Gateway to the Savage Frontier Adventure Journal

TABLE OF CONTENTS

Introduction: First Night in Yartar                             1

Important Features of the Savage Frontier                       2
    Towns and Cities                                            2
    Forests                                                     3
    The Trollmoors                                              3
    The Great Desert                                            3
    Islands                                                     3

Characters and Parties                                          4
    Player Races                                                4
    Ability Scores                                              4
    Character Classes                                           5
    Alignment                                                   6
    Other Attributes                                            7
    Building a Successful Party                                 8


Combat                                                          9
    Combat Map                                                  9
    Initiative                                                  9
    Computer Control                                            9
    Combat Ability                                              9
    Attacking                                                  10
    Combat Movement                                            10
    Combat Strategies                                          11
    After Combat                                               11


Magic                                                          12

    Magic-Users                                                12
    Clerics                                                    12
    Tips on Magic                                              12

Magic Treasures                                                13

Creatures of the Savage Frontier                               14

Spell Descriptions                                             16

Journal Entries                                                20

Tables                                                         38


Introduction:
The First Night in Yartar

"We had thought this was going to be a routine mission, guarding a caravan of
mithril traveling from Citadel Abdar in the far north.  But no sooner did we
sign on to provide protection than the dwarves' King Harbromm himself called us
to the top of the tallest tower in the fortress.
"Now, Harbromm, he talks through his great whiskers and it sounds like a
bellows blowing, but this particular morning he didn't have to say much to get
our attention.

"He pointed to the northeast, and we looked towards a brown cloud floating
above one of the mountain valleys. 'Do you see that? It is dust,' he said, his
voice rising. 'It is the dust of tens of thousands of the Ice Mountain Orcs as
they march from their caves towards the cities of the south.'

"'But that always happens this time of year,' someone replied. 'Orc raiding
parties are always attacking Sundabar or ambushing caravans from Silverymoon.'

"The old dwarf nodded. 'Aye, that's true.  But turn your eyes to that dark
cloud once more.  Is that the dust of a thousand raiders? I think not.  Two
thousand? By no means.  If we are lucky, perhaps only two thousand times ten.'

"Guard well this caravan, adventurers,' he told us. 'Evil is again awakened
in the Realms, and its eyes and hands - and daggers - will be all around you.'

"Well, after that speech you can imagine how worried we all were.  Every
step of the way we scanned the horizon, looking for those dark brown clouds.
We didn't see any, but we sure heard a lot of stories.  Seems like everyone in
the northern Realms knows someone who's seen at least a dozen trolls or a
hundred orcs skulking across their fields."

A burly fighter by the bar called out, "So you came all this way with such
a fine-looking sword and never had a chance to quench it with orcish blood?"
His voice dripping with sarcasm, he mimicked a dancer tiptoeing across a stage.
"Perhaps you didn't want a fight.  Perhaps it's just a child's toy with a fine
golden handle attached to it for show!"

Before his words had even crossed the room the sword in question was drawn,
its gleaming blade flashing even in the dim light of the tavern.  The room went
silent as they waited to see if we'd attack the blustering fool.  After a
moment of hesitation the sword was sheathed again. "This sword is saved for
orcish blood," we called back to the drunken fighter. "We do not care to soil
it with yours."

The man looked at us, thought for a minute, realized he had been insulted
and started to cross the room.  Hesitating, he looked around.  To his surprise,
none of his companions were crossing with him.  He started to admonish them,
call them to battle, but the words were stilled in his throat.

A tall, thin, black-caped man was sitting in the corner, and he shook his
head one time.  The drunken fighter dropped his eyes to the floor, muttered
something, then turned and left the tavern.  Several others followed.

There was another moment of awkward silence.  The man in the corner nodded,
and the waitress appeared with a heaping tray, crying "More for everyone, it's
on the house!"

We all surged forward for our share, and the rest of the evening was full of
great fun and storytelling.


-- Page 1 --

Important Features of the Savage Frontier
Gateway to the Savage Frontier covers a wide geographical area, ranging from
the coast of the Trackless Sea in the west to the edge of the Great Desert in
the east.  Most of the population of this area lives in the towns and cities,
with farming communities clustered around the built-up areas.

Towns and Cities
Yartar is where you start the game and will serve as a convenient home base.  A
trading town located on the River Surbrin just north of where it joins the
Dessarin, it lies at the junction of the river and the Evermoor Way, one of the
two primary east-west trading route in the region.

Ascore is no longer a city at all.  Once a thriving dwarven seaport when the
Great Desert was the Narrow Sea, it shrank to nothingness when the waters
receded and the land dried and turned to dust.  Travel here is very perilous
and not recommended for any but the most experienced parties

Everlund is located on the overland route between Silverywoon and Yartar and
prospers as a trading town due to its location.

Llorkh lies on the ancient trade routes that follow the long path around the
southern edge of the Great Desert.  Long a dwarven stronghold, the town has
recently come under the rule of a human magic-user, Lord Geildarr.  The stories
of what's going on in this mining and trading center are jumbled and
contradictory, but none of them are good.

Loudwater, with a population that includes many half-elves, lies in the
southern part of the region.  Its fields are so green and its walls so
overgrown with vines that it almost seems to be part of the High Forest, which
lies just to the north.

Luskan, located on the northwest coast, is a city ruled by Northman sea
captains who retired here years ago.  There are stories that its leaders are
actually former pirated who continue to sponsor attacks on shipping and that
other evil forces have allied with them to enforce their rule in the city.
Luskan is hostile to many of the other cities in the region - especially
Neverwinter - and rumors of impending war surface periodically.

"We were led into the great arena before a screaming crowd.  Their chorus
of boos made clear which side they were on."

Nesme, on the River Surbrin at the western edge of the Trollmoors, is a trading
town.  Its old wooden stockade has seen more than one troll assault, and Nesme
riders patrol to keep the area near the city clear of monsters.

Neverwinter lies to the west of Neverwinter Wood, and is famed for its indoor
gardens and fine craftsmen who can even craft magical weapons.  Its people are
friendly to outsiders.  The Neverwinter River, which runs through the area, is
warm even in the snows of winter, and no one knows why.  A magic shop - a
rarity in the Savage Frontier - is also located here.

Port Llast is a small town on the central coast.  Once a major seaport, the
centuries have seen its decline until now stonecutting is its most important
trade.

-- Page 2 --

Secomber, a quiet town in the southwest, is said to be home to an eccentric
magic-user who continually creates clever new items and device.

Silverymoon, in the northeast area of the region, is a large city known for its
magicians.  An invisible magic bridge spans the River Rauvin as it flows
through the city.  A magic college and items shop are located here as well.

"There are those who say that magical weapons can be crafted in Neverwinter...
for a price!"

Sundabar, in the far northeastern area, is a former dwarven stronghold now
rebuilt by humans into one of the largest towns in the northern Realms.  It
trades with dwarven minors to the north and with Silverymoon and Everlund to
the west.

Forests
The High Forest dominated the center of the region.  Although its vast expanse
is known to harbor peaceful as well as hostile creatures, traversing it is
dangerous and should not be attempted until your party has grown very strong.

Neverwinter Wood is likewise dangerous for travel.  Local legend has it that
even raiding orc parties choose to go around the Wood rather than through it.

The Trollmoors, located in the north central area of the region, are a
dangerous expanse of low, windswept, blighted hills.  As their name indicated,
the local inhabitants are both unfriendly and dangerous.

The Great Desert
The Great Desert of Anauroch is a hostile area filled with vile monsters and
weather that swings from bitter heat to biting cold in moments and is a place
to avoid at all costs.

Islands
Gundarlun, and its capitol Gundbarg, are inhabited by Northmen.  The island
lies almost due west of Neverwinter, two days away by boat.  Their status as an
important shipping and resupply port, however, has made the inhabitants far
more tolerant of other peoples, and you will usually find a warm welcome when
you visit.

The Purple Rocks are a group of small, rocky islands to the west of Gundarlun.
Little is known about them, but outsiders are not welcome there.

Tuern is also inhabited by Northmen.  Its capitol of Uttersea is built into the
side of a collapsed, extinct volcano.  Other volcanoes on the island still spew
out molten lava.  Its people tolerate outsiders but are by no means glad to see
them.  There are reports of a recent meteorite strike on Tuern, and meteorite
ore is a key ingredient in some kinds of magical weapons.

-- Page 3 --

Characters and Parties
You must have a party of adventurer Player Characters (PCs) to play Gateway to
the Savage Frontier.  For each character you must choose the following: a Race,
a Class, and an Alignment.  After you select these, the computer generates a
set of Ability Scores that define your new character's natural strengths and
weakness.  To build a party you must make mix of characters that have the range
of skill needed for success, and then band them together.

Player Races
There are six races from which you may construct player characters, each with
different talents and limitations.  Tables beginning on page 38 summarize the
racial class limitations and ability score modifiers.  The following describes
each race and tells which classes are open to them.

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

Elves are a tall, long-lived race.  They are nearly immune to sleep and charm
spells and are adept at finding hidden objects such as secret doors.  Elves
also receive bonuses when attacking with swords and bows, although they cannot
be raised from the dead.  Elves can be fighters, magic-users, thieves,
fighter/magic-users, fighter/thieves, magic-user/thieves, and
fighter/magic-user/thieves.

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

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

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

Humans are the most common player-race in the Forgotten Realms.  They suffer no
level racial limitations or ability score modifiers.  Humans do have the
disability of shorter life-spans than the other races.  This may be a problem
if they are subjected to many Haste spells, which age the target one year.
They can be fighters, magic-users, clerics, thieves, rangers, paladins, and
dual-class characters.

Ability Scores
Every character has six randomly generated ability scores as explained below.
These scores fall within a range-determined by the race and class of the
character.  The base values range from 3 (low) to 18 (high) and there are
tables of limitation, modifiers, and bonuses.

Depending on the character class, one or more of these abilities will be a
Prime Requisite.  A prime requisite is an ability especially valuable to a
given class.  For example, strength is key for fighters and wisdom for clerics.
Most characters receive bonus experience points when their prime requisite
scores are 16 or greater.

-- Page 4 --

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

Strength (STR) is the measure of a character's physical power, muscle mass, and
stamina.  Fighter-type characters may have exceptional strengths greater than
18 that are indicated by a percent value (01.02.03...98,99,00) following the
base strength.  High strength increases a character's combat ability with melee
weapons such as sword or maces.  Strength also determines how much a character
can carry without becoming encumbered and slowed in combat.

Intelligence (INT) is the measure of how well a character can learn.

Wisdom (WIS) is the measure of a character's ability to understand the ways of
the world and to interact with the world.  Clerics receive bonus spells for
high wisdom.

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

Constitution (CON) is the measure of a character's overall health.  Characters
receive one extra hit point if their constitution is 15 or two points if it is
16.  Fighter-types (fighters, rangers and paladins) receive additional bonuses
for constitutions of 17 or 18.  A character's constitution also determines the
maximum number of times that character can be raised from the dead and the
chance of a resurrection attempt being successful.  Every time a character is
successfully resurrected, 1 point of constitution is lost.

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

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

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

Fighters can fight with any armor or weapons, but they cannot cast magic
spells.  The prime requisite for fighters is strength.

Rangers can fight with any armor or weapons.  They do additional damage when
fighting giant-class creatures, but must be of good alignment and have ability
scores of at least 13 in strength and intelligence and at least 14 in wisdom
and constitution.  The prime requisites for rangers are strength, intelligence
and wisdom.

-- Page 5 --

Paladins can fight with any armor or weapons.  They are resistant to spells and
poison, and can turn undead creatures as if they were a cleric two levels below
their current level.  Paladins are also always surrounded by the equivalent of
a Protection from Evil spell.  A paladin may heal two hit points of damage per
level once a day and may Cure Disease once a week at 1st-5th levels and twice a
week at 6th-8th levels.  Paladins will not adventure with any evil characters.
Paladins must be of lawful good alignment and have ability scores of at least 9
in intelligence and wisdom, at least 12 in strength, at least 13 in wisdom, and
at least 17 in charisma.  The prime requisites for paladins are strength and
wisdom.

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

Thieves can fight with swords and slings, but are limited to leather armor.  In
combat they do additional damage by 'back stabbing', which is described in the
Combat section.  Thieves also have special skills for opening locks and
removing traps.  The prime requisite for thieves is dexterity.

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

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

"The m an had a crazed look.  He had obviously been in the dungeon long,
long time..."

Alignment
Alignment is the philosophy a character lives by and can affect how NPCs and
some magic items in the game react to a character.  The possibilities range
from believing strongly in society and altruism (lawful good) to being
anarchistic and actively unpleasant (chaotic evil).  Alignment is presented in
two parts: World View and Ethics.

-- Page 6 --

World View
Lawful indicates that the character values the structure and rules of society.

Neutral indicates that the character values both the individual and society.

Chaotic indicates that the character values the individual over society.

Ethics
Good indicates that the character tries to act in a moral and upstanding
manner.

Neutral indicates that the character leans towards "situational ethics,"
evaluating each set of circumstances.

Evil indicates that the character acts without regard to others, or in an
overtly malignant manner.

Other Attributes
Each character also has three important values that change as the game goes on:
Hit Points, Experience Points and Levels.

Hit Points (HP) represent the amount of damage a character can take before he
goes unconscious.  A character's maximum hit points are based on the hit dice
for the character's class and level plus any adjustments for constitution.

Note: Dice (d) is the term used to describe the range for a randomly generated
number.  Dice are often referred to by the range they represent.  A d6 has a
range from 1 through 6, a d10 has a range from 1 through 10.  Hit dice refers
to the base range of hit points a character class may have.  For example, a 3rd
level fighter has a base of 3 d10 hit dice, or 3-30 hit points.

A character gains a hit point bonus to each hit die if his constitution is over
14.  When a character takes enough damage that his hit points reach 0, he is
unconscious.  If the character's hit points drop to anything from -1 to -9, he
will lose 1 hit point per turn from bleeding until he is bandaged or dies.  If
a character has -10 hit points or less, he is dead.  When you view a character,
his hit points (HP) on the screen will never be displayed as less than 0.

Experience Points (EXP) are a measure of what a character has learned while
adventuring.  Characters receive experience points for actions such as fighting
monsters, finding treasures, and successfully completing quests.  The computer
keeps track of experience, and when characters earn enough they may advance in
levels.  See the Level Advancement Tables beginning on page 42 for experience
requirements.

All characters start the game with 3,000 experience points.  This means that
single-class characters start at 2nd or 3rd level.

Levels are a measure of how much a character has advanced in his class.

-- Page 7 --

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

Example: A 4th level thief enters a training hall with 20,521 experience points
(enough for 6th level).  He will leave as a 5th level thief with 20,000
experience points - one point below 6th level.  Characters cannot train for new
levels once they have reached their maximum levels allowed in Gateway to The
Savage Frontier.

Building a Successful Party
Forming a strong and adaptable party is a key to success in Gateway to the
Savage Frontier.  Up to six Player Characters (PCs) may be in a party - A party
with fewer is less powerful and more likely to be eliminated by opponents.

Include a variety of classes in a party to get a good mix of skills.  Here are
two sample parties as examples:

Sample Party 1 - Single Class Characters:
1 Elf Magic-user
1 Human Paladin
1 Dwarf Fighter/Thief
1 Half-elf Ranger
2 Human Clerics

This party is balanced for combat, and will advance quickly because most
characters are a single class.  The magic-user can cast offensive spells and
use wands.  The paladin has the benefit of Protection from Evil in a 10'
Radius.  All characters in range of the effect get an AC improvement of two.
The dwarf fighter/thief offers the advantages of a thief (lockpicking and
disarming traps) with the better armor and hit points of a fighter.  Rangers do
extra damage against giant type creatures and start with extra hit points.
Clerics are absolutely essential for valuable healing spells.

Sample Party 2 - Multi-class Characters:

2 Half-elf Cleric/Magic-users
2 Elf Fighter/Magic-users
1 Dwarf Fighter/Thief
1 Human Paladin

This party is much more flexible than the first, but will advance more slowly
because of the multi-class characters.

Outfitting the Party
The following are some suggestions for outfitting your party in Yartar:

Fighter Classes: Buy shields, splint mail, broad swords, long bows, and arrows.

Magic-users: Buy quarterstaffs and darts.

Clerics: Buy splint mail, shields, staff slings, and maces.

Thieves: Buy leather armor, short swords, short bows, and arrows.

Preparation Tips
Once the party has been outfitted, Encamp at an inn and ready your weapons,
armor, and shield.  Then have all spellcasters memorize spells.  Finally, save
the game before continuing.

Combat
Adventurers must battle their way through many dangerous foes to complete the
adventure.  The following sections offer some more information and tips for
combat.

-- Page 8 --

Combat map
Battle takes place on a tactical combat map that is a detailed view of the
terrain that the party was in when the combat began.  This map is set up with
an invisible square grid.

Initiative
Each round of combat is divided into 10 segments, and every character and foe
acts on a specific segment based on Initiative.  Initiative is generated at the
start of each combat round, and is modified by dexterity and random factors
such as surprise.  Casting spells may take extra time to perform, so often a
spell-caster will begin a spell on his segment but it will not go off until a
little later.

Computer Control
In combat you control the actions of PC's.  The computer controls the actions
of monsters, NPC's, and PC's set to computer control with the QUICK command.

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

AC
A character or monster's difficulty to be hit is represented by armor class
(AC).  The lower the AC, the harder the target is to hit.  AC is based on armor
and a dexterity bonus.  Some magic items, such as some bracers, also help
improve AC.

THACO
Ability to hit enemies in melee or with missile 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 on a target with an AC of 0.  The
lower the THACO, the better the chance to hit the target.

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

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

Example: A fighter with a THACO of 16 attacking a monster with an AC of 3 would
need to roll:(THACO 16) - (AC-2)=18+

Damage
Damage is the range of hit points loss the attacker inflicts and is based on
the attacker's strength, weapon type, and any magic bonuses the weapon has.
The base damage for each weapon is summarized in the Weapons Table.

Some monsters take only partial or no damage from certain weapon types.
Skeletons, for example, take only half damage from sharp or edged weapons,
while some other monsters can only be damaged by magical weapons.

-- Page 9 --

Attacking
There are two basic types of combat:
Melee and Ranged (or Missile).  The following describes each type and other
rules governing combat.

Melee Combat
Melee combat is face-to-face fighting with weapons such as swords and maces.
Only when using melee weapons can characters receive strength bonuses.  During
melee combat fighters can sometimes overpower several small foes, and thieves
have opportunities to back stab.

Ranged Combat
Ranged combat is firing at distant enemies with weapons such as bows and darts.
A character with a missile weapon (bow, sling, etc.) may not attack when
adjacent to an enemy.  Two arrows or three darts can be fired per turn.  When
opponents get too close for ranged combat, characters must switch to melee
weapons.

Multiple Attacks (Sweeping)
When fighting small creature, fighter-types (fighters, rangers, and paladins)
may 'sweep' through several weak opponents in one combat round.  When a
character attacks a weak target, he automatically sweeps all of the available
weak opponents.

Back Stabbing
A thief stabs if he attacks a target from exactly opposite the first character
to attack the target.  The thief may not back stab if he has readied armor
heavier than leather.  A back stab has a better chance of hitting the defender
and does additional damage.

Saving Throws
Attacks such as poison or spells do not automatically have their full effect on
a target.  Victims may get a Saving Throw to avoid some or all of the effect.
If the saving throw is successful, generally the target suffers either no
effect or only half-damage.  As characters gain levels, saving throws improve.

Note: Some monsters have magic resistance which decreases their chance of being
affected by spells.

"The pitiful figure before us gives witness to the evil our enemies visit upon
the helpless."

Combat movement
The number of squares a character can move is affected by carried weight,
character strength, and the kind of readied armor.  A character's movement
range is displayed on the View Screen and during the character's segment in
combat.
Combat movement is important for both closing quickly with opponents (and
stopping missile fire) and fleeing from battles that are too tough.

Running Away
A character may flee from the battlefield if he moves faster than all enemies.
A character has a 50% chance to move off the battlefield if he moves as fast as
the fastest foe.  Exception: if a character can reach the edge of the combat
map without any of his opponents being able to see him, he may then flee
successfully even though he is slower than his opponents.

-- Page 10 --

Returning to the Party
A character that moves off the battlefield returns to the party after the fight
is over.  If all active characters flee combat, any dead or unconscious
characters are lost.  If a whole party flees, no one receives any experience
points for monsters killed before retreating.

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

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

Your party may be placed in a bad position at the start of a battle.  Get an
idea of the situation, and move the characters into position.  Sometimes the
best strategy is offensive: charging with fighters to close ground and stop
enemy missile fire.  Other times the best strategy is defensive: moving your
characters to anchor their flacks on an obstacle such as a wall or tree.
Setting up behind a doorway that your enemies have to move through also makes
for a very strong defensive position.  Always keep magic-users and missile
weapons safe behind the front line.

Wounded Characters
Characters who are seriously injured should be moved out of the front lines if
possible.  Remember: if you move away from an adjacent enemy, he gets a free
attack at your back and has an improved chance to hit.

Stopping Ranged Attacks
Missile weapons cannot be fired of there is an adjacent opponent.  To stop
enemy missile fire, move someone next to the opponent.  If you want to fire
missiles, keep away from the enemy.

Exploiting Enemies' Weaknesses
Exploit your opponents' weaknesses by directing attacks against helpless,
wounded, or isolated foes.  Concentrate your attacks to eliminate one opponent
rather than injure many (Exception: enemy spell casters).  A foe with one hit
point remaining attacks as powerfully as an uninjured one.

Spell casters cannon fire spells after they have taken damage in a round, and
they lose any spells they are in the process of casting when they are hit.  Try
to keep enemy spell casters under attack every round while protecting your own.

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

-- Page 11 --

Magic
Magic is essential to the survival of the party.  Magic-users cast many
powerful offensive and defensive spells.  Clerics cast healing spells to revive
wounded characters as well as both defensive and offensive spells.  A spell can
exist in one of four form: in a character's memory, in a character's spell
book, in a scroll, or in a wand.  A spell-caster with a memorized spell can
cast it using the CAST command.  Spells are memorized during rest while
encamped.  Spells in scrolls or wands are cast with the USE command.

Memorizing a spell takes 15 minutes of games time per spell level, plus a
preparation period of four hours plus an additional two hours for 3rd level
spells.  For example, 1st and 2nd level spells take a minimum preparation of
four hours, while 3rd level spells take six hours.

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

Magic-Users
When a magic-user trains for a new level, he selects a new spell to add to his
spell book.  A magic-user can also scribe spells from identified scrolls if he
is of high enough level to cast them.  A magic-user must cast a Read Magic
spell or have a scroll identified in a shop before he can scribe (or cast) from
it.  The scroll disappears after it has been scribed or cast.

Clerics
Clerical magic require no spell books.  All clerical spells of the appropriate
level are always available to a cleric, the character need only memorize them.
Unlike magic-users, clerics can cast spells from scrolls without nay
preparation, but clerical scrolls also disappear after being cast.

"Strength wins many battles, but clear strategy, planning and preparation win
many wars."

Tips on Magic
Both clerics and magic-users may cast spells which assist the party in combat.
Preparatory spells, such as Bless or Strength, cast just before a battle can
protect or strengthen characters.  Combat spells can be cast to damage foes
during combat.  Healing spells can be cast either during or after combat to
revive wounded comrades.

Spells should be rememorized as soon as possible after they are used.  This is
most likely to happen after combat.  When in camp, have your spell-casters
memorize spells and select REST to allow them to imprint the spells for later
use.  Selecting REST without choosing new spells has the spell-casters
rememorize the spells they have cast since last resting.

Note: Before resting, it is a good idea to save your game - especially after
tough combats.  Also, keep at least two separate saved games at all times and
alternate between them.  This will allow you to go back to a save before that
last, fatal battle.

-- Page 12 --

Magical Treasures
As you travel about and encounter the monsters and puzzles that stand between
you and finishing your various quests, you will also find magical items to help
you on your way.  You can find magic items in a treasure by doing a Detect
Magic spell using the DETECT command.  To find out specifically what an item
is, you must take it to a shop and have it identified.

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

Here are descriptions of some items that you may find.  Remember: Some items
are very rare, and you may not find all of them in your adventure.

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

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

Scrolls carry either clerical or magic-user spells.  A magic user may use
SCRIBE to permanently transfer a scroll into his spell book if the spell is of
a level that he can memorize.  Magic-users and clerics can both cast spells
directly from scroll with the USE command, even if they could not otherwise
memorize the spells.  Scrolls disappear after they have been used or scribed.

Enchanted Armor and Shields are created by skilled craftsmen and then enchanted
with protective spells.  The power of the magic on these items varies a great
deal.  Enchanted armor has the great advantage of offering improved protection
with less encumbrance than the same type of mundane armor.  To use these items,
ready them from the Items Menu.

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

Enchanted Adornments such as bracers, necklaces, periapts, and especially rings
are favorite object for magical enchantment.  These items may have any number
of magical properties.  Some items will help your AC, others may fire Magic
Missiles, or offer protection from fire-based attacks.  Once one of these items
has been readied from the Items Menu, a character automatically gains all
effects.  The exception to this rule is that certain magical necklaces require
the USE command to work.

Enchanted clothing can be such commonplace items of clothing as gauntlets or
cloaks, but they are imbued with powerful enchantments.  A wide variety of
these items are known to exist.  To use these items READY them from the Item
Menu.

-- Page 13 --

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

Ankhegs are burrowing monsters usually found in forests and farming areas.
They resemble legged worms armed with wicked mandibles and sharply hooked
limbs.

Basilisks are reptilian monsters whose very gaze can turn to stone any fleshy
creature.

Boars (Wild) are a type of undomesticated swine armed with long tusks and mean
dispositions.

Bugbears are giant, hairy cousins of goblins.  They stand about 7' tall and are
powerful warriors.

Displacer Beasts resemble a six-legged puma with two ebony tentacles growing
from behind its shoulders.  These beasts have the magical ability to displace
their image about three feet from their actual body, making them especially
tricky opponents.

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

Efreet are genies from the elemental plane of Fire.  Theses creatures are
immune to all forms of fire, but can be hit by other magical attacks.

Ettin look like giant two-headed orc.  They have great strength and can wield
two spiked clubs that inflict terrible damage in combat.

Frog (Giant) resemble their smaller kin in everything but size.  Giant frogs
have been known to swallow adventurers up whole.

Ghouls are undead creatures who feed on the flesh of the still living.  Their
attack can paralyze all races of character except elves.

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

"The man was obviously both powerful and dangerous.  We had to decide, could we
bargain with him or must we fight?"

Fire Giants are brutal and ruthless warriors who resemble huge dwarves and have
flaming red or orange hair and coal black skin.

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

Gnolls are large, evil, hyena-like humanoids that roam in loosely organized
packs.  They attack by overwhelming unwary victims with their numbers.

Goblins are small, nasty humanoids - they would be of little concern except for
their great numbers.

-- Page 14 --

Golems are magically created automaton of great power.  Golems can be
constructed of flesh, clay, stone, or iron - all are dangerous.

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

Harpies are wicked avian humanoids that prey upon nearly all creatures but
prefer the flesh of humans and demihumans.

Hell Hounds are other-planar creatures resembling wolves, but they can breathe
fire and can detect invisible enemies.

"With the whole of the Trackless Sea before us, our problems seemed somehow
less important..."

HobGoblins are fierce humanoid warriors.  They are intelligent, organized, and
aggressive.  Many times lesser humanoids will band together under a hobgoblin
leader.

Lizards (Giant) are similar to their smaller kin in appearance and habit,
although instead of eating insects, they prefer something more man-sized.

Lizard Man are savage reptilian humanoids.  They generally attack in groups.

Manticores are a strange mix with lions' torso and legs, bats' wings, spike
tipped tails, and human heads.  They can fire volleys of spikes from their
tails and have a great appetite for human flesh.

Margoyles are stony monsters that are immune to normal weapons and can attack
many times with their sharp claws and spikes.

Medusae are hideous women-creatures with coiling masses of snakes for hair.
They can turn a person to stone with their gaze.

Mummies are a powerful form of undead.  They are driven by an unholy hatred of
life.

Ogres are large, ugly, foul-tempered humanoids.  Ogres generally attack with a
spiked club.

Orcs are one of the most common, and disliked, of the demihuman races.  They
are aggressive and warlike.

Otyugh are scavengers armed with long tentacles that they use to scoop trash
into their cavernous mouth.

Owlbears are thought to be a hybrid created by some long-forgotten wizard.
They have they body of a large bear, and the head and slashing beak of a giant
owl.  Owlbears are vicious, evil tempered, and ravenous.

Salamanders are natives of the elemental plane of Fire and so are immune to all
fire-based attacks.  They are dangerous foes because of their evil nature and
the fact that they can only be hit by magical weapons.

Scrags, also called river trolls, live in waterways and are related to trolls.
They are perhaps the most feared of all troll-kind.

Skeletal warriors are a more powerful type of skeleton.

Skeletons are one of the weaker types of undead.  These creatures are animated
by evil wizards or clerics and are often used as guardians or warriors.

-- Page 15 --

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

Snakes (Giant) are similar to their smaller kin and slay their prey with deadly
venom.  Neutralize Poison counters snake bites.

Spiders (Giant) are giant cousins of the small predator.  They attack with a
poisonous bite.

Squids (Large) are dangerous varieties of the smaller sea creature.  They are
known to attack travelers on the Trackless Sea.

Stirges are bird-like creatures that drink the blood of their victims.  They
are not terribly dangerous except in large numbers.

Tigers are carnivorous predators that are sometimes trained for combat.

Trolls are ravenous horrors found in almost all climates and locales.  They
attack with their dirty, clawed hands and must be killed quickly because they
regenerate hit points.

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

Zombies are mindless, animated undead controlled by evil wizards or clerics.
While more dangerous than skeletons, they move very slowly and can be damaged
by holy water.

Spell Descriptions
First Level Cleric Spells
Bless improves the THACO of friendly characters by 1.  Bless cannot affect
characters who are adjacent to monsters when the spell is cast.  This is a good
spell to cast before going into combat.

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

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

Cause Light Wounds inflicts 1-8 hit points of damage on a target.

Detect Magic indicates which equipment or treasure items are magical.  After
casting the spell, view a character's items or Take treasure items - equipment
or treasure preceded by an '*' or a '+' is magical.

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

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

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

Second Level Cleric Spells
Find Traps indicates the presence of traps in the character's path.

-- Page 16 --

Hold Person may paralyze targets of character types (human, dwarf, etc.).  You
may aim a hold person spell at up to 3 targets (use the EXIT command to target
fewer).

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

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

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

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

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

Third Level Cleric Spells

Bestow Curse reduces the target's THACO and saving throws by 4.

Cause Blindness will blind one target.  This can only be cured by a Cure
Blindness spell.

Cause Disease infects the target with a debilitating ailment that saps strength
and hit points.

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

Dispel Magic removes the effects of spells that do not have specific counter
spells.  This is a recuperation spell for any of the party that has been held,
slowed, or made nauseous.

Prayer improves the THACO and saving throws of friendly characters by 1 and
reduces the THACO and saving throw of monsters by 1.  This is a good spell to
cast before going into combat.  Prayer is not cumulative with Bless or other
Prayer spells.

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

First Level Magic-User Spells
Burning Hands causes 1 hit point of fire damage per level of the caster.  There
is no saving throw.

Charm Person changes the target's allegiance in a combat so that an opponent
will fight for the caster's side.  It only affects character types (human,
dwarf, etc.).

Detect Magic indicates which equipment or treasure items are magical.  After
casting the spell, view a character's items or Take treasure items - equipment
or treasure preceded by an '*' or a '+' is magical.

Enlarge makes the target larger and stronger.  The higher the caster's level,
the larger and stronger the target gets.

Friends raised the caster's charisma by 2-8 points.  It is best cast just
before dealing with NPCs.

Magic Missile does 2-5 hit points per missile with no saving throw.  A
magic-user throws 1 missile for every 2 levels (1 at levels 1-2, 2 at levels
3-4, etc.) This spell damages any single target within its range unless the
target is magic resistant or has certain magical protection.  This spell casts
instantaneously.

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

-- Page 17 --

Read Magic allows a magic-user to ready a scroll and read it.  This is
identical to having a scroll identified in a shop.  After cast Read Magic, a
magic-user may scribe the spells from a scroll if appropriate for his class and
level.

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

Shocking Grasp does 1-8 hit points of electrical damage, +1 hit point per level
of caster.

Sleep puts 1-16 targets (depending on the hit dice of the targets (depending on
the hit dice of the targets) to sleep with no saving throw.  For example, up to
sixteen 1 hit-die targets can be affected, while only one 4 hit-die target can
be affected.  Targets of 5 or more hit-dice are unaffected.

Second Level magic-user Spells
Detect Invisibility allows the target to spot invisible creatures.

Invisibility makes the target invisible.  The THACO of melee attacks against
invisible targets is reduced by 4, and it is impossible to aim ranged attacks
at them.  Invisibility is dispelled when the target attacks or casts a spell.

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

Mirror Image creates 1-4 illusionary duplicates of the magic-user to draw off
attacks.  A duplicate disappears when it is attacked.

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

Stinking Cloud paralyzes those in its area of effect for 2-5 rounds.  If the
target makes its saving throw, it is not paralyzed, but is nauseous and has its
AC reduced for 2 rounds.

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

"There is a spell for every moment, but only the wisest will know when that
moment has arrived."

Third Level Magic-User Spells
Blink protects the magic-user.  The magic-user 'blinks out' after he acts each
round.  Although the magic-user may be physically attacked before he acts each
round, he may not be physically attacked after he acts.

Dispel magic removes the effects of spells that do not have specific counter
spells.  This is a recuperation spell for any of the party that has been held,
slowed, or made nauseous.

Fireball is a magical explosion that does 1-6 hit points of damage per level of
the caster to all targets within its area.  If the target makes its saving
throw, damage is halved.  Fireball is a slow-casting spell and the spell's
power demands that you target carefully.  Use the CENTER command to determine
who will be in the area of effect.

-- Page 18 --

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

"The sweet sound of the bubbling fountain should have been soothing, but the
fountain's sinister visage kept us on our guard."

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

Invisibility, 10' Radius makes all targets adjacent to the caster invisible.
The THACO of melee attacks against invisible targets is reduced by 4 and it is
impossible to aim ranged attacks at them.  Use this spell to set up a battle
line while your enemies seek you out.  Characters lose invisibility if they do
anything but move.  Some monsters can see invisible creatures.

Lightning Bolt is a magical electrical attack that does 1-6 hit points of
damage per level of the caster to each target along its path.  If the target
makes its saving throw, damage is halved.  A lightning bolt is 4 or 8 squares
long in a line away from the caster.  For best results, sent the bolt down a
row of opponents.  Lightning bolts also reflect off walls back toward the spell
caster.  Targets adjacent or close to a wall may be hit twice by the same bolt.

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

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

Protection from Normal Missiles makes the target immune to non-magical
missiles.

Slow affects 1 target per level of caster and halves the target's movement and
number of melee attacks per round.  Slow can be used to negate a haste spell
and only affects the side opposing the spell caster.

-- Page 19 --

Journal Entries

<<G:GSF_AJ20.PCX:"[GRAPHIC: JOURNAL ENTRY 1]">>

Journal Entry 2
The Black-Robed Riders:

We backed up against the stone buttress at the end of the bridge, waiting to
see what frightened everyone so badly.

A moment later they appeared, two riders in long, black robes with hoods that
hid their faces.  They came around the corner behind the Temple of Tymora,
crossed the town square and pounded past us at the gallop.  We turned and
watched the guards stand back as the two raced through the gates and out of the
city.

Slowly, the people in the square resumed their activities.  Only now, they were
all in a hurry to be somewhere else.

Journal Entry 3
The Boat Repairman's Story:

"Well, funny you should ask.  See these three boast over here? I found them
just last week, one by one, washed up on the sand bar outside town.

"See those holes in the sides? I patched 'em up.  There were arrows in them,
lots of 'em.  Plenty of blood on the floorboards, too, but I cleaned that all
up.

"Haven't found any boats like that north of town, but I've been looking.  Maybe
going north on the river's safer than going east.

"I'll fix 'em up and sell 'em.  It gives my the shivers thinking about what
happened to the people that were in 'em, but....the people who buy 'em will
never know.  What they don't know won't hurt 'em."

Journal Entry 4
The Fisherman's Story:

The large fish market was almost empty, although the lingering smell of the
place told of better days.

"How d' you like my sign?" the fisherman asked us, proudly. "Carved it m'self,
y'know! 'Course, could do it better.  Maybe now'd be a good time t'try.  What
with all the talk o' trolls and orcs and all, fishermen ain't goin' far up
river.  Ain't bringin' back much, neither.

"Good time for wood carvin'," he sighed sadly. "Bad time for sellin' fish."

-- Page 20 --

Journal Entry 5
The Stolen Rewards:

A curse upon their filthy heads! They've taken all we had, stolen everything
save the clothes on our backs!

"More! More for everyone" the waitress cried out at the tavern last night.  We
looked at each other, shame-faced at having fallen for so old a trick.  Someone
slipped a little something in our food and we slept like contented babes while
the bandits stole us blind!

All the gold earned on our last mission is gone.  We endured those dangers, did
our jobs and now are left with empty pockets! Our heads could have festooned
the end of an orcish pike... all for nothing!

-- Page 21 --

They even took my fine magical sword with the gold braided handle, the one I
used to slay the griffon at Longsaddle last winter.  What I would give to have
it one more time, if only to skewer the slime who committed this atrocity!

We still have the tiny purse of coins I kept beneath my pillow.  There isn't
much, but it will be enough to buy new weapons and a few supplies.  We need to
find a new sponsor or a new mission quickly, to earn the money we need to live.

Whatever mission we next accept, we will have a second quest to complete as
well: to catch these thieves and exact payment for last night!"

"Our foes are many and varied, but we must always remember the face of our
ultimate enemy..."

-- Page 22 --

Journal Entry 6
The Guards at Yartar:

"We've been ordered that no one be allowed to leave the city for the rest of
the day.  Travelers from the north report that many bands of trolls have been
seen there, and some have been observed to close to Yartar."

"These alerts normally don't last very long.  If there's anything you need to
buy at any of the stores here in town, this is a good time to do it."

<<G:GSF_AJ23.PCX:"[GRAPHIC: JOURNAL ENTRY 7]">>

Journal Entry 8
The Story of the Priestess of Waukeen:

"I never knew that a secret door led into the back of the temple like this! I'm
only glad that you are friends instead of enemies!"

"I'm sure the people who attacked you in the outer room were going to use the
secret door to enter the temple and kill us all! As sure as the market hawkers
gather in the morning, they were sent here by the barbarians, and Longtresses
herself.  All she wants is control of the city, and she doesn't care with she
allies herself to get it!"

Journal Entry 9
The Waterbaron's Welcome:

"Welcome, adventurers! I regret that all of your treasure and possessions have
been stolen.  If the City Guards should recover any of your items they will be
returned to you.

"I also understand that you are in need of a commission, but I have nothing for
you at this time.  However, Yartar is a busy town filled with many people from
all corners of the Realms.  Perhaps in the streets you will find someone in
need of help during these troubled times.

Journal Entry 10
Mielikki's Festival:

All around us there was activity, with the music of many lutes and the snap of
a hundred banners flapping in the breeze.

In the heart of the glade a chorus of young girls sang a blessing of the trees,
and the birds seemed to echo back a happy, shirping refrain.

People everywhere were walking hand-in-hand, talking softly and reveling in
the beauty all around them.  It was almost enough to make us forget the worries
and dangers that had brought us here to Silverymoon.

-- Page 23 --

Journal Entry 11
The Bargebuilder's Story:

"I hope this panic about armies of orcs and trolls ends soon.  We usually build
two barges a month here.  Now no one wants to send goods up river unless they
have to, and we have no new orders.

"The river going east was always dangerous, but now going south is bad, too.
Of course, the High Forest is still far more dangerous than any other place in
this part of the Realms.

Journal Entry 12
The Council Member's Story
"You may not come to listen to our sad tales, with your own horrid stories of
orcish armies on the march, but here in Everlund strange things have been
happening as well.

"Many undead have appeared in the old part of the city to the north, livestock
have been disappearing from the pens near the river, and even stirges have been
so bold as to attack people in the streets.

"What has our peaceful little town done to deserve such misery?"

Journal Entry 13
The Harbormaster's Story:

"I tell ye, young 'uns, the only reason that the Gallant Prince still be
anchored here in Port Llast Harbor is we ain't got no one who's darned fool
enough t' board 'er and tow 'er out t' sea.

"We'd all heard she wa' missin', then Simon Hempwright the fisherman says he
spied 'er adrift a mile off the coast, worm eat'n like she'd been a' sea a
hundred years.  The young idiot towed 'er in an' tied 'er up, an' then he goes
traipsing down below decks like she wa' some pleasure barge out o' Waterdeep.

"Course, we never seen 'im no more after that, 'cept some say you can hear 'is
sceams a' night way back in town."

Journal Entry 14
Longtresses Alaraun's Story:

"Please let me welcome you to Nesme.  We have just completed a very unhappy
task.  I had to seize the city by force of arms to save it from the corrupt
priests of Waukeen.

"By necessity, I enlisted the aid of some of the local...well, barbarians.  And
I do admit that now some of them are out of control.  Take care as you travel
throughout our streets, for my comrades are dangerous and love to fight."

Journal Entry 15
The Search of the Mage's Bedroom:

In the debris you find a scrap of paper with the inscription:
ENWNWN.  Go straight between turns until you must turn again.  Use the knock on
hidden door to the right.

-- Page 24 --

Journal Entry 16
The Mage Librarian's Story:

"Oh my, oh my, it's good to see you! Yes, Amanitas and his assistant were
indeed here, but look! Their room has been torn to pieces, and look at all this
blood on the floor! Oh my, oh my!

"I fear something terrible has befallen them.  May Mystra guide you to his
aid!"

Journal Entry 17
Lord Nasher's Story:
"I'm afraid you've come to Neverwinter in a time of great troubles.  Many
people were moving to the outskirts of the city to escape the troubles.  The
older, inner areas were becoming havens for criminal and all forms of monsters.

"We converted several blocks of the old city to indoor gardens to help bring
people back to Neverwinter.  But now monsters have invaded the indoor gardens.
Instead of bringing people in and helping the city, the gardens are scaring
them away!"

Journal Entry 18
The Nesme Harbormaster's Story

"It's not my fault! The story's the same in many towns on the river, not just
here in Nesme! They can't blame me for this, no, no, they can't!

"The warehouses on the eastern side of the river have been beset by a plague of
giant frogs, and lizard men have been feasting on the herds in the stock pens
to the west shore.  Now the shipping companies won't stop here because of the
danger!"

<<G:GSF_AJ25.PCX:"[GRAPHIC: JOURNAL ENTRY 19]">>

<<G:GSF_A25B.PCX:"[GRAPCHI: JOURNAL ENTRY 20]">>

-- Page 25 --

Journal Entry 21
Krevish's Story:

"You know, I'd sure love to do something for you guys! If you're looking for
work I have so friends here in Yartar who hire adventurers all the time and
maybe they have something you could so and that way you could get back on your
feet again and I would've repaid you for saving my life and we'd be friend and
wouldn't that be great?"

Journal Entry 22
Vaalgamon's Taunts:

"You pathetic little simpletons! Did you think that a puny group of sniveling
would-be heroes like yourselves could change one iota of my plan ?!

"Vaalgamon does not deal with your kind! Hah! I can snuff out your lives with
the heel of boot as I would the tiniest of carrion-crawling insects! I will
leave the trivial task of killing you to my Kraken hosts."

He turned and swept out of the room, as the heavy door slammed shut behind him.

Journal Entry 23
The Sailor Turned to Stone:

Beside the statue we found a crumpled note:

"They wanted the sea lanes clear
between Luskan and the Purple Rocks, and any ship they found there they took
over or destroyed.  We were only one of the sad vessels in their path.

"One by one the undead they commanded have killed our crew, transforming
them into lonely wanderers like themselves.  Soon it will be my turn.  I only
hope that the tall one turns me to stone, as he did the Captain, so I may be
spared such eternal torture.

"Some are Krakens, but the magic-user is from a great tower somewhere to the
north.  He kept taunting the Krakens, saying they needed to go to all this
trouble because they were not clever.  He said that the wizards of the tower
had great power, but that they were clever too.  He said their treasure was
hidden in the opposite direction from where anyone would ever look."

"The High Forest has always been dangerous but now, even the cities of the
north are beset by monsters."

Journal Entry 24
Into the Hidden Complex:

We followed Krevish around several corners and down an alley, where he pressed
a hidden panel in a wall.  A door swung open, and after some hesitation we let
him lead us into a dark corridor.  Our weapons and armor clanked loudly as we
walked cautiously down the passageway, finally arriving before a heavy wooden
door.

Krevish knocked on the wood in a complex pattern of beats with both knuckles
and palm, and in a moment it was opened by an angry-looking man in well-crafted
armor.

 -- Page 26 --

Journal Entry 25
The Meeting Beneath Yartar:

The man looked us over for a moment, not at all sure whether he liked the idea
that Krevish had brought our party to his secret lair.

"It's all right, Captain!" Krevish piped up enthusiastically. "They save my
life!" They didn't have to do it, they could have just kept on walking, but
they stopped and risked their lives to save mine and that's why you really
ought to give them a chance to carry out a mission for us because they've
really earned a chance I think, don't you?"

The Captain rolled his eyes. "All right, Krevish, all right," he sighed. "If
you'll just be quiet I'll give them a chance."

"As you know," he told us, "the Temples of Bane are dedicated to the
advancement of Evil in the Realms.  One cleric of Bane in the town of Nesme, up
the river to the north of hear, has been causing great disruptions in that
city.

"We believe that to save Nesme from civil war he must be stopped.  If you can
find the Banite Cleric, and carry out this mission, you will have proven
yourselves to be as valuable as Krevish here says you are.  Well...almost as
valuable, anyway."

Journal Entry 26
The College Dean's Story:

"It's really been quite terrible, quite awful here.  The areas near the docks
on the north bank of the river are full of lizard men and other monsters.
Here! In Silverymoon! It's unheard of!

"It's as if someone was trying to keep the good law-abiding folk away from the
river.  Perhaps the orcs plan a great offensive and are trying to deprive us of
supplies.

"What will become of us? Silverymoon was such a peaceful town.  I just don't
know...."

Journal Entry 27
The Captain of the Riders of Nesme's Story:

"Yes, we too have heard the stories of the trolls gathering in a great army to
the east in the Trollmoors, and now small groups of them have been seen in the
ruins to the east of the city.

"We should be going out to drive them back! We should be scouting the moors to
see what's going on! But are we? No! We're confined to barracks because
Longtresses Alarun has taken over.  If we go near the city now, the crazy
barbarians will start a full-scale war!"

Journal Entry 28
Erek's Story:

"Don't just stand there! Amelior Amanitas, the brilliant magic-user for whom I
work, is in great danger! They said they were taking him us the river to
Everlund, and from there overland to Llorkh and on to Zhentil Keep! They were
furious that he'd discovered their plan, and there's no telling what they'll do
to him once he's there!

"If we don't find him before they leave Everlund we'll never have a chance -
there are so many routes they could take towards Llorkh...we have to find him
quickly!'

-- Page 27 --

Journal Entry 29
The Challenge of Amanitas:

We quickly summarized for Amanitas what we had learned thus far.  We also told
how some Banites believed that only he could stop the forces of Zhentil Keep
from conquering the lands of the Savage Frontier.

"What was revealed to you by the Banites is correct," he said when we'd
finished. "I learned much of the tale from an escaped slave who had been a
servant to the Zhentarim general Vaalgamon, and my investigations since have
only served to confirm how great the danger truly is.

"Although most of their story has been lost in time, I know now that four
statuettes were created in ancient Ascore.  They were powerful magical items
used in the defense of the city, although precisely how they worked is still a
mystery.  One was crafted to focus on each direction of the compass, protecting
Ascore from enemies to the North, East, West and South.

"When the city fell into ruins the statuettes passed from owner to owner
throughout the Savage Frontier for many centuries.  They traveled in directions
very different from their names.  For example, the Statuette of the East has
for many years been hidden somewhere in the west.

"Now the Zhentarim have dispatched Vaalgamon to collect the statuettes.  They
believe that by returning the statuettes to Ascore they can open a safe path
through the Great Desert.  Through that path they intend to send armies to
conquer the entire Savage Frontier.

"My magical investigations cannot tell me exactly where they are located, but I
have a sense of the place where each statuette now lies.  To find them you
cannot follow a map of the road beneath your feet - I can lead you to your
goals only by revealing the pathways you must trace within your own souls.

"We rushed forward as the documents burst into flame.  All we could save was a
part of one small paper."

"First, you must lift your eyes with hope, even if the vision which fills them
is one of evil.  The Statuette of the East is located in a great tower, and
when you look up at its many spires you shall know that you have found it.

"Next, you must seek small truths within the large, unfathomable world, for
these are the only truths you will ever truly know.  The Statuette of the West
lies in a small chest carved from the pearl of a great oyster, in a small room
carved from the rock of a great mountain, which is itself made small by the
greatness of the sea.

"You must then travel to the place to which people do not wish to go, because
we never truly covet that which we can easily attain.  The Statuettes of the
North lies nowhere close by, but on the long way that many travelers
nonetheless must pass.

-- Page 28 --

"Then you must soar where even the birds cannot fly, and have faith that even
without wings you can reach great heights.  The Statuettes of the South lies
both high above and far below the surface of the land.

"P-P-Pirates? No pirates here in Luskan, no sir.  Never seen one here.  Not a
one.  On, no pirates here."

"If you gain the four statuettes, take them to Ascore.  I have created one more
special item which, when combined with the four ancient images, will turn the
Zhentarim's planned triumph into total and irreversible defeat.  But his can
only be accomplished in the ancient plaza at Ascore."

He reached into his robes and drew out a small, square card that looked like it
was made of a thin layer of metal.  Runes were embossed upon it.

"This isn't it!" he exclaimed, annoyed. "But I suppose you should take it
anyway.  It's one of my latest inventions.  I call it the Card of Counting.  If
you carry it in the vaults in Yartar, Neverwinter and Silverymoon will all save
and exchange your valuables as if they were really just one place.  Could be
quite handy, yes, quite handy.  Don't leave here without it.

"Well, that's it! Good luck to you, and may you find the path easy to follow.
You can come visit me any time at my house in Secomber, and if I've learned
more about any of the statuettes I'll be happy to share the information with
you.  Good bye!"

"The magic item?" we asked. "There was an important magic item you were going
to give us?"

"Oh yes, yes, yes.  Mustn't forget it.  Very important." He searched through
his robes once more...

Journal Entry 30
Brinshaar's Story:

"My name is Brinshaar, and I am a magic-user from Neverwinter.  They kidnapped
me there and were torturing me to learn of Lord Nasher's magical defenses.
Thanks to you they learned nothing, and Neverwinter remains safe!

"As it turns out, I can repay you for your kindness without delay.  I have seen
the statuette you tell me that you seed.  It is not secreted in the Hosttower,
but somewhere in the dungeons where we now stand."

Journal Entry 31
The Banite Cleric's Letter Fragment:

"...that you found the explanation for the gatherings of trolls and orcish
armies in the north.  I had suspected it was the work of the Zhentarim, and if
we had not discovered it in time they might have conquered this entire region.

"The fools believe that it is their cunning and their might that brings them
such awesome power.  Have they forgotten so quickly about the Temples of Bane,
and the power that even our own leaders cannot abdicate? That we the clerics
who carry out Bane's will, are the ones who have made the name of the Zhentarim
feared throughout the Realms?

"I agree with your letter, and although we have never met I feel closely bound
to you.  By destroying this plan before it starts we shall ensure that never
again will the Banite clerics be taken for granted in Zhentil Keep!

-- Page 29 --

"I will meet you during the Festival of Mielikki in the hidden the hidden
temple behind your shop in Silverymoon.  We shall find the magic-user from the
south who can turn the power of the Zhentarim against itself.  Then we shall
see how brilliant the Zhentarim prove to be!

"We must not think that because we know about their plans to cross the desert
it will be simple to stop them.  I am confident we will be successful within
days only because..."

The remainder of the letter way destroyed, and the ashes crumble to nothingness
in my hands.

Journal Entry 32
The Waterbaron's Warning:

"I must ask you to leave this place immediately! Great force here seek your
destruction.  I will not help them but neither can I stand in their way.  Go
now!"

Journal Entry 33
Broadhand's Story:

Broadhand led us into a small, hidden room decorated with images and statues of
Bane.  He obviously believed us to be fellow Banites from the temple at Nesme.

"I was worried when I sent my letter and no messenger came bearing a reply.
I'm glad to see you've arrived during the Festival as I suggested.

"Once the Zhentarim would have been content with having found a way to open
this safe caravan route through the Great Desert.  They would have let time
pass, allowing towns and villages to become dependent on a supply route that
only the Zhentarim controlled.  Then, quietly but inexorably, the hidden reins
of power would be pulled into their grasp.

"Now their greed to seize the northern Realms is unbounded and impatient.
Sending armies across the Great Desert! Who would have ever believed it?! They
have forgotten that a single dagger at midnight may sow greater terror than
10,000 swords at dawn!

"Even now they are completing their complex on the eastern edge of the desert,
and are reclaiming the dead city of Ascore on the western edge as well.  They
have forged alliances with the Krakens and with other forces in the North.  I
also hear tales that something big is going on in Llorkh.  Magic items of great
power are being collected for the task, and I have been assured that they do
indeed have the power to allow the safe crossing of the desert!

"We must strike now! Controlling the Realms from the Moonsea to the Sea of
Swords will greatly strengthen the Zhentarim, and the historic balance between
the Zhentarim and the Banites will be lost!

"Visiting here in Silverymoon at the Vault of the Sages is the wizard I wrote
you about, Amelior Amanitas from Secomber.  He learned much of this plot from a
slave who had escaped from a Zhentarim caravan, and is convinced he can stop it
with his magical powers.

"He sent a message to a fellow wizard here in Silverymoon, but one of my
acolytes waylaid the courier and we learned of the plan.  Since Amanitas has
now come here himself, he must have received word of the messenger's death and
is willing to take great risks to defeat the Zhentarim.

-- Page 30 --

"You must find Amanitas quickly.  Help him in this task, but do not tell him
you are Banites or hi will never listen to you.  For all his brilliance he
refused to accept the beauty of pure Evil, and will never know the joy we find
in Bane.

"The huge ship beat its way through the rising waves.  The great letter on its
main sail make it quite clear who we were dealing with."

"Hurry now! As we speak our enemies make progress on their path!"

He slipped out of the room, motioning for us to wait a short time before
leaving to complete our "mission."

Journal Entry 34
The Escape of the Prisoners

Three men rushed from the tinny cell, their clothes in tatters, eyes drawn from
lack of food and sleep.

One stopped to look down at the dead Banite, and a broad smile spread across
his hollow face. "Looks like you've done the job we were sent to do!" he said,
laughing unnaturally. "Now we can go home and take the credit! We of the
Zhentarim salute you!"

His companions blanched as he said the forbidden word - only others dare to use
that name, never the Zhentarim themselves.  They cursed in hushed voices,
pulled him from the room, and were instantly out of sight.

We looked at each other helplessly.  Because we knew the Banite to be evil, we
had slain him - the one man who could stop the Zhentarim's plan for the
conquest of the Savage Frontier.  There was no choice.  We had been searching
for a mission.  Now, by accident, we had found one.  We would have to save the
northern Realms ourselves.

Journal Entry 35
The Kraken Stronghold:

The castle that rose above us was so great in size that it dominated the entire
island, as if it were a statue and the whole of Trisk were only its base.

The front of the building was carved in the image of a massive squid that rose
a hundred feet above the island, its huge eyes glowing from some frightful,
hidden light.  Behind it the building gradually transformed into a heavily
fortified castle, with high parapets that seemed to go on and on until they
merged into the cliff sides of the coast.

Journal Entry 36
The Odd Message of the Kraken:

css al i gad. csl te o cre suhet te t i tk wl ged te traee i, dc te t dw do suh
te truh vut is fo tkn b wl sau te.

Journal Entry 37
The Arena Beneath Llorkh:

The arena in which we stood was broad and spacious, surrounded the seats for
several thousand spectators.

Most of those seats were already filled.  Several hundred black robed men sat
in one section, beside an equal number of other humans and a few
strange-looking beings in the shadows - they may have been drow elves.
Separated from the humans by a respectfully wide zone of empty seats, the
remainder of the arena was filled by orcs, with a scattering of goblins and
even bugbears.

-- Page 31 --

The great bowl was filled with the din of a thousand conversations, but every
voice was silenced at once when a guard called out, "All rise for Lord
Vaalgamon!"

The familiar figure of the Zhentarim general strode onto a dais on the western
side of the arena and motioned for his followers to be seated.

"Well, my friends!" he told us, a hideous smile distorting his already-twisted
features. "I see we have the pleasure of meeting again!

"I must say that I admire the courage and cunning that have brought you this
far.  You have defeated forces that should have defeated you.  Their deaths at
your hands are appropriate punishment for their failure.

"As a reward for your achievements, I will give you all a chance.  Defeat three
sets of opponents in my area and I shall let you live.
"Let the combat begin!"

Across the arena a steel grating opened, and we turned to face our first
opponent...

Journal Entry 38
King Threlked Ironfist's Story:

"Ever since the reports of the meteorite strike on the north end of the island,
many adventurers have come here seeking ore for magical swords.  However, no
one on this island can craft such fine weapons.

"I warn all adventurers, but few listen.  There are many canyons that cut
across the island, and some have networks of great volcanic caves filled with
fearsome monsters.  Only parties of veteran adventurers should dare to enter
them."

<<G:GSF_AJ32.PCX:"[GRAPHIC: JOURNAL ENTRY 39]">>

Journal Entry 40
The Utheraal Villager's Story:

"the headquarters of the Kraken Society is on Trisk, the other island just
across the strait.  They also have fortresses here on Utheraal, on the western
coast, where they force us to pay tribute.

"They take almost everything we have, but if we don't pay they will take defeat
them, but whatever you do can only make our lives better."

Journal Entry 41
The Zhentarim Ship Arrives:

Rounding a rocky point far below us was a ship with a single huge, red sail.  A
large black "M" filled its billowing expanse, which we could only speculate was
the symbol of Lord Manshoon, the leader of Zhentil Keep.

-- Page 32 --

A single man stood at the railing near the bow, his black cape flowing behind
him in the stiff sea breeze.  Could it be Vaalgamon himself?

The ship swung to the northwest, its sail dropping as it entered the lee of the
island and started to approach a large dock.  Men ran across the decks and
scrambled up the rigging as they prepared for their arrival.

If this ship was coming for the statuette, our time was running out!

Journal Entry 42
The Story of Phintarn Redblade:

The flowers were left in beautifully woven baskets beside the street, and had
delicate hand-embroidered ribbons on them.  One said simply "In memory of
Phintarn Redblade, Last Ruler of Llorkh." Another read:

"Tonight thy killers sit within thy Keep,

But soon they'll lie beneath it...six feet deep."

A guard wandered by and say us looking at the flowers.  Drawing his sword, he
knock them from my hand and crushed them with his boot. "If you're a
dwarf-lover," he warned us, "Llorkh is no place for you!"

Journal Entry 43
Muthtur's Story:

As if he'd read our thoughts, the creature said, "Yes, I'm a half-orc and to
you I'm ugly as an olyugh, I'm also the hideous, inhuman thing that has saved
your lives."

We all looked at each other, embarrassed, and several of us murmured our thanks.

I lived with a small colony of other outcasts in the High Forest, until raiding
parties from Llorkh captured me and brought me here.  They called me a "novelty
fighter" and said it'd be fun to watch something different in the arena for a
change.

"I'm no novelty, I'm a person.  And I killed the man who said it.  My name is
Muthtur and all I want to do is go home.

"When they brought me here I say them use a secret door in the north alcove of
the arena.  I don't know where it leads, but it may help us all get out of
here."

Journal Entry 44
The Potter's Story:

"I overheard our captors saying that fire giants have been preying on any
adventurers who were lucky enough to find meteorites.  The giants sell the
stolen ore to pirates in exchange for gems, grain, or even some of us as
slaves."

She shivered visibly and thanked us once again for saving them.

Journal Entry 45
The Dying Zhentarim's Defiance:

"You may have gotten this far, but even if you could get all the statuettes
you'd never make it to Ascore...  Vaalgamon is far too clever for you, and our
power is too great....

"Enjoy your triumph for tonight, for it will rot into disaster by tomorrow!"

Journal Entry 46
The Story of the Hidden Dwarves:

"We have been prisoners in our own city ever since Lord Redblade was killed.
They say it was an accident, but we all know it was the Zhentarim that killed
him, and that it is they who control Llorkh.  Geildarr is only a puppet, an
outsider brought here by them to control the town.

-- Page 33 --

"Just a few days ago a Zhentarim column came through Llorkh, and they murdered
any dwarf they could find.  That's why we're now in hiding - this is the lair
of a medusa, but even with her hell hound guards we are safer here than on the
city's streets."

Journal Entry 47
Kestutis' Story:

"My name is Kestutis, and I was once a knight who served the Kings of Tuern and
Gundarlun.  In those days the two islands were friends, not the tense rivals
they have come to be.

"Here on Tuern I dared to enter the hottest volcanic vents in search of evil
fire giants who terrorized Uttersea, and the old King gave me this ancient
fortress as a reward for my service.

"I am impressed by your valor and your skill in taking on the mission you have
describe.  Just as I risked my life in service to the people of the North, so
you are risking yours.  Take this, the Armor of the Glacier that I wore during
my service - it will give you protection against fire and against the monsters
which it spawns."

Journal Entry 48
The Signs at Secomber:

"The road and river to the east have become very dangerous.  Go only if you
need to, and try to travel with a strong group of experience adventurers."
-Selarn

Journal entry 49
The Kraken's Coded Message:

ot l t t ur. ate h f onr otws h o t ae il urs h hetnd f. ok h o on or ot h hog
al t rm ae e il tte h.

Journal Entry 50
The Aarakocra's Story:

"High atop the Star Mounts the birds cannot go.  Our homes are there, an only
we and the dragons can brave the fierce winds that blow through the
mountaintops.  We have seen black dragons fly to an aerie on one of the highest
peaks, and saw it to be that a human female rode upon the back of one such
dragon.

"The Star Mounts...I've never heard of anyone who went their and came back to
tell the tale."

"We have heard that the chambers within the mountain be crafted as a maze.  It
has been told that the corridors be in the form of the first initial of their
owner in three different runic alphabets, each superimposed upon the other and
on their own inverses, so that the letters are entwined in many layers."

Journal Entry 51
The Guilty Citizen's Story:

"I didn't want to help them, really I didn't.  I haven't taken a share of
pirate booty in years.  They said if I didn't report on Jagaerda's movements
they'd turn me over to the King!"

"I don't know where they have her! I took my reports to a house hidden away
among the cliffs on the southern coast.  Please spare me! I've told you
everything I know!"

-- Page 34 --

Journal Entry 52
The Kraken's Coded Message:

etuw lek msu rgt u rwtt k. ite edea leto e uw to eot se. gria a s.

" Never had we seen such a sinister construction.  Our hearth quaked, but we
advanced nonetheless."

Journal Entry 53
An Ounce of Justice:

Several weapons were stacked in one corner of the room, and suddenly I cried
out in delight.

My magical long sword, the gold braid on its handle tarnished but undamaged,
lay amidst the pile of crudely crafted weapons! I ran over, pulled it from its
sheath and examined the blade - still sharp and true as any arrow fired from
Helm's bow!

Whatever evils might stalk the Realms, I knew that for this one moment justice
had been done.  The god they'd stolen from us at the Inn was gone forever, but
with this sword our honor was restored!

Journal Entry 54
Ceptienne's Welcome:

"Welcome to my home," the image said, smiling. "My name is Ceptienne, and I
know that you are here to steal the Statuette of the South from me." She waited
for the effect of this proclamation to take hold.

"You have proven yourselves worthy adversaries to have gotten this far, and I
enjoy the challenge of a clever enemy.  I shall kill you...yes, that much is
certain.  But I shall give you a chance to find the object that you seek."

A great crystal globe beside her flickered to life, and the statuette appeared
within it. "My fortress here has many portals.  Twelve now stand between you
and your objective.  I shall follow your movements with interest."
She smiled once more and the image faded from view.

Journal Entry 55
King Redaxe Tells of the Purple Rocks:

"The Purple Rocks may be the isles you seek," said the King. "They have become
a sad place.  Their people were like other island folk, hardworking, many of
them seafarers.  A few generations ago something strange occurred, and many
gathered in a secret cult which has become very powerful, called the Kraken
Society.  They worship the symbol of the Kraken, a huge squid that can easily
destroy great ships.

"There are two islands in the Purple Rocks, Utheraal and Trisk.  The people of
Utheraal and Trisk.  The people of Utheraal are impoverished, but continue to
live as before.  The people of Trisk, however, have been completely consumed by
the Krakens and are controlled by them.

-- Page 35 --

"I know you have been to Tuern already, but it is there that you have the best
chance of finding someone who will take you to the Purple Rocks.  May Selune
guide you on your journey."

Journal Entry 56
The Man of Mirrors' Story:

"I search and search...I find the hidden....I solve the unsolvable.  I find the
reason within chaos and harmony from the stars.

"Vaalgamon has entrusted to me the riddle of the mirror-maps and they shall not
defeat me! Already I have confirmed much of that they tell, and soon I shall
give the general everything he seeks and more!"

Journal Entry 57
The Magic Mouth's Story

"You have done well, adventurers," The stone face said.  Its voice was deep and
its features expressionless, but the tone of its words was warm, almost
friendly.

"It is time for you to reap your reward.  Look within the waters of my fountain
and discern what riches can await you!"

Everyone looked at the spraying water as an image began to form there.  The
vision showed a pool filled not with water, but with gold.  Each member of
the party was swimming in it, leaping about and laughing and tossing coins in
the air.

The image faded. "That was a dream, my friends, but is a dream that you can
make real.  Drop the statuettes in my warm waters and this ocean of gold shall
be yours!"

<<G:GSF_AJ36.PCX:"[GRAPHIC: JOURNAL ENTRY 58]">>

Journal Entry 59
The Old Thief's Story:

"I was once an adventurer like you, in service to the Lord's Alliance, and a
fine pickpocket when it came to their documents... and perhaps an occasional
jewel to compensate me for my trouble!

"He was a contemptuous buffoon, Vaalgamon was, pushed me down in the street as
he passed by, for no good reason.  I may be an old man, but I stell have the
touch! O saw to it that Vaalgamon didn't leave Sundabar with everything he'd
brought!" He held out an aged but steady hand, presenting an envelope with a
broken wax seal.

We opened the envelope and removed what seemed to be a hastily scribbled note:

"Fool! You allow one tiny band of Mongols to threaten everything our legions
now pursue!

-- Page 36 --

Get to the pyramids at Ascore without delay! Let no one pass through the
stronghold! Guard every pathway - I care not to hear your tales of how many
there are.  If the Road fails you will pay for your carelessness!"

The note was signed with a large, scrawled letter "M".

Journal Entry 60
Notes From a Prison Cell:

As I sit and write my journal the unrelenting cold spread deep within my bones.
The stone floor and thick walls of my cell here in Zhentil Keep drain every
last ounce of warmth from my body.

We never understood the significance of the statuettes, nor their power.  With
all four in his possession, Vaalgamon achieved his goals, and all the northern
Realms fell under the Zhentarim shadow.

Our riches have availed us nothing.  We were hunted down, captured, and brought
to this prison, where they keep us alive only out of a desire for revenge.  If
only we had the chance to live the past over once again....

<<G:GSF_AJ37.PCX:"[GRAPHIC: JOURNAL ENTRY 61]">>

Journal Entry 62
A Lonely Lament:

I hear the sound of many footsteps approaching.  I'm sure that they will find
us soon.

If we had known of Ceptienne's true role as an opponent of the Zhentarim, the
eral statuettes would have been ours instead of the false ones we now hold.

We must assume that Vaalgamon's boastful speech was correct, and that the High
Forest holds the spot where the magical path across the desert ends.

But to know this now is useless.  We have fallen into his trap and we are his
to play with, as a cat plays with the mouse it is about to devour.

Perhaps others will follow us on this path and find that victory awaits them
instead of death.

-- Page 37 --

TABLES

MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE

Class           Ability    Dwarf   Elf    Gnome   Half-Elf   Halfling   Human
______________________________________________________________________________
Cleric          Any         no     no      no        5         no        6*
Fighter         STR 16-     7      5       5         6         4         8*
                STR 17      8*     6       5         7         5         8*
                STR 18+     8*     7       6         8*        no        8*
Paladin         Any         no     no      no        no        no        8*
Ranger          STR 16-     no     no      no        6         no        7*
                STR 17      no     no      no        7*        no        7*
                STR 18+     no     no      no        7*        no        7*
Magic-User      INT 16-     no     6*      no        6*        no        6*
                INT 17      no     6*      no        6*        no        6*
                INT 18      no     6*      no        6*        no        6*
Thief           Any         8*     8*      8*        8*        8*        8*

no:  Characters of this race cannot be of this class.
*:  Highest Level Available in Gateway to the Savage Frontier



RANGE OF ABILITY SCORES BY RACE

Ability       Dwarf    Elf      Gnome        Half-Elf       Halfling     Human
_______________________________________________________________________________
Strength      M/F      M/F       M/F           M/F             M/F        M/F
  Min.        8/8      3/3       6/6           3/3             6/6        3/3
  Max.       18/17    18/16     18/15         18/17           17/14      18/18

Intelligence
  Min.        3/3      8/8       7/7           4/4             6/6        3/3
  Max.       18/18    18/18     18/18         18/18           18/18      18/18

Wisdom
  Min.        3/3      3/3       3/3           3/3             3/3        3/3
  Max.       18/18    18/18     18/18         18/18           17/17      18/18

Dexterity
  Min.        3/3      7/7       3/3           6/6             8/ 8       3/3
  Max.       17/17    19/19     18/18         18/18           18/18      18/18

Constitution
  Min.       12/12     6/6       8/8           6/6            10/10       3/3
  Max.       19/19    18/18     18/18         18/18           19/19      18/18

Charisma
  Min.        3/3      8/8       3/3           3/3             3/3        3/3
  Max.       16/16    18/18     18/18         18/18           18/18      18/18

M/F=Male/Female




ABILITY SCORE MODIFIERS BY RACE

Race                            Modifiers
___________________________________________
 Dwarf                          Constitution +1, Charisma -1
 Elf                            Dexterity +1, Constitution -1
 Gnome                          none
 Half-elf                       none
 Halfling                       Dexterity +1, Strength -1
 Human                          none




STRENGTH TABLE

Ability         Thaco           Damage          Weight Allowance
Score           Bonus           Adjustment      (In Gold Pieces)
__________________________________________________________________
3               -3              -1              -350
4-5             -2              -1              -250
6-7             -1              none            -150
8-9             normal          none            normal
10-11           normal          none            normal
12-13           normal          none            +100
14-15           normal          none            +200
16              normal          +1              +350
17              +1              +1              +500
18              +1              +2              +750
18/01-50*       +1              +3              +1,000
18/51-75*       +2              +3              +1,250
18/76-90*       +2              +4              +1,500
18/91-99*       +2              +5              +2,000
18/00*          +3              +6              +3,000

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




MULTIPLE ATTACKS FOR FIGHTER-TYPE CHARACTERS

Class Level     Attacks Per Round
___________________________________________
Fighter 1-6     1/1
Paladin 1-6     1/1
Ranger 1-7      1/1
Fighter 7+      3/2
Paladin 7+      3/2




MONEY CONVERSIONS

Coin Type                 Gold Equivalent
_________________________________________________
Copper                    200 cp =1 gp
Silver                    20 sp = 1 gp
Electrum                  2 ep = 1 gp
Gold                      1 gp = 1 gp
Platinum                  1/5 pp = 1 gp




DEXTERITY TABLE

Ability             Reaction/Missile            AC
Score                   Bonus                 Bonus
_______________________________________________________
3                       -3                      +4
4                       -2                      +3
5                       -1                      +2
6                       0                       +1
7                       0                       0
8                       0                       0
9                       0                       0
10                      0                       0
11                      0                       0
12                      0                       0
13                      0                       0
14                      0                       0
15                      0                       -1
16                      +1                      -2
17                      +2                      -3
18                      +3                      -4




CONSTITUTION TABLE

Ability         Hit Point               Resurrection
Score           Adjustment              Survival
______________________________________________________
3                 -2                    40%
4                 -1                    45%
5                 -1                    50%
6                 -1                    55%
7                 0                     60%
8                 0                     65%
9                 0                     70%
10                0                     75%
11                0                     80%
12                0                     85%
13                0                     90%
14                0                     92%
15                +1                    94%
16                +2                    96%
17                +2(+3)*               98%
18                +2(+4)*              100%

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

ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS

Class           Max Armor               Shield      Weapons
______________________________________________________________________________
Cleric          any                     any         club, flail, hammer
                                                    mace,staff,staff,sling
Fighter         any                     any         any
Paladin         any                     any         any
Ranger          any                     any         any
Magic-User      none                    none        dagger,dart,staff
Thief           leather                 none        club,dagger,dart
                                                    sling, one-handed swords
                                                    , short bow


ARMOR TABLE
                Weight                          Maximum
Armor Type      In Gp.          AC              Movement*
______________________________________________________________
None            0               10              -
Shield          50              9               -
Leather         150             8               12 squares
Padded          100             8                9 squares
Studded         200             7                9 squares
Ring Mail       250             7                9 squares
Scale Mail      400             6                6 squares
Chain Mail      300             5                9 squares
Banded          350             4                9 squares
Splint Mail     400             4                6 squares
Plate           450             3                6 squares

* A character carrying many objects, including a large number of coins, can be
limited in movement to a maximum of 3 squares per turn.  # A Shield subtracts 1
AC from any armor it's used with.


WEAPONS TABLE
                        Damage vs.  Damage vs. Larger  Number     Class
Name                    Man Sized   Than Man Size      of hands
_________________________________________________________________________
Axe, Hand               1-6             1-4             1         f
Bastard Sword           2-8             2-16            2         f
Battleaxe               1-8             1-8             1         f
Broad Sword             2-8             2-7             1         f,th
Club                    1-6             1-3             1         f,cl,th
Composite Long Bow*     1-6             1-6             2         f
Composite Short Bow*    1-6             1-6             2         f
Dagger                  1-4             1-3             1         f,mu,th
Dart                    1-3             1-2             1         f,mu,th
Flail                   2-7             2-8             1         f,cl
Halberd                 1-10            2-12            2         f
Hammer                  2-5             1-4             1         f,cl
Javelin                 1-6             1-6             1         f
Light Crossbow*         1-4             1-4             2         f
Long Bow*               1-6             1-6             2         f
Long Sword              1-8             1-12            1         f,th
Mace                    2-7             1-6             1         f,cl
Morning Star            2-8             2-7             1         f
Scimitar                1-8             1-8             1         f,th
Short Bow*              1-6             1-6             2         f,th
Short Sword             1-6             1-8             1         f,th
Sling                   2-5             2-7             1         f,th
Staff                   1-6             1-6             2         f,cl,mu
Staff Sling             2-5             2-7             2         f,cl
Spear                   1-6             1-8             1         f
Trident                 2-7             3-12            1         f
Two-Handed Sword        1-10            3-18            2         f

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


Spell Paramaters List

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

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


FIRST LEVEL CLERICAL SPELLS

Spell Name              When    RNG     Area    Duration
__________________________________________________________
Bless                   Both    6       5 dia   6r
Curse                   Cmbt    6       5 dia   6r
Cure Light Wounds       Both    T       1       -
Cause Light Wounds      Cmbt    T       1       -
Detect Magic            Both    0       All     1t
Protection from Evil    Both    T       1       3r/lvl
Protection from Good    Both    T       1       3r/lvl
Resist Cold             Both    T       1       1t/lvl


SECOND LEVEL CLERICAL SPELLS

Spell Name              When    RNG     Area            Duration
__________________________________________________________________
Find Traps              Camp    3       1               3t
Hold Person             Cmbt    6       1-3 targets     4r+1/lvl
Resist Fire             Both    T       1               1t/lvl
Silence 15' Radius      Cmbt    12      3 dia           2r/lvl
Slow Poison             Both    T       1               1 hour/lvl
Snake Charm             Cmbt    3       All             5-8r
Spiritual Hammer        Cmbt    3       1               1r/lvl



THIRD LEVEL CLERICAL SPELLS

Spell Name              When    RNG     Area            Duration
__________________________________________________________________
Cure Blindness          Both    T       1               -
Cause Blindness         Cmbt    T       1               -
Cure Disease            Camp    T       1               -
Cause Disease           Cmbt    T       1               -
Dispel Magic            Both    6       3x3             -
Prayer                  Both    0       All             1r/lvl
Remove Curse            Both    T       1               -
Bestow Curse            Cmbt    T       1               1t/lvl


FIRST LEVEL MAGIC-USER SPELLS

Spell Name              When    RNG             Area            Duration
___________________________________________________________________________
Burning Hands           Cmbt    T               3 squares       -
Charm Person            Cmbt    12              1               -
Detect Magic            Both    0               All             2r/lvl
Enlarge                 Both    .5/lvl          1               1t/lvl
Reduce                  Both    .5/lvl          1               -
Friends                 Camp    0               All             1r/lvl
Magic Missile           Cmbt    6+lvl           1               -
Protection from Evil    Both    T               1               2r/lvl
Protection from Good    Both    T               1               2r/lvl
Read Magic              Camp    0               1               2r/lvl
Shield                  Both    0               1               5r/lvl
Shocking Grasp          Cmbt    T               1               -
Sleep                   Cmbt    3+lvl           1-16            5r/lvl



SECOND LEVEL MAGIC-USER SPELLS

Spell Name              When    RNG             Area            Duration
__________________________________________________________________________
Detect Invisibility     Both    0               All             5r/lvl
Invisibility            Both    T               1               -
Knock                   Camp    6               1/lvl           -
Mirror Image            Both    0               1               2r/lvl
Ray of Enfeeblement     Cmbt    1+.25/lvl       1               1r/lvl
Stinking Cloud          Cmbt    3               2x2             1r/lvl
Strength                Both    T               1               6t/lvl


THIRD LEVEL MAGIC-USER SPELLS

Spell Name              When    RNG             Area            Duration
__________________________________________________________________________
Blink                   Both    0               1               1r/lvl
Dispel Magic            Both    12              3x3             -
Fireball                Cmbt    10+lvl          2/3rad          -
Haste                   Both    6               5 dia           3r+l/lvl
Hold Person             Cmbt    12              1-4             2r/lvl
Invisibility 10' Radius Both    T               2 dia           -
Lightning Bolt          Cmbt    4+lvl           4,8             -
Protection from
 Evil 10'               Both    T               2 dia           2r/lvl
Protection from
 Good 10'               Both    T               2 dia           2r/lvl
Protection from
 Normal Missile         Both    T               1               1t/lvl
Slow                    Cmbt    9+lvl           5 dia           3r+1/lvl


Level Advancement Tables

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

Remember that all experience earned by a non-human, multi-class character is
divided by the number of classes the character has.  THe experience has
reached his maximum level in a particular class.  A Human dual-class character
only earns experience in his second class.  The character cannot use the
abilitites of his first class until his level in his second class exceeds his
level in his first class.


CLERIC
                                        Number of Clerical
                        Hit             Spells per Level
Level   Experience      Dice            1       2       3
____________________________________________________________
1       0-1,500         1d8             1       -       -
2       1,501,3000      2d8             2       -       -
3       3,001-6,000     3d8             2       1       -
4       6,001-13,000    4d8             3       2       -
5       13,001-27,500   5d8             3       3       1
6       27,501+         6d8             3       3       2


FIGHTER

                        Hit
Level   Experience      Dice
______________________________
1       0-2,000         1d10
2       2,001-4,000     2d10
3       4,001-8,000     3d10
4       8,001-18,000    4d10
5       18,001-35,000   5d10
6       35,001-70,000   6d10
7       70,001-125,000  7d10
8       125,000+        8d10



CLERIC'S BONUS SPELLS

Wisdom                  1               2               3
___________________________________________________________
9-12                    -               -               -
13                      +1              -               -
14                      +2              -               -
15                      +2              +1              -
16                      +2              +2              -
17                      +2              +2              +1
18                      +2              +2              +1

Note: These bonus spells are only available when the cleric is entitled to
spells of the applicable level.  Thus a 4th level cleric with a Wisdom of 18
can memorize the following spells:

                                                Number of Spells
                                                1       2       3
___________________________________________________________________
4th level Cleric witrh 18 Wisdom                5       4       -



MAGIC-USER
                                        Number of Magic-User
                        Hit             Spells Per Level
Level   Experience      Dice            1       2       3
______________________________________________________________
1       0-2,500         1d4             1       -       -
2       2,501-5,000     2d4             2       -       -
3       5,001-10,000    3d4             2       1       -
4       10,001-22,500   4d4             3       2       -
5       22,501-40,000   5d4             4       2       1
6       40,001+         6d4             4       2       2



PALADIN

                        Hit
Level   Experience      Dice
______________________________
1       0-2,750         1d10
2       2,751-5,500     2d10
3       5,501-12,000    3d10
4       12,001-24,000   4d10
5       24,001-45,000   5d10
6       45,001-95,000   6d10
7       95,001-175,000  7d10
8       175,001+        8d10



THIEF
                        Hit
Level   Experience      Dice
______________________________
1       0-1,250         1d6
2       1,251-2,500     2d6
3       2,501-5,000     3d6
4       5,001-10,000    4d6
5       10,001-20,000   5d6
6       20,001-42,500   6d6
7       42,501-70,000   7d6
8       70,001+         8d6


RANGER
                        Hit
Level   Experience      Dice
_____________________________
1       0-2,250         2d8
2       2,251-4,500     3d8
3       4,501-10,000    4d8
4       10,001-20,000   5d8
5       20,001-40,000   6d8
6       40,001-90,000   7d8
7       90,001+         8d8


