Pools of Darkness Adventure Journal

TABLE OF CONTENTS

Important Features                           1
Introduction                                 1
Characters and Parties                       1
    Player Races                             1
    Ability Scores                           2
    Character Classes                        3
    Alignment                                4
    Other Attributes                         5
    Building a Successful Party              6
Combat                                       6
    Combat Map                               6
    Initiative                               6
    Combat Ability                           6
    Attacking                                7
    Combat Movement                          8
    Combat Strategies                        8
    After Combat                             9
Magic                                        9
    Magic-Users                              9
    Clerics                                 10
    Tips on Magic                           10
Magic Treasures                             10
Creatures of the Forgotten Realms           12
Spell Descriptions                          18
Journal Entries                             25
Tables                                      47

<<G:POD_AJ01.PCX:"[GRAPHIC: IMPORTANT FEATURES]">>

INTRODUCTION

For ten years your glorious band has fought Evil wherever it has threatened the
Realms.  Lord Bane has suffered many defeats at your hands and new peace washes
over the lands.  Now your path comes full circle--back to the thriving city of
Phlan.

As your ship arrives, you see the towers of Phlan, where before only ruins
stood.  The slums and decay have given way to new growth.  Boats bob in the
harbor under the watchful protection of Sokal Keep.  In large measure this
prosperity and success was born of your defeat of Tyranthraxus so many years
ago.

As the sails are furled, and the crew prepares to dock, you wonder Where could
adventure be found amongst such peace...

CHARACTERS AND PARTIES

You need a party of adventurer Player Characters (PCs) to play POOLS OF
DARKNESS.  You must choose the following for each character: 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
weaknesses.  To build a party you must make a mix of characters that have the
range of skills needed for success, and then band them together.

Player Races

There are six player races from which you may construct player characters, each
with different talents and limitations.  Tables beginning on page 47 summarize
the racial class limitations and ability score modifiers.  The following
describes each race and tells which classes are open to them.

-- Page 1 --

Dwarves are a cunning race of sturdy workers and craftsmen.  They are
especially resistant to magic and poison.  Dwarves are adept at dodging the
attacks of 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 or bows.  They cannot, however,
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.  Like dwarves, they
are especially resistant to magic and are adept at dodging the attacks of
giant-class creatures.  Gnomes can be fighters, thieves and fighter/thieves.

Haflings 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
racial level limitations or ability score modifiers.  Humans do have the
disability of shorter life-spans than other races.  This may be a problem if
they are subjected to many Haste spells, which age the hasted character 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 described 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).  There are tables
of limitations, modifiers and bonuses starting on page 47.

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.  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.  All racial modifiers are calculated automatically when a character is
generated.

Strength (STR) is the measure of a character's physical power, muscle mass and
stamina.  Fighter-type characters (fighters, paladins and rangers) 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 swords or maces.
Strength also determines how much a character can carry without becoming
encumbered and slowed in combat.

-- Page 2 --

Intelligence (INT) is the measure of how well a character can learn.
Intelligence level can determine the maximum level of spells a magic-user can
cast.

Wisdom (WIS) is the measure of a charter's ability to understand the ways of
the world and to interact with the world.  Clerics receive bonus spells for
high wisdom, and wisdom can determine the maximum level of spells a cleric can
cast.

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, dart, 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, and 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 with Raise Dead spells, and the chance of a resurrection attempt being
successful.  Every time a character is successfully raised, 1 point of
constitution is lost.

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

Character Classes

Classes are the character's professions.  A character must be at least one
character class.  Non-human characters can be more than one class at the same
time.  These 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 memorize any of the available spells
for that level.  The prime requisite for clerics is wisdom.

Fighters can fight with any armor or weapons, but they cannot cast magic
spells.  All fighter-types (fighters, paladins and rangers) gain the ability to
attack more than one time per round when they reach 7th level.  The prime
requisite for fighters is strength.

Paladins are a type of fighter, and 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.  Paladins may
heal two hit points of damage per level once a day.  They may Cure Disease once
a week for every five levels of experience.  For example, once a week at
1st-5th levels, twice a week at 6th-10th levels, etc.  They can use cleric
spells when they reach 9th level, although they can never use clerical scrolls.
They advance in spell-casting ability until 20th level.

 -- Page 3 --

Paladins must be of lawful good alignment, and they will not knowingly
adventure with any evil characters.  They must 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.

Rangers are a type of fighter, and 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.  Rangers can use druid spells when
they reach 8th level, and magic-user spells when they reach 9th level.  Their
spell-casting ability advances until 17th level.  The prime requisites for
rangers are strength, intelligence 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.
Magic-users may add entries to their spell books when every they go up in level
or find scrolls with spells of levels that they are able to scribe.  The prime
requisite for magic-users is intelligence.

Thieves have special skills for opening locks and removing traps, but are
limited to leather armor.  In combat they do additional damage  back stabbing ,
which is described in the Combat section.  Starting at 10th level, thieves can
decipher some magical writing and have a chance of casting spells from
magic-user scrolls.  The prime requisite for thieves is dexterity.

Multi-class characters are non-humans 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 their classes.
Multi-class characters gain all the benefits of all their classes with regard
to weapons and equipment.

Dual-class characters are humans who had one class for the first part of their
career, and then changed to a new class for the remainder.  These characters
use the HUMAN CHANGE CLASS option on the Training Hall menu to pick a new
class.  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 cannot cast
magic-user spells while they are wearing armor, unless they are a
ranger/magic-user dual-class.


Alignment

Alignment is the philosophy a character lives by and can affect how NPCs and
some magic items 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.

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.

 -- Page 4 --

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 are a measure of 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.  A
character gains a hit point bonus to each hit die if his constitution is over
14.

    Note:

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

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.  Hit points on the screen
will never be displayed as less than 0.

Experience Points 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 56 for experience
requirements.

New characters start the game with 1,500,001 EXP, which puts most single-class
characters at about 14th level.

Levels are a measure of how much a character has advanced in his class.  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 9th level thief enters a training hall with 375,000
    experience points (enough for 11th level).  He will leave
    as a 10th level thief with 220,000 experience points--one
    point below 11th level.  Characters cannot train for new
    levels once they have reached their maximum levels
    allowed in POOLS OF DARKNESS.

-- Page 5 --

Building a Successful Party

Forming a strong and adaptable party is a key to success in POOLS OF DARKNESS.
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 is
one sample party:

Sample Party
    1 Human Magic-user
    1 Human Paladin
    1 Dwarf Fighter/Thief
    1 Human Ranger
    2 Human Clerics

This party is balanced for combat, and will advance quickly because most
characters are 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 against evil
foes.  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 gain spellcasting
ability.  Clerics are absolutely essential for their healing spells.

Preparation Tips

Once the party has been banded together, encamp at an inn, ready your
equipment, and 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.

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 a random Initiative number.  Initiative is
generated at the start of each combat round, and is modified by dexterity and
random factors such as surprise.  Characters can act on their initiative
segment, or use the DELAY command to hold action until the end of the round.
Casting spells may take extra time to perform, so often a spellcaster 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 PCs.  The computer controls the actions of
monsters, NPCs and PCs set to computer control with the QUICK command.

Combat Ability

Each character's ability in combat is defined by AC, THAC0/ and Damage.

AC
A Character's 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
readied armor and a dexterity bonus.  Some magic items, such as some bracers,
also help improve AC.

-- Page 6 --

THAC0/
The ability to hit enemies in melee or with missile fire is represented by
THAC0/.  THAC0/ 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 THAC0/, the better the chance to hit the target.

    Note:
    The generation of a random number is often referred to
    as a  roll .  In determining the success of an attack, 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 THAC0/ minus the target's AC.  THAC0/ may be modified by things like
range, attacking from the rear, magic weapons, and magic spells.

    Example:
    A fighter with a THAC0/ of 5 attacking a monster with an
    AC of 3 would need to roll (THAC0/5) - (AC 3) = 2+
    But to hit a monster with an AC of -2 he would need to
    roll (THAC0/5) - (AC -2) = 7+


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 on page 50.

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 only take damage from magical weapons.


Attacking

There are two basic types of attack: 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.
Fighters can sometimes overpower several small foes during melee combat, and
thieves have opportunities to back stab.

Ranged Combat

Ranged combat is firing at distant enemies with weapons such as bows or 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.

Multiple Attacks (Sweeping)

When fighting small creatures, fighter-types may  sweep through several weak
opponents in one combat round.  When a character sweeps, he automatically
attacks all of the available weak opponents.

Back Stabbing

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

-- Page 7 --

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.  Saving throws improve as characters gain levels.

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


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,
but not if he moves slower than any 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.

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.  Characters that flee a combat receive no experience
points for the battle.


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 changed 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 characters into better deployment.  Sometimes
the best strategy is offensive: charging with fighters to close ground and stop
enemy magic and missile fire.  Other times the best strategy is defensive:
moving your characters to anchor their flanks 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.

 -- Page 8 --

Wounded Characters

Characters who are seriously injured should be cured or 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 if 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 spellcasters).  A foe with one hit
point remaining attacks as powerfully as an uninjured one.

If spellcasters are hit in a round, they loose any spells they are preparing to
cast, and cannot cast for the remainder of that round.  Try to keep enemy
spellcasters under attack every round while protecting your own.

After Combat

If one or more characters survive on the battlefield at the end of combat, the
bodies of unconscious or dead party members stay with the party.  If the entire
party flees from combat, all unconscious and deal 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.


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 forms: in a character's memory, in a character's spell
book, on a scroll, or in a wand.  Memorized spells are cast with 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 game time per spell level, plus a
preparation period based on spell level:

Spell Level         1-2 3-4 5-6  7-8 9
Preparation Time     4hrs 6hrs 8hrs 10hrs 12hrs


    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.

-- Page 9 --

Clerics

Clerical magic requires 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 any
preparation, although clerical scrolls also disappear after being cast.

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 tough 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 spellcasters
memorize spells and select REST to allow them to imprint the spells for later
use.  Selecting REST without choosing new spells has the spellcasters
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 or to try different strategies at key points.


MAGICAL TREASURES

As you travel about and encounter the monsters and puzzles that stand between
you and finishing your various quests, you will find magical items to help you
on your way.  You can find magic items in a treasure by casting 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 for 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 cast a set number of a given spell (for example, 10 Fireballs
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 scrolls with the USE command, even if they could not otherwise
memorize the spells.  Scrolls disappear after they have been used or scribed.
Magic-users must cast Read Magic, or have scrolls identified in a shop before
scribing or casting from them.  Also, thieves of 10th level or higher have a
chance of casting spells from magic-user scrolls.

-- Page 10 --

Enchanted Armor and Shields are created by skilled craftsmen and then enchanted
with protective spells.  The power of the magic on this 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 sizes, shapes and potencies.  Sometimes a weapon
will add between one and five to your THAC0/ and damage.  Some 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 objects for magical enchantment.  These items may have any number
of magical properties.  Some items will help your AC, others may fire Magic
Missiles, or offer protection from fire-based attacks.  Once one of these items
has been readied from the Items Menu, a character automatically gains all of
its effects.  The exception to this rule is that certain magical necklaces
require the USE command to work.

Enchanted Clothing can be such commonplace items 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 Items Menu.

-- Page 11 --

CREATURES OF THE FORGOTTEN REALMS


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

Banshee
These evil spirits keening wail strikes fear into the hearts of men.  They
attack with a chilling touch.

Beholder
Also called Eye Tyrants or Spheres of Many Eyes, they are solitary horrors of
great power.  Each of the creatures eyes has a unique magical power, and they
are armored with tough chitinous skin.

Bulette
Also called landsharks, these are the result of a mad mage's experiment.  They
are stupid, irascible and always hungry.

Carrion Crawlers
These are giant, segmented creatures whose eight tentacles can attack once
apiece each round.  Carrion crawlers paralyze their victims and devour them.

Death Tyrant
These are a rare and dangerous form of undead beholder.  They appear as
sluggish, wounded beholders, but still possess some of their original magic
powers.

Dracolich
These are powerful undead dragons whose attacks include a breath weapon and a
paralyzing touch.

Dracolich.
These creatures are the hybrid offspring of rogue black dragons and basilisks.
Dracolisks combine a dragon's breath attack with the petrifying gaze of a
basilisk.

-- Page 12 --

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

Black Dragon
These dragons attack by spitting streams of acid and slashing with razor sharp
claws and fangs.

Blue Dragon
These dragons exhale lightning bolts and attack in melee with claws and fangs.

Green Dragon
These dragons attack with a poisonous breath and are notorious for their
cruelty.

Red Dragon
These dragons are among the most feared of dragon kind.  Their attack is a
withering blast of fire.

White Dragon
These are one of the smaller dragon species and attack with freezing cold
breath, fangs and claws.

Elementals
These are strong, but relatively stupid beings conjured up from their normal
habitat on the elemental planes.  The strength of any type varies, and the
characteristics of each are different.

Earth Elementals
These are powerful creatures who travel very slowly and can be summoned from
earth or stone.

Fire Elemental
These elementals are terrible to behold and can be fierce opponents.  They are
immune to both magical and non-magical fire attacks.

Purple Worm
These are enormous carnivores that burrow straight through solid ground in
search of small (adventurer-sized) morsels.

-- Page 13 --

Giants
These species vary greatly in power and intelligence.  The following are the
types you are likely to encounter:

Cloud Giant
These giants are one of the most powerful races of giantkind.  Some cloud
giants can use magic.

Fire Giant
These giants are brutal and ruthless warriors who resemble huge dwarves and
have flaming red or orange hair, and coal black skin.  Some fire giants can use
magic.

Rakshasa
These evil spirits ply victims with illusion and false civility, but in reality
are cunning fighter/magic-users.

Salamander
These natives of the elemental plane of Fire are immune to all fire-based
attacks.  They are dangerous foes because of their evil nature and their
immunity to all but magical weapons.

Umber Hulk
These subterranean carnivores burrow through the ground with powerful claws.

New Monsters
(The following creatures are appearing for the first time in an AD&D computer
fantasy role-playing game.)

Legend:
AC: Armor Class; HD: Hit Dice; Mv: Movement; Int: Intelligence; Align:
Alignment (N=Neutral, CE=Chaotic Evil); THACO/: to Hit Armor Class 0/; Att:
Number of attacks; MR: Magic Resistance; Dmg: Damage; Spec Att: Special
Attacks; Spec Def: Special Defenses; XP: Experience Points

Bane Minion, Black
AC:4 HD:8 Mv:15 Int: High Size:L
Align: CE THAC0/:13 Att:3
Dmg: 1d4/1d4/1d6
Spec Att: Acid breath, magic
Spec Def: See below XP:3000

Bane created three types of servants to serve his lieutenant, Gothmenes.  The
black minions can breath a stream of acid identical to a black dragon.  They
can see invisible objects and can cast the following spells once per day: cone
of cold, hold monsters, ice storm, bestow curse, slow, and fumble.  They are
immune to fear, poison, death effects, and charm.

-- Page 14 --

Bane Minion, Blue
AC:2 HD:10 Mv:24 Int: High
Size:L Align: CE THAC0/:11 Att:3
Dmg: 1d6/1d6/2d6  Spec Att: lightning breath,
lightning aura  Spec Def: See below  XP: 4000

Like the black bane minions, these creatures were created by Bane to serve
Gothmenes.  They can breathe fire like a red dragon.  Each hit by a red minion
will cause an additional 2d6 of fire damage due to the intense heat generated
by their bodies.  Like black minions, they can also see invisible objects and
are immune to fear, poison, death effects, and charm.

Bane Minion, Red
AC:0  HD:12  Mv:30  Int:High  Size:L
Align:CE  THACO:9  Att:3
Dmg:1d8/1d8/3d6
Spec Att:fire brreath, flame touch
Spec Def:See below  XP:12000

Like the black minions, these creatures were created by Bane to serve Gothmenes.
They can breathe fire like a red dragon.  Each hit by a red minion will cause an
additional 2d6 of fire damage due to the intense heat generated by their bodies.
Like black minions, they can also see invisible objects and are immune to fear,
poison, death effects, and charm.

Giant Cockatrice
AC:3 HD:10 Mv:24 Int: Animal Size:L
Align: N THAC0/:11 Att:1 Dmg:1d6
Spec Att: Petrification attack XP: 2000

These are rare mutated forms of the cockatrice.  They stand eight feet tall and
are even more fierce than the cockatrice.  Due to their size, their diet
consists of small mammals and large lizards.  They are incredibly fast and, due
to their petrifaction attack, extremely dangerous.

Greater Margoyle
AC:0 HD:12  Mv:15 Int: Low Size: M
Align: CE THAC0/:9 Att:4
Dmg: 1d10/1d10/2d8/2d8
Spec Def: Immunity to normal weapons XP:6000

Greater margoyles are cousins of the margoyle.  They both attack with two claws,
horns and a bite, but greater margoyles are stronger and faster.  They can be
found in many of the same habitats as the margoyle.

Greater Otyugh
AC:0 HD:14 Mv:6 Int: Average Size: L
Align: N THAC0/:7 Att:3
Dmg: 2d10/2d10/1d6
Spec Def: Immunity to disease XP:10000

Mages in the Realms have found that otyughs provide excellent defense while
disposing of useless offal.  Since many mages are dissatisfied with already
exists, some have improved on the otyugh.  Except for their great size and
strength, greater otyughs are identical to the otyugh.

-- Page 15 --

Hill Giant, Shaman
AC:3 HD:10 Mv:12 Int: Average
Size: L Align: CE THAC0/:11 Att:1
Dmg: 2d8 XP:2000

A few hill giant tribes have shamans who can cast spells as a fifth level
cleric.  In all other respects, they are identical to other hill giants.

Large Iron Golem
AC:0 HD:27 Mv:9 Int: Non Size: L
Align: N THAC0/:5 Att:2
Dmg:4d10/4d10 Spec Att: Poison breath
Spec Def: Immunities XP:27000

These are larger versions of the iron golem.  They are four times the height of
a normal man.  Like the smaller iron golems, they are immune to all magic
except electrical attacks (which slow them) and fire based attacks (which heal
them), however, their enormous size and strength make them even more deadly
than the iron golem.  Only the most powerful mages can create these
monstrosities.

Pet of Kalistes
AC:-1 HD:13 Mv:18 Int: High Size: L
Align: CE THAC0/:7 Att:3 MR:85%
Dmg: 2d8/2d6/2d6 Spec Att: Poisonous bite, magic
Spec Def: Blink, immunities XP: 14000

These are highly intelligent spiders created by the Marilith Kalistes.  She
uses them as guards and messengers.  Their bite is so poisonous that a target
must save versus poison at -2 or die.  They can see invisible objects and can
cast the following spells once per day: Death spell, Disintegrate, Feeblemind,
Fire Touch, Fire Shield and Charm Monsters.  They are immune to poison, death
effects and charm.

Cryo Snake
AC:5 HD:4 Mv:15 Int: Animal Size: L
Align: N THAC0/:17 Att:1 Dmg:1d3
Spec Att: Cold breath
Spec Def: Immunity to cold XP:240

These fierce snakes prefer to inhabit glaciers and high peaks.  Humans will
rarely confront these beasts unless they move to higher elevations during
exceptionally cold winters.  Their breath is identical to that of a white
dragon.

Pyro Snake
AC:5 HD:4 Mv:15 Int: Animal Size: L
Align: N THAC0/:17 Att:1 Dmg:1d3
Spec Att: Fire breath
Spec Def: Immunity to fire XP:420

This breed of snakes prefers to live in desolate deserts or inside volcanoes.
There they form loose family associations.  Dealing rarely with humans, they
consider people to be another form of prey.  Their breath is identical to that
of a red dragon.

-- Page 16 --

Electric Spider
AC:4 HD:5 Mv:12 Int: Low Size: L
Align: CE THAC0/:15 Att:1 Dmg:2d4
Spec Att: Lightning breath
Spec Def: Immunity to electricity XP:650

Electric spiders can be found throughout Kalistes dimension.  They can breathe
a lightning bolt similar to that of a blue dragon s.  They favor narrow
confines where they can bounce their bolt through a victim several times.

Enormous Spider
AC:1 HD:9 Mv:15 Int: Average Size: L
Align: CE THAC0/:11 Att:1 Dmg: 2d8
Spec Att: Poisonous bite XP:2000

Some spiders in Kalistes dimension grow very large and have great cunning.
Anyone bitten must save versus poison or die.

Gaze Spider
AC:4 HD:5 Mv:12 Int: Low Size: L
Align: CE THAC0/:15 Att:1 Dmg:2d4
Spec Att: Paralyzation gaze XP:420

A common denizen of Kalistes dimension are the fierce gaze spiders.  Any
creature who meets their gaze must save versus paralyzation or become
paralyzed.  Mirrors and other reflective surfaces can be used to turn their
gazes against them.

Stone Spider
AC:4 HD:5 Mv:12 Int:Low Size: L
Align: CE THAC0/:15 Att:1 Dmg:2d4
Spec Att: Petrification attack XP:650

Stone Spiders are one of the common spiders that exist in the Kalistes
dimension.  As large as a Hugh spider, these magical arachnids turn their prey
into stone and bring the stoned creatures to their lair for later feeding.

Walking Trees
AC:0 HD:12 Mv:6 Int: Non Size: L
Align: N THAC0/:9 Att:2
Dmg:4d6/4d6
Spec Def: Immunity to confusion XP:7000

The powers of Moander allow its followers to animate some plants.  When the
Cult of Moander joined with the wizard Marcus and the glabrezu Taleton, this
power was extended to many of the trees of the Elven Court.  The trees are
unintelligent and mindlessly obey the orders of the cult.  They strike with two
large limbs.

-- Page 17 --

SPELL DESCRIPTIONS

First Level Clerical Spells

Bless improves the THACO/ of friendly characters by 1.  Bless cannot affect
characters who are adjacent to monsters when the spell is cast, and the spell
is not cumulative.  This is a good spell to cast before going into combat.

Curse reduces the THACO/ of targets by 1.  The target cannot be adjacent to a
party character or NPC, and effects are not cumulative.

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

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

Detect Magic indicated which equipment or treasure items are magical.  After
casting the spell, view a characters items or take treasure items, and
equipment or treasure preceded by an  * is magical.

Protection from Evil improves the AC and saving throws of the target by 2
against attackers of evil alignment.  The effects of the spell are not
cumulative.

Protection from Good improves the AC and saving throws of the target by 2
against attackers of good alignment.  The effects of the spell are not
cumulative.

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


Second Level Cleric Spells

Find Traps indicates the presence of traps in the party s path.

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 damage from fire attacks and improves saving throws vs. fire
attacks by 3.

Silence 15 Radius magically dampens all sound in the area around the target.
The target character or monster, and all adjacent, 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 be thrown and does normal hammer damage.  Spiritual Hammers
can hit monsters that may only be struck by magic weapons.


Third Level Clerical 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.

Cure Blindness counters the effects of Cause Blindness.

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

-- Page 18 --

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

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

Prayer improves the THACO/ and saving throws of friendly characters by 1 and
reduces the THACO/ and saving throws of monsters by 1.  This is a good spell to
cast before going into combat, but it is not cumulative.

Remove Curse removes the effects to Bestow Curse spells and allows the target
to unready cursed magic items.


Fourth Level Cleric Spells

Cause Serious Wounds inflicts 3-17 hit points of damage on a target.

Cure Serious Wounds heals 3-17 hit points, up to the target s normal maximum
hit points.

Neutralize Poison revives a poisoned person.

Poison causes the target to save versus poison or die.

Protection from Evil 10 Radius can be cast on a character or a monster and
improves the AC and saving throws of the target and all adjacent friendly
characters by 2 against evil attackers.  The effects of this spell are not
cumulative.

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


Fifth Level Clerical Spells

Cause Critical Wounds inflicts 6-27 hit points of damage on a target.

Cure Critical Wounds heals 6-27 hit points of damage, up to a target s normal
maximum hit points.

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

Flame Strike allows the cleric to call a column of fire down from the heavens
onto a target.  The spell does 6-48 points of damage to any target that fails
its saving throw.

Raise Dead can bring back to life one non-elf character.  The chances for
success are based on the character s constitution and how long the character
has been dead.  The raised character will have 1 hit point and will lose 1
point of constitution.

Slay Living is a reversal of the Raise Dead Spell and will kill one target.  If
the target makes its saving throw, then it suffers 3-17 hit points of damage.


Sixth Level Clerical Spells

Blade Barrier creates a whirling circle of razor sharp blades.  Any who enter
the circle suffer 8-64 points of damage.

Harm inflicts terrible damage on any living creature--leaving only 1-4 hit
points.

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

-- Page 19 --

Seventh Level Cleric Spells

Destruction causes the target of the spell to die instantly without a saving
throw.  Creatures with magic resistance may not be affected.

Energy Drain steals life energy away from the target.  This is similar to the
attack of undead creatures such as wights.

Resurrection is similar to Raise Dead, except that it also restores all hit
points.

Restoration returns life energy stolen by Energy Drain spells or the attacks of
such undead as wights.


First Level Druid Spells

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

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

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

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


Second Level Druid Spells

Barkskin causes the target's skin to become tougher and harder to damage.  The
tough skin improves AC by 1.  This is a good spell to cast before combat.

Charm Person or Mammal changes the target s allegiance in combat so that an
opponent will fight for the casters side.  It affects character types (human,
dwarf, etc.) and other mammals.

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


Third Level Druid Spells

Cure Disease removes the effects of diseases caused by some monsters or Cause
Disease spells.

Hold Animal is similar to the cleric spell Hold Person, except that only normal
and giant-sized animals are affected.  This spell will not affect other
monsters or NPCs.

Neutralize Poison revives a poisoned person.

Protection from Fire has different effects depending on the recipient.  If cast
on the druid, the spell absorbs 12 hit points times the caster s level in fire
damage.  The spell dissipates when the damage limit is reached.  If cast on
another character, the spell is identical to the clerical Resist Fire spell.

-- Page 20 --

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 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, and
equipment or treasure preceded by an  * is magical.

Enlarge makes the target larger and stronger.  The higher the caster s level,
the greater the spell s effect.

Friends raises 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 magical protection such as a Shield spell.
This spell casts instantaneously.

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

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 casting Read Magic, a
magic-user may cast any scroll spells or scribe them, if they are appropriate
for his 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 size 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 opens locks.  The spell will affect both magically and non-magically
locked doors, chests, etc.

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% per level of the
caster.

Stinking Cloud paralyzes those in its area of effect for 2-5 rounds.  If the
target saves, 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.

-- Page 21 --

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 attacked after.

Dispel Magic removes the effects of spells that do not have specific counter
spells.  This is a recuperation spell for any characters that have 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--indoors the three squares in each corner
will not be affected by the blast if the spell is targeted in the center of the
screen.  Out of doors, the blast area is slightly smaller.

Haste doubles the target s movement and number of melee attacks per round.
Haste has a short duration, so 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.

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.  Remember: 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.  Damage is halved
if the targets make their saving throw.  A lightning bolt is 8 squares long in
a line away from the caster.  For best results, send the bolt down a row of
opponents.  Lightning bolts also reflect off walls back toward the spellcaster.
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 evil alignment.

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

-- Page 22 --

Fourth Level Magic-user Spells

Charm Monster changes the target s allegiance in combat so it will fight on the
side of the magic-user.  The spell will work on most living creatures.  The
spell affects 2-8 one hit-die targets, 1-4 two hit-die targets, 1-2 three
hit-die targets, or 1 target of four or more hit dice.

Confusion affects 2-16 targets, causing them to make a saving throw each round
or stand confused, become enraged, flee in terror, or go berserk.  Confusion is
most effective when used against a large number of enemies.

Dimension Door allows the magic-user to teleport himself to another point on
the battlefield within his line of sight and the range of the spell.
Magic-users can use it for quick escapes.  Fighter/magic-users can use the Door
to reach enemy spellcasters or ranged weapons.

Fear causes all within its area to flee in terror if they fail their saving
throws.

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

Fumble causes the target to become clumsy and unable to move or attack.  If the
target makes his saving throw, his attacks and movement are halved.

Ice Storm does 3-30 hit points to all targets within its area.  There is no
saving throw.  This spell will even inflict full damage on opponents protected
by Resist Cold.

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

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


Fifth Level Magic-user Spells

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

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

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

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

-- Page 23 --

Sixth Level Magic-user Spells

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

Disintegrate destroys one target.  Some creatures with an innate magic
resistance may avoid the effects of the spell, however, most must make a saving
throw to survive.

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

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

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


Seventh Level Magic-user Spells

Delayed Blast Fireball is a more powerful version of the third level spell and
will go through a Minor Globe of Invulnerability.

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

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


Eighth Level Magic-user Spells

Mass Charm is similar to the fourth-level spell, except that it affects a much
larger number of targets.

Mind Blank is a powerful protective spell that defends the recipient from all
spells that attack a character s will, such as Charm or Feeblemind.

Otto's Irresistible Dance is an enchantment that causes the target to be
irresistibly compelled to dance a wild and frenzied jig.  The target's AC is
reduced by 4 and it will fail all saving throws against magic.

Power Word, Blind will strike a target instantly blind.

Ninth Level Magic-user Spells

Meteor Swarm is a very powerful and spectacular spell, similar to a Fireball.
When cast, four magical spheres fly from the caster s hand towards the target.
Anything in the spell s path receives 10-40 hit points of damage.

Monster Summoning calls forth one or two powerful creatures to fight on the
side of the spell magic-user.  The creatures disappear after the battle.

Power Word, Kill will instantly slay one or more creatures within the spell s
range.  The spell will affect approximately 120 hit points worth of targets.

-- Page 24 --

JOURNAL ENTRIES

JOURNAL ENTRY 1
WHISPER HEARD FROM BEHIND
Don t go through those magical gates that are showing up around the Realm.
They steal your strength.  Too many times through and you to not be able to
lift your finger, much less a sword.

JOURNAL ENTRY 2
THE SCRYING ROOM
The temptation is powerful, the flat, smooth surface of the mirror seductive in
its plainness.  Slowly, slowly, color blooms in the depths.  A face emerges
from the depths, so clear and close...

Those foolish drow! How they could have botched matters to this extent--mortals
loose in my Web Land!

She uncoils an impossible ebony length of smooth, gleaming body.  Scales wink
like gems.  She slithers past a corpse on the floor--unlucky messenger--and
comes around to the side of her chair.  A quick press of fingers against the
arm, and a drawer pops open.  She takes a key on a fine silver chain and loops
it around her neck.
I m going down to the Treasure Room.  I am not to be disturbed for any reason.
Leave the spare key where it is,  or you to end up-- a contemptuous nod toward
the body-- like him.
The Mirror darkens and the slave nods.  That s it then.  Find the key, go down
to the Treasure Room, and kill her! He looks odd, fidgety.  Finally, he bursts
out, And die! She knows you re here, so go down through the kitchen to the
larder.  That s best.

JOURNAL ENTRY 3
ELMINSTER S LIMBO LECTURE
As ye know, I have opened this path for ye so that when ye travel through the
pools, Bane will not sense thy presence. but this does have its disadvantages.

For one, I have found that when magical objects travel from here to the outer
dimensions, they do not usually survive the passage.  The chaotic winds of
limbo corrupt that which is magic and only the strongest of magic's can survive
the passage without perishing.
I will hold thy items here until ye return to the Realms.

JOURNAL ENTRY 4
THE VESSEL OF MOANDER
The temple s alter is a great bowl of stone suspended in the air alongside the
tower.  It currently overflows with a sickly green fluid--the lifejuice of
Moander.  Spouts and gutters around the bowl catch some of the oily ichor and
funnel it down to the tower s dark fountains.  The rest spills out into the
air, and settles as a foul haze upon the Elven Court far below.  The vessel
seems to be moving slightly, but then you realize that it is fixed in the air.
It is the tower which sways in the chill breeze.

-- Page 25 --

<<G:POD_AJ26.PCX:"[GRAPHIC: JOURNAL ENTRY 5]">>

JOURNAL ENTRY 6
TAVERN TALE
The man, if man he be, came with eyes aflame.  Red as the sword he carried, he
cut through our village and left not a soul alive.  I saw him riding away after
he'd done his work.  I was hunting and so spared, but what now? I've got me no
home, no family.  All I've now is a vow, and my bow to carry it through.  I m
for the Dragonspine Mountains now.  A sorceress told me I'd find his hole
there.

What he wanted? I haven t a notion.  We've had peace for so long, and now the
evil has descended twicefold.

JOURNAL ENTRY 7
THE GATEWAY INTO DARKNESS
Power thrums through the room.  Power crackles in the air, making hair stir,
making skin tingle.
A giant statue of Kalistes herself dominates the center portion.  She is huge,
commanding, her tail coiled beneath her, her skin gleaming like jet.  Three of
her hands brace an open arch, inside of which swirls a sickly green mist.  Her
other arms point toward the far end of the room.
Standing against the wall are three more arches, but instead of the green mist,
these are filled with visions of home: the first shows a forest at night, with
tree trunks like dark towers against an even deeper black.  The impression of a
faint, clean, cool breeze washes through the room.
The second doorway shows a small village--or what is left of one.  A few
cottages still stand, but many are burned-out ruins.  Once again, night reigns.
The third door shows moonlight playing on waves.  An ocean shore.  The water
still looks clean, untainted by evil.  For now.
But Kalistes is pointing to them.  A voice seems to ring through the room.  I
want those lands.  I want them.  Get them for me, my children.  Get them for
me.

JOURNAL ENTRY 8
THE WOMAN SPEAKS
I am Shal, a fighting-wizard of New Phlan.  Did you know our city is held here,
buried under the black tower? Marcus hopes to subjugate it, but we resist!
During one of his sorties I was captured and taken up the Tower, where I have
seen ghastly sights? Bane clerics are dismembering the vast corpus of the
forgotten god Moander.  They use its power to make trees walk, and to animate
pieces of the dormant god.
I have long studied the Cult of Moander.  So they tried to convince me to help
them, but I resisted.  They, ah, robbed me of my magic and imprisoned me here.
Friends, we must go up the tower and stop the foul works that will soon march
against helpless Phlan.  Take me to face Marcus, and he will fall!

-- Page 26 --

JOURNAL ENTRY 9
TROLL TOSS TAVERN
Ways back, a group of trolls and ogres used this building to toss sacks of
grain around.  If a body happened by, they d toss em about as well.  Them s
came to be killed, of course, by heroes such as yerself, but we hire on some
ettins to keep the tradition going.  It s a lively sport, though a mite
dangerous.

JOURNAL ENTRY 10
THE CHESS BOARD OF MARCUS
You shudder at the host of dark knights, evil bishops, twisted mages and
myriads of grotesque pawns that radiate out from the Elven Court, touching
Mulmaster, Zhentil Keep and Myth Drannor.  Tall in the center is the grave
image of Marcus, dressed as a Banite cleric.  And beside him, a proud mage
queen--who looks amazingly like Shal!

JOURNAL ENTRY 11
TORN PAGES FROM A BOOK OF RELIGIOUS RITUALS
After praying, one must touch the essence of the air by inhaling the heady
vapors of the rare incense, taliesen.  This allows contact with the first
elemental plane--Air.
The Plane of Water is then contacted by drinking of the waters consecrated to
Tyr himself.  Earth and Fire come late in the Tests of Torm and Ilmater.  The
Vessel of Purity and the Spirit Flame are guarded by eternal guardians.  Take
the items of Earth and Air to light the Lamp of Vigilance.  The Lamp shall make
a bright and good place in the world even when all else is dark.

JOURNAL ENTRY 12
FIRE GIANT MAGE THANKS YOU
"I must thank you for eliminating that simpering fool of a hill giant.  It is
unfortunate that the steading can no longer recruit troops, but my army is
already sufficient to control all of the lands north of Moonsea.

"Thanks to you, my power is now assured.  Even Thorne's dragons will
acknowledge my power.

"However, your usefulness is at an end.  Take this reward and leave.  If you go
any further into my cave, you will be dealt with harshly."

JOURNAL ENTRY 14
LOCASTE'S ARRIVAL -- CONTINUES
Locaste gives a great cry, and the party halts before what appears to be an
unbroken wall of tightly-packed gossamer.  It shimmers in the pale light.
Locaste's mount rises up on its rear four legs and waves the others, both drow
and spider, about, its face a mask of fear.  Locaste drives it down with a
word.  Even from a distance, her jaw appears set, and her eyes burn fiercely.
She waves back her escort, many of whom take the opportunity to simply turn
around and ride away.  She holds up both hands, palms out, and waits.

 -- Page 27 --

After a breathless eternity, the gossamer wall erupts.  Spiders of all shapes
and sizes squeeze their way through, or leap off the top, or pop up through
trap doors and scuttle toward her.  Her escort turns and runs, but Locaste
waits.  Two Pets appear among the spiders and approach Locaste in a slow,
almost stately sidelong march, tossing aside the unlucky spiders that get in
their way.
They stop in front of Locaste.  They sway back and forth, legs waving about,
thousands of eyes glittering, then they turn and disappear back into the wall.
Locaste clenches her raised hands into fists and screams as the rest of the
spiders continue their advance.

JOURNAL ENTRY 15
ELMINSTER'S EXPLANATION
"Ye I have chosen as the mightiest heroes of these regions to lend me aid
'gainst Black Lord Bane.  I was fortunate to learn of Bane's plotting by way of
my art.  This time he means to do more than his usual meddling--he seeks total
dominion over the very dirt of the realm.  He has plotted well, and darkness
now reigns over Moonsea and the plains of Thar.  This is great evil, forsooth,
but I fear that if he is not stopped here, he will spread across the land as
forcefully as the tide rises over the shore.
"We are now in the plane of limbo, astral source of absolute chaos...and so too
is Bane! I followed him here with aims of his undoing, but well is he hidden in
the shifting madness.  Somewhere he has made a crossroad between the dimensions
for the use of his allies.  This too, I can do for ye.  The way between pools
lies now through limbo.  When you enter the pools, I will use my power to
enable thy passage.  But know that only my presence here makes this possible.
If I were to leave this place, or perish, the path would be closed, and Bane
would rule here, as well as over Moonsea.  Such is my limit, but I will aid ye
as I can.
"I now send ye back to the darkened plains.  Find the servants of Bane, for
they are his hands.  Destroy them! But beware, for they are great powers.  Help
those who ye may--allies can but further us.  Go now, and may thy skill
prevail!"

JOURNAL ENTRY 16
THE WATCHER'S STORY
"What am I doing here? I am the Watcher, here by decree of the Council of
Elvis! With me rests the supreme responsibility of keeping Moander forever
trapped in this dimension.

"Oh, I'll not deny there is mischief afoot.  We've all seen the signs.  But
what arrogant fools to think you could help! You lack the cleverness and
fortitude to do anything but interfere! Do us both a favor and heed the fate of
your friends.  Leave! Now!"

JOURNAL ENTRY 17
ELMINSTER SPEAKS OF KALISTES
"I have met Kalistes before, and beware! She is a power to be reckoned.  It is
good that ye did destroy her paths into the Prime Material, for it is sure that
she meant to send her children into the Realm.  These Night Spawn are her
strength, but know that they are her maternal weakness too.
"I sense that the powers that have robbed the sun from Moonsea's sky lie beyond
this portal.  Kalistes is an agent supreme of Bane, so in all probability it is
she who controls this force.  This is but a guess, but 'tis my best."

-- Page 28 --

JOURNAL ENTRY 18
ARCAM'S PRISONER SPEAKS
"Your power scares Arcam! The great gasbag cannot flee quickly enough! He
wanted me to urge you to go back to Phlan, my home.  He hoped you would die
there, or at least give him time to organize his defense.  I refused." She
draws a shuddering breath. "Instead, I urge you not to rest until fiendish
Arcam is no more! Then help your allies."

JOURNAL ENTRY 19
HIDING IN FRONT OF THE GATE
Rank after rank of haggard men and women stumble toward the gate.  Their eyes
are lost, their faces slack.  None are bound or shackled in any fashion.
Suddenly a tall human moans and lurches sideways.  A drow guard grabs him and
pulls him roughly about.  She raises a needle-fine dagger, its tip glinting
with some ruby liquid, and jabs it into his neck. "That'll quiet you down", she
sneers.
Another guard laughs. "Why not just let him fry between the gates?"
"Because--" shoving the now-docile human back into line -- "That would be too
nice."

JOURNAL ENTRY 20
BARD'S TALE
The bard sets himself down on a log.  He looks at you long and searchingly.
"Fair folk you seem, uncommon in these times.  Mayhaps you've an interest in
what I've seen.  Auril, that's what I've seen.  The Frostmaiden is walking the
lands of men and leaving icy death in her path.  The mountains west of Thar,
which are locked in sheets of ice and snow, seem to be her favorite haunt and
it was there I saw her, near Gramble's Climb.
"For all her evil, she is beautiful still.  She left her mark on me in more
ways than one." He opens his shirt to reveal a snowflake tattooed in woad
across his chest. "She is seeking the Red One.  Together, they will visit such
destruction on the Realms as has never occurred."

JOURNAL ENTRY 21
SEEN IN THE MAGES' DEVICE
You see a Glabrezu, his dog-like head snarling and his fangs dripping, standing
in a large chamber with red, fleshy walls.

JOURNAL ENTRY 22
INNKEEPER TELLS OF GRAGNAK ULFIM
"Well, you musta heard 'bout the wedding, but you may not know the real story.
Truth is, there's more than one here from the old Phlan.

-- Page 29 --

"A certain Gragnak Ulfim also's here.  Some say he's as powerful as Cadorna
hisself, but don't you believe it.  He's just a sorry sot what's been had by
that vixen Sasha.  But he's done for her one better and she knows her place
right sure now."

<<G:POD_AJ30.PCX:"[GRAPHIC: JOURNAL ENTRY 23]">>

JOURNAL ENTRY 24
THE BANITE'S CHANT
"Into
The Labyrinth!
Left step
Right step
Step step
Left left.
Into
The Labyrinth!"

JOURNAL ENTRY 25
SASHA
"I was once the council clerk here in Phlan, as you may remember, and I am well
versed in dealing with trouble.  When Phlan was infested with corruption, I was
intimate with all the details of our city's liberation.  When the Black Circle
hounded me in Verdigris, I managed my escape.  These are just a few of the
reasons I was chosen as the new council member.  I believe I have done my part
in restoring Phlan to its present state.
"I say these things, first, so you will know there is no trouble to be found
here in Phlan; and second, so you will not think you can manufacture your own."

JOURNAL ENTRY 26
THE BOOMING VOICE
"Those of you still squirming will regret every moment I am called away from my
great spell.  You will envy those already safe within the icy clasp of Lord
Bane.  For I have released my keen-eyed pet into the corridors of the Tower.
Meet the Gelt."
The great voice dies away with a chuckle.

JOURNAL ENTRY 27
AEGHWAET
"My name is Aeghwaet.  I have lived here for the past 3,500 years, finding the
environment most congenial to my health.
"Recently, however, evil spawn have invaded my home.  They are taking huge
quantities of Moander's flesh and I do not know why.  It is no longer safe to
live here.  Not only are there foul creatures constantly about, but Moander's
body is beginning to fight back.  Bits of flesh prowl the open wounds, and they
make no distinction between those causing the harm and me.
"I cannot hide much longer, yet if I leave, it will mean the end of my extracts
and my life in a few short years."

-- Page 30 --

JOURNAL ENTRY 28
THE MIRROR OF KALISTES
The table is made of black marble.  Veins of white quartz run through it,
catching the light and breaking it into coruscations of color, rainbow threads
weaving across its surface.

On the table are two items.  The first is a simple porcelain basin, its finish
smooth, depthless.  The basin is filled with some sort of heavy liquid, its
surface like quicksilver.

Next to the basin lies a short wand, about the length of a man's forearm.  Its
shaft is made from a single quartz crystal.  At first the crystal appears gray
and impure, but on closer inspection the gray resolves into separate strands,
as though a web has been spun inside.  The crown of the wand is a blood-red
stone.  Power throbs within, beckoning.

JOURNAL ENTRY 29
CAPTAIN OF THE CHALLENGE SHIP
"There is an island not far from here.  Many adventurers have entered its
confines seeking fortune and glory, but no one has ever returned.  A letter
came into my possession not long ago which speaks of a great Mystery.  I have
become determined to discover what this Mystery is and so I come to you.
"Your reputation precedes you.  Many say you are the greatest heroes the Realms
have seen.  I say to myself, if anyone can penetrate this Mystery, it will be
you.
"I will not give you false hopes and I do not know what dangers you will face,
only that they will be great.  It is said that the island will remain
unconquered for all time, but that is a challenge to try if I ever heard one."

JOURNAL ENTRY 30
SEEN IN THE MAGES' DEVICE
You see a large army moving through a cavern where the wind howls.  A
thunderous beating makes the soldiers hold their hands to their ears.

JOURNAL ENTRY 31
KARDAL SPEAKS
"Sasha sent me here to assess the threat from this quarter.  I fear it is
great, but I've learned little.  It seems the only way to get close to those in
command is to prove yourself fierce and unflinching in battle.  I'm sure you've
noticed the many street brawls.
"All I know for certain is that a massive army has been assembled and is ready
to move, though I've heard rumors of a 'Gathering'.  Of what, or for what, I do
not know.
"If you could penetrate the inner steading, perhaps you could discover this.
There is a group of cloud giants in that private room who already have a deadly
reputation.  If you defeated them, you would gain instant recognition and an
audience with the hill giant shaman.  Alas, my strength is not up to the task."

JOURNAL ENTRY 32
VOICE THROUGH THE GATE
"I will not open the gate for you.  If you are who you say, then you do not
wish to enter.  For beyond this gate is the city of Phlan, entombed here by
some mighty spell, and besieged by fearsome monsters that sally through this
very gate.  If you would aid us, here is a task for you.  A high mage was
captured from among us.  Her name is Shal.  She had made long study of the dark
god Moander, and proved most ingenious in defeating its minions.  Find and free
her, I urge you!"

-- Page 31 --

JOURNAL ENTRY 33
VALARDIS TELLS OF HIS CONTRACT
"Yeah.  He gave me this dagger and this rock, and told me to meet him at the
alter and he'd signal to me which elf I'm supposed to kill.  Then I'm to follow
him into some room--Wait, don't touch the blade--that's deadly.  Coated with a
poison the Master Assassin would kill for.  And the rock is something I'm
supposed to wear before I follow my target into the last chamber.
"Don't give me those high and mighty looks.  I helped you get in here, didn't
I? We all have to make a living, and Daris has already paid me good money to do
my job.  I intend to do it.
"Besides, I'll bet you've left a few bodies lying around yourself."

JOURNAL ENTRY 34
THE KI-RIN SPEAKS
"My horn was the focus of a great magical power with which I was entrusted, a
power that helped hold evil in check.  I came to the Dragonspine Mountains when
I sensed the evil growing here, only to find myself too weak to counter it.
"When Thorne took my horn, he took the magic as well and used it to turn the
skies chaotic.  Those storms will no longer plague the Realms, but my horn was
just one of the three powers working evil in the Realms.  If the Realms are to
be saved, you must turn those powers against the one enemy."

JOURNAL ENTRY 35
STORM'S STORY
"When the cities disappeared and the world grew dark, we were all frightened,
and clung together for comfort.  It was not enough to save us.  By ones and
twos and sometimes whole families, we began to disappear--taken as slaves by
the drow.
"My sister was captured.  She is a child, just a child.  I followed the slave
train, and crept into her pen to try to release her, but I was captured as
well.
"The drow took us to their slave pens, and from there, my sister and I were
taken, along with many others, toward a hall.  Behind me I heard keening
intermingled with shouts of great joy.  I had heard from an old human woman
that some of us would be culled from the group and killed to make an evil
potion.  I cursed such a fate, but I prayed that, for my sister's sake, the end
would be swift.
"Instead, we were led through the temple, and half of us were pushed through a
door, while the rest of us were driven through the dimensional pool into this
world of webs.  The drow overseer jeered at us. 'Lucky, lucky, luckiest of
all', he said. 'You will serve the great Kalistes herself.  Or be served to
her, depending on what tasty morsels you are!'
"I could not bear this thought.  I watched for my opportunity and escaped the
slave train, but I was not able to bring my sister with me.  Take me with you.
I'll help you fight Kalistes, anything to save Arta."

-- Page 32 --

JOURNAL ENTRY 36
MABRIL SPEAKS
"The black elves dragged me from my farm in one of these wagons.  They take
everyone down to their dark city.  A number of us made a break, and got about
halfway out before a big fight.  A wall came down on me and they didn't catch
me.  And a little woman, a halfling, escaped too.  But she wouldn't get in the
wagon, she still wanted to fight.  She's still down there--you should help her.
She can't hold out for long!
"You'll never get in the way the wagons do.  But you might want to follow a bad
robe--a cleric-- to get in.  They have their own paths."
He draws a map of a section of the underground city:

<<G:POD_AJ33.PCX:"[GRAPHIC: MAP]">>

JOURNAL ENTRY 37
THE ALTER ROOM
A magnificent alter spans the far wall--a shrine to night and all its spawn.  A
giant silver web stretches from the floor to the full height of the vaulted
ceiling.  The full moon hangs in the web's center, but it is not the full moon.
It is the belly of a giant spider, pregnant with evil, pulsing with hideous
life.  The spider waves its legs wildly about as if casting about blindly for
prey.
Below this apparition stands a young drow.  He is naked, his dark skin gleaming
in the light of the obscene moon.  He holds a dagger to his lips and stares
upward, transfixed.
Locaste stands next to the drow youth, her hands raised above her head, her
eyes mere slivers of shining white visible through slitted lids, her robes
shimmering in the dark.  Balia and Daris flank her, their eyes closed, their
faces ecstatic.  Daris carries a crystal wand.  Daris, as well as the rest of
the supplicants, is guarded by drow.

JOURNAL ENTRY 38
THE STEWARD OF THE TEMPLE
"Welcome, drow, welcome.  Whether you be candidates for a great honor, or
supplicants before our Lady, be welcome.  I give you good news.  Soon, the
Night Spawn, the invincible children of our Lady Kalistes, will come to the
Temple through the Gateway to Darkness, and we may all have the honor of seeing
them on their way to do battle for Kalistes and Lord Bane.  Hurry, hurry.  You
will never see the like again."

-- Page 33 --

JOURNAL ENTRY 39
CHAMBERS OF ARCAM'S CHANCELLOR
In the center of the vaulted room, squads of mercenaries shuffle to attention
before a towering dais.  Here, flanked by iron golems, an old man in fine robes
surveys a desk covered with chess pieces.  Occasionally he will move a piece,
and bark instructions to a mercenary leader. "Dralbon! Off to Ironfang Keep!"
Margoyles leap up to ensure the commands are promptly obeyed.
Then you see a great orb moving in the shadowy arches beyond the dais. "Watch
for the white knights," it hisses, chillingly calm. "Deflect their attack."

JOURNAL ENTRY 40

THE SLAVE REVEALED
"Excellent.  I couldn't have done it better myself.  My master will be most
pleased.  You did away with one of his greatest enemies and captured one of his
most desired prizes, all without him needing to sacrifice a single one of his
own.

"Yes, I was carefully chosen, and trained for years before I could even
infiltrate this den of excess.  But my stay is over now, as soon as you hand me
that Ring."
His gaze darkens. "You wouldn't be thinking of denying me, would you? I promise
you, my master trained me well.  This creature--" he prods at Kalistes' still
form with a toe-- "was a blundering, graceless idiot.  No subtlety.  No art.
No depth.  But I promise you, Tanetal has all this, and he's gifted me with
enough to deal with the likes of you."

JOURNAL ENTRY 41
ELMINSTER'S EXPLANATION
"Bane must indeed be desperate to entrust his Talisman to one of his
lieutenants--even one as powerful as Tanetal.  True, it is a great source of
power--this time used to twist and animate the very plants of the Realm, but
also it is the key that may lead to Bane's defeat.
"It acts as a key to his very own Dark Dimension.  I hoped but to weaken him in
Moonsea--to force a balance--but now with the Talisman, I think we may be able
to drive him off entirely.  Find the gate to Bane's Realm, and we may prevail!"

JOURNAL ENTRY 42
DROW PRIESTS SPEAK OF THE GATEWAY
"I just hope Locaste can tell Kalistes to be careful with her children.  Now
don't misunderstand me, I want the Night Spawn to fight for Kalistes and for
us, but I hear that sometimes they don't just fight the enemy.  What if
something were to happen to the Gateway, and the Night Spawn came in, but
couldn't get out?
"Oh, go ahead.  Report me for a blasphemer.  But hand me the vial of antidote
first, I think that boy got bit and didn't tell anyone."

 -- Page 34 --

JOURNAL ENTRY 43
HUNTSMAN'S TALE
"I am Elgin, a hunter, and the last of our village still alive.  First dark
elves raided from the north, carrying away any they could capture.  Then the
forests came alive around the tower to the east.  When the walking trees came,
we were finished.  Our people were all crushed or run off to the woods
southwest near Myth Drannor.  I do not know what the survivors face there, but
at least they can be assured that a tree will act like a tree!"

JOURNAL ENTRY 44
THE EYES OF KALISTES
"I thank you for the lives of my sisters.  My own curse matters little to me
now, knowing that they yet live to fight this evil.
"With their faces in my heart and their strength in my soul, I tell you this.
To enter Kalistes' Parlor and live, you need two things: the Ward of Safe
Passage and the Amulets of Stillness.  The Ward is carried by the highest mages
of the drow when granted an audience with Kalistes; her Pets recognize it and
allow the bearer to pass.  The amulets hide the wearer from spiders.  With
these items, you have a much greater chance of gaining entrance into Kalistes'
Parlor.  Without them you will die in seconds, instead of minutes.
"You may find these talismans in the Testing Ground.  Go there first if you
hope to complete your mission.  But, before you leave me, one task is left to
you to aid your mission.  You must kill me."

<<G:POD_AJ35.PCX:"[GRAPHIC: JOURNAL ENTRY 45]">>

JOURNAL ENTRY 46
WHAT YOU HEAR
"Into
The Labyrinth!
Left step
Right step
Step
Left left.
Into
The Labyrinth!"
The sergeant bawls, "Now, you veeping scalawags, how do you get out? The
soldiers chant,
"Out of
The Labyrinth!
Right step
Right step
Step step step!
Out of
The Labyrinth!..."

-- Page 35 --

JOURNAL ENTRY 47
SAGE'S UTTERANCE
"I offer my congratulations for thy victory over Thorne.  With the Horn of Doom
safely out of Bane's grasp, the storms will cease over Moonsea.
"Previously, these tempests have prevented our allies past the mountains from
entering these lands.  Even now, an army marches from Tilverton, and ships
raise sail in Tantras.  Both forces are far, but at least now they may draw
closer.  Aid is coming to the regions!"

JOURNAL ENTRY 48
BOOK EXCERPT
"Marilith have but one fatal flaw, one chink in their armor--the drive to
preserve their children is greater than to preserve their individual lives.  As
a lone Marilith is often the key strategist in a campaign, killing him or her
is often all that is necessary to deal a crushing blow to your enemies.
Therefore, search for the children.  Threaten them, and the parent you seek
will come."

JOURNAL ENTRY 49
KARDAL'S DYING WORDS
"The Gathering," he gasps. "It is of dragons.  Unheard of numbers.  Ready to
descend on the Realms.  Must stop them.  Led by Thorne.  Terrible..." His voice
trails away with his life.

JOURNAL ENTRY 50
BANE REVEALS HIMSELF
"Kalistes, Thorne, Tanetal, they are pawns! I have sent Death to the Realms, a
rider in red with a sword of flame.  None shall stand against him.  You waste
your time as the world falls about your ears.  So by all means, continue in
your vainglorious deeds."

JOURNAL ENTRY 51
DARIS TRANSFORMS INTO A DRIDER
"It was as horrible a sight as I'm ever likely to see, and I've seen some
sights in my time.  Daris thought he'd get away while we fought the guards, but
after we won past them we made our way, quiet as whispers, after the Mage.  We
needed the Ward of Safe Passage to get into Kalistes' Parlor.
"The chamber was dark.  We heard footsteps ahead--you can imagine how upset
Daris, an elf, must have been, for us to hear his footsteps.  But they stopped,
and we thought we'd lost him.  Then he screamed.
"The whole chamber lit up with the glow of Shest's eyes, and we could see Daris
before us.  He was shuddering and wailing, and he dropped the ward to grab at
his dagger.  But he was too late.
"The whole lower half of his body ballooned outward, and legs began to sprout,
ripping through his robes and scrabbling on the flagstones, while his arms
flailed in the air.  He scuttled back and forth through the chamber, while we
ducked back down the corridor, hiding behind columns, in niches, anywhere we
could.  We listened to the scrabbling and moaning for quite a while, then what
he'd turned into rushed past us without a glance.
"Nothing for it but to sneak back into the chamber and find the ward.  Too bad
Shest was still there."

-- Page 36 --

JOURNAL ENTRY 52
HILL GIANT'S JOURNAL
The fire giants have become dangerous and I fear we hill giants will lose our
long time home as well as any claim on new territory.  The fire giant mage
thinks she can outwit Thorne.  The fool! She will bring Thorne's wrath down on
us all.
I have sent spies to their cave, and am awaiting news.  With luck, the fire
giants will soon be drumming a different beat.

JOURNAL ENTRY 53
FIRE GIANT MAGE OFFERS A DEAL
"There have been distressing rumors out of Zhentil Keep lately.  I think
Manshoon has designs on the lands as far east as Thar.  This does not sit well
with me.  Eliminate this annoyance, and I will pay you handsomely."

JOURNAL ENTRY 54
MODTHRYTH SPEAKS
"By order of Thorne, all conflicts between dragons shall be settled by single
combat to preserve their numbers.  The victor of these combats is entitled to
any treasure left by the defeated dragon.
"Any who interfere with or assist a combatant will forfeit any and all
treasure."
Modthryth looks up from the scroll, adding, "I shall also consider the winner
of any combat for transformation into a dracolich."
Modthryth signals the contest to begin.

JOURNAL ENTRY 55
LACOSTE'S COMMAND
"Go now to the antechamber.  By the Mirror of Kalistes you will find my ward of
safe passage to her Parlor.  Bring it to the alter room, for I will have need
of it after the ceremonies.  Shest told me he senses blasphemers in our midst,
and I must go to Kalistes to ask her aid in hunting them down.
"Would that I might leave now, but Hern is ready and cannot wait.  He must try
his will against the Great Spider.  Let his fate be swift and just."

JOURNAL ENTRY 56
THE TEMPLE OF TRANSFORMATION
Beyond the arches, evil groups huddle in rapt contemplation of something to the
north.  This must be what Shal called the Temple of Transformation, where bits
of Moander's body are cleaved away, and spill from the Vessel of Moander.
Devotees of Moander and Bane await their portion.  Lost in their worship, no
one seems to notice you.

JOURNAL ENTRY 57

TRAITOR'S GATE
"You might wonder at this gate's odd name, many do.  It was named after the
last of the Cadornas, Porphrys.  The Cadornas owned the great textile house
which made them a very wealthy and influential family.
"Porphrys advanced to rule the council, and many respected and trusted him.
People had forgotten that he was cursed as a child, possessed by the spirit of
fire.
"In manhood, he made pacts with the Zhentarim and other evils, if you can
believe it, wanting even more power.  But a party of heroes put an end to his
menace.  They were quite like yourselves, perhaps you know them?"

-- Page 37 --

JOURNAL ENTRY 58
HERMIT
"I came here to get away from the evils of the world, but there's no escape.
They hound me and hound me.  The cultists would kill me if they didn't think I
held the secret to controlling the bits of Moander.  I would almost welcome it.
"But you seek to destroy Tanetal, eh? I'd welcome that the more, for then I
would have some peace."

JOURNAL ENTRY 59
MANSHOON GLOATS OVER HIS CAPTIVES
"You presumed to think that your puny efforts could distract me? Without a
pause my great intellect has folded you into the solution for larger problems.
I wish to gather higher tribute from the drow.  In my tomes I have found the
name of a creature who will help me subjugate them--and the dreary fool Marcus,
and that imbecile Arcam, too!
"You will help me welcome my new friend! Here in my conjurer's circle, he will
dine splendidly on your bones." Words spill from his lips as he begins the
incantation.

JOURNAL ENTRY J60
INNKEEPER TALKS OF THE MONUMENTS
"Them monuments they building in the square? Word is they're living tombs for
old master Gothmenes' foes.  Eternal prisons filled with treasures and dreams
what can't never be used."

JOURNAL ENTRY 61
GREEN DRAGON SPEAKS
"The vampire's blood was not easy to come by, and I know you need it for
creating the next dracolich.  You will remember that when you choose who is to
become that dracolich."
"You have proven yourself twice over," answers Modthryth. "I will not forget."

JOURNAL ENTRY 62
GRAGNAK ULFIM SPEAKS
"Sasha spurned my love.  I offered her everything--a place at my side, power,
wealth--but she would have none of it.  She said my association with the Black
Circle made me repulsive.  How was I to know? I was their victim as well; but
she said I was a coward.
"I was so filled with anger and jealousy! Then Cadorna came to me and I hit
upon a plan.  If I rescued her from Cadorna, she would think me a hero; she
would be mine.  But Cadorna was too strong with Gothmenes aid and again I am
duped by those I hate, and accused by those I love!"

JOURNAL ENTRY 63
VALA EXPLAINS
"The Vaasans are using earth and fire elementals to create a massive tunnel for
their armies.  With the passes blocked, they have no other way to reach the
Moonsea.
"The elementals are drawn to the power of the Oakroot Staff, the World Stone,
the Crucible of Flame, and the Lindenwood Staff here in the ruins.  These
artifacts were created long ago by a wizard from Thar."

-- Page 38 --

JOURNAL ENTRY 64
DAVE SPEAKS
"Welcome great heroes.  You have over come the evil of Bane and restored the
Realms.  Now you have a simpler task--survival.  Wend your way through this
maze and locate the exit.  Of course, you may encounter a few challenges along
the way.  Survive or not, it is up to you."

JOURNAL ENTRY 65
PAGE FROM THE HIGH PRIEST'S JOURNAL
The Times of Woe are upon us.  Darkness has overwhelmed the sun and the
catacombs below are overrun with shades.  We have taken to going about the
temple in groups of three or more.  It is unsafe otherwise.
Now, a vision of a long-dead legend haunts our belfry.  She won't allow us to
ring the bells to gather our flock.  Many tried and have disappeared; even our
most stalwart priests have tried, but all to the same end.
Tomorrow, we leave to gather the common folk in the temple's vicinity and lead
them to safety.  I pray for our safe return as well.

JOURNAL ENTRY 66
FIRE GIANT MAGE YELLS AT ASSASSINS
"You did not fulfill your contract.  Other, more capable hands, did the work
for you and I gave them the money.  If you want your money, you will have to
talk to them.
"Do it quickly, though.  I shall launch my forces soon, and the sweep through
the countryside will take them as well.  Bane will have me to thank for
establishing strongholds.  Having his good favor, Thorne will not dare to
interfere."

JOURNAL ENTRY 67
SPEECH TO WHITE DRAGON
"Worshippers will pay great homage to you.  They will give you treasure and
make sacrifices to you.  Already, you are a mighty dragon, but as a dracolich,
none shall stand against you.

"As soon as I gain a potion of invulnerability, I will be ready to perform
the transformation.

"If you agree, you can be the next and most powerful dracolich."

JOURNAL ENTRY 68
INNKEEPER'S WIFE'S REPORT
"Forgive my intrusion on your quarters.  I meant to be done with my cleaning,
but felt the need to rest a moment.  My husband and I have been running this
house under severe duress for some time now, and I am weary.

"Evil seems to be on the run, but still we battle on.  How much longer either
side can hold, I do not know.  What I can say is that dark Mulmaster city seems
to carry on with an invigored desperation.

"Many of those cursed banite priests have been afoot.  They search for 'the
dangerous ones'.  On what reasoning, I do not know.

"We dispatch them as we are able, but our position is tenuous.  For our safety,
we aid as many as we harm.  I fear that for the good, something must happen
soon."

-- Page 39 --

JOURNAL ENTRY 69
SEEN IN THE MAGES DEVICE
You see a great army of elves engaged in battle with Moander.  The elves loose
a tremendous arrow, laced with magic, and it lodges in Moander's heart.

JOURNAL ENTRY 70
DYING DRAGON
"Modthryth abuses the power Thorne gave him.  No more is he simply acting as
Thorne's lieutenant.  Rather he seeks his own glory and the revival of the Cult
of the Dragon.
"Not willing to settle for any dragon, he fosters bitterness between the
dragons to weed out the less powerful.  Thorne will kill him when he discovers
the treachery."

JOURNAL ENTRY 71
LETTER TO DROW CAPTAIN
Sark,
Our allegiance with the Zhentarim bears fruit.  They have taken live, a young,
silver dragon.  It is coming here for the laboratory.  It will produce for us
much of the holy Fire of Night.  I look forward to welcoming many new sisters to
my web.
I do not believe that the young worm will fit in any of the normal cells.  You
must make special arrangements for its brief stay among us.
- Ahdk, Hand of Kalistes

JOURNAL ENTRY 72
RAIZEL SPEAKS
"Before the storms began, I was taken from a prison in Phlan.  Even the best of
thieves find themselves in prison once in a while, but to be held as fodder for
the dragons is too much for me.  I escaped a few days ago and was looking to
take a few things in payment for my troubles.
"But it hasn't been easy.  I've never seen the likes of this dragon, Thorne.
'Nasty' isn't the word for him.  Plus, I've heard he has the horn of a beast
from beyond the world and that's how he makes the storms.  Some say the
creature's spirit haunts the cave, others say the Realms will face certain doom
if the horn is heard three times.
"But I have a plan to exact my revenge.  Depriving the dragons of their
treasure will be a far greater revenge than killing them.
"It occurs to me, however, that should we team up against them, we could
liberate even more treasure.
"I show you the ways of this cave and you provide some insurance in case we run
into any of the nasties.  The dragons owe me for the past month, so I get first
claim on any treasure.  But there'll be enough for all."

-- Page 40 --

JOURNAL ENTRY 73
SILK'S RESCUE PLEA
"I am the leader of the Swanmays--a band of rogue drow.  We were resting in
Zhentil Keep when the evil struck.
"After the storms came, and the sun was covered, drow came up from the sewers
and attacked the city.  They took many prisoners, and brought them underground.
We followed them here, but they were expecting us.
"We were ambushed.  I slipped away in the confusion, but the drow captured the
rest.  They are being held in the dungeons to the east.  I need your help to
rescue the prisoners--my Swanmays, and the citizens of Zhentil Keep.  If you
do, I'll help you get to Kalistes."

JOURNAL ENTRY 74
MARKED PAGE IN THE BOOK OF LEGENDS
Long ago, when the Dalelands were being founded, there was a King of Elves
named Alanor.  He had a daughter, Laurellin, who was said to be especially fair
even among the elvenfolk.  A human hero, Brimwulf, chanced to catch Laurellin
watering her horse at a forest pond and the two fell in love.
Unfortunately, Alanor had made plans to marry Laurellin to an elven noble and
forbade her to ever see the human adventurer again.  Laurellin ran weeping to
Brimwulf to tell him of her fate, but the hero persuaded his princess to run
away with him to Hillsfar.
When the city was fully under siege, Brimwulf was visited at night by a spirit
from the hero's patron deity, Tyr.  The spirit told Brimwulf to take his bride
and flee by night to preserve his life for Tyr's purposes later, else he would
surely die on the morrow.
Brimwulf could not stomach leaving his men in the High Elf's clutches and
instead made a bargain to serve Tyr after this death.  The spirit agreed and
left.
Brimwulf led a sortie against King Alanor the next day, and fought valiantly,
struggling to the High Elf's standard itself.  There he slew Laurellin's
father, but was slain himself.  When Laurellin heard of the deaths of both her
father and her husband, her heart was bereft of all the gentle emotions and she
flung herself from the heights of Hillsfar in despair.
It is said that Brimwulf now waits in his tomb for Tyr's summons and Laurellin
is doomed to walk the land wailing for her dead lover until she finds him
again.

JOURNAL ENTRY 75
LEGEND OF THE FLAMING SWORD
The Flaming Sword was forged in the battle fought between Bane and Tempus.  The
battle raged for a year and a day and their ringing blows could be heard
throughout the Realms, but neither could gain the upper hand.  Finally, they
clashed together with a tremendous concussion which rocked the firmament, and
from that blow fell a shard of flaming steel.  Bane picked up the shard and
fled the field.  That shard has become the Flaming Sword and the one who wields
it will be invincible.

-- Page 41 --

JOURNAL ENTRY 76
CADORNA ANNOUNCES HIS WEDDING
"Sasha is the final grace which will make Dark Phlan the jewel of the new
Realms.  Gothmenes recognized this and has offered to preside over my wedding.
I am sure you share my pleasure at being so honored.
"Shortly, you will see my bride as she tours our fine city.  Give her the
welcome she deserves.  Make her feel at home.
"After our certain victory has been made fact, Sasha and I will enjoy our
honeymoon traveling in our new lands and sampling the novel pleasures they
offer.
"Let the celebrations begin!"

JOURNAL ENTRY 77
IN THE WINNOWING ROOM
Freed, the slaves of the drow shake off the effects of spider poison, and
rummage about for weapons.  A man tells you, "If you're going to go on, you
have a scary choice ahead.  They divided up the slaves here.  Most went to the
right.  If you want to free them, go that way.  A few of the most beautiful
were taken to the left.  They were never seen again!"

JOURNAL ENTRY 78
THE RAKSHASA SPEAKS
"We have lived here for a long time in quiet obscurity.  Many of my brethern
were unhappy and now that Bane's shadow stretches across the Realms, we thought
it best to get involved and help him.  How to do that? By returning one of his
pets to him.  Tyranthraxus.
"The Maharajah discovered how to transfer life essence from one body to the
next, so we found the remains of Tyranthraxus and began the process of
reanimating him.  Since your knights were conveniently close, we used their
bodies.  I assure you that you will lose no more.  The work on Tyranthraxus is
all but complete."

JOURNAL ENTRY 79
SHAL AND PETRA MEET
The two women circle each other warily.  A contest of wills seems to be taking
place. "Join me," one hisses. "I hold the key to the power of a god!" "Join
me," the other whispers. "I have the strength to throw down that key!" They
circle each other again.
Suddenly one charges forward, deadly magic forming in her hands.  The other
throws down her weapon.  They embrace, and suddenly there is one woman, a new
light glancing from her eyes.
"Hurry! she calls to you. "The overlord, Tanetal, is preparing to leave his
lair at Moander's core! He will come here in force! Flee to the Vessel of
Moander!" With a flick of her hand she vanishes.

JOURNAL ENTRY 80
ARTA'S STORY
"I rejoiced when you escaped, Storm.  I felt I could face whatever death my
fate decreed.  When we reached the Parlor and were told our duties, I prayed
for that death.
"We are nursemaids, Storm, nursemaids for hellspawn.  We warm their eggs, we
help them hatch, we provide their sport.  We--" her voice drops as she looks
away -- "feed them.  From our own ranks.  The old and tired provide their
suppers."
Arta catches Storm's arm pleadingly, "Kill them! You must kill the children,
too!"

-- Page 42 --

JOURNAL ENTRY 81
THE ALTER ROOM--CONTINUED
Suddenly, Dennia stiffens. "There," she whispers, staring intently at an empty
dark corner. "The assassin.  Help me, please.  You must help." She bursts
forward with a cry.  As the guards wheel about, Daris rushes forward.

JOURNAL ENTRY 82
ELMINSTER'S ANALYSIS
"With this ring, Kalistes robbed the sun of its light.  Now that she is lost,
it will shine again.
"This is a bitter blow to Bane.  In the eternal night forced by the power of
the Crystal Ring, creatures of darkness were free to wander as they would.
Now, at least they are confined to nocturnal activity.  No longer will vampires
fly at noon!"

JOURNAL ENTRY 83
LETTER ON FIRE KNIFE COMMANDER'S DESK
To Ungleow, Leader of the Fire Giants,
We have succeeded in taking over a wing of the steading.  This hill giant
shaman seems a fool, and I don't see much opposition to your plans.  He has not
even noticed all the troops you have siphoned off.  It is chaos here as usual,
and the countryside is at its weakest.  We should move now, or risk Thorne's
intervention.
I would remind you of your promises, and, again, pledge my service to you.
Javin, Fire Knife Commander

JOURNAL ENTRY 84
SHAL'S CONFESSION
"The woman with Marcus is not my sister.  She is me.  A part of me.  My evil
side.  Marcus used his cleaving magics to make me into two beings, one of who
would agree to do his will.  He calls her Petra.
"Do you see why I must be brought to her? Only I can bring her--my--powers back
to the aid of Phlan.  And even if I should die along the way, reunion with her
could make me live again!"

JOURNAL ENTRY 85
THE ALTER ROOM -- CONTINUED
Suddenly a female drow bursts into the room, dagger drawn. "Hern! To me!" she
cries as guards wheel about, surprised.

JOURNAL ENTRY 86
HILL GIANTS OFFER A PLAN
The hill giants describe their plan in monosyllables, with much fumbling over
the details.  As best as you can make out, the giants have rigged a wall of the
fire giant mage's quarters to collapse.  The cave-in, they assure you, will
kill the shaman and cause enough confusion to allow you to escape.

JOURNAL ENTRY 87
THE SKULL SPEAKS
"Seek out the Flaming Sword.  It's wielder is Bane's vengeance manifest and
grows more powerful with each setback you cause him.  With the Flaming Sword
wrested from his control, you will be able to defeat him."

-- Page 43 --

JOURNAL ENTRY 88
LOCASTE'S ARRIVAL
Locaste gives a great cry, and the party halts before what appears to be an
unbroken wall of tightly-packed gossamer.  It shimmers in the pale light.
Locaste's mount rises up on its rear four legs and waves the others, both drow
and spider, about, its face a mask of fear.  Locaste drives it down with a
word.  Even from a distance, her jaw appears set, and her eyes burn fiercely.
She holds up the Wand and waits.
After a breathless eternity, the gossamer wall erupts.  Spiders of all shapes
and sizes squeeze their way through, or leap off the top, or pop up through
trap doors and scuttle toward her.  Her escort turns and runs, but Locaste
waits.  Two Pets appear among the spiders and approach Locaste in a slow,
almost stately sidelong march, tossing aside the unlucky spiders that get in
their way.
They stop in front of Locaste.  One loops a noose of new, still-wet silk about
the drider's neck.  Then both of them turn and lead it forward, up to the wall,
then through it.  Locaste is gone.

JOURNAL ENTRY 89
SILK'S RESCUE SPEECH
"I thank you for your help.  Now my Swanmays are free to fight against the
scourge of Bane.  I will now help you.
"Drow alchemists are draining the life force of good creatures, and using it to
make the evil fluid, Fire of Night.  Kalistes uses it to make her pets.  They
store it in a fountain on these grounds.  Kalistes would be greatly hurt if you
destroy this fountain.
"The fountain is guarded by many traps.  The first is a series of gates.
Passing through some will harm you.  Part of the wall is an illusion.  The
second trap is a narrow bridge over a pit of spikes.  When you step on the
bridge, there will be a flash of light.  Cover your eyes! I know nothing of the
last traps.  There is a secret door to Kalistes' temple grounds somewhere in
the fountain chamber."
She hands you a metal amulet with the swan symbol of the Swanmays on it. "Show
this at the west guard post.  The sergeant is loyal to my family, and will let
you by.  And take these arms, you will need them against the drow."
She leaves and follows the Swanmays back to Zhentil Keep.

JOURNAL ENTRY 90
PHLAN COUNCIL GUARD
"When we left the crater, Council Member Sasha ordered us to continue to Thar.
As the only surviving member of the council, she was the only person capable of
gathering the scattered forces of our army.  She pressed on to Thar to see if
Quil and Kimarr really had found Taydome's Keep.  With the Keep in her
possession, she could rule the giants as Taydome had ages ago.  With ogre and
giant allies, she thought Plhan could resist the evil of Bane's minions.
"We found the Keep, following the mages' map.  The place was quiet so we began
to relax.  When we were resting, ogres ambushed us and the captain went down
right away.  As I escaped, I saw one of those mages just watching the fight.  I
am not sure which one was the traitor, Quil or Kimarr, but if you ask me, I
wouldn't trust either of em'.
"You must rescue the council member.  I know she is trying, but without her, we
cannot rally our scattered forces.  I would go but my wounds would only slow
you down."

-- Page 44 --

JOURNAL ENTRY 91
RUOLN'S STORY
"We encountered citizens in the wilderness, speaking of horrors happening
throughout the land.  Council Member Sasha told them she would not detour from
her task, but some joined us to follow the Phlan banner.  We met many ogres and
giants in Thar, and our party was less than a dozen when we reached Taydome's
Keep.  We were ambushed in the Library by the two mages, Quil and Kimarr.  They
came out of nowhere.  I think they must have found secret passages in the Keep.
We were captured, but I managed to elude my guards.  I fear that I cannot
retrace my steps.  I am weak, but will give you what aid I can."

JOURNAL ENTRY 92
DENNIA EXPLAINS THE DAGGERS AND THE AMULET
"These are called Daggers of the Mind.  Be careful-- the blades are coated with
a deadly poison.  The slightest scratch will kill you.
"Each drow who must face Shest is given this weapon.  During the final test,
Shest decides if the drow is too weak to become a great magic user.  All who
fail become driders, as my daughter did.  But is said that during one
terrible instant, while he yet retains his will and thoughts, a drow can feel
the transformation begin.  At this time the drow may use this dagger to end it.
Permanently.
"The amulet is prized among my people.  Those who carry it cannot be sensed by
spiders."

JOURNAL ENTRY 93
THE ORACLE SPEAKS
"Guard yourselves.  Guard our Lady.  Guard the hands that open doors.  I sense
among us someone who is not of us and who wishes us harm.  Everyone, go now.
Guard our Lady and her hands that open doors."

JOURNAL ENTRY 94
PETRA MOURNS
The woman sees the body of Shal, and utters a long unearthly wail of despair.
Then, with a mad glint in her eyes, she turns on you. "Could you not have saved
me? Now my will to resist evil is most certainly dead.  There is nothing left
but the dark forgetful embrace of Moander--for me and for you." Darting
forward, she snatches up the body, and flees to the north.

JOURNAL ENTRY 95
SERVANT'S JOURNAL
...and it has been made known that my Lord Taydome has agreed to help the ogres
and giants with their concerns, especia...

-- Page 45 --

...and their war with the Gold Dragons, in return for their servitude.  The
debt is to be extended to one thousand generations.  I have seen him work this
contract into a spell confined to the walls of the Keep.  Not all of the giant
tribes have agreed, for many consider extension of debt to posterity a grave
injustice.  But those who have agreed to his treaty...
...has cast the spell several times today, each time enslaving more ogres and
giants.  My Lord considers it payment for the number of his human servants the
monsters have slain outside the walls of his Keep and hence outside of the
range of his spell.  They dare not take his life, for he still has some
usefulness to them, but I fear for mine.

JOURNAL ENTRY 96
SHAL REDUX
"Yes, I am back here.  You remember I tried to ascend the tower.  I fell with
wounds that seemed fatal.  But Marcus had me healed and imprisoned once again.
Perhaps he is afraid of what Petra might do if I were to die."

JOURNAL ENTRY 97
TRANED
"Traned, my dear fellows, at your service!" The irrepressible halfling woman
takes a bow. "Until lately a Tragedian, now I act like a drow female for a
living! And look! It pays well!" She displays her drow armor, weapons and a
silver shield.
"Hey, good to see someone's come to help us folks out.  Did you happen to step
on the vile Manshoon on your way in? He's the evil man that's partners with the
drow.  Magic or not, I'd like to put an arrow into him.  Can I join up with
you?"

<<G:POD_AJ46.PCX:"[GRAPHIC: JOURNAL ENTRY 98]">>

JOURNAL ENTRY 99
THE OMINOUS TOWER
You see in the distance a tall black slab rising out of the trees of the Elven
Court.  Around the base, a stone wall surrounds a wild garden.  As you draw
closer, the foul mists that shroud the top of the monolith dissipate for a
moment, and you see the tower rises to meet a small dot suspended high in the
sky.

JOURNAL ENTRY 100
DROW'S TALE
"Deliberately, we think, Marcus chose to destroy one of our underground cities
when he entombed Phlan below this tower.  He hates the drow! We hear tell that
a woman mage with him is the key to his burgeoning power.  We aim to kill her.
Will you help us? Do you know anything about her?"

-- Page 46 --


MAXIMUM LEVEL LIMITS BY RACE AND CLASS

Class   Ability   Dwarf    Elf    Gnome   Half-Elf   Halfling   Human
-----------------------------------------------------------------------
Cleric   Any       No       No     No      5          No         max
Fighter  Str 16-   7        5      5       6          4          max
         Str 17    8        6      5       7          5          max
         Str 18+   9        7      6       8          6          max
Paladin  Any       No       No     No      No         No         max
Ranger   Str 16-   No       No     No      6          No         max
         Str 17    No       No     No      7          No         max
         Str 18+   No       No     No      8          No         max
Magic-
  User   Int 16-   No       9      No      6          No         max
         Int 17    No       10     No      7          No         max
         Int 18    No       11     No      8          No         max
Thief    Any       max      max    max     max        max        max

No:  Characters of this race cannot be of this class
Max:  Highest Level Available in Pools of Darkness




ABILITY SCORE MODIFIERS BY RACE

            Dwarf      Elf       Gnome      Half-Elf   Halfling     Human
Ability     (M/F)     (M/F)      (M/F)       (M/F)      (M/F)       (M/F)
___________________________________________________________________________
Strength
  Min.      8/8        3/3        6/6        3/3         6/6         3/3
  Max*     18(99)/17  18(75)/16  18(50)/15  18(90)/17   17/14   18(00)/18(50)
Itelligence
  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

Exceptional strength bonuses available only to fighter-type characters
(fighters, paladins, and rangers).




ARMOR PERMITTED BY CHARACTER CLASS

Class          Max Armor           Shield
___________________________________________
Cleric           Any                Any
Fighter          Any                Any
Paladin          Any                Any
Ranger           Any                Any
Knight           Any                Any
Magic-User       None               None
Thief            Elfin Chain Mail   None




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         7-12                       3/2
Paladin         7-12                       3/2
Ranger          8-14                       3/2
Fighter         13+                        2/1
Paladin         13+                        2/1
Ranger          15+                        2/1




ARMOR TABLE

Armor Type         Weight in Sp.         Ac          Maximum Movement(1)
__________________________________________________________________________
None                     0               10            12 Squares
Shield(2)               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
Elfin Chain Mail       150                5            12 Squares
Banded                 350                4             9 Squares
Splint Mail            400                4             6 Squares
Plate                  450                3             6 Squares

1 - A character carrying many objects, including a large number of coins, can
be limited in movement to a minimum of 3 squares per turn.
2 - A shield subtracts 1 AC from any armor it is used with.




WEAPONS TABLE

Name                   Damage Vs.   Damage Vs. Larger    Number of      Class
                       Man Sized     Than Man Sized        Hands
______________________________________________________________________________
Axe, Battle                1-8            1-8               1             f
Axe, Hand                  1-6            1-4               1             f
Bow, Composite Long(1)     1-6            1-6               2             f
Bow, Composite Short(1)    1-6            1-6               2             f
Bow, Long(1)               1-6            1-6               2             f
Bow, Short(1)              1-6            1-6               2            f,th
Club                       1-6            1-3               1          f,cl,th
Crossbow, Light(2)         1-4            1-4               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
Mace                       2-7            1-6               1            f,cl
Morning Star               2-8            2-7               1             f
Pick, Military             2-7            2-8               1             f
Pike, Awl                  1-6            1-12              2             f
Scimitar                   1-8            1-8               1            f,th
Sling                      1-4            1-4               1          f,th,mu
Staff, Sling               1-8            2-8               2            f,cl
Staff, Quarter             1-6            1-6               2          f,mu,cl
Sword, Bastard             2-8            2-16              2             f
Sword, Broad               2-8            2-7               1            f,th
Sword, Long                1-8            1-12              1            f,th
Sword, Short               1-6            1-8               1            f,th
Sword, 2-Handed            1-10           3-18              2             f
Spear                      1-6            1-8               1             f
Trident                    2-7            3-12              1             f

1 - Must have ready arrows to fire.  Two attacks per round.
2 - Must have readu bolts to fire.  one attack per round.

f=fighter, cl=cleric, th=thief, mu=magic-user




SPELL PARAMETERS LIST

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

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




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       1       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     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       -
Casue Disease           Cmbt     T      1       -
Dispel Magic            Both     6      3x3s    -
Prayer                  Both     0      All     1r/lvl
Remove Curse            Both     T      1       -
Bestow Curse            Cmbt     T      1       1t/lvl



FOURTH LEVEL CLERICAL SPELLS

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Cure Serious Wounds     Both     T      1       -
Cause Serious Wounds    Cmbt     T      1       -
Neutralize Poison       Both     T      1       -
Poison                  Cmbt     T      1       -
Protection from
  Evil 10' Radius       Both     T      2dia    1t/lvl
Sticks to Snakes        Cmbt     3      1       2r/lvl



FIFTH LEVEL CLERICAL SPELLS

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Cure Critical Wounds    Both     T      1        -
Cause Critical Wounds   Cmbt     T      1        -
Dispel Evil             Cmbt     T      1        1t/lvl
Flame Strike            Cmbt     6      1        -
Raise Dead              Camp     3      1        -
Slay Living             Cmbt     3      1        -



SIXTH LEVEL CLERICAL SPELLS

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Blade Barrier           Cmbt     3    Special   3t/lcl
Harm                    Cmbt     T      1       -
Heal                    Both     T      1       -



SEVENTH LEVEL CLERICAL SPELLS

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Destruction             Cmbt     T      1       -
Energy Drain            Cmbt     T      1       -
Resurrection            Camp     T      1       -
Restoration             Camp     T      1       -



FIRST LEVEL DRUID SPELLS (For High-Level Rangers)

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Detect Magic            Both     0      1       12r
Entagle                 Cmbt     8      4dia    1t
Faerie Fire             Cmbt     8      8dia    4r/lvl
Invisibility to Animals Both     T      1       1t+1r/lvl



SECOND LEVEL DRUID SPELLS (For High-Level Rangers)

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Barkskin                Both     T    Creature  4r+1r/lvl
Charm Person/Mammal     Cmbt     8      1       Special



THIRD LEVEL DRUID SPELLS (For High-Level Rangers)

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Cure Disease            Camp     T      1       -
Hold Animal             Cmbt     8      1-4     2r/lvl
Neutralize Poison       Both     T      1       -
Protection from Fire    Both     T      1       Special



FIRST LEVEL MAGIC-USER SPELLS

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Burning Hands           Cmbt     T      3s      -
Charm Person            Cmbt     12     1       -
Detect Magic            Both     6      1       2r/lvl
Enlarge                 Both   .5/lvl   1       1t/lvl
Reduce                  Both   .5/lvl   1       -
Friends                 Cmbt     0      All     1r/lvl
Magic Missile           Cmbt    6+lvl   1       -
Protection from Evil    Both     T      1       2r/lvl
Protection from Good    Both     T      1       22/lvl
Read Magic              Camp     0      1       2r/lvl
Shield                  Cmbt     0      1       5r/lvl
Shocking Grasp          Cmbt     T      1       -
Sleep                   Cmbt    3+lvl  1-16     5r/lvl



SECOND LEVEL MAGIC-USER SPELLS

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Detect Invisibility     Both   1/lvl    1       5r/lvl
Invisibility            Both     T      1       Special
Knock                   Camp     6     1s/lvl   -
Mirror Image            Both     0      1       2r/lvl
Ray of Enfeeblement     Cmbt 1+.25/lvl  1       1r/lvl
Stinking Cloud          Cmbt     3     2x2s     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    3x3s      -
Fireball                Cmbt   10+lvl  5/7dia    -
Haste                   Both     6     4x4s     3r+1/lvl
Hold Person             Cmbt     12    1-4      2r/vl
Invisibility
  10' Radius            Both     T     2dia     Special
Lightning Bolt          Cmbt    4+lvl  4,8       -
Protection from Evil
  10' Radius            Both     T     2dia     2r/lvl
Protection from Good
  10' Radius            Both     T     2dia     2r/lvl
Protection from
  Normal Missiles       Both     T      1       1t/lvl
Slow                    Cmbt    9+lvl  4x4s     3r+1/lvl



FOURTH LEVEL MAGIC-USER SPELLS

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Charm Monster           Cmbt     6      1       Special
Confusion               Cmbt    12     2-16     2r+1/lvl
Dimension Door          Cmbt     0      1        -
Fear                    Cmbt     0     6x3cone  1r/lvl
Fire Shield(2 types)    Both     0      1       2r+1/lvl
Fumble                  Cmbt   1/lvl    1       1r/lvl
Ice Storm(Dmg only)     Cmbt   1/lvl   4dia      -
Min Glove of
  invulnerability       Both     0      1       1r/lvl
Remove Curse            Both     T      1        -
Bestow Curse            Cmbt     T      1       1t/lvl



FIFTH LEVEL MAGIC-USER SPELLS

Spell Name              When    Rng    Area    Duration
_________________________________________________________
CloudKill               Cmbt     1     3x3      1r/lvl
Cone of Cold            Cmbt     0    .5/lvl c  -
Feeblemind              Cmbt    1/lvl   1       -
Hold Monster            Cmbt   .5/lvl   1-4     1r/lvl



SIXTH LEVEL MAGIC-USER SPELLS

Spell Name              When    Rng    Area    Duration
_________________________________________________________
Death Spell             Cmbt     1     .5/lvl   -
Disintegrate            Cmbt   .5/lvl  Special  -
Flesh to Stone          Cmbt    1/lvl   1       -
Globe of
  Invulnerability       Both     0      1       1r/lvl
Stone to Flesh          Both    1/lvl   1       -
Flesh to Stone          Cmbt    1/lvl   1       -



SEVENTH LEVEL MAGIC-USER SPELLS

Spell Name              When    Rng    Area    Duration   Robe
________________________________________________________________
Delayed Blast
  Fire Ball             Cmbt  10+1/lvl 5/7dia   Special   Both
Mass Invisibility       Both    1/lvl  Special  Special   Red
Power Word, Stun        Cmbt   .5/lvl   1       Special   Both



EIGHTH LEVEL MAGIC-USER SPELLS

Spell Name              When    Rng    Area    Duration   Robe
________________________________________________________________
Mass Charm              Cmbt   .5/lvl Special   Special   White
Mind Blank              Both     3      1       1 day     White
Otto's Irresistable
  Dance                 Cmbt     T      1       2-5r      White
Power Word, Blind       Cmbt   .5/lvl  3dia     Special   Both



NINTH LEVEL MAGIC-USER SPELLS

Spell Name              When    Rng    Area    Duration   Robe
________________________________________________________________
Meteor Swarm            Cmbt  4+1/lvl Special   -         Both
Monster Summoning       Cmbt     0    Special   Special   Both
Power Word, Kill        Cmbt  .25/lvl Special   -         Both


LEVEL ADVANCEMENT TABLES

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

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



Magic-User

                                        Number of Magic-User Spells per Level
Level   Experience           Hit Dice   1   2   3   4   5   6    7    8    9
_____________________________________________________________________________
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       22,501-40,500         5d4       4   2   1   -   -   -    -    -    -
6       40,001-60,000         6d4       4   2   2   -   -   -    -    -    -
7       60,001-90,000         7d4       4   3   2   1   -   -    -    -    -
8       90,001-135,000        8d4       4   3   3   2   -   -    -    -    -
9       135,001-250,000       9d4       4   3   3   2   1(1)-    -    -    -
10      250,001-375,000      10d4       4   4   3   2   2   -    -    -    -
11      375,001-750,000      11d4       4   4   4   3   3   -    -    -    -
12      750,001-1,125,000    11d4+1     4   4   4   4   4   1(2) -    -    -
13      1,125,001-1,500,000  11d4+2     5   5   5   4   4   2    -    -    -
14      1,500,001-1,875,000  11d4+3     5   5   5   4   4   2    1(3) -    -
15      1,875,001-2,250,000  11d4+4     5   5   5   5   5   2    1    -    -
16      2,250,001-2,625,000  11d4+5     5   5   5   6   5   3    2    1(4) -
17      2,625,001-3,000,000  11d4+6     5   5   5   6   5   3    3    2    -
18      3,000,001-3,375,000  11d4+7     5   5   5   5   5   3    3    2   1(5)

Each level after 18th requires 375,000 experience points and character
gains 1 hit point.
1 - Usable only with 10+ intelligence.  2 Usable only with 12+ intelligence.
3 Usable only with 14+ intelligence.  4 Usable only with 16+ intelligence.
5 Usable only with 18+ intelligence.



CLERIC

                                          Number of Cleric Spells per Level
Level   Experience           Hit Dice        1   2   3   4   5   6    7
_____________________________________________________________________________
1       0-1,500               1d8            1   -   -   -   -   -    -
2       1,501-3,000           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       27,501-55,000         6d8            3   3   2   -   -   -    -
7       55,001-110,000        7d8            3   3   2   1   -   -    -
8       110,001-225,000       8d8            3   3   3   2   -   -    -
9       225,001-450,000       9d8            4   4   3   2   1   -    -
10      450,001-675,000       9d8+2          4   4   3   3   2   -    -
11      675,001-900,000       9d8+4          5   4   4   3   2   1(1) -
12      900,001-1,125,000     9d8+6          6   5   5   3   2   2    -
13      1,125,001-1,350,000   9d8+8          6   6   6   4   2   2    -
14      1,350,001-1,575,000   9d8+10         6   6   6   5   3   2    -
15      1,575,001-1,800,000   9d8+12         7   7   7   5   4   2    -
16      1,800,001-2,025,000   9d8+14         7   7   7   6   5   3    1(2)
17      2,025,001-2,250,000   9d8+16         8   8   8   6   5   3    1
18      2,250,001-2,475,000   9d8+18         8   8   8   7   6   4    1

Each level after 18th requires 250,000 experience points and character gains 2
hit points.
1 - Usable only with 17+ wisdom.
2 - Usable only with 18+ wisdom.



CLERIC'S BONUS SPELLS

Wisdom              1   2   3   4
___________________________________
9-12                -   -   -   -
13                  +1  -   -   -
14                  +2  -   -   -
15                  +2  +1  -   -
16                  +2  +2  -   -
17                  +2  +2  +1  -
18                  +2  +2  +1  +1

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

                                      Number of Spells
                                      1   2   3   4   5
_________________________________________________________
8th-level Cleric with 18 Wisdom       5   5   4   3   -


FIGHTER

Level      Experience           Hit Dice
__________________________________________
 1         0-2,000               1d10
 2         2,001-4,000           2d10
 3         4,001-8,000           3d10
 4         8,001-18,000          4d10
 5         18,001-35,000         5d10
 6         35,001-70,000         6d10
 7         70,001-125,000        7d10
 8         125,001-250,000       8d10
 9         250,001-500,000       9d10
10         500,001-750,000       9d10+3
11         750,001-1,000,000     9d10+6
12         1,000,001-1,250,000   9d10+9
13         1,250,001-1,500,000   9d10+12
14         1,500,001-1,750,000   9d10+15
15         1,750,001-1,925,000   9d10+18
16         2,000,001-2,250,000   9d10+21
17         2,500,001-2,750,000   9d10+24
18         3,000,001-3,250,000   9d10+27

Each level after 18th requires 250,000 experience points, and the character
gains 3 hit points.




THIEF

Level       Experience          Hit Dice
_________________________________________
  1         0-1,250              1d6
  2         1,251-2,500          2d6
  3         2,501-5,000          3d6
  4         5,001-10,000         4d6
  5         10,001-20,000        5d6
  6         20,001-42,500        6d6
  7         42,501-70,000        7d6
  8         70,001-110,000       8d6
  9         110,001-160,000      9d6
 10         160,001-220,000      10d6
 11         220,001-440,000      10d6+2
 12         440,001-660,000      10d6+4
 13         660,001-880,000      10d6+6
 14         880,001-1,100,000    10d6+8
 15         1,100,001-1,320,000  10d6+10
 16         1,320,001-1,540,000  10d6+12
 17         1,540,001-1,760,000  10d6+14
 18         1,760,001-1,980,000  10d6+16

Each level after 18th requires 220,000 experience points and the character
gains 2 hit points.


                                               Number of
PALADIN                                      Clerical Spells

Level   Experience             Hit Dice       1   2   3   4
_____________________________________________________________
  1     0-2,750                 1d10          -   -   -   -
  2     2,751-5,500             2d10          -   -   -   -
  3     5,501-12,000            3d10          -   -   -   -
  4     12,001-24,000           4d10          -   -   -   -
  5     24,001-45,000           5d10          -   -   -   -
  6     45,001-95,000           6d10          -   -   -   -
  7     95,001-175,000          7d10          -   -   -   -
  8     175,001-350,000         8d10          -   -   -   -
  9     350,001-700,000         9d10          1   -   -   -
 10     700,001-1,050,000       9d10+3        2   -   -   -
 11     1,050,001-1,400,000     9d10+6        2   1   -   -
 12     1,400,001-1,750,000     9d10+9        2   2   -   -
 13     1,750,001-2,100,000     9d10+12       2   2   1   -
 14     2,100,001-2,450,000     9d10+15       3   2   1   -
 15     2,450,001-2,800,000     9d10+18       3   2   1   1
 16     2,800,001-3,150,000     9d10+21       3   3   1   1
 17     3,150,001-3,500,000     9d10+24       3   3   2   1
 18     3,500,001-3,850,000     9d10+27       3   3   3   1

Each level after 18th requires 350,000 experience points and the character
gains 3 hit points.


                                                Number of Spells
                                                    Per Level
RANGER                                         Druid    Magic-User

Level   Experience             Hit Dice       1  2  3     1  2
________________________________________________________________
 1      0-2,250                 2d8           -  -  -     -  -
 2      2,251-4,500             3d8           -  -  -     -  -
 3      4,501-10,000            4d8           -  -  -     -  -
 4      10,001-20,000           5d8           -  -  -     -  -
 5      20,001-40,000           6d8           -  -  -     -  -
 6      40,001-90,000           7d8           -  -  -     -  -
 7      90,001-150,000          8d8           -  -  -     -  -
 8      150,001-225,000         9d8           1  -  -     -  -
 9      225,001-325,000         10d8          1  -  -     1  -
 10     325,001-650,000         11d8          2  -  -     1  -
 11     650,001-975,000         11d8+2        2  -  -     2  -
 12     975,001-1,300,000       11d8+4        2  1  -     2  -
 13     1,300,001-1,625,000     11d8+6        2  1  -     2  1
 14     1,625,001-1,950,000     11d8+8        2  2  -     2  1
 15     1,950,001-2,275,000     11d8+10       2  2  -     2  2
 16     2,275,001-2,600,000     11d8+12       2  2  1     2  2
 17     2,600,001-2,925,000     11d8+14       2  2  2     2  2*
 18     2,925,001-3,250,000     11d8+16       2  2  2     2  2

Each level after 18th requires 325,000 experience points and the character
gains 2 hit points.

* Maximum spell ability


