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Pool of Radiance Adventure Book

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New section added 4/29/97 by Nick Nova



FREE NEW PHLAN!
The New Phlan City Council is leading the fight to free their captive city. 
Heroes are retaking the city block by block from the evil hordes.

RICHES AND FAME!
The council is looking for soldiers and rogues, mages and clerics, heroes of 
all kinds, to come to New Phlan. The wealth and land of an ancient city await 
those willing to reach out and take it.

GLORY
Legends will be written about the heroic struggle to free New Phlan! Ships to 
New Phlan depart twicw monthly. When you arrive, see the New Phlan City 
Council for the latest news and information.

MAKE YOUR FORTUNE IN NEW PHLAN!

      The Civilized Area of New Phlan
...............................................................................
              Barren       ÷÷÷                   ÷÷÷             ÷÷÷
         ÷÷÷      River              ÷÷          ÷
 ________________________________________________     Passenger	          ÷÷÷÷
 \  Temple of_    __________________    _______   \____Docks___       ÷
   \   \ Sune__\  \ __   Training    \ \        \     __________\÷     Bay of
     \   \  \          \    Hall       \ \        \   \___________÷÷÷  Phlan
To    ð   \__\          \_______________\ \________\     _________\     ÷
the      \_______     ___                       __        \__________
Slums      \ __  _\   \   \________      _______\  \          ________\  ÷
              __\ \__   \           \    \_Temple   _\        \_________
               \_    _\   \  City     \     ___\ of\            \_\ \_\ \÷
                  _\ \__    \   Hall    \    \__Tyr__\            ----    \
                   \ _  _\    \           \   __________________   \____\   \
                       \_\      \___________\  \ Shops and    ___\     ____    
                       \ __   _    __    __      \ _Taverns___\   ___  \    \  
                     Temple \_\ \   \  \  \  \   _____________   \    \  \    \
                     of  Tempus   \   \__\  \__\ \_____________\   \    \  \___
                             \ _____\________________________________\    \____
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                              ÷÷÷÷

~
End of new section
______________________________________________________________________________

COVER PAGE

What is the Adventurers Journal All About?

The Adventurers Journal is your guide to POOL OF RADIANCE.  It
includes fliers, maps, and information that your adventurers would
know before beginning their quest.  It also includes information that
your adventures will discover during their quest.

The journal is divided into several sections.  The cover shows a
recruiting announcement that tempted your adventurers to come to New
Phlan and a map of the civilized area of the city.  The next sections
are a history of Phlan and a bestiary of the monsters in and around
Phlan.  This is information your adventurers should already know, so
read it carefully.  The answer to Phlan's current plight may lie in
its history.

The next three sections of the journal are information that the
adventurers will come across during their adventure.  POOL OF RADIANCE
assumes that your characters, being careful and thorough adventurers,
keep a written journal of important items that they find during their
quest.  Such items include announcements from the city council,
information collected during an adventure (Journal Entries), and tales
overheard in taverns (Tavern Tales).

During the game you will be referred to the entries in the Adventurers
Journal for additional information.  For example, if you go to the
Hall of the City Council the program will refer to the council's
currently listed Proclamations by number.  Look up the specific
numbered proclamations and read them.  Ignore the other Proclamations
until they are posted.

The game will also reference Journal Entries and Tavern Tales by
number.  When such a reference appears, look up the specific numbered
entry and read it.

These items are information the adventurer would copy into his
journal.  As items are referenced check them off in the margin so you
later know which items have come up during the game.

Not every Proclamation, Journal Entry, or Tavern Tale in this journal
is actually true.  Many entries are only rumors, dreams, or plain
lies.  Resist the temptation to read ahead in the journal; the true
items may reveal information your adventurers couldn't know yet, and
the false items will contain information that can lead them astray.
When you've finished the game you can read through the whole journal
and sport the false entries.

The final sections in the journal include reference material for
playing the game.  These appendices are a quick reference for specific
game information you may need during play.  Together, all of the
sections should give you everything you need to complete the quest in
POOL OF RADIANCE.


A History of Phlan and the Moonsea Reaches
A Discourse on This Area and its Problems
by Jeff Grubb

To most inhabitants of the lands of the Inner Sea, the Moonsea and its
cities represent the border between civilization and barbarism.  The
Moonsea sits like a great plug straddling the territory between the
Mountains of Vaasa and the Nomad Steppes, protecting the southern
territories from the incursions of savage Northerners.  To the south
of the Moonsea lie the civilized lands of Cormyr and Sembia.  To the
north lay hundreds of square miles of cold and unforgiving waste.
Even when the southern kingdoms are themselves besieged by orcish
hordes, dragons, and fell monsters, they take comfort in the fact
that, "It's worse around the Moonsea."

The Moonsea Reaches are defined by sagas as being those lands
bordering on the Moonsea and its major contributing rivers.  These
major rivers are the Tesh, flowing past the shadowed battlements of
Zhentil Keep; the Wyrmflow, a cold stream flowing from the east; the
Duathamper, also called the Evenflow, beginning deep in the heart of
the Elven Court and flowing north; and the Barren River which flows
out of the Dragonspine Mountains and into Phlan.  The River Lis
carries the waters from the Moonsea south to the Inner Sea.

The Moonsea itself is an odd combination of abyssal deep spots,
ship-ripping shoals, and rich fresh-water reefs.  Despite this, travel
across the Moonsea is generally safer than making the journey on land,
so that most of the major merchant activity is by water.

This is not to say that the Moonsea is without dangers.  While
monsters are more infrequent along the Moonsea, those that exist are
generally more powerful than their landed cousins.  Regions of the
Moonsea are recorded as being haunted, and there have been numerous
sightings of ghost ships.


The Ancient City of Phlan

Phlan was the first great city of the Moonsea, reaching its peak some
thousand of years ago.  In those days, the Moonsea was better known as
the Dragon Sea, named for the large numbers of great Wyrms that
inhabited that area and the regions to the north.  The Barren River
was then called the Stojanow, a dwarvish word meaning "Trade Route,"
for it was down this passage the ore-laden barges floated, bound for
the south.  Early Phlan was a trading outpost on the north shore of
the Moonsea, set up to facilitate trade between the Elves of Myth
Drannor (the most powerful elven capital of the time) and the tribes
of Thar, Vaasa, and the Ride, as well as the Dragonspine Dwarves.

Trade between the powerful elves, the wild humans, and
merchant-dwarves was a great success for all sides.  Soon Phlan was
the most powerful city on the Moonsea, outshining its only rival, the
Elven Docks of Hillsfar, on the south coast.

At this time, the elves planted the Quivering Forest north of the
city.  This copse was mildly enchanted, hastening the growing season
to produce a great woods in the span of a human generation.  Though
the woods have been felled on a number of occasions, it has always
returned to its original form, becoming a light woods within two
years, and a deep shadow-filled forest by the end of a man's life.

The elves, the legend says, first discovered the Pool of Radiance.
Its description has varied through the passage of the years. many wise
sages have declared it a myth and a con-man's gambit.  The location of
the Pool changes from tale to tale.  Sometimes it is deep in the heart
of an eternal wood, sometimes on an island circled by great wyrms, and
sometimes in the heart of a huge solitary peak that rises above all
others in the Dragonspine Mountains.

It is said that the pool glows with its own energy.  Those that
approach it feel new power within their bones, while an unreal melody
holds them in a rapture.  Legends say that the Pool's power created
the Quivering Forest and caused the Sorcerer's Isle to appear.

The Pool is said to bring great power to the worthy, and death most
horrible to the unworthy. some tales say that the individual should
drink it, bathe in it, or throw coins into it and wish.  There are
numerous folk tales of the wise fool stumbling upon the Pool, and
gaining wondrous power or meeting a gory end.  The abilities of the
Pool change according to the need of the tale-spinner.  In any event,
a trader or adventurer who encounters a sudden windfall or great
riches is said to have "visited the Pool."

Whether the Pool is real or some literary invention, the First City of
Phlan (also called Archaic Phlan) survived in peace for many
generations of men.  In the end, outside influences brought about its
downfall.  Settlers began to intrude from the lands of Cormyr and
Sembia into the south of the Elven Court.  At the same time, the
beast-men of Thar, which are today called ogres, began gathering into
large hordes, ravaging the countryside.

Phlan built mighty walls and withstood a decade of constraint
invasion.  In the end, its fate was sealed by the elves withdrawing
within the Court combined with the dwarves pulling back into western
reaches of the Dragonspine Mountains.

With its trading lifeline cut, Plan fell into disrepair.  When the
Black Horde finally demolished the city walls in the year of the Tusk
(112 DaleReckoning), they found little but an empty husk.  The
greatness that was Ancient Phlan had passed.


GREATHAMMER AND THE FIRST REBIRTH OF PHLAN

Phlan remained relatively uninhabited for the next 500 years.  The
city's position at the mouth of the mouth of the Stojanow did make it
a useful meeting place for traders.  Twice during this period a pirate
community grew on the ruins of Phlan.  The first time they were burned
out by a navy sailing from Mulmaster.  The second time a group known
as the Red Horde, led by a red dragon of incredible age, leveled the
community.  Following this attack, buccaneers never regained their
power in the Moonsea (though small bands still persist)>

With time, the civilizations of man moved further north, the greater
beasts did not retreat far.  Dragons nested in the Dragonspine
Mountains, ogres raided from the Great Gray Land of Thar, and horrible
undead things fingered in the swamps and in the passes through to
Vaasa.

Hillsfar retained it elven ties and flourished even as Phlan's power
was deteriorating, growing from a small town into a large prosperous
city.  The foundations of Zhentil Keep and Mulmaster were laid while
Phlan lay in ruins.  Small towns such as Melvaunt, Thentia and Elmwood
were started during this period.  The inland city of Yulash, situated
atop a great mount that dominates the south-western corner of the
lake, rose to the zenith of its power during this time.

In 712 DR, the year of the Moon's Tears, Milsor the Valjevo, Founder
of the Valjevo Dynasty, journeyed to Phlan to re-establish the city as
a trading outpost.  He was aided in his task by the Wizard Rimon and
the Priestess Alonius of Tyr.

Milsor, Rimon, and Alonius gathered together interested adventurers
and cleansed the city of the evil orcs and goblins that had made it
their lair.  They cleared banks of the Stojanow and drove the
arch-lich Zanakar from the Sorcerer's Island in the center of Lake
Kuto.  In return for his efforts, Rimon was given the Sorcerer's
Island as his home.  Alonius, in turn, was given a wide area in the
recovered regions of Phlan as a temple to Tyr, the god of justice.

By 750 DR the temple complex had been finished.  In its day, it was
said to be the largest temple of good in the entire North.  They city
as well had recovered, and large numbers of immigrants arrived.  Some
were natives of other Moonsea cities seeking to make or expand their
fortunes in the new lands.  But others arrived as well, including men
of the Dalelands and Sembians, as well as farmers and lumbermen,
intent on making the region their home.

The newcomers built on the ruins of the old city, often not checking
what had lay beneath their foundations.  Some curious souls reported
great, twisting passages leading far beneath the earth.  Exploring
such areas was first discouraged.  It was later outlawed after a party
of adventurers freed an extremely large beholder.  The newcomers, led
by Valjevo and his heirs., closed off the passages choosing to ignore
the past and seeking only the future for their city.

The dalesmen spread up the Stojanow River.  They diverted the river's
flow and turned the rocky terrain into a rich landscape of fields and
orchards.  The reach of the farmlands extended from Lake Kuto to the
city of Phlan at the mouth of the river.  Some say the land was so
rich because of the proximity of the enchanted Quivering Forest.
Others ascribe the bounty to the wizardries of Rimon.  Still others
credit the series of dikes and levees that the farmers, aided by
magical spells, used to harness the river itself.

Whatever the cause, the healthy harvest of the Stojanow River Valley
provided Phlan with a solid trading base.  For the next 200 years
Phlan was the center of trade around the Moonsea.  Its grains, fruits,
and tubers filled vaults from Mulmaster to Zhentil Keep.  It appeared
that civilization, after a false start, had finally made a major
foothold in the lands north of the Moonsea.

Such was not to be the case, for the forces of good and evil ebb and
flow like the shores of the Moonsea itself.  In the 195th year of
Phlan, (907 DR), the golden age ended in rust.  A plant ruse, which
affected most of the farmlands around Phlan, destroyed harvest for the
next three years.  Suddenly the Moonsea reaches were in the grips of a
powerful famine, relieved at great cost with shipments from the south.
There was great suffering, and other cities, once so enamored of
Phlan's gentle power, were resentful that it had failed.

The native Phlanars were resentful as well.  Their once good rulers
had fallen into a sloth and ease in the centuries since the
re-establishment of the city.  The Valjevo blood was said to run thin
in the Princes and Princesses of Phlan.  They reacted to the plague
infesting the grain by first ignoring it, then setting up committees,
and finally legislating it out of existence.  Only when the magnitude
of the problem became clear, did they act.  Even then they failed
their people, overreacting to the point of placing a ban on all
shipments out of the city, seeking to keep what supplies were left for
the native population.

The other cities, already angry with Phlan for its rising prices in
the face of the plague, rebelled against this new measure.  Fleets
form Mulmaster and Hillsfar began to raid cargoes destined the city.
Smugglers operated out of the Twilight March and Stormy Bay despite
official attempts to enforce the ban on shipments.

A large land force equipped with siege machinery set out from Zhentil
Keep toward Phlan.  The force encamped at Stormy Bay while the ruling
heads of Phlan negotiated to spare the city.  In the end, the Keeper
force was turned back through a massive payment to their leaders.
These leaders were the first appearance in Phlan record of the
Zhentarim which would increase in power over the next 300 years.

During this activity, Rimon, now old in the ways that only wizards can
be old, disappeared from his rocky abode.  What became of Rimon is
unknown, for the rulers of Phlan had not sought his council for a
generation.  Some say he became a lich himself, using the methods
discovered by Zanakar.  Others say that he sacrificed himself in
battle on a far-distant plane in order to save the lands of Phlan.
Still others state that he had found the Pool of Radiance and became a
great and powerful being in some other part of the Realms.  Most
likely Rimon merely fell prey to the effects of old age as all mortals
do.  Whatever the cause, Rimon was never seen again in the Realms, and
his citadel became a haunted, abandoned ruin within a decade.

The Famine of the Red Plants passed after three seasons, and an
abundant harvest returned to Phlan.  But the harvests were never to be
as great as before, not the fruit from the orchards as sweet.
Whatever magic, true of imagined, that had reestablished Phlan passed.
The city began to become gray and ordinary, losing power to the
Keepers and the men of Mulmaster.  The golden age was over.

The Valjevo Princes, their blood thin indeed, continued for another
century.  The century was filled with petty wars between the various
city-states.  No longer the leading city of the Moonsea, Phlan battled
with its rival more often.  Piracy, or rather privateering, was on the
rise, a situation that continues to this day among g the city-states.

Phlan was wracked by interior torments as well.  The people of the
city were well aware of their loss of power and prestige.  Farms north
of Phlan were now being abandoned.  Dark shadows lurked between the
massive trunks of the trees in the Quivering Forest.  An attempt to
clear a path through that growth in 1023 DR resulted in the death of
the last surviving Great Prince of the Valjevo family.

The death of the Great Prince resulted in a three -year civil war
within the city, as various function's supported different candidates
to take the mantle of the Great Prince.  All candidates claims upon
the royal blood were questionable and every faction sought to control
Phlan's future through placing their choice on the throne.  During
this time, the great temple of Tyr was looted and burned, leaving only
a great blackened shell.  Many of the leading merchant families fled
to other climes.

In the end, the last survivor was a young noble supported by a group
of powerful merchants.  They created the first Council of Phlan to act
as regents for the youth.  The Council spoiled the child, who grew
into a spoiled man who was unable and unwilling to take the reins of
power.  He died without issue forty years later, and the Council has
ruled ever since.


THE FALL OF PHLAN

The last 300 years of Phlan have been a continued retreat form the
greatness that once was.  Smaller rural towns were abandoned in the
face of increasing evil to the north.  Sorcerer's Isle was said to be
inhabited again by fell powers.  The city fell back upon that which it
did so well so long ago: trading.  It began to serve again as the
middleman between the new powerful Northern tribes and the established
nations of the South.  For a shot time, about a hundred years ago, the
awful tide of retreat seemed to be halted and the city was on its way
to becoming a prosperous trading town once more.

Yet dark things continued to lurk on the borders of Phlan.  Sorcerer's
Island was said to be inhabited by Yarash, an evil mage who was said
to be seeking Rimon's power, the Arch-Lich's magic, the Pool of
Radiance, or all three.  The greatly diminished Dwarven Nations of
Dragonspine reported great hordes of orcs and ogres attacking their
citadels, and their barge trade came to a complete halt.  Small towns
and hamlets were raided and burned with increasing regularity, sending
refugees to Phlan seeking passage to safer lands.

Then disaster struck.  Raiders from the north, aided by dragons and
other dangerous creatures, poured down out of the northlands.  The
Quivering Forest was burned in a massive fire that dominated the sky
for a month.  Monstrous hordes containing every imaginable creature
marched with horrifying precision toward the city.

The Council debated, argued, and debated again while the hordes drew
nearer, much as the last Valjevo Princes did in their long-ago folly.
Finally, they chose to fight, but were overwhelmed by the forces of
orc and dragon.  Phlan burned and fell to the forces of evil, who
looted and pillaged that which remained.

The last remanants of the Council stood their ground, trying to
evacuate as many citizens as possible.  Of the council members, the
Last Priest of Tyr, Ferran Martinex, held the last garrison, Sokal
Keep, which stood at the mouth of the Barren River.  It is said that
Ferran placed a terrible curse upon the Keep to prevent anyone from
taking it.

In the end, even the waters of the Stojanow river turned poisonous and
murky, and the river took its present name, the Barren.  The rich
farmlands of the Stojanow River Valley were laid waste and became
known as the Scoured Lands.


THE REEMERGENCE OF PHLAN

That should have been the end of Phlan's story, but it is not so.  Men
remember the tales of Valjevo, who brought the first city of Phlan
back from its ruins.  Adventurers, smugglers, and small traders
visited the region and brought back tales of Phlan under control of
its evil masters.  Many of the buildings were burned, but many others
were spared.  The shell of the temple of Tyr had been rebuilt,
dedicated to some darker, more evil god.  Zhentarim spies and agents
of dark Vaasan nobles met and planned in Phlan, and the riches of the
ages still survive for those who sought to look.

In time, more modest men returned to Phlan to rebuild her.  A
stockaded community roe from among the rubble of the past glories.
These men intended to engage in the same profession as those before
them, for Phlan still occupied a prime position for trading on the
Moonsea.  However, until the city was cleared, the Barren River made
clean, and the competing city states pacified, Phlan was likely to
stay in impoverished ruins.

Two years ago, in the Year of the Worm, two things happened that would
mean a change of Phlan's future.  First was the Flight of the Dragons
that surged through the northern regions ofd the lands of the Inner
Sea.  Due to a cause unknown, great wyrms come down from the far north
destroying all in their path.  These are not the rare, opportunistic
dragons seeking alliance with humanoid tribes, but rather huge waves
of angry scaled monsters, bringing destruction where they travel.

Many of the Moonsea and Daletowns suffered great destruction in the
battles that followed.  Yulash was utterly ruined by the attack, and
Hillsfar was greatly damaged.  The most telling blow was delivered by
the body of a great dragon that fell into the Hillsfar harbor,
blocking that entrance for a month.

Much of Phlan was also smashed into a smoking ruin by these beasts.
Strangely, it worked in the favor of those men who lived there.  Most
of the damage was taken in the already-ruined section of the city,
where various evil warlords vied for control and riches.  The attack
of the dragons broke their power, creating a vacuum in the control of
the city and giving the men of Phlan a chance to re-establish
themselves and their homes.

Yet this would not occur without leaders, and the reappearance of the
Council of Phlan was the second great thing to occur in the city.
Descendants of the last Council still survived all the turmoil that
had occurred, and many families wished to return to the land.  These
leaders were no great mages or wondrous fighters, but traders,
merchants, and clerics.  Their leaders, who remain to this day, were
the shrewd and powerful trader Ulrich Eberhard, the retired mercenary
captain Werner Von Urslingen, and the Bishop of Braccio of Tyr.  They
have been joined by their junior member, Porphyrys of the ancient
House Cadorna.

Together the council has proposed exactly that which Valjevo
accomplished so long ago, clearing the city by means of recruited
adventurers.  The promise of great treasure and the myth of the Pool
of Radiance provided adventurers with an irresistible draw.  The
Council published notices and paid traveling bards to make sure that
the story of Phlan's waiting riches was distributed all around the
Moonsea and beyond.


PHLAN TODAY

The city of Phlan, built on ruins upon ruins, is a city at war.  It is
divided between the human forces of the Council, and those evil forces
that hold a great deal of the city under their sway.

The human territories of Phlan are nestled behind a strong stockade of
stone quarried from the ruins and trees lumbered from the Quivering
Forest.  A substantial city-guar patrols the openings in the walls at
all hours, always ready to repel any attacks by the old city's evil
inhabitants.

The buildings of rebuilt Phlan are sturdy and utilitarian, with little
of the splendor of the ancient past.  The glorious of the past shine
through in an ancient column now used to support a stable's wooden
roof or a faded fresco overlooking an adventurer's taproom.  The past
is always with the inhabitants of Phlan, reminding them of what once
was and could yet be again.

The natives of Phlan are a mixed group, including descendants of the
families of Valjevo's day and returnees who seek to reclaim lands and
treasure lost to the dragon horde fifty years ago.  The city is also
filled with adventurers seeking new fortunes and traders hoping to
reestablish the old trading lines.

Orcs and other generally evil humanoids are viewed with alarm within
the city, though evil humans come and go unmolested with the ships.
It is said that spies from the other cities of the Moonsea make
regular calls with the ships, overseeing the progress of the Council
in re-establishing the city.  If the Council is TOO successful, some
say, then sabotage may be in order to prevent Phlan from returning to
its former power.

The lands beyond the civilized stockade are wild ruins controlled by
whatever local faction or tribe holds that piece of land.  Control
lasts only as long as the reach of claw or sword.  Petty bands of
orcs, goblins, and men vie for power, some led by more sinister
monsters.

Much of Phlan's ruined greatness can be found in the Old City.  The
main sights include: the forgotten riches of the wealthy old noble's
house; Podol Plaza, the center of the old trading district; and the
Old Temple, now dedicated to the dark god Bane.  Valjevo Castle has
been refortified and is being used as a headquarters for one faction
leader of another.

Phlan remains now, as it has ever been, a city with the greatest of
potential.  In the cycles of its rise and fall, legends have arisen
before.  In engineering New Phlan's renaissance, new legends are sure
to emerge.


The Phlan Area Bestiary

This is a list of some of the monsters found in an around Phlan and
the north shore of the Moonsea.  Most monsters can strike fear into
the hearts of men, but some are more powerful than others.  The
monster's reputation is reflected in its monster level, listed as a
Roman numeral after its name.  Level I monsters are less powerful than
a well-equipped beginning fighter.  A Level VIII monster may be more
powerful than several heroes.

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

Basilisk (VII): A giant eight-legged lizard.  One of the most
dangerous creatures in the realms because their gaze can  turn
creatures to stone!

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

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

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

Drider (VI):  These creatures resemble a cross between a drow elf and
a giant spider.  They are powerful spell casters.

Efertti (VII):  These large powerful jinn are from the elemental plane
of fire.  They are very arrogant and will only serve a powerful
master.

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

Fire Giant (VIII):  These evil giants have flaming red hair and are
immune to all fire.  They usually attack with giant two-handed swords.

Giant Frog (III):  These are giant carnivorous frogs.  They are fast,
dangerous predators who may be poisonous.

Giant Lizard (IV):  These are the giant cousins to the command lizard.

Giant Mantis (VII):  These are the giant version of the common mantis.
These creatures are fast, strong, and have good armor.

Giant Scorpion (VI):  These are the giant version of the common
scorpion.  Its poisonous tail can kill a man.

Giant Snake (V):  These are giant poisonous snakes.

Ghoul (III):  These are evil undead whose touch may paralyze a man in
combat.  They feed on corpses and attack all living creatures on
sight.

Gnoll (II):  These creatures are hyena-headed humanoids who stand over
seven feet tall.

Goblin (I):  These are small humanoids common in the Realms.

Hill Giant (VII):  These are one of the smaller, more stupid giants,
but they are still tough opponents.  They usually carry large clubs.

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

Hobgoblin (II):  These are human-sized, intelligent relatives of the
goblin.

Kobold (I):  These are small, cowardly humanoids who delight in
killing and torture.

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

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

Minotaur (VI):  These are strong bull-headed humanoids.  They are
cruel man eaters, commonly found in mazes.

Mummy (VII):  These are powerful undead with great strength.  The mere
sight of one has been known to paralyze a man in combat.  The touch of
the mummy causes a strange rotting disease.

Nymph (V):  These are extremely beautiful creatures that appear as
ever-young females.  They usually inhabit wild lakes and streams.

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

Orc (I):  These are evil, pig-faced humanoids.

Phase Spider (VI):  These are giant poisonous spiders with the ability
to phase in and out of this dimension.  Usually they only "phase in"
to attack, then "phase out" again.

Quickling (IV):  These are small, fast-moving creatures.  Because of
their great speed they are invisible when they move.

Skeleton (I):  These are the least of the undead.  These animated
skeletons are usually controlled by some evil force.

Spectre (VII):  These are one of the most powerful of the undead.
Their touch can drain the life out of men.

Stirge (II):  These are small, blood-sucking birds.

Thri-Kreen (VI):  These are intelligent, carnivorous insect-men who
live in burrows.  They have four arms and a poisonous bite that
paralyzes their foes.

Tiger (V):  These are noble beasts who are both strong and silent.
Though their normal prey are animals, they have been known to become
"man-eaters."

Troll (VI):  These are large, strong, ugly humanoids.  They know no
fear and can regenerate wounds.

Vampire (VIII):  These are one of the most dreaded undead in the
Realms.  They can drain life levels, are strong fighters, and are
sometimes powerful magic users.

Wardog (III):  These are large, strong dogs, trained to kill.  Orcs,
goblins, and other evil humanoids are known to use them.

Wight (VI):  Evil, undead humans whose touch can drain the life out of
a man.

Wild Boar (IV):  These creatures are the wild relatives of the pig.

Wraith (VI):  These creatures are non-corporeal undead.  Their touch
can drain the life out of a man.

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

Zombie (IV):  Magically animated corpses controlled by an evil force.
Zombies always fight back until destroyed or turned.


THE PROCLAMATIONS OF THE CITY COUNCIL OF NEW PHLAN

These messages are posted on the wall of the City Hall.  They
represent messages that the City Council wants to relate to the
citizens and adventurers in New Phlan.  When you go to City Hall the
game will refer to the posted proclamations by number.  Each
proclamation begins with:

From the City Council of New Phlan to all brave and hearty
adventurers:


Proclamation LIX
Be it known that the council is interested in reclaiming the remaining
blocks of the city of New Phlan.  To reclaim said blocks they must be
first cleared of monsters, vermin, and other uncivilized inhabitants.
To this end the council is offering a reward to any person or group
who is responsible for clearing any block of the old city.

Proclamation LXIV
Be it known that the council is interested in acquiring information as
to the disposition of various formerly-living entities rumored to be
harassing honest citizens in the vicinity of Valhigen Graveyard.  A
reward is offered to any person who shall travel to said graveyard and
return an eye-witness account.

Proclamation LXXVIII
Be it known that the council is offering a reward to any person or
persons who can provide information as to the disposition of several
council agents who have been sent to investigate the unseemly
happenings in the vicinity of Valhigen Graveyard.

Proclamation CI
Be it known that the council, knowing that commerce is the life's
blood of New Phlan, has decreed that Sokal Keep is to be cleared of
all unlawful inhabitants.  A reward is offered to the person or
persons who successfully carry out this commission .  All interested
in applying for said commission shall present themselves to the clerk
of the council.

Proclamation CIX
Be it known that the council is offering an inducement to any
individual who shall serve in the rescue force for the mercenary band
of Taimalg-the-Invincible which has disappeared inside Valhigen
Graveyard.

Proclamation CX
Be it known that the council is seeking a stalwart band to undertake a
mission of particular sensitivity.  Any brave and clever band of
adventure seekers who are not adverse to earning a large reward should
present themselves to the council clerk for a special commission.

Proclamation CXIV
Be it known that the council is offering a special reward for the safe
return of the heir to the House of Bivant.  Said minor was carried off
during a buccaneer attack on the merchant ship in which he was
sailing.  Apply to the council clerk for the council's commission and
additional information as to the abduction.

Proclamation CXX
Be it known that the council has decreed that the threat of the
pirates who plague eastern shipping to New Phlan will be eliminated.
The council offers a generous reward for the exact location of the
pirates stronghold in the Twilight Marsh.  An even greater reward is
offered for the elimination of the pirates as a threat to shipping.
Apply to the council clerk for a commission.

Proclamation CXXVI
Be it known that the council is offering a reward for all books and
tomes containing information about the fall of Phlan.  The amount of
said reward to be dependent upon the value of the information
provided.

Proclamation CXXIX
Be it known that the council has decreed that the foul poisoning of
the river formerly known as Stojanow is to be brought to an end.
Accordingly, a reward is offered to any group which shall travel up
the river currently known as the Barren, locate the source of its
poisoning, and eliminate said source.  A commission may be obtained
from the council clerk.

Proclamation CXXXIV
Be it known that the council has declared those individuals who have
taken up residence in the mansion of the former Koval Family to be
traitors and thieves.  Be it further known that a reward has been
offered for the elimination of these outlaws.  A commission to rid the
city of this blight may be obtained from the council clerk.

Proclamation CLIV
Be it known that the council has proclaimed a generous bounty for each
undead killed.  Be it also known that in addition to said bounty, the
council is willing to provide a special enchanted item, useful in the
destruction of undead, to any group of adventurers which accepts the
commission to cleanse Valhigen Graveyard.  Apply to the city clerk for
said commission.

Proclamation CLVI
Be it known that the council is seeking a hearty band to undertake a
mission to rescue the Duchess of Melvaunt.  The duchess is supposedly
being held by a band of ogres in a camp to the northeast of Phlan.  A
generous reward is offered for the safe return of the duchess.  Apply
to the council clerk for commission and additional information
concerning the abduction.

Proclamation CLXX
Be it known that the council is interested in obtaining information
concerning bands of insect men known to plague the grassy planes to
the west of New Phlan.  Said insect men are a hazard to transportation
to and from Zhentil Keep.  A reward is offered to any person or
persons who return with complete information on the location,
disposition, and intentions of the insect men.  Apply to the council
clerk for a commission.

Proclamation CXC
Be it known that the council is interested in obtaining information
about the disposition of various hobgoblins believed to be gathering
in support of forces bent upon the destruction of our fair city.  A
generous reward is offered to any who shall scout out the doings of
these foul creatures and report such to the council.  A larger reward
is offered if the marshaling of said hobgoblins can be prevented.  A
commission may be obtained from the council clerk.

Proclamation CCI
Be it known that the council is interested in clearing obstacles to
establishing a trade route to the east.  Said obstacles currently
include an infestation of lizard men in the swamps to the east.  A
reward is offered to any who can locate the source of the infestation
and remove the lizard men as an obstacle to trade.  A commission may
be obtained from the council clerk.

Proclamation CCIV
Be it known that the council is interested in obtaining information
about the disposition of various kobolds currently believed to be
gathering in support of forces aimed on the destruction of our fair
city.  A generous reward is offered to any who shall scout out the
doings of these foul creatures and report such to the council.  A
larger reward is offered if the marshaling of said kobolds can be
prevented.  A commission may be obtained from the council clerk.

Proclamation CCXIV
Be it known that the council is interested in obtaining information
about the disposition of a large nomad band currently believed
scouting the approaches to our fair city.  A generous reward is
offered to any who can prevent said nomads from joining with the force
now gathering to attack New Phlan.  A commission may be obtained from
the council clerk.


JOURNAL ENTRIES

These entries include items which the adventurers might copy or file
in their journal as they travel.  During the game these entries are
referred to by number.  When the game refers to a journal entry read
the specific entry and place a checkmark in the margin to keep track
of which entries have come up in the game.  Do not read ahead to other
journal entries; some entries are false and may lead your adventurers
astray.


Journal Entry 1:
A loud voice coming from a magic mouth cast on a stone tablet.

I am Yarash the Sorcerer!

Be it known that for every living giant insect you return to Sorcerers
Island I will pay a generous bounty, including a weapon empowered by
magic.  I will pay for giant insects such as thri-kreen, giant mantis,
and anhkheg.  The insects may be found by magic but dead insects are
of no use to me.

Bring any bodies to the northern river mouth on Lake Kuto.  Call the
name of  Yarash loudly three times and I shall come.  Do not call
unless you have something for me.  I shall be very angry if I am
disturbed without cause!

I am Yarash the Sorcerer!


Journal Entry 2:
Told in a painful whisper.

I never like pain.  Let me go an I'll tell ya of the kobold treasure
horde.  We attacked a gold shipment once -- took it by surprise.
Thirty times my weight in gold pieces were taken.  We knew if we were
raided we'd lose the stuff in the treasure room.  So we hid it behind
a secret door in the warrens -- that's where we keep the womenfolk.
They tossed me in here ta die, so it don't do no harm ta tell ye.
Find it and good riddance.


Journal Entry 3:
An old leather-bound book, written with a small, firm hand.

The hordes came again last night.  Their coordination was frightening.
Under the cover of darkness, goblins and kobolds pushed bundles of
sticks to within bow range.  These bundles formed a wall that
protected the small ones from our archers.  Once the wall was erected
orc archers took up safe positions there and begin pelting the castle
walls with arrows.

We tried shooting flaming arrows at the wall of sticks to set it
afire.  Monsters are normally afraid of fire.  But these monsters
showed no fear.  They simply scooped dirt on the flames to put them
out.  Before all the fires were out they had resumed firing at us.
Surely, some unnatural forces must have been at work to weld these
quarrelsome beasts into an organized fighting force.

I do not know if we can combat the monsters onslaught much longer.  We
lost 12 more men last night.  The monsters seem to have an unlimited
number of reinforcements.  The Last Priest of Tyr, Ferrann Martinez,
says he has a way to protect the keep, but he says that it 's so
terrible that it may only be used as a last resort.  Unless we receive
reinforcements shortly, Ferrann Martinez is our only hope.


Journal Entry 4:

<IMG SRC="POR_AJ13.GIF">
JOURNAL ENTRY 4


Journal Entry 5:
A small piece of parchment folded into the spine of a family's holy
book.

The family treasurers are buried in the tunnels beneath Kuto's Well.
climb down the well and search for a secret passage.  In the passage
there is a dangerous trap.  Search the walls until you find the lever
to disarm the trap.  Then proceed through the passage into an adjacent
chamber.  The treasures are buried in the southwest corner.


Journal Entry 6:
A quickly scratched note.

Show the Boss's Seal to the thri-kreen guards.  Be careful, they are
wary of outsiders.  Keep your hands away from your weapons no matter
what they do.

"With the seal you should gain style passage in to see the Queen.  She
will give the artifacts in exchange for the seal and the treaty.  Do
not do anything to get her mad, the bugs would just as soon kill you
as look at you.  Once you have the artifacts, get out of the stinking
burrow and get back to the castle".


Journal Entry 7:
A tightly bound scroll seemingly immune to the ravages of time.

Fountains and pools hold great power that can only be reached by
performing proper ceremonies.  Most sure of these is immersion, for in
this way the bather surrenders himself to the spirit of the water.
That spirit, or some portion of it, enters into the bather, whereby he
gains great powers.  Woe to the weak willed whose spirits are sure to
be consumed by spirits that put even the strong at risk.  Yurax holds
that the Falls of lxce are greatest of all these.  Morden writes that
the Pool of Radiance is greater still.

Later in the book.

Places of magical power are not necessarily tied to one physical
location.  Power often moves from plane to place along the path of
least resistance.  The termination of the path determines the place's
location on this plane.  Volatile upheavals between the planes may
lead to a change in the path of least resistance.  This can change
where the path terminates on this plane, thus moving the place of
power.

<IMG SRC="POR_A13B.GIF">
LEGEND FOR ALL MAPS

Some who wield strong supernatural forces can bend the path like an
engineer damming a river.  When the path is bent, it can terminate in
a new location, moving the place of power on this plant.  If the
supernatural force that bent the path is removed, the path will snap
back to its original form and the place of power will return to its
original location.  Such disruption can have violent and unpredictable
results.

Thus, inter-planar upheavals and directed supernatural forces may hold
the answer to the seemingly ever-changing location of places of power,
such as the Pool of Radiance.


JOURNAL ENTRY 8:
A rugged popular account of the northern lands.

Ten days ride north of the Varm is a barren and dead country called
the Leewai, land-in-pain or land-of-cause-pain.  Further to the south
this place is known as the Tortured Land.  It is said to be an evil
place, shunned by the Riders.  They speak little of this land.  But,
yearly, during Ches, they make a trip into its heart.  There they go
to praise the spirit of a glowing spring.  This they have done for
ages and so shall they do for years to come.


Journal Entry 9:
Several pieces of paper with highly organized writing.

Fact: Joran Alberach is a special envoy, from Zhentil Keep, to the
City of Council of New Phlan.

Strong Rumor: Here to negotiate military assistance agreement between
Zhentil Keep and New Phlan.

Rumor: Zhentil Keep wants an ancient powerful artifact in return for
their military cooperation.

Rumor: The New Phlan City Council has such an artifact that was found
in the ruins of a recently reclaimed building.

Vague Rumor: Joran Alberach wants the artifact for himself, not for
the rulers of Zhentil Keep.


Journal Entry 10:
<IMG SRC="POR_AJ14.GIF">
JOURNAL ENTRY 10


Journal Entry 11:
A mangled page of fine paper with entries written in a very fine hand.

He is livid about the undead coming out of Valhingen Graveyard.  Three
times He has sent assault groups, three times none have returned.  He
dares not send any of the priests of Bane to clear the graveyard.  He
assumes that if a priest could wrest control of the undead from their
current master, that the priest would then become a threat to His
power.

I suggested that if we could neutralize the power that leads the
undead, that we could then use the undead as a tool.

He though on this and then ordered me to find out who or what is in
control in Valhingen Graveyard.  Preliminary investigation shows that
the graveyard is controlled by a being of great power, perhaps a
vampire or a demon.  I shall expend a few scouts and low level priests
to find out more information.


Journal Entry 12:
Message scratched into the wall over the pool.

Beware the power of the pool.
Death to those unworthy of the gifts of the pool.
Power to those who will use the gifts of the pool wisely.
Bathe in the pool if you dare.


Journal Entry 13:
A flowery note written on stationary emblazoned with the symbol of the
City Council of New Phlan.

With the artifact and agreement in this pouch we have made our final
concessions to your demands.  We have given you everything you have
asked for.  This should settle our differences and cement our
alliance.

Now that we have delivered our part of the bargain we will expect you
to uphold your end.  Use this protected pouch and our representatives
to deliver your part of the bargain to the city council.  Remember to
include all of the magical items we agreed upon.

With the buried riches in the reclaimed Phlan, and the might of
Zhentil Keep we will be able to control all of the northern shores of
the Moonsea.

Signed
Porphyrys Cadorna
City Council
New Phlan


Journal Entry 14:
Several pieces of paper with highly organized writing.

Fact: Porphyrys Cadorna is the last known surviving member of the
Cadorna Clan.

Strong Rumor: rising star in city politics and on the City Council.

Rumor: very charming, has many admirers, but no known mate.

Rumor: vindictive, likes to get his own way and remembers when he is
(in his mind) double-crossed.

Fact: has contacted thieves to have them gain him information on the
Pool of Radiance.

Fact: has hired a number of mercenaries through the thieves (we
received our normal cut).

Vague Rumor: is using mercenaries to find Pool of Radiance.


<IMG SRC="POR_AJ15.GIF">
JOURNAL ENTRY 15


Journal entry 16:
Told in a proud, haughty voice.

I am a princess of a tribe of nomads to the northwest.  My father is
an old fool.  He wanted me to marry King Al Rasid, to cement an
alliance.  I had more important things to do, than to be tied down to
an aging monarch.  When I marry, it shall be to someone who has the
same taste of adventure and the same skill with a sword.

Well, Father was insistent and his subjects supported him, so I left
to seek my fortune.  Kobolds had been raiding our tents upon occasion,
so I headed this way.  If I could end the threat, then I'd have more
leverage with my tribe.  However, two nights ago, I was ambushed by
these worms -- knocked out and bound up.  I finally got myself untied
a little while ago and was working my way out of these caves when you
showed up


Journal Entry 17:
A quick note on an often used piece of paper.

I must find some hardy allies in case this monster from Phlan sends
his troops to attack my island.  I need a small, intelligent party who
can move through the civilized areas without notice, but who have the
skill to traverse the uncivilized areas and the wilderness.  I must
watch the next groups to come to the lake and see if any would make
proper allies.


Journal Entry 18:
A ratty piece of parchment with large writing on one side.

Hold the Sokal Keep on Thorn Island at all costs.  If attacked,
sacrifice your troops as necessary to hold out until relieved.

In your deployment set two squads of hobgoblins to patrol Thorn Island
at all times.  At least 2 squads of archers are to be deployed on the
walls at all times.  Let the pack of wardogs loose to cover the island
several times a day at random intervals.  Set pairs of kobolds as
observers in hidden locations around the island.

If Thorn Island is invaded immediately dispatch a message back to the
castle.  We will send over however many reinforcements are necessary
to hold the island.


Journal Entry 19:
A black bound tome written in a strange halting hand.

...and settled foremost in the half of Minor Courtiers were the lesser
powers: Maram of the Great Spear; Haask, Voice of Hargut; Tyranthraxus
the Flamed One; Borem of the Lake of Boiling Mud; and Camnod the
Unseen.  These too fell down and became servants of the great lord
Bane.


Journal Entry 20:
Told in a pained voice:

We just got the cut through to the beastie's lair when I injured my
leg.  King decided there wasn't much use for me anymore.  Made me a
proposition though.  Said if I went into the lair and brought out the
treasure, he'd feed me till I stopped breathing.  Best deal I had, so
they tossed me down here.  Not bein a fool, I fit out for the deepest
hidey-hole.  Thankfully the beastie was asleep.  I can still move real
quiet when I must.

Anyway, if there hasn't been much of an alarm, then drunken Ferd must
be on watch at the rock.  He's the King's son, so he ain't here with
me -- worthless sot.  If he's there, he's got less brains than a
fermented rat, just act officious and he'll take ya ta the King.
Wouldn't mind hearin of that tyrant's demise.  Ya seem just the types
to do it too.


Journal Entry 21:
A crumbling old book; one of a massive series.

At this time there ruling the Twisted Ones was a powerful general
named Tyranthraxus. he strode before his armies cloaked in flame and
led the Riders out of the Waste.  At his hand the kingdom of Barze was
conquered. turning south he led his army to conquer the Horreb and the
Vane.  Tyranthraxus was a cruel man and leveled all that he had taken,
murdering the princes of these lands.  Bur the flame that surrounded
him consumed him, destroying his body.  Freed of its shell, it flew
among the men of his army, lighting on each and claiming it.  It was
then when Baron Schodt imprisoned Tyranthraxus in a vial of water
which shone like the light of day.  This he sank in the watery depths
of Lake Longreach, defeating the armies of Tyranthraxus had raised.


<IMG SRC="POR_AJ17.GIF">
JOURNAL ENTRY 22


Journal Entry 23:
Several pieces of paper with highly organized writing.

Fact: Ulrich Eberhard is old, hard headed in every sense of the word,
leader of the initial expedition to retake Phlan.

Strong Rumor: unfaithful to his wife, but she knows, though he doesn't
know she knows.

Rumor: hates monsters, with a passion; would kill every last one
before surrendering.

Vague Rumor: angry attitude is a cover; he is actually paid by the
Boss.

Rumor: opposes rise of Porphyrys Cadorna as a,  Young upstart who
doesn't respect his elders!.


Journal Entry 24:
A piece of old, expensive paper written in a dried brown fluid.

Cursed is the child Porphyrys.  He who was visited by the spirit of
fire in his cradle. he who burned his nursemaid, and he who called the
armies of the night down from the mountains.

Possessed is the one called Porphyrys.  When the spirit of evil is in
him you can see the fire in his eyes.  When he is possessed, the
ground trembles with his power and the nearby plants wither as if
exposed to a great heat.

None of the servants will go near the child anymore.  I think he
should have been drowned at birth.  But his mother is blind to his
possession.  She guards him like a tigress protecting a kitten.  I
think he has ensorcered her.

For now we have no choice.  We will evacuate the city by ship on the
morrow.  And the accursed child shall come along.  I swear that he
smiles every time there is an explosion, or anytime you hear a man
scream.  Saints preserve us all from this demon child.


Journal Entry 25:
An official-looking notice.

The number of undead creeping out of the Valhingen Graveyard is
increasing.  These undead have disrupted training, destroyed property,
and killed many of our troops.  Patrols have been sent into the
graveyard to reconnoiter and determine the source of the undead.  None
have returned.  Under tour responsibilities as a priest of Bane in the
city, you must help combat the menace.

Lead a group of acolytes into the graveyard with the purpose of
discovering the source and leader of the undead.  If your group can
engage and defeat the leader, or destroy the source, do so.  If your
group is outmatched, return with your information so that we can form
an assault group with clerics and troops.  Upon completion of this
mission you will be in line for promotion to the next higher rank in
the hierarchy of the temple of Bane in Phlan.

Signed
The Boss


Journal Entry 26:
A small bound book:

I have charted this maze as closely as I can.  My way is blocked by
both stone and mystic death traps.  Yarash mush have used his magic to
escape this place.  I can find no other way out.

<IMG SRC="POR_AJ18.GIF">
MAP

Yarash has been breeding creatures for increased ferocity.  Most of
his experiments fail.  Few live long enough to mature.  None that
mature have yet bred true.  The bodies of his failures are often used
as food for his newer creations.

I do not know what Yarash intends to do when he completes his hideous
experiments.  But I must assume that he will turn his abominations
loose on the world.  To these creatures Yarash will be their creator,
perhaps even their god! The idea of Yarash as a god to anyone sickens
me.  I must find a way to stop him.


Journal Entry 27:
An impressive announcement.

BOUNTY of 10,000 GOLD!

I will pay 10,000 gold pieces for a live sahuagin! I will pay 1,000
gold pieces for a recently dead sahuagin in good condition.  I need a
specimen of this man-like salt water aquatic creature for my studies.

Bring your specimen to the shore of Lake Kuto and build a fire as a
signal.  Your specimen will be examined.  If it is truly a sahuagin
you could end up with 10,000 gold pieces.  But beware, I will know any
forgeries, and I will punish any attempt at deception.

So capture a live sahuagin, bring him to Lake Kuto, and walk away a
rich man!

Signed
Yarash the Sorcerer


<IMG SRC="POR_A18B.GIF">
JOURNAL ENTRY 28


<IMG SRC="POR_AJ19.GIF">
JOURNAL ENTRY 29


Journal entry 30:
Carefully prepared notes.

Note 1: Tyranthraxus is definitely a product of immersion in the Pool
of Radiance.  His extraordinary brilliance, vigor, charisma, and power
must be a direct result of exposure to the effects of the Pool.

Note 2: The Pool of Radiance may grant special magical abilities.
Tyranthraxus exhibits a fiery aura, obviously magical.  He also seems
to have extraordinary means of obtaining information.  Special magical
powers granted by the pool would explain both the aura and the extra
information gathering capability.

Note 3: Tyranthraxus tells stories about moving down from the north.
Though he never mentions the Pool, I gather that it is northwest of
the Dragonspine Mountains.  Strangely, he occasionally lets slip that
he is never far from the Pool, but that must be a parenthetical
reference.


Journal Entry 31:
Told in quiet, hissing speech.

Thank you for saving my children from the Mutilator Yarash.  In return
I will aid you in what way I can, though that may not be great.

I have lost much of my following to young Drythh who listens to the
false promises of Tyranthraxus... that if he brings troops to invade
Phlan, he will rule the riverbanks.

So, Drythh and his followers have been proving themselves in raids
upon the kobold caves to the southwest and the hobgoblin caves to the
south.

For some time my followers have been disappearing.  But, when you
freed my children from the clutches of the evil Yarash my status was
increased.  Drythh kept quiet for a time, but once again the young
warriors listen to him and not to me.


Journal Entry 32:
An announcement on rugged paper written in large clear symbols.

Be it announced that Mace, the former cleric of lord Bane, is hereby
ejected from the church.  His crimes include refusal to follow temple
dictates, unauthorized performance of major miracles, and the great
heresy of placing other gods above our almighty lord Bane.

All loyal followers of lord Bane must report Mace's presence on sight.
He is to be captured, brought before a loyal tribunal for fair and
just judgment, and then burned at the stake.


Journal Entry 33:
An official looking notice.

Yarash,

The time has come for you to add your power to the growing legions of
my followers.

Come and supplicant yourself to me and I will reward you as an
important officer in my magical forces.  You will serve as the advisor
to the cohort of soldiers to be based at Sorcerer's Island.  Resist
and you shall be crushed before my almighty power.  I expect your
positive reply within the week.

Signed,
The Boss


Journal Entry 34:
Told in a triumphant tone.

You have no understanding of the subtlety of Tyranthraxus and his
allies.  Here you have trusted me enough to let your guard down.  Now
you are my prisoners.

My kobold friends deserve some reward for their help.  Therefore, you
are to be taken to their pit.  There, unarmed, you shall fight
Bersheera, my pet serpent.  He should be hungry now, merchants don t
satisfy him for long.


Journal Entry 35:
Told in halting speech.

Thank you for freeing us.  Yarash has been experimenting on our
people, changing them in horrible ways.  Every night we carry off
another lizard man with his chest burst open or his head mangled.
Yarash say he make us like Sa-Hag-An.  He always say that he make us
stronger, better hunters.  But all he makes us is dead.

We were not allowed to speak when Yarash was around.  These marks were
passed down to us and remind us of home.  They represent the friend
word used between lizard men of different tribes.  If you meet lizard
men on the outside, this word may help you.  The lizard man carefully
scratches marks into the dirt.  You may recognize the marks as two
runes and a path symbol.

<IMG SRC="POR_AJ20.GIF">
LIZARD MAN'S MARKINGS


Journal Entry 36:
Carefully prepared notes:

Note 4:  He has fooled me.  All this time he has called himself
Tyranthraxus the Flamed One.  He exhibited his flame, and spoke of
deeds attributed to Tyranthraxus.  But today, while he did not know I
was around, he revealed his true identity.  He spoke into the great
pool in his lair, I think he spoke to lord Bane himself.  And he
referred to himself as Maram.  Maram, he of the great spear, is also a
servant of Bane.

Why would my leader use a false name? He hides his true identity from
the world, so that they do not research his past and discover his
weaknesses.  What if he also hides his identity from his closest
advisors, so that they also cannot know his true abilities and
weaknesses.  Anyone who attacked him, thinking to utilize the
weaknesses of Tyranthraxus, would be destroyed by the different powers
Maram of the Great Spear.

My research into Tyranthraxus is now useless.  I must scour my records
for details concerning Maram of the Great Spear.  I have much work to
do.


<IMG SRC="POR_A21A.GIF">
JOURNAL ENTRY 37 PART 1

<IMG SRC="POR_A21B.GIF">
JOURNAL ENTRY 37 PART 2

<IMG SRC="POR_AJ22.GIF">
JOURNAL ENTRY 37 PART 3


Journal Entry 38:
Several pieces of paper with highly organized writing.

Fact: Werner von Urslingen is a retired mercenary captain turned
business man.

Strong Rumor: mostly interested in the military aspects of the
reconquest of Phlan.

Rumor: fought in a mercenary unit hired by The Boss early in his
career.

Rumor: hates Zhentarim because he fought in a unit against them
several times.

Rumor: has strong contacts with other mercenaries and some ruffians in
town; none of our informants confirm such contact.

Vague Rumor: Von Urslingen's unit was wiped out by enemy magic users;
he was the only survivor, he retired and now secretly hats magic
users.


Journal Entry 39:
A preserved parchment covered with giant script.

I am writing to you to describe my further inquiries into the legend
of the Pool of Radiance.  It seems the pool has moved several times.
Long ago, at least one wise wizard actually moved the pool into his
abode for a period of time to study it.  However, the pool seems to
return to its original location after every move.  I am now watching
the dry hole that is the pool's natural location.  When it returns I
will be ready.  I truly believe that the Pool of Radiance is the key
to the secret wisdom that I seek.

Yours in wisdom
Sorrassar


Journal Entry 40:
A quick note on the often used piece of paper.

Both kobolds and hobgoblins exist in large numbers to the east.
Experiments show neither makes good breeding material.


<IMG SRC="POR_AJ23.GIF">
JOURNAL ENTRY 41


<IMG SRC="POR_A23B.GIF">
JOURNAL ENTRY 42


Journal Entry 43:
A loosely wrapped scroll.

Aramalg-the-Good, paladin and brother of Taimalg-the-Invincible, and
Sarasim of Teshwave, the high priestess of Sune, attacked the denizens
of the Valhingen Graveyard with a holy vengeance.  They came in search
of Taimalg and his mercenary band, who assaulted the graveyard and did
not return.

Sarasim used her holy power to dissipate and turn the undead that
confronted them.  Aramalg wielded his vorpal sword and slew the few
that fought her power.

Together, Aramalg and Sarasim penetrated the graveyard to an evil
marble crypt.  They found and splintered an empty coffin, blessing the
remains and sprinkling it with holy water.  Then they confronted the
owner of the coffin, a creature of great evil and the leader of the
undead in Valhingen, an ancient vampire.  The three began a furious
melee.

The vampire was swayed by Aramalg and Sarasim's power, but would not
be turned.  The vampire shouted, I have defeated Taimalg and his
warriors, I will defeat the brother of Taimalg as well!

The vampire summoned an army of rats and tried to charm Sarasim to his
side, but to no avail.  Sarasim resisted his charm and Aramalg charged
through the massed vermin.  The vampire fell before the mighty blows
of Aramalg's holy sword and Sarasim's enchanted mace.

Defeated, the ancient vampire dissolved into gas and fled to his
coffin.  Finding the coffin destroyed he returned to solid form and
screamed.  Seizing the moment Aramalg grabbed the vampire and held him
with all his strength.

Sarasim ran up and drove an oaken stake through the vampire's heart.

Aramalg and Sarasim performed the proper rituals to banish the vampire
forever.  Then, wounded, Aramalg and Sarasim left Valhingen Graveyard.
It was beyond their power to completely cleanse the evil place, but
they had extracted proper vengeance for the death of Tiamalg and his
troops.


Journal Entry 44:
A clearly written note on standard paper found on the body of a dead
trader.

Aleram,

Hello my good friend, I hope you and your brood are well.  I am tired;
tired of trekking through unspeakable swamps and over unclimbable
mountains to take my meager wares to ungrateful customers.

Only one event has saved this year's sales.  I found a castle full of
happy folk who were very good customers.  They were starved for goods
and news from the outside world.  And well they should be, their
castle was in the middle of a small forest, and the forest was in the
middle of a swamp!

These people seemed to know nothing of recent events.  They still
spoke of Phlan as if it were in its full flower.  And they paid in old
Phlanian Gold Sovereigns, double the weight of the newer gold coins!

Though they were out of date, they were very friendly and prosperous.
I saw more than one gem glitter n the sun, and several swords showed a
flash that made me think they were magic.  If you are willing to dodge
the vermin of the swamp I would add this castle to your trading route.
Speed to your horse, strength to your arm, and skill to your trading.

Your friend,
Burach


Journal Entry 45:
Told in perfect, stylized, common.

Generations ago, flesh things were fewer and we hard-shelled beings
ruled the shores of Lazara, what flesh things call the Moonsea.  We
gathered much gold and platinum, plus many gems for decoration and to
appease our own gods.  We are quite adept at finding such trinkets was
we make our home by burrowing with our mandibles.  We know the earth
like none other can.

When flesh things began to multiply, we did not look on them as
intelligent.  They could not decipher our glorious language of sounds
and movement and we could not fathom intelligent communication limited
to their feeble squeaks and grunts.

As we assumed the flesh creatures were unintelligent we looked on them
as slow, soft, weak, but tasty, prey.  But the prey soon came riding
swift beasts, and so were no longer slow.  Then they came in metal
shells, and so were no longer soft.  And then they came hurling balls
of fire and clouds of stink, and so were no longer weak.  Our gods
told us that the flesh creatures would multiply and that our only hope
was to retreat.

We retreated underground, into caverns carved by our own mandibles.
We only venture to the surface to guard our lands and to find food
less powerful than yourselves.  We have kept the location of our nest
secret for many generations.

But now you have come.  You have defeated our warriors, evaded our
traps.  We admit your power.  We have nothing further to gain by
combat.  If you will leave us in peace you may take the gold and gems
that were sacred to our gods, we have been abandoned by them.  If you
will not leave us in peace then we must fight to the last.  What is
your decision?


Journal Entry 46:
Told as jaunty, after dinner conversation.

This is an old story that I first heard while serving as the Citadel
of the Raven.  Dirg was the usual barbarian hero -- the type able to
snap five men's backs with his bare hands, wrestle and tame the cloud
horses, pierce a man with a javelin from many miles away, and other
equally preposterous things.

The story goes that Ding and his band of men found a pool of unfrozen
water while wondering in the snowy wastes.  Dirg's little pet lizard
Jezma got too close to the pool and discovered that not only was the
water not frozen, it was boiling hot; so hot that it cooked the skin
right off Jezma.

Dirg was so angered he thrust his spear into the pool and roiled the
waters.  The demon of the fire that inhabited the pool was disturbed
and roared out of the pool to do battle.  The demon leapt from man to
man consuming them in a single touch.

But the demon of the fire could not defeat Dirg.  Neither could Ding
find a weapon strong enough to withstand the creature's fire.  After
battling for an entire day, Ding finally called upon his totem god for
aid.  With this magical aid, Ding was able to trap the flaming demon
in a triangle of power where supposedly he is even to this day.


Journal Entry 47:
A small wrinkled parchment with roughly scratched notes.

Hobgoblins transferred out of Valjevo Castle.  Now replaced by giants
and trolls.  Sounds very tough.

Stojanow Gate guarded by bugbears and ettins.  Heart ettins didn't
like light.  Must be charmed or controlled.  Sounds tough!.

Some smugglers sneak supplies through Stojanow Gate to The Boss.  Must
check it out.

Overheard hobgoblins say a dragon scared them into leaving a nice lair
in the mountains out east.  Couldn't happen to a nicer bunch of
creeps.


Journal Entry 48:
Several pieces of paper with highly organized writing.

Strong Rumor: The Boss is a dragon or is a human who can take the form
of a dragon.

Vague Rumor: The Boss is a metallic dragon.  Not considered likely as
metallic dragons are  good.

Fact: The boss holds audiences in Valjevo Castle.  Castle is guarded
by groups of big stupid monsters, with occasional smart human leaders.

Rumor: The Boss doesn't spend full time at Valjevo Castle.

Fact: maze inside castle wall; passwords are needed to get past castle
gates.

Rumor: The Boss has been sending out messengers to the tribes of
monsters in the area to recruit new units.

Vague Rumor: The boss is recruiting new units in preparation for an
assault to retake the civilized sections of Phlan.


Journal Entry 49:
A letter on clean white paper in a strong hand

To: The Boss
Valjevo Castle, Phlan

Sir,

I categorically reject your demand that I submit my island and my
powers to your control.  I am a free man and I will remain free.  No
petty tyrant can order about a true mage.

If you or your troops make any move toward Sorcerer's Island I shall
send an army of my unstoppable aquatic creations down the Barren River
and sink your precious castle.  Until now you have been beneath my
notice.  If you value your empire, let us keep it that way.

Signed
Yarash, the Sorcerer


Journal Entry 50:
An official looking notice

Assemble a group of at least 30 of your followers.  Meet up with a
hobgoblin assault force at the small docks to the west of town.  You
and your group will be under the command of the hobgoblin leader.
Upon completion of the mission you will be rewarded with food
treasure, and many slaves.

Signed,
The Boss

Scribbled on the back of these orders is Norris the Gray's unsent
reply to The Boss

I will never follow the orders of a hobgoblin.  I don't go on missions
until I know exactly what we are supposed to do.  And I don't go on
missions for an unknown amount of food, treasure, and slaves.  I do go
on missions where I am in command; where I know exactly what the
target is; and where I know exactly how much I'll get paid.  Don't
send me another order until you can meet my terms.

Signed,
Norris the Gray


Journal Entry 51:
Several pieces of paper with highly organized writing:

Fact: Bishop Braccio is the highest ranking religious leader in Phlan.
Runs small temple in civilized section of city.

Vague Rumor: Braccio is actually a front-man for a powerful high
priest who never leaves the small temple.

Strong Rumor: Braccio is under fire to do something about the undead
problem.  So long as the undead were causing the monsters more trouble
then the settlers, he had other, more pressing problems.

Rumor: Braccio is opposed to the temple tendency to sell clerical
miracles; but he understands that the temple needs the funds.  Braccio
would rather perform such  miracles in exchange for good works done in
the name of the church, not just for money or items of power.


Journal Entry 52:
Delivered in chillingly clear tones.

Hear us in our hour of need! the nomad witchdoctor cries, This night
we fight a great battle.  By breaking of dawn either our enemies will
be dead o we will be dead or we will have been destroyed.

Accept the sacrifice of these outsiders and give us the strength to
defeat the hordes of our enemies.  Fill our limbs with you fire, and
fill our minds with your fury.  Let us vanquish our enemies just as we
vanquish these invaders who have come among us.


Journal Entry 53:
A crumpled discarded piece of paper, full of rub outs and scratch overs.

Priests:            1
Acolytes:           4
Ogres:              1
Hobgoblins:         40
Orcs:               90
Goblin Slaves:      20

Journal Entry 54:
A page from an unknown diary.

They stole my map to the Pool.  Somehow they knew when I was coming
and exactly what to look for, They didn't even bother to kill me; they
said I wasn't worth killing.  They just crippled my legs, took the
map, and rode away laughing.

After the attack and the rigors of my trek all I remember is that the
Pool is in the Dragonspine, north and west of Sorcerer's Island.  It
shines just like they said it would.  You can feel the power flowing
out of it.  Kings and generals have searched for the Pool, and I had a
map that led right to it.

If I ever get back the use of my legs I'll go after them.  I'll get
back my map.  I'll get to the Pool. And this time I'll bathe in its
power.  Then I'll teach them.  I'll teach them all.


Journal Entry 55:
Delivered as you sit around the camp fire

You must beware of the many dangers in this region.  Several days walk
to the west there is the pyramid of evil.  It has been long avoided by
all sensible men.  To the southeast is a lair of many ferocious
hobgoblins.  The areas to the southwest, are inhabited by evil men --
buccaneers, marauders, and soldiers of an evil empire far to the west.
And all good folks avoid the swamps to the east.  Nothing but danger
grows in the swamps.


Journal Entry 56:
An unsent note written on sturdy parchment.

An active dragon has made its home in the Dragonspine Mountains to the
northwest.  Keep search parties away from the area so as not to catch
the dragon's attention.


Journal Entry 57:
A ratty piece of parchment with large writing on one side.

Our spies in the city inform us that a party of invaders will travel
to Sokal Keep to free it .  To combat these invaders, assemble a force
of no less than three squads.  Travel by boat from the small docks at
the west of town to Thorn Island.  Move undetected to Sokal Keep.
Find the adventurers in or around Sokal Keep.  Kill them before they
can return to the city council with information about the true
situation at the keep.  Return with the intruder's heads as proof of
completion of your mission.  Upon completion you will be rewarded with
food, treasure, and many slaves.

Signed,
The Boss


<IMG SRC="POR_AJ28.GIF">
JOURNAL ENTRY 58


TAVERN TALES

The taverns of New Phlan are filled with scoundrels, con-men, and
adventurers - every one a liar and a gossip.  They following tavern
tales represent such rumors and lies.

When you are in a tavern, you may be referred to a particular tale by
number.  Find and read that tale.  If you really think of your
adventurers as rumor mongers, read all the tales.

Some of these tales are true, some are based on truth, and some have
never been corrupted by a hint of truth.  Even when a tavern tale is
referred to by number, it might be false.

Tale 1: Far to the northeast, in the midst of a vast swamp, lie the
uninhabited ruins of a powerful wizard's castle.

Tale 2: A drunk bard sits in a corner of the tavern spinning a
seemingly endless tale, but not one is listening.

Tale 3: Wells throughout the city often provide access to hidden dens
and underground passages.

Tale 4: An anglish lord commandeers one corner of the bar to lecture
on the ultimate range of his adventures.  The crowd ignores him.

Tale 5: To the east of Phlan lies a gleaming castle of gold that
shifts its location from time to time.

Tale 6: A weird looking wizard, dressed all in black, sits alone and
mumbles into his beer, I'll return next time and show them all!

Tale 7: Great treasurer are to be found on the banks of the Barren
River as one ventures northward.

Tale 8: The graveyard is controlled by a very powerful and clever
undead creature.

Tale 9: A puzzled patron with a limited vocabulary questions everyone
he comes across about how to complete a manuscript dated 1977 GUE.
Unfortunately, no one can help him.

Tale 10: To the west lives a tribe of insect-men who worship normal
men and give valuable gifts to all who visit them.

Tale 11: The Dragonspine Mountains are inhabited by a race of evil
dragons who lure traders to their lairs and slay them.

Tale 12: A bedraggled adventurer decries,  There was a man called
turtle, walls that aren't there, living daggers; I never did figure
out what was going on!

Tale 13: A master thief has set up a hidden training deep in the old
city right under the noses of monsters.

Tale 14: Ogres who live to the east of Phlan are holding a captive
princess for whom a huge reward has been offered.

Tale 15: The merchants of Zhentil Keep are setting up a trading base
far to the west of Phlan.  They re hiring caravan guards for good
wages.

Tale 16: Buccaneers operate a slave auction out of a hidden camp near
Stormy Bay.

Tale 17: An old sage sits in a corner with a dark wizard.  You re
right, laughs the sage,  they'll do anything I tell them to, no matter
how silly or phantastic.

Tale 18: Off to the east of Phlan roams a tribe of marauding nomads.
They have been pillaging villages in he plains with the help of a
powerful artifact they have discovered.

Tale 19: Mighty tribes of wild dwarves, thousands of them, roam the
Dragonspine Mountains, destroying villages and killing travelers.

Tale 20:  I was totally confused; it was like being lost in the
darkness, sighed the overwrought adventurer.  Rabbits, hats, bowling
balls?  Where in the realms was I?

Tale 21: The monsters in Phlan are led by one of the generals who
sacked the city a generation ago.  The general has used great magic to
make himself immortal.

Tale 22: A vast fortress of kobolds dominates the western tip of the
great swamp.  These normally weak creatures grow to great size and
have extraordinary powers here.

Tale 23: An ancient Silver Dragon still lives up in the Dragonspine
Mountains.  The dragon is not evil and will help travelers who battle
evil.


APPENDICES

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


SPELL LIST

This is a listing of spells available to player character clerics and
magic-users as they gain in level.


FIRST LEVEL CLERICAL SPELLS
Bless/Curse
Cure Light Wounds/Cause Light  Wounds
Detect Magic
Protection from Evil/Protection from Good


SECOND LEVEL CLERICAL SPELLS
Find Traps
Hold Person
Resist Fire
Silence 15' Radius
Slow Poison
Snake Charm
Spiritual Hammer


THIRD LEVEL CLERICAL SPELLS
Animate Dead
Cure Blindness/Cause Blindness
Cure Disease/Cause Disease
Dispel Magic
Prayer
Remove Curse/Bestow Curse


FIRST LEVEL MAGIC USER SPELLS
Burning hands
Charm Person
Detect Magic
Enlarge/Reduce
Friends
Magic Missile
Protection from Evil/Protection from Good
Read Magic
Shield
Shocking Grasp
Sleep


SECOND LEVEL MAGIC USER SPELLS
Detect invisibility
Invisibility
Knock
Mirror image
Ray of Enfeeblement
Stinking Cloud
Strength


THIRD LEVEL MAGIC USER SPELLS
Blink
Dispel Magic
Fireball
Haste
Hold Person
Invisibility, 10' Radius
Lightening Bolt
Protection from Evil, 10' Radius/Protection from Good, 10' Radius
Protection from Normal Missiles
Slow


ARMOR LIST
Armor Type              in gp.          AC              Movement

None                     0              10              -
Shield, Small#          50              9               -
Leather                 150             8               12 squares
Padded                  100             8               9  squares
Studded                 200             7               9 squares
Ring                    250             7               9 squares
Scale                   400             6               6 squares
Chain                   300             5               9 squares
Splint                  400             4               6 squares
Banded                  350             4               9 squares
Plate                   450             3               6 squares

* A character carrying many objects, including lots of coins, can be
further limited in movement to a minimum of 3 squares per turn.

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


TABLE OF EXPERIENCE PER LEVEL

The following shows the amount of experience a character must earn to
gain a level in his character class.  All experience earned by
multiple-class characters is divided by the number of classes.  When a
character has earned a gain a level for one class but not another, the
Show command shows is highest level.

Thus, a character who is a fighter-thief and has earned 1,800
experience points in each class (a total of 3,500 XP), will be shown t
be 2nd level because he has earned that level as a thief, though not
as a fighter.  His fighting abilities are still based on his being a
1st level fighter.

CLERIC                  Spells*

Level   Experience              1       2       3

1       0-1,500                 1       -       -
2       1,501-3,000             2       -       -
3       3,001-6,000             2       1       -
4       6,001-13,000            3       2       -
5       13,001-27,500           3       3       1
6       27,501-55,000           3       3       2

*Clerics get additional Spells by Level if they have a Wisdom of 13 or
greater.


FIGHTER:

Level           Experience
1               0-2,000
2               2,001-4,000
3               4,001-8,000
4               8,001-18,000
5               18,001-35,000
6               35,001-70,000
7               70,001-125,000
8               125,001-250,000


MAGIC-USER:                             Spells

Level           Experience              1       2       3

1               0-2,500                 1       -       -
2               2,501-5,000             2       -       -
3               5,001-10,000            2       1       -
4               10,001-22,500           3       2       -
5               22,501-40,000           4       2       1
6               40,001-60,000           4       2       2


THIEF:

Level           Experience
1               0-1,250
2               1,251-2,500
3               2,501-5,000
4               5,001-10,000
5               10,001-20,000
6               20,001-42,500
7               42,501-70,000
8               70,001-110,000
9               110,001-160,000


CLERIC vs. UNDEAD

A good or evil cleric (not a neutral one) has a certain influence on
undead.  He extends this influence by using the Turn command in the
Combat Menu.  His level determines how many undead and what kind he
can influence.  Evil clerics can make undead either neutral or
friendly to the party.  Good clerics can drive the undead away and may
be able to destroy them if the cleric is of a high enough level and
the undead are of a low-enough level.

The following is a list of undead in increasing order of power and
what minimum level of cleric a character has to be to have any
influence over them.  Low level clerics generally have a chance, not a
certainty, of affecting undead.

                        Minimum
Undead Type             Level of Cleric

Skeleton                1st
Zombie                  1st
Ghoul                   1st
Wight                   1st
Wraith                  3rd
Mummy                   4th
Spectre                 5th
Vampire                 6th



GLOSSARY OF AD&D GAME TERMS AND COMPUTER TERMS

Ability Scores.  These are numbers that describe the attributes of the
characters.  There are six ability scores: Strength, Intelligence,
Wisdom, Dexterity, Constitution, and Charisma.  For the most part, the
range of numbers runs from 3 to 18, the higher the better.

Adventurer.  This is a term for one of the characters you play in this
game.

Alignment.  This is the basic philosophy of a character.  See
Alignment in the What are Characters? section of the rule book.

Character.  This is another name for one of the persons you play in
the game.  A party consists of several characters.

Command.  A one or two word option in a menu.  Activating that command
allows you either to view another menu or have your characters perform
an action.

Encounter.  This is what happens when party meets a monster.  You are
given a menu of choices of how you want to handle the situation.

Enter.  The act of giving a command to the computer.  How this is done
varies depending on the computer.

Experience Points (XP).  Every encounter the characters have yields
experience points for every character depending on how successful the
encounter was for the party.  A character who gains enough XP can
advance a level if he has enough gold for training.

Facing.  In combat, a character faces a certain direction.  An attack
from the direction he is not facing has a greater chance of doing
damage.  A character will always face an opponent if he has only one
opponent.

Hit Points (HP).  This is a measure of how healthy a character is.
Damage from weapons subtracts hit points from the character's total.
When he has lost all of his hit points, he is unconscious and dying.
If his wounds are bound by another party members, he is simply
unconscious.

Icon.  This is the small picture of a monster or a character seen in
the initial stages of an encounter and during combat.  Character icons
can be altered using the Alter command in the Camp Menu.

Initiative.  This is a semi-random determination of which character in
a combat acts first.  The characters with higher dexterities have a
better chance for a higher initiative.

Level.  This describes the power of a number of different items.  The
power of characters, dungeons, monsters, and spells are all described
with levels.

Character Level.  This is a determination of how much experience a
character has.  The higher the level, the more experienced and
important the character is.  High-level spellcasters can cast high
level spells.

Dungeon Level.  This is a measure of how far down in the earth a
dungeon is.  For the most part, the further down one is the more
ferocious the monsters.  Thus, a high-level dungeon refers either to
how deep it goes or the relative toughness of the monsters.

Monster Level.  This is a measure of how powerful monsters are.  The
higher the level, the more powerful the monster.

Spell Level.  Spells come in degrees of difficulty.  The higher the
level of the spell, the higher the difficulty.  Only very experienced
magic-users and clerics can learn high level spells.

Magic.  This term covers spellcasting, enchanted items, and any other
application of the supernatural.

Melee Combat.  This is a hand-to-hand combat with weapons such as
swords, spears, and fists.

Missile Combat.  This is ranged combat with weapons such as bows and
arrows, crossbows and quarrels, and slings and slingstones.

Monster.  This term actually includes human and other player races as
well as such creatures as ogres and dragons.  In general, if it isn't
part of your party, it's a monster.  Monsters are not necessarily
hostile.  Some may be helpful.  That's what the Parlay command in the
Encounter Menu is for.

Non-Player Character (NPC).  This is a member of a player character
race how is not controlled by the player.  Some NPC's can be brought
into a party.

Party.  The group of adventurers you form to perform the missions you
are given.  A party can be reformed for each adventure, and even
altered during the course of an adventure.

Player Character (PC).  This is a member of a player character race
who is controlled by the player.  The characters in your adventuring
party are PCs.

Spell.  This is a magic incantation that can alter the nature of
reality.  Both magic-users and clerics can cast spells after
memorizing them.  If the spell is cast, it is gone from the user's
mind and must be rememorized.

Spell Book.  The book a magic-user carries his spells in.  If he
doesn't have a magic book, he has no spells to memorize.


ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS

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



WEAPONS LIST

Name            Damage vs.   Damage vs. Larger   Number      Class
                Man Sized    Than Man Sized      of Hands
Axe, Hand       1-6          1-4                 1           f
Bardiche+       2-8          3-12                2           f
Bastard Sword   2-8          2-16                2           f
Battleaxe       1-8          1-8                 1           f
Bec de Corbin+  1-8          1-8                 1-6         f
Bill-Guisarme+  2-8          2-8                 1-10        f
Bo Stick        1-6          1-8                 2           f
Broad Sword     2-8          2-7                 1           f,th
Club            1-6          1-3                 1           f,cl,th
Dagger          1-4          1-3                 1           f,mu,th
Dart            1-3          1-2                 1           f,mu,th
Fauchard+       1-6          1-8                 2           f
Fauchard-Fork+  1-8          1-10                2           f
Flail           2-7          2-8                 1           f,cl
Fork, Military+ 1-8          2-8                 2           f
Glaive+         1-6          1-10                2           f
Claive,
Guisarme+       2-8          2-12                2           f

Guisarme+       2-8          1-8                 2           f
Guisarme-

Voulge+         2-8          2-8                 2           f
Halberd+        1-10         2-12                2           f
Lucern
Hammer+         2-8          1-6                 2           f,cl

Hammer          2-5          1-4                 1           f
Javelin         1-6          1-6                 1           f
Jo Stick        1-6          1-4                 1           f
Long Sword      1-8          1-12                1           f,th
Mace            2-7          1-6                 1           f,cl
Morning Star    2-8          2-7                 1           f
Partisan+       1-6          2-7                 2           f
Pick, Military  2-5          1-4                 1           f
Pike, Awl+      1-6          2-12                1           f
Quarterstaff    1-6          1-6                 2           f,cl,mu
Ranseur+        2-8          2-8                 2           f
Scimitar        1-8          1-8                 1           f
Short Sword     1-6          1-8                 1           f,th
Spear           1-6          1-8                 1           f
Spetum+         2-7          2-12                2           f
Trident         2-7          3-12                1           f
Two-Handed
Sword           1-10         3-18                2           f

Voulge+         2-8          2-8                 2           f
Composite
Long Bow*       1-6          1-6                 2           f

Composite
Short Bow*      1-6          1-6                 2           f

Long Bow*       1-6          1-6                 2           f
Heavy
Crossbow*       2-5          2-7                 2           f

Light Crossbow* 1-4          1-4                 2           f
Short bow*      1-6          1-6                 2           f
Sling           1-4          1-4                 1           f

+Polearm
*Must have ready arrows to fire.
#Must have ready quarrels too fire.
f=fighter, cl=cleric, th=thief, mu=magic-user.

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