Secret of the Silver Blades Adventure Journal

TABLE OF CONTENTS

How the Heroes Arrive                              1
Characters and Parties                             3
  The Player Races                                 3
  Ability Scores                                   3
  Character Classes                                6
  Alignment                                        7
  Building a Successful Party                      8
  Outfitting the Party                             8
  Preparation Tips                                 9
Combat                                             9
  Initiative                                       9
  Computer Control                                 9
  Combat Ability                                   9
  AC                                               9
  THACO                                            9
  Damage                                           10
  Saving Throws                                    10
  Back Stabbing                                    10
  Missile Attacks                                  10
  Multiple Attacks                                 10
  Movement                                         11
  Running Away                                     11
  After Combat                                     11
  Combat Strategies                                11
  Deploying the Party                              11
Magic                                              12
Magical Treasures                                  14
Creatures of the Forgotten Realms                  15
Spells                                             21
Journal Entries                                    27
Glossary of AD&D Computer Game Terms               45
Appendices                                         47
  Range of Ability Scores by Race                  47
  Maximum Level Limits by Race, Class and Prime    47
     Requisite
  Strength Table:  Ability Adjustments             48
  Dexterity Table                                  48
  Constitution Table                               48
  Armor and Weapons Permitted by Character Class   49
  Fighter, Paladin, and Ranger Attacks per Round   49
  Money Conversions                                49
  Spell Parameters List                            50
  Weapon List                                      54
  Armor List                                       55
  Table of Experience Per Level                    55


<<G:SSB_AJ01.PCX:"[GRAPHIC: MAP]">>

HOW THE HEROES ARRIVE...

The miner's haul the chests of gems to the edge of the well.  The iron-banded
boxes teeter a moment on the brink then tumble over and break the glassy
surface with a splash.  The mayor steps forward, clad in worn armor, and raises
his hands skyward, beseeching, Great Well of Knowledge, I call upon you to
bring up champions to defeat the evil that infests our mine.

The sky grows dark and the ground rumbles.  The air is electric with eldrich
power.  With a crackle of light appear several figures, laying dazed and naked
upon the ground.  One of the miners moves cautiously to the nearest, and shakes
him, eliciting only an incoherent groan.  He looks up at the mayor and asks,
You sure these folks are worth our entire treasury? They don't seem too
impressive to me.  Maybe you should have asked for armor and swords and stuff
too?

The mayor frowns in concentration.  The ways of the well are mysterious... it
has always been reliable, but not predictable.  Our wish has summoned these
heroes bereft of equipment or sense.  We must take them back to town and give
them whatever help we can.  Only then can we hope for their aid.

-- Page 1 --

The dazed bodies are loaded into carts and they begin weaving their way through
a maze of collapsed buildings.  Suddenly streaks of fire light the overcast sky
and shoot toward the well.  Straggling miners rush up to the carts yelling
incoherently.  Flames from the sky...creatures attacked and encircled the
well.. teleporters shut down...  Fritz is dead!

The carts bounce on more quickly, until they pass through a gateway and pull up
at a large house.  The miners lift the still limp adventurers and take them
inside.  The mayor steps forward and states, Now we wait.  They must recover
from the shock.  We must trust that the well has provided what we need.

-- Page 2 --

CHARACTERS AND PARTIES

To play SECRET OF THE SILVER BLADES you must have a party of adventurer
characters.  To build a party you must make characters of varying race and
class.  The characters have different attributes that will be indicated by
their ability scores.  The following sections will explain what you need to
know to create successful adventuring parties.

The Player Races

There are six races from which you may construct your player characters (PCs).
Each race has different talents and limitations.  Charts and tables in the
appendix at the back of the Journal summarize the abilities and class
limitations for the different races.  Non-human characters can also combine
character classes and may also have additional special abilities.

Dwarves are a cunning race of sturdy workers and craftsmen.  They are
especially resistant to magic and poison During combat, Dwarves receive
bonuses when attacking man-sized giant-class creatures and are adept at
dodging the attacks of larger giant-class creatures.  Dwarves can be fighters,
thieves, and fighter/thieves.

Elves are a tall, long-lived race. they are nearly immune to sleep and charm
spells, can see in the dark using infravision, and are adept at finding hidden
objects.  During combat, Elves receive bonuses when attacking with swords and
bows.  They cannot be raised from the dead.  Elves can be fighters,
magic-users, thieves, fighter/magic-users, and fighter/thieves, magic-user/
thieves, and fighter/magic-user/thieves.

Half-elves are hybrids with many of the virtues of both humans and elves.  They
are resistant to sleep and charm spells and are adept at finding hidden objects.
Half-elves can be fighters, magic-users, clerics, thieves, rangers,
cleric/fighters, cleric/rangers, cleric/magic-users, fighter/magic-users,
fighter/thieves, magic-user/thieves, cleric/fighter/magic-users,
or fighter/magic-user/thieves.

Gnomes are shorter and slimmer than their cousins the dwarves.  They are
especially resistant to magic and can see in the dark using infravision.
During combat, Gnomes receive bonuses when attacking man-sized giant-class
creatures and are adept at dodging the attacks of larger giant-class creatures.
Gnomes can be fighters, thieves, and fighter/thieves.

Halflings are about half the size of a human, hence their name.  They are
especially resistant to magic and poison.  They can be fighters, thieves, and
fighter/thieves.

Humans are the most common player-race in the Forgotten Realms.  They
suffer no level racial limitations or abilities modifiers.  Humans do have the
disability of shorter lifespans than the other races.  This may be a problem,
especially if human characters have come from Curse of the Azure Bonds
or they have been subjected to many Haste spells.  They can be fighters,
magic-users, clerics, thieves, rangers, paladins, and dual-class characters.


Ability Scores

Every character has six randomly generated ability scores.  These scores fall
within a range determined by the race and class of the character (see the Range
of Ability Scores by Race table on page 47).  For humans, that range is from 3
(low) to 18 (high).

-- Page 3 --

Depending on the character class, one or more of these abilities will be a
prime requisite.  A prime requisite is an ability especially valuable for a
given class (strength for a fighter, wisdom for a cleric, etc.).  Characters
receive bonus experience points when their prime requisite scores are at or
above a certain number (16 in most instances).

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

Strength (STR) is the measure of physical power.  The higher the character's
strength, the more he can carry, the more likely he is to hit in melee combat,
and the more damage he will do when he does hit.  Fighters, rangers, and
paladins with an 18 strength also have a percentage value from 1 to 100.  The
maximum percentage values vary from race to race.  Strength is most important
for fighter type characters (fighters, rangers, paladins).  If it is 16 or
higher, fighters receive a bonus of 10% additional experience points.  Paladins
must have strength and wisdom of 16 or higher to get the experience bonus.
Rangers must have strength, intelligence and wisdom of 16 or greater to receive
the bonus.

Non-human fighters may have a lower maximum level if their strength is less
than 18

Intelligence (INT) is the measure of learning ability.  Magic-users with an
intelligence of 16 or higher receive a 10% experience point bonus.  Non-human
magic-users may have a lower maximum level if their intelligence is less than
18.  Rangers must have strength, intelligence and wisdom of 16 or higher to
receive a 10% experience point bonus.

Wisdom (WIS) is the measure of ability to understand the ways of the world and
to interact with the world.  Clerics get the 10% experience bonus if their
wisdom is 16 or higher.  Clerics with a wisdom of 14 or higher receive
additional low level spells.  Paladins must have strength and wisdom of 16 or
higher to get the experience bonus.  Rangers must have strength, intelligence
and wisdom of 16 or great to receive the bonus

Dexterity (DEX) is the measure of manual dexterity and agility.  Thieves
especially benefit from high dexterity.  Thieves receive a 10% experience
benefit if their dexterity is 16 or higher.  For every dexterity point from 15
to 18, a character receives a corresponding one point improvement in his
armor class.  For every dexterity point from 16 to 18, a character receives
a one point improvement on his ability to hit with missile weapons.  It is
highly recommended that all characters have a high dexterity.  This is
considered essential for magic-users and thieves.

-- Page 4 --

Constitution (CON) is the measure of overall health.  Fighters receive one
extra hit point (HP) per hit die for each point of constitution above 14.
Non-fighters receive similar benefits except they receive a maximum of two
extra HP per level (no HP benefits for constitutions above 16).  Constitution
also determines the maximum number of times that a character can be raised from
the dead and the percent chance of a resurrection attempt being successful.
Every time a character is successfully resurrected, he loses one point of
constitution

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

Each character also had three other important values that change as the game
goes on Experience Points (XP), Level, and Hitpoints (HP).

Experience Points (XP) are a measure of what the character has learned on his
adventures.  Characters receive XP for actions such as fighting monsters,
finding treasures and successfully completing quests.  See the Advancement
Tables for each class XP requirements.

Level is a measure of a character's ability in his class.  As characters gain
XP, they may go up in levels.  Most new characters will begin the game at 8th
level, except magic-users, which start at 9th level, and thieves, which start
at 10th level.  Characters with racial level limits may start the game at their
maximum level if it is less than the normal starting level.

Example:
A gnome fighter with a strength of 18 has a maximum of 6th level -- two levels
below the normal starting level.  The gnome would start the game at 6th level
and never advance.

When characters have enough XP they can go to a hall and receive the training
required to increase in level.  Characters may only advance one level at a
time.  If a character has gained enough XP to go up two or more levels since
the last time he has trained, he will go up one level and lose all XP in excess
of one point below the next level.

Example:
An 11th level thief enters a training hall with 890,000 XP.  He will leave as a
twelfth level thief with 660,000 XP.

Once characters have reached their maximum levels for this game, they should
not train.

Hitpoints (HP) represent the amount of damage a character can't take before he
goes unconscious or dies.  Characters gain HP every time they increase in
level.  Bonuses for high constitutions are calculated automatically.

The maximum potential number of HP a character can have is referred to as Hit
Dice.  An 8th level fighter, for example, has 8 d 10 hit dice.  This

-- Page 5 --

means that his theoretical hitpoint maximum is (8 * 10 = 80) plus any
constitution bonus.  In the actual game, the hit points would be eight random
numbers from 1 to 10, plus the constitution bonus.

When a character takes enough damage that his HP reach 0, he is unconscious.
If the character's HP drop to anything from -1 to -9, he will lose one HP per
turn from bleeding until he is bandaged or dies.  A character is dead if HP
drops to -10 or less.  When you view a character, his HP on the screen will
never be displayed as less than 0.

Character Classes
A character must belong to at least one character class.  Non-human characters
can have more than one class at the same time.  Non-human characters with
multiple classes have more playing options, but increase in level slowly
because XP is divided evenly among all classes.

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

Note: Dice (d) is the term used to describe the range for a randomly generated
number.  Dice are referred to by the range they represent.  A d6 has a range
from 1 through 6, a d10 has a range from 1 through 10.

Clerics have spells bestowed on them by their deity and can fight wearing armor
and using crushing (no edged or pointed) weapons.  Clerics must memorize their
spells just as magic-users, but they do not use grimoires (spell books).  When
clerics gain a new spell level, they will automatically be able to use any of
the available spells for the new level.  The prime requisite for clerics is
wisdom.

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

Rangers can fight with any armor or weapons.  Rangers can have exceptional
strength and gain additional HP bonuses if they have a Constitution of 17+.
They do additional damage in combat when fighting giant-class creatures.  At
8th level rangers may begin to cast druid spells, at 9th level they gain
magic-user spells.  Rangers must be of good alignment and have ability scores
of at least 13 in strength and intelligence and at least 14 in wisdom and
constitution.  The prime requisites for rangers are strength, intelligence, and
wisdom.

Paladins can fight with any armor or weapons and can cast a few clerical spells
once they reach 9th level.  Paladins can have exceptional strength and gain
additional HP bonuses if they have a Constitution of 17+.  They are more
resistant to spells and poison, can turn undead creatures as if they were a
cleric two levels below their current level and are always surrounded by the
equivalent of a Protection from Evil spell.  A paladin may heal two HP of
damage per his level once a day.  A paladin may Cure Disease once a week at
1st-5th levels, twice a week at 6th-10th and

-- Page 6 --

three times a week at 11th-15th level.  At 9th level paladins gain the ability
to cast clerical spells.  A paladin will not adventure with any evil
characters.  Paladins must be of lawful good alignment and have ability scores
of at least 9 in intelligence and wisdom, at least 12 in strength, at least 13
in wisdom, and at least 17 in charisma.  The prime requisites for paladins are
strength and wisdom.

Magic-Users have powerful spells, but can use no armor and few weapons.  They
can only memorize those spells available in their magical grimoires (personal
spell books) or use scrolls.  Magic-users may add new spells to their grimoires
whenever they go up in level or find scrolls with spells of levels that they
scribe.  The prime requisite for magic-users is intelligence.

Thieves can fight with swords and slings and wear leather armor.  In combat
they do additional damage back stabbing which is described in the Combat
section.  Thieves also have special skills for opening locks and removing
traps.  High level thieves also have a chance of casting magic-user spells from
scrolls.  The prime requisite for thieves is dexterity.

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

Dual-class are human characters who had one class for the first part of their
life, and then changed into a new class for the remainder.  Once a character
changes classes, he cannot advance in his old class.  Dual-class characters do
not gain HP and cannot use the abilities of the old class while their new class
level is less than or equal to the old class level.  Once the character's level
in his new class is greater than his level in his old class, he gains HP
according to his new class and may use abilities from both classes.  Human
dual-class magic-users may not cast magic-user spells while they are wearing
armor.

ALIGNMENT
Alignment is the philosophy a character lives by.  Alignment can affect how
NPCs and some magic items in the game react to the character.

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

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

Lawful evil characters believe in the rule of the law as a tool to achieve evil
ends.

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

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

Neutral evil characters believe that evil ends are more important than the
methods used to achieve them.

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

-- Page 7 --

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

Chaotic evil believe that chaos is the best environment for
practicing evil acts.


Building a Successful Party

Forming a strong and adaptable party is a key to success in SECRET OF THE
SILVER BLADES.  Up to six Player Characters (PCs) may be in a party.  A party
with fewer than six characters is less powerful and more likely to be
eliminated by your enemies.

Include a variety of classes in a party including: clerics, magic-users,
thieves, paladins, and fighters.  Here are two sample parties as examples:

Sample Party 1:
Human Paladin
Dwarven Fighter/Thief
3 Human Rangers
Human Cleric

The paladin has the benefit of Protection from Evil in a 10' radius.  All
characters in range of the effect get an AC improvement of two.  The dwarf
fighter/thief offers the advantages of a thief (lockpicking and disarming
traps) with the better armor and HP of a fighter.  Rangers do extra damage
against giant type creatures and have some spell casting abilities.  It may be
a good idea to have one or two of the rangers become dual-class
ranger/magic-users after they reach 9th level (225,001 XP).  This permits spell
casting while wearing armor.  A cleric is absolutely essential for his valuable
healing spells.

Sample Party 2:
Human Paladin
Human Ranger
Dwarven Fighter/Thief
2 Human Magic-Users
Human Cleric

This party is similar to the one above, except that having the two magic-users
puts a larger emphasis on magic in combat.

Outfitting the Party
The following are some suggestions for distributing the magic items given to
the party by the mayor of New Verdigris, and what equipment to purchase from
the armory.

Fighter Classes
Distribute magical armor and weapons to fighters first.  Give the Gauntlets of
Ogre Power to the weakest fighter.  Buy shields, banded mail, broad swords,
long bows, and arrows for any remaining fighters.

Magic-Users
Distribute the bracers, wand, and scroll to magic-user characters.  Buy
quarterstaffs and darts for all magic-users.

Clerics
Give the +1 mace to a cleric.  Buy banded mail, shields, staff slings, and
maces for all clerics.

Thieves
Give the +1 leather to a thief character.  Buy leather armor, short sword,
short bow, and arrows for thieves.

-- Page 8 --

Preparation Tips
Once the party has been outfitted, encamp at the mayor's house and ready your
weapons, armor and shields.  Then have all spellcasters memorize spells.
Finally, save the game before continuing.

COMBAT
Combat occurs often during your adventures.  Combat takes place on a tactical
map.  This map is a detailed 3-D view of the map terrain that the party was in
when combat began.  This map is overlaid with an invisible square grid.

As you move characters, you will notice that everything moves on the grid from
square to square.  Moving diagonally often costs more movement points than
moving horizontally or vertically.

Initiative
Each round of combat is divided into 10' segments.  Which segment a character or
monster acts in depends on his initiative number.  This is a randomly generated
number for each character and monster.  This random number is generated at the
beginning of each combat round and is modified by dexterity bonuses or
penalties and random factors (such as surprise) to arrive at the initiative
number.

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

Computer Control
The computer controls the actions of monsters, NPCs and PCs set to computer
control with the QUICK command.  You may take control of PC characters during
any combat round.

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

AC
A character or monster's difficulty to be hit is represented by his armor class
or AC.  The lower the AC the harder it is to hit the target.  AC is based on
the armor a character is wearing and any dexterity bonus.  Some magic times,
such as enhanced armor, will help a character's AC.

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

-- Page 9 --

NOTE: The generation of a random number is often referred to as a roll .  In
determining if an attack is successful, the roll is a random number from 1
through 20.

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

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+
But to his a monster with an AC of -2 he would need to roll:
(THACO 15) - (AC 2) = 17 +

Damage
When a hit is scored, the attacker does damage.  Damage is the range of HP loss
the attacker inflicts when he hits an opponent in combat.  Damage depends on
the attacker's strength and weapon type.  The damage each weapon can do is
summarized in the Weapon List on page 54.

Some monsters take only partial or no damage from certain weapon types.  Giant
slugs, for example, take no damage from blunt weapons (maces, etc.), while some
other monster only take damage from magical weapons.

Saving Throws
Whenever characters or monsters are poisoned, or attacked by most magic spells,
such as Fireball or Lightning, the computer checks to see if they made their
Saving Throw.  A successful save means that the target had some innate immunity
to the poison, or was not hit full-force by the spell.  Generally, a successful
save will mean that the target was unaffected or damage that would otherwise by
taken is halved.

Back Stabbing
A thief will back stab if he attacks a target from exactly opposite the first
character to attack the target.  The thief may not back stab if he has readied
armor heavier than leather (exception: elfin chain mail).  A back stab has a
better chance of hitting and does additional damage.

Missile Attacks
A character may not attack an adjacent target with a missile weapon (bow,
sling, etc.).  A character may attack and adjacent target with a thrown
weapon (ax, club, etc.).
Bows can attack twice per turn.  Thrown darts can attack three times per turn.

Multiple Attacks
Fighters, Paladins, and Rangers attack more than once per combat round when
they get to higher levels.  The first bonus is three attacks every two rounds.
Later, they attack twice each round.  See the chart on page 49.

All of a character's attacks are aimed against the first target.  If the first
target goes down with the first attack, aim any remaining attack at another
target.

-- Page 10 --

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

Running Away
A character may flee from the battlefield if he can move faster than all
enemies.  A character may not move off the battlefield if he moves slower than
any enemies.  A character has a 50% chance to move off the battlefield if he
can move as fast as the fastest enemy monster.

Exception: If a monster or character can reach the edge of the combat map
without any of his opponents being able to see him, he may then flee
successfully even though he may be slower than his opponents.

A character that moves off the battlefield returns to the party after the fight
is over.  If the whole party flees it will not receive any XP for monsters
killed before retreating.

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

Combat Strategies
Throughout SECRET OF THE SILVER BLADES, your party engages a colorful
collection of foes.  At times, the party may elect to avoid a confrontation,
choosing conversation or flight instead.  More often, however, they must stand
and fight.

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

Deploying the Party
When a battle begins, your party is automatically positioned based on the
existing order of the characters.  Characters near the top of the order will be
in the front lines and vulnerable to attack.  To change the starting
deployment, change the order from the Alter menu while encamped.  Shift the
heavily-armored fighters up the list and the vulnerable magic-users and thieves
towards the bottom of the list.  Party order cannot be changed while in combat.

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

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

-- Page 11 --

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

Exploit your opponents weaknesses by directing attacks against helpless enemy
characters.  Gang up on isolated foes.  Concentrate your attacks to eliminate
one opponent rather than injure many (Exception: enemy spell casters).  A foe
with one HP remaining attacks as powerfully as an uninjured one.

A spell caster who takes damage cannot cast a spell that round.  If the spell
caster had started to cast and was hit, he will lose that spell from memory.
Therefore, try to injure all enemy spell casters every round even if it is only
for one point of damage.  Conversely, if you want to cast spells, make sure
your spell casters are protected.

MAGIC

Magic is integral to your success in SECRET OF THE SILVER BLADES.  Magic-users,
clerics, high-level paladins, and rangers can cast spells.

A spell can exist in one of four forms: in a character's memory, in a
character's grimoire (spell book), in a scroll, or in a wand.

Scrolls and Wands
To cast spells from magic-user scrolls, the character must cast Read Magic from
camp or have the scroll identified.  Magic users can then cast with the USE
command after the contents of the scroll are known.

The USE command can cast spells from clerical scrolls and from wands.

Thieves of 10th or greater level have a 75% chance of successfully using a
magic-user scroll.

Memorized Spells
Any spell caster can cast it using the CAST command.  Spells are memorized
during rest while encamped.  Memorizing a spell takes 15 minutes of game time
per spell level, plus a minimum period of preparation.  First and second level
spells take a minimum preparation of four hours.  Third and fourth level spells
take a minimum preparation of six hours.

Example:
To memorize (2) 1st level spells, (1) 2nd level spells and (1) 3rd level spell
would take:
(6 hours preparation) + (2 * 15 min) + (1 * 30 min) + (1 * 45 min) = 7 hours 45
min

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

Note: Some monsters have magic resistance which gives them a greater chance to
be unaffected by the spell.

Magic-Users
When a magic-user trains for a new level in Hall, he is allowed to select a new
spell to scribe into his grimoire.

-- Page 12 --

A magic-user can also scribe spells from identified scrolls if he is of high
enough level to cast them.  A magic-user must cast the Read Magic spell in
order to identify the spells on the scroll.  A spell disappears after it has
been scribed or cast.  Only magic-users (and high level thieves) can cast
magic-user spells from scrolls.

Clerics
Clerical magic requires no spell books.  All clerical spells of the appropriate
level are always available to a cleric or high-level paladin, the character
need only memorize them.

When a cleric finds a clerical scroll, he can use the spells directly from the
scroll regardless of level.  Paladins can never use clerical scrolls, even if
they may cast the spells.

Tips on Magic Spells
Both clerics and magic-users may cast spells which assist the party in combat.
Preparatory spells just before a battle can protect and strengthen characters.
During battle, your spells will damage your opponents and help your party.

Spells should be memorized as soon as possible after they are used.  This is
most likely to happen after combat.  Encamp, have your spell-casters memorize
spells and select REST to allow them to imprint the spells for later use.

Note: After resting, it is a good idea to save your game.  Save your game after
every tough combat.  You should have at least two separate saved games at all
times and alternate between them.  This will allow you to go back to a save
before a fatal battle.

-- Page 13 --

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

Some magic items are, in reality, cursed and can do great harm.  When a
character readies a cursed item, a Remove Curse spell must be cast before the
item can be dropped.  Some magic items, such as wands or scrolls, may only be
used by certain classes.  Others may not work at all if certain other magic
items are also in use.

Wands
Wands are the traditional objects of enchantment.  Wands generally will cast a
set number of a given spell (10 Fire Balls or 15 Magic Missiles for instance).
Only experimentation or paying to have them identified will tell what a wand
does.  The USE command allows a character to cast spells with a readied wand.

Potions
Potions are a common magical treasure.  Potions may heal wounded characters,
cause them to become hastened or invisible, or cause any number of other
effects.  The USE command will allow a character to drink a readied potion.

Scrolls
Either clerical or for magic-users, these items may have spells that characters
couldn't otherwise cast.  A magic-user may use SCRIBE to permanently transfer a
scroll into his grimoire if the spell is of a level that he can memorize.
Magic-users and clerics can cast spells directly from scrolls with the USE
command.  High level thieves may also attempt to cast

-- Page 14 --

magic-user spells from scrolls.  Scrolls disappear after they have been used or
scribed.

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

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

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

Enchanted Clothing
Wizards will sometimes cast enchantments on commonplace items of clothing such
as gauntlets or cloaks.  A wide variety of them items is known to exist.  To
use these items ready them from the Items Menu.

Gauntlets of Ogre Strength
When worn, these gauntlets will give a character the tremendous strength and
combat bonuses of an ogre.  To wear gauntlets, ready them.

CREATURES OF THE FORGOTTEN REALMS

The denizens of these regions are many and varied.  Here is a list of monsters
you may encounter in your adventures.  Some of these creatures are extremely
rare, and you may never cross paths with them at all.

-- Page 15 --

Basilisk
Reptilian monsters whose vary gaze can turn to stone any fleshy creature.

Cockatrice
A repulsive creature that appears as part cock, part lizard. They have the
power to turn flesh to stone.

Crocodile (Giant)
Large reptilian carnivoresmuch more dangerous than their smaller cousins.

Displacer Beast
Creature resembling a sixlegged puma with two ebony tentacles growing from
behind its shoulders. These beasts have the magical ability to displace their
image about three feet from their actual body, making them an especially
tricky opponent.

Dragons
These are some of the most powerful and dangerous of the monsters a party
can encounter. The older and larger the dragon, the more damage it can do
and the harder it is to kill.

Red Dragon
Red dragons can exhale great spouts of flame or attack with their claws and
fangs.

White Dragon
Unique among dragons in their preference for cold climates, these evil beasts
can attack with their freezing cold breath in addition to razor sharp claws
and fangs. Small in size and not as intelligent as their cousins, these
dragons are still quite dangerous.

Drider
Part dark-elf, part spider monster. This horror is the subterranean
counterpart of the centaur.

Ettin
These foes look like giant twoheaded orcs. They have great strength and can
wield two spiked clubs that inflict terrible damage in combat.

Gargoyle
Ferocious predators of a magical nature. Gargoyles are typically found amid
ruins or dwelling in underground caverns.

-- Page 16 --

Giants
Giants vary greatly in power, intelligence and tastes. The following is a
list of the types of giants you are likely to encounter.

Cloud Giant
These members of the giant races consider themselves to be above all others
of the species, except storm giants, whom they view as equals.

Fire Giant
Brutal and ruthless warriors, n these giants resemble huge dwarves and have
flaming red or orange hair and coal black skin.

Frost Giant
These giants have a reputation for crudeness and stupidity. While the
reputation may be deserved, frost giants are crafty and skilled fighters.

Hill Giant
One of the smaller of the giant races, they are brutish hulks possessing low
intelligence and tremendous strength.

Storm Giant
The most noble and intelligent of the giant races. These giants are dangerous
fighters when angry, and can often use magic.

Golem
Golems are magically created automatons of great power. Golems can be
constructed of flesh, clay, stone, or iron. All are dangerous.

Griffon
Half-lion, half-eagle avian carnivores. Their favorite prey is horses and
their distant kin (hippogriffs, pegasi, and unicorns).

Hell Hound
These other-planar creatures resemble wolves, but they can breathe fire and
detect invisible enemies.

-- Page 17 --

Hippogriff
Magnificent creatures with the forelimbs and head of an eagle and the body
and hind legs of a horse.

Hydra
Immense reptilian monsters with multiple heads.
All of its heads must be severed before a hydra can be slain. Hydras come in
many sizes, with an increasing number of heads as they grow stronger.

Lich
This is perhaps the single most powerful type of undead creature. A lich is
the remains of a powerful magic user who has kept his body animated after
death through the use of foul magic. Liches can use magic as they did while
still living, and have other powers similar to greater undead creatures.

Lizard Men
These are savage reptilian humanoids. They generally attack in groups and are
often accompanied by a larger, tougher Lizard King.

Margoyle
Stony monsters which are immune to normal weapons and can attack many times
with their sharp claws and spikes.

Mastodon
Large cold climate relatives of the elephants found in warmer regions.

Medusa
These are hideous womencreatures with coiling masses of snakes for hair. They
can turn a person to stone with their gaze.

Megalo-centipede
True giants, often reaching over 5' in length. Their poisonous bite is
extremely dangerous.

Minotaur
These creatures are part-man and part-bull warriors. They are highly
intelligent and dangerous opponents.

-- Page 18 --

Mobat
These are huge omnivorous bats who like nothing better than warm- blooded
humanoids for dinner!

Neo-Otyugh
This is a more powerful form of Otyugh. These disgusting scavengers have
several vicious attacks and a heavily armored body.

Ogre
Large, ugly, foul-tempered humanoids, ogres generally attack with a spiked
club.

Otyugh
These scavengers have long tentacles that they use to scoop trash into their
cavernous mouths.

Phase Spider
These are giant, poisonous spiders with the ability to phase in and
out of this dimension. They are "phased in" until they attack and are
"phased out" afterwards.

Purple Worm
These enormous carnivores burrow through solid ground in search of small
(man-sized) morsels.

Remorhaz
These are sometimes referred to as Polar Worms. They inhabit cold regions
and are aggressive predators who have been known to attack even frost giants.

-- Page 19 --

Slug (Giant)
These are huge, omnivorous mutations of the common garden pest. They attack
by biting and can spit a highly corrosive acid.

Snake (Giant)
These large reptiles slay their prey with deadly venom.  Neutralize Poison
counters snake bite.

Sphinx
An extremely rare creature that is part-lion, and has the upper torso of a
woman. Rather than fight, sphinxes will often converse with adventurers.

Spider (Giant)
These giant cousins of the small predator attack with a poisonous bite.

Umber Hulk
These powerful subterranean creatures can use their claws to burrow through
solid stone in search of prey.

Warg
Large, vicious wolves.

Wyvern
These creatures are distant relatives of dragons. They attack by biting and
using the poisonous sting in their tail.

-- Page 20 --

SPELLS
First Level Cleric Spells

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

Curse impairs the THACO of targets by 1.  The target cannot be adjacent to a
party character or NPC.

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

Cause Light Wounds will inflict 1-8 points of damage on a target.

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

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

Protection from Good improves the AC and saving throws of the target by 2
against good alignment characters.

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

Second Level Cleric Spells

Find Traps indicates the presence of traps in the character's path.

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

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

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

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

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

Spiritual Hammer creates a temporary magic hammer that is automatically
readied.  It can strike at range and does normal hammer damage.  Spiritual
Hammers can hit monsters that may only be struck by magic weapons.

Third Level Cleric Spells
Bestow Curse reduces the target's THACO and saving throws by 4.

Cause Blindness will blind one target.  This can only be cured with a Cure
Blindness Spell.

Cure Blindness removes the effect of the Cause Blindness spell.

Cause Disease will infect the target with a debilitating ailment that saps
strength and hitpoints.

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

Dispel Magic removes the effects of spells that do no have specific counter
spells.  This is a recuperation spell for any of the party that has been held,
slowed or made nauseous.

-- Page 21 --

Prayer improves the THACO and saving throws of friendly characters by 1 and
reduces the THACO and saving throw of monsters by 1.  This is a good spell to
cast before going into combat.

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

Fourth Level Cleric Spells
Cause Serious Wounds inflicts 3-17 hitpoints of damage on a target.

Cure Serious Wounds heals 3-17 hitpoints (up to the target's normal maximum
hitpoints).

Neutralize Poison revives a poisoned person.

Poison causes the target to save versus poison or die.

Protection from Evil 10' Radius must be cast on a character or a monster.  It
improves the AC and saving throws of the target and all adjacent friendly
characters by 2 against evil attackers.

Sticks to Snakes causes snakes to torment the target.  The snakes will make
movement and spell casting impossible for the duration of the spell.

Fifth Level Cleric Spells
Cause Critical Wounds inflicts 6-27 hitpoints of damage on a target.

Cure Critical Wounds heals 6-27 hitpoints of damage (up to a character's normal
maximum hitpoints).

Dispel Evil improves the target's AC by 7 versus summoned evil creatures for
the duration of the spell, or until the target hits a summoned creature.  The
creature must make a saving throw when it is hit or be dispelled.

Flame Strike allows the cleric to call down a column of fire from the heavens.

Raise Dead can bring back to life one non-elf character.  The chances for
success are based on the character's constitution and how long the character
has been dead.

Slay Living is a reversal of the Raise Dead Spell, and will kill one target.
If the target makes his saving throw, then he will suffer 3-17 hitpoints of
damage.

Sixth Level Cleric Spells
Harm will inflict terrible damage on any living creature -- leaving only 1-4
hitpoints.

Heal cures all diseases, blindness, feeblemindedness and all except 1-4 of a
character's full hitpoints.

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

Entangle will cause plants in the area of effect to grow and entwine around the
feet of any creature in the area.  Be careful not to catch allies in the spell
area.

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

-- Page 22 --

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

Second Level Druid Spells

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

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

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

First Level Mage Spells

Burning Hands causes 1 hitpoint of fire damage per level of the caster.
There is no saving throw.

Charm Person changes the target's allegiance in a combat. It only affects
character types (human, etc).

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

Enlarge makes the target larger and stronger. The higher the caster's level,
the larger and stronger the target gets. If the caster is 6th level the
target becomes as strong as an Ogre. If the caster is I 0th level the target
becomes as strong as a Fire Giant. A target can only be under the effect of
1 enlarge spell at a time. Unwilling targets get a saving throw against this
effect. The spell will stay in effect for more than 1 combat, and should be
cast before combat.

Friends raises the caster's charisma 2-8 points. It is often cast just before
an encounter.

Magic Missile does 2-5 hitpoints per missile with no saving throw. A mage
throws 1 missile for every 2 levels ( 1 at levels 1-2, 2 at levels 3-4, etc.)

This spell will damage any target within its range unless the target is magic
resistant or has certain magical protection. Casts instantaneously.

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

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

Shield negates enemy Magic Missile spells, improves the mage's saving throw,
and may increase his AC.

Shocking Grasp does electrical damage of 1-8 hitpoints, +1 hitpoint per level
of caster.

Sleep puts 1-16 targets to sleep with no saving throw. Up to sixteen 1
hit-die targets are affected. One 4 hit-die target is affected. Targets of 5
or more hit-dice are unaffected.

Second Level Mage Spells

Detect Invisibility allows the target to spot invisible targets.

Invisibility makes the target invisible. The THAC0 of melee attacks against
invisible targets is reduced by 4. It is impossible to aim ranged attacks at

-- Page 23 --

invisible targets. Invisibility is dispelled when the target attacks or casts
a spell.

Invisibility causes the target to disappear from normal sight. The spell
remains in effect until the character attacks or the magic is dispelled.

Knock is used to open locks. It can be cast from the door-opening menu if
the active character has a memorized knock spell.

Mirror Image creates 1-4 illusionary duplicates of the mage. A duplicate
disappears when it is attacked.

Ray of Enfeeblement reduces the target's strength by 25% + 2% per level of
the caster.

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

Strength raises the target's strength by 1-8 points, depending on the class
of the target.

Third Level Mage Spells

Blink protects the mage. The mage 'blinks out' after he acts each round. The
mage may be physically attacked before he acts each round, but he may not be
physically attacked after he acts.

Dispel Magic removes the effects of spells that do not have specific counter
spells (such as Cause Blindness or Disease).

Fireball does 1-6 hitpoints per level of the caster to all targets within its
area. If the target makes its saving throw, the damage is halved. Fireball is
a slow-casting spell and the spell's power demands that you target carefully.
Otherwise, you may inadvertently destroy party characters. The only safe area
on the screen at the time you target the spells are the squares in each
corner of the screen and the squares directly above and below these corner
squares. Be sure to use the CENTER command to determine who will be in the
area of effect.

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

Hold Person may paralyze targets of character types (human, etc). You may
aim a hold person spell at up to 4 targets (Exit to target fewer).

Invisibility, l0' Radius makes all targets adjacent to the caster invisible.
The THACO of melee attacks against invisible targets is reduced by 4. It is
impossible to aim ranged attacks at invisible targets. Use this spell to set
up a battle line while your enemies seek you out. Characters lose
invisibility if they do anything but move. Some monsters can see invisible
creatures.

Lightning Bolt does 1-6 hitpoints per level of the caster to targets along
its path. If the target makes its saving throw, the damage is halved. A
lightning bolt is 4 or 8 squares long in a line away from the caster. For
best results, move the spell caster to send the bolt down a row of opponents.

-- Page 24 --

It will attack all opponents along the line within its range. Target the
first creature in the row (closest to caster). Lightning bolts will reflect
off walls back toward the spell caster. This permits targets adjacent or
close to a wall to be hit twice by the same bolt. Be careful the caster
isn't hit by the reflected bolt.

Protection from Evil, 10' Radius protects the target and all characters
adjacent to the target. The spell improves the AC and saving throws of those
it protects by 2 against evil attackers.

Protection from Good, 10' Radius protects the target and all characters
adjacent to the target. The spell improves the AC and saving throws of those
it protects by 2 against good attackers.

Protection from Normal Missiles makes the target immune to nonmagical
missiles.

Slow affects 1 target per level of caster. The spell halves the target's
movement and number of melee attacks per round. Slow can be used to negate
a haste spell. This spell is useful against any high-damage creature. Only
affects the side opposing the spell caster.

Fourth Level Mage Spells.

Charm Monster changes the target's allegiance in combat. It will work on any
living creature. The spell affects 2-8 1st-level targets, 1-4 2nd-level
targets, 1-2 3rd-level targets, or 1 target of 4th-level or above.

Confusion affects 2-16 targets. Each target must make a saving throw each
round or stand confused, become enraged, flee in terror or go berserk.
Confusion is most effective when used against a large number of enemies.
Dimension Door allows the mage to teleport himself to another point on the
battlefield within his line of sight and the range of the spell. Mages can
use it for quick escapes. Fighter/mages use the "Door" to reach the
opposition's rear area.

Fear causes all within its area to flee.

Fire Shield protects the mage so that any creature who hits the mage in
melee does normal damage, but takes twice that damage in return. The shield
may be attuned to heat attacks or cold attacks. The mage takes half damage
(no damage if he makes his saving throw) and has his saving throw against
the opposite form of attack improved by 2. He takes double damage from the
form of attack the shield is attuned to.

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

Ice Storm does 3-30 hitpoints to all targets within its area. There is no
saving throw. This spell will inflict damage on opponents protected by Minor
Globes of Invulnerability.

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

-- Page 25 --

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

Fifth Level Mage Spells

Cloud Kill is similar to the Stinking Cloud spell, except that its area of
effect is larger and it will kill weaker monsters. Stronger monsters may be
immune to the spell.

Cone of Cold fires a withering cone shaped blast of cold. The spell's range
and damage increases with the caster's level.

Feeblemind cause target's who fail their saving throw to drop dramatically
in intelligence and wisdom and become unable to cast spells. A Heal spell
must be cast on the victim to recover from the effect.

Hold Monster is similar to the Hold Person, except that it will affect a
wider variety of creatures.

Sixth Level Mage Spells

Death Spell will kill opponents instantly and irrevocably. The spell will
kill a greater number of weak opponents than strong.

Disintigrate will destroy one target. Some creatures, with an inate magic
resistance, may avoid the effects of the spell, while most must make a
saving throw to survive.

Flesh to Stone causes the target to make a saving throw or be turned into
stone.

Globe of Invulnerability will protect against 1st through 4th level spells.

Stone to Flesh will counter the effects of such magical creatures as
cockatrice and medusae. When this spell is cast on a character, there is a
possibility that the character will not survive the shock of being restored
to flesh. System shock survival is based on a character's constitution.

Seventh Level Mage Spells

Delayed Blast Fireball is a more powerful version of the third level spell
and will go through a Minor Globe of Invulnerability. The fireball explosion
can be delayed for some period of time if the caster wishes. The delay options
will vary with different computers.

Mass Invisibility is identical to the Invisibility spell, except that it
will effect several targets at once. This can be a valuable spell to cast
before a known encounter.

Power Word, Stun will cause one creature to be stunnedreeling and unable
to think or act effectively. The weaker the target, the longer it will be
stunned.

-- Page 26 --

<<G:SSB_AJ18.PCX:"[GRAPHIC: JOURNAL ENTRY 1]">>

-- Page 17 --

Journal Entry 2:
FANATIC SOLDIER'S TALE

We have done it! Our noble ancestors are being freed from the ice and they
fight by our side as brothers! Oh, to see the Legion again! I never thought it
possible.  No one can stop us now.

His voice softens to a hoarse growl.  They say that the personal bodyguard of
Eldamar has been found and fights for us, he whispers.  I can now die in honor,
knowing that our enemies will soon be destroyed.

The fighter smiles and dies.

Journal Entry 3
SIR DERIC'S STORY

The Black Circle laid an ambush for our party.  Nearly everyone was captured or
killed.  I was unconscious and left for dead.  Since that time I have sought to
free my companions.  At least two lie ahead and I shall seek them out.  In this
stolen Black Circle garb I may succeed.  With your help I certainly will.  As
honorable men, will you join me on my quest?

Journal Entry
BLACK CIRCLE MAGE AT TOP OF MINE

We have just driven the foul beasts from the mine entrance.  We will not inform
the town until the mine is fully cleared.  We do not wish to raise false hopes.

Journal Entry 5
MAYOR TALKING OF THE BLACK CIRCLE

We've had a number of dealings with the magic brotherhood known as the Black
Circle.  They have aided us in the past in return for gems.  It was based on
their divination that we extended our lower tunnels -- and uncovered the
monsters.  Marcus is the only member that lives in town, but he keeps to
himself.  The Black Circle say that they are studying ways to stop the monsters
and will act only when sure of success.

Journal Entry 6
One of the miners saw red robed figures outside the east wall.

Journal Entry 7
OLD MAN'S TALE OF THE SCROLL

My uncle adventured along the shore of the Moonsea.  He was a warrior who
ventured on many a great quest.  He feared nothing -- nothing that is except
dragons.  Though he never met one, he was terrified by the possibility.  This
scroll was his insurance.  When he died -- from a knife wound gotten in a bawdy
house -- he passed it on to me.  Seeing as how I m unlikely to survive a dragon
with this scroll I thought you might like it.

-- Page 28 --

Journal Entry 8

I didn't drink that much.  I'm sure that mouse in the corner was glowing.

Journal Entry 9
OLD MAN'S TALE OF THE BLACK CIRCLE

Them Black Circlers are a hostile bunch, but don't judge em too hard.  They
are once mages serving the two brothers who ruled the old town.  They used the
Well's teleporters too many times and was cursed by the Well.  If yah use them
too often, yah will join the Circle.  It serves the dark nature of the Well and
they hate all others.

Journal Entry 10
A DYING MAN'S LAST WORDS

Don't go near that temple in the mines! There is an illusion of goodness there,
but don t be fooled.  It is ruled by some unknown demon.  One of its minions
referred to it as the Flaming One.  I never saw it.  I was ambushed as soon as
I encamped near the alter.  Now that I have passed on my warning I can die in
peace.

The man ceases to breathe.

Journal Entry 11
EXULTANT BANITE PRIEST

The Beholder Corps has returned and is housed in the dungeons.  Now nothing can
harm the Dreadlord.  Anyone who tries to penetrate the dungeons will be
vaporized
within seconds.  Hah, hah, hah! The world will soon belong to us.

Journal Entry 12
OLD MAN'S TALE OF THE TEMPLE

Twas long ago that the old town was a thrivin place.  The mine was there then
too.  Folks was rules by a fellow who worshipped Tyr.  He thought the miners
was deservin of Tyr's protection.  Some of the folks round here say that the
temple can still be found.  Only those of stout heart should try though.
Things buried so long tend to harbor ghosts that don't like disturbin .

Journal Entry 13
BLIND MAGE'S STORY

I led a band of heroes to clear the mines.  We discovered the dungeons and were
nearly to the top when the Black Circle sprung their ambush.  I was a local who
never trusted the Circle's claims of friendship, so they were glad to capture
me.  Not content to simply kill me, they prepared an elaborate wish.  It traps
me in this cell, blind and unable to cast spells.  It also had the side effect
of rendering me immortal and immune to damage.  Once you free me I shall
regain my own powers, but also lose these benefits.  This is a fair exchange.

Journal Entry 14
THE CAPTAIN'S TALE

We were about to enter the Well.  The rope was slippery with slimy blood of the
dragon but nothing could stop us from our goal.  The gems glittered on

-- Page 29 --

the bottom, luring us with untold wealth.  Gramkal was the first to go, of
course.  The thief was almost bursting with excitement as he reached down to
take the gems.  Poor man, his shriveled hand with never pick another pocket.

Journal Entry 15
MEETING THE FRONT GIANT KING

So, not content with melting away our home, you carry the war directly to us.
We have held these crevasses for generations.  We will not surrender them to
the likes of you.  Look at your lives! I am prepared to die.  Are you?

Journal Entry 16
BLACK CIRCLE COMMANDER'S PAPER

We are prepared.  The inner sanctum is well concealed, surrounded by the
hatchling pool.  We hope that the old Red Dragon will not miss the hatchlings;
they provide an excellent defense.  Soon we must find a way to age them to a
more useful size.

Use the map to plan an attack on Well.  We expect regular progress reports.

If you fail, we will act on a suggestion made by a junior member.  He believes
that the dragon may be amenable to a human sacrifice.  The clerk from Phlan has
become expendable and will be the first victim.  One way or another the dragon
and its Banite allies will fail; the Well must be ours.

Journal Entry 17
OLD MAN'S TALE OF THE BROTHER WARS

The old town was said to be a fabulous place for a time.  Was ruled by
brothers, one honorable and forthright, the other a studious and insecure mage.
One day the mage decided he would live forever.  The brother thought that was
blasphemy and tried to stop him.  War covered the valley and the town was laid
waste.  The gods cursed the valley and froze it over.  These new monsters are
just more of the valley's curse.  We can only wait and suffer till the gods
see fit to lift the curse.

Journal Entry 18
STORY OF THE SILVER BLADES

Derf reclines in a chair and begins:

Three hundred years ago, there were two brothers: Oswulf, a paladin, and
Eldamar, a mage.  Both were powerful and worshipped Tyr, god of justice.  As
Eldamar grew old he became obsessed with gaining immortality; serving Tyr was
no longer enough.  He became insane and isolated himself in the upper levels of
the Castle of the Twins.  There he researched the arcane magic necessary to
become a lich.  Oswulf discovered this, but was unable to convince his brother
to abandon his madness.

Foreseeing the evil that a lich would produce, Oswulf left the Castle and
searched for 12 great heroes.  These he forged into the band he called the
Silver Blades.  By the time Oswulf could return to this valley, Eldamar had
completed his spells and was reborn as the lich called the Dreadlord.  The
Dreadlord summoned evil forces to protect him.  The Silver Blades faced a
pitched battle

-- Page 30 --

among the buildings of Verdigris.  The town was laid waste and many of the
heroes fell.  Those of us who remained forced the evil horde back to the castle
gates.

Oswulf refused to push on and slay his brother.  Instead our mages and clerics
cast a spell to freeze the valley permanently within a glacier.  The Dreadlord
s forces counterattacked while the spell was being cast and Oswulf fell
protecting us.  His body lies on the level above, but his spirit still guards
the castle, preventing the reawakening of the Dreadlord.  As the last of the
Silver Blades, I chose to remain here to maintain my temple and keep watch as
well.

Now the descendants of the Dreadlord's disciples have returned.  The Black
Circle is succeeding in unraveling our spell.  I am now bound to this temple
and cannot take the battle to them.  You must take up the Silver Blades
standard and end the Dreadlord's threat forever.

Journal Entry 19
THE AMULET OF ELDAMAR.

Know now of the Amulet of Eldamar, stolen long ago.  It was taken by a wily
thief who held it for but a day.  As he dreamed of wealth, he fell victim to a
red dragon, kin to the one your slew to free me.  The amulet now adorns the
dragon's hoard, which lies in the south-western corner of the city.

The map starts at the entrance to the new town.  Follow the path.

Journal Entry 20
That old man -- south of the mayor's place -- can sure talk your ear off.

Journal Entry 21
EARLY DAYS OF THE TOWN.

This whole valley used to be filled with a glacier.  About 15 years ago it
melted back beyond the old mineshaft.  Miners from throughout the Dragonspines
flocked here and formed the new town.  The Black Circle helped them open the
mine.  A few years later the miners began to extract the gems again.  Until
these monsters came, the town was doing quite well.  The glacier kept going
back too.  In a few years the entire valley will be open.

Journal Entry 22
DYING CLERIC OF BANE.

The Black Circle is trying to take our Well! They seek the death of the red
dragon who holds it in sacred trust.  I was ambushed while trying to entice the
young dragons from the Well.  They dragged me here to... to...

The Banite Cleric fades into death.

Journal Entry 23
TALK OF MYSTICAL ITEMS.

The mages keeps looking for a mysterious amulet.  It is connected in some way
to their whole purpose for being here.  They say it will reveal some key to a
mysterious sanctum.  Perhaps they are after a great treasure.

-- Page 31 --

Journal Entry 24
THE GUARD OF GRIMDRA HOARD

Grimdra discovered where the Well stored its gems -- for they are not consumed.
He dug a small tunnel and has diverted them for centuries.  I am certain that
the gems are what sustain him.  He has never sold a single one and he was old
when the twins were born.

Journal Entry 25
MESSAGE FROM THE WELL

The miners plight masks a more serious threat.  Should the Black Circle succeed
in its plans, the entire Realms will feel the result.  The mages seek the
awakening of the Dreadlord, an evil of incalculable power.  He sleeps within
his castle, trapped within the glacier.  The Circle has reached the dungeons
and are melting their way upward.  The monsters trapped in the dungeons are
being released and allowed to harry the miners.

My powers are subject to laws you cannot understand.  I am privy to information
only at certain times and only when you sacrifice gems.  Still, seek me out
when you have questions.  My powers are at your disposal.

My teleporters are paired.  Each teleporter that rings me has a brother
somewhere in the valley.  Until you visit both gates, you may not use that
pair.  To my northwest is the gate which connects to the new town.

My power fades.  Return to me with gems when you have more questions.

Journal Entry 26
WARNING ABOUT THE AMULET.

The Dreadlord seeks the Amulet of Eldamar.  If he can trick someone into
bringing the amulet into the dungeons beneath the castle, he will be awakened.
Even worse, it acts as a monster attractant.  Evil creatures throughout the
region will seek out the holder.  Remember to always avoid this item.

Journal Entry 27
RESCUED MAIDEN'S STORY

The mages took me to be sacrificed to the red dragon.  They wanted access to
the teleportation booths and the hoard of gems.  My father is an unwitting
servant of the Black Circle.  When he became suspicious, they kidnapped me to
keep him silent.  Now I m sure they must have killed him.  I must leave!

Journal Entry 28
OLD MAN'S TALE OF THE VORPAL BLADE

This here blade has been carried down from my great-great-grandpappy.  He
almost captured a throne out near Waterdeep, but tired of the campaigning.
Traveled up to Myth Drannor and stood with elves against a Flight of the
Dragons.  They were impressed enough to let him retire there.  Married an elven
princess and let a settled life.  Far as I know, she left with the other elves
and is still alive.

-- Page 32 --

Journal Entry 29
VALA'S DESCRIPTION OF THE OLD CASTLE

I was here as a young child.  Oswulf used to hold town meetings in the great
hall.  The hall was huge -- much larger than this -- and I don't recall any
alcoves.  These alcoves along the side were definitely put there by the
Dreadlord.  I suspect that he has radically changed the entire castle.  Oswulf
had said that his brother had become paranoid and turned the castle into a maze
of traps.  We must watch where we place our feet; any stone could conceal a pit
or dart.

Journal Entry 30
So many gems down in that mine and no way to get at them.  Life ain't fair.

Journal Entry 31
BANITE PATROL'S STORY

The Black Circle usurped our control of the Well of Knowledge.  Bane was
offended and sent a red dragon in vengeance.  The dragon drove out the infidels
and now holds the Well in trust.  There he shall remain until Bane deems it
time for our return.  Death to the Black Circle! Death to the enemies of Bane!

<<G:SSB_AJ24.PCX:"[GRAPHIC: JOURNAL ENTRY 32]">>

Journal Entry 33
PRISONER'S TALE

I am one of the champions who sought to free the town from its monstrous
scourge.  We penetrated the mines and passed through the excavated tunnel to
these dungeons.  We were led by a powerful mage who was able to answer the
riddles posed by that made spirit.  Near the top of the dungeon we were
ambushed by the Black Circle.  Many died and none escaped.  Our leader was
taken away for some black rites.  That spirit hates the living.  Its laughter
is driving me mad! I must escape to the open air!

Journal Entry 34
OLD MAN'S TALE OF THE FLAMING ONE

The Flaming One is an accursed demon, destined to live as long as man walks the
earth.  He can possess anything of flesh.  Last time he was defeated was in
Myth Drannor and rumor held that he had died.  If yah listen to travelers, yah
can trace his movements.  He is trapped in some diminutive form and seeks the
power to release himself.  I think he's skulking to ruins, seeking the power of
the Dreadlord.

-- Page 33 --

<<G:SSB_AJ25.PCX:"[GRAPHIC: JOURNAL ENTRY 35]">>

<<G:SSB_A25B.PCX:"[GRAPHIC: JOURNAL ENTRY 36]">>

Journal Entry 37
MAYOR'S INTRODUCTION

We are a small town of miners in desperate straits.  Three months ago we opened
a new shaft and monsters boiled forth.  Perhaps this is a gateway to the Abyss.
In any case, we lost many comrades as the monsters have climbed up level after
level of the mine.  Now they are invading the nearby ruins.  Soon they will
reach New Verdigris.

To add to our problems, something has captured the Well of Knowledge.  The Well
imparts information, occasionally grants wishes and controls the teleporter in
my house.  If you free the Well, then you can use the teleporter to move
through the ruins.

Once the Well is protected, you must descend into the mines and stop these
horrors from emerging.  Others have tried, but none have returned.  You must
save us before we are overwhelmed.

-- Page 34 --

<<G:SSB_AJ26.PCX:"[GRAPHIC: JOURNAL ENTRY 38]">>

Journal Entry 39
OLD MAN'S TALE OF THE CLOAK

My grandpappy was a paladin out near Cormyr, in the days before King Azoun.
Family's come down a bit since then, but make no nevermind.  He was beloved of
a noble lady.  She was a warrior maiden, namesake of Azoun's daughter Nacacia.
Anyway, she kept trying to attract him, tie him down and so on.  In turn, he
would go on longer and more dangerous quests.

Nacacia took this in stride and eventually gave him this cloak as a present,
saying that this way he could be around and elsewhere at the same time.  My dad
was their child and passed the cloak down to me.  I think that it's too useful
just to keep as an heirloom -- and none of my kids deserve it -- so put it to
good use.

Journal Entry 40
LEDGER FROM NEW VERDIGRIS MINING

2nd Tenday of Highsun New Verdigris Mining

1) 250
2) 300
3) 75 (Hill Giant Attack)
4) 350
5) 50 (Medusa Attack)
6) 100 (Wyvern Attack)
7, 8, 9, 10) General Strike -- no work.

Where are all these monsters coming from? We can't get any work done!

-- Page 35 --

<<G:SSB_AJ27.PCX:"[GRAPHIC: JOURNAL ENTRY 41]">>

Journal Entry 42
THE MEDUSA'S TALE

I don't care! We have been cheated of our rightful place in the Dreadlord's
hierarchy.  The Black Circle must pay! They may have freed our master, but he
is still weak and does not realize their plans! I shall go and tell him!

Journal Entry 43
LETTER FROM MARCUS TO THE BLACK CIRCLE

The new band the mayor has recruited seems superior to the last group.  The
townsmen managed to reach the Well prior to the red dragon.  They WISHED for
champions to protect them.  Fortunately for use, the wish worked literally and
brought only the people.  The mayor has to cloth, feed and equip them.  It was
quite a sight to see these naked and angry people waking up right in the middle
of a town meeting.  I don't think they will pose a threat.

Journal Entry 44
PHLAN CLERK'S TALE

Well, I had just made my escape and was preparing to return to Phlan when I was
grabbed by those vile Black Circle scum! Do they never bathe? The council back
at Phlan will hear about this!

Anyway, where was I? Oh, yes, mauled by filthy beasts.  They started babbling
about sacrifices and a Dreadlord.  Dreadlord this and Dreadlord that; all they
talk about is this Dreadlord.  If he's so powerful, why does he let these
disgusting people serve him?

She gets a sly look in her eyes.

-- Page 36 --

They dragged me here and I feigned unconsciousness -- I wasn't going to make it
easy for them.  The scam started whispering about great treasures hidden in the
crevasses.  The western tunnels and a vorpal something were mentioned.  Strange
name for a valuable object.  You wouldn't have a spare dress around? Look at
mine.  Dragged through mud and ice, absolutely filthy.  And my hair...

She starts complaining about trivial matters.

<<G:SSB_AJ28.PCX:"[GRAPHIC: JOURNAL ENTRY 45]">>

Journal Entry 46
LETTER FROM MULMASTER

Know, oh ancient Dreadlord, that we remember our pledges -- even those made
over 300 years ago.  As was promised, the newly reformed Beholder Corps will be
sent to serve you for a period of 1313 days.  We are gladdened that you have
reawakened and hope that the alliance will continue in the same spirit that
founded it centuries ago.

In Bane's Name,

Imperator Dhazheal

Journal Entry 47
MAYOR RELATES YULASH EXPERIENCES

Not long ago I served Hillsfar as a Red Plume.  I was faithful and they made me
commander of the city of Yulash.  We were locked in a fierce war to protect
that city from the forces of Zhentil Keep.  The war tired me and I began to
yearn for peace.  What finally decided me was the Cult of Moander.  It used my
city as a base to restore its dead god to life.  Were it not for a band of blue
tattooed adventurers, the Cult might have succeeded.

I left as the Zhentrim attacked again and wandered north.  Here I found my
leadership skills in need, so became mayor of this peaceful backwater.  Now
that peace is threatened, I hope you have the power to protect us.

-- Page 37 --

Journal Entry 48
THE GLOWING MOUSE'S SPEECH

You thought that you had defeated me in Myth Drannor and before that in my
castle in Phlan.  Know now that I am truly immortal.  When the Gauntlet of
Moander destroyed the Pool of Radiance, I feigned my death and managed to
possess this creature.  Now that you are here I can take one of you over and be
free again.

<<G:SSB_AJ29.PCX:"[GRAPHIC: JOURNAL ENTRY 49]">>

Journal Entry 50
DERF MEETING VALA

Vala chortles, Derf, you fuzzy old man, you look even cuter with white hair.
She pinches his cheek and gives him a big hug.

When she releases him, his cheeks are bright red and he sputters, Now, stop
that! He straightens out his robe and continues, How can you be alive? You were
lost in the great battle.

She smiles and explains, I was captured by the Dread legion and encased in a
mystical cage until these adventurers released me.

He responds, Thank Tyr! He looks her in the eyes with a soft expression and
says, The Legion has returned and is unraveling our spells.  The Dreadlord's
threat must be ended forever.

She responds, I still remember my vows and I will do what is necessary.  With
that, she falls back into rank and the old dwarf recovers some of his dignity.

-- Page 38 --

Journal Entry 51
OLD MAN'S TALE OF THE GOVERNMENT HOUSE

Once heard tell about the impressiveness of the old town.

There was a great castle at the head of the valley.  Then south of the mine was
the old Government House.  It was a large place, richly decorated, where
affairs of state were conducted.  Was built stoutly, so should be still standin.
Good loot no doubt, if you can stand the ghosts of clerks and bean counters.

<<G:SSB_AJ30.PCX:"[GRAPHIC: JOURNAL ENTRY 52]">>

Journal Entry 53
THE BLACK CIRCLE'S PLAN

The path to the Castle of the Twins was revealed when Oswulf's Confession was
rediscovered.  Oswulf gave his final confession just before the ice encased the
valley.  The Dread Legion of Magic persuaded the cleric to reveal the Confession.
Their leaders expanded and annotated the document.  Their hopes of
a quick penetration of the glacier were dashed when the Legion was nearly
destroyed at Ashabenford.  The Confession has been lost since that time.

We of the Black Circle are the descendants of the Legion.  Now that we have the
Confession again our plans can proceed.  We have broken the glacier and it
recedes slowly.  The Silver Blades are gone, so no one can stop us from
releasing the Dreadlord.  It is only a matter of time.

Still we chafe at unnecessary delay.  We have tricked the miners into opening
the way into the dungeons.  We are now recruiting fire-using creatures to melt
a way upward.  The monsters we release serve to keep away intruders.

The solving of the Dreadlord's dungeon riddles has cost us many lesser mages.
Illusions have sent many scouts to unwitting deaths.  We are proceeding, but
would do better with control of the Well of Knowledge.  Its wisdom and control
of the teleportation gates would aid us greatly.  We also seek the Amulet of
Eldamar to pass the three great doors to the Sanctum.

 -- Page 39 --

Divinations show that a third item will be required to reach the Dreadlord.
The signs indicate Tyr is involved with the item, but nothing is clear.  The
temple in the mine seems to hold nothing of value.

Journal Entry 54
OLD MAN'S TALE OF THE WELL OF KNOWLEDGE

The Well of Knowledge was the heart of the old town.  It controlled the
gateways that allowed travel throughout the valley.  Also, it served the old
town by providing its enigmatic messages.  The town used it but they did not
build it.  It was there when the first men entered the valley and it is said
that it will remain when all else is gone.

Journal Entry 55
CLERK'S STORY

I served the city of Phlan in the capacity of head clerk.

During the reconquest of the city, I contracted out missions to the many heroes
who freed the city.  I had contracts with the Black Circle because of their
access to the gems of Verdigris.  We went through many gems in the early days
of the city, as they were awarded to the heroes for successful completion of
their missions.

After Phlan was freed, the council agreed to act as middlemen for the Circle.
In return for our help they continued to replenish the city's treasury.  I was
sent here as a contact while the council works out the alliance between the
Black Circle and the Red Wizards.

I have been here long enough to know that these mages are very dangerous.  This
scroll is a map of the Circle's inner sanctum.  Take it! I m getting out before
the Circle succeeds in its plans.  Good day!

The woman storms out of the room with haughty dignity.  She slams the door and
her brisk steps recede down the hallway.

Journal Entry 56
MEETING WITH OSWULF

My hopes of keeping my brother from the world are crumbling with this ice.  If
the Dreadlord's evil cannot be contained then it must be destroyed .  I am
reassured that it is the Silver Blades who come to finish what we started
centuries ago.  Please remember that it is the lich and not my misguided
brother's soul that is evil.  Upon your honor I charge you with freeing his
soul from the lich's taint.  I shall hold the gate here, but the Dreadlord may
escape through another exit.  You must succeed...

A tear appears in the giant spirit's eye, You must succeed...

-- Page 40 --

Journal Entry 57
LETTER FOUND BLOWING IN THE WIND

Marcus, our plans proceed as well as can be expected.  It is unfortunate that
the Red Dragon has taken the Well of Knowledge.  The Red Wizards may support us
if they think we are after the Well.  We will keep our real target to
ourselves.  We are using a contact in Phlan as a middleman.  In turn, he has
sent a clerk to take care of communications.  She has no knowledge of our real
intent.

We are running out of some spell components, especially bat guano and sulfur.
When is the next shipment due? Maintain contact by standard means.

One final note.  Rumor indicates that the mayor has brought together a new
force to clear the mines and the Well.  We are concerned.  Reply with the
information as soon as possible.

Journal Entry 58
A PRISONER'S SPEECH

The driders have returned to this area only recently.  They have been unable to
enter this valley because of the ice blocking their tunnels.  Suddenly the
tunnels melted clear and many new monsters began to appear.  The driders
remember these creatures from over 300 years ago, when the valley was torn by a
battle between two brothers.  One of the brothers was responsible for the ice,
but the driders have no idea how.

Journal Entry 59
TALE OF THE WOUNDED WARRIOR

If it weren't so terrifying it would have been comical.  We were deep in the
mines when our party came to the cavern.  A horrid mass of unspeakable monsters
were there listening to a high pitched, squeaky voice.  It took us a while to
spot the source of that piping.  Valgur laughed when he saw it.That was our
downfall.  The monsters heard and attacked.  As I crawled from the fray badly
wounded, I saw the creature in the back of the horde.  It was only a glowing
mouse!

Journal Entry 60
MESSAGE FOUND BY POUCH

I m sorry but I needed to escape.  This pouch is for you.  Seems like old
times.

Journal Entry 61
MAYOR REVEALS HIS TRUE MISSION

Now that you have discovered the way to reach the Dreadlord, you usefulness is
at an end.  I still serve Hillsfar any my mission has been to recruit the
Dreadlord.  With his power Hillsfar can take control of the Dalelands and the
Moonsea.  I will become governor of the northern provinces and be wealthy
beyond imagining.

Journal Entry 62
MAGE'S REPORT

Our flaming creatures are clearing the ice quite quickly now.  The dungeon is
open to just below the castle, where ice is much more resistant.  Thankfully we
have discovered a second door upward.

-- Page 41 --

This leads along a winding tunnel into a glacial crevasse.  This was
undoubtedly an old escape tunnel hidden by the Dreadlord.

We have seen no sign of adventurers, but disturbances have been reported in the
lower levels.  As a precaution, we have thawed out the purple worms.  This will
slow us down, but will provide needed defense.

Journal Entry 63
VALA'S STORY

The amazonian woman collapses as she steps down from the shattered prison.  As
you rush to help, her eyes flutter open and she moans, Who are you? Where am I?

After you explain what you now and she has revived, she growls, The legion will
pay.  They have left me imprisoned for 300 years; since the great battles.
They captured me and imprisoned me in that shimmering cage.

So the war over the Dreadlord continues to this day.  My vows compel me to
continue this battle.  I am Vala of the Silver Blades and will aid you in this
war.

Journal Entry 64
MAD DWARF'S RAMBLINGS

Build em an arm today, a couple of chests tomorrow.  Maybe slam out a few
spare eyes.  Wizards are queer birds -- all skin and bones and glowin eyes.
Always distractin yah, cacklin and gigglin .  Iron statues, always more bits
and pieces.  They do strange things to em next door.  Never can be sure with
wizards.  Next thing yah know the statues will be walkin .  Never be too
sure...

Journal Entry 65
LETTER IN TEMPLE

We go into battle today to stop the Dreadlord.  I am fearful, but Oswulf is
confident.  When he speaks I find my courage returns.  I hope everyone at home
is happy.  With any luck I will be home soon.

Your loving son,

Jhaele

<<G:SSB_AJ33.PCX:"[GRAPHIC: JOURNAL ENTRY 66]">>

-- Page 42 --

Journal Entry 67
MAD CLERIC'S RAMBLINGS

Questioned the high lord Bane once, you know.  Didn't think that the Dreadlord
was worthy of his attentions.  Questioned that, I did.  You know that questions
are a burden? Very burdensome for a god.  Then came the Silver Blades and I
questioned again.  Then came the ice and I called out to Bane.  In his wisdom
he kept my mind from freezing.  Let me think about my questions for 300 years,
with only ice as far as the eye could see.  Can't see very far through ice
either.  Unmoving for 300 years gives a man pause.  Finally I discovered the
answer and I sacrificed my mind.  Sacrifice is a balm to the gods.  Gods
inspire the mad.  Madness flows from...

<<G:SSB_AJ34.PCX:"[GRAPHIC: JOURNAL ENTRY 68]">>

Journal Entry 69
CLERK'S LETTER

My dear Sasha,

I m sorry to hear that you have concerns about the Black Circle.  However,
their continued good will is essential.  Their control of the Verdigris Mine
gives us the gems we need at a reasonable price.  As long as these shipments
continue, we will not investigate them too closely.

-- Page 43 --

You may tell them that my negotiations with the Red Wizards proceed very well.
Some may be on their way even now.  Should this turn out as well as I hope,
you can count on a position as my personal scribe.

With my strongest felicitations,

Gragnak Ulfrim
Councilor of New Phlan

Journal Entry 70
PRISONER'S TALE

The Black Circle has collected us as payment to the driders.  In return the
driders will help them with some mysterious rite.  One stronger prisoner was
taken from among us.  I believe he is to be a sacrifice.  You must seek him out
and save him as well.

Journal Entry 71
SIGNIFICANCE OF THE AMULET

The Amulet of Eldamar will reveal three keys hidden within the dungeon.  The
keys open the three doors guarding the Dreadlord's Sanctum.  Watch for a
ghostly radiance that will indicate the presence of a key.

<<G:SSB_AJ35.PCX:"[GRAPHIC: JOURNAL ENTRY 72]">>

-- Page 44 --

GLOSSARY OF AD&D COMPUTER GAME TERMS

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

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

Alignment. This is the basic philosophy of a character. See Alignment in
the What are Characters? section.

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

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

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

Combat Round. Is one turn of a battle. All characters and monsters who are
able to fight will get to act at least once per combat round.

Combat Segment. Is one-tenth of a Combat Round. Which combat segment a
character or monster acts on in a round is determined by his dexterity and
a random number.

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

Dice. In the computer AD&D game dice are random numbers. They are referred
to by the highest number they can be, for example a d 10 can be a value from
1 to 10, a d6 would be from 1 to 6. When a die number is generated it is
called a "Roll."

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

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

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

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

Grimoire (Spell Book). The book a mage carries his spells in. If he doesn't
have a magic book, he has no spells to memorize.

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

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

-- Page 45 --

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

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

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

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

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

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

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

Monster. This term actually includes human and other player races as well as
ogres and dragons. In general, if it isn't part of your party, it's a monster.
Monsters are not necessarily hostile, some may be helpful. That's what the
Parlay command in the Encounter Menu is for.

Multi-Class Characters. Non-human characters may belong to two or three
classes at the same time. Such multi-class characters split their

experience among all their classes, even if they have reached their racial
maximum class.

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

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

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

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

Saving Throw. The chance that a character or monster will be unaffected, or
only partially effected, by a spell, poison, or similar attack. As characters
gain levels their saving throws are more likely to protect them from adverse
effects.

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

THACO (To Hit Armor Class O). This is the number that a character must make
or exceed to hit an opponent with ACO.

-- Page 46 --

                           RANGE OF ABILITY SCORES BY RACE

ABILITY SCORE    DWARF     ELF     GNOME     HALF-ELF     HALFLING     HUMAN
_______________________________________________________________________________
Strength(M)      8-18(99) 3-18(75) 6-18(50)   3-18(90)     6-17       3-18(00)
Strength(F)      8-17     3-16     6-15       3-17         6-14       3-18(50)
Intelligence     3-18     8-18     7-18       4-18         6-18       3-18
Wisdom           3-18     3-18     3-18       3-18         3-17       3-18
Dexterity        3-17     7-19     3-18       6-18         8-18       3-18
Constitution     12-19    6-18     8-18       6-18         10-19      3-18
Charisma         3-16     8-18     3-18       3-18         3-18       3-18



Racial Ability Score Modifiers:
--------------------------------------------
Dwarf       Constitution+1    Charisma-1
Elf         Dexterity+1       Constitution-1
Halfling    Dexterity+1       Strength-1



Minimum/Maximum Ability Score:
--------------------------------------------
(xx0 = maximum percentage for an 18 strength
(fighters, paladins, and ranger only)



            MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE

CLASS       ABILITY   DWARFx    ELFx   GNOMEx    HALF-ELFx  HALFLINGx   HUMAN
______________________________________________________________________________
Cleric       Any        no       no      no           5         no        15*
fighter     STR 16-     7        5       5            6         4         15*
            STR 17      8        6       5            7         5         15*
            STR 18+     9        7       6            8         no        15*
Paladin      Any        no       no      no           no        no        15*
Ranger      STR 16-     no       no      no           6         no        15*
            STR 17-     no       no      no           7         no        15*
            STR 18+     no       no      no           8         no        15*
Magic-User  INT 16-     no       9       no           6         no        15*
            INT 17      no       10      no           7         no        15*
            INT 18      no       11      no           8         no        15*
Thief        Any        18*      18      18*          18*       18*       18*

no: Character of this race connot be of this class
*:  Highest level available in Secret of the Silver Blades.
Normal AD&D* game Character have unlimited level advancement in these classes.
xNOTE:  Except for thieves, most non-human characters may not advance to as
        high a level as teh game provides for humans.

-- Page 47 --

               STRENGTH TABLE: ABILITY ADJUSTMENTS

ABILITY           THAC0           DAMAGE         WEIGHT ALLOWANCE
SCORE             BONUS         ADJUSTMENT       (IN GOLD PIECES)
___________________________________________________________________
3                  -3              -1                 -350
4-5                -2              -1                 -250
6-7                -1             none                -150
8-9               normal          none               normal
10-11             normal          none               normal
12-13             normal          none                +100
14-15             normal          none                +200
16                normal           +1                 +350
17                 +1              +1                 +500
18                 +1              +2                 +750
*18/01-50          +1              +3                 +1000
*18/51-75          +2              +3                 +1250
*18/76-90          +2              +4                 +1500
*18/91-99          +2              +5                 +2000
*18/00             +3              +6                 +3000

*These bonuses available to figher classes only (Fighter, Paladin, Ranger).



              DEXTERITY TABLE

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



CONSTITUTION TABLE

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

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

-- Page 48 --

ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS

CLASS      MAX ARMOR      SHIELD      WEAPONS
______________________________________________________________________________
Cleric       any            any       club,flail,hammer,mace,staff,staff-sling
Fighter      any            any       any
Paladin      any            any       any
Ranger       any            any       any
Magic-User   none           none      dagger, dart, staff
Thief        leather        none      club, dagger, dart, sling,
                                      one-hand swords, short bow



FIGHTER PALADIN, RANGER ATTACKS PER ROUND
CLASS LEVEL          ATTACKS/ROUND
___________________________________________
Fighter 1-6            1/1
Paladin 1-6            1/1
Ranger 1-7             1/1
Fighter 7-12           3/2
Paladin 7-17           3/2
Ranger 8-14            3/2
Fighter 13+            2/1
Paladin 13+            2/1
Ranger 15+             2/1



       MONEY CONVERSIONS

COIN TYPE          GOLD EQUIVALENT
____________________________________
Copper             200cp = 1gp
Silver              20sp = 1gp
Electrum             1ep = 1gp
Gold                 1gp = 1gp
Platinum           1/5pp = 1gp

-- Page 49 --

SPELL PARAMETERS LIST

This is a listing of spells available to player characters as they gain in
level.  The following are abreviations used in the list.

Cmbt = Combat only spell     dia = diameter     t = turns
Camp = Camp only spell       rad = radius       /lvl = per level of caster
Both = Cam or combat spell   All = all          targets = aim at each target
T = Touch Range              r = combat rounds



1st-Level Clerical Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
_________________________________________________________
Bless               both      6      5 dia       6r
Curse               Cmbt      6      5 dia       6r
Cure lt wounds      Both      T       1           -
Cause lt wounds     Cmbt      T       1           -
Detect Magic        Both      3       1          1t
Protect from evil   Both      T       1         3r/lvl
Protect from good   Both      T       1         3r/lvl
Resist Cold         Both      T       1         1t/lvl


2nd-Level Clerical Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
_________________________________________________________
Find Traps          Camp      3       1          3t
Hold Person         Cmbt      6     1-3 target  4r+1/lvl
Resist Fire         Both      T       1         1t/lvl
Silence 15' radius  Cmbt      12     3 dia      2r/lvl
Slow Poison         Both      T       1         1 hour/lvl
Snake Charm         Cmbt      3       All       5-8r
Spiritual Hammer    Cmbt      3       1         1r/lvl


3rd-Level Cerical Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
________________________________________________________
Cure Blindness      Both      T       1          -
Cause Blindness     Cmbt      T       1          -
Cure Disease        Camp      T       1          -
Cause Disease       Cmbt      T       1          -
Dispel Magic        Both      6       3x3        -
Prayer              Both      0       All       1r/lvl
Remove Curse        Both      T       1          -
Bestow Curse        Cmbt      T       1         1t/lvl

-- Page 50 --

4th-Level Clerical Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
________________________________________________________
Cure Serious Wounds Both      T       1          -
Cause Ser. Wounds   Cmbt      T       1          -
Neurtalize Poison   Both      T       1          -
Poison              Cmbt      T       1          -
Protect from evil
10' Radius          Both      T      2 dia      1t/lvl
Sticks to Snakes    Cmbt      3       1         2r/lvl


5th-Level Clerical Spells

SPELL NAME            WHEN     RNG     AREA     DURATION
__________________________________________________________
Cure Critical Wounds  Both      T       1          -
Cause Critical Wounds Cmbt      T       1          -
Dispel Evil           Cmbt      T       1         1r/lvl
Flame Strike          Cmbt      6       1          -
Raise Dead            Camp      3       1          -
Slay Living           Cmbt      3       1          -


6th-Level Clerical Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
________________________________________________________
Harm                Cmbt      T       1          -
Heal                Both      T       1          -


1st-Level Druidical Spells (For High-Level Rangers)

SPELL NAME          WHEN     RNG     AREA     DURATION
________________________________________________________
Detect Magic        Both      4       1         12r
Entangle            Cmbt      8      4 dia      1t
Faerie Fire         Cmbt      8      8 dia      4r/lvl
Invisibility to
Animals             Both      T       1         1t+1r/lvl


2nd-Level Druidical Spells (for High-Level Rangers)

SPELL NAME          WHEN     RNG     AREA     DURATION
___________________________________________________________
Barkskin            Both      T     Creature    4r+1r/lvl
Charm Person/Mammal Cmbt      12      1          -

-- Page 51 --

1st-Level Magic-User Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
________________________________________________________
Burning Hands       Cmbt      T    3 Squares     -
Charm Person        Cmbt     12       1          -
Detect Magic        Both      6       1         2r/lvl
Enlarge             Both    .5/lvl    1         1t/lvl
Reduce              Both    .5/lvl    1          -
Friends             Cmbt      0      All        1r/lvl
Magic Missile       Cmbt     6+lvl    1          -
Protect from evil   Both      T       1         2r/lvl
Protect from good   Both      T       1         2r/lvl
Read Magic          Camp      0       1         2r/lvl
Shield              Cmbt      0       1         5r/lvl
Shocking Grasp      Cmbt      T       1          -
Sleep               Cmbt     3+lvl   1-16       5r/lvl


2nd-Level Magic-User Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
________________________________________________________
Detect Invisibility Both     1/lvl    1         5r/lvl
Invisibility        Both      T       1          -
Knock               Camp      6      1/lvl       -
Mirror Image        Both      0       1         2r/lvl
Ray of Enfeeblement Cmbt      T      1+.25/lvl  1r/lvl
Stinking Cloud      Cmbt      3       2x2       1r/lvl
Strength            Both      T       1         6t/lvl


3rd-Level Magic-User Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
________________________________________________________
Blink               Both      0       1         1r/lvl
Dispel Magic        Both     12      3x3         -
Fireball            Cmbt    10+lvl   2/3 rad     -
Haste               Both      6      4x4        3r+1/lvl
Hold Person         Cmbt     12      1-4        2r/lvl
Invisibility 10'    Both      T      2 dia       -
Lightning Bolt      Cmbt     4+lvl    4,8        -
Protect from Evil
10' Radius          Both      T      2 dia      2r/lvl
Protect from Good
10' Radius          Both      T      2 dia      2r/lvl
Protect from
Normal Missile      Both      T       1         1t/lvl
Slow                Cmbt     9+lvl   4x4        3r+/lvl

-- Page 52 --

4th-Level Magic-User Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
__________________________________________________________
Charm Monster       Cmbt      6       1          -
Confusion           Cmbt     12      2-16       2r+1/lvl
Dimnesion Door      Cmbt      0       1          -
Fear                Cmbt      0      6x3 cone   1r/lvl
Fire Shield(2 types)Both      0       1         2r+1/lvl
Fumble              Cmbt     1/lvl    1         1r/lvl
Ice Storm(dmg olny) Cmbt     1/lvl   4 dia       -
Min Globe of
Invulnerability     Both      0       1         1r/lvl
Remove Curse        Both      T       1          -
Bestow Curse        Cmbt      T       1         1t/lvl


5th-Level Magic-User Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
_________________________________________________________
Cloudkill           Cmbt      1      3x3        1r/lvl
Cone of Cold        Cmbt      0     .5/lvl cone  -
Feblemind           Cmbt     1/lvl    1          -
Hold Monster        Cmbt    .5/lvl  1-4 targets 1r/lvl


6th-Level Magic-User Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
______________________________________________________________
Deathspell          Cmbt      1     .5/lvl     Instantaneous
Disintegrate        Cmbt    .5/lvl  Speical    Permanent
Globe of
Invulerability      Both      0       1         1r/lvl
Stone to Flesh      Both     1/lvl    1        Permanent
Flesh to Stone      Cmbt     1/lvl    1        Permanent


7th-Level Magic-User Spells

SPELL NAME          WHEN     RNG     AREA     DURATION
__________________________________________________________
Delayed Blast
Fire Ball           Cmbt    10+1/lvl  2r       Special
Mass Invisibility   Both     1/lvl  Special    Special
Power Word, Stun    Cmbt    .5/lvl    1        Special

-- Page 53 --

                              WEAPON LIST

                 DAMAGE VS.   DAMAGE VS. LARGER        NUMBER
NAME             MAN SIZED     THAN MAN SIZED         OF HANDS     CLASS
_____________________________________________________________________________
Axe, Hand           1-6             1-4                  1           f
Bastard Sword       2-8             2-16                 2           f
Battleaxe           1-8             1-8                  1           f
Broad Sword         2-8             2-7                  1           f,th
Club                1-6             1-3                  1           f,cl,th
Composite Long Bow* 1-6             1-6                  2           f
Composite Shrt Bow* 1-6             1-6                  2           f
Dagger              1-4             1-3                  1           f,mu,th
Dart                1-3             1-2                  1           f,mu,th
Flail               2-7             2-8                  1           f,cl
Halberd+            1-10            2-12                 2           f
Hammer              2-5             1-4                  1           f,cl
Javelin             1-6             1-6                  2           f
Light crossbow#     1-4             1-4                  2           f
Long Bow*           1-6             1-6                  2           f
Long Sword          1-8             1-12                 1           f,th
Mace                2-7             1-6                  1           f,cl
Morning Star        2-8             2-7                  1           f
Scimitar            1-8             1-8                  1           f,th
Short Bow*          1-6             1-6                  2           f
Short Sword         1-6             1-8                  1           f,th
Sling               1-4             1-4                  1           f,th
Spear               1-6             1-8                  1           f
Trident             2-7             3-12                 1           f
Two-Handed Sword    1-10            3-18                 2           f

+Polearm
*Must have ready arrows to fire.  Two Attacks per round.
#Must have ready quarrels to fire.  One Attack per round.
f=figher, cl=cleric, th=thief, mu=magic-user

-- Page 54 --

                         ARMOR LIST

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

* A character carrying many objects, including a large number of
  coins, can be limited in movement to a minimum of 3 squares per turn.

# A shield subtracts 1 AC from any armor it's used with.



                       TABLE OF EXPERIENCE PER LEVEL

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

Remember that all experience earned by a non-human, multiple-class character
is divided even after the character has reached his maximum level in a
particular class.  A human dual-class character only earns experience in his
second class.  the character use the abilities of his first class until
his level in his second class exceeds his level of his first class.


Cleric
                                          NUMBER OF CLERIC SPELLS PER LEVEL
LEVEL     EXPERIENCE         HIT DICE          1   2   3   4   5   6
_________________________________________________________________________
1         0-1,500              1d8             1
2         1,501-3,000          2d8             2
3         3,001-6,000          3d8             2   1
4         6,001-1,3000         4d8             3   2
5         13,001-27,000        5d9             3   3   1
6         27,001-55,000        6d8             3   3   2
7         55,001-11,0000       7d8             3   3   2   1
8         110,001-225,000      8d8             3   3   3   2
9         225,001-450,000      9d8             4   4   3   2   1
10        450,001-675,000      9d8+2           4   4   3   3   2
11        675,001-900,000      9d8+4           5   4   4   3   2   1*
12        900,001-1,125,000    9d8+6           6   5   5   3   2   2
13        1,125,001-1,350,000  9d8+8           6   6   6   4   2   2
14        1,350,001-1,575,000  9d8+10          6   6   6   5   3   2
15        1,575,001+           9d8+12          7   7   7   5   4   2

* Usable only by clerics of 17 or greater wisdom.

-- Page 55 --

Bonus Spells For Clerics with High Wisdom Ability Score:

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

Note that these bonus spells are only available when the cleric is
entitled to spells of the aplicable level.  Thus an 8th level cleric with
a Wisdom of 18 can memorize the following spells:

    Number of Spells
    1  2  3  4  5
_______________________
    5  5  3  -  -



Magic-User

LEVEL     EXPERIENCE         HIT DICE     1   2   3   4   5   6   7
_____________________________________________________________________
1         0-2,500              1d4        1
2         2,501-5,000          2d4        2
3         5,001-10,000         3d4        2   1
4         10,001-22,500        4d4        3   2
5         22,501-40,000        5d4        4   2   1
6         40,001-60,000        6d4        4   2   2
7         60,001-90,000        7d4        4   3   2   1
8         90,001-135,000       8d4        4   3   3   2
9         135,001-250,000      9d4        4   3   3   2   1
10        250,001-375,000      10d4       4   4   3   2   2
11        375,001-750,000      11d4       4   4   4   3   3
12        750,001-1,125,000    11d4+1     4   4   4   4   4   1*
13        1,125,001-1,500,000  11d4+2     5   5   5   4   4   2
14        1,500,001-1,875,000  11d4+3     5   5   5   4   4   2   1**
15        1,875,001+           11d4+4     5   5   5   5   5   2   1

* Usable only with 12+ Intelligence
** Usable only with 14+ Intelligence

-- Page 56 --

Ranger                                    DRUID    MAGIC-USER
LEVEL     EXPERIENCE          HIT DICE    1   2     1   2
__________________________________________________________
1          0-2,250              2d8       -   -     -   -
2          2,251-4,500          3d8       -   -     -   -
3          4,501-10,000         4d8       -   -     -   -
4          10,001-20,000        5d8       -   -     -   -
5          20,001-40,000        6d8       -   -     -   -
6          40,001-90,000        7d8       -   -     -   -
7          90,001-150,000       8d8       -   -     -   -
8          150,001-225,000      9d8       1   -     -   -
9          225,001-325,000      10d8      1   -     1   -
10         325,001-650,000      11d8      2   -     1   -
11         650,001-975,000      11d8+2    2   -     2   -
12         975,001-1,300,000    11d8+4    2   1     2   -
13         1,300,001-1,625,000  11d8+6    2   1     2   1
14         1,625,001-1,950,000  11d8+8    2   2     2   1
15         1,950,001+           11d8+10   2   2     2   2



Paladin
                                           NUMBER OF CLERIC SPELLS PER LEVEL
LEVEL     EXPERIENCE          HIT DICE          1   2   3   4
_________________________________________________________________________
1          0-2,750              1d10            -   -   -   -
2          2,751-5,500          2d10            -   -   -   -
3          5,501-12,000         3d10            -   -   -   -
4          12,001-24,000        4d10            -   -   -   -
5          24,001-45,000        5d10            -   -   -   -
6          45,001-95,000        6d10            -   -   -   -
7          95,001-175,000       7d10            -   -   -   -
8          175,001-350,000      8d10            -   -   -   -
9          350,001-700,000      9d10            1   -   -   -
10         700,001-1,050,000    9d10+3          2   -   -   -
11         1,050,001-1,400,000  9d10+6          2   1   -   -
12         1,400,001-1,750,000  9d10+9          2   2   -   -
13         1,750,001-2,100,000  9d10+12         2   2   1   -
14         2,100,001-2,450,000  9d10+15         3   2   1   -
15         2,450,001+           9d10+18         3   2   1   1

-- Page 57 --

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



Fighter

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

-- Page 58 --

