HEROES OF ASCORE: TILE EPIC CONTINUES!level determines the maximum level of spells a magic-user can...

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HEROESOFASCORE : TILEEPICCONTINUES! IBM & AMIGA - $49 .95 . ByBeyondSoftware . TOORDER : VISA/MC - call1-800-245-4525 (USA&Canada) .Bymail - send checkormoneyorderfor$49 .95 plus$4 .00shipping&handling to : ElectronicArts,P.O.Box7530, SanMateo,CA94403 CAresidentsaddapplicablesales tax .Specifycomputerformat . Allow1-3weeksfordelivery . TEASURESOFTHESAVAGEFRONTIER istheexcitingsequelto GATEWAY To THE SAVAGEFRONTIER andvolume11inSSI's spectacularnewAD&D® computer fantasyrole-playingepic . Yourmissionistrulydaunting :save theSavageFrontierfromacataclysmic war,freeLlorkhfromitsevilcaptors, andregainapowerfulmagicalitem lostsinceancienttimes . Thisbig,boldadventurewill leaveyoureeling!Theaward- winninggamesystemused throughoutSSI'sfamousgold-box seriescontinuestoevolve - new featuresabound! Movementand combatarenowsubjecttothe unpredictableeffectsofweather. Playerscannow interactwith NPCs-theycanevenhave romances. Plus,insomesituations, combatreinforcement cangiveyouextrahelp whenyouneeditmost .AndwiththeSavage Frontierteeteringonthebrinkofall-outwar,this featurewillbeputtogooduse! Transferyourcharactersfrom GATEWAYToTHE SAVAGEFRONTIER orcreatenew 5TH levelcharacters . You'llfindsomuchmoretoexplore- andthe freedomtoexploreitthewayyouwant- asthe heroesofAscoreattempttheimpossibleyetagain! ._, ADVANCEDDUNGEONS&DRAGONS, AD&D,andtheTSRlogoaretrademarks ownedbyandusedunderlicensefrom s TSR,Inc .©1992TSRInc .©1992Strategic Simulallons,Inc.Allrightsreserved .

Transcript of HEROES OF ASCORE: TILE EPIC CONTINUES!level determines the maximum level of spells a magic-user can...

Page 1: HEROES OF ASCORE: TILE EPIC CONTINUES!level determines the maximum level of spells a magic-user can cast. Wisdom (WIS) is the measure of a char-acter's ability to understand the ways

HEROES OF ASCORE :TILE EPIC CONTINUES!

IBM & AMIGA - $49.95 .By Beyond Software .

TO ORDER :VISA/MC - call 1-800-245-4525(USA & Canada) . By mail - send

check or money order for $49 .95plus $4 .00 shipping & handling

to : Electronic Arts, P.O. Box 7530,San Mateo, CA 94403

CA residents add applicable salestax . Specify computer format .

Allow 1-3 weeks for delivery .

TEASURES OF THE SAVAGE FRONTIER

is the exciting sequel to GATEWAY To THE

SAVAGE FRONTIER and volume 11 in SSI'sspectacular new AD&D® computerfantasy role-playing epic .

Your mission is truly daunting: savethe Savage Frontier from a cataclysmicwar, free Llorkh from its evil captors,and regain a powerful magical itemlost since ancient times .

This big, bold adventure willleave you reeling! The award-winning game system usedthroughout SSI's famous gold-boxseries continues to evolve - newfeatures abound! Movement andcombat are now subject to theunpredictable effects of weather.Players can now interact with

NPCs - they can even haveromances. Plus, in some situations,

combat reinforcement can give you extra helpwhen you need it most. And with the SavageFrontier teetering on the brink of all-out war, this

feature will be put to good use!Transfer your characters from GATEWAY To THE

SAVAGE FRONTIER or create new 5TH level characters .

You'll find so much more to explore - and the

freedom to explore it the way you want - as the

heroes of Ascore attempt the impossible yet again!

._, ADVANCED DUNGEONS & DRAGONS,AD&D, and the TSR logo are trademarksowned by and used under license from

s

TSR, Inc . ©1992 TSR Inc . ©1992 StrategicSimulallons, Inc. All rights reserved .

Page 2: HEROES OF ASCORE: TILE EPIC CONTINUES!level determines the maximum level of spells a magic-user can cast. Wisdom (WIS) is the measure of a char-acter's ability to understand the ways

Game Creation :

System Creation :

Producer :

Associate Producer :

Project Management :

Story and Design :

Programming:

Additional Programming:

Art Director:

Artists:Additional Art:

Encounter Authors:

Additional Encounter Programming :

Copyeditors :

Special Consultants :

Music Production :

Music Composition :

IBM Digital Sound Driver :

Amiga Music Driver :

Sound Effects :

Playtesters :

Test Support:

Compatibility Testing:

Art, Graphic Design & DTP:

Pre-press Production :

Printing:

CREDITS

MicroMagic Inc .SSI Special Projects Group

George MacDonald

Ken Humphries

Lester Humphreys, Jason Linhart

Herb Perez

Jason Linhart, David Blake

Bill Sloan, Lester Humphreys

Carol Tanguay

Carol Tanguay, Herb Perez

SSI Special Projects GroupKen Eklund : Naulidis, Hulderfolk, Palace, Tower of Flame

Herb Perez : Caves, Kristophan, Tombs

Francis Small : Hawkbluff, Blackwater Glade

David Arcand : Overland, New Aurim

Stephen Linhart : Luminari, Bai'or

Wayne Horgan : Gnome Citadel

David Arcand

Eileen Matsumi, Andre Vrignaud

Wayne Horgan, Kiri Naiman"The Fat Man" George Alistair Sanger

David Govett

John Ratcliff

The Dreamers Guild Inc .

Bill Sloan, Ben Zeman, Kid Naiman, SSI SpecialProjects Group

Thomas MacMahon, Tao-Rodriguez-Seeger,Emma Tallier, Brian Lowe, Cyrus Harris, Al Marenco,Zane Wolters, John Kirk, Chris Warshauer,Jeff Shottwell, Forrest Elam, John Boockholdt,Steven Okano, Tom MacDevitt, Sean House,Larry Webber, Jason Ray, Mike GilmartinKym Goyer

Top Star Computer Services, Inc .

Louis Saekow Design - David Boudreau, Kathryn J. LeeLouis Saekow Design - Kirk Nichols, Jev RotheAmerican Lithographers, Inc .

TABLE OF CONTENTS

INTRODUCTION 1

IMPORTANT FEATURES 2

CHARACTERS AND PARTIES 2Player Races 2Ability Scores 3Character Classes 4

Alignment 6Other Attributes 7

Building a Successful Party 7

COMBAT 9

Combat Map 9Initiative 9

Computer Control 9

Combat Ability 9Attacking 10Combat Movement l lCombat Strategies 11After Combat 12

MAGIC 12Magic-Users 12Clerics 13Knights and Paladins 14Rangers 14Tips on Magic 14

MAGICAL TREASURES 14

CREATURES OF THE DRAGONLANCE TM SAGA 16

SPELL DESCRIPTIONS 24

JOURNAL ENTRIES 31

TABLES 49

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,* INTRODUCTION tw

A LETTER FROM THE QENERAL

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CHARACTERS AND PARTIES

You need a party of adventurer PlayerCharacters (PCs) to play THE DNi QUEEN OF

KRYTIN . You must choose the following foreach character: a race, a class, and analignment . After you select these, thecomputer generates a set of ability scoresthat define your new character's naturalstrengths and weaknesses . To build aparty you must make a mix of charactersthat have the range of skills needed forsuccess, and then band them together .

Player RacesThere are seven races from which youmay construct player characters, eachwith different talents and limitations .Tables beginning on page 49 summarizethe racial class limitations and abilityscore modifiers. The following describeseach race and tells which classes areopen to them .

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Hill Dwarves are a stubborn and roughrace of sturdy workers and craftsmen .They are especially resistant to magic andpoison. During combat, dwarves receivebonuses when attacking goblins or hob-goblins, and are adept at dodging theattacks of ogres and giants . Dwarves canbe fighters, thieves, rangers, clerics ofReorx, or mixed classes.

Mountain Dwarves are somewhat clan-nish and more refined than their HillDwarf cousins, otherwise they are nearlyidentical . Mountain dwarves may be fight-ers, paladins, thieves, clerics of Reorx, ormixed classes .

Silvanesti Elves (High Elves) are a tall,arrogant, and long-lived race . They arenearly immune to sleep and charm spells,and are adept at finding hidden doors .During combat, elves receive bonuseswhen attacking with swords or bows . Theycannot be raised from the dead . Silvanestielves can be fighters, paladins, magic-users,clerics, rangers, and mixed classes .

Qualinesti Elves are slightly smaller andfriendlier than their Silvanesti brethren,but they have identical abilities andbonuses. Qualinesti elves can be fighters,rangers, magic-users, thieves, clerics andmixed classes.

Half-Elves are hybrids, with many of thevirtues of both humans and elves . Liketheir elf ancestors, they are resistant tosleep and charm spells, and are adept atfinding hidden doors. Half-elves can befighters, knights, magic-users, clerics,thieves, rangers, and mixed classes .

Kender are a small people characterizedby an absolute lack of fear, and an insa-tiable curiosity . They are especially resis-tant to magic and poison, and have thespecial ability to taunt intelligent oppo-nents. When kender successfully taunt, anopponent will attack in a mindless rage,suffering a loss of combat effectiveness .The preferred weapon of the kender is thehoopak, part staff-sling, part metal-shodstaff, which only they can use. Kenderreceive bonuses to hit with hoopaks, andare deadly accurate shots . They can bethieves, fighters, rangers, clerics or mixedclasses .

Humans are the most common player-race in the world of Krynn . Humans dohave the disability of shorter life-spansthan the other races. This may be a prob-lem if they are subjected to many hastespells, which age the hasted characterone year . They can be fighters, magic-users, clerics, thieves, paladins, rangers,and knights - but not mixed classes .

Ability ScoresEvery character has six randomly generat-ed ability scores as described below .These scores fall within a range deter-mined by the race and class of the char-acter . The base values range from 3 (low)to 18 (high) . There are tables of limita-tions, modifiers, and bonuses starting onpage 49 .

Depending on the character class, one ormore of these abilities will be a PrimeRequisite . A prime requisite is an abilityespecially valuable to a given class . Forexample, strength is key for fighters andwisdom for clerics . Most charactersreceive bonus experience points whentheir prime requisite scores are 16 orgreater . Non-human characters may havemodifiers to the basic ability scores toreflect differences between the races .

Dwarves for instance, get a+ l constitu-tion bonus and may have a maximumconstitution of 19 instead of 18 . All racialmodifiers are calculated automaticallywhen a character is generated .

Strength (STR) is the measure of a char-acter's physical power, muscle mass, andstamina. Fighter-type characters (fighters,paladins, and rangers) may have excep-tional strengths greater than 18 that areindicated by a percent value (01, 02, 03 . . .98, 99, 00) following the base strength .High strength increases a character's com-bat ability with melee weapons, such asswords or maces . Strength also determineshow much a character can carry withoutbecoming encumbered and slowed incombat .

Intelligence (IIYT) is the measure of howwell a character can learn . Intelligencelevel determines the maximum level ofspells a magic-user can cast .

Wisdom (WIS) is the measure of a char-acter's ability to understand the ways ofthe world and to interact with the world .Clerics receive bonus spells for high wis-dom, and wisdom determines the maxi-mum level of spells a cleric can cast .

Dexterity (DEX) is the measure of acharacter's manual dexterity and agility .Thieves especially benefit from high dex-terity. Dexterity affects how well a charac-ter can use ranged weapons (bows, dart,etc.), when he moves in a combat round,and how difficult he is to hit in combat .

Constitution (CON) is the measure of acharacter's overall health. Charactersreceive one extra hit point if their consti-tution is 15, and two points if it is 16 .Fighter-types (fighters, rangers, knights,and paladins) receive additional bonusesfor constitutions of 17 or 18 . A character'sconstitution also determines the maxi-mum number of times that character can

be raised from the dead with raise deador resurrection spells, and the chance ofa resurrection attempt being successful .Every time a character is successfully res-urrected, 1 point of constitution is lost.

Charisma (CHA) is the measure of howothers react to a character .

Charisma is sometimes a factor whenencountering NPCs - the higher a charac-ter's charisma, the more that charactercan persuade others to do what he wants .The character with the highest charismashould be the active character when deal-ing with IYPCs .

Character ClassesClasses are the characters' professions. Acharacter must be at least one characterclass. Non-human characters can be morethan one class at the same time . Thesemulti-class characters have more playingoptions, but move up in levels slowlybecause experience is divided evenlyamong all classes .

Characters receive hit points, spells, andabilities based on their class, level, and(sometimes) ability scores . Refer to thetables at the back of this journal to findthe number and size of hit dice a charac-ter receives, and the number of spells thecharacter can memorize .

Clerics have spells bestowed on them bytheir deity and can fight wearing armorand using crushing (no edged or pointed)weapons. After selecting an alignment,clerics may only choose a deity appropri-ate to their alignment . Each of the deitiesextend special abilities to their followers .For more information, see the "Deities"

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section on page 13. Clerics have the abilityto sometimes turn away, or even destroyundead creatures such as skeletons orzombies. This power increases as the cler-ic increases in level . Clerics must memo-rize their spells just as magic-users, butthey do not use spell books. When clericsgain a new spell level, they can automati-cally memorize any of the available spellsfor that level . The prime requisite for cler-ics is wisdom .

Fighters can fight with any armor orweapons, but they cannot cast magicspells. All fighter-types (fighters, paladins,knights, and rangers) gain the ability toattack more than one time per roundwhen they reach higher levels . They canalso have exceptional strength ; gainingadditional hit point bonuses if they have aconstitution of 17+ . The prime requisitefor fighters is strength .

Paladins are a type of fighter, and canfight with any armor or weapons . They areresistant to spells and poison, and canturn undead creatures as if they were acleric two levels below their current pal-adin level . Paladins are also always sur-rounded by the equivalent of a protectionfrom evil 10' radius spell. Paladins mayheal two hit points of damage per levelonce a day. They may cure disease oncea week for every five levels of experience .For example, once a week at Ist-5th levels,twice a week at 6th-10th levels, etc . Theycan use cleric spells when they reach 9thlevel, although they can never use clericalscrolls . They advance in spell-casting abili-ty until 20th level .

Paladins must be of lawful good align-ment, and they will not knowingly adven-ture with any evil characters . They musthave ability scores of at least 9 in intelli-gence and constitution, at least 12 instrength, at least 13 in wisdom, and atleast 17 in charisma . The prime requisitesfor paladins are strength and wisdom .

Rangers are a type of fighter, and canfight with any armor or weapons. They doadditional damage when fighting giant-class creatures . Rangers must be of goodalignment and have ability scores of atleast 13 in strength and intelligence, and .at least 14 in wisdom and constitution .They can use druid spellss when theyreach 8th level, and magic-user spellswhen they reach 9th level . Their spell-casting ability advances until 17th level .Rangers can never use scrolls of any type .The prime requisites for rangers arestrength, intelligence, and wisdom.

Solamnic Knights are the pride of chival-ric honor in the world of Krynn . Theknights are divided into three orders : theKnights of the Crown, the Knights of theSword, and the prestigious Knights of theRose. All are renowned for their braveryand skill at arms . Knights begin the gamewith Solamnic Plate Mail, helm +2, longsword +2, and a shield +2 .

Knights are valuable for their leadershipability in combat . Whenever a party with aKnight enters combat, he makes a leader-ship check. If the check is successful allNPCs in the party come under your con-trol like regular PCs . Chance of successincreases dramatically as a Knight risesthrough the three orders.

If a Knight of either of the first two orders(Crown or Sword) is of sufficient level,and has high enough ability scores, hemay petition the next higher order foradmission. When Knights of the Sword orthe Rose become sixth-level, they gain theability to cast some clerical spells .

Note: Knights receive experiencebonuses for doing knightly deeds andnot for meeting prime requisitesminimums .

To join the Knights of the Sword a knightmust have the following minimum abilityscores: STR 12, INT 9, WIS 13, DEX 9,CON 10 .

To join the Knights of the Rose a knightmust have the following minimum abilityscores: STR 15, INT 10, WIS 13, DEX 12,CON 15 .

Magic-Users have powerful spells, butcan use no armor and few weapons . Theycan only memorize those spells availablein their personal spell books. Magic-usersmay add entries to their spell books when-ever they go up in level or find scrollswith spells of levels that they are able toscribe . In the world of Krynn, the powerof magic-users is moderated by the threemoons, and magic-users are divided intothree orders based on alignment . Amagic-user's power fluctuates with thecycles of the moon that influences hisorder. For more information on the ordersand moons see the "Magic" section (page12) . The prime requisite for magic-users isintelligence .

Thieves have special skills for openinglocks and removing traps, but are limitedto using swords, short bows, slings, andleather armor. In combat they do addi-tional damage by 'back stabbing,' whichis described in the Combat section .Starting at 10th level, thieves can deci-pher some magical writing and have achance of casting spells from magic-userscrolls. The prime requisite for thieves isdexterity .

Multi-class characters are non-humanswho belong to two or more classes at thesame time. Multi-class characters' experi-ence points are divided among each of theclasses, even after they can no longeradvance in one or more of those classes.Their hit points per level are averagedamong their classes. Multi-class charactersgain all the benefits of all their classeswith regard to weapons and equipment .

AlignmentAlignment is the philosophy a characterlives by, and can affect how NPCs andsome magic items react to a character . Thepossibilities range from believing stronglyin society and altruism (lawful good) tobeing anarchistic and actively unpleasant(chaotic evil) . Alignment is presented intwo parts : World View and Ethics .

World ViewLawful indicates that the character valuesthe structure and rules of society .

Neutral indicates that the character val-ues both the individual and society .

Chaotic indicates that the character val-ues the individual over society .

EthicsGood indicates that the character tries toact in a moral and upstanding manner .

Neutral indicates that the character leanstowards "situational ethics," evaluatingeach set of circumstances .

Evil indicates that the character acts with-out regard to others, or in an overtlymalignant manner. Player characters can-not be evil .

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Other AttributesEach character also has three importantvalues that change as the game goes on :hit points, experience points, and levels .

lilt Points measure the amount of dam-age a character can take before he goesunconscious . A character's maximum hitpoints are based on the hit dice for thecharacter's class and level, plus anyadjustments for constitution . A charactergains a hit point bonus to each hit die ifhis constitution is over 14 .

Note: Dice (d) is the term used todescribe the range for a randomly gen-erated number. Dice are referred to bythe range they represent. A d6 has arange from I through 6, a d 10 has arange from I through 10 . Hit dicerefers to the base range of hit points acharacter class may have . For exam-ple, a 3rd level fighter has a base of 3d 10 hit dice, or 3-30 hit points .

When a character takes enough damagethat his hit points reach 0, he is uncon-scious. If the character's hit points dropto anything from -I to -9, he will lose I hitpoint per turn from bleeding until he isbandaged or dies. If a character has -10hit points or less, he is dead . Hit pointson the screen will never be displayed asless than 0 .

Experience Points are a measure ofwhat a character has learned while adven-turing . Characters receive experiencepoints for actions such as fighting mon-sters, finding treasures, and successfully

completing quests . The computer keepstrack of experience, and when charactersearn enough, they may advance in levels .See the Level Advancement Tables begin-ning on page 55 for experience require-ments .

New characters start the game with1,000,001 EXF, which puts most single-class characters at about 12th level .

Levels are a measure of how much acharacter has advanced in his class .When they have enough experiencepoints, characters may go to a traininghall and receive the training required toincrease in level . Characters may onlyadvance one level at a time .

If a character has gained enough experi-ence to go up two or more levels sincethe last time he has trained, he goes upone level, and lose all experience in excessof one point below the next level .

Example:

An 9th level thief enters a training hallwith 375,000 experience points(enough for 11th level) . He will leaveas a 10th level thief with 220,000experience points-one point below11th level .

Characters cannot train for new levelsonce they have reached the maximumlevels allowed .

Building a Successful PartyForming a strong and adaptable party is akey to success in THE DARK QUEEN of KRYNN .

Up to six Player Characters (PCs) may bein a party-a party with fewer is less pow-erful and more likely to be eliminated byopponents .

Include a variety of classes in a party toget a good mix of skills. Here are twosample parties:

Sample Party # 1 :

I Human Knight1 Human PaladinI Dwarf RangerI Kender Cleric ofMishakal/Thief1 Qualinesti Elf Cleric ofShinare/Fighter/Red Robe Mage

1 Silvanesti Cleric ofMajere/Fighter/White Robe Mage

Sample Party #2 :

1 Human KnightI Silvanesti Elf Cleric of Mishakal/Fighter/White Robe Mage

I HalfElf Ranger/Cleric of Majere1 Qualinesti Elf Cleric ofShinare/Fighter/Red Robe Mage

I Kender Cleric of Kiri Jolith/Thief1 Qualinesti Elf Fighter/Red RobeMage

Why These Classes?Cleric/Fighter/Magic-Users are the ulti-mate multi-purpose character . Acleric/fighter/magic-user can cast bothmagic-user and cleric spells while wieldingthe armor and weapons of a fighter. Themain disadvantage of the cleric/fighter/magic-user is that, as a triple-class charac-ter, they advance in levels quite slowly .

Fighter/Magic-Users may cast spellswhile wearing armor . This split class canfight as well as a fighter and receivesmore hit points than a pure magic-user .

Cleric/Thieves have more hit points anda better armor class than pure thieves . Asa cleric, the cleric/thief can cast healingand support spells, allowing the characterto perform double duty as both the partythief and additional healer . The thief sta-tus permits the powerful 'back stab'attack which is described in the "Combat"section .

Clerics are essential for healing the partyafter engagements . The most efficient wayto heal is to ENCAMP and select FIX (you canissue this command several times whileencamped) . FIX works as follows :

If a cleric is in the party, all available curespells are cast and automatically rememo-rized until all characters are healed . If theparty has taken more damage than clericshave cure spells, the FIX option may beused again. When FIX is used, charactersat the top of the list will be healed beforethe characters below them . If a cleric isnot in the party, hit points may be recov-ered through rest (1 HP per 24 hour peri-od), potions or Temple services .

Rangers normally start the game withmore HP than other righter types. They doextra damage versus giant monsters, andreceive magic and druidic spells at highlevel .

Knights are powerful fighters and thereare some items that may only be used bythem. Knights have special leadershipabilities and gain clerical spells at highlevels .

Paladins are great warriors. In addition totheir martial prowess, they have naturalprotection from evil 10' radius, healingpowers, and they gain clerical spells .

Preparation lips

Once the party has banded together,camp at the inn, ready equipment, andhave all spellcasters memorize spells .Finally, save the game before continuing .

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I

COMBATAdventurers must battle their way throughmany dangerous foes to complete theadventure. The following, sections offersome more information and tips for combat .

Combat MapBattle takes place on a tactical combatmap that is a detailed view of the terrainthat the party was in when the combatbegan. This map is set up with an invisi-ble square grid .

initiativeEach round of combat is divided into 10segments, and every character and foe actson a specific segment based on a randominitiative number . Initiative is generated atthe start of each combat round, and ismodified by dexterity and random factorssuch as surprise . Characters can act ontheir initiative segment, or use the DELAY

command to hold action until the end ofthe round . Casting spells may take extratime to perform, so often a spellcaster willbegin a spell on his segment, but the spellwill not go off until a little later .

Computer ControlIn combat you control the actions of PCs .The computer controls the actions ofmonsters, NPCs, and PCs set to computercontrol with the QUICK command . If youhave a Knight or paladin in your party, hemay take control of NPCs at the start ofcombat by making a successful leader-ship check. A successful leadership checkputs NPCs under normal control for thatcombat.

9

Combat AbilityEach character's ability in combat isdefined by AC, THACO, and Damage .

Armor ClassA character's or monster's difficulty to behit is represented by armor class (AC) .The lower the AC, the harder the target isto hit . AC is based on readied armor anda dexterity bonus. Some magic items, suchas some bracers, also help improve AC .

THACOThe ability to hit enemies in melee or withmissile fire is represented by THACO .THACO stands for To Hit Armor Class 0.This is the number a character must 'roll'equal to or greater than to do damage ona target with an AC of 0 . The lower theTHACO, the better the chance to hit thetarget.

Note : the generation of a randomnumber is often referred to as a 'roll' .In determining the success of anattack, the number generated is from1 through 20 .

An attack is successful if the randomnumber is greater than or equal to theattacker's THACO minus the target's AC .THACO may be modified by things likerange, attacking from the rear, magicweapons, and magic spells .

Example :A fighter with a THACO of 5 attacking amonster with an AC of 3 would needto roll (THACO 5) - (AC 3) = 2+

But to hit a monster with an AC of -2he would need to roll (THACO 5) -(AC -2) = 7+

DamageDamage is the range of hit point loss theattacker inflicts and is based on theattacker's strength, weapon type, and anymagic bonuses the weapon has . The basedamage for each weapon is summarizedin the Weapons Table on page 51 .

Some monsters take only partial or nodamage from certain weapon types .Skeletons, for example, take only halfdamage from sharp or edged weapons,while some other monsters may only bedamaged by magical weapons .

AttackingThere are two basic types of attack : Meleeand Ranged (or Missile) . The followingdescribes each type and other rules gov-erning combat.

Melee CombatMelee combat is face-to-face fighting withweapons such as swords and maces. Onlywhen using melee weapons can charac-ters receive strength bonuses. Fighterscan sometimes overpower several smallfoes during melee combat, and thieveshave opportunities to 'back stab.'

Ranged CombatRanged combat is firing at distant enemieswith weapons such as bows or darts . Acharacter with a missile weapon (bow,sling, etc.) may not attack when adjacentto an enemy . Two arrows or three dartscan be fired per turn .

Multiple AttacksAfter seventh-level (eighth for rangers) allfighter-type characters increase the num-ber of attacks they make with meleeweapons. The first increase is three

attacks every two rounds, then two attacksevery round . See the Bonus Attacks forHigh Level Fighters table on page 50 .

All of a character's attacks are takenagainst his first target . If the first targetgoes down with the first attack, you canaim the remaining attack at another tar-get . Fighter-types may also 'sweep'through several weak opponents in onecombat round. When a character 'sweeps,'he automatically attacks all of the weakopponents.

Back StabbingA thief 'back stabs' if he attacks a targetfrom exactly opposite the first characterto attack the target . The thief may not'back stab' if he has readied armor heav-ier than leather . A 'back stab' has a betterchance of hitting the defender and doesadditional damage.

Saving ThrowsAttacks such as poison or spells do notautomatically have their full effect on atarget . Victims may get a saving throw toavoid some or all of the effect. If the sav-ing throw is successful, generally the tar-get suffers either no effect or only half-damage. Saving throws improve as char-acters gain levels .

Note: some monsters have naturalmagic resistance which decreases thechance that they will be affected byspells .

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Combat MovementThe number of squares a character canmove is affected by carried weight, char-acter strength, and the kind of readiedarmor. A character's movement range isdisplayed on the View Screen and duringthe character's segment in combat .Combat movement is important for bothclosing quickly with opponents (and stop-ping missile fire) and fleeing from battlesthat are too tough .

Running AwayA character may flee from the battlefield ifhe moves faster than all enemies, but notif he moves slower than any enemies . Acharacter has a 50% chance to move offthe battlefield if he moves as fast as thefastest foe .

Exception : if a character can reach theedge of the combat map without any ofhis opponents being able to see him, hemay then flee successfully even thoughhe is slower than his opponents.

Returning to the PartyA character that moves off the battlefieldreturns to the party after the fight is over .If all active characters flee combat, anydead or unconscious characters are lost .Characters that flee a combat receive noexperience points for the battle .

Combat StrategiesTo succeed in combat, a skilled playerdeploys his party well, casts effectivespells before and during combat, maneu-vers his characters into advantageouspositions, and attacks using his mostpowerful characters and weapons .

Deploying the PartyWhen a battle begins, your party is auto-matically positioned based on the orderlist of the characters . Characters near thetop of the order are in the front lines andvulnerable to attack. To change the start-ing deployment, change the party orderfrom the ALT menu while encamped. Shiftthe heavily armored fighters up the listand the vulnerable magic-users andthieves toward the bottom . Party ordercannot be changed while in combat,although characters are free to move .

Your party may be placed in a bad posi-tion at the start of a battle . Get an idea ofthe situation, and move characters intobetter deployment. Sometimes the beststrategy is offensive : charging with fight-ers to close ground and stop enemymagic and missile fire. Other times thebest strategy is defensive : moving yourcharacters to anchor their flanks on anobstacle such as a wall or tree . Setting upbehind a doorway that your enemies haveto move through also makes for a verystrong defensive position . Always keepmagic-users and missile weapons safebehind the front line .

Wounded CharactersCharacters who are seriously injuredshould be cured or moved out of thefront lines if possible. Remember: if youmove away from an adjacent enemy, hegets a free attack at your back and has animproved chance to hit .

Stopping Ranged AttacksMissile weapons cannot be fired if there isan adjacent opponent . To stop enemymissile fire, move someone next to theopponent. If you want to fire missiles,keep away from the enemy .

Exploiting Enemies' WeaknessesExploit your opponents' weaknesses bydirecting attacks against helpless, wounded,or isolated foes . Concentrate your attacksto eliminate one opponent rather thaninjure many (exception : enemy spellcast-ers). A foe with one hit point remainingattacks as powerfully as an uninjured one .

If spellcasters are hit in a round, they loseany spells they are preparing to cast, andcannot cast for the remainder of thatround. Try to keep enemy spellcastersunder attack every round while protectingyour own .

After CombatIf one or more characters survive on thebattlefield at the end of combat, the bod-ies of unconscious or dead party mem-bers stay with the party . If the entire partyflees from combat, all unconscious anddead party members are permanentlylost. If ALL the party members are slain,go back to your last saved game and tryagain from that point .

MAGIC

Magic is integral to THE DARK QUEEN ofKRYNN . Magic-users and clerics, as well ashigh-level Knights, rangers, and paladinscan cast spells . Magic is essential to thesurvival of the party . Magic-users castmany powerful offensive and defensivespells . Clerics cast healing spells to revivewounded characters as well as bothdefensive and offensive spells . A spellcan exist in one of four forms: in a char-acter's memory, in a character's spell book,on a scroll, or in a wand . Memorizedspells are cast with the CAST command .Spells are memorized during rest whileencamped. Spells in scrolls or wands arecast with the USE command .

Memorizing a spell takes 15 minutes ofgame time per spell level, plus a prepara-tion period based on spell level :

Example:

To memorize two I st level spells, one2nd level spell, and one 3rd level spellwould take :

(6 hours preparation) + (2 * 15 min) +(I * 30 min) + (I * 45 min) = 7 hours45 min

Spells do not automatically have their fulleffect on their target. Each target of a spellmay get a saving throw to avoid some orall of the effects of the spell .

Magic-UsersThere are two orders of magic-users youcan play - White Robe Mages and RedRobe Mages . All good alignment magic-users are White Robe Mages and all neu-tral alignment magic-users are Red RobeMages. Evil magic-users are Black RobeMages. The few magic-users in the worldwho do not enter an order are called'Rogues,' and are attacked on sight by allof the other orders . Magic-users keepspell information in their personal spellbooks, and may only memorize spellsthat are recorded there .

When a magic-user trains for a new level,he selects a new spell to add to his spellbook. A magic-user can also scribe spellsfrom identified scrolls if he is of highenough level to cast them. A magic-usermust cast a read magic spell or have ascroll identified in a shop before he canscribe (or cast) from it. The scroll disap-pears after it has been scribed or cast .

Spell Level : 1-2 3-4 5-6 7-8 9

PreparationTime : 4 hrs . 6 hrs . 8 hrs. 10 hrs . 12 hrs .

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P

i

The Moons ofKrynnSince the creation of the world, threemoons have governed the powers ofmagic in Krynn . As the moons wax andwane, so do the powers of magic alignedto them. Each moon has a different cycleand effects a different group of magic-users. Magic-users of the White RobeMages gain their power from Solinari thewhite moon, Magic-users of the Red RobeMages are governed by Lunitari the redmoon. The evil Magic-users of the BlackRobe Mages are empowered by the darkmoon Nuitari . The current position of themoons is displayed at the top of yourcomputer screen and their effects are asfollows :

C,00 ©

'The additional spells can be of any level the magic-user can cast .

" Only a magic-user of sixth-level or higher who also has an intelli-gence of 15 or greater gains this benefit.

Spheres ofMagic

The magic of Krynn operates in spheres,with the different schools of magic-usersonly able to manipulate certain of them ;spells castable by one order may not nec-essarily be cast by another. The "SpellParameters List" on page 52, and the"Spell Descriptions" beginning on page 24detail which magic-user orders can casteach spell .

ClericsClerical magic requires no spell books. Allclerical spells of the appropriate level arealways available to a cleric, the characterneed only memorize them . Unlike magic-users, clerics can cast spells from scrollswithout any preparation, although clericalscrolls also disappear after being cast .

Deities

Since the earliest days of Krynn, the wis-dom of the deities has been brought to allthe races through the efforts of the cler-ics, the mortal messengers of the will ofthe heavens . As a sign of favor, deitiesbestow upon their clerics special bonusesor additional spells. The following is a listof the deities of Krynn that are availableto characters, their alignment, and clericalbonuses :

Good Aligned Deities

PaladinPowers : None

Extra spells : protection from evil10' radius

MajerePowers : Turn undead as if cleric is twolevels higher

Extra spells : silence 15' radius

Kiri-JolithPowers: + 1 THACOExtra spells: detect magic

MishakalPowers: + 1 die on all healing spellsExtra spells: charm person, removecurse, bless

Neutral Aligned Deities

SirrionPowers: NoneExtra Spells: burning hands

Reorx"Powers: + 1 TI-IACO (dwarves only)Extra spells: none

ShinarePowers: NoneExtra Spells: charm person

'All dwarven clerics must select Reorxand therefore must be neutral .

Knights and PaladinsKnights and paladins use their clericalspells identically to clerics, except thatthey can never use clerical scrolls, even ifthey may cast the spells .

RangersRangers use magic and druidic spells.They use magic spells identically tomagic-users and the druidic spells as cler-ics use their magic . Rangers can nevercast spells from scrolls, even if they canmemorize and cast the scroll spell nor-mally.

Tips on MagicBoth clerics and magic-users may castspells which assist the party in combat .Preparatory spells, such as bless orstrength, cast just before a tough battlecan protect or strengthen characters .Combat spells can be cast to damagefoes during combat . Healing spells can becast either during or after combat torevive wounded comrades .

Spells should be rememorized as soon aspossible after they are used. This is mostlikely to happen after combat. When incamp, have your spellcasters memorizespells and select REST to allow them toimprint the spells for later use . SelectingREST without choosing new spells has thespellcasters rememorize the spells theyhave cast since last resting .

Note : Before resting, it is a good ideato save your game-especially aftertough combats . Also, keep at least twoseparate saved games at all times andalternate between them . This will allowyou to go back to a save before thatlast, fatal battle or to try differentstrategies at key points .

MAGICAL TREASURESAs you travel about and encounter themonsters and puzzles that stand betweenyou and finishing your various quests, youwill find magical items to help you onyour way. You can find magic items in atreasure by casting a detect magic spellusing the DETECT command. To find outspecifically what an item is, you must takeit to a shop and have it identified .

Some magic items are in reality cursedand can do great harm. When a characterreadies a cursed item, a remove cursespell must be cast before the item can bedropped. Some magic items, such aswands or scrolls, may only be used bycertain classes. Others may not work at allif certain other magic items are also in use .

LOW SANCTION WANING WAXING HIGH SANCTION(NEW MOON) (FULL MOON)

Saving Throws -1 Normal Normal +1

Additional Spells' 0 0 +1 +2

Effective level -1 Even Even +1 *'

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Here are descriptions of some items thatyou may find. Remember: Some items arevery rare, and you may not find all ofthem in your adventure .

Wands generally cast a set number of agiven spell (for example, 10 fireballs or15 magic missiles) . Only experimentationor paying to have them identified tellswhat a wand does. The USE commandallows a character to cast spells with areadied wand .

Potions may heal wounded characters,cause them to become hastened or invisi-ble, or cause any number of other effects .The USE command allows a character todrink a readied potion .

Scrolls carry either clerical or magic-userspells . A magic-user may use SCRIBE to per-manently transfer a scroll into his spellbook if the spell is of a level that he canmemorize. Magic-users and clerics canboth cast spells directly from scrolls withthe USE command, even if they could nototherwise memorize the spells . Scrollsdisappear after they have been used orscribed. Magic-users must cast read magic,or have scrolls identified in a shop beforescribing or casting from them . Also, thievesof 10th level or higher have a chance ofcasting spells from magic-user scrolls.

Enchanted Armor and Shields are cre-ated by skilled craftsmen and thenenchanted with protective spells . Thepower of the magic on these items variesa great deal . Enchanted armor has thegreat advantage of offering improved pro-tection with less encumbrance than thesame type of mundane armor. To usethese items, ready them from the ItemsMenu.

Enchanted Weapons come in manysizes, shapes, and potencies . Sometimesa weapon will add between one and fiveto your THACO and damage . Someweapons may have other fantastic magi-cal properties including extra bonusesagainst specific types of creatures . Once amagic weapon has been readied from theItems Menu, the character has it for allcombats .

Dragonlances are powerful enchantedweapons that were created for the War ofthe Lance to combat the evil dragons .They have large bonuses against any foe,but are deadly when attacking dragons,where they do the wielder's hit points indamage to the beast.

Enchanted Adornments such as brac-ers, necklaces, periapts, and especiallyrings are favorite objects for magicalenchantment . These items may have anynumber of magical properties . Someitems will help your AC, others may firemagic missiles, or offer protection fromfire-based attacks. Once one of theseitems has been readied from the ItemsMenu, a character automatically gains allof its effects . The exception to this rule isthat certain magical necklaces require theUSE command to work.

Enchanted Clothing can be such com-monplace items as gauntlets or cloaks,but they are imbued with powerfulenchantments. A wide variety of theseitems are known to exist. To use theseitems, READY them from the Items Menu .

v, CREATURES OF THE DRAGONLANCETM SAGAir

The denizens of these regions are manyand varied. Here is a list of monsters youmay encounter in your adventures . Someof these creatures are extremely rare, andyou may never cross paths with them all .

BakaliThese lizard-men ofTaladas are powerful war-riors, but they are suscep-tible to extra damage

from cold attacks . Bakali warlords are themightiest of their kind, and they may beaccompanied by evil shamans .

BeholderAlso called "eye tyrants"or "spheres of manyeyes," these are solitaryhorrors of great power.Each of the creature'seyes has a unique

magical power . Beholders are armoredwith tough chitinous skin .

Black PuddingBlack puddings arelurking horrors of deepcaverns and dungeons.They are immune to

damage from weapons, lightning, andcold, but take normal damage from fire. Ablack pudding can dissolve armor; non-magical banded or plate mail can bedissolved in two rounds, while lesserarmor can be dissolved in a single round .Each magical bonus on a suit of armortakes one additional round to dissolve .

Boring BeetleThese giant beetles favorrotting wood and similarorganic material upon

which to feed. They are usually foundinside huge trees or unused undergroundtunnel complexes .

DisirDisir are skulking monsterswhich are perpetually swathedin layers of poisonous slime .The slime protects a disir from

damage from fire, and it also afflicts aperson who is hit by a disir with momen-tarily severe agony, making it difficult forthe victim to attack the disir until theeffect of the toxin is overcome .

DraconianDraconians are special troops of theDragon Highlords . They are created bycorrupting the eggs of good dragons withvile sorceries . Because of their magicalorigins, all draconians are somewhatresistant to magic . There are six types ofdraconians:

AurakCreated from the eggs of golddragons, they attack with energy

bolts, poisonous gas clouds, or their clawsand fangs . When an aurak is slain, it turnsinto a blazing ball of attacking energy andthen explodes .

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BaazMade from brass dragon eggs,they are the most common of

the draconians . When killed, baaz willturn to stone and then crumble into a pileof rubble . The weapon used to slay abaaz will sometimes be trapped in itscrumbling stone corpse and pulled fromthe attacker's hand.

BozakThese draconians were createdfrom bronze dragon eggs and

can cast spells in addition to attackingwith their claws and fangs. Bozaks explodewhen killed .

KapakThese draconians can be distin-guished from the others by their

poisonous venom . Frequently kapaks willlick their weapons and coat them withvenom. When a kapak is killed, it dissolvesinto a pool of dangerous acid .

SivakSivaks are created from silverdragon eggs and are the only

draconians that can truly fly . They areshapeshifters and are very deadly incombat .

A Traag (proto-)The traag draconians areamong the first failed attempts

to create draconians, a precursor to themore successful baaz . While not overtlytall, they are emaciated and gangly . Theyhave sharp taloned hands, and crocodile-like snouts .

DragonsThese are some of the most powerful anddangerous monsters a party can encounter.The older and larger a dragon, the moredamage it can do and the harder it is tokill . In addition to their awesome strength,dragons inspire an insidious terror calleddragon fear. Many times the mere sight ofa dragon will cause opponents to panicand flee :

Amphi dragonThese creatures, aunique crossbreed of agreen dragon and a seadragon, are vast toad-

like inhabitants of swamps and oceanfloors. They are most at home underwater,although they can hop about on land .Amphi dragons can breathe a jet of deadlyacid upon their adversaries .

Black DragonThese dragons attack byspitting streams of acidand slashing with razorsharp claws and fangs .Since they are extremely

independent and only obey commands ifit suits their purpose, black dragons wererarely used in direct assaults by the evilDragon Highlords . They are more highlyvalued as guards.

Blue DragonHighly intelligent andgreatly feared, thesedragons exhale light-ning bolts and attack inmelee with claws and

fangs. Blue dragons are more gregariousthan many of their cousins. They obeyorders and can act and fight together as acohesive unit . They are loyal allies of theevil Dragon Highlords .

18

Dragon, DeathWhen some highly mag-ical and intelligent drag-ons die, they becomedeath dragons. Their willis so powerful that their

dead and rotting bodies remain animated .They breathe a lethal cloud of gas .

Green DragonThese dragons are noto-rious even among theother dragons for theircruel natures . They attackwith a poisonous breath,

and their claws and fangs . They will obeyorders, but only from leaders whom theyrespect. Clever and subtle, green dragonsprefer to use trickery and magic on anenemy rather than an all-out assault.

Red DragonPerhaps the most fearedof all the evil dragons,these beasts were thefavored assault force ofthe Dragon liighlord

armies during the War of the Lance. Notusually inclined to obey orders, red drag-ons enjoy nothing more than setting citiesablaze, destroying, and looting . Red drag-ons can exhale great spouts of flame, castmagic spells, or attack with their clawsand fangs.

Sea DragonThe fearsome sea drag-ons resemble giant tur-tles with a dragon's headand tail . They travel thedeep oceans, occasion-

ally overturning small vessels for suste-nance and entertainment . They can breathea cloud of boiling steam which is equallydestructive above and below the surfaceof the sea .

White DragonUnique among dragonsin their preference forcold climates, thesecreatures can attackwith their freezing cold

breath in addition to razor sharp clawsand fangs. These are one of the smallerand less intelligent of the dragon species .

Ettin

Eye of the DeepEyes of the deep areoceanic cousins of thebeholder. From theirlarge central eyes, theycan emit a blinding ray,which will stun all with-

in their path . Even the gaze from one oftheir smaller eyes can paralyze the largestcreatures of the sea .

Fire ElementalThese elementals are conjuredup from their normal habitat onthe elemental plane of fire . Theyare terrible to behold and canbe fierce opponents . They areimmune to both magical and

non-magical fire attacks.

Fire GiantThese giants are brutal and ruth-less warriors who resemblehuge dwarves and have flamingred or orange hair, and coalblack skin . Some fire giants canuse magic .

These fierce creatures look likegiant two-headed orcs. Theyhave great strength and wieldspiked clubs that inflict terribledamage in combat.

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Fire MinionThese fearsome creatures arecomposed of living flame, mostoften taking the shape of large

humanoids . They radiate intense heat andare healed by fire .

FireshadowThese are terrifying creatures ofthe abyss which are perpetuallywreathed in an aura of palegreen fire . They are immune tofire and their flaming greentouch can consume a victim in

minutes. They can also cast a ray of obliv-ion that instantly disintegrates all in its path.

Gas Spore

GhastThese creatures are humanstransformed into undead mon-sters which feed on the decay-ing flesh of corpses. Although

the transformation from human-form hasderanged and destroyed their minds, theymaintain an evil cunning . Their touch par-alyzes humans and they exude a carrionstench which causes retching and nausea .The ghast is susceptible to cold .

Giant AnemoneThese sedentary subma-rine monsters catch prey

J

in their tentacles, andinject a paralyzing poison.They then draw theirprey in and devour it .

These floating spheresresemble beholders, butare actually benign . If agas spore is attacked, itoften explodes .

Giant SquidThe giant squids of thedeep ocean can attacktheir prey with eight ten-tacles and a sharp beak .If a giant squid is serious-ly threatened, it will squirt

a blinding cloud of sepia ink, preventingattackers from hindering it as it departsfor safer quarters .

These are large, carnivo-rous, bull-like creaturesprotected by a metallichide. They can breathe a

cloud of petrifying gas on their adversaries .

Hydra

Lich

These creatures areimmense reptilian mon-sters with multipleheads . All of its headsmust be severed beforeit can be slain .

Iron GolemFashioned in the form of styl-ized armor, iron golems aredangerous, fearless foes . Theyare affected only by very pow-erful magic weapons, magicalelectrical attacks (which slow

them), and magical fire attacks (whichheal them .)

These are undead wizards whohave kept their body animatedand their twisted spirits intactthrough magic. Liches maintain

the magical ability they possessed in life .

MinotaurThese creatures are part-manand part-bull warriors from theBlood Sea Islands of Krynn .They are highly intelligent anddangerous opponents.

MummyThese are powerful undead withgreat strength . The mere sight ofone has been known to paralyze a

man in combat. The touch of a mummycauses a strange rotting disease.

Purple WormThese are enormous car-nivores that burrowstraight through solidground in search ofsmall (adventurer-sized)morsels .

SahuaginThe sahuagin are half human,half fish, and all evil . Thesemarauders of the deep seaoccasionally come ashore forbrief raids to wreak havoc uponcoastal dwellers . The mighty

warriors and savage priestesses of theSahuagin are fearsome foes.

SalamanderThese reptilian creatures areimmune to all fire-basedattacks. They are dangerousfoes because of their evilnature and their immunity toall but magical weapons .

Sea SnakeThese snakes are ven-omous marine monsterswhich like to immobilizetheir prey with powerfultoxins before swallowingthe victim whole .

Shambling MoundThese huge creatures resembleanimated piles of moss andslime. They attack with theirclub-like arms and can smotheropponents in their slime. Theirslimy forms are immune to fire

and strengthened by lightning bolts.

Skeleton WarriorThese undead warriors areforced into their nightmarishstates by powerful wizards . They

are used by their controllers as bodyguards,servants, or workers . Clerics have nopower over these undead .

Spectral MinionThese undead are the spirits ofhumans and demi-humans whodied before they could fulfillpowerful vows or quests .

Spectral minions are often not evil -their unfulfilled obligations are often quitenoble. They can only be hit with magicweapons.

I

SpectreThese undead spirits haunt themost desolate and desertedplaces. They attack all livingcreatures with mindless rage,

drain life levels, and can only be hit bymagical weapons .

1'

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SpidersThese creatures are aggressive preda-tors-even when not hungry, they attackcreatures that disturb them . These aresome of the species you may encounter :

Enormous SpiderThese spiders arepoisonous, quick, and all

too common hunters .

k ..AaA,V

Whisper SpiderThese spiders use lures andmisdirection to capture their

prey, slaying them with a deadly poi-sonous bite .

Two-Headed TrollKin to both the troll and theettin, these creatures packtwice the punch of smallertrolls. Luckily, two-headed trollsdo not regenerate as fast astheir weaker, single-headedcousins .

Umber HulkThese subterranean car-nivores burrow throughthe ground with powerfulclaws .

VampireThese undead feed on the bloodof the living. Often they areindistinguishable from humans,

and they maintain abilities they possessedin life (This sometimes includes spellcast-ing) . Vampires can only be hit by magicalweapons.

WraithThese evil undead spirits feedon adventurers' life essenceand can only be hit by silver ormagical weapons .

WyndlassThese are tentacled hor-rors that lurk in desolateswamps and gloomyforests. A powerfulpredator, they can easilydevour an entire horse.

Few have survived a firsthand meetingwith a wyndlass .

ZombieThese are mindless, animatedundead controlled by evilwizards or clerics. Althoughthey are more dangerous than

skeletons, they move very slowly. Theseevil spirits' keening wail strikes fear intothe hearts of men . They attack with achilling touch .

Zombie MinotaurThese zombies are createdfrom the remains of minotaurs .

New Monsters(The following creatures are appearingfor the first time in an AD&D © computerfantasy role-playing game .)

Legend :

AC: Armor ClassHD: Hit DiceMv: MovementInt : IntelligenceSize: Size (M = Man Size; L = Large)Align : Alignment

(TN = True Neutral, LE = Lawful Evil ;NE = Neutral Evil; CE = Chaotic Evil)

THACO: To Hit Armor Class 0Att: Number of attacksDmg: DamageSpec Att: Special AttacksSpec Def: Special DefensesXP: Experience Point Value

Enchanted Aurak DraconianAC: -8 ; HD: 16; Mv:15, Int : Genius;

X1% OF"

Size: M ; Align: LEI THAC0 : -3;t

Att ® 2 Dmg® 4d8/4d8Spec Att: Exploding, Magic; XP : 16,000

Enchanted draconians are deadlier formsof the draconians of Ansalon, their abili-ties enhanced by powerful sorcery. Theenchanted aurak can cast meteor swarm,otto's irresistible dance, delayed blast fire-ball, disintegrate, and flesh to stone, onceper day. Enchanted auraks go berserkwhen slain, like auraks, and do doubledamage when they hit while dying . Whenthey finally explode, enchanted auraks do16d8 points of damage over the samearea as a fireball.

Enchanted Baaz DraconianAC: 0 ; HD: 9 ; My: 15 ; Int : High ;Size: M ; Align: CE; THACO: 5 ;Att: 2 ; Dmg : 2d8/2d8;Spec Def: Trap Weapons; XP : 6,000

Enchanted Baaz can capture weapons byturning portions of their bodies to stonewhenever they are hit, not merely whenthey are killed .

Enchanted Bozak DraconianAC: -4 ; HD: 12 ; Mv:15, Int : Genius ;Size: M ; Align: LE ; THACO :1,Att : 2; Dmg: 3d8/3d8 ;Spec Att: Explosion, Magic, XP :11,000

Enchanted Bozaks may cast cone of cold,ice storm, fire shield, lightning bolt, andslow, once per day . When an enchantedbozak is slain, it explodes into fragments,with the same effect as an ice storm.

Enchanted Kapak DraconianAC: -2; HD: 10 ; My: 15 ; Int: High;Size : M ; Align : LE ; THACO : 3 ;Att :1, Ding: 2d10,Spec Att : Poison, Acid; XP: 8,000

Enchanted Kapaks coat their weaponswith their toxic saliva; anyone hit by akapak must save versus poison at -4 orbe paralyzed for 3d6 rounds . When anenchanted kapak is slain, it dissolves intoa pool of fuming acid which may spatterup to 10 feet in any direction .

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Enchanted Sivak DraconianAC: -6; HD : 14 ; Mv : 24; Int : Genius;Size: M; Align : NE ; THACO : -1 ;Aft: 3 ; Dmg : 2d8/2d8/4d8;Spec Aft : Back stab, Explosion; XP. 13,000

Enchanted sivaks which sneak up behindtheir adversaries may 'back stab' asthieves do. When an enchanted sivak isslain, it erupts with the effect of a meteorswarm .

Enchanted Traag DraconianA AC: 2; HD : 8; Mv: 6 ; Inl: Average;Size : M; Align : CE; THACO : 7;Aft : 2; Dmg : 2d6/2d6 ; XP: 3,000

Enchanted traag draconian are enhancedspecimens of the first, experimentalbreed of draconians . They have nospecial powers .

Greater DisirAC: 0; HD: 9; Mv: 12 ; Int: High;Size : M ; Align : LE I THACO:12 ;Aft : 3; Dmg: 2d6/2d6/3d8;Spec Aft: Poison ;Spec Def: Fire Resistance; XP : 7,000

Greater disirs are close relatives of theslime-covered disir, and the two canfrequently be found in the same horridcompany.

Greater OtyughAC: 0; HD: 14 ; Mv : 6; Int : Average;Size: L; Align : TN; THACO: 7;Aft: 3 ; Dmg : 2d10/2d10/1 d6 ;Spec Def: Immunity to Disease;XP : 10000

Mages in the Realms havefound that otyughs provide excellentdefense while disposing of useless offal .Since many mages are dissatisfied withwhat already exists, some have improvedon the otyugh . Except for their great sizeand strength, greater otyughs are identicalto the otyugh .

Huge BatAC: 2; HD : 9; Mv : 18; Int: Low;Size : L ; Align : NE; THACO:12;Aft : 3 ; Dmg : 2d4/2d4/1 d8;XP : 1,400

These are mighty cousins of the cave-dwelling bat. They attack with the clawson their wings and a vicious bite .

Huge CrocodileAC: 2; HD : 12; Mv: 12;Int: Animal ; Size : L;Align : TN; THAC0: 9 ;Aft : 2; Dmg : 5d6/3d10 ;XP: 6,000

The huge crocodiles of the marshes andfens of the Blackwater Glade are thelargest of their kindred upon Krynn. Theycan attack with their mighty jaws and bysweeping their powerful tails with thespeed of a striking cobra .

SPELL DESCRIPTIONS

First Level Cleric SpellsBless improves the TACO of friendlycharacters by 1 . Bless cannot affect char-acters who are adjacent to monsterswhen the spell is cast, and the spell is notcumulative. This is a good spell to castbefore going into combat .

Cure Light Wounds heals 1-8 hit points,up to the target's normal maximum hitpoints .

Detect Magic indicates which equipmentor treasure items are magical . After cast-ing the spell, view a character's items ortake treasure items, and equipment ortreasure preceded by an - is magical .

Protection from Evil improves the ACand saving throws of the target by 2against attackers of evil alignment. Theeffects of the spell are not cumulative.

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

Second Level Cleric SpellsFind Traps indicates the presence oftraps in the party's path .

Hold Person may paralyze targets ofcharacter types (human, dwarf, etc .) . Youmay aim a hold person spell at up to 3targets (use the EXIT command to targetfewer) .

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

Silence 15' Radius magically dampensall sound in the area around the target.The target character or monster, and alladjacent, cannot cast spells for the dura-tion of the spell .

Slow Poison revives a poisoned personfor the duration of the spell .

Snake Charm paralyzes as many hit pointsof snakes as the cleric has hit points .

Spiritual Hammer creates a temporarymagic hammer that is automatically read-ied. It can be thrown and does normalhammer damage . Spiritual hammers canhit monsters that may only be struck bymagic weapons.

Third Level Cleric SpellsCure Blindness counters the effects ofcause blindness and power word blind.Cure Disease removes the effects of dis-ease caused by some monsters or causedisease.

Dispel Magic removes the effects ofspells that do not have specific counterspells . This is the cure spell for any char-acters that have been held, slowed, ormade nauseous .

Prayer improves the TIIACO and savingthrows of friendly characters by 1 andreduces the THACO and saving throws ofmonsters by 1 . This is a good spell to castbefore going into combat, but it is notcumulative .

Remove Curse removes the effects ofbestow curse and allows the target tounready cursed magic items .

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Fourth Level Cleric SpellsCure Serious Wounds heals 3-17 hitpoints, up to the target's normal maxi-mum hit points .

Neutralize Poison counteracts all toxinsand revives a poisoned person .

Protection from Evil 10' Radius can becast on a character or a monster andimproves the AC and saving throws of thetarget and all adjacent friendly charactersby 2 against evil attackers. The effects ofthis spell are not cumulative .

Sticks to Snakes causes a distractingmass of snakes to irritate the target. Thesnakes will make movement and spellcasting impossible for the duration of thespell. Powerful creatures may ignore thecreated snakes .

Fifth Level Cleric SpellsCure Critical Wounds heals 6-27 hitpoints of damage, up to a target's normalmaximum hit points.

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

Flame Strike allows the cleric to call acolumn of fire down from the heavensonto a target. The spell does 6-48 pointsof damage to any target that fails its savingthrow .

Raise Dead can bring back to life one(non-elf) character. The chances for suc-cess are based on the character's consti-tution and how long the character has beendead. The raised character will have I hitpoint and will lose 1 point of constitution .

Sixth Level Cleric SpellsBlade Barrier creates a whirling circle ofrazor sharp blades. Any who enter the cir-cle suffer 8-64 points of damage .

Heal cures all diseases, blindness, feeble-mindedness, and all except 1-4 of a char-acter's full hit points .

Seventh Level Cleric SpellsResurrection is similar to raise dead,except that it also restores all hit points .

Restoration returns life energy stolen byenergy drain or the attacks of suchundead as wights .

First Level Druid SpellsDetect Magic indicates which equipmentor treasure items are magical . After cast-ing the spell, view a character's items ortake treasure items, and equipment ortreasure preceded by an '" is magical .

Entangle causes plants to grow andentwine around the feet of any creature inthe area of effect. Be careful not to catchallies in the spell area.

Faerie Fire rings a targeted creature inmagical light . This spell will outline other-wise invisible targets and give a +2ThACO bonus to anyone attacking anaffected creature .

Invisibility to Animals makes the targetinvisible to non-magical, low or non-intelli-gent animals. This spell does not offerprotection against intelligent opponentsor magical creatures .

Second Level Druid SpellsBarkskin causes the target's skin tobecome tougher and harder to damage .The tough skin improves AC by 1 . This isa good spell to cast before combat .

26

Charm Person or Mammal changes thetarget's allegiance in combat so that anopponent will fight for the caster's side .It affects character types (human, dwarf,etc.) and other mammals .

Cure Light Wounds heals 1-8 hit points,up to the target's normal maximum hitpoints .

Third Level Druid SpellsCure Disease removes the effects of dis-eases caused by some monsters or causedisease.

Hold Animal is similar to the cleric spellhold person, except that only normal andgiant-sized animals are affected . This spelldoes not affect monsters or llPCs .

Neutralize Poison revives a poisonedperson .

Protection from Fire has different effectsdepending on the recipient. If cast on thedruid, the spell absorbs 12 hit points timesthe caster's level in fire damage . The spelldissipates when the damage limit isreached. If cast on another character, thespell is identical to the clerical resist firespell .

First Level Magic-User SpellsBurning Hands causes 1 hit point of firedamage per level of the caster . There isno saving throw. Usable by both Red andWhite Robe Mages .

Charm Person changes the target's alle-giance in combat so that an opponent willfight for the caster's side . It only affectscharacter types (human, dwarf, etc .) . Usableby both Red and White Robe Mages .

Detect Magic indicates which equipmentor treasure items are magical . After cast-ing the spell, view a character's items ortake treasure items, and equipment ortreasure preceded by an "' is magical .Usable by both Red and White RobeMages .

Enlarge makes the recipient larger andstronger . The higher the caster's level, thegreater the spell's effect. Usable by bothRed and White Robe Mages .

Friends raises the caster's charisma by 2-8 points . It is best cast just before dealingwith l`IPCs. Usable by both Red and WhiteRobe Mages .

Magic Missile does 2-5 hit points per mis-sile with no saving throw . A magic-userthrows 1 missile for every 2 levels (1 atlevels 1-2, 2 at levels 3-4, etc .) This spelldamages any single target within its rangeunless the target is magic resistant or hasmagical protection such as a shield spell .This spell casts instantaneously . Usableby both Red and White Robe Mages .

Protection from Evil improves the ACand saving throws of the target by 2against attackers of evil alignment. Usableby both Red and White Robe Mages .

Read Magic allows a magic-user to readya scroll and read it . This is identical tohaving a scroll identified in a shop . Aftercasting read magic, a magic-user may castany scroll spells or scribe them if they areappropriate for his and level . Usable byboth Red and White Robe Mages.

Shield negates enemy magic missilespells, improves the magic-user's savingthrow, and may increase his AC. Usableby both Red and White Robe Mages.

Shocking Grasp does 1-8 hit points ofelectrical damage +1 hit point per level ofcaster. Usable by both Red and WhiteRobe Mages .

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Sleep puts 1-16 targets (depending on thesize of the targets) to sleep with no savingthrow. For example, up to sixteen I hit-dietargets can be affected, while only one 4hit-die target can be affected . Targets of 5or more hit-dice are unaffected . Usable byboth Red and White Robe Mages.

Second Level Magic-User SpellsDetect Invisibility allows the target tospot invisible creatures. Usable by bothRed and White Robe Mages .

Invisibility makes the target invisible .The THACO of melee attacks against invis-ible targets is reduced by 4, and it isimpossible to aim ranged attacks at them .Invisibility is dispelled when the targetattacks or casts a spell . Usable by bothRed and White Robe Mages .

Knock opens locks . The spell will affectboth magically and non-magically lockeddoors, chests, etc . Usable by Red RobeMages only .

Mirror Image creates 1-4 illusionaryduplicates of the magic-user to draw offattacks. A duplicate disappears when it isattacked . Usable by Red Robe Mages only .

Ray of Enfeeblement reduces the target'sstrength by 25% + 2% per level of thecaster. Usable White Robe Mages only .

Stinking Cloud paralyzes those in itsarea of effect for 2-5 rounds . If the targetsaves, it is not paralyzed but is nauseousand has its AC reduced for 2 rounds .Usable by both Red and White Robe Mages.

Strength raises the target's strength by1-8 points depending on the class of thetarget. Usable by Red Robe Mages only .

Third Level Magic-User SpellsBlink protects the magic-user. The magic-user 'blinks out' after he acts each round .Although the magic-user may be physical-ly attacked before he acts each round, hemay not be attacked after . Usable by RedRobe Mages only .

Dispel Magic removes the effects ofspells that do not have specific counterspells. This is a recuperation spell for anycharacters that have been held, slowed,or made nauseous . Usable by White RobeMages only .

Fireball is a magical explosion that does1-6 hit points of damage per level of thecaster to all targets within its area . If thetarget makes its saving throw, damage ishalved. Fireball is a slow-casting spell,and the spell's power demands that youtarget carefully . Use the CENTER commandto determine who will be in the area ofeffect-indoors the three squares in eachcorner will not be affected by the blast ifthe spell is targeted in the center of thescreen. Outdoors, the blast area is slightlysmaller. Usable by both Red and WhiteRobe Mages.

Haste doubles the target's movementand number of melee attacks per round .Haste has a short duration, so you shouldwait until a fight is imminent to cast it .Warning: characters age one year eachtime a haste spell is cast on them . Usableby Red Robe Mages only.

Hold Person may paralyze targets ofcharacter types (human, dwarf, etc .) . Youmay aim a hold person spell at up to 4targets (use the EXIT command to targetfewer). Usable by White Robe Mages only .

Invisibility, 10' Radius makes all targetsadjacent to the caster invisible . TheTHACO of melee attacks against invisibletargets is reduced by 4, and it is impossi-ble to aim ranged attacks at them . Use

this spell to set up a battle line while yourenemies seek you out. Characters loseinvisibility if they do anything but move .Remember: some monsters can see invis-ible creatures . Usable by Red Robe Magesonly .

Lightning Bolt is a magical electricalattack that does 1-6 hit points of damageper level of the caster to each target alongits path . Damage is halved if the targetsmake their saving throw . A lightning boltis 8 squares long in a line away from thecaster. For best results, send the boltdown a row of opponents . Lightning boltsalso reflect off walls back toward thespelicaster. Targets adjacent or close to awall may be hit twice by the same bolt .Usable by both Red and White Robe Mages .

Protection from Evil, 10' Radius pro-tects the target and all characters adja-cent to the target. The spell improves theAC and saving throws of those it protectsby 2 against attackers of evil alignment .Usable by White Robe Mages only.

Protection from Normal Missiles makesthe target immune to non-magical mis-siles. Usable by White Robe Mages only .

Slow affects 1 target per level of casterand halves the target's movement andnumber of melee attacks per round . Slowcan be used to negate a haste spell andonly affects the side opposing the spell-caster. Usable by Red Robe Mages only .

Fourth Level Magic-user SpellsBestow Curse reduces the targets THACOand saving throws by 4 . Usable by WhiteRobe Mages only.

Charm Monster changes the target's alle-giance in combat so it fights on the sideof the magic-user. The spell will work onmost living creatures . The spell affects 2-8one hit-die targets, 1-4 two hit-die targets,

1-2 three hit-die targets, or 1 target of fouror more hit dice . Usable by White RobeMages only .

Confusion affects 2-16 targets, causingthem to make a saving throw each roundor stand confused, become enraged, fleein terror, or go berserk . Confusion is mosteffective when used against a large num-ber of enemies. Usable by White RobeMages only.

Dimension Door allows the magic-userto teleport himself to another point on thebattlefield within his line of sight and therange of the spell. Magic-users can use itfor quick escapes. Fighter/magic-userscan use dimension door to reach enemyspellcasters or ranged weapons . Usableby Red Robe Mages only .

Fear causes all within its area to flee interror if they fail their saving throws.Usable by Red Robe Mages only .

Fire Shield protects the magic-user sothat any creature who hits the caster inmelee does normal damage, but takestwice that damage in return . The shieldmay be attuned to heat attacks or coldattacks. The magic-user takes half dam-age (no damage if he makes his savingthrow) and has his saving throw from theopposite type of attack improved by 2 .He takes double damage from the type ofattack the shield is attuned to . Usable byboth Red and White Robe Mages.

Fumble causes the target to becomeclumsy and unable to move or attack.If the target makes his saving throw, hisattacks and movement are halved . Usableby White Robe Mages only.

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Ice Storm does 3-30 hit points to all tar-gets within its area . There is no savingthrow. This spell will even inflict full dam-age on opponents protected by resist cold.Usable by both Red and White Robe Mages .

Minor Globe of Invulnerability protectsthe caster from incoming first, second, orthird-level spells . The globe is very effec-tive when used in combination with fireshield. Usable by White Robe Mages only .

Remove Curse removes the effects ofbestow curse and allows the target tounready cursed magic items. Usable byWhite Robe Mages only .

Fifth Level Magic-user SpellsCloud Kill is similar to the stinking cloudspell, except that its area of effect is largerand it kills weaker monsters. More powerfulmonsters may be immune to the spell .Usable by both Red and White Robe Mages .

Cone of Cold unleashes a witheringcone-shaped blast of cold. The spell'srange and damage increases with thecaster's level . Usable by both Red andWhite Robe Mages .

Feeblemind causes targets who fail theirsaving throw to drop dramatically in intel-ligence and wisdom and become unableto cast spells . A heal spell must be caston the victim to recover from the effect .Usable by White Robe Mages only .

Fire Touch creates a blazing aura aroundthe recipient. This aura adds 2-12 pointsof extra fire damage to all of the recipient'sattacks . Usable by Red Robe Mages Only .

Hold Monster is similar to hold person,except that it affects a wider variety ofcreatures . Usable by White Robe Magesonly.

Iron Skin causes the magic-user's skin tobecome extremely tough and damageresistant . The magic-user's AC is reducedby four. Usable by Red Robe Mages Only.

Sixth Level Magic-user Spells

Death Spell kills opponents instantly andirrevocably. The spell will slay a greaternumber of weak opponents than strong .Usable by both Red and White RobeMages .

Disintegrate destroys one target. Somecreatures with an innate magic resistancemay avoid the effects of the spell, howev-er most must make a saving throw to sur-vive. Usable by Red Robe Mages only .

Flesh to Stone causes the target to makea saving throw or be turned into stone .Usable by Red Robe Mages only .

Globe of Invulnerability protects against1st through 4th level spells . Usable byWhite Robe Mages only.

Stone to Flesh counters the effects ofsuch magical creatures as the medusa orthe spell flesh to stone. When this spell iscast on a character, there is a possibilitythat the character will not survive the shockof being restored to flesh . System shocksurvival is based on a character's constitu-don. Usable by Red Robe Mages only .

Seventh Level Magic-user SpellsDelayed Blast Fireball is a more power-ful version of the third level spell and willgo through a minor globe of invulnerabili-ty. Usable by both Red and White RobeMages .

Mass Invisibility is identical to the invisi-bility spell, except that it will effect sever-al targets at once . This can be a valuablespell to cast before a known encounter.Usable by Red Robe Mages only .

Power Word, Stun will cause one crea-ture to be stunned and unable to think oract effectively . The weaker the target, thelonger it will be stunned . Usable by bothRed and White Robe Mages .

Eighth Level Magic-User SpellsMass Charm is similar to the fourth-levelspell, except that it affects a much largernumber of targets. Usable by White RobeMages only .

Mind Blank is a powerful protective spellthat defends the recipient from all spellsthat attack a character's will, such ascharm or feeblemind. Usable by WhiteRobe Mages only.

Otto's Irresistible Dance is an enchant-ment that causes the target to be irre-sistibly compelled to dance a wild andfrenzied jig. The target's AC is reduced by4 and it will fail all saving throws againstmagic. Usable by White Robe Mages only .

Power Word, Blind strikes a targetinstantly blind . Usable by both Red andWhite Robe Mages .

Ninth Level Magic-User SpellsMeteor Swarm is a very powerful andspectacular spell, similar to a fireball.When cast, four magical spheres fly fromthe caster's hand toward the target . Any-thing in the spell's path receives 10-40 hitpoints of damage. Usable by both Redand White Robe Mages .

Monster Summoning calls forth one ortwo powerful creatures to fight on theside of the spell magic-user. The creaturesdisappear after the battle . Usable by bothRed and White Robe Mages .

Power Word, Kill will instantly slay oneor more creatures within the spell's range .The spell affects approximately 120 hitpoints worth of targets . Usable by bothRed and White Robe Mages .

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JOURNAL ENTRIES w

JOURNAL ENTRY 1THE HAGS PROBLEM

"My name is Eshalla. Not long ago, I wasshopping in the Imperial City, just mind-ing my own business . All of a sudden, Ilooked down and saw this coin purselying in the street . I innocently picked itup and this brutish minotaur grabbed meby the arm and accused me of stealinghis purse! I broke free and called him anugly cow-faced spawn of a gnome . It wasall I could do! He took this quite personal-ly, and roared in anger . He signaled to amage who was in his attendance, andbefore I could run away . . . pool! I am asyou see me, a withered hag, with badteeth, and not a friend in the world ."

JOURNAL ENTRY 3THE GUARD'S TALE

"Eons ago, before the minotaurs arrivedon the shores of Kristophan and claimedthe city for their own, my wife and I weremembers of royalty. The minotaurs forcedus into slavery, and we labored each daywith barely enough food to survive.

"With our children starving, my belovedwife stole some crusts of bread . An oldcow caught her and we were both quicklysentenced to an eternity of agony. My wifewas locked in this cell, where each dayshe perishes anew from hunger. I wascondemned to stand guard at the door,lest anyone try to rescue her from thismisery. The only thing that will break thespell is the Heart-Shaped Key, which willunlock the door and unite us again. Alas,the key was hidden ages ago, somewherein the depths of the Tomb ."

JOURNAL ENTRY 2DRAGONMEN JUSTICE

The elders of the dragonmen finish theircouncil and the eldest approaches you ."Your talk, no money. Zarketh, no guide.No money . You talk, no money, truthtalk?" His speech is hard to understand,but Zarketh translates for you : "You maygive witness, but you will get no money inreturn. And they will not permit me to beguide, as I swore . 'Let the drylandersflounder and sink,' they say."

JOURNAL ENTRY 4TREACHERY

You awake with Baldric's strange musicstill playing over and over in your heads .All of your money is gone, as are severalof your magical items. Worst of all, thepriceless dragon scale is nowhere to befound .

JOURNAL ENTRY 5THE ELEVATOR

Looking up, you see jagged pipes andcracked walls as light trickles out of dozensof hallways every ten feet up . Before you,where some sort of intricate platformused to be, sits a huge, hot air bag float-ing above a large basket . Two gnomes,dressed in jackets, caps and white gloves,come to attention at your approach . Theyawkwardly raise a hand to their foreheadsand bid you greetings . Tas says "They'rekind of new at this ." Other gnomessqueal, "More people to test the new lift!"

The well dressed gnomes usher you in,then nervously climb in with you . Theother gnome swings a large pipe overfrom the wall and sets the end under thebag floating over your heads . He yells,"Clear!" and all of the gnomes fall to thefloor of the basket just as hot scaldingsteam gushes out, blasting you in theface. The bag rises, and you bump andcrash your way up the shaft .

You hear a voice below saying " . . . well,if they weren't so tall

JOURNAL ENTRY 6TASSLEHOFF BURRFOOT

"After the War of the Lance, I was boredand someone told me about the marakkender, here on Taladas . I was curious, andmade my way over. There was this shipand such. But have you met the marak?They- they- they're as uninteresting aslife gets . They worry and complain and it'shard to believe we're even related . Then apassing dragon mentioned the old elveshere in Tualtin . So I came to visit ."

JOURNAL ENTRY 7THENOL KING

"Many come to tell me that my alliancewith the draconians is a mistake. Theyrant how the draconians have some darkpurpose that will kill us all . Balderdash!The power of Thenol is on the rise, andthey wish to rush with us to glory . Seehow carefully they guard my own personand Trandamere, my valued councilor, inHawkbluff.

"These same people used to tell me thatthe priesthood of liith was bad forThenol. And see how wrong they were .Since the Cataclysm, we have been themost resourceful and adaptable of peo-ples . It is the great Thenolian gift ."

JOURNAL ENTRY 8LANDED

You followed the monsters that landedashore .

They killed and they burned, but alsofound friends,

In the men who bring fact to the direSharkmen's lore .

JOURNAL ENTRY 9MIRROR

"We have something in common now,travelers. We are both among the very fewto have foiled the careful plans of RaistlinMajere. For that you have my grudgingrespect, but no less hatred, of course .

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i

"You think you have defeated me, but ofcourse you are quite wrong. You are mor-tals; do not dare to think more than mor-tal thoughts, lest you join Raistlin .

"One day you will grow old, and weak, orfoolish . Meanwhile my malice goes onand on, growing stronger, deeper, moresubtle. Which is why I propose this bar-gain to you ."

JOURNAL ENTRY 10FASTILLION SPEAKS

"11mm, well then, I suppose it's a goodthing you came after all . There's evil atwork in Thenol to the south, you know.Or I suppose you don't know and that'swhy you're here, isn't it? Well, yes, there'sevil at work in Thenol, and Trandamere'sprobably behind it . He's sworn to conquerall Taladas, actually . Never was such anice guy, that Trandamere . The draconi-ans are up to no good, and Thenol'sinvolved, no doubt about it .

-air l, t-~+1`l mr:

"The liulderfolk might help . Probablywould in fact. You can find them to theeast of Trilloman . But the price is high ;the price is always high . And you ought togo find the Oracle of Tengur in the Tombsof Mstophan . You can't beat the Oraclefor a good augury . And that's what youneed most likely, a good augury . I had thekeys to the inner chambers of the Tombshere somewhere ."

JOURNAL ENTRY 11A SADDENED CAPTAIN DAENOR

"I kept my vow but slew Crysia in its keep-ing . My heart is heavy, for she was all inKrynn that I had. Forgive me, friends, forthere is no greater torment than failure ."The captain's eyes rise darkly, "Let thesedraconians beware, for vengeance lurkswithin my heart!"

JOURNAL ENTRY 12SHARDS

i 1'

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JOURNAL ENTRY 14SHIPWRECK

"One of our number spied your ship indistress and summoned others. We spedlike arrows, but when we arrived the shipwas already in pieces . We pulled all thelandfolk out, cast spells upon them, andbrought them to our city Naulidis. Theship's crew proved to be a superstitiouslot, ill-suited to life undersea, and so wesent them back to Ansalon . 'Tis strange tome that they who spend their life on thesea should be so fearful of what is under-neath it, but so it is."

JOURNAL ENTRY 15STAFF

In the Thenol state, find a staff,

Wield its power, exert its might .

Strike down the gnomes and hesitate not,

Steel your nerve, your task is right!

JOURNAL ENTRY 16VOID

You stand upon a vast undulating plain . Itseems featureless, but as you look moreclosely, here and there, a bit of ruin jutsabove the sand . Suddenly, on a wave ofdespair, all the lore you've ever heardabout the Abyss comes flooding back intoyour minds. You remember hearing abouthow whole houses, ships, and cities,doomed by pride, hate, or treachery, havebeen thrown into the Abyss . And howthose doomed to sojourn here, end upbegging others for death, a boon that is

seldom granted. You recall hearing thatthe abishai, minions that dwell here,maniacally claw each other to reach theRed Gate of Wyrllish, where they are rein-carnated as draconians. You rememberthe immense price that the hero liumamade to banish Takhisis, creator of allevil, to this loathsome plane . And finallyyou recall the folk wisdom about theAbyss: "Easy to get into . Impossible toleave ."

JOURNAL ENTRY 17TREMOR

"You may think us cowards, but we arethe noblest of creatures, toiling under ourBurden. Because we chose not to fightTakhisis' battles for her during the Warsof the Lance, she struck a scale from thechest of Kothar, our leader, and cursedaway our confidence . Since then, theleader of the red othlorx has had Kothar'sblemish, and our Burden shall remainuntil the scale is returned .

"But now the puny Thenolites invade ourrealm! If not for the Burden, we woulddrive them back in fear and ruin!" Tremorlowers his head. "It is not just . Baldranousand the other othlorx defend us, as isonly right, but the Burden is so great, wecurse Takhisis every day!" As Tremorturns away, you notice a scale missingfrom his chest .

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JOURNAL ENTRY 18AIR SHAFT

The sounds echo so much they are barelyrecognizable. Noises of machinery blendwith the clash of weapons and the bellowof fire creatures. Then the unmistakableshout of a kender taunting his foes rever-berates through the shaft. TasslehoffBurrfoot is going into combat!

JOURNAL ENTRY 19THE DRACONIAN'S SCROLL

"Commander Barath -

You are hereby granted leave to make anyand all arrangements with the Thenoliangovernment necessary to acquire their fullcooperation . Do not concern yourself withthe particulars of promises made, as wehave no intention of fulfilling them .Consider the Thenols a tool to be usedand discarded when no longer useful .Pass this information on as necessary tosubordinates, then destroy this message ."At the bottom of the scroll is an impres-sive seal.

JOURNAL ENTRY 20

THE BLACK ROBED ONE

The hood falls to the shoulders of theblack robed figure. The pale mage smilescruelly, "I see you have received my call . Iam glad to see you, my fine champions . Ineed your help in order to succeed withmy plan." He casually waves a thin hand

before you. Suddenly, your vision beginsto blur and you begin to feel dizzy. "Myplan is to stop you before you can inter-fere with Her Highness' plan . I see youwill not be a problem . . . not a problemat all ."

As you fall to your knees, you see themage's face twist and stretch into thehideous countenance of a draconian .As its coarse laughter fills the chamber,everything goes black .

JOURNAL ENTRY 21

THE GREAT ORACLE

"Centuries ago, a group of humansmarched from Styrillia in search of a newhome. Led by the great Kristophus, theirtrek brought them here, where theybegan construction of a city . But soon,the Minotaurs arrived from far off Ansalonand claimed this land for their own .

"Eragas the Brutish became the newemperor and at his side was the humanOracle of Tengur. The Oracle led theemperor wisely in his conquests, and forthis, some have called him a traitor . Thatis a lie! The Oracle used his position towin rights for the humans and the otherconquered races. In exchange for his wis-dom, the Minotaurs swore to enslave onlya fraction of those whose lands theyannexed. This is a promise that is kept tothis day.

"When he died, the Oracle's spirit washidden somewhere within the city walls,until it could be put to good use onceagain ."

JOURNAL ENTRY 22

THE TRUTH

"Don't believe everything you hear," con-tinues Lord Trandamere, puffing on hispipe as he relaxes on the sofa ."Fastillion's had it in for me since I boot-ed him out of Thenol for counterfeitingcoin of the realm . He made himself a size-able fortune passing around fool's gold,before we wised up to his tricks . Last Iheard, he was hanging his hat in a light-house up in the League someplace,mooning after some mermaid doxy.Anyway, I could use your help, controllingthese dragonmen which are making lifemiserable for folks around here.Interested?"

JOURNAL ENTRY 23

THE SENSITIVE MINOTAUR

"Superiority is clearly the right of all mino-taurs . But, do not let this great gift workagainst you! How easy it is to belittle,insult, or even trample our servants . It isindeed our right to do so, but it may be inour favor to show occasional restraint.

"It is natural for other races to be resent-ful, or even to feel hatred toward theirbetters . These feelings may lead to ineffi-ciency and sloth . So next time, instead offlogging your human slave, try a gentlereprimand, or even a kind word, like, 'Iam not angry at you, only at the result ofyour actions.' This will instill more confi-dence in your slave, which may actuallyblossom into affection towards you.Remember, 'a happy slave is a productiveslave .'

"In these modern times, we must bemore sensitive to the feelings of thosebeneath us . It may be time to put behindthat old adage; 'If you weren't born withhorns, you were born to be scorned ."'

JOURNAL ENTRY 24

ANTHELA

"We had been holding off the Sharkmenfor months. But then the draconianscame. They were well armed and orga-nized, and they soon killed all who resist-ed. When the fighting was over, they wentnorth. They said they would breed moredraconians on the shores of the Lava Sea .It is a dreadful prospect.

"After the draconians left, the Sharkmenbegan forcing us to build boats . Hundredsand hundreds of boats. I don't know whythey want the boats; it makes no sense .We might have thrown off the yoke of theSharkmen, but there are dragons in thewoods to the north, and no one dares tooppose them .

"You must not stay here! Go to the greatgnome citadel of Aldinanachru on thenorthwest of the Lava Sea. The gnomesare enemies to the Minions of Hiteh .Perhaps they can stop the draconians . Ilove Bai'or dearly, but what is the good offighting the Sharkmen if the draconianswill soon conquer all the lands? Go nowand warn the gnomes. Do not incite thewrath of the dragons to the north, orthere may be no one left when you return. . . no one left in Bai'or ."

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JOURNAL ENTRY 25

LAIRS

IA

I

KEY

I0Wall

Door

Archway

JOURNAL ENTRY 20

SOME RELIEF"And the gnomes really want to help, too .But the King said, 'Help is completely outof the question at this point in time!"' Tasraises his head and mimics the King."'Our own situation is a parliament ofimportance!"' Captain Daenor begins tosmile and chuckle, then, as Tasslehoffbegins stumbling around the room wig-gling his head and crashing into things,Daenor bursts into hysterical laughter andsays, "The good gnome peoples do notappreciate this unwarranted interruptionin their daily schedules!"

All of the past weeks of worry andfrustration pour out of Daenor in wavesof laughter .

JOURNAL ENTRY 27

(RVNSCHKA'S OATHThe she-dwarf grins crookedly, as sheholds the glowing Grathanitch in herhand. "My mother once told me, 'Everyman for himself!' and my time has come.The Dark Queen is dead, the draconiansare all gone. You don't need me anymoreor this either ."

The stone's power courses through thedwarf, filling her until she begins to swell ."It's mine! I feel myself growing stronger,bigger. Soon, I'll be unbeatable . I couldbe King of the World . . . I mean Queen."

JOURNAL ENTRY 28

PRESENTFind the realm where Tremor is lord .

Choose the right present to add to hishoard .

JOURNAL ENTRY 29

RITUAL WORDSLimene: 'We will do that instantly.'

Bilbara : 'We politely but firmly decline .'

Shuwara: 'We block our ears to languageof that sort.'

Holbani: 'Your humor is your greatesttreasure .'

Gebene: 'We have peace in our hearts.'

JOURNAL ENTRY 30

FIRST TEMPLEThe desolate valley is dominated by atowering pillar of rock-Hawkbluff!Beneath the crag are assembled theshops, offices, and other buildings thatserve those who visit the abode of LordTrandamere. For miles now, there havebeen a constant stream of zealous pil-grims traveling to the great Temple ofHith, high atop Hawkbluff. And amongstthem were the rich and well-armed pro-cessions of Lords and Senators coming toconsult with the influential Trandamere .But all on the road give wide berth to theundead legions . Led by Hith fanatics andnecromancers, they patrol here and allover Thenol .

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JOURNAL ENTRY 31

A WORD OF WARNING

"Let's see, here is the village of Vinlans,and to the east are the Sikoni Mountains .The vast forest to the east of that is therealm of the Hulderfolk . As strangers tothese lands, you must be wary of them .Every thief might not be of the Hulderfolk,but every liulderfolk is a thief. They arerenowned for stealing wagons from mov-ing caravans, horses from under riders,and even children from their mother'sbosom. Stay far away, else these boons Igive you will go for naught . You must usethis key to enter the tombs of new Aurimthrough the temple. Tell the priest that Ihave sent you and you have come toreceive a special blessing ."

JOURNAL ENTRY 32

THE HIDEOUS CAVERN

The foul cavern is covered with moundsof filth, decay, and rotting corpses . Someof the corpses are those of enormousspiders and huge bats. Others are ofhumanoid form. The stench is overwhelm-ing. Torn and rotting flesh is mixed withsomething even fouler. The only illumina-tion is a pale green light which comesfrom all around you. By the light of thishideous glow, you suddenly see forms ris-ing from the mounds of filth .

JOURNAL ENTRY 33

TALHOOK

"I woke. Everyone was gone. Somethingwas wrong! I hid under the bed . Soonsome sea-devils came in . One was swim-ming around and around the room, pro-claiming to the others where he wouldplace his possessions, when he came torule. The others called him Lord PrinceTalhook. Then a sea dragon arrived! Icould not understand his talk, but Talhookcould. 'You will get your eggs back whenthe elves are under my command,' hesaid. 'Not before . Obey me, or I will cookyour progeny.' After the dragon left, thesea-devils all snickered ."

JOURNAL ENTRY 34

FRIENDS

A dragon you'll meet, more mighty than all .

To stop its rampage, seek help from threefriends :

The black robed, the winged ones, andalso the small .

JOURNAL ENTRY 35

PALACE

The first thing you notice is that like therest of New Aurim, the Palace is decrepit .Pools of water stain what once wereglossy marble floors . Cracks web the finestone walls. The smell of decay is every-where. But ahead you see somethingsolid and new . The way is barred by aguard station built of hard stone andgates of cold steel .

JOURNAL ENTRY 36

A LETTER FROM TRANDAMERE

"It has come to my attention that the dra-conians being sent by you to their encamp-ment at Hawkbluff have not been arriving .Your report that younger creatures are toowillful for the Thenol Army is unacceptable .

"I have discussed this with Yanorak andhe will accept all returned draconians fordiscipline and indoctrination. In the inter-im, all of your warehouses, taverns, andfarms should be regularly patrolled to col-lect these young draconian recruits andreturn them to the rear door of thepalace .

"In addition, you are to assign a squad ofguards to escort each group of draconiansto Hawkbluff to prevent them from wan-dering off. Hopefully this will greatlyimprove the size of our draconian army ."

JOURNAL ENTRY 37

ADVICE

"Travel north, my friends, and soon youwill come upon an ancient lighthouse. Foreons, the light has guided sailors throughthe dangerous shoals of the Tiderun .

"Legend has it that the tower is deserted,except for whatever magic keeps it glow-ing . But I know that there is a keeper, andhis wisdom is profound . Seek his aid andyou will be richly rewarded. But bewarned, strangers are not welcome in theancient tower, and reaching its pinnaclemay prove to be a dangerous task ."

JOURNAL ENTRY 38

MARTHA

Davik chatters incessantly through thegrill of the locked door . "Betray myTrandamere, will you? No you won't . Noyou won't. I'll show you what happens tothose who try to betray my Trandamere! Ibuilt this place so I should know . I should .Yes, I should. Now Martha here is veryold, very nasty when she's hungry . And Idare say it's been many years since shelast ate . Yes, I dare say so. But that won'tbe the case long now, will it be Marthadear? No, not long at all . Not long at all .Ha ha! Ha ha ha! Ha ha ha ha!"

JOURNAL ENTRY 39

SENSILAN'S FINAL WORDS

Choking back tears, Daenor cradles theold man's head . "Sensilan, my old friend .It's all right now, it's almost over. Soonyou'll be back at the town ."

"Daenor, it gives me great pleasure to seeyour face again. But, it is too late for me, Ionly have a few minutes left . Oteef and Itried to escape, but we became lost in thelabyrinth. I pray that he has made it tofreedom. Daenor, have you found Crysia?"

The Captain bows his head in grief. "Yes,we have found her. She is with . . . them."

Sensilan clutches his hand. "Daenor,Crysia is caught in a powerful charm spell.She will flee from you and fight on theside of evil ." The old man begins to coughviolently . He wipes the blood from his lipsand continues, "When you find her, youmust break the spell or she will be lostforever."

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The old man begins to cough again andthen he is still . His head slumps againstDaenor's chest. The Captain begins tosob quietly.

JOURNAL ENTRY 40

THE BARD

Your first warning is the tinkling of silverbells. Then, who should walk up but a fat,cheery bard, strumming a strident chordon a lyre. "Hello! I am Baldric . Pleased tomeet you! I was just going out to look forwork, but then I saw you. Perhaps I canentertain you? Oh, you may wonder howa mere bard can survive this swamp .Well, I have some small talent for sooth-ing the ruffled beast ." With this, he strumsanother cacophonous chord.

JOURNAL ENTRY 41WORDS

The bright key opens the door to thecrypt.

Within you will find some words youshould heed .

Then find the Book that Amrocar wrote,

Within its pages, words you must read.

JOURNAL ENTRY 42

THE WAR COUNCIL

The king's advisors file into the room andtake their seats at the enormous table .King Telemandarklosminarus IV enters,wrapped from head to toe in blankets ."It's fr-eep- freezing in here!" Suddenly,the door bursts open and Baldric stormsinto the room . "Friends! I come bearinggrave news. The draconian army is evenlarger than we had feared!"

Driven by this new information, theCouncil agrees to a threefold plan . Theelite corps of gnome warriors, theCompany of the Dead, will ride the fire-fleets and attack the lower region of theTower of Flame. The gnome army, accom-panied by Baldric, Tremor, and Tasslehoff,will march on the draconian camp to thesouth. Meanwhile, you will ride the wind-ships and infiltrate the Tower from the topbalconies while the Dragons guaranteeyour safe entrance .

Just then, a gnome bursts into the room ."The clouds over the Lava Sea havebecome the face of the dark goddessErestem." There is no time to lose, theDark Queen has descended!

JOURNAL ENTRY 43

BARBER'S GOSSIP

"Ah, your hair is long I see, but not aslong as one of my recent customers . Yousee, I cut the hair of Temple prisoners,those prestigious enough to get a lastaudience with His Lordship Trandamere .Just the other day, I gave Davik the 'royaltreatment,' so to speak. You don't knowDavik? Why, he's the architect of theTemple. Quite a celebrated man until he,well, you know. Every so often, HisEminent Lordship forgets how to open asecret lock or where a particular passagegoes, and hauls Davik out of the dungeonto demonstrate . Davik is a good cus-tomer; he sits still, and doesn't talk much .Well, there you go, fresh as can be!"

JOURNAL ENTRY 44

QLORIOVS THENOL!

After our army crushed the remains of theArmach invaders surrounded at Neul, thefamed Thenolite army successfullyrepulsed the attack by the minotaur cowsand their human toadies from across theDrungar Frontier . Gathering the carrion ofour enemies, our beloved priests of Hithassembled a massive army of undeadminotaurs and humans. Together withspecially trained servants of Hith, ourforces destroyed two ordines of the Leagueoverrun during our advance through theSpindle Gap . With the minotaurs inretreat, our armies are again victoriouswith the aid of Hith .

Peace is at hand, all give thanks to Hid-dukel. You can help preserve the peacewith a prayer at the Hith Temple . If you'redown on your luck, ask for a specialblessing. The Church of Hith is alwayswilling to help the less fortunate .

JOURNAL ENTRY 45

ERIC STRONQBOND"Have you seen all the boats in our smallharbor? To think that just a few shortmonths ago, Bai'or was an insignificantlittle village . Now just look at us! Why, itmakes a man proud to be part of some-thing like this. Soon we'll have a boat forevery man, woman, and child in Bai'or,and the gods will reward us with greatriches. It just goes to show what can beaccomplished when everyone pulls togetherand works as a team!"

JOURNAL ENTRY 46FASTILLION

"One of those opens the inner chambersof the Tombs . That should help ." Heglances down at his models and seemslost in thought . Then he looks up. "I didnotice that you've been fighting beholders .I can see the signs of it on your armor.There weren't supposed to be evil thingsin my tower . The gorgons are supposed tokeep them out . I bet they were workingwith the beholders weren't they? Hmff. Ireally should get around to training them .Oh well, time flies."

JOURNAL ENTRY 47

THE MAYOR'S STORY

"Thank you, thank you, kind champions.Those monsters destroyed our beautifultown and then herded us on board a shiplike cattle . They forced Aolan, a greatsailor, to steer the ship, and to sail straightacross the ocean . We told them there wasnothing there, that they were mad. Thenthey struck us and told us not to askquestions .

"While the monsters were busy fightingamong themselves, Aolan steered theship onto the rocks, hoping to give us achance to escape. But fate was cruel, theship did not sink immediately. The mon-sters were able to drag us ashore and intothese accursed caves. As for Aolan, theyrewarded his brave act by slitting histhroat. He died a hero .

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"These monsters speak freely in front ofus. They constantly complain about notbeing able to complete their great journeyto the other side of the world. They saythe Dark Queen will be very displeasedwith them . I hope she strikes them alldead!

"As for that wench, Crysia, I know herwell. The traitor! They chose her fromamong us, and soon we saw her caringand grooming these disgusting monsters .Now they allow her to move aroundfreely, as if she were one of them . Shedeserves to be sent to the Abyss, whereshe can spend eternity with her consorts ."

JOURNAL ENTRY 48THE TAVERN SONG

There was an old skeleton named Trey,

Who comes to life when they pray .

His handler cut down, while charging atown,

He bounces 'gainst their wall to this day .

JOURNAL ENTRY 49

TEARY GOODBYEYou overhear his wife saying, "You'regoing to get yourself killed! You've nevereven flown one of those stupid thingsbefore! How am I supposed to raise ourchildren without you?" Perkelanamordwhispers, "If I don't go, our children maynever get the chance to grow up ."

On that note, he abruptly turns and crash-es headlong into the band drummer, whofalls over, thumping the tuba player in thestomach with his mallet. With an echoing"Pphblaaaat-ooofff," the tuba falls forwardknocking the band leader senseless witha thud. The leader falls, arms flailing forbalance, and pokes the flutist in the eyewith his stick. Grimacing with pain, thewoman bites off the end of her flute andswallows it, gasping and wheezing for air .The marching song suddenly turns into ahideous cacophony of groans, wheezes,crashes, and thumps .

Perkelanamord hurries away muttering,"Oops, sorry, I didn't. . ., sorry," as his wifefalls screaming to the ground, tears blub-bering down her round, little face .

JOURNAL ENTRY 50

INSTRUCTIONS FOR PREPARATION OFBLACK PUDDINGBlack pudding is considered a delicacy inthe Fire Fleet, particulary after severalmonths on the Boiling Sea . As black pud-ding is a ravenous carnivore, it first mustbe caught, before being prepared for con-sumption. Pages 2,976,341 through3,123,882 of Volume LXXIII ofThrapskaddidlogrumpanaciouslaxzitinity'ssemi-authoritative study of monster hunt-ing, Flow People Try to Catch Monsters,contain some 8,647 methods for acquir-ing puddings. Many of these techniquesare not recommended, as they leave theblack pudding in an inedible form . Blackpudding must be kept in secure ceramiccontainers prior to cooking, to limit dam-age to culinary personnel . Special long-handled asbestos ladles are ideal for

transporting black pudding from thesecontainers to the deck of the vessel . Theyare also used for cooking the black pud-ding. Black pudding is traditionallycooked by immersion in boiling lava .(Drikulomengrabaciflatorengulixfreibie,Navigating the Burning Sea, page 323,column 77), although the breath of acooperative red or gold dragon may besubstituted in a pinch . Four to five minutesof immersion per pint of black pudding isa reasonable cooking time; properlycooked black pudding will have a syrupy,gelatinous texture. Extreme Care must betaken not to serve undercooked blackpudding,© catastrophic cases of indigestionmay result from improper preparation .

After removing the black pudding fromthe boiling lava, it must be set aside forabout three hours, until the coating ofbasalt has fully congealed. After chippingoff the basalt, the black pudding shouldbe seasoned liberally with celebdil, groundcaradhras, and fanuidhol seeds, thenserved hot. One quart of black puddingshould serve two to three gnomes, unlessthey are especially hungry . Leftover blackpudding may be served for several weeks,although its consistency will suffer .

JOURNAL ENTRY 51

THE FOETHUMPER"The Foethumper is the weapon of aminoi warrior," says Benikobawoni, "notas random or clumsy as a broadsword -a complicated weapon for a complex era ."

JOURNAL ENTRY 52

THE PTO Do' LIST

Things To Do

' Fix the lightU Find more powerU Block doorway

O Train gorgonsU Bribery?p visit libraryU Repair broken teleporter

U install new doorsU Clean the basement

JOURNAL ENTRY 53

CARAMON'S QUEST"If you know where I can find Raistlin,please tell me . I must find him, somethinghas happened . Without his help Tika willdie . I . . . I couldn't go on without her, notafter everything that has happened . I'msure you know where I can find my broth-er. You must tell me!" Tears spring to thebig man's eyes as he slowly unsheatheshis sword and steps toward you .

JOURNAL ENTRY 54

THE GENERAL"It has been but a short time since you sovaliantly helped us crush the draconianarmy. Yet, such is the nature of thesecreatures, that to sever the head from thebeast only invites it to grow another . Myemissaries have reported that some dra-conian scum may have survived, and areagain gathering to the south . We mustknow if this is true . Every day we wait isfoolhardy, for the danger may be growing .

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"But, the good people of Palanthasdeserve the hard-won peace they nowenjoy. From time to time, I still see theshadows of old fears fleeting across theirfaces. I will not add to their troubles byletting this unproven rumor reach theirears. That is why I implore you, braveheroes, to hasten to Caergoth, and dis-cover what truth there is in these fearfulreports."

JOURNAL ENTRY 55

THE STRANQE DRAQON

"I am without hope. Sssuch a thing hasssnever been done assss they did to me .Curssse them .

"In the Tower of Flame they made myegg, by the Ssstone of Grathanich. Theywanted a body for Eressstem . A perfectbody for a god to enter the world . Sssothe draconiansss made me . . . but Iwasss flawed, a missstake, a failure . Yetthe foolsss continue . They will make oth-ersss . Finally they will sssuccsseed, andSsshe will enter. Ssshe will become invin-cible . Ssshe will rule Taladasss, and thenSsshe will rule the world . Curssse them!"

JOURNAL ENTRY 56

FABLE OF THE STONE

"The god Reorx taught the smart gnomoiart of the forge and machine, pleased hebe. He taught them to some humans andnot pleased he be . Stupid they were withtheir power so cursed they becamed intothe stupid minoi soon .

"But the god was good and gave a gift toKing Aldinanachru . A stone he filled withthe light and power of the big moonLuminari. The Grathanich they wereproud to own .

"Then, the bad god Hiteh tricked some lit-tle minoi into letting the stone go . It driftedand burned, wreaked havoc to the west .So to punish these minoi, it was made sothey must follow the stone from here tothere . And there was the big island, faraway, where one day the minoi stoppedto live under a mountain. Nevermind ."

JOURNAL ENTRY 57

THE RESCUE

The old woman's eyes light up . "Youaren't monsters! You're people! Oh, thankPaladine! I escaped from the monstersyesterday and fled into these lower caves,hoping to find a way out. But the draconi-ans pale in comparison to the monstersthat fill these caverns, and I was afraid togo further . I found this wand and neck-lace on a body I stumbled upon . Withthem I was able to send many of thesefoul creatures back to the Abyss. If thedraconians are no longer a threat, I'msure I can find my way to the mouth ofthe cave. There is a small village not farfrom here, and I can take refuge there .Farewell, my friends ." She turns to leave,but then adds, "Oh, here, why don't youtake this ." She removes the necklace andhands it to you . "You certainly look likeyou can handle yourselves, but you maybe able to use this ."

JOURNAL ENTRY 58

TAS K FINAL WORDS

Tas grips your arm feebly. "This wasn'tsuppose to happen! I can't die, I have toomany things to do . . . places to go." Thekender coughs pitifully, and clutches hischest. "I always thought you could trustgnomes . . . they're just so trustworthy .But . . . look, I . . . I can see Flint sittingunder a tree, he's calling me . . . Flint . . .I'm coming. . . ." The kender's frail bodygoes limp, and quickly grows cold .

JOURNAL ENTRY 59

CAPTAIN'S STORY"hundreds of draconians invaded, pillag-ing the town and impounding the entirefleet of ships . Only those who could steerthe ships were spared, everyone elseeither escaped or was slaughtered .

"Once they took what they wanted, ahorde of blue dragons leveled the build-ings and incinerated anyone trying to takerefuge. The monsters then sailed out tosea, leaving this village a charred ruin .

"I can wait no longer! I must set sail andfollow the loathsome beasts. My sister,Crysia, is among those kidnapped!"

JOURNAL ENTRY 60

t. REETINQ FROM A HITH TEMPLESERVANTThe man with a shaved head and looselydraped robes approaches you, carrying alarge pointed stick in one hand and a bas-ket of flowers in the other . "Hale ye travel-ers from afar, would ye care to donate tothe Church of Hiddukel in exchange for aspecial flower?"

JOURNAL ENTRY 61

TASSLEHOFF EXPLAINS

"After you guys left, I had the best timewith the elves . But once, when we wereplaying hide-and-seek, I hid so well theelves never could find me! Then I foundmy new friend . You'll like him, he's look-ing for the draconians, too . He says weneed the gnome armies and windships tostop these draconians, but King Teleman-something-or-other says he's much toobusy to be worrying about dragons .

"You see, there are two different kinds ofgnomes: the smart Gnomoi, gnomes whodo all the inventing and designing, and

the fun Minoi gnomes, like the ones inAnsalon, who get stuck doing all thework. Well, the King says he doesn't wanthis people to be separated into classesanymore, so he had all the gnomes justswitch jobs. And, boy, are things crazy inthere! And dangerous, too!

"Come on, I'll show you where the lift is,or, um . . . was, I guess ."

JOURNAL ENTRY 62

ANOTHER

I see flames and an egg and a crack and ahead,

Then another, and another, and another,and more .

She rises up, the Queen of the Dark,

She conquers and rules leaving only thedead .

JOURNAL ENTRY 63

AMROCAR'S BOOK

"The book is a worthless text written onehundred years ago by the wizard Amrocar .Obsessed with the mysteries of the ruinsin Blackwater Glade, it is filled with use-less maps and such .

"It had lain undisturbed for scores ofyears, when suddenly one of our mosttrusted librarians, Bovinus, was caughtstealing it . A terrible fight ensued . In theend, three of our guards lay dead, and thelibrarian had disappeared along with thetome .

"That is not all. I just teamed thatBovinus' body has been found in an alley-way with his throat slit. But, who killedhim, and where is the book now?"

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JOURNAL ENTRY 64

NAVLIDIS, CITY OF THE DARGONESTIJOURNAL ENTRY 65

RUBBLEBefore you lies the smoldering ruins ofCaergoth . Everything is blasted and burned.Once sturdy buildings are sagging andmelted; their stone runs like candle wax .The sickening odor of burnt carrion floatson the gentle breeze as vultures circlethrough the smoke .

Then you notice the fuming pools of acidin the streets. Draconians have been here .The only consolation is that some of thempaid for this abomination with their lives .

JOURNAL ENTRY 66

THE ORATHANICHYou quickly retrieve the small oblong boxfrom behind the mirror. The box containsan oddly-shaped piece of gray stone, plainand unadorned, yet seeming to pulsatewith hidden power .

"The Grathanich!" gasps Tasslehoff,reaching out to the stone, "With this arti-fact we can end the threat of the DarkQueen right here - we can unmake therace of draconians forever." He grasps thestone and holds it up to the light . "Butwhat fun would that be?" he continueswith a crooked grin . Before you can react,he drops the stone into a pocket andscampers off into the darkness .

JOURNAL ENTRY 67

FLAMEWALLSThe walls of the Tower's inner core flarebrightly, but there is no heat . Whatevermighty spell formed these walls, holdsthe living flame trapped inside . After amoment, you see shapes among thedancing flames! You realize that the walls,ceiling, and floor swarm with fire crea-tures, and that they are watching you .

JOURNAL ENTRY 68

OTHLORX"Back during the War of the Lance,Takhisis called all her dragon children tofight the forces of good . But here onTaladas, many evil dragons refused hercall . Furious, she cursed each kind of evildragon with a particular affliction .

"When the forces of Takhisis stole the eggsfrom the good dragons, many traveled toTaladas to search for them. When it wasdiscovered that the eggs were on Ansalonbeing corrupted into draconians, many ofthe good dragons returned to Ansalon tofight in the War of the Lance . But not allthought it wise to join in a human's war .Those who stayed are shunned, quiteunfairly, by the other good dragons . Overtime, we outcast dragons have learned towork together against common dangers .We call ourselves 'othlorx ."'

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CONSTITUTION TABLERESURRECTION

v TABLES w ABILITY SCORE MODIFIERS BY RACERACE MODIFIERS ABILITY

HIT POINT

Dwarf, HillDwarf, Mountain

Constitution+l, Charisma-1Constitution+l, Charisma-1

SCORE

ADJUSTMENT SURVIVAL

3

-2 40%

Elf, Qualinesti Dexterity+l, Constitution-1 4

-1 45%

MAXIMUM LEVEL LIMITS BY RACE AND CLASS Elf, Silvanesti Dexterity+1, Constitution-1 5

-1 50%

Half-elf None 6

-1 55%SILV .

DUAL. HALF HILL MTN.cuss

HUMANS ELVES

ELVES ELVES DWARVES DWARVES KENDERHuman None 7

0 60%

Kender Strength-1, Dexterity+2 8

0 65%Cleric

Max Max

Max Max 10 10 12 9

0 70%STRENGTH TABLE

Fighter

Max 10

14 9 Max Max 5 10

0 75%Paladin

Max 12

No No No 8 No 11

0 80%Ranger

Max Max

Max 11 8 No 5ABILITY

THAC6SCORE

BONUSDAMAGE

WEIGHT ALLOWANCEADJUSTMENT

(IN STEEL PIECES) 12

0 85%Knight

Max No

No 10 No No No 3

-3 -1

-350 13

0 90%Magic-User

Max Max

Max 10 No No No 4-5

-2 -1

-250 14

0 92%Thief

Max No

Max Max 10 8 Max 6-7

-1 None

-150 15

+1 94%8-9

Normal None

Normal 16

+2 96%No: Characters of this race cannot be of this class .

17

+2(+3)*10-11

Normal None

Normal 98%Max : Highest Level Available in THE DARK QUEEN OF KR CNN.

12-13

Normal None

+100 18

+2(+4)* 100%14-15

Normal16

NormalNone

+200+1

+350 * Bonus applies only to the fighter classes (fighter, paladin, ranger,

+1

+500knight) .

17

+1RANGE OF ABILITY SCORES BY RACE 18

+1 +2

+750ABILITY SCORE

STR

INT WIS DEX CON CHA 18 (01-50)*

+1 +3

+1,000 ARMOR PERMITTED BY

Humans

3-18(00)*

3-18 3-18 3-18 3-18 3-18 18 (51-75)*

+2 +3

+1,250CHARACTER CLASS

(Females)

3-18(50)`

3-18 3-18 3-18 3-18 3-1818(76-90)*

+2 +4

+1,500 CLASS

MAR ARMOR SHIELD

Silvanesti Elves

3-18(75)"

10-18 6-18 7-19 6-18 12-1818 (91-99)*

+2 +5

+2,000 Cleric

Any Any

(Females)

3-16

10-18 6-18 7-19 6-18 12-1818 (00)"

+3 +6

+3,000 Fighter

Any AnyPaladin

Any AnyThese bonuses only available to the fighter classes (fighter,Qualinesti Elves

7-18(75)*

8-18 6-18 7-19 7-18 8-18,

(Females)

3-16

8-18 6-18 7-19 7-18 8-18 paladin, ranger, knight) .Ranger

Any Any

Hill Dwarves

9-18(99)'

3-18 3-18 3-17 14-19 3-12Knight

AnyMagic-User

NoneAnyNone

(Females)

3-17

3-18 3-18 3-17 14-19 3-12 DEXTERITY TABLEMountain Dwarves

8-18(99)*

3-18 3-18 3-17 12-19 3-16 AC BONUSThief

Leather NoneABILITY SCORE

REACTION/MISSILE BONUS

(Females)

3-17

3-18 3-18 3-17 12-19 3-16 3

-3 +4 MULTIPLE ATTACKS FORHalf-Elves

3-18(90)`

4-18 3-18 6-18 6-18 3-18 4

-2 +3 FIGHTER-TYPE CHARACTERS(Females)

3-17

4-18 3-18 6-18 6-18 3-18 5

-1 +2Kender (Both)

6-16

6-18 3-16 8-19 10-18 6-18 6

0 +1CLASS

LEVEL

ATTACKS PER ROUND

7

0 0 Fighter

1-6

1/1Paladin

1-6

1/1Maximum percentage for 18 strength for fighter type classes only (fighter, paladin, ranger, knight) . 8

0 09

0 0 Ranger

1-7

1/1

10

0 0 Knight

1-6

1/1

11

0 0 Fighter

7-12

3/2

12

0 0 Paladin

7-12

3/2

13

0 0 Ranger

8-14

3/2

14

0 0 Knight

7-12

3/2

15

0 -1 Fighter

13+

2/116

+1 -2 Paladin

13+

2/117

+2 -3 Ranger

15+

2/118

+3 -4 Knight

13+

2/1

Page 28: HEROES OF ASCORE: TILE EPIC CONTINUES!level determines the maximum level of spells a magic-user can cast. Wisdom (WIS) is the measure of a char-acter's ability to understand the ways

WEAPONS TABLE

ARMOR TABLE A 1 Must have ready arrows to fire . Two Attacks per round .2 Must have ready bolts to fire . One Attack per round .3 Only usable by kender characters .

f = lighter(paladin, ranger, knight) ; cl = cleric ; th = thief ;mu = magic-user

© 1 A character carrying many objects, including a large number ofcoins, can be limited in movement to a minimum of 3 squaresper turn.

2 A Shield subtracts 1 AC from any armor it is used with .

SPELL PARAMETERS LIST

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

Cmbt = Combat only spellCamp = Camp only spellBoth = Camp or Combat spellT = Touch Rangedia = diameters = squaresc = coneAll = All characters in combat

r = combat roundst = turns/lvl = per level of castertargets = aim at each target

Robe (Magic-user spells only) :White = Can only be cast by White Robe MagesRed = Can only be cast by Red Robe MagesBoth = Can be cast by both

FIRST LEVEL CLERICAL SPELLS

SECOND LEVEL CLERICAL SPELLS

FOURTH LEVEL CLERICAL SPELLS

FIFTH LEVEL CLERICAL SPELLS

SIXTH LEVEL CLERICAL SPELLS

THIRD LEVEL CLERICAL SPELLS

SPELL NAME WHEN RNG AREA DURATION SPELL NAME WHEN RING AREA DURATION

Bless Both 6 5 dia 6r Cure Serious Wounds Both T 1

Cure Light Wounds Both T 1 Neutralize Poison Both T 1

Detect Magic Both 0 1 it Protection from

Protection from Evil Both T 1 3r/Ivl Evil 10' Radius Both T 2 dia lt/lvl

Resist Cold Both T 1 1t/IvI Sticks to Snakes Cmbt 3 1 2r/Ivl

NAMEDAMAGE VS.MAN SIZED

DAMAGE VS . LARGERTHAN MAN SIZED

NUMBEROF HANDS CLASS

Axe, Baffle 1-8 1-8 1 fAxe, Hand 1-6 1-4 1 fBow, Composite Long' 1-6 1-6 2 fBow, Composite Short' 1-6 1-6 2 f,thBow, Long' 1-6 1-6 2 fBow, Short' 1-6 1-6 2 f,thClub 1-6 1-3 1 f,cl,thCrossbow, Light' 1-4 1-4 2 fDagger 1-4 1-3 1 f,mu,thDart 1-3 1-2 1 f,mu,thFlail 2-7 2-8 f,clHalberd 1-10 2-12 2 fHammer 2-5 1-4 1 f,clHoopak(Melee)' 3-8 2 SpecialHoopak(Missile)' 2-5 2 SpecialJavelin 1-6 1 fMace 2-7 1 f,clMorning Star 2-8 1 fPick, Military 2-7 1 fPike, Awl

IIG1-6 1 2 2 f

Scimitar 1-8 1 f,thSling 1-4 1 f,thSling, Staff 1-8 2 f, clSpear 1-6 18 1 fStaff, Quarter 1-6 2 f,mu,clSword, Bastard 2-8 2-16 2 f,clSword, Broad 2-8 2-7 1 f,thSword, Long 1-8 1-12 1 f,thSword, Short 1-6 1-8 1 f,thSword, 2-Handed 1-10 3-18 2 fTrident 2-7 3-12 1 f

ARMOR TYPEWEIGHTIN SP. AC

MAXIMUMMOVEMENT 1

None 0 10 12 squares

Shield' 50 9

Leather 150 8 12 squaresPadded 100 8 9 squaresStudded 200 7 9 squaresRing Mail 250 7 9 squares

Scale Mail 400 6 6 squaresChain Mail 300 5 9 squaresElfin Chain Mail 150 5 12 squaresBanded 350 4 9 squaresSplint Mail 400 4 6 squaresPlate 450 3 6 squares

SPELL NAME WHEN RNG AREA DURATION

Cure Blindness Both T 1Cure Disease Camp T 1

Dispel Magic Both 6 3x3 s

Prayer

Remove Curse

Both

Both

0

T

All

1

1 r/Ivl

SPELL NAME WHEN RNG AREA DURATION

Cure Critical Wounds Both T 1

Dispel Evil Cmbt T 1 it/lvl

Flame Strike Cmbt 6 1

Raise Dead Camp 3 1

SPELL NAME WHEN RNG AREA DURATION

Find Traps Camp 3 1 3t

Hold Person Cmbt 6 1-3 4r+1/lvl

Resist Fire Both T 1 1t/IvI

Silence 15' Radius Cmbt 12 3 dia 2r/Ivl

Slow Poison Both T 1 1 hour/Ivl

Snake Charm Cmbt 3 All 5-8r

Spiritual Hammer Cmbt 3 1 1r/IvlSPELL NAME WHEN RING AREA

DURATION

Blade Barrier

Heal

Cmbt

Both

3

T

Special 3r/Ivl

1

-

SEVENTH LEVEL CLERICAL SPELLS

SPELL NAME WHEN RNG AREA

DURATION

Resurrection Camp T 1

Restoration Camp T 1

Page 29: HEROES OF ASCORE: TILE EPIC CONTINUES!level determines the maximum level of spells a magic-user can cast. Wisdom (WIS) is the measure of a char-acter's ability to understand the ways

EIC,HTH LEVEL MAGIC-USER SPELLSFIRST LEVEL DRUID SPELLSFor High-Level Rangers

FIRST LEVEL MAC,IC-USER SPELLSROBE

FOURTH LEVEL MAGIC-USER SPELLSSPELL NAME WHEN RNG AREA DURATION SPELL NAME

WHEN RNG AREA DURATION ROBE SPELL NAME

WHEN RNG

AREA DURATION ROBE

SPELL NAME

WHEN

Ill AREA DURATIONBurning Hands Cmbt T 3 s Both Bestow Curse

Cmbt T 1 1t/IvI White Mass Charm

Cmbt .5/IvI Special Special White

Detect Magic

Both

0 1 12r Charm Person Cmbt 12 1 Both Charm Monster

Cmbt 6 1 Special White Mind Blank

Both 3

1

1 day White

Entangle

Cmbt

8 4 dia 1t Detect Magic Both 6 1 2r/IvI Both Confusion

Cmbt 12 2-16 2r+1/IvI White Otto's Irresistible

Faerie Fire

Cmbt

8 8 dia 4r/Ivl Enlarge Both .5/IvI 1 1t/Ivl Both Dimension Door

Cmbt 0 1 Red Dance

Cmbt T

1

2-5r

White

Invisibility to Animals

Both

T 1 It+1r/IvI Reduce Both .5nvl 1 Both Fear

Cmbt 0 6x3 c 1r/IvI Red Power Word, Blind Cmbt .5/IvI

3 dia

Special Both

Friends Cmbt 0 All 1r/IvI Both Fire Shield (2 Types) Both 0 1 2r+1/IvI Both

SECOND LEVEL DRUID SPELLS Magic Missile Cmbt 6+IvI 1 Both Fumble

Cmbt 1/IvI 1 fr/IvI White NINTH LEVEL MAGIC-USER SPELLSFor High-Level Rangers Protection from Evil Both T 1 2r/IvI Both Ice Storm (Dmg only) Cmbt 1/IvI 4 dia Both

SPELL NAME WHEN

RHO

AREA DURATION ROBERead Magic Camp 0 1 2r/IvI Both Minor Globe of

SPELL NAME

WHEN RNG

AREA DURATIONShield Cmbt 0 1 5r/IvI Both

Invulnerability

Both 0 1 1r/IvI White Meteor Swarm Cmbt 4+1/IvI Special -

Both

Barkskin

Both T

1 4r+1r/IvI Remove Curse

Both T 1 - White MonsterShocking Grasp Cmbt T 1 Both Summoning Cmbt

0

Special Special BothCharm Person/Mammal Cmbt 8

1 SpecialSleep Cmbt 3+IvI 1-16 5r/IvI Both Power Word, Kill Cmbt

Special

-

Both.25/IvICure Light Wounds

Both T

1FIFTH LEVEL MA(,IC-USER SPELLS

THIRD LEVEL DRUID SPELLSSECOND LEVEL MAC,IC-USER SPELLS SPELL NAME WHEN RNG AREA DURATION ROBE

Cloud Kill Cmbt 1 3x3 sSPELL NAME WHEN RNG AREA DURATION ROBE 1r/IvI WhiteFor High-Level RangersDetect Invisibility Both

1/IvI 1Cone of Cold Cmbt 0 .5/IvI c Both

5r/Ivl BothSPELL NAME WHEN RNG AREA DURATIONInvisibility Both

T 1 Special RedFeeblemind Cmbt 1/IvI 1 White

Cure Disease Camp T 1noc 1 s/IvI Red

Fire Touch Both T Special 1 r/IvI RedCamp 6Hold Animal Cmbt 8 1-4 2r/IvI Hold Monster Cmbt .5/IvI 1-4 1r/IvI WhiteMirror Image Both 0 1 2r/IvI RedNeutralize Poison Both T 1 Iron Skin Both 0 Special 1r/IvI Red

Cmbt 1+.25/IvlRay of Enfeeblement 1 1 r/IvI WhiteProtection from Fire Both T 1 Special

Cmbt 3Stinking Cloud 2x2s 1r/IvI Both

Strength Both T 1 6t/Ivl Red SIXTH LEVEL MAGIC-USER SPELLSSPELL NAME WHEN RAN;

AREA DURATION ROBE

THIRD LEVEL MACTIC-USER SPELLS Death Spell Cmbt 1

.5 /IvI - Both

SPELL NAME WHEN RNG AREA DURATION ROBE Disintegrate Cmbt .5/IvI

Special - Red

Blink Both 0 1

1 r/IvI Red Flesh to Stone Cmbt 1/IvI

1 - Red

Dispel Magic Both 12 3x3 s

- White Globe ofInvulnerability Both 0

1 1r/IvI White10+lvl 5/7 dia

-Fireball Cmbt BothStone to Flesh Both 1/IvI

1 - Red6 4x4 s 3r+1/IvIHaste Both Red

Hold Person Cmbt 12 1-4

2r/lvl White

Invisibility 10' Radius

Lightning Bolt

Both

Cmbt

T

4+IvI

2 dia Special

4,8

-

Red

Both

SEVENTH LEVEL MAGIC-USER SPELLSSPELL NAME WHEN RNG

AREA DURATION ROBE

Protection fromEvil 10' Radius

Protection fromNormal Missiles

Slow

Both

Both

Cmbt

T

T

9+IvI

2 dia

2r/IvI WhiteDelayed BlastFire Ball

Mass Invisibility

Power Word, Stun

Cmbt

Both

Cmbt

10+1/IvI 5/7 dia Special Both

Red

Both1

1t/IvI

White

4x4 s 3r+1/IvI Red

1/IvI

Special Special

.5/IvI

1

Special

Page 30: HEROES OF ASCORE: TILE EPIC CONTINUES!level determines the maximum level of spells a magic-user can cast. Wisdom (WIS) is the measure of a char-acter's ability to understand the ways

55

Level Advancement TablesThe following charts show the amount ofexperience a character must earn in orderto gain a level in his character class . Thecharts also list the number of spells that acharacter can have memorized at onetime. Fighters and Thieves can nevermemorize spells .

Remember that all experience earned bya non-human, multiple-class character isdivided by the number of classes thecharacter has. The experience is dividedeven after the character has reached hismaximum level in a particular class .

CLERIC OF GOOD CLERIC OF NEUTRALITY CLERIC'S BONUS SPELLS

LEVEL

EXPERIENCE DICE LEVEL

EXPERIENCE DICE WISDOM

1 2 3 4

1

2,000 - 3,999 2d8 1

1,500 - 2,999 1d18 9-122

4,000 - 7,499 3d8 2

3,000 - 5,999 2d8 13

+1

3

7,500 -15,249 4d8 3

6,000 -12,999 3d8 14

+2

4

15,250 - 24,999 5d8 4

13,000 - 27,499 4d8 15

+2 +1

5

25,000 - 39,999 6d8 5

27,500 - 54,999 5d8 16

+2 +2

6

40,000 - 89,999 7d8 6

55,000 -109,999 6d8 17

+2 +2 +1

7

90,000 - 159,999 8d8 7

110,000 - 224,999 7d8 18

+2 +2 +1 +1

8

160,000-249,999 9d8 8

225,000 - 449,999 8d89

450,000 - 674,999 9d8 Noteentitled

that these bonus spells areto spells of the applicable

only availablelevel :-Thus

whena 12th

the clericlevel cleric

iswith

Each level after 8th requires 250,000 experience points and the char-acter gains 1 hit point .

a Wisdom of 18 can memorize the following spells :Each level after 9th requires 225,000 experience points and the char-

NUMBER OF CLERICAL SPELLS PER LEVELacter gains 1 hit point .

1NUMBER OF SPELLS

72 3 4 5 61 2 3 4

5 6LEVEL 7 NUMBER OF CLERICAL SPELLS PER LEVEL12th-Level Cleric of

1 1 LEVEL 1

2 3 4 5 6 7Good with 18 Wisdom 8 7 6

4 2 22 2 1 23 2 1 - 2 2

14 2 2 3 3

2 15 3 3 1 4 4

2 26 3 3 2 5 4 3 2 FIGHTER7 3 3 2 1 6 4

3 2

1 LEVEL

EXPERIENCE HIT DICE

8 3 3 3 2

- 7 4

4 3

1 1

0-2,000 1d109 4 4 3 2

1 8 4

4 3 2 2

2,001 - 4,000 2d1010 4 4 3 3

2 9 5

4 3

2

1 3

4,001 - 8,000 3d1011 5 4 4 3

2 10 5

4 3 3

2 - 4

8,001 - 18,000 " 4d1012 6 5 5 3

2 2 11 5

5 3 3

2 1' - 5

18,001 - 35,000 5d1013 6 6 6 4

2 2 12 5

5 4 4 3 2 1 2 6

35,001- 70,000 6d1014 6 6 6 5

3 2 13 6

5 5 4

3 2 1 7

70,001 -125,000 7d1015 7 7 7 5

4 2 14 6

6 6 6

4 2 1 8

125,001 - 250,000 8d1016 7 7 7 6

5 3 1 2 15 6

6 6 6

4 3 1 9

250,001 - 500,000 9d1017 8 8 8 6 5 3 1 16 6

6 6 6

5 4 118 8 8 8 7

6 4 2 17 7

6 6 6

5 4 2

Each level after 9th requires 250,000 experience points, and the

19 9 9 9 7 6 4 2 18 7

6 6 6

5 4 3 character gains 3 hit points .

20 9 9 9 8

7 5 2 19 7

7 6 6 5 5 321 9 9 9 9 8 6 2 20 7

7 7

7

6 5 322 9 9 9 9 9 6 3 21 8

7 7 7 6 5 423 9 9 9 9 9 7 3 22 8

8 7 7

7 5 424 9 9 9 9

9 8 3 23 8

8 7 7

7 6 425 9 9 9 9 9 8 4 24 8

8 7 7

7 7 426 9 9 9 9

9 9 4 25 8

8 8 8

7 7 527 9 9 9 9

9 9 5 26 8

8 8 8 8 8 528 9 9 9 9

9 9 6 27 8

8 8 8 8 8 629 9 9 9 9

9 9 7 28 8

8 8 8

8 8 729 8

8 8 8

8 8 81 Usable only with 17+ wisdom2 Usable only with 18+ wisdom . 1 Usable only with 17+ wisdom

2 Usable only with 18+ wisdom

Page 31: HEROES OF ASCORE: TILE EPIC CONTINUES!level determines the maximum level of spells a magic-user can cast. Wisdom (WIS) is the measure of a char-acter's ability to understand the ways

THIEF RANGER NUMBER UP SPELLSKNIGHT OF THE SWORD

NUMBER OF CLERICAL SPELLS PER LEVEL

LEVEL

EXPERIENCE HIT DICEPER LEVEL

2 3 4

5 6

7DRUM MAMCIJser

2 3

1 2

LEVEL EXPERIENCE HIT DICE 1

1 0-1,250 1d6LEVEL EXPERIENCE

HIT DICE

1 3 12,000-23,999 4d102 1,251 -2,500 2d6 4 24,000-44,999 5d101

0-2,250

2d83 2,501-5,000 3d6

2

2,251 -4,500

3d8 5 45,000- 94,999 6d104 5,001 -10,000 4d6

3 4,501-10,000

4d8 6 95,000-174,999 7d10 15 10,001 - 20,000 5d6

4

10,001 -20,000

5d8 7 175,000 - 349,999 8d10 26 20,001 - 42,500 6d6 5 20,001 - 40,000

6d8 8 350,000 - 699,999 9d10 2 17 42,501 - 70,000 7d6

6

40,001 -90,000

7d8 9 700,000-1,049,999 10d10 3 28 70,001 -110,000 8d6 7 90,001-150,000

8d8 10 1,050,000 -1,399,999 10d10+2 4 29 110,001 -160,000 9d6 8

150,001 -225,000

9d8

1 11 1,400,000-1,749,999 10d10+4 4 2 110 160,001 -220,000 10d6 9 225,001 -325,000

10d8

1 1 12 1,750,000 - 2,099,999 1 Od10+6 5 3 1 1

-10 325,001 -650,000

11d8

2 1 13 2,100,000-2,449,999 10d10+8 6 4 1 1

1Each level after 10th requires 220,000 experience points and thecharacter gains 2 hit points . 11 650,001-975,00

11d8+2

2 -

2 - 14 2,450,000 - 2,799,999 10d10+10 7 5 2 1

1 112 975,001 -1,300,000

11d8+4

2 1

2 - 15 2,800,000- 3,149,999 10d10+12 8 6 3 2

1 1

113 1,300,01-1,625,000 11d8+6

2 1

2 1 16 3,150,000-3,499,999 10d10+14 9 7 3 2

2 1

1PALADIN NUMBER OF 14 1,625,001-1,950,000 11d8+8

2 2

2 117 3,500,000-3,749,999 10d10+16 9 8 4 3

3 2

1CLERICAL SPELLSPER LEVEL 15 1,950,001 -2,275,00 11d8+10 2 2

2 218 3,850,000+ 10d10+18 9 9 5 4

3 2

116 2,275,001 -2,600,000 11d8+12 2 2 1

2 2LEVEL EXPERIENCE HIT DICE 1 2 3 4

17 2,600,001 -2,925,00 11d8+14 2 2 2

2 21

0-2,750 1d10

2

2,751-5,500 2d10 Each level after 17th requires 325,000 experience points and theKNIGHT OF THE ROSE

NUMBER OF CLERICAL SPELLS PER LEVEL

3

5,501 -12,000 3d10character gains 2 hit points .

HIT DICE 1LEVEL EXPERIENCE 2 3 4

5 6

7

4

12,001 -24,000 4d104 27,000 - 59,999 5d10

5

24,001 -45,00 5d10 KNIGHT OF THE CROWN 5 60,000 - 124,999 6d106

45,001 -95,000 6d10LEVEL

EXPERIENCE HIT DICE 6 125,000 -199,999 7d10 17

95,001 -175,00 7d10

8

175,001 -350,000 8d101

2,500-4,999 2d10 7 200,000 - 424,999 8d10 2

9 350,001 - 700,00 9d10 1 2

5,000-9,999 3d10 8 425,000 - 799,999 9810 2 1

10

700,001 -1,050,000 9d10+3 23

10,000 -18,499 4d10 9 800,000 -1,499,999 10d10 3 2

11

1,050,001-1,40,000 9d10+6 2

1

-4

18,500 - 36,999 5d10 10 1,500,000 -1,999,999 10d10+2 4 2

12

1,400,001 -1,750,000 9d10+9 2 25

37,000-84,999 6d10 11 2,000,000 - 2,499,999 1Od10+4 4 2 1

13

1,750,001 -2,100,000 9410+12 2 2

1

- 6

85,000 -139,999 7d10 12 2,500,000-2,999,999 10d10+6 5 3 1 1

-

14

2,100,001 -2,450,000 9d10+15 3

2

17

140,000 - 219,999 BOO 13 3,000,000-3,499,999 10d10+8 6 4 1 1

1

15 2,450,001 -2,800,000 9d10+18 3

2

1

18

220,000 - 299,999 9d10 14 3,500,000 - 3,999,999 10d10+10 7 5 2 1

1 1

16

2,800,001 -3,150,000 9d10+21 3

3

1

19

300,000 - 599,999 10d10 15 4,000,000 - 4,499,999 10d10+12 8 6 3 2

1 1

1

17 3,150,001 -3,50,00 9d10+24 3 3 2 110

600,000 - 899,999 1 Od10+2 16 4,500,000 - 4,999,999 10d10+14 9 7 3 2

2 1

1

18

3,500,001 -3,850,000 9d10+27 3

3

3 111

900,000 -1,199,999 10d10+417 5,000,000-5,499,999 10d10+16 9 8 4 3

3 2

1

19 3,850,001 -4,200,00 9d10+30 3 3 3 212

1,200,000 -1,499,999 10410+618 5,500,000 - 5,999,999 10d10+18 9 9 5 4

3 2

120

4,200,001 -4,550,000 9d10+33 3 3 3 313

1,500,000 -1,799,999 1 Od10+8

Each level after 18th requires 500,000 experience points and the character gains 2 hit points .14

1,800,000 - 2,099,999 10d10+10Each level after 20th requires 350,000 experience points and the

15

2,100,00-2,399,999 10d10+12character gains 3 hit points.

16

2,400,000 -2,699,999 10d10+14

17

2,700,000 -2,999,999 10d10+16

18

3,000,000+ 10810+18

Page 32: HEROES OF ASCORE: TILE EPIC CONTINUES!level determines the maximum level of spells a magic-user can cast. Wisdom (WIS) is the measure of a char-acter's ability to understand the ways

WHITE ROBE MADE

Each level after 11th requires 250,000 experience points and the

Each level after 11th requires 200,000 experience points and thecharacter gains 1 hit point .

character gains 1 hit point .

1 Usable only with 10+ Intelligence2 Usable only with 12+ Intelligence3 Usable only with 14+ Intelligence4 Usable only with 16+ Intelligence5 Usable only with 18+ Intelligence

RED ROBE MADE

SPELLS PER LEVEL5 6 7 8 9

1'

-

2

1 2

-3

2

-

-4

2

1 34

2

1

1 4 -4

2

2

1

-5

2

2

1

1 55

3

2

1

15

3

3 2 15

3

3 2 25

3

3 3 25

4

3 3 25 4 4 3 25 4 4 4 25 5 4 4 25 5 5 4 26 5 5 4 26 6 5 4 36 6 5 5 46

6

6 5 56 6 6 6 5

1 Usable only with 10+ Intelligence2 Usable only with 12+ Intelligence3 Usable only with 14+ Intelligence4 Usable only with 16+ Intelligence5 Usable only with 18+ Intelligence

II THE DARK QUEEN

OF KRYNN

PROOF OF PURCHASE

STRATEGIC SI'IULATIONS, INC .

IBM COMPATIBLE COMPUTER INFORMATION:Many of our games will work on IBM compatible computers . If you own an IBM

compatible computer we suggest that you consult with our Technical Support Staff at(408) 737-6850 between 11 a .m. and 5 p.m ., Pacific Time, Monday through Friday,(holidays excluded) to see if an SSI game you're considering purchasing is compatiblewith your computer. If we have insufficient data to determine compatibility, you maywish to purchase the game and test for compatibility yourself. If the game proves to beincompatible, you may return it within 14 days with your dated receipt and we willrefund your money . Or, if you return the game within 30 days, you may exchange thegame for another .

ADVANCED DUNGEONS & DRAGONS, AD&D and DRAGONLANCE aretrademarks owned by and used under license from TSR, Inc ., Lake Geneva, WI, USA.©1992 Strategic Simulations, Inc . All Rights Reserved.©1992 TSR, Inc. All Rights Reserved .

These rules, any accompanying printed material, and the computer programs, on floppydisks or cassettes, described herein, are copyrighted and include proprietary informationbelonging to Strategic Simulations, Inc . and TSR, Inc. No one is permitted to give or sell copiesof this handbook, any accompanying printed material, and the computer programs, on floppydisks or cassettes, or listings of the programs on floppy disks or cassettes toany person or institution except as provided for by written agreement with StrategicSimulations, Inc . and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduceto machine readable form this handbook or any other accompanying printed material, inwhole or in part, without the prior written consent of Strategic Simulations, Inc . and TSR, Inc .Any person/persons reproducing any portion of this program for any reason, in any media,shall be guilty of copyright violation and subject to the appropriate civil or criminal legal actionat the discretion of the copyright holder(s) .

SPELLS PER LEVELLEVEL 1 2 3 4 5 6 7 8 9

1 1 -

2 23 2 14 3 25 4 2 16 4 2 27 4 3 2 18 4 3 3 29 4 3 3 2 1'10 4 4 3 2 2 1 2 -11 4 4 4 3 3 2 1--12 4 4 4 4 4 3 2

1 413 5 5 5 4 4 3 2

114 5 5 5 4 4 3 2

115 5 5 5 5 5 3 2

2

1 516 5 5 5 5 5 4 2

2

117 5 5 5 5 5 4 3 3 218 5 5 5 5 5 4 3 3 319 5 5 5 5 5 5 3 3 320 5 5 5 5 5 5 4 3 321 5 5 5 5 5 5 4 4 322 5 5 5 5 5 5 5 4 323 5 5 5 5 5 5 5 5 324 5 5 5 5 5 5 5 5 425 5 5 5 5 5 5 5 5 526 6 6 6 6 5 5 5 5 527 6 6 6 6 6 6 6 5 528 6 6 6 6 6 6 6 6 629 7 7 7 7 6 6 6 6 6

LEVEL EXPERIENCE HIT DICE LEVEL EXPERIENCE HIT DICE

1 2,500 - 4,999 1d4 1 2,500 - 4,999 1d42 5,000 - 9,999 2d4 2 5,000 - 9,999 2d43 10,000 -19,999 3d4 3 10,000 -17,999 3d44 20,000 - 37,999 4d4 4 18,000 - 35,999 4d45 38,000 - 54,999 5d4 5 36,000-49,999 5d46 55,000 - 99,999 6d4 6 50,000 - 89,999 6d47 100,000-199,999 7d4 7 90,000 - 179,999 7d48 200,000-399,999 8d4 8 180,000 - 349,999 8d49 400,000-599,999 9d4 9 350,000-499,999 9d410 600,000 - 799,999 10d4 10 500,000 - 699,999 10d411 800,000 - 999,999 11d4 11 700,000 - 899,999 11d4

LEVEL 1 2 3 4

1 12 23 2 14 3 2 15 4 3 16 4 3 27 4 3 2

18 4 3 3 29 4 3 3 210 5 4 3 211 5 4 4 312 5 4 4 413 5 5 5 414 5 5 5 415 5 5 5 516 6 5 5 517 6 5 5 518 6 6 5 519 6 6 5 520 6 6 5 521 6 6 5 522 6 6 5 523 6 6 6 524 7 6 6 625 7 7 6 626 7 7 6 627 7 7 6 628 8 7 7 629 8 8 8 7