
*********

The Project 64 etext of the ~Gateway to the Savage Frontier Adventure
Journal~, obtained from the 1994 SSI compilation CD "Advanced Dungeons
& Dragons, 9 game collectors edition by Wizard-Works", converted to
HTML format by Alex Slater <ajs@wave.co.nz>, converted to plain etext
by Cris Berneburg, the Basic Bombardier, <pcgeek@compuserve.com>. The
original obtained from the CD appears to be specifically targeted for
an Intel PC-based platform but may still be applicable for the C64.
Also, no graphics were converted, neither to description nor ascii-art
format. Finally, page number references in table of contents were not
converted to section numbers.

GSFAJ10.TXT, April 1997, etext #225#

*********

Gateway to the Savage Frontier Adventure Journal

TABLE OF CONTENTS

Introduction: First Night in Yartar                             1

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

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


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


Magic                                                          12

    Magic-Users                                                12
    Clerics                                                    12
    Tips on Magic                                              12

Magic Treasures                                                13
Creatures of the Savage Frontier                               14
Spell Descriptions                                             16
Journal Entries                                                20
Tables                                                         38


Introduction:
The First Night in Yartar

"We had thought this was going to be a routine mission, guarding a
caravan of mithril traveling from Citadel Abdar in the far north.  But
no sooner did we sign on to provide protection than the dwarves' King
Harbromm himself called us to the top of the tallest tower in the
fortress.

"Now, Harbromm, he talks through his great whiskers and it sounds like
a bellows blowing, but this particular morning he didn't have to say
much to get our attention.

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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


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


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

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

Chaotic indicates that the character values the individual over
society.


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

Sample Party 2 - Multi-class Characters:

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

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


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

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

Magic-users: Buy quarterstaffs and darts.

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

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


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


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


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

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

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

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

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

THACO
Ability to hit enemies in melee or with missile fire is represented by
THACO.  THACO stands for To Hit Armor Class 0.  This is the number a
character must 'roll' equal to or greater than to do damage on a
target with an AC of 0.  The lower the THACO, the better the chance to
hit the target.

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

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

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


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

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


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

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

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

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

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

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

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

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


Combat movement
The number of squares a character can move is affected by carried
weight, character strength, and the kind of readied armor.  A
character's movement range is displayed on the View Screen and during
the character's segment in combat.

Combat movement is important for both closing quickly with opponents
(and stopping missile fire) and fleeing from battles that are too
tough.


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


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


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


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

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


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


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


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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Skeletal warriors are a more powerful type of skeleton.

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

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

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

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

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

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

Tigers are carnivorous predators that are sometimes trained for
combat.

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

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

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


Spell Descriptions

First Level Cleric Spells

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

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

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

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

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

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

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

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


Second Level Cleric Spells

Find Traps indicates the presence of traps in the character's path.

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

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

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

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

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

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


Third Level Cleric Spells

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

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

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

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

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

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

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


First Level Magic-User Spells

Burning Hands causes 1 hit point of fire damage per level of the
caster.  There is no saving throw.

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

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

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

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

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

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

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

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

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

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


Second Level magic-user Spells

Detect Invisibility allows the target to spot invisible creatures.

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

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

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

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

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

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

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


Third Level Magic-User Spells

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

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

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

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

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

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

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

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

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

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

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

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


Journal Entries

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JOURNAL ENTRY 1


Journal Entry 2
The Black-Robed Riders:

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

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

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


Journal Entry 3
The Boat Repairman's Story:

"Well, funny you should ask.  See these three 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 my the shivers thinking about
what happened to the people that were in 'em, but....the people who
buy 'em will never know.  What they don't know won't hurt 'em."


Journal Entry 4
The Fisherman's Story:

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

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

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


Journal Entry 5
The Stolen Rewards:

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

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

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

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

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

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

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


Journal Entry 6
The Guards at Yartar:

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

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


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JOURNAL ENTRY 7


Journal Entry 8
The Story of the Priestess of Waukeen:

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

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


Journal Entry 9
The Waterbaron's Welcome:

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

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


Journal Entry 10
Mielikki's Festival:

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

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

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


Journal Entry 11
The Bargebuilder's Story:

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

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


Journal Entry 12
The Council Member's Story

"You may not come to listen to our sad tales, with your own horrid
stories of orcish armies on the march, but here in Everlund strange
things have been happening as well.

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

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


Journal Entry 13
The Harbormaster's Story:

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

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

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


Journal Entry 14
Longtresses Alaraun's Story:

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

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


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

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


Journal Entry 16
The Mage Librarian's Story:

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

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


Journal Entry 17
Lord Nasher's Story:

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

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


Journal Entry 18
The Nesme Harbormaster's Story

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

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


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JOURNAL ENTRY 19


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JOURNAL ENTRY 20


Journal Entry 21
Krevish's Story:

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


Journal Entry 22
Vaalgamon's Taunts:

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

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

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


Journal Entry 23
The Sailor Turned to Stone:

Beside the statue we found a crumpled note:

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

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

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

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


Journal Entry 24
Into the Hidden Complex:

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

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


Journal Entry 25
The Meeting Beneath Yartar:

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

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

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

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

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


Journal Entry 26
The College Dean's Story:

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

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

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


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

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

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


Journal Entry 28
Erek's Story:

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

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


Journal Entry 29
The Challenge of Amanitas:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Journal Entry 30
Brinshaar's Story:

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

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


Journal Entry 31
The Banite Cleric's Letter Fragment:

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

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

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

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

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

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


Journal Entry 32
The Waterbaron's Warning:

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


Journal Entry 33
Broadhand's Story:

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

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

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

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

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

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

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

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

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

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

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

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


Journal Entry 34
The Escape of the Prisoners

Three men rushed from the 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 themselves.  They cursed in
hushed voices, pulled him from the room, and were instantly out of
sight.

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


Journal Entry 35
The Kraken Stronghold:

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

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


Journal Entry 36
The Odd Message of the Kraken:

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


Journal Entry 37
The Arena Beneath Llorkh:

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

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

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

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

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

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

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

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


Journal Entry 38
King Threlked Ironfist's Story:

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

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


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JOURNAL ENTRY 39


Journal Entry 40
The Utheraal Villager's Story:

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

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


Journal Entry 41
The Zhentarim Ship Arrives:

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

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

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

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


Journal Entry 42
The Story of Phintarn Redblade:

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

"Tonight thy killers sit within thy Keep,

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

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


Journal Entry 43
Muthtur's Story:

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

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

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

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

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


Journal Entry 44
The Potter's Story:

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

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


Journal Entry 45
The Dying Zhentarim's Defiance:

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

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


Journal Entry 46
The Story of the Hidden Dwarves:

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

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


Journal Entry 47
Kestutis' Story:

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

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

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


Journal Entry 48
The Signs at Secomber:

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

Journal entry 49
The Kraken's Coded Message:

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

Journal Entry 50
The Aarakocra's Story:

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

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

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


Journal Entry 51
The Guilty Citizen's Story:

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

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


Journal Entry 52
The Kraken's Coded Message:

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

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


Journal Entry 53
An Ounce of Justice:

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

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

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


Journal Entry 54
Ceptienne's Welcome:

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

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

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


Journal Entry 55
King Redaxe Tells of the Purple Rocks:

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

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

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


Journal Entry 56
The Man of Mirrors' Story:

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

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


Journal Entry 57
The Magic Mouth's Story

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

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

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

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


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JOURNAL ENTRY 58


Journal Entry 59
The Old Thief's Story:

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

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

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

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

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

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


Journal Entry 60
Notes From a Prison Cell:

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

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

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


<IMG SRC="/files/strategies/Manuals/commodore64_man/GSF_AJ37.GIF">
JOURNAL ENTRY 61


Journal Entry 62
A Lonely Lament:

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

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

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

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

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


TABLES

MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE

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

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


RANGE OF ABILITY SCORES BY RACE

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

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

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

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

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

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

M/F=Male/Female



ABILITY SCORE MODIFIERS BY RACE

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



STRENGTH TABLE

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

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



MULTIPLE ATTACKS FOR FIGHTER-TYPE CHARACTERS

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



MONEY CONVERSIONS

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



DEXTERITY TABLE

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



CONSTITUTION TABLE

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

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


ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS

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


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

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


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

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


Spell Paramaters List

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

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


FIRST LEVEL CLERICAL SPELLS

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


SECOND LEVEL CLERICAL SPELLS

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



THIRD LEVEL CLERICAL SPELLS

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


FIRST LEVEL MAGIC-USER SPELLS

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



SECOND LEVEL MAGIC-USER SPELLS

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


THIRD LEVEL MAGIC-USER SPELLS

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


Level Advancement Tables

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

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


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


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



CLERIC'S BONUS SPELLS

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

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

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



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



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



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


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

*********

End of the Project 64 etext of the Gateway to the Savage Frontier
Adventure Journal.

*********
