The Humble Guy's HumbleDox + Rygar! ~~~~~~ Presents Gateway To The Savage Frontier DATA CARD Giving Commands: You can play the game from the keyboard, with a mouse, or with a joystick. The keyboard is active even if you configure the system to play with the mouse or the joystick. To select a command using the keyboard, either press the highlighted letter in that command or use the cursor keys to highlight the command and press the ENTER key. To give commands using the mouse, point to the desired command and double-click with the left mouse button. To give commands with the joystick, highlight the command and press the A button. Moving Around: The party will move through the game in 3D/Area/Overland and Combat modes. Targeting spells and ranged weapons during combat is similar to moving characters. To move, select the Move option and give the appropriate commands. The following keyboard controls are used for movement and targetting: 3D Move / Any Menu Combat / Aim ________________________ ________________________ | |Move Up/| Menu | |\ 7 |8 /|\ |9 / | | |Menu Up | Pg Up | | \ | | | / | |_______|________|_______| |_______|___|____|_______| |Move Lt| |Move Rt| |4 |5 |6 | |Menu Lt| |Menu Rt| |<---- | | ----> | |_______|________|_______| |_______|________|_______| | |Turn Bk/| Menu | |1 |2 | |3 | | |Menu Dn | Pg Dn | | / | | | \ | |_______|________|_______| |/______|__\|/___|______\| To move in a 3D/Area/Overland mode with a mouse, click the mouse cursor at the edge of the display window in the direction you want to move. To move forward, click at the top of the window. To turn around, click at the bottom. To turn right or left, click at the appropriate side. To use the mouse for combat targetting and movement, click the mouse cursor over the target square and the cursor will advance towards the target. If the target is off the screen, first select an intermediate square near the edge of the screen. To move in combat, click on the adjacent square you want to enter. Joystick movement is similar to using the cursor controls/keypad. Select the Move command and then move the joystick. JOYSTICK MOVEMENT ~~~~~~~~~~~~~~~~~ 3D MOVE FORWARD COMBAT TURN | TURN \ | / LEFT -----|----- RIGHT ----|---- | / | \ MOVE BACKWARD Using The Vault: To deposit items into the Vault, View a character's items, highlight the desired item and use the Deposit command. To deposit specific amount of money, View the character, highlight the appropriate denomination and use the Deposit command. To deposit all of the party's money choose the Pool command. Combat Commands ~~~~~~~~~~~~~~~ ESC: Will 'take back' a move. The function will not erase any damage taken during the move. ALT/Q: Sets all characters to QUICK (computer control). : Returns all character to normal control from QUICK. ALT/M: Toggles the magic spells on/off of for characters set to QUICK CNTRL/S: Toggles sound on/off (may be used any time). HINT: If you find combat too easy or difficult, use the ALTER and LEVEL command. R Y G A R ~ ~ ~ ~ ~ ================================================================================== The Humble Guy's HumbleDox + Rygar! ~~~~~~ Presents Gateway To The Savage Frontier Complete Game Manual INTRODUCTION: The First Night In Yartar ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "We had thought this was going to be a routine mission, guarding a caravan of mithril travelling from Citadel Abdar in the far north. But no sooner did we sign on to provide protection than the dwarves' King Harbromm himself called us to the top of the tallest tower in the fortress. "Now Harbromm, he talks through his great whiskers and it sounds like a bellows blowing, but this particular morning he didn't have to say much to get our attention. "He pointed to the northeast and we looked towards a brown cloud floating above one of the mountain valleys. 'Do you see that? It is dust,' he said, his voice rising. 'It is the dust of tens of thousands of the Ice Mountain Orcs as they march from their caves towards the cities of the south.' "But that always happens this time of the year,' someone replied. 'Orc raiding parties are always attacking Sundabar or ambushing caravans from SilveryMoon.' "The old dwarf nodded. 'Aye that's true. But turn your eyes to that dark cloud once more. Is that the dust of a thousand raiders? I think not. Two thousand? By no means. If we are lucky, perhaps only two thousand times ten.' "'Gaurd well this caravan, adventurers,' he told us. 'Evil is again awakened in the Realms,and its eyes and hands - and daggers - will be all around you.' "Well, after that speech you could imagine how horrified we were. Every step of the way we scanned the horizon, looking for those dark brown clouds. We didn't see any, but we sure heard alot of stories. Seems like everyone in the northern Realms knows someone who's seen at least a dozen trolls or a hundred orcs skulking across their fields." A burly fighter by the bar called out, "So you came all this way with such a fine looking sword and never had a chance to quench it with orcish blood?" His voice dripping with sarcasm, he mimicked a dancer tiptoeing across a stage. "Perhaps you didn't want a fight. Perhaps it's just a child's toy with a fine golden handle attached to it for show!" Before his words had even crossed the room the sword in question was drawn, its gleaming blade flashing even in the dim light of the tavern. The room went silent as everyone waited to see if we would attack the the blustering fool. After a moment of hesitation the sword was sheathed again. "This sword is saved for orcish blood", we called back to the drunken fighter. "We do not care to soil it with yours." The man looked at us, thought for a minute, realized he had been insulted and started to cross the room. Hesitating, he looked around. To his surprise, none of his companions were crossing with him. He started to admonish them, call them to battle, but the words were stilled in his throat. A tall, thin, black-caped man was sitting in the corner, and he shook his head one time. The drunken fighter dropped his eyes to the floor, muttered something, then turned and left the tavern. Several others followed. There was another moment of awkward silence. The man in the corner nodded, and the waitress appeared with a heaping tray,crying,"More for everyone, it's on the house!" We all surged forward for our share, and the rest of the evening was full of great fun and storytelling. IMPORTANT FEATURES OF THE SAVAGE FRONTIER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gateway to the Savage Frontier covers a wide geographical area, ranging from the coast of the Trackless see in the west, to the edge of the Great Desert in the east. Most of the population of this area lives in the towns and cities, with farming communities clustered around the built-up areas. TOWNS AND CITIES ~~~~~~~~~~~~~~~~ YARTAR is where you start the game and will serve as a convenient home base. A trading town located on the River Surbrin, just north of where it joins the Dessarin,it lies at the junction of the river and the Evermoor Way, one of the two primary east-west trading routes in the region. ASCORE is no longer a city at all. Once a thriving dwarven seaport when the Great Desert was the Narrow Sea, it shrank to nothingness when the waters receded and the land dried and turned to dust. Travel here is very perilous and not recommended for any but the most experienced parties. EVERLUND is located on the overland route between Silverymoon and Yartar and prospers as a trading town due to its location. LLORKH lies on the ancient trade routes that follow the long path along the edge of the Great Desert. Long a Dwarven stronghold, the town has recently come under the rule of a human magic-user, Lord Geildarr. The stories of what is going on in this mining and trading center are jumbled and contradictory but none are good. LOUDWATER,with a population that includes many half-elves,lies in the southern part of the region. Its fields are so green, and its walls so overgrown with vines that it almost seems to be part of the High Forest, which lies just to the north. LUSKAN,located on the northwest coast,is a city ruled by Northman see captains who retired here years ago. There are stories that its leaders are actually former pirates who continue to sponser attacks on shipping,and that other evil forces have allied with them to enforce their rule in the city. Luskan is hostile to many of the other cities in the region - especially Neverwinter - and rumors of impending war surface periodically. NESME, on the river Surbrin,at the western edge of the Trollmoors,is a trading town. Its old wooden stockade has seen more than one troll assault, and Nesme riders patrol to keep the area near the city clear of monsters. NEVERWINTER lies west of Neverwinter Wood, and is famed for its indoor gardens and fine craftsman who can even craft magical weapons. Its people are friendly to outsiders. The Neverwinter River, which runs through the area, is warm even in the snows of winter, and no one knows why. A magic shop - a rarity in the Savage Frontier - is also located here. PORT LLAST is a small town on the central coast. Once a major seaport, the centuries have seen its decline until now stonecutting is its most important trade. SECOMBER, a quiet town to the southwest is ssaid to be home to an eccentric magic-user who continually creates clever new items and devices. SILVERYMOON,in the northeast area of the region, is a large city known for its magicians. An invisible magic bridge spans the River Rauvin as it flows through the city. A magic college and items shop is located here as well. SUNDABAR, in the far northeastern area, is a former dwarven stronghold now rebuilt by humans into one of the largest towns in the northern Realms. It trades with dwarven miners to the north and with Silverymoon and Everlund to the west. FORESTS ~~~~~~~ THE HIGH FOREST dominates the center of the region. Although its vast expanse is known to harbor peaceful as well as hostile creatures, traversing it is dangerous and should not be attempted until your party has grown very strong. NEVERWINTER WOOD is likewise dangerous for travel. Local legend has it that even raiding orc parties choose to go around the Wood rather than through it. THE TROLLMOORS ~~~~~~~~~~~~~~ The Trollmoors,located in the north central area of the region,are a dangerous expanse of low, windswept, blighted hills. As their name indicates, the local inhabitatants are both unfriendly and dangerous. THE GREAT DESERT ~~~~~~~~~~~~~~~~ The Great Desert of Anauroch is a hostile area filled with vile monsters and weather that swings from bitter heat to biting cold in moments and is a place to avoid at all costs. ISLANDS ~~~~~~~ GUNDARLUN, and its capital GUNDBARG are inhabited by Northmen. The island lies almost due west of Neverwinter, two days away by boat. Their status as an important shipping and resupply port, however, has made the inhabitants far more tolerant of other peoples, and you will usually find a warm welcome when you visit. THE PURPLE ROCKS are a group of small, rocky islands to the west of Gundarlun. Little is known about them, but outsiders are not welcome there. TUERN is also inhabited by Northmen. Its capitol of Uttersea is built into the side of a collapsed, extinct volcano. Other volcanos on the island still spew out molten lava. Its people tolerate outsiders but are by no means glad to see them. There are reports of a recent meteorite strike on Tuern, and meteorite ore is a key ingredient in some kinds of magical weapons. CHARACTERS AND PARTIES ~~~~~~~~~~~~~~~~~~~~~~ You must have a party of adventurer players (PCs) to play Gateway to the Savage Frontier. For each character you must choose the following: a Race, a Class, and an Alignment. After you select these, the computer generates a set of Ability Scores that define your new character's natural strengths and weakness. To build a party you must make a mix of characters that have the range of skill needed for success, and then band them together. PLAYER RACES ~~~~~~~~~~~~ There are six races from which you may construct player characters, each with different talents and limitations. Tables are included in this HumbleDox Presentation which summerize the racial class limitations and ability score modifiers. The following describes each race and tells you which classes are open to them. DWARVES are a cunning race of sturdy workers and craftsmen. They are especially resistant to magic and poison. Dwarves receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures. Dwarves can be fighters, thieves, and fighter/thieves. ELVES are a tall, long-lived race. They are nearly immune to sleep and charm spells and are adept at finding hidden objects such as secret doors. Elves also receive bonuses whenattacking with swords and bows,although they cannot be raised from the dead. Elves can be fighters, magic-users, thieves, fighter/magic-users, fighter/thieves, magic-user/thieves, and fighter/magic- user/thieves. HALF-ELVES are hybrids, with many of the virtues of both humans and elves. Like their elve ancestors, they are resistant to Sleep and Charm spells and are adept at finding hidden objects. Half-elves can be fighters,magic-users, clerics, thieves, rangers, cleric/fighters, cleric/rangers, cleric/magic- users, fighter/magic-users, fighter/thieves, magic-user/thieves, cleric/ fighter/magic-users, or fighter/magic-user/thieves. GNOMES are shorter and slimmer than their dwarf cousins. They are especially resistant to magic. Gnomes receive bonuses when attacking man-sized giant- class creatures. Gnomes can be fighters, thieves and fighter/thieves. HALFLINGS are about the size of a human, hence their name. They are especially resisitant to magic and poison. They can be fighters, thieves, and fighter/thieves. HUMANS are the most common player-race in the forgotten Realms. They suffer no level racial limitations or ability score modifiers. Humans do have the disability of shorter life spans than the other races. This may be a problem when subjected to many Haste spells, which age the target one year. They can be fighters, magic-users, clerics, thieves, rangers, paladins, and dual class characters. ABILITY SCORES ~~~~~~~~~~~~~~ Every character has six randomly generated ability scored as explained below. These scores fall within a range determined by the race and class of the character. The basic values range from 3 (low) to 18 (high) and there are tables of limitations, modifiers and bonuses included in this HumbleDox Presentation. 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 receive modifiers to the basic ability scores to reflect differences between the races. Dwarves for instance, get a +1 constitution bonus and may have a maximum constitution of 19 instead of 18. When a character is generated, all racial modifiers are calculated automatically. STRENGTH (STR) is the measure of a character's physical power, muscle mass and stamina. Fighter-type characters may have exceptional strengths greater than 18 which 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. Strength also determines how much a character can carry without becoming encumbered and slowed in combat. INTELLIGENCE (INT) is the measure of how well a character can learn. WISDOM (WIS) is the measure of a character's ability to understand the ways of the world and to interact with the world. Clerics receive bonus spells for high wisdom. DEXTERITY (DEX) is the measure of a character's manual dexterity and agility. Thieves especially benefit from high dexterity. Dexterity affects how well a character can use ranged weapons (bows, 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 or two points if it is 16. Fighter-types (fighters, rangers and paladins) receive additional bonuses for constitutions of 17 or 18. A character's constitution also determines the maximum number of times that character can be raised from the dead and the chance of a resurection attempt being successful. Every time a character is successfully resurrected, he loses 1 point of constitution. CHARISMA (CHA) is the measure of how others react to a character. CHARACTER CLASSES ~~~~~~~~~~~~~~~~~ A character must belong to at least one character class. Non-human characters can have more than one class at the same time. A non-human character with multiple classes has more playing options, but he increases in level more slowly because his experience points are divided evenly among all his classes. CLERICS have spells bestowed on them by their deities and can fight wearing armor and using crushing (not edged or pointed) weapons. Clerics must memorize their spells just as magic users, but they do not use spell books. When Clerics gain a new spell level, they can automatically use any of the available spells for the new level. The prime requisite for clerics is wisdom. FIGHTERS can fight with any armor or weapons but they cannot cast magic spells. The prime requisite for fighters is strength. RANGERS can fight with any armor or weapons. They do additional damage when fighting giant-class creatures, but must be of good alignment and have ability scores of at least 13 in strength and intelligence and at least 14 in wisdom and constitution.The prime requisites for rangers are strength, intelligence and wisdom. PALADINS can fight with any armor or weapons. They are resistant to spells and poison,and can turn undead creatures as if they were a cleric two levels below their current level. Paladins are also always surrounded by the equivalent of a Protection from Evil spell. A Paladin may heal two HP of damage per level once a day and may Cure Disease once a week at 1st-5th levels and twice a week a 6th-8th levels. Paladins will not adventure with any evil characters. Paladins must be of lawful good alignment and have ability scores of at least 9 in intelligence and constitution,at least 12 in strength, at least 13 in wisdom and at least 17 in charisma. The prime requisites for paladins are strength and wisdom. MAGIC-USERS have powerful spells, but can use no armor and few weapons. They can only memorize those spells available in their magical spell books or use scrolls. Magic-users may add spells into their spell books whenever they go up in level or find scrolls with spells they can scribe. The prime requisite for magic-users is intelligence. THIEVES can fight with swords and slings, but are limited to leather armor. In combat they do additional damage 'back stabbing', which is described in the Combat section. Thieves also have special skills for opening locks and removing traps. The prime requisite for thieves is dexterity. MULTI-CLASS are non-human characters who belong to two or more classes at the same time. The character's experience points are divided among each of the classes, even after the character can no longer advance in one or more of those classes. The character's hit points per level are averaged among the classes. The multi-class character gains all the benefits of all their classes with regard to weapons and equipment. DUAL-CLASS are human characters who had one class for the first part of their career, and then changed to a new class for the remainder. Once a changes classes, he cannot advance in his old class. Dual-class characters do not gain hit points and cannot use the abilities of the old class while their new class level is less than or equal to the old class level. Once the character's level in his new class is greater than his level in his old class, he gains hit points according to his new class and may use abilities from both classes. Human dual-class magic-users may not cast magic-user spells while they are wearing armor. ALIGNMENT ~~~~~~~~~ Alignment is the philosophy a character lives by and can affect how NPCs and some magic items in the game react to the 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 the society. CHAOTIC indicatesthat the character values the individual over the society. ETHICS: ~~~~~~ GOOD indicates that the character tries to act in moral and upstanding manner. NEUTRAL indicates that the character leans towards "situational ethics", evaluation each set of circumstances. EVIL indicates that the character acts without regard for others, or in an overtly malignant manner. OTHER ATTRIBUTES ~~~~~~~~~~~~~~~~ Each character also has three other important values that change as the game goes on: Hit Points, Experience Points and Levels. HIT POINTS (HP) represent the amount of damage a character can take before he goes unconscious. To calculate a character's maximum HP, the computer rolls the character's hit dice and adds any adjustments for level or constitution. 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. A character gains a HP bonus to each hit die if his constitution is over 14. When a character takes enough damage that his HP reach 0, he is unconscious. If the character's HP drop to anything from -1 to -9, he will lose 1 HP per turn from bleeding until he is bandaged or dies. A character is dead if he has -10 HP or less. When you view a character, his HP on the screen will never be displayed as less than 0. EXPERIENCE POINTS (EXP) are a measure of what the character has learned while adventuring. Characters receive experience points for action such as fighting monsters, finding treasures and successfully completing quests. The computer keeps tract of experience and when characters earn enough they may advance in levels. See the Level Advancement Tables for each class's experience requirements. All characters start the game with 3,000 experience points. This means that single-class characters start at 2nd or 3rd level. LEVELS are a measure of how much a character has advanced in his class. When they have enough experience, characters may go to a training hall and receive the training required to increase in level. Characters may only advance one level at a time. If a character has gained enough experience to go up two or more levels since the last time he has trained, he will go up one level and lose all experience in excess of one point below the next level. Example: A 4th level thief enters a training hall with 20,521 experience points (enough for 6th-level). He will leave as a 5th-level thief with 20,000 experience points-- one point below 6th level. Characters cannot train for new levels once they have reached their maximum levels allowed in Gateway to the Savage Frontier BUILDING A SUCCESSFUL PARTY ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Forming a strong and adaptable party is a key to success in Gateway to the Savage Frontier. Up to six Player Characters (PC's) may be in a party - A party with fewer is less powerful and more likely to be eliminated by opponents. Include a variety of classes in a party to get a good mix of skills. Here are two sample parties as examples: Sample party 1 - Single Class Characters: 1 Elf Magic-User 1 Human Paladin 1 Dwarf Fighter/Thief 1 Half-elf Ranger 2 Human Clerics This party is balanced for combat, and will advance quickly because most characters are a single class. The magic-user can cast offensive spells and use wands. The Paladin has the benefit of Protection from Evin in a 10' radius. All characters in range of the effect get an AC improvement of two. The dwarv fighter/thief offers the advantages of a thief (lock picking and disarming traps) with the better armor and hit points of a fighter. Rangers do extra damage against giant type creatures and start with extra hit points. Clerics are absolutely essential for valuable healing spells. Sample party 2 - Multi-Class Characters: 2 Half-elf Cleric/Magic-users 2 Elf Fighter/Magic Users 1 Dwarf Fighter/Thief 1 Human Paladin This party is much more flexible than the first, but will advance much more slowly because of the multi-class characters. OUTFITTING THE PARTY ~~~~~~~~~~~~~~~~~~~~ The following are some suggestions for outfitting your party in Yartar: * Fighter Classes: Buy shields, splint mail, broad swords, long bows and arrows. * Magic-users: Buy quarterstaffs and darts. * Clerics: Buy splint mail, shields, staff slings, and maces. * Thieves: Buy leather armor, short swords, short bows, and arrows. PREPARATION TIPS ~~~~~~~~~~~~~~~~ Once your party has been outfitted, encamp at an Inn and ready your weapons, armor, and shields. Then have all spellcasters memorize spells. Finally save the game before continuing. COMBAT ~~~~~~ Adventurers must battle their way through many dangerous foes to complete the adventure. The following sections offer some more information and tips for combat. COMBAT MAP ~~~~~~~~~~ Battle takes place on a tactical combat map that is more detailed view of the terrain that the party was on when the combat began. This map is set up with an invisible square grid. INITIATIVE ~~~~~~~~~~ Each round of combat is divided into 10 segments. Every character and foe acts on a specific segment based on initiative. Initiative is generated at the start of each combat round, and is modified by dexterity and random factors such as surprise. Casting spells may take extra time to perform, so often a spell-caster will begin his spell on his segment and have it go off a few segments later. COMPUTER CONTROL ~~~~~~~~~~~~~~~~ In Combat, the players controls 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 characters ability in combat is defined by his AC, THAC0 and Damage. AC ~~ A character or monster's difficulty to be hit is represented by his armor class or AC. The lower the AC, the harder it is to hit the target. AC is based on armor and a dexterity bonus. Some magic items such as some bracers also help improve a character's AC. THAC0 ~~~~~ The character's THAC0 represents his ability to hit enemies in melee or with missile fire. THAC0 stands for To Hit Armor Class 0. This is the number a character must 'roll' equal 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 if an attack hit, the number generated is from 1 through 20. An attack is successful if the random number is greater than or equal to the attacker's THAC0 minus the target's AC. THAC0 may be modified by range, attacking from the rear, magic weapons and magic spells among other things. DAMAGE ~~~~~~ When a hit is scored, the attacker does damage. Damage is the range of HP loss the attacker inflicts when he hits an opponent in combat and it depends on the attacker's strength and weapon type. The damage each weapon can do is summarized in the Weapon Table, refer to the tables. Some monsters take only partial or no damage from certain weapon types. Skeletons, e.g., 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 combat: Melee and Ranged (or Missle). The following describes each type and other rules governing combat: Melee Combat ~~~~~~~~~~~~ Melee combat is face-to-face fighting with weapons such as swords and maces. Only when using melee weapons can characters receive strength bonuses. During melee combat fighters can sometimes overpower several small foes, and thieves have opportunities to back stab. Ranged Combat ~~~~~~~~~~~~~ Ranged combat is firing at distant enemies with weapons such as bows 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. When opponents get too close for ranged combat, characters must switch to melee weapons. Multiple Attacks ~~~~~~~~~~~~~~~~ When fighting small creatuers,fighter-types (fighters, rangers and paladins) may 'sweep' through several weak opponents in one combat round. When a character sweeps, he automatically attacks all of the 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 back stab if he has readied armor heavier than leather. A back stab has a better chance of hitting the defender and does additional damage. Saving Throws ~~~~~~~~~~~~~ Attacks such as poison or spells do not automatically have their full effect on a target. Victims may get a Saving Throw to avoid some or all of the effect. If the saving throw is successful, generally the target suffers either no effect or only half damage. As characters gain levels, saving throws improve. Note: ~~~~ Some monsters have magical resistance which decreases their chance of being affected by spells. COMBAT MOVEMENT ~~~~~~~~~~~~~~~ The number of squares a character can move is affected by the weight he's carrying, his strength and the kind of armor he has readied. A character's movement range is displayed on the view screen and during the character's segment in combat. Combat movement is important for both closing quickly with opponents (and stopping missle fire) and fleeing from battles that are too tough. Running Away ~~~~~~~~~~~~ A character may flee from the battlefield if he can move 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 can move as fast as the fastest monster. Exception: if a monster or character can reach the edge of the combat map without any of his opponents being able to see him, he may then flee successfully even though he 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. If a whole party flees, it will not receive any experience points for monsters killed before retreating. COMBAT STRATEGIES ~~~~~~~~~~~~~~~~~ To succeed in combat, a skilled player deploys his party well, casts effective spells before and during combat, maneuvers his characters into advantageous positions and attacks using his most powerful characters and weapons. Deploying the Party ~~~~~~~~~~~~~~~~~~~ When a battle begins, your party is automatically positioned based on the order list of the characters. Characters near the top of the order will be in front lines and vulnerable to attack. To change the starting deployment, change the order from the Alter menu while encamped. Shift the heavily-armored fighters up the list and the vulnerable magic-users and thieves towards the bottom of the list. Party order cannot be changed while in combat, although they are free to move. When battle begins, your party may be placed in a bad position. Get an idea of the situation, and move characters into position. Sometimes the best strategy is offensive: Charginf with fighters to close ground and stop enemy missle 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 makes for a very strong defensive position. Always keep magic-users and missle weapons safe behind the front line. Wounded Characters ~~~~~~~~~~~~~~~~~~ Characters who are seriously injured should be moved out of the front lines if possible. Remember: if you move away from an adjacent enemy, he gets a free attack at your back and has an improved chance to hit. Stopping Ranged Attacks ~~~~~~~~~~~~~~~~~~~~~~~ Missile weapons cannot be fired if there is an adjacent opponent. If you want to fire missiles, make sure you keep away from the enemy. To stop enemy missile fire, move someone next to the opponent. Exploiting Enemies Weaknesses ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Exploit your opponents' weaknesses by directing attacks against helpless, wounded or isolated foes. Concentrate your attacks to eliminate one opponent rather than injure many (Exception: enemy spell casters). A foe with one hit point remaining attacks as powerful as an uninjured one. Spell casters cannot fire spells after they have taken damage in a round and they will lose any spells they are in the process of casting when they are hit. Try to keep enemy spell casters under attack every round while protecting your own. AFTER COMBAT ~~~~~~~~~~~~ If one or more characters survive on the battlefield at the end of combat, the bodies of unconscious or dead party members stay with the party. If the entire party flees from combat, all unconscious and dead party members are permanently lost. If ALL the party members are slain, go back to your last Saved Game and try again from that point. MAGIC ~~~~~ Magic is integral 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, in a scroll or in a wand. A spell-caster with a memorized spell can cast it using the CAST command. Spells are memorized during rest while encamped. Spells in scrolls or wands are cast with the USE command. Memorizing a spell takes 15 minutes of game time per spell level, plus a minimum period of preparation of four hours, plus two hours for 3rd level spells. For example, first and second level spells take a minimum preparation of four hours, while third level spells take six hours. Example: To memorize (2) first-level spells, (1) second level spell and (1) third-level spell would take: (6 hours preparation) + (2*15min) + (1*30min) + (1*45min) = 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 the Read Magic spell or have a scroll identified in a shop before he can scribe or cast from it. The scroll disappears after it has been scribed or cast. CLERICS ~~~~~~~ Clerical magic 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, but 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 cast just before a battle can protect and strengthen characters. Spells can be cast to damage foes during combat or to protect or heal comrades. Healing spells can be cast either during or after combat to revive wounded comrades. Spells should be rememorized as soon as possible after they are used. This is most likely to happen after combat. When in camp, have your spell- casters memorize spells and select REST to allow them to imprint the spells for later use. Selecting REST without choosing new spells has the spell- casters rememorize the spells they have cast since last resting. Note: Before resting, it is a good idea to save your game. We recommend that you save your game after every tough combat and that you 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 fatal battle. MAGICAL TREASURES ~~~~~~~~~~~~~~~~~ As you travel about and encounter the monsters and puzzles that stand between you and finishing your various quests, you will also find magical items to help you on your way. You can find out if there is a magic item in a treasure by doing a Detect Magic spell using the DETECT command. To find out specifically what an item is, you must take it to a shop and have it identified. Some Magic items are in reality cursed and can do great harm. When a character readies a cursed item, a Remove Curse spell must be cast before the item can be dropped. Some magic items may only be used by certain classes. Others may not work at all if certain other magic items are also in use. Here are the 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 ~~~~~ Wands are the traditional objects of enchantment. Wands generally will cast a set number of a given spell (for example 10 Fire Balls or 15 Magic Missles). Only experimentation or paying to have them identified will tell what a wand does. The USE command allows a character to cast spells with a readied wand. Potions ~~~~~~~ Potions are the most common sort of magical treasure. 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 ~~~~~~~ Scrolls carry either for clerical or magic-user spells. A magic-user may use SCRIBE to transfer a scroll into his spell book if the spell is of a level he can memorize. Magic-users and clerics can both cast spells directly from scrolls with USE command, even if they could not otherwise memorize the spells. Scrolls disappear after they have been used or scribed. Enchanted Armor and Shields ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sometimes you may run across armor or shields that have been created by skilled craftsmen and then enchanted with protective spells. The power of the magic on these items may vary a great deal. Enchanted armor has the great advantage of offering improved protection with less encumbrance than the same type of mundane armor. To use these items, ready them from the Items Menu. Enchanted Weapons ~~~~~~~~~~~~~~~~~ Enchanted weapons come in many sizes and shapes and potencies. Sometimes a weapon will add between one and four to your THAC0 and damage. Other weapons may have other magical properties including extra bonuses against specific types of creatures. Once a magic weapon has been readied from the Items Menu, the character will have it for all combats. Enchanted Adornments ~~~~~~~~~~~~~~~~~~~~ Bracers, necklaces, periapts and especially rings are favorite objects for magical enchantment. These items may have any number of magical properties. Some items will help you 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 will automatically gain all effects. The exception to this rule is that certain magical necklaces require the USE command to work. Enchanted Clothing ~~~~~~~~~~~~~~~~~~ Wizards will sometimes cast enchantments on commonplace items of clothing such as gauntlets or cloaks. A wide variety of these items are know to exist. To use these items, READY them from the Items Menu. CREATURES OF THE SAVAGE FRONTIER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The denizens of these regions are many and varied. Here is a list of monsters you may encounter in your adventures. Some of these creatures are extremely rare, and you may never cross pathes with them at all. ANKHEGS are burrowing monsters usually found in forests and farming areas. They resemble legged worms armed with wicked mandibles and sharply hooked limbs. BASILISKS are reptilian monsters whose very gaze can turn to stone any fleshy creature. BOARS (WILD) are a type of undomesticated swine with long tusks and mean dispositions. BUGBEARS are giant, hairy cousins of goblins. They stand about 7' tall and are powerful warriors. DISPLACER BEASTS resemble a six-legged puma with two ebony tentacles growing from behind its shoulders. These beasts have the magical ability to displace their image about three feet from their actual body, making them especially tricky opponents. DRAGONS are some of the most powerful and dangerous monsters a party can encounter. The older and larger the dragon, the more damage it can do and the harder it is to kill. EFREET are genies from the elemental plane of fire. These creatures are immune to all forms of fire, but can be hit by other magical attacks. ETTIN look like giant two-headed orcs. They have great strength and can wield two spiked clubs that inflict terrible damage in combat. FROG (GIANT) resemble their smaller kin in everything but size. Giant frogs have been known to swallow adventurers up whole. GHOULS are undead creatures who feed on the flesh of the still living. Their attack can paralyze all races of characters except elves. GIANTS vary greatly in power, intelligence, and tastes. Below are some of the types of giants you are likely to encounter. FIRE GIANTS are brutal and ruthless warriors who resemble huge dwarves and have flaming red or orange hair and coal black skin. HILL GIANTS are one of the smaller of the giant races,they are brutish hulks possessing low intelligence and tremendous strength. GNOLLS are large, evil, hyena-like humanoids that roam in loosely organized packs. They attack by overwhelming unwary victims with their numbers. GOBLINS are small, nasty humanoids -- they would be of little concern except for their great numbers. GOLEMS are magically created automations of great power. Golems can be constructed of flesh, clay, stone, or iron -- all are dangerous. GRIFFONS are half-lion, half-eagle avian carnivores. Their favorite prey is horses and their distant kin (hippogriffs, pegasi, and unicorns) HARPIES are wicked avian humanoids that prey upon nearly all creatures but prefer the flesh of humans and demihumans. HELL HOUNDS are other-planar creatures resembling wolves, but they can breathe fire and detect invisible enemies. HOBGOBLINS are fierce humanoid warriors. They are intelligent, organized, and aggressive. Many times lesser humanoids will band together under a hobgoblin leader. LIZARDS (GIANT) are similar to their smaller kin in appearance and habit, although instead of eating insects, they prefer something more man-sized. MANTICORES are a strange mix with lions' torso and legs, bats' wings, spike tipped tains, and human heads. They can fire volleys of spikes from their tails and have a great appetite for human flesh. MARGOYLES are stoney monsters that are immune to normal weapons and can attack many times with their sharp claws and spikes. MEDUSAE are hideous women-creatures with coiling masses of snakes for hair. They can turn a person to stone with their gaze. MUMMIES are a powerful form of undead. They are driven by an unholy hatred of natural life. OGRES are large, ugly, foul-tempered humanoids. Ogres generally attack with a spiked club. ORCS are one of the most common, and disliked, of the demihumand races. They are aggressive and warlike. OTYUGH are scavengers armed with long tentacles that they use to scoop trash into their cavernous mouths. OWLBEARS are thought to be a hybrid created by some long-forgotten wizard. They have the body of a large bear, and the head and slashing beak of a giant owl. Owlbears are vicious, evil tempered, and ravenous. SALAMANDERS are natives of the elemental plane of Fire and so are immune to all fire-based attacks. They are dangerous foes because of their evil nature and the fact that they can only be hit by magical weapons. SCRAGS also called river trolls,live in waterways and are related to trolls. They perhaps are the most feared of all troll-kind. SKELETAL WARRIORS are a more powerful type of skeleton. SKELETONS are one of the weaker types of undead. These creatures are animated by evil wizards or clerics and are often used as guardians or warriors. SLUGS (GIANT) are huge, omnivorous mutations of the common garden pest. They attack by biting and can spit a highly corrosive acid. SNAKES (GIANT) are similar to their smaller kin and slay their prey with deadly venom. Neutralize poison counters snake bites. SPIDERS (GIANT) are giant cousins of the small predator. They attack with a poisonous bite. SQUIDS (LARGE) are dangerous varieties of the smaller sea creature. They are known to attack travellers on the Trackless Sea. STIRGES are bird-like creatures that drink the blood of their victims. They are not terribly dangerous except in large numbers. TIGERS are carnivorours predators that are sometimes trained for combat. TROLLS are ravenous horrors found in almost all climates and locales. They attack with their dirty, clawed hands and must be killed quickly because they regenerate hit points. WYVERN are distant relatives of dragons. They attack by biting and using the poisonous sting in their tail. ZOMBIES are mindless, animated undead controlled by evil wizards or clerics. While more dangerous than skeletons, they move very slowly and can be damaged by holy water. SPELL DESCRIPTIONS ~~~~~~~~~~~~~~~~~~ First Level Clerical Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~ BLESS improves the THAC0 of friendly characters by 1. The bless spell does not affect characters who are adjacent to monsters when the spell is cast. This is a good spell to cast before going into combat. CURSE impairs the THAC0 of targets by 1. The target cannot be adjacent to a party character or NPC. CURE LIGHT WOUNDS heals 1-8 HP (up to the target's normal maximum HP). CAUSE LIGHT WOUNDS inflicts 1-8 HP of damage on the target. DETECT MAGIC indicates which equipment or treasure is magical. After casting the spell, view a character's items or Take treasure items. Equipment or treasure preceded by an '*' or a '+' is magical. PROTECTION FROM EVIL improves the AC and saving throws of the target by 2 against evil attackers. PROTECTION FROM GOOD improves the AC and saving throws of the targer by 2 against good attackers. RESIST COLD halves the damage and improves saving throws vs. cold attacks by 3. Second Level Clerical Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FIND TRAPS indicates the presence of traps in the character's path. HOLD PERSON may paralyze targets of character type (human, dwarf, etc.) You may aim a hold person spell at up to 3 targets. (Use the EXIT command to target fewer). RESIST FIRE halves the damage and improves saving throws vs. fire attacks by 3. SILENCE 15' RADIUS must be cast on a character or a monster. That character or monster and all adjacent to him, cannot cast spells for the duration of the spell. SLOW POISON revives a poisoned person for the duration of the spell. SNAKE CHARM paralyzes as many HP of snakes as the cleric has HP. SPIRITUAL HAMMER creates a temporary magic hammer that is automatically readied. It can strike at range and does normal hammer damage. Spiritual hammers can hit monsters that may only be struck with magic weapons. Third Level Clerical Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~ BESTOW CURSE reduces the target's THAC0 and saving throws by 4. CAUSE BLINDNESS will blind one target. This can only be cured by a Cure Blindness Spell. CURE BLINDNESS removes the effect of the Cause Blindness spell. CAUSE DISEASE infects the target with a debilitating ailment that saps strength and hit points. CURE DISEASE removes the effects of disease caused by some monsters or by a Cause Disease spell. DISPEL MAGIC removes the effects of spells that do not have specific counter spells. This is a recuperation spell for nay of the party that has been held, slowed or made nauseous. PRAYER improves the THAC0 and saving throws of friendly characters by one and reduces the THAC0 and saving throw of monsters by one. This is a good spell to cast before going into combat. Prayer is not cumulative with Bless or other Prayer spells. REMOVE CURSE removes the effects of a Bestow Curse spell and allows the target to unready cursed magic items. First Level Magic-User Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BURNING HANDS causes one HP of fire damage per level of the caster. There is no saving throw. CHARM PERSON changes the target's allegiance in a combat so that an opponent will fight for the caster's side. It only affects character types (human, dwarf, etc.) DETECT MAGIC indicates which equipment or treasure is magical. View a character's items or Take treasure items. Equipment or treasure preceded by an '*' or a'+' are magical. ENLARGE makes the target larger and stronger. The higher the caster's level, the larger and stronger the target gets. FRIENDS raises the caster's charisma 2-8 points. It is often cast just before dealing with NPCs. MAGIC MISSILE does 2-5 HP per missile with no saving throw. A magic-user throws one missile at first-second level, two missiles at third-fourth level, three missiles at fifth-sixth level and four missiles at seventh- eighth level. This spell will damage any target within its range unless the target is magic resistant or has certain magical protection. Casts instantaneously. PROTECTION FROM EVIL improves the AC and saving throws of the target by two against evil attackers. READ MAGIC allows a magic-user to ready a scroll and read it. For scrolls, this works as if they have been identified. A magic-user may scribe the spells from a scroll if appropriate for his class and level. SHIELD negates the magic missile spell, improves the magic-users saving throw and may increase his AC. SHOCKING GRASP does electrical damage of 1-8 HP, +1 HP per level of caster. SLEEP puts 1-16 targets (depending on hit dice of the targets) to sleep with no saving throw. Gor 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 targets. INVISIBILITY makes the target invisible. The THAC0 of melee attacks against invisible targets is reduced by four. It is impossible to aim ranged attacks at invisible targets. Invisibility is dispelled when the target attacks or casts a spell. KNOCK is used to open locks. It can be cast from the door-opening menu if the active character has a memorized knock spell. MIRROR IMAGE creates a 1-4 illusionary duplicates of the magic-user. A duplicate disappears when it is attacked. RAY OF ENFEEBLEMENT reduces the target's damage by 25% + 2% per level of the caster. STINKING CLOUD paralyzes those in its area for 2-5 rounds. If the target saves, it is not paralyzed, but is nauseous and has its AC reduced for two rounds. STRENGTH raises the strength of the recipient one to eight points depending on the class of the target. Third Level Magic-user Spells ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BLINK protects the magic-user. The magic-user 'blinks out' after he acts each round. Although the magic-user may be physically attacked before he acts each round, he may not be physically attacked after he acts. DISPEL MAGIC removes the effects of spells that do not have specific counter spells. This is a recuperation spell for any of the party that has been held, slowed, or made nauseous. FIREBALL does 1-6 HP 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. HASTE double the target's movement and number of melee attacks per round. Haste has a short duration and you should wait until a fight is imminent to cast it. WARNING: each time a haste spell is cast on a character, that character ages one year. HOLD PERSON may paralyze targets of character type (human, dwarf, etc.) You may aim a hold person spell at up to four targets (Use the EXIT command to target fewer). INVISIBILITY, 10' RADIUS makes all targets adjacent to the caster invisible. The THAC0 of melee attacks against invisible targets is reduced by four. It is impossible to aim ranged attacks at invisible targets. Use this spell to set up a battle line while your enemies seek you out. Characters lose invisibility if they do anything but move. Some monsters can see invisible creatures. LIGHTNING BOLT is a magical electrical attack that does 1-6 HP of damage per level of the caster to targets along its path. If the target makes its saving throw, the damage is halved. A lightning bolt is four or eight 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 towards the spell caster. Targets adjacent or close to a wall may be hit twice by the same bolt. PROTECTION FROM EVIL, 10' RADIUS protects the target and all characters adjacent to the target. The spell improves the AC and saving throws of those it protects by two 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 MISSLES makes the target immune to non-magical missles. SLOW affects one target per level of caster and halves the target's movement and number of melee attacks per round. Slow can be used to negate a haste spell and only affects the side opposing the spell caster. RYGAR =================================================================================== The Humble Guy's HumbleDox + Rygar! ~~~~~~ Presents Gateway To The Savage Frontier Complete Journal Entries JOURNAL ENTRY 1 A Mirror Map From The High Wall JOURNAL ENTRY 2 The Black-Robed Riders We backed up against the stone buttress at the end of the bridge, waiting to see what frightened everyone so badly. A moment later they appeared, two riders in long, black robes with hoods that hid their faces. The came around the corner behind the temple of Tymora, crossed the town square and ponded past us at the gallop. We turned and watched the guards stand back as the two raced through the gates and out of the city. Slowly, the people in the square resumed their activities. Only now, they were all in a hurry to be somewhere else. JOURNAL ENTRY 3 The Boat Repairman's Story: "Well funny you should ask. See these three boats over here? I found them just last week, one by one, washed up on the sand bar outside town." "See those holes in the sides? I patched 'em up. There were arrows in them, lots of 'em. Plenty of blood on the floorboards, too, but I cleaned that all up." "Haven't found any boats like that north of town, but I've been looking. Maybe going north on the river's safer than going east." "I'll fix 'em up and sell 'em. It gives me the shivers thinking about what happened to the people that were in 'em, but... The people who buy 'em will never know. What they don't know won't hurt 'em." JOURNAL ENTRY 4 The Fisherman's Story: The large fish market was almost empty, although the lingering smell of the place told of better days. "How'd you like my sign?" the fisherman asked us, proudly. "Carved it m'self, y'know! 'Course, could do it better. Maybe now'd be a good time t'try. What with all the talk o'trolls and orcs and all, fisherman ain't goin' far up river. Ain't bringin' back much, neither" "Good time for wood carvin'," he sighed sadly. "Bad time for sellin' fish." JOURNAL ENTRY 5 The Stolen Rewards: A curse upon their filthy heads! They've taken all we had, stolen everything save the clothes on our backs! "More! More for everyone!: the waitress cried out at the tavern last night. We looked at eachother, shame-faced at having fallen for so old a trick. Someone slipped a little something in our food and we slept like contented babies while the bandits stole us blind! All the gold earned on our last mission is gone. We endured those dangers, did our jobs and now are left with empty pockets! Our heads could have festooned the end of an orcsish pike... all for nothing! They even took my fine magical sword with the gold braided handle, the one I used to slay the griffon at Longsaddle last winter. What I would give to have it one more time, if only to skewer the slime who committed this atrocity! We still have the tiny purse of coins I kept beneath my pillow. There isn't much, but it will be enough to buy new weapons and a few supplies. We need to find a new sponser or a new mission quickly, to earn the money we need to live. Whatever mission we next accept, we will have a second quest to complete as well: to catch these thieves and exact payment for last night! JOURNAL ENTRY 6 The Guards At Yartar: "We've been ordered that no one be allowed to leave the city for the rest of the day. Travellers from the north report that many bands of trolls have been seen there, and some have been observed close to Yartar." "These alerts normallt don't last very long. If there's anything you need to buy at any of the stores here in town, this is a good time to do it." JOURNAL ENTRY 7 Map Of The Island Fortress: JOURNAL ENTRY 8 The Story Of The Priestess Of Waukeen: "I never knew that a secret door led into the back of the temple like this! I'm only glad that you are friends instead of enemies!" "I'm sure the people who attacked you in the outer room were going to use the secret door to enter the temple and kill us all! As sure as the market hawkers gather in the morning, they were sent here by the barbarians, and Longtresses hereself. All she wants is control of the city, and she doesn't care with whom she allies herself to get it!" JOURNAL ENTRY 9 The Waterbaron's Welcome: "Welcome adventurers! I regret that all of your treasure and possessions have been stolen. If the City Guards should recover any of your items they will be returned to you." "I also understand that you are in need of a commission, but I have nothing for you at this time. However, Yartar is a busy town filled with many people from all corners of the Realms. Perhaps in the streets you will find someone in need of help during these troubled times." JOURNAL ENTRY 10 Mielikki's Festival: All around us there was activity, with music of many lutes and the snap of a hundred banners flapping in the breeze. In the heart of the glade a chorus of young girls sang a blessing of the trees, and the birds seemed to echo back a happy, chirping refrain. People everywhere were walking hand in hand, talking softly and revelling in the beauty around them. It was almost enough to make us forget the worries and dangers that had brought us here to Silverymoon. JOURNAL ENTRY 11 The Bargebuilder's Story: "I hope this panic about armies of orcs and trolls ends soon. We usually build two barges a month here. Now no one wants to send goods up river unless they have to, and we have no new orders. "The river going east was always dangerous, but now going south is bad, too. Of course, the high forest is still far more dangerous than any other place in this part of the Realms. JOURNAL ENTRY 12 The Council Member's Story: "You may not care to listen to our sad tales, with your own horrid stories of orcish armies on the march, but here in Everlund strange things have been happening as well. "Many undead have appeared in the old part of the city to the north, livestock have been disappearing from the pens near the river, and even stirges have been so bold as to attack people in the streets. "What has our peaceful little town done to deserve such misery?" JOURNAL ENTRY 13 The Harbormaster's Story: "I tell ye, young 'uns, the only reason that the Gallant Prince still be anchored here in Port Llast Harbor is we ain't got no one who's darned fool enough t'board'er and tow'er out t'sea. "We'd all heard she wa' missin', then Simon Hempwright the fisherman says he spied 'er adrift a mile off the coast, worm eat'n like she'd been a' sea a hundred years. The young idiot towed 'er in an' tied 'er up, an' then he goes traipsing down below decks like she wa' some pleasure barge out o' Waterdeep. "Course we never seen 'um no more after that, 'cept some say you can hear 'is screams a' night way back in town." JOURNAL ENTRY 14 Longtresses Alaraun's Story: "Please let me welcome you to Nesme. We have just completed a very unhappy task. I had to seize the city by force of arms to save it from the corrupt priests of Waukeen. "By necessity, I enlisted the aid of some of the local... well, barbarians. And I do admit that now some of them are out of control. Take care as you travel through our streets, for my comrades are dangerous and love to fight." JOURNAL ENTRY 15 The Search Of The Mage's Bedroom: In the debris you find a scrap of paper with the inscription: ENWNWN. Go Straight between turns until you must turn again. Use the knock on hidden door to the right. JOURNAL ENTRY 16 The Mage Librarian's Story: "Oh my, oh my, it's good to see you! Yes, Amanitas and his assistant were indeed here, but look! Their room has been torn to pieces, and look at all this blood on the floor! Oh my, oh my! "I fear something terrible has befallen them. May Mystra guide you to his aid!" JOURNAL ENTRY 17 Lord Nasher's Story: "I'm afraid you've come to Neverwinter in a time of great troubles. Many people were moving to the outskirts of the city to escape the troubles. The older, inner areas were becoming havens for criminals and all forms of monsters. "We converted several blocks of the old city to indoor gardens to help bring people back to Neverwinter. But now monsters have invaded the indoor gardens. Instead of bringing people in and helping the city, the gardens are scaring them away!" JOURNAL ENTRY 18 The Nesme Harbormaster's Story: "It's not my fault! The story's the same in many towns on the river, not just here in Nesme! They can't blame me for this no, no, they can't!" "The warehouses on the eastern side of the river have been beset by a plague of giant frogs, and lizard men have been feasting on the herds in the stock pens to the west of shore. Now the shipping companies won't stop here because of the danger!" JOURNAL ENTRY 19 A Portion of the Hosttower Dungeon: JOURNAL ENTRY 20 A Map Found In Silverymoon: JOURNAL ENTRY 21 Krevish's Story: "You know, I'd sure love to do something for you guys! If you're looking for work I have some friends here in Yartar who hire adventures all the time and maybe they have something you could do and that way you could get back on your feet again and I would've helped you and I would've repaid you for saving my life and we'd be friends and wouldn't that be great?!" JOURNAL ENTRY 22 Vaalgamon's Taunts: "You pathetic little simpletons! Did you think that a puny group of snivelling would-be-heroes like yourselves could change one iota of my plan?!" "Vaalgamon does not deal with your kind! Hah! I can snuff out your lives with the heel of my boot as I would the tiniest of carrion-crawling insects! I will leave the trivial task of killing you to my Kraken hosts." He turned and swept out of the room, as the heavy door slammed shut behind him. JOURNAL ENTRY 23 The Sailor Turned To Stone: Beside the statue we found a crumpled note: "They wanted the sea lanes clear between Luskan and the Purple rocks, and any ship they found there they took over or destroyed. We were the only one of the sad vessels in their path. "One bye one the undead the commanded have killed our crew, transforming them into lonely wanderers themselves. Soon it will be my turn. I only hope that the tall one turns me to stone, as he did the Captain, so I may be spared such eternal torture. "Some are Krakens, but the magic-user is from a great tower somewhere to the north. He kept taunting the Krakens, saying they needed to go to all this trouble because they were not clever. He said that the wizards of the tower had great power, but that they were clever too. He said their treasure was hidden in the opposite direction from where anyone would ever look." JOURNAL ENTRY 24 Into The Hidden Complex: We followed Krevish around several corners and down an alley, where he pressed a hidden panel in a wall. A door swung open, and after some hesitation we let him lead us into a dark corridor. Our weapons and armor clanked loudly as we walked cautiously down the passageway, finally arriving before a heavy wooden door. Krevish knocked on the wood in complex patterns of beats with both knuckles and palm, and in a moment it was opened by and angry looking man in well- crafted armor. JOURNAL ENTRY 25 The Meeting Beneath Yartar: The man looked us over for a moment, not at all sure whether he liked the idea that Krevish had brought our party to his secret lair. "It's all right, Captain!" Krevish piped up enthusiastically. "They saved my life! They didn't have to do i, they could have just kept walking, but they stopped and risked their lives to save mine and that was really nice of them and that's why you really ought to give them a chance to carry out a mission for us because they've really earned a chance I think, don't you?" The Captain rolled his eyes. "All right Krevish, all right," he sighed. "If you'll just be quiet I'll give them a chance." "As you know," he told us, "the Temples of Bane are dedicated to the advancement of the Evin in the Realms. Once cleric of Bane in the town of Nesme, up the river to the North of here, has been causing great disruptions in that city. "We believe that to save Nesme from civil war he must be stopped. If you can find the Banite Cleric, and carry out this mission, you will have proven yourselves to be as valuable as Krevish here says you are. Well... almost as valuable, anyway." JOURNAL ENTRY 26 The College Dean's Story: "It's really been quite terrible, quite awful here. The areas near the docks on the north bank of the river are full of lizard men and other monsters. Here! In Silverymoon! It's unheard of!" "It's as if someone was trying to keep the good law-abiding folk away from the river. Perhaps the orcs plan a great offensive and are trying to deprive us of supplies. "What will become of us? Silverymoon was such a peaceful town. I just don't know..." JOURNAL ENTRY 27 The Captain of the Riders of Nesme's Story: "Yes, we too have heard the stories of the trolls gathering in a great army to the east in the Trollmoors, and now small groups of them have been seen in the ruins to the east of the city. "We should be going out to drive them back! We should be scouting the moors to see what's going on! But are we? No! We're confined to barracks because Longtresses Alarun has taken over. If we go near the city now, the crazy barbarians will start a full-scale ware!" JOURNAL ENTRY 28 Erek's Story: "Don't just stand there! Amelior Amanitas, the brilliant magic user for whom I work, is in great danger! They said they were taking him up the river to Everlund, and from there overland to Llorkh and on to Zhentil Keep! They were furious that he'd discovered their plan, and there's no telling what they'll do to him once he's there!" "If we don't find him before they leave Everlund we'll never have a chance -- there are so many routes they could take towards Llorkh... we have to find him quickly!" JOURNAL ENTRY 29 The Challenge Of Amanitas: We quickly summarized for Amanitas what we had learned thus far. We also told how some Banites believed that only he could stop the forces of Zhentil Keep from conquering the lands of the Savage Frontier. "What was revealed to you by the Banites is correct," he said when we'd finished. "I learned much of the tale from an escaped slave who had been a servant to the Zhentarim general Vaalgamon, and my investigators since have only served to confirm how great the danger truly is. "Although most of their story has been lost in time, I know now that four statuettes were created in ancient Ascore. They were powerful magical items used in the defense of the city, although precisely how they worked is still a mystery. One was crafted to focus on each direction of the compass, protecting Ascore from the enemies to the North, East, West and South. "When the city fell into ruins the statuettes passed from owner to owner throughout the Savage Frontier for many centuries. They travelled in directions very different from their names. For example the stauette of the East has for many years been hidden somewhere in the west. "Now the Zhentarium have dispatched Vaalgamon to collect the statuettes. They believe that by returning the statuettes to Ascore they can open a safe path through the great desert. Throught that path they intend to send armies to conquer the entire Savage Fronteir. "We must find and seize the statuettes before Vaalgamon can collect them, or a pall of darkness will fall across the north. "My magical investigations cannot tell me exactly where they are located, but I have a sense of the place where each statuette now lies. To find them you cannot follow a map of the road beneath your feet -- I can lead you to your goals only by revealing the pathways you must trace within your own souls. "First you must lift your eyes with hope, even if the vision which fills them is one of evil. The statuette of the east is located in a great tower, and when you look up at its many spires you shall know that you have found it. "Next you must seek the small truths within the large, unfathomable world, for these are the only truths you will ever truly know. The stauette of the west lies in a small chest carved from the pearl of a great oyster, in a small room carved from the rock of a great mountain, which is itself made small by the greatness of the sea. "You must then travel to the place to which people do not wish to go, because we never truly covet that which we can easily attain. The Statuette of the North lies nowhere close by, but on the long way that many travellers nonetheless must pass. "Then you must soar where even the birds cannot fly, and have faith that even without wings you can reach great heights. The Statuette of the South lies both high and above and far below the surface of the land. "If you gain the four statuettes, take them to Ascore. I have created one more special item, which when combined withe the four ancient images, will turn the Zhentarim's planned triumph into total and irreversible defeat. But this can only be accomplished in the ancient plaza at Ascore." He reached into his robes and drew out a small, square card that looked like it was made of a thin layer of metal. Runes were embossed upon it. "This isn't it!" He exclaimed, annoyed. "But I suppose you should take it anyway. It's one of my latest inventions. I call it the Card of Counting. If you carry it to the vaults in Yartar, Neverwinter and silverymoon will all save and exchange your valuables as if they were really just one place. Could be quite handy, yes quite handy. Don't leave here without it." "Well that's it! Good luck to you, ans may you find the path easy to follow. You can come and visit me any time at my house in Secomber, and if I've learned more about any of the statuettes, I'll be happy to share the information with you. Good bye!" "The magic item?" we asked. "There was an important magic item you were going to give us?" "Oh yes, yes, yes. Musn't forget it. Very important." He searched through his robes once more... JOURNAL ENTRY 30 Brinshaar's Story: "My name is Brinshaar, and I am a magic-user from Neverwinter. They kidnapped me there and were torturing me to learn of Lord Nashar's magical defenses. Thanks to you they learned nothing, and Neverwinter remains safe!" "As it turns out, I can repay you for your kindness without delay. I have seen this statuette you tell me that you seek. It is not secreted in the Hosttower, but somewhere in the dungeouns where we now stand." JOURNAL ENTRY 31 The Banite Cleric's Letter Fragment: "... that you found the explanation for the gatherings of trolls and orcish armies in the north. I had suspected it was the work of the Zhentarium, and if we had not discovered it in time they might have conquered this entire region." "The fools believe that it is their cunning and their might that brings them such awesome power. Have they forgotten so quickly about the temples of Bane, and the power that even our own leaders cannot abdicate? That we, the clerics who carry out Bane's will, are the ones who have made the name of the Zhentarium feared throughout the Realms? "I agree with your letter, and although we have never met I feel closely bound to you. By destroying this plan before it starts we shall ensure that never again will the Banite clerics be taken for granted in Zhentil Keep!" "I will meet you during the festival of Mielikki in the hidden temple behind your shop in Silverymoon. We shall find the magic-user from the south who cal turn the power of the Zhentarim against itself. Then we shall see how brilliant the Zhentarim prove to be!" "We must not think that because we know about their plans to cross the desert it will be simple to stop them. I am confident we will be successful within days only because... " The remainder of the letter was destroyed, and the ashes crumble to nothingness in my hands. JOURNAL ENTRY 32 The Waterbaron's Warning: "I must ask you to leave this place immediately! Great forces here seek your destruction. I will not help them but neither can I stand in their way. Go now!" JOURNAL ENTRY 33 Broadhand's Story: Broadhand led us into a small, hidden room decorated with images and statues of Bane. He obviously believed us to be fellow Banites from the temple at Nesme. "I was worried when I sent my letter and no messenger came bearing a reply. I'm glad to see you've arrived during the Festival as I suggested." "Once the Zhentarim would have been content with having found a way to open this safe caravan route through the Great Desert. They would have let time pass, allowing towns and villages to become dependent on a supply route that only the Zhentarim controlled. Then, quietly but inexorably, the hidden reins of power would be pulled into their grasp." "Now their greed to seize the northern Realms is unbounded and impatient. Sending armies across the Great Desert! Who would ever have believed it?! They have forgotten that a single dagger at midnight may sow a greater terror than 10,000 swords at dawn!" "Even now they are completing their complex on the eastern edge of the desert, and are reclaiming the dead city of Ascore on the Western edge as well. They have forged alliances with the Krakens and with other forces in the north. I also hear tales that something big is going on in Llorkh. Magic items of great power are being collected for the task, and I have been assured that they do indeed have the power to allow the safe crossing of the desert!" "We must strike now! Controlling the Realms from the Moonsea to the Sea of Swords will greatly strengthen the Zhentarim and the Banites will be lost!" "Visiting here in Silverymoon at the Vault of the Sages is the wizard I wrote you about, Amelior Amanitas from Secomber. He learned much of this plot from a slave who had escaped from a Zhentarium caravan, and is convinced he can stop it with his magical powers." "He sent a message to a fellow wizard here in Silverymoon, but one of my acolytes waylaid the courier and we learned the plan. Since Amanitas has now come here himself, he must have received word of the messenger's death and is willing to take great risks to defeat the Zhentarim." "You must find Amanitas quickly, help him on his task, but do not tell him you are Banites or he will never listen to you. For all his brilliance he refuses to accept the beauty of pure Evil, and will never know the joy we find in Bane." "Hurry now! As we speak our enemies make progress on their path!" He slipped out of the room, motioning for us the wait a short time before leaving to complete our "mission". JOURNAL ENTRY 34 The Escape Of The Prisoners: Three men rushed from the tiny cell, their clothes in tatters, eyes drawn from lack of food and sleep. One stopped to look down at the dead Banite, and a broad smile spread across his hollow face. "Looks like you've done the job we were sent to do!" he said laughing unnaturally. "Now we can go home and take the credit!" We of the Zhentarim salute you!" His companions blanched as he said the forbidden word -- only others dare to use that name, never the Zhentarim themselvers. They cursed in hushed voices, pulled him from the room, and were instantly out of sight. We looked at each other helplessly. Because we knew the Banite to be evilm we had slain him -- the one man who could stop Zhentarim's plan for the conquest of the Savage Frontier. There was no choice. We had been searching for a mission. Now, by accident, we had found one. We would have to save the Northern Realms ourselves. JOURNAL ENTRY 35 The Kraken Stronghold: The castle that rose above us was so great in size that it dominated the entire island, as if it were a statue and the whole of Trisk were only its base. The front of the building was carved in the image of a massive squid that rose a hundred feet above the island, its huge eyes glowing from some frightful, hidden light. Behind it the building had gradually transformed into a heavily fortified castle, with high parapets that seemed to go on and on and on until they merged into the cliffsides of the coast. JOURNAL ENTRY 36 The Odd Message Of The Kraken: css al a i gad. csl te o cre suhet te t i tk wl gad te traee i. dc te t dw do suh te truh vut is fo tkn b wl sau te. JOURNAL ENTRY 37 The Arena Beneath Llorkh: The arena in which we stood was broad and spacious, surrounded by seats for several thousand spectators. Most of those seats were already filled. Several hundred black-robed men sat in one section, beside and equal number of other humans and a few strange- looking beings in the shadows -- they may have been drow elves. Seperated from the humans by a respectfully wide zone of empty seats, the remainder of the arena was filled by orcsm with a scattering of goblens and even bugbears. The great bowl was filled with the din of a thousand conversations, but every voice was silenced at once when a guard called out, "All rise for Lord Vaalgamon!" The familiar figure of the Zhentarim general strode onto a dais on the western side of the arena and motioned for his followers to be seated. "Well my friends!" he told us, a hideous smile distorting his already twisted features, "I see we have the pleasure of meeting again!" "I must say that I admire the courage and cunning that have brought you this far. You have defeated forces that should have defeated you. Their deaths at your hands are appropriate punishment for their failure." "As a reward for your achievements, I will give you all a chance. Defeat three sets of opponents in my arena and I shall let you live." "Let the combat begin!" Across the arena a stell grating opened, and we turned to face our first opponent... JOURNAL ENTRY 38 King Threlked Ironfist's Story: "Ever since the reports of the meteorite strike on the north end of the island, many adventurers have come here seeking ore for magical swords. However, no one on this island can craft such fine weapons. "I warn all adventurers, but few listen. There are many canyons that cut across the island, and some have networks of great volcanic caves filled with fearsome monsters. Only parties of veteran adventureres should dare to enter them." JOURNAL ENTRY 39 A Map Found In The Otyugh's Lair: JOURNAL ENTRY 40 The Utheraal Villager's Story: "The headquarters of the Kraken Society is on Trisk, the other island just accross the strait. They also have fortresses here on Utheraal, on the western coast, where they force us to pay tribute. "They take almost everything we have, but if we don't pay they will take us away as slaves. I don't know if you can defeat them, but whatever you do can only make our lives better." JOURNAL ENTRY 41 The Zhentarim Ship Arrives: Rounding a rocky point far below us was a ship with a single, huge, red sail. A large black "M" filled its billowing expanse, which we could only speculate was the symbol of Lord Manshoon, the leader of the Zhentil Keep. A single man stood at the railing near the bow, his black cape flowing behind him in the stiff sea breeze. could it be Vaalgamon himself? The ship swung to the northwest, its sail dropping as it entered the lee of the island and started to approach a large dock. Men ran accross the decks and scrambled up the rigging as they prepared for their arrival. If this ship was coming for the statuette, our time was running out! JOURNAL ENTRY 42 The Story Of Phintarn Redblade: The flowers were left in beautifully woven baskets beside the street, and had delicate hand-embroidered ribbons on them. One said simply "In memory of Phintarn Redblade, Last Ruler of Llorkh." Another read: "Tonight thy killers sit within thy keep, But soon they'll lien beneath it... six feet deep." A guard wandered by and saw us looking at the flowers. Drawing his sword, he knocked them from hy hand and crushed them with his boot. "If you're a dwarf- lover," he warned us, "Llorkh is no place for you!" JOURNAL ENTRY 43 Muthtur's Story: As if he'd read our thoughts, the creature said, "Yess I'm a half-orc and to you I'm ugly as an otyugh. I'm also the hideous inhuman thing that saved your lives." We all looked at each other, embarrassed and several of us murmured our thanks. "I lived with a small colony of other outcasts in the High Forest, until raiding parties from Llorkh captured me and brought me here. They call me a 'novelty fighter' and said it'd be fun to watch something different in the arena for a change. "I'm no novelty, I'm a person. And I killed the man who said it. My name is Muthtur and all I want to do is go home." "When they brought me here I saw them use a secret door in the north alcove of the arena. I don't know where it leads, but it may help us all get out of here." JOURNAL ENTRY 44 The Potter's Story: "I overheard our captors saying that fire giants have been preying on any adventurers who were lucky enough to find meteorites. The giants sell the stolen ore to pirates in exchange for gems, grain or even some of us as slaves." She shivered visibly and thanked us once again for saving them. JOURNAL ENTRY 45 The Dying Zhentarim's Defiance: "You may have gotten this far, but even if you could get all the statuettes you'd never make it to Ascore... Vaalgamon is far too clever for you, and our power is too great... "Enjoy your triumph for tonight, for it will rot into disaster by tomorrow!" JOURNAL ENTRY 46 The Story Of The Hidden Dwarves: "We have been prisoners in our own city ever since Lord Redblade was killed. They say it was an accident, but we all know it was the Zhentarim that killed him, and that it is they who control Llorkh. Geildarr is only a puppet, an outsider brought here by them to control the town. "Just a few days ago a Zhentarim column came through Llorkh, and they murdered any dwarf they could find. That's why we're now in hiding -- this is the lair of a medusa, but even with her hell hound guards we are safer here than on the city's streets.: JOURNAL ENTRY 47 Kestutis' Story: "My name is Kestutis, and I was once a knight who served the kings of Tuern and Gundarlun. In those days the two islands were friends, not the tense rivals they have come to be." "Here on Tuern I dared to enter the hottest volcanic vents in search of evil fire giants who terrorized Uttersea, and the old King gave me this ancient fortress as a reward for my service." "I am impressed by your valor and your skill in taking on the mission you have described. Just as I risked my life in service to the people of the north, so you are risking yours. Take this, the Armor of the Glacier that I wore during my service -- it will give you the protection against fire and against the monsters which it spawns." JOURNAL ENTRY 48 The Signs At Secomber: "The road and river to the east have become very dangerous. Go only if you need to, and try to travel with a strong group of experienced adventurers." - Selarn JOURNAL ENTRY 49 The Kraken's Coded Message: ot l t t ur. ate h f onr otws h o t ae il urs h hetnd f. ok h o on or ot h hog al t rm ae e il tte h. JOURNAL ENTRY 50 The Aarakocra's Story: "High atop the Star Mounts the birds cannot go. Our homes are there, and only we and the dragons can brave the fierce winds that blow through the mountain tops. We have seen black dragons fly to an aerie on one of the highest peaks, and saw it to be that a human female rode upon the back of one such dragon. "We have heard that the chambers within the mountain be crafted as a maze. It has been told that the corridors be in the form of the first initial of their owner in three different runic alphabets, each superimposed upon the other and on their own inverses, so that the letters are entwined in many layers." JOURNAL ENTRY 51 The Guilty Citizen's Story: "I didn't want to help them, really I didn't. I haven't taken a share of pirate booty in years. They said if I didn't report on Jagaerda's movements they'd turn me over to the King!" "I don't know where they have her! I took my reports to a house hidden away among the cliffs on the southern coast. Please spare me! I've told you everything I know!" JOURNAL ENTRY 52 The Kraken's Coded Message: etuw lek msu rgt u rwtt k. ite edea leto e uw to eot se. gria a s. JOURNAL ENTRY 53 An Ounce Of Justice: Several weapons were stacked in one corner of the room, and suddenly cried out in delight. My magical long sword, the gold braid on its handle tarnished but undamaged, lay amidst the pile of crudely crafted weapons! I ran over, pulled it from its sheath and examined the blade -- still sharp and true as any arrow fired from Helm's bow! Whatever evils might stalk the Realms, I knew that for this one moment justice had been done. The gold they'd stolen from us at the Inn was gone forever, but with this sword our honor was restored! JOURNAL ENTRY 54 Ceptienne's Welcome: "Welcome to my home", the image said, smiling. "My name is Ceptienne, and I know that you are here to steal the Statuette of the South from me." She waited for the effect of this proclamation to take hold. "You have proven yourselves worthy adversaries to have gotten this far, and I enjoy the challenge of a clever enemy. I shall kill you... yes, that much is certain. But I shall give you a chance to find the object you seek." A great crystal globe beside here flickered to life, and the statuette appeared within it. "My fortress here has many portals. Twelve now stand between you and your objective. I shall follow your movements with interest." She smiled once more and the image faded from view. JOURNAL ENTRY 55 King Redaxe Tells Of The Purple Rocks: "The Purple Rocks may be the isles you seek," said the King. "They have become a sad place. Their people were like other island folk, hardworking, many of them seafarers. A few generations ago something strange occurred, and many gathered in a secret cult which has become very powerful, called the Kraken Society. They worship the symbol of the Kraken, a huge squid that can easily destroy great ships." "There are two islands in the Purple Rocks, Utheraal and Trisk. The people of Utheraal are impoverished, but continue to live as before. The people of Trisk however, have been completely consumed by the Krakens and are controlled by them." "I know you have been to Tuern already, but it is there that you have the best chance of finding someone who will take you to the Purple Rocks. May Selune guide you on your journey." JOURNAL ENTRY 56 The Man Of Mirrors' Story: "I search and research... I fing the hidden... I solve the unsolvable. I find reason within chaos and harmony from the stars." "Vaalgamon has entrusted to me the riddle of the mirror-maps and they shall not defeat me! Already I have confirmed much of what they tell, and soon I shall give the general everything he seeks and more!" JOURNAL ENTRY 57 The Magic Mouth's Story: "You have done well, adventurers," the stone face said. Its voice was deep and its features expressionless, but the tone of its words was warm, almost friendly." "It is time for you to reap your reward. Look within the waters of my fountain and discern what riches can await you!" Everyone looked at the spraying wather as an image began to form there. The vision showed a pool filled not with water, but with gold. Each member of the party was swimming in it, leaping about and laughing and tossing coins in the air. The image faded. "That was a dream, my friends, but it is a dream that you can make real. Drop the statuettes in my warm waters and this ocean of gold shall be yours!" JOURNAL ENTRY 58 A Mirror Map From The High Wall: JOURNAL ENTRY 59 The Old Thief's Story: "I was once an adventurer like you, in service to the Lords' Alliance, and a fine pickpocket when it came to relieving our enemies of their documents... and perhaps an occasional jewel to compensate me for my trouble!" "He was a contemptuous buffoon, Vaalgamon was, pushed me down in the street as he passed by, for no good reason. I may be an old man, but I still have the touch! I saw to it that Vaalgamon didn't leave Sundbar with everything he'd brough!" He held out an aged but steady hand, presenting an envelope with a broken wax seal. We opened the envelope and removed what seemed to be a hastily scribbled note: "Fool! You allow me one tiny band of mongrels to threaten everything our legions now pursue!" Get to the pyramids at Ascore without delay! Let no one pass through the stronghold! Guard every pathway -- I care not to hear tour tales of how many there are. If the Road fails you will pay for your carelessness!" The note was signed with a large, scrawled letter "M". JOURNAL ENTRY 60 Notes From A Prison Cell: As I sit and write my journal the unrelenting cold spreads deep within my bones. The stone floor and thick walls of my cell here in Zhentil Keep drain every last ounce of warmth from my body. We never understood the significance of the statuettes, nor their power. With all four in his possession, Vaalgamon achieved his goals, and all the northern Realms fell under the Zhentarim shadow. Our riches have availed us nothing. We were hunted down, captured, and brought to this prison, where they keep us alive only out of a desire for revenge. If only we had the chance to live the past over once again... JOURNAL ENTRY 61 JOURNAL ENTRY 62 A Lonely Lament: I hear the sounds of many footsteps approaching. I'm sure that they will find us soon. If we had known of Ceptienne's true role as an opponent of the Zhentarim, the real statuettes would have been ours instead of the false ones we now hold. We must assume that Vaalgamon's boastful speech was correct, and that the High Forrest holds the spot where the magical path across the desert ends. But to know this now is useless. We have fallen into his trap and we are his to play with, as a cat plays with the mouse it is about to devour. Perhaps others will follow us on this path and find that victory awaits them instead of death. ================================================================================