due to the complex nature of our
. Before assuming that a disk is defective,
. Through this process we hope
. In addition to errors in
. We experience the industry standard
. A
.
.
Page 51
e
ou've made it to Eye M,
Y
the Grand Finale, in one
piece
. So the rest should
be easy-right? Think again
.
The forces of evil don't get another chance, so be ready
for some deadly surprises
This
EYE of THE BEHOLDER
CLUE
BooK
is the best way
.
lii
to be ready - it's an
indispensable player's
guide that provides
:
Dungeon
coM,u7,H PROOpCT
me
ASSAULT ON
IFJ
AIM D
'dragons
R
Detailed maps
for the entire game, including locations of all major events in the adventure
~ : „
Lists
of all major
.
magical treasures and their locations
~ : „
Descriptions
.
of
encounters and treasures-you won't miss any part of the adventure or loot!
To
ORDER
:
By mail-send check or money order for $14,95 plus $3 handling to California residents please add applicable sales tax
VISA/MC-call 1-800-245-4525 (in USA & Canada)
: Electronic Arts, P
.
. Box 7530, San Mateo, CA 94403
.O
.
.50 shipping &
.
STRATEGIC SIMULATIONS, INC
S817
&,
F
...
,c, :
99993 Strategic Simulations, Inc
Al riggts reserved
I.
Ar.-
3f
.
ADVAYCED DUNGEONS & DRAGONS
and the T5R logo are trademarks mined by and used and,, license from TSR, Inc
ml 01993TSR,Inc
.
.
.
.
:
511591
Loading...