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ed Dungeo COMPUTER PRODUCT CHAMPIONS OF KRYNN A DRAGONLANCE" Fantasy Role-Playing Epic, Vol. I STRATEGIC SIMULATIONS, INC: CREDITS Written by Graeme Bayless, Dave Shelley, Mike Mancuso and Ken Humphries. Art, Graphic Design and Desktop Publishing Louis Saekow Design: Peter Gascoyne Printing Aé&a Printers and Lithographers Strategic Simulations, Inc. reserves the right to make improvernents in the product described in this clue book at any- time and without notice, Strategic Simulations, Inc. makes no warranties, express or implied, with respect to this cluebook, its quality, mer- chantability or fitness for any particular purpose. This cluebook is provided “as is.” ADVANCED DUNGEONS & DRAGONS, AD&D, and DRAGONLANCE are trademarks owned by and used under license from TSR, Inc., Lake Geneva, WI USA. Copyright 1990 TSR, Inc. All Rights Reserved. This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations, Inc, No one is permitted to sell copies ofthis clue book to any person or institution except as provided for by written agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce to machine readable form this clue book without the prior written consent of TSR, Inc. Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright viola~ tion and subject tothe appropriate civil or criminal action atthe discretion ofthe copyright holder(s). TABLE OF CONTENTS INTRODUCTION... GETTING HELP... THE STORY AND EVENTS .. SPECIAL NOTES.. Avreas and Cities. The Overland .. GENERAL COMBAT HINTS .. Random Encounters Evil Humanoids... Monsters .. MAPS. . Throtl .. Throt! Temple... . Throtl Catacombs . Gargath . Gargath Keep Jelek..... . Tomb of Sir Dargaard . Ogre Bas Southern Outpost. Neraka City & Base. Neraka Prison... Sanction Docks.... . Temple of Huerzyd ... . Shadow People’s Tunnel . Temple of Duerghast Citadel . Second Citadel. Kernen Square . Kernen Base (Myrtani’s Stronghold) ADDITIONAL NOTES... General Hint: Characters. Charm... Save the gamel. Monsters: How to deal with them. MAGIC ITEMS: Where to find them Journal Entries: True or False? .. OE EO Ok © ea a ee Te 7) EC INTRODUCTION Ciamprons oF Kryny is Strategic Simulations, Inc.’s first ADVANCED DUNGEONS & DRAGONS? computer role-playing game set in the DRAGONLANCE? universe. It takes the award-winning system first used in Poot oF Rapiance and applies it to the world of Krynn. The group of adventur- ers you Create in CHAMPIONS OF KRYNY will be responsible for seeking out and destroying the many pockets of evil that have infiltrated the area of north- east Ansalon. Your characters begin the game as part of the good forces who keep watch against the return of evil. On your missions, you will discover more and more about an evil plot that threatens the entire area. Your group of intrepid adventurers must locate the source of the evil and defeat it. GETTING HELP In the section MONSTERS: How to Deal with Them, is an account of all mon- sters in the game. Information provided there will tell what the monsters can do and the best spells to use against them. Following the section THE STORY AND EVENTS, are descriptions of the encounters. These include specific sug- gestions on the best way to get through the most difficult parts of the game. If you find the combats too easy or too difficult, you can adjust them by using the LEVEL command found under the Alter menu. Instructions on how to use the LEVEL feature are found on page 7 of the rule book that came with the game. THE STORY AND EVENTS Cuampioxs or Krynn is an interactive adventure and the story can unfold in any of a number of ways. The following, is but one of these. The adventure begins after the good armies have recovered lands seized by the DragonArmies in the War of the Lance and pushed the evil forces from the continent. After establishing out- posts to watch over these territories, the good forces withdrew. Your party is sent to man one of these outposts. Supposedly the main evil forces have long fled and only the occasional wan- dering monster remains. On your first patrol, you find this just isn’t so. You find draconians ambushing a group of the good settlers who have been mov- ing into the reconquered lands. You defeat the baaz draconians. An aurak draconian, who could easily destroy you if he chose, seizes an ancient book. He takes this and Dimension Doors away, ignoring you as beneath his notice. Returning to the outpost to report all of this, you find Sir Karl, a knight sent to investigate strange reports from the outposts, battling the outpost’s com- mandant. Sir Karl kills the commandant whose body changes into that of a sivak, a draconian warrior/assassin who assumes the shape of his victim. From this and your report, Sir Karl quickly realizes that evil has been oper- ating the outpost for its own ends, sending back false messages that all is well, while systematically wiping out the good forces sent to keep an eye on things. One of these forces is now in the (supposedly) abandoned hobgoblin city of Throtl, just northeast of the out- post. The force is led by Caramon Majere, one of the heroes of the War of the Lance. You are sent to warn him of the danger. As you attempt to enter Thro, you find your way blocked by hobgoblin guards. who order you to leave. Fighting your way past these, you find the city over- run with evil beings. Some of these include undead who are clad in the armor and equipment of the good forces. You find that Caramon was ambushed, imprisoned, and tortured. Reeing him, you are ordered to push on and learn more about the good dragon eggs Caramon has seen. In a temple, you discover evil priests and mages attempting to convert (cor- tupt) some good dragon eggs. It is through this process that the draconi- ans were created in the first place. The attempt is a failure (the original rite was lost in the War of the Lance). You also find increasing evidence of something called The Plan. Battling through the rest of Throt! and the catacombs below it, you recover some of the good dragon eggs. These, with Caramon’s report, are enough evi- dence to bring about a hasty mobiliza- tion of the good armies in an attempt to crush the evil forces before they can become too strong. Moving on to the next outpost, you are sent to Gargath to look for a Dragonlance (a weapon of great power). Again you find that things are not as they are supposed to be. The city is under the control of evil plotters. You continue finding clues about The Plan to destroy the forces of good. After many fights, you succeed in clearing Gargath of the evil forces, but without recovering the Dragonlance. Myrtani, the evil aurak who had taken the ancient book from your first battle, escapes with the Dragonlance, taunting you as he gets away. Going to Jelek to obtain a silver rose, you discover another city under evil control. Someone named Sir Lebaum has been very active in turning the undead in the city graveyard into yet another evil army. More information about The Plan is uncovered. The, reports you send back hasten the movement of the good forces. Next, your party builds its strength while eating away at evil’s power in the area. Your adventurers obtain valuable magic items from the spirit of Sir Dargaard and useful allies from Gravnak the Ogre. Sent to the Southern Outpost in an. effort to discover why it has suddenly fallen silent, your adventurers walk into another den of evil and must clear it before moving on. Upon returning to the central outpost, the party learns of Sir Karl's kidnap- ping. The party is taken to Neraka by Maya (a silver dragon who loves Sir Karl) and must fight its way into Neraka’s hidden base. Sir Karl is found, but too late. The party must follow his last wish to free the slaves held in the prisons in Neraka. More hints about The Plan and Sir Lebaum’s need for corpses are uncovered. Moving ahead of the hastily mustered good forces, the party is sent to the city of Sanction where it must travel through two temples and face a Death Knight (Sir Lebaum) to thwart one part of Myrtani’s plan. The undead forces move to face the oncoming good armies. Messengers the Death Knight dispatched escape and head for Kernen. If the characters cannot stop The Plan from being carried out, the good armies will be destroyed. At this point, the party realizes that it has been the unwitting agent of Myrtani, who wanted to draw all avail- able good forces and their leaders into his trap. The reports the party has pro- vided have brought this about. Ignorant. of the size of the undead forces, the good armies moved very quickly, but. with little strength. If Myrtani launches the second phase of The Plan, the good forces could be wiped out. Good dragons appear and enable the party to chase the messen- gers to a flying citadel over Kernen. The characters, joined by Tasslehoff Burrfoot, climb their way up to the Windcaptain’s Chamber where Tasslehoff crashes one citadel into another one. The characters, thrown into the second citadel by the impact, hurry down to the bottom level of the second citadel in order to escape cer- tain doom. Once the party has made its way down to Kernen, it penetrates the gate to Kernen Base, finds and defeats Myrtani and stops the execution of The Plan. The book Myrtani took from the settlers has unlocked the secret of mass con- version of the good dragon eggs, which will allow him to create draconians in huge numbers. While the good armies are pitted against the undead legions, his messengers were to carry the secret of this conversion to locations where good dragon eggs and evil spell casters awaited. If this came about, the newly-created draconian forces would fall on the flanks and rear of the good armies and crush them completely. By stopping Myrtani and his red dragon messengers, the party has rescued Ansalon from utter destruction by the forces of evil. SPECIAL NOTES Aveas and Cities Some adventures in the game are not available until others have been com- pleted. For example, characters may enter Sanction and wander around before the evil forces arrive, but they won't be able to trigger any of the encounters. Sir Dargaard’s Tomb and the Ogre Base can’t even be entered until the mes- sage telling you about them has been received. For information on how to activate these areas, see the Synopsis and Notes sections under the map for that area. The Southern Outpost will act as a nor- mal outpost until you receive the mes- sage about it. Additionally, after the game ends, the Southern Outpost will revert to being a normal outpost. In order to complete Sir Dargaard’s tomb, the party must have at least one knight character. This character will be useful throughout the game, but is vital for the Tomb. Kernen City can’t be entered from the wilderness. The only way in is through the flying citadels. You may go to Kernen City in the wilderness, but you will be confronted by endless patrols of draconians and dragons. These crea- tures can provide large amounts of experience points, but can also kill party members outright. It is suggested that you leave this area alone. The Overland When going from place to place in (Cuampions oF KRYNN, you will usually travel on the overland map. This map represents the area of Ansalon encom- passed by the game and shows many of the cities and towns as symbols on the map. You will find that the overland is not unoccupied. During your travels, you will often encounter both monsters and other travellers. When you encounter travellers, you will be able to take advantage of their services or hospitality. The numbers and types of monsters that you will encounter are affected by where you are on the map. As you move farther to the east, or as you near the city of Sanction, you will find more. and more difficult groups of monsters to battle. Near the city of Throtl, you can expect to combat goblins... not very dangerous. However, further to the east you will often find yourselves faced with large numbers of draconi- ans, giant spiders, hill giants, and many other fell creatures. Be careful not to wander too far east until you are told to by the commandant of the outpost. Wandering the overland is another good way to gain experience points. If your characters are fairly close to gaining another level, it is often much safer to explore the overland and face more manageable groups of monsters. GENERAL COMBAT HINTS Random Encounters In many of the cities and temples in the game, you will find dangerous encoun- ters facing you that are not described in this clue book. There are often wander- ing patrols that are quite dangerous. In order to best deal with these random encounters, it is wise to remember a few important tips: + Always perform a FIX as soon as you can after being injured. It is unwise to travel wounded unless you absolutely must. + Always try to memorize spells again at the first opportunity after a difficult fight. You may need them again at any time. Don’t wander through the game without your spells, + Save the game as often as you can. Saving after every difficult fight is very wise. When you obtain a new magical treasure, save the game. Don’t lose your best achievements by underesti- mating the difficulty of the next com- bat. + Don’t forget to watch the moons. The moon cycle can greatly affect the abili- ty of your spell casters. Kenders The kender in your party is a very use- ful character due to his ability to taunt foes. The kender can force opponents with spells to target him as opposed to your magic-users and front line fighters. This is a very useful ability and should be used frequently. It is especially use- ful when facing dragons, if the kender is protected by a resist spell (Resist Fire when facing red dragons or Resist Cold when facing white dragons). You may also want to use the Kender Gambit. This is where you place a taunting kender between an enemy magic-user and other enemy forces. The magic-user will target the Kender with a spell that will do more damage. to his own forces than to the Kender, Of course, Kenders often don’t last very long where this tactic is employed. When facing spell casters or monsters with breath weapons, remember to move the taunting kender away from the rest of your party. Evil Humanoids In the game, most evil fighters and magic users are named with specific names that reflect their character level. These names translate as follows: Warrior — 3rd Level Human Fighter Evil Fighter — 5th Level Human Fighter Evil Champion — 7th Level Human Fighter Black Robe Mage — 3rd Level Human Magic- User Thaumaturgist — 5th Level Human Magic- User Enchanter — 7thLevel Human Magic- User Cleric — 3rd Level Human Cleric Evil Curate — _ 5th Level Human Cleric Evil Priest — 7th Level Human Cleric Rogue Warrior — 3rd Level Elven Fighter/Magic-User Elvish Rogue — SthLevel Elven Fighter/Magic-User Elvish Mage — 7thLevel Elven Fighter/Magic-User Elvish Killer —_ 5th Level Elven Fighter Elvish Fighter © — 7th Level Elven Fighter Elvish Priest — 3rd Level Elven Cleric Elvish Curate ©— 5th Level Elven Cleric Elvish Slayer — 7th Level Elven Cleric Monsters You will meet many interesting and dan- gerous monsters in the game. Following the encounter descriptions is a section outlining tactics on how to fight each of the monster types you will encounter in (CHAMPIONS OF KRYNN. The monster listing in the rear of this clue book also shows what spells are best to use against each foe. Use these suggestions to maximize your chances of winning each time you face a new opponent. And so it begins... MAPS: A. Throtl Synopsis: You have been sent by Sir Karl Gaardsen to find Caramon in the “abandoned” city of Throtl. Throtl was built by hobgoblins and was deserted after the War of the Lance. As you enter the city, you realize that the informa- tion you got is extremely out of date. You are stopped by hobgoblin guards that try to kick you out of town. As you penetrate deeper into the city, you find evidence that fighting has been going on between the forces of evil and the troops under Caramon. Goals: You must find and rescue, Caramon from the clutches of the evil forces that have retaken Throtl. After Caramon’s rescue, you must defeat a Cleric and his undead minions in the southwest corner of the city, in order to get the key to the Temple area. The Temple lies in the northeastern quad- rant of Throtl. Note: There are many traps in the city. You should have a thief with you if you wish to pass safely. If you leave the city for any reason, such as getting trained at the outpost, any NPCs that you have picked up in Throt! will leave you. Those NPCs are lost forever, so you should not leave Throtl, once you have added the kender and knight NPCs to your party, until the NPCs leave with Caramon. ‘There are many random encounters in the abandoned city and they vary radi- cally in difficulty. For this reason, you should save the game often while you are exploring Throtl. Giant Centipedes are particularly dangerous, as they can poison your characters, killing them instantly. You should try to obtain the scrolls of Neutralize Poison from room #9 as soon as you can. Where you can rest: Room 9 is safe and you may rest freely there. Otherwise, you risk interruption but can probably rest for a short time without danger. RANDOM ENCOUNTERS: ‘There are six random encounters possi- ble in Throtl, but this number is reset every time you leave the city to either the temple or the overland. The num- ber of monsters you will encounter is usually small. The types of creatures you will encounter include giant rats, giant cen- tipedes, hobgoblins, skeletons, zom- A. THROTL 0123 45 67 8 9 10 bies, ghouls, baaz draconians, and evil spell casters. You should be very cau- tious when wandering Throtl, as some. random encounters will include evil clerics and the dreaded black-robe mages. If you see these enemies in an encounter, you should try to eliminate them as quickly as possible. Because of the danger of some of the random encounters in Throtl, you should go back to the outpost to rest and train if you are becoming depleted while exploring Throtl. Resetting the number of enemy patrols is not as bad as losing one or two characters because you were too weak to continue. MAP LOCATIONS: 1 Entrance/Exit to Overland. Contrary to the statements made to you in the 12 13 14 15 KEY== | wall Q Door up Secret Door k One-way Door 3 Archway [EE] Mpassable outpost, Throtl is indeed guarded. The guarding force consists of several hob- goblins, hobgoblin leaders, and four warriors. You must defeat the guards in order to enter the city. Use Sleep, Charm, or Hold Person spells to get past them. 2 A party of hobgoblins and hobgob- lin leaders are in this room. This is your first clue to the existence of something called “The Plan”. You may leave with- out fighting but choosing PARLAY or FIGHT leads to conflict. Again, Sleep is a very useful spell. 3 You will meet a terrorized man in one of these two places. He will gibber about Caramon and some sort of attack before he runs away in fear. 4 Several zombies and many giant rats are in this corridor. If you run, you may avoid the zombies but the rats will catch you. 5 This room is empty until you find and release Caramon, then you will find the cleric with the keys to the Temple here. He is guarded by many skeletons and two zombies. Note that this cleric will cast Hold Person if given an oppor- tunity, so you should try to injure the cleric every round to prevent him from casting spells. Make certain your clerics TURN the skeletons and zombies. 6 This room is filled with coffins. 7 You will find the remains of a battle in one of these places. Some of the battered pieces of equipment contain the heraldic device of the Solamnic Knights. After you find Caramon, the central area is littered with frozen dra- conian and hobgoblin bodies. 8 When you enter this room you will overhear something about a plan. If you decide to EAVESDROP on them, you will hear a little more before you are attacked. If you leave, you will not be stopped. You may also attack. If there is combat, you will fight two baaz draconi- ans, four hobgoblin leaders, and three warriors. Sleep spells can often affect baaz, so use them here as well. 9 There is a treasure in the first one of these rooms that you enter. You must defeat a cleric and five skeletons in order to gain the steel pieces, the shield +1, a Potion of Healing, and the two clerical scrolls of Neutralize Poison. 10 ‘his room is littered with decaying bodies. If you remain, you will have to fight many giant rats and skeletons. 11 You meet some of the enemy as you enter this room. A few of them run through the south wall (illusionary) in the southwest corner of the room. If you stay, you will have to fight many hobgoblins supported by two clerics. Make sure you kill the clerics quickly or else they will Hold your party, and you are sure to lose someone. Sleep and Charm Person spells are excellent choices for use on the clerics. 12 Someone runs out of the room to the west as you enter. This room con- tains a treasure of steel pieces, gems, and jewelry. 13 Caramon is found here. After he tells you his story, a tremendous crash and screams are heard. A beautiful young woman then enters and tells Caramon and your companions that they must leave. You are directed to find the cleric who has the key (see #5), get it from him, and then explore the. Temple as you continue the investiga- tion of Throtl. You gain an extra 3000 experience points per character for finding Caramon. 14 & 15 You will find a magicuser scroll in each of these places. 16 You are caught in an ambush from above. You must defeat five baaz dra- conians, three human warriors, two clerics, and a black- robe mage to con- tinue (or survive). Make sure you have your Sleep and Hold spells ready here. Don’t hesitate to cast every spell you have in order to win this one. The black-robe mage is the most dangerous opponent you face here, as he will Charm members of your party and they will join the enemy forces. You should try to take out the black-robe as soon as possible! 17 ‘There is a gas trap here. If you have Larcent Strangbourn (from #19) with you, he will trip the trap harmlessly. If not, then you will get a chance of detecting the trap. Having a thief in the party will help here greatly. If you detect the trap, you will get a chance to remove it and if you do so, the charac- ter who removes it gets 300 experience points. If you don’t detect the trap or you fail to remove it, gas will be released that may cause up to 10 points of damage to each party member. 18 if the trap at 17 has been sprung, a cleric and his minions are coming to investigate as you enter the room. The first time you enter the room, you may avoid a fight by leaving. If you attack or enter the room a second time, howev- er, you must fight five hobgoblins, two baaz draconians, and a cleric. You gain a treasure of steel pieces and gems, if you win. 19 you have the soldier from room #23 with your party, you will meet some hobgoblins here. The soldier turns on you and attacks. You will fight one 7th level fighter and many hobgob- lins. In any case, you will meet Larcent Strangbourn, a Solamnic knight who had been with Caramon. He describes the circumstances of the battle and offers to join your party. If you refuse twice, he will leave. This NPC is on your side and will help you until he leaves with Caramon, or you leave Throtl. You should allow him to join, as his pres- ence may make the difference in the fight at #18, and he knows about the trap at #17. 20 You meet a kender who offers to join your party. If you refuse, he will leave. This NPC is a good guy and will help you if you let him join your party. 21 There is a pit trap here. If it is suc- cessfully detected and removed, the character removing it receives 500 experience points. If the trap is sprung, several characters are likely to be injured in the fall. The pit is occupied by many skeletons and giant rats. 22 This is a dead-fall trap. If success- fully removed, the character performing the removal will be awarded 500 extra experience points. If sprung, you can expect someone to get injured. 23 You meet a soldier who tells you that he has just left Caramon, who has returned to the Outpost. He asks if you wish to join him in searching for a trea- sure. If you refuse, he will signal his hobgoblin allies who will jump from the Shadows and attack. Fighting him here will result in a smaller fight than if you et him join and fight him at 19. 24 A flight of arrows hits you from the north. They may hit up to four party members for 1d6 damage each. 25 These are the secret entrances to the Throtl Temple. You must have found Caramon at 13 and defeated the cleric at 5 to get the key that will allow you to enter the Temple. B. Throtl Temple Synopsis: Caramon has been rescued and the key wrested from the grasp of the evil cleric that had captured him. You have been ordered to explore the rest of Throt! for more evidence of the eggs and to determine the enemy's intentions. You enter the Temple dis- trict and are immediately aware of heavy magics in the area. Goals: Your party must defeat the enemy clerics who are attempting to perform a conversion on the good drag- ‘on eggs they have captured. You must explore the Temple area to glean as much information as possible. After defeating the clerics in the inner tem- ple, you should descend into the Catacombs. Note: You may return to the outpost at any time if you need to heal or gain lev- els. It is highly recommended that you train before descending into the Catacombs. However, be warned that there may be more monsters waiting for you in Throtl when you return... Where you can rest: At the inner tem- ple after defeating the forces there. You may try to rest anywhere, but may get interrupted, especially if you let the cleric at #3 go free. B. THROTL TEMPLE 8 101 12:13:14 15 Ey 0 pl | wall ‘ Llaala 0) Door Z A 3 Archway i Secret Door 4 0 4 ty RANDOM ENCOUNTERS: There are eight total random encoun- ters to be found in the Temple of Throtl. The chance of running into one is greatly increased if you let the cleric at #3 go free. You can run into a wide variety of monster types here including baaz, giant rats, skeletons, zombies, ghouls, powerful clerics and black-robe mages. As always, if you leave the Temple to either the City or the Catacombs, when you return you will find fresh patrols waiting for you. MAP LOCATIONS: 1 Southern Entrance to the Temple. 2. Asyou enter, you hear an argument going on. A cleric will turn and demand to know who you are. If you respond by Parlaying SLY, you will get a letter that contains useful information. If you respond NICE or MEEK, you will be thrown out of the room. Any other response will put you in conflict with two black robe mages, two clerics, and three warriors. If you win the fight, you will find the letter. Any attempt to talk with the cleric after getting the letter by parlaying or after being thrown out, will result in the fight listed above. 3 Youcome upon a lone cleric. You can either threaten him or let him go. If you let him go, he will be grateful to you for as long as it takes him to get out of the room; then he will begin yelling for the guards. If he gets out you will have many more random encoun- ters to deal with. If you threaten him, however, he will surrender and you may tie him up to keep him quiet. In either case, you'll find useful information on scraps of paper. 4 This is the inner temple. You can see the altar at the far end of the room. As you enter the inner temple, you are jumped by six baaz draconians. If you defeat them, you will hear a priest from. the altar area. 5 This is the main altar of the Temple of Throtl. You enter upon a dark cere- mony that is attempting to convert brass dragon eggs into draconian war- riors. The attempt fails and the eggs explode, killing many of the acolytes. A cleric will spot your party and blame you for the failure, taking you into a vicious combat. This is a dangerous fight and will take careful planning to win. You are up against an evil curate, three black-robe mages, two clerics, and five baaz draconians. If you win this bat- tle, you will gain 1000 extra experience points each, as well as a treasure con- taining 350 steel pieces, one gem, a Potion of Extra Healing, and a +1 Fail. In order to be successful in this fight, you will need to use your Sleep and Hold Person spells wisely. Sleep the enemy quickly as they will cast many dangerous spells on your party. If you need to damage an enemy spell caster before he casts a spell on you, use Magic Missile spells to hit him instantly. Having protection spells active when you enter here (such as Bless) is not a bad idea either. No matter what, it is a good idea to save your game before entering this combat, as the enemy spell casters make it a very dangerous and unpredictable fight. 6 You will encounter an undead patrol here. You may fight or leave. If you choose combat, you'll fight skele- tons, zombies, and a pair of ghouls. These are former members of Caramon’s party, turned into undead. by the evil clerics. 7 You discover two clerics and four baaz draconians here. The clerics don’t want to fight, but the baaz will force the issue if you don’t leave. You gain more information if you win. 8 Once you defeat the evil forces at #5, you will come upon a large party of draconians carrying brass dragon eggs. Five of them split off to stop you while the others flee. Q until you defeat the priests at #5, this area is empty. However, once you Clear the inner temple at#5, there is an evil curate here directing the activities of six zombies. You can fight, leave, or attempt to parlay. If you try to parlay, they will simply close the distance. between their group and your party and then attack. If you win this fight, you will discover a treasure of 10 +1 Arrows and a Potion of Speed. 10 The entrance to the Catacombs is here. The draconians with the eags have fled through here and you must pursue. You may not enter the Catacombs until the enemy in the inner temple (#5) have been defeated. 11 This is an ambush, A clericled undead patrol will attack you here. This can be a costly ambush, as the cleric gets to cast a Hold Person spell before you can act. Make sure you have a Dispel Magic spell prepared on one of your neutrally-aligned clerics, This will allow you to free your frozen characters from the Hold Person spell. C. Throtl Catacombs Synopsis: You have discovered that the enemy is still attempting to convert dragon eggs into draconians. You must now enter the Catacombs and scour it clean of enemy forces, and discover as much as you can about Myrtani’s sinister plan. Goals: You must find out more about Myrtani’s plan and capture any caches of good dragon eggs that you can. Then you must return to the Outpost with the information and eggs so that the com- mander can decide what to do next. Note: You will encounter white dragons at encounter #20. Be sure you go back to the Outpost to recuperate and train before trying to complete the Catacombs. You should use the Wand of Ice Storm gained in room #6 to defeat the many large encounters you will face in the Catacombs. Also, don’t forget that the Resist Cold spell will allow your party members to better stand up under the effects of the wand if you are caught in a confined space. Be warned that there are many difficult random encounters in this area. You should save your game often and never pass up an opportunity to rest and recuperate spells and hit points. 10 C. THROTL CATACOMBS Where you can rest: You may rest in room #6 for an unlimited amount of time. Otherwise, you may rest anywhere but have a good chance of being detect- ed and attacked if you rest for more. than a short time. You can probably per- form a FIX or memorize a few spells. RANDOM ENCOUNTERS: Your party will be beset by as many as eight random patrols here. These patrols contain the same monsters as those in the temple area above. You should be very careful to keep your spells memorized and your hit points at maximum. Use room #6 as a base for resting to regain spells and hit points. 1 ==] EY | wall 5 Archway () Door Oo impassable If you return to the Temple of Throtl, the patrols will reset and await your return, MAP LOCATIONS: 1 Entrance/Exit. This leads to and from the Temple of Throtl. 2 Fighters attack you here in an ambush. You face several warriors and two black-robe mages. No matter what you do, the commander of the defend ing forces will send word to warn the rest of the Catacombs of your approach. 3 Acleric is frantically trying to destroy some papers here. He is guard- ed by a number of undead servants. If you defeat him and his servants, you will gain more information on what is happening here. 4 You surprise seven baaz draconi- ans trying to carry dragon eggs out of the room. 5 Agroup of monsters is surprised by the sudden appearance of your party. You face five waniors, two clerics, and a black- robe mage arguing about the. eggs. When they discover you, you may attack or flee. If you flee, however, they will be waiting for you the next time you enter the room. When you defeat them, you will gain a map to Gargath Keep. This is another fight with several enemy spell casters. Use your ranged weapons and spells to knock out the black-robe mage quickly. If their mage Charms one of your party, use a Charm Person or Dispel Magic spell to bring him back, or just cast Hold Person on the charmed party member. Don’t be afraid to cast your spells, as you may rest for an unlimited amount of time in the next room at #6. 6 Here you discover a fabulous trea- sure containing 500 steel pieces, two gems, a +2 hoopak, a Potion of Invisibility, a Wand of Ice Storm, and a pair of Bracers AC6. The Wand of Ice Storm is the most important magic item you get here and should be used in several of the fights in the Catacombs, especially #20. Also, this room is secure so you can rest as much as necessary to get your spells back to maximum. Rest enough so that the moons cycle to your favor and then proceed with maximum bonus spells. 7 Here you are attacked by several skeletons and giant rats. 8 This room is an old broom closet. There is nothing of value to be found here. 9 ifyowsearch here you will find a suit of +1 Chain Mail. 10 ifyou search here, you will be attacked by many skeletons and even more giant rats. 11 There is an ambush here. You will enter and notice a whirling pattern of lights. If any of your characters make an intelligence roll, you will recognize. the lights as an illusion designed to dis- tract you while the enemy forces move in for the kill. This character will awak- en the others (and gain 500 experience points for noticing the trap) and you will be able to fight without penalty. If you are mesmerized, however, you will have a severe penalty assessed against each character's movement, THACO, and AC for the rest of the combat. This is a very tough battle, even if you are warned. You will be up against five baaz draconians, four warriors, four hobgoblin leaders, and two black-robe mages. If you take out the black-robe mages before they can Charm one of your party members you'll have no problem here. However, if you let them cast their spells, you'll be in for a tough fight. Use your wand if you have to in order to win this one, because the trea- sure to be gained is tremendous. If you are victorious, you will gain 1000 experience points per character, as well as a treasure of six gems, three jewelry, a Potion of Healing, and a Ring of Protection +1, 12 You overhear a party of enemy troops complaining about having to move the eggs. They are also spreading the word that a group of good adventur- ers is on their trail. 13 You meet up with the party that you overheard at #12 above. You will have to fight six warriors, four baaz draconi- ans, a cleric, and a black-robe mage. If 12 MAP LOCATIONS: 1 This is the main gate to Gargath. This is inside the walls of the city and has many holes in the ceiling for the guards above to attack through. The. guards here will ask what you are doing here. You may leave, attack, or claim to be tradesmen. If you leave, you will return to the overland map. If you claim to be tradesmen, the leader of the guards will ask what you trade. To be successful with this ploy, you must then bluff your way past with a high charisma character. If the charac- ter is not successful in the bluff attempt, then you will have to fight your way in. If you get in without a fight, then you'll have to fight the guards on the way out, unless you haven’t engaged in any combat in the town (unlikely). Killing the guards is recommended, as you will have to fight them eventually. The guards consist of four evil fighters, four ogres, and two elvish rogues. The, rogues are by far the most dangerous (they are spell casters and will use their Charm Person spells on your party) and should be dispatched first. Don’t forget that even the highest level fighter can be downed with a single Hold Person spell if he fails to save. 2 You are met here by the leader of the Gargath resistance. He explains that he has heard from Sir Karl and has information for you. If you refuse to fol- low him, you will have much more trou- ble completing this portion of the adventure, so you should go with him. He will lead you into an adjacent build- ing and give you information regarding the capture of Gargath Keep by draco- nians. He will offer you hoods to wear that will disguise you to look like draco- nian troops. He will then direct you to #3 where you will gain additional infor- mation. You should take the hoods from him and do as he says — he is on your side. 3. This is the tavern. You can drink and overhear information here. Pay special attention to the first Tavern Tale you hear. 4 This roomis a soldiers’ barracks. You can attack, leave, or parlay once you enter. If you parlay the soldiers will offer to allow you to leave if you give them half of your money. If you refuse or attack, you will have to fight seven elvish killers and four evil fighters led by two thaumaturgists. This is a difficult fight as the thaumaturgists will be throwing Lightning Bolts at your party. Eliminate them as quickly as possible using ranged weapons (arrows) or spells (Magic Missiles are good for this). Don’t forget that an enemy spell caster may not cast a spell in a round after being injured. 5 You will meet the innkeeper here. He will direct you to rooms where you can rest. You may be interrupted in the inn, but your chances of resting undis- turbed are good. 6 you followed the resistance leader from #2 above, you may rest here in safety. However, you may not rest forever. 7 In this room you will encounter a group of human officers. ‘They will demand to know what unit you are from. You can either try to bluff your way through or you can attack them. If you bluff and answer them with 101, which you find out from the tavern, then you will get to eat with the officers and you can listen in on boring speeches. You can then leave or attack. If you attack after dinner, you will get the advantage of surprise. Either way, you should attack them because they have a treasure containing a suit of +1 Plate Mail and a set of Gauntlets of Ogre Power, which increase the wear- er’s strength to 18(00)! The fight will be difficult, as there are many spell casters. The three evil fight- ers provide excellent cover for the two evil curates and the two thaumatur- gists. Don’t let their spell casters get their spells off, or you will certainly have some party members go down. Use arrows or Magic Missiles to keep their spell casters at bay. 8 You will spot the draconian guards ahead at #9 here. 9 Draconians are guarding what appears to be an empty wall. If you are. not wearing your hoods, you will be attacked immediately. If you are wear- ing the hoods, you may either run away, attack, or parlay. If you parlay either MEEK or NICE, the guards will push you away. Otherwise, they will attack. The fight is against four baaz draconians and three kapak draconi- ans. Be careful, as the kapaks can para- lyze you with their poisoned weapons. Cast a Bless spell before entering the combat in order to increase your char- acters’ resistance to paralysis. 10 ‘This is the entrance to the false front of the Keep that the draconians have added since they took over the town. There is a secret door in the upper right corner of the room. 11 You will be attacked by five skele- tons, two giant snakes, and a evil curate here. The giant snakes are VERY LETHAL, and if you still have some of the Neutralize Poison scrolls found in Throtl, use them on anyone poisoned by the snakes. If you beat the curate’s company, you will find 500 steel pieces, three gems, and two items of jewelry. 12 you have found the secret door here, a group of draconians will pour out of the door. You will be attacked by four baaz and three kapak draconians. 13 there is a secret door here. 14 another secret door is found here. If your party spots it a group of enemy troops pours forth. You will have to fight four baaz draconians and five elvish killers. The elvish killers carry two-handed swords, which are very handy weapons. Pick up one for any- one who needs a bigger weapon. 15 This is the real entrance to the Keep. It is heavily guarded by four kapak draconians, three baaz draconi- ans, four thaumaturgists, and two elvish rogues. THIS IS A TOUGH FIGHT! Make sure you save before trying to defeat these evil forces, as you could very well have trouble with them. This is a fight that will require careful planning and execution. You should cast preparatory spells before going into the fight (including Prayer and Bless, if you have them) and should even consider using the Potion of Speed on your best fighter. This will allow you to hack your way into the thaumaturgists before they can begin their lightning frenzy. Use Charm Person spells to get one or two of them on your side and you will have a much easier time of it. 16 this is the upper guard house. If you attack, you will have to fight five ogres, three evil fighters, and two elvish rogues. If you win and there are still guards in the lower gate house, you may attack them from here. 17 This is the top of the staircase to the castle walls. 18 This is the bottom of the staircase to the castle walls. E. Gargath Keep Synopsis: You now have the map to Gargath Keep which you found in the Catacombs of Throtl (see journal entry #72). You must now try to find the Dragonlance! E. GARGATH KEEP 1st Story 3rd Story 6th Story pe 9th Story 5th Story 8th Story ae Goal: Find the Dragonlance and recov- er it for the forces of good. Note: There is a secret door in the northeast corner of the first floor of Gargath Keep. This door will allow you to get into the wilderness without going 17 2nd Story KEY== | wall ® Archway 1 Door Up Secret Door Stairs Up &| Stairs Down © Circular Stairs 7th Story ena Fd 11th Story 12th Story through the town of Gargath. Once you have found the secret door, you may enter the Keep either from the wilder- ness or by walking through Gargath. Where you can rest: You may rest safely in room #13. Otherwise, you have a fair chance of being discovered if you tary too long in one place. RANDOM ENCOUNTERS: There are a total of six random encoun- ters in Gargath Keep. You will often run into groups of draconians and ghouls. led by evil curates, so take care to remain ready for a difficult fight at any time. There are also groups of giant rats, giant snakes, and giant centipedes that will bar your way. The giant snakes are deadly and should be targets of your Snake Charm spells. 1) You are attacked by the guards of the Keep. You must fight two kapak and three baaz draconians, led by four elvish killers. These are non-spell cast- ers but don’t forget that the kapaks can paralyze you and that they leave acid pools when they are slain. 2 This room is a barracks. You can bluff your way through, attack, or leave. Any option will lead to a conflict with five evil fighters, two thaumaturgists, and two evil curates. Take out the curates first, as they will try to hold your party members. 3 You come upon a darkened room where a figure is hunched over a table reading manuscripts. There are other shapes in the room. You can try to eavesdrop, attack, or go away. If you eavesdrop, you will hear some mum- bled words, but only fragments of the speech will be intelligible. If you leave, you may come back later, but all other options lead to battle. The opponents consist of a thaumaturgist and four evil fighters. 4 You come upon seven evil fighters dividing up some loot. If you defeat them you get their treasure of gems, steel pieces, and jewelry. 5. This is another barracks where the troops are practicing their skills. They will stop what they are doing and prac- tice their skills on you! Your opponents are much like the group at #2 above. 6 This is the secret door to the over- land area. 7 ‘Youwill finda filthy prisoner here who manages to gasp out information before he dies. 8 The Castellan of Gargath Keep is held prisoner here. He will tell you where the Dragonlance is located and then leave to restart his life after your rescue. You must speak to the Castellan in order to find the secret door at #13. 9 Four kapak draconians are stand- ing guard over the door to the south. You can leave if you wish, but they will attack if you tarry too long. 10 You interrupt a conversion in pro- cess. The troops attempting the conver- sion will attack you. Their group con- sists of evil fighters, thaumaturgists, evil curates, and kapak draconians. You will have a difficult fight here. Use Stinking Cloud spells to incapacitate as many of the enemy as you can. Use. your Hold Person spells on their spell casters before they do the same to you. 11 You will find several evil fighters playing dice with some elvish killers here. You may leave, attack, or join the game. If you join the game, you will lose every round, If you leave and then return, they will attack immediately. If you attack first, however, you will gain surprise on them. Either way, if you defeat them, you will find 100 steel pieces and some gems and jewelry. Additionally, you will discover that the dice were loaded. 12 ‘his room is filled with the dead of Gargath Keep. An evil curate hovers in the background. When you enter, some. of the dead will begin to animate. If you leave and then return, or if you wait, you will face many zombies, ghouls, and ghasts, as well as their master. 13 ‘his is the normal location of the Dragonlance. However, the Dragonlance is gone! Two magical weapons were left behind, so it is obvious that the thief knew which weapons were really valu- able. The swords remaining are a Longsword +1/+4 vs. Reptiles (includ- ing draconians) and a cursed Two- Handed Sword of Berserking. Don’t take the two-handed sword. You may rest in this room as long as you like. If you accidentally do take the two- handed sword and ready it, your char- acter will begin to attack your party as well as the enemy. Cast Remove Curse on the character as soon as you can. 14 You stumble on draconians and humans packing up some dragon eggs, getting them ready for transport. Myrtani is here and carries the Dragonlance! He is directing the troops when you enter. When he sees your party, he breaks for the stairs in the southern end of the room. His troops will try to stop your pursuit as Myrtani leaves. His minions are numerous and dangerous, so be prepared for many fights, Saving your game prior to this room is recommended. 15 Myrtani will taunt you from the top of the stairs here. He then orders more of his minions to attack you. You must defeat many baaz and kapak draconi- ans to continue the chase. 16 More kapaks attack to slow you down, 17 Yet another wave of draconians will try to stop you again. 18 Myrtani, having reached the roof ahead of you, thanks to the delaying efforts of his minions, has jumped onto 19 the back of a large red dragon. He laughs as he heads into the sky. As an afterthought, Myrtani orders a trio of black dragons to attack you while he escapes. If you defeat them, you will gain 5000 bonus experience points. F Jelek Synopsis: Jelek is one of the towns that has been taken over by the forces of evil. You are required to explore the town and find out the temper of the citi- zens, Sir Karl has also requested that you find for him a silver rose that grows on a bush in the burial grounds of Jelek. Goals: You must find the office of Sir Lebaum, retrieve the silver rose, and explore Jelek to learn what is going on there, Note: You must finish all of Throtl before the Jelek encounters will become active. If you have not done so and you enter Jelek, it will function only as a simple merchant town, with rather high prices. At various points throughout the town, you will spy a shadowy figure following you. This is Mysellia, a female thief who is part of the local resistance. She will help you when you are ambushed at #7 (or #12), She will also tell you of the one place you may rest safely (if you let her join your party after the ambush combat is over). No matter what you do, Skyla will join your party when you enter Jelek. He will come back even if dropped from the party until you discover his true pur- pose at #7 (or #12). Whenever you have a random encounter in Jelek, Skyla will leave your party only to return shortly after the battle. The random encounters vary greatly in danger level. You should save often and try to get to the ambush at #7 as quickly as possible so that you can gain the password to the safehouse FJELEK 0 12 3 4 5 6 7 8 9 10 at #11. You can then rest there and pre- pare for your foray into the graveyard. Where you can rest: You may rest only at #11. If Skyla is with the party, you may not even rest there. You may not rest anywhere else safely, with or with- out Skyla. RANDOM ENCOUNTERS: There are five random encounters to be found in Jelek. If you leave the city, these patrols will reset and be ready for your return. If you have an encounter in Jelek, it is sure to be dangerous. You will encounter evil fighters, elvish curates, thaumaturgists, and elvish rogues. As many of your opponents will be spell casters, you should use any mass dam- age spells you have (Fireball, Ice Storm, Lightning Bolt) as soon as possible to damage as many of your opponents as 112 13 14 15 =KrY== | walt 0) Door 3 Archway Tombstones you can. Use arrows and Magic Missile spells to keep a constant bombardment on their spell casters. If an enemy spell caster is badly wounded, try to finish him off so you'll have one less threat to face. MAPLOCATIONS: 1 When you enter Jelek, you will be forced to accept Skyla as an escort, supposedly to protect you from any evil doers in town. In reality, of course, the escort is to lead you into an ambush and keep you away from the burial grounds. Skyla will leave whenever a random encounter occurs and will interrupt you whenever you try to rest. He will leave just before the ambush he leads you to. 2 This is the inn. You may not rest here. 20

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