Curse of the Azure Bonds Adventure Journal

INTRODUCTION
-- or --
What Are We Doing in Tilverton, Anyway?

JOURNAL ENTRY 1

I am beginning a new journal.  My old journal is gone, along with all of the
party's equipment.  I write here to try to make some sense out of our spotty
memories.
We had all agreed to come south to Tilverton to seek the lost princess, Nacacia
of Cormyr.  Tilverton is on the border between the Dalelands and Cormyr, and
was the last place the princess had been spotted.
Rumor was that King Azoun's youngest daughter, the Princess Nacacia, ran away
from the royal household of Cormyr almost a year ago.  She fled an arranged
marriage and ran off with a cleric from Tilverton named Gharri of Gond.
The latest word was the Nacacia and Gharri had a falling out and that she was
seen near Tilverton recently.  The king had a large reward out for Nacacia's
return.  A smart group of adventurers like ourselves could make some powerful
friends if they found the princess and returned her to the king.
Somewhere along the road to Tilverton we were attacked.  The brigands must have
been invisible, because some of our party went down before we knew what was
going on.  I vaguely remember dark faces in evil-looking helmets firing
crossbows into our midst.  The crossbow hits were not fatal, but every hit
seemed to drop its target.  I remember getting hit in the arm.  The wound
blazed like fire.  My head swam.  Just before I blacked out, I thought that
this was a bad end for such experienced adventurers.
Now we awake in Tilverton with our wounds healed.  Our equipment is gone, but
we have found a stash of coins.  One of our first priorities must be to buy new
equipment.
I overheard a servant mention the date, but I m not sure I believe it.  If the
servant speaks true, it is almost a month since the ambush.  Almost anything
could have happened in that time.
It seems that almost anything did.  Each of us awoke with five azure blue
symbols imprinted on our sword arm.  The symbols are not tattoos; they seem to
exist below the skin.  They occasionally feel like they re moving.

<<G:CAB_AJ01.PCX:"[GRAPHIC: THE AZURE BONDS]">>

We have devised a plan of attack.  Our spell-casters will prepare their spells.
We will purchase some new arms and armor.  Then we are going out into Tilverton
and find out what is going on.  Someone must know.  And I don't care if we have
to roust every sage, priest, and bartender in this town to find out.
These are some random printed notes I have collected.  Their information may be
important on our journey
-- Page 1 --

IMPORTANT DALELANDS GEOGRAPHIC REFERENCES

The area shown on the map stretches from Tilverton in the southwest to Phlan in
the northeast.  It includes the center of the Elven Court, the western shores
of the Moonsea, and several of the dales surrounding the Elven Court.  The area
is sparsely populated, with major concentrations in the cities and towns and
farms covering the intervening dales.  Each location on the map is described
below.

Cormyr is a large civilized nation the south and west of the Dalelands.  The
forces of Cormyr have extended their northern border by annexing the city of
Tilverton.  Cormyr has no known plans to continue its expansion towards the
Dalelands.

Dagger Falls is a farming community on the River Tesh and the largest
settlement in Daggerdale.  The inhabitants of Dagger Falls dislike outsiders of
any kind.  They fear the expansion of Zhentil Keep may destroy their
independence.

The Dalelands include the fertile areas surrounding the vast Elven Court.
There are many dales around the Count, including: Shadowdale, Mistedale,
Battledale, and Daggerdale.

The Elven Court is a vast forest that was the center of elven civilization in
the areas near the Moonsea.  When the elves left is The Retreat, the elven
court was left empty.  Without the elves to control them, evil creatures have
begun to multiply deep within the forests.  Some fear that these creatures will
become a threat to the surrounding Dalelands.

--2--

Essembra is the trading center for Battledale.  Battledale has seen many
conflicts, many bitter enemies Rnd it convenient to hold their wars in
Battledale, rather than risk ravishing their own lands.  Battledale has lost
some of its former power with the retreat of the elves.

Hillsfar was formerly the major trading center between the Elves of the Elven
Court and the Humans of the Moonsea reaches.  With the retreat of the elves,
Hillsfar has been taken over by a ruthless dictator.  He has expanded the Red
Plume mercenaries and is engaged in a successful military campaign against
Zhentil Keep in the ruins of Yulash.

Mistledale is a quiet farming community.  Its largest town is Ashabenford,
where the River Ashaba crosses the road from Hillsfar to Tilverton.

Myth Drannor was a huge ancient city of elves at the center of the Elven Court.
When the elves left the Elven Court, the city was left deserted.  Evil
creatures, drawn by the elven places of power, quickly rushed into the city and
turned it into a foreboding ruin.

Shadowdale is the name of both a town and its surrounding area located where
the River Ashaba crosses the road from Tilverton to Voonlar.  Shadowdale is a
haven for adventurers and happily opens its arms to the power, protection, and
riches that successful adventurers bring.  Shadowdale is also home to the
famous sage Elminster.

The Standing Stone is a large marker commemorating the signing of the agreement
whereby the elves allowed humans to settle the Dalelands.  The marker is also
the closest marker to the ruined city of Myth Drannor.

Teshwave is a medium-sized city that has been recently occupied by the forces
of Zhentil Keep.  So far the occupation has been a calm affair and the forces
of Zhentil Keep think that the people of Teshwave have been cowed.

Tilverton is a small city on the southwestern border of the kingdom of Cormyr
near the Dalelands.  Tilverton was recently taken over by the Cormyr Protection
forces and is currently occupied by the 7th Division.  However, the occupation
is going peacefully, and the people of Tilverton actually seem relieved to be
under the protection of the kingdom of Cormyr.

Voonlar is an evil city which has allied with Zhentil Keep.  Troops from
Voonlar have attempted to invade Shadowdale many times, but have always been
turned back.

Yulash is a ruined city that sits on the only trade route from Zhentil Keep to
the civilized southlands.  The city is currently controlled by the Red Plume
mercenaries of Hillsfar after a bitter struggle with the forces of Zhentil
Keep.  Both sides are preparing themselves for another round of battle.

Zhentil Keep is a major city politically controlled by the evil Zhentrim.  The
city has been expanding its influence both west and south and many fear any
further expansion of its power.

--3--

IMPORTANT DALELAND'S
POWER GROUPS

The Army of Zhentil Keep is not so much a tool of the city state, as it is a
tool of the evil group, the Zhentrim.  The army has recently taken the city of
Teshwave, patrols the route to Voonlar, and is fighting with the army of
Hillsfar over the ruins of Yulash.  The army of Zhentil Keep excels in the
close cooperation of fighters, mages, and clerics.  It also employs Terror
Teams of intermediate level clerics, mages, and fighter to sneak behind enemy
lines and wreak havoc.

The Cultists of Moander worship a dark, evil god whose power was centered in
Yulash.  Long ago, the elves of the Elven Court banished Moander to another
plane and barred much of his power from the realms.  Since then, Moander
worship has been reduced to a few fanatic cultists.  These cultists were
central in creating the first azure bonds and temporarily brought Moander back
into the realms.  But, Moander was rebanished after a vicious magical combat
over Westgate.  After Moander's rebanishment, his remaining cultists faithfully
began yet another plot to return their master to the realms.  Moander's symbol
is a black hand with a mouth in its palm.

Elminster the Sage is the most famous resident of Shadowdale.  He is a powerful
magic-user of indeterminate age.  Elminster no longer tutors or works for hire,
but he investigates items and issues of great import to the safety of the
realms.

The Fire Knives, also known as the Flame Knives, are an organization of thieves
and assassins that formerly flourished throughout Cormyr.  King Azoun IV of
Cormyr drove the Fire Knives from their comfortable niche, and they have been
unable to find a new home ever since.

The Fire Knives have sworn to assassinate King Azoun IV and joined the first
bonding project as a means to that end.  After the fiasco of the first bonding
project, the remains of the Fire Knives have moved into the outer edges of the
country of Cormyr.  They are rumored to be engaged in another plot against the
king.  The symbol of the Fire Knives is a dagger surrounded by flame.

The Harpers are a secretive group consisting mostly of high level bards and
rangers.  The overall aims of the Harpers are a mystery, but they are known to
support good causes, and to oppose evil groups such as the Zhentrim.  The
Harpers mostly work behind the scenes, applying as little force as necessary to
unravel the plots of evil.

The Knights of Myth Drannor guard the realms from the tremendous powers and
unending perils of the ruins of Myth Drannor.  They keep the unspeakable
monsters inside the city from escaping.  They also keep naive adventurers from
entering the city and getting hurt.

The Red Plumes of Hillsfar is the generic name for all troops fighting for the
city of Hillsfar.  The city hires mercenaries of many companies.  These
companies all fight under the banner of the Red Plumes.  Recently, the Red
Plumes have expanded greatly.  They have just taken control of the ruins of
Yulash from the army of Zhentil Keep.

The Red Wizards of Thay are the powerful, paranoid spell-casters who rule the
kingdom of Thay.  Thay is an evil kingdom, far to the east of the Dalelands.
The Red Wizards gain influence in Thay by showing up their fellow wizards, by
gaining magical or political power, or by caus-

--4--

ing great strife among the enemies of Thay.  As far as the Red Wizards are
concerned, the enemies of Thay include everyone else in the realms.  Each Red
Wizard has his own symbol.

The Royal Family of Cormyr rules the Kingdom of Cormyr.  The royal family is
headed by King Azoun IV, a powerful warrior and a just king.  Azoun's advisor,
and former tutor, is Vangerdahast a powerful Magic-User.  One of Azoun's
daughters, the princess Nacacia, disappeared almost one year ago.  It is
rumored that Nacacia fled the royal family with a priest named Gharri of Gond,
a member of the temple of Gond in Tilverton.  The King has put out a large
reward for the return of the Princess.  It is rumored that he is personally
searching for Nacacia incognito.

Tyranthraxus is an evil spirit who flourished until recently in and around the
ruined city of Phlan.  He controlled Phlan with legions of humanoid monsters,
and hoped to make it a base for the conquest of the Moonsea reaches.  He was
reported to draw power from a gateway between the planes called the Pool of
Radiance.  His main power was the ability to possess powerful creatures and
escape even after the creatures body had died.  A band of adventurers freed
Phlan and defeated Tyranthraxus just in the last year.  His spirit was sucked
back through the Pool of Radiance and the pool dried up.

The Worshippers of Bane are centered on the Moonsea, but its influence spreads
throughout the realms.  Bane is the evil god of strife, hatred, and tyranny.
The largest temple of Bane is The Black Lord's Altar in Mulmaster.  The second
largest temple is The Dark Shrine in Zhentil Keep.  Bane's symbol is a black
left hand on a field of red.

A DALELARDS BESTIARY

This is a list of some of the monsters found in and around the Dalelands and
the western shores of the Moonsea.  Most monsters can strike fear into the
hearts of men, but some are more powerful than others.

The monster's reputation is reflected in its monster level, listed as a Roman
numeral after its name.  Level I monsters are less powerful than a
well-equipped beginning fighter.  A Level X monster may be more powerful than
several heroes.  The power of the monsters raises substantially between level
Vl and level Vll.

Anhkheg (Vl): Large burrowing insects with great mandibles.  These creatures
have been known to spit a powerful acid.

Beholder (X): These powerful spherical monsters have ten eye stalks, each with
a deadly attack.  A Beholder's attacks are most deadly at short range.  Their
powerful central eye can negate spells.  Beholders are among the most powerful
creatures in the realms.

Black Dragon (Vll): These powerful dragons breathe streams of acid and have
powerful claw and bite attacks.

Bugbear (IV): Hideous, giant-sized goblins who stand over seven feet in height.
Bugbears look clumsy but are strong, quick fighters with great stealth.

Crocodile (111): Large reptilian animals with powerful jaws.

Centaur (IV): These good creatures are half men and half horse.  They are
capable fighters and can be valuable allies.

Displacer Beast (Vl): These creatures are large, black puma-like creatures with
two tentacles sprouting from their backs.  These creatures can appear to be
several feet from their actual location.

--5--

Dog (11): These faithful servants of man are often trained to be vicious
fighters.

Dracolich (X): A reported creation of the 'Cult of the Dragon', a Dracolich is
a powerful undead dragon.  It has powers from both types of creatures.  A
dracolich's attacks include a breath weapon and a paralyzing touch.

Efreeti (Vll): These large powerful creatures are from the Elemental Plane of
Fire.  They are very arrogant and will only serve a powerful master.

Ettin (Vll): These creatures look like giant two-headed orcs.  They have great
strength and can wield two spiked clubs that inflict terrible damage in combat.

Gas Spore (11): These floating spheres resemble Beholders, but are actually
benign.  If a Gas Spore is attacked it can explode.

Giant Slug (Vll): These giant creatures can spit a very powerful acid and are
resistant to blunt weapon attacks.

Giant Spider (V): These giant creatures have a poisonous bite.

Grimn (Vl): These winged beasts have large claws and a razor-sharp beak.

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

Hippogriff (111): These magnificent creatures have the forelimbs and head of an
eagle and the body and hind legs of a horse.

Lizardman (111): These are lizard-like humanoids.  They are omnivorous but they
have a particular fancy for human flesh.

Manticore (Vl): These are a winged beast that can fire volleys of spikes from
its tail.  Each spike hits as hard a crossbow bolt.

Margoyle (V): These stony monsters are immune to normal weapons and can attack
many times with their sharp claws and spikes.

Medusa (Vl): These are hideous women with snakes for hair.  They can turn a man
to stone with their gaze.

Minotaur (Vl): These are strong bullheaded humanoids.  They are cruel man
eaters, commonly found in mazes.

Monkey (11): These beasts are sometimes trained to execute specialized tasks by
thieves.

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

Ogre (IV): These are large, foul-tempered, ugly humanoids.  They are strong
fighters.

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

Owl Bear (V): These large creatures have razor-sharp beaks.  They can grab and
hug targets for great damage.

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

Rakshasa (Vll): These evil spirits use illusion and false civility to take
their prey off

--6--

guard.  Once combat is joined, Rakshasa are powerful fighter/magic-users and
are immune to much magic.  They have been slain by a blessed bolt from a cross
bow.

Salamander (Vll): These fiery creatures prefer temperatures of 300 degrees or
above and use super-heated metal weapons.

Shambling Mound (Vll): These huge creatures resemble animated piles of moss and
slime.  They attack with their club-like arms and can smother opponents in
their slime.  Their slimy forms are immune to fire and strengthened by
lightning bolts.

Storm Giant (IX): These are the most powerful and respected of the true giants.
They are intelligent, physically imposing, and highly magical.  They throw
powerful bolts of lightning.

Thri-kreen (Vl): These are intelligent, carnivorous insect-men who live in
burrows.  They have four arms and a poisonous bite that paralyzes their foes.
They are adept at dodging missile attacks.

Troll (Vl): These are large, strong, ugly humanoids.  They know no fear and can
regenerate wounds.  They cannot regenerate wounds caused by fire.

Vegepygmie (111- IV): These semi-intelligent animated plants come in various
sizes and often use simple weapons.

Worg (IV): These are evil natured, semiintelligent wolves.  They often
cooperate with other creatures in packs.

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

~= ~

A SliORT lilSTORY OF TllE DALELAIYDS Al'ID THE ELYEI'l COURT

One thousand three hundred and fifty seven years ago, humans moving north
encountered the Elven Court, a huge outcropping of forest just south of the
Moonsea.  These humans sought and received permission from the elven rulers to
settle the dales around the forest.  The Standing Stone was erected to
commemorate the occasion.

Out of the agreement, the various human settlements of the Dalelands were born.
These settlements included Shadowdale, Mistledale, Daggerdale, and Battledale.
The settlements grew around their population centers: Shadowdale, Ashabenford,
Dagger Falls, and Essembra.

South and East of the Elven Court lay the human kingdom of Sembia.  The
Sembians cut at the forest to make planks for their ships.  The elves put a
stop to this by crushing the Sembians at the battle of Singing Arrows, 473
years ago.  The elves and humans then made an agreement that allowed the humans
to push a road from Sembia, past the standing stone, to the Moonsea.  Where the
road met the Moonsea the city of Hillsfar grew.

South and West of the Elven Court lay the human Kingdom of Cormyr.  The forces
of Cormyr have recently taken over the border town of Tilverton, but any
further expansion is hindered by the southern tip of the Desertsmouth
Mountains.  Shadow Gap and Tilver's Gap lead through the mountains, but the
king of Cormyr has not yet risked his armies through the treacherous mountain
passes.

Around the Moonsea, Hillsfar and other cities prospered.  Zhentil Keep rose to
power, fell from grace, and rose again under the power of the Zhentrim.  Phlan
rose to prominence, was devastated by a

--7--

blight, ruined by the dragon flight, and then rescued from permanent
enslavement by a band of adventurers.

North of the Elven Court, cities outside the Dalelands arose.  Yulash prospered
as the center of the worship of Moander, until the elves banished Moander from
the realms.  Teshwave grew as a river town, until it was occupied by the forces
of Zhentil Keep.  Voonlar grew on the edge of the Elven Court, and continued to
grow even though its attacks toward Shadowdale were repulsed again and again.
All around the Elven Court humans bustled about, building towns, clearing the
wild, and remaking the land in their own image.

But, the battle of Singing ~..  Arrows and the road from Sembia to Hillsfar
started a great debate among the elves.  Could elves and humans live side by
side, or was human expansion a threat to the lifestyle of the Elven Court? For
hundreds of years the elves secretly debated among themselves.  Scant years ago
they made their decision.  The elves began The Retreat.

The Retreat caught the humans around the Elven Court by surprise.  Almost
overnight, the inhabitants of the court and the magnificent city of Myth
Drannor seemed to disappear.  Once the elves decided to leave, they left
swiftly.  Some elves living in the communities outside the Elven Court left,
but others stayed in their new homes.

The Retreat left a huge area empty.  Evil forces quickly took advantage of the
power vacuum.  The bright elven forests quickly became dark and foreboding.
The

llelm of Dragons

fabled city of Myth Drannor fell into ruins and was overrun by evil creatures.
And the road from Sembia to Hillsfar was no longer a safe trek for fat
merchants, but a dangerous gauntlet for the adventurous traveler.

After the retreat came the Flight of the Dragons.  Hundreds of dragons flew out
of the north to devastate cities and towns all around the Dalelands.  The
dragons were driven off or destroyed, but at tremendous cost.  The port in
Hillsfar was closed for weeks by the huge body of a fallen dragon.  The battle
between the witch Sylune and a giant dragon left nothing but a crater of one
corner of Shadowdale.  But, the flight ended as swiftly as it had come.  Once
the dragons were gone, the settlements picked up the pieces and went on with
their lives.

By now, the inhabitants of the Dalelands have gotten used to the absence of the
elves after The Retreat, and the damage from the Flight of the Dragons is old
news.  They look toward the future where another harvest ripens in the fields,
battles between armies rage, and children grow up dreaming of becoming
adventurers.

--8--


A BARD'S NOTES ON PHLAN AND THE POOL OF RADIANCE

The City of Phlan had risen to prominence, and then fell beneath an
overwhelming tide of evil monsters.  The ruined city was controlled by a
powerful entity, known only as The Boss .

While The Boss looked outward toward even greater conquests, human settlers
landed and created a foothold on the edge of Phlan.  Adventurers flocked to the
city in hopes of claiming a portion of the Phlan's fabled wealth.

The battle to cleanse Phlan was an epic struggle.  First, adventurers cleared
the city, block by block.  Then they found and defeated the concentrations of
evil monsters and men in the wilderness around the city.  Finally, adventurers
assaulted the castle where the evil leader held sway.

When the adventurers finally battled their way into the deepest chamber of the
castle, they discovered that the infamous Boss of Phlan was an evil spirit
named Tyranthraxus the Flamed One.  Tyranthraxus had possessed the body of a
great bronze dragon and had transported the mystical Pool of Radiance into his
lair.  The pool was an extra-dimensional portal which game Tyranthraxus access
to information and power from beings on other planes.

Tyranthraxus used his power to augment the dragon's already fearsome combat
capabilities.  He was also protected by a squad of powerful fighters with
magical arms and armor.  The adventurers triumphed over Tyranthraxus and his
minions only after the most heroic of combats.

When Tyranthraxus was defeated he did not die.  His naked spirit rose from the
body of the dragon and was drawn back through the Pool of Radiance.  The pool
drained away and the power of Tyranthraxus was broken.  Phlan was free.

Like most heroes, however, the adventurers who freed Phlan did not stay around.
It is known that they took a boat from Phlan to the City of Hillsfar across the
Moonsea.  From there it is rumored that they traveled south and west in search
of further adventure.

<<G:CAB_AJ02.PCX:"[GRAPHIC: AMULET OF LATHANDER]">>

-- Page 9 --

JOURNAL ENTRIES

These entries include items which adventurers might copy or file in their
journal as they travel.  During the game these entries are referred to by
number.  When the game refers to a Journal Entry, read the specific entry and
place a checkmark in the box to keep track of which entries have come up in the
game.  Do no read ahead to other Journal Entries; some tales are false, and may
lead your adventurers astray.

JOURNAL ENTRY 2
The assembled dragons glare down upon the party, three ancient dragons of each
color: red, green, blue, black and white.  In a booming voice you hear one say,
Mortals, you have chosen a very bad time to confront us.  Flee for your
miserable lives now, and we shall consider letting you live.
As you consider their magnanimous offer, you hear a great beating of wings.
Several dragons quickly push you to the rear, trying to hide you from view.
The rest bow their heads in supplication.  The gigantic queen of evil dragons
lands amidst the assembled throng.  Her five heads scan the gathering -- Tiamat
has arrived.

JOURNAL ENTRY 3
I m afraid that I know all too well what those bonds signify.  I was bonded
once as well.
The story began when a Master Harper wanted to make sure that his work would be
preserved in pristine form.  He was revolted at the thought of his songs and
stories being corrupted and changed over time, as all performing arts
eventually are.  He attempted an experiment to create a kind of flesh golem, a
simulacrum of a human being, that would be an immortal vessel for all of his
work.  In this way he hoped to cheat the effect of time.
Unfortunately, the Master Bard made a mistake during the creation of the vessel
and one of his assistants was killed.  When the Conclave of Harpers found out
about the experiment, and the reasons behind it, they were appalled.  The
Conclave stripped the Master Bard of his powers, his magical objects, and his
name.  They wiped his songs and stories from the collective memories of the
entire Realm.  It was as if he had never existed.  Then, they trapped him in a
pocket dimension, and left him there.  The Conclave thought the now nameless
bard was effectively banished.
However, a powerful group of magicians and monsters re-created some of the
nameless bard's experiment.  They tracked the nameless one to his dimensional
prison and offered to help him build his vessel.  In exchange, the group would
have a hand in defining the vessel s instructions .  The nameless bard's
obsession with his work blinded him to the evil intent of the group.  He agreed
to build another vessel.
I was the result of their efforts.  In order to bring me to true life, they
needed to sacrifice a being of truth and goodness.  The deamon Phalse kidnapped
my companion, Dragonbait, from another dimension.  Dragonbait is a Saurian; he
is the other-worldly equivalent of a Paladin.

-- Page 10 --


However, with the aid of the nameless bard, Dragonbait was able to thwart the
evil ones by gifting me with a portion of his spirit.  The nameless one
sacrificed himself and engineered Dragonbait's and my escape from the evil
ones.
After our escape I woke up in a strange place, with manufactured memories and
symbols such as yours on my arm.  Don't worry.  My bonds are gone, and I am now
fully my own person.
In order to remove my symbols, I had to overcome the compulsion of the bonds.
Each bond is like a magical geas put on you by the person or group represented
by the symbol.
Your only hope is to destroy the person or group that was involved in creating
your bonds.  I see the mouth in hand symbol of Moander on your arm.  Perhaps we
can cooperate.
I am here because of the rumors that Moander is threatening to return again.
The cultists of Moander were some of the evil ones involved in my bonding.
Since you are here and carry his bond, I assume that he has managed to gather
enough power to attempt his return.
I know that the new altar of Moander is somewhere in this ruined temple.  This
is his original holy place on our Plane.  Let Dragonbait and I help you.  We
have battled this evil before.

<<G:CAB_AJ04.PCX:"[GRAPHIC: JOURNAL ENTRY 4]">>

-- Page 11 --

JOURNAL ENTRY 5
We Rakshasa are very fond of gambling.  I have been having a streak of bad luck
and gone through most of my possessions.  Recently, I discovered that Birsheya
had been cheating in those games.  However, the Clan Lord will not act without
proof.  Birsheya guards the clan storehouse and I know that there is evidence
hidden there.  If you help me break in, you may select whatever you want
the storehouse.  I just want the proof of Birsheya's cheating.

JOURNAL ENTRY 6
The statue in my wheelbarrow was my son.  We were west of Teshwave when we
spotted Beholder.  We ran and hid, but my son was not quick enough.  I have
been begging for money to heal him since then.  Could you help?

JOURNAL ENTRY 7
I am Fzoul Chembryl, high lord of the Dark Shrine.  My precious mages , as you
call them, have allowed me to follow your minion.  Dexam, you overstep your
authority.  My mark is on these people, and the Imperceptor will know of my
work in due time.
It is I who work for the greater glory of Bane.  The powers granted us by Bane,
combined with the power of the secular magic-users, will bring about a Banite
Hegemony in the Realms, and these bonded tools are central to the consolidation
of our power.  With them I hope to be able to control and avoid the traps set
in magical items by the lawful and the good.  The bonded ones are under my
control and authority and will remain so for as long as I live.

<<G:CAB_AJ05.PCX:"[GRAPHIC: JOURNAL ENTRY 8]">>

<<G:CAB_A05B.PCX:"[GRAPHIC: JOURNAL ENTRY 9]">>

JOURNAL ENTRY 10
I have been laughed at and abused since I first came to Phlan, but now my true
genius shall be seen.  In the caverns beneath us are the nucleus of my
fanatical army.  In the river are my dragon navy and soon the gargoyles shall
arrive to control the air.  I shall let you live long enough to see my victory
over the Flamed One.  Then you shall be sacrificed to my greater glory.  He
laughs maniacally as you are led away.
-- Page 12 --

JOURNAL ENTRY 11
Your arrival is well timed.  We expect the king to fall into our backup trap.
It is unfortunate that you attacked the wrong target.  But let me introduce the
man you tried to kill.  He gestures over to two prisoners, tied up against the
wall.  One is a thin bearded man and the other is a young woman with a tattered
purple sash.
The man you tried to kill is Giogi Wyvernspur, an excellent mimic.  Turning to
Giogi, Perhaps you could give us another rendition of the king's voice.  Giogi
looks at you and blanches.
Also, let me introduce the woman who made the king's arrival possible --
Princess Nacacia.
At this point, the princess slips her bond, sweeps up a handy club and brains
the leader.  Quick, she yells dispose of his guards before the leader can evoke
your bonds!

JOURNAL ENTRY 12
Dimswart says, My name is Dimswart the Sage.  I am happy to meet you, though I
wish it were under better circumstances.
I knew some other people who had bonds similar to yours and have spent some
time studying them.  I see that some of the symbols are missing, however, I
would suppose that originally there were five.  Essentially, the symbols are
power signs of five powerful factions that have banded together.
Needless to say, they are all extremely evil.  Their common purpose is to
enhance their collective power.  However, if this bonding follows the previous
pattern -- and with Moander and the Fire Knives involved I have little doubt
that it will -- each of the evil powers has its own use for you, to the
detriment of the others.  That is your greatest advantage.
I have personal knowledge of one of your bonds.  The hand with a mouth is the
symbol of Moander.  His aspect was destroyed the last time he tried to enter
this plane.  It's probable that Mogion, his surviving High Priestess, has
placed the symbol on you as a part of her attempt to bring him back.
I know little more than the identity and some rumors about the other symbols.
The Z encased in a circle on a triangular field is the symbol of the Zhentrim,
our hosts, I m afraid.  It is said that they have a great hoard of lawful good
weapons and magical items hidden somewhere.  I was attempting to find out where
it is when I was captured.  I have determined that the hoard is not at Zhentil
Keep.  It is rumored that Fzoul Chembryl, the leader of the Zhentrim, is
attempting to bring persons of good alignment under his power so that he can
use these devices.
The half moon with three bars is the sign of Dracandros.  He is a mighty Red
Wizard of Thay, but he has been banished for having an overweening ambition
untempered with any sense of tact or timing.  It is said he has an obsession
with dragons, hence his name.  His symbol also resembles that of
-- Page 13 --


Elminster of Shadowdale.  Dracandros obviously hopes that he can be as powerful
as Elminster some day.
Finally, the claws of flame are the symbol of Tyranthraxus, the flamed one.  I
thought that it would take him much longer to recover after the recent events
in Phlan.  His is the greatest threat, as his ambition is the domination of the
entire Prime Material Plane, and he controls the Pool of Radiance, which must
still exist if he is back.
To finish off Tyranthraxus, you will need three magical artifacts.  I know that
they have been distributed amongst three of the powers that have bonded you.
One of the artifacts, the Amulet of Lythander, is somewhere here in Zhentil
Keep.  Dracandros has the Helm of Dragons near Haptooth, and Mogion controls
the Gauntlet of Moander at Yulash.  None of these items are of any use except
when they are in the vicinity of the Pool of Radiance.  Unfortunately, I don't
know how their magic works.
I m afraid I won't be of much use to you in terms of fighting power.  However,
I have been adventuring before and know how to stay out of the way.

JOURNAL ENTRY 13
It has been deemed necessary to call upon the Mulmaster Beholder Corps to
counter the dragons now infesting the River Tesh.  Because of the corps
destructive impulses, all Zhentrim operative between Teshwave and Dagger Falls
are ordered to withdraw from the area.  No benefits will be paid to the widows
and orphans of those who ignore this order.

JOURNAL ENTRY 14
The man with no name begins to glow and change.  His features become evil and
calculating.  Nameless opposed me as you do, the man-form says.  Now his shell
protects my fiery essence.  The time has come, bow to your new master -- bow
down Tyranthraxus! As he laughs, the bonds on your arms glow brightly.  You
feel your knees bend as you bow down before him.

JOURNAL ENTRY 15
There, Great Ones, you can see that they are part of Elminster's plot to
destroy all dragonkind in retaliation for the Dragonflight.  You may have these
assassins as a sign of my good faith in warning you.  You can see on their arms
the sign of Tyranthraxus, the enslaver of dragons.  This sign marks them as the
servants of the enslaver, as well as pawns of Elminster!
One dragon, however, says, You have not convinced me.  I see the glowing bonds
on these mortals.  I have heard that similar bonds were used to control a
warrior that attacked Mistinarperadnacles Hai Draco.  I think you control these
mortals with their glowing bonds.  Free them and then we may judge their
actions.
Dracandros says, But if I free them, they will attack you!
The Dragon says, The few of them...against the many of us! We are not afraid.
Or is it you who are afraid of them?
--14--

You should not be.  For if you lie, you
should be afraid of me! With that, a drop of smoking acid escapes from the
dragon's mouth past his evil, toothy grin! Dracandros recoils from the dragon
and turns to the party.  He speaks a meaningless phrase and his symbol slowly
disappears.  The party is free of another bond.

JOURNAL ENTRY 16
The creatures of the deeper caverns have begun to awake.  In deference to me,
they have made a present of a great artifact.  It is one of the three needed to
slay the Flamed One permanently.  He betrayed me back in Phlan, but now I shall
gain revenge.  As soon as we have disposed of the Zhentrim we can turn our
attention to Myth Drannor and my enemy.

<<G:CAB_AJ08.PCX:"[GRAPHIC: JOURNAL ENTRY 17]">>

JOURNAL ENTRY 18
That bond you wear -- the one with the cresent moon -- bears a very close
similarity to Elminster's symbol.  Now, Elminster is not the type of man to
take kindly to someone claiming that they d been bonded by him.  So if I were
you, I'd slip out of Shadowdale and sail down to Ashabenford.  Then I'd work my
way south until I found a certain red wizard's tower.  After that I'd get him
to remove the bond.  Or you could hang around here and get turned into a newt
by Elminster.

JOURNAL ENTRY 19
As the cleric casts the spell, the bonds begin to glow brightly.  Arcs of blue
flame
shoot out from them and strike about the room.  The characters begin to writhe
in
extreme pain.  The cleric ceases the spell, "These bonds fight my powers,
removing
them is beyond me.  I wish you better luck.  Go with Gond."

<<G:CAB_A08B.PCX:"[GRAPHIC: JOURNAL ENTRY 20]">>

--15--

JOURNAL ENTRY 21
Alaterian,
Hey, you may be my brother, but if I don't get that 300 gold pieces you owe me,
I m gonna come after you with a bastard sword.  I don't care if you are a
member of the Black Network.  They can't watch you all the time.  I've still
got a few tricks of my own that I can use on a slime-ridden otyugh like you.
Otherwise, Mom and Dad are fine.  Sis is getting too big for her britches.  I
may head down to the village of Hap to look into rumors of a gathering of Black
Dragons.
When are you coming back to Essembra? Your wife Lilian wants to know.
By the way, I ll take her instead of the money.

Your loving brother,
Myrixelets

JOURNAL ENTRY 22
I don't know why you re crazy enough to want to go down the Pit of Moander, but
I can give you free passage through the city.  I can guarantee that Red Plumes
not molest you, but this is still a city under siege and I can't be
nurse-maiding you around.  It has been reported that Zhentil Keep has sent some
terror teams to annoy us.  Some shambling mounds have also been spotted
somewhere to the east.
Here's a map to the Pit and the locations of our checkpoints (see Journal Entry
52).  You are welcome to rest in the barracks and eat in the trooper mess.  I
ve indicated them on the map as well.  Oh, be careful; the walls and pavement
in Yulash have endured some great strains recently; I can't vouch for their
stability in most areas of the city.

JOURNAL ENTRY 23
OK, here's the scoop.  Ya got yer condemned prisoners, them's as admitted they
was guilty.  They has to fight the monsters without no weapons -- we give ya
three to one if ya choose the prisoners, straight even if ya choose the
monsters.  On the other hand, ya got yer accused criminals, them's as said they
was not guilt; they gets ta keep their weapons as they're fighting to see if
Bane will judge them as worthy.  We give ya two to one on either side.  Just
set yerself and pays yer money.  Only need one platinum piece to play.

JOURNAL ENTRY 24
The letter reads, Hail Harper's Friend, we must warn you that Dracandros of
Thay seeks to use you against dragonkind.  To protect yourself you should seek
a deadly blade that he has secreted in the caves below his tower.  Still, avoid
the dragons if possible; they are quite deadly.
The letter is unsigned.

JOURNAL ENTRY 25
We spirits of Myth Drannor have grown weak over the centuries.  We can now do
little but observe.  We ask for your help.  In return let me reveal to you a
secret power of the Thri-kreen.  Within this building is a

--16--

glowing red web.  If you speak the world Krrkik while standing before it, then
walk into it, you will gain great strength.  I have seen many of the Thri-kreen
do this.

JOURNAL ENTRY 26
The men had been paralyzed by a spell cast by an invading cleric.  He was after
the prisoners held in the leader's room to the south.  Luckily he had finally
been overcome in this room.

JOURNAL ENTRY 27
The wounded men moan in terror about a hammer wielding maniac and a room
suddenly filled with flashing blades.  They hope the leaders two prisoners are
worth their trouble.

JOURNAL ENTRY 28
Zhentim troops that have tried to reach Dagger Falls via the River Tesh have
been consumed by a dragon lying beneath the waves.  It was awakened by someone
from Phlan who was betrayed by Zhentil Keep.  He must still be somewhere near
Dagger Falls, since the attacks have been recent.

JOURNAL ENTRY 29
The unburned part reads, ...our ally can control flame, skim from body to body
and exhibits an array of extra-dimensional powers.  It is my conclusion that
the Flamed One can be none other than Tyran...

JOURNAL ENTRY 30
So, these are Fzoul's little secret.  Very interesting.  As the representative
of the TRUE priests of Bane, I shall deliver you to Mulmaster and to the grand
Imperceptor.
Once in Mulmaster, I will examine these bonds in my laboratory, t your extreme
discomfort, I'm afraid.  But, you may be comforted that during the final
procedure, the one that will result in your death, the pain will not go on for
more than two, or perhaps three, weeks.
Once I have uncovered the secret of these bonds, the Impercentor will be most
angry with his dear little Fzoul, and we may finally rid ourselves of this
heretic and his precious mages.

JOURNAL ENTRY 31
You were brought in by a group in red robes.  They said they d found you on the
road, near death.  They paid for your rooms in advance, so you can stay as long
as you'd like.  You had those tattoos when you came in, but I've never seen
anything like them.  Filani the sage could help you though.  You should go see
her, two blocks north.

JOURNAL 32
You are rudely questioned by two of the guards and their commander.  For every
yes answer you give one of the guards sneers knowingly and marks it down.  For
every no answer the other guard snorts and marks it in a different ledger.  The
commander writes down all of your party's vital statistics

--17--


including where you came from and your names.  Anytime you ask them about their
questioning they all turn, sneer, and the commander says, We are preparing a
file on you; this is strictly routine.

JOURNAL ENTRY 33
I am Caemir and my ancestors lived and died here in Myth Drannor.  I have been
plagued recently by evil dreams of my grandfather's tomb being turned into a
nest for foul spider things.  If you will help me lay his spirit to rest, I
will give you this bow which he made.  He shows you an exquisitely-crafted bow
that radiates powerful magic.

JOURNAL ENTRY 34
Yeah, well, watch yourself because there's lots of holes ya can't see and walls
that are about to come down and brain you.  The Red Plume's are crawling all
over the place -- and they have orders to kill any looters they find.  You want
to know where the Pit is? You re crazy.  It's in the north wall of the
northeastern quadrant of the city.  That place is enough to make you loony
though.  Some Red Plumes have jumped ship rather than go on guarding the place.
Oh, yeah.  The Plumies have set up some checkpoints all over the city.  There's
one just in front of the Pit and one at the commander's HQ.Can we go now?

JOURNAL ENTRY 35
The letter reads, Friend, we have come upon more news for you.  To slay the
accursed Flamed One who holds the most powerful of your bonds, you will need
three items, the Helm of Dragons, the Gauntlet of Moander and the Amulet of
Lathander.  Each is held by one of those controlling your bonds.  Without these
he will be able to ignore your most powerful attacks.  The letter is unsigned.

JOURNAL ENTRY 36
We ve been here for almost a month whipping these bugbears and wargs into
shape.  Now you've got the easy party.  We can't lead these monsters against
Dagger Falls; otherwise they would realize that the Zhentrim were behind this.
So you take the beasties to Dagger Falls and attack the city.  We'll have a
rescue force of Zhentil Keep troops arrive soon after and repulse your attack.
Then we'll occupy the city as heroes and you'll be paid most handsomely.  Well,
we re off the Teshwave.  Good look.

JOURNAL ENTRY 37
This passage was used during funerals by those in the temple.  They would
transport the deceased remains from the temple to the burial glen through the
passage.  The passage comes up in a back room of the temple.
If you try to approach the Temple on the path to the north, or through the
ruins to the east, Tyranthraxus minions will spot you and he will be waiting.
He does not yet know about this tunnel.

--18--

JOURNAL ENTRY 38
You bear the symbol of five different organizations.  Three I recognize, one
I've
never seen, and the last causes me some concern.  The flame and dagger is
the symbol of the Fire Knives, a group of assassins who last operated out of
Westgate.  That group has been destroyed, so they must have a new base of
operation.  I fear I do not know where.
The mouth in the palm is the symbol of the god Moander.  This god was banished
from the world, but he reappeared briefly as a pile of filth.  It laid waste to
a section of the city of Yulash before its defeat.  The cult's color of choice
is green.
The ornate Z in the triangle is the symbol of the Zhentrim, the Black Network.
These are an evil alliance of priests, mages and thieves operating out of
Zhentil Keep.  Some say that they run Zhentil Keep.
The Flaming symbol I've never seen, so I can give you no information.  The last
symbol, with the crescent moon, bears a disturbing similarity to a powerful
sage in Shadowdale.  For my own safety, I'll say no more about it.

<<G:CAB_AJ12.PCX:"[GRAPHIC: JOURNAL ENTRY 39]">>

JOURNAL ENTRY 40
Because of the incursions along the River Tesh by Zhentrim forces, all allies
are ordered to gather in the caverns beneath the falls.  The dragons should be
able to hold back the beholders, but I expect Zhentrim troops to follow up the
attack.  As pay I pledge the standard portion when we loot Teshwave, Voonlar
and Zhentil Keep.  The plan is nearly complete; come at once.
Signed,
Lord Porphyrys Cadorna

JOURNAL ENTRY 41
The paper is heavily soiled, but you can make out, ...Knives untrustworthy,
cultists unreliable, wizard insane and T seems very dangerous.  Expect little
reliability from the New Alliance, especially over the bonded subject.  Will
need to set up our own observation team.  Per...

--19--

JOURNAL 42
The letter reads, Friend of the Harpers, we are working to provide you with
allies.  We have arranged for a rather unusual harp player to meet you in
Zhentil Keep.  In the village of Hap, the mage of Akabar Bel Akash works to
counter Dracandros.  Finally, two excellent warriors have been sent to the Pit
to aid you.  The letter is unsigned.

JOURNAL ENTRY 43
An important man from Phlan escaped proper justice.  A traitorous Council
member, named Cadorna, was raised from the dead and has flown to Dagger Falls.

JOURNAL ENTRY 44
I am the current leader of the Swanmays, since Kith and Belinda disappeared on
the Great Glacier.  We need someone to infiltrate the Red Wizard's Tower, and
we heard the Dracandros was looking for a party bearing those symbols on your
arms.
Dracandros has gathered all the Black Dragons in the area to his tower.  We
need to get a special piece of one of them.  If you accept our mark you will be
eligible for a share of our reward.  I have influence with several families
that are guarding these caves, so I can get you to the tower.  Once there, we
would be most happy if you could get us a part of a dragon's heart, or at least
get them to leave the tower.

JOURNAL ENTRY 45
The centaurs recently had a brush with spiders and Thri-kreen.  These monsters
were heading north, apparently on a treasure hunting expedition.  They were
probably headed for Myth Drannor.  The Thri-kreen can avoid arrows and their
phase spiders are unhittable after they strike.

JOURNAL ENTRY 46
Most Respected Mogion of Moander,
The Red Wizard Dracandros has provided a magical sending to me, altering me
that you are planning to exterminate the subjects of our little test.  While I
realize that you are among the survivors of not only a banished god but an
earlier alliance, I must protest strongly your intention to eradicate our
subjects before they are fully tested.
If you carry out this mad plot and slay our pigeons, then Dracandros, myself
and Lord T will all be forced to hunt you down and slay both you and anything
you choose to bring onto this plane.  Do not doubt that we can do so.  Remember
that I represent a more active power that is still at work in this part of the
Realms, and will take poorly to your hostile actions.  Once the subjects have
been fully tested, then we may slay them.
One more thing: I performed the requested research for you, and you are wrong.
It is only gauntlets, not the appearance of Moander himself, which can devour
the Pool of Radiance.  This further weakens your argument to bring "old moldy"
back onto this plane.

--20--

Yours in darkness,
Lord Fzoul Chembryl of Bane,
Zhentil Keep

JOURNAL ENTRY 47
Near the city of Dagger Falls is the waterfall it was named after.  Behind it
are deep caverns, abandoned until recently.  New activity suggests that a man
raised from the dead has taken them over.  Dark things are beginning to awake
in response.

JOURNAL ENTRY 48
You have done well, my pets.  The three artifacts that can do me harm are now
in my possession.  More importantly, the bonds you wear can act as the Pool of
Radiance does.  With them I can transfer into any of your bodies and use it for
as long as I need to.  Then, should the body be killed, I can transfer through
the bond and back to the Pool-or to another of your bodies.  I must thank you
for the great freedom you have afforded me.  Now come along and we will dispose
of those dangerous objects.

JOURNAL ENTRY 49
A Dark Journey: The four dark elves take you down a long sloping corridor.
After many hours, you have descended many miles and begin to pass massive black
mushroom forests and a few bizarrely shaped buildings.
Finally, you reach a glowing cavern, with a large temple in the center.  The
dark elves march you up into the heart of the temple.  In an onyx walled room
is a perfect, silvery web.  In the center of the web is a giant black spider.
The spider speaks in a raspy, hollow voice.
Greetings.  I represent the god of the dark elves.  You are my prisoners.  Your
choice is simple, you may be my slaves, or be my lunch.
As you consider retreat, huge stone blocks seal the entrance.  A tittering
laugh echoes through the room.

JOURNAL ENTRY 50
Olive says, Well now, aren't we a fine bunch of adventurers.  My name is Olive
Ruskettle and I know a bit about those tattoos on your arms.  A pal of mine had
some similar marks a while back.  I wonder where she is...
Listen, you've got to get hold of the Amulet of Lathander.  There is a man who
could help you but he's been captured and is being held prisoner inside the
temple.  His name is Dimswart the Sage and he helped that friend of mine I told
you about.  I have a secret way into the temple.  What do you say?

JOURNAL ENTRY 51
The human you are looking for named Dimswart.  He's a very good sage, and a
music lover, which is why we get along-did you know that I was a Bard? Yes sir,
I've got my harp right here and I could sing for you-well, maybe now is not the
time.  Anyway, Fzoul Chembryl has cap-

--21--

<<G:CAB_AJ15.PCX:"[GRAPHIC: JOURNAL ENTRY 52]">>

--22--

JOURNAL ENTRY 53
Suddenly the roof vaporizes and King Azoun, his wizard Vangerdahast and a troop
of royal guards descend into the room.  One of the guards points at your party
and
says, Those are the ones who tried to kill you, your highness.
The princess leaps up and stands between you and her father.  They were under
the Fire Knives control, they couldn't help themselves.  Besides that, they
saved me.
The king looks at you and at the princess, Well, the fact remains that you
attempted to kill me.  Also it looks as though you wear more controlling bonds.
I will not slay you, but you are banished from all Cormyr lands.
The royal guards come up and begin escorting you out.  Suddenly the far door
opens and Gharri of Gond steps unsteadily into the room.  As you leave the
room, you see the princess run over to him and they embrace.  Heading out of
the hideout you hear the king saying, Nacacia, time for you to accept the
duties of a princess.  The voices fade.
You are taken to the outskirts of town and the guards leave.  As you decide on
your next move, a horse pounds out of the gate, bearing Gharri and Nacacia.
She waves as they race north.

JOURNAL ENTRY 54
The princess has been talking with the slightly recovered leader.  With a
dagger to his throat he croaks, All right, I'll release them.  He mouths a
meaningless syllable and your bonds fade.

JOURNAL ENTRY 55
Your aid of one of our fellows in Tilverton was much appreciated.  In return we
must warn you that Fire Knives are watching the forest roads for you.  Also the
Flamed One, in the ruins of Myth Drannor seems to be taking an interest in you.
Finally, something malignant seems to be watching the Standing Stones.  Beware
and Good Luck.

JOURNAL ENTRY 56
The man says, Ask me not my name, for names are but labels men apply to that
which they do not understand.  I know of your bonds, and of your struggle to
free yourselves, for I helped create the first bonds what seems now so long
ago.
Your last bond, that of Tyranthraxus the Flamed One, is the most dangerous.
Whither you know it or not, you are closer to eternal slavery now than ever,
for Tyranthraxus need no longer share his power over you with others, he can
turn his full fury to making sure that you do not ever escape.
Your only hope is to catch the flamed one by surprise and deal with him before
he can evoke the power of your bonds.

JOURNAL ENTRY 57
It is good to speak with those with confidence enough to deal.  My clan has
taken this spot as a place to rest for a few mortal lifetimes.  But, the Flamed
One, Tyranthraxus, has stolen our followers and threatened my clan.  His power
is such that we cannot attack his temple directly, though we hate him with
great passion.
Now to our deal.  You wear the Flamed Ones mark, but I have been told you are
his enemy.  When you attack his temple we will bend our power to reclaim our
followers.  That may weaken him enough for you to be victorious.

--23--

JOURNAL ENTRY 58
The letter is written in a crabbed script, I have deemed the Displacer Beasts
to be too weak for my needs.  You are instructed to continue their training in
the mountains near Tilverton.  It would take too many of them to lay waste to
the Dalelands, but I don't want them destroyed when the dragons begin their
flight.  You will be contacted periodically with new instructions.
The letter is signed with a symbol that matches the crescent moon bond on your
arm.

<<G:CAB_AJ17.PCX:"[GRAPHIC: JOURNAL ENTRY 59]">>

--24--

TAVERN TALES
These entries include items which adventurers might overhear while traveling
and meeting other people.  During the game these entries are referred to by
number.  When the game refers to a Tavern Tale read the specific entry and
place a checkmark in the box to keep track of which entries have come up in the
game.  Do not read ahead to other Tavern Tales; some tales are false, and
others are important clues that are based on when and where you read them.

Tavern Tale 1
Both the Princess and King are in town in disguise.

Tavern Tale 2
A flame wreathed giant walks the Elven Court.  He only fears three ancient
artifacts.  One may lie below a waterfall to the north.

Tavern Tale 3
Many soldiers think the Pit is spooky.  Some have gone AWOL rather than be put
on guard duty there.

Tavern Tale 4
The city's sewer is among the more dangerous in the Dalelands.

Tavern Tale 5
Groups of red robed assassins have been patrolling the forest trails.

Tavern Tale 6
A merchant adventurer named Akabar headed south to investigate Hap.  A female
adventuring group also headed in that direction.

Tavern Tale 7
With Teshwave in Zhentrim hands the river has become dangerous to travel.

Tavern Tale 8
The Princess always has some piece of purple clothing on, that's how to spot
her.

Tavern Tale 9
Someone has passed through recently with something he was sure would destroy
the plants.  He was waving a wand about.

Tavern Tale 10
There's a trap door in the altar which soldiers use to deposit all magic items
from their raids.

Tavern Tale 11
A mercenary group from the south was slain by river pirates recently.

Tavern Tale 12
With all the war going on, the rivers are getting dangerous to travel.  Dragons
and beholders have been seen along the Tesh.

Tavern Tale 13
I hear there are Zhentil Keep terror teams in the area.

--25--

Tavern Tale 14
Elminster of Shadowdale passed through in disguise, heading for Teshwave.  He
may be checking on the river dragons.

Tavern Tale 15
Shamblers will'smother you if they can grab you.  Have to hack them to pieces
quickly.

Tavern Tale 16
Bane likes beholders.  Anyone else who gets close to them will die.  Best to
keep your distance.  If you see more than three, then they re probably scouts
for the Mulmaster Beholder Corps-flee for your lives!

Tavern Tale 17
Plants have a tendency to walk around here.  Nastiest are the Shambling Mounds.

Tavern Tale 18
Buccaneers are raiding the Moonsea again.  Ship travel is getting dicey.

Tavern Tale 19
The city was devastated by troops from Zhentil Keep and now all the roads are
heavily patrolled.

Tavern Tale 20
Watch out for falling buildings and sink holes in the rest of the city.

Tavern Tale 21
Creatures have been raiding the Dale from the north and west.

Tavern Tale 22
The Zhentrim mages respect only those who are as smart as they are.

Tavern Tale 23
Zhentil Keep covets the Daggerdale because its the best land in the Realms.

Tavern Tale 24
Dragons have been seen flying overhead.  They also infest waterfalls along the
river Tesh.

Tavern Tale 25
The city clerk's been depressed ever since Tyranthraxus was defeated.  She
hasn't
had any commissions to hand out.

Tavern Tale
Dragons have been heading south for weeks.  Hopefully far to the south.

Tavern Tale 27
Moander once crawled to the south of here, made a swath called Moander's Road.

-- Page 26 --

Tavern Tale 28
Two ships have been lost travelling to Shadowdale. the river's gotten very
dangerous.

Tavern Tale 29
A thief in a purple vest has been raiding the rich houses.  She's escaped with
the help of a hammer-wielding cleric.

Tavern Tale 30
The Knights of Myth Drannor fear some creatures that can lure people willingly
to their deaths.

Tavern Tale 31
Halflings are all thieves.

Tavern Tale 32
Dark Elves have been passing through town.  Their equipment always radiates
magic.

Tavern Tale 33
Zhentil Keep is hiring mercenaries -- or rather several factions are each
hiring their own forces.  They've also had trouble from an ex-councilman from
Phlan.

Tavern Tale 34
Crazy people, with green robes, have been wandering the countryside, especially
to the south.

Tavern Tale 35
Zhentrim forces are gathering in Teshwave, perhaps they will march on
Shadowdale or Dagger Falls.

Tavern Tale 36
A friendly village of centaurs is hidden in the forests to the south.

Tavern Tale 37
King Azoun of Cormyr is hunting for his wayward daughter in Tilverton

Tavern Tale 38
I heard that Dimswart the mage has joined the Zhentrim.  Who'd of imagined it.

Tavern Tale 39
Fzoul is sending specially trained terror teams to harass Yulash.  I hear that
he's looking for mercinaries for special training.

Tavern Tale 40
Its been lucky that Zhentil Keep is looking westward for expansion.  At least
they're a check against Hillsfar.

Tavern Tale 41
Something huge and skeletal has found a lair to the south.

Tavern Tale 42
If you don't want to get into trouble with the Zhentil Keep soldiers, you have
to act real humble.

-- Page 27 --

Tavern Tale 43
Some walls and floors are dangerously shaky after Moander's rise from The Pit.

Tavern Tale 44
Red wizards like creatures of fire.  Cold attacks are often the best defense.

Tavern Tale 45
Cultists of Moander are starting to roam the area again.

Tavern Tale 46
The Elven Court is guarded by a force of knights. they're trying to keep
something in, not keep people out.

Tavern Tale 47
A party of insects was seen heading into the forest, heading for Myth Drannor.

Tavern Tale 48
The Temple of Bane employs beholders to discipline their priests.  They also
have an entire corps of the critters to destroy major enemies.

Tavern Tale 49
Voonlai's been building up troops again.  Glad they have rotten commanders.

Tavern Tale 50
That crazy halfling running around here thinks she's a bard.  She sings OK but
she ain't as good as Zazania Swallowtounge.

Tavern Tale 51
A black ship with a large crate came back from Mulmaster -- Bane's highest
temple.  The Inquisitors are probably in town.

Tavern Tale 52
The release of Moander from the Pit was a plot by Zhentil Keep.

Tavern Tale 53
If you're polite and respectful to a Bane priest, they have to be respectful
back, not matter what they really think.

Tavern Tale 54
Dragons have been seen flying near Hillsfar.  Something happening in the south.
Also creatures have been accumulating near Dagger Falls -- some ancient
caverns have been reopened.

Tavern Tale 55
The Cormyr representative was preparing to leave after hearing the king found
his daughter, but he was called back because she escaped again.

-- Page 28 --

Tavern Tale 56
Green robed cultists have been seen around the Pit.  They must be pining for
Old Moldy.

Tavern Tale 57
The city guard is pulling out away from the Temple.  They don't want to get
caught in a crossfire.

Tavern Tale 58
Voonlar hopes to build an arena for criminals, like Zhentil Keep has.

Tavern Tale 59
A young woman with a purple sash stole the crown jewels from the ruins of the
Yulash palace.  Rode though the gate and escaped with a man.

Tavern Tale 60
Huge shapes have flown over the forest, heading south.

Tavern Tale 61
The Stojanow River valley is being converted to farms again.  They pyramid is
now used as part of the irrigation system.

Tavern Tale 62
The previous high priest of Gond, Gharri, was Princess Nacacia's lover for
while.

<<G:CAB_AJ21.PCX:"[GRAPHIC: MYSTERIOUS WAND]">>

-- Page 29 --


APPENDICES

RANGE OF ABILITY SCORES BY RACE

ABILITY           DWARF      ELF      GNOME    HALF-ELF   HALFING  HUMAN
____________________________________________________________________________
Strength (Male)   8-18(99)   3-18(75) 6-18(50) 3-18(90)   6-17     3-18(00)
Strength (Female) 8-17       3-16     6-15     3-17       6-14     3-18(50)
Intelligence      3-18       8-18     7-18     4-18       6-18     3-18
Wisdom            3-18       3-18     3-18     3-18       3-17     3-18
Dexterity         3-17       7-19     3-18     6-18       8-18     3-18
Constitution      12-19      6-18     8-18     6-18       10-19    3-18
Charisma          3-16       8-18     3-18     3-18       3-18     3-18
Minimum Ability Score-Maximum Ability Score
(xx)=maximum percentage for an 18 strength



MAXIMUM LEVEL LIMITS BY RACE, CLASS, AND PRIME REQUISITE

CLASS       ABILILTY      DWARF   ELF   GNOME   HALF-ELF  HALFING HUMAN
_________________________________________________________________________
Cleric      Any           no      no    no      5         no      10*
Fighter     STR 16-       7       5     5       6         4       12*
            STR 17        8       6     5       7         5       12*
            STR 18+       9       7     6       8         no      12*
Paldin      Any           no      no    no      no        no      11*
Ranger      STR 16-       no      no    no      6         no      11*
            STR 17        no      no    no      7         no      11*
            STR 18+       no      no    no      8         no      11*
Magic-User  INT 16-       no      9     no      6         no      11*
            INT 17        no      10    no      7         no      11*
            INT 18        no      11    no      8         no      11*
Thief       Any           12*     12*   12*     12*       12*     12*

no:Characters of this race cannot be of this class.
*:Highest Level Available in CURSE OF THE AZURE BONDS. Normal AD&D
Characters have unlimited level advancement in these classes.



ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS

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



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 spel             t=turns
Both=Camp or Combat spell       /lvl=per level of caster
T=Touch Range                   targets=aim at each target
dia=diameter                    R=Red Mage Spell
rad=radius                      W=White Mage Spell
All=All characters in combat



1ST-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE    AREA        DURATION
______________________________________________________________
Bless                   Both   6        5dia         6r
Curse                   Cmbt   6        5dia         6r
Cure Light Wounds       Both   T        1            -
Cause Light Wounds      Cmbt   T        1            -
Detect Magic            Both   3        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



2ND-LEVEL CLERICAL SPELLS

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



3RD-LEVEL CLERICAL SPELLS

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



4TH-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE    AREA    DURATION
___________________________________________________________
Cure Serious Wounds     Both     T       1        -
Cause Serious Wounds    Cmbt     T       1        -
Neutralize Poison       Camp     T       1        -
Poison                  Cmbt     T       1        -
Protection from
 Evil 10' Radius        Both     T       2dia     1t/lvl
Sticks to Snakes        Cmbt     3       1        1r/lvl



5TH-LEVEL CLERICAL SPELLS

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



1ST-LEVEL DRUIDICAL SPELLS
(FOR HIGH-LEVEL RANGERS)

SPELL NAME              WHEN   RANGE    AREA    DURATION
___________________________________________________________
Detect Magic            Both     0       1        12r
Entangle                Cmbt     8       4 dia    1t
Faerie Fire             Cmbt     8       8 dia    4r/lvl
Invisibility to Animals Both     T       1        1t+1r/lvl



1ST-LEVEL MAGIC-USER SPELLS

SPELL NAME            WHEN     RANGE    AREA     DURATION
___________________________________________________________________
Burning Hands         Cmbt      T       1        -
Charm Person          Cmbt      12      1        -
Detect Magic          Both      0       1        2r/lvl
Enlarge               Both      .5/lvl  1        1t/lvl
Reduce                Both      .5/lvl  1        -
Friends               Camp      0       All      1r/lvl
Magic Missile         Cmbt      6+lvl   1        -
Protection from Evil  Both      T       1        2r/lvl
Protection from Good  Both      T       1        2r/lvl
Read Magic            Camp      0       1        2r/lvl
Shield                Both      0       1        5r/lvl
Shcoking Grasp        Cmpt      T       1        -
Sleep                 Cmpt      3+lvl   1-16     5r/lvl



2ND-LEVEL MAGIC-USER SPELLS

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



3RD-LEVEL MAGIC-USED SPELLS

SPELL NAME            WHEN     RANGE     AREA     DURATION
____________________________________________________________
Blink                 Both     0         1        1r/lvl
Dispel Magic          Cmbt     12        3x3      -
Fireball              Cmbt     10+lvl    2 rad    -
Haste                 Both     6         5 dia    3r+lvl
Hold Person           Cmbt     12        1-4      2r/lvl
Invisibility 10'Rad   Both     T         2 dia    -
Lightning Bolt        Cmbt     4+1/vl    4,8      -
Protection from
Evil 10'Rad           Both     T         2 dia    2r/lvl
Protection from
Normal Missile        Both     T         1        1t/lvl
Slow                  Cmbt     9+lvl     5 dia    3r+lvl



4TH-LEVEL MAGIC-USER SPELLS

SPELL NAME              WHEN    RANGE   AREA       DURATION
_____________________________________________________________
Charm Monster           Cmbt    6       1+         -
Confusion               Cmbt    12      2-16,3rad  2r+1/lvl
Dimension Door          Cmbt    0       1          -
Fear                    Cmbt    0       6x3 cone   1r/lvl
Fire Shield (2 Types)   Both    0       1          2r+1/lvl
Fumble                  Cmbt    lvl     1          1r/lvl
Ice Storm (Dmg only)    Cmbt    lvl     5dia       -
Min Globe of
Invulnerability         Both    0       1          1r/lvl
Remove Curse            Both    T       1          -
Bestow Curse            Cmbt    T       1          1t/lvl



5TH-LEVEL MAGIC-USER SPELLS

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



WEAPON LIST
                                 DAMAGE VS.
                  DAMAGE VS.      LARGERTHAN      NUMBER
NAME              MAN SIZED       MAN SIZED       OF HANDS  CLASS
___________________________________________________________________
Axe, Hand         1-6             1-4             1         f
Bardiche+         2-8             3-12            2         f
Bastard Sword     2-8             2-16            2         f
Battleaxe         1-8             1-8             1         f
Bec de Cordin+    1-8             1-6             2         f
Bill-Guisarme+    2-8             1-10            2         f
Bo Stick          1-6             1-3             2         f
Broad Sword       2-8             2-7             1         f,th
Club              1-6             1-3             1         f,cl,th
Dagger            1-4             1-3             1         f,mu,th
Dart              1-3             1-2             1         f,mu,th
Fauchard+         1-6             1-8             2         f
Fauchard-Fork+    1-8             1-10            2         f
Flail             2-7             2-8             1         f,cl
Fork, Military+   1-8             2-8             2         f
Glaive+           1-6             1-10            2         f
Glaive,Guisame+   2-8             2-12            2         f
Guisarme+         2-8             1-8             2         f
Guisarme-Voulge+  2-8             2-8             2         f
Halberd+          1-10            2-12            2         f
Lucern Hammer+    2-8             1-6             1         f
Hammer            2-5             1-4             1         f,cl
Javelin           1-6             1-6             1         f
Jo Stick          1-6             1-4             1         f
Long Sword        1-8             1-12            1         f,th
Mace              2-7             1-6             1         f,cl
Morning Star      2-8             2-7             1         f
Partisan+         1-6             2-7             2         f
Pick, Military    2-5             1-4             1         f
Pike, Awl+        1-6             1-12            1         f
Quarterstaff      1-6             1-6             2         f,cl,mu
Ranseur+          2-8             2-8             2         f
Scimitar          1-8             1-8             1         f,th
Short Sword       1-6             1-8             1         f,th
Spear             1-6             1-8             1         f
Spetum+           2-7             2-12            2         f
Trident           2-7             3-12            1         f
Two-Handed Sword  1-10            3-18            2         f
Voulge+           2-8             2-8             2         f
Composite
Long Bow*         1-6             1-6             2         f
Composite
Short Bow*        1-6             1-6             2         f
Long Bow*         1-6             1-6             2         f
Light Crossbow#   1-4             1-4             2         f
Short Bow*        1-6             1-6             2         f,th
Sling             2-5             2-7             1         f,th
Staff Sling       2-8             3-9             2         f,cl

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



ARMOR LIST
                        WEIGHT                  MAXIMUM
ARMOR TYPE              IN SP           AC      MOVEMENT*
____________________________________________________________
None                    0               10      -
Shield,Small#           50              9       -
Leather                 50              8       12 sqaures
Padded                  100             8       9 sqaures
Studded                 200             7       9 sqaures
Ring                    250             7       9 squares
Scale                   400             6       6 squares
Chain                   300             5       9 squares
Splint                  400             4       6 squares
Banded                  350             4       9 squares
Plate                   450             3       6 squares

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

*A Shield subtracts 1 AC from any armor it's used with.



TABLE OF EXPERIENCE PER LEVEL

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

Remember that all experiences earned by a non-human, mutiple-class character
is divided by the number of classes that 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.



CLERIC
                                        NUMBER OF SPELLS
                         HIT            CLERICAL SPELL LEVEL
LEVEL EXPERIENCE         DICE           1   2   3   4   5    LEVEL TITLE
__________________________________________________________________________
1     0-1,500            1d8            1   -   -   -   -    Acolyte
2     1,501-3,000        2d8            2   -   -   -   -    Adept
3     3,001-6,000        3d8            2   1   -   -   -    Priest
4     6,001-13,000       4d8            3   2   -   -   -    Curate
5     13,001-27,500      5d8            3   3   1   -   -    -
6     27,501-55,000      6d8            3   3   2   -   -    Canon
7     55,001-110,000     7d8            3   3   2   1   -    Lama
8     110,001-225,000    8d8            3   3   3   2   -    Patriarch
9     225,001-450,000    9d8            4   4   3   2   1    High Priest
10    450,001-675,000    9d8+2          4   4   3   3   2    -

*Bonus Spells For Clerics with High Wisdom Ability Score



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

Note that these bonus spells are only available when the cleric is entitled
to spells of the applicable level. Thus a 6th-level cleric with a Wisdom of
18 can memorize the following spells:

                        NUMBER OF SPELLS PER LEVEL
                        1   2   3   4   5
______________________________________________________
6th-Level Cleric
with 18 Wisdom          5   5   3   -   -



FIGHTER
                            HIT
LEVEL   EXPERIENCE          DICE     LEVEL TITLE
_____________________________________________________
1       0-2,000             1d10     Veteran
2       2,001-4,000         2d10     Warrior
3       4,001-8,000         3d10     Swordsman
4       8,001-18,000        4d10     Hero
5       18,001-35,000       5d10     Swashbuckler
6       35,001-70,000       6b10     Myrmidon
7       70,001-125,000      7d10     Champion
8       125,001-250,000     8d10     Superhero
9       250,001-500,000     9d10     Lord
10      500,001-750,000     9d10+3   -
11      750,001-1,000,000   9d10+6   -
12      1,000,001-1,250,000 9d10+9   -



PALADIN
                                   NUMBER OF SPELLS
                          HIT
LEVEL EXPERIENCE          DICE         1    2            LEVEL TITLE
______________________________________________________________________
1     0-2,750             1d10         -    -            Gallant
2     2,751-5,500         2d10         -    -            Keeper
3     5,501-12,000        3d10         -    -            Protector
4     12,001-24,000       4d10         -    -            Defender
5     24,001-45,000       5d10         -    -            Warder
6     45,001-95,000       6d10         -    -            Guardian
7     95,001-175,000      7d10         -    -            Chevalier
8     175,001-350,000     8d10         -    -            Justiciar
9     350,001-700,000     9d10         1    -            Paladin
10    700,001-1,050,000   9d10+3       2    -            -
11    1,050,001-1,400,000 9d10+6       2    1            -



RANGER
                                    NUMBER OF SPELLS
                                    DRUIDIC & MAGIC
                          HIT       USER SPELL LEVEL
LEVEL  EXPERIENCE         DICE        1    1            LEVEL TITLE
________________________________________________________________________
1      0-2,250            2d8         -    -            Runner
2      2,251-4,500        3d8         -    -            Strider
3      4,501-10,000       4d8         -    -            Scout
4      10,001-20,000      5d8         -    -            Courser
5      20,001-40,000      6d8         -    -            Tracker
6      40,001-90,000      7d8         -    -            Guide
7      90,001-150,000     8d8         -    -            Pathfinder
8      150,001-225,000    9d8         1    -            Ranger
9      225,001-325,000    10d8        1    1            Ranger Knight
10     325,001-650,000    11d8        2    1            Ranger Lord
11     650,001-975,000    11d8+2      2    2            -



MAGIC-USER
                                    NUMBER OF SPELLS
                                    MAGIC-USER
                           HIT      SPELL LEVEL
LEVEL EXPERIENCE           DICE     1   2   3   4   5    LEVEL TITLE
_________________________________________________________________________
1     0-2,500              1d4      1   -   -   -   -    Prestidigator
2     2,501-5,000          2d4      2   -   -   -   -    Evoker
3     5,001-10,000         3d4      2   1   -   -   -    Conjurer
4     10,001-22,500        4d4      3   2   -   -   -    Theurgist
5     22,501-40,000        5d4      4   2   1   -   -    Thaumaturgist
6     40,001-60,000        6d4      4   2   2   -   -    Magician
7     60,001-90,000        7d4      4   3   2   1   -    Enchanter
8     90,001-135,000       8d4      4   3   3   2   -    Warlock
9     135,001-250,000      9d4      4   4   3   2   1    Sorcerer
10    250,001-375,000      10d4     4   4   4   2   2    Necromancer
11    375,001-750,000      11d4     4   4   4   3   3    Wizard



THIEF
                           HIT
LEVEL EXPERIENCE           DICE          LEVEL TITLE
_______________________________________________________
1     0-1,250              1d6           Rogue
2     1,251-2,500          2d6           Footpad
3     2,501-5,000          3d6           Cutpurse
4     5,001-10,000         4d6           Robber
5     10,001-20,000        5d6           Burglar
6     20,001-42,500        6d6           Ficher
7     42,501-70,000        7d6           Sharper
8     70,001-110,000       8d6           Magsman
9     110,001-160,000      9d6           Thief
10    160,001-220,000      10d6          Master Thief
11    220,001-440,000      10d6+2        -
12    440,001-660,000      10d6+4        -

