AD&D FORGOTTEN REALMS VOL. I: POOL OF RADIANCE
Exhaustive Game Information
Version 1.50 - November 7, 2021
by Stephen S. Lee (ssjlee9@gmail.com)
You may distribute this freely, so long as you give proper credit to me.
This is written for PC version 1.3, but it should still be mostly accurate forother computer versions and platforms, except for the NES version.
Please feel free to e-mail me with corrections or suggestions.
TABLE OF CONTENTS----------------You may jump to the appropriate section by searching for "SECTION " + section
numbers.
0 - Ten Most Frequently Asked Questions
1 - Introduction
1.1 - About This FAQ
1.2 - Where To Get The Game
2 - Technical Detail On Running The Game
2.1 - Recommended Emulators
2.2 - Installing the Game
2.3 - Game Setup
2.4 - Getting Rid of the Copy Protection
2.5 - Using Gold Box Companion
2.6 - Game Interface Basics
2.7 - Restarting the Game
2.8 - Transferring Characters
2.8.1 - Transferring Characters to Curse of the Azure Bonds
2.8.2 - Transferring Characters to Hillsfar
2.9 - Interface and Bug Abuse
2.9.1 - Raising the Dead with Targeted Damage Spells
2.9.2 - Duplicating Items
2.9.3 - Cheat Mode
3 - Party
3.1 - What You Should Know Before Creating Your Party
3.2 - Party for This Game Only
3.3 - Party for All Four Games
3.4 - Party for Hackers
4 - Character Development
4.1 - Equipment
4.1.1 - Initial Equipment
4.1.2 - Upgrading Equipment
4.2 - NPCs
4.3 - Training Your Characters
4.4 - Magic-User Spells to Learn
4.5 - Abusing the Manual of Bodily Health
5 - Combat Strategy and Tactics
5.1 - General Nonmagical Strategy
5.2 - Magical Spell Strategy
5.3 - Other Magical Strategy
5.4 - Tips for Specific Enemies
6 - Maps
6.1 - Maps Introduction
6.2.1 - Civilized Area (New Phlan) Overview
6.2.2 - Civilized Area (New Phlan) Details
6.3.1 - Slums Overview
6.3.2 - Slums Details
6.4.1 - Sokal Keep Overview

6.4.2 - Sokal Keep Details
6.5.1 - Kuto's Well Overview
6.5.2 - Kuto's Well Details
6.6.1 - Kuto's Well Catacombs Overview
6.6.2 - Kuto's Well Catacombs Details
6.7.1 - Mendor's Library Overview
6.7.2 - Mendor's Library Details
6.8.1 - Podal Plaza Overview
6.8.2 - Podal Plaza Details
6.9.1 - Cadorna Textile House Overview
6.9.2 - Cadorna Textile House Details
6.10.1 - Kovel Mansion Overview
6.10.2 - Kovel Mansion Details
6.11.1 - Wealthy Area Overview
6.11.2 - Wealthy Area Details
6.12.1 - Temple of Bane Overview
6.12.2 - Temple of Bane Details
6.13.1 - Wilderness Overview
6.13.2 - Wilderness Details
6.14.1 - Wilderness Lairs Overview
6.14.2 - Wilderness Lairs Details
6.15.1 - Nomad Camp Overview
6.15.2 - Nomad Camp Details
6.16.1 - Kobold Caves Overview
6.16.2 - Kobold Caves Details
6.17.1 - Yarash's Pyramid Overview
6.17.2 - Yarash's Pyramid Level 1 Details
6.17.3 - Yarash's Pyramid Levels 2 and 3 Details
6.18.1 - Lizardman Keep Overview
6.18.2 - Lizardman Keep Details
6.19.1 - Buccaneer Base Overview
6.19.2 - Buccaneer Base Details
6.20.1 - Zhentil Keep Outpost Overview
6.20.2 - Zhentil Keep Outpost Details
6.21.1 - Valhingen Graveyard Overview
6.21.2 - Valhingen Graveyard Details
6.22.1 - Stojanow Gate Overview
6.22.2 - Stojanow Gate Details
6.23.1 - Valjevo Castle Overview
6.23.2 - Valjevo Castle Details
6.24.1 - Valjevo Castle Hedge Maze Overview
6.24.2 - Valjevo Castle Hedge Maze Details
6.25.1 - Valjevo Castle Inner Tower Details Overview
6.25.2 - Valjevo Castle Inner Tower Details
7 - Game Mechanics
7.1 - Mechanics Introduction
7.2 - Hit Points and Status Conditions
7.3 - Time
7.4 - Experience and Gaining Levels
7.5 - Statistics
7.5.1 - Statistic: Strength
7.5.2 - Statistic: Intelligence
7.5.3 - Statistic: Wisdom
7.5.4 - Statistic: Dexterity
7.5.5 - Statistic: Constitution
7.5.6 - Statistic: Charisma
7.6 - Races
7.6.1 - Race: Human
7.6.2 - Race: Dwarf
7.6.3 - Race: Elf

7.6.4 - Race: Gnome
7.6.5 - Race: Half-Elf
7.6.6 - Race: Halfling
7.7 - Classes
7.7.1 - Class: Cleric7.7.2 - Class: Fighter
7.7.3 - Class: Magic-User
7.7.4 - Class: Thief
7.8 - Physical Combat
7.8.1 - Calculating THAC0
7.8.2 - Calculating Armor Class
7.8.3 - Calculating Chance To Hit
7.9 - Other Ways of Resisting Attacks
7.9.1 - Resisting Magical Attacks
7.9.2 - The Saving Throw
7.10 - Encumbrance
7.11 - Battle Order
7.11.1 - Surprise
7.11.2 - Initiative
7.12 - Turning Undead
7.13 - Morale
7.14 - Party Strength
8 - Magic Spellbooks
8.1 - Notes on Spells
8.2 - Cleric Spellbook
8.2.1 - 1st Level Cleric Spells
8.2.2 - 2nd Level Cleric Spells
8.2.3 - 3rd Level Cleric Spells
8.3 - Magic-user Spellbook
8.3.1 - 1st Level Magic-user Spells
8.3.2 - 2nd Level Magic-user Spells
8.3.3 - 3rd Level Magic-user Spells
8.4 - Spell Summary
8.5 - Temple Spells
9 - Items
9.1 - Item Basic Mechanics
9.2.1 - Basic Weapons
9.2.2 - Basic Armor
9.2.3 - Other Items
9.3 - Magic Items
9.4 - Random Magic Items
9.5 - Summary of Locations with Magic Items
10 - Creature Statistics
10.1 - Notes on Creature Statistics
10.2 - Detailed Bestiary
11 - Hacking the Game
11.1 - Hacking Overview
11.1.1 - Useful Hacking Utilities
11.1.2 - DAX File Format
11.2 - Data Structures
11.2.1 - Creature File Format
11.2.2 - Creature Effects List
11.2.3 - Item File Format
11.2.4 - Spell Table Format
11.2.5 - Statistics Minima and Maxima Table Format
11.2.6 - Experience and Spells Table Format
11.3 - Script File Format
11.3.1 - Script Overview
11.3.2 - Script Variable Types
11.3.3 - Script Commands

11.4 - Script Address Locations
11.4.1 - Script Flag List
11.4.2 - Other Script Addresses
11.5 - Code Overview
11.5.1 - Executable Structure
11.5.2 - Code Hacking
11.6 - Bug List
11.6.1 - Technical Bugs
11.6.2 - Scripting Bugs
11.6.3 - Adaptational Bugs
12 - Fluff
12.1 - Journal Entries
12.2 - Novelization
12.3 - Historical Accuracy
13 - Appendix
13.1 - References
13.2 - FAQ Version History
13.3 - Acknowledgments
13.4 - What I Want
SECTION 0 - Ten Most Frequently Asked Questions----------------------------------------------These are quick questions with quick answers; there is more detail for most of
the questions elsewhere in this FAQ.
1. Why should I play this game?
Pool of Radiance is a tactically challenging old-school RPG with a reasonably
faithful adaptation of 1st Edition AD&D rules. It was popular in its day,still well-remembered, inspired many other CRPGs, and has aged reasonably wellfor such an old game. You can also transfer your characters to later games inthe series.
2. Where do I get the game today?
The simplest, legal way to get this game is through http://www.gog.com/. You
want Forgotten Realms: The Archives Collection Two. This will get you sevenother old-school AD&D CRPGs with it.
3. How do I run the game on a modern computer?
The simplest way is to use DOSBox, which runs on a wide variety of platforms,
and which the GOG version includes for you. Either the main branch, or one of
the alternative forks like the SVN-Daum branch (which has save states), will
work just fine.
4. I'm getting the error "Insert disk 3 in drive c:".
Versions 1.0 to 1.2 are picky about where they are installed; the usual version
on abandonware sites is 1.0. These cannot be installed in a directory morethan one level deep from C:\ (so C:\GAMES\POOL\ will never work). POOL.CFG
must also be edited (with any text editor) to point to the correct directory.
You must also include a backslash at the end of the directory name.
5. This user interface isn't very friendly; is there a tool that will help out?
The sound in this game is primitive (even compared to Curse of the Azure Bonds)
and drastically slows down moving around, far more than in any later Gold Box

game.

You should probably turn it off.

The keyboard interface has a steep learning curve at the outset, but isn't hardto get used to.
If you're emulating the game in DOSBox under Windows, you can download Gold Box
Companion from http://gbc.zorbus.net/ to provide a variety of modern interface
enhancements.
6. What party should I start out with?
Regardless of whether or not you plan to transfer your characters to later
games, my recommended party, assuming you are not hacking the game, is:
3 Male Elf Lawful Good Fighter/Magic-Users
1 Male Half-Elf Lawful Good Cleric/Fighter/Magic-User
1 Female Human Cleric
1 Male Elf Fighter/Magic-User/Thief
You should "M"odify your stats to the maximums before starting if you intend
to transfer your characters to later games in the series, which increasingly
assume very high statistics.
7. Combat in this game is difficult; what are some tactical pointers?
* If you want to avoid random combats in the first place by parleying, an"A"busive attitude generally works best.
* Keep your party together so no one gets surrounded. This is a bad idea
against enemies with area attacks, but that is rare in this game.
* Anchor your flanks with either terrain features or your best fighters, somonsters don't outflank your party.
* Avoid being encumbered; the extra movement is helpful.
* Archery is good enough to be worth the trouble of maintaining a supply ofarrows. You should eventually equip fighters with fine composite longbows.
* If confronted with spellcasting enemies, inflicting even 1 point of damage
is enough to prevent an enemy from casting a spell that round.
* Use the best spells listed below.
* Many of the best spells render enemies helpless; you can automatically killsuch helpless enemies in one physical attack at your leisure.
8. Which spells are most effective in combat?
* Sleep is king early in the game, and can render up to 9 enemies helpless.
* Stinking Cloud has a short range and isn't guaranteed to work, but it iseffective even against many powerful monsters.
* Fireball is great at clearing out large numbers of enemies.
* Cure Light Wounds may not seem like much, but it's the only cure spell you
can cast in this game.
* Protection from Evil gives you significant protection from evil monsters(most monsters are evil).
* Hold Person cast by clerics can paralyze up to 3 humanoid enemies.
* Prayer is a strong general-purpose buff/debuff spell.
9. How do I defeat the ogres and trolls in the slums?
Cast Bless before engaging. The Sleep spell can prevent an ogre from attacking
you while it lasts; cast it on the two ogres. Leave the sleeping body of theogre on the right alone, to block the path of the three trolls in the back.
Focus fire on the troll in the front to take it down, then stand on its body soit cannot revive. Take out the other three trolls from a distance witharchery, killing them at around the same time, then finish off the ogres.
10. How do I progress in Sokal Keep?
The dead elf near the beginning has a parchment with the keywords 'LUX','SAMOSUD', and 'SHESTNI'. These can be used in parley with the undead to keepthem off your back, and to finish the mission. If you get into combat with
undead, turning undead doesn't actually work well unless you have a level 6
cleric, or are desperate. For the large orc/hobgoblin attack, enter the room
where the attack occurs using the southeastern door, back up your characters towhere a 3-square choke point is, and form a defensive line behind that. You
may also want to hire NPCs in New Phlan just for this combat.
SECTION 1 - Introduction-----------------------SECTION 1.1 - About This Document--------------------------------This document is meant to provide, in one place, exhaustive detail about theoriginal 1988 Pool of Radiance, the first computer RPG adaptation of 1st
Edition Advanced Dungeons and Dragons. This is not to be confused with thelater, poorly-received Pool of Radiance: Ruins of Myth Drannor.
This document assumes you are playing IBM version 1.3, which is the one that
the GOG release also uses. All known differences between that and version 1.2
are technical; there were some game script changes between 1.1 and 1.2. There
aren't even all that many known differences between the IBM version and otherplatforms. The NES version is the exception, as changes were made to fit thegame on a smaller cartridge and take advantage of the NES's superior soundcapacity, and is also significantly easier (true of many console adaptations ofcomputer games), though it still follows the same overall design. The tabletop
adventure is even more different, if it even counts.
The later games in the series are, in order: Curse of the Azure Bonds, Secretof the Silver Blades, and Pools of Darkness. You can also transfer a characterto and from Hillsfar, which is an action RPG.
While this document *can* be used as a walkthrough, it is primarily intended toprovide complete game details for either hardcore RPG fans, or those who havealready completed the game at least once. I don't make much effort to either
avoid spoilers or keep things brief. If you are a more casual fan, the best
gameplay sections to read are the ones on party creation, character
development, and combat tactics. You may also want to use the section on
detailed game mechanics in sections 7 to 10 as a reference.
The most recent version of this document will always be uploaded first to
GameFAQs.
The fastest way to contact me is via e-mail; I do not check anything else
regularly.
SECTION 1.2 - Where To Get The Game----------------------------------This only covers legal ways to get the game. If you want not-so-legal ways,
your favorite search engine can help, though all copies I've seen by that meansare version 1.0.

The easiest way to get a legal copy of the game is through http://www.gog.com/
and look for Forgotten Realms: The Archives Collection Two. It will run on anyof Windows, macOS, or Linux using a built-in copy of DOSBox, and also includes
Curse of the Azure Bonds (game 2), Hillsfar, Secret of the Silver Blades (game3), Pools of Darkness (game 4), Gateway to the Savage Frontier (game 1 of asecond series), Treasure of the Savage Frontier (game 2), and Forgotten Realms
Unlimited Adventures. It also includes all the available cluebooks for thosegames. It is *not* a complete set of all the AD&D Gold Box games, because thethree Krynn games are not included.
If you specifically want a physical copy (probably because you like to collectphysical copies of games like me), the best way is through eBay. It is nolonger easy to find the original 1988 version of the game for $5-$10, but it's
still easier to find than complete copies of most other vintage DOS RPGs of its
era. A complete copy of the original IBM version should have:
1. Gold two-piece box (about 5.75" wide x 8.75" tall x 1.25" deep).
2. 3 5.25" low-density floppy disks. 3.5" disks were rare in those days,
but you might occasionally see a copy with 2 3.5" low-density floppies.
This will have a version up to 1.2 on them. (I haven't seen a floppy
copy with version 1.3.)
3. Rule book (27 pages).
4. Adventurer's Journal (38 pages). Note that the rules here and in the rulebooks aren't as complete, or even as accurate, as those found in later
Gold Box games.
5. Code wheel.
6. Reference card (this is platform-specific).
Many used copies come with the clue book; this is not part of any original
version of the game. An original copy should also include advertisements forother SSI games, though most collectors won't care much for those (as this
isn't an Infocom or Ultima game).
An unopened, still-shrinkwrapped copy of the original IBM PC release is now
worth more than it did at the time of original release. You MIGHT even be able
to sell it for enough to account for three decades of inflation and opportunity
cost!
Other physical versions of the game include:* AD&D Limited Edition Collector's Set -- Unlike many things labeled as limitedor collector's editions, this is actually genuinely difficult to find. It
has floppy versions of Pool of Radiance (version 1.2), Curse of the Azure
Bonds, Hillsfar, Heroes of the Lance, Dragons of Flame, and War of theLance; a 120-page manual; 3 maps; 3 code wheels; a Dragonlance card sheet;
and a certificate of authenticity; all in an extra-large box.
This and the original version of Pool of Radiance are the only versions of
the game with significant value to collectors.
* AD&D Forgotten Realms 3-Game edition - This WizardWorks release has floppy
versions of Pool of Radiance, Curse of the Azure Bonds, and Secret of theSilver Blades. (WizardWorks was a company that, like Slash, re-printedclassic computer games.)* AD&D 9-Game Collector's Edition - This WizardWorks release is a CDcompilation of all nine AD&D Gold Box games.
* AD&D Forgotten Realms Archives Silver Edition -- This is a CD compilation ofmany of the DOS AD&D games. It doesn't include the Krynn Gold Box games, butdoes include the Eye of the Beholder trilogy. At the same time, othersmaller collections with subsets of these games were also released.
* AD&D The Forgotten Realms Archives -- This is a later version of the
Forgotten Realms Archives Silver Edition.
There also exists a fan-made version reworked for Unlimited Adventures (FRUA).
If you have and are familiar with FRUA, you may download it here:
http://frua.rosedragon.org/pc/modules/g/game39.zip
For instructions on how to get started with FRUA, search the Web for "FRUA withessential links" and read the original post.
SECTION 2 – Technical Details On Running The Game------------------------------------------------SECTION 2.1 - Recommended Emulators----------------------------------The standard emulator for playing Pool of Radiance today, and the one thatcomes with the GOG version, is DOSBox (http://www.dosbox.com/). The latest
main branch release is version 0.74-3, which is about two years old as of thiswriting.
There are other branches of DOSBox.
The primary one that I recommend is
DOSBox SVN-Daum (http://www.msu.edu/~yootaewo/_db/setup.exe). This includes
many extensions to DOSBox; the most important features it adds for vintage
gaming fans are Roland support (not relevant for this game) and save states(relevant for any game, though it does not work reliably). If you are playing
more recent games, SVN-Daum's mouse emulation is not as reliable as standard
DOSBox.
If you want to accurately emulate the original IBM PC, the standard emulator
is PCE/ibmpc (http://www.hampa.ch/pce/pce-ibmpc.html). This will emulate theoriginal IBM 5150 very accurately, down to how slow it is, including emulated
floppy access. This emulator is more useful for games relying on theidiosyncrasies of the original IBM PC, and it's harder to use than DOSBox, so
it's probably not the best emulator for Pool of Radiance. Pool of Radiancedoes in fact work on an original IBM PC, but was glacially slow even by 1988
standards.
SECTION 2.2 - Installing the Game--------------------------------The GOG or other ready-to-play versions of the game should take care of thisfor you.
If you have a compressed archive of the game, I recommend creating a directory
specifically for DOS games, and placing Pool of Radiance in a subdirectory
there. Use this command to mount your directory (change directory as
appropriate; this assumes you installed Pool of Radiance to something like
C:\Emulation\DOS\GAMES\POOL\):
mount c C:\Emulation\DOS\This command is best placed in the [autoexec] section of dosbox.conf (ordosbox-SVN-Daum.conf).
If you have a CD or floppy disks, and a computer that has the appropriate
drives, you can mount them in DOSBox with these commands (change drive lettersas appropriate):
mount a A:\ -t floppy
mount d D:\ -t cdrom
and then you can install the game from the drive normally in DOSBox.
If you do not have version 1.3 (as far as I know, you have version 1.3 if andonly if your version is not a floppy version), you will have to install thegame no lower than one level below the DOS root directory.
The game version is listed on the credits screen, below the line that says
"Game Created By: SSI Special Projects". It is not on the main menu as in allother Gold Box games. If no version is listed at all, you are running version
1.0.
SECTION 2.3 - Game Setup-----------------------If you move the game to any directory other than the default directory, youmust edit POOL.CFG; even version 1.3 will not do this properly for you. Change
the third line to the appropriate directory; you must include the drive letterat the beginning and a backslash at the end to guarantee proper function. Eventhen, in versions older than 1.3 this will not work if the game directory is
two or more levels below the DOS root directory.
The fourth line of POOL.CFG points to saved games. If you want to move saved
game files to and from this directory, they are CHRDAT?#.* and SAVGAM?.DAT,
where ? is the letter (A-J) of the saved game and # is the character number.
The other lines control graphics type (first line, "C" or "E" or "T"), sound(second line, "P" or "T" or "S"), and whether or not the full intro plays(fifth line, "F" or "N").
There is no real reason to use any graphics type other than EGA aside fromnostalgia, and there is no music and no AdLib/SoundBlaster/Roland support, so
there is no reason to configure the game to use "T"andy sound. Having sound on
at all significantly slows down movement, so you should probably choose"S"ilence.
In all later Gold Box games, you can simply delete the *.CFG file if you want
to reconfigure the game, but this doesn't work properly in any version of Poolof Radiance. It will work in version 1.3 if you then manually edit POOL.CFG
to include drive letters and terminating backslashes in lines 3 and 4.
Failure to set up the game properly may result in "Insert disk 3 in drive c:"errors and a crash.
SECTION 2.4 - Getting Rid of the Copy Protection-----------------------------------------------Isn't the code wheel copy protection scheme obnoxious? If you are playing
the GOG version, you don't have to worry about this; you can enter anything you
want at the prompt.
You can remove the copy protection with a hex editor.
editor will work.
If you have version 1.2:

I use HxD, but any hex

1. Open START.EXE (make a backup copy first)
2. Search for this hex string: 2E 0C EB 0A 9A
3. Replace the value 0xEB with 0x74.
The copy protection should now be gone. The game will now skip the
introduction (what there is of it) in addition to the copy protection.
If you have version 1.3:
1. Open GAME.OVR (make a backup copy first)
2. Go to hex offset CD8 and CD9; the bytes there should be 0x75 and 0x02.
3. Replace both the 0x75 and the 0x02 with 0x90.
If you have a version for which the above do not work (this solution isinelegant but always works):
1. Open START.EXE or ST.EXE, whichever you have (make up a backup copy first)
2. Search for this text string: BEWARE
3. Replace this text and all the subsequent 6-letter code words with XXXXXX (orany other all-capitals 6-letter string of your choice). There should be 13of these, with the last one being WYVERN.
You can now enter your 6-letter string instead of having to use the code wheel.
You can also bypass the copy protection using cheat mode, though that turns
on a number of other cheats as well, which you may not want.
SECTION 2.5 - Using Gold Box Companion-------------------------------------Gold Box Companion is both the most useful tool for actually playing the GoldBox games, and a useful factual reference. The latest version as of thiswriting is v2.65. Its homepage is: http://gbc.zorbus.net/
You must specifically tell Gold Box Companion the title of the DOSBox window
running the game; if you are running a different branch you must enter its
title, e.g. "DOSBox SVN-Daum". You must also tell it which specific game you
are playing.
Valuable features it adds are the enhanced automap, the automated lookup ofthings like journal entries, the ability to show statistics that the game does
not normally show (like saving throws), and the Fix command for automatedmagical healing; this Fix command is in all later Gold Box games natively. It
also adds a bunch of hacking and cheating features, if that's your thing.
SECTION 2.6 - Game Interface Basics----------------------------------This is described at some length in the documentation, but here are somecomments on non-obvious elements:
ADJUSTING GAME SPEED
You can adjust game speed with either Ctrl-F11 and Ctrl-F12 in DOSBox, or the"D"elay command in-game. If you set "D"elay to 0, many messages will flash by
too quickly for you to read on most setups. 7000 cycles/second and "D"elayof 1 usually work well.
MOVING AROUND THE FIRST-PERSON VIEW
When moving around in the first-person display, use the left and right arrow
keys to turn, the up arrow key to move forward, and the down arrow key to turn

around. Moving forward consumes 1 minute of game time. Turning does not takeany time, and has no chance of triggering random encounters.
You can use the "A"rea command to toggle an overhead map of your current area;
however, the map doesn't show details (not even doors), does not work in allareas, and shows areas you haven't yet visited. A better automap is available
if you are running Gold Box Companion.
In order to thoroughly search the square you are in, use the "L"ook command,
which takes 10 minutes. If you want to do this automatically in every square
you move through, you can toggle this with the "S"earch command. Taking thismuch time drastically increases the chances you will get a random encounter,however (though it is less than by a factor of 10).
If you actually want to deliberately trigger a random combat, a way to do sotaking minimal time is to hold down a movement key when you can't actually
move. In the first-person view, hold Up in the first-person view when a wallis in front of you; doing this with walls to both sides will minimize the sizeof the combat. On the Wilderness map, you can hold Down into the Moonsea.
SAVING AND LOADING THE GAMEYou can save the game by encamping and issuing the "S"ave command. If you do
not want to save the game, hitting Escape will skip the save. You will then be
asked if you want to exit to DOS or not. (If you try to quit to DOS in a
training hall with a party, you will be asked to save the game, and you cannot
skip that.)
You can only load the game from the game's main menu, or if you drop all
characters at a training hall. (Or if you use an emulator with save states.)WARNING ABOUT SAVED CHARACTERS
If you load a saved game, any individual character that had been "R"emoved fromthe party will be deleted outside of the saved game. This can cause unexpected
effects that don't happen in later Gold Box games. You should back up yourcharacters routinely if you ever swap out characters.
COMBAT* The space bar will turn off all autocombat.
* Alt-Q turns on autocombat for your entire party.
* Distance is not quite Euclidean; a diagonal move is always 1.5 squares, andfractions are rounded down. If you aim 12 squares west and 5 squares south,
that's a distance of 14 = (12 - 5) + 5 * 1.5, not 13 = sqrt(12 ^ 2 + 5 ^ 2).
* A single square is 10 feet by 10 feet. That means a 2x2 ancient dragon fits
into a square 20 feet on a side, which is a tight squeeze. Also, that meansthat a three-square-wide door is 30 feet wide. (Don't think about this too
hard.)* You can attack a monster in melee either with the "A"im command, or by
moving into one. If you run out of movement points next to your target, youmust "A"im.
* You can also use the "A"im command just to look around and see what is where;
there's no better way of doing this as you can't zoom out.
* "D"elay will move your current action to later in the round.
* "G"uard will end your action for this round, and give you a free attack ofopportunity on the next monster to move next to you, until it is your turnagain. You must be using a melee weapon to have this command available.
* "Q"uit simply forfeits any action for that round. This should not be
confused with the "Q" command for turning on auto-combat for that specificcharacter. If one of your characters mysteriously enters auto-combat, thisUI quirk is the reason.
* There is a bug that permits you to individually target your own unconscious

and dead characters with damage spells. You can actually convert deadcharacters to merely dying this way, with spells like Cause Light Wounds or
Burning Hands.
MISSING INTERFACE FEATURES
The interface features missing from this game that are present in later games
include:* Mouse support (though this was never polished; the game plays well enoughwith only the keyboard).
* The Fix command, which automates healing (Gold Box Companion adds this).
* The game doesn't automatically remember which spells you've used forre-memorizing (Gold Box Companion adds this).
* Some later games will highlight characters who can gain a level in purple;
you'll have to track this either yourself or with Gold Box Companion.
* There is no option to change the game difficulty. If you want to play thisgame in challenge mode, try lower starting statistics or other restrictions.
* The game isn't intelligent as its successors when selecting potential targets
for ranged attacks; it will cycle through allies, which means that manual
targeting is often faster.
SECTION 2.7 - Restarting the Game--------------------------------All Gold Box games allow you to restart your game at any time, which restarts
the plot but allows you to keep all experience, spells, items, and money.
To do this:
1. Go to a training hall.
2. "R"emove all characters from the party.
3. "Q"uit to DOS.
4. Restart Pool of Radiance.
5. "A"dd the characters you want to restart the game with.
SECTION 2.8 – Transferring Characters------------------------------------SECTION 2.8.1 - Transferring Characters to Curse of the Azure Bonds------------------------------------------------------------------You must "R"emove characters from your Pool of Radiance party for COPYCURS.EXE
to work. You should also select "Other" for where your saved characters aregoing from and to. Unlike later Gold Box games, you can't simply tell theconfiguration routine where the saved games are.
Characters created in Curse of the Azure Bonds start with 25,000 experience, so
you can start to transfer characters profitably once you exceed that in Pool ofRadiance.
Any abnormal statistics of 19 or more will be rounded down to 18, so you
cannot keep high Constitution scores from Manuals of Bodily Health, or theStrength 21 conferred by a Potion of Giant Strength. Do note that Strength 19+
will be rounded down to 18, not 18(00) as you may expect.
You do otherwise get to keep statistics; you can even keep Strength of up to
18(00) granted by either Gauntlets of Ogre Power or the Enlarge spell. You dokeep Dexterity 19 or Constitution 19 that an elf or dwarf can get.
You keep any extra hit points gained from abnormally high Constitution, or fromthe improperly implemented rules for gaining hit points as a multi-classedcharacter.
Multi-classed characters may not gain any hit points the firsttime they train in Curse, but gain hit points normally thereafter.
You do not keep any items or money, though everyone starts with 300 platinum.
That's a Bag of Plot Spilling much stronger than that of the tabletop version,
where you get to keep most magical items.
Magic-users do keep knowledge of all the spells they've learned. Clerics
actually do not, because Animate Dead does not exist in any other Gold Box
game.
Follow this step-by-step procedure for a minimum of problems:
1. If you want to hack a fighter to paladin or ranger, it's best to haveenough experience to gain a level in Curse of the Azure Bonds as one ofthose classes.
2. Make sure your characters are not under the effect of a Potion of GiantStrength. Effects that set Strength to 18(00) are okay, but the transfer
routine will make such effects permanent.
3. Go to a training hall and "R"emove all the characters you want totransfer.
4. Run COPYCURS.EXE and transfer your characters from Pool of Radiance toCurse of the Azure Bonds.
5. Start Curse of the Azure Bonds.
6. "A"dd desired characters from "P"ool.
7. "R"emove them from the party immediately.
8. If you want to hack a fighter to paladin or ranger, create a brand new
paladin or ranger.
9. Exit Curse of the Azure Bonds.
10. For each character, use a hex editor to open the appropriate *.GUY files,
and change offset 0x10 to match the value of offset 0x11. These both
represent Strength without extraordinary strength, so these values should
be 18 for most maximized characters. If you fail to do this, the Enlarge
spell will not work on any transferred characters, as the transfer
algorithm usually does not set offset 0x10 correctly.
11. If you want to hack a fighter to paladin or ranger:
a. Open the *.GUY file of the fighter in a hex editor.
b. Change offset 0x75 from 2 (fighter) to 3 (paladin) or 4 (ranger).
c. Offset 0x10B is your current fighter level; change this to 0.
d. Change offset 0x10C (for paladin) or 0x10D (for ranger) to whatever
your current fighter level had been.
e. Make a copy of the *.FX file from a newly generated paladin or ranger
and give it the same name as your character's.
12. Re-start Curse of the Azure Bonds and "A"dd your fixed characters from"C"urse. A hacked paladin or ranger will need to gain a level to fully
restore normal behavior.
SECTION 2.8.2 - Transferring Characters to Hillsfar--------------------------------------------------Unlike transferring from Pool of Radiance, you can retain abnormal highstatistics from Hillsfar when moving to Curse of the Azure Bonds.
High statistics are also retained transferring from Pool of Radiance toHillsfar, so an indirect transfer does let you keep high statistics.
This transfer circumvents the Strength bug that blocks Enlarge from working.
If you are eligible to gain a level, you will automatically gain appropriate
levels, but gain no hit points for these levels.

SECTION 2.9 – Interface and Bug Abuse------------------------------------SECTION 2.9.1 - Raising the Dead with Targeted Damage Spells-----------------------------------------------------------A dead character is a valid target in combat for a targeted spell that can
inflict damage. A dead character has 0 hit points, and if the spell does lessthan 10 points of damage, the dead character will now just be dying, and canthen be bandaged and cured as normal.
Burning Hands always works for this in Pool of Radiance.
can also work, but requires an attack roll to work.

Cause Light Wounds

This bug is still present in Curse of the Azure Bonds, but gone in Secret of
the Silver Blades.
SECTION 2.9.2 - Duplicating Items--------------------------------This interface loophole allows you to duplicate any item you own without usinga save game editor. To do so, perform the following steps (back up your saved
game directory before doing this; it is easy to screw up):
1. Go to a training hall. (In later games you can do this outside a
training hall.)
2. "R"emove one character from the party.
3. "S"ave the game.
4. Create a dummy character.
5. Trade all the items to be duplicated to the dummy character.
6. "R"emove the dummy character from the party.
7. "D"rop all other characters.
8. "L"oad the saved game from step 3 or 11b.
9. "A"dd the dummy character to the party.
10. You should now have two copies of the desired items; transfer them toyour real characters.
11. If you want more copies:
a. "R"emove the dummy character from the party.
b. "S"ave the game.
c. "A"dd the dummy character back to the party.
d. Go back to step 5.
12. Once done, discard the dummy character and re-add the removed realcharacter.
SECTION 2.9.3 - Cheat Mode-------------------------To begin the game in cheat mode, start the game with using the executableoption STING, which must be all capitalized. That means invoking the game with"start STING" (or "st STING" if you have that version), or editing any batch
file to say that.
This activates the following keys:
Ctrl-C -- immediately quit to DOS (not a cheat, and this command does exist inlater games)
Alt-X -- immediately win a combat.
J (in a training hall) -- train for free.

SECTION 3 - Party----------------SECTION 3.1 - What You Should Know Before Creating Your Party------------------------------------------------------------You should have one thief in your party. There aren't that many checks forthief skills in the Gold Box series, but they happen often enough that it isconvenient to have one around; a few sidequests require a thief, and eventually
the backstab feature does enough damage that it is worth the trouble to set up
in combat. Backstabbing helps more in later games than this one, because it
works awkwardly here. Backstabbing works better with the combat skill andStrength of a fighter, so your thief should multi-class with fighter at least.
More than one thief in your party is not useful.
You should have at least one cleric in your party, because otherwise there isno good way to heal. No non-human can reach higher than level 5 in cleric, so
humans make the best clerics. Even though the maximum cleric level in Pool ofRadiance is 6, it is still worthwhile having a human cleric around, because
there is a large leap in the power to turn undead between levels 5 and 6. You
definitely want a human cleric if you plan to transfer characters to Curse of
the Azure Bonds. You should have one other person capable of at least a little
healing; I recommend a multi-classed half-elf cleric in this game and a paladinor knight in all other Gold Box games. More clerics do not really help allthat much; clerics just do not have the awesome spellcasting power of either
magic-users or 3rd Edition clerics.
Having numerous fighters around is helpful, both for their high hit points andgood armor, and because unlike 3rd Edition and later, many monsters simply
aren't affected by magic (though this is much more relevant in later Gold Box
games). You want at least three, to serve as your front line in combat.
Magic-users can deliver awesome magical effects even at low levels, so you wantto have several of those around too; the game becomes significantly harder if
you have fewer than two.
Getting this many fighters and magic-users should be done with multi-classingin this game, as dual-classing is not available.
Males are physically much stronger than females, so all fighters should be
male. There is one quest in Curse of the Azure Bonds that requires a female
character, so you should have one female character just for that, but there isno other gameplay reason to have a female in your party.
There is about enough experience available in all the Forgotten Realms Gold Box
games to hit all level caps without grinding if you explore thoroughly, even
triple-classed characters in the case of clerics and magic-users. You cantherefore freshly generate characters in later games and not worry about them
being permanently behind. (Note that this is not true for the Krynn Gold Box
games.)
Gnomes and halflings have a low level cap in fighter. They have unlimited
advancement as thieves, but so do all other races. There is no quest in any
Gold Box game for which specifically having one of these helps at all, so you
can safely not use either.
Half-elves make good cleric/fighter/magic-users. Their racial level limit does
not have much impact in Pool of Radiance, but it becomes severely limiting inlater games; a maximized half-elf cleric/fighter/magic-user transferred toCurse of the Azure Bonds will hit all the level caps before even leaving thefirst town.
A dwarf is only really useful as a fighter/thief, though they are fairly goodat being those. However, a fighter/magic-user/thief is more useful still, andthere is enough experience around to deal with the lower leveling rate. Manylower level magic-user spells are actually still useful even late in Pools of
Darkness. There are a few places where the dwarf's familiarity with theunderground comes in handy, but it's far fewer than where a thief's abilities
come in useful (and in several cases, having either will work, so having bothis redundant). The higher level cap of a dwarf fighter versus an elf does help
some, but not as much as you might think, since elves still can get the extra
half-attack at 7th level, and by the later games most of your accuracy will
come from items, magic, and the much higher levels humans can achieve.
Gnomes, halflings, and dwarves all do get significant saving throw bonuses, butthere aren't many spellcasting enemies in Pool of Radiance, and in later games
their level caps being too restrictive outweighs that -- you get better saving
throws with higher levels, anyway.
Elves have decent level limits in fighter (7th) and magic-user (11th), and the+1 bonus to attack they get with short/long swords and bows also comes inhandy.
Alignment has little game effect; it limits what classes you can be, andaffects the Protection from Evil and Protection from Good spells. No actions
you take will change your alignment, either. (You'd think it would, becausealignment has larger effects in both Wizardry or Might and Magic, the otherclassic CRPG series that have alignments. You can get away with being a murderhobo in this game and still be hailed as a hero!) There is one Long Sword +2
that may only be equipped by a lawful good fighter, so it helps a little if all
your non-thief fighters are lawful good as well.
You should maximize all relevant statistics before setting out ("M"odify
character). It may seem like cheating, but the Gold Box games are very muchbalanced around having very high statistics, and if you plan to transfer
characters to later games in the series, the documentation explicitly tells youthat your characters need primary statistics of 18. (Well ... you don't NEED
to do this, but that amounts to playing in extra-challenging mode in Gold Box
games with a high level limit.)
You don't actually need such absurdly high stats with the help of this guidethough, so you might prefer normal stats. If you do, Dexterity is the mostimportant statistic; the initiative and Armor Class bonuses you get are bothvery strong, and the bonus to ranged accuracy is an added plus. It is actuallymore important than focusing on getting Constitution for the hit point bonus;
as is generally the case in RPGs and strategy games, speed is king. Having
good Strength is no more than a convenience, since you can eventually castEnlarge as needed.
SECTION 3.2 - Party for This Game Only-------------------------------------If you do not plan to transfer your characters to later games at all, one power
party that works well is:
4 Male Half-Elf Lawful Good Cleric/Fighter/Magic-Users
1 Female Human Cleric
1 Male Elf Fighter/Magic-User/Thief
This gets you a lot of both spellcasting power and fighting power.

You will

advance in levels slowly, but there is enough experience around that you will
still hit many of the level caps before the game ends.
Having more than about 2 clerics does not really help much, however; and thefaster level advancement from having fewer classes does get you more fighting
skill and the better magic-user spells faster. The +1 bonus that full-blooded
elves get in combat with long swords and bows is also useful. Thus I think thebest party is:
3 Male Elf Lawful Good Fighter/Magic-Users
1 Male Half-Elf Lawful Good Cleric/Fighter/Magic-User
1 Female Human Cleric
1 Male Elf Fighter/Magic-User/Thief
The main adjustment you might make is to have replace one of the elves withanother half-elf cleric/fighter/magic-user; if you are not using Gold Box
Companion, this makes healing more convenient.
SECTION 3.3 - Party for All Four Games-------------------------------------The second party above also works best if you plan to transfer characters tolater games. You still have a thief, two clerics, and plenty of fighters andmagic-users; you also have the one female character needed to complete one of
the quests in Curse of the Azure Bonds.
I would recommend a paladin and rangers in this game if you could actuallycreate them here. Some people create pure fighters for this game and use hacks
to switch them to those classes in Curse of the Azure Bonds; see the next
section if you plan to do that. This is the most practical way of retaining
most characters through all four games.
More recent versions of Gold Box Companion will allow you to play a paladin or
ranger in this game.
With the above party, the plan in Curse of the Azure Bonds is to drop thehalf-elf and two of the fighter/magic-users, and replace them with a paladin
and multiple rangers in Curse of the Azure Bonds. There is enough experienceavailable there that you can eventually drop the last elf fighter/magic user infavor of another ranger.
Rangers in later games are fantastic when dual-classed to magic-user after
reaching a minimum of level 9. Also, there is enough experience available in
Secret of the Silver Blades to start yet more rangers there, so they can bedual-classed to magic-user at higher levels. (Long-term planners should bearin mind that you cannot have more than three characters in your party whose
current class is ranger. Yes, this restriction from the tabletop rules is
actually enforced and actually becomes limiting!)
SECTION 3.4 - Party for Hackers------------------------------If you don't mind editing your characters to get around not being able tocreate a paladin or ranger here, and are not using Gold Box Companion to do so,
you can replace two or all three of the Elf Fighter/Magic-Users in the above
party with human fighters, and hack them into paladin or ranger immediately
after you transfer to Curse of the Azure Bonds. The game gets significantly
harder if you have fewer than two magic-users, so don't drop below that.
If you are a huge anti-fan of racial level limits (I don't blame you for that!)you can edit a character to human after character creation, giving you amulti-classed character with no level limits. Given the high power levels in
the Gold Box games, this doesn't actually break game balance nearly as much as
it would in other AD&D campaigns.
If you're going to go full-blown class/race hacking, then I suggest:
1 Male Fighter (edit to Paladin in Curse, then eventually dual-class)
1 Male Fighter (edit to Ranger in Curse, then eventually dual-class)
1 Male Fighter/Magic-User
1 Male Cleric/Fighter/Magic-User
1 Female Cleric (dual-class to Magic-User in Pools of Darkness)
1 Male Fighter/Magic-User/Thief
Dual-classing still gives you significant benefits, so I'd still plan on thatwith some characters instead of multi-classing everyone. This is a good way
to use the exact same party through all four games.
SECTION 4 – Character Development--------------------------------SECTION 4.1 - Equipment----------------------SECTION 4.1.1 - Initial Equipment--------------------------------Don't forget to "M"odify your characters' statistics before starting out!
Any character with thief as one class should buy leather armor, even if theycan equip something better, because backstabbing is penalized in heavier armor,
and in many cases so are other thief abilities. You will quickly find better
armor for a thief anyway.
Fighters and clerics should buy banded mail, not plate mail. The one extra
point of Armor Class that nonmagical plate mail provides is not worth theadditional costs in gold, encumbrance, and movement.
Fighters and clerics should buy a shield.
Pure clerics should start with a flail, and pure magic-users with aquarterstaff. Other characters should begin with a long sword.
You do not need to buy bows; you should find some soon enough after starting
the game. Once you do, buy some arrows to go with them. Pure magic-users
should eventually buy a few darts.
Every fighter should soon have a mace or flail, to deal with skeletons. Twohanded swords do significant extra damage against larger creatures if you arewilling to give up a shield, though elves don't get their racial bonus to-hit
with one.
The old-school CRPG trick of creating a bunch of dummy characters, taking theirgold, and deleting them does work here, but it isn't really even worth the time
it takes.
SECTION 4.1.2 - Upgrading Equipment----------------------------------The fine composite long bow is absolutely worth buying once you can afford its
25000 gold price tag, since it adds a Strength bonus to arrow damage. That isa large enough benefit that it is superior to most magical bows you will find;you will need to get lucky with random magical items for better. The major
drawback to the fine composite long bow, aside from its price, is that the AI
doesn't realize it is actually a bow.
You will eventually want to have mirrors to deal with basilisks and medusas;
having one of these equipped will automatically reflect their gaze attack.
(Unlike in the tabletop game, you do not need to take any special precautions
to avert their gazes otherwise.)
You do not need silver melee weapons, as magical weapons perform at least as
well against monsters that are vulnerable to silver weapons, and you will findenough of them soon enough. (The concept of monsters that require weapons thatare silver AND magical is a 3rd Edition one.) You might as well eventually buy
silver arrows, as there is no place to buy magical arrows here.
You should keep a reasonable number of copies of the Detect Magic spell
memorized so you can check set encounters and special enemies for magicaltreasure; this is the main way you will get stronger magical weaponry. (Youcan also just use the magical item checklists elsewhere in this guide.)A thief should get magical leather armor, or better yet Bracers of Defense, assoon as possible. Pure magic-users have no choice but to use bracers. Bothare best served augmenting bracers with your best Rings of Protection.
Your other fighters and clerics should eventually upgrade to magical plate
mail, which does not have the disadvantages nonmagical plate mail has. If you
have a large supply of Bracers of Defense and Rings of Protection, those may bebetter. The best combination in this game is Bracers AC 4 with a Ring ofProtection +3, which provide armor as good as Plate Mail +2 without theencumbrance. Unlike later games, there don't exist enough magical rings thattaking up a ring slot is a significant concern.
Many magical items are very straightforward, but the common tricky one is the
Ring of Protection. It improves armor class by its bonus if you are notalready wearing magical armor; it is a nice ring to use if you are using
Bracers of Defense. A Ring of Protection should, even if it does not provide
an armor class bonus, add its bonus to all saving throws (though only a few
actually do so in Pool of Radiance). Multiple Rings of Protection do notstack; only the best applies.
One thing to watch out for is items disappearing seemingly at random. Unlike
it happening in other old-school RPGs, this is not a bug. You will never lose
any items that are not light items (a light item is less than 2.5 pounds)
unless you are offering a bribe or clearly surrendering. The two non-obvious
places you can lose even light items are in New Phlan's taverns (just stay awayfrom the pickpockets there once you've made any real progress), and in the
Kobold Caves.
SECTION 4.2 - NPCs-----------------You can hire NPCs of all four classes at the training hall in Phlan.
I don't recommend doing this unless you're having an especially hard time witha particular combat; the ogre/troll combat in the Slums and the orc/hobgoblin
attack in Sokal Keep are the best reasons to hire NPCs.
There are many reasons for this:* You are unable to control NPCs in combat.

Later games may permit you to makea Charisma-based leadership check to manually control NPCs yourself, butthat isn't possible here.
* NPCs aren't very bright. NPC mages in some versions will happily toast yourown characters with a fireball; this is more likely in version 1.0 than inversion 1.3. NPC fighters aren't as destructive, but they may still blindly
charge your foes when more subtle tactics are called for. You can help NPC
fighters out by making sure they have a bozw and arrows, which will reduce
their enthusiasm for reckless charges.
The NPC AI is better in later games. (They also are never mages in games
after Curse of the Azure Bonds; a lot of people complained about getting
destroyed by "friendly" AI fireballs back in the day.)* NPCs will take some experience. If you rely on NPCs a lot, you might not
actually hit Pool of Radiance's level caps.
* Hired NPCs will take some treasure. Some of them will take not only money,
but precious magical items, which is a steep price.
* NPCs will increase Party Strength, and thus the size of random encounters.
* NPCs, unlike PCs, check morale in combat.
* While you can trade items freely to NPCs, you cannot take anything fromthem unless they are unconscious or dead.
* A few NPCs automatically betray the party near the end of the game.
* You cannot transfer any NPC to later games in the series.
The other main reason to hire an NPC is simply because some of the better ones
have magical equipment, so you can *ahem* tragically get them killed in combat,
then *cough* honor their memory by taking their equipment so it doesn't go towaste. The better NPC equipment is carried by:* HERO (#109), carries Plate Mail +1;* THEURGIST (#110), carries a Ring of Protection +1 that also improves saving
throws. This is the only Ring of Protection I know of in this game wherethat was properly implemented.
Some NPCs will join you for plot-related reasons. Once you get one of thesecharacters, I recommend focusing on their related quest as soon as possible.
You can manipulate two such plot-related NPCs (Skullcrusher and Dirten) into
staying permanently; they will not take any items or money. Skullcrusher will
leave if you pass by the entrance to the Phlan city hall, and Dirten will leave
when you clear the Temple of Bane, so simply don't have those characters inyour party at those times.
SECTION 4.3 - Training Your Characters-------------------------------------Once a character has enough experience to gain a level, training costs 1000
gold at the appropriate training hall in town. It can be worthwhile to break
off adventuring to train if you accrue enough experience to do so, though there
generally isn't an urgent need to do so unless you have so much experience thateveryone can train. (If you wait too long, you run the risk of losing
experience from the rule that prevents you from gaining more than one level ata time.)You need to pinch pennies early in the game, because training is a significant
expense early in the game. Appraise and sell all your jewelry and gems; youwill eventually find more anyway. As traditional in classic CRPGs, later inthe game you'll have more money than you'll know what to do with.
You will gain a random number of hit points with each level; you may want toreload the game until you can get maximum hit points. If you do not haveaccess to save states, the quickest way is the following:
1. "S"ave the game in the training hall.
2. Train the appropriate character.
3. If you don't gain enough hit points, "D"rop everyone from the party.
4. "L"oad the game and try again.
For quick reference, a character with the maximum Constitution bonus can gain
the following maximum number of hit points (which does not work the way it does
either in any other Gold Box game, or the tabletop game):
Con 18
Number ofClassesClass
1 2 3---------- --------Cleric
10 6 4Fighter
14 7 5
Magic-User
6 4 3
Thief
8 5 4

Con 22
Number ofClasses
1 2 3--------13 9 7
17 10 89 7 6
11 8 7

Multi-classed characters with Constitution
16-17 can use the Constitution 18 table. So
do dwarves with Constitution 19.
The game's internal table for Constitution
only goes up to 20; 22 is the only wellbehaved score above that.

A single-classed human cleric will hit the level cap fairly early. If you
are transferring characters to later games, you may want to train a second oreven third single-classed human cleric. It is useful to have such clerics gain
enough (110,000) experience to gain two levels at the beginning of Curse of the
Azure Bonds.
Multiple human clerics are useful in later games, because you can dual-classsome to magic-user and let others continue to progress as a clerics. Also, if
planning for many games from now, in Pools of Darkness it is useful to have twohigh-level clerics at the same time, whom you can also dual-class to magicuser.
If you are training a single-classed fighter and planning to hack him in Curseof the Azure Bonds, he can use as much as 325,000 experience as a hacked
ranger, and 700,000 experience as a hacked paladin.
SECTION 4.4 - Magic-User Spells to Learn---------------------------------------There are many more magic-user spells than there are spell picks available touse on them; you want the following spells the most (you can skip spells you
have scrolls for):Level 1 Spells: take either Enlarge (not useful right away, but it's a strong
buff later in the game) or Charm Person.
Level 2 Spells: one magic-user should learn Knock; all others learn Stinking
Cloud. Afterwards, one magic-user who already knows Stinking Cloud shouldpick up Invisibility. The next most useful spell after those is Mirror
Image.
Level 3 Spells: for everyone you don't have a scroll to learn it from, take
Fireball. After that, you'll want one person with Haste and a couple with
Slow. The other useful spells are Blink, Hold Person, and Lightning Bolt.

8ECTION 4.5 - Abusing the Manual of Bodily Health------------------------------------------------Once you find the Manual of Bodily Health in Mendor's Library, some more game
abuse becomes possible.
You can get many copies by either duplicating it, or by restarting the gamerepeatedly. You can then use all the copies to raise everyone's Constitution
to 22. This will work to increase hit points per level beyond the normal
limits, even for characters who are not single-classed fighters. A
Constitution of 21, or 23 or more is very buggy, and will often either lower
hit points gained, or give you so many hit points that you may exceed 255 andwrap back around to 0, so I don't recommend raising Constitution above 22.
If you really want to maximize your characters, you can restart the game witha bunch of copies and use them on brand new characters. You can actually"M"odify 1st-level characters even after they have started the adventure, ifthey have not yet gained experience -- you can squeeze out a few extra hit
points this way.
You do not get to keep such very high Constitution scores in later games, but
you do retain the extra hit points. Constitution 22 by itself will not get you
enough hit points to cause problems with hit point overflow in later games. It
eventually will if you also hack a triple-classed character to human.
SECTION 5 – Combat Strategy and Tactics--------------------------------------SECTION 5.1 - General Nonmagical Strategy----------------------------------------Overcoming the difficulty of combat in the Gold Box games is best done byproper party selection, acquiring (and remembering to equip!) the proper
equipment, and memorizing the best spells in advance.
That aside, here are other tactical pointers:* If there is a choke point available, make use of it and force your enemies tocome to you. There won't always be one, but sometimes you will be confronted
with many dozens of enemies and be endangered by sheer strength of numbers.
You can also create choke points by paralyzing monsters with Sleep, Hold
Person, or Stinking Cloud, then using their frozen bodies as meat shields.
Vulnerable monsters will also not enter a Stinking Cloud, so you candirectly use that spell to create or block a choke point.
* Have your fighters form a line. Doing so prevents any of them from getting
completely surrounded, and they can shield more fragile characters behindthem.
* If possible, anchor this line against walls or other terrain features. This
prevents enemies from surrounding and flanking the fighters at the end of theline.
* Most of the enemies in this game have no ranged attacks. If there is spacein between you and them, it is often better to "D"elay your move and let themclose distance before making your own moves.
* Keep your primary cleric away from the front lines.

She may be heavily

armored, but you don't want her to get disabled! Cleric spells also castslowly compared to magic-user spells, so clerics are more likely to get theirspells interrupted by damage.
* The party member to be protected the most (primary cleric or single-classed
magic-user) should be third-to-last in the order, as positions farther down
are more vulnerable to being flanked. Your better-armored fighters with themost hit points should all be in the top half.
* Avoid walking away from enemies you are in melee range of, because that gives
them all free attacks of opportunity at a large bonus to hit.
This bonus can easily be +7 right at the start of the game: you can lose a +4
bonus to Armor Class from Dexterity, the +1 bonus from using a shield, andthe standard +2 bonus on top of that for any back attack.
* If you are not in danger of being swarmed, you can get significant bonuses
to hit with back attacks, and thieves can do huge damage with backstabs.
These tend to leave your characters vulnerable, however, and backstabs work
awkwardly compared to later Gold Box games.
* A bow and arrows do significant damage, especially once you have a finecomposite long bow, or are lucky enough to find a bow +2 or +3. This isespecially true early in the game, because you can shoot two arrows from a
bow but only get one normal melee attack.
SECTION 5.2 - Magical Spell Strategy-----------------------------------BEST SPELLSThe strongest combat spell in the early game is Sleep, by far. This will
reliably knock out low-level living enemies in its square and in the eightadjacent squares (including your own low-level characters, so aim properly).
Unlike many other spells, Sleep does not permit a saving throw. You can thendispatch sleeping foes at your leisure; any physical attack will eliminate
a sleeping enemy.
Sleep will rapidly lose effectiveness against more powerful enemies; it will
not work on anything with 6 or more levels or hit dice, so the strongest
enemies you can affect with it are things like ogres and level 4 fighters.
Fortunately, you will get two more strong disabling spells at level 3: the
2nd-level cleric spell Hold Person, and the 2nd-level magic-user spell Stinking
Cloud. Hold Person will paralyze up to 3 humanoid enemies at medium range, andStinking Cloud creates a 2x2 cloud at short range that has a chance ofdisabling vulnerable enemies within every round. These should both be always
kept on hand once they become available. Stinking Cloud can also be used toblock or create choke points, since vulnerable enemies will not enter one (theAI does not have this deficiency in later Gold Box games).
When a magic-user reaches level 5, both Fireball and Lightning Bolt become
available. Fireball is generally the better spell against the huge hordes ofmonsters you encounter in this game. Lightning Bolt is useful against smaller
numbers of targets, since you can bounce a bolt off a wall and hit a few
monsters twice, and monsters often spawn in straight lines.
Cure Light Wounds is the only curative spell you can cast in this game; thenumber of healing potions you will find is very limited, it takes 24 hours torecover a single hit point with normal rest, and it can take a long time toreturn to a temple to heal. So you always want multiple copies of this spellprepared. This spell is slow to cast, so you need to protect any clerics
casting this in the middle of combat. (If your characters have Constitution
20+, this spell isn't as important, as that permits rapid regeneration.)Protection from Evil, once you can spare the 1st-level spell slots for it,
provides significant protection for your characters in major combats. The
clerical version lasts longer.
Prayer is a strong, general-purpose buff/debuff spell; it both improves THAC0
and saving throws for allies, and imposes penalties on enemies.
OTHER BUFF SPELLS
Bless can be cast from the start, and is a good way to subtly alter the odds inyour favor. Additionally, it never becomes fully obsolete.
Spiritual Hammer is a good way for a single-classed cleric to gain a ranged
attack. This isn't a worthwhile spell either in later games (where staff
slings become available), or if you are multi-classed with fighter (just use
a bow).
Enlarge will increase a character's strength, up to 18(00) cast at level 6. It
isn't useful at low levels unless your fighters have especially low Strength,
but becomes strong at level 4-5.
Shield is somewhat useful later on, when you can spare a low-level spell slot
for a +1 bonus to all saving throws.
Invisibility will last forever until the target does something that dispels theinvisibility, so it can be a great setup spell before a fixed combat. You
can re-memorize and cast it repeatedly to make the whole party invisible, if
you are in a safe location. (Cast it on yourself last.)
Mirror Image is a worthwhile protection spell, once you have enough 2nd-level
magic-user spell slots. It's particularly good to cast against enemies withdangerous melee attacks, like wyverns or level-draining undead. However, it
does not function as well as it should, which it does starting in Secret of theSilver Blades.
Blink is also a strong protection spell, though it's more useful in later GoldBox games as 3rd-level magic-user spell slots are in such short supply here.
It also must be cast in combat, which makes actually protecting yourself with
it awkward.
Haste is a good spell to cast before major combats later in the game. Casting
this will age every party member by 1 year, so you shouldn't cast it regularly.
You will eventually be able to purchase Elixirs of Youth in Pools of Darkness,so this aging will be eventually reversible. (Age starts to become an issue
once you receive this spell about 20 times as a human.)
These buffs are marginal or useless:* Protection from Good (there aren't many good enemies in this game, though
there are a few important exceptions)* Resist Cold (nothing in this game can even inflict cold damage)* Resist Fire (few monsters in this game inflict fire damage, and there areseveral Rings of Fire Resistance)* Friends (this buff has too short a duration to be of much use)
* Detect Invisibility (facing invisible enemies is rare in the Gold Box
games)* Strength (Stinking Cloud is usually better, Mirror Image is a better buff
for a 2nd-level magic-user spell, and eventually Enlarge always grants

superior strength)* Invisibility 10' Radius, Protection from Evil/Good 10' Radius, andProtection from Normal Missiles (3rd-level magic-user spell slots havebetter uses)
OTHER DEBUFF SPELLS
Curse is a reasonable debuff for clerics to cast in major combats, though mostof the rest of the time you are better off with extra copies of Cure Light
Wounds. It does affect monster morale, so it's useful against intelligent
opponents to convince them to surrender. Its long casting delay makes it
awkward.
Silence, 15' Radius is good for disabling spellcasting enemies. It issometimes easier to get this to work by casting this on a weaker enemy next tothe enemy spellcaster you actually want to silence.
Charm Person is a decent combat use of 1st-level magic-user spell slots. It
will only affect one enemy, however. Its effectiveness partly arises from thefact that a charmed enemy will absorb attacks that the party may have otherwise
taken.
Slow is a strong debuff spell to cast in late-game major combats, as it has awide area of effect.
These debuffs are marginal or useless:* Snake Charm (very specialized)* Cause Blindness, Cause Disease, and Bestow Curse (minimal effects, and all
require two rolls for even that)* Reduce (does almost nothing)* Ray of Enfeeblement (not strong or reliable enough at low levels)
OTHER SPELLS
You should always keep Detect Magic on hand to identify valuable magical items.
Cause Light Wounds is slow to cast, must be cast in melee range, and requires
a melee attack roll, so it is not worthwhile to cast on monsters. (If you are
exploiting the bug that a targeted combat spell can raise the dead, this still
can fail; Burning Hands works better.)Slow Poison is marginally useful; it can revive anyone "killed" by poison for awhile, but if the effect expires the target will die for real. This is not
worth casting unless you can get to a temple to cast Neutralize Poison in time.
It's not useless, though, since it's a way of reviving a character in the
middle of combat, which is otherwise not possible.
Animate Dead is not worth casting on a Dead player character, as you won't havethe control you normally do, but is worth casting against slain enemies of PC
races, where it can raise multiple allies to turn the tide in combat.
Cure Disease is something you should have prepared before fighting mummies(which only appear in Valhingen Graveyard); disease can permanently drain
Strength quickly, fast enough that camping to prepare a copy of the spell after
you catch a disease is too slow.
Dispel Magic is useful for countering the effects of hostile charm or holdspells.
Remove Curse is hardly ever useful; you should only memorize it when there isa specific need for it.

Magic Missile does little damage at level 1, so it's not worth using compared
to Sleep then. At higher levels, Sleep loses effectiveness, and the guaranteed
accuracy of Magic Missile makes it a worthwhile use of 1st-level magic-userspell slots.
Burning Hands and Shocking Grasp only work at close range, and aren't nearly as
good as Sleep at low levels, or Magic Missile at higher levels. (If you are
not averse to exploiting bugs, Burning Hands can raise the dead.)
Knock is sometimes needed to get through a door; a few will resist most or all
attempts at either "B"ashing or "P"icking them.
SECTION 5.3 - Other Magical Strategy-----------------------------------* Invisible characters will only be attacked by adjacent enemies, and cansafely move away from enemies without triggering attacks of opportunity.
Neither of these applies if the monster can see invisible.
* If everyone is invisible, and your opposition is neither able to see
invisible nor in melee range, you can get a free round by "D"elaying witheveryone until all the monsters have moved.
* The Dust of Disappearance is the most powerful consumable item in the game,as it will turn your entire party invisible in such a way that even attacking
or spellcasting does not dispel the invisible effect.
* The Necklace of Missiles can cast fireballs. It has a very limited numberof charges normally, but if found as a random magical item it may have a verylarge number of charges.
* You will only rarely fight spellcasting enemies in Pool of Radiance. If any
have area attacks, you should instead scatter your party members so one spell
can't take many of them out. You can also inflict at least a little damage
on such enemies, as if you inflict even one point of damage on a spellcasterit cannot cast a spell that round.
* If you turn undead, and an undead is turned but not outright destroyed, it
will flee combat (often requiring chasing it down as it gets stuck in somecorner), not simply vanish into thin air as happens in later Gold Box games.
It takes a level 6 cleric to have any chance of destroying and not justturning undead, so avoid doing so against lesser undead.
* In major combats where you are forced to fight several battles consecutively,
you do not have to actually end combat when asked; you can instead spend
rounds casting Cure Light Wounds and extra buffs.
SECTION 5.4 - Tips for Specific Enemies--------------------------------------Basilisk - If you have everyone equip a mirror, you are fully protected fromits petrifying gaze.
Bronze Dragon (controlled by the real Tyranthraxus) - Immune to all magic, so
don't try casting spells at him. Cast all buff spells beforehand: Dust of
Disappearance, Enlarge, and Resist Fire last long enough that they can becast before you fight his bodyguards. Bless, Protection from Good, Mirror
Image, Blink, Haste, and Prayer can be cast before ending the combat with his
bodyguards.

Resist Fire will halve the damage from Tyranthraxus's fire aura, andProtection from Good actually provides significant protection.
Drider - Casts dangerous magic-user spells; scatter your party to minimize
Fireball damage and launch your own in return.
Fire Giant - Immune to fire damage, but vulnerable to Stinking Cloud.
Huge Scorpion - Has a deadly poison attack; vulnerable to Sleep.
Medusa - As with the basilisk, an equipped mirror fully protects from its
petrifying gaze.
Mummy - Only appears in the Valhingen Graveyard, which is one reason you should
delay that quest as long as possible. They can paralyze characters with
their fear aura, so it helps to cast all the buffs you can to boost saving
throws before you start combat. You must have magical weapons to hit themin physical combat, and even that doesn't work too well since all weapon
strikes do half damage. Mummies take extra damage from Fireball andsometimes take ridiculous damage from Lightning Bolt, so use those liberally.
Ogre - You can disable a single ogre with a Sleep spell, which will work about
half of the time.
Phase Spider - You can attack these even after they phase out, if you attackby moving into them instead of with the "A"im command. They have adangerous poison attack that you can combat either with simple maximum
offense (unleash all the Stinking Clouds and Fireballs you can), or with
Mirror Image.
Spectre - Only appears in set combats, which is fortunate since you can castbuff spells before combat to mitigate its level-draining attack. Requires
magic or magical weapons to damage. Turning undead is unlikely to work evenwith a level 6 cleric.
Troll - Sleep will not work, though Stinking Cloud very well might. Trolls
will regenerate and rise from the dead if you let too many rounds pass after
killing them. You can prevent this by either winning the combat quickly, orby having someone stand on top of where you killed the troll. (Fire damage
is supposed to prevent the regeneration, but it doesn't do that in this
implementation.)
Vampire - Handle like a spectre, but you also want Charm Person or Dispel Magic
to counter its charming gaze, and cast buffs in advance to improve saving
throws.
Wight - These level-draining undead can appear in large numbers; you wantmagical weapons and especially the Fireball spell to handle them. Turning
undead with a higher-level cleric also works well, if there are no lowerlevel undead present.
Wraith - Similar to a spectre; handle the same way.
Wyvern - These have deadly poison melee attacks; you should have Stinking Cloud(offensive) or Mirror Image (defensive) prepared on all magic-users.

SECTION 6 - Maps---------------SECTION 6.1 - Maps Introduction------------------------------Maps are in a suggested order of difficulty. The council will suggest missions
as you solve them, but most missions can be done even if not suggested, and you
will still be fully rewarded for doing them.
No mission is absolutely necessary for solving the game, except for defeating
Tyranthraxus; there's nothing actually stopping you from going straight to thefinal confrontation right from game start.
The separate overview covers strategy, including combat tips against ordinaryfoes, but highlights only locations that are either required or havesignificant treasure. (Unrequired locations that only provide flavor or plot
are only in the details.)
The second and third maps in Journal Entry 37 give an accurate overview of theareas you can visit.
You will get the Valhingen Graveyard mission early compared to how difficult it
is. It scales to Party Strength in difficulty, but it's still much easier athigher levels, so it should be one of the last quests you undertake.
As the Wilderness has some monsters that are dangerous for lower-level
characters, it is described relatively late.
Location numbering usually uses the in-game numbering also used by Gold Box
Companion and Gold Box Explorer. (This is sometimes not practical.)Enemies normally start right next to the party. If distance 1 or 2 (squares
in the first-person view) is indicated, they will start farther way if there isspace. Distance 1 generally can be closed by either side in one round;
distance 2 generally cannot.
Enemies will always start in front of the party; they do not flank or attackfrom behind until the later VGA Gold Box games.
The size of monster groups, especially random encounters, will often be
adjusted for Party Strength. The Party Strength calculation takes into accountcurrent hit points, armor class, THAC0, and spellcasting ability, detailed in
the Party Strength section.
Monsters will also sometimes not appear simply because there isn't space forthem on the tactical map. This can be exploited by forcing an encounter in adead end where the only exit is behind the party, holding down "Up" to generaterandom encounters until they are exhausted.
Experience awards listed are per character, and assume you have exactly six
characters in your party, unless otherwise stated.
SECTION 6.2.1 - Civilized Area (New Phlan) Overview--------------------------------------------------Plot background:
About fifty years ago, Phlan was attacked and reduced to ruins by a dragonarmy. Its strategic position on the Moonsea has recently made it the focus of

efforts by traders and adventurers to reclaim the ruins.
New Phlan is the recently-reclaimed section of Phlan. Civilization's current
grip on the city is tenuous, with all the remaining sections of Old Phlan still
under monstrous control. The current city's military has its hands full
simply maintaining the status quo; it is up to adventurers to reclaim more of
the city.
Strategy:
After creating your characters, buy melee weapons, armor, and shields. Then,
stay in an inn to memorize spells. Next, go to the Phlan clerk's office tolearn of the available commissions. At first, only the quests to clear the
Slums and Sokal Keep will be mentioned and reachable. If you are not familiar
with the game, you should start the former quest first.
Taverns are dangerous for brand-new characters and should be avoided at first.
SECTION 6.2.2 - Civilized Area (New Phlan) Overview--------------------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15########################################~~~~~~~~~
0 #8#HC+ +HM#HF#HT+#~~~~~~~~~ 0# #++####### #### ####++#++# #######/////////
1 # # 7
7+
+ +14
# # 2
+
E1/ 1
# # ######## ## #++####/////////
2 # # #
+ +14#/~~~~~~~~~ 2# # ############## #++# //////////
3 # # 7#
26
# 6#
/ 3
# #++##++########### # //////////
4 +E2
26+27+26+ 6# /~~~~~~~~~ 4####++#### # ####### ############# //////////
5 #+ # +29+30#+ 5+/ 5#### #### # #++#### ##########//////////
6 #### ##34#31# + 6#/~~~~~~~~~ 6#### #### #++####++# ##########//////////
7 #+ # +32 32#/ 7#### #### # ## #######++#### #### ####
8 #### ## #32# # #
TA
# #SA# +SG# 8#### #### # ####++# # # ####### #++# ####
9 #+ # +33 33# +TA# #/ 9#++# #++# # ## ####### #++#++# ####++#
10 # # ## ## #SJ+SG+ #SS#SG# #TA# 10# #++########### ####### ####### #######
11 #+SA#SG# +SG#
/ 11#++# #++# #++# #### ####++# #### //// ####
12 #24# #24# #IN# #IN+
+SA# /~~/ # # 12
# #### # # # # # #++####++#### /~~/ # #13 ## # # # # #SA#SS#/~~/ # # 13########## #### #### ####++####/~~/ # #14 #IN+/~~/ +TA# 14##########//////////////////////////////~~///####
15~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
15~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 0,
8 (council),
11 (training hall)
KEY:# wall/ edge of dock
+ door/archway~ water
E Entrance/exit
H Training Hall
IN InnSA Shop (arms/armor)
SG Shop (general)
SJ shop (jeweler)
SS shop (special)
TA TavernRandom Encounters: None. (In the tabletop version, the Boss will eventuallyorchestrate attacks on the city, and personally leads one, but that never
happens here.)

Fleeing: Your party is moved to one of: (3,11); (10,10); (2,0); (12,3).
Resting: If you rest outside an inn, and you have not yet finished the game,the city guard will roust you out and force you to move on or fight them.
The inns in the southwest cost 1 platinum to stay as long as you like.
City Guards: You will attract the attention of the city guard by any of:(1) resting outside of an inn;
(2) forcing your way into Bishop Braccio's office;(3) forcing into a shop or city hall building that is closed for the night;(4) tavern brawling;(5) having the MAD MAN randomly attack citizens.
You may get away with (1) to (3) if you've won the game.
You will have the option to "R"un to a random location, or "S"tay andfight them: 2 LEVEL 3 MU (#94), 12 6TH LEVEL FIGHTER (#84), 12 AIDES (#53),
and 12 NOMAD (#40) (Morale 50, 5609 XP). If you ever fight the city guards,
all shops and temples will refuse service until you are rewarded forcompleting a mission.
Some of the guards carry good magical items; once you are strong enough to
defeat them and can be rewarded for completing a mission, you can abuse this.
You can do this as soon as you have a significant number of characters with
Hold Person and Stinking Cloud. Defeating the city hall guards at location
34 will get you a ton of good magical equipment. Defeating the warriors andclerics in the Temple of Tempus is difficult without Fireball, but that nets
you different good magical equipment and a lot of experience.
City Hall Guards: These are harder than regular city guards: 3 LEVEL 3 MU(#94), 6 AIDES (#53), 5 8TH LVL FIGHTER (#85), and [Party Strength] CORPORAL(#54) (Morale 99).
Fighting them also incurs the wrath of New Phlan; they
will respawn after you leave the hall.
E1 [location 1] (15,1) - You are greeted here when you start the game. Rolf
will give you a brief guided tour, which will end at E2. This is also where
to depart for boat trips (boat trips do not take any time).
E2 [location 25] (0,4) - Exit to the Slums (15,4).
here.

The guided tour also ends

If you are carrying the Cadorna family treasure and it appears to beunopened, the city watch takes it from you and tells you to get the reward
from the council clerk.
HC [location 12] (5,0) - Training Hall for clerics (costs 1000 gold).
HF [location 16] (8,0) - Training Hall for fighters (costs 1000 gold).
HM [location 13] (7,0) - Training Hall for magic-users (costs 1000 gold).
HT [location 17] (9,0) - Training Hall for thieves (costs 1000 gold).
IN [location 9] - At these inns, you can pay 1 platinum to rest as long as you
wish without interruption. (If you've upset the town by fighting city
guards, you will be told you are denied service, but you can stay and rest
anyway.)SA [location 22] - Shop that sells weapons and armor. You can buy all standard
weapons and armor here. The door at (9,14) works at night.

SG [location 19] - Shop that sells general items. You can buy mirrors, holy
symbols, flasks of oil, and vials of holy water.
SJ [location 21] (8,10) - Shop that sells jewelry.
except as a weight-efficient store of wealth.

Jewelry serves no purpose

SS [location 23] - Shop that sells silver weapons and armor, and fine composite
long bows. Every fighter should have a fine composite long bow once you canafford it.
TA [location 20] - Tavern. You can do several things here:(1) Get pickpocketed (chance is 26/256); the whole party loses 20% of its
money and 5% of light items. If you catch the pickpocket (1 in 2 chance)and choose to "G"rab the pickpocket, this will start a tavern brawl.
(2) Gamble for money. There is a 30% chance you will spin red and lose yourmoney, and a 20% chance you will spin green and make a profit equal toyour wager. Whatever the outcome, a tavern fight cannot break out.
(3) Listen to tavern tales, which can be any of the 23 tavern tales in the
Adventurer's Journal. Fewer than half of these tales have any value; themain ones that are useful are #1, #3, #8, and #23. (And #9, if you are a
fan of shattering the fourth wall.)(4) A tavern brawl erupts randomly (1 in 4 chance, if you did not gamble).
This will result in outright combat (Morale 50). To determine enemies:
1. Roll 1d2
2. Add +1 if Party Strength is 25 or more, or +2 if 51 or more
3. Fight 11 of each of the three groups below starting with that number:
1: NOMAD (#40)
2: 1ST LVL THIEF (#45)
3: CORPORAL (#54)
4: AIDES (#53)
5: 4TH LVL FIGHTER (#41)
6: 6TH LVL THIEF (#51)
You also get 13 allies from the above (roll 1d4 for type). Thereprobably won't be room for all these brawlers.
If you win the combat, you do not get the usual items; and then city
guards will confront you. (What I want to know: What kind of tavern has
potentially lethal fights breaking out every few minutes?)
2 (11,1) - Entrance to passenger dock. This is where you select a destination
for a boat trip:* Before clearing Sokal Keep: You can only travel to Sokal Keep, for free.
* After clearing Sokal Keep: Boat travel costs 1 platinum; you may go to:* "S"okal Keep (8,14)* "E"ast to Wilderness (35,29)* "W"est to Wilderness (20,29)* North side of the "B"ay to Wilderness (26,27)
5 (10,5) - Bishop Braccio's office. Before he requests to speak to you(commission #6), the city guard bars your way. Bishop Braccio thenintroduces you to Dirten, a cleric who has sworn to cleanse the temple ofBane on the other side of the river, and asks you to join forces to do so.
DIRTEN (#107) (Morale 99) can then join you as an NPC.
6 - Temple of Tyr, god of law and justice.
available here.

Standard temple services are

If you have the MAD MAN in your party, "An aged priest approaches, pointing
at the mad man. He speaks, 'That man urgently needs our care. Drop him from

your party or he will bring you to grief.

We will care for him.'"

7 - Temple of Sune, goddess of beauty and love.
available here.

Standard temple services are

8 (1,0) - "You walk near the poisonous barren river." If you have defeatedYarash, instead "You walk near the beautiful Stojanow River."14 - This is where adventurers hang out. You may do two things here:(1) You can have a character fight a duel. This is always against a clone ofyour chosen character, so you never have great odds, and you can't clone
equipment this way. It's a fast way to get a few experience points rightin the training hall, though.
(2) You can also hire NPCs here. There are 0-7 available, and are refreshed
every time you re-enter the map. (You are not required to reach level 2
before they appear, which the clue book claims.) Explanation of table:
Pr is the probability (chance out of 48) this NPC can appear.
Al is the NPC's alignment. This rarely makes much difference, aside
from evil NPCs betraying the party at the end of the game.
Mor is the NPC's morale. This doesn't go up with level.
Shares is the shares of money the NPC will claim, plus whether the NPC
will also claim magical items. This doesn't go up with level.
Pr
-6
10
4
5
4
6
5
8

NPC
---------------SWORDSMAN (#36)
WARRIOR (#103)
ACOLYTE (#108)
HERO (#109)
THEURGIST (#110)
ROBBER (#111)
CURATE (#112)
EVOKER (#122)

DescriptionAl-----------L3 Fighter
LE
L2 Fighter
LE
L1 ClericNG
L4 Fighter
LE
L4 Magic-User TN
L4 Thief
CN
L4 ClericLG
L2 Magic-User TN

24 - Temple of Tempus, god of war.
here.

Mor
--65
55
50
80
85
70
75
60

Shares--------3
1
1
4 + items
4 + items
3 + items
3 + items
2

Notable Equipment-----------------

Plate Mail +1
Ring of Prot. +1
Leather Armor +1

Standard temple services are available

If you have attacked any city guards and not been forgiven, the priests are
hostile: 'You attacked the city watch, you won't beat us so easily!' You areare attacked by 12 7TH LVL CLERIC (#83), 20 4TH LVL FIGHTER (#41), and 20 8TH
LVL FIGHTER (#85) (Morale 99); all of these enemies are unlikely to actually
fit on screen. This battle will repeat every time you return here, until you
mollify the city by completing a mission.
26 - Entrance to City Hall. If Skullcrusher is with you, he will leave theparty here: 'I must go to my master now.'
Proclamations are posted here, depending on the number of quests you havecompleted in the quest tracker (described below):
0: LXIV, LXXVIII, CIX, and LIX
1: CI
2: CXXVI and CX
3: CXXXIV
4: CLIV
5: CXIV
6: CCIV
7: CXXIX
8: CCI
9: CXIV
10: LIX

27 (4,4) - If you opened the Cadorna family treasure in an obvious way,"Councilman Cadorna confronts you. 'You have taken my family treasure.
don't forget such things.' He strides off."I

29 (5,5) - Council clerk's office. In later games, she gets the name of Sasha.
You may receive commissions and be rewarded for completing them here. In
most cases, you do not actually need to be told of the mission to perform andbe rewarded for it. If Sasha rewards you for completing a commission, thatwill remove any anger caused by fighting the city guard.
The available commissions are the first three unresolved missions from thislist:(1) Clear the slums immediately west of the Civilized Area. Reward: 450 XP,
1 jewelry, 50 platinum, 250 gold.
(2) Clear Sokal Keep of its spectral guardians. Reward: 1308 XP, 3 jewelry,
250 platinum.
(3) Return books, maps, and tomes with useful information. This is resolved
once you clear Mendor's Library (defeat the basilisk and spectre), notwhen you actually return all the books of interest. Reward: 208 XP, 200
platinum, 250 gold. (In some versions of the game, you can never resolve
this mission. I haven't had a problem with version 1.3, but have withversion 1.0.)(4) Discover what item is to be auctioned in Podal Plaza. This mission
cannot be performed until it is offered. If you get close enough for theauction to begin, that is enough; you do not need to actually discoverwhat the item is. Reward: 208 XP, 200 platinum, 250 gold. (If you makea mistake, this mission may be permanently unresolvable.)(5) Speak to Junior Councilman Porphyrys Cadorna, who has a mission; youmust resolve commission #2 to be asked this. Reward: 833 XP, 20 gems.
(6) Speak to Bishop Braccio, who has a mission (only asked once). Completingthat mission will be recognized here, but your only reward is praise andgetting to keep any items you found in the temple; it will also not
negate any anger caused by fighting the city guard, unlike all the othermissions here.
(7) Clear old Kovel Mansion of the thieves that operate there; you must
resolve commission #2 to receive this. Reward: 191 XP, 3 gems, 80
platinum.
(8) Prevent the nomads from joining forces with Phlan's enemies. Reward: 983
XP, 2 jewelry, 6 gems.
(9) Prevent the kobolds from joining forces with Phlan's enemies. Reward:
1041 XP, 25 gems.
(10) Find the source of the Stojanow River's pollution and end it. Reward:
5708 XP, 15 jewelry, 250 platinum.
(11) Prevent the lizardmen from joining forces with Phlan's enemies. Reward:
2466 XP, 5 jewelry, 15 gems, 50 gold.
(12) Rescue the heir to the house of Bivant; this mission cannot be performed
until it is offered, and you cannot receive it if commission #2 has notbeen completed. Reward: 3208 XP, 5 jewelry, 25 gems, Two-Handed Sword+1, +3 Vs. Undead and 4 Clerical Scroll (Restoration, Restoration); if
you instead failed the mission, the clerk complains 'By the way, yourbungling the Bivant rescue has cost us.'(13) Go on a diplomatic mission to the Zhentil Keep Outpost to the west.
This mission cannot be performed until it is offered, which requires
commission #5 to be resolved. You will either first be asked to speak
to Senior Councilman Porphyrys Cadorna by going through the south door,or be given the mission directly if you have learned that Cadorna is atraitor by visiting Valjevo Castle 26. Reward: 2125 XP, 5 jewelry, 7
gems; and if you have not already learned it, you are told that Porphyrys
Cadorna is a traitor to New Phlan. (You are also told he has a bounty

upon his head, but none is actually paid.)(14) If you have resolved commission #13: Visit Head Councilman Urslingen,through the south door of Cadorna's old office, where he will ask you to
capture Stojanow Gate. Reward: 3666 XP, 10 jewelry. After this, thenext logical step is:(15) If you have resolved commission #14: Visit the council chambers, where
you are asked to lead the assault on Valjevo Castle and defeat
Tyranthraxus, which wins the game. Reward: 45000 XP, 100 jewelry, 200
gems.
The council clerk will eventually offer a special quest, if your party has
Party Strength of at least 19 and has completed at least 4 quests in thequest tracker (described below).
* If Party Strength is 19 to 36: You are asked to clear the undead from
Valhingen Graveyard.
* If Party Strength is at least 37: You are offered a formal commission toclear the graveyard. If you accept, you get a treasure worth 333 XP
containing a Two-Handed Sword +1, +3 Vs. Undead and 4 Clerical Scroll(Restoration, Restoration).
You will receive rewards for defeating undead in the graveyard (the killscores are described in the Valhingen Graveyard section):* 1 gold: each new point of Skeleton Kill Score* 1 platinum: each new point of Zombie Kill Score
1 for the juju zombie at Valhingen Graveyard 8* 1 gem: each new point of Wight Kill Score
1 for the giant skeleton at Valhingen Graveyard 5* 1 jewelry : each new point of Spectre Kill Score
1 for the wraith at Valhingen Graveyard 12
The final reward for clearing the graveyard is: 9791 XP, 25 jewelry, 15 gems.
The council clerk also offers these other rewards:(1) Defeat Norris the Gray. Reward: 208 XP, 200 platinum, 250 gold.
(2) Retrieving specific books from Mendor's Library:(a) Fyerdetha's Discourses on Power. Reward: 66 XP, 80 platinum.
(b) Urgund's Description of Darkness. Reward: 75 XP, 90 platinum.
(c) The Grand Historian's Records of the Arts of War. Reward: 100 XP,
120 platinum. (Co-authored by Sima Qian and Sun Tzu, evidently.)(d) The History of the North. Reward: 91 XP, 110 platinum.
(e) Lex Geographica. Reward: 83 XP, 100 platinum.
(f) The first of any of the other books from the library. Reward: 0 XP,
1 gold.
(3) Clear Podal Plaza. You cannot do this if commission #4 has been offered
but not resolved. Reward: 208 XP, 200 platinum, 250 gold.
(4) Clear the Cadorna Textile House. Reward: 208 XP, 200 platinum, 250 gold.
(5) Clear the Wealthy Area. Reward: 249 XP, 3 gems, 99 platinum, 250 gold.
The ten quests that advance the quest tracker are:(1) Commission #1 (clear the slums)(2) Commission #2 (clear Sokal Keep)(3) Commission #4 (auction in Podal Plaza)(4) Commission #7 (clear thieves from Kovel Mansion)(5) Commission #8 (prevent nomads from joining Tyranthraxus)(6) Commission #9 (prevent kobolds from joining Tyranthraxus)(7) Commission #10 (end pollution of the Stojanow River)(8) Commission #11 (prevent lizardmen from joining Tyranthraxus)(9) Clear Valhingen Graveyard(10) Defeat Norris the Gray
30 (6,5) - Junior Councilman's office. Before you get commission #5, the city
hall guard bars your way. Then Junior Councilman Porphyrys Cadorna gives you

a mission: 'When old Phlan was overrun, a family treasure was hidden in thewestern building of the textile complex. The faithful servant sent to fetch
it never returned. The complex is just south of Podal Plaza. Bring thetreasure to me and you will be well rewarded.'31 (5,6) - Senior Councilman's office. Before you get commission #13, the city
hall guard bars your way. Then, if you have not uncovered him as a traitor,
now-Senior Councilman Porphyrys Cadorna gives you a mission: 'It isimperative that a message be delivered to the Zhentil outpost to the west. I
am sending you as diplomatic envoys. When you get to Zhentil Keep, present
this packet to its commandant. Do not break the seals or you will be seized
as spies.'(You are unable to actually open the packet, unlike in the tabletop version.)
32 - Head councilman's office. Nothing happens here until you are rewarded forcompleting commission #13 and you are asked to visit here. Then Werner von
Urslingen gives you a mission: 'Thank you for coming. I must be brief forour need is urgent. Our one chance to defeat the enemy is through an assault
on the castle. To do this, we must first secure Stojanow Gate. The gate is
too strong to be taken by storm. A small band must slip inside and holduntil relieved. You are the best and the bravest. The council has
instructed me to entrust the task to you.'
33 - City council chambers. Nothing happens here until you are rewarded forcompleting commission #14 and you are asked to visit here. "In the council
chambers, the entire city council is waiting for you. The Lord High Mayor,
Ulrich Eberhard, speaks: 'Our forces are marshalled for the assault on
Valjevo Castle. It is the unanimous request of the council that you leadthe attack. Your skill and bravery have won the admiration of all Phlan. We
look to you to help us win our freedom.'"34 (4,6) - The city hall guards bar you from passing here.
SECTION 6.3.1 - Slums Overview-----------------------------Plot background:
The Slums, just to the west of the fortified walls of New Phlan, are infested
with monsters. It mostly serves as a straightforward search-and-destroy
mission to ease into the game.
Strategy:
You need to fight many combats to clear the Slums; there is no way aroundfighting 15 random combats. All but one set combat are easy to win with thehelp of Sleep spells cast in the midst of clumps of monsters. Be sure tocollect the treasure at locations 5, 12, and 16 as well.
The ogre/troll combat in the southwest can be tackled with low-level
characters, but is often worth skipping until you've gained experienceelsewhere.

SECTION 6.3.2 - Slums Details----------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#################################################
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ECL Script 20
KEY:# wall~ illusionary wall
+ door/archway
E Entrance/exit

Random encounters: There are a total of 15 random encounters in the Slums.
The chance of a random encounter is determined as follows:
Outside Rope Guild
Inside Rope Guild---------------------------------Base Probability
1 in 142 in 11
If in Search Modeadd 4 in 14
add 2 in 11
If gypsy at location 8 killed
add 5 in 14
add 3 in 11
The number of base monsters in a random encounter is calculated from Party
Strength:
Outside Rope Guild
Inside Rope Guild---------------------------------Normal number of monsters[Party Str] * 2/3[Party Str]If gypsy at location 8 killed
add 5
add 10The encounters are composed of one the following (equal probability):
Base Number Leaders
Base Monster For Leaders (+5 Morale if present) Movement------------ ----------- ---------------------- -------KOBOLD (#0)
8 3 KOBOLD LEADER (#1)
6

GOBLIN GUARD (#2)
ORC (#4)

8
14

4 GOBLIN LEADER (#3)
4 ORC LEADER (#5)

6
9

1 BUGBEAR (#63) will lead the monsters (+15 Morale) if the number of basemonsters is 19 or higher.
Surprise is rolled for the party and the monsters; the monsters start at
Distance 2 unless both sides are surprised. You get the standard options of"C"ombat, "W"ait, "F"lee, "A"dvance/"P"arley:* Party and monsters both not surprised:* 50% chance: the monsters are "angry" (base Morale 60); "W"ait or "P"arleyalways result in combat. "F"lee success depends on the movement of theslowest party member compared to the monsters.
* 50% chance: the monsters are "seedy-looking" (base Morale 40); "W"aitalways causes the monsters to flee.
* Party surprised, monsters not: the monsters immediately attack (base Morale
70).
* Party not surprised, monsters surprised: "W"ait always causes the monsters(base Morale 30) to flee.
* Party and monsters both surprised: "You bump into" each other; "W"aitalways causes the monsters (base Morale 50) to flee.
To determine the result of a "P"arley that did not immediately result in
combat, begin with the appropriate number from this table:
Base Number----------8 or less
9 to 15
16 or more------------ Parley Style ------------Haughty
Sly
Nice
Meek Abusive--------------------------------------9
19
19
19
29
4
14
14
9
24
-1
9
9
-1
14

Add 1d31, and also your spokesperson's Charisma reaction modifier; then:* Score is below 65: the monsters attack with a +20 bonus to Morale.
* Score is 65 to 74: the monsters attack.
* Score is 75 to 85: "The monsters respond, 'Da boss don't like youse guys.
Give us sumptin an maybe we'll ferget we seen yas.'"* "P"ay: This only works if your offer in gold numerically at least equals
this random encounter's strength, and you then lose half your remaining
money anyway.
* "S"urrender: Your party loses all of its money and light items, and someheavier items.
* "R"un: Success depends on the party member with the lowest movementcompared with the monsters' movement.
* "F"ight: Starts combat.
* Score is 86 to 95: "The leader speaks, 'The boss don't allow your kind in
his territory. Leave now or we'll have to run you in.'"* "F"ight or "S"tay: Starts combat.
* "L"eave: Always works; party stays on current square.
* "R"un: Always works; party moves to another location as "F"lee.
* Score is 96 or above: "'Let me give you a piece of advice,' their leader
says. 'Stay away from the textile house. The undead are going crazy up
there.' The monsters turn to leave."* "L"et them go: Always works; party stays on current square.
* "S"top them: Starts combat.
Once all 15 random encounters have been defeated in combat, they will neveragain occur here.
Fleeing: Your party is moved to one of: (15,4); (14,6); (11,5); (11,2); (9,2).

Resting: You may safely rest either in a room where you have defeated a set
encounter, or anywhere if you have cleared the block. It is not safe if you
have killed the gypsy at location 8.
If you are interrupted (if possible, the chance is 24% every 2 hours) it willbe by the same monsters as for a random encounter. This can happen even if
you have killed all the actual random encounters.
Clearing the block: To clear the Slums, you are supposed to do all of:* defeat all 15 random encounters* defeat all 9 set encounters, at locations 1, 2, 6, 9, 10, 13, 14, 15, and20* deal with Ohlo at location 3, by either doing his quest or killing him
for a total of 25 clear points.
If you get interrupted while resting, the game script does not actually checkif there is a random encounter available, so you can get one even if there
are none left. If you defeat such an encounter, you will be credited with aclear point, which lets you clear the block without defeating all the set
encounters or dealing with Ohlo; this is a scripting bug.
Differences from the tabletop adventure: The tabletop adventure Slums havealready more or less been cleaned out.
E1 (15,4) - Exit to Civilized Area (0,4). If you get text saying that you hearan alarm, then the block has not yet been cleared.
E2 - Exit to Kuto's Well.
E3 [location 17] (6,10) - Entrance to the Old Rope Guild. In this part of themap, the automap does does not work, and random encounters are more frequentand difficult.
1 (13,1) - "Several orcs are arguing over some papers." Fight 1 ORC (#13) and3 ORC (#4) (Morale 99, 77 XP). The papers include a Clerical Scroll (CureLight Wounds, Cure Light Wounds).
2 (10,1) - "A healthy-looking goblin is instructing a group of young warriors.
He smiles and says, 'I see our opponents have arrived.'" Fight 1 GOBLINLEADER (#12) and 8 GOBLIN GUARD (#2) (Morale 60, 90 XP). Among the loot is
Leather Armor +1.
3 (13,10) - The magic-user Ohlo is here. "You burst into an elegantly paneledroom. A small man sits hunched over a table by the east wall. He sets down
his pen and gazes sternly at you. 'Well?', he demands."* "A"ttack, or parley with "H"aughty or "A"busive: "'You presume too much,'
the man says quietly. He gestures." Fight 1 LEVEL 3 MU (#94), 2 ORC
LEADER (#5), 8 ORC (#4), 25 HOBGOBLIN (#6) (Morale 99, Distance 1).
* Parley with "N"ice or "M"eek: 'I may have a use for you. Some time ago, I
ordered a special potion. The potion is ready but I can't leave to fetch
it. Bring it here, I pay well.' If you "A"ccept the commission, 'It waits
in a booth in the old rope guild but a short distance to the southeast from
where you now stand. Speak my name, Ohlo.'
After you return with the potion from location 19:* "A"sk for more money, or "R"efuse to give it to him, causes him to attack
you as above.
* "G"ive him the potion: "The man takes the potion and gulps it greedily.
As you watch, he seems to grow younger and stronger. 'Excellent,' hesmacks, 'your reward.'" The reward is 1 jewelry, 150 platinum, and 1
random magical item (558-891 XP).
There are not many places in the game where you can find random magicalitems, and there are some very good items you can only get as a roll for arandom magical item, so if you are patient you can try rolling forsomething good.
5 - "You have entered a very unclean stable. There is evidence that a large
and untidy animal had lived here." Searching this room yields a leather bag
containing 2 gems, 100 gold, 20 Arrows +1, and a Short Bow +1 (233 XP).
6 (7,0) - "You interrupt some feeding kobolds." Fight 1 KOBOLD LEADER (#11)
and 15 KOBOLD (#0) (Morale 60, 289 XP). The leader carries Bracers AC 6.
7 - If the block has not yet been cleared, you can hear skulking monsters drop
hints about other places:* '... the gang is operating from the catacombs by the well ...'
* '... the temple over the river is run by some hot-shot orc ...'
* '... there is a secret treasure room in the NW corner ...'
8 (3,5) - A gypsy lives here. You can either have her tell your fortune, or
attack her, which automatically kills her and gets you 3 copper, but makes
random combats in the Slums more frequent and difficult. (If you want to bea murderhobo, there are far more effective ways of being one.) The three
fortunes you can receive depend on how far in the game you have gotten:* 'Blood and violence are writ boldly in your future. Look for friends where
you expect enemies and enemies where you expect allies.'* 'A powerful one becomes aware of your deeds and seeks to destroy you. A
weak one sees you as a path to power.'* 'The time is nigh when the paths you have trod will empty and you must seek
new ways. The riddle's answer is great evil using great good for great
evil.'
9 (3,3) - "A large orc raises his head and snarls, 'How dare you break into our
home?'" Fight 1 ORC LEADER (#15), 3 ORC LEADER (#14), and 16 ORC (#4)
(Morale 70, 412 XP). The loot includes 3 Broad Swords +1, a Chain Mail +1,
and a Flail +1.
10 (0,2) - "Some hobgoblins are arguing over a pile of gold. 'Thieves!' theyscream when they see you." Fight 5 HOBGOBLIN (#6) (Morale 75). After
combat, you can search to find their treasure (258 XP): 50 platinum, 500
gold, Ring of Protection +1, Short Bow +1.
11 (3,1) - "You have entered a small storage room."
12 (0,0) - If you search this secret room, "You have stumbled into a treasureroom." You find 2 jewelry, 4 gems, 50 platinum, 92 gold, 1000 electrum, 20
Arrows +1, and Short Bow +1 (1173 XP).
13 (0,7) - "Guards run to intercept you."(#4) (Morale 60, 99 XP).

Fight 2 ORC LEADER (#5) and 30 ORC

14 (1,5) - "You intrude on a gathering of monster leaders." Fight 1 OGRE (#8),
2 GNOLL (#73), and 2 HOBGOBLIN LDR (#7) (Morale 80, Distance 1, 63 XP).
15 (3,11) - "You have alerted the guards."
GOBLIN GUARD (#2) (Morale 60, 65 XP).

Fight 11 GOBLIN LEADER (#3) and 12

16 - "This large room is apparently empty."

But if you search, you find thegoblins' treasure: 2 gems, 200 platinum, Shield +1, Magic-User Scroll (Magic
Missile) (383 XP).
19 (15,12) - A merchant apologizes that he has nothing. "A"ttacking him
results in combat with 8 HOBGOBLIN (#6) (Morale 99), which causes themerchant to disappear for good (though this still counts as dealing with Ohlofor clearing the block). If you "S"peak and give the name of OHLO, he gives
you a package (which is not an inventory item).
20 (0,14) - "Some monsters are tossing a sack of grain. When the sack breaks
they wail, 'Oh, no! What can we throw now?' One looks your way. 'I know,'
he says." Fight 4 TROLL (#31) and 2 OGRE (#8) (Morale 75, 1222-2222 XP)
carrying 1 jewelry, 50 platinum, 40 gold, and 3 random magical items.
This can be won even if all you've done is clear the rest of the Slums. Cast
Bless before engaging. The Sleep spell can knock out an ogre; knock out bothogres this way. Let the sleeping ogres bar the way of the trolls in the backwhile you focus fire on the troll in front; your primary cleric should standbehind to cast cure spells as needed. Once the front troll is down, stand on
its body so it can't revive. Then step away from the ogre on the left andslay it with an arrow. The other ogre's sleeping body is enough to block theother three trolls from reaching you. Pick off the trolls in the back withbows and arrows; avoid focusing fire, as you don't want an unconscious troll
to rise with full hit points. You may need to refresh the Sleep spell on theremaining ogre as you are doing this. With 4-5 fighters and thieves firingarrows, it shouldn't take long to knock out the trolls in the back.
If your party is weak enough that the above isn't enough to win, you canreturn later, after one of your magic-users learns Stinking Cloud. It may be
worth delaying this fight anyway, since 3 random magical items is an
opportunity that doesn't arise again for a long time, and you might want towait until you can easily win this battle to reroll the treasure at yourleisure.
If you are willing to exploit a bug, there are two alternate means of
bypassing this combat:* You can also get clear points by repeatedly resting and being disturbed in
an unsafe area.
* You can run away from the combat, as the game script doesn't check to see
if you ran away before crediting you with victory. This is tricky to pull
off since trolls have movement 12.
SECTION 6.4.1 - Sokal Keep Overview----------------------------------Plot background:
Sokal Keep, last bastion of humanity when Phlan fell decades ago, is now
haunted by undead that serve neither New Phlan nor the Boss. Spirits disrupt
shipping to and from New Phlan, so it would be beneficial for New Phlan tosomehow get rid of them. It is in the interest of the Boss to prevent this.
Strategy:
Visiting location 1, a few squares from the start, gives you the passwords
needed to communicate with the undead. Retrieve the treasures at location 15,
16, and 17, going around the large orc/hobgoblin ambush at location 9.
The poisonous frogs and huge scorpions have lethal poison attacks, which can be
fixed with the Neutralize Poison at one of the temples back in Phlan.

The ambush at location 9 is another combat difficult for low-level characters
you may want to defer.
SECTION 6.4.2 - Sokal Keep Details---------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#################################################
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ECL Script 21
KEY:# wall~ illusionary wall
+ door/archway
E Entrance/exit

Regenerating encounters: Some fixed encounters may happen again if you leaveand return. Fixed encounters that may only happen once ever are marked withan asterisk
Random encounters: In the courtyard around the inner keep, the chance of arandom encounter is 1 in 6, with no surprise possible. The patrols will
leave you alone if you "P"arley (attitude does not matter) and say 'SHESTNI'
before you have completed the mission, or 'SAMOSUD' after you have completed
the mission.
"C"ombat or giving the wrong word starts combat with 6 SKELETON (#34) and 6
ZOMBIE (#35) (Morale 99, 59 XP). If you defeat 4 such patrols in combat, youwill encounter no more patrols during the current visit. If you leave theKeep, the patrols return to full strength, even if Ferran Martinez has been
dealt with.
Fleeing: Your party is moved to one of: (4,11); (7,l4); (8,11); (8,13).

Resting: You may safely rest anywhere if the four undead patrols have been
defeated in combat. Otherwise, there is a 1% chance every 10 minutes rest is
disturbed by one of the patrols.
Clearing the block: Once the spectral Ferran Martinez at location 12 has either
been told the truth about Phlan being reclaimed, or has been defeated incombat, the spirits will dissipate and no longer disrupt shipping. (Theundead patrols can never be permanently eliminated.)
Differences from the tabletop adventure: "Sokol" Keep doesn't have the de facto
copy protection on the elf skeleton, and has a different layout with added
green slime and ochre jelly, but many of the other details are the same. The
undead patrols are supposed to help the party against the orc/hobgoblin
ambush.
E1 - Exit to Civilized Area (15,1), via boat.
1 (6,13) - "The skeleton of a long-dead elf lies hidden by rocks and reeds
Its weapons and equipment are badly rusted and corroded by salt, its leathers
are warm eaten and crusted in dirt." If you "S"earch, you find a parchmentwith Espruar runes reading 'LUX', 'SHESTNI', and 'SAMOSUD'.
(There's nothing in-game I know of to hint at which word is which, other thantheir Latin or Russian meanings in real life.)
2 - "You stand below the rotting remains of the once-mighty gates of Sokal
Keep." If you have not yet dealt with Ferran Martinez, "Echoing footsteps
are dimly heard within the keep. To the west rises a mound of reeds."
4 (13,10) - "Unwholesome mold and fungi cover the decaying ruins of the keep's
stable. A putrid smell of sickness rises as you enter the building."
5 (2,8) - You can't do anything with the fungus in this room. (You can eat it
for a temporary buff in the tabletop version, though I'm not sure who would
want to try eating fungus growing in a haunted keep.)6 - 4 POISONOUS FROG (#38) (Morale 50, Distance 2, 26 XP) live in this former
blacksmith's shop, and will attack if they notice you. They have lethal
poison attacks, though you get a +4 bonus to saving throws.
7 - "This building is filled with broken and splintered wood, the remains of
the bunks and chests of the original defenders. It seems everything has been
well looted." The spectres of the keep's original defenders haunt here.
They cannot be successfully attacked, nor will they attack you. Parleying
only has an effect if you speak the word 'LUX': "The haunts burst into achorus of howls, moans, complaints, wails, and other lamentations over theirfate and the fate of their families. They were the original defenders of thekeep, before the cleric's spells inadvertently bound them to this place. One
spirit's voice rises above the rest, 'An account of our trials is within thediary.' He points to a floorboard."
8 (2,11) - "The interior is overrun with insects. At your footstep, they fallfrom the walls and ceiling." Fight 2 HUGE SCORPION (#39) (Morale 99, 63 XP).
They have lethal poison attacks.
9* - The first time you enter one of these four squares, "A loud commotion
rises from the courtyard. Bashing open the door, a large force of orcs andhobgoblins rushes you." Fight 4 ORC LEADER (#5), 15 HOBGOBLIN (#6), and 31

ORC (#4) (Morale 50, Distance 1, 187 XP) attacks you. On the corpse of oneof the hobgoblins, you find a note (Journal Entry 57).
You get the best tactical positioning if you enter through the southeasterndoor. Cast Bless before entering. There is a 3-square-tall choke point
behind where your characters start; retreat there even if it means turning
your back to a few orcs. Form a defensive line behind the choke point andlet the horde come to you. Only the orc leaders can actually launch ranged
attacks, and they run out of arrows in 4 rounds, so don't worry about taking
too much arrow fire. Once the horde comes close you can launch Sleep andHold Person spells and pick off disabled foes. If you kill half the horde,
it will start checking morale.
If you still have trouble, it helps to hire 2 heroes in the New Phlan
training hall just for this one battle.
10 - "You enter the keep's old armory.
decayed into uselessness."

All of the weapons and armor have

11 - "This was once the chapel of the keep. Inside the doorway are the driedhusks of two orcs, their faces twisted with terror. A large altar dominates
the southern wall."
12 - Altar of the central chapel.
confront the party.

A less-scary-than-usual spectre will

You can fight FERRAN MARTINEZ (#19) (Morale 99, 338 XP), who is alone, tosuccessfully complete the mission, but he is a very dangerous level-draining
undead.
It is easier to parley with him, say 'LUX', then "T"ell the truth, which is
the only way to get a response out of him: 'The city fell long ago to theunblessed creatures imbued with the might of a magical pool. Chief among
these were Tyranthraxus, Edranka, and Torath. With their powers they ruled
and united all else, driving forward to destroy us all. The sage Mendor
worked hard to gather record of all these things, but they are lost now, his
library overrun.' If you haven't yet taken it, he tells you here about thetreasure at location 17. 'To pass my guards on the way out, speak the word
'SAMOSUD'. Now we are freed, our duty done!' Ferran fades away; this will
also complete the mission.
(If you say the wrong word, you can reset Ferran by leaving and re-entering
Sokal Keep.)
13 (15,1) - "Passing through an illusionary wall, you enter a portion of the
keep that remains untouched by time or ravaging armies." If you have not yettaken the treasure at location 17, "There is a glow in the northwestern
corner of the room."
14 - If you have not yet taken the treasure at location 17, "Special stands inthe northwestern corner hold equipment."
15 (15,6) - If you search here, "As you search through the wrecked smithy, youfind that time has crumbled everything with the exception of one old hammer."
You may take the Hammer +1 (66 XP).
16 (4,4) - If you search here, you find the defenders' diary (Journal Entry 3)
plus 5 gems (208 XP). (If the spectral defenders did not tell you to look
here, searching only has a 10% chance of success.)17 (12,0) - Hidden in the corner behind an illusionary wall in the armory are
surviving magical weaponry and armor: Shield +1, Long Sword +1, Chain Mail
+1, Mace +2 (333 XP).
SECTION 6.5.1 - Kuto's Well Overview-----------------------------------Plot background:
Kuto's Well is the most prominent source of fresh water within Phlan, so manyof the current resident monsters visit it frequently. The area is, amongmonsters, something of a neutral zone. Your party is not seen as neutral,though. Also, the bandit Norris the Gray hides out here and doesn't tolerateattempts to find or enter his hideout.
Strategy:
While you are never told to come here, this is a good place to explore if you
cannot yet handle the ogre/troll combat in the Slums or the large orc/hobgoblin
ambush in Sokal Keep. You can defeat all 10 random combats to create amonster-free zone and get a council reward; also get the treasure at location
22.

SECTION 6.5.2 - Kuto's Well Details----------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#################################################
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ECL Script 29
KEY:# wall' rubbled wall
+ door/archway
E Entrance/exit

Random encounters: There are 10 random encounters around Kuto's Well; thechance of a random encounter 1 in 11, or 3 in 11 if you are in Search Mode.
The monsters (equal probability of the below) default to a base number equal
to Party Strength:
Base
Base Monster
Modifier
Morale Movement----------------------------------------------- ------ -------KOBOLD (#0)
also 3 KOBOLD LEADER (#1)
50
6
LIZARDMAN (#57) divide number by 8 (minimum 1)
90
12
GNOLL (#73)
divide number by 6 (minimum 1)
75
9Surprise is rolled for the party and the monsters; the monsters start at
Distance 2 unless both sides are surprised. You get the standard options of"C"ombat, "W"ait, "F"lee, "A"dvance/"P"arley:* Party and monsters both not surprised:* 50% chance: the monsters are "bloodthirsty" (+9 bonus to Morale);"W"ait or "P"arley always result in combat. "F"lee success depends onthe movement of the slowest party member compared to the monsters.
* 50% chance: "You are being avoided" by the monsters (-10 penalty to
Morale); "W"ait causes the monsters to flee.

* Party surprised, monsters not surprised: the monsters immediately attack.
* Party not surprised, monsters surprised: "W"ait causes the monsters (-20
penalty to Morale) to flee.
* Party and monsters both surprised: "You are suddenly face to face" witheach other. "W"ait causes the monsters to flee.
If you "P"arley, and it doesn't immediately result in combat, add thefollowing together:* 9 for "H"aughty; 19 for "S"ly, "N"ice, or "M"eek; 29 for "A"busive* 1d31* Your spokesperson's Charisma reaction modifier
If the result is:* Less than 65: You offend the monsters, and they attack (Morale 99).
* 65 to 94: You offend the monsters, and they attack (Morale as above).
* 95 or more: "'We have to keep this area free of intruders -- Boss's orders.
We'll let you go this time. But if you come back, you'll face big
trouble.' The monsters leave."
Once all 10 random encounters have been defeated in combat, they will neveroccur again here.
Fleeing: Your party is moved to one of: (13,12); (2,9); (11,3); (1,1); (13,7);(1,14); (10,13); (6,5).
Resting: You cannot safely rest here until you have defeated all 10 random
encounters; defeating Norris the Gray does not affect this, contrary to what
the clue book claims. If rest is not safe, every hour there is a 12% chance
you are disturbed by a random encounter, in which both you and monsters are
surprised. (The monsters being surprised is a bug.)
Clearing the block: There is no reward or recognition for clearing this block,other than making resting here safe.
Differences from the tabletop adventure: The map layout is similar but notquite the same; the hag and her treasure only exist in the Gold Box version.
E1 - Exit to the Slums.
E2 - Exit to Podal Plaza.
E3 - Exit to Mendor's Library.
E4 [location 1] (7,7) - Kuto's Well; entrance to Kuto's Well Catacombs (7,7).
2/3/4 - Some of Norris the Gray's kobolds patrol the well and the buildings
near it to prevent anyone from entering his hideout. Attack is automatic if
you try to enter the well. It is likely if you enter one of the buildings
near the well, at 3; and also sometimes happens at 2 or 4 (always if you
search).
If they attack, you fight 6 KOBOLD (#0) and 3 KOBOLD LEADER (#1) (Morale 67,
16 XP); a second identical combat ensues immediately afterward as
reinforcements emerge from the well.
20 - In one of these rooms, you may encounter a small group of kobolds thattries to edge away from you (1 in 21 chance, if it hasn't yet happened):* "C"ombat: fight 2 KOBOLD (#0) and 4 KOBOLD LEADER (#1) (Morale 25).
* "P"arley (with any attitude): "The kobolds fawn on you pathetically.
'Please, oh please noble ones, don't hurt us,' they beg. 'We were sent on
a scouting mission by our king. Rumors of a wondrous pool came to him inhis lair. We are all that remains of the mighty band that was sent west to
test the tales. We mean you no harm. We only seek to return to ourfamilies.'"21 (7,13) - "A lizardman leads a pack of giant lizards on patrol before a door
that has been nailed closed. Seeing you, the monsters attack!" Fight 1
LIZARDMAN (#57) and 4 GIANT LIZARD (#59) (Morale 75, 99 XP).
22 (7,14) - "A wide-eyed woman is seated on a rug. At your entry, she stands.
'Greetings bold ones, I have long awaited your coming. My time here is shortfor the world enters a new age. An evil spirit from an unholy pool guides
your enemies. It hides behind a fair countenance. Be not deceived.' With
that, the woman is gone."
If you then search, "Beneath a rug you find a compartment containing arms andarmor." The treasure is Banded Mail +1, Quarter Staff +1, and Bracers AC 4(533 XP).
SECTION 6.6.1 - Kuto's Well Catacombs Overview---------------------------------------------Plot background:The half-orc bandit Norris the Gray and his bandit horde hide out here.
Strategy:
The council never tells you to defeat Norris the Gray, but will reward you fordoing so. This is another place to explore if you cannot yet clear the Slums
or Sokal Keep. Defeat Norris at location 12 and retrieve his treasure atlocation 13.

SECTION 6.6.2 - Kuto's Well Catacombs Details--------------------------------------------0

1

2

3

4

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ECL Script 29
0

KEY:

1
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# wall+ door/archway~ secret door

3

E Entrance/exit

4
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0

1

2

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Random encounters: None.
Resting: If you have defeated Norris the Gray, resting is always safe.
Otherwise, he will ambush you himself (same confrontation as in location 12).
Clearing the area: Though the council does not give a formal commission, they
will give you an award for defeating Norris the Gray.
Differences from the tabletop adventure: The ambushes are more complicated in
the tabletop version, though the map is similar.
E1 [location 16] (7,7) - Exit to Kuto's Well (7,7).
6 - This secret door is not usable unless you detect it.
9/10/11 - If Norris the Gray has not been defeated, skulking kobolds launcharrows (THAC0 21 attacks on random characters, 1d6 damage per hit; 4 attacks
at 9, 1 at 10 and 11) at your party here. (You cannot immediately reach thekobolds from this location.)12 - If Norris the Gray has not been defeated, he will confront you at thefirst of these locations you reach. (He's familiar enough with the catacombs
to beat you to any of them.)* If you "S"urrender: You lose all your money and light items plus someheavier items, and you are moved above ground.
* If you "F"ight, it is against NORRIS THE GRAY (#32), 5 LIZARDMAN (#57), and
9 KOBOLD LEADER (#1) (Morale 70, 208 XP). Norris the Gray carries a Long
Sword +1.
"On the leader's body, you find a curious message." (Journal Entry 50)"You have defeated the dreaded bandit gang and rid Phlan of a great evil.
The honest settlers will cheer your deeds! You have also taken possessionof a hideout in which you may rest undisturbed from the rigors of yourquesting."
Sleep and Hold Person should be enough to win this combat, though Sleep
doesn't work on Norris himself.
13 (13,1) - Here you find Norris the Gray's treasure hoard: 20 gems, 92 gold,and 2300 silver (867 XP).
(This treasure may disappear if you do not claim it before leaving the Kuto's
Well area.)
SECTION 6.7.1 - Mendor's Library Overview----------------------------------------Plot background:
Mendor's Library was one of the foremost centers of knowledge in the Moonsea
region before Phlan's fall. In Phlan's last days, Mendor tried to build up
knowledge to thwart the fall, but failed. The monsters don't know what to dowith the books, but the Boss does want the information therein -- but the
Flight of the Dragons two years ago seriously distracted him. The council now
seeks to recover this lost knowledge.
Strategy:
Before you come here, equip as many party members as possible with magicalweapons (+1 is good enough) and mirrors, and have the Knock spell prepared. If
you don't have Knock yourself, you can hire a THEURGIST in the Phlan training
hall. Be wary of dismissing the NPC within the library as it is possible tolock yourself inside if you cannot cast Knock yourself.
Search for two books in location 2 and three books in location 4; the valuablebooks will each give you a Journal Entry. You must also defeat the basilisk at
location 5. You should also get the Manual of Bodily Health at location 13 foryour own use.
When you leave, be prepared for the attack by the spectral librarian.

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ECL Script 15
KEY:# wall+ door/archway
X locked door
E Entrance/exit

Random encounters: None.
Fleeing: Your party is moved to one of: (7,9); (5,5); (9,9); (9,11).
Resting: It is always safe to rest anywhere.
Clearing the block: The block is considered cleared once you defeat both thebasilisk and the spectre, even if you have not recovered all the books ofinterest.
Differences from the tabletop adventure: "Mantor"'s library has a very
different layout and different treasure and monsters, though the books ofinterest have the exact same text.
E1 - Exit to Kuto's Well.
E2 - Exit to Cadorna Textile House.
E3 - Entrance to Mendor's Library. You need the Knock spell to reliably open
the door at low level; even Strength 18(00) or a high-level thief are notgood enough to "B"ash or "P"ick this door reliably.
If you attempt to leave the library having taken at least 1 book, the firsttime you do so you are attacked by the SPECTRE (#17) (Morale 100, 338 XP)
guarding the library. Surprised is rolled for, but the party cannot surprisethe spectre.
The spectral librarian has a dangerous level-draining attack; casting
Protection from Evil on everyone before the combat begins helps prevent itfrom landing. You can restore drained levels with the scroll found at
location 5.
1 - "You see what was once was garden, now weed filled.
become a swamp."

The pleasant pond has

The garden is now overrun with green slime; there is a 7 in 26 chance every
move you encounter it. This is resolved by rolling surprise, with the slime
taking a -2 penalty if you are in Search mode:* If you surprise the slime, and it doesn't surprise you, you avoid it: 'You
see a strange green plant growth which you recognize as green slime. You
carefully move around it.'* Otherwise, you step in it; a random character takes 1d4 damage. (This does
not function like the tabletop version of green slime, thankfully.)
You will automatically avoid the green slime after 7 encounters with it.
2 - Philosophy section. Searching this area has a chance of yielding a bookyou may take:(1) Fyerdetha's Discourses on Power (Journal Entry 7)(2) Urgund's Description of Darkness (Journal Entry 19)(3) A marginally useful book (always in this order):(a) Meditations(b) The Harmony of the Rock(c) Strom's Discussions of Poetics(d) Chronicles of Arram(e) Discourse on the Nature of Writing
The chance is 1 in 12 for each of the three categories, re-rolled if there is
no book to find. Otherwise, "You find works on natural philosophy, theories
of art, and the supernatural sciences. It is very boring."
3 - Mathematics section. There are no books of interest in this section: "Youfind essays on geometry, metamagical math, universal geometry, etc., But
nothing useful."
4 - History section. Searching this area has a chance of yielding a book you
may take:(1) The History of the North (Journal Entry 8)(2) Lex Geographica (Journal Entry 37)(3) The Grand Historian's Records of the Arts of War (Journal Entry 21)
The chance is 1 in 18 for each, re-rolled if you already took that book.
Otherwise, "You find various books which are so filled with myth that you
don't find anything useful."
5 - Rhetoric section. There are no books of interest in this section, but you
will encounter 1 BASILISK (#26) (Morale 100, 541 XP); it cares not for
rhetoric so parleying won't have any effect. Winning yields a treasure of
Potion of Giant Strength, Potion of Healing, Cloak of Displacement, Clerical
Scroll (Restoration, Restoration).
Have mirrors equipped before entering, to reflect the basilisk's petrifying
gaze.

6/7 - "You see a chamber filled with rotted furniture and benches."
8 (8,11) - "You see a ruined room with rotted furniture. Human bones lie
scattered about a desk." If you search, "You see a jar under thefloorboards." It contains 3 Potions of Extra Healing (200 XP).
9 - "You see an empty room. The only feature is a series of frescoes on thewalls of learned men and the heavenly patrons of art and learning. You get afeeling of peace."10 - "You enter a hall which is filled with rows of writing tables and highstools. Rotted mounds of parchment litter the room."
11 (11,12) - You encounter a MAD MAN (#25) here. If you parley with him, his
rantings turn out to have a bit of truth, chosen from the following:* 'He is wrapped in fire and so cruel!'* 'The big one, the evil one in the castle of flowers -- he is coming! It iscoming!'* 'Don't go there! Don't go on the hill!'* 'He is not human I tell you! Not at all!'If you invite him to join, he will be reluctant but will join as an NPC(Morale 0). He will randomly cause trouble in New Phlan, however, and evenaside from that, Morale 0 is hard to tolerate.
12 (12,12) - "This room was once a study.

It is now a shattered ruin."

13 (13,13) - If you search here, "Buried amid all the trash you see the book."
It is a Manual of Bodily Health (800 XP). (This can be seriously abused togreat profit; read the section on that if you are interested.)
14/15/16 - If you search here, you may find and take 3 Sheets of Gold (which do
not have any value or use).
18 (12,10) - This storeroom has 5 KOBOLD (#0) (Morale 10) who promptly
surrender; if you accept their surrender, they will draw a map (Journal Entry
10).
SECTION 6.8.1 - Podal Plaza Overview-----------------------------------Plot background:
Podal Plaza is a hotbed of monstrous humanoid activity; you must pass throughit to reach Stojanow Gate and Valjevo Castle. You may also receive acommission to learn about a magical item being auctioned here.
Strategy:
Once you receive the commission, choose "Disguise party as monsters" whenentering, then go directly to the auction at location 1. Keep a low profile("S"ly is probably your best parley option if challenged) and you should learn
enough to complete the commission.
You can also duel the buccaneer at location 2 to get his magical gear.

SECTION 6.8.2 - Podal Plaza Details----------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#############++###################++#############
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0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 18
KEY:# wall+ Door/archway
X locked door
E Entrance/exit
P Plaza open area
(random encounters)

Commission: If you have received the Phlan clerk's commission (#4) toinvestigate the auction here, you choose one of three options upon entering:* "Stride boldly forward"* "Disguise party as monsters"* "Sneak, remaining unseen"This choice determines your ability to remain undercover long enough tocomplete the mission.
Random encounters: These are only checked for in open areas, marked P on themap. Surprise never happens; you will always have the opportunity to parley.
Monsters are chosen with the following algorithm; they start at Distance 0 if
you are on mission, 2 otherwise.
Base number of base monsters is calculated by:
1. Divide Party Strength by the indicated divisor; call the result X.
2. Pick a random number between X and 2X, inclusive.
3. If you are on mission, and you chose to "stride boldly forward" or loststealth, multiply X by 2.
4. X must be between 2 and 50, inclusive.

Par Mod is the parley modifier of this group (not used while on mission).
Lead Thr. is the minimum number of monsters needed for leaders to appear.
Move is movement, for determining success of "F"lee; this is compared to the
movement of your slowest party member.
Chance-----2 in 9
2 in 92 in 91 in 91 in 91 in 9Base
Number-----PS / 3
PS / 3PS / 3PS / 3PS / 6PS /12

Base
Base Monster
Morale----------------GOBLIN GUARD (#2) 30
GOBLIN GUARD (#2) 35
ORC (#4)
40
ORC (#4)45
HOBGOBLIN (#6)
45
OGRE (#8)
50

Par
Mod
--30
20
20
10
0
0

Lead
Thr.
---40
40
30
30
20
N/A

Leaders (+10Morale if present) Move------------------ ---5 GOBLIN LEADER (#3)
6
5 GOBLIN LEADER (#3)
6
4 ORC LEADER (#5)
9
4 ORC LEADER (#5)
9
3 HOBGOBLIN LDR (#7)
9
N/A
9

If you have received the Phlan clerk's commission to investigate the auction:
There is a 3 in 26 chance the monsters are just gossiping; the gossip
cycles through the following:
1. 'Do you think he'll really show up -- the Boss I mean?'
2. 'More ogres on the street, since the giants took over the castle.'
3. 'He melted into a puddle of lard when he touched the thing!'
4. 'The Boss will be the guy bidding up the price.'
5. 'The plaza's Bane temple is recruiting for Mace again. Grishnak won't
be happy.'
The chance of a confrontation is 4 in 26, or 9 in 26 in Search mode.
* If you chose to 'stride boldly forward', any attempt to "P"arley will
result in combat.
* If you are disguised, there is a (6 + 5 per non-human in party) in 101
chance that the monsters will demand, 'Who are you?':* "H"aughty or "A"busive: if Party Strength is at least 1d51, you avoid
combat: "They grumble and move on." Otherwise, the monsters attack.
* "S"ly: if your spokesperson's Charisma reaction modifier is greaterthan or equal to 1d31, you avoid combat: 'Oh, you're here for the
Boss.' Otherwise, the monsters attack.
* "N"ice or "M"eek: immediately start combat (you just gave away yourheroic character!)* If you are sneaking:* 1 in 6: you get the same demand as above.
* 2 in 6: "You stop, and they move on."* 3 in 6: "Your party slips past them."
If you have not received the commission, or if you have already completed it:
The chance of a random encounter is 1 in 26, or 8 in 26 if you are in
Search mode. To determine the result of a "P"arley, add together thefollowing:
1. 9 for "H"aughty; 19 for "S"ly, "N"ice, or "M"eek; 29 for "A"busive
2. 1d51
3. Twice your spokesperson's Charisma reaction modifier
4. The monster group's parley modifier
If the resulting score is:* Less than 90: 'We're going to have to teach you a lesson!' The monsters
attack.
* 90 to 111: "'Move it, troll-bait!' they snarl and move off."* 112 or more: "'We'll let you off this time.' The monsters scuttle away."
Any option will always work to avoid combat if your spokesperson's Charisma
is at least 16.
Fleeing: Your party is moved to one of: (4,0); (5,1); (6,2); (7,3); (9,4);

(10,5); (11,6); (12,7).
Resting: You may safely rest in the hidden temple of Ilmater, or if you havecleared the block. Otherwise, rest is interrupted quickly, with a 16%
chance every 10 minutes.
Clearing the block: You can clear the block once you have defeated 10 random
encounters while not on mission. If you have received the commission but
have not completed it, this counter will be reset to 0 every time you enter
the map. You cannot ever clear the block if you received the commission,then either chose to "stride boldly forward" or lost stealth.
Differences from the tabletop adventure: In "Podol" Plaza, disguising yourself
is less reliable, though you can actually win the auction and claim the wand(though doing so costs more than its market value).
E1 - Exit to Kuto's Well.
E2 - Exit to Cadorna Textile House.
E3 - Exit to Wilderness (24,28).
E4 - Exit to Stojanow Gate.
E5 - Entrance to hidden temple of Ilmater. The door is locked; bashing andpicking the lock can work but not reliably; the Knock spell will always work.
1 - If you have received the Phlan clerk's commission to investigate theauction here, and you neither chose to "stride boldly forward" nor loststealth, entering one of these squares triggers the start of the auction.
"The auctioneer cries 'Creatures of all ages, welcome to this auction for anitem both magical and powerful!' The auctioneer has either a wand or staff."
If you chose to "stride boldly forward" or lost stealth before starting theauction, you cannot ever either complete the mission, or clear the block if
you have not already done so.
If you chose to disguise the party as monsters, your chance of evading
detection when checked is 5 in 6. If you are sneaking, you are always
detected when checked. If you are detected, you are confronted by the mostrecent monster group you had met, as if you were striding boldly forward.
When the auction begins, you may:
* Stand and listen: No risk; the auction proceeds.
* Move in closer: You must roll to avoid detection, though if you succeed"You now see the wand isn't a major artifact, it's only a Wand of Fear!"If you do not get caught, the auction proceeds.
* Listen to comments: No risk; you hear one of two rumors:* 'It's a Wand of Illumination. Who cares, I see in the dark anyway!'* 'It's a Staff of Command. I could have my own army!'
and the auction proceeds.
* Leave: You must roll to avoid detection, and you do not see the rest of theauction.
If the auction proceeds, the high bidder of 5000 gold is a magic-user named
Garwin, accompanied by an ogre named Buldwar. You may:
* Make a bid: You do not actually need the 5000 gold for this. You must rollto avoid detection. If you succeed, "The man then speaks a word and theauctioneer's block is enveloped in darkness. There is mass confusion.
Suddenly, the ogre sprints from the darkness." You may then:* Follow the ogre: You seize and search Buldwar, but he doesn't have thewand. You must then roll to evade detection.
* Move quietly away: You must roll to avoid detection, and you do not see
the rest of the auction.
* Look for the man in plain clothes: No risk; you will be unable to findGarwin, though.
* Wait for winner: No risk. "'Going ... going ... gone!' the auctioneer
cries. A man and ogre exchange the wand and a large bag, then disappear
into the crowd."* Leave: You must roll to avoid detection, and you do not see the rest of theauction.
You cannot win the auction yourself; the wand is not significant, anyway.
(In the tabletop version, no one even knows its command word.) Any result of
the above will complete the mission, even if you don't see the end of theauction as requested by the council.
2 (4,8) - The Pitt, a monster tavern. This game predates Fallout 3 by morethan twenty years, so you won't find the Lone Wanderer here.
The first time you enter, "You opened the door into a drunk buccaneer. He
glares at you, 'One of you shall pay for this insult. Who will it be?'" Youmay:* "C"hallenge him and fight 1 4TH LVL FIGHTER (#41) (Morale undefined), oneon-one, without other repercussions; you even get to keep his Long Sword +1
and Chain Mail +1. The easy way to beat him is by casting Sleep, whichworks more often than not.
* "A"ttack him outright, which results in a full combat with 1 4TH LVLFIGHTER (#41), 4 HOBGOBLIN (#6), 12 GOBLIN GUARD (#2), and 8 ORC (#4)
(Morale 30, 234 XP).
* "F"lee, which will work but causes the loss of any stealth in this visit.
* "B"ribe him with 10% of your money and light items.
Once the buccaneer encounter is resolved, you can hang out in the bar:
* Mix with monsters: if you are not disguised, this causes the bar's
patrons to attack, as above. If you are disguised, "Monsters insult yourabilities and parentage." You may respond:* Attack or Insult back results in a tavern brawl where some monsters
are your side; monsters are GOBLIN GUARD (#2), HOBGOBLIN (#6), and OGRE(#8) (Morale 50).
* Try to leave: causes the bar's patrons to attack, as above (includingthat buccaneer).
* Joining in heavy drinking: same result as "Drink heavily" below.
* Drink heavily: the party wakes up drunk in the alley behind the bar withall its money and 50% of its light items missing, and causes the loss ofany stealth in this visit.
* Attack: results in the same combat as attacking the buccaneer (including
the buccaneer).
Any combat with all of the bar's patrons results in the bar's abandonment,
unlike the taverns in New Phlan. (Monsters evidently have the sense to avoid
places where deadly tavern brawls have happened!)
4 (1,15) - "This is a hidden temple of Ilmater. You feel safe here." The
priestess of Ilmater can heal you; her services are the same as those in New
Phlan, detailed in the Temple Spells section.
5 (13,8) - "This is a small shrine.
Ilmater."

Symbols of Bane have replaced those of6 (14,8) - You meet an orc priest of Bane here:* "A"ttack: fight 1 ORC LEADER (#5) (Morale 90, Distance 1).
* "G"reet: as "A"ttack, if you are on mission and you did not "disguise party
as monsters". Otherwise, the orc asks:* If you have not cleared the main Temple of Bane, 'We are recruiting
creatures for our temple to the northeast. Are you interested?'* If you have, 'We are hiring creatures to recover our temple. Are you
interested?'
Regardless of whether you say yes or no, you will be asked to return in twohours. If you do return, "Many creatures have gathered. The robed orc
stands and calls out, 'First, to show your loyalties, kill theunbelievers.' He points at your group." Fight 8 ORC (#4), 3 OGRE (#8), 1
ORC LEADER (#5) (Morale 50, Distance 1).
At the end of either combat, you can pick up 6 Leather Holy Symbols (of Bane)
which are of some use on the mission to clear the larger temple of Bane.
SECTION 6.9.1 - Cadorna Textile House Overview---------------------------------------------Plot background:
Junior Councilman Porphyrys Cadorna is the last heir to the Cadorna family
fortune. He hired an adventurer to search the old Cadorna Textile House, but
nothing has been heard from him. He will hire your party to search for boththe adventurer and the Cadorna family treasure, and will pay for the returnof the treasure.
Strategy:
After Cadorna tasks you with finding his family treasure, go straight tolocation 24, and have a thief climb down the well to talk to Restal. Agree tohis offer.
Defeat Grishnak at location 18, for magic-user scrolls and a Brass Key. Use
the Brass Key to free Skullcrusher at location 17. He can provide hints
leading you to the ogre at location 21. Take the Cadorna family treasure
unopened, and return it to Restal, who can open the treasure and re-create theseal.
While the council will also reward you for clearing random encounters here
after that, most random combats feature either monsters that have deadly poison
attacks, or undead that can drain levels; you may want to defer that.

SECTION 6.9.2 - Cadorna Textile House Details--------------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#############++###################++#############0 # #+ #E2# + #### + #
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ECL Script 2
KEY:# wall~ illusionary wall' rubbled wall
+ door/archway
E Entrance/exit

Random encounters: The chance of a random encounter is 1 in 31, or 1 in 6 if
you are in Search mode.
If you are in the south-central hobgoblin-patrolled portion of the map, andhave not defeated the ogre at location 21, you always encounter:
8 HOBGOBLIN (#6) and 1 HOBGOBLIN LDR (#7) (Morale 60, Distance 2, 40 XP)
which do not count towards the encounter limit, and do not stop until you
have defeated the ogre at location 21.
Otherwise, there are 10 random encounters in the rest of the Cadorna Textile
House, which do not scale to the party's strength. (The 10th does not show
up until after you have defeated the ogre.) To determine which one, roll
1d11 and add the number of random encounters already fought:* 1 to 4: 8 POISONOUS FROG (#38) (Morale 60, 52 XP)* 5 to 8: 3 LARGE SCORPION (#18) and 1 HUGE SCORPION (#39) (Morale 50,
Distance 1, 64 XP)* 9 to 13: 5 GHOUL (#72) and 1 WIGHT (#20) (Morale 100, Distance 2, 180 XP)* 14 to 18: 10 SKELETON (#34), 8 ZOMBIE (#35), and 1 WIGHT (#20) (Morale
100, Distance 2, 200 XP)* 19 or more: 8 HOBGOBLIN (#6) and 1 HOBGOBLIN LDR (#7) (Morale 60,

Distance 2, 40 XP)
None of these monsters can be bargained with or otherwise be avoided onceencountered.
Fleeing: If you were confronting hobgoblins, your party escapes to one of:(4,11); (8,8); (4,14); (12,13).
Otherwise, your party is moved to one of: (4,2); (12,2).
Resting: You may rest without being interrupted by monsters outside thehobgoblin-patrolled area if you have defeated all 10 random encounters; inthe hobgoblin-patrolled area, you must defeat the ogre at location 21 to rest
safely. Otherwise, rest has a 6% chance of being disturbed every hour by arandom encounter.
Your rest may still be disturbed even if it is safe, but it is by nothing(this is a bug).
Clearing the block: The council considers the block cleared once you have both
defeated all 10 non-hobgoblin random encounters, and defeated the ogre atlocation 21 who leads the hobgoblins. For the block clearing to trigger,
you must wander around and roll for another random combat; only then does
the game script realize there are none left (there is no visible sign ofthis).
Differences from the tabletop adventure: The tabletop version has a different
layout, is inhabited entirely by gnolls, lacks Skullcrusher and the thieves'guild, and the family treasure is not sealed.
E1 - Exit to Mendor's Library.
E2 - Exit to Podal Plaza.
E3 - Exit to Wilderness (24,28).
1 - If the thieves did not sneak you into the textile house, the first time youenter one of these locations, "You are entering a weedy, garbage strewn
courtyard. A drum begins to beat and hobgoblins attack." Fight 12 HOBGOBLIN(#6) and 2 HOBGOBLIN LDR (#7) (Morale 60, 63 XP). If you win, "Things seem
strangely quiet. The drum has faded to silence."
If the thieves did sneak you in, you circumvent this battle.
2 - "This cavernous building serves as a barracks." You encounter 14 HOBGOBLIN(#6) and 3 HOBGOBLIN LDR (#7) (Morale 60, 76 XP), who attack if you doanything other than "F"lee.
3 - "You are appalled by the stench in this damp building."
4 (3,9) - "You are in a deteriorated building."
5 (2,8) - "When you entered, a few faded, motheaten tapestries flutter
mournfully." You encounter 10 HOBGOBLIN (#6) and 2 HOBGOBLIN LDR (#7)
(Morale 60, 54 XP), who attack if you do anything other than "F"lee. This
combat can re-spawn.
6 (5,15) - "Several baby hobgoblins flee, screaming in fear!"kill them.

No, you can't

7 (6,14) - "'Skullcrusher was here' is carved into the north wall."If he isin your party, "Skullcrusher proudly points out his handiwork."
8 - "Graffiti covers the walls in meaningless abandon." You encounter 12
HOBGOBLIN (#6) and 2 HOBGOBLIN LDR (#7) (Morale 60, 63 XP), who attack if you
do anything other than "F"lee.
12 (9,11) - "You can barely see a dark object to the west", if you have notvisited location 13 and destroyed it.
13 (9,9) - "You see a dead hobgoblin with its head crushed. Written in blood
is a message: 'Skullcrusher was here.'" If Skullcrusher is in your party,"Skullcrusher laughs and cracks his knuckles." Nothing is on the body.
14 - "A simple kitchen; a few clay bowls adorn the floor."
15 (10,12) - "The remains of a smoking fire."
16 (11,11) - "Bread and meat lie about, as well as pieces of human anatomy."
17 (2,15) - "You are in a very small, dark room. A muscular man locked inchains lies here. Near him is a page." (Journal Entry 47) The only way tofree him is to use the Brass Key from the combat with Grishnak at location
18.
If you then "P"arley with any attitude other than "A"busive, 'Thanks forfreeing me. I'm Lord Cadorna's servant.' You may then ask SKULLCRUSHER(#28) (Morale 100) to join your party: 'Great! My name is Skullcrusher.
There's a secret door to the southeast. That's where I met the hobgoblin
leader.'18 - "You are in a large room which serves as a crude temple, and causes avague feeling of disquiet. Atop a small bone altar, stands an ancienthobgoblin. She screams 'I am the mighty Grishnak! You have interrupted myunholy rites! Feel my infernal wrath!'" Fight GRISHNAK (#28), 12 HOBGOBLIN(#6) and 3 HOBGOBLIN LDR (#7) (Morale 100, 353 XP).
You will find among the hobgoblins' items: Cursed Necklace, Brass Key, Potionof Healing, Magic-User Scroll (Reduce, Detect Invisibility, Fireball), andMagic-User Scroll (Burning Hands, Mirror Image, Blink). (The Stone Statuetteis heavy and useless.)(In other news, evidently the Boss offers sex-change operations to veteransof Sauron's armies.)
19 (2,13) - "This room has had blood smeared on the floor and walls in aritual, unholy manner."
20 (11,14) - If Skullcrusher is in your party and you have not yet defeated theogre, "'In the east wall is the secret door,' says Skullcrusher. 'If we go
through we can surprise them.'"21 (12,14) - "This room is dimly lit with guttering torches. You see the chiefof the hobgoblins, a huge ogre. As you enter, he rises to his full ten feetof height, his head wreathed in the flickering shadows. 'Puny creatures,'he bellows. 'I allowed you to toy with my minions, but now I'll crush thelife from your limbs.'" Fight 1 OGRE (#8), 18 HOBGOBLIN (#6) and 4 HOBGOBLINLDR (#7) (Morale 100, Distance 1, 132 XP).
If you defeat them, you find the sealed Cadorna family treasure, which you
may either "T"ake unopened, or "O"pen immediately for 1943 XP, 4 jewelry, 8gems, 400 platinum, 20 silver, 450 copper, four pieces of item jewelry,
Gauntlets of Ogre Power, and the potential wrath of Junior Councilman
Porphyrys Cadorna.
You get a slightly better total reward if you have the thief Restal at
location 24 open the treasure and recreate the seal, then return it toCadorna.
23 - You find a page from a diary (Journal Entry 11) in the first one of theselocations you enter.
24 (1,3) - "On the well is a note, 'Thieves only.' The well has no rungs orrope and seems very deep. Only a skillful climber could survive thedescent."
Any non-thief who attempts to climb down will fall, taking 15d6 damage;equipping a Ring of Feather Falling does not prevent damage, though it is
supposed to. (That's a fall of 150 feet!) A thief can successfully climb
down with a standard Climb Walls roll to avoid falling. If you reach thebottom alive, you greet the thief Restal:* If you did not successfully climb down, or are not on Junior Councilman
Cadorna's mission, he magically expels you from the well.
* If you were not expelled, and have not yet retrieved the treasure, heoffers 'You are seeking the textile house. We can get you in unseen andpossibly help you with the treasure.' If you accept, you are moved tolocation 24a (6,11): "You are blindfolded and taken on a long, twisting
walk, then up a ladder. 'Only meet us at the main well.'" This also
disables the combat at location 1, but you are otherwise on your own.
* If you then bring back the unopened Cadorna family treasure, he offers 'We
can duplicate the seal on that chest -- for half the treasure -- no one
will ever know.' If you accept, you receive 2 jewelry, 4 gems, 200
platinum, four pieces of item jewelry, and Gauntlets of Ogre Power (1200XP).
If you are not above exploiting a scripting bug, you can leave the mapthen immediately return. This will reset the treasure-opened flag without
flagging the quest as complete (which only happens if you return to New
Phlan). Restal will then offer to open and re-seal the treasure as if you
hadn't opened it.
SECTION 6.10.1 - Kovel Mansion Overview--------------------------------------Plot background:
The main thieves' guild of Phlan now operates out of ancient Kovel Mansion.
The council wants you to clear them out; you may keep whatever treasure they
happen to have.
Strategy:
Even if you set off traps here, they don't actually do much damage.
Go first to location 14 and deliberately set off the ambush there, then collect
the treasure. Then, fight the set combat at location 16. Those two combats,plus a single combat against another thief, should complete the mission.
You can also collect the treasures at locations 9, 10, 12, and 13; these can be
retrieved even by low-level characters.

SECTION 6.10.2 - Kovel Mansion Details-------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#############++###################++#############
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ECL Script 14
KEY:# wall+ door/archway
E Entrance/exit
B Thief backstab
C Thief chase
T Trap

How to get here: Take the boat from the Phlan dock to the "B"ay, then enter the"N"orth side of the city.
Random encounters: None.
Resting: You may not safely rest if you have not yet cleared the block; three
thieves will each launch a sling bullet at the party (3 THAC0 10 attacks on
random characters, 1d4+1 damage per hit).
Clearing the block: To clear this block, you must kill at least 21 thieves incombats that count, which are the thief ambushes ("B" on the map) and thecombats at locations 14, C2 (by way of location 15), and 16.
Differences from the tabletop adventure: The layout is identical and the map
plays much the same way (the tabletop version has a thief count of 18),
although the Gold Box version has much less powerful spell scrolls.
E1 - Exit to Wilderness (26,27).
E2 - Exit to Wilderness (26,26).

E3 - Exit to Wealthy Area.
B - If you have not cleared the block, when you enter this location a thief
may ambush you here:* 30% chance if the count of thieves killed is less than 12, 35% chanceotherwise: the thief will backstab one character. This is a THAC0 -10
attack that does 2d8 damage if the count of thieves killed is less than 12,
or 3d8 otherwise. You cannot retaliate or catch the thief in this case.
* Otherwise: You catch the thief, and get the option to attack the thief or
let him go. If you attack the thief, you fight 1 1ST LVL THIEF (#45) if
the count of thieves killed is less than 18, or 1 6TH LVL THIEF (#51)
otherwise (Morale 30 for either). Winning this combat increases the countof thieves killed by 1.
The backstab does not happen if it is numbered the same as the most recent
backstab.
T - These squares are trapped. A thief may roll to detect and disarm the trap,with the standard roll. A failure triggers the trap as follows:
T3, T5, T6, T8 - "A scything blade drops across the doorway, damaging one of
the characters." (THAC0 0 attack on random character, 1d6 damage if ithits)
T4 - "The party hears the cracking of class. A poisonous gas fills the air!"(1d3 damage to random character, saving throw vs. poison negates)
T7 - "After the party enters the room a net laced with sharp blades falls on
the party." (1d6 damage to random character, saving throw vs. spell
negates)
9 (10,9) - This loot pile worth 400 XP includes a Short Sword +2 and Leather
Armor +4 among the other nonmagical items.
10 (14,10) - There are three cabinets here; all of them are locked, and cabinet
C is also trapped. They contain:
A - some papers (Journal Entry 23, Journal Entry 14)
B - 1500 silver (12 XP)
C - 1800 gold (300 XP) (trap: needle trap, 1 THAC0 -20 attack on randomcharacter, 1d8 damage if it hits)
11 (14,14) - There is a pile of 26 huge tapestries and 2 fine tapestries here
(they are very heavy and not worth that much).
12 (3,13) - A wooden cabinet is here. It is trapped; if your thief fails todeal with the trap, every party member must save vs. poison or take 2d6
damage. You must then bypass its lock; when done, within is a treasure worth
666 XP:
Magic-User Scroll (Fireball, Haste, Hold Person)
Magic-User Scroll (Blink, Ray of Enfeeblement, Slow)
Clerical Scroll (Hold Person, Cure Blindness, Bestow Curse)
Clerical Scroll (Prayer, Remove Curse, Animate Dead)
Magic-User Scroll (Reduce, Detect Invisibility, Fireball)
Magic-User Scroll (Burning Hands, Mirror Image, Blink)
13 (6,7) - There are four caskets here; all of them are both trapped andlocked. They contain:A - 12 gems (500 XP) (trap: poison needle does 1d4 damage to one character,saving throw vs. poison negates)
B - 1 jewelry (366 XP) (trap: poison dart does 1d3 damage to one character)C - 3 gems (125 XP) (trap: poison powder does 1d6 damage to every character,saving throw vs. poison negates)
D - 20 gems (833 XP) (trap: volley of darts launched at party: 12 THAC0 10

attacks on random characters, 1d4 damage per hit)
14 (3,4) - There is a pile of weapons and armor here. You can search them fortraps, which is a standard thief Find/Remove traps roll, or is automatic with
the Detect Traps spell. Disarming the trap is also a standard thief Find/
Remove traps roll.
If you fail to disarm the trap, or simply tried to take the treasure, you set
off an ambush trap that depends on the count of thieves killed:* 0 to 7: fight 5 6TH LVL THIEF (#51).
* 8 to 12: fight (kills-7) 1ST LVL THIEF (#45) and (12-kills) 6TH LVL THIEF(#51).
* 13 to 17: some very strange things happen that aren't well-defined. In
programming terms, with 13 to 15 kills an integer underflow occurs, andyou may have to fight a large number of level 1 thieves. With 16 or 17
kills, the game dereferences a stale pointer when defining the number oflevel 1 thieves.
* 18 or more: There aren't enough thieves left for an ambush; this acts as
if you had disarmed the trap.
The thieves surprise you (Morale undefined). If you fought a combat with 0
to 15 thief kills beforehand, this increases the count of thieves killed by
5.
However the ambush is resolved, the treasure is worth 600 XP and contains 2
Daggers +1, Hammer +1, Morning Star +1, Scimitar +1, Short Sword +1, Shield+2, Chain Mail +1, and Broad Sword -2.
15 (6,5) - "As you enter the room two thieves come out of nowhere and attack
the party. They fail miserably and run out the east door." If you givechase, they split up at location C1 (9,8):* If you follow the thief that headed "E"ast, you end up at location C2(13,5), where you can fight the thief handled the same as a backstab marked
B.
* Following the thief that headed "S"outh will lead you into the ambush at
location 16.
16 - In the first of these locations you enter, you are surprised by 15 1ST LVL
THIEF (#45) and 3 6TH LEVEL THIEF (#51) (Morale 60, 263 XP). This combat
counts as 15 kills towards clearing the block, not 18; it will also notdisappear just because you have otherwise cleared the block.
17 (8,14) - There are some files here (Journal Entry 38, Journal Entry 51).
18 (10,12) - "You enter a room that has been converted to a jail. There areten young thugs beating an older thief to death. Once you enter they stop
and attack you." Fight 10 1ST LEVEL THIEF (#45) (Morale undefined, 23 XP).
After you win, the old thief dies, but not before giving you some papers(Journal Entry 48). This combat does not count towards clearing the block.
19 (5,14) - "On a nearby wall is a slate. Drawn on the slate is a complex mazewith the words 'NW Castle' under it." (Journal Entry 41)
20 (4,5) - "On the floor is a crude map. It is a map of a complex maze withthe words 'NE Castle' under it." (Journal Entry 29)
SECTION 6.11.1 - Wealthy Area Overview-------------------------------------Plot background:This was once the home of old Phlan's wealthy, but it is now occupied by orcish
patrols from the adjacent Temple of Bane.
Strategy:
Visit location 4 with Search mode on, then defeat the orcs there to clear thisblock. There's not much else.
SECTION 6.11.2 - Wealthy Area Details------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#############++###################++#############
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ECL Script 24
KEY:# wall+ door/archway
E Entrance/exit
M Mansion

How to get here: Take the boat from the Phlan dock to the "B"ay, then enter the"S"outh side of the city.
Random encounters: The odds of a random encounter are 1 in 20 normally, or 1 in
6 if you are in Search mode. They continue to appear until both this blockand the Temple of Bane have been cleared.
A random encounter has a 40% chance of being a special orc patrol: "You see agroup of four orcs whose shields bear a black hand on a red field." Surpriseis not rolled for. If you "P"arley:* "H"aughty or "A"busive: "In a deep threatening voice one of the orcs says
'You moles better watch your step or you shall feel the wrath of Bane!'After saying this he spits and leaves."

* "N"ice or "M"eek: "The orcs yell out, 'We have orders to check out
suspicious individuals, but youse guys look harmless enough.' Aftertalking the four orcs wander away."* "S"ly: "One of the orcs says, 'Oh, yeah youse them guys who know where detreasure is. We not supposed to kill you yet.' The orcs then wander
away."
They will not fight unless forced to; if defeated in combat, they carry 6
Leather Holy Symbol (of Bane).
The rest of the time, monsters are chosen from the following table.
Base Par Lead Lead
Prob Div Base Monster
Morale Mod Thr. Mult Leader Monster
Move---- --- ----------------- --- ---- ---- ----------------20%
1 GOBLIN GUARD (#2) 50
20
40
5 GOBLIN LEADER (#3) 6
20%
1 ORC (#4)
55
1030
4 ORC LEADER (#5)
9
10%
2 HOBGOBLIN (#6)
60
10
20
3 HOBGOBLIN LDR (#7) 9
10%
6 OGRE (#8)
80
011
1 OGRE LEADER (#9)
9
The number of monsters is calculated thusly:
1. Divide Party Strength by Div, rounding down, with a minimum of 4.
2. Possibly divide again:* 60% chance: divide by 3, rounding down
* 30% chance: divide by 2, rounding down
* 10% chance: no further division
3. If the number of base monsters is at least equal to Lead Thr, there arealso monster leaders, numbered equal to the lowest integral multiple ofLead Mult that would be enough to lower base monsters below Lead Thr.
(This is not actually deducted from number of base monsters.)
4. The number of base monsters is then capped at 56 minus the number ofmonster leaders.
Par Mod is the parley modifier of this group.
Move is movement, for determining success of "F"lee; this is compared to the
movement of your slowest party member.
Surprise is rolled for the party and the monsters.
* Party and monsters both not surprised: Distance is 2.
* Party surprised, monsters not: Distance is 0; the monsters attack
immediately.
* Party not surprised, monsters surprised: Distance is 2.
* Party and monsters both surprised: Distance is 0; the monsters attack if
you attempt to "P"arley.
If you "P"arley when you are not surprised, add together the following:* 4 for "M"eek; 29 for "H"aughty, "S"ly, or "N"ice; 59 for "A"busive* 1d31* Your spokesperson's Charisma reaction modifier* The parley modifier for the appropriate monsters
Then:* Score is 74 or below: "The monsters scream 'Oh yeah, well I guess were justgonna have to teach youse guys a lesson or two.'" The monsters attack.
* Score is 75 to 99: "'Get outa here before we make you leave', the monsters
yell. 'And you wont come back if you know whats good fer ya.' The
monsters then leave."* Score is 100 to 139: "'We gotta keep all you nonbelievers outa here', themonsters say as they begin to leave. 'So hit the road ya bums.' The
monsters turn and leave."* Score is 140 or higher: "You intimidate the monsters so much they run
away!"
Resting: It is not safe to rest anywhere until you have cleared both this blockand the Temple of Bane; it is then safe to rest anywhere. If you are
disturbed (50% chance every 20 minutes), it will always be an attack by 10
ORC (#4) (Morale undefined, 23 XP).
Clearing the block: The council will consider this block cleared once you havefought the combat in any mansion marked M.
Differences from the tabletop adventure: In the tabletop version, this isn't
connected to the Temple of Bane mission; the only real quests are to clear
the block of monsters and recover family heirlooms from the mansions here.
The map is similar but not identical.
All experience rewards listed are for a 7-person party (it is assumed you have
Dirten with you).
E1 - Exit to Wilderness (26,27).
E2 - Exit to Kovel Mansion.
E3 - Exit to Temple of Bane.
M - The first time you enter any one of these mansions, you are confronted by
ORC (#4) (20 if you have encounter a four-orc patrol and let it live, 10
otherwise) (Morale 99, 46 XP for 20, 23 XP for 10). They attack immediately
if you do not have a Leather Holy Symbol; otherwise they act surprised, but
you will end up fighting them if you do anything other than run away.
1 - "You are in a room filled with rubble and waste." If you are in Searchmode when you enter this location, you may find a tapestry (which is heavy
and not that valuable).
2 - "You are in the remains of a once great dining room. Furniture lies burnedand broken throughout the room." If you are in Search mode when you enter
this location, you may find 3 jewelry (942 XP).
3 - "Before you is a great hall. The floor is littered with orc trash and thewalls have crude black hands painted on them." If you are in Search mode
when you enter this location, you may find a trap door concealing a hidden
treasure: Clerical Scroll (Animate Dead, Cure Blindness), Potion of Extra
Healing, and Ring of Feather Falling (285 XP).
4 - "You are in a room that is filled with the dead bodies of the orcs'
previous victims." If you are in Search mode when you first enter thislocation, you may find 3 jewelry (942 XP). You cannot find this treasureotherwise.
6 (6,8) - "As you enter the room you see six orcs led by a large ogre. They
lunge forward and attack." Fight 6 ORC (#4) and 1 OGRE (#8) (Morale 80, 42
XP). They are carrying a piece of paper (Journal Entry 53).
7 (14,8) - "In this room are some goblin slaves that are cowering in thecorner. They all scream 'Please don't kill us.'" Killing them is automaticand doesn't result in combat or XP (you meanie); if you "L"et them go, "Asthey leave one of them says 'To enter the temple you need a holy symbol ofBane.'"
9 (8,12) - "You enter into a filthy room. Eight orc guards attack you
immediately." Fight 6 ORC (#4) and 2 ORC LEADER (#5) (Morale 80, 29 XP).
10 - This room has some crude beds; if you search you are attacked by 8 ORC

(#4) (Morale 80, 18 XP).
12 (5,15) - "On the wall here is a poorly scratched out message. You canbarely make out the words: 'North wall. Ri t front glas . Se'" It does notmean anything, according to the clue book.
SECTION 6.12.1 - Temple of Bane Overview---------------------------------------Plot background:
The old Temple of Ilmater is now occupied by orcish forces who have rededicatedit to the evil god Bane. The temple is currently led by the half-orc clericMace. The council of Phlan is interested in defeating Mace and reclaiming thetemple for the gods of good.
Strategy:
You can enter the temple peacefully if you either carry at least one leather
holy symbol (of Bane), or parleyed with a randomly-encountered four-orc patrol.
Go straight for the temple and search for the three treasures at locations 1,
2, and 3. Be ready for the big attack that will come after you find the lasttreasure.

SECTION 6.12.2 - Temple of Bane Details--------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#################################################
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0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 24
KEY:# wall+ door/archway
E Entrance/exit

Random encounters: Encounters are identical to those in the Wealthy Area (q.v.)
except that you will not be bothered in the central actual temple building if
Mace is letting the party search for the treasures inside.
Resting: Same as for the Wealthy Area.
Clearing the block: The council will consider this block cleared once you havedefeated Mace. It does not matter whether or not you have Dirten present for
this.
Differences from the tabletop adventure: The temple encounters work much thesame way, but the magical treasure is far less valuable in the Gold Box
version (mostly because most high-level spells aren't implemented here).
All experience rewards listed are for a 7-person party (it is assumed you have
Dirten with you).
E1 - Exit to Wealthy Area.
E2 [location 4] - "You stand in front of the entrance to a large shadowy

temple. An old blind decrepit orc stands outside with eight orc guards."* If you have encountered at least one of the special four-orc patrols
non-violently:
You will automatically be admitted entry: "As you approach, they move,allowing you entrance into the temple." This is intended to be a trap;
Mace wants the party to search the temple for hidden treasure, then attack
the party himself to claim the treasures.
* Otherwise:
The orcs do not know about your party, so you are not automatically allowed
entry. The blind orc will check for the presence of at least one Leather
Holy Symbol (of Bane). If you have one, he will let you in if you permit
him to search your party. Otherwise, you will have to attack the temple
guards of 8 ORC (#4) (Morale 99, 18 XP) to gain entry to the temple.
If you have entered the temple and attempt to leave, that will trigger the
combat with Mace and his followers described below if it has not alreadyhappened.
1/2/3 - These three locations have treasures beneath hidden trap doors, which
you can find by searching. Mace wants you to find these for them, thenambush you to get the treasures himself. The treasures are as follows:
1 - 342 XP; Clerical Scroll (Animate Dead, Cause Disease, Prayer), Clerical
Scroll (Snake Charm, Silence 15' Radius, Bless), Magic-User Scroll(Fireball, Ray of Enfeeblement, Stinking Cloud).
2 - 800 XP; Potion of Giant Strength, Potion of Healing, Potion of Speed,
Wand of Magic Missiles (20 charges), Dust of Disappearance, plus somenonmagical items. (The Dust of Disappearance is an extremely powerful
consumable item -- don't waste it!)3 - 457 XP; Hand Axe +1, Dagger +1, Hammer +1, Mace +1, Morning Star +1,
Scimitar +1, Spear +1, Short Sword +1.
After you find the third of these treasures, you will be immediately attacked
by MACE (#33) leading 30 ORC (#4), 20 ORC (#44), and 5 ORC LEADER (#5)
(Morale 99, 256 XP), unless Mace has already been defeated. (Note that someof these orcs are "elite" orcs armed with short bows.) Mace is carrying a
Mace +1 and a notice recorded as Journal Entry 25. If Dirten is with theparty, he will leave your party after this battle.
You can choose to favor either choke points, or wide-open spaces for castingFireball, depending on where you search for the last treasure. The orcs areeasily dispatched with Fireball, but enough orcs are armed with bows thatthey can be a problem for lower-level parties.
7 - "In front of you is an altar that is smeared with blood and covered with
crude black hand prints." If you "D"estroy altar, and you have not alreadydefeated Mace, he attacks immediately. (The orcs receive no Morale bonus as
the clue book suggests.)
SECTION 6.13.1 - Wilderness Overview-----------------------------------Plot background:
The wilderness near Phlan is not extensive enough that it has any othersignificant town or city, but it does have a variety of places you canadventure in, plus the inevitable random encounters.
Strategy:
Wilderness combats can be very large, can feature dangerous monsters, andlack choke points, all for little reward; outdoors combat should thus beavoided unless you seek a challenge.
If your spokesperson has high Charisma, you can avoid combat with sapientmonsters by parleying with an "N"ice attitude in the Western Wilderness, or an"A"busive attitude in the Central or Eastern Wilderness.
The dangerous monsters are:* Western Wilderness: giant snakes have a deadly poison attack.
* Central Wilderness: driders cast spells including Fireball.
* Eastern Wilderness: wyverns and phase spiders both have deadly poison
attacks.
SECTION 6.13.2 - Wilderness Details----------------------------------1111111111222222222233333333334444
01234567890123456789012345678901234567890123
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...&&&^^&&&&&&&&&&&&&&..&&&&&&&&&&&&&&&&&&&^^^^^^^&&^^^^&^^&&&&..&&&&&&&&&&&&&&&&^^^^^^^^^&&^^^^^^^^&&&&..&&&&&&&&&&&&&&^^^^^^^^^&&&^^^^^^^^^&&&.&&&&&&&&&&&&&&&^^^^^^^^&&&^^^^^^^^^^&&&..&&&&&&&&+&+&&&^^^^^^^^&^^^^^^^^^^^&&&&.&&&&&&&&+++++&&^^^^^^^^&&^^^^^^^^^&&&....&&&&&&+++m++&&^^^^^^^^k&^^^^^^^^&&&&....&&&&&&+++++&&&^^^^^^^^&&^^&&&&&&.&&......&&&&&&+++&&&&^^^^^^^^&~&&&&&&++.....h....&&&&&&&&&&&&^^^^^^^^&&~~~~+++++....++......&&&&&&&&&&&^^^^^&&&&&&&~+++++..++++.....&&&&&&&&&&&&^^^&&&&&..++~+f+++.+++++...&&&&&&&&&&.&&&&&.&&&..+++====++++++++..&l&&&&&&&&&..........+++++==g=.+++++++++.&~&&&&&&&&.........+++++++===..+++++++++.~~&&&&&&&.........+++++++.~~...++++++++..~~&&&&&&....""...++++++..~~...++++++++..&~&&&&&&....""....+++++..~....+++++++++.&~~&&&&&...."".....++++..~~...+++++++++.&~&&&&&&....""".....+++.++~~...+++++++&&&~&&&&&&....."".....++.+++.~...+++++++&&&~&..&&&....."j"......+++++~~...++++++&~~~&...&&....."""......+++++.~~~.+++++++~&...+++&....."".......++++++..~cc++++++~.++++++=.....""........+++++++.ab.++.++~+++++===.....""........+++++++d==.....+~~~~=====....."".........++e++++=========~e======....."".....==.=====+===================..........n=============================.i........===============================.=====.================================================================================================================
01234567891111111111222222222233333333334444
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KEY:. plains" swamp+ forest& hills^ mountains~ river (the Stojanow is notpassable below Lake Kuto
until you defeat Yarash)= impassably large body ofwater (Lake Kuto or theMoonsea)(NB: terrain that is notwater has no effect other thanappearance)

Random encounters: There are three different sets of random encounters andlairs; which set depends on your current X coordinate. (Land terrain makes
no difference.) You can often avoid combat in random encounters withintelligent monsters by parleying; the effect of attitude varies by monster

set.
The chance of a random encounter is 5%. A random encounter is with monsters
20 in 21 times, and is a lair entrance 1 in 21 times. The few possible lairs
have equal probability, and are described in the next section.
"W"ait will always avoid combat if your party is not surprised and themonsters are. It otherwise always results in combat.
"F"lee can only work if neither side is surprised ("You spot a group of<monsters>.")To find the effect of a "P"arley, if the monster has a parley receptivenessother than 0 (always hostile) or 50 (always friendly), add together thefollowing (surprise does not matter):* Parley receptiveness* Parley attitude modifier for that monster set* Your spokesperson's Charisma reaction modifier* 1d31
If the result is:* 99 or less: The monsters are insulted and attack.
* 100 to 139: "You convince the <monsters> that combat is not necessary andyou go on your way."* 140 or more: "The <monsters> fall for your sparkling personality andwander away without a fight."
Monster tables explanation:
Fr Frequency (chance out of 19 for Western; 18 for Central; 20 for Eastern)
Di Divisor: the base number of monsters is equal to Party Strength divided
by this, rounded down. This is subject to a random additional division:* 1 in 6 chance: no extra divisor* 3 in 6 chance: divided by 2
* 2 in 6 chance: divided by 3
The mininum number of monsters is 1.
Mo Morale
Pa Parley receptiveness: 0 is always hostile, 50 is always friendly,intermediate values work as above.
Mv Movement: if "F"leeing is possible, the chance of that succeeding is
this compared to the movement of your slowest party member. (It isn't
necessarily its actual combat movement.)
Re Size reduction: if the base monster group is at least as large as this,
this will be subtracted until it is smaller than this number; one
additional "extra monster" will be added for each subtraction.
Western Wilderness (X=2 to X=15, ECL Script 25):
Fr Base Monster
Di Mo Pa Mv Re Extra Monster-- --------------------- -- -- -- -- -- --------------------2 QUICKLINGS (#10)
4 60 10 96
3 WILD BOAR (#120)
4 60
0 15
1 GIANT MANTIS (#74)
10 60
0 12
3 TIGER (#119)
6 60
0 12
2 THRI-KREEN (#118)
10 60 30 18
1 AHNKHEG [sic] (#65)
8 60
0 12
2 CENTAUR (#67)
4 60 50 18
2 CORPORAL (#54)
2 80 10
6 10 CORPORAL (#54)
1 1ST LVL THIEF (#45)
2 40 10 12 40 6TH LVL THIEF (#51)
2 GIANT SNAKE (#60)
8 60
0 15
Quicklings cannot be surprised.
The party is surprised by giant mantises on a roll of 1 to 5.

Tigers and corporals are only surprised on a roll of 1.
"P"arley modifiers:

Haughty
Sly
Nice
Meek Abusive--------------------------------------19
9
49
-1
29

The western wilderness has four possible lairs: (1) wild boar, (2) anhkheg,(3) thri-kreen, and (4) giant snake.
Central Wilderness (X=16 to X=28, ECL Script 26):
Fr Base Monster
Di Mo Pa Mv Re Extra Monster-- --------------------- -- -- -- -- -- --------------------4 KOBOLD (#123)
1 40 30
6 40 KOBOLD LEADER (#1)
2 DISPLACER BEAST (#68)
6 60
0 15
1 DRIDER (#69)
7 60
1 12
3 STIRGE (#61)
2 60
0 18
3 LIZARDMAN (#57)
3 50 20
6
1 BANDIT (#97)
2 60 20
9 20 AIDES (#53)
2 NOMAD (#40)
1 60 50
9 30 AIDES (#53)
2 MERCHANT (#98)
1
0 50
9 30 AIDES (#53)"P"arley modifiers:

Haughty
Sly
Nice
Meek Abusive--------------------------------------29
29
29
4
59

The central wilderness has three possible mini-maps: (1) grove with pool,(2) ruined huts, and (3) grove with stirges.
Eastern Wilderness (X=29 to X=41, ECL Script 27):
Fr Base Monster
Di Mo Pa Mv Re Extra Monster-- --------------------- -- -- -- -- -- --------------------4 KOBOLD (#0)
1 40 30
6 40 KOBOLD (#0)
3 GNOLL (#73)
2 50 20
93 LIZARDMAN (#57)
3 60 20
6
2 GIANT LIZARD (#59)
4 50
0 15
2 HIPPOGRIFF (#113)
4 70
0 18
1 WYVERN (#121)
8 70
0 24
2 TROLL (#31)
7 60 10 12
1 PHASE SPIDER (#116)
6 70
0 31
2 MINOTAUR (#62)
7 70 10 12"P"arley modifiers:

Haughty
Sly
Nice
Meek Abusive--------------------------------------19
19
4
4
29

The eastern wilderness has four possible lairs: (1) wyvern, (2) giant
lizard, (3) gnoll, and (4) kobold.
Resting: Every 8 hours, rest outdoors has a 10% chance of being disturbed by anon-lair random encounter appropriate for where you are.
a (25,27) - Phlan.

You can step freely on this square as if nothing were here.

b (26,27) - East of Phlan. You can choose to enter Phlan to:* the "N"orth, to Kovel Mansion (15,4)* the "S"outh, to Wealthy Area (15,4)* to the Civilized Area (15,1) by "B"oatc (25,26) and (26,26) - North of Phlan. You can choose to enter Phlan via:
* the northern "C"ity gates of Phlan, to Kovel Mansion (4,0)

* the "G"raveyard, to Valhingen Graveyard (0,4)
d (24,28) - West of Phlan. You can choose to enter Phlan to:* the "N"orth, to Podal Plaza (0,4)* the "S"outh, to Cadorna Textile House (0,4)
e (20,29) and (35,29) - A boat here can take you back to the Civilized Area
(15,1) of New Phlan.
f (19,14) - A rowboat is hidden here next to the lake; you can take it to
Sorcerer's Island at (19,16).
g (19,16) - Yarash's Pyramid stands before you on Sorcerer's Island.
* "E"nter, to Yarash's Pyramid Level 1 (15,0)* "G"o back to (19,14)

You may:h (25,11) - Entrance to Nomad Camp (1,14).
i (3,32) - Entrance to Zhentil Keep Outpost (7,0). You may only enter if you
have received the diplomatic mission here. Otherwise, you are challenged byguards who demand that you leave; failure to do so results in combat with 12
CORPORAL (#54) (Morale undefined, 92 XP), and nothing further happens.
j (8,24) - The first time you enter this square you are attacked by 2 AHNKHEG[sic] (#65) (Morale 90, Distance 1, 143 XP).
k (10,9; ECL Script 19) - As you first approach this square, you see a dragon
flying into a lair. If you "E"nter the cave, the silver dragon Diogenes asks
you to "S"tate name and intent or leave. If you do the former, you will be
asked for your reason for being here:* Ask dragon for advice, Pledge party to dragon's service or Offer gift:
Diogenes appears, greets you, and asks that you retrieve a silver bottle
from the kobold complex far to the east, then return for another quest.
* Challenge evil leader of old Phlan: Diogenes appears, upset that you
misidentified him. If you "A"pologize, you get the same result as asking
for advice. If you "S"lay the dragon, he leaves in disgust; if you then"F"ollow" him then "A"ttack, every party member must save vs. breath weapon
or take 11d6 damage. (This might be the only place in the game where you
take cold damage, except the game engine doesn't support typed damage
outside of combat.)(Incidentally, the real historical Diogenes was a hilarious character.)l (32,15) - Kobold Caves. Every time you approach the caves without them being
cleared, you are attacked by 25 KOBOLD (#0) and 5 KOBOLD LEADER (#1) (Morale50). There are two entrances, a "L"arge entrance to Kobold Caves (10,0) anda "S"mall entrance to Kobold Caves (6,0).
m (37,8) - Entrance to Lizardman Keep (8,14).
n (12,31) - Entrance to Buccaneer Base (0,8). This does not show up on the map
at all until you accept the commission to rescue the heir to Bivant, and you
may not re-enter the base once that has been resolved one way or the other.
SECTION 6.14.1 - Wilderness Lairs Overview-----------------------------------------Strategy:Lairs are all optional.

Some Western Wilderness and Eastern Wilderness lairs have one random magicalitem. These may be repeatedly found, and are the only repeatably lootablerandom magical items in the game.
SECTION 6.14.2 - Wilderness Lairs Details----------------------------------------Every monster lair always regenerates encounters and treasure any time you
re-enter one from the Wilderness.
The automap will not work in any lair.
Random encounters: There are no random encounters in any lair.
Resting: Resting is always safe in any lair.
15

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15 0 1 2 3 4 5Western Wilderness, Wild Boar LairECL Script 25
KEY:# wallE Entrance/exit

E (15,3) - Exit to Wilderness.
1 (0,0) - "Out of the shadows, two large wild boars charge."(#120) (Morale undefined, 52 XP).

Fight 2 WILD BOAR

2 (5,2) - "Near you is a large, wild boar sow feeding her young. As you nearshe growls a warning to stay away." If you "A"pproach, fight 1 WILD BOAR(#120) (Morale 100, 26 XP) which receives a -4 penalty to-hit.
3 (0,4) - "At the end of the passageway are three large wild boars. They
charge at you and attack!" Fight 3 WILD BOAR (#120) (Morale undefined, 78
XP).

4

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Western Wilderness, Anhkheg LairECL Script 25
KEY:# wallE Entrance/exit

E (0,2) - Exit to Wilderness.
4 - "Lying on the ground here are the dissolving remains of a dwarf.
covered in acid."

He is

5 - "The ground here is soft and freshly churned."
6 (4,1) - "The remains of several of the anhkheg's victims. Amidst the debris
is some treasure." Find 1 gem, 500 electrum, 2000 silver, 5000 copper (104XP).
7 (6,3) - "From the south, a large anhkheg lunges out and attacks the party."Fight 1 AHNKHEG [sic] (#65) (Morale undefined, Distance 1, 71 XP).
0 1 2 3 4 5 6 7 8############################
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0 1 2 3 4 5 6 7 8Western Wilderness, Thri-Kreen LairECL Script 25
KEY:# wallE Entrance/exit

E (0,9) - Exit to Wilderness.
11 (5,7) - "There are two thri-kreen here. They block the passage with theirbodies." If you "A"ttack, fight 2 THRI-KREEN (#118) (Morale undefined, 604

XP).
12 (6,11) - "Before you are three thri-kreen warriors. They attack you
immediately." Fight 3 THRI-KREEN (#118) (Morale undefined, 907 XP).
13 (2,8) - "You enter a cave room with four thri-kreen warriors in it. On thefloor is a chest with treasure in it. As you enter they attack." Fight
4 THRI-KREEN (#118) (Morale undefined, 1951-2284 XP), carrying a treasure of
1 jewelry, 3 gems, 1000 gold, 2000 silver, and 1 random magic item.
7

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7 8 9 10 11 12 13 14 15

Western Wilderness, Giant Snake LairECL Script 25
KEY:# wallE Entrance/exit

E (11,15) - Exit to Wilderness.
8 - "Lying on the floor is a large, shredded snake skin."
9 (13,14) - "A gigantic snake lies in front of you. It rears and attacks."
Fight 1 GIANT SNAKE (#60) (Morale undefined, 43 XP).
10 (15,14) - "As you walk into this room a giant snake falls on top of theparty." You are surprised by 1 GIANT SNAKE (#60) (Morale undefined, 43 XP).
Central Wilderness, Grove with Pool (ECL Script 26)
2 - "Near you is a pool of water. Someone or thing is splashing in the pool."
If you "A"pproach, 'You see some lizard men swimming in the pool. Uponseeing you they attack!' Fight 6 LIZARDMAN (#57) (Morale undefined, 98 XP).
3 (2,6) - "As you walk through the trees you are ambushed by two displacer
beasts." You are surprised by 2 DISPLACER BEAST (#68) (Morale undefined,
238 XP).
Central Wilderness, Ruined Huts (ECL Script 26)
4 (8,14) - "As you enter the room you see four kobolds chained to the wall.
One of them says 'Release us, or the lizard men will eat us!'" If you:
* "R"elease: "You release the kobolds and they thank you. One of them says,'Watch out for the mutant lizard men, they're killers!' They then run out
the door."* "A"ttack: "You coldly kill the defenseless kobolds."

6 (9,11) - "You enter a hut that is covered in filth. Standing in a pool ofblack muck are two horribly mutated lizard men. They lunge out and attack
the party." Fight 2 MUTANT LIZ-MAN (#58) (Morale undefined, 44 XP).
7 (2,11) - "Inside this hut are four lizard men. They attack you immediately."Fight 4 LIZARDMAN (#57) (Morale undefined, 65 XP).
8 (2,15) - "In this room there are four large lizard men. As you enter one ofthem yells 'Kill' and they attack." Fight 4 LIZARDMAN (#57) (Morale
undefined, 65 XP).
Central Wilderness, Grove with Stirges (ECL Script 26)
9 - Every (4n + 1)th time (1st, 5th, 9th ...) you enter one of these squares,"A swarm of stirges swoops down and attacks the party!" Fight -1+1d31(minimum 6) STIRGE (#61) (Morale undefined, 46-230 XP).
0 1 2 3 4 5 6 7#########################
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Eastern Wilderness, Wyvern LairECL Script 27
KEY:# wallE Entrance/exit

E (0,3) - Exit to Wilderness.
1 (2,2) - "Lying here are the partially eaten remains of a halfling."
2 (0,2) - Wyverns' treasure: 3 jewelry, 3 gems, 1000 gold, 2000 electrum, 6000
silver, 5000 copper, and 1 random magic item (1679-2012 XP).
3 - In the first of these locations you enter, "You have stumbled across a
ferocious wyvern. It charges and attacks!" Fight 1 WYVERN (#121) (Morale
100, 224 XP) which receives a -2 penalty to-hit.
4 (4,1) - "A terrible wyvern charges to attack the party!" Fight 1 WYVERN(#121) (Morale 100, 224 XP) which receives a -2 penalty to-hit.

0 1 2 3 4 5 6 7#########################
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Eastern Wilderness, Giant Lizard LairECL Script 27
KEY:# wallE Entrance/exit

E (6,15) - Exit to Wilderness.
5 (5,12) - "Four giant lizards run up and attack the party!"
LIZARD (#59) (Morale 60, 82 XP).

Fight 4 GIANT

6 (7,9) - "This room is filled with human bones."
7 (0,9) - "You enter a chamber with four giant lizards and two minotaurs. The
minotaurs order the lizards to attack." Fight 4 GIANT LIZARD (#59) and 2
MINOTAUR (#62) (Morale 70, 304 XP).
8 (2,11) - "You have found some treasure." Find 3000 electrum, 4000 silver,
6000 copper, and 1 random magic item (355-688 XP).
9 (1,15) - "Guarding this chamber are two giant lizards. As you approach,they attack." Fight 2 GIANT LIZARD (#59) (Morale 100, 41 XP).

8

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Eastern Wilderness, Gnoll LairECL Script 27
KEY:# wallE Entrance/exit
G Possible encounter with gnolls

E (12,15) - Exit to Wilderness.
G [location 10/11] - Every time you enter one of these squares, there is a 1 in
8 chance that "You are attacked by some gnolls." Fight 3+1d31 GNOLL (#73)(Morale 60, 41-351 XP).
12 (15,10) - "In this room are the horrid remains of some elves."
13 (9,14) - In the first of these squares you enter, "In this room are somegnolls and trolls. They attack you immediately." Fight 4 TROLL (#31) and
12 GNOLL (#73) (Morale 75, 666 XP).
8 9 10 11 12 13 14 15####### #### ##########
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Eastern Wilderness, Kobold LairECL Script 27
KEY:# wallE Entrance/exit
K Possible encounter with kobolds

E (11,0) - Exit to Wilderness.
K [location 15/16] - Every time you enter one of these squares, there is a 1 in

8 chance that "You are attacked by a group of mad kobolds." Fight 9+1d41
KOBOLD (#0), and also 3 KOBOLD LEADER (#1) if there at least 40 kobolds wererolled (Morale 50, 13-75 XP).
SECTION 6.15.1 - Nomad Camp Overview-----------------------------------Plot background:
The nomads may possibly join with the Boss. The council commissions you toprevent that. As it happens, the nomads are inclined to be friendly, andrespond well to heroic gestures.
Strategy:
Be friendly to the nomads, then choose to defend them. Stay within the
tripwire perimeter, and you will face three waves of kobolds with allied
nomads. The kobolds are not hard to defeat even without Fireball.
(You can also get better magical loot from attacking or betraying the nomads,
if you are feeling evil, but the gain from doing so is not actually that
substantial.)

SECTION 6.15.2 - Nomad Camp Details----------------------------------0

0
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3
4
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6
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8
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1

2

3

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5

6

7

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E//////////////~~~~~~~~~~~~~ 14@@ @@ ~~~~~~~~~~~~~~~~~~~~~~~~~~ 15~~~~~~~~~~~~~
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 17
KEY:# wall+ door/archway~ water@ tree/ tripwire
E party enters here
H party's hut

When you first cross the tripwire perimeter, the nomads will approach you
cautiously.
If you choose to attack them outright:* Fight 14 NOMAD (#40) (Morale 100, 37 XP).
* You will soon have two more such encounters; trying to parley at this point
will no longer work.
* The fourth encounter is with the nomads' leaders: HASSAD (#42), 1 SHAMAN(#43), 5 4TH LVL FIGHTER (#41), 49 NOMAD (#40) (Morale 100, 2817 XP). The
nomads receive a special penalty of -2 to-hit, and have a treasure of 5000
gold. They are carrying:* Hassad: Long Sword +2, Shield +1, Scale Mail +2* shaman: Dagger +2, Bracers AC 4 (says AC 2, but actually is AC 4), Wandof Magic Missiles (50 charges)* fighters (each): Long Sword +1, Chain Mail +1
If you parley, the nomads' chief greets you and invites you to a feast in yourhonor. If you refuse, the nomads are insulted and ask you to leave; failing to
do so results in the same combats as above. Up to this point, you may choose
to leave and restart the map as if nothing had happened.

If you accept the invitation, the feast proceeds without incident, and theleader Hassad tells you of dangers all around the wilderness (Journal Entry55). He tells you his concern about an incoming attack of kobolds, and begs
you to consider staying to defend the nomads. You are led to a hut to restand consider. If you choose not to help and actually leave, the kobolds will
kill all the nomads; this will complete the mission, but you will not receive
much reward for this method.
If you stay around the camp, there will eventually be a kobold attack:* If you are within the tripwire perimeter, and you have never attacked thenomads, 2d7 NOMAD (#40) fight on your side.
* You fight [(56 - # of nomads) divided by 2, rounded down] each of KOBOLD(#0) and KOBOLD (#123) (Morale 80). Attempting to flee will only delay theinevitable fight.
The second wave attacks a few minutes later; this is the same as the firstwave, except that if you attacked the nomads during the first fight, thekobolds and nomads ally against you.
The third and final wave attacks a few minutes later:* If you backstabbed the nomads, you fight 49 KOBOLD (#123) allied withHASSAD (#42), 1 SHAMAN (#43), and 5 4TH LVL FIGHTER (#41) (Morale 100).
The kobolds and nomads receive a special penalty of -1 to-hit, and carry
8000 gold and the same magical items as above. This fight cannot be
avoided.
* If you heroically did not backstab them, "You see a huge group of kobolds
moving reluctantly forward under the curses of their leader. The headman
walks up and slaps you on the back. 'Well done! What say we finish this
together?'"* If you agree, with the help of HASSAD (#42) and 2 4TH LVL FIGHTER (#41)
you fight 27 KOBOLD (#0) and 26 KOBOLD (#123) who carry a treasure of3000 gold (Morale 50, Distance 2).
If you win, "The shaman walks up to you. 'You fought as the heroes oflegend. A reward was promised and so shall it be.'" You receive 5000
gold, a Two-Handed Sword +2, and a Wand of Magic Missiles (35 charges)(6133 XP).
* If you do not agree, "The headman sneers, 'Cowards!' He turns to the two
guards still living and yells, 'For Hyrnka!' He and his two guards
charge into the pack.""As they reach the pack a flurry of arrows strike them. Undaunted they
strike. Kobolds die like flies around these heroes. A guard falls witha score of wounds.""Within ten minutes the kobolds break, half their number dead. The chiefcomes back, 'I promised you reward for your aid. So it shall be... Equal
to your honor.'" You receive 500 gold (83 XP).
In either case, the nomads agree not to join with the Boss.
The council considers the mission satisfied if either Hassad is killed, or you
are rewarded by him for defeating the kobolds.
Differences from the tabletop adventure: The map is different, but thestructure is otherwise similar.

SECTION 6.16.1 - Kobold Caves Overview-------------------------------------Plot background:
The kobolds are also considering an alliance with the Boss.
commissions you to prevent that from happening.

The council

Strategy:Enter using the large entrance; this avoids the trap at location 1.
wyvern at location 17 and collect its treasure at location 26.

Defeat theIf your party is light on strength, you can add Princess Fatima at location 14.
Defeat the three waves of kobolds at location 9, and then the remaining guards
at location 20, before catching up to the kobold king at location 11. You may
then pick up the treasures at location 12 and 27, though the only truly useful
items are the magic-user scrolls.
SECTION 6.16.2 - Kobold Caves Details------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#################################################
0 #15#############
+20
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0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 13
KEY:# wall~ illusionary walla+ door/archway
E Entrance/exit

Special penalties: Many of the rooms and corridors are kobold-sized.

If youare in combat against nothing other than kobolds and kobold leaders, thenyou receive the following penalties: THAC0 is penalized by 2; all damage
rolls get 2 subtracted; humans, half-elves, and elves have movement reducedby 4 (minimum 1). The kobolds also receive a +2 bonus to-hit.
Traps: The traps here may automatically be bypassed if you are being escorted
by a kobold. You can also automatically find them with the Detect Traps
spell active, or if you are in Search mode and a thief passes a Find/Remove
Traps roll; you may then have a thief try to bypass the trap with a Find/
Remove Traps roll.
Random encounters: The chance of a random encounter is 1 in X. X is normally
21; add 40 to X if you are not in Search mode; add 100 to X if you havefought the combat at location 9. The random encounter is with 15 KOBOLD(#0) and 3 KOBOLD LEADER (#1) (Morale 30).
Fleeing: Your party is moved to one of: (0,12); (6,12); (1,14); (9,11); (7,10);(6,11).
Resting: If you entered through the large cavern, you can safely rest there if
you have not fought the wyvern. Otherwise, you must defeat the three waves
of attacks in the throne room at location 9 to rest; even then, every 8 hours
rest has a 5% chance of being disturbed.
If you get disturbed, it is by seven skulking kobolds who each launch rocks
at the party (7 THAC0 10 attacks on random characters, 1d4+1 damage per hit)and retreat into the shadows, without you being able to retaliate.
Clearing the area: For this area to count as cleared, you must visit location
11, which confirms the death of the kobold king.
Differences from the tabletop adventure: The tabletop version has a different
map with more treasure and only kobolds as enemies.
E1 [location 28] - Exit to Wilderness (32,15).
1 (6,13) - There is pit trap here. If you do not bypass it, a party member
falls in a pool of water, losing 20% of both money and light items.
2 (6,11) - If you search the mine tailings here, you will find a kobold's crude
drawing (Journal Entry 42).
3 (8,12) - "A kobold approaches waving a white flag. The kobold bows and says,'You are quite dangerous, we will pay for a truce.'"If you agree, you are led to location 6.
here.

If you do not, it triggers the trap

If the kobold triggers the trap, or you come back later and you fail to
bypass it, a deadfall trap does 2d6 damage to all characters who fail asaving throw vs. petrification/polymorph; you are then surprised by 20
KOBOLD (#0) (Morale 25, 26 XP).
4 (10,9) - There is a net trap here. If you do not bypass it, you are attacked
by 20 KOBOLD (#0) (Morale 50, 26 XP) who surprise the party after the trap
entangles you.
5 (11,9) - There is a spike trap here. If you do not bypass it, the spikes do
2d4 damage to one character (save vs. death to avoid, no save for a thief
failing a disarm roll).

6 (12,9) - If you originally entered this map through the "L"arge caveentrance, "A drunken kobold lies here." If you awaken it, it believes you
are guests of the king, and asks if you want to be led to him; if you accept,
you are led to location 6a (7,5).
If you were led here by the kobold from location 3, you get the option tofollow it through the door to the east.
9 - Kobold king's throne room. The first time you enter one of theselocations, "Before you is a horde of kobolds. Behind them are two men and an
ancient kobold on a wooden throne. One says, 'These men are enemies. Defeat
them and my lord shall be most generous.' The king looks at him, and then atyou. He smiles and screams, 'Kill them!'"This begins three combats with no breaks for the party:* Wave 1: 4 TROLL (#31), 35 KOBOLD (#0), 11 KOBOLD LEADER (#1) (Morale 70,
618 XP).
* Wave 2: 5 WILD BOAR (#120), 45 KOBOLD (#0), 8 KOBOLD LEADER (#1) (Morale60, 212 XP).
* Wave 3: 2 ENVOY (#87), 2 TROLL (#31), 2 WILD BOAR (#120), 8 KOBOLD (#0)(Morale 100, 767 XP); the Envoys each carry a Two-Handed Sword +2.
The kobolds launch ballista attacks between waves (7 THAC0 3 attacks on
random characters, 2d6 damage per hit). If you defeat all three waves, theking flees after the battle.
Have as many Fireball spells prepared as you can before coming in. Two isenough to win; you can use them in the first two waves, and rely on Stinking
Cloud to defeat wave 3. After wave 2, you should spend as much time asneeded casting Cure Light Wounds to heal your characters and then cast buffs
for wave 3. You can also do this after wave 1, but you should stand on thetrolls' bodies to stop them from reviving.
11 (10,1) - "The king, panicked, has fallen into his own spiked pit and died."
Discovering this will flag this area as cleared.
12 (12,0) - If you search here, you find a brass bottle. If you "P"ull it out,
"As you pull, the stopper comes loose and smoke billows out, forming into a
giant, reddish humanoid. 'I am the efreeti Samir Ahwahl. You are not mymaster. Are you, perchance, vampires?'"* If you say "Y"es, that is the same as attacking it: fight 1 EFREETI (#124)(Morale 100, 454 XP).
* If you say "N"o, "'Fools, summon me only when a vampire is near or face mywrath.' He returns to the bottle." You may then pick up the Efreeti
Bottle (666 XP).
13 - This barracks has a crude map on the wall (Journal Entry 28).
14 (1,3) - "In this room is a young woman in barbarian finery. She drops akobold she was strangling when she sees you. 'I am Princess Fatima.' The
princess continues." (Journal Entry 16) "She offers to join your band."You may accept or attack her: PRINCESS FATIMA (#104) (Morale 100).
leave the party as soon as you leave the map.

She will

15 (0,0) - "This was a prison cell. Broken bindings and six dead kobolds arestrewn on the floor." Princess Fatima just broke out of this cell.
16 (13,9) - There is a steep climb on loose rocks from the large open cavern tothe narrower ones where the kobolds live. If you climb here, and you havenot yet fought the wyvern at location 17, the noise you make draws its
attention, and it surprises and attacks you here.
17 - In one of these locations you may be attacked by the 1 WYVERN (#121)(Morale 100, 224 XP) that lives in the large cavern, if you haven't yet
defeated it.
18 (15,3) - If you search here, "Hidden in a narrow crevice is an old crippled
kobold. It croaks weakly for water." If you "G"ive it water, "When you giveit water, it crawls out and tells you its tale." (Journal Entry 20).
19 (10,7) = "This is the living areas.

Female and child kobolds flee."20 - The first time you enter this room, you are attacked by the kobold king's
remaining guards: 3 TROLL (#1), 3 WILD BOAR (#120), 20 KOBOLD (#0), 4 KOBOLDLEADER (#1) (Morale 100, 522 XP).
21 (5,8) - "Rats are hung here to age.

Moldy roots lie in piles."22 - "Here crude tables, littered with bones, are scattered around."
26 (14,6) - "Amongst a nest of logs you find some treasure." You find 2
jewelry, 2 gems, 1000 gold, 500 electrum, 1000 silver, 2 random magic items(1166-1833 XP).
27 (13,1) - "Strewn across the floor is the accumulated wealth of the kobold
community." The treasure contains 2 jewelry, 6 gems, 50000 copper,
Magic-User Scroll (Charm Person, Protection from Evil, Strength), Magic-User
Scroll (Friends, Invisibility, Protection from Normal Missiles), and a large
number of worthless items (1158 XP).
SECTION 6.17.1 - Yarash's Pyramid Overview-----------------------------------------Plot background:
The mad wizard Yarash does not want his schemes to be disturbed, and secludes
himself with a maze and teleporters on the first floor of his pyramid. He
seeks to engineer a race of empowered freshwater sahuagin to conquer theMoonsea region. He is experimenting on exploited lizardmen, and his
experiments are also massively polluting the Stojanow River.
Strategy:
You never need to enter the level 1 maze. You can use a series of teleporters
to go to level 3, and defeat Yarash at location 25. Visit the enslaved
lizardmen at location 24 and be "N"ice to them to free them. You may then use
the dial at location 26 to use the adjacent teleporter to the three treasurerooms at locations 19, 20, and 21.

SECTION 6.17.2 - Yarash's Pyramid Level 1 Details------------------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15##############################################~~#
0 #Tc
#
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# E# 0##### #++########## # # #++# #++# # #
1 #
+ #
#TD
+ + # + # + # # # 1#### #### # ####### # #### # #### #### #2 # + #+
# ### # # 2# ####++## #######++# # ####++# #++#### # #
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+ # # # + +## # 5# # ########## # #### # #++#######++#### #6 # # ########## #
# #
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# #++########## ########## ####### # #### #7 ############+ + #TA+Tf# 7############################################## #
8 #
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# ~ #TB+Tl# 8# #++#######++# #### #++# #++# # ####### #9 # ## # # # ~ + #TC# # 9# ##########++########## # #++#++#### # # #10 # + #~# +## # # 10#### # #++####++####### # ####### #### # #
11 #
# #
Tb
# #
# # + # # # 11
# #### # #######++# # #### # #### # # #
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+ #
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+
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# + ~ # # 14
# # # # # ####++#++#++#######++#++####### #15 # + # # ##12# E# 15##############################################~~#
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 22
KEY:# wall~ illusionary wall
+ door/archway
E Entrance/exit
T Teleporter; if 2ndletter case is:upper: origin
lower: destination

Random encounters: Random encounters only happen in the maze, not in the longcorridor you start in. The chance of a random encounter is 1 in 21, or 1 in
3 if you are in Search mode.
Random encounters are always hostile, and always Morale 100. These creatures
have been lost in the maze long enough to be starving, and seek to kill andeat anything they find. The specific monsters you meet depend on which halfof the level you are on; each of these 12 encounters can only occur once
each:
Northern half (some sources refer to this as the western half):(1) 20 STIRGE (#61) (153 XP), movement 18(2) 3 DRIDER (#69) (974 XP), movement 12(3) 3 MINOTAUR (#62) (332 XP), -1 bonus to be surprised, movement 12(4) 3 DIANE (#79) (95 XP), +2 bonus to surprise, movement 12(5) 3 KOBOLD (#123) (4 XP), movement 9(6) 3 7TH LVL FIGHTER (#80) (314 XP), movement 9
Southern half (some sources refer to this as the eastern half):(1) 3 6TH LVL FIGHTER (#75) (410 XP), movement 6

(2) 3 DISPLACER BEAST (#68) (357 XP), movement 15(3) 3 7TH LVL DW FIGH (#76) (514 XP), movement 6(4) 3 LIZARDMAN (#57) (49 XP), movement 6(5) 3 7TH LVL THIEF (#77) (2227 XP), movement 12(6) 3 DRIDER (#69) (974 XP), movement 12
If you try to "F"lee, success is determined based on the movement of yourslowest party member compared to the movement above (which isn't necessarily
the monster's actual combat movement). You get a +3 bonus to movement forthis purpose if you surprise the monsters, and a -3 penalty if the monsters
surprise you.
Fleeing: Your party is moved to one of:* If you are in the northern half: (0,0); (1,3); (8,6); (11,1).
* If you are in the southern half: (5,11); (1,10); (8,14); (9,8).
Resting: Resting is safe in the long corridor where you start, or on a half ofthe level where you have cleared all six of the random encounters.
Otherwise, every 10 minutes there is a 33% chance rest is disturbed by one of
the unfought random encounters.
Differences from the tabletop adventure: The maze maps in the tabletop version
are completely different, and have easier random encounters.
E - Exit to Wilderness (19,16).
TA [location 14] (14,7) - Teleport to Ta, on Level 2 (4,15). If you throw arock through the portal, you can toggle the destination to and from Tb, on
Level 1 (5,11).
TB [location 15] (14,8) - Teleport to Tb, on Level 1 (5,11).
TC [location 16] (14,9) - Teleport to Tc, on Level 1 (0,0).
TD [location 17] (6,1) - Teleport to Td, on Level 2 (0,12).
12 (13,15) - A human priest greets you here. You can attack him and fight 1
2ND LVL CLERIC (#78), but if you parley with a "N"ice or "M"eek attituderepeatedly, each time you do so there is a 1 in 3 chance he will say, 'I havea secret. I have chiseled almost all the way through to the outside. But I
no longer have the strength to break through. Will you try?'
If you respond "Y"es, this creates a permanent exit to the Wilderness in thesouthern wall.
13 (13,4) - "You find the corpse of a man. The body has been stripped of
weapons and armor, as well as any useful gear."If you search it you will find the journal of Tyrmor (Journal Entry 26).

SECTION 6.17.3 - Yarash's Pyramid Levels 2 and 3 Details-------------------------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#################################################
0 #Tk#####
26 TL#Tn 20 20######## 0# ############# ####### #
1 #
22+23
+25
27#20 20 20##### + # # 1########++###### #### # # #
2 #TJ
#
# #
#20 20 20##### # # # 2#++# #################### ####### # # #3 # # #########Te#TG Tj# # # 3# # #####++########## #### ####### # #4 #Th# ##24######## ## # 4#### ###### ####### # ####### #5 ####### ####### # ####### # 5############ ####### # ####### #6 ###### ### # 6######################### # ############# # #7 ######## ############# # # 7####### ################### ############# # #8 ############ ########TI# 8#### #### ####### ####### ####### ##########
9 ##### #Tm 19# ########17 17 17# 9# ####### ## ####################
10 # ~ 1 18# #19 19##17 17 17# 10# ## #################### ##11 # #18 1~ #19 19################### ~10 17 17# 11# ## #####################################
12 #Td#18 18#
Tg TE# 12##########~~# #############~~###################
13 ####
Ti# ##########
8##########To 21# 13####
6# #####################
14 ##### #################21 21 21# 14##### ##################
15 #####Ta#################21 21 21# 15#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 23
KEY:# wall~ illusionary wall
+ door/archway
T Teleporter; if 2ndletter case is:upper: origin
lower: destination(m/n/o also
origins)

Random encounters: None.
Fleeing: You always flee to the same location on either level.
* On Level 2, your party flees to Level 2 (3,8).
* On Level 3, your party flees to Tk, on Level 3 (0,0).
Resting: It is always safe to rest anywhere.
Clearing the area: The pyramid is considered cleared if you defeat Yarash at
location 25.
Differences from the tabletop adventure: Level 2 uses a different map; level 3
uses a similar map. Yarash is lower level in the Gold Box version because
the game engine doesn't support spells higher than 3rd level.
TE [location 12] (15,12) - Teleport to Te, on Level 2 (11,3). If you throw arock through the portal, you can toggle the destination to and from Tf, on
Level 1 (15,7).
TG [location 13] (12,3) - Teleport to Tg, on Level 2 (14,12).

If you throw arock through the portal, you can toggle the destination to and from Th, on
Level 3 (0,4).
TI [location 14] (15,8) - Teleport to Ti [location 6], on Level 2 (3,13).
TJ [location 11] (0,2) - Teleport to Tj, on Level 2 (13,3). If you throw arock through the portal, you can toggle the destination to and from Tk, on
Level 3 (0,0).
TL [location 16] (6,0) - This teleporter's destination varies depending on thesetting of the dial at adjacent location 26:* Blue: Tl, on Level 1 (15,8)* Copper: Tm, on Level 3 (4,9), which has a teleporter back here
* Silver: Tn, on Level 3 (7,0), which has a teleporter back here
* Gold: To, on Level 3 (14,13), which has a teleporter back here
1 (1,10) - "You have entered what looks like an ordinary alchemists lab ...
recently used."
6 (13,3) - 5 LIZARDMAN (#57) (Morale 60, 81 XP) approach you suspiciously, as
they suspect you are servants of Yarash. If you "P"arley with them, you canconvince them not to attack. Add your spokesperson's Charisma modifier to 0
for "A"busive; 15 for "H"aughty or "S"ly; 30 for "N"ice; 50 for "M"eek; then:* Score is below 75: The lizardmen attack: 'Mutilating scum! We will die
before we let you twist us as you have our other people! But you will die
first!'* Score is 75 or more: The lizardmen are peaceful: 'Since you are not theservants of Yarash, we will not kill you. The enemy of my enemy is not myenemy!'
8 (9,13) - "You have entered a room filled with a horrible assortment of
torture instruments. In the center is a large table with metal restraints.
The walls are lined with flasks and bottles containing powders, oils,
ointments, and draughts. These are surely of an alchemical nature."
10 (13,11) - "You have entered a room filled with large vats with the same oily
black stuff that flows from the fountain. The chamber stinks. On the walls
are shelves of bottles and flasks."
17 - If you search, "As you are poking around in the vats, a pain crazed lizard
man surfaces and attacks you! Two others quickly join him from other vats."
Fight 3 MUTANT LIZ-MAN (#58) (Morale undefined, 66 XP); the party is always
surprised, whereas the monsters are only surprised on a roll of 1.
18 - If you search, "You find a notebook. A typical entry reads, 'Subject 213:
progressing well, scars healing, unable to talk yet. Subject 214: died whentreated, failed again ...'"
19 - "You are in a storeroom holding a vast collection of magical junk." If
you search, "However, hidden amidst all this junk you find some treasure."
You find 400 gold, 1200 silver, and 3 random magical items (276-1277 XP).
20 - Same as location 19; there is a separate hidden treasure here.
21 - Same as location 19; there is a separate hidden treasure here.
22 (1,1) - "You see a sign over the door in front of you. It says, 'Don't
forget the password'. This is followed by six Dwarvish runes", 'NOKNOK' in
Dethek. You will then be immediately asked for a password; if you sayanything other than 'NOKNOK', all characters attacked by a super-strong
mutant lizardman for 201 damage each.
(I suppose righteous fury against software pirates is what gives the
lizardman that extra strength.)
23 (2,1) - Here you find a series of pipes and fountains that Yarash is using
for his experiments, and that is also polluting the Stojanow River. You candestroy the equipment; if you fail to destroy it the first time (probabilityof ~34.9%), it is best to get away from it as it will soon explode on its
own. The explosion does 3d10 damage to every party member.
Destroying the machinery marks the area as cleared; but this doesn't actuallymatter, as you cannot leave Level 3 without defeating Yarash, which also
does.
(The way this works: You roll d10 repeatedly. If you do so 10 times, you
successfully destroy the machinery. If any roll is 1, "You hear a whining
from the pipes the black liquid is bubbling. However, not all the equipment
is yet destroyed." This will destabilize the equipment and return you to theprevious menu, where you will have at most two more d10 rolls to safely
destroy the equipment.)
24 (5,4) - "You have entered a pumping room. Working as slaves in this room
are three lizard men with whip cuts across their back who are shackled to thewall by long chains. Two of them are pouring barrels of the blackcontaminant into a large vat. The other is working a bellows pump."
If you attack them, they counterattack with the barrels of mutagens they areholding (2 random characters take 201 damage each); you then fight 3
LIZARDMAN (#57) (Morale 100, 49 XP); parleying with a "H"aughty, "S"ly, or"A"busive attitude has the same effect. If you parley with a "N"ice or"M"eek attitude, they allow you to free them. They then describe what Yarash
is doing and how you can get help from their tribe (Journal Entry 35).
25 (4,1) - You confront Yarash here. All options lead to combat, against 1
YARASH (#81) and 6 MUTANT LIZ-MAN (#58) (Morale 100, 959 XP). Yarash carries
Bracers AC 4, Wand of Paralyzation (23 charges), 2 Potions of Healing, and1 Potion of Speed.
Yarash is fond of using the Wand of Paralyzation; you should disable or kill
him as soon as possible.
26 (5,0) - A dial here controls the destination of the adjacent teleporter TK.
You may set this to blue, copper, silver, or gold.
27 (6,1) - Yarash's desk is covered with papers. Searching yields:* a letter from the Boss demanding that Yarash join him (Journal Entry 33);
* Yarash's unsent reply (Journal Entry 49);
* a message to the buccaneers offering a bounty for a real sahuagin (Journal
Entry 27);
* a warning to an agent about the dangers in the mountains to the northwest(Journal Entry 56);
* a note to a trapper about kobolds and hobgoblins (Journal Entry 40).
SECTION 6.18.1 - Lizardman Keep Overview---------------------------------------Plot background:This ruined keep was once defended by a powerful wizard, who placed an antimagic shell around the entire area to protect against magical attacks. That
did not stop the conventional assault that caused the keep to fall. Now, theruins are occupied by lizardmen, who have been disrupting trade to the east ofPhlan. The Boss has been courting them, but the lizardmen as yet have nottaken sides. The council tasks you with preventing the lizardmen from joining
the Boss.
Strategy:
Before coming here, complete Yarash's Pyramid, freeing and befriending the
lizardmen at Yarash's Pyramid Level 3 location 24. You may then give thefriend-word SAVIOR to the old lizardman here to complete the mission. You may
then enter the catacombs and loot pools P4, P5, and P6 for three Shields +2.
SECTION 6.18.2 - Lizardman Keep Details--------------------------------------0

1

2

3

4

5 6 7 8 9 10 11 12 13 14 15#~~~~~~~~# #~~# #~~# ####
0
# ' ' # # # # # # #0#############''''''''####''####''####''####
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15 ~ ' ' ##E1## # # #
15~~~~~~#####++##~~# #~~#
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 16
GROUND LEVEL
KEY:~ moat (impassable)# wall' rubbled wall
+ door/archway\ stairs down
E Entrance/exit

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#################################################
0 ###############################~~################ 0###############################~~################
1 #######P1~~~###################~~~ ####Eg####### 1#######~~~~~###################~~~ #### #######
2 ############################ 2####### ################ ####~~~~~# ##########
3 ####### #################P7~~~# ########## 3####### ############# ############# ##########
4 ######## #Ed#### ########## 4################### # # ########## ##########
5 #############Ec#### # # ~P6############## 5############# #### # ####~~#### #############
6 ############# ################## 6############# ######## #### #############
7 ####Ef######## ############## 7#### #### #### ~~~~ #### #\\#### ##########
8 #### #### #### ~P8~
#Ee#### ########## 8#### ####~~#### ~~~~ #### # #### ##########
9 #### ~~~~P2##### ########### 9#### ####~~# #### ####### # ################
10 #### #### # #### #Eb# ################ 10#### #### # #### #### # # ################
11 ###### #### # ########### 11########## #### # #### # # #### ##########
12 ########## #### ## # ##### 12########## #### ############# ####### ~~~~ #13 ################ ~~~# ~P5~ # 13############# # ~~~~ #### #### ~~~# ~~~~ #14 ############# # ~P3~#### ~~~## 14############# # ~~~~ #### #### ~~~##########
15 #############Ea#####~P4########## 15#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 16
CATACOMBS
KEY:# wall~ pool\ stairs up
E Entrance/exit
P PoolSpecial penalties: There is an anti-magic zone in this entire area; it is notpossible to cast spells here, even from magic items. Also, in either swampy
areas or the restricted tunnels of the catacombs, you may receive
additional penalties in combat.
Random encounters: None.
Fleeing: If you are on the surface, you move to (8,12). If you are in the
catacombs, you are moved to a pool-specific location near the pool you wereat.
Resting: It is always safe to rest anywhere.
Clearing the area: The area is considered cleared if you either defeat Drythh
in a duel, or if you kill most of the lizardmen in the area. In order to do
the latter, you must defeat at least 40 lizardmen (there are a total of 50),though only battles in the catacombs and the main attack by 20 lizardmen at
location 10 actually count.
Differences from the tabletop adventure: Both maps have the same outline,
though the anti-magic aura only exists in the Gold Box version; the duel with
Drythh also only exists in the Gold Box version. The lizardmen in thetabletop version may present you with medallions that mark the bearers as afriend of all lizardmen.
E1 [location 15] (8,15) - Exit to Wilderness (37,8).
Ea/Eb/Ec/Ed/Ee/Ef/Eg - There are passages here that lead to the other layer;on the surface you may need to search for them. The passages lead to thecorresponding location on the other map.
The first time you enter the catacombs, you are attacked by 10 GIANT LIZARD(#59) (Morale 100, 206 XP). You receive penalties of -4 to hit and damage;humans, half-elves, and elves also receive -2 to movement. (The number that
attack is supposed to decrease if you kill some on the surface, but thisdoesn't actually happen.)Entering the catacombs also marks locations 1, 3, and 10 as visited; youshould avoid the underground until you have visited them.
P - If you approach this pool while some of the 50 lizardmen in this area are
still alive, 5 LIZARDMAN (#57) (Morale 100, 81 XP) will emerge from the pooland each throw a javelin at random party members (each attack is THAC0 16 anddoes 1d6 damage).
The first time you approach a pool, the lizardmen automatically surprise you;it is thereafter rolled for. If you are surprised and they are not, theyre-enter the pool before you can react. Otherwise, you will have the chance
to attack them; such combats inflict penalties of -4 to hit and damage, andhumans, half-elves, and elves receive a penalty of -2 to movement.
You will then have the chance to enter the pool. If you enter:* If you just encountered lizardmen here, and you did not defeat them, they
will attack you without you being able to retaliate (5 THAC0 12 attacks on
random characters, 2d2 damage per hit; then 5 THAC0 12 attacks on randomcharacters, 1d8 damage per hit).
* Otherwise, you find treasure if you have not yet searched this pool:
P1, P2, P3, P7, P8: 216 XP, 1 gem, 1000 gold, 1000 silver
P4, P5, P6: 350 XP, 1 gem, 1000 gold, 1000 silver, Shield +2
1 (4,3) - Former storeroom. The first time you enter this building:* If you did not rescue the three lizardmen at Yarash's Pyramid Level 3
location 24, and have not yet entered the catacombs: You are attacked by 2
LIZARDMAN (#57) and 1 GIANT LIZARD (#59) (Morale 100, 53 XP).
* If you did rescue the three lizardmen, and this is the first time you haveentered any of locations 1, 3, or 10: "An old lizardman appears before you,hand raised in a gesture of peace.""C"ombat results in the automatic death of the old lizardman; the lizardmen
subsequently behave as if you had never saved their brethren, which resultsin the attack for this location.
If you "P"arley, 'A group of humans were described to me by three of ourpeople whom they rescued. If you are they you will have been shown ourtribal friend-word.' (This was mentioned in Journal Entry 35.)
* If you do not give the correct response of 'SAVIOR': "'You are not they
who rescued my children, but are murderous pirates! Then you are notsafe here!' He disappears with amazing speed into the wilderness aroundyou." You are attacked by 2 LIZARDMAN (#57) and 1 GIANT LIZARD (#59)(Morale 100, 53 XP).
* If you answer 'SAVIOR': "The old lizard man recognizes the word and hislips part in a toothy grin. You all gather close as he begins hisstory." (Journal Entry 31) Drythh then immediately shows up andchallenges the old lizardman; the old lizardman asks one of you tochampion him:
* If you say "N"o, "'Then I must fight him myself.' The combat isextremely short in duration. When it is finished Drythh turns to his
followers, 'Kill them!'" Fight 1 DRYTHH (#95) and 12 LIZARDMAN (#57)(Morale 100, 218 XP).
* If you say "Y"es, your chosen champion fights DRYTHH (#95) (Morale 100)
one-on-one. If you lose, the result is the same as if you had said
"N"o. If you win, "Seeing their leader fall, the other lizard men
withdraw. The old lizard man turns to you, 'You have done me great
service. Rest assured that my people will not join Tyranthraxus.
Still my people still are hostile to strangers. I think it is best if
you leave.' He turns and disappears into the wilderness."(What this means in practice: You completed the quest, but if you feellike it, you can loot the catacombs, fighting battles there as if you
hadn't.)* If you did not rescue the three lizardmen and you have already entered thecatacombs, or if you have already dueled Drythh, then nothing happens here.
3 - Former servants' quarters. The first time you enter this L-shapedbuilding:* If you did not rescue the three lizardmen at Yarash's Pyramid Level 3
location 24, and have not yet entered the catacombs: You are attacked by 3
GIANT LIZARD (#59) (Morale 100, 62 XP).
* If you did rescue the three lizardmen, and have not yet had the encounter
with the old lizardman, it happens as described in location 1, except theincorrect friend-word results in the attack for location 1 (this is a bug).
* If you did not rescue the three lizardmen and you have already entered thecatacombs, or if you have already dueled Drythh, then nothing happens.
10 - Former central keep. The first time you enter this 4x4 area:* If you did not rescue the three lizardmen at Yarash's Pyramid Level 3
location 24, and have not yet entered the catacombs: Lizardmen jump out of
ambush and throw javelins at the party; each attack is THAC0 18 and does
1d6 damage. You are then immediately attacked by 20 LIZARDMAN (#57) and 4
GIANT LIZARD (#59) (Morale 60, 409 XP). Your party receives penalties of-3 to hit and damage; humans, half-elves, and elves also get -2 tomovement.
* If you did rescue the three lizardmen, and have not yet had the encounter
with the old lizardman, it happens as described in location 1, except theincorrect friend-word results in the attack for location 1 (this is a bug).
* If you did not rescue the three lizardmen and you have already entered thecatacombs, or if you have already dueled Drythh, then nothing happens.
16 (3,8) - If you have not yet defeated Drythh in a duel, and you search thissquare, you will find 1 jewelry, 1 gem, and 1000 gold (575 XP).
SECTION 6.19.1 - Buccaneer Base Overview---------------------------------------Plot background:This area is not findable until you are tasked by the council to rescue theheir to Bivant. The council refuses to pay the ransom for the kidnapped child.
To succeed, you must rescue the child in any way possible. Once you either
complete or fail the mission, you may not re-enter the base.

Strategy:
Buy the pass at location 6, and use it to pass the guards at location 4. You
may then attack the captain at location 5 to claim his magical treasure withoutalerting the entire base.
You can then free the heir to Bivant by letting loose the animals at location
10, which will let you sneak into the slave pen at location 11 unmolested andrescue the boy; you should then leave the base promptly. You can fight many,
many combats here, but other than the captain, they provide minimal experienceand treasure.
SECTION 6.19.2 - Buccaneer Base Details--------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15######################+++++######################
0 ################ # 7+ E E+ 7# ################ 0################ ######## ################
1 ########################## 1############# ############## #############
2 ####### 7###### 7####### 2#######++######++#######
3 #######
+ 8 +
+ 8 +
####### 3##################
4 ############ 4##################
####
5 #
# 5
# #################### ########## #
6 # #
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3 11
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#10+
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+ 3#12 12# 3+ 8 + #
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# #
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# 3#12 12# 3#
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# ############# ####### ####### ########## #
9 #
3 3
# 9
####
####++########++########
10 # 7+## 2 2 2 2##
+ 7# 10
####
#
8
#
#
8
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####
11 ####
6## 2 4 2 2###### 11####### ####++#### #++#### ####++#### #######
12 ######## 5######## 12###########++##############
13 ###################### 13#############++####++#############
14 ############# 7#### 7############# 14#######################################
15 ################################ 15#################################################
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 1
KEY:# wall+ door/archway
E Entrance/exit

Random encounters: None, if you have either captured the base, or not rescued
the boy by subterfuge or force. Otherwise, you may face guards on alert,
probability (random combats fought + 1) in 12; in 13 if the animals are
currently free:* Wave 1: 20 BUCCANEER (#99) (Morale undefined, 46 XP)* Wave 2: 4 3RD LVL FIGHTER (#100) and 30 BUCCANEER (#99) (Morale undefined,
84 XP)* Wave 3: 4 3RD LVL FIGHTER (#100) and 40 BUCCANEER (#99) (Morale undefined,

108 XP)* Wave 4: same as location 4 wave 5.
Resting: You may rest anywhere safely if you have captured the base. If you
have not, but have rescued the boy by subterfuge or force, the boy is noticed
and your rest is immediately disturbed by the next random encounter.
Otherwise, you may rest at will in the merchants' camp, but will be rousted
out anywhere else.
Clearing the area: You may complete the mission via any of:(1) simply buy the heir to Bivant, which does not actually require any money(2) use violence to free the heir and all the other slaves. This is easier
if you distract the buccaneers by freeing the animals first.
(3) use extra violence to capture the base outright. This always entails
defeating the buccaneer captain in combat.
You may also fail the mission by:(1) surrendering to the buccaneers(2) rescuing and then subsequently abandoning the boy (by running fromcombat; you may get a warning about this first).
Differences from the tabletop adventure: Both this area and the quest to rescue
the heir to Bivant do not exist at all in the tabletop version.
E [location 1] - Exit to Wilderness (12,31).
merchants' camp.

As you enter, you are led to the

If the guards are on alert, and the animals are not currently free, you fight
8 BUCCANEER (#99) (Morale 100, 18 XP) as you approach the gate.
2 - Merchants' camp.
3 - If you haven't already rescued the heir or stirred up the base, "You are
just outside a pen for holding slaves. The people here are worn and beaten,
destined to a life of slavery. Around the pen there are many guards andsleazy merchants looking at the slaves. You see a boy that has a heartshaped birthmark on his left shoulder. As you stare at the boy, a sleazy fat
merchant approaches you and says ... 'That young boy will bring a good priceat Zhentil Keep. I think I shall buy him.'" (Isn't that birthmark
identifying the heir to Bivant convenient?) You may:
* Punch merchant: His guard of 6 BUCCANEER (#99) (Morale 60, 14 XP) attacks.
This does not result in any further trouble, and the merchant leaves.
* Agree or Say nothing: Nothing happens.
* Rescue boy: You have three options:* Sneak into pen: You move to location 11.
* Attack guards: You fight the guards from location 11.
* Do not rescue boy now: Nothing happens.
4 (7,11) - If you have not captured the base, two large guards are standing
here. You may pass them in peace if you "S"how pass. "B"ribing them will
not work. "A"ttacking them results in a fight with 2 4TH LVL FIGHTER (#41)(Morale 100, 327 XP). This will draw the attention of the buccaneers, andresult in further waves of attacks:* Wave 2: 1 3RD LVL FIGHTER (#100) and 20 BUCCANEER (Morale 80, 61 XP)* Wave 3: 1 5TH LVL FIGHTER (#101), 1 3RD LVL FIGHTER, and 50 BUCCANEER(Morale undefined, 179 XP)* Wave 4: 1 5TH LVL FIGHTER, 2 3RD LVL FIGHTER, and 53 BUCCANEER (Morale 100,
201 XP). (53 is, in what may or may not be sheer coincidence, the size ofa standard NFL roster. Additional trivia: AD&D's birthplace is in hardcore
Packer fan country; the Packers and Buccaneers were divisional rivals atthe time.)
If he is still alive, the buccaneer captain then approaches you, and gives
you a chance to surrender. If you do, you lose 75% of your money and 50% of
your light items, and are forced to leave the base and fail the mission;otherwise you continue to fight:* Wave 5: 1 CAPTAIN (#102) (if still alive), 15 4TH LVL FIGHTER (#41), and40 BUCCANEER (Morale 100) (3561 XP if captain is still alive)
Defeating this last wave causes all remaining buccaneers to surrender; you
capture the base, and free all the slaves including the heir to Bivant, andif you killed the captain here you also may claim the captain's magical gear:Long Sword +4, Shield +2, Plate Mail +3.
This series of combats is actually very easy, despite its scale.
5 (7,12) - If you enter this room by using a pass, the buccaneer captain comesout to greet you:
* If you "M"ention the young boy, you have the option to "B"uy the boy for
75% of the party's money and 10% of the party's light items.
* If you "A"ttack the captain, fight 1 CAPTAIN (#102) and 4 4TH LVL FIGHTER(#41) (Morale 100, 1669 XP). You may then claim the captain's magical gear
as above, though this does not capture the base, nor does it alert theother buccaneers. If you run away, this does alert the other buccaneers.
6 (2,11) - "There is a seedy little man here who whispers 'Pssst, buddy. Wantto buy a pass to see the captain?'" The pass (an actual inventory item)
costs 25% of the active character's money.
7 - If you have not captured the base, this guard tower is garrisoned by 4
BUCCANEER (#99) (Morale 60, 9 XP). If you captured the boy by subterfuge orforce, they attack; otherwise you are asked to leave and may choose whether
to attack or leave. More guards appear if you defeat them and come back.
8 - Buccaneer barracks. This is empty if you have captured the base. If not,and the animals are running rampant, the guards normally quartered here arebusy capturing the animals.
You are otherwise confronted by the buccaneers: if you captured the boy bysubterfuge or force, you are attacked immediately. Otherwise, you are asked
to leave. If you stay, you fight 5 waves of battles that start with 20
BUCCANEER (#99) (Morale 70, 46 XP); waves 2-5 are the same as in location 4.
10 (11,6) - Gate to animal pen. You may choose to release the animals penned
here. This will distract the guards for the next 60 minutes, but doesn't
otherwise provoke them.
11 (7,6) - Entrance to the slave pen. If the animals from the animal pen are
running around, any guards will be distracted and not present. Attempting tosneak by the guards will never work. Attacking the guards results in a fightwith 4 BUCCANEER (#99) (Morale 65, 9 XP).
12 - Slave pen. If you have not captured the base, the heir to Bivant is here;
you may Get him (even if you already have him), freeing the other slaves in
the process. Once you have the heir, fleeing from combat runs the risk ofleaving the heir behind.
SECTION 6.20.1 - Zhentil Keep Outpost Overview---------------------------------------------Plot background:Zhentil Keep is a major wealthy city at the western end of the Moonsea. It isfamous for infighting by primarily evil factions. The city is now wary of therebirth of one of its former rivals. This outpost was built here partly tokeep an eye on New Phlan.
Porphyrys Cadorna proposes a treaty between the two cities so that New Phlan
can focus on rebuilding. He does so by sending the party on a diplomatic
mission with a magically sealed diplomatic packet. His end goal is to takemore power in New Phlan, which isn't a surprise, but his methods are: what heactually proposes is an alliance between him and Zhentil Keep, with acceptanceto be signaled by the execution of the party -- which eliminates some powerful
rivals of Cadorna. The Zhentarim will not know this until they read the entire
contents of the packet, so the party will be treated as guests under adiplomatic flag of peace at first.
Strategy:
You can complete this with minimal combat, but the Zhentarim leaders carry goodtreasure. Have dinner with the commandant, then set a watch when you return toyour quarters. You will be attacked, but all combatants other than the leaders
are very weak. Then, wander around the outpost until you trigger the combat
with the leaders.

SECTION 6.20.2 - Zhentil Keep Outpost Details--------------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15######################+++++######################
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0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 28
KEY:# wallV or > illusionary
one-way wall
+ door/archway
E Entrance/exit
B Barracks

Random encounters: None, except after dinner and before the garrison has
surrendered. After you are attacked after dinner, the chance of a random
combat is [random combats + 1] in 15. The second such "combat" increments
the counter, but in place of combat you will get the message "There is great
confusion as the guards run to their posts."
Combat is with [(5 * random combats) + 5] GUARD (#96), and [random combats+ 2] CORPORAL (#54) who do not negotiate. After six "combats" (five actual
fights), the next encounter will be the two waves from location 5.
Resting: If you have not yet either met the commandant for dinner or defeated
him in combat, resting will eventually result in you being led to dinner,even if you have attacked the guards and are outside your quarters. Afterdinner, you will be disturbed by the next garrison random encounter describedabove.
Clearing the area: The diplomatic mission is flagged as successful if you
enter and are taken to your room, then leave by any means other thansurrendering.

Differences from the tabletop adventure: The map and theme are roughly thesame. The dinner conversation with the commandant is similar; you'd think it
would be different with a human DM. The high-level staff are fewer in number
and less well armed in the Gold Box version.
E1 [location 1] - Exit to Wilderness (3,32).
When you first enter, you are introduced to the Commandant, then receive a
brief tour of the outpost that ends at location 3. You will not be permitted
to wander freely, partly because the commandant does not want you to see thatthe outpost is lightly garrisoned and only appears strong.
After dinner and before the garrison has surrendered, nearing the exit has a
75% chance of an attack by 11 GUARD (#96) (Morale undefined, 25 XP).
E2 [location 4] - You may climb over the wall here.
Wilderness (3,32).
E3 - Gate to central keep.

This also exits toThis is impassable unless the party is being led.

B - Barracks. You may get attacked by guards in other versions of the game,though nothing happens in the IBM version.
3 (5,0) - "The guard says 'Here are your quarters. Do not leave this area.'He then leaves." You may:
* Walk around:Leaving your quarters results in a prompt encounter with guards who demand
you return. They will not accept a "B"ribe. If you attack, you fight 4
GUARD (#96) (Morale 75, 9 XP). You are given a chance to surrender afterthat:* If you "S"urrender: You lose all your money and items and are placedoutside the outpost; this does not complete the mission.
* If you "A"ttack them: You fight two waves of 4 CORPORAL (#54) and 16
GUARD (Morale undefined, 68 XP). You may then either return to yourquarters as if nothing had happened, or leave the outpost (which will
actually complete the mission, even if you do not defeat the commandant).
* Relax or rest:
When it is time for dinner (14:00), you are led to location 6.
Once you return from dinner, you have the option of going to sleep with orwithout a watch. If you do not set a watch, one THAC0 7 attack on a randomcharacter is made that does 8d4+8 damage if it hits. A two-wave combat thenensues (both combats are Morale 70 with a watch, 80 otherwise):* Wave 1: 4 AIDES (#53)* Wave 2: 5 CORPORAL (#54) and 6 AIDES (#53)
5 (4,1) - If you have not had dinner with the commandant, entering this squareleads to an attack in two waves:* Wave 1: 1 DWARVEN FIGHTER (#48), 10 AIDES (#53), 12 CORPORAL (#54), and 25
GUARD (#96) (Morale undefined, 710 XP). The dwarven fighter carries
Gauntlets of Ogre Power, Long Sword +1, and Chain Mail +1.
* Wave 2: 1 COMMANDANT (#50), 1 AL-HYAM DAZID (#86), 20 AIDES (#53), and 24
CORPORAL (#54) (Morale undefined, 2879 XP). The commandant carries: Long
Sword +1, Plate Mail +2, Shield +1, Ring of Fire Resistance, 3 Potion ofExtra Healing, Javelin of Lightning (which will be used given a chance);
his magic-user carries Bracers AC 3, Ring of Fire Resistance, and Wand of
Lightning (20 charges). (This is strange, because Al-Hyam Dazid isn't
supposed to show up until Valjevo Castle.)"After killing the commandant the rest of the outpost either surrenders or
runs away."6 (6,8) - "You arrive at the officers mess and are seated with the commandantand his advisors. A fine meal of roast boar is served with a hearty red
wine. The commandant turns to one of the characters and says, 'So, how's
everything in Phlan?'" There are two ways you can get information out of thecommandant:* Discuss "M"agic, then "M"ention Pool of Radiance, which results in thecommandant telling you a story (Journal Entry 46).
* Discuss the "C"ity of "O"ld Phlan: "As you talk about old Phlan's
inhabitants the commandant says 'I know a legend about a fire being called
Tirantikus. I believe that Tirantikus and Tyranthraxus are one and thesame.'"
Otherwise, all you can accomplish is to give the commandant information.
Once dinner is complete, you are guided back to location 3.
SECTION 6.21.1 - Valhingen Graveyard Overview--------------------------------------------Plot background:
The graveyard has been overflowing with undead ever since the Flight of theWyrms. The undead trouble the Boss, since he does not trust his clerics tohandle them (he fears they will control the undead and gain power against him),
and his regular mundane troops fare very poorly against higher-level undead.
The undead have started to cross the river into the main areas of Phlan (in thetabletop version, something you may be forced to directly deal with), so thecouncil of New Phlan is also troubled, and tasks you with ending this threat -it has already sent adventuring parties into the graveyard to no avail.
Strategy:
Battling the undead here is not easy once you get past the skeletons andzombies. This mission should be delayed for as long as possible, even thoughthat increases the scale of combats.
You should have as many of the following as you can before coming here:* As many characters as possible should either know Fireball, or be level 6
clerics.
* Everyone should have a magical weapon, as higher-level undead are notdamaged by mundane or sometimes even silver weaponry. (The special twohanded swords are actually an inferior choice; you want shields to avoid as
many undead melee attacks as possible.)* You will receive four scrolls each with two casts of Restoration when you
accept the mission to clear the graveyard. You will get four more if you
complete the mission to rescue the heir of Bivant, and even more as you
systematically explore the graveyard.
* Your front three fighters should have ideally recently gained a level (inany class); even if you cast Restoration after a level drain, that will
still wipe out any progress you had made towards the next level.
It also helps to cast buffs like Protection from Evil, Prayer, Enlarge, andMirror Image before triggering a fixed combat with more powerful undead.
You can take short trips into the graveyard and rest outside of it. Random
encounters can be very large, but there aren't very many of them, and they willprobably stay gone if you stick to this quest.
First, clear the Skeleton Zone: defeat all randomly encountered skeletons, thelarge skeleton guarding treasure at location 5, and the spectre generatingskeletons at location 15.
Second, clear the Zombie Zone: defeat all randomly encountered zombies, thejuju zombie guarding treasure at location 8, and the spectre generating zombies
at location 18.
Third, clear the Wight Zone: prepare longer-lasting buffs before entering. If
you equip Rings of Fire Resistance and cast Resist Fire, you can include party
members in the radius of a Fireball just to get rid of wights quickly. Wights
accompanied by a mummy are especially dangerous, and even accompanying zombies
are a problem, as clerics turn those first. Defeat the army of wights at
location 20, the spectre generating wights at location 22, and the wraith
guarding treasure at location 12.
The last zone has no random encounters. Defeat the spectres at location 23,
then get the treasure at location 24. Visit the coffin at location 25 andsanctify it. Then backtrack to location 26 to talk to the magic-user, but do
not let him join the party. Pass through the secret door at location 29, castanother set of buffs, and tackle the vampire at location 28. Return to thecoffin at location 25 to finish off the vampire for good.

SECTION 6.21.2 - Valhingen Graveyard Details-------------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#################################################
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0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

ECL Script 10
KEY:# wall' rubbled wall
+ door/archway\ stair (behaves asa door)X conditional passage
E Entrance/exit
S Skeleton Zone
Z Zombie Zone
W Wight Zone

Undead scaling: The maximum number of many undead here scale to Party Strength.
This is mostly calculated when you enter the graveyard, so you can game thecalculation by removing all equipment before entering, and putting it back onjust inside.
Anything not listed contributes nothing to kill scores, which have a floorof zero.
* Skeletons: For Skeleton Zone random encounters, location 3, and location 5,
Skeleton Count is equal to Party Strength divided by 2, minus any Skeleton
Kill Score from your last visit. Skeleton Kill Score is tracked and capped
at 254:* 1 for each randomly encountered skeleton in the Skeleton Zone
* 5 for the spectre at location 15 (can reappear)* 5 for the vampire at location 28 (once only)* Zombies: For Zombie Zone random encounters and location 8, Zombie Count isequal to Party Strength divided by 4, minus any Zombie Kill Score from yourlast visit. Zombie Kill Score is tracked and capped at 254:
* 1 for each randomly encountered zombie in the Zombie Zone

* 5 for the spectre at location 18 (can reappear)* 5 for the vampire at location 28 (once only)* Wights: For Wight Zone random encounters and location 20, Wight Count isequal to Party Strength divided by 8, minus any Wight Kill Score from yourlast visit. Wight Kill Score is tracked and capped at 254:
* 1 for each randomly encountered wight in the Wight Zone
* 1 for each wight at location 20 (once only)* 5 for the spectre at location 22 (can reappear)* 5 for the vampire at location 28 (once only)* Spectres: Spectres do not appear randomly. Spectre Kill Score is tracked:* 1 for each spectre at locations 15, 18, 22, or 23 (all can reappear)* 5 for the vampire at location 28 (once only)
Regenerating encounters: Many fixed encounters may happen again if you leaveand return. Fixed encounters that may only happen once ever are marked withan asterisk.
Random encounters: If the area has not been cleared, you will encounter theappropriate monsters in the zones labeled on the map.
* Skeleton Zone [location 2]: Random encounter chance is 20%, against[Skeleton Count] SKELETON (#34).
* Zombie Zone [location 6]: Random encounter chance is 20%, or 40% in Searchmode, against [Zombie Count] ZOMBIE (#35).
* Wight Zone [location 9]: Random encounter chance is 20%, or 40% in Searchmode, against:* [Wight Count] WIGHT (#20), maximum of 4 per combat* [4 * Number of Wights] ZOMBIE (#35)* Random third monster:* 40% chance of 2 JUJU ZOMBIE (#29)* 40% chance of 2 GHOUL (#72)* 20% chance of 1 MUMMY (#114)
They will attack immediately if they surprise you; otherwise:* "F"lee: The monsters flee first if "You have managed to sneak up on" theundead. Otherwise, the success rate is determined by comparing yourslowest party member to 6 for zombies, or 12 for other undead.
* "P"arley: This will cause you to lose surprise if you surprised the undead,and start combat if you did not.
Fleeing: Your party is moved to one of: (1,6); (1,9); (7,4); (14,6); (14,9).
Resting: It is safe to rest if the graveyard has been cleared. Otherwise,
every 5 minutes there is a 4% chance you are disturbed by [Party Strength
divided by 1d3] GHOUL (#72).
Clearing the area: The area is considered cleared once you have defeated thevampire for good at location 25. Doing this requires first defeating thevampire at location 28, which in turn requires defeating the spectres at
locations 22 and 23. Defeating the spectres at locations 15 and 18 is not
required.
Differences from the tabletop adventure: The overall theme is similar, but themaps are very different; the Gold Box version replaces a lot of the treasurewith a bunch of extra scrolls of Restoration spells; undead growth scales toParty Strength in the Gold Box version but is exponential (!) with thepassage of time in the tabletop version.
All monsters here have Morale 101.
E [location 1] (0,4) - Exit to Wilderness (26,26).
3 (6,4) - "Claws rise from the soil and attempt to drag you down."
attacked as if forced into a random combat in the Skeleton Zone.

You are4* (5,6) - This mausoleum is guarded by 15 SKELETON (#34) (47 XP).
5* (7,6) - The inner mausoleum is guarded by 1 GIANT SKELETON (#22) and[Skeleton Count, but only if at least 17] SKELETON (#34)
Once defeated, if you search, you find a marble chest containing 12 jewelry,
10 gems, 69 gold, 28 silver, and 4 Clerical Scrolls (Restoration,
Restoration) (5095 XP).
7* (10,15) - 25 ZOMBIE (#35) (166 XP) guard the outside of this mausoleum.
8* (9,15) - "A zombie with gray, leathery-hard skin gazes at you with hatefilled eyes." Fight 1 JUJU ZOMBIE (#29), accompanied by 15 ZOMBIE (#35) if
Zombie Count is at least 16.
After combat, you find a treasure containing 110 gold, 290 silver, Wand of
Lightning Bolt (3 charges), Potion of Healing, and 2 Clerical Scrolls(Restoration, Restoration) (1020 XP)
10* (15,6) - "You stand before a huge tower. The single entrance is locked andstrongly built. Warning voices cry from within. 'We are the spirits of
those who fought the dragons. Leave us or die.'"If you do not, you are forced into a combat as a Wight Zone random combat
with 4 wights, without any checks for Wight Kill Score.
12* (15,8) - "In the chamber is a single crypt. Floating above the crypt is awraith. 'I am the protector of the paladin. I guard his remains for all
eternity. Leave or suffer.'"If you stay, fight 1 WRAITH (#21) (119 XP). You may then loot the paladin's
remains for treasure: Hammer +3, Sling of Seeking +2, Potion of Extra
Healing, Clerical Scroll (Restoration, Restoration), and Magic-User Scroll(Slow, Hold Person, Invisibility 10' Radius) (600 XP).
(This treasure and the treasure from location 24 probably were meant to be
swapped. Location 24 actually has items a paladin would be expected tohave; the knight there grants treasure useful for each of the four majorclasses in the tabletop version, which is what you get here.)
13* (1,12) - 30 SKELETON (#34) (95 XP) guard the outside of this tower.
14 (1,13) - "Noxious fumes tear at your throat as you crunch through piles ofdried bones." Every party member must either successfully save vs. poison,or take 10 damage.
15 (0,15) - 1 SPECTRE (#17) is responsible for raising skeletons; defeating ityields 2234 XP and its treasure of 3 jewelry, 555 platinum, and 2000 gold.
The spectre and its treasure reappear every time you enter the graveyard if
Skeleton Count is not zero.

16* (5,9) - 15 ZOMBIE (#35) (100 XP) guard the outside of this tower.
18 (4,10) - 1 SPECTRE (#17) is responsible for raising zombies; defeating ityields 1516 XP and its treasure of 13 gems, 542 platinum, and 1111 gold.
The spectre and its treasure reappear every time you enter the graveyard if
Zombie Count is not zero.
19 (9,11) - This mausoleum is guarded by up to [Party Strength divided by 16,
minimum 1] MUMMY (#114).
There is no treasure here, and this is a difficult combat, so this combat
should be avoided, but if you insist ... It helps to cast Protection from
Evil, Prayer, and Shield spells before this combat to prevent too many
characters getting paralyzed by the mummy fear aura. You should also have
Cure Disease prepared to get rid of disease immediately after combat.
Fireball does reliable damage, and Lightning Bolt sometimes does incredibledamage (which is strange).
20* (9,5) - "The air around the tower is charged with static electricity andball lightning." Fight [Wight Count] WIGHT (#20). A late-game party may
find 15+ wights here; be prepared.
If the wights have already been defeated, "Written on the door (in the common
tongue) is: 'Do not open this door. A great evil has been laid to rest
here.'" If you search, "There are large silver holy symbols up and down thecrack in the doorway."
21 (9,6) - "The lower chamber is filled with glass and fur objects of all
types." Every party member must either successfully save vs. rod/staff/wandor take 4 damage.
22 (9,7) - 1 SPECTRE (#17) is responsible for raising wights; defeating ityields 2234 XP and its treasure of 3 jewelry, 555 platinum, and 2000 gold.
The spectre and its treasure reappear every time you enter the graveyard if
Wight Count is not zero.
23 (9,1) - 2 SPECTRE (#17) (676 XP) guard the outside of this crypt.
24* (8,2) - "A voice speaks, 'Come, my brave adventurers. You must take mygifts to better fight the evil that has come to the city.' From themagically-lit tomb of a brave knight, a body rises from its resting place tolay weapons before the party." You find Plate Mail +2, Long Sword +2(alignment lawful good; anyone not lawful good who tries to equip this sword
takes 15 damage), Ring of Fire Resistance, Shield +1, 4 Clerical Scroll(Restoration, Restoration) (800 XP).
25* (12,4) - If you come here before you defeat the vampire at location 28:
You find a coffin surrounded with broken crosses (despite the cross being
Christian and not a symbol of any god of the Forgotten Realms) and spilledvials of holy water, and a scroll. If you read the scroll, it is Journal
Entry 43. You may then either sanctify or overturn the coffin. The latterdoes nothing.
If you come here after you defeat the vampire at location 28, the vampire has
returned to its coffin, and you must fight it:* If you either sanctified the coffin, or you have not left the graveyard
after defeating the vampire once: fight 1 VAMPIRE (#105) (663 XP). It isalone this time, and only has 1/3 of its starting hit points.
* If you failed to sanctify the coffin *and* left the graveyard after
defeating the vampire once, the vampire was able to recover its strength:
fight 1 VAMPIRE (#23) and 15 WOLF (#106) (941 XP).
If someone is carrying the Efreeti Bottle found in the Kobold Caves, but theefreet has not yet emerged from it, it now comes out to fight on your side: 1
EFREETI (#70).
Defeating the vampire a second time defeats it for good. This will clear thearea, and will also empty out the entire graveyard of anything remaining,whether undead or treasure.
26* (8,9) - If you have ever defeated the spectres at locations 22 and 23, buthave not yet defeated the vampire, you are approached by a LEVEL 6 MU (#24):'Hail, noble adventurers. I would ask you to help me end this foul undead
curse.'* "L"et him join: 'The undead are controlled by a vampire who lurks in thenortheast corner of the graveyard.' However, he will immediately betraythe party in the very next combat, as he is actually an agent of
Tyranthraxus. You can then make him friendly by casting Charm Person onhim, although you will run into the problem that he does not truly know any
spells.
* "S"end him away: He immediately attacks you (181 XP).
He carries a Ring of Protection +2.
28* (14,0) - The vampire who is behind all the undead in the graveyard is
hidden here, and attacks immediately: 1 VAMPIRE (#23), 3 WOLF (#106) (763
XP). If the magic-user from location 26 is with you, he will join thevampire against you.
If someone is carrying the Efreeti Bottle found in the Kobold Caves, theefreet emerges to fight on your side: 1 EFREETI (#70). This does not consume
the bottle, though the efreeti can only appear once. The efreet isn't
particularly helpful, because the combat is too congested for it tocontribute much.
In addition to casting buffs like Mirror Image and Protection from Evil toprotect yourself against the vampire's level-draining attack, you also wantsome counter to its charming gaze: cast buffs to improve saving throws, andhave Charm Person or Dispel Magic prepared to counter the gaze if it takes
effect.
Lawful good holy symbols do not appear to have any effect against thevampire. (Though that might be because I tried a holy symbol of Tyr, an
actual lawful good god, instead of Tempus as the clue book suggests in one
place -- Tempus is actually neutral.)Should you defeat the vampire, it will turn to mist and flee to location 25
If you search afterwards, you will find its treasure: 12 gems, 9000 gold,
Wand of Magic Missiles (33 charges), 3 Potion of Healing, Shield +1, and 5
Clerical Scrolls (Restoration, Restoration) (3133 XP).
29 (15,1) - If the magic-user from location 26 is with you, "The mystic man
speaks, 'The vampire is behind the northern wall.'" You may walk throughthe northern wall here if you have ever defeated the spectres at locations 22
and 23.
SECTION 6.22.1 - Stojanow Gate Overview---------------------------------------

Plot background:
The Stojanow Gate guards the only approach to Valjevo Castle by land. (Isn't
it a shame you cannot cast Fly or Water Walk in these games?) When the time isripe, the council tasks you with infiltrating the gate and capturing it; thecity's military can then garrison the gate itself.
Strategy:
Buy the wagon at location 9 and use it to pass by the bugbears peacefully; youcan retry if that fails. Ambush the tower guards at location 1 and 2 one ata time, then return to location 8 to deal with the now-hostile bugbears.
SECTION 6.22.2 - Stojanow Gate Details-------------------------------------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15#############++###################++#############
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ECL Script 9
KEY:# wall+ door/archway\ stairway
E Entrance/exit

Random encounters: None, unless you set off the alarm in Valjevo Castle; youcan then encounter patrols north of the gate, which works the same way it
does in Valjevo Castle. (You can also set off the alarm here, but it does
does not properly trigger either random combats or alert the guard towers,
as it is supposed to.)Fleeing: Your party moves to ([Current X-coordinate], 14).

Resting: It is safe to rest anywhere (even if you are in the middle ofcrashing the gate and the tower guards are sending arrows and rocks yourway), unless you set off the alarm in Valjevo Castle; in that case, rest
north of the gate may be interrupted by a random encounter (the chance is 17%
every 5 minutes).
Clearing the block: To clear this block, you must defeat both the bugbear
patrol in front of the gate, and the guards from both of the two towers.
The bugbear patrol consists of 15 BUGBEAR (#63) (Morale 60, 533 XP). It canhave four attitudes to the party: not suspicious, less suspicious, more
suspicious, and hostile. The hostile state can only be addressed by fighting
them.
Once you clear the block, "You have taken the gate! You open the great
portals as 20 human and demi-human guards immediately take possession of theguard towers."
Differences from the tabletop adventure: The tabletop version has hobgoblins
patrolling instead of bugbears, but actually has a defense against flying
PCs. It otherwise works similarly. (The river is so polluted that boats
cannot cross; that pretty much has to be magical, because if that were tooccur in real life you wouldn't even be able to get close to the river, which
you are allowed to do here without harm. Stopping Yarash from polluting theriver also doesn't fix the pollution here.)E1 - Exit to Podal Plaza.
E2 - Exit to Valjevo Castle Southwest Quadrant.
1 (4,7) - Western guard tower. "There are two humans and three ettin in theroom. You overhear the mage tell his companion, 'How much longer must we
wait before assaulting Phlan. I am eager to become a baron.'"
You may "F"lee back down the stairs or "A"dvance closer to them; "C"ombat or"P"arley set off the alarm, with your party surprise attacking 1 5TH LVL MU(#89), 1 AIDES (#53), and 3 ETTIN (#71) (Morale 50, 1371 XP).
2 (11,7) - Eastern guard tower. "There are two humans and three ettin in theroom. You overhear the fighter tell the mage, 'You better watch your talk.
The last guy who gave the Boss lip was thrown through the trapdoor to themedusa!'"
You may "F"lee back down the stairs or "A"dvance closer to them; "C"ombat or"P"arley set off the alarm, with your party surprise attacking 1 LEVEL 6 MU(#24), 1 AIDES (#53), and 3 ETTIN (#71) (Morale 50, 1521 XP). The level 6
magic-user carries a Ring of Protection +2.
3 - Near stronghold wall, away from gate.
* If the bugbears are alive, and not suspicious:"A voice from the tower yells 'Stay away from the wall!'" The bugbears
become more suspicious.
* If the bugbears are alive, and less suspicious:"A voice yells down, 'We said stay away from the wall. That includes thetower!'" The bugbears become hostile.
* If the bugbears are alive, and more suspicious:"The group of bugbears come over, 'We warned you! What's the matter?
Can't you understand Common? I guess I'll have to teach you.' The leader
swings at you." You may either "A"ttack them or "T"ake the punch (1d3damage to one character if it hits). Either way, the bugbears then becomehostile.
* If the bugbears are alive, and hostile:"A group of bugbears approach. 'Throw down your weapons!'" You may"F"lee; "S"urrender, same as "F"lee but you lose all money and 20% of lightitems; or "A"ttack.
* If the bugbears are dead, but the tower guards are still alive:
Arrows are fired at you from the guard towers (2 THAC0 16 attacks on randomcharacters, 1d6 damage per hit).
4 - "Before you is Stojanow Gate. This ancient edifice is built across thebend of the river, thus isolating the old town and the castle from the restof the city. The main wall rises 30 feet while the two watchtower rise to 50
feet. Lounging around the entrance are a group of bugbears."
If the bugbears are more suspicious, visiting this location makes them lesssuspicious. (You will not get any message about this.)
5 - Near stronghold gate. This behaves as location 3, unless the bugbears arealive and you have the wagon from location 9. In that case, the bugbears may
act as if you are supposed to take supplies through the gate. This is a rollthat has a success rate of:* 0% if the bugbears are hostile, or if you are coming from the north* 70% if the bugbears are more suspicious* 80% if the bugbears are less suspicious* 90% if the bugbears are not suspicious
If the roll succeeds, "A bugbear walks up to you. 'Okay, lets have the 15
gold.'"* If you pay, you are taken to location 5a (8,5), north of the gate.
* If you do not pay, roll a second time; failure is as if you had failed thefirst roll. Otherwise, 'All right, get out of here then. Come back when
you've learned the rules.' This makes the bugbears hostile (it should
probably only make them suspicious).
If the roll fails, 'Hey, wait a minute. They are impostors! All right,
throw down your weapons!' This behaves as if you had approached if thebugbears are actually hostile, but does not actually change the bugbear
attitude (they should become hostile); you may "F"lee and try again.
7 - This gate is hard to "B"ash down or "P"ick, but the Knock spell always
works. You can move east and west to renew the options to "B"ash or "P"ickopen the gate if you don't succeed at first.
If the gate hasn't yet been opened, you are not being led through, and thetower guards are still alive, the tower guards throw rocks at the party(16 THAC0 17 attacks on random characters, 1d6 damage per hit).
8 - Same as location 7, if you are not coming from the north.
If you come here from the north after killing both sets of tower guards, but
the bugbear patrol is still alive, the bugbears confront you here.
Attempting to "F"lee crashes the game; any other option starts combat withthe bugbear patrol. Winning this combat clears the block.
9 - If it is currently day, "A man driving a wagon full of food and equipment
starts to drive past you, going north."
You can ask him to sell his wagon for 250 gold; you can't haggle lower thanthis:
* If you pay, 'Oh, by the way. Better beware of the guards. Ever since thegiants moved into the castle area, bugbears have been stuck guarding thegate. And they hate it. Not only that they're afraid of them ettin.
Makes 'em real jumpy. Wouldn't give 'em no back talk if I were you.'* You can also simply kill the man for the wagon if you feel both poor andunethical, without any negative repercussions.
This encounter doesn't happen more than once per visit, and stops occurring
altogether once you acquire the wagon.
12 - Same as location 7, except the gate is easy to open from this direction.
13 - If you have killed the bugbear patrol, and some tower guards are still
alive, the tower guards confront you. You can "F"lee to the southern side of
the map; any other option starts combat with 2 LEVEL 6 MU (#24), 2 AIDES(#53), and 6 ETTIN (#71) (Morale 80, 3042 XP); this happens even if you've
killed one set of tower guards (but not both), and even though the magicusers in the towers aren't actually the same. Each of the level 6 magicusers carries a Ring of Protection +2. Winning this combat clears the block.
SECTION 6.23.1 - Valjevo Castle Overview---------------------------------------Plot background:
The ancient stronghold of Valjevo Castle has now been occupied by the Boss,
Tyranthraxus. He has set up numerous defenses around the castle's inner tower,with a heavy garrison surrounding a hedge maze. The garrison's weakness isthat it is primarily composed of humanoids who aren't exactly models ofcompetence.
Strategy:
Get a disguise first, by visiting the washerwomen at location 1 and being"N"ice. The Banite clerics at location 10 carry a nice treasure; just attack
them outright, but don't take anything from the altar at the back of thetemple. You can also get a good sword from diving in the pool at location 14.
There are many hill giants and fire giants, which are worth significant
experience if you still seek that, but you are not required to fight any.
You may pass into the castle hedge maze by giving the password RHODIA.

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KEY:# wall+ door/archway
E Entrance/exit

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SOUTHEAST QUADRANT
KEY:# wall~ pool+ door/archway
E Entrance/exit(The outer perimeter of Valjevo Castle is three scripts and four maps in theactual game; the location numbering does not usually match it or Gold Box
Companion.)
Alarm: If you do something suspicious or aggressive, you may set off the alarm.
This lasts for 60-120 minutes, and activates random encounters. You can waitout the alarm in one of the safe locations listed below.
Random encounters: None, unless the alarm is active and you are not in one oflocations 3, 4, 10 to 12, 17, or 23; then the chance of encountering a patrol
is 1 in 21, or 1 in 3 in Search mode, with probability halved if you areindoors.
A patrol consists of 1 6TH LVL FIGHTER (#75) and 5 HILL GIANT (#55) (Morale60, 3380 XP). If you stole anything from the altar of Bane at location 11,
you may be immediately attacked. If not, you may "F"lee; "P"arleying will
start combat if not disguised, or if you stole anything from the altar of
Bane. Otherwise, "S"ly or "N"ice start combat; "M"eek causes the guards to
ask for a password, which is 'HARASH'; "H"aughty or "A"busive causes theguards to ask for your authority, which is 'TYRANTHRAXUS'. Failure to givethe correct response will start combat.
Resting: It is always safe to rest in locations 3, 4, 10 to 12, 17, and 23.

It is also safe to rest anywhere else, unless the alarm is active; you thenhave a 17% chance every 5 minutes of having rest disturbed by a patrol.
Differences from the tabletop adventure: The map layouts are nearly identical,
and the overall theme is the same, but monsters in the Gold Box version are
generally harder (like gnolls being replaced with fire giants) and themagical treasures are generally less powerful.
E1 - Exit to Stojanow Gate.
E2 - To Valjevo Castle Northwest Quadrant.
E3 - To Valjevo Castle Northeast Quadrant.
E4 - To Valjevo Castle Southwest Quadrant.
E5 - To Valjevo Castle Southeast Quadrant.
E6 - Entrance to Valjevo Castle Hedge Maze. If you have not given the tower
guards (whom you can't reach) at this gate a reason to be suspicious, they
ask for a password.
* Give the password: If Cadorna is with you, he slips you a note with it in
Dethek. 'RHODIA' is correct and permits free passage. An incorrect
password does not arouse suspicion, and gives you a chance to "B"ash,"P"ick, or cast "K"nock the door, which still does not arouse suspicion.
(I wasn't kidding about the guards' lack of competence.) The first two
might work but are unreliable; the Knock spell always works.
* Force the gate open: The guards throw boulders at the party (12 THAC0 12
attacks on random characters, 2d6 damage per hit) and set off the alarm(this does not cause you to lose disguise); then you get a chance to"B"ash, "P"ick or cast "K"nock as above.
If you have either ever tried to force your way through this gate (the guards
won't know if you tried forcing your way through the other one), or stolen
anything from the altar of Bane at location 11, the guards will be
suspicious: the result is as if you had tried to "force the gate open".
1 SW (12,13) - "You enter a building where women are washing clothes. As youcome in, they retreat to the corner looking fearfully at you. You hear oneof them whisper, 'They don't belong here; they must have come to kill
Tyranthraxus.'" (That's an interesting leap of logic.)
The women will offer to disguise you, regardless of attitude. You can choose
whether or not to put on the disguise, which can help you evade enemy
patrols. Afterwards, if you:* "T"ie them up: avoids the negative repercussions of a "H"aughty or"A"busive attitude.
* "K"ill them: "The women shriek and flee before you as you chop them down.
The half-orc woman with hate in her eyes snarls 'Heroes! Hah!' Thenher eyes glaze as she dies." This has a 20% chance of making noise, which
both sets off the alarm and cancels any disguise.
* "L"eave: a "H"aughty attitude will cause your disguise to not actuallywork. An "A"busive attitude will set off the alarm.
2 - Smithy. Between 0:00 and 14:59, a smith and three fire giants work here.
* "C"ombat results in your party surprising 1 4TH LVL FIGHTER (#41) and 3
FIRE GIANT (#56) (Morale 30, 4018 XP). The smith carries a Long Sword +1
and Chain Mail +1.
* "P"arley:* "H"aughty: 'I'm sorry, I can't take any more orders just now. If it's

important get authorization. Now if you'll excuse me I have to get backto work.'* "S"ly or "A"busive: 'What? Everyone knows that... Hey, you don't belong
here!' The smith and fire giants attack you (with no surprise).
* "N"ice or "M"eek: "The smith wipes his brow and says, 'No, you never get
totally used to the heat, but it's not that bad. Now, if you'll excuse
me I need to get back to work.'"If you defeat the smith and the fire giants, or if you come here after 15:00,
you may take any of the nonmagical weapons or armor here; there is one ofeach common item.
3 - "You are in a storeroom full of coal."
rest.

This is always a safe place to

4 - "You are in a standard meat smokehouse... Well maybe not quite standard.
You feel a little sick as you look at the meat. The smell and the smoke
don't help either." This is always a safe place to rest.
5 - This barracks is empty at night, but during the day you will encounter its
hill giant soldiers. If you "F"lee you will set off the alarm and lose yourdisguise. "W"ait or "P"arley will start combat: 8 HILL GIANT (#55)(Morale 40, 5191 XP). Your party receives bonuses of +2 to hit and damage if
the giants are "putting on their armor", or +5 if they are "struggling out ofbed".
6 - If you search here, you will find treasure: 1 XP, 11 gold.
7 - Hill giant guard. If you are disguised, you may pass through location 7b
without them noticing, but not location 7a where they are stationed.
If they do notice you, and you stole anything from the altar of Bane at
location 11, they immediately attack you and set off the alarm: fight 2 HILL
GIANT (#55) (Morale 50, 1297 XP).
If you start "C"ombat yourself, this will set off the alarm, but you will not
lose any disguise.
The giants will otherwise ask for a password. You may either act "H"aughty
and give your authority as 'TYRANTHRAXUS', or give the password 'HARASH' withany other attitude, and they will let you go. Otherwise, they attack you(same effect as "C"ombat).
8 - If you pass through location 8a while disguised, and you haven't killed the
6TH LVL FIGHTER (#75) (Morale 100, 136 XP; carries Long Sword +1) here, he
confronts you:
* "C"ombat: He pushes a button and warns you that a patrol is coming. Either
choice triggers the alarm and causes you to lose your disguise. If you"S"tay and fight him instead of "R"un, after the combat you are immediately
confronted by a patrol.
* "F"lee: You successfully get away, but set off the alarm and lose yourdisguise.
* "W"ait or "P"arley: "S"ly or "N"ice set off the alarm, but don't cause you
to lose your disguise. If you act "M"eek and give the password 'HARASH',
or act "H"aughty or "A"busive and give your authority as 'TYRANTHRAXUS', helets you go without incident. An incorrect response behaves the same as"C"ombat.
If you pass through location 8a while not disguised, the alarm goes off.

If you enter location 8b and the fighter is still alive, he immediately
attacks you (Morale 50), setting off the alarm, though this does not cause
you to lose any disguise.
9 - This is similar to location 8, but the 6TH LVL FIGHTER (#84) (336 XP) may
be helped by the fire giants from location 21. If you attempt to passthrough location 9a while not disguised, the fire giants will charge you; theonly way to avoid combat is to "F"lee, which sets off the alarm. If you
attack the fighter in location 9b, you can catch him without the fire giants.
10 SW (1,2) - "You are in a building that was once a barracks but has now been
converted to a temple of Bane. At the far end of the room is a crude altar."
A priest and two acolytes ask you to accept Bane's blessing:* "A"ccept blessing: All non-evil characters take 2d10+2 damage; the last
character in your party may get hit two extra times. If anyone tookdamage, this behaves as if you had tried to "L"eave.
* "T"alk: The priest insists you accept the blessing of Bane.
* "L"eave: "The priest shouts, 'What's this? You aren't worshipers of Lord
Bane! Die impostors!' He grabs the last rhinestone from a necklace andthrows it at you. A fireball explodes!" Every character who fails to makea saving throw vs. magic takes 15 damage; then, every character takes 15
damage. The priest and his acolytes then attack you, as if you had tried
to "K"ill them.
* "K"ill them: You fight 1 LEVEL 5 CLERIC (#91) and 2 1ST LVL CLERIC (#90)(Morale 100, 450 XP). The level 5 cleric carries a Mace +3, Plate Mail +1,
and a Necklace of Missiles (6 charges).
11 SW (1,0) - Altar of Bane. If you loot the offering box, you can get 37
silver, but all characters will take 2d10+2 damage. You may then take thetwo crossed swords; if you choose to, they are worth 400 XP, and both areLong Swords +3 (alignment lawful evil; anyone not lawful evil who tries toequip such a sword takes 5 damage).
If you take anything from here, many guards in the castle will recognize you
as blasphemers on sight and be automatically hostile. Additionally, if you
take the swords, any disguise from location 1 will no longer work.
12 SE (10,14) - The first time you enter this room, the ceiling caves in(THAC0 10 attack on a random character, 2d6 damage if it hits). This isalways a safe place to rest.
13 SE (14,10) - If you have been rewarded for completing the diplomatic mission
to the Zhentil Keep Outpost (commission #13), "This is a small cell. Chained
to the wall is a man beaten to within an inch of his life. As you open thedoor he looks up and you feel a shock... The man is Porphyrys Cadorna. 'In
the name of Chantua, help me, please! By all that's merciful help me.' He
begins to cough." If you:
* "R"elease him: 'Thank you! Thank you! I just thought that the pool washere! There was nowhere else to go! I have nowhere to go. Take me withyou?' You may choose to let Cadorna follow you.
* "L"eave him: Results in the following, in order:* 'Wait don't leave me here. If you do I'll raise the alarm.'* 'Wait! I know how to get through the main gates. I can help you.'* 'I know the way through the hedge ... left right right ... for Chantua's
sake! Don't leave me!'* You finally do leave; the alarm actually does go off, and you will lose
any disguise you have.
* "K"ill him: He may beg and volunteer information once before you canactually do so. This does not truly accomplish anything; the Phlan clerk

will recognize that you did it, but recognition is all that happens.
(The sequels behave as if Porphyrys Cadorna dies here.)
14 SE (15,10) - A well. If you try to move into it, you get the option to divein. Your chosen character needs at least Constitution 12 to have any chanceof reaching the bottom; if you do, you find a Long Sword +2 Flame Tongue(133 XP). Your character then makes another check against Constitution +movement; a failure causes 1d6 damage from breathing in water.
15 SE (14,3) - 5 GIANT SNAKE (#60) (Morale 100, 216 XP) lair here.
avoid combat.

You can't

16 NW (1,7) - You may catch the giants who live here sleeping; you may either
sneak out, or attack them as they sleep. If you choose the latter, you stepon a loose creaky floorboard so you can't actually surprise them, and fight[4 during the day, 2 at night] FIRE GIANT (#56) (Morale 100, 2568 or 5136
XP).
Otherwise, the giants have set a small trap by the door; if you fail todetect it with Search mode, a bucket falls on the party (THAC0 10 attack on arandom character, 1d4 damage if it hits). You may "F"lee, but it sets off
the alarm and causes you to lose any disguise; all other options lead tocombat as above.
17 NW (1,3) - Officers' quarters. The officer is not present, but 2 HILL GIANT(#55) (Morale 50, 1297 XP) are and confront you. You may "F"lee, but it sets
off the alarm and causes you to lose any disguise. If you "P"arley with any
attitude they will bother you no further.
After you deal with the giants, this is always a safe place to rest.
18 NW (0,2) - If you search here, you find treasure: 200 gold and Potion of
Speed (100 XP).
19 - "You enter a latrine. The lack of bad smell gives you a general idea ofthe level of sanitation practiced by the inhabitants of the area."
20 - Mess hall. "You are in a hall with long tables, benches and a greathearth at one end. In the corners are heaps of garbage being picked over bysome rats which flee at your entrance."
21 NE (9,1) - Fire giant barracks; the giants look up at you:
* "C"ombat: Fight 4 FIRE GIANT (#56) (Morale 80, 5136 XP).
* "F"lee: You set off the alarm and lose any disguise you may have.
* "P"arley: If the alarm has gone off and you are undisguised, this starts afight. Otherwise, a "H"aughty or "S"ly attitude gets the giants to show
you the list of passwords from location 22. "N"ice or "M"eek attitudes
lead to the giants telling you to get lost; "S"taying will start combat.
An "A"busive attitude will also start combat.
22 NE (8,0) - You can search here to find the password list, if the fire giants
did not already show it to you. It has the patrol password 'HARASH' written
in Espruar, and the gate password 'RHODIA' written in Dethek.
23 - Armory. You may take any of the nonmagical weapons or armor here; there
is one of each common item, and the supply is inexhaustible. This is also
always a safe place to rest.
24 - Kitchen.

"You enter a room that reeks of smoke and burned food.

You seethree human slaves cooking meat, peeling potatoes, and being beaten by avicious looking gnoll." If you:
* Kill the overseer and free the slaves: "The gnoll turns to flee. As heruns by, one of the slaves trips him. You advance and cut the overseer's
throat. Two of the slaves run quickly out the door. The third approaches
you with tears of gratitude in his eyes. 'I thank you for freeing me.
Before I leave let me help you as best I can.' He takes a slip of paper
from the pouch of the dead gnoll. 'Here, you will need this.'" It has'RHODIA' written upon it in Dethek. "'It is today's password at the maingate into the hedge maze. Alas, I can not help you with that for I havenot been inside. But I have heard the maze is deadly!'"* Go back outside: If you are not disguised, this sets off the alarm.
* Talk to the overseer: The first time, the overseer threatens you withboiling oil. After that, he makes good on the threat (THAC0 10 attack on arandom character, 2d6 damage if it hits).
25 - Records office. You can spend hours reading the records. If you do:* If the alarm is currently active, there is a 50% chance a patrol will comeby.
* If it is 0:00 to 17:59, there is a 15% chance that a scribe will walk in.
If "He drops his books and runs out the door", this will set off the alarm,
but will not cause you to lose any disguise.
If neither of those happens, you may discover:* "You find evidence that the Red Wizards of Thay are allied to
Tyranthraxus." (You'll get to meet the Red Wizards in later games of theseries.)* "You are finding a pattern to Tyranthraxus's activities. At first
Tyranthraxus's followers were an unsophisticated horde of ill organizedunhumans. Now they are much more sinister. The web of corruption he has
spread is incredible in its scope. His ultimate goal is to conquer alllands south of the Moonsea." (Everything in this game takes place north of
the Moonsea. You'll get to travel south of the Moonsea in Curse of the
Azure Bonds.)
26 - Scribes' office. If you enter between 0:00 and 17:59, you will encounter
six scribes working under the supervision of two officers. The two officers
will confront you (if you are not disguised, any response will set off thealarm):* "C"ombat: Fight 2 ENVOY (#87) (Morale 100, 433 XP), who each carries a
Two-Handed Sword +2.
* "F"lee: You set off the alarm and lose any disguise you may have.
* "P"arley: If you are not disguised, the officers attack you. Otherwise, if
you act "M"eek and give the password 'HARASH', or act "H"aughty or"A"busive and give your authority as 'TYRANTHRAXUS', they leave you alone.
Anything else causes them to attack you.
If you have defeated the officers, you can search the office and find:* "You find hard evidence that Cadorna has been using you for his own ends
and has been seeking the Pool of Radiance for himself." Reading this is
one of the ways to prove that Porphyrys Cadorna is a traitor.
* "The following catches your eye, 'Do not be fooled by outward forms foryou shall know me by my flaming aura. --Tyranthraxus'".
* "You find a report indicating that the northern barbarians are ready forthe take over of a strong leader and that the chief of the Raven Clan isallied to Tyranthraxus."
27 SE (12,14) - "You are in a deserted building.
large cobwebs here."

There are nothing but very

SECTION 6.24.1 - Valjevo Castle Hedge Maze Overview--------------------------------------------------Plot background:
The Valjevo Castle hedge maze is the next layer of defense surrounding thecastle's inner tower. Even the hedges can be deadly!
Strategy:
Good items may be found by defeating Al-Hyam Dazid at location 1, and the false
Tyranthraxus at location 5.
If you just want to pass through the maze as fast as possible, enter using thenorthwest entrance, and take the risk of cutting through the eastern hedge mazewall at (10,14).

SECTION 6.24.2 - Valjevo Castle Hedge Maze Details-------------------------------------------------4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11#########################################################################
4 #
1+
"
+ "
+ 6
# 4
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5 #
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6 # ####" "" " "" # " "
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7 +
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10 # "" " " " "" "#" ""TP" " "# 10#""" """"""" " " " " " """" #"""" """""""""" " " """" #11 # " "" " " "TP"+""" # 11# " " """"""" " " #########################"""""" "" """" #12 # """ " " #########################
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#########################################################################
4 5 6 7 8 9 10 11 12 13 14 15 0 1 2 3 4 5 6 7 8 9 10 11
ECL Script 5
KEY: # wall
+ door/archway
TP Teleporter" hedge
E Entrance/exit
Hedges: You can step through a hedge ("), but every time you do so, a random

character must make a successful saving throw vs. poison or take 201 damage.
This doesn't count as poison damage for the Slow Poison or Neutralize Poison
spells.
Random encounters: None, unless the alarm is active and you are not in
locations 1, 2, or 5; the chance of a random encounter is then 1 in 21, or
1 in 3 if you are in Search mode.
The random encounters are with 4 GIANT SNAKE (#60) (Morale 100).
"F"lee, but "P"arleying will simply start combat.

You canResting: It is always safe to rest in locations 1, 2, or 5. It is safe to rest
anywhere else as well, unless the alarm is active; then every 5 minutes rest
has a 17% chance of being disturbed by a random encounter.
Differences from the tabletop adventure: The maps are almost identical; themonsters in the maze are somewhat stronger in the Gold Box version.
E1 [location 21] - Exit to Valjevo Castle Northwest Quadrant.
E2 [location 22] - Exit to Valjevo Castle Southeast Quadrant.
E3 - Entrance to Valjevo Castle Inner Tower.
TP [location 7] - Teleporter to one of the other three teleporters, chosen at
random.
1 NW (5,4) - Quarters of Al-Hyam Dazid. Al-Hyam is trying to learn how
Tyranthraxus got his great power; Tyranthraxus is keeping him under watch andtrying to learn all he can from him. He is not interested in combat, and if
you threaten him twice he will give the party all his notes (Journal Entry30). If you attack him, you face 1 AL-HYAM DAZID (#86) (Morale 50, 1423 XP);he carries Bracers AC 3, a Ring of Fire Resistance, and a Wand of Lightning(20 charges).
2 SE (10,11) - A group of giants is hiding here, avoiding work, and arguing.
* If you stole anything from the altar of Bane at Valjevo Castle 11, or thealarm is active and you are not disguised, they attack immediately.
* Otherwise, they'll ask you if frogs and toads are the same thing. (For therecord: toads are a proper subset of frogs, so the correct answer is no -all toads are frogs, but not vice versa.)* "A"ttack: Fight 4 FIRE GIANT (#56) (Morale 50, 5136 XP).
* "Y"es: "As the giant turns in triumph to his companions, the others pickup their clubs. 'What they know? We knock dumb little men's brains
out!' 'You no hurt them. Them my buddies!' They argue for a little bit
and then one says, 'Hey, what we fighting for? It's all fault of them!''Yeh!'" This has the same result as "A"ttack.
* "N"o: "As the other giants burst into howls of laughter the one whotalked to you turns red and says, 'You lie! You lie to make me fool! I
smash you!' Before he can attack the others grab him and say, 'You
better go little men.'" You have another chance to "L"eave; "S"taying
will result in a fight ('Oh well. Can't let Herdrek have all fun.')3 - This tower is guarded by 3 HILL GIANT (#55) (Morale 60, 1946 XP).
* If you "P"arley with a "H"aughty or "A"busive attitude, and say that
'TYRANTHRAXUS' sent you, they let you go: 'Oh, we sorry! Just doing job!
Please no tell? We let you... We stay at post. Make sure no one go by!'* Anything else results in combat; the giants may ask for a non-existentpassword first.

5 SE (3,1) - Throne room of false Tyranthraxus. The false Tyranthraxus
confronts the party:* "C"ombat or "W"ait: fight 1 TYRANITHRAXUS [sic] (#92) and 2 6TH LVL THIEF(#93) (Morale 60, 1701 XP). The false Tyranthraxus has Long Sword +5, Ringof Protection +3, and Gauntlets of Ogre Power. You also claim his treasureof 1 jewelry and 8 gems. This also sets of the alarm and causes you toloses any disguise.
* "F"lee: works, but sets off the alarm.
* "P"arley:* "H"aughty ('Arrogant knave, feel the power of Tyranthraxus!') or "S"ly('Boy, this crown is heavy. Oh, well it's a living. What does
Tyranthraxus wan... Oops! Get them!') start combat as above, but cause noloss of disguise.
* "N"ice or "M"eek: 'Begone or feel the wrath and power of Tyranthraxus!'
If you then leave, that sets off the alarm; if you stay, the effect isthe same as "H"aughty or "S"ly.
* "A"busive: add together Party Strength and your spokesperson's Charisma
modifier:* Score is less than 85: "He seems to collapse. 'All right. I'm not
Tyranthraxus. He just hired me to impersonate him. It's not a badlife, but, hey! I can tell which way the wind's blowing.'" If you let
him go, you can claim his treasure; otherwise acts as "H"aughty.
* Score is 85 or more: acts as "H"aughty.
(These should be the other way around.)6 NE (10,4) - Trolls live in this tower.
TROLL (#31) (Morale 100, 1084 XP).

If you do not "F"lee, you fight 8

SECTION 6.25.1 - Valjevo Castle Inner Tower Overview---------------------------------------------------Plot background:
Tyranthraxus makes his lair here in the inner tower of Valjevo Castle.
him and Phlan will be free!

DefeatStrategy:
You can defeat Genheeris at location 7 for his wand, but you can also just go
straight to the final confrontation at location 8.

SECTION 6.25.2 - Valjevo Castle Inner Tower Details--------------------------------------------------Lower Level#########################
#
#
#
#
####
#
#
#\\#
#
#
#\\#
#
+E1
#E2#
#
#~~~~~#######~~######\\\\\\\ \\\\ 5##########################

Upper Level

ECL Script 7

1 2 3 4 5 6 7 8#########################
KEY: # wall
#
#
E3
#
# 4
~ illusionary wall#
# #\\# ##+ door/archway#
7# #### #4# 5\ stairs####++#### #### ####++#~ Pool of Radiance#6+
10##### 6##\\#############++#
E Entrance/exit##\\########### 7#######\\############
8######## 8########++####
#
####
# 9
# ~~~~###### ~~~~##### 10################################## 11#########################
1 2 3 4 5 6 7 8

Random encounters: None.
Resting: It is always safe to rest anywhere.
Differences from the tabletop adventure: Tyranthraxus only has 2 level 8
fighters defending him in the tabletop version, instead of the 12 here. The
possessed bronze dragon's name is Srossar; in the tabletop version, he only
has 20% magic resistance, but has the standard repulsion breath andspellcasting abilities of an ancient bronze dragon, neither of which ispresent here.
E1 - Exit to Valjevo Castle Hedge Maze.
E2 [location 2] - Stairs up to Upper Level.
E3 [location 3] - Stairs down to Lower Level.
4 (8,5) - "You are in an empty room. The only feature is a trap door in thecenter." If you open it, and you have not killed the medusa at location 5,
your character must save vs. petrification or be turned to stone. You may
then jump through the trap door to location 5; if you do, all characters take3d6 damage.
5 - Lair of a medusa; Tyranthraxus keeps the medusa here to trouble intruders
who didn't find the secret door in the previous room. You can "F"lee themedusa; "P"arley has the same result as "C"ombat: 1 MEDUSA (#49) (Morale 100,
150 XP). You can safely fight the medusa if everyone equips a Silver Mirror.
You can also just skip it since it's worth little XP and has no treasure.
6 (2,6) - A messenger that works for Genheeris and Tyranthraxus is here; he is
1 1ST LVL THIEF (#45) (Morale 100, 2 XP).
* If you stole anything from the altar of Bane at Valjevo Castle 11: "Thethief shouts 'Blasphemers!' and attacks."* If you "P"arley with an "A"busive attitude: causes the messenger to attack.

(I don't think messengers are usually this suicidal.)* If you "P"arley with any other attitude: "'Hey look, could you keep quiet?
I just got back from the north and I'm tired. Okay?' A moment later avoice from calls from the other doorway, 'Messenger!' The man gets up witha sigh and goes into the office. A minute later he comes out putting
papers into a pouch and goes out the door."
7 (2,5) - "You enter a room furnished as the apartment of a wealthy if
eccentric merchant." Genheeris looks up from a desk:* If you killed the messenger at location 6:"A sudden look of fear comes over his face. 'If you've come fromTyranthraxus I can offer a better deal. If you kill him instead of me I
will make you all generals!'" His deal includes joining as an NPC if you
have room: GENHEERIS (#88) (Morale 100). Genheeris is not actually able tomemorize spells once his currently memorized spells are expended (the gameengine doesn't properly support his being level 7). If you refuse thisoffer, he attacks you; you are awarded 756 XP and his Wand of Lightning (56charges) if you win.
* If you did not kill the messenger:* "C"ombat, or "P"arleying with a "H"aughty, "S"ly, or "A"busive attitude,
frightens Genheeris, which behaves the same as killing the messenger.
* "P"arleying with a "N"ice or "M"eek attitude: 'Tell Al-Hyam Dhazid toexecute Phase 2 of Plan A. Dismissed.' If you ignore this order and"S"tay, this will also frighten Genheeris.
8 (3,8) - "You are in the audience hall of Tyranthraxus, conqueror of Phlan.
The ceiling has been torn away leaving the entire section of the tower open
to the sky. In the center of the room is a glowing pool. An ancient bronze
dragon, surrounded by a fiery aura, rises from where it was coiled nearby.
Two guards move to bar your path. The dragon looks at you with malevolence.
'Guards, kill these pests.'"
If you do anything other than "F"lee, you fight 12 8TH LVL FIGHTER (#85)(Morale 100, 8390 XP); each fighter is using a Two-Handed Sword +2, Plate
Mail +2, and a Ring of Protection +3. (Where did those extra ten fighterscome from?)
If you defeat his guards, "The dragon looks at you with interest. 'You areindeed mighty warriors. Even so, there is no hope of your success. But you
interest me. If you join me I will make you the commanders of the armies
that will sweep the Moonsea. I can not be defeated, you know. Will you joinme?'"Everyone in the party then makes a decision. NPCs make their own decisions:* all good and neutral NPCs always choose to fight Tyranthraxus;* Genheeris has specific logic to choose to fight Tyranthraxus;* all other evil NPCs always choose to join Tyranthraxus.
If everyone joins Tyranthraxus, the game ends; otherwise, he attacks: fight 1
TYRANITHRAXUS [sic] (#66) (Morale 100, 611 XP).
If you win, Tyranthraxus's spirit departs from the bronze dragon's body, andthe spirit threatens to possess one of the characters -- but Bane pulls
Tyranthraxus into the pool before he can do so. The party then returns to
New Phlan victoriously.
To win this series of battles more easily, use the Dust of Disappearance fromthe Temple of Bane. It's not like there is anything better to save it for(no items survive transfer to Curse of the Azure Bonds). It makes both
battles much easier; you can move away from the fighters and they won't doanything if there is no character adjacent, and Tyranthraxus likewise cannot

use his deadly electrical breath attack. Other buffs long-lasting enough tocast before the first fight are Enlarge and Resist Fire.
You can continue combat after defeating the fighters, to heal and cast buffs.
If you didn't use the Dust of Disappearance, cast all the Mirror Image andBlink spells you have then. One useful buff here is Protection from Good,
because Tyranthraxus is actually lawful good (that's the alignment of the
body he is possessing).
Casting Animate Dead once you have slain several of the fighters in the firstwave may give you several additional allies.
Tyranthraxus is supposed to be magic-immune, but can actually be affectedby the Wand of Paralyzation. (Tyranthraxus still gets a saving throw.)(You can return here to defeat Tyranthraxus repeatedly. This is a bug in thescript, which writes the "Tyranthraxus defeated" script to the wrong
location.)
10 (4,6) - If Genheeris is in the party, he leaves the party here without
notice.
SECTION 7 - Game Mechanics-------------------------SECTION 7.1 - Mechanics Introduction-----------------------------------The Gold Box games are fundamentally based on the three standard 1st Edition
AD&D rulebooks: the Player's Handbook, the Dungeon Master's Guide, and theMonster Manual. Some rules from Unearthed Arcana (mostly items) are applied,
as well as some monsters from Monster Manual II. The major exception to thisis THAC0, which is a 2nd Edition rule; 2nd Edition came out not too long after
Pool of Radiance did. 3rd Edition did not exist until years after the lastGold Box game was released.
The tabletop game uses dice of 4, 6, 8, 10, 12, and 20 sides. The notation XdY
indicates the sum of rolling X Y-sided dice; a standard roll of two cubicaldice is represented as 2d6 and yields a number between 2 and 12.
The Gold Box games predate the invention of modern robust pseudorandom number
generators (the Mersenne Twister was not invented until 1997), so random
numbers in this game are not rigorously random. As is typical for pseudorandom
number generators that old, you will often get clustering effects. (Example:
if the game rolls d20 100 times, on average you will actually get 5 of eachnumber, but the 1s and 20s will tend to cluster together more than you would
expect statistically. This effect is clearest when casting Fireball; you will
get both very low and very high damage rolls far more often than would happen
if the die rolls were truly random.)
Most of the rules here apply to all the Gold Box games, with known exceptions
indicated. The major exception is spellcasting classes in the Dragonlance
games, which have their own rules.
SECTION 7.2 - Hit Points and Status Conditions---------------------------------------------Hit points should almost need no introduction. A character is knocked
unconscious if reduced to 0 hit points or fewer. Between -1 and -9 hit points,
1 hit point is lost every round, unless one of the following happens: anothercharacter issues the "B"andage command (which has unlimited range), you castany cure spell on the character, or you win the combat. Any of these willbring the PC up to 0 hit points and stabilize the character. At -10 or
fewer hit points, the PC dies. Nothing else can harm such an unconscious
character.
(Being reduced below 0 hit points doesn't debilitate you as the tabletop game
does, nor does it outright kill you as in 2nd Edition or most classic CRPGs.
Also, the death from massive damage rule introduced in 2nd Edition does notexist in 1st Edition or the Gold Box games.)
Fleeing a combat will result in the permanent loss of any disabled characters
left behind.
Death is much harder to fix than in most modern CRPGs; the standard Raise Deadspell is not guaranteed to work (and is not supposed to work on full-blooded
elves, though it does here), and results in permanent Constitution loss even if
successful. The higher-level Resurrection spell is not available at Pool ofRadiance temples. If you are not above exploiting bugs, you can raise a Deadcharacter by casting Cause Light Wounds (which will not always work, as youneed to succeed on a touch attack roll) or Burning Hands (always works in thisgame) in combat.
Animated results from casting Animate Dead on a Dead character. Such acharacter is under the control of the computer, and will only engage inphysical combat (no spells or items). It can only be fixed with the Raise Deadspell. Animated characters count as undead and may be turned or destroyed byenemy clerics.
Stoned (character turned into a statue) can be fixed with a Stone to Flesh
spell, which in this game you can only get at a temple (even though it's nota clerical spell).
Gone means just that -- a Gone character is permanently dead and irrecoverable(aside from restoring or editing a saved game).
Poison in AD&D 1st Edition does not work in the classic CRPG way of causing
gradual hit point loss. It instead "kills" you if you fail your saving throw.
This form of death may be fixed with the Neutralize Poison spell, which in thisgame may only be cast in temples. The Slow Poison spell will temporarily work
to revive the character, and will work in the middle of combat, but at the endof that spell's duration will cause the PC to die outright if you do not get
Neutralize Poison cast before that.
Blinded characters receive a -4 penalty to all of attack rolls, Armor Class,and saving throws. (They do not treat all enemies as invisible, as they doin the tabletop game.)
Disease will drain 1 hit point every 10 minutes (this will not cause hit points
to drop below 1), as well as 1 Strength every hour (this will not cause
Strength to drop below 3, but is permanent). Disease will also prevent proper
hit point restoration. This can be cured by the Cure Disease spell, Keoghtum's
Ointment, or (in later games) a paladin's power.
Charmed is a condition caused by a variety of spells (Charm Person, Snake
Charm) or some monster special attacks. A charmed creature will fight for theother side while charmed, though it cannot be controlled. A physical attack by
a charmed creature's ally targeted on another ally automatically breaks thecharm. (Magical attacks do not have this effect.) The manual says that you
can keep charmed enemies after combat, but this is not true -- they will

instead disappear together with whatever treasure they were carrying. Asidefrom a physical attack, this can be fixed with another charm spell (though you
will still be unable to actually control the character), or Dispel Magic.
Helplessness is caused in combat by a variety of spells (Sleep, Stinking Cloud,Hold Person) or some monster special attacks. Any physical attack on a
helpless defender automatically hits and does enough damage for the defender tostart dying. (This is only supposed to happen under 1st Edition rules; in 2nd
Edition and later, extra conditions apply if you want to automatically slay ahelpless defender.)SECTION 7.3 - Time-----------------There are 10 minutes in 1 turn; ("minute" and "round" are synonymous)
6 turns in 1 hour; (yes, "round" and "turn" are not the same)
24 hours in 1 day;10 days in 1 tenday; (a "week" of 7 days exists in the base rules)
3 tendays in 1 month;
12 months in 1 year.
The standard Forgotten Realms calendar adds extra days to bring the year to 365
or 366 days (and is always a pure solar calendar like the modern Gregoriancalendar), though it doesn't happen here. The Gold Box games mostly do notuse or track tendays.
Units of time longer than a day have very little influence on gameplay.
You
need to gain about 20 years before aging starts to become a problem at all, yet
as far as I can tell, you do not actually age by means other than by casting
Haste. In later games you can find and even buy Elixirs of Youth to reduce
your age anyway.
The sun rises at 00:00 and sets at 14:00; this always applies, as the Gold Box
games have an eternal equinox. It usually does not matter whether it is day
or night; the major exception is that the shops and city hall in New Phlan are
only open during the day.
It takes 1 minute to move forward one square in the first-person view, and 10
minutes to thoroughly search the current square. Moving in the overland view
takes 12 hours per square.
In the Gold Box games, there is rarely urgency to hurry, even if you are
pursuing bad guys; urgency is usually implemented by making it difficult or
impossible to rest. The main exception in this game is that the Valhingen
Graveyard mission will get harder as you progress; even then, you are betteroff becoming as powerful as you can before undertaking it.
Combat is divided into rounds; 1 round is 1 minute (this is different from 3rd
Edition and later). A round is divided into segments which last roughly
several seconds each.
If you remove a character from your party, the character is frozen in time,
including any timed effects (which are remembered).
The Gold Box game takes place early in 1358 DR (typical for 1st Edition
Forgotten Realms tabletop gaming); the Adventurer's Journal references the
Flight of the Dragons happening in the Year of the Worm (1356 DR) two years
ago. The tabletop version explicitly takes place in 1357 DR, in the months of
Mirtul (May) and Kythorn (June), four months before the tabletop Curse of the
Azure Bonds.

In 2nd Edition and later, Pool of Radiance is retconned to take place in 1340
DR, and what happens is the novel. Pools of Darkness, the last of the game
series (second of the novel series), then takes place in 1350 DR. The Gold Box
games take place in an alternate timeline, and anything happening in 1358 DR
and later that happens in 2nd Edition or later sources generally can't happen.
Many events revolve around the Time of Troubles, which shakes up godly powerand can't happen in the Gold Box timeline.
SECTION 7.4 - Experience and Gaining Levels------------------------------------------AD&D popularized the very concept of gaining experience (XP) and gaining
discrete power-ups at levels of experience. The amount of experience needed togain a level is listed under the section for each individual class.
Characters must be conscious at the end of a battle to receive experience; justhaving positive hit points is not sufficient. Any sleep or paralysis isautomatically fixed before this, which doesn't necessarily happen even in other
AD&D computer adaptations. Single-classed characters with at least 16 in all
primary statistics receive a 10% bonus to experience earned.
Treasure can be worth experience too. Experience for magical items varies byitem. Any magical item with a plus is worth 400 XP per plus. (The standard
rule of thumb in the tabletop game is that experience value is 20% of the gold
value of the item.)(This seems strange, as treasure these days is almost always treated as its own
reward, but in the days before 1st Edition AD&D, treasure was the primary way
to get experience. That meant that you would find gold for no other reason
than to get experience, which in turn led to the problem of having gold andnothing to spend it on. Yes, that problem predates the home computer.)You do not gain experience for a monster or anything it carries if its name isblue (i.e., monster is charmed) at the time it is killed.
Unlike most modern games, gaining a level is not automatic. You must go to aclass-specific training hall to do so (this is only possible in New Phlan), andpay 1000 gold (200 platinum).
You cannot gain more than one level in one class at a time. If you have enoughexperience to go up more than one level in one class, doing so will cause you
to lose just enough experience so that you are 1 experience point short ofanother level; this will not cause you to lose already earned levels in adifferent class. The traditional Gold Box way to get that next experience
point is to get into a tavern brawl.
If you are a multi-classed character (only non-humans may multi-class, and infact there's not much point in playing a non-human if you do not), experienceis evenly divided between your classes. (This is always rounded down, which
is not the case in the tabletop game.) This will mean you will progress inyour classes at different rates. This division happens even if you havereached the maximum level for one of your classes.
When gaining a level as a multi-classed character, the normal rules from thetabletop game or later Gold Box games for gaining maximum hit points do not
apply. Instead, follow the following steps:(1) roll die for hit points(2) divide by number of classes, rounding down
(3) if below 1, set to 1

(4) add Constitution modifier (maximum of +2 if below Constitution 20, even
if the level gained is fighter).
For levels beyond where you roll a die, you instead gain a fixed specificnumber of hit points if single-classed (and should gain 1 if multi-classed,though that rule was not properly applied until Secret of the Silver Blades).
Dual-classing, which only humans can do, is not implemented in Pool ofRadiance. It is in later games, so you can plan for it. You must have atleast 15 in the primary statistics of your original class, and at least 17 in
the primary statistics of your destination class. You may not use mostabilities of the old class, other than hit points, until your new class's levelis higher. You may then use all the abilities of the old class freely, except
for the ability to wear armor if you want to cast magic-user spells (this does
not apply if you were a ranger of 9th level or higher) or if you want to use
thief abilities. Tabletop game rules permit you to change classes more thanonce so long as you never return to a previous class, but you may only ever doso once per character in the Gold Box games.
Non-humans have a racial limit to how many levels they can gain in mostclasses, which often depend on the class's primary statistic. This was one of
the most hated rules of 1st and 2nd Edition before it was dropped in 3rd
Edition. Thieves and humans have no such restrictions. This is in addition to
the limits imposed by Pool of Radiance itself; these game level limits areextended as you move on to the sequels, but racial level limits never are.
Some undead have a level-draining attack -- one of the most feared attacks in
1st and 2nd Edition. If such an attack hits, the affected character will lose
one or two levels and the corresponding experience; multi-classed characterslose the most recently gained level. The Restoration spell (normally 7th
level, but you can find quite a few scrolls with it as treasure) will mostly
fix this, but will only restore just enough experience to restore the lostlevel.
SECTION 7.5 - Statistics-----------------------SECTION 7.5.1 - Statistic: Strength----------------------------------Score
3
4-5
6-7
8-9
10-11
12-13
14-15
16
17
18
18/01-50
18/51-75
18/76-90
18/91-99
18/00
19
20
21
22

+To
Hit
-3
-2
-1
0
0
0
0
0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4

+To
Dam
-1
-1
0
0
0
0
0
+1
+1
+2
+3
+3
+4
+5
+6
+7
+8
+9
+10

Carry
Capac
162
262
362
512
512
612
712
862
1012
1262
1512
1762
2012
2512
3512
4512
5012
6012
7512

Open Doors
Easy Hard
1/6
1/6
1/6
2/6
2/6
2/6
2/6
3/6
3/6
3/6
3/6
4/6
4/6
4/6
1/6
5/6
2/6
7/8
3/6
7/8
3/6
9/10
4/6
11/12
4/6

Bend
Bars
0%
0%
0%
1%
2%
4%
7%
10%
13%
16%
20%
25%
30%
35%
40%
50%
60%
70%
80%

Monster withthis strength

Ogre
Hill giant
Stone giant
Frost giant
Fire giant

23
24
25

+5
+6
+7

+11
+12
+14

9012
12012
15012

11/12
19/20
23/24

5/6
7/8
9/10

90%
100%
100%

Cloud giant
Storm giant
Titan"+To-hit" only affects melee attacks, not missile attacks.
"+To-dam" affects melee weapon damage; penalties cannot cause damage to drop
below 1 unless you cannot cause damage to begin with. It does not affectthrown weapons (this does happen in 2nd Edition), and it also does not affectmissiles fired from a launcher unless you are firing from a Fine Composite
Long Bow.
"Carry capac" measures unencumbered carrying capacity; you can actually carry
up to 988 extra coins of weight beyond the limit without magical assistance.
"Open doors" is the standard probability for opening a stuck or heavy door in
one try. If you try to "B"ash open a door, this chance of success ischecked for every character, depending on the door difficulty.
"Bend Bars"/Lift Gates is the percentage chance of a feat of strength, thestandard ones being bending iron bars or lifting an iron portcullis.
Strength is the primary statistic for fighters; a single-classed fighter with
Strength 16 or more receives a 10% bonus to experience earned. Strength isalso a primary statistic for paladins and rangers in later games.
A fighter with 18 Strength also gets to roll percentile dice for exceptional
Strength; non-warriors do not get this roll.
The tabletop class minimums for Strength are not enforced except when you firstroll a character.
SECTION 7.5.2 - Statistic: Intelligence--------------------------------------This is only of any importance at all for classes that can cast magic-userspells.
There are minimum Intelligence requirements for casting 5th and higher level
magic-user spells (which won't be an issue at all until later in Curse of the
Azure Bonds).
Intelligence is the primary statistic for magic-users; a single-classed magicuser with Intelligence 16 or more receives a 10% bonus to experience earned.
Intelligence is also a primary statistic for rangers in later games.
Number of languages you can learn is never relevant; the chance to learn aspell is 100% if it can be learned at all; and there are no minimum or
maximum numbers of spells you can learn per level. (Intelligence affects allof these in the tabletop game.)Intelligence also does not grant you bonus spells, as it does in later AD&D
editions. At low levels, a magic-user is going to run out of spells quickly.
Not for nothing is a level 1 magic-user nicknamed "Sleep spell on legs".
The tabletop class minimums for Intelligence are not enforced except when you
first roll a character.
SECTION 7.5.3 - Statistic: Wisdom--------------------------------Score
3
4
5-7
8-12

S. T.
Bonus
-3
-2
-1
0

ClericSpells

13
14
15
16
17
18

0
0
+1
+2
+3
+4

Bonus L1 spell
Bonus L1 spell
Bonus L2 spell
Bonus L2 spell
Bonus L3 spell; minimum needed for 6th level cleric spells
Bonus L4 spell; minimum needed for 7th level cleric spells

The saving throw bonus applies against any spell that tests willpower: charm,fear, and illusion (but not other spell types that permit a Will saving throw
in 3rd Edition and later).
Wisdom is the primary statistic for clerics; a single-classed cleric with
Wisdom 16 or more receives a 10% bonus to experience earned. Wisdom is also a
primary statistic for both paladins and rangers in later games.
The tabletop game rules for a chance of spell failure below Wisdom 13 are notenforced, and the minimums for Wisdom are not enforced except when you firstroll a character. Wisdom above 18 also will not grant additional spells as
described in Deities & Demigods.
SECTION 7.5.4 - Statistic: Dexterity------------------------------------

Score
3
4
5
6
7-8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

React
/Miss
-3
-2
-1
0
0
0
0
0
0
0
0
0
+1
+2
+3
+3
+3
+4
+4
+4
+5
+5

Def.
Adj.
+4
+3
+2
+1
0
0
0
0
0
0
0
-1
-2
-3
-4
-4
-4
-5
-5
-5
-6
-6

---- Thief Skill Adjustments ----Find/
Pick Open Remove
Move Hide in
Pocket Locks Traps Silent Shadows
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
-15% -10%
-10%
-20%
-10%
-10%*
-5%
-10%
-15%
-5%
-5%
0
-5%
-10%
0
0
0
0
-5%
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0 +5%*
000+5% +10%0+5%+5%+10% +15%
+5%
+10%
+10%
+15% +20%
+10%
+12%
+12%
+20%* +25%* +15%* +15%*+15%*+25%* +30%* +20%* +18%*+18%*+30%* +35%* +25%* +20%*+20%*+35%* +40%* +30%* +23%*+23%*+40%* +45%* +35%* +25%*+25%*+45%* +50%* +40%* +30%*+30%*"React/Miss" is both the to-hit bonus for thrown and launched missile weapons,
and the subtracted modifier to initiative.
"Def. Adj." is the modifier to AC (the lower, the better).
"Pick Pocket", "Open Locks", "Find/Remove Traps", "Move Silent", and "Hide in
Shadows are the percentage adjustments to thief abilities:* These are only first applied starting at level 2.
* If for whatever reason you adjust a Thief below Dexterity 9, the penalties
for low Dexterity disappear.
* The Dexterity 10 adjustment for Pick Picket is actually -19%.
* The Dexterity 16 adjustment for Open Locks is actually -5%.

* The game does not support Dexterity 20+ for these; the values given above
are what are supposed to happen. (You actually get apparently random
modifiers.)
Dexterity is the primary statistic for thieves; a single-classed thief with
Dexterity 16 or more receives a 10% bonus to experience earned.
The tabletop class minimums for Dexterity are not enforced except when you
first roll a character.
There is no non-cheating way I am aware of to actually obtain Dexterity 21+ in
any of the Gold Box games.
SECTION 7.5.5 - Statistic: Constitution--------------------------------------HP/ System Res. S. T.
Score Level
Shock Odds Bonus
3
-2
35%
40%
0
4
-1
40%
45%
+1
5
-1
45%
50%
+1
6
-1
50%
55%
+1
7
0
55%
60%
+2
8
0
60%
65%
+2
9
0
65%
70%
+2
10
0
70%
75%
+2
11
0
75%
80%
+3
12
0
80%
85%
+3
13
0
85%
90%
+3
14
0
88%
92%
+4
15
+1
91%
94%
+4
16
+2
95%
96%
+4
17
+3
97%
98%
+4
18
+4
99% 100%+519+5*
99% 100%+520+5*99% 100%+521+6*
99% 100%+622+6*
99% 100%+623+6*
99% 100%+624+7*
99% 100%+6
25+7*
100% 100%+7* This is buggy, see below.

Pois
Bonus
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
+1
+1
+2
+2
+3
+3
+4

Regen
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1/60
2/60
3/60
4/60
5/60
6/60

"HP/Level" is the adjustment to hit points upon character creation, and forevery level advancement, if there is a die roll involved. A penalty cannot
decrease hit points gained below 1; anyone other than a fighter, paladin, or
ranger is not supposed to get a bonus of more than +2. The game doesn't
handle hit point bonuses for Constitution 21 or more gracefully, as thegame's internal table only goes up to 20. The only well-behaved score abovethat is 22, where a single-classed fighter gets a +7 bonus per level, andeveryone else gets a +5 bonus per level (neither of which is supposed tohappen).
"System Shock" is the percent chance of surviving any change in form. In theGold Box games, this only applies to surviving the Stone to Flesh spell,and not in Pool of Radiance; it is only implemented in Secret of the Silver
Blades. (It doesn't apply to any form of unnatural aging, as it does intabletop rules.)"Res. Odds" is the percent chance that a Raise Dead or Resurrection spell will
actually work. If this fails, the character is forever dead.
"S. T. Bonus" is the saving throw bonus that a dwarf, gnome, or halflingreceives against rod/staff/wand or spells. It also applies to a dwarf or
halfling saving against poison.
"Pois Bonus" is the saving throw bonus that a human, half-elf, elf, or gnome
receives against poison (dwarves and halflings have a higher bonus already).
"Regen" permits a character with very high Constitution to restore hit points
much faster than normal, regenerating the indicated number of hit points in
the indicated number of minutes. (In the tabletop game, Constitution 21+
instead reduces the time to regenerate 1 hit point by 10 minutes per
extra point of Constitution above 20.)
There is no limit to the number of times you may cast Raise Dead or
Resurrection on a character (in tabletop rules the limit is once perConstitution point).
SECTION 7.5.6 - Statistic: Charisma----------------------------------This gets checked in interactions with NPCs, especially when parleying,using your spokesperson's (currently selected character) Charisma:
Score
3
4
5
6
7
8-12
13
14
15
16
17
18

Reaction
Adjustment
0
5
10
15
20
25
30
35
40
50
55
60

In the tabletop rules, this is expressed as a percentage
equal to the number from this table minus 25.
Charisma over 18 can be achieved with the Friends spell,
but anything better than 18 has no additional effect. (If
Pool of Radiance were to use Deities & Demigods, every
point above 18 would add another 5%. Charisma over 18 also
does have an effect in all Gold Box games it is checked foraside from Pool of Radiance.)
There are no Charisma checks in Curse of the Azure Bonds.

Loyalty is never checked for, and henchmen don't exist, as those tabletop gameeffects aren't implemented.
SECTION 7.6 - Races------------------SECTION 7.6.1 - Race: Human--------------------------Humans have a Strength range of 3-18(00) if male, and 3-18(50) if female.
All other statistics have a beginning range of 3-18.
Only humans are capable of dual-classing, which is not implemented in Pool ofRadiance, but is in all its sequels. They are the only player race not capableof multi-classing. (This all predates the 3rd Edition system, where everyone
can multi-class and dual-classing is done away with.)
Humans have no racial level limits in any class and may choose any available
class.
Humans are also the strongest of the races in this game; even the unimplemented
half-orcs cannot exceed 18/99 Strength in the 1st Edition tabletop game. (Thissounds a little unusual to contemporary ears, but early editions of AD&D moreor less take this straight from Tolkien.)Since humans have no level limits in any class, if you play the later Gold Box
games they should eventually should become vast majority of your party by about
halfway through Secret of the Silver Blades at the latest (and earlier if you
follow my suggestions).
SECTION 7.6.2 - Race: Dwarf--------------------------Dwarves have a Strength range of 8-18(99) if male, and 8-17 if female.
statistics begin at: Intelligence 3-18; Wisdom 3-18; Dexterity 3-17;
Constitution 12-19; Charisma 3-16.

Other

Dwarves get +1 to Constitution and -1 to Charisma on their original rolls.
A dwarf may be a fighter, thief, or a multi-class fighter/thief.
dwarf may be a cleric.)(Only a NPC

Dwarves have a maximum fighter level of 9.
A dwarf gets a bonus to saving throws against rod/staff/wand, spells, andpoison, equal to +1 per 3.5 points of Constitution, rounded down.
A dwarf gets a +1 bonus to hit when melee attacking a half-orc, goblin,
hobgoblin, or orc.
A dwarf gets a -4 bonus to Armor Class when being melee attacked by an ogre,
troll, ogre mage, giant, or titan.
A dwarf thief gets a +10% bonus to Open Lock rolls, a +15% bonus to Find/Remove
Traps rolls, a -10% penalty to Climb Walls rolls, and a -5% penalty to Read
Languages rolls. The positive modifiers are offset by the inability of a dwarf
to start with more than Dexterity 17.
Dwarves can sometimes determine things about mines, stonework, and anything
underground on an ad hoc basis. (This often has defined probabilities in thetabletop game.)(A dwarf in the tabletop game also has infravision with 60-foot range andadditional languages. Adult dwarf women do grow beards, but usually keep themshaved in 1st Edition Forgotten Realms. It's also implied in the baserulebooks that a dwarf woman shaving her beard is kind of like wearing a shortskirt in real life. Ed Greenwood is involved, what did you expect?)
SECTION 7.6.3 - Race: Elf------------------------Elves have a Strength range of 3-18(75) if male, and 3-16 if female.
statistics begin at: Intelligence 8-18; Wisdom 3-18; Dexterity 7-19;
Constitution 6-18; Charisma 8-18.

Other

Elves get +1 to Dexterity and -1 to Constitution on their original rolls.
latter does not stop you from modifying their Constitution to 18.

The

An elf may be a fighter, magic-user, or thief, and may also multi-class in any
combination of those three classes. (Only a NPC elf may be a cleric.)
Elves have a maximum fighter level of 7, and a maximum magic-user level of 11.
An elf has 90% magic resistance against sleep and charm spells. Like a regularmagic resistance roll, even if this fails, the elf is still entitled to asaving throw. Elves are also immune to the paralysis attack of ghouls. On theother hand, the Raise Dead spell is not supposed work on them either (though it
does in Pool of Radiance).
An elf gets a +1 bonus to hit when attacking with either a short or long sword,or with any bow (even a crossbow, which is not the case in the tabletop game).
A multi-classed elf is permitted to cast magic-user spells in any armor.
An elf thief has a +5% bonus to Pick Pocket, Move Silently, and Hear Noiserolls; a +10% bonus to Hide in Shadows rolls; and a -5% penalty to Open Lockrolls. (These bonuses are actually better than they appear, because an elf canstart with Dexterity 19.)
An elf has the ability to readily detect secret doors on an ad hoc basis. This
often uses the defined probabilities from the tabletop game: 1 in 3 if actively
searching, 1 in 6 even if not.
An elf in the tabletop game also has infravision with 60-foot range, additional
languages, and the ability to surprise enemies if lightly armored.
SECTION 7.6.4 - Race: Gnome--------------------------Gnomes have a Strength range of 6-18(50) if male, and 6-15 if female.
statistics begin at: Intelligence 7-18; Wisdom 3-18; Dexterity 3-18;
Constitution 8-18; Charisma 3-18.

Other

A gnome may be a fighter, thief, or a multi-class fighter/thief. (A NPC gnome
is allowed to be a cleric. A gnome in the tabletop game may also be anillusionist, a class never implemented in the Gold Box games.)
Gnomes have a maximum fighter level of 6.
A gnome gets a bonus to saving throws against rod/staff/wand and spells, equal
to +1 per 3.5 points of Constitution, rounded down.
A gnome gets a +1 bonus to hit when attacking a kobold or goblin.
A gnome gets a +4 bonus to Armor Class when being melee attacked by a gnoll,bugbear, ogre, troll, ogre mage, giant, or titan.
A gnome in the tabletop game also has infravision with 60-foot range,
additional languages, and the ability to determine things about mines andunderground passages.
A gnome thief gets a +5% bonus to Open Lock, Move Silently, and Hide in
Shadows rolls; a +10% bonus to Find/Remove Traps and Hear Noise rolls; and a-15% penalty to Climb Walls rolls.
Without the ability to become an illusionist, and their low level limits,
gnomes aren't a useful race in the Gold Box adaptations.
SECTION 7.6.5 - Race: Half-Elf-----------------------------Half-elves have a Strength range of 3-18(90) if male, and 3-17 if female.
Other statistics begin at: Intelligence 4-18; Wisdom 3-18; Dexterity 6-18;
Constitution 6-18; Charisma 3-18.

A half-elf may be a cleric, fighter, magic-user, or thief; or a multi-classcleric/fighter, cleric/magic-user, fighter/magic-user, fighter/thief,
magic-user/thief, cleric/fighter/magic-user, or fighter/magic-user/thief. (Inlater games, they may also be rangers or multi-class cleric/rangers.)
Half-elves have a maximum cleric level of 5, and maximum fighter, ranger, andmagic-user levels of 8.
A half-elf has 30% magic resistance against sleep and charm spells. Like aregular magic resistance roll, even if this fails, the half-elf can still get a
regular saving throw.
A multi-class half-elf is permitted to cast magic-user spells in any armor.
A half-elf gets a +5% bonus to Hide in Shadows rolls, and a +10% bonus to
Pick Pockets rolls.
A half-elf has the ability to readily detect secret doors on an ad hoc basis.
This often uses the defined probabilities from the tabletop game: 1 in 3 if
actively searching, 1 in 6 even if not.
A half-elf in the tabletop game also has infravision with 60-foot range andadditional languages.
Half-elves make good multi-classed characters in Pool of Radiance, but theirstrict level limits render them rapidly obsolete even early in Curse of the
Azure Bonds.
SECTION 7.6.6 - Race: Halfling-----------------------------Halflings have a Strength range of 6-17 if male, and 6-14 if female.
statistics begin at: Intelligence 6-18; Wisdom 3-17; Dexterity 8-18;
Constitution 10-18; Charisma 3-18.

Other

Halflings get -1 to Strength and +1 to Dexterity on their original rolls.
A halfling may be a fighter, thief, or a multi-class fighter/thief.
Halflings have a maximum fighter level of 5.
A halfling gets a bonus to saving throws against rod/staff/wand, spells, andpoison, equal to +1 per 3.5 points of Constitution, rounded down.
A halfling thief gets a +5% bonus to Pick Pockets, Open Lock, Find/Remove
Traps, and Hear Noise rolls; a +10% bonus to Move Silently rolls; a +15% bonus
to Hide in Shadows rolls; a -15% penalty to Climb Walls rolls; and a -5%
penalty to Read Languages rolls.
The enhanced thieving abilities of halflings are trivially relevant at best, sowith their low Strength and level limit in fighter, there is little reason tocreate a halfling in the Gold Box games.
(A halfling in the tabletop game also has additional languages and the ability
to surprise enemies if lightly armored, and may also have infravision or theability to determine things about mines and underground passages. Halflingsin the tabletop game are also divided into three sub-races that do not exist in
the Forgotten Realms.)

SECTION 7.7 - Classes--------------------SECTION 7.7.1 - Class: Cleric----------------------------Level
Exp.
1
0
2
1,501
3
3,001
4
6,001
5
13,001
6
27,501
7
55,001
8
110,0019225,00110450,001
11
675,00112
900,001
13 1,125,001
14 1,350,001
15 1,575,001
16 1,800,001
17 2,025,001
18 2,250,001
19 2,475,001
20 2,700,001
21 2,925,001
22 3,150,001
23 3,375,001
24 3,600,001
25 3,825,001
26 4,050,001
27 4,275,001
28 4,500,001
29+ 4,725,001+- Spells by Spell Level 1
2
3
4
5
6
7
1
2
2
1
3
2
3
3
1
3
3
2
- (level cap for this game)
3
3
2
1
3
3
3
2
4
4
3
2
1
4
4
3
3
2
5
4
4
3
2
1
6
5
5
3
2
2
6
6
6
4
2
2
6
6
6
5
3
2
7
7
7
5
4
2
7
7
7
6
5
3
1
8
8
8
6
5
3
1
8
8
8
7
6
4
1
9
9
9
7
6
4
2
9
9
9
8
7
5
2
9
9
9
9
8
6
2
9
9
9
9
9
6
3
9
9
9
9
9
7
3
9
9
9
9
9
8
3
9
9
9
9
9
8
4
9
9
9
9
9
9
4
9
9
9
9
9
9
5
9
9
9
9
9
9
6
9
9
9
9
9
9
7

Only humans or half-elves may be PC clerics. They may be of any alignment(though the tabletop game does not permit true neutral).
Clerics gain 1d8 hit points per level until level 9, modified by Constitution,then exactly 2 hit points per level thereafter.
After reaching 9th level, each further cleric level requires 225,000 additional
experience.
Clerics have a maximum level of 6 in Pool of Radiance and Gateway to the Savage
Frontier; 10 in Curse of the Azure Bonds and Treasures of the Savage Frontier;
15 in Secret of the Silver Blades; and 40 in Pools of Darkness.
Half-elf clerics may not exceed level 5; even when triple-classed, they will
likely hit this limit long before the end of the game. (The Gold Box games do
not implement the Unearthed Arcana rules where Wisdom 16 or more increases thislimit.)The prime statistic of a cleric is Wisdom. A cleric has a minimum requirementof Wisdom 9, though you can "M"odify a character to start with less. Singleclassed Clerics with Wisdom 16 or higher receive a 10% bonus to experienceearned.

A cleric is only capable of wielding a club, flail, hammer, mace, or staff, but
may wear any armor or shield. (Staff slings do not exist in this game; they doin later Gold Box games.)
Clerics automatically are capable of learning and casting all spells of a given
spell level as soon as the minimum required experience level is reached.
Wisdom affects casting clerical spells as follows:(1) There are bonus spells for a Wisdom of at least 13 (see Wisdom table).
These apply only if you are able to actually cast spells of that level.
(2) A Wisdom of 17 is required to cast 6th-level spells. A Wisdom of 18 isrequired to cast 7th-level spells.
Clerics are capable of turning undead (see that section for details).
cleric always can turn undead, even if evil.

A PC

A cleric in the tabletop game can also attract followers at 8th level, and may
construct a religious stronghold at 9th level. Pool of Radiance also does notenforce the minimum other statistics that other Gold Box games and the tabletop
game do.
SECTION 7.7.2 - Class: Fighter-----------------------------Level
1
2
3
4
5
6
7
8
9+

Exp.
0
2,001
4,001
8,001
18,00135,00170,001 two melee attacks (every other round)
125,001 (level cap for this game)
250,001+

A fighter may be of any race and of any alignment.
Fighter is one of the classes that counts as a "warrior". (This is the 2nd
Edition definition, which is more consistent than in 1st Edition, so I'll use
that.) The knights, paladins, and rangers of other Gold Box games are also
warriors.
Fighters gain 1d10 hit points per level until level 9, modified byConstitution, then exactly 3 hit points per level thereafter.
After reaching 9th level, each further fighter level requires 250,000
additional experience.
Fighters have a maximum level of 8 in Pool of Radiance and Gateway to the
Savage Frontier; 12 in Curse of the Azure Bonds and Treasures of the Savage
Frontier; 15 in Secret of the Silver Blades; and 40 in Pools of Darkness.
Non-human fighters have the following additional level limits:
Dwarf: 7th if Strength 16 or less; 8th if Strength 17; 9th if Strength 18.
Elf: 5th if Strength 16 or less; 6th if Strength 17; 7th if Strength 18.
Gnome: 5th if Strength 17 or less; 6th if Strength 18.
Half-Elf: 6th if Strength 16 or less; 7th if Strength 17; 8th if Strength 18.
Halfling: 4th if Strength 16 or less; 5th if Strength 17.
(Unearthed Arcana has rules for extending these level limits with especiallyhigh statistics, but the Gold Box games do not use them.)
The prime statistic of a fighter is Strength. A fighter has a minimum
requirement of Strength 9, though you can "M"odify a character to start withless. Single-classed fighters with Strength 16 or higher receive a 10% bonus
to experience earned.
A fighter may wield any weapon and wear any armor or shield.
A fighter may get two melee attacks per round at higher levels: every othercombat round starting at 7th level, and all rounds starting at 13th level.
Fighters of at least level 2 may also attack multiple adjacent weak enemies(those with 0 hit dice) in a single round, up to one weak enemy per level.
A fighter in the tabletop game may build a stronghold and attract followers
starting at 9th level. Pool of Radiance also does not enforce the minimum
other statistics that other Gold Box games and the tabletop game do.
SECTION 7.7.3 - Class: Magic-User--------------------------------Level
Exp.
1
0
2
2,501
3
5,001
4
10,001
5
22,501
6
40,001
7
60,001
8
90,0019135,00110
250,001
11
375,00112
750,001
13 1,125,001
14 1,500,001
15 1,875,001
16 2,250,001
17 2,625,001
18 3,000,001
19 3,375,001
20 3,750,001
21 4,125,001
22 4,500,001
23 4,875,001
24 5,250,001
25 5,625,001
26 6,000,001
27 6,375,001
28 6,750,001
29+ 7,125,001+----- Spells by Spell Level ----1
2
3
4
5
6
7
8
9
1
2
2
1
3
2
4
2
1
4
2
2
- (level cap for this game)
4
3
2
1
4
3
3
2
4
3
3
2
1
4
4
3
2
2
4
4
4
3
3
4
4
4
4
4
1
5
5
5
4
4
2
5
5
5
4
4
2
1
5
5
5
5
5
2
1
5
5
5
5
5
3
2
1
5
5
5
5
5
3
3
2
5
5
5
5
5
3
3
2
1
5
5
5
5
5
3
3
3
1
5
5
5
5
5
4
3
3
2
5
5
5
5
5
4
4
4
2
5
5
5
5
5
5
4
4
3
5
5
5
5
5
5
5
5
3
5
5
5
5
5
5
5
5
4
5
5
5
5
5
5
5
5
5
6
6
6
6
5
5
5
5
5
6
6
6
6
6
6
6
5
5
6
6
6
6
6
6
6
6
6
7
7
7
7
6
6
6
6
6

Only humans, elves, and half-elves may be magic-users, though they may be of
any alignment. They begin the game knowing Detect Magic, Read Magic, Shield,
and Sleep.
Magic-users gain 1d4 hit points per level until level 11, modified byConstitution, then exactly 1 hit point per level thereafter.

After reaching 11th level, each further magic-user level requires 375,000
additional experience.
Magic-users have a maximum level of 6 in Pool of Radiance and Gateway to the
Savage Frontier; 11 in Curse of the Azure Bonds and Treasure of the Savage
Frontier; 15 in Secret of the Silver Blades; and 40 in Pools of Darkness.
Non-human magic users also have the following additional level limits:
Elf: 9th if Intelligence 16 or less; 10th if Int 17; 11th if Int 18.
Half-Elf: 6th if Intelligence 16 or less; 7th if Int 17; 8th if Int 18.
(Unearthed Arcana has rules for extending these level limits with especiallyhigh statistics, but the Gold Box games do not use them.)
The prime statistic of a magic-user is Intelligence. A magic-user has aminimum requirement of Intelligence 9, though you can "M"odify a character tostart with less. Single-classed magic-users with Intelligence 16 or higher
receive a 10% bonus to experience earned.
A magic-user may only wield a dagger, darts, or a staff, and cannot castmagic-user spells in armor unless either multi-classed, or dual-classed with
9th level or higher ranger.
A magic-user does not automatically learn all spells of a given spell level,
unlike a cleric. One spell may be chosen to be automatically learned every new
character level; additional spells may be learned by finding and studying
magic-user spell scrolls. Magic-users may cast magic-user spells from scrolls.
There are minimum Intelligence requirements for 5th and higher level spells:
10 Intelligence for 5th level spells, 12 for 6th, 14 for 7th, 16 for 8th, and18 for 9th.
A magic-user in the tabletop game may enchant items or scribe magic scrolls
starting at 11th level, and may construct a stronghold at 12th level. Pool ofRadiance also does not enforce the minimum other statistics that other Gold Box
games and the tabletop game do.
Note that for the multi-classed elf and half-elf magic-users I recommend, yourIntelligence score has no effect whatsoever in this game -- it only mattersfor single-classed magic-users or in the sequels.
SECTION 7.7.4 - Class: Thief----------------------------

Level
1
2
3
4
5
6
7
8
9
10
11
12
13

Exp.
0
1,251
2,501
5,001
10,001
20,00142,50170,001110,001
160,001
220,001
440,001
660,001

Pick
Pocket
30%
35%
40%
45%
50%
55%
60%
65%
70%
80%
90%
100%
105%

Open
Locks
25%
29%
33%
37%
42%
47%
52%
57%
62%
67%
72%
77%
82%

Find/
Remove
Traps
20%
25%
30%
35%
40%
45%
50%
55%
60%
65%
70%
75%
80%

Move
Silent
15%
21%
27%
33%
40%
47%
55%
62%
70%
78%
86%
94%
99%

Hide inShadows
10%
15%
20%
25%
31%
37%
43%
49%
56%
63%
70%
77%
85%

Hear
Noise
10%
10%
15%
15%
20%
20%
25%
25%
30%
30%
35%
35%
40%

Climb
Walls
85%
86%
87%
88%
90%
92%
94%
96%
98%
99%
99.1%
99.2%
99.3%

Read
Lang.
20%
25%
30%
35%
40%
45%
50%
55%
60%
65%

14
880,001
15 1,100,001
16 1,320,001
17+ 1,540,001+

110%
115%
125%
125%

87%
92%
97%
99%

85%
90%
95%
99%

99%
99%
99%
99%

93%
99%
99%
99%

40%
50%
50%
55%

99.4%
99.5%
99.6%
99.7%

70%
75%
80%
80%

Any race may become a thief. They may be of any alignment other than lawful
good or chaotic good. (That's an accurate adaptation of the tabletop game
rules, but how does it make any kind of sense that a thief can be neutral good
but not chaotic good?)
Thieves gain 1d6 hit points per level until level 10, modified by Constitution,then exactly 2 hit points per level thereafter.
After reaching 11th level, each further thief level requires 220,000 additional
experience.
Thieves have a maximum level of 8 in Gateway to the Savage Frontier; 9 in Poolof Radiance; 12 in Curse of the Azure Bonds and Treasure of the Savage
Frontier; 18 in Secret of the Silver Blades; and 40 in Pools of Darkness.
Thieves do not have any racial level limits.
The prime statistic of a thief is Dexterity. A thief has a minimum requirementof Dexterity 9, though you can "M"odify a character to start with less.
Single-classed thieves with Dexterity 16 or higher receive a 10% bonus toexperience earned.
A thief may wield a club, dagger, dart, short bow, sling, short sword, broad
sword, or long sword, and may wear leather armor or elven chain.
Thieves who are not wearing armor other than leather or elven chain may
backstab an opponent, if wielding a club, dagger, or one-handed sword. Thiscan be done by attacking an opponent opposite an ally that has attacked thesame enemy, and also having a different ally launch a second attack, without
the enemy taking action in between. Such an attack gets a +4 bonus to hit, andif it hits:* 2x damage if the thief is level 1-4* 3x damage if the thief is level 5-8* 4x damage if the thief is level 9-12
* 5x damage if the thief is level 13 or higher.
This works differently compared to all later Gold Box games:* You are allowed to backstab a target that is more than one tile;* A backstab only works if you attack twice before the backstab.
(There is no requirement that the target be humanoid as there is in later
editions.)
Adjust thief abilities as follows:
1. Adjust for Dexterity (see Dexterity table), but only do so at 2nd or higher
level (the lack of this at 1st level is a bug).
2. There is an adjustment for non-humans:

Race
Dwarf
Elf
Gnome
Half-Elf
Halfling

Pick
Pocket
+5%
+10%
+5%

Open
Lock
+10%
-5%
+5%
+5%

Find/
Remove
Traps
+15%

Move
SilentHide inShadows

Hear
Noise

Climb
Walls
-10%

+10%

+5%
+5%

+5%
+10%

-15%

+5%

+10%

+10%
+5%
+5%
+15%

+5%

-15%

Read
Lang.
-5%

-5%

3. Wearing armor heavier than leather can weaken or eliminate entirely theseskills. (This is only sometimes checked for. The additional rules in
Unearthed Arcana for the effect of armor upon thief skills do not appear to
apply.)Starting at 10th level, a thief may cast spells from magic-user scrolls with a
75% chance of success.
Thieves are not required to avoid shields to use their thief abilities, as theymust in the tabletop game.
A thief in the tabletop game understand the "Thieves' Cant", and can constructa headquarters for a gang of thieves starting at 10th level. The Gold Box
games round the tenths of percentage points for the Climb Walls skill
downwards. Pool of Radiance also does not enforce the minimum other statistics
that other Gold Box games and the tabletop game do.
SECTION 7.8 – Physical Combat----------------------------SECTION 7.8.1 - Calculating THAC0--------------------------------Here is how to calculate your THAC0, which is the official 2nd Edition rule for
accuracy in physical combat. Note that (1) the LOWER the better; (2) in manycases, the game will not use the value actually shown on the screen.
You may not specifically target an enemy that is currently blinked out, launcha ranged attack against a specific enemy that you cannot see, or use a ranged
weapon if an enemy is adjacent do you.
1. Begin with the appropriate number for your class and level from thefollowing table. Multi-classed and dual-classed characters should selectthe most favorable value. The following table is actually a hybrid of thelarger 1st Edition tables and the smaller 2nd Edition table:---------------------------- Level ---------------------------Class1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21+
Cleric20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 9 9 9Warrior20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 1
Magic-user 20 20 20 20 20 19 19 19 19 19 17 17 17 17 17 14 14 14 14 14 12
Thief
20 20 20 20 19 19 19 19 16 16 16 16 14 14 14 14 12 12 12 12 10This table varies by specific Gold Box game; most importantly, warrior THAC0
caps at level 17 in Pools of Darkness.
2. Subtract the magical bonus of the weapon you are attacking with. If you areusing a bow and arrows or crossbow and bolts, apply only the launcher bonus.
3. If you are using a melee weapon, adjust by the Strength to-hit modifier. If
you are using a thrown or missile weapon, adjust by the Dexterity to-hit
modifier.
4. Racial bonuses: Subtract 1 if one of the following applies:a. You are a dwarf attacking a goblin, half-orc, hobgoblin, or orc
b. You are an elf attacking with a short sword, long sword, or any bow
c. You are a gnome attacking a goblin or kobold
5. Some combats may apply an ad hoc bonus or penalty; taller races receive a +2
penalty to THAC0 in the constricted tunnels of the Kobold Caves, forinstance.
6. If attacking at a distance, add 2 for medium range and 5 for long range.
7. If your opponent is invisible and you cannot see invisible, add 4.

8. If the following conditions are met:
* You are a thief* You are not wearing armor other than leather armor or elven chain* You are wielding a club, dagger, or one-handed sword* You are directly attacking opposite an ally who has attacked the enemy* A second ally has attacked that enemy* The target has not since taken an action... then this attack may be a backstab: subtract 4.
9. Adjust for the effect of the following spells you are affected by:
Bless (C1): -1
Curse (C1): +1
Cause Blindness (C3): +4
Bestow Curse (C3): +4
Prayer (C3): -1 for friendly effect, +1 for hostile effect, 0 for both
(The tabletop game rules adjust for specific weapons against specific Armor
Class values, but the Gold Box games do not enforce these rules. The penalty
for firing ranged weapons into mixed melee combatants also is not enforced; thetabletop game doesn't let you freely fire arrows through your front-line
fighters.)
SECTION 7.8.2 - Calculating Armor Class--------------------------------------Here is how to calculate Armor Class (AC). Note that (1) the LOWER the better;(2) in many cases, the game will not use the value actually shown on thescreen; (3) unlike the tabletop game and many other classic CRPGs, improving AC
below -10 does continue to help.
1. Begin with 10 for a character you created. Some monsters, even humans,
start with a different base value.
2. Replace with 10 minus the base protective value of any equipped armor, if
this is lower than the above. If not wearing any armor, but are wearing
Bracers of Defense, instead replace with 10 minus its base protective value.
3. If the defender is wearing magical armor, subtract the bonus on the armor.
4. If the defender is wearing a Ring of Protection and is not wearing magicalarmor (Bracers of Defense are not armor), subtract the bonus of the bestring.
5. If the defender has a shield equipped, and is not being attacked frombehind or coughing from a Stinking Cloud, subtract (1 + bonus on shield).
(The tabletop game rule about a shield not applying to more than three
enemies per round is not enforced.)
6. If under the effect of a Shield spell, it provides AC 2 against thrownweapons, AC 3 against arrows, bolts, and slings, and AC 4 against anythingelse, if that bonus better than that calculated in step 5 and the defenderis not being attacked from behind. This spell does not affect AC if your AC
is already better.
7. If the defender is wearing a Cloak of Displacement, subtract 2.
8. If the defender is wearing a Cursed Necklace, add 5.
9. Adjust by Dexterity; skip if being attacked from behind or if coughing froma Stinking Cloud, even with a penalty. (The tabletop game rule about
Dexterity bonuses not applying to more than four enemies per round is notenforced.)
10. If the defender is a dwarf or gnome, subtract 4 if attacked in melee bycertain larger enemies (see the sections on dwarves and gnomes for whichones).
11. If attacked from behind, add 2.
12. If blind, add 4.
13. If the defender is on a tile with a terrain feature that can offer cover,like a table or bush, adjust by a number dependent on what the feature is.

14. Adjust for the effects of spells:* Protection from Evil/Protection from Good applicable to attacker: -2* Stinking Cloud (coughing): +4
SECTION 7.8.3 - Calculating Chance To Hit----------------------------------------One of the following special conditions may apply to a physical attack (checkin the listed order):1. If the defender is helpless, the attack automatically hits.
2. If the defender has magical displacement, the first attack of the combat
automatically misses. (Displacer Beasts are not actually displaced, eventhough they should be.)3. If the defender is protected by a Mirror Image spell, the attack has equalchances of affecting any of the fake defenders or the real one. If a fakedefender is hit, it is dispelled and the attack otherwise does no damage.
(The chance of an image being hit is lower than it should be.)Otherwise, roll 1d20. A roll of 1 always misses, and a roll of 20 always
hits. For other rolls, if the rolled number is at least equal to theattacker's modified THAC0 minus the defender's modified Armor Class, then theattack hits; otherwise it misses.
Rolling high on an attack roll never results in a critical hit (exception: the
Vorpal Sword in a couple later games); that optional rule was only made part ofthe standard rules in 3rd Edition.
SECTION 7.8.4 - Calculating Damage---------------------------------If a physical attack lands, a helpless defender always takes enough damage to
become unconscious and start dying. A non-helpless defender may be
invulnerable to the attack; the game will say that 0 damage was inflicted inthis case.
Otherwise, use the following steps to calculate damage:
1. Roll dice according to attacker's weapon and the size of the defender. A
defender that is either Large in the tabletop game *or* has an icon taking
more than one tile counts as Large for this purpose.
2. Add the bonus from a magical weapon. If you are using a bow and arrows orcrossbow and bolts, only the bonus from the ammunition is supposed to count,
but Pool of Radiance also adds the launcher bonus here (later Gold Box games
properly do not add the launcher bonus).
3. Adjust by Strength damage bonus if attacking with a melee weapon, or
launching an arrow using a fine composite long bow.
4. If you are a ranger (only possible in later games) attacking with in melee,
add 1 per ranger level if your target is giant-class.
5. If you are a thief who has just successfully landed a backstab, multiply
by: 2 if 1st-4th level, 3 if 5th-8th level, 4 if 9th-12th level, or 5 if
13th level or higher.
6. Some monsters halve damage taken from physical attacks (see individual
monster entries for details). Damage taken by the defender cannot be
reduced below 1 unless the defender is outright immune to the attack.

SECTION 7.9 – Other Ways of Resisting Attacks--------------------------------------------SECTION 7.9.1 - Resisting Magical Attacks----------------------------------------Magic may be resisted in these ways:* Some monsters are immune to the effect of some spells. The most importantcase is immunity to the Sleep spell; Sleep cannot affect undead, or monsters
with 6 or more levels or hit dice.
* Some monsters have magic resistance. PCs very rarely have magic resistance
before 3rd Edition rules, with the exception of elven and half-elven magic
resistance to charm and sleep magic. This is a percentage roll; if the checkpasses, the magic simply does not affect the defender.
* If the magic resistance check fails or was never made, many magic spells also
permit a saving throw, described in the next section. If this is passed, theeffect of the spell may be either reduced or nullified depending on thespell.
SECTION 7.9.2 - The Saving Throw-------------------------------To find base saving throws, choose the row for class and level, then theleftmost appropriate column -- usually; exceptions exist, stated in individual
entries, and the Gold Box games have more divergences. Multi-classed and dualclassed characters use whichever row is most favorable.
For monsters, the general rule is: save as a fighter of a level equal to hit
dice; use a different class if applicable; divide effective level by 2 if
non-intelligent. All monsters have saving throws explicitly defined in thegame files, so the game doesn't have to do this calculation for them as a human
DM does. Monster equipment does not affect their saving throws.
Items always survive attacks; you never have to worry about fireballs causing
equipment to make saving throws to avoid destruction as you would in thetabletop game and in some other CRPGs.

CLASS
ClericFighter,
Paladin,or Ranger| Paralyz./ || Rod/||| Poison/| Petrif./ | Staff/ | Breath |LEVELS | Death| Polymorph | Wand
| Weapon | Spell
1-3 |
10
|
13
|
14
|
16
| 15
4-6 |
9
|
12
|
13
|
15
| 14
7-9 |
7
|
10
|
11
|
13
| 12
10-12 |
6
|
9
|
10
|
12
| 11
13-15 |
5
|
8
|
9
|
11
| 10
16-18 |
4
|
7
|
8
|
10
|
9
19+ |
2
|
5
|
6
|
8
|
7
0 |
16
|
17
|
18
|
20
| 19
1-2 |
14
|
15
|
16
|
17
| 17
3-4 |
13
|
14
|
15
|
16
| 16
5-6 |
11
|
12
|
13
|
13
| 14
7-8 |
10
|
11
|
12
|
12
| 13
9-10 |
8
|
9
|
10
|
9
| 11
11-12 |
7
|
8
|
9
|
8
| 10
13-14 |
5
|
6
|
7
|
5
|
8
15-16 |
4
|
5
|
6
|
4
|
7
17+ |
3
|
4
|
5
|
4
|
6

Magic-User

Thief

1-5
6-10
11-15
16-20
21+
1-4
5-8
9-12
13-16
17-20
21+

|
|
|
|
|
|
|
|
|
|
|

14
13
11
10
8
13
12
11
10
9
8

|
|
|
|
|
|
|
|
|
|
|

13
11
9
7
5
12
11
10
9
8
7

|
|
|
|
|
|
|
|
|
|
|

11
9
7
5
3
14
12
10
8
6
4

|
|
|
|
|
|
|
|
|
|
|

15
13
11
9
7
16
15
14
13
12
11

|
|
|
|
|
|
|
|
|
|
|

12
10
8
6
4
15
13
11
9
7
5

Roll 1d20; a 1 is always a failure and a 20 is always a success.
following modifiers to the roll otherwise:

Apply the1. A dwarf, gnome, or halfling receives a [Constitution / 3.5, rounded down]
bonus to saving throws versus rod/staff/wand or spell.
2. A dwarf or halfling receives a [Constitution / 3.5, rounded down] bonus tosaving throws versus poison.
3. Add the bonus from the best equipped Ring of Protection. Or rather, thisis supposed to happen but rarely actually applies; the only one this appears
to actually work for is the one carried by THEURGIST (#110).
4. Subtract 5 if wearing a Cursed Necklace.
5. Subtract 4 if blind.
6. If the attack is a magical one that tests willpower, apply adjustment for
Wisdom. This applies mostly to charm and fear spells; it does not actually
apply to many other spells that would get this bonus applied in 3rd Editionor later (it doesn't apply to Hold Person in particular, which only firstgets this bonus applied against it in 3rd Edition).
7. Adjust the roll for the following spells affecting you:
Protection from Evil (C1/M1/M3): +2 if attacker is evil-aligned
Protection from Good (C1/M1/M3): +2 if attacker is good-aligned
Resist Cold (C1): +3 if attack is cold-based
Resist Fire (C2): +3 if attack is fire-based
Bestow Curse (C3): -4
Prayer (C3): +1 for friendly effect, -1 for hostile effect, 0 for bothShield (M1): +1
Note that the level or strength of the attacker is generally not aconsideration (as it generally is in 3rd Edition and later).
If the adjusted roll is equal to or greater than your base saving throw, thesaving throw succeeds; otherwise it fails.
The effects of the successful saving throw vary with the attack. Hit point
damage is typically halved; any status effect is typically evaded entirely.
(There is no bonus from worn magical armor; that rule from the tabletop gamedoesn't apply here.)
SECTION 7.10 - Encumbrance-------------------------Encumbrance is the weight in coins you are currently carrying. You may carry
up to what is listed in the Statistic: Strength table without penalty, which
permits a base movement rate of 12. (Equipping a Bag of Holding allows you tocarry extra weight.)
If you carry extra weight beyond that, you take the following movement
penalties:

Extra Coins
1-256
257-512513-988

Base
Move
9
6
3

There is a bug that will sometimes allow you to pick up aa few extra coins above the limit of 988 extra coins.

Your actual base movement is the maximum of the above and whatever your bodyarmor allows. (This is modified by haste and slow magical effects, andspecific maps or combats may have ad hoc additional rules affecting movement.)
Movement also affects ability to flee:* On the battlefield, this is only assured if you have more movement than any
enemy that has line of sight to you. The chance of escape is 50% in the caseof a tie, and 0% if an enemy in line of sight has more movement.
* In the Encounter Menu, your party's chance to "F"lee may be determined bycomparing the movement of your slowest party member to a movement constantdefined for each monster. This constant is often but not necessarily its
actual combat movement.
Encumbrance does not affect your combat ability other than by restricting
movement (such other restrictions do happen in 5th Edition, and in multiple
other CRPGs).
SECTION 7.11 – Battle Order--------------------------SECTION 7.11.1 - Surprise------------------------A combat may begin with one or both sides surprised.
Under standard conditions (many random combats and some fixed ones), each siderolls 1d6, and surprises the other side with a roll of 1 or 2. These rolls
may receive ad hoc modifiers.
If one side is surprised and the other is not, and a combat occurs, some on thesurprising side get a free round of attacks, which is more likely with highDexterity. Both sides surprised is similar to but not quite the same asneither side being surprised. (This is all a simplification of the tabletop
game rules.)During the free round of attacks, everyone on the attacking side may doanything other than cast spells the normal way (the attackers may still use
magical devices and scrolls). Surprised defenders have normal defensive
abilities, but might not have all their equipment readied, and are not allowed
any actions other than attacks of opportunity.
If surprise occurs, surprise is somehow maintained even if you parley before
combat. (Talking was a free action before the phrase was invented!) Parleying
with surprised monsters is more likely to have a peaceful outcome, and evensimply waiting is likely to cause the monsters to get away. Monsters thatsurprise you may immediately attack before you have a chance to talk with them.
Thieves, elves, and halflings can get bonuses to surprising the enemy in thetabletop game, but those rules do not exist in the Gold Box games.
SECTION 7.11.2 - Initiative--------------------------

Each individual PC or monster rolls 1d6 for base initiative. This is modified
by Dexterity. Creatures then take turns from lowest to highest modified
initiative.
(Initiative is not affected by Haste and Slow as it should by tabletop rules.
Initiative is also normally rolled for whole sides, not individuals, thoughthat is more to save time. In 2nd Edition, 1d10 is rolled instead of 1d6. For
comparison: the original Might and Magic uses 1d6 rolled for whole sides;
Wizardry uses 1d10 rolled for individuals, despite significantly predating 2nd
Edition AD&D.)
Any PC or monster whose turn it is may expend all movement and physical attacks
before anyone else gets a chance to do anything at all. The only exception is
attacks of opportunity, which can occur if you either move away from anadjacent enemy, or you move next to an enemy that chose the "G"uard command.
(The tabletop game doesn't typically let you move and attack like that; theweapon speed modifiers that the tabletop game has are also not enforced.)
You can also freely go into your inventory and equip or unequip anything you
are carrying -- even body armor.
You may issue a command to "D"elay your move to the end of the current round.
This is useful for things like landing backstabs, or waiting your enemies toget closer, while not actually losing an action.
Spellcasting is the only action that is not necessarily instantaneous. Spells
require a number of segments equal to its tabletop spellcasting time divided by
3, rounded down. If the spellcaster takes even 1 point of damage during thistime, concentration is disrupted and the spell is lost. (There are no
Concentration skill checks until 3rd Edition.)
SECTION 7.12 - Turning Undead----------------------------Clerics, and paladins in later games, have the magical power to turn undead
once per combat. All clerics turn undead and not command them (as evil clerics
do in the tabletop game).
The turning character must have line of sight to the undead to be turned.
Find the turning number from the below table. If there is more than one typeof undead, turning affects undead from weakest to strongest. Turnable undead
not listed below have the necessary row listed in their bestiary entry. (Thebreaks in patterns in the table are deliberate, and even explained at length in
the 1st Edition DMG. The 2nd Edition table removes these breaks and makes thetable regular.)
Undead type
Skeleton
ZombieGhoul
Shadow
Wight
Ghast
WraithMummy
SpectreVampireGhost

Level of Turning Cleric (Subtract 2 for Paladins)
1
2
3
4
5
6
7
8 9-13 14+
10
7
4
T
T
D
D
D*
D*
D*
13
10
7
T
T
D
D
D
D*
D*
16
13
10
4
T
T
D
D
D
D*
19
16
13
7
4
T
T
D
D
D*
20
19
16
10
7
4
T
T
D
D
20
19
13
10
7
4
T
T
D
20
16
13
10
7
4
T
D
20
16
13
10
7
4
T
20
16
13
10
7
T
20
16
13
10
4
20
16
13
7

Lich
Special

19
20

16
19

10
13

If there is no entry, that undead cannot be turned.
Roll 1d20. (In later games, special modifiers may apply to individual maps ifturning is especially easy or difficult.) If the roll is at least equal to thenumber in the table, 1d12 undead are turned. For mixed groups of undead, thesame roll is used against all undead.
"T" indicates automatic turning. "D" means that the undead is outrightdestroyed, not turned. "D*" means to replace the 1d12 undead affected with
6+1d6.
Undead that are turned but not destroyed attempt to flee from the party (as if
affected by fear), meaning you will have to chase them down if you want todestroy them. Since the fleeing undead can get stuck in corners and may
require a lot of tedious chasing down, in later games turned undead simply
vanish into thin air (and give no experience).
Enemy clerics are capable of turning any Animated characters you have.
SECTION 7.13 - Morale--------------------Morale represents the willingness of a creature to face the dangers of combat.
Your own characters never have to make morale checks, but anything else that is
not inherently fearless does. This includes some allied NPCs.
Each monster has a base morale rating defined for each specific encounter, arating from 0 to 100. (The general rules for the tabletop game are not used.)Once the monsters lose that percentage of their starting strength, they will
start checking morale on the next round. Monsters do not check morale
individually as in the tabletop game; all monsters with the same ID will always
make the same decision given the same situation.
Anyone failing a morale roll may either flee in panic, where they will try to
run at full speed away from combat, or outright surrender. Monsters withIntelligence 3 or less flee. More intelligent monsters may surrender instead
if they feel they are especially outmatched. You do not receive experience oritems for monsters who have successfully run away, but you do from any monsterthat has surrendered.
(Monsters do not make fighting retreats or orderly retreats as they do in thetabletop game.)
Morale rating may be modified with the Bless (+5) or Curse (-5) spells.
In some cases, a morale rating isn't defined. If this happens, what I thinkis used is whatever the last monster morale rating was.
SECTION 7.14 - Party Strength----------------------------Party Strength is a calculation the game performs to scale random combats toyour party, among other things.
A character's contribution to Party Strength is the sum of:* 0.4 * cleric level* 0.8 * magic-user level* 0.5 * each point of AC below 0 (0 if AC is 0 or above)* 0.5 * each point of THAC0 below 21 (0 if THAC0 is 21 or above)* 0.1 * current hit points
rounded down to the nearest integer. The values used for AC and THAC0 are theones shown on your character screen.
Party Strength is the above for every character summed. It will start at about
15 for an equipped level 1 party; a strong endgame party will be about 120-140.
Since armor taking you below AC 0 and weapons affect this calculation, you can
micromanage it by keeping such items unequipped until needed.
SECTION 8 - Magic Spellbooks---------------------------SECTION 8.1 - Notes on Spells----------------------------Clerical spells are automatically added to the spellbooks of those eligible tocast them. Magic-user spells cast by magic-users are not automaticallylearned; you can add one spell to your spellbook every time you gain a magicuser level, or add them from magic-user scrolls that you find.
All spells must be prepared (memorized) before they can be cast, while"E"ncamped. Memorizing spells takes 15 minutes for each spell level, plus abase preparation time depending on the highest level spell you are memorizing:
Spell Level
1-2
3-4
5-6
7-8
9

Time
4 hours
6 hours
8 hours
10 hours
12 hours

By tabletop game standards, all spells effectively always have a verbal
component, and never have somatic or material components: magical silencealways prevents spellcasting; there is no way to only have your arms bound sothat you cannot cast spells with somatic components; and no spellcastingmaterials like diamond dust are ever required.
Casting baneful versions of clerical spells does not have the alignment
implications or restrictions that it does in the tabletop game.
Some spells depend on the hit dice of the target. This is always a simple
integer in the Gold Box games, unlike in the tabletop game; every 4 fractional
hit dice is generally converted to a single whole hit die. For characters,
this is equal to level, or highest level for multi-classed characters; hit dice
do not max out at level 9 to 11 as they do in the tabletop game.
A "/" in the statistics below means "per".
and 1st Edition rules also work.

That's the way the documentation

If a diameter of effect is specified, the exact area affected is:Diameter 3

Diameter 5

Diameter 7

***
*X*

***
*****
**X**

***
*****
**********X***

An intervening wall or other hardbarrier will block the effect.
If a buff with a diameter is castoutside of combat, it affects
everyone in the party.

***

*****
***

***************

Casting times listed below are given in initiative segments, in tabletop ruleunits, if they are castable in combat. Casting spells outside combat nevertakes time, unlike in the tabletop game. Some spells cast faster than thetabletop version; these are marked with asterisks.
The number of segments actually taken is one third of that listed, rounded
down. So a 1-segment or 2-segment spell casts instantly; one taking 3 to 5
segments is only delayed by 1 segment; etc. This makes combat spellcasting
significantly more powerful than in the tabletop game.
AI priority is how much the AI likes to cast the spell, with higher numbers
indicating higher likelihood. Healing spells are much higher priority if there
is a reason to cast them.
A buff or debuff does not stack with itself; i.e., you cannot make a buff last
twice as long by casting it twice in succession.
SECTION 8.2 – Cleric Spellbook-----------------------------SECTION 8.2.1 - 1st Level Cleric Spells--------------------------------------Clerics may memorize and cast the following spells (paladins in later games
may learn these starting at level 9):
Bless (Range: 6, Area: diameter 5, Duration: 6 minutes, Casting Time: 10, AI
Priority: 2) -- Targets only allies who are not adjacent to enemies; provides
a +1 bonus to hit and a +5 bonus to morale.
Curse (Range: 6, Area: diameter 5, Duration: 6 minutes, Casting Time: 10, AI
Priority: 3) -- Targets only enemies, even those adjacent to allies.
Inflicts a -1 penalty to hit and a -5 penalty to morale (no saving throw).
Cure Light Wounds (Range: 1, Area: 1 target, Casting Time: 5, AI Priority: 1)-- Restores 1d8 hit points to a creature. This will not actually restore
consciousness to unconscious characters until after combat.
(In the tabletop game, this is not supposed to have any effect on undead orincorporeal creatures. Pool of Radiance also predates the 3rd Edition andmodern CRPG effect of cure spells inflicting damage on undead.)
Cause Light Wounds (Range: 1, Area: 1 target, Casting Time: 5, AI Priority: 2)-- If a successful melee combat attack roll is made, inflicts 1d8 damage tocreatures affected by Cure Light Wounds (no saving throw).
Detect Magic (Range: caster, Duration: 10 minutes, Casting Time: 1*, AI
Priority: 0) -- All magical items are indicated with an asterisk.
Protection from Evil (Range: 1, Area: 1 target, Duration: 3 minutes/level,
Casting Time: 4, AI Priority: 1) -- Target receives a -2 bonus to Armor Classand to all saving throws if attacked by any creature of an evil alignment.
(This does not have the tabletop game effect of preventing bodily contact byconjured or summoned creatures.)Protection from Good (Range: 1, Area: 1 target, Duration: 3 minutes/level,
Casting Time: 4, AI Priority: 2) -- As Protection from Evil, but protects
against creatures of good alignment.
Resist Cold (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting
Time: 10, AI Priority: 0) -- Target receives a +3 bonus to all saving throws
against all cold attacks. All cold damage taken is halved. (Or it would, if
there were any kind of cold attack anywhere in this game.)
SECTION 8.2.2 - 2nd Level Cleric Spells--------------------------------------Clerics of at least level 3 may memorize and cast the following spells(paladins in later games may learn these starting at level 11):
Find Traps (Range: caster, Duration: 30 minutes, Non-combat only) -- Detects
traps on an ad hoc basis.
Hold Person (Range: 6, Area: 1-3 targets, Duration: 4 minutes + 1 minute/level,
Casting Time: 5, AI Priority: 7) -- Holds immobile up to 3 Medium-sized or
smaller living humanoid targets. A saving throw vs. spell (it should be vs.
paralyzation) will negate the spell; it is at a -1 penalty if 2 creatures aretargeted and at a -2 penalty if 1 creature is targeted.
(This spell got nerfed in 2nd Edition, which requires all targets to be close
to each other. It got nerfed hard in 3rd Edition, which only allows one
target; and targets also get additional saving throws to break free every
round; *and* high Wisdom now grants a bonus to the saving throw. And in 5th
Edition, it also requires the caster to concentrate to maintain the spell.
It's still a strong spell in 5th Edition! All this may or may not haveanything to do with the infamous usefulness of this spell in the Gold Box
games.)
Resist Fire (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting
Time: 5, AI Priority: 2) -- Target receives a +3 bonus to all saving throws
against all fire attacks. All fire damage taken is halved.
Silence, 15' Radius (Range: 12, Area: 1 target diameter 3, Duration: 2 minutes/
level, Casting Time: 5, AI Priority: 4) -- Causes magical silence in the areaof effect, which moves with the targeted creature. A saving throw can negate
the spell. You are silenced in a round if you are in a silenced area at any
time in that round.
(This spell must be specifically take effect upon a creature here, unlike inthe tabletop game.)
Slow Poison (Range: 1, Area: 1 target, Duration: 1 hour/level, Casting Time:
1, AI Priority: 0) -- Target ally killed by poison will be revived (thoughwith but 1 hit point to start) for the duration of the spell, even in the
thick of combat. The revived character will take 1 point of damage every 10
minutes, though hit points will not drop below 1 from this damage. If thetarget does not receive a Neutralize Poison spell by the end of this spell's
duration, full-blown death results.
(This does not have the tabletop game requirement of being cast within 1 turn
per caster level of the target's death.)
Snake Charm (Range: 3, Area: All, Duration: 4+1d4 minutes, Casting Time: 5, AI
Priority: 0) -- Charms snakes and snake-like creatures, with the number oftargets scaling to the caster's level (no saving throw), with no apparent

limit on area affected.
snake-like.

Dragons are not sufficiently ophidian to count as(This scales to caster hit points in the tabletop version.)
Spiritual Hammer (Range: caster, Duration: 1 minute/level, Casting Time: 5, AI
Priority: 1) -- Summons a temporary magical hammer. It can hit enemies that
require magical weaponry to be struck, but does not actually have any bonuses
to hit or to damage. This hammer can be thrown; it will magically reappear
in the caster's hands in that case.
SECTION 8.2.3 - 3rd Level Cleric Spells--------------------------------------Clerics of at least level 5 may memorize and cast the following spells(paladins in later games may learn these starting at level 13):
Animate Dead (Area: All, Casting Time: 10, AI Priority: 2) -- Raises a fallen
enemy or enemies (if cast in combat; number of targets affected scales to thecaster's level) or a single dead PC (if cast outside of combat) as undead who
act as an allied NPCs (who cannot cast spells). Any target must be a PC
race, so it won't work on things like kobolds. Animated enemies do not staywith you beyond the end of combat, contrary to the documentation, but an
animated PC remains so until either reduced to zero hit points or raised fromthe dead. Animated characters are vulnerable to being turned by enemy
clerics.
(Unlike the tabletop game, targets are animated with full hit dice and hit
points, and the range limit of 10 feet does not exist here. Also, you shouldhave fun with this spell now, since it does not exist in any other Gold Box
game.)
Cure Blindness (Range: 1, Area: 1 target, Casting Time: 10, AI Priority: 0) -Cures all forms of blindness.
Cause Blindness (Range: 1, Area: 1 target, Duration: indefinite, Casting Time:
10, AI Priority: 3) -- If a successful melee combat attack roll is made,blinds the target; a saving throw can negate the spell. A blinded creature
gets a -4 penalty to all of attack rolls, Armor Class, and saving throws
until cured.
Cure Disease (Range: 1, Area: 1 target, Non-combat only) -- Cures all disease.
This does not remove other damage the disease may have inflicted.
Cause Disease (Range: 1, Area: 1 target, Duration: indefinite, Casting Time:
10, AI Priority: 4) -- If a successful melee combat attack roll is made,causes disease in the target; a saving throw can negate the spell; the spell
lasts until cured. Disease drains Strength (1 per hour, permanently;
minimum 3) and hit points (1 per 10 minutes; minimum 1) over time.
Dispel Magic (Range: 6, Area: diameter 3, Casting Time: 6, AI Priority: 5) -Attempts to remove all magical effects, both positive and negative, from thetarget. A Minor Globe of Invulnerability does not block this spell. Thebase chance per effect is 50%. If the caster is higher level than the casterof the effect, add 5% per level; if lower level, subtract 2% per level. If
cast outside of combat, affects only the chosen character and not the entire
party.
(In the tabletop game, this is supposed to be automatic against the caster's
own magic, but the Gold Box games do not keep track of who was responsiblefor each effect.

This also has no effect on magical items in any way.)

Prayer (Range: caster, Area: All, Duration: 1 minute/level, Casting Time: 6, AI
Priority: 5) -- Provides a +1 bonus to hit and to saving throws to all
allies, and a -1 penalty to hit and to saving throws to all enemies (nosaving throw).
Remove Curse (Range: 1, Area: 1 target, Casting Time: 6, AI Priority: 0) -Enables target to unequip cursed items, and dispels the Bestow Curse debuff.
Bestow Curse (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting
Time: 6, AI Priority: 4) -- If a successful melee combat attack roll is made,inflicts a -4 penalty both to attack rolls and to all saving throws; a saving
throw negates the spell.
SECTION 8.3 – Magic-user Spellbook---------------------------------SECTION 8.3.1 - 1st Level Magic-user Spells------------------------------------------Magic-users may learn, memorize, and cast the following spells (rangers inlater games may learn these spells starting at level 9):
Burning Hands (Range: 1, Area: 1 target, Casting Time: 1, AI Priority: 4) -Inflicts 1 point of fire damage per level (no saving throw).
(The tabletop version affects a 3 square arc.)
Charm Person (Range: 12, Area: 1 target, Duration: indefinite, Casting Time: 1,
AI Priority: 6) -- Charms one Medium-sized or smaller living humanoid target;a saving throw negates the spell. You can counter a Charm Person spell withyour own charm spell.
Detect Magic (Range: caster, Duration: 2 minutes/level, Casting Time: 1, AI
Priority: 0) -- All magical items are indicated with an asterisk.
Enlarge (Range: 2/level, Area: 1 target, Duration: 10 minutes/level, Casting
Time: 1, AI Priority: 0) -- Increases the Strength of the target depending on
caster's level:
Level 1 - Strength 18
Level 6 - Strength 18(00)Level 2 - Strength 18(01)Level 7 - Strength 19
Level 3 - Strength 18(51)Level 8 - Strength 20
Level 4 - Strength 18(76)Level 9 - Strength 21
Level 5 - Strength 18(91)Level 10 or higher - Strength 22
This will not lower Strength. You can get more than Strength 18 even if nota warrior.
(Both the documentation and tabletop rules say range is supposed to be
0.5/level. The effect is also slightly different from the tabletop rules,
which grant Strength 17 at level 1 and Strength 18 at level 2. If you're
wondering where this comes from, it's in the PHB, under the Psionics power
Expansion.)
Reduce (Range: 2/level, Area: 1 target, Duration: 10 minutes/level, Casting
Time: 1, AI Priority: 0) -- Dispels any Enlarge spell on the target. Does
not actually reduce the damage of the target otherwise, as the tabletop
version does; the documentation to later games implies this is a deliberatefeature of the computer version.

(Both the documentation and tabletop rules say range is supposed to be
0.5/level.)
Friends (Range: caster, Area: All, Duration: 1 minute/level, Casting Time: 1,
AI Priority: 0) -- Raises Charisma by 2d4, although values above 18 do nothave any effect.
(Contrary to both the documentation and the tabletop rules, this does notallow a saving throw.)
Magic Missile (Range: 6+4/level, Area: 1 target, Casting Time: 1, AI Priority:6) -- Fires unerring missiles that do 1d4+1 damage each (no saving throw),with an additional missile gained at every odd-numbered level. You must fire
all missiles at a single target.
(There is no damage cap as there is in later editions; the tabletop version
also permits you to fire missiles at different targets.)
Protection from Evil (Range: 1, Area: 1 target, Duration: 2 minutes/level,
Casting Time: 1, AI Priority: 1) -- Same as the clerical spell, aside fromduration and casting time.
Protection from Good (Range: 1, Area: 1 target, Duration: 2 minutes/level,
Casting Time: 1, AI Priority: 1) -- Same as the clerical spell, aside fromduration and casting time.
Read Magic (Range: caster, Duration: 2 minutes/level, Non-combat only) -Enables identification of magical scrolls readied by the caster. This
will then allow the caster to learn such spells. (Identifying the scroll ina shop does the same thing.)
Shield (Range: caster, Duration: 5 minutes/level, Casting Time: 1, AI Priority:3) -- This has multiple effects: (1) Target is undamaged by the Magic Missile
spell; (2) If this is better than the caster's existing armor and shield,
grants AC 2 against thrown weapons, AC 3 against launched missiles, and AC 4
against melee attacks (this AC bonus does not apply against being attacked
from behind); (3) +1 bonus to all saving throws.
Shocking Grasp (Range: 1, Area: 1 target, Casting Time: 1, AI Priority: 4) -If a successful melee combat attack roll is made, inflicts level+1d8
electrical damage (no saving throw).
Sleep (Range: 3+4/level, Area: diameter 3, Duration: 5 minutes/level, Casting
Time: 1, AI Priority: 7) -- Puts to sleep 4d4 points worth of living
creatures (no saving throw). Points are a function of hit dice, as follows:
HD
0
1
2
3
4
5
6+

Points112
4610 (only works on creatures that are not PC races)
20 (always unaffected)(This will never affect more than nine targets, because it is a diameter 3
spell. According to both the documentation and the tabletop game rules, thisshould have a range of 3+1/level. The tabletop version doesn't work on 5 HD
creatures.)

SECTION 8.3.2 - 2nd Level Magic-user Spells------------------------------------------Magic-users of at least level 3 may learn, memorize, and cast the following
spells (rangers in later games may learn these starting at level 13):
Detect Invisibility (Range: caster, Duration: 5 minutes/level, Casting Time: 2,
AI Priority: 1) -- Enables caster to see invisible creatures.
Invisibility (Range: 1, Area: 1 target, Duration: indefinite, Casting Time: 2,
AI Priority: 2) -- Target is granted invisibility. Invisibility is lost if
the target attacks or casts any spell. You cannot launch a ranged attack
against a creature you cannot see, nor can you make an attack of opportunity
against it if it moves away from you; even permitted attacks receive a -4
penalty to-hit. This effect is described in "D"isplay as "invisibility",
which differs from "invisible".
Knock (Non-combat only) -- Attempts to open a locked or magically barred door.
In Pool of Radiance, if you have this option and you actually have the spell
memorized, it always works.
Mirror Image (Range: caster, Duration: 2 minutes/level, Casting Time: 2, AI
Priority: 3) -- Creates 1d4 fake versions of the caster. These dance aboutclose to the caster, so that any attack that specifically targets the castermay instead target one of them instead; the caster and each of the images all
have equal chances of being targeted. Any fake version struck is
automatically dispelled. (An image has a lower chance of being struck thanit should be.)Ray of Enfeeblement (Range: 1+1/level, Area: 1 target, Duration: 1 minute/level, Casting Time: 2, AI Priority: 2) -- Reduces melee damage done by 25%
plus 2% per level of the caster; a saving throw negates the spell. Thiseffect shows up on your character sheet under "D"isplay; it doesn't directly
affect Strength.
(According to both the documentation and the tabletop game rules, this shouldhave a range of 1+0.25/level. If you've heard this is a good spell, that's
the 3rd Edition version, where it is 1st level and doesn't permit a saving
throw.)
Stinking Cloud (Range: 3, Area: 2 by 2 square, Duration: 1 minute/level,
Casting Time: 2, AI Priority: 7) -- Creates a 2 by 2 square cloud of choking
gas, with its upper left corner at the targeted square. Any breathing
creature in the cloud who fails to save against poison is so nauseated as tobe helpless for 1d4+1 rounds. Even an affected creature who successfullysaves is coughing enough so that it receives a +4 penalty to Armor Class andloses any modifiers for Dexterity or a shield; it must save again against
helplessness if still in the cloud next round. A vulnerable AI-controlledcreature is far more reluctant to enter the cloud than in later games.
Unlike in later games, monsters do not need to re-save against this spell if
this is cast on them while there is already a Stinking Cloud there. The AI
will not cast this spell unless it can catch at least one enemy in the cloud.
(While notoriously strong in 1st Edition, this spell is less effective evenin 2nd Edition.)
Strength (Range: 1, Area: 1 target, Duration: 1 hour/level, Non-combat only) -Increases Strength by 1d4 if a magic-user, 1d6 if a cleric or thief, or 1d8
if a warrior. For the purpose of this spell, 1 point of added Strength isequivalent to 10 percentage points of extraordinary Strength for a warrior.

This cannot increase Strength above 18 for non-warriors, or above 18(00) for
warriors.
SECTION 8.3.3 - 3rd Level Magic-user Spells------------------------------------------Magic-users of at least level 5 may learn, memorize, and cast the following
spells:Blink (Range: caster, Duration: 1 minute/level, Casting Time: 1, Combat only,
AI Priority: 2) -- Caster starts to blink. A blinking creature will blinkout after acting. Once blinked out, the creature may not be specificallytargeted, and can only be hit by area attacks. While this may only be castin combat, it may last into a succeeding combat.
(Unlike the tabletop game, which randomizes the blink, this will not in any
way hamper the blinking creature's own attacks; it's a much more powerfuldefense in the Gold Box games than in the tabletop game. A blinking creature
may also be attacked in melee by moving into it, which I don't think was anintended feature, since "A"im won't work.)
Dispel Magic (Range: 12, Area: diameter 3, Casting Time: 3, AI Priority: 2) -Same as the clerical spell aside from range and casting time.
Fireball (Range: 10+1/level, Area: diameter 5 outdoors, diameter 7 indoors,
Casting Time: 3, AI Priority: 7) -- Inflicts (level)d6 fire damage to eachcreature in the area of effect; a successful saving throw halves damage
taken. The AI will not cast this spell unless it can catch at least three
enemies in the blast.
(There is no damage cap as there is in later editions.)
Haste (Range: 6, Area: diameter 5, Duration: 3 minutes + 1 minute/level,
Casting Time: 3, AI Priority: 3) -- Cancels an existing Slow effect, or
doubles both movement and number of physical attacks; affects only allies;
ages any affected recipients by one year.
(This does not provide a bonus to initiative or incur a system shock check as
the tabletop version does.)
Hold Person (Range: 12, Area: 1-4 targets, Duration: 2 minutes/level, Casting
Time: 3, AI Priority: 6) -- All of range, number of possible targets,
duration, and casting time are different from the 2nd level cleric spell, but
this otherwise has the same effect.
Invisibility, 10' Radius (Range: 1, Area: diameter 3, Duration: indefinite,
Casting Time: 3, AI Priority: 1) -- Casts Invisibility on all creatures inrange, friend or foe.
(Unlike the tabletop version, this invisibility is not broken even if you
move away from the target, and even if the target itself breaks
invisibility.)
Lightning Bolt (Range: 4+1/level, Area: 8 squares, Casting Time: 3, AI
Priority: 7) -- The lightning bolt fired by this spell inflicts (level)d6
electrical damage to all creatures struck; a successful saving throw halves
damage taken. The lightning bolt starts on the targeted square, and travels
in the same direction for 8 squares thereafter. If the bolt hits a wall orother terrain feature, it will reflect back towards the caster (and not at
the angle of incidence). Such a reflected bolt can thus hit creatures asecond time, or rebound all the way to the caster.
(There is no damage cap as there is in later editions.)
Protection from Evil, 10' Radius (Range: 1, Area: 1 target, Duration: 2
minutes/level, Casting Time: 3, AI Priority: 1) -- As Protection from Evilbut for casting time, and the protection extends to any adjacent ally.
Protection from Good, 10' Radius (Range: 1, Area: 1 target, Duration: 2
minutes/ level, Casting Time: 3, AI Priority: 2) -- As Protection from Goodbut for casting time, and the protection extends to any adjacent ally.
Protection from Normal Missiles (Range: 1, Area: 1 target, Duration: 10
minutes/level, Casting Time: 3, AI Priority: 3) -- Grants immunity to allnonmagical thrown weapons and nonmagical launched missiles.
(This does not reduce the damage from magical missiles as the tabletop
version does.)
Slow (Range: 9+1/level, Area: diameter 5, Duration: 3 minutes + 1 minute/level,
Casting Time: 3, AI Priority: 5) -- Cancels an existing Haste spell, or
halves both movement and number of physical attacks (no saving throw). Thisaffects only enemies, up to a maximum of 1 target/level.
(This does not penalize initiative by 2, affect allies, or stack cumulatively
with itself, as the tabletop version does.)
SECTION 8.4 - Spell Summary--------------------------Many details (especially the effect of a successful saving throw) are elided
to fit this neatly into a table.
Duration (Dur.) is in minutes.
Casting time (CT) is in segments (and divided by 3 in Gold Box games).
"AI Pr" = AI priority; "s.t." = saving throw
ClericalSpell Name----------------Bless
Curse
Cure Light Wounds
Cause Light Wounds
Detect Magic
Protection from Evil
Protection from Good
Resist Cold

Range
----6
6
1
1
self
1
1
1

Area
----dia 5
dia 5
1 tar
1 tar
1 tar
1 tar
1 tar

Dur.
-----6
6
10
3/L
3/L
10/L

CT
-10
10
5
5
1
4
4
10

AI
Pr
-2
3
1
2
0
1
2
0

Effect-------------------+1 to-hit; +5 morale-1 to-hit; -5 morale
cure 1d8
inflict 1d8
highlight magical+2 bonus to AC/s.t.
+2 bonus to AC/s.t.
half cold dam, +3 s.t.

Find Traps
Hold Person
Resist Fire
Silence, 15' radius
Slow Poison
Snake Charm
Spiritual Hammer

self
6
1
12
1
3
self

3 tar
1 tar
1 tar
1 tar
level
-

30
4+1/L
10+3/L
2/L
60/L
1/L
1/L

NC
5
5
5
1
5
5

7
2
4
0
1
1

ad hoc trap detect
paralyze humanoids
half fire dam, +3 s.t.
prevents spellcasting
temp. poison revival
charm snakes
temp. magical hammer

1
1

level
1 tar
1 tar

indef
indef

10
10
10

2
0
3

zombification
cure blindness
inflict blindness

Animate Dead
Cure Blindness
Cause Blindness

Cure Disease
Cause Disease
Dispel Magic
PrayerRemove Curse
Bestow Curse

1
1
6
self
1
1

1 tar
1 tar
dia 3
1 tar
1 tar

indef
1/L
10/L

NC
10
6
6
6
6

4
3
5
0
4

cure diseaseinflict disease
removes effects+1/-1 to-hit/s.t.
cure curse
inflict curse

Magic-User
Spell Name----------------Burning Hands
Charm Person
Detect Magic
Enlarge
ReduceFriends
Magic Missile
Protection from Evil
Protection from Good
Read Magic
ShieldShocking Grasp
Sleep

Range
----1
12
self
2/L
2/L
self
6+4/L
1
1
self
self
1
3+4/L

Area
----1 tar
1 tar
1 tar
1 tar
1 tar
1 tar
1 tar
1 tar
dia 3

Dur.
-----indef
2/L
10/L
10/L
1/L
2/L
2/L
2/L
5/L
5/L

CT
-1
1
1
1
1
1
1
1
1
NC
1
1
1

AI
Pr
-4
6
0
0
0
0
6
1
1
3
4
7

Effect-------------------inflict L fire
charm humanoid
highlight magicalincrease Strength
remove Enlarge+2d4 Charisma
inflict 1d4+1 per (L+1)/2+2 bonus to AC/s.t.
+2 bonus to AC/s.t.
identify spell scrolls+1 bonus to s.t. and more
inflict 1d8+L electricalinflict sleep

Detect Invisibility
Invisibility
Knock
Mirror Image
Ray of Enfeeblement
Stinking CloudStrength

self
1
self
1+1/L
3
1

1 tar
lock
1 tar
2x2
1 tar

5/L
indef
2/L
1/L
1/L
60/L

2
2
NC
2
2
2
NC

1
2
3
2
7
-

see invisible
invisibility
magical unlock
1d4 illusionary images-(25+2/L)% melee damage
inflict nausea+1d(4 or 6 or 8) Strength

Blink
self
Dispel Magic
12
Fireball
10+1/L
Haste
6
Hold Person
12Invisibility, 10'
1
Lightning Bolt
4+1/L
Prot. from Evil, 10'
1Prot. from Good, 10'
1Prot. Normal Missiles
1
Slow
9+1/L

dia 3
dia ?
dia 5
4 tar
dia 3
8 sq
1 tar
1 tar
1 tar
dia 5

1/L
3+1/L
2/L
indef
2/L
2/L
10/L
3+1/L

1
3
3
3
3
3
3
3
3
3
3

2
2
7
3
6
1
7
1
2
3
5

blink
removes effects
inflict Ld6 fire
double movement/attacks
paralyze humanoids
invisibility
inflict Ld6 electrical+2 bonus to AC/s.t.
+2 bonus to AC/s.t.
immunity to normal missiles
half movement/attacks

SECTION 8.5 - Temple Spells--------------------------The following curative spells are available in temples.
Gold
Spell
Cost
Cure Blindness
1000
Cure Disease
1000
Cure Light Wounds
100
Cure Serious Wounds
350
Cure Critical Wounds 600
Neutralize Poison
1000
Raise Dead
5500
Remove Curse
3500
Stone to Flesh
2000

Restores 1d8 hit points
Restores 2d8+1 hit points
Restores 3d8+3 hit points
Restores life to a poisoned character
Must roll Constitution-based resurrection check
Does not require system shock rollRaise Dead works on elves, even though it's not supposed to. A temple is thus
more skilled at healing your party than it ever will be itself. This issimilar to how a lot of other classic CRPGs work (examples include Wizardry I/
II/III/V; Ultima III/VI; Might and Magic I through VIII; Bard's Tale I/II) eventhough this doesn't happen in the tabletop game.
Heal, Restoration, and Resurrection are not available.
SECTION 9 - Items----------------SECTION 9.1 - Item Basic Mechanics---------------------------------Standard coin valuation is as follows:
10 copper pieces (cp)
= 1 silver piece
20 silver pieces (sp)
= 1 gold piece
2 electrum pieces (ep) = 1 gold piece
1 platinum pieces (pp) = 5 gold pieces
Whenever you are asked for gold, platinum is always acceptable.
is not necessarily true.

The converse

A quick way to exchange a large number of low-value coins is to go to a shop,
pool all your money, then buy something cheap like a stack of arrows.
Gems and jewelry have random values, and must be individually appraised in a
shop. You should sell immediately at full value; otherwise, they will go toregular inventory slots and subsequently only sell at half value.
To determine the value of a gem, roll 1d100:
Roll Gold Value
1-25
10 A gem sells for an average of 275 gold.
26-50
50
51-70
100
71-90
500
91-99
1000
100
5000
To determine the value of a piece of jewelry, roll 1d100:
Roll Gold Value
1-10
100-1000 The game will pick any integer in the indicated range, not
11-20
200-1200
just nice even multiples of 100 or 1000.
21-40
300-1800 A piece of jewelry sells for an average of 2910 gold.
41-50
500-3000
51-70
1000-6000
71-90
2000-8000
91-100 2000-12000
10 coins (or gems, or pieces of jewelry) weigh 1 pound.
heavy! They get lighter in later editions.)(Those coins are

Armor and weapons are based on "Armour & Weapons" by Charles John ffoulkes(1909); yes that's a "ff", you find that in medieval English names.
Historiography has progressed in the century-plus since then.
Items do not have fully consistent attributes in the Gold Box games. There aremany cases of almost identical items that are very slightly different, most

often in value. You'll notice this if you collect equipment from monsters andtry to sell it -- monster equipment is worth much less than shop equipment.
For that reason a fully comprehensive description of each item is not given
below.
Inventory items have a standard value that shops appraise them at, and a weightmeasured in coins. An item is considered:* light if it is less than 2.5 pounds* medium if it is 2.5 pounds to 25.5 pounds* heavy if it is more than 25.5 pounds
Most magical items can be readily identified as magical with the Detect Magic
spell, and their properties can often be deduced by the effect on your visible
statistics, but the only way to formally identify most of them is to pay a shop
to do so, which costs 200 gold. Magical scrolls may be formally identified
with the Read Magic spell.
Magical items are worth multiples of 400 experience, varying with the item.
Items that have a plus are worth 400 XP per magical plus, and Bracers of
Defense are worth 400 XP per point of AC they grant. Money is worth:Type
coppersilverelectrumgold
platinumgem
jewelry

Experience
0.005
0.05
0.5
1
5
250
2200

This experience gets divided by the number of people in your party and rounded
down.
SECTION 9.2 – Normal Items-------------------------SECTION 9.2.1 - Basic Weapons----------------------------The table below describes standard weaponry you can buy.
#: base item type.
"Name": if you find a "Heavy Crossbow", in your characters' hands it actuallyfunctions as a Fine Composite Long Bow.
"Weight (coins)": any fractions are rounded down. Note that most weapons in
AD&D weigh FAR more than their real-life versions.
"Value (gold)": what a shop will think it is worth when it is buying it fromyou, which is not quite the same as what you can buy it for.
"H": hands needed to equip the item. (Bastard swords are always two-handed inthis game.)"T": damage type: B for bashing, P for piercing, S for slashing. Some monsters
may take reduced damage from specific damage types; the most common case isskeletons taking half damage from P or S weapons. Some of these also don't
make much sense (all of them P and S getting reversed); the only case wherethat makes any difference is against a Juju Zombie. The game does notsupport having more than one damage type, which in real life was why many ofthese weapons even existed.
"Damage v. S/M": damage weapon does against Small or Medium opponents (in mostcases, creatures that occupy only one tile).
"Damage v. L+": damage weapon does against Large or larger opponents (in mostcases, creatures that occupy two or more tiles).
"Thrown Range": this weapon may also be thrown; ranges are short/medium/long.
MELEE WEAPONS# Name1 Battle Axe
2 Hand Axe
3 Bardiche
4 Bec De Corbin
5 Bill-Guisarme
6 Bo Stick
7 Club8 Dagger
10 Fauchard
11 Fauchard-Fork
12 Flail
13 Military Fork
14 Glaive
15 Glaive-Guisarme
16 Guisarme
17 Guisarme-Voulge
18 Halberd
19 Lucern Hammer
20 Hammer
22 Jo Stick23 Mace24 Morning Star
25 Partisan
26 Military Pick
27 Awl Pike
29 Ranseur
30 Scimitar
31 Spear
32 Spetum
33 Quarter Staff
34 Bastard Sword
35 Broad Sword
36 Long Sword
37 Short Sword
38 Two-Handed Sword
39 Trident
40 Voulge

Weight Value(coins) (gold)
75
5
50
1
125
7
100
6
150
6
15
1
30
1
10
2
60
3
80
8
150
3
75
4
75
6
100
10
80
5
150
7
175
9
150
7
50
1
40
1
100
8
125
5
80
10
60
8
80
3
50
4
40
15
50
1
50
3
50
1
100
25
75
10
60
15
35
8
250
30
50
4
125
2

H
1
1
2
2
2
1
1
1
2
2
1
2
2
2
2
2
2
2
1
1
1
1
2
1
2
2
1
2
2
2
2
1
1
1
2
1
2

T
P
S
S
S
S
B
B
P
S
S
B
S
S
S
S
S
S
P
B
B
B
B
S
P
P
S
S
P
S
B
S
S
S
S
S
S
S

Damagev. S/M
1d8
1d6
2d4
1d8
2d4
1d6
1d6
1d4
1d6
1d8
1d6+1
1d8
1d6
2d4
2d4
2d4
1d10
2d4
1d4+1
1d6
1d6+1
2d4
1d6
1d6+1
1d6
2d4
1d8
1d6
1d6+1
1d6
2d4
2d4
1d8
1d6
1d10
1d6+1
2d4

Damage
v. L+
1d8
1d4
3d4
1d6
1d10
1d3
1d3
1d3
1d8
1d10
2d4
2d4
1d10
2d6
1d8
2d4
2d6
1d6
1d4
1d4
1d6
1d6+1
1d6+1
2d4
1d12
2d4
1d8
1d8
2d6
1d6
2d8
1d6+1
1d12
1d8
3d6
3d4
2d4

Thrown Range
1/2/3

1/2/3

1/2/3

1/2/3

For the below, "Range" gives how far short, medium, and long range are; "RoF"
is rate of fire (number of missiles that can be fired per round). Holy water
only works against vulnerable enemies, usually undead.
LAUNCHERS
Weight Value
Damage Damage# Name(coins) (gold) H T v. S/M
v. L+ Range
RoF
41 Composite Long Bow
80
100 2 fires arrows
7/14/21 2
42 Composite Short Bow
50
75 2 fires arrows
6/12/18 2
43 Long Bow
100
60 2 fires arrows
7/14/21 2
44 Short Bow
50
15 2 fires arrows
5/10/15 2
45 Fine Composite Long Bow
60 25000 2 fires arrows w/Str 6/12/19 1
46 Light Crossbow
50
12 2 fires quarrels
6/12/18 1
47 Sling
2
0 1 B
1d4+1
1d6+1 6/12/20 1
AMMUNITION
28 Quarrel
0.15
0 0 P
1d4
1d4
73 Arrow
0.4
0 0 S
1d6
1d6
THROWN WEAPONS
9 Dart
1.25
0 1 P
1d3
1d2 2/4/6
3

21 Javelin
85 Holy Water Vial
86 Flask of Oil

10
10
30

0
25
1

1
1
1

P
S
S

1d6
2d4
2d6

1d6
2d4
2d6

2/4/6
1/2/3
1/2/3

1
1
1

SILVER WEAPONS
These perform the same as their regular equivalents, except they can do damage
to some monsters immune to regular weapons.
Weight Value
Damage Damage# Name(coins) (gold) H T v. S/M
v. L+
8 Silver Dagger
10
20 1 P
1d4
1d3
23 Silver Mace100
80 1 B
1d6+1
1d6
34 Silver Bastard Sword100
250 2 S
2d4
2d8
35 Silver Broad Sword75
100 1 S
2d4
1d6+1
36 Silver Long Sword60
150 1 S
1d8
1d12
37 Silver Short Sword35
80 1 S
1d6
1d8
38 Silver Two-Handed Sword
250
300 2 S
1d10
3d6
28 Silver Quarrel
73 Silver Arrow

3
0.5

20
1

0
0

P
S

1d4
1d6

1d4
1d6

SECTION 9.2.2 - Basic Armor--------------------------The table below describes standard armor you can buy.
#: base item type.
"Name": note that "mail" here doesn't have the modern technical meaning ofspecifically armor made of linked rings. By 1st Edition rules, "plate armor"
is different from "plate mail", and is too technologically advanced to exist.
Sometimes you run into items called "plate armor", but they function as plate
mail and not plate armor (in later editions of the tabletop game, plate armor
is available, and is better than plate mail).
"Weight (coins)": these numbers make more sense than the weapon numbers above,
but these still aren't very realistic.
"Value (gold)": what a shop will think it is worth when it is buying it fromyou, which is not quite the same as what you can buy it for.
"AC": bonus to Armor Class provided by wearing this.
"Max Move": maximum normal movement while wearing this armor, if you areotherwise not heavily burdened.
BODY ARMOR
Weight Value# Name(coins) (gold)
50 Leather Armor
150
551 Padded Armor
100
452 Studded Leather Armor
200
15
53 Ring Mail
250
30
54 Scale Mail
400
45
55 Chain Mail
300
75
56 Splint Mail
400
80
57 Banded Mail
350
90
58 Plate Mail
450
400
HELD IN OFF-HAND
59 Shield
100
15
71 Silver Mirror
10
20

AC
2
2
3
3
4
5
6
6
7

Max
Move
12
9
9
9
6
9
6
9
6

1
0

can reflect gaze attacks

FANCY BODY ARMOR (these don't accomplish anything additional)
55 Silver Chain Mail
300
750
5
9
58 Silver Plate Mail
450
4000
7
6
SECTION 9.2.3 - Other Items

--------------------------Other base items in this game have the following item types (this is notcomprehensive):# Name61 Magic-User Scroll
62 Clerical Scroll
63 Gauntlets
67 Cloak68 Boots
69 Ring
70 [lots of random items are this]71 Holy Symbol [of Sune/Tempus/Tyr], Potion
72 [lots of random items are this]74 Leather Holy Symbol [of Bane]
75 Brass Key
76 Cursed Necklace
77 Bracers
78 Wand
79 Wand82 Efreeti Bottle
84 Potion of Giant Strength
87 Boulder
90 Ring of Feather Falling
91 Pass
92 Cloak93 Ring of Protection
SECTION 9.3 - Magic Items------------------------Standard magical melee weapons and thrown weapons add their plus as a bonus
both to hit and to damage. Bows and crossbows are supposed to add their plus
only to hit, but unlike later Gold Box games and tabletop rules also add todamage; arrows and bolts add their plus only to damage.
Standard magical armor add their plus as a bonus to Armor Class when worn, andif its base armor type decreases movement, the magical version increases net
movement by 3.
Magical scrolls come in both clerical and magic-user types.
Spellcastingfrom a scroll is instantaneous, and have an effective spell level of whicheveris higher of either 6, or the minimum class level needed to cast the spell plus
1. (So in Pool of Radiance, it will always be 6.)
Magic-user spells may be permanently learned from the scroll, which consumes
that use of the spell. In later games, thieves of at least level 10 may
attempt to use such scrolls.
Clerical spells include Restoration, which in this game may only be cast fromscrolls. This will restore lost levels to a character that has been drained bylevel-draining undead, but you will still lose any progress towards the nextlevel.
Magical wands start with a defined number of charges if not random, often lessthan the 80+1d20 you would find in the tabletop game. In general, charged
items in the tabletop game are far more useful than they are in CRPGs; regularspellcasting is much faster than it is supposed to be.

You may not equip more than two magical rings at once.
Other magical items include:
Bag of Holding -- If equipped, causes all coins and unequipped items to have noweight, with an upper limit of 5000 coins of extra carrying capacity. It may
take several pick up attempts to actually do so (which is a bug).
Bracers of Defense ("Bracers AC #") -- These do not count as armor and will notstack with it, but will set base Armor Class to the indicated number. It's
generally the defensive equipment of choice on thieves and pure magic-users.
Cloak of Displacement -- Grants a -2 bonus to Armor Class; the first physicalattack per combat will automatically miss against someone wearing this.
(This does not grant a bonus to saving throws, as the tabletop version does.)
Cloak of Elvenkind -- This makes the wearer invisible outdoors 95% of the time.
(In the tabletop version, the quality of the invisibility depends uponterrain.)Cursed Necklace -- This penalizes both AC and all saving throws by 5. This is
bad for actual gameplay, but fantastic for experiments.
Dust of Disappearance -- This will make the entire party invisible for 20d10
minutes. This is a special form of invisibility that is not dispelled byattacking or spellcasting, nor does the ability to see invisible work on it.
Yes, it is very powerful -- there is a reason this does not exist at all inGold Box games later than Curse of the Azure Bonds. This effect is describedin "D"isplay as "invisible", which differs from the normal "invisibility".
Efreeti Bottle -- The efreeti in this bottle will emerge to help you fightagainst the vampire in the Valhingen Graveyard when you first encounter it.
Gauntlets of Ogre Power -- Wearing this raises Strength to 18(00).
Javelin of Lightning -- This single-shot consumable creates a lightning boltthat does 20+1d6 electrical damage. This acts like the magic-user spell, butwith a range of 9, and the bolt only travels 3 squares.
Keoghtum's Ointment -- A jar of this has 5 applications, each of which will
restores 8+1d4 hit points of damage and cure disease. (The tabletop versionof "Keoghtom's" ointment also neutralizes poison. The Gold Box version seems
to convert poisoned characters to outright dead ones. I don't think that's
the intended meaning of "neutralize".)
Long Sword +2 Flame Tongue -- This is supposed to do extra damage against
creatures that use cold, birds, undead, or fire-vulnerable creatures, but it
doesn't. It also should prevent trolls from regenerating, but that doesn't
happen either (and it doesn't do extra damage against those as it should).
So this is just a Long Sword +2.
Manual of Bodily Health -- Using this book consumes it; after 24 hours, theuser will start to train over the course of one month (always 30 days in the
Forgotten Realms). At the end, +1 permanent Constitution is gained. Unlike
the tabletop game, you may benefit from such an item more than once, and you
can in fact use and benefit from several at once. This is the only way topermanently gain base statistics in any of the Gold Box games (without
exploiting transfer bugs).
Necklace of Missiles -- shoots range 7 fireballs (as the 3rd-level magic-userspell) that do 6d6 damage. Normally, this only has several charges; if you
find this as a random magical item, it may have a very large number ofcharges.
Potion of Extra Healing -- has three doses, each of which restores 1d8 hit
points of damage.
Potion of Giant Strength -- grants frost giant (21) Strength for 4+1d4 turns(50-80 minutes) to a fighter.
Potion of Healing -- restores 2d4+2 hit points of damage.
Potion of Speed -- acts as a Haste spell that lasts for 5d4 rounds (doubles
movement and number of physical attacks, at the cost of magically aging theuser by 1 year).
Ring of Feather Falling -- prevents falling damage. Or at least it is supposed

to; it doesn't actually prevent damage from falls that I have seen.
Ring of Fire Resistance -- grants a +4 bonus to saving throws against fire, andsubtracts 2 (minimum 1) from each die of damage.
Ring of Invisibility -- this casts the Invisibility spell on the wearer whenequipped. This item is unlimited in use, and unlike the One Ring, theinvisibility persists even if the ring is removed; it is only canceled byattacking or casting a spell.
Ring of Protection -- this grants its bonus of the best ring: (1) to Armor
Class if the wearer is not also wearing magical armor; (2) to all saving
throws. The second effect is not present on most Rings of Protection; theonly one I know of where this actually works is the one carried by the
THEURGIST (#110). (The saving throw bonus becomes more common in later
games.)
Sling of Seeking +2 -- this grants its bonus both to hit and to damage (though
this is not actually special in Pool of Radiance, because magical bows
incorrectly do the same).
Wand of Fireballs -- shoots fireballs (as the 3rd-level magic-user spell,
except the saving throw is vs. rod/staff/wand) which do 6d6 damage.
Wand of Lightning (Bolt) -- shoots lightning bolts (as the 3rd-level magic-userspell, except the saving throw is vs. rod/staff/wand) which do 6d6 damage.
Wand of Magic Missiles -- shoots 2 magic missiles (as the 1st-level magic-userspell), which do 2d4+2 damage to a single target.
Wand of Paralyzation -- attempts to hold any single monster (range 6) for 5d4
rounds; a saving throw vs. paralyzation negates. (The DMG says to use rod/
staff/wand. Also, Tyranthraxus's magic resistance does not apply against
this, even though it is supposed to.)SECTION 9.4 - Random Magical Items---------------------------------Random magical items may be one of the following. Weapons, armor, shields,
and Rings of Protection are any of +1 (70% chance), +2 (25% chance), or +3(5% chance). Items marked with an asterisk only ever appear as random items,
as far as I know.
Occasionally you will get a buggy item with a buggy name (sometimes no name atall).
any weapon; darts appear in stacks of 5, arrows and bolts in stacks of 10.
(Who in the Forgotten Realms is making all these magical polearms?)
any armor or shield
Clerical Scroll (with 1d3 spells, each of level 1d3)
Magic-User Scroll (with 1d3 spells, each of level 1d3)
Bag of Holding*Bracers of Defense (any of AC 6, AC 4, AC 3, AC 2)
Cloak of Elvenkind*
Keoghtum's Ointment*
Necklace of Missiles (has a lot of charges as a random magical item)
Potion of Extra Healing
Potion of Giant Strength
Potion of Healing
Ring of Fire Resistance
Ring of Invisibility*
Ring of Protection
Wand of Fireballs*
Wand of Magic Missiles
SECTION 9.5 - Summary of Locations with Magic Items---------------------------------------------------

Here is a checklist of noteworthy magical items you may find in the game, by
location. Numbers indicate locations on the corresponding maps. This is notcomprehensive for sake of brevity; check the maps' notes for more details.
Civilized Area (New Phlan)
Once you become strong enough, and are about to be rewarded for completing acommission (and you don't mind being a murderhobo), you can fight the city
guards for magical items, then get the mission reward to negate anger:
4TH LVL FIGHTER (#41): Long Sword +1, Chain Mail +1
6TH LVL FIGHTER (#75): Two-Handed Sword +2, Chain Mail +1, Javelin of Lightning
7TH LVL CLERIC (#83): Mace +2, Banded Mail +2
8TH LVL FIGHTER (#85): Two-Handed Sword +2, Plate Mail +2, Ring of Protection+3
LEVEL 3 MU (#94): Wand of Magic Missiles (67 charges)
The Slums
1 - Clerical Scroll (Cure Light Wounds, Cure Light Wounds)
2 - Leather Armor +1
3 - 1 random magic item
5 - Short Bow +1, 20 Arrows +1
6 - Bracers AC 6
9 - 3 Broad Swords +1, Chain Mail +1, Flail +1
10 - Ring of Protection +1, Short Bow +1
12 - Short Bow +1, 20 Arrows +1
16 - Shield +1, Magic-User Scroll (Magic Missile)
20 - 3 random magic items
Sokal Keep
15 - Hammer +1
17 - Shield +1, Long Sword +1, Chain Mail +1, Mace +2
Kuto's Well
22 - Banded Mail +1, Quarter Staff +1, Bracers AC 4
Kuto's Well Catacombs
12 - Long Sword +1
Mendor's Library
5 - Potion of Giant Strength, Cloak of Displacement,
Clerical Scroll (Restoration, Restoration)
8 - 3 Potions of Extra Healing
13 - Manual of Bodily Health
Podal Plaza
2 - 2 Long Swords +1
Cadorna Textile House
18 - Magic-User Scroll (Reduce, Detect Invisibility, Fireball),
Magic-User Scroll (Burning Hands, Mirror Image, Blink)
21 - Gauntlets of Ogre Power (wherever you get the box opened; it is possible
to exploit a bug to get this more than once)
Kovel Mansion
9 - Short Sword +2, Leather Armor +4
12 - Magic-User Scroll (Fireball, Haste, Hold Person),
Magic-User Scroll (Blink, Ray of Enfeeblement, Slow),
Clerical Scroll (Hold Person, Cure Blindness, Bestow Curse),
Clerical Scroll (Prayer, Remove Curse, Animate Dead),
Magic-User Scroll (Reduce, Detect Invisibility, Fireball),
Magic-User Scroll (Burning Hands, Mirror Image, Blink)14 - Shield +2, Chain Mail +1
Wealthy Area
3 - Potion of Extra Healing, Ring of Feather Falling,
Clerical Scroll (Animate Dead, Cure Blindness)
Temple of Bane
1 - Clerical Scroll (Animate Dead, Cause Disease, Prayer),
Magic-User Scroll (Fireball, Ray of Enfeeblement, Stinking Cloud)2 - Potion of Giant Strength, Potion of Speed, Wand of Magic Missiles (20charges), Dust of Disappearance
Wilderness Lairs (all repeatable)
Western Wilderness, Thri-Kreen Lair 13: 1 random magic item
Eastern Wilderness, Wyvern Lair 2: 1 random magic item
Eastern Wilderness, Giant Lizard Lair 8: 1 random magic item
Nomad CampIf you attack the nomads: Long Sword +2, Shield +1, Scale Mail +2, Dagger +2,
Bracers AC 4 (says AC 2, actually is AC 4), Wand of Magic Missiles (50charges)If you attack only the kobolds: Two-Handed Sword +2, Wand of Magic Missiles(35 charges)
Kobold Caves
9 - 2 Two-Handed Swords +2
26 - 2 random magic items
27 - Magic-User Scroll (Charm Person, Protection from Evil, Strength),
Magic-User Scroll (Friends, Invisibility, Protection from Normal Missiles)
Yarash's Pyramid
19 - 3 random magic items
20 - 3 random magic items
21 - 3 random magic items
25 - Bracers AC 4, Wand of Paralyzation (23 charges), Potion of Speed
Lizardman Keep
P4, P5, P6 (three different locations) - Shield +2
Buccaneer Base
The captain carries: Long Sword +4, Shield +2, Plate Mail +3
Zhentil Keep Outpost
5 - Gauntlets of Ogre Power, Plate Mail +2, Shield +1, 2 Rings of Fire
Resistance, 3 Potions of Extra Healing, Javelin of Lightning, Bracers AC 3,
Wand of Lightning (20 charges)
Valhingen Graveyard
5 - 4 Clerical Scrolls (Restoration, Restoration)
8 - Wand of Lightning Bolt (3 charges), 2 Clerical Scrolls (Restoration,
Restoration)
12 - Hammer +3, Sling of Seeking +2, Potion of Extra Healing,
Clerical Scroll (Restoration, Restoration),
Magic-User Scroll (Slow, Hold Person, Invisibility 10' Radius)
24 - Plate Mail +2, Long Sword +2 (lawful good), Ring of Fire Resistance,
Shield +1, 4 Clerical Scrolls (Restoration, Restoration)
26 - Ring of Protection +2
28 - Wand of Magic Missiles (33 charges), Shield +1,
5 Clerical Scrolls (Restoration, Restoration)

Stojanow Gate
2 - Ring of Protection +2
13 - 2 Rings of Protection +2
Valjevo Castle
10 - Mace +3, Plate Mail +1, Necklace of Missiles (6 charges)
11 - 2 Long Swords +3 (lawful evil)
14 - Long Sword +2 Flame Tongue
18 - Potion of Speed
Valjevo Castle Hedge Maze
1 - Bracers AC 3, Ring of Fire Resistance, Wand of Lightning (20 charges)
5 - Long Sword +5, Ring of Protection +3, Gauntlets of Ogre Power
Valjevo Castle Inner Tower
7 - Wand of Lightning (56 charges)
8 - 12 Two-Handed Swords +2, 12 Plate Mails +2, 12 Rings of Protection +3
SECTION 10 – Creature Statistics-------------------------------SECTION 10.1 - Notes on Creature Statistics------------------------------------------Many monsters capable of using equipment can equip or remove weapons, shields,
and sometimes even armor on the fly. Their actual statistics in combat may notreflect the details in the next section, especially if you surprise them before
they can ready equipment. It is assumed that enemies with both melee andranged weaponry are using the former.
THAC0, damage and AC are adjusted for monsters according to equipment; thesestatistics (for melee) are shown below. THAC0 is not recalculated forStrength or Dexterity. Armor supersedes base AC, but only if it is better.
No other attributes are adjusted; a humanoid with a Ring of Fire Resistancedoes not actually resist fire, movement is not affected by armor, and fightertypes do not get number of attacks recalculated.
A "Larger or larger" monster may be so in two ways: by being declared that way,or by having an icon of more than one tile. Either way, large monster weapon
damage applies to it.
* The note (small icon) indicates it has a one-tile icon.
* The note (reversed) indicates it is declared small/medium in the game files.
Hit dice are important to many spell effects, though the Gold Box games do notbother to track partial hit dice as the tabletop game does. Every 4 fractional
hit dice are generally converted to a single whole hit die.
Hostile monster base statistics are used as follows:
Strength - affects melee weapon damage (but not unarmed attacks)Intelligence - affects decision to flee or surrender
Wisdom - no effectDexterity - affects initiative and AC
Constitution - no effectCharisma - no effect
Monster #82 never appears anywhere.

SECTION 10.2 - Detailed Bestiary-------------------------------#000 KOBOLD
Lawful Evil Monster Fighter
Hit Dice :0
Hit Points:
3 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 6
Paralyzation, Poison, or Death 16
Wisdom10
Rod, Staff, or Wand17
Dexterity
10
Petrification or Polymorph
18
Constitution 10
Breath Weapon
20
Charisma
10
Spell
19
THAC0: 21 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d6 damage
Money carried: 16 copper
Items carried: Short Sword
Experience for defeating: 5 + 1 per hit point (8)#001 KOBOLD LEADER
Lawful Evil Monster Fighter
Hit Dice :0
Hit Points:
4 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
12
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 6 (from behind: 9)
Physical attack: 1 for 1d6 damage
Money carried: 32 copper; 2 silver
Items carried: Short Bow; Arrow (20); Short Sword; Shield; Studded Leather
Armor
Experience for defeating: 8 + 2 per hit point (16)

#002 GOBLIN GUARD
Lawful Evil Monster Fighter
Hit Dice :0
Hit Points:
4 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 6 (from behind: 9)
Physical attack: 1 for 1d6 damage
Money carried: 18 silver
Items carried: Short Sword; Shield; Studded Leather Armor
Experience for defeating: 10 + 1 per hit point (14)#003 GOBLIN LEADER
Lawful Evil Monster Fighter
Hit Dice :0
Hit Points:
7 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
12
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 4 (from behind: 7)
Physical attack: 1 for 1d6 damage
Money carried: 24 silver
Items carried: Arrow (20); Long Bow; Short Sword; Shield; Scale Mail
Experience for defeating: 10 + 1 per hit point (17) + 1 for money (18)#004 ORC
Lawful Evil Monster Fighter
Hit Dice :1 Character Levels: Fighter 1
Hit Points:
5 Movement:
9
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 6
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 1d8 damage
Money carried: 24 silver
Experience for defeating: 10 + 1 per hit point (15) + 1 for money (16)

#005 ORC LEADER
Lawful Evil Monster Fighter
Hit Dice :1 Character Levels: Fighter 1
Hit Points:
8 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
12
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 16 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8 damage
Money carried: 4 silver; 20 electrum
Items carried: Battle Axe; Chain Mail; Arrow (7); Long Bow
Experience for defeating: 28 + 2 per hit point (44) + 10 for money (54)#006 HOBGOBLIN
Lawful Evil Monster Fighter
Hit Dice :2 Character Levels: Fighter 2
Hit Points:
6 Movement:
9
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 18 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8 damage
Money carried: 18 copper; 7 gold
Items carried: Long Sword
Experience for defeating: 20 + 2 per hit point (32) + 7 for money (39)#007 HOBGOBLIN LDR
Lawful Evil Monster Fighter
Hit Dice :2 Character Levels: Fighter 2
Hit Points:
6 Movement:
9
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 18 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8 damage
Money carried: 18 copper; 7 gold
Items carried: Long Sword; Arrow (12); Long Bow
Experience for defeating: 20 + 2 per hit point (32) + 7 for money (39)

#008 OGRE
Chaotic Evil Monster Fighter
Hit Dice :5 Character Levels: Fighter 5
Hit Points: 21 Movement:
9
Size: Large or larger
Strength
18
Base saving throws versus:Intelligence 6
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 15 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d10 damage
Money carried: 5 gold
Experience for defeating: 90 + 5 per hit point (195) + 5 for money (200)#009 OGRE LEADER
Chaotic Evil Monster Fighter
Hit Dice :7 Character Levels: Fighter 7
Hit Points: 32 Movement:
9
Size: Small/Medium
Strength
18
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 10
Breath Weapon
12Charisma
10
Spell
13
THAC0: 13 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 2d6 damage
Money carried: 7 gold
Items carried: Arrow (15); Long Bow
Experience for defeating: 225 + 8 per hit point (481) + 7 for money (488)#010 QUICKLINGS
Chaotic Evil Monster Fighter
Hit Dice :1 Character Levels: Cleric 1; Fighter 1
Hit Points:
7 Movement: 96
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 2
Wisdom10
Rod, Staff, or Wand5
Dexterity
18
Petrification or Polymorph
6Constitution 10
Breath Weapon
8Charisma
10
Spell
7
THAC0: 18 Armor Class: -3 (from behind: 3)
Physical attack: 3 for 1d4 damage
Money carried: 2 copper; 3 silver; 1 electrum; 2 gems
Experience for defeating: 200 + 3 per hit point (221) + 500 for money (721)Footnote: Saving throws are as a 19th level cleric.

#011 KOBOLD LEADER
Lawful Evil Monster Fighter
Hit Dice :0
Hit Points:
4 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
12
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 6 (from behind: 9)
Physical attack: 1 for 1d6 damage
Money carried: 32 copper; 2 silver
Items carried: Bracers AC 6; Short Sword; Shield; Studded Leather Armor
Experience for defeating: 8 + 2 per hit point (16) + 1600 for items (1616)#012 GOBLIN LEADER
Lawful Evil Monster Fighter
Hit Dice :0
Hit Points:
7 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
12
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 4 (from behind: 7)
Physical attack: 1 for 1d6 damage
Money carried: 24 silver
Items carried: Short Sword; Shield; Leather Armor +1
Experience for defeating: 10 + 1 per hit point (17) + 1 for money (18) + 400
for items (418)#013 ORC
Lawful Evil Monster Fighter
Hit Dice :1 Character Levels: Fighter 1
Hit Points:
5 Movement:
9
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 6
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 1d8 damage
Money carried: 24 silver
Items carried: Clerical Scroll (Cure Light Wounds, Cure Light Wounds)
Experience for defeating: 10 + 1 per hit point (15) + 1 for money (16) + 400
for items (416)#014 ORC LEADER
Lawful Evil Monster Fighter
Hit Dice :1 Character Levels: Fighter 1
Hit Points:
8 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
12
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 15 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 2d4+1 damage
Money carried: 4 silver; 20 electrum
Items carried: Broad Sword +1; Chain Mail; Arrow (7); Long Bow
Experience for defeating: 28 + 2 per hit point (44) + 10 for money (54) + 400
for items (454)#015 ORC LEADER
Lawful Evil Monster Fighter
Hit Dice :1 Character Levels: Fighter 1
Hit Points:
8 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
12
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 15 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d6+2 damage
Money carried: 4 silver; 20 electrum
Items carried: Flail +1; Chain Mail +1; Arrow (7); Long Bow
Experience for defeating: 28 + 2 per hit point (44) + 10 for money (54) + 800
for items (854)#017 SPECTRE
Lawful Evil Undead Human Fighter
Clerics turn using this line on table: Spectre
Hit Dice :8 Character Levels: Fighter 8
Hit Points: 38 Movement: 30
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 10
Breath Weapon
12Charisma
10
Spell
13
THAC0: 12 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d8 damage
Special Abilities: immunity to paralysis (only hold spells and wand);vulnerability to holy water; immunity to poison; immunity to sleep and charmspells; immunity to cold; level-draining melee attack (2 levels); immunity to
non-magical weapons
Experience for defeating: 1650 + 10 per hit point (2030)

#018 LARGE SCORPION
True Neutral Snake Monster Fighter
Hit Dice :3 Character Levels: Fighter 3
Hit Points: 10 Movement:
9
Size: Large or larger (reversed)
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
10
Petrification or Polymorph
15
Constitution 10
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 15 Armor Class: 5 (from behind: 7)
Primary physical attack: 2 for 1d4 damage
Secondary physical attack: 1 for 1d1 damage
Special Abilities: save vs. poison at a +2 bonus on melee hit or die
Experience for defeating: 35 + 3 per hit point (65)#019 FERRAN MARTINEZ
Lawful Good Undead Human Fighter
Clerics turn using this line on table: Spectre
Hit Dice :8 Character Levels: Fighter 8
Hit Points: 38 Movement: 30
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 10
Breath Weapon
12Charisma
10
Spell
13
THAC0: 12 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d8 damage
Special Abilities: immunity to paralysis (only hold spells and wand); immunity
to poison; immunity to sleep and charm spells; immunity to cold;
level-draining melee attack (2 levels); immunity to non-magical weapons
Experience for defeating: 1650 + 10 per hit point (2030)#020 WIGHT
Lawful Evil Undead Monster Fighter
Clerics turn using this line on table: Wight
Hit Dice :5 Character Levels: Fighter 5
Hit Points: 23 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 15 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d4 damage
Special Abilities: immunity to weapons that aren't either silver or magical;
immunity to paralysis (only hold spells and wand); immunity to poison;
immunity to cold; immunity to sleep and charm spells; level-draining melee
attack (1 level); vulnerability to holy water
Experience for defeating: 540 + 5 per hit point (655)#021 WRAITH
Lawful Evil Undead Monster Fighter
Clerics turn using this line on table: Wraith
Hit Dice :6 Character Levels: Fighter 6
Hit Points: 24 Movement: 24
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 15 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d6 damage
Special Abilities: level-draining melee attack (1 level); immunity to poison;
immunity to paralysis (only hold spells and wand); immunity to sleep andcharm spells; immunity to cold; half damage from silver weapons; immunity to
non-magical/silver weapons; vulnerability to holy water
Experience for defeating: 575 + 6 per hit point (719)#022 GIANT SKELETON
True Neutral Undead Monster Fighter
Clerics turn using this line on table: Mummy
Hit Dice :5 Character Levels: Fighter 5
Hit Points: 28 Movement: 12
Size: Large or larger
Strength
19
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 15 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 4d6 damage
Special Abilities: vulnerability to holy water; immunity to cold; immunity tosleep, charm, paralysis, and poison; half damage from piercing and slashing
weapons
Items carried: Short Bow
Experience for defeating: 130 + 5 per hit point (270)#023 VAMPIRE
Chaotic Evil Undead Monster Fighter
Clerics turn using this line on table: Vampire
Hit Dice :9 Character Levels: Fighter 9
Hit Points: 43 Movement: 12
Size: Small/Medium
Strength
18(76) Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 8
Wisdom10
Rod, Staff, or Wand
9
Dexterity
10
Petrification or Polymorph
10Constitution 10
Breath Weapon
9Charisma
10
Spell
11
THAC0: 14 Armor Class: 1 (from behind: 3)
Physical attack: 1 for 1d6+4 damage
Special Abilities: charming gaze (free Charm Person every round; -2 penalty tosave); half damage from cold; vulnerability to holy water; half damage fromelectricity; immunity to gaze attacks; immunity to sleep, charm, paralysis,
and poison; immunity to non-magical weapons; regenerate 3 hit points perround; level-draining melee attack (2 levels)
Items carried: Short Bow
Experience for defeating: 3800 + 12 per hit point (4316)

#024 LEVEL 6 MU
True Neutral Human Magic-User
Hit Dice :6 Character Levels: Magic-User 6
Hit Points: 23 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 15
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
9Constitution 10
Breath Weapon
13
Charisma
10
Spell
10
THAC0: 19 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d4+2 damage
Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2
Stinking Cloud; M3 Fireball (2)Money carried: 20 copper; 15 silver
Items carried: Ring of Protection +2
Experience for defeating: 150 + 6 per hit point (288) + 800 for items (1088)#025 MAD MAN
True Neutral Human Fighter
Hit Dice :1 Character Levels: Fighter 1
Hit Points:
7 Movement:
9
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d6+1 damage
Money carried: 2 silver
Experience for defeating: 10 + 1 per hit point (17)#026 BASILISK
True Neutral Monster Fighter
Hit Dice :7 Character Levels: Fighter 7
Hit Points: 31 Movement:
6
Size: Large or larger (reversed)
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 10
Breath Weapon
12Charisma
10
Spell
13
THAC0: 13 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d10 damage
Special Abilities: reflectable gaze; petrifying gaze (save vs. petrification or
be turned to stone)
Experience for defeating: 1000 + 8 per hit point (1248)

#027 SKULLCRUSHER
Chaotic Neutral Human Fighter
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 39 Movement: 12
Size: Small/Medium
Strength
18(81) Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 13
Wisdom8
Rod, Staff, or Wand
14
Dexterity
16
Petrification or Polymorph
15
Constitution 18
Breath Weapon
16
Charisma
12
Spell
16
THAC0: 15 Armor Class: 8 (from behind: 12)
Physical attack: 1 for 2d1+6 damage
Experience for defeating: 60 + 4 per hit point (216)#028 GRISHNAK
Chaotic Evil Monster Cleric/Magic-User
Hit Dice :6 Character Levels: Cleric 6; Magic-User 6
Hit Points: 24 Movement:
9
Size: Small/Medium
Strength
9
Base saving throws versus:Intelligence 16
Paralyzation, Poison, or Death 9
Wisdom16
Rod, Staff, or Wand
12
Dexterity
13
Petrification or Polymorph
11
Constitution 11
Breath Weapon
15
Charisma
5
Spell
12
THAC0: 13 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d4 damage
Spells memorized: C1 Curse; C1 Cure Light Wounds (2); C1 Cause Light Wounds; C1
Protection from Good; C2 Hold Person (4); C2 Silence, 15' Radius; C3 Cause
Disease; C3 Bestow Curse
Experience for defeating: 275 + 6 per hit point (419)#029 JUJU ZOMBIE
True Neutral Undead Monster Fighter
Clerics turn using this line on table: Spectre
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 24 Movement:
9
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
10
Petrification or Polymorph
15
Constitution 10
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 13 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 3d4 damage
Special Abilities: immunity to non-magical weapons; half damage from blunt andpiercing weapons; half damage from fire; immunity to electricity; immunity tocold; vulnerability to holy water; immunity to sleep, charm, paralysis, andpoisonThief skills: Climb Walls 90%
Items carried: Short Bow
Experience for defeating: 110 + 4 per hit point (206)#031 TROLL
Chaotic Evil Regenerating Monster Fighter
Hit Dice :7 Character Levels: Fighter 7
Hit Points: 36 Movement: 12
Size: Large or larger
Strength
19
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 10
Breath Weapon
12Charisma
10
Spell
13
THAC0: 13 Armor Class: 4 (from behind: 6)
Primary physical attack: 2 for 1d4+4 damage
Secondary physical attack: 1 for 2d6 damage
Special Abilities: inflicting fire and acid damage is supposed to stop
regeneration; regenerate 3 hit points per round; able to return from death in
3d6 rounds
Experience for defeating: 525 + 8 per hit point (813)
Differences from tabletop: fire damage preventing regeneration does not work#032 NORRIS THE GRAY
Neutral Evil Half-Orc Fighter
Hit Dice :5 Character Levels: Fighter 5
Hit Points: 25 Movement:
9
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
17
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 14 Armor Class: 1 (from behind: 7)
Physical attack: 1 for 1d8+2 damage
Items carried: Long Sword +1; Shield; Chain Mail
Experience for defeating: 215 + 400 for items (615)#033 MACE
Lawful Evil Half-Orc Cleric
Hit Dice :5 Character Levels: Cleric 5
Hit Points: 25 Movement:
9
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 9
Wisdom17
Rod, Staff, or Wand
12
Dexterity
17
Petrification or Polymorph
13
Constitution 10
Breath Weapon
15
Charisma
10
Spell
14
THAC0: 17 Armor Class: 1 (from behind: 7)
Physical attack: 1 for 1d6+3 damage
Spells memorized: C1 Bless (2); C1 Curse; C1 Cause Light Wounds (2); C2 Hold
Person (5); C3 Animate Dead; C3 Prayer
Items carried: Mace +1; Shield; Chain Mail
Experience for defeating: 215 + 400 for items (615)#034 SKELETON
True Neutral Undead Monster Fighter
Clerics turn using this line on table: Skeleton
Hit Dice :1 Character Levels: Fighter 1
Hit Points:
5 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d6 damage
Special Abilities: vulnerability to holy water; immunity to cold; immunity tosleep, charm, paralysis, and poison; half damage from piercing and slashing
weapons
Experience for defeating: 14 + 1 per hit point (19)#035 ZOMBIE
True Neutral Undead Monster Fighter
Clerics turn using this line on table: Zombie
Hit Dice :2 Character Levels: Fighter 2
Hit Points: 10 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
0
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 16 Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d8 damage
Special Abilities: immunity to cold; vulnerability to holy water; immunity tosleep, charm, paralysis, and poison
Experience for defeating: 20 + 2 per hit point (40)#036 SWORDSMAN
Lawful Evil Human Fighter
Hit Dice :3 Character Levels: Fighter 3
Hit Points: 18 Movement:
9
Size: Small/Medium
Strength
16
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 13
Wisdom14
Rod, Staff, or Wand
14
Dexterity
14
Petrification or Polymorph
15
Constitution 14
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 18 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8+1 damage
Money carried: 5 silver
Items carried: Arrow (20); Long Bow; Chain Mail; Long Sword
Experience for defeating: 35 + 3 per hit point (89)

#038 POISONOUS FROG
True Neutral Monster Fighter
Hit Dice :1 Character Levels: Fighter 1
Hit Points:
4 Movement:
9
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d1 damage
Special Abilities: save vs. poison at a +4 bonus on melee hit or die
Experience for defeating: 35 + 1 per hit point (39)#039 HUGE SCORPION
True Neutral Snake Monster Fighter
Hit Dice :5 Character Levels: Fighter 5
Hit Points: 20 Movement: 12
Size: Large or larger (reversed)
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 15 Armor Class: 4 (from behind: 6)
Primary physical attack: 2 for 1d8 damage
Secondary physical attack: 1 for 1d3 damage
Special Abilities: save vs. poison on melee hit or die
Experience for defeating: 90 + 5 per hit point (190)#040 NOMAD
True Neutral Human Fighter
Hit Dice :1 Character Levels: Fighter 1
Hit Points:
6 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 5 (from behind: 8)
Physical attack: 1 for 1d6 damage
Money carried: 15 copper
Items carried: Arrow (20); Long Bow; Short Sword; Shield; Leather Armor
Experience for defeating: 10 + 1 per hit point (16)

#041 4TH LVL FIGHTER
Lawful Evil Human Fighter
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 30 Movement: 12
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 13
Wisdom14
Rod, Staff, or Wand
14
Dexterity
14
Petrification or Polymorph
15
Constitution 17
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 17 Armor Class: 3 (from behind: 6)
Physical attack: 1 for 1d8+2 damage
Money carried: 3 electrum
Items carried: Shield; Chain Mail +1; Long Sword +1
Experience for defeating: 60 + 4 per hit point (180) + 1 for money (181) + 800
for items (981)#042 HASSAD
True Neutral Human Fighter
Hit Dice :6 Character Levels: Fighter 6
Hit Points: 45 Movement: 12
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 12
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
14
Spell
14
THAC0: 11 Armor Class: 0 (from behind: 4)
Physical attack: 1 for 1d8+3 damage
Money carried: 15 copper
Items carried: Long Sword +2; Shield +1; Scale Mail +2
Experience for defeating: 150 + 6 per hit point (420) + 2000 for items (2420)#043 SHAMAN
True Neutral Human Magic-User
Hit Dice :5 Character Levels: Magic-User 5
Hit Points: 20 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 15
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
13
Dexterity
10
Petrification or Polymorph
11
Constitution 10
Breath Weapon
15
Charisma
10
Spell
12
THAC0: 18 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d4+2 damage
Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2
Stinking Cloud; M3 Fireball
Money carried: 20 copper
Items carried: Wand of Magic Missiles (50 charges); Bracers AC 2; Dagger +2
Experience for defeating: 90 + 5 per hit point (190) + 3600 for items (3790)
Footnote: The Bracers AC 2 act as Bracers AC 4.

#044 ORC
Lawful Evil Monster Fighter
Hit Dice :1 Character Levels: Fighter 1
Hit Points:
5 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 1d8 damage
Money carried: 12 electrum
Items carried: Arrow (30); Short Bow
Experience for defeating: 10 + 1 per hit point (15) + 6 for money (21)#045 1ST LVL THIEF
Chaotic Neutral Human Thief
Hit Dice :1 Character Levels: Thief 1
Hit Points:
4 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
12
Dexterity
18
Petrification or Polymorph
14Constitution 10
Breath Weapon
16
Charisma
10
Spell
15
THAC0: 20 Armor Class: 4 (from behind: 10)
Physical attack: 1 for 1d8 damage
Thief skills: Pick Pocket 40%; Open Locks 40%; Find/Remove Traps 25%; Move
Silently 25%; Hide in Shadows 20%; Hear Noise 10%; Climb Walls 85%
Money carried: 5 silver
Items carried: Leather Armor; Long Sword
Experience for defeating: 10 + 1 per hit point (14)#048 DWARVEN FIGHTER
Lawful Evil Dwarf Cleric
Hit Dice :6 Character Levels: Fighter 6
Hit Points: 50 Movement: 12
Size: Small/Medium
Strength
18(91) Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 11
Wisdom14
Rod, Staff, or Wand
12
Dexterity
14
Petrification or Polymorph
13
Constitution 14
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 15 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d8+6 damage
Money carried: 15 gold
Items carried: Gauntlets of Ogre Power; Chain Mail +1; Long Sword +1
Experience for defeating: 150 + 6 per hit point (450) + 15 for money (465) +2000 for items (2465)

#049 MEDUSA
Lawful Evil Monster Fighter
Hit Dice :6 Character Levels: Fighter 6
Hit Points: 30 Movement:
9
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 13 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d4 damage
Special Abilities: save vs. poison on melee hit or die; reflectable gaze;
petrifying gaze (save vs. petrification or be turned to stone)
Experience for defeating: 725 + 6 per hit point (905)#050 COMMANDANT
Lawful Evil Human Fighter
Hit Dice :9 Character Levels: Fighter 9
Hit Points: 100 Movement:
9
Size: Small/Medium
Strength
18(51) Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 8
Wisdom10
Rod, Staff, or Wand
9
Dexterity
16
Petrification or Polymorph
10Constitution 17
Breath Weapon
9Charisma
14
Spell
11
THAC0: 10 Armor Class: -3 (from behind: 3)
Physical attack: 1.5 for 1d8+5 damage
Money carried: 18 gold; 6 platinum
Items carried: Potion of Extra Healing (3); Ring of Fire Resistance; Shield +1;
Plate Mail +2; Javelin of Lightning; Long Sword +2
Experience for defeating: 600 + 12 per hit point (1800) + 48 for money (1848) +4000 for items (5848)#051 6TH LVL THIEF
Chaotic Neutral Human Thief
Hit Dice :7 Character Levels: Thief 7
Hit Points: 28 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 12
Wisdom10
Rod, Staff, or Wand
11
Dexterity
18
Petrification or Polymorph
12Constitution 10
Breath Weapon
15
Charisma
10
Spell
13
THAC0: 19 Armor Class: 4 (from behind: 10)
Physical attack: 1 for 1d8 damage
Thief skills: Pick Pocket 70%; Open Locks 67%; Find/Remove Traps 55%; Move
Silently 65%; Hide in Shadows 53%; Hear Noise 25%; Climb Walls 94%
Money carried: 6 gold
Items carried: Leather Armor; Long Sword
Experience for defeating: 225 + 8 per hit point (449) + 6 for money (455)#053 AIDES
Lawful Evil Human Fighter
Hit Dice :3 Character Levels: Fighter 3
Hit Points: 18 Movement: 12
Size: Small/Medium
Strength
16
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 13
Wisdom14
Rod, Staff, or Wand
14
Dexterity
14
Petrification or Polymorph
15
Constitution 14
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 18 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8+1 damage
Money carried: 5 silver
Items carried: Arrow (20); Long Bow; Chain Mail; Long Sword
Experience for defeating: 35 + 3 per hit point (89)#054 CORPORAL
Lawful Evil Human Fighter
Hit Dice :2 Character Levels: Fighter 2
Hit Points: 13 Movement: 12
Size: Small/Medium
Strength
16
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 14
Wisdom14
Rod, Staff, or Wand
15
Dexterity
14
Petrification or Polymorph
16Constitution 14
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 20 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 1d8 damage
Money carried: 1 silver
Experience for defeating: 20 + 2 per hit point (46)#055 HILL GIANT
Chaotic Evil Giant Monster Fighter
Hit Dice :9 Character Levels: Fighter 9
Hit Points: 41 Movement: 12
Size: Large or larger
Strength
19
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 8
Wisdom10
Rod, Staff, or Wand
9
Dexterity
0
Petrification or Polymorph
10Constitution 10
Breath Weapon
9Charisma
10
Spell
11
THAC0: 12 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 2d8 damage
Special Abilities: boulder evasion (50% chance of avoiding thrown boulders)
Money carried: 2 copper; 4 silver; 3 electrum; 2000 gold
Items carried: Boulder; Boulder
Experience for defeating: 1400 + 12 per hit point (1892) + 2001 for money(3893)
Footnote: Boulders may be thrown for 1d8+8 damage.

#056 FIRE GIANT
Lawful Evil Giant Monster Fighter
Hit Dice : 12 Character Levels: Fighter 12
Hit Points: 59 Movement: 12
Size: Large or larger
Strength
22
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 7
Wisdom10
Rod, Staff, or Wand
8
Dexterity
10
Petrification or Polymorph
9Constitution 10
Breath Weapon
8Charisma
10
Spell
10
THAC0:
9 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 5d6 damage
Special Abilities: boulder evasion (50% chance of avoiding thrown boulders);
immunity to fire
Money carried: 2000 copper; 1000 silver; 4000 gold
Experience for defeating: 2700 + 16 per hit point (3644) + 4060 for money(7704)#057 LIZARDMAN
True Neutral Monster Fighter
Hit Dice :3 Character Levels: Fighter 3
Hit Points: 11 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
10
Petrification or Polymorph
15
Constitution 10
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 16 Armor Class: 4 (from behind: 6)
Primary physical attack: 1 for 1d8 damage
Secondary physical attack: 2 for 1d2 damage
Experience for defeating: 65 + 3 per hit point (98)#058 MUTANT LIZ-MAN
True Neutral Monster Fighter
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 18 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
10
Petrification or Polymorph
15
Constitution 10
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 14 Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 1d10 damage
Secondary physical attack: 2 for 1d4 damage
Experience for defeating: 60 + 4 per hit point (132)#059 GIANT LIZARD
True Neutral Monster Fighter
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 16 Movement: 15
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
10
Petrification or Polymorph
15
Constitution 10
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 16 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8 damage
Experience for defeating: 60 + 4 per hit point (124)#060 GIANT SNAKE
True Neutral Snake Monster Fighter
Hit Dice :5 Character Levels: Fighter 5
Hit Points: 25 Movement: 12
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 15 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 3d6+2 damage
Special Abilities: save vs. poison on melee hit or die
Experience for defeating: 135 + 5 per hit point (260)#061 STIRGE
True Neutral Monster Fighter
Hit Dice :2 Character Levels: Fighter 2
Hit Points:
5 Movement: 18
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 15 Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d3 damage
Special Abilities: blood draining attack (1d4 damage per round after melee hit,
12 damage maximum)
Experience for defeating: 36 + 2 per hit point (46)#062 MINOTAUR
Chaotic Evil Monster Fighter
Hit Dice :7 Character Levels: Fighter 7
Hit Points: 33 Movement: 12
Size: Large or larger
Strength18(50) Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 13 Armor Class: 6 (from behind: 8)
Primary physical attack: 1 for 1d3 damage
Secondary physical attack: 1 for 2d4 damage
Experience for defeating: 400 + 8 per hit point (664)#063 BUGBEAR
Chaotic Evil Monster Fighter
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 16 Movement:
9
Size: Large or larger (small icon)
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
10
Petrification or Polymorph
15
Constitution 10
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 16 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 2d4 damage
Money carried: 24 copper; 18 silver
Experience for defeating: 135 + 4 per hit point (199) + 1 for money (200)#065 AHNKHEG
True Neutral Monster Fighter
Hit Dice :8 Character Levels: Fighter 8
Hit Points: 40 Movement: 12
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 10
Breath Weapon
12Charisma
10
Spell
13
THAC0: 12 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 3d6 damage
Special Abilities: 1d4 additional acid damage on melee hit; acid squirt attack(range 3, 8d4 damage, save vs. breath weapon for half damage)
Experience for defeating: 390 + 1 per hit point (430)#066 TYRANTHRAXUS
Lawful Good Monster Fighter
Hit Dice : 10 Character Levels: Fighter 10
Hit Points: 80 Movement: 24
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 7
Wisdom10
Rod, Staff, or Wand
8
Dexterity
19
Petrification or Polymorph
9Constitution 10
Breath Weapon
8Charisma
10
Spell
10
THAC0:
5 Armor Class: -4 (from behind: 2)
Primary physical attack: 2 for 1d6 damage
Secondary physical attack: 1 for 4d6 damage
Special Abilities: see invisibility; 100% magic resistance; 2d10 additionalfire damage on melee hit; dragon fear aura (opponents with 3 or fewer HD mustsave vs. magic or be paralyzed for 4d6 turns); displaced (first melee attack
always misses); dragon electrical attack (range 10, 100% chance in firstround, 50% chance thereafter, area of effect as lightning bolt, max HP
damage, save vs. breath weapon for half damage)
Experience for defeating: 2550 + 14 per hit point (3670)
Differences from tabletop: lacks repulsion breath#067 CENTAUR
Chaotic Good Monster Fighter
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 20 Movement: 18
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 15 Armor Class: 5 (from behind: 7)
Physical attack: 2 for 1d6 damage
Money carried: 6 gold; 2 gems
Experience for defeating: 85 + 4 per hit point (165) + 506 for money (671)#068 DISPLACER BEAST
Lawful Good Monster Fighter
Hit Dice :6 Character Levels: Fighter 6
Hit Points: 30 Movement: 15
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 9
Wisdom10
Rod, Staff, or Wand10
Dexterity
10
Petrification or Polymorph
11
Constitution 10
Breath Weapon
11
Charisma
10
Spell
12
THAC0: 13 Armor Class: 2 (from behind: 4)
Physical attack: 2 for 2d4 damage
Experience for defeating: 475 + 8 per hit point (715)Differences from tabletop: not displaced#069 DRIDER
Chaotic Evil Elf Fighter/Magic-User/Thief
Hit Dice :7 Character Levels: Fighter 7; Magic-User 7
Hit Points: 36 Movement: 12
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
9Constitution 10
Breath Weapon
13
Charisma
10
Spell
10
THAC0: 13 Armor Class: 2 (from behind: 5)
Physical attack: 1 for 1d4 damage
Special Abilities: save vs. paralyzation at a -2 penalty on melee hit or beparalyzed for 1d2 turns (10-20 minutes)
Spells memorized: M1 Magic Missile; M1 Sleep (2); M2 Detect Invisibility; M2
Ray of Enfeeblement; M2 Stinking Cloud; M3 Blink; M3 Fireball (2); M3 Haste
Money carried: 7 platinum; 3 gems
Items carried: Shield; Arrow (4); Composite Long Bow
Experience for defeating: 875 + 8 per hit point (1163) + 785 for money (1948)
Differences from tabletop: lacks 15% magic resistance#070 EFREETI
True Neutral Monster Fighter
Hit Dice : 10 Character Levels: Fighter 10
Hit Points: 55 Movement: 24
Size: Large or larger
Strength
19
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 8
Wisdom10
Rod, Staff, or Wand
9
Dexterity
10
Petrification or Polymorph
9Constitution 10
Breath Weapon
9Charisma
10
Spell
10
THAC0: 10 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 3d8 damage
Special Abilities: efreeti fire resistance (-1 damage per die of fire damage)
Money carried: 6 gold
Experience for defeating: 1950 + 14 per hit point (2720) + 6 for money (2726)
Differences from tabletop: lacks Enlarge and Invisibility spells#071 ETTIN
Chaotic Evil Monster Fighter
Hit Dice : 10 Character Levels: Fighter 10
Hit Points: 50 Movement: 12
Size: Large or larger
Strength
19
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 8
Wisdom10
Rod, Staff, or Wand
9
Dexterity
10
Petrification or Polymorph
10Constitution 10
Breath Weapon
9Charisma
10
Spell
11
THAC0: 10 Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 2d8 damage
Secondary physical attack: 1 for 3d6 damage
Experience for defeating: 1950 + 14 per hit point (2650)#072 GHOUL
Chaotic Evil Undead Monster Fighter
Clerics turn using this line on table: Ghoul
Hit Dice :2 Character Levels: Fighter 2
Hit Points: 10 Movement:
9
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 16 Armor Class: 6 (from behind: 8)
Primary physical attack: 2 for 1d3 damage
Secondary physical attack: 1 for 1d6 damage
Special Abilities: immunity to sleep and charm spells; save vs. paralyzation onmelee hit or be paralyzed for 1d6+2 rounds (does not affect elves)
Experience for defeating: 65 + 2 per hit point (85)

#073 GNOLL
Chaotic Evil Monster Fighter
Hit Dice :2 Character Levels: Fighter 2
Hit Points: 10 Movement:
9
Size: Large or larger (reversed)
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 16 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 2d4 damage
Money carried: 12 electrum; 8 gold
Experience for defeating: 28 + 2 per hit point (48) + 14 for money (62)Differences from tabletop: marked as Small/Medium in game files, though still
has a Large icon
#074 GIANT MANTIS
True Neutral Monster Fighter
Hit Dice : 10 Character Levels: Fighter 10
Hit Points: 55 Movement: 12
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 8
Wisdom10
Rod, Staff, or Wand
9
Dexterity
10
Petrification or Polymorph
9Constitution 10
Breath Weapon
9Charisma
10
Spell
10
THAC0: 10 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 2d6 damage
Special Abilities: bite and hold attack (attack holds defender in place)
Experience for defeating: 1350 + 14 per hit point (2120)#075 6TH LVL FIGHTER
True Neutral Human Fighter
Hit Dice :6 Character Levels: Fighter 6
Hit Points: 45 Movement: 12
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 12
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
14
Spell
14
THAC0: 12 Armor Class: 1 (from behind: 4)
Physical attack: 1 for 1d8+2 damage
Money carried: 15 copper
Items carried: Shield; Plate Armor; Long Sword +1
Experience for defeating: 150 + 6 per hit point (420) + 400 for items (820)#076 7TH LVL DW FIGH
True Neutral Dwarf Fighter
Hit Dice :7 Character Levels: Fighter 7
Hit Points: 50 Movement: 12
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 12
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 10
Breath Weapon
12Charisma
14
Spell
13
THAC0: 13 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 2d4+2 damage
Money carried: 3 gold
Items carried: Lucern Hammer +1
Experience for defeating: 225 + 8 per hit point (625) + 3 for money (628) + 400
for items (1028)#077 7TH LVL THIEF
Chaotic Neutral Human Thief
Hit Dice :7 Character Levels: Thief 7
Hit Points: 28 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 12
Wisdom10
Rod, Staff, or Wand
11
Dexterity
18
Petrification or Polymorph
12Constitution 10
Breath Weapon
15
Charisma
10
Spell
13
THAC0: 19 Armor Class: 4 (from behind: 10)
Physical attack: 1 for 1d6 damage
Thief skills: Pick Pocket 70%; Open Locks 67%; Find/Remove Traps 55%; Move
Silently 65%; Hide in Shadows 53%; Hear Noise 25%; Climb Walls 94%
Money carried: 6 gold
Items carried: Leather Armor; Wand of Magic Missiles (23 charges)
Experience for defeating: 225 + 8 per hit point (449) + 6 for money (455) +4000 for items (4455)#078 2ND LVL CLERIC
Neutral Good Monster Cleric
Hit Dice :2 Character Levels: Cleric 2
Hit Points:
8 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 10
Wisdom14
Rod, Staff, or Wand
13
Dexterity
10
Petrification or Polymorph
14Constitution 10
Breath Weapon
16
Charisma
10
Spell
15
THAC0: 20 Armor Class: 10 (from behind: 12)
Physical attack: 1 for 1d4 damage
Money carried: 4 silver
Experience for defeating: 20 + 2 per hit point (36)

#079 DIANE
True Neutral Human Magic-User
Hit Dice :5 Character Levels: Magic-User 5
Hit Points: 20 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 15
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
13
Dexterity
10
Petrification or Polymorph
11
Constitution 10
Breath Weapon
15
Charisma
10
Spell
12
THAC0: 20 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 1d4 damage
Spells memorized: M1 Magic Missile (7)Money carried: 20 copper
Items carried: Dagger
Experience for defeating: 90 + 5 per hit point (190)#080 7TH LVL FIGHTER
True Neutral Dwarf Fighter
Hit Dice :7 Character Levels: Fighter 7
Hit Points: 50 Movement: 12
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 12
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 10
Breath Weapon
12Charisma
14
Spell
13
THAC0: 14 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d10+1 damage
Money carried: 3 gold
Items carried: Plate Armor; Two-Handed Sword
Experience for defeating: 225 + 8 per hit point (625) + 3 for money (628)#081 YARASH
Lawful Evil Human Magic-User
Hit Dice :9 Character Levels: Magic-User 9
Hit Points: 27 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 18
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
9Constitution 10
Breath Weapon
13
Charisma
10
Spell
10
THAC0: 19 Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d4+2 damage
Spells memorized: M1 Magic Missile (3); M1 Shield; M2 Mirror Image; M2 Stinking
Cloud (2); M3 Blink; M3 Fireball; M3 Protection from Normal Missiles
Money carried: 8 platinum
Items carried: Potion of Speed; Wand of Paralyzation (23 charges); Potion of
Healing (2); Bracers AC 4
Experience for defeating: 600 + 12 per hit point (924) + 40 for money (964) +4000 for items (4964)

#082 LEVEL 6 MU
True Neutral Human Magic-User
Hit Dice :6 Character Levels: Magic-User 6
Hit Points: 23 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 15
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
9Constitution 10
Breath Weapon
13
Charisma
10
Spell
10
THAC0: 17 Armor Class: 6 (from behind: 8)
Physical attack: 1 for 1d4+2 damage
Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2
Stinking Cloud; M3 Fireball (2)Money carried: 20 copper; 15 silver
Items carried: Magic-User Scroll (Fireball, Blink, Blink); Dagger +2; Ring ofProtection +3; Cloak of Displacement; Wand of Lightning (67 charges)
Experience for defeating: 150 + 6 per hit point (288) + 9600 for items (9888)
Footnote: This monster does not actually appear anywhere.
#083 7TH LVL CLERIC
Lawful Evil Human Cleric
Hit Dice :7 Character Levels: Cleric 7
Hit Points: 42 Movement: 12
Size: Small/Medium
Strength
15
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 7
Wisdom18
Rod, Staff, or Wand10
Dexterity
14
Petrification or Polymorph
11
Constitution 14
Breath Weapon
13
Charisma
10
Spell
12
THAC0: 14 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d6+3 damage
Spells memorized: C1 Curse (4); C2 Hold Person (3); C2 Silence, 15' Radius; C3
Prayer; C3 Bestow Curse (2)Money carried: 15 gold
Items carried: Potion of Healing; Banded Armor +2; Mace +2
Experience for defeating: 350 + 8 per hit point (686) + 15 for money (701) +2000 for items (2701)#084 6TH LVL FIGHTER
True Neutral Human Fighter
Hit Dice :6 Character Levels: Fighter 6
Hit Points: 45 Movement: 12
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 12
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
14
Spell
14
THAC0: 11 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d10+3 damage
Money carried: 15 copper
Items carried: Javelin of Lightning; Two-Handed Sword +2; Chain Mail +1
Experience for defeating: 150 + 6 per hit point (420) + 1600 for items (2020)

#085 8TH LVL FIGHTER
True Neutral Human Fighter
Hit Dice :8 Character Levels: Fighter 8
Hit Points: 87 Movement: 12
Size: Small/Medium
Strength
18(51) Base saving throws versus:Intelligence 12
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 18
Breath Weapon
12Charisma
14
Spell
13
THAC0: 12 Armor Class: 1 (from behind: 3)
Physical attack: 1.5 for 1d10+5 damage
Money carried: 5 platinum
Items carried: Ring of Protection +3; Two-Handed Sword +2; Plate Mail +2
Experience for defeating: 500 + 10 per hit point (1370) + 25 for money (1395) +2800 for items (4195)#086 AL-HYAM DAZID
Lawful Evil Human Magic-User
Hit Dice :7 Character Levels: Magic-User 7
Hit Points: 22 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 18
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
9Constitution 10
Breath Weapon
13
Charisma
10
Spell
10
THAC0: 19 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d4+2 damage
Spells memorized: M1 Reduce; M1 Magic Missile (2); M1 Shield; M2 Mirror Image;M2 Stinking Cloud; M3 Fireball (2)Money carried: 15 gold
Items carried: Wand of Lightning (20 charges); Ring of Fire Resistance; Bracers
AC 3
Experience for defeating: 350 + 8 per hit point (526) + 15 for money (541) +8000 for items (8541)#087 ENVOY
True Neutral Human Cleric/Fighter/Magic-User
Hit Dice :6 Character Levels: Fighter 6; Magic-User 6
Hit Points: 45 Movement: 12
Size: Small/Medium
Strength
18(51) Base saving throws versus:Intelligence 18
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
11
Constitution 17
Breath Weapon
13
Charisma
14
Spell
12
THAC0: 11 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d10+5 damage
Spells memorized: M1 Magic Missile (2); M1 Sleep (2); M2 Mirror Image; M2
Stinking Cloud; M3 Fireball
Money carried: 5 gold
Items carried: Two-Handed Sword +2; Plate
Experience for defeating: 225 + 6 per hit point (495) + 5 for money (500) + 800
for items (1300)

#088 GENHEERIS
Lawful Evil Human Magic-User
Hit Dice :7 Character Levels: Magic-User 7
Hit Points: 22 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 18
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
9Constitution 10
Breath Weapon
13
Charisma
10
Spell
10
THAC0: 19 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 1d4+2 damage
Spells known: M1 Burning Hands; M1 Charm Person; M1 Magic Missile; M1 Shield;
M1 Sleep; M2 Invisibility; M2 Mirror Image; M2 Ray of Enfeeblement; M2
Stinking Cloud; M3 Fireball; M3 Haste; M3 Lightning Bolt; M3 Protection from
Normal Missiles
Spells memorized: M1 Magic Missile (3); M1 Sleep; M2 Stinking Cloud (2); M3
Fireball (2)Money carried: 15 gold
Items carried: Wand of Lightning (56 charges)
Experience for defeating: 350 + 8 per hit point (526) + 15 for money (541) +4000 for items (4541)#089 5TH LVL MU
True Neutral Human Magic-User
Hit Dice :5 Character Levels: Magic-User 5
Hit Points: 20 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 15
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
13
Dexterity
10
Petrification or Polymorph
11
Constitution 10
Breath Weapon
15
Charisma
10
Spell
12
THAC0: 20 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 1d4 damage
Spells memorized: M1 Charm Person (2); M1 Magic Missile (2); M2 Mirror Image;M2 Stinking Cloud; M3 Hold Person
Money carried: 20 copper
Items carried: Dagger
Experience for defeating: 90 + 5 per hit point (190)#090 1ST LVL CLERIC
Neutral Good Monster Cleric
Hit Dice :1 Character Levels: Cleric 1
Hit Points:
8 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 10
Wisdom14
Rod, Staff, or Wand
13
Dexterity
10
Petrification or Polymorph
14Constitution 10
Breath Weapon
16
Charisma
10
Spell
15
THAC0: 20 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d6+1 damage
Spells memorized: C1 Bless; C1 Detect Magic; M1 Reduce
Money carried: 4 silver
Items carried: Mace; Chain Mail
Experience for defeating: 10 + 1 per hit point (18)

#091 LEVEL 5 CLERIC
Neutral Good Monster Cleric
Hit Dice :5 Character Levels: Cleric 5
Hit Points: 29 Movement: 12
Size: Small/Medium
Strength
14
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 9
Wisdom18
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 14
Breath Weapon
15
Charisma
10
Spell
14
THAC0: 15 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d6+4 damage
Spells memorized: C1 Bless (2); C1 Cure Light Wounds (3); C2 Hold Person (5);C3 Cause Blindness
Money carried: 4 silver
Items carried: Necklace of Missiles (6 charges); Mace +3; Plate Mail +1
Experience for defeating: 130 + 5 per hit point (275) + 2400 for items (2675)#092 TYRANTHRAXUS
Chaotic Neutral Human Thief
Hit Dice :8 Character Levels: Thief 8
Hit Points: 40 Movement: 12
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 12
Wisdom10
Rod, Staff, or Wand
11
Dexterity
18
Petrification or Polymorph
12Constitution 10
Breath Weapon
15
Charisma
10
Spell
13
THAC0: 14 Armor Class: 3 (from behind: 9)
Physical attack: 1 for 1d8+6 damage
Thief skills: Pick Pocket 75%; Open Locks 72%; Find/Remove Traps 60%; Move
Silently 72%; Hide in Shadows 59%; Hear Noise 25%; Climb Walls 96%; Read
Languages 40%
Money carried: 4 gold
Items carried: Gauntlets of Ogre Power; Ring of Protection +3; Long Sword +5
Experience for defeating: 375 + 8 per hit point (695) + 4 for money (699) +4400 for items (5099)#093 6TH LVL THIEF
Chaotic Neutral Human Thief
Hit Dice :7 Character Levels: Thief 7
Hit Points: 28 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 12
Wisdom10
Rod, Staff, or Wand
11
Dexterity
18
Petrification or Polymorph
12Constitution 10
Breath Weapon
15
Charisma
10
Spell
13
THAC0: 19 Armor Class: 6 (from behind: 12)
Physical attack: 1 for 1d6 damage
Special Abilities: camouflaged (95% effective invisibility)
Thief skills: Pick Pocket 70%; Open Locks 67%; Find/Remove Traps 55%; Move
Silently 65%; Hide in Shadows 53%; Hear Noise 25%; Climb Walls 94%
Money carried: 6 gold
Experience for defeating: 225 + 8 per hit point (449) + 6 for money (455)#094 LEVEL 3 MU
True Neutral Human Magic-User
Hit Dice :3 Character Levels: Magic-User 3
Hit Points:
9 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 15
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
13
Dexterity
10
Petrification or Polymorph
11
Constitution 10
Breath Weapon
15
Charisma
10
Spell
12
THAC0: 20 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 1d4+2 damage
Spells memorized: M1 Magic Missile; M1 Sleep; M2 Stinking Cloud
Money carried: 20 copper
Items carried: Wand of Magic Missiles (67 charges)
Experience for defeating: 50 + 3 per hit point (77) + 4000 for items (4077)#095 DRYTHH
True Neutral Monster Fighter
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 18 Movement:
6
Size: Small/Medium
Strength
18(00) Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
10
Petrification or Polymorph
15
Constitution 10
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 14 Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 1d10 damage
Secondary physical attack: 2 for 1d4 damage
Experience for defeating: 60 + 4 per hit point (132)#096 GUARD
True Neutral Human Fighter
Hit Dice :0
Hit Points:
4 Movement: 12
Size: Small/Medium
Strength
16
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 14
Wisdom14
Rod, Staff, or Wand
15
Dexterity
14
Petrification or Polymorph
16Constitution 14
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 20 Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d8+1 damage
Money carried: 5 copper
Items carried: Long Sword; Leather Armor; Quarrel; Light Crossbow
Experience for defeating: 10 + 1 per hit point (14)

#097 BANDIT
True Neutral Human Fighter
Hit Dice :0
Hit Points:
6 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 5 (from behind: 8)
Physical attack: 1 for 1d6 damage
Money carried: 15 copper
Items carried: Arrow (20); Long Bow; Short Sword; Shield; Leather Armor
Experience for defeating: 10 + 1 per hit point (16)#098 MERCHANT
True Neutral Human Fighter
Hit Dice :0
Hit Points:
6 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
15
Dexterity
10
Petrification or Polymorph
16Constitution 10
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 5 (from behind: 8)
Physical attack: 1 for 1d6 damage
Money carried: 15 copper
Items carried: Arrow (20); Long Bow; Short Sword; Shield; Leather Armor
Experience for defeating: 10 + 1 per hit point (16)#099 BUCCANEER
True Neutral Human Fighter
Hit Dice :0
Hit Points:
4 Movement: 12
Size: Small/Medium
Strength
16
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 14
Wisdom14
Rod, Staff, or Wand
15
Dexterity
14
Petrification or Polymorph
16Constitution 14
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 20 Armor Class: 10 (from behind: 12)
Physical attack: 1 for 1d8 damage
Money carried: 5 copper
Experience for defeating: 10 + 1 per hit point (14)

#100 3RD LVL FIGHTER
Lawful Evil Human Fighter
Hit Dice :3 Character Levels: Fighter 3
Hit Points: 18 Movement: 12
Size: Small/Medium
Strength
16
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 13
Wisdom14
Rod, Staff, or Wand
14
Dexterity
14
Petrification or Polymorph
15
Constitution 14
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 18 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d8+1 damage
Money carried: 5 silver
Items carried: Long Sword; Plate Armor; Quarrel (15); Heavy Crossbow
Experience for defeating: 35 + 3 per hit point (89)#101 5TH LVL FIGHTER
True Neutral Human Fighter
Hit Dice :5 Character Levels: Fighter 5
Hit Points: 39 Movement: 12
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 11
Wisdom14
Rod, Staff, or Wand
12
Dexterity
15
Petrification or Polymorph
13
Constitution 14
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 16 Armor Class: 9 (from behind: 12)
Physical attack: 1 for 1d8 damage
Money carried: 5 copper; 2 silver
Experience for defeating: 90 + 5 per hit point (285)#102 CAPTAIN
Lawful Evil Human Fighter
Hit Dice : 10 Character Levels: Fighter 10
Hit Points: 110 Movement:
9
Size: Small/Medium
Strength
18(51) Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 8
Wisdom10
Rod, Staff, or Wand
9
Dexterity
17
Petrification or Polymorph
10Constitution 17
Breath Weapon
9Charisma
14
Spell
11
THAC0:
8 Armor Class: -6 (from behind: 2)
Physical attack: 1.5 for 1d8+7 damage
Money carried: 18 gold; 6 platinum
Items carried: Shield +2; Long Sword +4; Plate Mail +3; Quarrel (15); Light
CrossbowExperience for defeating: 900 + 14 per hit point (2440) + 48 for money (2488) +3600 for items (6088)

#103 WARRIOR
Lawful Evil Human Fighter
Hit Dice :2 Character Levels: Fighter 2
Hit Points: 13 Movement:
9
Size: Small/Medium
Strength
16
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 14
Wisdom14
Rod, Staff, or Wand
15
Dexterity
14
Petrification or Polymorph
16Constitution 14
Breath Weapon
17
Charisma
10
Spell
17
THAC0: 19 Armor Class: 3 (from behind: 6)
Physical attack: 1 for 1d8+1 damage
Money carried: 1 silver
Items carried: Shield; Long Bow; Arrow (60); Silver Battle Axe; Banded Mail
Experience for defeating: 20 + 2 per hit point (46)#104 PRINCESS FATIMA
Lawful Good Human Fighter
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 33 Movement: 12
Size: Small/Medium
Strength
18(01) Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
18
Petrification or Polymorph
15
Constitution 16
Breath Weapon
16
Charisma
15
Spell
16
THAC0: 16 Armor Class: 3 (from behind: 10)
Physical attack: 1 for 1d6+3 damage
Items carried: Shield; Leather Armor; Short Sword
Experience for defeating: 90 + 5 per hit point (255)#105 VAMPIRE
Chaotic Evil Undead Monster Fighter
Clerics turn using this line on table: Vampire
Hit Dice :9 Character Levels: Fighter 9
Hit Points: 15 Movement: 12
Size: Small/Medium
Strength
18(76) Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 8
Wisdom10
Rod, Staff, or Wand
9
Dexterity
10
Petrification or Polymorph
10Constitution 10
Breath Weapon
9Charisma
10
Spell
11
THAC0: 14 Armor Class: 1 (from behind: 3)
Physical attack: 1 for 1d6+4 damage
Special Abilities: half damage from cold; vulnerability to holy water; half
damage from electricity; charming gaze (free Charm Person every round; -2
penalty to save); immunity to sleep, charm, paralysis, and poison; immunity
to non-magical weapons; immunity to gaze attacks; regenerate 3 hit points perround; level-draining melee attack (2 levels)
Experience for defeating: 3800 + 12 per hit point (3980)

#106 WOLF
True Neutral Monster Fighter
Hit Dice :3 Character Levels: Fighter 3
Hit Points: 18 Movement: 18
Size: Large or larger (reversed)
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
10
Petrification or Polymorph
15
Constitution 10
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 16 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d4+1 damage
Experience for defeating: 35 + 3 per hit point (89)#107 DIRTEN
Lawful Good Human Cleric
Hit Dice :5 Character Levels: Cleric 5
Hit Points: 26 Movement:
9
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 15
Paralyzation, Poison, or Death 9
Wisdom16
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 9
Breath Weapon
15
Charisma
15
Spell
14
THAC0: 18 Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d6+1 damage
Spells known: All Cleric level 1 spells; All Cleric level 2 spells; All Clericlevel 3 spells
Spells memorized: C1 Bless (2); C1 Cure Light Wounds (3); C2 Find Traps; C2
Hold Person (2); C2 Slow Poison; C2 Spiritual Hammer; C3 Prayer
Money carried: 20 copper
Items carried: Wooden Holy Symbol; Mace; Chain Mail
Experience for defeating: 150 + 6 per hit point (306)#108 ACOLYTE
Neutral Good Monster Cleric
Hit Dice :1 Character Levels: Cleric 1
Hit Points:
8 Movement:
9
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 10
Wisdom14
Rod, Staff, or Wand
13
Dexterity
10
Petrification or Polymorph
14Constitution 10
Breath Weapon
16
Charisma
10
Spell
15
THAC0: 20 Armor Class: 4 (from behind: 7)
Physical attack: 1 for 1d6+1 damage
Spells known: All Cleric level 1 spells
Spells memorized: C1 Bless; C1 Cure Light Wounds; C1 Detect Magic
Money carried: 4 silver
Items carried: Silver Holy Symbol of Sune; Holy Water Vial; Shield; Mace; Chain
Mail
Experience for defeating: 10 + 1 per hit point (18)

#109 HERO
Lawful Evil Human Fighter
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 35 Movement:
9
Size: Small/Medium
Strength
17
Base saving throws versus:Intelligence 14
Paralyzation, Poison, or Death 13
Wisdom14
Rod, Staff, or Wand
14
Dexterity
17
Petrification or Polymorph
15
Constitution 17
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 14 Armor Class: -1 (from behind: 4)
Physical attack: 1 for 1d10+2 damage
Money carried: 5 silver
Items carried: Long Bow; Arrow (60); Two-Handed Sword +1; Plate Mail +1
Experience for defeating: 60 + 4 per hit point (200) + 800 for items (1000)#110 THEURGIST
True Neutral Human Magic-User
Hit Dice :4 Character Levels: Magic-User 4
Hit Points: 13 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 15
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
13
Dexterity
10
Petrification or Polymorph
11
Constitution 10
Breath Weapon
15
Charisma
10
Spell
12
THAC0: 20 Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d4 damage
Spells known: M1 Magic Missile; M1 Read Magic; M1 Sleep; M2 Knock; M2 Stinking
Cloud
Spells memorized: M1 Read Magic; M1 Sleep (2); M2 Knock; M2 Stinking Cloud
Money carried: 20 copper
Items carried: Dart (6); Dagger; Ring of Protection +1 (improves saving
throws)Experience for defeating: 75 + 4 per hit point (127) + 400 for items (527)#111 ROBBER
Chaotic Neutral Human Thief
Hit Dice :4 Character Levels: Thief 4
Hit Points: 16 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
12
Dexterity
18
Petrification or Polymorph
14Constitution 10
Breath Weapon
16
Charisma
10
Spell
15
THAC0: 19 Armor Class: 3 (from behind: 9)
Physical attack: 1 for 1d6+1 damage
Thief skills: Pick Pocket 55%; Open Locks 62%; Find/Remove Traps 40%; Move
Silently 43%; Hide in Shadows 35%; Hear Noise 15%; Climb Walls 88%
Money carried: 5 silver
Items carried: Leather Armor +1; Short Sword +1
Experience for defeating: 90 + 5 per hit point (170) + 800 for items (970)

#112 CURATE
Lawful Good Human Cleric
Hit Dice :4 Character Levels: Cleric 4
Hit Points: 26 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 15
Paralyzation, Poison, or Death 9
Wisdom16
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 9
Breath Weapon
15
Charisma
15
Spell
14
THAC0: 18 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d6+1 damage
Spells known: All Cleric level 1 spells; All Cleric level 2 spells
Spells memorized: C1 Bless (2); C1 Cure Light Wounds (3); C2 Hold Person (2);C2 Slow Poison; C2 Spiritual Hammer
Money carried: 20 copper
Items carried: Mace; Plate Mail
Experience for defeating: 90 + 5 per hit point (220)#113 HIPPOGRIFF
True Neutral Monster Fighter
Hit Dice :4
Hit Points: 18 Movement: 36
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
10
Petrification or Polymorph
15
Constitution 10
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 15 Armor Class: 5 (from behind: 7)
Primary physical attack: 2 for 1d6 damage
Secondary physical attack: 1 for 1d10 damage
Experience for defeating: 60 + 4 per hit point (132)#114 MUMMY
Lawful Evil Undead Human Fighter
Clerics turn using this line on table: Mummy
Hit Dice :7 Character Levels: Fighter 7
Hit Points: 33 Movement:
6
Size: Small/Medium
Strength
18(51) Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 10
Breath Weapon
13
Charisma
10
Spell
13
THAC0: 13 Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d12 damage
Special Abilities: vulnerability to holy water; vulnerability to fire (50%extra damage); immunity to cold; immunity to sleep, charm, paralysis, andpoison; immunity to non-magical weapons; half damage from magical weapons;disease melee attack; mummy fear aura (at start of combat, all opponents mustsave or be paralyzed; humans save with a +2 bonus); vulnerability toelectricity (sometimes)
Experience for defeating: 1150 + 8 per hit point (1414)

#116 PHASE SPIDER
True Neutral Monster Fighter
Hit Dice :6
Hit Points: 35 Movement:
6
Size: Large or larger (reversed)
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 13 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d6 damage
Special Abilities: blinking; save vs. poison at a -2 penalty on melee hit ordieExperience for defeating: 700 + 6 per hit point (910)#118 THRI-KREEN
Chaotic Neutral Monster Fighter
Hit Dice :7 Character Levels: Fighter 7
Hit Points: 33 Movement: 18
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 10
Wisdom10
Rod, Staff, or Wand
11
Dexterity
10
Petrification or Polymorph
12Constitution 10
Breath Weapon
12Charisma
10
Spell
13
THAC0: 13 Armor Class: 5 (from behind: 7)
Primary physical attack: 4 for 1d4 damage
Secondary physical attack: 1 for 1d4+1 damage
Special Abilities: missile evasion (60% chance of avoiding any missile attack);
save vs. paralyzation on melee hit or be paralyzed for 2d8 rounds
Money carried: 3 gems
Experience for defeating: 800 + 8 per hit point (1064) + 750 for money (1814)#119 TIGER
True Neutral Monster Fighter
Hit Dice :6 Character Levels: Fighter 6
Hit Points: 38 Movement: 12
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 11
Wisdom10
Rod, Staff, or Wand
12
Dexterity
10
Petrification or Polymorph
13
Constitution 10
Breath Weapon
13
Charisma
10
Spell
14
THAC0: 13 Armor Class: 6 (from behind: 8)
Primary physical attack: 2 for 1d4+1 damage
Secondary physical attack: 1 for 1d10 damage
Special Abilities: rear claw rake (2 additional 2d4 attacks if 2 melee attacks
hit)
Experience for defeating: 225 + 6 per hit point (453)#120 WILD BOAR
True Neutral Monster Fighter
Hit Dice :4 Character Levels: Fighter 4
Hit Points: 18 Movement: 15
Size: Large or larger (reversed)
Strength
10
Base saving throws versus:Intelligence 3
Paralyzation, Poison, or Death 13
Wisdom10
Rod, Staff, or Wand
14
Dexterity
10
Petrification or Polymorph
15
Constitution 10
Breath Weapon
16
Charisma
10
Spell
16
THAC0: 15 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 3d4 damage
Special Abilities: can continue to fight for 1d4+1 additional rounds after
being reduced to 0 to -6 hit points
Experience for defeating: 85 + 4 per hit point (157)#121 WYVERN
Neutral Evil Monster Fighter
Hit Dice :9 Character Levels: Fighter 9
Hit Points: 42 Movement: 24
Size: Large or larger
Strength
10
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 8
Wisdom10
Rod, Staff, or Wand
9
Dexterity
10
Petrification or Polymorph
10Constitution 10
Breath Weapon
9Charisma
10
Spell
11
THAC0: 12 Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 2d8 damage
Secondary physical attack: 1 for 1d6 damage
Special Abilities: save vs. poison on melee hit or die
Experience for defeating: 925 + 10 per hit point (1345)#122 EVOKER
True Neutral Human Magic-User
Hit Dice :2 Character Levels: Magic-User 2
Hit Points:
6 Movement: 12
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 15
Paralyzation, Poison, or Death 14
Wisdom10
Rod, Staff, or Wand
13
Dexterity
10
Petrification or Polymorph
11
Constitution 9
Breath Weapon
15
Charisma
15
Spell
12
THAC0: 20 Armor Class: 9 (from behind: 11)
Physical attack: 1 for 1d4 damage
Spells known: M1 Magic Missile; M1 Read Magic; M1 Sleep
Spells memorized: M1 Sleep (2)Money carried: 20 copper
Items carried: Dart (6); Dagger
Experience for defeating: 35 + 3 per hit point (53)

#123 KOBOLD
Lawful Evil Monster Fighter
Hit Dice :0
Hit Points:
3 Movement:
6
Size: Small/Medium
Strength
10
Base saving throws versus:Intelligence 6
Paralyzation, Poison, or Death 16
Wisdom10
Rod, Staff, or Wand17
Dexterity
10
Petrification or Polymorph
18
Constitution 10
Breath Weapon
20
Charisma
10
Spell
19
THAC0: 21 Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d6 damage
Money carried: 16 copper
Items carried: Arrow (30); Short Bow; Short Sword
Experience for defeating: 5 + 1 per hit point (8)#124 EFREETI
True Neutral Monster Fighter
Hit Dice : 10 Character Levels: Fighter 10
Hit Points: 55 Movement: 24
Size: Large or larger
Strength
19
Base saving throws versus:Intelligence 10
Paralyzation, Poison, or Death 8
Wisdom10
Rod, Staff, or Wand
9
Dexterity
10
Petrification or Polymorph
9Constitution 10
Breath Weapon
9Charisma
10
Spell
10
THAC0: 10 Armor Class: 2 (from behind: 4)
Physical attack: 1 for 3d8 damage
Special Abilities: efreeti fire resistance (-1 damage per die of fire damage)
Money carried: 6 gold
Experience for defeating: 1950 + 14 per hit point (2720) + 6 for money (2726)
Differences from tabletop: lacks Enlarge and Invisibility spells
SECTION 11 – Hacking the Game----------------------------SECTION 11.1 – Hacking Overview------------------------------SECTION 11.1.1 - Useful Hacking Utilities--------------------------------------Gold Box Companion is not just useful for playing the game; it now includes
numerous utilities useful for hacking.
http://gbc.zorbus.net/
DAXDump and ECLDump can be used to unpack the *.DAX files.
it from:
http://gbc.zorbus.net/daxdump.zip

You may download

Gold Box Explorer will allow you to investigate the contests of *.DAX and*.ECL files. Its project page is at:https://github.com/bsimser/Gold-Box-Explorer
The Curse of the Azure Bonds remake is for the sequel, but it was helpful for
figuring out Gold Box-specific mechanics:
http://simeonpilgrim.com/blog/2008/07/22/curse-of-the-azure-bonds-build-1013/
The executable is partially compressed.

You can use UNP to decompress it

(which should not interfere with playing the game):
http://unp.bencastricum.nl/
SECTION 11.1.2 - DAX File Format-------------------------------The DAX file format compresses multiple files in each DAX file, using a form of
run-length encoding.
Header:* 2 bytes: little-endian 16-bit length of the rest of the header* Series of 9 byte file descriptors:
Hex
Offset Function
00 Number of this file (must be unique to this specific DAX)
01-04 Little-endian 32-bit offset of the beginning of the file
05-06 Little-endian 16-bit length of the decompressed file
07-08 Little-endian 16-bit length of the compressed data
File (offsets do not count the header):First byte is the run length:* If run length bit 128 not set:
Copy the next (run length + 1) bytes to the decompressed file as is.
* If run length bit 128 set:
Treat run length as signed 8-bit, then negate: repeat this number of thesucceeding byte.
If there are data left, the next byte is now the new run length.
SECTION 11.2 – Data Structures-----------------------------SECTION 11.2.1 - Creature File Format------------------------------------This is for both characters (*.SAV in a saved game, *.CHA outside the party)
and monsters (MON?CHA.DAX, must be dumped with one of the hacking utilities).
A * indicates fields values that are defined, but not supported, by the game.
For known spells (0x33 to 0x69), 0 means spell is not known, 1 means spell isknown. The number of the spell description is used in memorized spells(0x17 to 0x2B).
Hex
Offset000001-00F
010
011
012
013
014
015
016
017-02B
02C
02D
02E

Function (offsets are in hexadecimal, values are in decimal)
Length of name (valid values: 1-15)
Character name (standard ASCII encoding)Strength (current; does not include extraordinary strength)Intelligence (current)
Wisdom (current)
Dexterity (current)
Constitution (current)
Charisma (current)
Extraordinary strength (current; only valid when offset 0x10 = 18)
Memorized spells (0 means no spell; anything else is a single spell)(always 0x00 for monsters)
60 minus base THAC0Race:
0 monster
1 dwarf
2 elf

02F

030-031
032
033
034
035
036
037
038
039
03A
03B
03C
03D
03E
03F
040
041
042
043
044
045
046
047
048
049
04A
04B
04C
04D
04E
04F
050
051
052
053
054

3 gnome4 half-elf
5 halfling
6* half-orc
7 humanClass:
0 cleric
1* druid
2 fighter3* paladin
4* ranger
5 magic-user
6 thief
7* monk
8 cleric/fighter
9 cleric/fighter/magic-user
10* cleric/ranger
11 cleric/magic-user
12* cleric/thief
13 fighter/magic-user
14 fighter/thief
15 fighter/magic-user/thief
16 magic-user/thief
17 monster
Age (little-endian)
Maximum hit points
Spell 1: C1 BlessSpell 2: C1 Curse
Spell 3: C1 Cure Light Wounds
Spell 4: C1 Cause Light Wounds
Spell 5: C1 Detect Magic
Spell 6: C1 Protection from Evil
Spell 7: C1 Protection from Good
Spell 8: C1 Resist Cold
Spell 9: M1 Burning Hands
Spell 10: M1 Charm Person
Spell 11: M1 Detect Magic
Spell 12: M1 Enlarge
Spell 13: M1 Reduce
Spell 14: M1 Friends
Spell 15: M1 Magic Missile
Spell 16: M1 Protection from Evil
Spell 17: M1 Protection from Good
Spell 18: M1 Read Magic
Spell 19: M1 Shield
Spell 20: M1 Shocking Grasp
Spell 21: M1 Sleep
Spell 22: C2 Find Traps
Spell 23: C2 Hold Person
Spell 24: C2 Resist Fire
Spell 25: C2 Silence, 15' Radius
Spell 26: C2 Slow Poison
Spell 27: C2 Snake Charm
Spell 28: C2 Spiritual Hammer
Spell 29: M2 Detect Invisibility
Spell 30: M2 Invisibility
Spell 31: M2 Knock
Spell 32: M2 Mirror Image
Spell 33: M2 Ray of Enfeeblement
Spell 34: M2 Stinking Cloud

055
056
057
058
059
05A
05B
05C
05D
05E
05F
060
061
062
063
064
065
066
067
068
069
06A
06B
06C

Spell 35: M2 Strength
Spell 36: C3 Animate Dead
Spell 37: C3 Cure Blindness
Spell 38: C3 Cause Blindness
Spell 39: C3 Cure Disease
Spell 40: C3 Cause Disease
Spell 41: C3 Dispel Magic
Spell 42: C3 Prayer
Spell 43: C3 Remove Curse
Spell 44: C3 Bestow Curse
Spell 45: M3 Blink
Spell 46: M3 Dispel Magic
Spell 47: M3 Fireball
Spell 48: M3 Haste
Spell 49: M3 Hold Person
Spell 50: M3 Invisibility, 10' Radius
Spell 51: M3 Lightning Bolt
Spell 52: M3 Protection from Evil, 10' Radius
Spell 53: M3 Protection from Good, 10' Radius
Spell 54: M3 Protection from Normal Missiles
Spell 55: M3 Slow
Spell 56: C7 Restoration
Highest level
Lower 7 bits, icon size (1 = 1x1, 2 = 1x2, 3 = 2x1, 4 = 2x2)
bit 128 = creature is Large or larger
06D Base saving throw vs. paralyzation, poison or death
06E Base saving throw vs. petrification or polymorph
06F Base saving throw vs. rod, staff or wand070 Base saving throw vs. breath weapon
071 Base saving throw vs. spell
072 Base movement073 Hit dice
074 Drained levels
075 Drained hit points
076 If non-zero, can be turned (number indicates which line on table)
077 Thief skill (includes all modifiers): Pick Pockets
078 Thief skill (includes all modifiers): Open Locks
079 Thief skill (includes all modifiers): Find/Remove Traps
07A Thief skill (includes all modifiers): Move Silently
07B Thief skill (includes all modifiers): Hide in Shadows
07C Thief skill (includes all modifiers): Hear Noise
07D Thief skill (includes all modifiers): Climb Walls
07E Thief skill (includes all modifiers): Read Languages
07F-082 Effects pointer
083 (always 0xff for monsters)
084 NPC status (always 0xff for monsters)
085 NPC treasure share (looks like it's supposed to be lower 7 bits asshare, bit 128 as item flag ... except this is 255 half the time)
086-087 (always 0x00 for monsters)
088-089 Copper coins (little-endian)
08A-08B Silver coins (little-endian)
08C-08D Electrum coins (little-endian)
08E-08F Gold coins (little-endian)090-091 Platinum coins (little-endian)092-093 Gems (little-endian)094-095 Jewelry (little-endian)
096 Cleric level
097* Druid level
098 Fighter level099* Paladin level09A* Ranger level
09B Magic-user level
09C Thief level
09D* Monk level
09E Gender:
0 male1 female
09F Monster type (there are several miscategorized monsters):
0 humanoid
1 monstrous humanoid
2 giant
3 dragon
4 undead
7 extra-dimensional
8 fire-based
9 cold-based
10 regenerating
11 reptile
12 avian
14 snake
15 mammalian quadruped
16 creepy-crawly
17 generic monster
0A0 Alignment:
0 lawful good
1 lawful neutral
2 lawful evil
3 neutral good
4 true neutral
5 neutral evil
6 chaotic good
7 chaotic neutral
8 chaotic evil
0A1 Base number of primary attacks, multiplied by 2
0A2 Base number of secondary attacks, multiplied by 2
0A3 Base primary attack number of dice
0A4 Base secondary attack number of dice
0A5 Base primary attack dice sides
0A6 Base secondary attack dice sides
0A7 Base primary attack bonus damage (without modifiers)
0A8 Base secondary attack bonus damage (without modifiers)
0A9 60 minus base Armor Class
0AA Strength bonus allowed
0AB Combat icon
0AC-0AF Experience (little-endian)
0B0 Item usage flags
0B1 Hit points rolled
0B2 Cleric 1st level spell slots
0B3 Cleric 2nd level spell slots
0B4 Cleric 3rd level spell slots
0B5 Magic-user 1st level spell slots
0B6 Magic-user 2nd level spell slots
0B7 Magic-user 3rd level spell slots
0B8-0B9 Experience for defeating (little-endian)
0BA Bonus experience per HP for defeating
0BB Portrait head
0BC Portrait body
0BD Icon head
0BE Icon weapon
0BF (always 0x00 for monsters)

0C0
0C1-0C6
0C7
0C8-0CB
0CC-0CF
0D0-0D3
0D4-0D7
0D8-0DB
0DC-0DF
0E0-0E3
0E4-0E70E8-0EB
0EC-0EF
0F0-0F3
0F4-0F70F8-0FB
0FC-0FF
100
101
102-103104-107108-10B
10C

10D
10E
10F
110
111
112
113
114
115
116
117
118
119
11A
11B
11C

Icon size
Icon colors
Special vulnerability flags
Items pointerEquipped weapon pointerEquipped shield pointerEquipped body armor pointerEquipped gauntlets pointerEquipped helm pointerEquipped belt pointerEquipped robe pointerEquipped cloak pointerEquipped boots pointerEquipped ring 1 pointerEquipped ring 2 pointerEquipped arrow pointerEquipped bolt pointerHands used
Saving throw bonus
Encumbrance in coins (little-endian)
Next character pointerCombat pointer
Status:0 okay1 animated
2 tempgone
3 running
4 unconscious
5 dying
6 dead7 stoned
8 goneIn combat
Hostility flag
Autocombat flag
60 minus current THAC0
60 minus current Armor Class
60 minus current Armor Class for rear attacks
Primary attacks remaining, multiplied by 2
Secondary attacks remaining, multiplied by 2
Current primary attack number of dice
Current secondary attack number of dice
Current primary attack dice sides
Current secondary attack dice sides
Current primary attack bonus damage
Current secondary attack bonus damage
Current hit points
Current movement

SECTION 11.2.2 - Creature Effects List-------------------------------------This for both characters and monsters, which both have effects files consistingof a series of 9-byte fields. These are named *.SPC for characters, and
MON?SPC.BIN (inside MON?SPC.DAX) for monsters. The first byte indicates which
effect:Hex
Value Effect (specific spell effects are capitalized)
0x01 Bless

0x02
0x03
0x04
0x05
0x06
0x07
0x08
0x09
0x0A
0x0B
0x0C
0x0D
0x0E
0x0F
0x10
0x11
0x12
0x13
0x14
0x15
0x16
0x17
0x18
0x19
0x1A
0x1B
0x1C
0x1D
0x1E
0x1F
0x20
0x21
0x22
0x23
0x24
0x25
0x26
0x27
0x28
0x29
0x2A
0x2B
0x2C
0x2D
0x2E
0x2F
0x30
0x31
0x32
0x33
0x34
0x35
0x36
0x37
0x38
0x39
0x3A
0x3B
0x3C
0x3D

Curse
wielding Two-Handed Sword vs. Undead
studying Manual of Bodily HealthDetect Magic
wielding Flame Tongue sword (the actual Flame Tongue sword doesn't work)
training with Manual of Modily HealthProtection from Evil
Protection from Good
Resist ColdcharmedEnlarge
ReduceFriends
Slow Poison
Read Magic
Shieldgnome THAC0 bonus versus kobolds and goblins
Find Traps
Resist Fire
Silence, 15' Radius
Slow Poison worn off
Spiritual Hammer
see invisibility (works on 0x19 but not 0x47)
invisibility
dwarf THAC0 bonus versus half-orcs, goblins, hobgoblins, and orcs
feather falling
Mirror Image
Ray of Enfeeblement
nauseated
helpless
Animate Deadblind
diseased (both Strength drain and hit point drain)affected by allied Prayer
Bestow Curse
blinking
extra strength
hastedin Stinking Cloud
Protection from Normal Missiles
sloweddiseased (Strength drain)diseased (hit point drain)
Protection from Evil, 10' Radius
Protection from Good, 10' Radiusdwarf/gnome AC bonus versus ogres, trolls, ogre magi, giants, and titans
gnome AC bonus versus gnolls and bugbears
Prayermummy disease
Snake Charm
heldsleeping
repulsed (unimplemented bronze dragon attack)poisoned
invisibility (from ring)unknown
unknown
add effect 0x62
unknown
wearing Ring of Fire Resistance

0x3E
0x3F
0x40
0x41
0x42
0x43
0x44
0x45
0x46
0x47
0x48
0x49
0x4A
0x4B
0x4C
0x4D
0x4E
0x4F
0x50
0x51
0x52
0x53
0x54
0x55
0x56
0x57
0x58
0x59
0x5A
0x5B
0x5C
0x5D
0x5E
0x5F
0x60
0x61
0x62
0x63
0x64
0x65
0x66
0x67
0x68
0x69
0x6A
0x6B
0x6C
0x6D
0x6E
0x6F
0x70
0x71
0x72
0x73
0x74
0x75
0x76
0x77
0x78
0x79

regeneration from Constitution 20+
unknown
poison melee attack (unmodified saving throw)poison melee attack (+4 bonus to saving throw)poison melee attack (+2 bonus to saving throw)paralysis melee attack (save or be paralyzed for 2d8 minutes)
paralysis melee attack (does not affect elves)
paralysis melee attack (-2 penalty to saving throw)poison melee attack (-2 penalty to saving throw)invisible (from dust; detect invisibility does not work on this)camouflaged
rear claw rake (2 additional 2d4 attacks if 2 melee attacks hit)unknown
unknown
blood draining attack (1d4 damage per round on melee hit, 12 dam total)
bite and hold attack (bite attack holds defender in place)
unknown
fire touch of Tyranthraxus (2d10 additional fire damage on melee hit)
anhkheg acid melee attack (1d4 additional acid damage on melee hit)dragon fear aura (opponents with 3 or fewer HD must save or be paralyzed)
mummy fear aura (all opponents must save or be paralyzed; humans at +2)
petrifying gazecharming gaze (free Charm Person every round; -2 penalty to save)level-draining melee attack (1 level)
level-draining melee attack (2 levels)
disease melee attack
electrical breath attack (100% chance, then 50% after; max HP damage)displacedunknown
immunity to electricity
unknown
half damage from fire
half damage from blunt and piercing weaponsfighting on after being reduced to 0 to -6 hit points
immunity to weapons that aren't either silver or magicaldwarf/gnome/halfling spell/wand saving throw bonus
regenerate 3 hit points per roundkeeps fighting after becoming unconscious (gain 1d4+1 minutes of 0x5F)
troll vulnerability to fire and acidregenerate 3 hit points per round; can return from death in 3d6 rounds
unknown
immunity to non-magical weapons (distinction vs. 0x77 unknown)
thri-kreen missile evasion (60% chance of avoiding missile attacks)
unknown
100% magic resistanceelven 90% resistance to sleep and charm spells
immunity to sleep and charm
immunity to paralysis (only Hold Person and wand)immunity to cold
immunity to paralysis and poison
immunity to fireefreeti fire resistance (-1 damage per fire damage die)half damage from electricity
half damage from piercing and slashing weapons
half damage from magical weapons
vulnerability to holy water
half damage from cold
immunity to non-magical weapons (distinction vs. 0x67 unknown)boulder evasion (50% chance of avoiding thrown boulders)
anhkheg acid squirt attack (range 3, 8d4 damage)

0x7A
0x7B
0x7C
0x7D
0x7E
0x7F

vulnerability to fire
immunity to weapons that aren't either silver (half damage) or magicalhalf-elven 30% resistance to sleep and charm spells
immunity to sleep, charm, paralysis, and poison
immunity to gaze attacks
reflectable gaze

The second and third bytes are the 16-bit little-endian number of minutes
remaining of the effect (except for 0x3E).
The fourth byte:* 255 for a permanent effect* otherwise, indicates strength of spell* lower 4 bits are often the level of the caster, for Dispel Magic; known
exceptions:* 0x0C (Enlarge): level of Strength granted* 0x0E (Friends): Charisma bonus* upper 4 bits:* 0x1C Mirror Image: number of images remaining
SECTION 11.2.3 - Item File Format--------------------------------This is for both characters (*.ITM), and placed treasures (ITEM?.DAX) andmonsters (MON?ITM.DAX). DAX files must be dumped with one of the hacking
utilities.
Each item entry is 63 bytes.
Hex
Offset
00
01-2D
2E
2F
30
31
32
33
34
35
36
37-38
39
3A-3B
3C-3E

Function (offsets are in hexadecimal, values are in decimal)
Display name length
Display name (in ASCII, lowercase OK, null-terminated)
Type
Identified name component 3
Identified name component 2
Identified name component 1
Magical bonus (signed 8-bit)
Saving throw bonus (signed 8-bit)
Equipped (0 = unequipped, 1 = equipped)
Unidentified name components bitmask
Cursed (0 = uncursed, 1 = cursed)
Weight in coins (unsigned little-endian 16-bit)
Quantity (0 = single item that does not stack)
Item value in gold pieces (unsigned little-endian 16-bit)
Properties:
If item is scroll: 1-56 are spells (as in Creature File Format)
If item is any other magical consumable:
3C = number of charges
3D = effect:
3 Potion of Extra Healing
51 Wand of Lightning (Bolt)
80 Potion of Speed
81 Keoghtum's Ointment
82 Potion of Giant Strength
83 Javelin of Lightning
84 Wand of Paralyzation
85 Potion of Healing
86 Dust of Disappearance
87 Necklace of Missiles

88 Wand of Magic Missiles
90 Manual of Bodily Health
Otherwise, check 3E (if not stated otherwise, confers any effect in
3D if it is not 0):
129 Ring of Fire Resistance
131 Gauntlets of Ogre Power132 Aligned weapon; must have an alignment equal to the lower 4
bits of 3D, or take damage equal to the upper 4 bits of 3D
133 Cloak of Displacement
134 Cloak of Elvenkind
135 boulder
136 Undead slaying weapon; bonus against undead in 3D
137 Spiritual Hammer
139 Ring of Invisibility
Base items are in the file named ITEMS, which has a 2-byte header, followed bya series of 16-byte item descriptors:
Hex
Offset Function (offsets are in hexadecimal, values are in decimal)
00 Slot: 0 = main hand, 1 = off hand, 2 = body armor, 3 = gauntlets, 4 =helm, 5 = belt, 6 = robe, 7 = cloak, 8 = boots, 9 = ring, 10 =ammunition
01 Hands required to use
02 Damage vs. large, dice number
03 Damage vs. large, dice sides
04 Damage vs. large, bonus
05 Rate of fire for ranged weapons (multiplied by 2)
06 AC adjustment: If 178 or higher, body armor or bracers bonus equal tothe excess. If not, but is 128 or higher, other AC bonus equal tothe excess.
07 Weapon type: 0 = slashing, 1 = piercing, 128 = bashing
08 unknown
09 Damage vs. small/medium, dice number
0A Damage vs. small/medium, dice sides
0B Damage vs. small/medium, bonus
0C If non-zero, range of ranged weapon
0D Class usability bitmask:
bit 1 magic-user
bit 2 cleric
bit 4 thief
bit 8 fighter
bit 16* druid
bit 32* monkbit 64* paladin or ranger
0E Ammunition: 10 = doesn't require ammo, 11 = arrows, 15 = arrows with
Strength bonus, 20 = non-stacking thrown, 26 = stacking thrown,
138 = bolts
0F unknown (always 0)
SECTION 11.2.4 - Spell Table Format----------------------------------Hex
Offset00

01
02

Meaning (values are in decimal)
Spell type:0 clerical
1 magic-user
2 itemLevel of spell
If 255, requires an attack roll; otherwise fixed range

03
04
05
06

07

08

09

0A
0B

0C
0D
0E
0F

Variable range (multiply by spellcasting level)
Fixed duration
Variable duration (multiply by spellcasting level)
Area of effect:
0 caster
4 1 target
5 up to 2 targets
6 up to 3 targets
7 up to 4 targets
8 any tile within line of sight
9 special handling
10 diameter 5
11 diameter 7
240 no limit to area; scales to caster level
Target:0 combat1 caster
2 any party member
4 whole party
Saving throw effect:
0 no save allowed
1 negate
2 half damage
Saving throw used:
0 paralyzation, poison or death
1 petrification or polymorph
2 rod, staff or wand3 breath weapon
4 spell
Effect added by spell (0 for none)
When spell can be cast:
0 non-combat only
1 combat only
2 eitherSpellcasting time
AI priority (higher means more likely)
1 if the spell is offensive, 0 otherwise
minimum number of targets required for the AI to cast spell

SECTION 11.2.5 - Statistics Minima and Maxima Table Format---------------------------------------------------------Hex
Offset
00
01
02
03
04
05
06
07
08
09
0A
0B
0C
0D
0E
0F

Meaning
Strength minimum, maleStrength minimum, female
Strength maximum, maleStrength maximum, female
Extraordinary Strength maximum, male
Extraordinary Strength maximum, female
Intelligence minimumIntelligence maximum
Wisdom minimum
Wisdom maximum
Dexterity minimum
Dexterity maximum
Constitution minimum
Constitution maximum
Charisma minimum
Charisma maximum

SECTION 11.2.6 - Experience and Spells Table Format--------------------------------------------------Each entry is 56 bytes.
level 2, then by class.

Entries are arranged first by level, beginning at* First 32 bytes:
8 signed 32-bit integers, for experience required (-1 means disallowed)* Last 24 bytes:
8 arrays of 3 unsigned 8-bit integers, for total spells per level
SECTION 11.3 – Script File Format--------------------------------SECTION 11.3.1 - Script Overview-------------------------------The Gold Box games use an internal scripting language to drive events. This
language is sophisticated enough to be Turing-complete; it's the earliest
computer role-playing game example I'm aware of. (Games of the era typically
hardcode events in 6502 assembly.) Infocom's Z-machine is also Turingcomplete, but Zork I probably doesn't count as a CRPG, even though it has acombat engine.
The game scripts, written in Gold Box bytecode that changes a little from gameto game, are in the ECL?.DAX files, where ? is the disk number.
The DAX files are compressed files that can be analyzed with any of Gold Box
Companion, Gold Box Explorer, DaxDump, or EclDump.
You can modify individual scripts and put them back in the game files.
The scripts are numbered as follows:
0 Civilized Area (Main)
1 Buccaneer Base
2 Cadorna Textile House
3 Caljevo Castle (Northwest and Southeast)
4 Valjevo Castle (Northeast)
5 Valjevo Castle Hedge Maze
6 Valjevo Castle (Southwest)
7 Valjevo Castle (Inner Tower)
8 Civilized Area (Council)
9 Stojanow Gate
10 Valhingen Graveyard
11 Civilized Area (Training Hall)
13 Kobold Caves
14 Kovel Mansion
15 Mendor's Library
16 Lizardman Keep (and Lizardman Keep Catacombs)
17 Nomad Camp
18 Podol Plaza
19 Silver Dragon Lair
20 Slums
21 Sokal Keep
22 Yarash's Pyramid Level 1
23 Yarash's Pyramid Level 2 and Level 3
24 Wealthy Area (and Temple of Bane)
25 Western Wilderness and Lairs
26 Central Wilderness and Lairs
27 Eastern Wilderness and Lairs

28 Zhentil Keep Outpost
29 Kuto's Well (and Kuto's Well Catacombs)
There are some scripts that cover multiple maps; these are the extra maps
covered:30 Lizardman Keep Catacombs
31 Temple of Bane
32 Kuto's Well Catacombs
SECTION 11.3.2 - Script Variable Types-------------------------------------All script commands that take a variable must explicitly declare its type.
0x00 8-bit integer value
This is usually unsigned, and underflows below 0 or overflows above 255
appropriately.
The Gold Box games have multiple ways of handling signed 8-bit integers:* THAC0 and Armor Class are stored as (60 - number).
* Sometimes, 128 is treated as 0.
* Sometimes, the standard C logic for signed 8-bit integers is used.
These are often stored as 16-bit, which is why the save files have a lotof flags interleaved with 0x00.
0x01 16-bit little-endian address pointing to 8-bit integer value
0x02 16-bit unsigned integer value, little-endian
0x80 String value* The first byte has the number of subsequent encoded bytes.
* The subsequent bytes hold 6-bit values as follows:
encoded bits: abcdefgh | ijklmnop | qrstuvwx
decoded bits: abcdef | ghijkl | mnopqr | stuvwx* 0 is not a null terminator; it is ignored.
* 1 to 26 represent the letters A-Z (ASCII code minus 64).
* 32 to 63 use the standard ASCII encoding.
A comparison of a string value will decompress and decode it.
0x81 String reference
Unlike string values, this points to a standard C string (ASCII-encodedand null-terminated).
SECTION 11.3.3 - Script Commands-------------------------------All ECL script commands are a single byte.
same given by debug mode.

The names for the commands are theA <var> can be either a value or an address; for the latter, the value stored
there will be retrieved (dereferenced).
0x00 EXIT
Stops execution and returns control to the player.
0x01 GOTO <address>
Continues execution at <address>.
0x02 GOSUB <address>

Continues execution at <address>, and pushes the current bytecode address
to the stack.
0x03 COMPARE <var1> <var2>
Compares <var1> and <var2> for a subsequent IF command.
0x04 ADD <var1> <var2> <address>
The result <var1> + <var2> is placed in <address>.
0x05 SUBTRACT <var1> <var2> <address>
The result of <var2> - <var1> is placed in <address>.
subtrahend comes first.

Yes, the0x06 DIVIDE <var1> <var2> <address>
The result of <var1> / <var2> is placed in <address>. This is integer
division, with the dividend coming first. I don't think the remainder isstored anywhere, unlike in later Gold Box games.
0x07 MULTIPLY <var1> <var2> <address>
Stores <var1> * <var2> in <address>.
0x08 RANDOM <var> <address>
Generates a random integer from 0 to <var>, inclusive, and stores it in<address>. The random number generator isn't robust.
0x09 SAVE <var> <address>
Stores <var> in <address>.
0x0A LOAD CHARACTER <var>* If <var> is less than 128:
Loads the statistics for the indicated character, where 0 is first in
the marching order, and (party size - 1) is the last. If <var> is atleast equal to party size, monsters from LOAD MONSTER are loaded.
References to $6B00 to $6C1B are now references for the appropriate
statistics. As a reference and not a copy, SAVE or SAVE TABLE actuallychange the character or monster.
* If <var> is 128 or more:
Monster (<var> - 128) will be physically placed on the party's side in
the next combat. If $6B00 and $6C00 are subsequently set to 0, thisinstead removes the monster; Pool of Radiance doesn't have the DUMP
command all other Gold Box games have.
0x0B LOAD MONSTER <monsterID> <count> <graphicID>
Adds <count> copies of monster <monsterID> to the monster list.
<graphicID>, taken from CPIC?.DAX, is often equal to <monsterID>.
0x0C SETUP MONSTER <monsterID> <distance> <graphicID>
Starts a monster encounter with the primary monster <monsterID>,<distance> (which can be 0-2) squares away in the first-person view.
0x0D APPROACH
The monsters from SETUP MONSTER close distance by 1 square.
is 0, this does nothing.

If distance

0x0E PICTURE <pictureID>* If <pictureID> is 255:
Ends the graphical display and resumes the normal first-person view.
* If <pictureID> is defined in BODY?.DAX:
Displays a composite head and body graphic, using $6DE1 as the head in
HEAD?.DAX and <pictureID> as the body in BODY?.DAX.

* Otherwise:
Displays the specified picture from PIC?.DAX in the first-person view.
If there is more than one such picture, this displays an animation
cycling through all such pictures.
0x0F INPUT NUMBER <maxDigits> <address>
Asks the player to input a number with <maxDigits> maximum digits, andplaces it in <address>.
0x10 INPUT STRING <maxLength> <address>
Asks the player to input a string with <maxLength> maximum characters, andplaces it at <address>.
0x11 PRINT <string>
Prints <string> to the text box.
0x12 PRINTCLEAR <string>
As above, but clears the text box first.
0x13 RETURN
Returns from a GOSUB, with the next command after the most recent GOSUB
pushed to the stack being executed.
0x14 COMPARE AND <var1> <var2> <var3> <var4>
Compares <var1> to <var2> and <var3> to <var4> for a subsequent IF
command.
0x15 VERTICAL MENU <address> <message> <count> <stringVarargs>
Displays <message> as a prompt in the text box, with the player able toselect from the <count> options listed as <stringVarargs>. The chosen
option is placed in <address>, with 0 the first option and (<count> - 1)
the last.
0x16 IF =0x17 IF <>0x18 IF <0x19 IF >0x1A IF <=0x1B IF >=All six IF commands will skip the next command unless the most recent:* COMPARE has a true comparison* COMPARE AND has both comparisons true
* GETTABLE has a true comparison to 0
* AND has a true comparison to 0
* FIND ITEM found a character carrying the appropriate item
This means bit flags are checked with AND followed by an IF <>.
0x1C CLEARMONSTERS
Removes all monsters from the LOAD MONSTER list.
0x1D PARTYSTRENGTH <address>
Calculates Party Strength using the calculation given in the Party
Strength section, and places it in <address>.
0x1E CHECKPARTY <attributeAddress> <effectID> <unknown> <address1><unknown> <address2>* If attributeAddress is not 0 and effectID is 0:
Checks all characters for the values in <attributeAddress> ($6B00 to$6C1B). Then <address1> will hold the highest value and <address2> willhold the lowest.

* If attributeAddress is 0 and effectID is not 0:
Checks all characters for the given <effectID>. Then <address2> willhold 0 if no characters have the effect, or 1 if at least one character
does.
0x1F undefined
0x20 NEWECL <script>
Loads the indicated ECL script.
0x21 LOAD FILES <mapID> <unknown> <unknown>
0x22 PARTY SURPRISE <address1> <address2>
Initializes <address1> and <address2> for a subsequent SURPRISE command.
<address1> is the roll on a d6 for the monsters to surprise the party.
<address2> is the roll on a d6 for the party to surprise the monsters.
These are both initialized to 2, the standard values; rolls must be equal
to or less than this to succeed. If different values are wanted for theparty, they can be modified before the SURPRISE command.
0x23 SURPRISE <address1> <address2> <var1> <var2>
Rolls for surprise, with the addresses expected to be initialized by the
PARTY SURPRISE command.
<var1> is the monsters' modifier to surprise added to <address1>.
<var2> is the monsters' modifier to be surprised subtracted from<address2>.
The end result is placed in $6DCB:
0 Neither side surprised
1 Monsters surprise party
2 Party surprises monsters
3 Monsters and party surprise each other
0x24 COMBAT* Usually:
Starts combat with the list of monsters from LOAD MONSTER.
Combat can be modified by the following:* All monsters have Morale of $6DC6.
* If $6DCB is 1 or 2, the surprising side may get surprise actions.
* If $6E70 is not 0, it acts as a signed 8-bit bonus to all monsters'
THAC0.
* If $6E71 is not 0, it acts as a signed 8-bit bonus to all
characters' THAC0 and damage.
* If $6E72 is not 0, it acts as a signed 8-bit bonus to characters'
movement if they are humans, half-elves, or elves.
* The TREASURE command will load additional items that will show up asloot if the party wins.
* If $6DE3 is 1, the monsters will not drop the items they are carrying.
After combat:* $6DC7 is set to 0 if the party won, or 129 if it ran away.
* $6DC8 is set to the number of monsters the party killed.
* $6E33 is set to 1 if the party attacked allies during the fight.
* $6DCB, $6DE3, $6E70, $6E71, and $6E72 are all reset to 0.
* If $6DE2 is 1:
The party instead enters a temple.
* If $6E6C is 1:$6DE2 is set back to 0 when done.

The party instead enters a shop. $6E6C is set back to 0 when done.
Available items for sale are what was loaded with the TREASURE command.
Purchase prices are multiplied by ($6E6D / 16). Prices are unsigned
16-bit integers and will overflow if they exceed 65535.
0x25 ON GOTO <var> <count> <addressVarargs>* If <var> is less than <count>, this acts as a GOTO command with thecorresponding address from <addressVarargs>.
* If <var> is equal to or greater than <count>, execution falls through tothe next statement.
0x26 ON GOSUB <var> <count> <addressVarargs>
Same as ON GOTO, except a GOSUB is executed.
0x27 TREASURE <copper> <silver> <electrum> <gold> <platinum><gems> <jewelry> <treasureID>
This adds all the indicated treasure for the next COMBAT.
If treasure ID is:* 0 to 127: all the treasure from that list is added.
* 128 to 254: <treasureID> minus 128 random magical items are added.
* 255: no items are added.
0x28 ROB <isWholeParty> <percentMoney> <itemChance>
Takes money and items away.
* If <isWholeParty> is 0, affects only the chosen character;* If <isWholeParty> is 1, affects all characters.
All affected characters always lose <percentMoney>% money.
For <itemChance>, consider every item:* If item is less than 2.5 pounds, <itemChance>% chance of loss
* If item is 2.5 to 25.5 pounds, (<itemChance> - 50)% chance of loss
* If item is more than 25.5 pounds, (<itemChance> - 90)% chance of loss
You can't lose a medium item if <itemChance> is below 50, and you can't
lose a heavy item if <itemChance> is below 90.
0x29 ENCOUNTER MENU <monsterID> <distance> <pictureID> <address><combat> <wait> <flee> <advance> <parley><message0> <message1> <message2><movement1> <movement2>
Starts an encounter with the monster with <monsterID> and <pictureID>,
starting <distance> squares away. The messages displayed in the text box
are for the given distance from the party; if no message is defined, themessage for lower distance is used.
<combat>, <wait>, <flee>, <advance>, <parley> all define what happens if
you choose that action:
0 combat1 do whatever you chose
2 monsters flee (unless you attacked them)
3 monsters advance
4 parleyYour party does not "F"lee unless you choose to do so; success depends onthe movement of your slowest party member compared to <movement1> and<movement2>. (Those are usually identical; I'm not sure what thedifference is.)If the party successfully advanced, the menu is repeated.
The resolution is placed in <address>:

0 monsters flee
1 combat begins
2 party flees
3 parley
0x2A GETTABLE <address1> <var> <address2>
Retrieves the value from address <address1 + var> and places it in<address2>. Equivalent to retrieving a value from an array.
0x2B HORIZONTAL MENU <address> <count> <stringVarargs>
Similar to VERTICAL MENU, but the message to the player must be printed
beforehand, and the string choices are displayed on the bottom menu bar.
The player can additionally select an option with the first letter of thestring.
Scripted "Press <enter>/<return> to continue" prompts use this in earlier
Gold Box games. "P" will work for these prompts; an address must still be
supplied, which can cause bugs.
0x2C PARLAY [sic] <haughty> <sly> <nice> <meek> <abusive> <address>
Gives the player the option to choose a parley attitude; the value
defined for the chosen option is placed in <address>.
0x2D CALL <address>
Executes and returns from the machine code (not bytecode) at the indicatedaddress.
0x2E DAMAGE <var1> <dice> <sides> <bonus> <var2>
This does damage equal to <dice>d<sides> + <bonus>.
If <var1> is from 1 to 127:
This executes <var1> physical attacks on random characters, with a
THAC0 of (60 - <var2>).
If <var1> is 128 or higher:
Who gets damaged depends on <var1> bit 64:* If set, the entire party takes damage.
* If not set, but bit 1 is, a random character takes damage.
* Otherwise, the currently chosen character takes damage.
The saving throw depends on <var1> bit 32:* If set, the damage always hits.
* If not set, damage can be avoided with a saving throw defined in thelower 7 bits of <var2>:0 saving throw vs. paralyzation, poison or death1 saving throw vs. petrification or polymorph
2 saving throw vs. rod, staff or wand3 saving throw vs. breath weapon
4 saving throw vs. spell
0x2F AND <var1> <var2> <address>
The result of a bitwise AND on <var1> and <var2> is placed in <address>.
This is used to read bit flags.
0x30 OR <var1> <var2> <address>
The result of a bitwise OR on <var1> and <var2> is placed in <address>.
This is used to set bit flags, though ADD is also used.
0x31 SPRITE OFF
0x32 FIND ITEM <itemID>
This checks all party members for an item with the given <itemID> for asubsequent IF.
0x33 PRINT RETURN
Prints a single blank line to the text box.
0x34 ECL CLOCK <var> <timeunit>
Not used in Pool of Radiance.
0x35 SAVE TABLE <var1> <address> <var2>
Reverse of GETTABLE; places <var1> in <address + var2>.
storing a value in an array.

Equivalent to0x36 ADD NPC <monsterID> <morale>
Adds the given monster to your party, with the indicated <morale>.
0x37 LOAD PIECES <walldefID> <unknown> <unknown>
0x38 PROGRAM <program>
Runs a special routine depending on <program>:
0 training hall (using the class bitmask in $6DA8)
8 win game9 camp0x39 WHO <message>
Shows <message> and has the player select a party member, who also gets
LOAD CHARACTER executed.
0x3A DELAY
0x3B SPELL <spellID> <address1> <address2>
Searches for a character with the given spell:* if no such character exists: <address1> will hold 255;
* if such a character does exist:<address1> will hold the index of the spell slot;<address2> will hold the index of the character;also, a LOAD CHARACTER <address2> command is executed.
0x3C PROTECTION <address>
Prints a runic phrase from <address>.
0x3D CLEAR BOX
SECTION 11.4 – Script Address Locations--------------------------------------SECTION 11.4.1 - Script Flag List--------------------------------The game scripts use 256 16-bit flags ($4A00 to $4AFF in the game scripts) to
hold most non-character game state. They are almost always treated as unsigned
8-bit integers, even though they can hold 16-bit integers and are effectively
bytes with 16 bits.
$4A00 to $4A1F are reset to 0 every time a new script is loaded.
$4A20 to $4AFF are not automatically reset; sometimes the game scripts do.
In the save file (SAVGAM?.DAT; ? is the letter of the save), $4A00 corresponds
to 0x201 in the save file. So to convert the below addresses to save fileaddresses:(1) subtract 0x4A00

(2) multiply by 2
(3) add 0x201$4A00 Shared flag:
Slums: 255 got message from entering map
Sokal Keep 1: 255 destroyed elf skeleton
Mendor's Library 2: 1 philosophy section entered
Kovel Mansion T3: 1 trap encountered
Yarash's Pyramid Level 1 13: 1 found book
Stojanow Gate 9: 1 encountered man with wagon
Valjevo Castle Inner Tower 7: 1 Genheeris's office entered$4A01 Shared flag:
Civilized Area 2: 1 party now allowed to board boat
Podal Plaza: number of base monsters in random encounter
Mendor's Library 3: 1 mathematics section entered
Kovel Mansion T4: 1 trap encountered
Kobold Caves 1: 1 dealt with pit
Buccaneer Base: 1 saw heir to Bivant
Valhingen Graveyard: count of new random skeletons for current visit
Stojanow Gate:
bit 1 location 1 entered
bit 2 location 2 entered$4A02 Shared flag:
Podal Plaza: random encounter base monster ID
Mendor's Library 4: 1 history section entered
Kovel Mansion T5: 1 trap encounteredTemple of Bane 7: 1 destroyed altar to Bane
Cadorna Textile House 5: 255 hobgoblins defeated
Kobold Caves 2: 1 found kobold's drawing
Valhingen Graveyard: count of new random zombies for current visit$4A03 Shared flag:
Sokal Keep: random encounter counter
Podal Plaza: random encounter number of monster leaders
Mendor's Library 5: 1 rhetoric section entered
Kovel Mansion T6: 1 trap encountered
Kobold Caves 3:
1 kobold escorts party
2 deadfall trap disarmed
Buccaneer Base 6: 255 purchased pass
Valhingen Graveyard: number of wights in next random encounter$4A04 Shared flag:
Slums 3 Ohlo's quest:
250 agreed to retrieve potion
255 returned potion
Podal Plaza: random encounter index
Mendor's Location 8:
1 entered
2 found jar under floorboards
Kovel Mansion T7: 1 trap encountered
Kobold Caves 4: 1 dealt with net trap
Buccaneer Base 10: 255 animals released$4A05 Shared flag:
Civilized Area 14: 1 met arena master during this visit
Sokal Keep 11: 1 chapel enteredMendor's Library:
bit 1 location 6 entered
bit 2 location 7 entered
Cadorna Textile House 13: 255 destroyed body of hobgoblin
Kovel Mansion T8: 1 trap encountered
Kobold Caves 5: 1 dealt with spike trap

Buccaneer Base 10: timer for releasing animals (counts up to 60)
Valhingen Graveyard: count of new skeletons for current visit$4A06 Shared flag:
Sokal Keep 6: 1 blacksmith enteredMendor's Library 9: 1 entered
Cadorna Textile House 3: 255 entered
Valhingen Graveyard: count of new zombies for current visit$4A07 Shared flag:
Civilized Area: 1 fought city hall guards
Sokal Keep 5: 1 fungus room enteredMendor's Library 10: 1 entered
Kovel Mansion: backstab switch$4A08 Shared flag:
Slums 5: 250 got message
Sokal Keep 10: 1 enteredMendor's Library 12: 1 study entered
Podal Plaza: random encounter monster movement
Cadorna Textile House 14: 255 entered
Valhingen Graveyard 15: 1 spectre can appear in current visit$4A09 Shared flag:
Sokal Keep 13: 1 enteredMendor's Library 14: 1 entered
Cadorna Textile House 16: 255 entered
Valhingen Graveyard: count of new random wights for current visit$4A0A Shared flag:
Mendor's Library 15: 1 entered
Podal Plaza: random encounter monster morale
Valhingen Graveyard 18: 1 spectre can appear in current visit$4A0B Shared flag:
Slums 8: 255 killed gypsy
Sokal Keep 8: 255 huge scorpions defeatedMendor's Library 16: 1 entered
Valhingen Graveyard 22: 1 spectre can appear in current visit$4A0C Shared flag:
Mendor's Library 18: 1 entered
Cadorna Textile House 4: 255 entered$4A0D Shared flag:
Sokal Keep 4: 1 stable entered
Valhingen Graveyard 18: 1 zombie-generating spectre defeated$4A0E Shared flag:
Sokal Keep 6: 255 poisonous frogs defeatedWealthy Area/Temple of Bane: 1 encountering special 4-orc patrol
Kobold Caves 13: 1 found crude map (Journal Entry 28)
Zhentil Keep Outpost 3: 1 attacked guards outside room before dinner
Valhingen Graveyard 3: 1 skeletons defeated$4A0F Shared flag:
Slums 11: 255 entered
Kuto's Well Catacombs 13:
250 treasure available (Norris the Gray defeated)
255 treasure foundCadorna Textile House 23: 1 diary page foundTemple of Bane:
1 orc guards defeated
2 leaving temple
Kobold Caves 15: 1 entered
Zhentil Keep Outpost: 1 dwarf fighter defeated$4A10 Shared flag:
Kuto's Well/Kuto's Well Catacombs: 1 in catacombs
Buccaneer Base 5: 1 purchased heir to Bivant
Zhentil Keep Outpost 3: 1 night after dinnerValhingen Graveyard 19: 1 mummies defeated$4A11 Shared flag:
Civilized Area 20: 1 currently in tavern
Buccaneer Base 11: slave pen guards defeated
Kobold Caves 19: 1 entered$4A12 Shared flag:
Kuto's Well Catacombs 9: 255 arrows fired by kobolds
Kobold Caves 21: 1 entered
Valhingen Graveyard 14: 1 took noxious fumes damage$4A13 Shared flag:
Sokal Keep 12: 255 encountered Ferran Martinez
Kuto's Well Catacombs 10: 255 arrows fired by kobolds
Kovel Mansion trap:
0 trap set off
1 nothing done with trap
2 trap disarmed
Kobold Caves 22: 1 entered
Buccaneer Base E: 1 main gate guards defeatedZhentil Keep Outpost 6: 1 dinner overValhingen Graveyard 15: 1 skeleton-generating spectre defeated$4A14 Shared flag:
Slums 16: 255 entered
Kuto's Well Catacombs 11: 255 arrows fired by kobolds
Zhentil Keep Outpost 3: count of guards defeated after first wave
Valhingen Graveyard 22: 1 wight-generating spectre defeated$4A15 Shared flag:
Kovel Mansion: 14 trap disarmed
Wilderness: 1 resting
Valhingen Graveyard 28: 1 vampire defeated 1st time
$4A16 Shared flag:
Slums: adjustable monster morale
Kovel Mansion 15: 255 pair of thieves encountered$4A17 Shared flag:
Slums: 255 Old Rope Guild entered
Cadorna Textile House 24: 1 treasure opened
Zhentil Keep Outpost: alarm counter$4A18 Shared flag
Wealthy Area/Temple of Bane: number of regular monsters
Zhentil Keep Outpost: 128 escorted inside
Valhingen Graveyard 23: spectres defeated$4A19 Shared flag:
Slums 19: 255 merchant is gone
Sokal Keep: 1 gave password to undead patrol
Kuto's Well 20: 255 encountered kobolds
Podal Plaza: orc priest timer
Kovel Mansion 16: 1 thief ambush defeatedZhentil Keep Outpost 6: 1 discussed Bishop Braccio$4A1A Shared flag:
Kuto's Well: 200 rest interrupted
Buccaneer Base: random combat counter
Zhentil Keep Outpost 6: 1 discussed Tyranthraxus$4A1B Shared flag:
Wealthy Area/Temple of Bane: number of monster leaders
Buccaneer Base: 1 killed captain
Zhentil Keep Outpost 6: 1 discussed Pool of Radiance
Valhingen Graveyard: used to calculate number of skeletons/zombies/wights$4A1C Shared flag:
Zhentil Keep Outpost 6: 1 discussed Ulrich Eberhard
Valhingen Graveyard 21: 1 took stinging damage$4A1D Shared flag:

Slums 19: 1 attacked merchant
Zhentil Keep Outpost 6 discussion counter$4A1E 1 Zhentil Keep Outpost E1: attacked by guards in commotion$4A1F 255 Kuto's Well Catacombs 6 found secret door
$4A20 unused$4A21 255 Sokal Keep 17 treasure taken$4A22 1-10 Kuto's Well random encounter counter
255 Kuto's Well cleared (set to this if this value reaches 10)$4A23 bit 1 Kuto's Well kobolds guarding well defeatedbit 2 Kuto's Well 22 hag gave advice
bit 4 Kuto's Well 22 treasure taken
bit 8 Kuto's Well 21 lizardman and giant lizards defeatedbit 16 Kuto's Well 21 door forced open
$4A24 255 Norris the Gray encountered$4A25 unknown (checked in Sokal Keep, but never set anywhere)$4A26 255 Sokal Keep 12 dealt with Ferran Martinez$4A27 255 Sokal Keep diary location known$4A28 255 Sokal Keep 15 treasure found$4A29 255 Sokal Keep 16 treasure taken$4A2A 1 Wealthy Area/Temple of Bane encountered and did not fight 4-orc patrol$4A2B unused$4A2C unused$4A2D bit 1 Temple of Bane 1 treasure taken
bit 2 Temple of Bane 2 treasure taken
bit 4 Temple of Bane 3 treasure taken$4A2E bit 1 Wealthy Area 1 treasure taken
bit 2 Wealthy Area 2 treasure taken
bit 4 Wealthy Area 3 treasure taken
bit 8 Wealthy Area 4 treasure taken
bit 16 Wealthy Area 6 ogre and orcs defeatedbit 32 Wealthy Area 7 entered$4A2F bit 1 Mendor's Library 2 found Fyerdeth's Discourses on Powerbit 2 Mendor's Library 2 found Urgund's Description of Darkness
bit 4 Mendor's Library 4 found Lex Geographica
bit 8 Mendor's Library 4 found The History of the North
bit 16 Mendor's Library 4 found The Grand Historian's Records of the Artsof Warbit 32 Mendor's Library 8 found potions of extra healing
bit 64 Mendor's Library 13 found manual of bodily healthbit 128 Mendor's Library 2 found at least one nearly worthless book
$4A30 Mendor's Library 2 nearly worthless book discovery counter (max 5)$4A31 bit 1 Mendor's Library 11 mad man encountered
bit 2 Mendor's Library 11 mad man joined
bit 4 Mendor's Library 14 eastern gold sheets found
bit 8 Mendor's Library 14 western gold sheets foundbit 16 Mendor's Library 14 southern gold sheets foundbit 32 Mendor's Library E3 spectre defeated
bit 64 Mendor's Library 5 basilisk defeatedbit 128 Mendor's Library 18 kobolds encountered$4A32 Mendor's Library 1 green slime counter$4A33 unused$4A34 1-10 Podal Plaza random encounter counter (not incremented if >=64)
bit 64: Podal Plaza entered while on mission$4A35 Podal Plaza mission tracker:
0 not yet begun
1 chose "Disguise Party as Monsters"
2 chose "Sneak, Remaining Unseen"
254 auction ended
255 chose "Stride Boldly Forward" or lost stealth; or mission done
$4A36 Podal Plaza rumor counter (max 4)

$4A37 Podal Plaza 2 tavern tracker:
1 killed buccaneer
2 fought tavern patrons
3 tavern abandoned$4A38 Podal Plaza 6 orc priest of Bane tracker:
1 talked to orc priest
2 fought orc priest$4A39 Valhingen Graveyard Skeleton Kill Score$4A3A Valhingen Graveyard Zombie Kill Score$4A3B Valhingen Graveyard Wight Kill Score$4A3C Valhingen Graveyard Spectre Kill Score$4A3D 1 Valhingen Graveyard 8 juju zombie defeated$4A3E 1 Valhingen Graveyard 5 giant skeleton defeated$4A3F 1 Valhingen Graveyard 12 wraith defeated$4A40 unused$4A41 250 Valhingen Graveyard 28 vampire defeated 1st time
255 Valhingen Graveyard 25 vampire defeated 2nd time
$4A42 bit 1 if <= 3 Valhingen Graveyard 22 spectre defeated at least once
bit 2 if <= 3 Valhingen Graveyard 23 spectres defeated at least once
250 Valhingen Graveyard 26 mage joined
255 Valhingen Graveyard mage or vampire defeated$4A43 251 Valhingen Graveyard 25 coffin sanctified$4A44 bit 1 Wealthy Area 9 orcs defeatedbit 2 Wealthy Area 10 orcs defeated$4A45 Kovel Mansion count of thieves killed$4A46 bit 1 Kovel Mansion 13 casket A opened
bit 2 Kovel Mansion 13 casket B opened
bit 4 Kovel Mansion 13 casket C opened
bit 8 Kovel Mansion 13 casket D opened$4A47 bit 1 Kovel Mansion 9 treasure found
bit 4 Kovel Mansion 11 treasure found
bit 8 Kovel Mansion 12 treasure foundbit 32 Kovel Mansion 14 treasure found$4A48 bit 1 Kovel Mansion 17 entered
bit 2 Kovel Mansion 18 thieves defeated
bit 4 Kovel Mansion 19 entered
bit 8 Kovel Mansion 20 entered$4A49 255 Valhingen Graveyard 5 treasure taken$4A4A 255 Valhingen Graveyard 28 treasure taken$4A4B bit 128 Yarash's Pyramid Level 1 12 hole created in wall
$4A4C bit 1 Yarash's Pyramid Level 1 south wandering stirges defeatedbit 2 Yarash's Pyramid Level 1 south wandering driders defeated
bit 4 Yarash's Pyramid Level 1 south wandering minotaurs defeated
bit 8 Yarash's Pyramid Level 1 south wandering elves defeatedbit 16 Yarash's Pyramid Level 1 south wandering kobolds defeatedbit 32 Yarash's Pyramid Level 1 south wandering human fighters defeated$4A4D Yarash's Pyramid bit flags for rocks thrown through teleporters$4A4E bit 1 Yarash's Pyramid Level 1 north wandering human fighters defeatedbit 2 Yarash's Pyramid Level 1 north wandering displacer beasts defeated
bit 4 Yarash's Pyramid Level 1 north wandering dwarf fighters defeated
bit 8 Yarash's Pyramid Level 1 north wandering lizardmen defeatedbit 16 Yarash's Pyramid Level 1 north wandering thieves defeatedbit 32 Yarash's Pyramid Level 1 north wandering driders defeated$4A4F Yarash's Pyramid Levels 2 and 3 bit flags for secret doors$4A50 Yarash's Pyramid Level 3 26 dial setting:
0 blue1 copper2 silver3 gold$4A51 bit 1 Yarash's Pyramid Level 2 6 lizardmen encounteredbit 2 Yarash's Pyramid Level 2 8 entered
bit 4 Yarash's Pyramid Level 2 10 entered
bit 8 Yarash's Pyramid Level 2 17 mutant lizardmen defeatedbit 16 Yarash's Pyramid Level 2 1 entered
bit 32 Yarash's Pyramid Level 2 18 found notebook
bit 64 Yarash's Pyramid Level 3 22 passed horrible monster
bit 128 Yarash's Pyramid Level 3 23 machinery destroyed$4A52 bit 1 Yarash's Pyramid Level 3 24 friendly resolution with lizardmen
bit 2 Yarash's Pyramid Level 3 24 hostile resolution with lizardmen
bit 4 Yarash's Pyramid Level 3 25 Yarash defeated
bit 8 Yarash's Pyramid Level 3 19 treasure foundbit 16 Yarash's Pyramid Level 3 20 treasure foundbit 32 Yarash's Pyramid Level 3 21 treasure foundbit 64 Yarash's Pyramid Level 3 27 entered
bit 128 Yarash's Pyramid Level 3 27 searched$4A53 to $4A58 unused$4A59 unknown (set in Zhentil Keep Outpost, but never checked anywhere)$4A5A 1 Zhentil Keep Outpost 5 defeated$4A5B unused$4A5C unused$4A5D Lizardman Keep lizardman kill counter (max 50)$4A5E bit 1 Lizardman Keep Catacombs P1 treasure foundbit 2 Lizardman Keep Catacombs P2 treasure found
bit 4 Lizardman Keep Catacombs P3 treasure found
bit 8 Lizardman Keep Catacombs P4 treasure foundbit 16 Lizardman Keep Catacombs P5 treasure foundbit 32 Lizardman Keep Catacombs P6 treasure foundbit 64 Lizardman Keep Catacombs P7 treasure foundbit 128 Lizardman Keep Catacombs P8 treasure found$4A5F Lizardman Keep giant lizard kill counter (doesn't work right)$4A60 bit 1 Lizardman Keep 16 treasure foundbit 2 Lizardman Keep 1 lizardmen and giant lizard defeated
bit 4 Lizardman Keep 10 lizardmen and giant lizards defeated
bit 8 Lizardman Keep 3 giant lizards defeated$4A61 bit 1 Lizardman Keep P first time visiting any poolbit 2 Lizardman Keep 1 storeroom entered
bit 4 Lizardman Keep 10 central keep entered
bit 8 Lizardman Keep 3 servants' quarters entered$4A62 Valjevo Castle hour that alarm started to ring
$4A63 Valjevo Castle minute that alarm started to ring
$4A64 Valjevo Castle hour that alarm will stop ringing (0 if none, 24 for 0)$4A65 bit 1 Valjevo Castle 1 party successfully disguised
bit 2 Valjevo Castle 20 mess hall entered
bit 4 Valjevo Castle 17 dealt with hill giants
bit 8 Valjevo Castle 18 treasure foundbit 16 Valjevo Castle 16 fire giants defeatedbit 32 Valjevo Castle 14 long sword +2 flame tongue taken
bit 64 Valjevo Castle Hedge Maze 5 false Tyranthraxus gone
bit 128 Valjevo Castle 7 hill giants defeated$4A66 bit 2 Valjevo Castle 13 Cadorna following party
bit 4 Valjevo Castle Hedge Maze 1 Al-Hyam Dazid gone
bit 8 Valjevo Castle 9 fighter defeatedbit 16 Valjevo Castle 21 fire giants defeatedbit 32 Valjevo Castle 22 read paper with passwords
bit 64 Valjevo Castle Hedge Maze 6 trolls defeatedbit 128 Valjevo Castle 24 gnoll killed$4A67 bit 1 Valjevo Castle 1 talked to gnoll
bit 2 Valjevo Castle 26 officers defeated
bit 4 Valjevo Castle 26 entered at night
bit 8 Valjevo Castle 26 read Cadorna reportbit 16 Valjevo Castle 26 read flaming aura report
bit 32 Valjevo Castle 26 read barbarian report
bit 64 Valjevo Castle 21 got passwords from fire giants$4A68 Valjevo Castle 25 report reading counter$4A69 bit 1 Valjevo Castle 1 washerwomen killed
bit 2 Valjevo Castle 1 got disguise from washerwomen
bit 4 Valjevo Castle 2 treasure taken
bit 8 Valjevo Castle 2 smith and fire giants defeatedbit 16 Valjevo Castle 3 coal storeroom entered
bit 32 Valjevo Castle Hedge Maze 3 hill giants defeated
bit 64 Valjevo Castle 4 smokehouse entered
bit 128 Valjevo Castle 10 clerics of Bane defeated$4A6A bit 1 Valjevo Castle 11 altar of Bane took silver
bit 2 Valjevo Castle 11 altar of Bane took swords
bit 4 Valjevo Castle 10 temple of Bane discovered as impostor
bit 8 Valjevo Castle 10 temple of Bane conversation flag
bit 16 Valjevo Castle 27 deserted building entered
bit 32 Valjevo Castle 12 building with ceiling cave-in entered
bit 64 Valjevo Castle E6 (Northwest) guards suspicious
bit 128 Valjevo Castle E6 (Southeast) guards suspicious$4A6B bit 1 Valjevo Castle 5a hill giants defeatedbit 2 Valjevo Castle 5b hill giants defeated
bit 4 Valjevo Castle 5c hill giants defeated
bit 8 completed commission #13 (Zhentil Keep Outpost)
bit 16 Valjevo Castle 13 Cadorna released
bit 32 Valjevo Castle 13 Cadorna killed
bit 64 Valjevo Castle 15 defeatedbit 128 Valjevo Castle Hedge Maze 2 fire giants defeated$4A6C bit 1 Valjevo Castle 6a gold foundbit 2 Valjevo Castle 6b gold found
bit 4 Valjevo Castle 6c gold found
bit 8 Valjevo Castle Inner Tower secret door flag
bit 16 Valjevo Castle Inner Tower 5 medusa defeatedbit 32 Valjevo Castle Inner Tower 6 messenger defeated
bit 64 Valjevo Castle Inner Tower 6 messenger called away
$4A6D bit 1 Valjevo Castle Inner Tower 7 Genheeris joined
bit 2 Valjevo Castle Inner Tower 7 Genheeris killed
bit 4 Valjevo Castle Inner Tower 8 level 8 fighters defeated
bit 8 Valjevo Castle Inner Tower 8 entered
bit 16 Valjevo Castle Inner Tower 8 Tyranthraxus defeated$4A6E to $4A71 unused$4A72 unused (mistakenly set in Valjevo Castle Inner Tower; never checked)$4A73 128 Cadorna Textile House 17 Skullcrusher freed
255 Cadorna Textile House 17 Skullcrusher no longer here
$4A74 1 Cadorna Textile House 1 circumvented or defeated
2 Cadorna Textile House 18 Grishnak defeated$4A75 255 Cadorna Textile House 21 ogre leading hobgoblins defeated$4A76 unused$4A77 bit 1 Stojanow Gate 12 entered facing south
bit 2 Stojanow Gate 13 entered facing south
bit 4 Stojanow Gate 1 western guard tower defeated
bit 8 Stojanow Gate 2 eastern guard tower defeatedbit 16 Stojanow Gate bugbears defeatedbit 32 Stojanow Gate 4 entered
bit 64 Stojanow Gate 9 acquired wagon$4A78 Stojanow Gate bugbear attitude:
0 not suspicious
1 less suspicious
2 more suspicious
3 hostile

$4A79 to $4A7B unused$4A7C bit 1 Nomad Camp accepted offer of hospitality, quest is ongoingbit 2 Nomad Camp fighting nomads
bit 4 Nomad Camp defeated Hassad or the kobolds
bit 8 Nomad Camp received Hassad's treasure$4A7D Nomad Camp feast tracker:
1 awaiting feast
2 feast ongoing
3 feast over
$4A7E Nomad Camp kobold encounter counter (max 3)$4A7F Nomad Camp nomad encounter counter (max 3)$4A80 Slums random encounter and gypsy counter (apparently manipulated outsideof scripts)$4A81 Slums Ohlo quest tracker:
250 merchant gave potion
255 took potion back to Ohlo
$4A82 unused$4A83 255 Slums 16 treasure found$4A84 unused$4A85 255 Slums 6 defeated$4A86 unused$4A87 bit 1 Diogenes asks you to retrieve the efreeti bottle
bit 2 Diogenes sees the efreeti bottle
bit 128 Diogenes upset because you tried to attack him$4A88 255 Valhingen Graveyard 8 treasure taken$4A89 255 Valhingen Graveyard 12 treasure taken$4A8A unused$4A8B 128 Buccaneer Base heir to Bivant abandoned
255 Buccaneer Base base captured$4A8C 255 Received heir to Bivant commission$4A8D 1 Kobold Caves 9 wave 1 defeated
2 Kobold Caves 9 reached wave 2
3 Kobold Caves 9 reached wave 3
4 Kobold Caves 9 wave 3 defeated
5 Kobold Caves 20 kobold king guards defeated
6 Kobold Caves 11 found dead kobold king7 Kobold Caves 27 treasure found$4A8E 1 Kobold Caves 17 wyvern defeated
2 Kobold Caves 26 treasure found$4A8F to $4A95 Valhingen Graveyard undead kill reward trackers$4A96 255 Valhingen Graveyard mission accepted$4A97 254 Asked to talk to Cadorna about Cadorna Textile House mission
255 Cadorna Textile House mission received$4A98 254 Asked to talk to Cadorna about Zhentil Keep diplomatic mission
255 Zhentil Keep diplomatic mission received$4A99 254 Asked to talk to Werner von Urslingen
255 Stojanow Gate mission received$4A9A 254 Asked to talk to entire council
255 Valjevo Castle mission received$4A9B 254 Asked to talk to Bishop Braccio$4A9C 128 Temple of Bane mission received
255 Dirten joined the party$4A9D unused$4A9E 255 Wilderness entered lair
$4A9F 1 Wilderness found Nomad Camp
$4AA0 bit 1 Wilderness found Lizardman Keep
bit 2 Wilderness found Kobold Caves$4AA1 1 Wilderness saw Diogenes from afar
255 Wilderness saw Diogenes fly into cave
$4AA2 255 Wilderness left Yarash's Pyramid after clearing it

$4AA3 to $4AA5 unused$4AA6 254 Norris the Gray defeated
255 Norris the Gray defeat rewarded$4AA7 254 Sokal Keep 12 dealt with Ferran Martinez
255 Sokal Keep mission rewarded for success$4AA8 254 Wealthy Area cleared
255 Wealthy Area clear rewarded$4AA9 Buccaneer Base heir to Bivant mission tracker:
1 heir to Bivant purchased
128 mission failed
254 heir to Bivant stolen
255 mission ended$4AAA 254 found Fyerdeth's Discourses on Power255 rewarded for finding Fyerdeth's Discourses on Power$4AAB 254 found Urgund's Description of Darkness
255 rewarded for finding Urgund's Description of Darkness$4AAC 254 found Lex Geographica
255 rewarded for finding Lex Geographica$4AAD 254 found The History of the North
255 rewarded for finding The History of the North$4AAE 254 found The Grand Historian's Records of the Arts of War
255 rewarded for finding The Grand Historian's Records of the Arts of War$4AAF 254 found one of the other nearly worthless books in Mendor's Library
255 rewarded for finding one of the other nearly worthless books$4AB0 1 Podal Plaza mission received
254 Podal Plaza mission successful
255 Podal Plaza mission rewarded for success$4AB1 254 Valhingen Graveyard mission successful
255 Valhingen Graveyard mission rewarded for success$4AB2 254 Kovel Mansion mission successful (set if $4A45 >= 21)
255 Kovel Mansion mission rewarded for success$4AB3 254 Yarash mission successful
255 Yarash mission rewarded for success$4AB4 1 Zhentil Keep Outpost defeated commandant
253 Left Zhentil Keep Outpost after defeating commandant
254 Returned from Zhentil Keep Outpost mission
255 Set to this after council tells you about 254$4AB5 254 Lizardman mission successful
255 Lizardman mission rewarded for success$4AB6 254 Kobold mission successful
255 Kobold mission rewarded for success$4AB7 254 Nomad mission successful
255 Nomad mission rewarded for success$4AB8 254 Cadorna treasure returned
255 Cadorna treasure mission ended$4AB9 254 Stojanow Gate mission successful
255 Stojanow Gate mission rewarded for success$4ABA 254 Tyranthraxus defeated
255 Tyranthraxus defeat rewarded$4ABB 1-25 Counter for Slums random and set encounters
254 Slums mission successful (set to this if this value reaches 25)
255 Slums mission rewarded for success$4ABC unused$4ABD 254 Temple of Bane mission successful
255 Temple of Bane mission rewarded for success$4ABE 254 Zhentil Keep Outpost mission success, or Cadorna proved as traitor
255 Zhentil Keep Outpost mission rewarded for success$4ABF 254 Porphyrys Cadorna killed
255 Porphyrys Cadorna killed acknowledged$4AC0 1 angered Phlan

$4AC1 Council reward quest tracker (maximum 10, only some quests count)$4AC2 255 Mendor's Library mission rewarded for success$4AC3 unused$4AC4 Civilized Area boat trip destination:
0 Sokal Keep
1 East Wilderness (35,29)
2 West Wilderness (20,29)
3 Bay (26,27)
4 none$4AC5 1 Civilized Area met Rolf
$4AC6 unknown (set in Civilized Area, but never checked anywhere)$4AC7 2 Kobold Caves 6 killed kobold
255 Kobold Caves used large entrance to enter$4AC8 1 Cadorna treasure acquired (seal intact)
128 Cadorna treasure acquired (seal broken)
255 Cadorna treasure returned or Civilized Area 27 encountered$4AC9 unused$4ACA 255 Slums 1 orcs defeated$4ACB 255 Slums 2 goblin leader and goblin guards defeated$4ACC 255 Slums 5 treasure found$4ACD 255 Slums 9 orc leaders and orcs defeated$4ACE 250 Slums 10 hobgoblins defeated
255 Slums 10 treasure found$4ACF 255 Slums 13 orc leaders and orcs defeated$4AD0 255 Slums 14 ogre, gnolls, and hobgoblin leaders defeated$4AD1 unused$4AD2 1 Nomad Camp left nomads prematurely$4AD3 1 Kobold Caves 12 encountered efreeti$4AD4 1 Kobold Caves 14 Princess Fatima no longer present$4AD5 255 Valhingen Graveyard assisted by efreeti$4AD6 255 Slums 12 treasure found$4AD7 255 Sokal Keep 9 orcs and hobgoblins defeated$4AD8 255 Slums 15 goblin leaders and goblin guards defeated$4AD9 255 Slums 20 ogres and trolls defeated$4ADA unused$4ADB Kuto's Well well status$4ADC to $4ADF unused$4AE0 1 running "game won" script$4AE1 255 Cadorna Textile House 2 hobgoblins defeated$4AE2 255 Cadorna Textile House 6 entered$4AE3 255 Cadorna Textile House 8 hobgoblins defeated$4AE4 Cadorna Textile House random combat counter (maximum 10)$4AE5 1 Kobold Caves 18 found kobold$4AE6 254 Cadorna Textile House cleared
255 Cadorna Textile House clear rewarded$4AE7 254 Podal Plaza cleared
255 Podal Plaza clear rewarded$4AE8 unused$4AE9 unused$4AEA Kovel Mansion 10 cabinet A:
1 opened
2 failed to pick lock3 left$4AEB Kovel Mansion 10 cabinet B: as $4AEA$4AEC Kovel Mansion 10 cabinet C: as $4AEA$4AED Kovel Mansion 12: as $4AEA$4AEE Kovel Mansion 13 casket A: as $4AEA$4AEF Kovel Mansion 13 casket B: as $4AEA$4AF0 Kovel Mansion 13 casket C: as $4AEA$4AF1 Kovel Mansion 13 casket D: as $4AEA

$4AF2 1 Valhingen Graveyard 13 skeletons defeated
11 Valhingen Graveyard 5 giant skeleton defeated$4AF3 1 Valhingen Graveyard 16 zombies defeated
11 Valhingen Graveyard 8 juju zombie defeated$4AF4 1 Valhingen Graveyard 10 wights defeated
10 Valhingen Graveyard 12 wraith defeated$4AF5 1 Valhingen Graveyard 13 skeletons defeated$4AF6 1 Valhingen Graveyard 16 zombies defeated$4AF7 1 Valhingen Graveyard 20 wights defeated$4AF8 1 Valhingen Graveyard 24 treasure found$4AF9 to $4AFF unused
SECTION 11.4.2 - Other Script Addresses--------------------------------------These addresses are also referenced in the ECL scripts.
A "character" is a specific character that is either currently selected in the
UI, or is chosen by the LOAD CHARACTER, WHO, or SPELL ECL commands.
$2C90 (calling this redraws the first-person view; often used to reset it)$49C3 X-coordinate (outdoors)$49C4 Y-coordinate (outdoors)$49C5 Map ID$49C7 Minute of the turn (minutes ones digit)$49C8 Turn of the hour (minutes tens digit)$49C9 Hour of the day$49CA Day of the month$49CB Month of the year
$49CC Elapsed years$49E6 0 indoors
1 outdoors$49F0 X-coordinate (previous)$49F1 Y-coordinate (previous)$49F2 Previous script ID$49FB 1 Automap will not work
$49FC Game speed$49FD Color of sky (standard 16-color palette: 11 = sky blue, etc.)$49FE Color of ceiling (standard 16-color palette)$6B00 Character name
$6B15 Character Intelligence$6B16 Character Wisdom$6B17 Character Dexterity$6B18 Character Constitution$6B19 Character Charisma$6B20 Character memorized spell table$6B72 Character race
$6B73 Character class$6B76 Character maximum hit points$6B9A Character saving throw vs. paralyzation, poison or death$6B9B Character saving throw vs. petrification or polymorph$6B9C Character saving throw vs. rod, staff or wand
$6B9D Character saving throw vs. breath weapon$6B9E Character saving throw vs. spell$6BA5 Character thief skill: Pick Pocket$6BA6 Character thief skill: Open Locks$6BA7 Character thief skill: Find/Remove Traps$6BA8 Character thief skill: Move Silently$6BA9 Character thief skill: Hide in Shadows$6BAA Character thief skill: Hear Noise$6BAB Character thief skill: Climb Walls$6BAC Character thief skill: Read Languages$6BB8 Morale and NPC status:
lower 7 bits: morale
bit 128: set if NPC$6BBB Character copper$6BBD Character silver$6BBF Character electrum$6BC1 Character gold
$6BC3 Character platinum$6BC5 Character gems
$6BC7 Character jewelry$6BC9 Character magic-user levels$6BCA Character cleric levels$6BCB Character thief levels$6BCC Character fighter levels$6BCD Character druid levels$6BCE Character monk levels$6BCF Character paladin levels$6BD0 Character ranger levels$6BD6 Character sex$6BD8 Character alignment$6C00 Character status:
0 Character does not exist or is unconscious
1 Character is okay
128+status Character has status effect$6C0C Character combat behavior:
0 Allied, Controlled
128 Allied, Uncontrolled
129 Enemy$6C19 Character current hit points$6C1B Character movement$6DA8 Bitmask for classes trainable in a training hall
$6DB1 Currently selected character$6DC1 Monster distance$6DC6 Morale threshold (monsters start checking morale once this % of theirstrength is gone; 100 means monsters always fight to the death)$6DC7 Last combat result:0 Victory
129 Ran away
$6DC8 Last combat number of monsters killed$6DC9 255 Party cannot change X or Y coordinates by moving forward$6DCA 1 Search mode on$6DCB Surprise for next combat:
0 Neither side surprised
1 Monsters surprise party
2 Party surprises monsters
3 Monsters and party surprise each other$6DCF Charisma bonus of party spokesperson (from Statistic: Charisma table)$6DD2 Time you may be able to rest uninterrupted (in minutes, divided by 5)
0 means you cannot be interrupted$6DD3 % chance rest is interrupted$6DD5 1 Party to leave current map$6DE1 Picture loading (255 means none)$6DE2 1 Party about to enter temple$6DE3 1 Next combat does not provide any items$6E12 Disk number$6E33 1 Party attacked allies during the last fight$6E3E Party size
$6E6C 1 Party about to enter shop

$6E6D Shop buying price multiplier (16 is standard)$6E70 signed 8-bit ad hoc combat bonus to monster THAC0 in next combat$6E71 signed 8-bit ad hoc combat bonus to party THAC0 and damage in next combat$6E72 signed 8-bit ad hoc combat modifier to party movement in next combat$6EF6 Unknown shop modifier (1 is standard)$8000 (calling this starts a character-vs-character duel)$8001 (calling this starts a character-vs-monster duel)$C04B X-coordinate (current)$C04C Y-coordinate (current)$C04D Party facing:
0 north
1 east2 south
3 west$C04E Door/wall of current square$C04F Event number of current square (upper 1-3 bits are often flags)
SECTION 11.5 – Code Overview---------------------------SECTION 11.5.1 - Executable Structure------------------------------------This assumes you are using version 1.3.
comprehensive.

The following is nowhere near

* EXE offs: hexadecimal offset in the *decompressed* START.EXE* DS offs : hexadecimal location in the data segment (DS)* len
: decimal length
More complicated data structures are provided in the Data Structures section.
A "Pascal-encoded" string has the length as the first byte, and is followed by
the actual string, with any remaining bytes padded with null (which are notnull terminators).
EXE
DS
offs offs len
0D1BA 011A 410 Temple spell name array, 41 bytes each, Pascal-encoded.
0DDD8 0D38 459 Class name array, 27 bytes each, Pascal-encoded.
0DFA3 0F03
80 Race name array, 10 bytes each, Pascal-encoded.
0DFF3 0F53 153 Alignment name array, 17 bytes each, Pascal-encoded.
0E08C 0FEC
14 Sex name array, 7 bytes each, Pascal-encoded.
0E09A 0FFA
77 Money name array, 11 bytes each, Pascal-encoded.
0E0E7 1047 117 Status condition name array, 13 bytes each, Pascal-encoded.
0E15C 10BC 5355 Item name component array, 21 bytes each, Pascal-encoded.
0F647 25A7
1 unknown (probably byte alignment)
0F648 25A8
24 Compass direction name array, 3 bytes each, Pascal-encoded.
0F9B2 2912 2296 Spell name array, 41 bytes each, Pascal-encoded.
102AA 320A 1072 Spell table, 16 bytes each. The first 56 entries are samespells as given in Creature File Format; the next 11 represent
magical effects 80-90 in Item File Format.
106DA 363A
14 unknown
10D1C 3C7C
88 THAC0 table by level, 11 bytes each (levels 0 to 10).
THAC0 is represented by (60 - THAC0).
10D74 3CD4
40 unknown
10D9C 3CFC
72 Thief ability table by level, 8 bytes each.
10DE4 3D44
56 Thief ability adjustment table by race, 8 bytes each (monster
race not included).
10E1C 3D7C
55 Thief ability adjustment table by Dexterity, 5 bytes each.

10E53 3DB3
10EC3 3E23
10F17 3E77

10FDB 3F3B
11021 3F81
11087 3FE711131 4091

11143 40A3
11303 4263
11313 4273

Begins at Dexterity 9 and ends at Dexterity 19.
112 Minimum/maximum statistics by race, 16 bytes each (monster race
not included).
84 Classes allowed by race table, 12 bytes each (includes multiclass; monster race not included). First byte is the numberof classes, followed by the list of classes, padded with null.
196 Starting age table, 4 bytes each. Grouped by class (excludingmonks and multi-class) then race (excluding monster). Multiclassed characters use the highest age. Starting age is[byte 0] + [256 * byte 1] + [byte 2]d[byte 3].
70 Age category table, 10 bytes each, ordered by race (excluding
monster). Each entry is an array of 5 16-bit integers with the
maximum age for each of the 5 age categories.
102 Minimum statistics by class table (including multi-class), 6
bytes each.
170 Alignments allowed by class table (including multi-class), 10
bytes each. First byte is the number of alignments, followedby the list of alignments, padded with null.
18 Bonus Constitution hit point table for non-warriors, 1 byte
each. One signed 8-bit integer for Constitution 3 to 20.
Constitution above 20 will cause the array out of bounds; theonly well-behaved value above 20 is 22.
448 Experience and spells by class table, 56 bytes each.
16 unknown
360 Saving throw table, 5 bytes each. Arranged first by level(1 to 9), then by class.

SECTION 11.5.2 - Code Hacking----------------------------Spellcasting delay is more than three times that of tabletop version. If you
want to change spellcasting time to be more true to the original rules (thiswill significantly affect game balance):
1. Open GAME.OVR, look for this hex string: 30 E4 99 B9 03 00 F7 F1
2. Change the 03 (should be offset 0x14CC9) to 01. That modifies this:B9 03 00 mov cx, 3
F7 F1
div cxSECTION 11.6 – Bug List----------------------SECTION 11.6.1 - Technical Bugs------------------------------There's not necessarily a sharp line between a "technical" bug and an"adaptational" bug, but I did want to split up the list somehow.
* You can manually lower statistics below their defined minimums.
* The passage of time does not actually age your characters.
* Single-target damage spells should not be able to raise the dead.
* Hit points granted on level-up are not divided by number of classes (thiscomputation is performed correctly in later games).
* Genheeris is unable to memorize spells.
* Thieving abilities are recalculated only when you train (so a 1st-level
character won't have correct thieving abilities).
* Mirror Image does not work as often as it should. (Fixed in Secret of theSilver Blades.)* A Bag of Holding won't cleanly allow you to pick up all the weight you can.
* A Flame Tongue sword has no special effect. (Fixed in Curse of the Azure

Bonds.)* Keoghtum's Ointment should not convert poisoned characters to dead.
* A Wand of Paralyzation should not bypass magic resistance.
* ACOLYTE (#108) has a race of Monster, and has 0 XP, which allows the NPC
to be Modified, which causes array-out-of-bounds errors.
SECTION 11.6.2 - Scripting Bugs------------------------------This doesn't include spelling or grammar errors, which are numerous.
* Civilized Area: you may rest in an inn, even if you have angered Phlan andyou are told you aren't allowed to.
* Civilized Area: the shop door at (9,14) works at night.
* Slums: the game doesn't properly check the random encounter counter while
resting, but credits you with a clear point for defeating monsters thatappear when disturbed, allowing you to clear the block without dealing withall set encounters.
* Slums: for set encounters, the game doesn't first check to see if you ran
away from combat before crediting you with victory. (This is a common
scripting error in the Gold Box games.)* Kuto's Well: if rest is interrupted by monsters, they will be surprised.
* Podal Plaza: there is supposed to be a difference in resting between being on
mission and not clearing the block, but the latter immediately clobbers theformer, so it doesn't actually happen.
* Podal Plaza: in a random encounter, running away is only checked for after
you have been credited with victory.
* Podal Plaza: you can defeat the buccaneer and take his treasure twice.
* Cadorna Textile House: in a random encounter, running away is only checked
for after you have been credited with victory.
* Cadorna Textile House: rest can be disturbed even if it is safe.
* Cadorna Textile House: the Ring of Feather Falling does not prevent fall
damage in the well.
* Cadorna Textile House: Restal can open the Cadorna family treasure more thanonce.
* Kovel Mansion: the number of thieves in the location 14 ambush is notproperly calculated.
* Wealthy Area: you have only one chance to find the treasure at location 4.
* Yarash's Pyramid: completing and leaving the pyramid can incorrectly flag
the endgame scripts.
* Nomad Camp: The Shaman carries a "Bracers AC 2" that is actually AC 4.
* Lizardman Keep: if you give an incorrect friend-word, the combats at
locations 3 and 10 aren't correct.
* Lizardman Keep: the count of giant lizards doesn't work correctly.
* Buccaneer Base: you can get the heir to Bivant even if you already have him.
* Zhentil Keep Outpost: you can have dinner with the commandant even if you've
already fought some of the guards.
* Zhentil Keep Outpost: you aren't supposed to be able to leave the outpost
from your room before dinner without encountering the commandant.
* Zhentil Keep Outpost: you aren't supposed to fight Al-Hyam Dazid here.
* Valhingen Graveyard: the treasure of locations 12 and 24 are transposed.
* Stojanow Gate: the bugbears become outright hostile if you refuse to passthrough the gate (they should probably just become more suspicious).
* Stojanow Gate: the bugbears should always become hostile if they believe you
to be impostors.
* Stojanow Gate: setting off the alarm here should start random encounters andalert the tower guards, but it doesn't.
* Stojanow Gate: confronting the tower guards after defeating the bugbear
patrol has you fight both sets of tower guards, even if you have killed oneset.

* Stojanow Gate: fleeing the bugbear patrol after fighting the tower guards
crashes the game.
* Valjevo Castle Hedge Maze: at the false Tyranthraxus, the logic for"P"arleying with an "A"busive attitude is backwards.
* Valjevo Castle Inner Tower: the game script does not properly flag
Tyranthraxus as defeated.
SECTION 11.6.3 - Adaptational Bugs---------------------------------This only considers adaptational errors that would be relatively easy to fix.
The game does correctly enforce some rather obscure rules; even so, I'm
excluding many difficult to enforce rules from the below.
* Minimum statistics required for a class are not fully enforced. (Forexample, for classes available in any Gold Box game, Charisma 6 should be
required.)* No Intelligence roll is required to learn a magic-user spell.
* No clerical spell failure for Wisdom below 13.
* Dexterity 10 Pick Pocket adjustment should be -10%, not -19%.
* Dexterity 16 Open Locks adjustment should be +5%, not -5%.
* In cases where you lose a Dexterity bonus to Armor Class, you lose evenpenalties.
* Clerics should not be allowed to be True Neutral.
* Thieves are not required to refrain from using shields to act as a thief.
* Being blind should cause you to treat all creatures as invisible.
* Elves get a to-hit bonus with crossbows they shouldn't get. (Fixed in Curseof the Azure Bonds.)* Launchers add their plus to damage as well as to hit. (Fixed in Secret of
the Silver Blades.)* Hold Person should require a saving throw vs. paralyzation, not vs. spell.
* Animate Dead is far more powerful than it is supposed to be; it animates
the dead with full hit points at significant range.
* Enlarge should grant slightly lower Strength at level 1 and 2.
* Reduce should do more than just dispel Enlarge.
* Haste and Slow do not affect initiative as they should.
* Protection from Normal Missiles should also mitigate damage from magical
thrown and launched weaponry.
* Raise Dead in a temple should not work on elves.
* A bec de corbin should either bash or pierce, not slash.
* A military fork, ranseur, or trident should pierce, not slash.
* A Cloak of Displacement should also grant a saving throw bonus.
* Magical armor never provides a saving throw bonus.
* A Ring of Protection rarely adds its bonus to saving throws.
* A Wand of Paralyzation should force a save vs. rod/staff/wand, notparalyzation.
* A monster equipping an item should receive any effects it grants.
* A monster equipping armor should have its movement restricted appropriately.
* LARGE SCORPION (#18) and HUGE SCORPION (#39) should not be snakes.
* TROLL (#31) should not be able to regenerate after taking fire damage.
(Fixed in Curse of the Azure Bonds.)* DISPLACER BEAST (#68) should be displaced.
* DISPLACER BEAST (#68) should not be lawful good.
* EFREETI (#70 and #124) does not know how to cast Enlarge or Invisibility.

SECTION 12 – Fluff-----------------SECTION 12.1 - Journal Entries-----------------------------Here is a list of Journal Entries actually referenced by the game, with whereto find them (along with what you need to do to get it if it is not automatic).
Note that information in these entries is not guaranteed to be true.
3 - Sokal Keep 16 (speak correctly to the keep's spectral defenders)
7 - Mendor's Library 2 (search Philosophy section)
8 - Mendor's Library 4 (search History section)
10 - Mendor's Library 18 (accept kobolds' surrender)
11 - Cadorna Textile House 23
14 - Kovel Mansion 10 (open cabinet A)
16 - Kobold Caves 14
19 - Mendor's Library 2 (search Philosophy section)
20 - Kobold Caves 18 (give water to crippled kobold)
21 - Mendor's Library 4 (search History section)
23 - Kovel Mansion 10 (open cabinet A)
25 - Temple of Bane (defeat Mace)
26 - Yarash's Pyramid Level 1 13 (search remains)
27 - Yarash's Pyramid Level 3 27 (search Yarash's desk)
28 - Kobold Caves 13
29 - Kovel Mansion 20
30 - Valjevo Castle Hedge Maze 1 (threaten Al-Hyam Dazid until he offers notes)
31 - Lizardman Keep (give proper tribal friend-word to old lizardman)
33 - Yarash's Pyramid Level 3 27 (search Yarash's desk)
35 - Yarash's Pyramid Level 3 24 (befriend and free enslaved lizardmen)
37 - Mendor's Library 4 (search History section)
38 - Kovel Mansion 17
40 - Yarash's Pyramid Level 3 27 (search Yarash's desk)
41 - Kovel Mansion 19
42 - Kobold Caves 2 (search mine tailings)
43 - Valhingen Graveyard 25 (read scroll)46 - Zhentil Keep Outpost 6 (over dinner, discuss "M"agic -> "M"ention Pool)
47 - Cadorna Textile House 17
48 - Kovel Mansion 18 (defeat thieves)49 - Yarash's Pyramid Level 3 27 (search Yarash's desk)
50 - Kuto's Well Catacombs 12 (defeat Norris the Gray)
51 - Kovel Mansion 17
53 - Wealthy Area 6 (defeat ogre/orc guards)
55 - Nomad Camp (accept nomads' invitation)
56 - Yarash's Pyramid Level 3 27 (search Yarash's desk)
57 - Sokal Keep 9 (defeat the orc/hobgoblin ambush)
Entries 4 (map to the silver dragon's cave) and 15 (a not-quite-precise map of
the southeastern Valjevo Castle Hedge Maze) are useful, but are not referenced
anywhere in the game that I know of.
SECTION 12.2 - Novelization--------------------------The party that undertakes the quest in the novel is:
Shal (human female fighter/magic-user)
Tarl (human male fighter/cleric)Ren (human male ranger/thief)They are multi-classed and equipped with very powerful magical items for low
level characters to make up for the fact that there are only ever three ofthem. Yes, that's the same Shal that later shows up in Pools of Darkness, thegame. The three are also the main characters in Pools of Darkness, thenovelization.
Tavern brawls are even deadlier in the novel than in the Gold Box games!
Only the following quests are depicted: Sokal Keep; Cadorna Textile House;
Yarash's Pyramid; Valhingen Graveyard; Valjevo Castle Hedge Maze and Inner
Tower.
The Gold Box version, the tabletop version, and the novelization are all
independent of each other. This is not true for Curse of the Azure Bonds orPools of Darkness.
SECTION 12.3 - Historical Accuracy---------------------------------Yes, I know, no one is seriously going to think this game is realistic, but I
like to talk about this.
* Standard 1st Edition AD&D has a technology level of AD 1400 plus or minus
15 years, without the gunpowder weapons that existed at the time. Even 1420
starts to have technology beyond what is supposed to exist; 1440 is rightout, as that's about when Gutenberg introduced his printing press (thoughthese do exist far away from the Moonsea region). Gunpowder (which doesn't
work in the Forgotten Realms) also starts to have a significant effect as the
15th century progresses: cannon played a significant role in the siege of
Orleans (late 1420s), and a decisive one in the fall of Constantinople(1453).
Later AD&D editions tend not to care about historical accuracy as much as 1st
Edition. The reason for this is partly the last point on this list, andpartly because most people would perceive a realistic treatment as
unrealistic -- they actually expect a fake version of history, as thestandard fantasy setting contains numerous elements from the modern era.
* Werner von Urslingen was an actual historical character, known for leading afearsome mercenary army in the 14th century.
* Melee weapons are far lighter in real life than they are in AD&D, and manyother games copied AD&D's super-heavy weapon model. A standard 1st Edition
AD&D long sword weighs 6 pounds. It's not practical to use a one-handed
weapon heavier than about 5 pounds at most, and an actual long sword weighs
about 3 pounds (which is the 5th Edition value). For comparison, a modern
baseball bat is definitely a two-handed weapon, but it weighs only about 2
pounds.
In the other direction, a long sword weighs 13.0 pounds in Angband and 19.6
pounds in Ultima VI. Even those don't touch the absurdity of Robert
Baratheon's warhammer, which Eddard Stark (not a cripple) can barely evenlift.
* Broad swords actually are from the early modern era, about the mid-1500s at
the earliest. They were intended to accompany firearms.
* Real swords are often blunter than people think. This is actuallydeliberate; late medieval and early modern European long swords were designed
so that they could be held two-handed with one hand on the blade (thistechnique is called "half-swording"), specifically to change the weapon froma slashing one to a thrusting or bashing one -- slashing is virtually uselessagainst a well-armored opponent, but thrusting and bashing still remain
useful. (Swordmaking in Japan placed an emphasis on sharpness partly because
good armor was significantly rarer there than in Europe.)
Yes, you aren't supposed to slash at a heavily-armored opponent. Aside fromhalf-swording, you can also grapple or overbear such an opponent, wield aweapon (e.g., a warhammer) effective against good armor, go after the more
numerous lightly-armored opponents, or aim at the horse the well-armoredopponent is often riding.
* Those flails your cleric wields are of dubious historical authenticity.
There is a notable lack of references to them in older literature, and it'ssuspected that the handful of examples in museums are fraudulent.
* Crossbows are supposed to be much easier to use than regular bows; that's why
they had such an impact in real life. This does happen to some extent inlater editions of AD&D, just not 1st or 2nd. (For a skilled hero, a bow
would be better because it has a higher rate of fire; reloading a medieval
European crossbow takes a long time.)* Assuming the skill is not a problem (not a reasonable assumption for actual
armies, but fine for a handful of heroes), bows are actually powerful enoughthat they aren't fully superseded by firearms until the appearance of massproduced rifles in the mid-19th century. On the other hand, bows are not as
good at punching through plate mail/armor as commonly believed; the reason
the English won a crushing victory at Agincourt in 1415 wasn't because
longbows work like wands of magic missiles.
* Slings are actually much deadlier than people (and AD&D rules) generally
think. People tend to think of slingshots when slings are mentioned; thoseare genuinely weak. Slings are extremely difficult to actually aim well,though; it's entirely possible to accidentally hurl a sling stone backwards,
which is unlikely with a bow or gun no matter how much of a new user you are.
(That means David taking out Goliath is more a matter of superior skill thanof being a fortunate underdog.)* It's commonly said that real plate mail isn't nearly as limiting as CRPGs andstandard fantasy worlds portray them. That isn't really the case in 1st/2nd
Edition AD&D, though, which make a distinction between "plate mail" and"plate armor". (Yes, that's weird, but the rules explicitly state it.)"Plate armor" is usually what people mean when they say "plate mail", andit's "plate armor" that is easy to move around in, very protective, andsupremely expensive. "Plate armor" protects the entire body with very few
gaps, using interlocking overlapping plates to do so, and distributing theweight so it's not as encumbering. It's also, according to the 1st Edition
DMG, too technologically advanced to exist in a standard AD&D game world. It
was invented later (about 1420) than gunpowder weaponry, being developed
partly to counter it. Only in the 17th century, during the Thirty Years'
War, did gunpowder weapons finally become powerful enough to make plate armor
not worthwhile in combat.
If you want to look up the formal modern academic terms for plate armor,
start with "white armor" and "Gothic plate armor"; the difference between
these is more important than knowing the difference between a glaive and a
glaive-guisarme.
* In modern usage, "mail" is only supposed to describe armor made of linked
rings. So "chain mail" is still a valid term, but "plate mail" is not. This

is modern enough that I think its widespread usage is newer than AD&D.
* It's doubtful whether "ring mail" and "banded mail" even ever existed at all,historically. Even the 2nd Edition PHB reports this, but by then people hadalready been throwing around the 1st Edition terms for years. Gygax cites asource from 1909.
* Leather armor did exist, but it wasn't actually used often, because it
doesn't work well in practice. This is partly because cloth/padded armor
actually works better than most people think.
* Shields really ought to protect you better in combat than they do here. A 5%
reduction in hit chance really is not much compared to how much it actually
helped. This is less true if you have the more technologically advanced
plate armor around; once armor that good started appearing, elite fightersrelied less and less upon shields -- but armor that good isn't supposed toexist in AD&D.
* It's stated in the sourcebooks (e.g., the Wilderness Survival Guide) thatlower-level lightning spells aren't as deadly as the real thing. The reverseis actually the case, since in real life, a direct lightning bolt strike only
kills the victim about 10% of the time. In AD&D, a Lightning Bolt that does
5d6 damage will outright kill a person with 10 hit points (more than the
median soldier) more often than that.
* While pin-and-tumbler locks predate the entire medieval era, they were rather
exotic items until the invention and spread of the mass-produced Yale lock inthe mid-19th century. Their presence is sensible here if they're protecting
something valuable, but in many CRPGs, including this one, they often protect
things of little or even no value. In such cases, it may actually makeeconomic sense to steal the lock itself.
* Even major cities in the Forgotten Realms have low populations; there are few
cities with a population of more than 50,000. The same is true of most other
AD&D settings. Real life and typical fantasy settings both have theirlargest cities with populations in the hundreds of thousands.
In 1400, Paris was the largest western European city, with a population of
about 250,000. The next largest cities would have all been in what is now
northern Italy. This is all despite a severe famine that started in 1315
(roughly the same time the Little Ice Age began and reduced crop yields), theHundred Years' War which started in 1337, and the Black Death which started
in 1348.
I suspect the low populations of the typical AD&D setting reflects its more
direct inheritance from Tolkien compared to most other fantasy fiction.
Middle-earth in the late Third Age is similarly depopulated, just withclearer reasons for it.
* People these days tend to assume the literacy rate was very low before theinvention of the printing press. It was still around 15% to 20%.
* The level of trade depicted in the Gold Box games is more typical of theRenaissance or early modern age than the actual late medieval period.
* Inns were also not significant in the medieval era, because there weren't
enough travelers to justify very many of them. Travelers tended to rely upon
one of two alternatives. (1) Travelers often just relied upon individual
hospitality; this is partly why sacred hospitality used to be such a big
deal. (2) Many travelers in the medieval era were actually religious

pilgrims, and often stayed at monasteries. Gygax was aware of this (the 1st
Edition MM/DMG random encounter tables have you encounter pilgrims fairly
often), but most of his imitators are not.
This is related to the above point, because trade results in more travelers.
The same also applies to a significant extent to taverns. Not that inns or
taverns didn't exist at all -- they're a notable element of the Canterbury
Tales, which date to 1386 -- but they were not common. (You'll probably
realize that this statement also depends on exactly when you define themedieval era ending.)* While you don't see it too much in Pool of Radiance, Forgotten Realms
political entities like Cormyr or Sembia behave an awful lot like modern-day
Westphalian nation-states, which shouldn't happen in a pre-modern culture
without good reason. (Though that is not necessarily unrealistic -- theRoman Empire behaved in many ways like a modern nation-state. It just isn't
anything like medieval Europe.)* Similar to the above, those political entities also tend to have significant
standing armies -- very much like the Romans did, and very much unlike actual
European medieval powers; very much like most other standard fantasy nations,and very much unlike Westeros.
* If you've read a lot of printed fantasy, you may notice there isn't muchreference to feudalism in AD&D. This actually accurately reflects the time
period; western European feudalism started to break down as early as the 12th
century, and that decline accelerated in the 14th century. There are
multiple reasons for this that historians debate furiously, even including"feudalism never existed", but probably the most important is thecentralization of power in kings, which itself happened for all kinds ofreasons. The main practical problems with feudalism are the lack of a good
way to stop two major vassals from fighting each other, and that vassals
tended to prefer being taxed to the mandatory military service standard for
feudalism.
The Black Death in the mid-14th century particularly sped up the decay ofwestern European feudalism: many workers died, but capital was preserved;
thus demand for labor vastly outstripped supply, leading surviving commoners
to demand, and often actually get, better living conditions. This in turnhelped eventually lead to commoners having enough wealth to actually justify
the numerous inns and taverns found in the standard fantasy setting.
Feudalism is actually more visible in Tolkien (who kept it muted, because he
was actually an anarcho-monarchist ... yes, Tolkien actually consideredhimself an anarchist), and in Martin (in Westeros, society typically works onan early medieval societal model, despite the latest technology often being
early modern or even 19th century), than it is in almost all CRPGs.
* Castles stopped being built for military purposes when cannons got goodenough; cannons became influential in warfare well before firearms displaced
AD&D-style weaponry. Dragons, earth elementals, and teleportation should
also count towards this, really. (A lot of real castles were actually built
for aesthetic purposes, because "late medieval is awesome!" has been popular
for a long time -- Neuschwanstein is probably the best example of this.
That's the castle the one in Disneyland is based upon.)* Food supplies are generally not an issue in the standard fantasy world; when
it does become a problem, it's usually because of a war. In real life, they
were a problem even for peacetime affluent societies all the way up to the19th century. There were massive volcanic eruptions in 1783 and 1815, eithermore significant than any since, that caused global cooling significant
enough to cause crop failures in the following years. This was one of thedriving forces behind westward expansion in the United States; farmland in
marginal areas was abandoned at the time. (Those forests in New England thatare now famous for changing colors in the fall? Those were mostly farmland
when the United States declared independence.)
In the real medieval period, you could expect crop failures resulting infamine every several years; a single crop failure generally didn't result ina severe famine, but two or more in a row was another matter.
* In the Gold Box games, wolves generally have a bad reputation, as they do inmuch of standard fantasy. They generally have a much better reputation thesedays, with much of that because they are the sigil of the Starks of Westeros.
This is likely inspired by real-life western Europe having problems withwolves terrorizing urban citizens all the way up to about the 18th century.
* Any magical society with a sufficiently advanced level of magic is going touse it as we do technology; you will start to get things like crystal balltelecommunications networks and social teleportation services. This DOES
happen in Eberron and Harry Potter; the Forgotten Realms also have a highmagic level and should thus behave in many un-medieval ways. There's areason why Tolkien, Martin, etc. mostly create low-magic worlds; powerful
magic like continents sinking into the ocean and 700-foot-high 300-mile-longenchanted ice walls should be decidedly exceptional, or it will make yourworld behave untraditionally.
This is also a reason why Greyhawk is typically the standard AD&D gamesetting: Dark Sun, Eberron, Planescape, and Ravenloft are all deliberately
un-medieval in many ways, and Dragonlance has its own idiosyncratic
mythology.
* A "buccaneer" is supposed to be specific to the Caribbean and its age ofpiracy. "Pirate" is a better culture- and era-independent term. The Tampa
Bay Buccaneers are in the right general area, at least. The ones in thisgame ... not so much.
* Finally, the very concept of not having anachronisms in fiction is itself amodern one. You won't find much like it in Shakespeare, for instance. It
only starts to be significant around the time of the popularity of Ivanhoe,
published in 1819. Tolkien didn't care much; his societies actually mostresemble 6th-century England, so many of the things we take for granted infantasy fiction would fit there about as much as express trains, cruise
missiles, or armored personnel carriers would in AD&D -- and all three of
those actually DO exist in Middle-earth, incidentally. (Tolkien was always
cheerful about anachronisms.) And when you get to computer games, you havebattery-powered brass lanterns in the original Adventure, plastic explosives
in Zork, space fighter combat in Ultima, blaster guns in Might and Magic,
elevators in Wizardry, tinker gnomes in Krynn, the church of Gond
Wonderbringer in the Forbidden Realms ... and even if you insist on
historical accuracy, which relatively few non-modern games even try to do,it's very hard to prevent technology from centuries later getting throughsomewhere. (For instance, doorknobs were only invented less than 150 years
ago -- but almost the first thing mentioned in The Hobbit is the knob on thedoor to Bag End.)

SECTION 13 - Appendix--------------------SECTION 13.1 - References------------------------Here are some other sources you can consult about the game.
AD&D Pool of Radiance Clue Book, ISBN not known (I suspect there isn't one), 64
pp. This has a complete set of maps, is reasonably comprehensive, and is theclassic reference for the game. Physical copies are of some interest tocollectors. Despite being published by SSI, this isn't actually all that
accurate, though it is still far more accurate than the average Prima
strategy guide. Its details appear to better reflect the Apple II or
Commodore 64 versions of the game.
These three books are the core AD&D books that have many of the basic rules:
AD&D Player's Handbook (1st Edition), ISBN 0-935696-01-6. (PHB)
AD&D Dungeon Master's Guide (1st Edition), ISBN 0-935696-02-4. (DMG)
AD&D Monster Manual (1st Edition), ISBN 0-935696-00-8. (MM)Note that many other sources apply the 2nd Edition rules to the Gold Box games.
The 2nd Edition rules are relatively similar to 1st Edition rules, but
significant differences still exist. At the time of Pool of Radiance's
release, 1st Edition AD&D was the only existing edition. Later Gold Box games
still use mostly 1st Edition rules even though 2nd Edition was then the latest
and greatest in the tabletop world.
AD&D Unearthed Arcana (1st Edition), ISBN 088038-084-5. (UA) These optionalrules released later in 1st Edition's lifecycle are mostly not used in theGold Box games, though there are a few exceptions, primarily magical items.
AD&D Monster Manual II (1st Edition), ISBN 0-88038-031-4. (MM2) This has
several relevant monsters not described in the original Monster Manual, andalso the rules for statistics of 19 and higher.
AD&D Field Folio (1st Edition), ISBN 0-935696-21-0. (FF) While all the otherGold Box games draw some inspiration from here, and some monsters featured inother CRPGs made their debut here, nothing from this book is in Pool ofRadiance.
AD&D Forgotten Realms Campaign Set (1st Edition), ISBN 0-88038-472-7.
the original campaign information for the Forgotten Realms.

This has

AD&D Forgotten Realms Ruins of Adventure Official Game Adventure, ISBN
0-88038-588-X. (RoA) This is the official tabletop game adaptation of thecomputer game. It follows the same rough overall plot, but there are manydifferences in detail. It has a reputation for being nowhere near as good as
the computer game, mostly because it doesn't take advantage of the additional
interaction a human DM can provide. It is also generally easier than theGold Box version in principle, perhaps because the computer version has thepotent magic of "quit and load saved game".
Pool of Radiance, by James M. Ward and Jane Cooper Hong, ISBN 0-88038-735-1,
316 pp. This is the official novelization of the computer game. Like theadventure module, its reputation is nowhere near as good as the computer
game.
Quest for Clues II, ed. Shay Addams, ISBN 0-929373-01-04 (same as for QfC III
which is odd), 181 pp. This is the Quest for Clues book with a Pool ofRadiance walkthrough, on pages 83-93. As with all Questbusters walkthroughs,

it isn't particularly detailed.
Computer Gaming World references:#49 (Aug 1988) p. 20-21: Sneak preview.
#54 (Dec 1988) p. 28, 60-62: Two reviews, by Ken St. Andre and Tracie Forman
Hines; many criticisms, both positive and negative, look strange thirty
years later. Scorpia never gave a full-length review.
#55 (Jan 1989) p. 33: early sales reports.
#64 (Oct 1989) p. 41: nominee for 1989 RPG of the Year.
#72 (Jun 1990) p. 18: yes, it really was that slow on an original IBM PC.
#76 (Nov 1990) p. 70: yes, the AI really was that bad in earlier versions.
#85 (Aug 1991) p. 51: Scorpia gives a hint about Tyranthraxus.
#87 (Oct 1991) p. 20: Scorpia gives a brief review in her RPG survey.
CGW's reader ratings initially were high, though not as high as Magic Candle,
Ultima V, or Wasteland. (You should play all of those, too!)
Minor mentions (including ads):#38 (Jul-Aug 1987) p. 42#42 (Dec 1987) p. 23#44 (Feb 1988) p. 36#45 (Mar 1988) p. 17#48 (Jun 1988) p. 57#49 (Aug 1988) p. 10#50 (Sep 1988) p. 22, p. 46#52 (Oct 1988) p. 38#53 (Nov 1988) p. 50#56 (Feb 1989) p. 63#60 (Jun 1989) p. 8-9#61 (Jul 1989) p. 40-41#62 (Aug 1989) p. 8-9#66 (Dec 1989) p. 69#67 (Jan 1990) p. 86#68 (Feb 1990) p. 64#77 (Dec 1990) p. 127
http://gbc.zorbus.net/index.html
Gold Box Companion home page. The most useful tool in its own right, thispage also has links to most other Gold Box Web pages worth mentioning.
http://www.gamebanshee.com/poolofradiance/
Polished and reasonably comprehensive Web-based walkthrough.
http://www.gamefaqs.com/
nes/587518-advanced-dungeons-and-dragons-pool-of-radiance/faqs/51292
This is the best walkthrough I know of for the NES version.
https://rpgcodex.net/forums/threads/
lets-play-pool-of-radiance-with-one-character.129308/
Null Null's single-character playthrough. (Yes, this is possible.)
http://crpgaddict.blogspot.com/
CRPG Addict has extensive coverage of Pool of Radiance (significantly morethan what he has tagged).
For more technical references, see Hacking Overview.
SECTION 13.2 - FAQ Version History----------------------------------

v1.50 (2021-11-07)* Changed quotes to be more like how the game works (single for in-game
quotations, double for game descriptive text).
* Changed location numbering to more closely match both the game's internal
numbering and Gold Box Companion.
* Added more game text.
* Added more notes on the game not properly registering fleeing.
* The game's Constitution hit point table actually does not go above 20. (Allsubsequent games have the table go up to 25.) Anything above that causes
array-out-of-bounds shenanigans.
* Slow does not either stack cumulatively with itself, or affect allies, unlike
the tabletop version.
* A Wand of Paralyzation actually requires a save vs. paralyzation, not thecorrect rod/staff/wand.
* Added link to Null Null's single-character Let's Play.
* Added link to CRPG Addict.
* Added list of ECL scripts and maps.
* Moved spell table format to data structure section.
* Executable structure format rearranged.
* The Acolyte NPC can be modified with strange results.
* Some script flag additions and corrections.
* Sokal Keep: the three words on the parchment do have real-life meanings.
* Kuto's Well: random monsters only sometimes attack with high morale.
* Kuto's Well Catacombs: Norris the Gray's treasure may disappear if you failto claim it promptly.
* Mendor's Library: the maximum number of green slime encounters is 7, not 8.
* Cadorna Textiile House: there are different destinations if you flee fromhobgoblins.
* Wilderness: consoliated advice on the most dangerous monsters.
* Yarash's Pyramid Level 1: a couple of the maze random encounters havesurprise roll bonuses.
* Yarash's Pyramid Level 2 and 3: corrected teleporter details.
* Yarash's Pyramid Level 3: added mechanics for destroying the machinery.
* Valjevo Castle Inner Tower: noted scripting bug that never fully marks
Tyranthraxus as defeated.
v1.40 (2020-11-22)* Overhauled location numbers to mostly match those actually used by the game,and by Gold Box Companion and Gold Box Explorer. (I hadn't known about anyof these before I wrote the original version.) There are still places where
I don't use the internal numbering, to keep things simpler. This all makes
this version incompatible with all previous versions, if going into thatlevel of detail.
* Split each map section into an overview section and a details section.
* Added more game text.
* Added coordinates to map annotations, if not ambiguous.
* Added full section on Wilderness Lairs.
* Added formalized list of bugs. (This is not comprehensive by any means.)* Added detail on how to successfully backstab.
* Added yet another reason not to use NPCs: they make random combats larger.
* Added strategy for using Animate Dead.
* You can in fact fight Ogre Leaders, in the Wealthy Area or Temple of Bane.
It requires a high Party Strength to have any chance of happening (at least
66) and is unlikely even then.
* Snake Charm and Animate Dead scale to caster level, not caster hit points.
* Dust of Disappearance will work even against enemies that see invisible, andis supposed to.
* Magical armor never actually provides a saving throw bonus.
* Rings of Protection rarely actually provide a saving throw bonus. The only
one I know of where that actually works is the one carried by the THEURGIST

(#110). (Another case where I was led astray by that working more reliably
in the sequels.)* The Wand of Paralyzation can bypass Tyranthraxus's magic resistance.
* Added more executable offsets: classes allowed by race, statistics by class.
* Civilized Area: more detail on available NPCs.
* Civilized Area: clarified that you must explicitly receive the commission for
Podal Plaza to both perform and be rewarded for it.
* Slums: the script doesn't check if you ran away before crediting you withvictory against a set combat.
* Slums: add description of bug that allows you to clear the area without
fighting any set combats.
* Sokal Keep: searching for the diary only works reliably if you were told
about it by the spectral defenders.
* Mendor's Library: more detail, including mechanics for green slime in thegarden.
* Podal Plaza: parley mechanics expanded and corrected.
* Cadorna Textile House: you can't ever get all the random encounters without
defeating the ogre.
* Cadorna Textile House: added exploit which allows you to open the Cadornafamily treasure repeatedly.
* Wealthy Area: random encounter probability corrected.
* Wealthy Area: added detail on how random encounters are constructed andresolved.
* Wealthy Area: the four-orc patrol counts as encountered as long as you doanything other than fight them.
* Nomad Camp: the Shaman's Bracers AC 2 is actually AC 4.
* Yarash's Pyramid: now split into two separate sections, both for clarity andbecause that's how the game handles it internally.
* Buccaneer Base: resting is disturbed by the next random encounter, if active.
* Valhingen Graveyard: the two-handed sword vs. undead isn't actually a good
choice here.
* Stojanow Gate: more detail and accuracy.
v1.32 (2020-06-07)* Added effect of transfer to Hillsfar.
v1.31 (2020-05-19)* Added this version history (retroactive to all previous versions).
* Moved references/acknowledgments to the end; it was taking up too much spaceat the beginning.
* Added note that the best way to reach me is by e-mail. (I belatedly realizedthat there were lots of comments in places I wasn't checking regularly.)* Charm Person works on the magic-user in Valhingen Graveyard to convert him toa fully friendly NPC.
v1.30 (2020-05-10)* I overhauled the script that generates monster statistics. There is more
information, and most of the mistakes from the days when I added statistics
by hand should be gone. (The AI I wrote was a little bit too intelligent -the real Pool of Radiance AI favors studded leather armor over Bracers AC 6
for ... reasons.)* There is more accurate information on how much XP money and items give.
That's also now part of the monster statistic generator script.
* All placed magically charged treasure now mentions how many charges it starts
with.
* The spellcasting delay adjustment is actually division by 3, not 2. Thatmakes spellcasting significantly more powerful than it is in the tabletop
game. (So even though Stinking Cloud has a tabletop game delay of 2 ... thatgets divided by 3, then rounded down to 0, so it actually has no delay in theGold Box games.)* There are now instructions on how to modify spellcasting delay, in case youwant something closer to the actual tabletop rules. (It'll significantly
alter game balance, of course.)* Added how AI spellcasting priority works.
* With both spellcasting delay and AI priority not obvious and not in the
manual, added a table.
* Clarification of area of effect spells: it wasn't clear before what "diameter
3/5/7" meant.
* You can raise the dead by casting a targeted spell like Cause Light Wounds or
Burning Hands in combat. (This bug is gone starting in Secret of the Silver
Blades.)* More detail on how Animate Dead works.
* Correction for the Sleep spell. (Yet again. I think I really do have itright this time.)* The Stinking Cloud AC penalty is larger than I thought.
* Mirror Image is not as effective as it should be, or as in later games. (Alsofixed in Secret of the Silver Blades.)* Haste and Slow do not actually affect initiative.
* Strength: for Open Doors, easy vs. hard is in fact implemented, so I put thatin the table.
* Dexterity: actual adjustments to thief skills. There are a couple wrong
numbers in the game's table.
* For avoiding attacks, being third-from-the-bottom is better than being #5 in
the order.
* A "small/medium" target for a weapon is only so if it BOTH has that size inthe game files AND has a 1-tile icon.
* For some reason, I thought you couldn't backstab Large opponents in the 1st
Edition tabletop game. There's no such rule. (There *is* a rule much likethat in 2nd Edition.)* Added the actual THAC0 table used by the game. It's a hybrid of 1st/2nd
edition rules (as you might expect), and it also changes by specific Gold Box
game.
* More information on binary format.
* Added Computer Gaming World references.
* Added Acknowledgments.
v1.22 (2019-07-11)* Fixed up a lot of technical details I had added.
v1.21 (2019-07-10)* "Porphyrys Cadorna" actually had a "y" in it I missed.
* Mention of the not-implemented tabletop rule about firing missiles into a
melee.
v1.20 (2019-07-07)* THAC0 in the bestiary corrected for how the game actually calculates it.
* Added Morale mechanic section, and specific monster morale in most cases.
* Added Party Strength calculation.
* Added distance that monsters start at, and what Distance 1 and 2 mean.
* Added more detail on how random encounters are generated and resolved.
* Added more detail everywhere on how safe resting is.
* Added detail on where "F"leeing will move the party.
* Added detail on damage the party can take outside of combat.
* Added temple spell casting section.
* Added surprise rules (which only Pool of Radiance fully supports).
* Added detail on how the game handles time.
* Added range for throwable melee weapons.
* Added many more technical notes.
* Correction for the Sleep spell. (Again.)* Thrown weapons do not get a Strength bonus. (That's a 2nd Edition rule.)

* Valhingen Graveyard commission moved to its own subsection, because the gamespecial-cases it in so many ways, and added a lot more detail on it.
* Warning about items randomly disappearing -- it's not actually a bug as
people sometimes think. You probably got pickpocketed in Phlan's taverns.
* It does not generally actually help to lower statistics for the sake ofgaming Party Strength.
* Added note that the game doesn't bother to implement the proper rules about
recovering from being knocked unconscious.
* Civilized Area: much more information about how visiting a tavern works.
(That was way back when I was first starting to write this ...)* Civilized Area: more information about hirable NPCs.
* Civilized Area: added triggers for the proclamations changing.
* Slums: you must deal with Ohlo one way or the other to clear the block.
* Podal Plaza: in version 1.3, if you do not screw up the mission, the block
should always be clearable.
* Kovel Mansion: even more precision on how number of thief kills works.
* Kobold Caves: more details on traps.
* Lizardman Keep: more precision on how number of lizard man kills works.
* Valhingen Graveyard: more detail on how monsters can regenerate.
* Valhingen Graveyard: discovered conditions under which sanctification works.
* Stojanow Gate: added how the roll for bluffing the bugbears works.
* Valjevo Castle: more detail on how talking with the washerwomen works.
* Extended warning about hit point overflow if you are hacking.
* Monsters #9 and #82 are thought not to actually appear anywhere.
v1.10 (2019-04-07)* Added advice for starting stats rolled normally.
* Added section on restarting the game. (It gets asked fairly often.)* Added section on transferring characters to Curse. (Asked even more often.)* Added experience value table for gold/platinum/gems/jewelry.
* Added first version of the Flag List.
* Correction for the Sleep spell.
* Civilized Area: two ways to learn that Porphyrys Cadorna is a traitor.
* Kovel Mansion: more precision on how number of thief kills works.
* Valhingen Graveyard: Skeleton/Zombie/Wight zones now marked (because thatlast one is dangerous).
* Moved my primary e-mail address after decades.
* Gold Box Companion moved to a new Web page.
v1.02 (2016-10-05)* Corrected error on statistics transferring to Curse of the Azure Bonds.
* Added how to crack version 1.3.
* Added link to FRUA fan remake.
v1.01 (2016-10-04)* More notes on the Necklace of Missiles.
v1.00 (2016-10-03)* Original release.
SECTION 13.3 - Acknowledgments-----------------------------Acknowledgments (not comprehensive):* Joonas Hirvonen (author of Gold Box Companion)* Simeon Pilgrim (author of the modernized Curse of the Azure Bonds)* CondorMan (discoverer of many bugs only present in earlier games)* Alpha3KV (for information on transferring characters)
SECTION 13.4 - Things I Want---------------------------Things I'd like (please e-mail me if you have any of the below):(1) a complete, original physical copy of the IBM version 1.0 or 1.1(2) what are the actual defensive bonuses conferred by combat terrain features
you can step on?