champions of krynn - cluebook - pc

32
8/11/2019 Champions of Krynn - Cluebook - PC http://slidepdf.com/reader/full/champions-of-krynn-cluebook-pc 1/32 NOW vi l doesn' t st and a chance smol der i ng pl ague of E vi l t hreat ens to er upt in Nort heast Ansalon  7he many f aces of Evil st and poised to r un amok- draconians, m n ot aur s ogres and dr agons are but af ew of t he many E vi l mani f estat i ons eager to smash your party to bits You need h el p  When you'r e up agai nst enemes like these, some i n si d e infor- mati on can mean t he di ff erence between sweet success or very bitter failure . The CHAMPwNs of Kr srm CLUE Boors gives you t he edgeyou need to bri ng Evil to its knees :  Detail ed maps to al l of t he l ocati ons in t he game N Compl ete information on speci al encounters .  Ti ps on how to wnthe more difficult combats that your adventurers will face .  ists of al l t he speci al magic i tems f ound in t he game and their best uses .  Checkli sts of encounter s and tr easures al l owng a pl ayer to play through the game w thout mssi ng any part of t he adventur e N lints on how o comat each of the vari ous monst er types, from t he powerf ul Aur ak Draconi ans to t he most deadl y of f oes - t he huge Red Dragons of t he evil armes ADVANCED DUNGEONS  RAGONS, ADD  ©990 TSR Inc DRAGONANCE and the TSR logo aret rademrks Al l rights reserved . ownedby and usedunder li cense  MADE IN US A from TSR I nc . LakeGeneva WU S .A TSR Inc Detai l ed maps r eveal every secret you'll need f or safe passage t hrough t he corri dors of Throa Gargat h and al l other l ocati ons in t he game 6 COMPUTER PRODUCT A DRAGONLANCE Fantasy Role-Pl ayi ng Epi c, Voi CLWSOM STRATEGC SIMULATIONS, INC

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Page 1: Champions of Krynn - Cluebook - PC

8/11/2019 Champions of Krynn - Cluebook - PC

http://slidepdf.com/reader/full/champions-of-krynn-cluebook-pc 1/32

NOW

vi l

doesn' t

standa

chance

smol der i ng

pl ague

of

E vi l

t hreat ens t o

erupt

i n

Nort heast

Ansal on

  7he

many

f aces of

E v i l st and

poi sed t o

r un

amok- draconi ans,

m not aur s

ogres

anddragons

are

but afewof

t he

manyE vi l

mani f estat i ons

eager t o smash

your party

t o

b i t s

You

needhel p 

Whenyou'r e up

agai nst

enemes

l i k e t h e s e , some i n si d e

i n f o r -

mati on can mean t he di ff erence

between sweet

success or very b i t t e r f a i l u r e .

TheCHAMPwNsofKrsrmCLUE

Boors

gives you t he

edgeyou need

t o

bri ng

E v i l t o

i t s knees

:

 

Detail ed maps

t o

al l

of

t he

l ocati ons i n

t he game

N

Compl et e

i nformati on on speci al

encount ers

.

 

Ti ps

on

howt o

w n t h e

more

d i f f i c u l t combats t h a t your

adventurer s w i l l face .

  i s t s of

al l

t he speci al magi c

i t ems

f ound

i n t he

game

and t h e i r best uses .

 

Checkli sts of encounter s

and tr easures al l owng a

pl ayer

t o p l a y through the

game

w thout mssi ng any p a r t o f

t he

adventur e

Nl i n t s onhow o comat each of the vari ous

monst er

t y p e s , f romt he power f ul

Aur ak

Draconi ans t o

t he most

deadl y of f oes - t he hugeRedDragons of

t he e v i l armes

ADVANCEDDUNGEONS 

RAGONS,

AD D

 

©990TSR Inc

DRAGONANCE

and

theTSRlogo aret rademrks

Al l rights

reserved .

ownedby

and

usedunder

l i cense

 

MADE I N

U

S A

from

TSR

I nc

.

LakeGeneva

W U S. A

TSR

Inc

Detai l ed

maps

r eveal

every secret

y o u ' l l

need

f or

safe

passage

t hrough t he

corri dors

of ThroaGargat h and

al l other l ocati ons

i n

t he

game

6

COMPUTER

PRODUCT

A

DRAGONLANCE FantasyRole-Pl ayi ng

Epi c, Voi

CLWSOM

STRATEGC

SIMULATIONS, INC

Page 2: Champions of Krynn - Cluebook - PC

8/11/2019 Champions of Krynn - Cluebook - PC

http://slidepdf.com/reader/full/champions-of-krynn-cluebook-pc 2/32

S t r a t e g i c S i mu l a t i o n s , I nc . reserves t he r i g h t t o make i mprovernent s

i n t he product

d es c r i b e d i n

t h i s c l u e

book at any-

t i me and w i t h o u t n ot i c e .

S t r a t e g i c

S i m ul a t i o n s , I nc . makes

no

w ar r a n t i e s , express or i mp l i e d , wi t h r e s pe c t

t o

t h i s c l u e bo o k , i t s q u a l i t y ,

mer -

c h an t a bi l i t y or f i t n es s f o r any p a r t i c u l a r purpose. This cl uebook i s provided   as i s .

ADVANCED

DUNGEONS&DRAGONS, AD&D and

DRAGONLANCE ar e t rademarks

owned by and

used under

l i c e ns e

f rom

TSR,

I nc .

Lake

Geneva,

W

USA

C o p yr i g h t

1990TSR,

I nc . Al l R i g h t s Reserved .

CREDTS

Wi t t e n

by

CGr aeme

Bayl ess, Dave S he l l e y ,

MkeMancuso

and

KenHumphri es

Art,

Graphic Design and

Deskt op

Publ i shing

Loui s Saekow

Desi gn

Peter C, ascoyne

Printing

A&aPrinters andLi t hographers

T hi s c l u e

book i s

c o p yr i g ht e d and i n c l u de s p r o p r i e t a r y i n f o r m at i o n

bel ongi ng

t o

TSR,

I nc .

and S t r a t e g i c

S i m ul a t i o n s ,

I nc

.

No

one i s p er m t t e d

t o

s e l l c o pi e s o f

t h i s

c l u e book

t o

any person or i n s t i t u t i o n except

as provided

f or by

w r i t t e n

agr eement w i t h

S t r a t e g i c S i m ul a t i o n s , I nc . and

TSR,

I nc .

Noone may

c o p y ,

p h o t o c o p y ,

r e p r o d u c e ,

t r a n s l a t e ,

or

reduce

t o machi ne r e a d a bl e

form

t hi s c l ue

book

w thout

t he p r i o r wr i t t e n consent

of TSR,

I nc .

Any

persons reproduci ng

any

p o r t i o n

of

t h i s

c l u e

book

f or

any

r e a s o n ,

i n

any

med i a ,

s h a l l

be

g u i l t y

of c o p y r i g h t

v i o l a -

t i o n

and

s u bj e c t t o t he a p pr o p r i a t e

c i v i l or c r i m n al a ct i o n

at t he d i s c r e t i o n o f t h e c o p yr i g h t h ol d e r ( s ) .

TABLE

OF

CONTENTS

INTRODUCTION

 

.   .   .   .   .  

.   .   .   .   .   .   .   .   .   .   .   .   .   .  

.

 

.

 

GETTING

HELP

  . .   .  

.   .   .   .   .   . .   .   . .   .   .   .   .   .   .   .  

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

. 1

THE

STORYAND

EVENTS  

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.   . 1

SPECAL

NOTES

 

.

 

.

 

. .

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.   .   .   .   .   .   .

 

.

  3

Areas

and

C i t i e s

 

. .   .   .   .   .   .   .   .   . .   .   .   .   .   .   .   .  

.   .   .   .   .   .  

.

  3

The

Overl and

  .   .   .   .   . .   .   .   .  

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.  

3

GENERAL

COMBAT

HINTS

.   .   .   .   .   .   .   .   .   .   .   .   .   . .   .   .   .   .   . .   .   .  

4

RandomEncounter s   .   .  

.   .   .   .   .   .   .   .   .   .   . . . .   .   . .   .   .   .   .   .

 

.

 

.

 

.

 

.

 

.

 

. 4

E vi l Humanoi ds  

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. . .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.

 

. 4

Monst er s

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.   .   .   .   .   .   .   .   .   . .   . .   .   .   .   .  

. 5

MAPS

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.

 

.   .   .   .   . . . .   .   .   .   .  

.

 

.   .   .   . .   .   .   .   . .   .   .   .   .   .   .

 

. 5

AThrotl

  . .   .   .   .   .   .   .   .   . . .

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.

 

.   .   .   .   .   .   .   . 6

B

 

Throtl

Templ e

 

.

 

.

 

.   .   .   .   .   .   .   .   .   . .   .   . .   .   .   .  

.   .   .   . .   .   . .   .   .

. 9

C Throti

Catacombs

.   .   .  

.   .   .   .   .   .   .   .   . .   .   .   .   .  

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

  . 11

D

 

Gargat h

  . .   .   . . . .   .  

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

. .

 

.

 

.

 

.

 

.

  . 14

E

 

Gargat h

Keep

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.   .   . .   .   .   .   .   .   . 17

F

J e l e k .   .   .   .   .   .   .   .   .   . .   .   .   .   .   .   .   .  

.   . .   .   .   .   .   .   .   .   .   .  

. 20

G

 

Tomb

of

Si r Dar gaar d   . .   .   .   .   .   .

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.   .   .   . 23

H

Ogre Base  

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.   .   . .   .   .   .   .   .   .   .   .   .   . .   .   .   .  

.   . 26

I

.

 

Southern Outpost .

 

.

 

.

 

.

 

. .

 

.

 

.

 

.   .   . .   .   .   . .   .   .   .   .   .   .   .

 

.

 

.

 

.

 

.

  . 28

J   Neraka Ci ty &

Base

  .   .   . .   .   .

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. . . .

 

.

 

.

 

.

 

. . . .

 

.

 

.

 

.

 

.

 

.

 

. 32

K

Neraka

Prison

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

. . . .

 

.

 

.

 

.

 

.

 

.

 

.

 

. .   .   .   .   . 34

L   Sancti on

Docks

 

.

 

.   .   .   .   .   .   .   .   . .   .   .   .   .

 

.

  .   .   .   .   .   .   .   .   .

. 36

M

Templ e

of

Huercyd   .   .   .   . .   .   . .   .   .   .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

. .

 

.

 

. .

 

.

. 39

NShadowP eo p l e ' s

Tunnel  

. .

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

. 39

O

 

Templ e of Duerghast

 

.

 

.

 

.

 

.

 

.

 

.   .   .   . .   .   . .   .   .   .   . .   .   .   .   .  

.

 

.

 

.

 

.

 

.

 

. . 42

P

 

C tadel   .  

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

  . .   .   46

QSecond

C tadel

  .   .   .

 

. . . .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.   .   .   . .   .   . .   .   . .  

. 46

R

 

Kemen

Squar e   .   .   .   . . . .   .   .   .   .   .   .   .   .   .   . .  

. .   .   .   .   .   . .   .   .   .   .  

. 49

S .

 

Kemen

Base ( Myrtani' s

St ronghold)

 

.

 

. .

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

  . 51

ADDTIONAL

NOTES

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

  .   .   .   .   .   .   .   . 53

General

H nt s

 

.

 

.

 

.

 

.

 

.

 

.   .   .   . .   .   .   .   .   .   .   .   .   .   .   . .   .

 

.

 

.

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

. 53

Charact ers

  .   .   .   .   . .  

.   .   .   .   .   .   .   .   .   .   .  

.

.

 

.

 

. .

 

.

 

.

 

.

 

. .

 

.

 

. .

 

.

 

.

 

.

 

.

 

. 53

Charm

 

.

 

.

 

. .

 

.

 

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

 

.

 

.

  .   .   .  

Save

t he gamel   . .   .   . .   .   .   .   .   .   .   .   .

.   .   . .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  

. 54

Monst er s

: Howo deal

w t h them  

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. 54

MAGCITEMS Where

t o

f i n d

them  

. .

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

.

 

. .

. .   .   . .   .   .   .   .   .   . .   . . 59

J ournal E nt r i e s

  True

or

F a l s e ?  

.

 

.   .   .   .   .   .   .   .   .   . .   .   . .   .

. 60

Page 3: Champions of Krynn - Cluebook - PC

8/11/2019 Champions of Krynn - Cluebook - PC

http://slidepdf.com/reader/full/champions-of-krynn-cluebook-pc 3/32

INTRODUCTION

Ceam roi xs

of

KRrn7Y i s Strategi c

Si mulat i ons,

I nc ' s f i r s t

ADVANCED

DUNGEONS8t

DRAGONS computer

rol e-playi nggame

set i n

the

DRAGONLANCE®

niverse . I t

takes the

award-w nni ng

system

i r s t used i n

Pool

of RADmEandappli es

i t

t o t he

worl dof Krynn Thegroup of adventur-

er s youcreate i n CrmwoaoofKRm

w i l l

be

responsi ble

f or

seeki ngout

and

dest royi ng themanypockets of e v i l

t hat

have

inf i l t rated

thearea of

nort h-

east Ansa on Your characters beginthe

gameas par t of thegood forces who

keep

watchagai nst

the

return

of

e v i l .

Onyour mssi ons , you w i l l di scover

moreandmoreabout an e v i l plot that

t hreat ens the

ent i re

area Your

group

of

i ntr epi d

adventur ers

must

l ocate

the

source of the e v i l and

defeat

i t .

GETTINGHELP

I n

the sect i on

MONSTERSHowo Deal

w t h Them

i s

an

account

of al l mon-

sters

i n

thegame I nf ormati onprovided

there w i l l t e l l what the

monsters

can

do

andthebest spell s t o

use

agai nst

them

Fo l l ow ng the

sect i on

THESTORYAND

EVENTS, are descri pti ons of the

encounters

. These

i nc l ude

specif i c sug-

gest i ons

onthe best way t o get through

themost

d i f f i c u l t parts

of thegame

I f you f ind the

comats

tooeasy or too

d i f f i c u l t ,

youcan

adj ust

them

by usi ng

the

LEVELcommnd

foundunder the

Al ter

menu I nstr ucti ons onhowo

use

the

LEVEL

feature are

found

onpage7

of the rul e book t hat camew t h the

game

THESTORYAND

EVENTS

ChAMProxs

ofKRm

s

an

i nteracti ve

adventure

andthe

story

can

unf old

i n

any

of

a

number

of ways

The

f o l l ow ng

i s

but

oneof

t hese

.

The

adventurebegins after the

good

armes haverecoveredl ands

sei zed by

the

DagonAmes

i n

the

War of

the

Lanceand

pushed

the

e v i l

forces

from

the

conti nent

.

After

establ i shing

out-

posts

t o watchover these t e r r i t o r i e s ,

thegood

forces wthdrew

Your

party

i s

sent t omnoneof these

out post s

.

Supposed y thema n e v i l forces have

l ong f l ed

andonl y the

occasi onal

wan-

deri ng

monster

rema nsOn

your

f i r s t

patr ol, you f i nd t h i s j ust i s n ' t so You

f ind

draconi ans

amushng

a

group

of

the

good

settlers

who

have been

mov-

i ng

i n to the

reconqueredl ands You

defeat

thebaaz draconi ans An

aurak

draconi an,

who

coul d easi l y destroy

you

i f

hechose, seizes ananci ent

book He takes

t h i s

andDmension

Doors

away,

i gnori ng you

as beneath

hi s

not i ce

.

Returni ng

t o theoutpost t o report

al l of

t h i s ,

you

f i nd

Si r

K ar l ,

a

kni ght

sent t o

i nvesti gate st range reports

fromthe

outposts,

batt l i ng

theout post' s com

mandant . Si r Karl k i l l s thecommandant

whose

body

changes in to t hat of

a

si vak,

a

draconian

warri or/ assassi n

who

assumes

the

shapeof hi s v i c t im

From hi s andyour report, Si r Karl

qui ckly real i zes that

e v i l

hasbeenoper-

ati ng

theoutpost

f or

i t s own ends,

send ng

back false messages

t hat a l l i s

well , whi l e

systemati call y

w pi ng

out the

good forces sent t o

keep

an

eye

on

t hings .

Oneof these

forces

i s nown

the ( supposedly)

abandoned

hobgobl i n

c i t y of

Throtl , j us t northeast of

theout-

post

. The

f o rce i s l edby Caramon

Maj ere, one

of the

heroes of

the

War of

theLance

Youaresent t o warnh m

of

t he

danger .

As

youattempt

t o enter Tbrotl , you

f i nd

your way

blocked

by

hobgobl i n

guards

who

order you t o l eave

Fight i ng

your

way

past these, you f ind the c i t y

over-

run

w t h e v i l

bei ngs

. Some

of these

i nc l ude

undead

who

are clad

i n

the

armor

and

equi pment

of thegood

forces

. You f ind

that Caramon

was

amushed,

i mpri soned,

andtortured

.

Freeing

hi m

you

are

ordered

t o push

onandl earn

more about the

good

dragoneggs Caramon

has

seen

I n at empl e, you

di scover

e v i l pri ests

and

mages att empti ngt o

convert (cor-

rupt)

somegood

dragon

eggs .

I t i s

throught h i s process

t hat the draconi -

ans

were

created

i n

the

f i r s t

pl ace

The

attempt

i s

afai lure

( the

ori ginal r i t e was

l ost

i n

theWar of the

Lance)

.

You

al so

f i nd

i ncreasing

evidenceof

someth ng

cal l ed ThePl an.

Batt l i ng

through

the

rest

of Throtl and

thecatacoms bel ow t ,

yourecover

some

of the

good

dragon

eggs

.

These,

w t h

Caramon' s report,

are

enough

e v i -

dence

t o

bri ng

about

a

hasty

mobi l i za-

t i o n of

thegood

armes i n

an

attempt

t o

crush

thee v i l

forces

bef ore

t hey

can

become

too

strong

Movi ngon

t o

the

next out post , youare

sent t o Gargath

to l ook

f or

a

Dagonance

( a

weapon

of great power) .

Agai nyou f i nd

that t hings are

not

as

theyare supposed

t o

be

The c i t y i s

under

thecontrol

of

evi l

pl otters

. You

conti nue

f i ndi ng

cl ues

aboutTheP lan

t o

destr oythe

forces

of

good

After

many

f i g h t s ,

you succeed

i n cleari ng

Gargath of the e v i l

forces,

but w thout

recoveri ng theDagon ance

Myrt ani ,

t he e v i l

aurakwhohad

takenthe

anci ent

book fr om

your

f i r s t

battl e,

escapes

w t h

the

Dragonl ance, taunti ng

youas heget s away

Goingt o J el ek

t o obt ain

a

sil ver

rose,

youdi scover another c i t y

under e v i l

control .

Someone

namedSi r Lebaum

hasbeenvery

ac t i ve i n

turning

the

undead i n the c i t y

graveyard

in to

yet

another

e v i l

army

More i nformati on

about ThePl an

i s

uncovered

The

report s

yousend

back hasten the

movement of thegood

forces .

Next ,

your party

bui l ds

i t s

strength

whil e

eati ng

away

at

e v i l ' s power i n

the

area Your adventurers

obt ain

val uable

magi ci temfrom

the s p i r i t of Si r

Dargaardandusef ul

a l l i e s

fr om

GavnaktheOgre

Sent

t o

theSouthern

Outpost i n an

effort

t o di scover why t has

suddeny

fa l len

s i l e n t , your adventurers

wa k

in to

another

den of e v i l and

must

cl ear

i t

bef ore

movi ng

on

Upon returni ngt o the

central

out post ,

t he

party

l earns

of Si r Kar l ' s

ki dnap-

ping The

party

i s

taken

t o

Nerakaby

Maya

( a si l ver dragonwhol oves Si r

Karl) and

must

f i ght

i t s

way

in to

Neraka' s

h ddenbase Si r

Karl

i s f ound,

but

too

la te . Thepartymust f o l l ow

hi s

l a s t w sh t o

free

the

sl aves

held

i n

the

pri sons

i n

Neraka

More

hints

about

ThePl an andSi r

Lebaums needf or

corpsesare

uncovered

Moving

ahead

of

the

hast i ly

mstered

good

forces,

theparty

i s

sent

t o

the

c i t y

of Sancti on

where

i t

must travel

throughtwotemplesand

face

a

Death

Kni ght

( S i r

Lebaum

t o

t hwart onepart

of

Myrt ani ' s

pl an Theundead

forces

move t o face theoncomng

good

armes.

Messengers the

Death

Kni ght

dispatchedescapeandhead f or

Kernen

I f

the

characters

cannot

stop

TheP lan

frombei ng

carr i ed out ,

the

goodarmes w i l l bedestroyed

At

t h i s

poi nt,

the

party

real i zes that

i t

has

been theunw t t i ng agent of

Myrt ani ,

who

wanted

t o

drawal l

a v a i l -

abl e

good forces and

thei r

l eader s

i n to

hi s

trap .

The

reports

theparty

has

pro-

vi ded

havebrought

t h i s

about

. I gnorant

of the

size of

the

undeadforces,

the

goodarmesmved

very

qui ckly,

but

w t h l i t t l e

strength

.

2

  

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I f Myr t ani l aunches thesecondphaseof

The

Pl an,

thegood forces coul dbe

wped

out

. Good

dragons

appear and

enabl e the

party t o chase

the

messen-

gers t o af ly ing ci tadel over Kernen

The

charact ers,

j oi ned by Tassl ehoff

Burrfoot,

cl i mb

thei r

wayup t o the

W ndcaptai n' s Chamber

where

Tassl ehoff crashesone

ci tadel

i n to

another one Thecharacters,

thrown

in to

the

second

ci tadel

by

the

i mpact ,

hurry downt o thebottom

evel

of the

second

ci t adel i n order t o escape cer-

ta indoom

Once the

part y

has

made

i t s way

down

t o Kernen, i t penet r ates thegat e to

Kernen

Base,

f i nds

and

def eat s

Myr t ani

and

stops theexecuti on

of The

Pl an

.

Thebook Myr t ani took fromthe settlers

hasunockedthesecret of

mass

con-

versi on of

t he

good dragon

eggs,

wh ch

w i l l a l lowh mo create draconi ans i n

huge

numers

Whi l e the

good

armes

are pi t t ed agai nst the undead

l egi ons,

hi s messengers were t o

carry

the

secret

of

t h i s

conversi on

t o

l ocat i ons where

gooddragoneggs

ande v i l spel l casters

awai ted

I f

t h i s came

about ,

the

new y-cr eat ed

draconianforces would f a l l onthe

f l anks andr ear of

thegood

armes

and

crushthemcompletel y By

st opping

Myr t ani andhi s reddragonmessengers,

the

part y

has

rescued

Ansa onfrom

utter

destr ucti on

by the

forces

of

e vi l

.

SPECAL

NOTES

Areasand

Ci ti es

Someadventures

i n

thegame

are

not

avail abl e

until others havebeencom

pl eted .

For

exampl e, charactersmy

enter Sanct i on andwander around

befor e

the

e vi l

forces arri ve, but t hey

won' t be abl e

t o tr i gger any

of

t he

encounters .

Si r

Dargaard' s

Tomband

theOgreBase

can' t

even

be enteredunti l

the

mes-

sage te l l ing

you

about themhas been

recei ved

.

For

i nformati on

on

how

o

acti vate these

areas,

see

theSynopsi s

and

Notes secti ons

under

themp

f or

that

area

The

Southern Outpost w i l l act

asa

nor-

ma

outpost

until you receive themes-

sageabout

i t . Addi ti onall y,

after

the

game

ends, the

SouthernOutpost

w i l l

rever t to

bei ng

anorma outpost.

I n

order

t o

complete

Si r

Dar gaard' s

tom, thepartymust have at

l east

one

kni ght charact er

. Thi s character w i l l be

useful throughout

the

game,

but

i s v i t a l

f or the

Tom

KernenCi ty

can' t

beentered fromthe

w l derness

. Theonl y way i n i s through

the

f ly ing

cit adel s . Youmy

go

t o

KernenCi t y i n thew l derness, but you

w i l l

beconfronted

by

endless

patr ols

of

draconi ans

and

dragons Thesecrea-

tures

can

provi de

l arge

amountsof

experi ence

points,

but can

al so k i l l

party

member s

out ri ght .

I t

i s suggested

that you l eave t h i s area a one

The

Overl and

Whengoi ng frompl ace t o place

i n

CAwans

of

KRnm

you

w i l l

usuall y

travel on theoverl andmp

' t h i s

mp

represent s theareaof Ansa onencom

passedby

thegame

and

showsmany

of the

c i t i e s

andtowns

as

symol s

on

themp

You w i l l f ind

that

the overl and

i s

not

unoccupied

Dur i ngyour tr avels, you

w i l l

often

encounter

both monsters

and

other

tr avell ers .

Whenyou

encounter

tr avell ers,

you

w i l l beabl e t o t ake

advantage

of

thei r

servic es

or

hospi tali ty

The

numbersand

t ypes

of monsters

t hat you

w i l l encounter

are

affected

by

whereyouareon

t he

mp

Asyou

move fa r t her to

the

east ,

or as

you

near

the

c i t y

of

Sanct i on,

you

w i l l

f i nd

more

andmore d i f f i c u l t groups of

monsters

t o

batt l e Near the

c i t y

of Throtl, you

canexpect t o

combat

gobl i ns . . .

not

very

dangerous

However,

further

t o the

east

you

w i l l

often

f ind

your sel ves

f acedw t h

l arge

numers of

draconi -

ans, giant spiders, h i l l giant s, andmany

other

f e l l

creatures

.

Be

careful

not

t o

wander too

f ar

east

until

youare to ld t o

bythe

commandant of

the

outpost .

Wanderi ng

theoverl and

i s another

good

way

t o

gai n experi ence

point s . I f

your

characters are

f a i r l y

c lose t o gai ning

another l e v e l , i t i s

often

much safer t o

expl ore theoverl andandf acemore

manageabl egroupsof monsters .

GENERALCOMBAT

HNTS

Random

ncounters

I n manyof the c i t i e s andtemples i n the

game, youw i l l f i nd

dangerousencoun-

ters faci ngyou t hat

are not descri bed

i n

t h i s cl ue book . Thereare often wander-

i ng

patr ols

t hat are

qui te dangerous

I n

order

t o

best deal

w t h

these

random

encounters, i t i s w se t o remember

a

few

i mportant

t ips :

Aways

performa

FI Xas soonasyou

canafter bei ng

i nj ured.

I t

i s

unwse

t o

travel

wounded

unl ess youabsol utel y

must

.

 

Aways t r y t o memori ze spel l s again at

the f i r s t opport uni ty

after

a

d i f f i c u l t

f i ght . You

my

need

them

agai n at

any

time

Don'twander throughthegame

w thout your spell s

.

-

Save thegameas often as

youcan

Savi ng

after

every

d i f f i c u l t

f i ght

i s very

w se Whenyou

obt ain a

new

magi cal

treasure,

save the

game

Don' t

l ose

your

best

achevements by

underest i -

mati ngthe di f f i cu l ty of the next com

bat

.

 

Don' t

forget t o watch

the

moons . The

moon

cycl e

can

greatl y

affect

t he a b i l i -

t y

of

your

spel l

casters

.

Kenders

Thekender

i n

your

party i s

avery use-

f ul character duet o hi s a b i l i t y t o t aunt

f oes . The

kender

can

f o rce

opponents

w t h spell s to target himasopposed

t o

your

magi c- user s

andfront l i n e

f ighters

.

Thi s i s

avery

useful

abi l i t y

andshould

beused

f requent l y

. I t

i s

especial l y use-

f ul when faci ng

dragons,

i f

the

kender

i s

protectedbya

r e s i s t spel l (Res i s t Fire

when

faci ng

reddragons

or Res is t Cold

when faci ngwhite

dragons)

.

Youmyal so want t o

use

theKender

Gami t

. Thi s i s where

youplace a

t aunti ngkender

between

anenemy

magi c- user

and

other enemyforces .

Themagi c- user

w i l l target

theKender

w t h

a

spell t hat w i l l domore

damage

t o hi s ownforces

than

t o

theKender

.

O course, Kendersoften don' t

l ast

very

l ong wheret h i s tac t ic i s empl oyed

When f acing

spel l

casters or monsters

w t h breat h

weapons,

remember

t o

move the taunti ngkender away from

the r es t of your party

Evi l

Humanoi ds

i n the

game,

most evi l f i ghters

and

magi cusers are namd

w t h

specif i c

names

that

reflect thei r char acter l evel .

These

names

tr anslate

as

f oll ows :

Wa r r i o r

 

E vi l

F i g h t e r

E vi l

Champi on

Black

Robe

Mage 

Thaumatur gi st

Enchanter

C l e r i c

E vi l Curat e

E vi l

P r i e s t

3r d

L e v e l

Human

F i g h t e r

5t h

L e v e l Human

F i g h t e r

7t h L e v e l Human

F i g h t e r

3r d

L e v e l

Human

Magi c-

User

5t h

L e v e l HumanMagi c-

User

7t h L e v e l

HumanMagi c-

User

3r d L e v e l Human C l e r i c

5t h L e v e l

Human

C l e r i c

7t h

L e v e l Human

C l e r i c

   

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Rogue Wa r r i o r

E l v i s h

Rogue

E l v i s h

Mage

E l v i s h K i l l e r

E l v i s h F i g ht e r

E l v i s h P r i e s t

E l v i s h

C u r a t e

E l v i s h

S l a y e r

Monst ers

You

w i l l

meet

many i nteresti ng

and

dan-

gerous

monst er s

i n t he

game

Fol l owng

t he encount er

descri pti ons i s a secti on

outl i ni ng t a c t i c s on

how

t o

f i g h t

each

of

t he monst er t ypes youw i l l encount er

i n

Cmmwns of

KRnn

The

monst er

l i s t i ng i n

t he

rear of t h i s

cl ue

book

al so shows

what s pe l l s

are

best t o use agai nst each f oe . Use these

suggest i ons

t o

maxi m ze

your

chances

of

w nni ng

each

t i me you

face

anew

opponent  

And

so

i t begi ns   .

MAPS

5

3r d L e v e l E l v e n

Fighter/ Magi c- User

5t h L e v e l

E l v e n

Fighter/ Magi c- User

7t h L ev el E l v en

Fighter/ Magi c- User

5t h L e v e l E l v e n F i g h t e r

7t h L e v e l E l v e n F i g h t e r

3r d

L e v e l E l v e n

C l e r i c

5 t h L e ve l E l v e n

C l e r i c

7t h

L ev el E l v en C l e r i c

A

Throtl

Synopsi s You have been sent by Si r

Karl

Gaardsen

t o f i nd Caramon i n t he

' abandoned

c i t y of

Throtl

 

Throtl was

b u i l t

by hobgobli ns andwas desert ed

a f t e r t he War of t he Lance   As you enter

t he c i t y , you r e a l i z e

t hat

t he i nforma-

t ion you

got i s

extr emel y out

of date

 

You are st opped by hobgobl i n guar ds

t hat t r y t o kick

you out of

t own .

As you

penet rat e deeper i n t o t he c i t y ,

you

f ind

evi dence

t hat

f i g h t i n g

has

been goi ng

on

bet ween

t he

forces

of

e v i l and

t he

troops under Caramon

Goals : You must

f ind

and rescue

Caramon f romthe

cl utches of t he

e vi l

forces t hat

have

r etaken ThroU . A f t e r

Caramon' s

rescue,

you

mst defeat a

C l e r i c

and

hi s

undeadm nions

i n

t he

sout hwest

corner

of t he c i t y , i n order t o

get t he key t o t he

Templ e

area

The

Templ e

l i e s

i n

t he

northeastern

quad-

rant

of

T h r o t l .

Note

There

are

many

traps

i n

t he

c i t y .

You shoul d have a

t h i e f

w t h

you

i f

you

w sh

t o pass s a f e l y

 

I f you l eave the c i t y

f or

any reason,

such

as gett i ng

t rained

at

t he

out post,

any NPCs t hat you

have

picked up i n

Throtl

w i l l

l eave you .

Those NPCs

are

l o s t

f o r e v e r ,

so you should

not l eave

T h r o t l ,

once

you have

added

t he

kender

and kni ght NPCs

t o

your p a r t y ,

u nt i l

t he

NPCs l eave

w t h

Caramon

There are

many

random

encount ers

i n

t he

abandoned

c i t y

and

they var y

r a di -

c a l l y

i n

d i f f i c u l t y

.

For

t h i s

reason,

you

should

save

t he gameoften whil e

you

are

expl ori ngThrotl  

G ant

Cent i pedes

are p a r t i c u l a r l y

dangerous, as t hey

can poison

your

characters,

k i l l i n g

themn st a n t l y  

You

should t r y t o obt ain t he

s c r o l l s

of

Neutr ali ze

Poison from

room

#9 as

soon

as youcan

Where

youcan

rest  

Room

9 i s saf e

andyoumay rest

f r e e l y

there

Ot herw se,

you

r i s k

i nterrupti on

but

can

probabl y

rest f or a short

t i me w thout

danger

.

RANDOM

ENCOUNTERS

There

are

si x

random

encounter s possi-

bl e i n

T h r o t l ,

but t h i s numer

i s

reset

ever y t i me

you

l eave

t he

c i t y to ei ther

t he t empl e or t he overl and The num

ber of

monst er s

you

w i l l encounter i s

usuall y smal l  

The

t ypes of creatures

you

w i l l

encount er i ncl ude

gi ant r a t s , gi ant

cen-

t i pedes,

hobgobl i ns,

skelet ons,

zom

A

THROTL

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

 1234567891 1112131415

b i e s ,

ghoul s,

baaz

draconi ans, and e v i l

s pe l l

casters

  You

shoul d

be very cau-

t i o us when

wander i ng

T h r o t l , as some

randomencount ers

w i l l i ncl ude e v i l

c l e r i c s

and t he

dr eaded

bl ack- r obe

mages   I f you see these enemes i n an

encounter , you

shoul d t r y t o el imnate

them

as qui ckl y

as

possi bl e

Because of

t he

danger

of

some

of t he

random

encount ers

i n T h r o t l ,

you

shoul d go back

t o

t he

out post t o r e s t

and t r a i n

i f

you

are

becomngdeplet ed

whil e expl oring Throtl   Resett i ngt he

numer of

enemy

pa t r o l s

i s not as

bad

as

l osing

one or two

characters because

you

wer e

t oo weak

t o

cont i nue

MAPLOCATIONS

1 Entr ance/Exi t t o Overl and

 

Cont r ary

t o t he

st at ements

made t o you i n t he

KEY

Wal l

Door

S e c r e t

Door

One- way

Door

Archway

I mpassabl e

out post ,

Throtl

i s

i ndeed

guarded   The

guardi ng

force

consi sts of several hob-

gobli ns, hobgobl i n l eaders , and

f our

warri ors  

You

mst def eat the guards

i n

order t o enter

t he c i t y

.

Use

Sl eep,

Charm or

Hol d

Person spel l s to get

past

them

2

A

party

of hobgobl i ns and

hobgob-

l i n l eaders are

i n t h i s roomThi s i s your

f i r s t

cl ue

t o

t he

exist ence

of

somet hi ng

cal l ed

  The

Pl an You

may

l eave

wi t h -

out

f i g h t i n g but choosi ng

PARLAY

or

FI GHT l eads t o c o n f l i c t   Agai n, Sl eep i s

avery useful s pe l l

.

3 You w i l l meet a

terr ori zed

man i n

one of

these t wo places . He w i l l

gi bber

about Caramonandsome sort of attack

befor e he runs

awayi n f ear.

Several zombies andmany

gi ant

r a t s ar e i n t h i s

corri dor   I f you

run, you

may

avoi d

t he

zombi es

but

t he

r a t s w i l l

catch you  

6

   

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5 Thi s room

s empty

unti l you f i nd

and

rel ease Caramon, then

you

w l l

f ind

t he

c le r ic

w t h

thekeys

t o

theTempl e

here He i s

guarded

bymany skel etons

and

two

zomies Note t hat t h i s c le r ic

w i l l cast

Hold

Person i f

gi venanoppor-

tuni ty, soyoushould

t r y t o

i nj ure the

c le r ic every roundt o preventhi mfrom

cast i ng

spell s

.

Make

cert ai n

your

cler ics

TURN

t he

skel etons andzomies

6 Thi s room

s f i l l ed w t h cof f i n s.

You w i l l f ind

the rema nsof abatt l e

i n

one of

these places .

Som

of the

batt ered

pieces

of equi pment

cont ain

the

heraldi c

devi ce

of theSolamn c

Kni ght s

.

After

you

f ind Caramon, the

central

area

i s

l i t t e red

w t h frozen dra-

coni an and

hobgobl i n

bodies .

Whenyouenter

t h i s

roomyou

w i l l

overhear

someth ng

about a plan . I f

you

deci de

t o

EAVESDROP

on

themyou w i l l

hear

a

l i t t l e

more

befor e

you

are

att acked . I f

you

l eave, youw i l l

not

be

stopped

Youmyal so at tack. I f

there

i s

comat, you w i l l f i ght twobaaz

draconf -

ans, f our hobgobl i nl eaders, andthree

warr i ors .

Sleep spell s canoften affect

baaz, sousethemhere as wel l .

9 There

i s

atreasure

i n

the f i r s t one

of theseroom that youent er

.

You

must defeat ac le r ic

and

f ive

skel etons

i n order t o gai n the

st eel pieces,

the

shi eld +1,

a

Poti on of

Heal i ng,

and

the

two

clerical

s cr ol l s of Neut r a l i ze Poi son

1

0

Thi s

room

s

l i t t e red

w t h decaying

bodi es

I f

you

remai n,

you

w i l l

have

t o

f i ght

many

gi ant

rats

and

skel etons

.

11

Youmeet some of

theenemyas

you

enter

th is room

Aew

of

them

run

throughthesouth

wal l (i l l usionary) i n

thesouthwest corner

of

t he

roomI f

you

st ay,

you

w i l l have t o

f ight

many

hobgobl i ns supportedbytwo

cler ics.

Make sure you k i l l the cler ics qui ckly or

else they w i l l Hold your party, andyou

are

sure

t o l ose

someone

S eep

and

Charm

Person spel l s are excell ent

choic es f or

useon

the cler ics .

12

Somoneruns out of theroom o

the

west as youent er . Thi s roomcon-

tains a

treasure

of

st eel pieces, gem,

and ewel r y

.

13 Caramon

i s

foundhere

After

he

t e l l s youhi s

story, a

tremendous crash

and

scream

are heard

Abeauti f ul

young

womn

then

ent ers

and

t e l l s

Caramon

and

your

companions

that

t hey must l eave

.

You

are di rected t o

f ind

the

c le r icwho

has

the

key

(see

#5) ,

get i t

fromhi m andthen

expl ore

the

Templ eas you cont i nue

the

i nvesti ga-

t ion of Throb Yougai n anext ra3000

experi ence

poi nts

per charact er

f or

f i ndi ng Caramon

14 

15

You

w i l l

f i nd amagi c- user

scrol l i n each of these places .

16 Youare caught i n anambushfr om

above

You

must

defeat

f ive

baaz

dra-

conians,

three

humanwarri ors, two

c l e r i c s ,

and

a

blackrobemaget o con-

t i nue

( or

survi ve)

. Make sure you

have

your S eep

and

Hold

spell s

ready

here

Don' t

hesi tate t o

cast every

spel l

you

have

i n order t o w n t h i s one The

bl ack- robe

mage i s

themost dangerous

opponent you face

here,

as he w i l l

Charm

member s

of your

party

andthey

w i l l j o i n

theenemy

forces .

Youshould

t r y t o take out theblack- r obe as soon

as

possibl e

17 There i s

agas

t rap here

I f

youhave

Larcent

Strangbourn

(from

#

9) w t h

you, he wi l l t r i p the trap

harm ess l y

. I f

not ,

then

you w i l l get

a

chance

of

det ect i ngthe

trap .

Havi ng

a

thief i n

the

party

w i l l

helphere

greatl y I f

youdetect

the trap,

you

w i l l get

achance

t o

remove i t

and

f you

do

so,

the

charac-

t er

who

removes

i t

gets 300experi ence

poi nts .

I f

you

don' t det ect thet rap or

you

f a i l t o remove i t ,

gas

w i l l

be

rel eased

that mycause

up t o 10 poi nts

of damage t o each

party

mmer

18

I f

the t r ap at 17 has

been

sprung, a

c le r ic

andhi s

mn ons

are comng

t o

i nvesti gat e

as

you

enter the

roomThe

f i r s t t i me youenter the room

youmy

avoidaf ight by

l eaving . I f

youattack or

enter theroomasecond

t i me,

howev-

er ,

you

must f i ght f i v e

hobgobl i ns,

two

baaz draconians,

and

ac le r ic

.

You

gai n

a

treasure

of

st eel

pi eces

andgem, i f

youw n

19 I f

you

have

the

sol di er

fr om

room

#23

w t h

your part y,

you

w i l l

meet

somehobgobl i ns

here

The

sol di er

turns

on

youandattacks . You w i l l

f i ght

one7th

l evel

fi ghter andmanyhobgob-

l i n s . I n any

case,

you

w i l l meet Larcent

St r angbourn,

aSolamn c kni ght

who

had

been

w t h

Caramon

Hedescri bes

the

ci rcumtances of the batt l e and

offers

t o j o i n

your

party I f you

ref use

twce, hew i l l l eave Thi s NPCs onyour

s ide

andw i l l help

you

unti l he l eaves

w t h Caramon,

or

you l eave

Throtl .

You

shouldal l owh m

o

j oin ,

as

hi s

pres-

encemymake the

dif f erence

i n

the

f ight

at

#

8, and

he

knows

about the

t rap at #17

20Youmeet akender whooffers

t o

j o i n your party I f you

ref use,

he w i l l

l eave

. Thi s

PIPC

i s

agood

guyandw i l l

hel pyou

i f

you

l et

h moi n your party

21

There

i s

a

pi t

trap

here

I f

i t

i s

suc-

cessful l y detectedandremoved,

the

character

removingi t r ecei ves

300

experi ence

poi nts

.

I f

the t rap

i s

sprung,

several characters are l i k e l y t o be

i nj ured i n

the

f a l l .

The

pi t i s

occupied

bymanyskel etons andgi ant rats .

22 Thi s

i s

adead- f all t rap

. I f

success-

f u l l y

removed, the

character

performng

the

remova

w i l l

be

awarded

300ext ra

experi ence

poi nts

.

I f

sprung, youcan

expect someone

t o get

i nj ured

.

23

Youmeet

a

sol di er

who

e l l s

you

that he

has

j us t l e f t Caramon, who

has

ret urned

t o

theOutpost

.

Heasks

i f you

w sh t o j o i n h m n

searchi ng

f or

atrea-

sure

.

I f

you ref use,

he

w i l l

si gnal

hi s

hobgobl i na l l i e s

who w l l j ump fromthe

shadows

andattack . f ight ing h mhere

w i l l

resul t

i n

asmal l er f i ght

t han i f you

l et

h moi n andf i ght h mat 19

24Al i g h t

of arrows

hi ts

youfromthe

north . Theymyhi t up t o f our

party

member s

f or I

d6

damage

each

25

These

arethe

secret

entrances t o

the

Throtl

Templ e

You

must

have

foundCaramon at 13and

def eat ed

the

c le r ic

at

5

t o

get thekey

that w i l l

a l low

you

t o

enter

t he Templ e

BThrotl

Templ e

Synopsi s

Caramon

hasbeenrescued

andthe keywested

fromthe grasp of

the e v i l

c le r ic

t hat had

captured

h m

You

havebeen

ordered

t o expl ore the

rest of Throtl f or moreevidence

of the

eggsand

t o

determnethe

enem's

i ntenti ons

. You

enter t he

Templ e

di s-

t r i c t andare immedatelyawareof

heavymagics i n

the

area .

Goa s Your partymust

defeat

the

enemy

cler ics

whoareatt empti ng

t o

performa conversi onon thegooddrag-

on

eggs

they

havecaptured

You

must

expl ore

the

Templ e

area

t o

gl eanas

much

i nformati on

as possi bl e .

After

def eat i ngthe

cler ics i n

the i nner tem

pl e, youshould

descend

in to the

Catacoms

Note You

myreturn t o theoutpost at

anyti me i f you

need

t o heal

or

gai n l e v -

el s .

I t

i s

highl y

recommended that you

t ra in

bef ore

descend ng in to the

Catacoms However,

bewarned

that

there

my

be

more

monsters

wai t i ng

f or

you i n Throtl when

you

return

. . .

Whereyou

canrest :

At the i nner

tem

pl e after def eat i ng

the

forces

there

You

myt r y t o rest anywhere,

but

my

get

i nterrupted, especi al l y

i f

you

l et

the

c le r ic

at #3go f ree.

       

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B

THROTL

TEMPLE

8 9

10 11 12

1 3 1 4 1 5

MAPLOCATIONS

1

Southern

Entrance t o theTempl e

KEY=

Wal l

Door

Achway

+S e c r e t

Door

RANDOMENCOUNTERS

Thereareei ght total

random

encoun-

ters t o

be

found i n

the

Templ e of

Throb Thechance of

runn ng

in to

one

i s greatl y

i ncreased

i f you l et the

c le r ic

at

#3

go

f ree

.

You

can

run

in to

a

w de

vari ety

of monster typeshere

i ncl udi ng

baaz,

gi ant

rats,

skel etons,

zomi es,

ghoul s,

powerful

cler ics

and

blackrobe

mages.

As al ways,

i f you

l eave the

Templ e t o

eit her

theC t y or theCatacoms, when

you

return youw i l l f ind

f resh

patr ols

wait i ngfor you

2

As

youent er,

you

hear

anargument

goi ngon

A

l e r i c

w i l l turn anddemand

t o know

who

you

are

I f

yourespondby

Parl aying

SLY, you w i l l get a l e t t e r that

cont ains useful

i nformati on

. I f you

respond

P I I CE

or

MEEK,

youw i l l be

thrownout

of

the

roomAnyother

response

w i l l

put

you i n confl i ct w t h

two

bl ack robemages, two c l e r i c s , and

three warri ors . I f you

wn

the

f i g h t ,

you

w i l l f i nd

thelet ter

. Anyattempt t o ta lk

w t h the c le r ic

after getti ng

thel e t t e r

by

parl ayi ngor after bei ng

thrown

out ,

w i l l

resul t

i n

the

f i ght

l i s t e d

above

3 You

come

upon

a

l one c l e r i c .

You

can eit her

threaten h m

or

l et himgo

I f

you l et h mgo, he w i l l be

grateful

t o

you

f or

as

l ong

as

i t

takes

h mo

get

out of the roomthen he

w l l

begin

yel l ing

f or

theguards

.

I f

he

gets

out

you

w i l l

have

many

more

random

encoun-

te rs

t o

deal w t h .

I f

youthreaten hi m

however, he w i l l surr ender

andyoumy

t i e

himup

t o

keep

h m

qui et

.

I n ei t her

case,

you' l l f ind useful

i nformati on

on

scraps

of paper

4

Thi s i s the i nner temple

Youcan

seethe al tar

at

thef ar endof the room

Asyouenter

the i nner t empl e,

you

are

j umpedby

si x baaz draconians I f you

defeat them

you

w i l l hear

a

pri est from

the

altar

area

5

Thi s

i s

thema n

a l t a r

of the

Templ e

of

Throtl . Youenter uponadark

cere-

mony

that

i s

att empti ng t o convert

brass dragon

eggs

in to

draconi anwar -

r i o r s . Theattempt

f a i l s andtheeggs

expl ode,

k i l l i n g manyof the acolytes . A

c le r ic

w i l l

spot your

party

and

bl ame

you

f or the

f a i l u r e ,

takingyou in to

a

vici ous

comat . Thi s i s

adangerous

f i ght andw i l l take

careful

pl anni ng

t o

wn

Youare up

agai nst

an

e v i l

curate,

t hree bl ack-r obe

mages,

two

c l e r i c s , and

f i v e baaz

draconians

.

I f

you

wn

th is bat -

t l e ,

you

w i l l gai n 1000

extra

experi ence

poi nts

each,

as

wel l

as

a

treasure con-

taini ng 350st eel pieces, one

gem a

Poti on

of

Ext ra Heal i ng,

anda+1

f l a i l

.

I n

order

t o

be successf ul

i n t h i s f i g h t ,

you

w i l l

needto

use

your S eep

and

HoldPerson

spell s

wse l y .

S eep

the

enemy qui ckly

asthey

w i l l

cast

many

dangerous spel l s onyour

party

I f

you

need

t o damage

an

enemy

spel l caster

bef ore he casts a

spel l

onyou, use

Magi c

M s s i l e

spell s

t o

hi t hi m

nstantl y

Havingprotect i on spel l s act i ve

when

youenter here (suchas Bless)

i s

nota

bad

i deaeit her . Nomatt er what, i t i s

a

good i dea

t o

saveyour gamebef ore

enteri ng t h i s comat, as theenemy

spel l casters make i t

a

ver y dangerous

andunpredi ct abl e f i ght

.

You w i l l

encounteran

undead

pat rol here Youmy

fi ght

or l eave I f

you

choose

comat,

you' l l f i ght skel e

tons, zomi es,

anda

pai r of ghoul s .

These

are

former

member s

of

Caramon' s part y,

turned in to undead

bythe

e vi l c le r i cs

.

Youdi scover two

c le r i cs

andf our

baaz draconians here

The

cler ics

don' t

want

t o

f i g h t ,

but thebaaz

w i l l

f o rce the

i ssue

i f

you

don' t

l eave Yougai n more

i nformati on

i f

you

wn

8 Onceyoudefeat the

e v i l forces at

#5,

you

w i l l comeupon a

l arge

party of

draconi ans

carr ying

brass

dragon

eggs

Five of them

p l i t

of f t o stop youwhil e

the

others

f lee

.

9 Unti l youdefeat

the

pri ests at #5,

t h i s

area

i s empty However,

once

you

cl ear

the i nner templeat#5, there

i s

an

e v i l curate here

di rect i ng

the act ivit ies

of

si x zomies Youcan f i g h t , l eave,

or

attempt t o

parl ay

.

I f

yout ry t o

parl ay,

they w i l l si mply c l ose the

dist ance

betweenthei r groupand

your party

and

then

attack

. I f youwn t h i s

f i g h t ,

you

w i l l di scover atreasure of 10 +1 Arows

anda

Poti on

of

Speed

1

0

Theentrance

t o

theCatacoms i s

here

The

draconi ans w t h t he eggs

have

f l e d

through

here

and

youmust

pursue

You

my

not

ent er

t he

Catacoms until theenemy i n the i nner

temple

( #5)

havebeendef eated

11 Thi s i s

an

ambush Ale r ic - led

undead

patrol

w i l l attack

youhere

Thi s

can

bea

cost l y

amush,

as

the c le r ic

get s t o cast

a

Hold

Person

spel l

bef ore

you

can

act . Make sure

you

have

a

Dis pel Magic spel l prepared

onone

of

your neutral l y-al i gned cler ics .

Thi s

w i l l

a l lowyou t o f r ee your f rozen characters

fromtheHold

Person spel l .

C

T h r o t l Cat acombs

Synopsi s :

Youhave di scover ed

t hat

theenemy

i s

s t i l l att empti ng

t o

convert

dragoneggs i n to dracon ans Youmust

now

nter the

Catacoms andscour i t

cl ean of enemy

forces,

and di scover as

muchas

you

can

about

Myrt ani ' s

sinister

plan .

Goas Youmust f ind

out

moreabout

Myrt ani ' s

plan

and

capture

any

caches

of gooddragoneggs t hat you

can

Then

youmust return

to theOutpost

w t h

the

i nformati on

and

eggs

so that

thecom

mander

candecidewhat t o donext .

Note You

w i l l

encounterwh tedragons

at

encounter

#20

Besure

yougoback

t o theOutpost t o

r ecuper ate andt ra in

bef ore trying t o complete the

Catacoms

You

shoul duse

the

Wand

of

I ce Storm

gai ned

i n

room#6

t o

defeat themany

l arge

encounters you

w i l l face i n

the

Catacoms

Al so,

don' t

forget that

the

Resi st

Cold

spel l w i l l

al l owyour party

member s

t o bet te r

stand

up

under

the

effects

of the

wand

i f youare caught

i n

aconf i nedspace

Bewarned

that

there are many

d i f f i c u l t

randomencounters i n t h i s area You

shoul d saveyour

game

often

andnever

pass upanopport unit y

t o

rest and

r ecuper ate

spell s

and

hi t

point s

.

10

  

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C

THROTL

CATACOMBS

Where

youcanrest

: Youmyrest i n

room#6 f or an unl i mt ed

amount

of

t i me

Ot herw se,

you

my

rest

anywhere

but haveagoodchance

of

bei ng

detect-

ed

and

att acked

i f

you rest

f or

more

than

a

short

t i me You

can

probabl y

per -

form

a

FIX

or memori ze

a

few

spel l s

.

RANDOM

ENCOUNTERS

Your

party w i l l

be

beset

by

as many

as

ei ght

randompatr ols

here

These

patrol s

contai n

thesamemonsters as

those

i n

the templearea

above You

shoul dbe

very

caref ul

t o keepyour

spell s memori zedand

your

hi t

poi nts at

mximm

Use

room

#6

as

a

base

f or

rest i ng t o regai n

spell s and

hi t poi nts .

Wal l

Archway

Door

I mpassabl e

I f

you return

t o theTempl eof Throti,

the

patrols

w i l l

reset

andawai t

your

return

.

MAP

LOCATIONS

1

Entrance/ Exi t

.

Thi s l eads

t o and

fromtheTempl eof

Throtl

.

2

Fi ghters att ack

you here

i n

an

ambush Youface sever al warri ors and

two

black-r obe

mages

.

No mat t er what

youdo, thecommander of

the

def end-

i ng f o r ces w i l l send

wordt o warnthe

rest

of theCatacoms

of

your

approach

Ac le r ic

i s

f rant ica l ly

t ry ing

t o

destr oy

some

papers here He

i s

guard-

edbyanumber of

undead

servant s . I f

youdefeat himandhi s servant s,

you

w l l

gai n

more i nformati on onwhat

i s

happennghere

You surpri se

sevenbaaz

draconi -

ans

tr yi ng

t o

carry

dragoneggs out of

the

room

A

group

of

monsters i s

surpri sed

by

thesuddenappearanceof your

party

You face f ive

warri ors,

two

c l e r i c s ,

and

a

blackrobe mageargui ngabout

the

eggs

.

Whenthey

di scover

you, youmy

attack

or f l ee .

I f

you f l e e , however, they

w i l l bewait i ng f or you

the

next t i meyou

enter

t he

roomWhen

you

defeat them

youw i l l gai n ampt o DargathKeep

Thi s

i s

another f ight w t h sever al enemy

spel l casters . Useyour

ranged

weapons

and

spel l s

to

knock

out thebl ack- robe

mage qui ckly

I f thei r

mage

Charm

one

of

your part y, use

a

Charm

Person

or Dis pel Magi c spel l

t o

bri ng

h m

back,

or j us t cas t HoldPersononthe

charmedpartymmer . Don't beafr ai d

t o cast

your

spell s,

as

youmyres t f o r

an

unl i mt ed

amount

of ti me i n

t he

next roomat #6

Here you di scover af abulous trea-

sure contai ning500

st eel pieces,

two

gem,

a+2 hoopak, a

Poti on

of

I n v i s i b i l i t y ,

aWandof

I ce

Storm anda

pai r of

Bracers

AC6TheWandof I ce

Storm

s the

most

i mportant

magi c

i temyouget here andshoul dbe used

i n

several

of the f i g h t s i n the

Catacoms, especial l y

#20

Al so, t h i s

room

s secure

soyoucan

rest

as much

as necessary t o get your spel l s back t o

mximmRest

enoughso

that

the

moons cyc le t o your f avor andthen

proceedw t h

mximm

onus spell s .

Hereyouare

att acked

by

several

skel etons

andgi ant r a t s .

Thi s room

s

an ol d

broom

cl oset .

There

i s

nothi ngof val ue t o

befound

here

I f

you search hereyou

w i l l f i nd

a

sui t of +1 Cha nMai l

.

10

I f you

search here,

youw i l l

be

att acked

bymanyskel etonsandeven

more

gi ant

rats .

11 There i s anambushhere Youw i l l

enter

andnoti ce

a

whirl i ng

pattern

of

l i g h t s .

I f

anyof your characters make

an i ntel l i gence r o l l , you w i l l

recognize

the

l i g h t s

as

an

i l lus ion

desi gned

t o

di s-

tract you

whil e

the

enemy forces move

i n f or

the

k i l l . Thi s

charact er

w i l l

awak-

en

the others (andgai n 500

experi ence

poi nts

f or

noti ci ng

the

trap)

andyouw i l l

be abl e t o f i ght

w thout

penal t y .

I f

you

are mesmeri zed, however, you w i l l

haveasevere penal t y assessed

agai nst

each

character' s movement ,

THACO

and

AC

or

the rest of

the

comat .

Thi s i s

a

very toughbattl e, even i f you

are warned You

w i l l

beup

agai nst f ive

baaz

draconi ans , four

warri ors, f our

hobgobl i n

l eaders , and

two

bl ack- robe

mages I f youtake out thebl ack- robe

mages

bef ore they

can

Charm

oneof

your

party members

you' l l

haveno

problemhere However, i f you l et

them

cas t t hei r spell s,

you' l l be

i n f or

atough

f i ght . Useyour wand i f youhave t o i n

order

t o

wn

t h i s

one, becausethe

trea-

sure t o begai ned

i s

tremendous

I f

you

are

vi ctori ous, you

w i l l

gai n 1000

experi ence poi nts per character, as wel l

as

a

treasure

of

si x gem,

three

j ewelr y,

aPot i on of Heal i ng, andaR ngof

Protect i on

+

.

12

Youoverhear

a

party of enemy

t roops

compla n ngabout

havi ng

t o

move

t he

eggs

.

Theyare

al so spread ng

thewordt hat

a

groupof good

adventur -

er s i s

on thei r

t r a i l .

13

Youmeet

up

w t h t he

party

t hat you

overheardat

#12

above

You

w i l l

have

t o f ight si x warri ors, f our baaz

draconi -

ans,

a

c l e r i c , anda bl ack- robe mage I f

12

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anyof them

successfull y

run

away from

the batt l e (and

t hey

w i l l t r y i f youare

w nni ng) ,

you

w i l l

have

t o

f i ght many

moremonsters bef ore reachi ng

t he

end

of thecatacoms

Onceagai n, don' t underestimate the

danger t hat

the

spel l casters

pose

I f

theyarea lowedt o cas t

thei r

spel l s,

you w i l l probably l ose thecomat .

Makesure

you

cast

at l east

a

coupl eof

Sleep

spel l s

t o reduce

the

number

of

acti ve opponents

14

I f

anyone

escaped

fr om he batt l e

at

#

13above, you

w i l l

have

t o

f i ght

f our

warr i ors, three baaz draconi ans,

and

twoblack- r obe

mages

here

Agai n,

t ake

out theenemy

spel l

casters as qui ckly

as possible .

15

I f

anyone

escaped

fromthebatt l e

at

#13above,

you w i l l

meet a

l arge

groupof hobgobl i ns here

16

Another

group

of

enemy

forces

i s

gat heri ng here t o stopyou

i f

anyone

escapedfromthe battle

at

#

13

I f

you

attack

i mmedi atel y,

you

w i l l

gai n

the

advantageof surpri se .

I f

youwai t , they

w i l l

be

ready f or

you

Theforces

you

w i l l

face

i nclude many hobgobl i ns l ed

by f our

warri ors

andf our baaz

draconi -

ans

17Thi s room s

f i l l e d

w t h broken

brass dragon

eggshell s . You

spot

some

enemy t roops

carr ying

sacks of eggs .

They

are runni ngout of the

roomand

i n to t he

ma n

cavernst o

thesouth

18

You w i l l

hear f ootst eps

t o

thewest

te l l ingyou

where

to go You w i l l al so

hear thesoundof

adragon

roari ng,

te l l ing

you t o get

readyf or a

seri ous

f i g h t ahead

19

Here youcatch up t o the

fl eeing

enemy

t roops

. Wh lemanyw i l l

cont i nue

on

w t h t he

sacks

of eggs,

someof them

w i l l remai nbeh nd t o f i ght you I f you

wai t f or them they w i l l advance

up

t o

13

you

andattack . The

enemycompany

consi sts

of

manyhobgobl i n l eaders , f i v e

warri ors,

and

twoblackrobe

mages

Don' t

l et

thei r

spel l casters

get their

CharmPerson

spell s

o f f , or youw i l l

be

i n ser i ous tr oubl e

. Don't advance

towards the

enem,

but form

abattle

t i n e i nst ead . I f

youwai t f or theenem,

youcandefeat

theenemyf i ghters

before having

t o deal w t h themages

20

The

gat e

t o the

Overl and

i s

here

and i s

f i l l e d

w th hobgobl i ns tr ying

t o

get

out w t h thesacks of dragoneggs .

When

youarr i ve,

you

w i l l be rushed

by

hobgobl i ns

and

a

pai r

of whi te

dragons

I f

youwnthe battl e, each

charact er

w i l l

be rewarded

w t h 4000bonusexperi -

ence

poi nts .

Thi s i s

a very

tough

f ight

.

You

mght

want t o haveyour c le r i cs cast Resi st

Col d

bef ore

enteri ng t h i s comat . Use

every spel l

at

your

di sposal

anddon' t

be

afr ai d

t o

use

theWand of

I ce

Storm

on thedragons

The

dragonshavea

very

good

AC

and

are

there fore

d i f f i c u l t

t o

hi t

.

Thewandw i l l

hi t

them

no

matter

what and i s very useful .

21

Thi s i s

a

room

i l l e d

w t h

pi l es

of

skel etons

. There i s

nothi ngof val ue

here

22

There

are

ol dcaskets andbones

i n

here You w i l l f ind your searchi ng t o be

f r u i t l e s s .

D

Gargat h

Synopsi s : FromThrotl youhave

l ear ned

that

the draconi an

forces

are

begi nni ngt o r i s e once again . Themost

di sturbingnews i s t hat t hey are once

again att empt i ng

t o create

more

e v i l

draconi ans throughthe corrupt i on of

good

dragon

eggs

.

So

f a r ,

theyhavenot

succeeded

However,

Myrt ani ' s

name

seem

t o keeppoppingup,

and

hemy

have l earnedt he

secret of

the

conver -

si on

As youarr i ve

at

thesecond

out-

post , thetowns

of Gargat h, J e lek, and

Nerakaare namedas possible

encl aves

D

CARCATH

0

1

2

3

4

5

s

7

a

9

10

11

12

13

14

15

of e v i l . Oner ay of hopeshines

t hrough,

however . . .

aDagon ance

i s rumoredt o

be

h ddeni n

theKeepof

Gargath

Thi s

weaponmust

not be

a lowed

t o

f a l l in to

the

hands

of the

enemy

Goal s

Youmust

f ind

theentrance t o

GargathKeepand

cl ear

thetownof e v i l

forces .

Note Youshoul d

f o l l ow

the

i nstr uc-

ti ons

of the

resi st ance

f i ghter

you

meet

upon

ent eri ng

the c i t y .

I f

youdo not ,

thenyou w i l l havemanymore random

encounters

and

t h i s par t of

the

adven-

ture w i l l

bemuch

more

d i f f i c u l t .

Whereyoucanrest

:

I f youdi d

not

f o l -

l ow

the

i nstr ucti ons

of

the

resi stance

fi ghter at #2, then

you

w i l l not

be

abl e

t o

rest

anywhere

but the

i nn

.

KEY

Wal l

Door

S e c r e t

Door

®t a i r s

Doubl e Wal l

( I n d i c a t e s

2nd

l e v e l )

Tower

RANDOMENCOUNTERS

A though thenumber of encounters i n

Gargathi s

smal l er

(onl y

seven

patr ols),

the

patr ols

are muchmore

dangerous

They

usual l y consi st of e v i l f ighters

escor t i ngt haumaturgi st s, elvish

curates, ogres,

ghoul s,

el vi sh

k i l l e r s ,

anddracon ans Athoughyoucoul d

run in to someweaker monster t ypes,

suchas zomi esandskel etons, the

spel l casters

are very

commn

here

Youshould

f o l l ow

the

resi st ance l ead-

er ' s i nstr ucti ons .

I f

you do not , your

chanceof havi ng a randomencounter

i s greatl y

i ncreased

.

14

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E

CARCATHKEEP

1st Story

3rd

Story

5t h Story

8t h

Story

17

6t h Story

4th

Story

916

Goa

: Fi nd

t he

Dagon anceand r ecov-

er i t f or the forces of good

Note There i s

a

secret door i n the

nort heast corner of the

f i r s t floor

of

GargathKeep

Thi s door

w i l l

al l ow

you

t o

get in to thew l derness w thout goi ng

2nd

Story

77

7t h Story

9t h Story

10t h

Story

1t h Story

=KEY=

Wal l

Archway

Door

S e c r e t

Door

61

S t a i r s

Up

9

t a i r s

Down

9rcular S t a i r s

12th

Story

throughthe

townof

Gargath

Once

you

have

foundthe

secret door ,

youmy

enter

theKeep eit her fromthew l der -

ness or

by

wa kingthroughGargath

Whereyou

canrest

: Youmyrest

safel y

i n

room

#

13 Ot herw se, you

havea

f a i r

chanceof beingdi scovered

i f you

tar ry

too

l ong i n onepl ace

RANDOM

ENCOUNTERS

Thereare

atotal

of

si x

random

encoun-

ters i n

Gargath Keep You

w i l l

often

run

i n to groupsof dracon ans andghoul s

l ed

by

e vi l curates,

so

t ake

care

t o

rema nready f or a

d i f f i c u l t

f i ght at any

t i me Thereare al sogroupsof

gi ant

r a t s , gi ant

snakes,

andgi ant

cent i pedes

t hat w i l l bar yourway Thegi ant snakes

are deadl y andshouldbe

targets

of

your

Snake

Charm

pel l s .

1

Youare attackedbythe

guards

of

theKeep Youmust f i ght two

kapak

and

threebaaz

draconians,

l ed by f our

elvish

k i l l e r s . These are non-spel l

cast-

er s

but don' t

forget

t hat thekapaks can

par alyze youandthat theyl eaveac id

pool s when theyare

s la in .

2 Thi s

room

s

abarracks

.

You

can

bl uf f

your wayt hrough, attack, or l eave .

Any

opt i on

w i l l l ead t o

a

confl ict w t h

f ive e v i l fi ghters, two

t haumaturgi st s,

andtwoevi l curates Takeout the

curates

f i r s t , asthey w i l l t r y t o hol d

your

part y

member s

.

3 Youcome

upon a

darkened

room

where

af i gure

i s

hunchedover atabl e

readi ng

manuscri pts There

are other

shapes

i n

the roomYoucan

t r y t o

eavesdrop,

attack,

or goaway

I f

you

eavesdrop, you

w i l l

hear

some

mm

bled

words, but

onl y fragments

of the

speech

w i l l

be intell igible

I f

you l eave,

youmycomeback

l a t e r ,

but

al l other

opti ons

l ead t o

batt l e

. Theopponents

consi st of

a

t haumatur gi st andf our e v i l

f ighters .

Youcomeuponsevene v i l f i ghters

dividing

up

some l oot . I f you

defeat

themyouget

thei r

treasure of

gem,

steel

pieces,

andj ewel ry

5

Thi s

i s

another

barracks

where

the

t roops

are practi cing

thei r s k i l l s

. They

w i l l

stop what they

are doingandprac-

t i c e

thei r s k i l l s onyou

Your

opponents

are much

l i k e

thegroupat #2 above

Thi s

i s

thesecret door

t o

the

over-

l and area

Youw i l l f i nd a

f i l t h y

pri soner here

whomanages t o gaspout

i nformati on

befor e he dies

.

TheCastell anof

Gargath

Keep

i s

hel d pri soner

here

He

w i l l

t e l l

you

wherethe

Dagon ance

i s

l ocated

and

then l eave

t o r es tar t hi s l i f e after

your

rescue Youmust

speak

t o the

Castel l an i n order to f i nd the secret

door

at

#13

Four

kapak

draconi ans

are stand-

i ngguardover thedoor t o t he south

You

can

l eave i f

you

w sh,

but they

w i l l

attack

i f

youtangtoo

l ong

1

0

You

i nterrupt

aconversi on

i n pr o-

cess .

The t roops

att empti ng

the conver-

s ion

w i l l

attack

you

Thei r

group

con-

s is t s of

e v i l fi ghters,

t haumaturgi st s,

e v i l curates, andkapakdraconi ans . You

w i l l

havea

d i f f i c u l t

f i ght here

Use

Sti nki ng

Coud

s pel l s t o i ncapacit ate

as

many of theenemyas you

can

Use

your Hol d

Person

spell s on

thei r spel l

casters befor e theydo thesame toyou

11 You

w i l l f i nd sever al e vi l f i ghters

pl ayi ng d i c e w t h some elvish ki l le rs

here You

myl eave, at t ack,

or

j o i n

the

game

I f

youj o i n the

game,

you

w i l l

l ose

every

round

I f

you

l eave

and

then

return,

they

w i l l attack immedately I f

you

attack f i r s t , however,

you w i l l gai n

surpri se onthemEi t her way, i f

you

defeat

themyou

w i l l

f ind 100steel

pieces andsomegem andj ewelr y

.

Addi ti onall y, youw i l l

di scover

t hat the

di ce were

l oaded

12

Thi s

room

s

f i l l e d

w t h

thedeadof

Gargath

Keep

An

e v i l

curate

hovers

i n

the background Whenyouent er, some

of thedeadw i l l begin t o animate I f you

18

 

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l eaveandthen

return,

or

i f

youwait ,

you

w l l

face

many

zombi es, ghoul s,

and

ghast s,

as wel l as

thei r

master .

13 Thi s i s the

norma

l ocat i on

of

the

Dagon ance However,

the

Dagon ance

i s

gone Twomagi cal weaponswere l e f t

behi nd, so i t i s obvious

t hat the

thi ef

knew

wh ch

weaponswere really

val u-

abl e . Theswords remai ningare a

Longsword+1/+4

vs . Rept i l es

(i ncl ud-

i ng draconi ans)

and

a

cursed

Two-

Handed

Sword

of

Bers erki ng

. Don't

t ake

thetwo-handed

sword

Youmy

rest i n t h i s

room

as

l ong

as you

l i k e

.

I f you

acci dental l y

do t ake the t wo-

handed

swordandready i t , your

char-

acter w i l l

begi nt o

attack

your party as

wel l

as theenemy Cast

Remove

Curse

on

the charact er as soonasyou

can

14 You

stumle

ondraconi ans and

humans packi ng

upsome

dragoneggs,

getti ng themreadyfor tr ansport .

Myrt ani

i s

here

andcarri es

the

Dragonlancel

He

i s di recti ng

thetroops

whenyou

enter

. When

hesees your

part y,

he

breaks

f or

thestairs

i n

the

southernend

of the roomH s t roops

w i l l

t r y

t o stop your

purs uit

as Myr t ani

l eaves . H s

mn ons

are

numerous and

dangerous, so beprepared f or

many

f ights . Savi ngyour game

pri or

to t h i s

rooms recommended

15 Myrt ani w i l l taunt

you

from

thet op

of

the stairs here

He then orders more

of

hi s

mn ons

t o at tack

you

You

must

defeat many baazandkapakdraconi -

ans

t o

conti nue the

chase

16

Morekapaks

attack

t o sl owyou

down

17

Yet

anotherwave of draconians

w i l l

t ry t o stopyouagain

18 Myrt ani, havi ngreached

the roof

ahead

of

you,

thanks

t o

the

del ayi ng

ef forts

of

hi s

m nions , has

j umped

onto

19

the

backof

a

l arge

red

dragon He

l aughs

as

he

heads

in to the

sky As an

aft ert hought ,

Myr t ani orders a t r i o of

bl ack

dragons t o

attack youwhil e he

escapes

I f you

defeat them

you

w i l l

gai n 5000

bonus

experi ence poi nts .

EJ el ek

Synopsi s

J el ek

i s

oneof the

towns

that hasbeentaken

over

by

the

forces

of e v i l . Youare

requi red t o

expl ore

the

town

and

f i nd

out

the

temper

of the

c i t i -

zens . S i r Kar l

has

al so requestedthat

you f i nd f or him

a

si l ver

rose

t hat

grows

onabush

i n

the buri al

groundsof

J el ek

Goa s

You

must f i nd theo f f i ce of Si r

Lebaum

retr i eve

the

s i l v e r rose, and

expl ore J el ek

t o

l earn

what

i s

goi ng

on

there

Note You

must f in ish

al l

of Throtl

before

theJ el ek

encounters w i l l

become

acti ve

.

I f

youhavenot done

so

andyouenter J el ek, i t w i l l

f uncti on

onl yas

a

si mplemerchant town, w t h

rather

high

pri ces.

At var i ous

poi nts throughout

thetown,

you w i l l spyashadowyf i gure

f o l l ow ng

you Thi s i s Mysel l i a, a fema e

thief

who

i s par t

of the

l ocal resist ance . Shew i l l

helpyouwhenyou are

ambushed

at #7

( or

#

2) . Shew i l l also t e l l youof the

onepl aceyoumy

rest safe ly

( i f you

l et

her

j o i n your party

after

the

ambush

combat i s

over)

.

Nomatter what youdo, Skyl aw i l l j o i n

your

party

when

you

enter J el ek He

w i l l comebackeven i f droppedfrom

the

party

until

you

di scover

hi s tr ue pur-

pose

at

#7

( or

#

2) .

Whenever you

havea

random

encounter i n J e l e k , Skyl a w i l l l eave

your

party

onl y t o return

short ly

after

thebattle

.

The

randomencounters

vary

greatl y i n

danger l evel

.

Youshoul d

save

often andt r y t o get t o

the

ambush

at

#7as

qui ckly as possi bl e

so

t hat you

cangai n thepassword t o thesafehouse

F

JELEK

 1234567891 1112131415

at #11 You

can

thenrest there andpre-

pare f or your foray

in to

the graveyard

Where

youcanrest

: Youmyrest

onl y

at

#

11

I f

Skyla

i s

w t h the par t y, you

my

not

even rest there . Youmynot

rest anywhere else

safely, w t h or

wth -

out Skyl a

RANDOM

ENCOUNTERS

There

are

f ive random

encounters t o

be

found i n J el ek I f you

l eave the

c i t y ,

these

patr ols w i l l

reset

and

beready

f or

your

return

.

I f

youhave an

encounter

i n

J elek, i t i s

sure t o be

dangerous

You

w i l l

encounter

e vi l fi ghters, elvish

curates,

t haumatur gi st s, andelvish

rogues As

manyof your opponents w i l l be

spel l

casters, youshould

use

any

mass dam

agespell s youhave ( F i r e b a l l , I ce Storm

L i ghtni ng Bolt )

as

soon

as possi bl e t o

damage

as many of your

opponents

as

I<EY

Wa l

Door

Archway

oTomstones

youcan Usearrows andMagi c Mss i l e

spell s

t o keep

a

constant

bombardment

on

thei r spel l

casters

.

I f

an

enemy

spel l

caster i s

badl ywounded,

t r y t o

f in ish

h m

of f

so you' l l haveone

l ess t hr eat t o

face.

MAPLOCATIONS

1

 

Whenyouenter

J el ek,

you

w i l l

be

forced

t o accept Skyl a as an escort,

supposedy t o prot ect you

from

any

e v i l

doers i n town I n

r e a l i t y ,

of course, the

escort i s t o l ead you in to anambush

andkeepyouaway fromthe buri al

grounds Skyl a w l l l eave whenever

a

random

encounter occurs

andw i l l

i nterrupt

youwhenever you

t r y t o

rest

.

He w i l l l eave j ust bef orethe

ambush

he

l eads

yout o .

2 Thi s

i s

the

i nn. Youmy

not

rest

here

20

    

       

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3

The tavern i s here

Youmy

dri nk

and l i s t e n t o l ocal

gossi p

.

The

ta les

my

or

mynot be true,

however .

4 The

armoryse l ls

weapons at

very

i nfl ated

pri ces . Youcanpurchase com

posi te bows here (they have

a

much

greater range

than norma short

bows)

f or

your

warri ors

. The

composi te

bows

are

expensi ve, but

worthi t .

5

Thi s

magicshop

i s

the

f i r s t

oppor-

tunity

t o purchase cert ai n magi c i t ems,

but t h epr i c es ar e VERYhi gh However,

i f you

can

afford

a

Wandof Magic

Mssiles,

i t

w i l l

provequi te

useful

f or

h i t t ing enemy spell

casters

.

6

Thi s i s the entrance

t o

Skyla' s

ambush s i t e . Makesureyousave

bef ore

ent eri ng

#7

.

Here

you

are

ambushed

by

Skyla' s

cohorts . He reveal s that he

has

been

sett i ng

you

up the

whol eti me

and

then

he

l eaves

J el ek t o

report

t o

his super i -

or s that youare takencare of . Thi s i s

a

ver y d i f f i c u l t

f i g h t ,

even

w t h

the

addi -

ti onal support of Mysel l i a, thefema e

thi ef descri bed i n t he Notes sect i on.

Thecomat i s agai nst si x e v i l fighters,

f our

elvish rogues,

and

three

e v i l

curates .

W t h sevenenemy

spel l casters

f acing you,

you

must be preparedt o

cast

every

off ensi ve spel l you

have, as

qui ckly

as youcan Usepreparatory

spell s before ent eri ng t h i s comat, such

as

Bless

and

Prayer

.

Havi ng

a

charact er

w t h

l i ghtni ng

Bol t memori zedw i l l hel p

yougreatl y as youcoul dmovet hat

char-

acter t o t he

endof theenemy

l i n e and

zapmany of themat once Don' t

hesi -

t a t e t o

use

your magi c i tem here

A

good

tac t ic

i n t h i s

f ight

i s t o

usea

Wand

of

Magi c

Mssi les

( or

several , i f

youhavethem t o i nj ure theenemy

spel l

casters

bef ore

t hey

can

cas t t hei r

deadl y Hold

Person

and

Charm

Person

21

spell s

on you

I f

youw sh, youcanhave

theKender

i n

your

party

sacr i f ice

hi m

sel f t o savethe

party by

t aunti ng

the

enemy Thi s w i l l

causeenemy

spel l

casters

to

target

thei r l i gh tni ng Bolt

andMagi c

M s s i l e

spel l s ontheKender,

savi ng

your spel l

casters

fromthedead-

l y effects

of

those spell s .

Onceyou

defeat

Skyla' s

m ni ons ,

Mysel l i a w i l l

offer

t o j o i n you Accepti ng

w i l l

gai n

you

some

i nformati on

about

Si r

Lebaum

as wel l as agoodcompan-

i o n f or

your

expl orat i on of J el ek

Thi s

was Si r Lebaums headquar-

ters whil e

he

was i n J el ek

You

w i l l f i nd

i nformati on that hehas l e f t here

9

You

w i l l

meet an

ol d

gravedi gger

here

I f

Skyl a

i s w th you, thegravedi g-

ger w i l l

l eave

I f

Skyl a

i s gone,

the

gravedi gger

w i l l t e l l

youof thest range

thi ngs

t hat havebeengoi ngon i n the

graveyar d si nce

Si r

Lebaumcame

t o

town

1

0

Thi s

i s

theent r ance t o the

safe-

house I f Mysel l i a

i s w t h you,

the

guard

w i l l escort you

t o

aroom

whereyou

myrest . I f she i s

not w t h

youthenhe

w i l l ask f or thepassword ( the

password

i s RUMOR) . I f Skyl a i s w t h you, the

guard

w i l l

not appear

11 The

safehouse

I f you

don' t have

Skyl a w t h you, youmyrest here as

l ong asyouw sh

12

I f

Skyl a

i s

not

w t h

youand

you

haven' t defeated

hi s mnons at #7,

then Skyl a w i l l re join your

party

here

and i n s i s t that younot go in to the

graveyar d

. I f you i n s i s t

ongoi ng

i n,

the

f i ght at #7 w i l l occur here ( i ncludi ng the

appearance

of Mysel l i a) .

13 You w i l l f i nd

asi l ver

rose bush

here

However,

as youpi cka

rose,

three bl ackdragons w i l l

attack

you

Theyarequi te

dangerous

and

can k i l l

party

member s

.

Don' t

have

your

Kender

t aunt

them

asthey

my

k i l l

h mMake sure

you

use mass effect

spel l s ( F i r e b a l l , Li ghtning Bolt , and

St i nking

C ouds)

t o

k i l l

them

qui ckly

14 I n order t o reachthe exit at #15,

you

must defeat a

group

of

undead i n

t h i s roomTheyi ncl ude

several

zom

bi es,

two

ghasts,

andtwoghoul s You

w i l l

gai n valuabl e t r easure

i f you

defeat

themn the formof aScrol l of

Protecti on vs .

DagonBreat h, a

Wandof

f i reball s,

and

a

Peri apt

of Proof

vs .

Poison

. These

are

some of the

most

i mportantmagic i tem you w i l l f i nd

Thescrol l

w i l l

be

v i t a l

l ater andthe

pen-

apt w i l l rea l ly help agai nst

gi ant

snakes .

Thewand i s simpl y

wonderful

as

a

weapon

of mass destr uct i on.

15 Thi s i s theback exi t fr om el ek

16 Theseare

l ocat i ons

of undead

forces . They

w i l l vary i n number and

t ype,

but

al l

are dangerous

Don' t

f orget

that ghoul s andghast s canparal yze

w t h

a

singl e

t ouch

GTomb o f Si r

Dargaar d

Synopsi s Thi s mssi on

w i l l

get

assi gned

t o youat t he

second

outpost

after

you

f in ish

Throtl andeit her com

pl ete

Gargat h,

or exi t

and

reenter the

second

outpost si x ti mes. Youmy

complete

t h i s

mssi on

at any

ti me

befor e completi ngSancti on Youdon' t

have t o

f in ish

i t

immedately

Note

The

tomb

i s

a

test

of True

Knghthood

I f

theparty hasnoknight

i n

the

par t y,

i t

cannot

succeed

here

Thespect ral

mn ons

t hat guardthe

tomb

w i l l attack

anyone

who

shows

di s-

honor I f the mn ons

consi der the

party

di shonorabl e,

there

w i l l

bea

comat at

every number l i s ted below i nstead of

the l i s ted encounter. The

party

can

retake the

tests at

a

l ater

time

Goa s

To

regai n

the

magic

i tem of

Si r

Dargaard

andput hi s soul

t o

rest .

Where

youcanrest

:

Nowhere

u nt i l

you

havereachedSi r

Dar gaard' s

s p i r i t

.

Then,

you

my

rest

anywhere

but

w l l

often be

i nterrupt ed

bydraconian

i nvaders . However,

you

myl eavethe

Tomb

at

any

t i me

t o rest

or t r a i n , and

then

re- enter .

RANDOMENCOUNTERS

There

are no

randomencounters i n

the

tomb

u nt i l

youhaveeit her offended the

mn ons

or spoken

w t h Si r Dargaard I f

youhave

offended

the

mni ons,

you

w i l l occasi onall y encounter groups of

hosti l e spectr al

mn ons (8 - 14 of them

i n

each

group)

.

I f

you

don' t o f fend

the

mn ons

and

youspeak

w t h Si r

Dargaard at

#8, thedraconi ans

w i l l

pour i n to thetomb Youw i l l encounter

groups of twoor threekapak draconi -

ans

l ed

by oneor twobozak

draconi -

ans

MAPLOCATIONS

1 Theentrance t o thetomb

i s

here i n

the

center

. I bi s i s

the

onl y

wayback t o

thew l derness

.

2

You

w i l l

f i nd

ap i le

of

dead

draconi -

ans here

3

A

pectral

mnon

w i l l

bar

the

part y's way

unti l

i t

has

passedthe

tests

of

Honor ,

Battl e,

and

Fear

.

4 Apectral

mnon w i l l

conf ront

the

part y

here

and

askaquesti on

t hat

onl y

akni ght cananswer

. I f

anyonebut a

kni ght i s sel ected t o

answer

theques-

ti on, he

w i l l f a i l . The

partycan

retreat i f

he

f a i l s

.

I f

i t ref uses t o do t h i s , i t

w i l l be

consi dered

di shonorabl e and

the

party

w i l l

l i e

att acked

.

5

Another

mnon w i l l

askthepartya

questi on that agai nonl ya

kni ght

can

answer

Answeri ng

correctl y means t hat

the

party

haspassed the

f i n al t e st ,

t hat

of

knowedge

The

party

w l l

beabl e t o

enter

the

crypt

after

f in ishing t h i s test .

You

must

select

a

knight

t o

answer

th is

correctl y

.

6

You

w i l l

hear

sounds

of someone

f o l l ow ngyouat t h i s poi nt.

22

   

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QTOMB

OF

SI R

DARQAARD

 1234567891 1112131415

7

Thi s i s

the

entrance t o the

f i n a l

crypt

. Thedoor canonl y

be enteredi f

the

party

has

passedal l of the

tests .

8 Thi s i s thema n

crypt

.

After

the

part y

hasspoken

w t h Si r

Dargaard' s

s p i r i t , i t

w i l l berewardedw t h al l of Si r

Dargaar d' s magi c i tem ( i ncl uding

a

+2

Longsword,

a

G r dl e

of Gi ant

Strength,

and

si x

sui ts

of

Solamn c

Plate t hat

onl y

kni ght smyuse) . Si r Dargaard w i l l then

heal

t he enti re party

bef ore

he l eaves .

9

Thi s i s

the ent r ance

t o

the

test

of

f ear .

10 The f i r s t test of f ear

requi res

the

kni ght

i n t he party t o

step

through

a

r i ng of f i r e , losing

more than

hal f hi s

hi t

poi nts

i n the process. Anyone else

w i l l

be

seriousl y

hurt andwon' t pass

the test .

23

 

EY

 

Wal l

Door

S e c r e t

Door

11 Here youagain

hear sounds of

bei ng f ol l owed .

12

Thi s

i s

thesecond

ring

of

f i r e

and

agai n

requi res

t hat thekni ght step

through

Thekni ght

w i l l l ose

al l but

one

of

hi s hi t point s

when he st eps through

I f

a

character other than

a

kni ght does

t h i s ,

he w i l l be

ser i ously i nj uredand

won' t pass

thetest

.

13 You begi nt o

f e e l

the ti me

i n

here

Theai r i s

st agnant

. . .

14

Youhear

a

voi cehere say t hat

deathi s bett er

than

feari ng

death

. .

15

Thi s i s the l a s t r i ng of f i r e . I f the

kni ght

ent ers

th is r i n g,

he w i l l be

heal edcompletely

and

w i l l

pass the

test . Oher

i nj ured parti es w i l l

be

l e f t

i nj ured . . t h i s test i s onl y f or kni ght s

.

16

Thi s i s the

ent r ance

t o the

test

of

honor

.

17 Here

you

are f aced

w t h

achance

t o

hel p thedowntrodden Youmychoose

t o

give nothing,

money,

l i f e ,

i t ems , or al l

three

.

Choosi ng

moneycauses

al l

money

t o be

l o s t

. Choosi ng i tem

removes

nearl y al l

i tem fromthe

party

( a

poor choi ce

as

thosei tem are l arge-

l y

i rr epl aceabl e)

. I f you

choose

l i f e ,

a

random

charact er w i l l

be

i nj ured

greatl y

( put t o

dyi ng

status) . You

must heal

that

charact er

immedately

or

death

w i l l

f o l -

l ow

I f you

choose

al l three, you w i l l

l ose

somemoney, some

of

your

i t ems,

and

w i l l

bespared l oss of

a

l i f e .

Nomat t er wh chyouchoose, as l ongas

youdon' t choose   not hi ng , you w i l l

havepassedthe

f i r s t port i on

of thetest

andmyproceed

18 Youagai n

noti ce

someth ng

f o l l ow

i ngyou, fromthecorner of your

eye,

onl y

t o

turn

and f a i l

t o spot

i t

.

19 Thi s i s

a

checkpoint where

the mn-

i ons w i l l stop youfrom eavi ngw th the

swords from#20 I f you t r y , youw i l l be

consi dereddishonorabl e

andw i l l

be

att acked

.

20

Here you w i l l be

confronted

by a

spectral mnonw t h

twoswords

. You

are askedt o

t ake the

sword

onthe

ri ght

.

I f

youdo so, wh chyou shoul d,

you w i l l gai n

a

+5 l ongsword Theother

i s

a

cursed

berserker andyou

w i l l

be

consi dereddishonorabl e i f youtake i t .

You

my

not conti nue past hereunl ess

you

t ake

the

right sword

21 Agai n

you f e e l you

are bei ng

f o l -

l owed

22

The

party

w i l l

seeimages of amn

i n batt l e who

needs

a

weapon I f you

gi ve up

the+5l ongsword,

you w i l l

pass

the

test

of honor. I f youdon' t i t w i l l be

taken

fromyouandthe spect ral mn-

i ons w i l l

attack

you f or your

d shonor .

23

Thi s i s t he entranceto

the

fa l se

treasure room

When

your

party

ent ers

you

w i l l

beasked

t o takenothi ng

24

Thi s room

s f i l l e d

w t h i l lusory

gem andj ewel ry I f

someonetakes

them that i ndi vidual w i l l bebi tt en by

a

jeweled

serpent and

mydi e Al so, you

w i l l be

consi dered

di shonorabl e by the

spect ral

mni ons ,

asyou fa i led t o f o l l ow

t hei r i nst r uc t i ons to

take nothi ng

.

25

You

agai n

f eel t hat youar e

bei ng

f ol l owed .

26

Here

you

see

i l lusory

weaponsand

armor Taki ng

them

i l l

causethespec-

t r a l mnons t o

attack

.

27 I l lusi ons of

steel

and

i ron

pieces

f i l l

the roomThe i l lus ion hi des a spi ked

pi t

t hat your

party

w i l l f a l l i n to i f you t r y

t o

t ake the

i l lusory

money Try ing

t o

st eal

themoneycauses thespect ral

mnons

t o

consi der you

di shonorabl e .

28 Thi s i s the entrance t o the Test of

Batt l e

The

Test of Batt l e

i s

themost

d i f f i c u l t and i s qui te dangerous

29

Agai n

you f eel as

i f

you

are

f o l -

l owed

30

Aoof col l apse onyou, causi ngthe

party

t o

l ose

over

hal f of

i t s

hi t poi nts .

You

w i l l

then

beconf ronted by undead

I f

you

refuse

battl e,

you

w i l l

f a i l

the

Test

of Batt l e . The

f i ght

i s agai nst

f our skel e-

t al

kni ght s . The

kni ght s

are very

d i f f i c u l t

opponents

t o

defeat

as they cannot be

turnedby

any

but the

hi ghest

l evel c l e r -

i c s ,

wh chyouprobably won' t

possess

by t h i s pai nt. Youmust defeat

the

kni ght s

i n

mel ee

comat .

Remember

t hat skel etons

are qui te res i s tant to

an*ows andswords

Maces are

the

best

bet

f or

def eati ng

the

kni ght s

( or any

magi cal swordsyoumy

possess) .

F l a i l s

andHoopaks are al sogood f or

comati ng thesecreatures

.

Don' t

f orget

t hat Sl eep, Charmerson, Hold

Person,

andSti nkingCoud

spell s

won' t

affect

thesemonsters

.

24

      

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Makesureyousave t he

game

bef ore

th is f i g h t . Retr eati ng

the

party

on the

tacti cal mpthrough

the

entry

doorway

w l l al l owyou t o surroundand

more

eff ecti vely comat thesemonsters

.

Makesure

t hat

your

cler ics cast Cure

Li ght Wounds

spel l s

bef ore t he enemy

cl oses

the

dist ance

t o

your

party .

After the

f i g h t ,

youmyf i nd

that

your

best opt i on

i s t o exi t

t o theOverl and i n

order t o

heal

andmemori ze

spel l s

.

After

doing

t h i s ,

savethegame

and

then reenter the

Tom

t o conti nue

from

whereyou l e f t of f .

31

Hereyouw i l l beconf rontedby

unintell i gent

monsters

. I f you f l ee t h i s

f i ght you w i l l beunable t o complete the

test of batt l e

until

you return and

defeat

themonsters

.

Whenyoudo

comat the creatures, you w i l l face

gi ant r a t s ,

gi ant cent i pedes, and

mobats .

I f

youhaveanyS eepspel l s

memori zed,

they

workwel l agai nst

the

gi ant

centi pedes

and

gi ant

rats .

32

Thi s

i s

the

f i n a l test of

the Test of

Batt l e

.

You

w i l l

face agroupof f our

undeaddragons Theycan' t breatheon

your party, but theycan

bite

andclaw

f or

substanti al

amounts

of damageand

t hey cannot beturned

UseFi r ebal l s to

weaken themandthen k i l l

them

n

meleecombat .

I n

order

to

maxi mze

your

comat a b i l i -

t y, i t

i s

suggested

t hat the characte r w th

t he

+1

F l a i l

be

gi ven

the

Gauntl ets

of

Ogre

Power to give

the

hi ghest

chance

of scori ngahi t on the

monsters

(thus

doi nglo ts

of damage,

s i nce

f l a i l s

do

f u l l

damage agai nst

these monsters) .

H

OgreBase

Synopsi s Thi s

mssion

w i l l

be

gi ven

t o

t he

party the f i r s t ti me i t

reenters

the

second

outpost ( the

onebetween

J el ek

andGargat h)

after

receivi ng

the tomb

message

TheOgre Basemssion

i s

one

25

of

both

comat and

d plomacy The

f i r s t

t i me

the par ty

ent ers

a

bui l ding i t

i s

conf ronted by

an agedogrewhow l l

give the

party

v i t a l

i nformati on about a

planned

assassinat i on

of theogre

l ead-

er , Gavnak You

do

not

have t o com

pl ete

t h i s mssi on

befor e goi ngonand

can

return

at

any

ti me t o i t befor e you

f i n i s h Sancti on

Goa : Theparty

shoul d t r y t o convince

the ogres that there

i s

an

assassinat i on

plot and

then forman al l i a nc e w t h

Gmvnak

against Myrt ani .

Note Fighti ng

should beavoided

where

possi bl e

. The

ol dogre

w i l l give

the party

a

secret

si gn t hat w i l l permt

the

party t o parl ay i t s waypast

patr ols

.

Where

youcanrest : Youmyt r y t o

rest

i n

anybuil ding,

but thereare no

guarantees t hat anogre patrol won' t

i nterrupt you

RANDOM

NCOUNTERS

Thereare

ei ght

randomencounters

(ogre patrol s) w t h i n

the

wall s of

the

ogre base Onceyou

el i mnate

them

you

w l l

haveno more random

encoun-

ters

unl ess

you

l eavet he ogre base

and

then

return

.

Returni ng

t o the ogre base

resets

the

patr ols

andyoumyf i nd up

t o ei ght

more

pat rols .

Theonl y monsters t o befound i n

the

randompat rols

are ogres

. The

patr ols

mybe

par l ayed

w t h

i f

youhave

spo-

kenw t h the ol d

ogre

(see

Note

above)

and

the

a arm

hasnot sounded

MPOCATIONS

1 Thi s i s where

the

part y enters

the

base I t should

immedately

enter one

of the nearbybuil dings where i t w i l l

meet theoldogre

The

ol dogre

w i l l

give the

party

v i t a l i nformati on .

2

Thereare manor guardshere They

w i l l l et

the

part y

pass i f i t

has

vis ited

the

ol d

ogre

and

l earnedthe

secret

sign

They

w l l menti ont hat

theother

assassi ns are

i n

the

northwest

room

HOCREBASE

 1234567891 1112131415

3

Theogre l eadershi p

i s

hol ding

a

meeti nghere Thepartycanretreat

w thout bei ngnoti ced

I f i t attacks,

there

i s

nochanceof an al l i ance . . . so

don' t do i t . The

assassi ns

w i l l even

arri ve

andthank

theparty

f or

doing

thei r

j obs.

I f

yougreet theogresandhaveno

e v i -

dence,

your

party

must f ight

some

guards

. Morogwi l l t r y t o

usethe

di str ac-

t i on t o

t r y

to assassi nat e Gravnak, so

the party w i l l have

a

chancet o savethe

ogre

l eader

. I f

thepartyhas the

e v i -

dence

foundat #8 bel ow youmyf i ght

w t h

Gavnakagai nst Morog

I f

the

assassi ns

are s t i l l a l i v e , they w i l l

attack

thedi sorgani zed

forces and

your

party at

the

same t i me Youshoul dsee

#15 bel owf or

t i p s onhowocombat

the

assassi ns

.

After

al l

f ighting

i s

compl eted, the

party

shoul d

go

w t h Gavnak t o

forge

Wal l

Door

KEY

al l i ance

pl ans .

Thi s

w i l l

hel p

theparty

i n

a

l ater

port i on

of thegame

( Ker nen)

.

Theparty

w i l l

thenbe escorted out

. I f

yourefuse t o a l l y w t h the ogres, you

w i l l beescorted

out

but won' t get hel p

i n

Kernen

4 Thi s i s Gavnak' s

of f i ce

where

he

w i l l forge anal l i a nc e w t h the Kni ght s of

Solamn a

5

Hereyou w i l l f ind

a

dining h al l

f i l l e d

w thsl aves

.

The

sl aves wi l l f l e e

upon seei ngt he party

Wmn

sl aves

are cl eaning

t h i s

kit chen . They w i l l be fearful becauseof

the rumors of an

assassi n

team

n

the

base

Thi s

i s

si mpl y af ood stor age area

8

Here

are

Morog' s

off i ces

and

guards . Theguards w i l l attack theparty

t o

prevent

i t s

entry

I f

you

defeat

them

26

  

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y o u

w i l l

f i nd

evidence i mpl i cat i ng

Morog

i nsi de

.

9

I n Morog's

bedroom

he

party w i l l

f ind 8,000

st eel

pieces

i f i t searches

carefull y

1 0

Theogres'

barracks are l ocat ed

here

The

ser geant

w i l l

mstakethe

party f or theassassi ns andw i l l t e l l

themo

get out of the barracks

and

get

back t o

thei r

room o the nort h

11

Aear f ul

ogre hi desunder

thebed

He w i l l t e l l the

party

of the assassi n

teams

l ocati on ( # 15) .

12 Hereyou w i l l f ind

someof

aravnak' s

personal

guard . . or at

l east

thei r

corpses

Theyhavebeenmur-

dered

by

t he assassi n

team

13 These

are guards

protect i ng

the

assassi n

teamYoucan

bl uf f

your way

past ,

but

w i l l

have t o

f i ght

t h i s group

anyway

when

you

are

conf rontedbythe

next

group

Your

party

should

j ust

e l im -

nat e themontheway i n .

14 Theseguards

al r eady

knowthat the

assassi ns

are

here

and

w i l l attack

your

party

on

si ght . I f

you

bl uff ed

your way

past

#

3, theogrestherew i l l

respond

and

attack

as asecond

wave

15 Thi s i s wherethe

assassi ns

are

l ocat ed

. WARN I `I (1 :

Thi s

i s

a

very

d i f f i -

cul t

fight

and i s the part y' s f i r s t

encounter

w t h

an

aurakdracon an

Youshouldmost

cert ai nl y

savethe

game

bef ore enteri ng

t h i s

f i ght .

I t

i s

str ongly

recommended

that you cast

anypreparat ory spel l s youcan

bef ore

enteri ng t h i s

f i ght

. Cast Bl ess, Prayer,

and

maybe

evenHaste bef ore goi ng

i n .

I f

youdon't havemore thantwo

f ireball spel l s memori zed,

youshould

be

preparedf or

a l ongand

cost l y

f ight

.

Make sure you read the sect i on

at the

end

of

t h i s cluebookonhowo

f i ght al l

the t ypes

of draconi ans before enteri ng

t hi s f i g ht

.

27

Note that i f youhave

al r eady

f ought the

assassi ns at

#3 above, you

w i l l

no

l onger

f ind

themhere

I . Southern Outpost

Synopsi s

: You w i l l hear of theprob-

l em

at

theSouthernOutpost the

next

ti me

your eenter thesecondoutpost

after

bei ng

to ld

of theOgreBase

Thi s

outpost hasbeen taken over by

J adefang,

a

green

dr agon,

andhi s f or c e

of

humans

and

draconians

.

Thereal

guards were surpri sed

andcapturedby

t h i s f o rce andmost of

their

l eaders

were ki l led

.

Si vaks

haveshape-changed

in to the form of

those l eaders and

assumed thei r

posi ti ons .

Thi s

outpost

was taken

over t o al l ow free movement

of the e v i l

forces

betweenNeraka

and

Sancti on

Addi ti onall y,

the outpost

i s

often abl e

t o gather i nformat i on from

messengers

. . .

l i k e

you

Goa s

Youmust rescue thehostages

and

f ree the

real

guards

Once

you've

done

t h i s ,

youshould

slay thedragon,

thus f r eeingtheoutpost .

Note Onceyou f i ght the

dracon an

forces i n t h i s out post ,

unl ess

you

att acked thesecl uded

groupat #8or

#10, you w i l l set of f an a armThi s w i l l

l ock

the

doors

t o

t he outpost

so

you

can' t

l eave

( u n t i l

you f ree the

out post )

andw i l l cause al l guards t o attack

you

on

si ght .

The

groups

of guards

you w i l l

encounter

duri ngyour

wanderi ngs

w i l l

var y consi derabl y i n s ize andpower

l evel

. The

onl y th i ngyou can

besure of

i s

t hat al l of themi l l haveasi vak

dra-

con an

l eading

themandw i l l

have

at

l east si x e v i l champi ons

w t h them

Don' t set of f thea arm n t i l youabso-

lutely

have t o

Whereyoucanrest : I f youare

not

i ndoors,

you

w i l l

not be abl e

t o rest . I f

youare

i ndoors,

you

w i l l

onl y

beabl e

t o rest f or ashort whi l e .

I f

the

a arm

has

been

sounded, you

w i l l

be att acked

I SOUTHERNOUTPOST

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

 1234567891 1112131415

i f

your

rest i s i nterrupt ed,

otherw se

you

w i l l j us t be

bothered

RANDOMENCOUNTERS

Thereare anun l imted

number of

patrol s

here,

but

theyvary consi derabl y

i n power

l evel

. Thesi x di f ferent

types

of

patr ols

youcanencounter here are

1)

Onesi vak draconianandsi x

e v i l

champi ons

2) Onesi vak dracon anand

ei ght

e v i l

champi ons

3) Onesi vakdracon anandten e v i l

champi ons

4) One

si vakdraconi an,

ei ght e v i l

champi ons, andtwo

e v i l

curates

5)

Onesi vak

draconi an,

ei ght e v i l

champi ons, and

two t haumaturgi st s

6) One

si vak draconi an,

si x e vi l

cham

pions,

twoe v i l

curates,

and

two

t haumaturgi st s

KEY

Wal l

Door

S e c r e t

Door

61

S t a i r sVp

Once

you

have freed the

real

guards

from

#7 , the pat ro l s

w i l l

bekept busy

f ighting

the real guards .

MAP

LOCATIONS

1 Thi s i s

the

front

gat e

. Several d i f f e r -

ent t hings happenhere

depend ng

on

whenyou v i s i t . I f you

are

ent eri ng f or

the f i r s t

t i me,

you

w i l l

be escort ed t o

see

the

Commandant

.

After

speaki ng

w t h hi m youw i l l

endup

at

#2

I f you

havebeen

i ns ide before,

but the

a arm

hasn' t

yet beensounded, then

youw i l l

si mply

get watched here .

However, i f youshow

up

here after

the

a armhas beensounded, y ou ' l l becon-

fronted by draconlans . I f youchoose t o

parl ay

or

attack,

you' l l

end

up

i n

batt l e

w t h a

l arge number

of draconi ans

( small er i f youhave freed t he real

28

        

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guards

at

 7)

 

Ei ther way, there are an

unl i mt ed number of draconian

encoun-

ters

here

u nt i l you f ree

theoutpost

. You

can' t

get out t h i s wayuntil J adefang i s

dead

2 Thi s

i s where

you

are deposited

after

seei ngt heCommandant

.

3 Thi s

i s

the

front

deskof the

i nn.

The

i nnkeeper

w i l l greetyouand

dir ect

you

t o #4

4

Thi s

room

s occupied

by

a

real

guard

who

i s hidi ng

from

t he draconi -

ans Heasks yout o l i s ten

t o

hi s

story I f

youdo so, he w i l l give

youval uabl e

i nformati on

and

amp

o the town (see

j our nal #13) .

Addi ti onall y,

the

party

w i l l

beawarded 1000

extra

experi ence

poi nts

per

character

I f

youchoose t o

turn h m n t o the

draconi ans, hew i l l

babbl eabouthow

ouhavedoomed

the town

. I f

you

ent er here

after

the

a arm

has

been

sounded,

you

w i l l aut o-

mat i call y

l i s ten

t o

h m

5 Thi s secret

door

can

befoundby

searchi ng

.

I t l eads

t o

the

pri son

ant e,

room t #6 Thedoor i s

markedclearl y

i n

the

mpthat

the

guard

at

#4

gi ves

you

6

The

pri son

anteroom

s

here

You

see

the f ormer guards l ocked i n

c e l l s ,

unable

t o

escape

7

These pri son c e l l s ar e occupiedby

t he

remnants

of

the

real

outpost guard

force

. They t e l l youhowheywere

cap-

tured

andw i l l

gladly help

youonce

they

know

thei r chi ldren

are

safe .

Thei r

c h i l -

dren

are bei ng hel d i n #10andthe

dra-

con ans w i l l slay themf

theguards

t r y

anythi ng

.

Onceyouhave f reed the

c h i l -

dren and

ret urned

here,

t he guards w i l l

charge

out

of

the

secret

door and

attack

J adefang' s

forces

. Thi s w i l l have

the

effect of

r educi ng

the s i ze of enemy

groups

youencounter

.

I f

you f ree

the

former

guards, the

party

w i l l

be

awarded

3000

bonus experi -

ence poi nts per charact er .

8

Thi s

i s

a

poorl y

placed

guardpost

.

You

can

attack i t w thout

sett i ng

of f

the

gener al a armThi s

i s

theonl yway

in to

the north endof the outpost

that

won' t

set of f the

gener al

a arm

9

Thi s

corner

i s

where

theparty

f i r s t

hears

t he

voi ces

of the

chil dren

. You

determne

that

t hey

ared i r e c t l y to the

north

10 Thi s house

hasbeenconverted

t o

abarracks

. The

chil dren

youseekare

bei ng hel d

here When you

k i l l

the dra-

con ansand

free

the

chil dren you w i l l

begi ven

ampt o thepri son

( unless

youhavealr eady vis ited

the

pri soners

at #7) .

You

w i l l

gai n bonus

experi ence

poi nts

f or

f reei ng

the

chil dren

.

11 Thi s

i s

thebackdoor t o the

Commandant' s

o f f i ce Youmyget an

opport uni t y

t o l i s t en i n

on

the

Commandant

and

gai n

val uable

i n f o r -

mati onabout

Myrt ani ' s

plans (5000

bonus

experi ence

poi nts

per charac-

t e r ) . I f

youchoose

t o attack

i nstead,

you w i l l gai n surpri se

on the

Commandant andhi s forces

.

Here you w i l l f ace many e v i l

champi ons

l ed

by asi vak, two

e vi l

pri ests, andtwo

enchanters . Theyare extremely

power-

f ul andyou

shoulduse

Fir eball

and

I ce

Storm

pel l s t o reducetheenemy

spel l -

casters

as

qui ckly

as

possi bl e

.

12

Thi s i s thedoor t o the

ma n

bar-

racks

. Youget

awarn ng

here

that

you

are about t o face amajor

batt l e . You

shoul dmost definitelysave the

game at

t h i s

poi nt

. The

next battle

i s

the

most

d i f f i c u l t you

are

l i k e l y t o have

facedi n

your young

car eer

. Theforces

at

#

13

are

qui te

capableof

w pi ng

out an

unsuspecti ng

party

Addi ti onall y,

youshould cast preparato-

r y spell s before enteri ng

the next room

The

most

i mport ant

ones

are Haste

and

C

Prayer. Haste i s

very i mportant as i t w i l l

a l lowyou

t o

act

much

more

rapi dl y

and

thus reduce

the

enemy

f i r epower

bef ore

they

reducetheparty t o ash

13

Thi s i s

the m1jor bat t l e f o r the

Southern

Outpost . J adefang

wait s

here

w t h

hi s

company

You w i l l

face agreen

dragon ( J adefang), f our

si vak

draconi -

ans, andmany e v i l champi ons When

youdefeat

themyouw i l l

begi ven

t he

treasure

from

#21

bel ow

i f

you

haven' t

al ready

recovered i t ) . I n addit i on, y ou ' l l

receive

a

substant i al

amount of money

( J adefang's personal cache) and

a

Mace

of Di srupt i on .

The

mace i s

very

useful

f or def eati ng

undead

andshoul d

d e f i -

nitely

bekept

.

Don' t

hesi t ate t o

f i r e of f

every

spel l

you

have

i n

aneffort

t o

el i mnate J adefang

befor e hecanbreathe

I f

hebreathes,

youmyl ose characters

qui ckl y

14 Thi s i s the

front

door

t o the

Commandant' s

o f f i ce

.

I f

you

enter t he

Commandant' s

o f f i ce

i n th is

way

( as

opposedto through #11) , you w i l l

be

att acked by

hi s forces immedately

You

w i l l

face thesamegroupt hat

you

woul d

have

facedat #11 I f you've

al r eady

def eated

the

Commandant ,

there

i s

obviousl y no

encounter here

15

These

are

empty

housesbei ngused

as barracks by

thedracon anarmy

16

Theseare

the other

two

room

i n

thei nn

Theyare

unoccupied

unl ess

you' ve

not

had

the

encounter

at #4,

i n

wh ch

caseyou

w i l l

meet

theformer

guard

here

17 The

bar i s

a

pl ace

where

youcan

get

relaxat i on and

even

l i quor . I f

you

get

drunk, you

w i l l

endup at #4above

18 Thi s

was the

outpost armory I t i s

now

empty

and

hasbeen

ransacked

19

Thi s

wasthegeneral

store

. I t i s

also

empty

20 Thi s was

the

out post' s

armorer' s

shop

There i s

nothi ng

l e f t

here

of

any

val ue

21

The

storeroom

s

guarded, but has

val uabl e

equi pment

w t h i n . I f you've

al r eady

def eated J adefang

and

r eceived the

treasure from

here,

you' l l

f i nd

nothing

The

treasure here

consi sts

of two

magi c- user

scro l ls and

a

Poti on

of

Extra

Heal i ng

22

Thi s

i s

agat e

house

Thereare

dra-

con answait i ng i n si d e t o

ambush

you

You w i l l

besurpri sed by

themwhenyou

enter (Savebefore enteri ng. )

I f you

defeat themyou w i l l

gai n

1000

extra

experi ence poi nts per

char acter f or

overcomng

theambush

23

There

are

many

guardshere

play-

i ng cards . I f

thea armhasn' t

been

set

of f y e t ,

they

w i l l

wai t f or

you

t o

l eave

I f

you

do

not ,

they

w i l l

attack

.

I f

t he

a arm

has al ready

beensounded,

they

w i l l

attack immedately

24

These

are the

outpost ' s guardtow

ers They are

occupied

by

many e v i l

champi ons,

enchant ers,

ande v i l

curates

. I f you

enter

one of

the

towers

after

the guards have

been f reed, you

w i l l f i nd

a

mel ee i n

progress here

25

Theseare standardguard

posts

I f

the

a arm

hasbeensounded, they

w i l l

attack immedately

I f

the real guards

from

#7

have

been

f reed,

the

draconi -

an

guardw i l l

be

occupi edf ighting

the

real guards you freed .

26 The

si gn t o thei f n

27

The

s i gn t o

thetavern

.

28 The

s i gn t o

thegener al

s tore

29 The

s i gn t o

the armorer' s shop

30

Thes i gn t o the stabl e .

31 Thi s

i s anal l eywhereyouendup i f

you f l ee from

a

f i ght

at

#

1 .

30

       

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J

  Neraka

Ci ty

and

Base

Synopsi s

:

Onceyou have

finished

Crar gat h

andJ el ekandhave recei ved

the

messageabout

theSouthern

Outpost , thenext timeyou

enter the

secondoutpost you

w i l l

be

t o l d of Si r

Kar l ' s

ki dnappi ng The

next

t i me you

v i s i t

the

Commandant' s

o f f i ce after the

ki dnappi ng, youw i l l be

confronted

by

Maya

Si r

Kar l ' s

l ove, andaskedt o

go

w t h

her

t o

Neraka

I f

you

go

w t h

her,

she

w i l l takeyou t o

Neraka

C t y and

gui de

you t o

the

h dden

base there

Youshouldgow t h her ( but read the

note

sect i on bel ow .

Goa s Youmust rescue Si r Karl and

anyone

el se

hel d

i n

the

e v i l

pri sons

there .

Note

Before yougow t h Maya, you

shoul d t ake

advantageof the I nn, the

Hall ,

and

theArmoury Once

you

enter

the

Commandant ' s o f f i ce

after

thekid-

nappi ng,

you

w i l l

be

unable

t o t r a i n o r

rest bef ore

goi ng

t o

Neraka

Maya

i s actual l y

asil ver

dragonwho

polymorphs hersel f i n to ahuman She

i s i ndeedSi r Kar l ' s l ove and i s tr yi ng

t o

f ree h m

She

w i l l r eveal hersel f t o you

after

the f i r s t

fi ght

i n wh chshe

appears She i s very

power f ul

i n

com

bat and

w i l l probably

haveno

t roubl e

w t h thedracon anguards. She

w i l l

l eavetheparty

i f you t ry t o

l eave

wth -

out Si r Kar l and

w i l l

l eaveonceyou f ind

hi m

You

shoul d t r y

t o

al l ow

Maya

access

t o

themonsters as she

w i l l

deal

w t h themmuchmore

effecti vely

than

thepartycan

I f youent er

thepri son

andf i nd

out

about the slaves

there

and

then

attempt

t o l eavew thout

fr eei ng

themyou

w i l l

bewarnedthat they w i l l be

s la in

i f

you

do

t h i s . I f

youdo

i t anyway,

t hey

w i l l

be

ki l led

and

you

w i l l

be chasti sed

Whereyoucanrest : Youmyonl y rest

i n

Neraka C t y (not

NerakaBase) and

my

be

i nterrupt ed at

any t i me

There

i s

no saf e pl ace t o rest i n Neraka

RANDOM

ENCOUNTERS

There

are

a

mximm

f

nine

random

encounters i n Neraka

Ci ty andBase

These

encounters

reset

every

t i me

you

l eaveandthen reenter the

c i t y ,

so

i f

you

defeat al l

nine randompatr ols and

then

l eave

the

c i t y ,

a

new

et of

r an-

dom

atr ol s

w i l l bewait i ng f or

you

when

you return .

The randomencounters

are di ff erent

dependngon

where

youmeet themI f

you

are outdoors i n the c i t y duri ngt he

day, you w i l l

meet baaz draconi ans,

bozak

draconians,

kapak

draconi ans,

e v i l fi ghters, and

t haumaturgi st s

. The

c i t y encounters that

are

at

ni ght or

i ndoors w i l l consi st of mobats,

gi ant

centi pedes,

and

gi ant rats . Therandom

patr ols

i n

the

base

w i l l

be

compri sed

of

excl usi vel y

draconi ans

MAPLOCATIONS

1 Thi s

i s

the

ma n

entrance t o

the

c i t y .

I f

youcame

w t h

Maya,

youw i l l

ent er

i nstead at

#2bel ow

2

Thi s i s thebackentrance t o the c i t y

whereMaya

l eads

you I f youdi dn't

come

t o Nerakaw t h Maya, you w i l l

i nstead enter at #

1

above

3

Thema nentrance t o the secret

base

Thi s

door

my

onl y

be

opened

after

Si r Kar l hasbeenki dnapped

4

Hereyou

f i nd

amonster

l a i r

i nhab-

i ted

bymobats and

gi ant

cent i pedes

.

Note

Aeas#5through#15are i n the

secret base

5

After

open ng

thedoor t o the

secret

base, you

are

conf rontedby

bozak

andbaazdracon anguards The

bozakdraconi ans are

spell

casters

and

w i l l expl ode

whenkil led, so don' t

expect

t o

escape

w thout

damage

J  

NERAKA

CI TY

&BASE

0123456789101112131415

Mayashouldk i l l themf you l et

her

at

themDon' t

forget t hat Maya

canbreath

f or

tremendous

damage

6 Another

guardpost

.

Thi s

one i s

al sooccupiedby

baaz andbozakdra

con ans Thebozaks

w i l l cast

L i ghtni ng

Bolt s

as

qui ckly

asthey

can,

so don' t

l et

themcast

i f

you

can

help i t .

Si r

Kar l i s found

here,

draggi ng

hi msel f

up the stairs

. He w i l l askthe

party

t o

rescue the

sl aves

heldbel ow

n

the

pri son

andthen

di e at the part y's

f eet

. I f theparty

l eaves after gett i ng t h i s

message

but bef ore

rescuing the

sl aves,

the

sl aves

w i l l

be ki l led .

I f Maya

i s

here, she

w i l l

take

the

body

of

Si r

Kar l

anddecl are

vengeance

on

Myr t ani .

She

w i l l

then

l eave theparty

The

s t a i r s t o

thesouthl ead

down t o the

pri son

l evel

.

KEY

Wal l

Door

9

S t a i r s

Down

I mpassabl e

8

Thi s

rooms

abarracks

f i l l e d

w t h

morebaaz

andbozakdracon ans

They

w i l l defend thei r

home

vi ci ousl y

The

draconi an

guard

capt ain, a

bozak,

i s

here w t h

someof

hi s

t roops

.

The

t roops

w i l l attack immedately

when

youenter

.

1 0

A

bedroom

f ormerl y

the

guard

captai n's,

l i e s

before

the

party

Nothi ng

of val ue i s t o be had

here

11

You

f ind

astorehouse

f i l l e d w t h

rot t ing stores . Agai n,

nothi ng

of worth

i s here

12

Themess room

s occupied

by

baazandkapak draconi ans

.

They

pre-

pare

t o makeastandhereagai nst you

        

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13

You f ind many useful

papers here

Thi s former

meeti ng

room

provi des you

w t h more i nformati on about

Myrt ani ' s

plan .

14

Themobats t hat occupyt h i s room

haven' t been f ed

f or some

t i me Your

party

l ooks qui t e

tasty

t o themandt hey

attack .

15 Gi ant centi pedeswarm f i l l t h i s

roomSweepthemw t h

your hi ghest

l evel

f ighters .

Note #16

through

#23are out

i n

the

ma n port i on of Neraka

I t i s here

that

thePr i son Lord enj oys

anast y game

w t h the

sl aves .

They are r eleased in to

the

maze- l i ke

streets

whil e

the

Pr ison

Lord' s

mn ons are

sent

t o

hunt

them

l i k e

ani mal s . Many t r i cks

are set up t o

make

the

sl aves

thi nk

theyare

about t o

escape

ri ght

before t hey

are s la in

.

16 Ahddenguard

post

l i e s

here The

draconi ans here

l i k e

t o

l et

pri soners

t h ink they are

safe,

before l eapi ng

out

t o s l ay them

17 Thi s i s

apl ace

where

a

group

of

sl aves

was sl aughter ed

.

Theremys t i l l

bebodi esherewhen

you

pass

18 Your partymyf ind pri soners hud-

dl ed

here,

hiding from

thedraconi ans

19

Youmymeet someof the

draco-

ni an

hunters here , l ooki ng

f or thei r

prey Seei ng you, they w i l l attack

immedately

20 A

mdmn

can

befoundherewho

w i l l

t e l l you

of atreasure

t o

befound

i n

the

pri son .

He

i s

correct andthe

trea-

sure i s foundat #20i n the pri son.

21 Si gns

are foundhere

sayi ng

  safe

house .

They, of course,

l i e .

22 Thi s i s the

safe house

Unf ort unatel y, i t

i s occupi ed

by agreen

dragonwho

s

tasked

w t h

eat i ng p r i s -

onerswhowander i n .

He

l i kes hi s

j ob

. .

33

23 Thi s i s

the

l a s t survi vor

of

a

kni ght

pat rol

.

Thepat rol spott ed Si r

Karl

being

taken

i n to thesecret base He then

expi res

aft er relat i ng t h i s

i nformati on

.

K

Ner aka

Pri son

Synopsi s : I n

NerakaBaseyou

w i l l

l earn of the

pri son

and

the

horrors

wth -

i n .

fi nd

the

st air way

t o thepri son when

you f i n d S i r Kar l .

Goa

: Youmust

f ree the

sl aves

held i n

thepri son

i t s e l f .

Then,

you

must l eave

throughtheback exit of the

pri son

( the

one

sl aves

are al l owed t o

escape

through

f or entry

i n to

themaze

sect i on

of Neraka f or t he Pri son Lord ' s ent er-

t ai nment) as a

di versi on. Fai l ure to

do

bothof these

thi ngs w i l l

resul t

i n

the

deathof the sl aves .

Whereyoucan

rest»

Youmyrest any-

where, but coul d

be

i nterr upted .

RANDOMENCOVNTERS

The

Pr i son

hasnomorethan

f i v e

patr ols

wanderi ng

randomy

Theyal so

reset

eachti meyou l eave the

pri son,

so i f you return youw l l f ace

f resh

troops

. The randompatr ols

consi st of

several

draconi ans l eading humans

( e v i l fighters, e vi l curates, and

t hau-

maturgi st s) .

Make sureyoudeal w t h

thehumn

spel l

casters f i r s t whenyou

meet

a

random

pat rol

.

MAPLOCATIONS

1 Thereare deadguards

here,

ki l led

by Si r Kar l i n hi s

escape

attempt

.

2 Anothergroupof

deadguards

. Si r

Kar l

di dnot di eal one

and

l e f t many

traces

of

hi s

passage

. .

3

Thi s was the

c e l l i n

wh chSi r

Karl

was hel d . Aguard l i e s st rangled

here

There i s al so

anote

t o

Maya, as wel l as

ther ose the

part y retr i eved

f or Si r

Karl

( i f

i t di d so) .

4

Youw i l l f i nd someguards t hat Si r

Kar l

mssed

The

baaz

andkapakdraco-

nians attack

immedately

K

NERAKA

PRISON

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

 1234567891 1112131415

5

Tani s

i s

here, f r eei ng the sl aves . He

w l l t e l l the party

t o go t o thesouthern

ce l ls

andf ree

those

sl aves .

He

also t e l l s

you

t o

l eaveby

thesouthern exi t t o d i s -

tract

the

dracon ans

whil e Tani s takes

t he

sl aves out the other

way

6

Hereyou

see

sl aves busi l y f r eei ng

themel ves

.

Theyhurry

t o compl yw t h

Tani s' orders

7 Thi s

i s anotherguard

post . Once

you f ree al l

of the

sl aves,

Tani s

w i l l

show

up

here

t o

remnd

the

party

t o

l eavethrough

the

southwesternexit

( #25)

t o

di str act

the

draconi ans whi l e

he l eads the

sl aves

t o freedom

There

are

sl aves

here that are

t hankful

f or

thei r

rescue

You f ree them

and

they

run

t o

Tanis

9

Here

your

party

i nterrupts

a

group

of guards

gett i ng

ready t o

k i l l

some

 

EY=

Wal l

Door

61

S t a i r s Up

I mpassabl e

sl aves . You

can

save the sl aves by

k i l l i ngthe

guards

.

10

Guards

wai t here i n ambush f or the

party They

w i l l attack

from

surpri se

onceyouenter. Thekapaks are danger-

ousbecauset heymypar al yze

you

before

you

canact

. Concentrate

on

themuntil

theygodown, andthen deal

w t h

the

baaz

.

11 Thereare many

cheeri ng

sl aves

here

who

thankyou f or

fr eei ng

them

12 Thewomn

pri soners

are here

They

w i l l

thankthe party f or

thei r free-

domnd

one

even promses t o name

her

ch i l d

after oneof your characters

.

13

Thi s i s the

tor ture

chamer

.

The

sl aves

you f ree

hereare fearful of the

Pri son Lord

34

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1

4

Pri soners

here are

about t o

bef ed

t o mobats Youcome t o t hei r

rescue

andmust

defeat

the

mobats t o

savethe

pri soners .

15

Ari soner was l e f t here f or the

gi ant

centi pedes

t o

eat

. Youmust

k i l l

the cent i pedes

.

Thepri soner thanks

you f or t he rescue

16 Ari soner no l onger,

a

corpse i s

here bei ng

molested

by

mobats

and

rats .

Youcan

onl y

take

vengeance

f or

themurder

17 Therearehumnguardshere t o r -

turi ng

a

pri soner . Flee the pri soner

fromtheguards andk i l l

the rats hewas

t o be f ed t o

18 Thi s

i s

amobat l a i r . Themobats

here are hungry

and

consi der the

party

t o

be

l egi t i mate food

19

Another

mobat

l a i r .

I t

i s

obvious

that the guards here have

col l ected

the

mobats

f or

manynasty

purposes

.

K i l l

themobats and

prevent

themfrom

harmngother pri soners .

20 There

i s

l o t s of j ewel ry scattered

about i n th is roomHowever, trying t o

retr i eve

i t

w i l l cause

the roof

t o c o l -

l apse,

i nj uri ng

most of the party The

gi ant

centi pedes

wait i ngabovew i l l then

f a l l

ontotheparty and

attack.

Onceyou

defeat the centi pedes, however, the

j ewelr y

turns

out t o

bequi te

r e a l .

21

Thema n

barracks

i s here

and

the

Pr i son

Lord

i s i n .

He

i s

a

very

high

l evel

fi ghter and i s equi ppedw t h magi c

i tem

. He i s

backedby

many e vi l f i g h t -

er s

and

several t haumaturgi st s and

e v i l

curates

. Youshould t r y t o cas t Charm

Personspel l s

on

some of

the

enemy

spel l casters

t o get themohel pyou

I f

youdon' t haveanyCharmPerson

spell s

handy,

thenuse

Fir eball and I ce

Storm

pel l s

( or

Wands)

t o

damage

themas qui ckly

as

possi bl e

.

35

Thi s i s

avery

d i f f i c u l t

f i ght

and i t i s

str ongly recommendedthat yousave

bef ore begi nni ng

Al so,

usi ng prepar ato-

r y spell s w i l l hel p greatl y . Youshould

cast

Bl ess, Prayer, andprobably

Haste

beforeenteri ng t h i s f i ght .

I f

youdefeat the

Pr i son

Lord, you w i l l

gai n

a

Longsword+2,

a

Shi e ld +1, and

two

random

magi cal

t reasures

22

Thi s i s where

the

pri son' s green

dragons

l i e

i n

wai t

.

When the

party

approaches,

thedragons

w i l l

attack.

Theyare very l ethal

and

can

k i l l

the

party outr i ght

i f

youdon' t

k i l l

them

i r s t

.

Don' t l et

thembreatheon

you

i f

you

canpossibly avoi d

i t . Spreadout

and

don' t hes i ta te to

use

your bi g spel l s .

Thi s i s

adeadl y

f i g h t

Makesure

you

savethe

game

bef ore

t h i s

f i g h t

Aewbadr o l l s coul dmean

two

or threeparty

member s

dead(and

i f t hey are

el ves,

they can' t be brought

back)

. Use

preparatory

spell s

l i k e Haste

and

even

enl arge

t o maximzeyour

chances of

t aking

out thedragons

before theygas

you

I f

youdefeat thedragonsbut haven' t

f ought

the

Pri son Lord

from

#21

above,

youw i l l

have

t o

f i ght him

nowThi s

i s

a

very tough1- 2

punch

Youshoul d defi -

nitely defeat #21abovebef ore tackl i ng

the

dragons

23 Thi s i s theexi t t hat

you

must t ake

t o

properl y

dist ract

the guards remain-

i ng (a l l owng

the

sl aves

and

Tanis

t o

escape)

. I f you

go

th is

way,

youw i l l

al so di scover acacheof dragoneggs .

Onceyou free the sl aves and

go

t h i s

way, you w i l l

be

awarded

a

l arge

num

ber of

bonus

experi ence

poi nts

.

L Sanct i on Docks

Synopsi s Once

you

havecompleted

Nerakaandrescuedthepri soners,

you

w i l l

be

t o l d

by

thecommander

of

the

outpost

that youshould

go

t o

Sancti on

andi nvesti gate I f yougot o

Sanct i on

befor e

t h i s ,

you

won' t

have

any

of

the

L

SANCTION

DOCKS

 1234567891 1112131415

encounters

l i s ted bel owOn y

random

encounters w i l l beacti ve

.

The

goodarmeshave f i n a l l y

gathered

t oget her

af o rce

and

are march ng

towards

Sanct i on . Youhavebeen

charged

w th gather i ng i ntel l i gence and,

most

i mport ant l y,

recoveri ng the

Dagon ance

fromthe cl utches

of the

e v i l Myrt ani .

Goa s

You

must v i s i t the   recruit i ng

of f icer at #14

anddefeat h mThen,

you

must

rescue thewomn

at

#7and

get

anaml et

from

her

t hat w i l l al l ow

you

access t o

the

Templ e of

Huerzyd

Catch

and

i nterrogate three t hieves

( #21,

#22, and

#23) t o

l earn

of the

goi ngs

on

i n the

th i eves gui l d .

I nvesti gate

t h i s

andgai n the

treasure

at

#

19

Whereyou

canrest :

Youmyrest as

l ong as

you

w sh

i n

the

i nn

.

Anywhere

else,

youare

l i k e l y

t o

get

i nterrupted .

KEY

Wal l

Door

Archway

S e c r e t

Door

RANDOM

ENCOVNTERS

Thereare twodi sti nct parts t o the c i t y

of Sanct i on, as f ar as

random

encoun-

ters

go

The

western

par t of

the

c i t y i s

contr o l l ed

by

the

mnotaurs

andhasan

unl i mt ed

number

of randommnotaur

patr ols

t o

keep

you

occupiedThe

mnotaurs

are dangerous, but onl y

showup i n smal l numbers

Theeast ern

par t i s control l ed by e vi l

forces andw i l l

usuall y

have

patr ols

con-

s is t ing of e v i l

champi ons, e v i l p r i e s t s ,

ogres, enchanter s, andel vi sh mages

Thesegroups

arevery dangerous

and

should

betreated w th re spec t . Rest

often

at the i nnand

keepyour

spel l s

ready

when

wanderi ng

the eastern s ide

of the

c i t y .

Thereare

onl y

ei ght

random

encounters i n the

east side

of the

c i t y .

36

Thedi viding l i n e between

the twosi des

         

Templ e

of Duerghast

through

the

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i s

thema nentrance t o thec i t y

I f

you

are west of i t ,

you

are

i n thewestern

par t

of

Sancti on

. Ot herw se,

you

are

i n

the eastern

par t .

MAP

LOCATIONS

1 Thi s i s t he

ma nentrance

t o

the

c i t y

of Sancti on To

t he

west youcan

see thedocksarea Mnotaurs have

takenover

that

sect i on

of

town

You

al so

see

noti ces

t hat

dir ect

you

t o

vari -

ous

i mportant l ocati ons i n thetown

2

Thi s i s

a

tr ai ni ng

h al l . Usei t

bef ore

completi ng

theTempl eof Duerghast

.

3

I f

the

encounter

at

#14

has

been

defeated, you

w i l l

see

a

womn

bei ng

carr i ed

in to the

warehouse

4

I f theencounter at

#

14

has

been

defeated, you

w i l l

be att acked

by

sever-

al

armored

mnotaurs

5

I f

#3 occurred,

you w i l l

hear the

womn

screamngfrom

he

southern

corri dor

at t h i s

poi nt

.

6

I f

#3

occurred,

you

w l l be att acked

by

several armored

mnotaurs

t hat

are

hol ding thescreamngwomnpri soner.

7

I f

youdefeat the

mnotaurs

at

#6,

thewomnw i l l t e l l yout o meet

her

at

the southern

pier

( #20)

and

then

w i l l

useher r i ng of

i n v i s i b i l i t y

t o l eave.

8

I f

theencounter at #14hasbeen

def eatedand

you haven' t

gonethrough

#7, then

you

w i l l

hear

awoman' s

screamcomngfromthewest .

9

Thi s

i s

thema nentrance t o the

Templ es

of HuerzydandDuerghast. I f

you

w sh

t o

go

t o

Duerghast ,

you

must

f ight f our s ivak draconi ans and f i v e

kapak draconi ans i n order t o cross the

bri dge

they

defend

Nomatter what the

outcomeof that

f i g h t ,

youmynot

cross that

bri dge,

as i t w i l l be

destroyed Youcanonl yenter the

37

Templ e of Huerzyd However, onceyou

come

from

the

Templ e

of

Duerghast t o

t hi s e x i t ,

youmyreturn t o

theTempl e

of Duerghast

through t h i s

poi nt

.

I f you

enter the

Templ e

of

Huerzyd

from

herew thout

f i r s t gai ning the

amul et, youw i l l f ind noth ngof note i n

the

Templ e

Onceyouhave t he

amul et ,

t h i s becomes another

norma

entrance

t o

the

Templ e

of Huerzyd,

andal l

encounters i n theTempl e of

Huerzyd

are

acti vated (see

noteson

Templ e of

Huerzyd)

.

1

0

Thi s

i s

the

secret

entrance

t o

the

Templ e of Huerzyd Youmyonl y usei t

once

you

have r ecei ved the

amlet

f romthe

womnat

#20

11

Dunkenmnotaurs

comeout of

the t avern here andbump i n to the

party

Abraw

ensues

12 Thi s i s the t avern . You

can

hear

many

rumors

here,

some

of

wh ch

are

even true .

13 Thi s

i s

the Sancti on

magi c

shop

You

can

buymany useful i tem here

i ncl udi ng

Poti ons

of

Heal i ng

and

Wands

of Magic

Mssi les

. Both of these i tem

are

defi ni tely worth

stocking upon i f

youhavethemney

14

There

i s

a

dark el f

here He

i s

sup-

posedl yheret o

recrui t

f or

the

e v i l

armes . I n

r e a l i t y ,

however, he

i s

here

t o

spyon

you

I f

you

defeat

hi m

you

w i l l

l earn more

and

w i l l

recover

a

ran-

dom

magi cal i tem

I n i t i a l l y , youcanchoose

t o l eave,

f i g h t ,

or ta lk I f you t a l k , onl y MEEKor NCE

w i l l

resul t

i n

your

a b i l i t y

t o l eave, whil e

HAUGHTY

andABUSIVEw i l l

resul t i n

comat

. SLYw i l l

get

you

i nformati on

f ol l owed bybatt l e

.

I f you

l eave, you

myreturn

w thout

automati cal l y enteri ng comat .

However, the e l f ' s

pat i ence

i s

l i m t e d

.

He w l l

attack

immedately

uponyour

t h i r d

entry

I f you

endup

i n

comat, you w l l face

an

elvish

mage

andsevene vi l

champi -

ons

vi ctory

yiel ds

treasure

and

a

r an-

dom

magi cal

i tem

After

you

have

def eated

the

mage,

youmyrest here

as

i n any

other room

n the i nn .

15

Thi s

i s

the

weapon

shop Theonl y

i temof note

f or sal e

here are thecom

posit e bows .

I f you

haven' t upgraded

your bows

yet,

you

shoul ddo so here

Don't

f orget

t hat

t hieves

my

onl y

use

short bows

.

16 These

aret he i nn

room, theonl y

places

whereyoumyrest safel y

.

17

Thi s

i s

where

the i nnkeeper

i s . He

t e l l s you

not t o

di sturb

theroomat the

endof

the

h al l . You, of

course,

should

go

there and

di sturb

the el vi sh

mage at

#

14

above

18

Thi s room

s empty

unl ess you

have l earnedt he recognit i on sign from

the t h i rd

thi ef . I norder t o

get thesi gn,

youmust catchandi nterr ogate three

t hieves from#21, #22, and#23 ( but

not

necessari l y i n that order )

. ' l h e

t h i r d

thief

caught

and

i nterrogated

gi ves you

the sign .

I f

youknowthe

si gn,

you

di scover

that

therooms theheadquarters

of

the

l ocal th i eves gui l d Currentl y,

the

t hieves areextremely

unhappy

w t h

the

f ighters that are

l oungi ng

around

i n

the

gui l d

One

of the

t hieves

w i l l

start

t o

make

elaborat e

hand

gest ures, noneof

wh chyouunderstand

You

myb l u f f ,

l eave,

or

attack.

Anyopti on

but

l eaving

resul ts i n

comat agai nst f ive e v i l

champi ons

Defeat i ng

them

al l ows

you

access

t o

#19

19

Thi s i s

the

treasure

room

or

the

t hieves

gui l d

I t i s w zard

l ocked

and

d i f f i c u l t

t o

open f or

al l

but thest rongest

f ighters

( or

amagi cuser w t h

the

Knock

spel l

handy) .

Thi s room

cont ains Ids of

gem and

j ewel s

as

wel l

as

twoval ve

abl e

magi c

i tem

.

These i t ems,

apai r of

Bracers

of

AG4anda

Neckl ace

of

Mssiles,

are wel l worththe struggle to

get them

20 Hereyoumeet the

womn

you

res-

cuedf romthe mnotaurs Shei nform

you

that Si r Lebaum

the

scoundrel

whowasrunn ng J e lek,

i s

here

creati ng

an undeadarmy Shethen showsyou

howo

ent er Duerghast andgi ves

you

theamlet that youmust havei n order

t o gai n the trust of theShadowpeopl e

i n Huerzyd

The

onl y

way

i n to

Duerghast

i s

throughthet unnel s of the

shadowpeople

21 - 23 Three

t hieves

have st aked

these areas out as

thei r

per sonal

t e r r i t o -

r y

 

They

w i l l

attempt

t o pi ck thepocket

of a

random

party

mmer I f you

catch

themandthen

i nt errogat e

t he t h i e f ,

youw i l l get some

valuabl e i nformat i on

.

I f

youdo

t h i s

three

t i mes,

you

w i l l

get

the secret sign that al l ows youaccess

t o

#19

above

M

Templ e

o f

Huerzyd

Synopsi s Youhavebeengi venthe

aml et

t hat w i l l secure t he

assi stance

of the

Shadowpeople

Youhave

disc ov-

ered

t hat theonl ywayi n to theTempl e

of Duerghast

i s through

the

shadowpeo-

pl e' s t unnel s t hat l ead there fromthe

Templ e

of

Huerzyd

Goa s Youmust

f i nd

theshadowpeo-

pl e and

cl ear

the

Templ e

of

Huerzyd

of

al l

draconianforces .

Note

I t

i s

possi bl e

t o

enter

the

Templ e

of

Huerzyd

w thout

goi ng

throughthe

secret

door or w thout theaml et

.

I f

you

do

so,

you

w i l l

be abl e t o

wander

about

but w i l l not meet theshadowpeopleand

mynot , therefore,

enter the

Templ e

of

Duerghast .

Som

treasures are acti ve.

I f

youhavegone

through

the

secret

door,

thenyou

w i l l

be abl e

t o

meet the

shad-

owpeople

and

the

numersbel ow

are

al l

acti ve .

Onl y #2,

#3, #8,

#

1,

#

2,

and

#16

are acti ve

al l the ti me

38

t unnel s, you

w l l

      

Savi ngbef ore

  

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MTEMPLEOF

HVERZYD

NSHADOWEOPLE S

TVNNEL

39

 1234567891 1112131415

Whereyoucan

rest -

Youmyrest

any-

where i f you

donot have

t he

aml et

or

i f at

#16

However, i f

youhavethe

amul et ,

onl y #16 i s safe . Youmy

al ways

t r y t o r es t anywhere,

but you

mybe i nterrupt ed

=EY

Wal l

Door

S e c r e t

Door

Archway

El

S t a i r s

Vp

9S t a i r s

Down

RANDOM

ENCOVNTERS

There i s

a

mximm

f

f our

encounters

i n the

Templ e

of Huerzyd

These

encounters consi st mai nly

of

dracon an

patr ols

l edbysi vak

draconi ans . The

patr ols

are smal l , soyou

shouldbe

abl e t o def eat them

w thout

toomuch

di f f i cu l ty

I n

t he

shadowpeople's

have

a

mximmf

three

random

encounters

w t h

mobats Themobats

have

many

hi t

poi nts

but are not espe-

c i a l l y

dangerous

t o your

party at t h i s

poi nt

i n t he

game

As

usual ,

the

number of encounters i s

reset

i f you

l eave

one area t o

go

to

another . I f you

l eave

Huerzyd,

f or exam

p l e , t o return

t o t he Sancti onDocks

area,

you

w i l l

reset

the

encounters

i n

Huerzyd

back t o f our

patr ols

.

MAP

LOCATIONS

1 Thi s i s

the

secret

entrance

t o

the

Templ e of

Huerzyd Youmust obt ain

theamlet fromthe

womnpri soner

i n

Sanct i on bef ore youmyuseth is door .

You w i l l

not

get

a

chancet o meet

the

shadowpeople

u nt i l you

havethe

amlet .

2

Thi s room

s

f i l l e d w t h

ol d

casks of

rotten

food Noth ngel se occupi es the

room

3 Thi s i s the ol d l ibrary Searchi ng

reveal s two s c r o l l s ,

one

f or

red

magi c

users andone f or wh te

magi c

users .

4

The

draconi ans

i n t h i s

room

are

setting

up

a trap . They w i l l immedately

attack you There

are

sever al

baaz

dra-

coni ans

as

wel l

as a

bozak

andasi vak

draconian

5

Thi s i s

the

entrance tot heshadow

peopl e' s

t unnel s .

You

must

defeat the

draconians

at #7

i n

order t o

pass

through

thedoor

6 Thi s

secret

door

i s unavai l abl e unti l

thedraconians

at #7

aredefeated

There

are many

draconi ans cl us-

tered

here t o

discuss

thetakeover of

the

Templ e

of

Huerzyd

After

you

defeat

them

you w i l l be

confronted

by

a

shadowperson

whow i l l

dir ect you

t o

the

entrance

t o

thetunnel s

at

#5

The

draconian

f o rce gathered

here

i s

tough

and

w i l l

requi re

some

thought

.

i s

preparator y spel l s

befor e

t he battle t o

get f u l l y prepared

The

f o rce

consi sts

of f our baaz , t h ree

kapak,

two

si vak, and

two

bozak

draco-

ni ans . Thebozaks

w i l l

f i r e Li ghtning

Bolts

i n to the

party

whil e the sivaks and

kapaks

t r y

t o

carveup the

l ead

fighters

.

Don' t

l et

thebozaksget goodwal l

bouncesonthei r L i ghtni ngBolt s or

you

may

be

i n

f or

t roubl e

.

8 You w i l l

spot

many statues

on the

north wal l of thetemple Thi s i s the

temple

proper .

9 Here

a

trap protects a

treasure

of

manygem and

j ewel ry as

wel l as

two

random

magi cal i tem . Youmy

spot

the t rap (each

personhas

a

chance

of

detecti ng

the

t r ap ) , i n

wh chcase

you

mayeit her spri ng

i t

or

t r y

t o remove i t .

I f you

f a i l

t o

remove

the t rap and

spri ng

i t , youw i l l t ake up t o 16 point s of dam

age

per

character

fromagas

t rap

1

0 A

shadowperson

appears here t o

give youdi r ec t i ons to the t unnel s

.

He

al so t e l l s youof

the

treasure at #9and

t he t rap

guardi ng

i t .

11 The

statue of

Pal adi ne

hasasmal l

trap

door

i n

i t

wh ch

you

w i l l f i nd i f

you

search . I ns ide

are

many

gem

and

two

random

magi cal i tem

.

12 These

arethe front entrances t o

t he temple

13

These

usedto be the

pri vate room

of the

H gh

Pri est of

Huerzyd

Theyare

nowabandoned I f

you

search

here,

you w i l l f i nd gem, j ewelr y,

and

two

random

magi cal i tem

.

14 Thi s

i s t he

ent rance

t o

the

shadow

peopl e

t unnel s

.

I t

comes

fromthe

pas-

sageway

at

#5

40

15

Thi s i s the

bef ore

returning

t o chal l enge Si r

      

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concl aveof the

shadow

peopl e They

gi veyoumore

i nfor ma-

t ion

as

t o

howo negoti ate the t unnel s

andwarn

you t o expect

a

meeti ngfrom

thei r Ancient

Revered

One

at

#17

16

Youmy

rest

here as l ongas

you

l i k e

17

The

Ancient

ReveredOne

reveal s

that

Myrt ani

hash ddenthe

Dagon ancei n

the

Templ e of

Duerghast

.

I n themddl e of

hi s

send-

i n g , t he

images

are disr upted andthe

party percei ves theformof

Si r Lebaum

who

turns out t o beadeathkni ght . The

Anci ent ReveredOnegi ves you

i nstr uc-

ti ons as t o

how

o

get

in to

Duerghast

andl eaves youw t h more

treasure,

i ncl uding

three randommagi cal i tem .

18

Thi s i s the

ent r ance

t o the

Templ e

of

Duerghast

.

O

Templ e

o f

Duerghast

Synopsi s

:

Wth the

hel p

of the

shadow

peopl e,

you

havemanaged

t o

make

i t

in to theTempl eof Duerghast . You

must

now

make

your way

through

thedun-

geons

and

up

t o

the surf ace

I n

going

throughDuerghast ,

you

l earn

t hat the

goodarmes

are march ng

in to

a

t rap

that Myr t ani

has

set

; at r ap that you

have

unw tt i ngl y

l ed

themo . Nowou

must f i nd Si r Lebaum

and

f o i l hi s

pl ans

.

Goa s Youmust

retr i eve

t he

Dagon ance

from

Myrt ani ' s

cl utches .

Addi ti onall y,

you

should

f i nd Skyl a

and

get r i d of h monceandf or al l .

Once

t h i s i s

done,

you

must

face

Si r

Lebaum

the death

kni ght ,

and

destroyhim

Note I t

i s

strongl y

suggested

that you

t ake thedoor at

#

14back

t o

Sanct i on

befor e

f i ght i ng Si r Lebaum i n

order t o

t ake advantageof the

tr ai ni ng

f a c i l i t i e s

andthemagicshop Youshouldgai n

your l evels,

identi fy

your magi cal

i t ems,

and

memori ze

your spel l s onceagain

41

LebaumYou w i l l

beabl e t o take t he

door at #9 i n

Sancti on

t o return t o #14

i n

Duerghast .

Where

youcanrest :

You

myrest i n

#7

or

#11

f or as l ong as you

l i k e

.

Anywhere else, youare l i k e l y t o get

i nt errupt ed

i f

you

stay

too

l ong .

RANDOM

ENCOUNTERS

W t h sevenrandom

encount ers, the

Templ e

of

Duerghast

i s dangerous t o

eventhewanderer .

You

w i l l

face many

draconi ans

and

skel etal

kni ght s

i n

your

expl orat i on.

Thesegroupsare not weak

and

you

shoul d beprepared

at

al l ti mes

f or dead y

f ights

. Keepyour hi t point s

at

mximm

evels andkeepyour

spell s ready

I f

you

defeat

the

sevenrandom

encount ers, youcanexpl ore fr eel y as

l ong as yourema n

w t h i n the conf i nes

of theTempl eof

Duerghast

. I f

you

l eave

f or

any

r eason,

the

seven

patrol s

w i l l return .

MAPLOCATIONS

1

Thi s i s

the

secret

entrance

that

l eads fromtheTempl e

of Duerghast t o

theTempl e

of Huerzyd

through

the

shadowpeople's

t unnel s .

2 A

i l t h y

pri soner

i s

kept here He

i s

deathl y afr ai d of Si r Lebaum

but

can' t

give youmuch

i nformati on

.

3

Thej a i l o r ' s

roomWhenyouent er,

you w i l l see

a

f i gure

s l i p

through

a

door

t o t he

south

4

Thi s

i s

the

tor ture chamber A

mn

i s bei ngstretched on the

rack here and

thedraconi ans are al so

torturing h m

w th kni ves

. I f

you

attack t o

rescue hi m

you w i l l face f i v e si vak draconians,

three

e v i l champi ons, and

two

e vi l

pri ests . Make sure youstop the

pri ests

from

casti ng

spell s .

5

The

shadowy

f i gure

youencounter

here i s ashadowpersonwho

t e l l s you

t hat

Skyl a

i s

somewhere

i n

the

Templ e

O

TEMPLE

OF

DVERCHAST

KEY

0

 

2

3

4

5

6

7

8

9

10

11

2ndRoor

0 1

2 3

0 1

2 3 4 5 6 7 8 9 10 11 12

He

al so t e l l s

yout hat the

roombeyond

Skyl a

cont ains

manyweaponsand

suits

of armor

.

6

You

w i l l

meet

abandof f i ghters

operati ng

under

Skyla's

orders

here

You

my

attack,

fl ee,

or

parl ay

.

I f

yoN

run,

they

run

the

other way

I f

youpar-

Wal l

S e c r e t

Door

I N

S t a i r s Up

P r i s o n Bar s

Door

Archway

Q

S t a i r s

Down

l a y, you w i l l event ual l y end

up

i n

af ight

unl essyou l et themget away You

shouldsi mpl y

attack

themasthey

w i l l

t ry t o get away t o warnSkyl a I f youdo

attack them

youw i l l

f i ght si x

e vi l

champi ons

42

7

 

Dagon ance

  

thegame

Thi ngs

rea l ly

Kernen Myr t ani

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Thi s i s where t he

i s

bei ngkept

.

The

door t o t h i s rooms

w zard l ocked, so

usea

Knock s pel l t o

open i t . Onceyou

ent er,

you w i l l

be

att acked bytheguardi ans

of

the

Dragonl ance,

a

groupof

draconi ans

i ncl uding many

bozak,

si vak, and

kapak

draconi ans . Theyw i l l f ight

t o the

death I n the

treasure,

a ongw t h

the

Dragonl ance, you w i l l

recoveraRing of

Protecti on

+2and

a

Coakof

Dspl acement

. These

are three

of

the

most power f ul

magi cal i tem i n the

game Save the

game after

r ecover i ng

them

8 Thi s

i s

the entrance

t o

the

upper

l evel

of theTempl eof Duerghast.

9 Thi s

i s

where

theguards watchthe

l ower

l evel

of Duerghast. Thesi vaks

youf i nd

here

w i l l attack

immedately

1 0

You w i l l

meet Skyl a

i n

wh chever

of

these

room

youenter f i r s t . He w i l l

l augh

upon

seei ng

you

and

w i l l

r eveal

the fact that you

havebeenused

t o

lure

thegood

armes

t o

Sancti on

where

t hey w i l l

bedestroyed H s cur r ent m s-

sion i s toget r i d

of

you After t e l l i n g you

of

your m st ake,

he w i l l att ack, backed

by

f i v e e v i l champi ons,

two enchanter s,

and

twoe v i l pri ests . Thi s

i s

a

very

dan-

gerous f i ght andshouldnot

be taken

l i g h t l y . Useal l of your

spell s,

asyou

can

rest f or

anunl i mt ed

amount of ti me

i n

the next room

I ce

Storm

andFirebal l s

are parti cul arl y useful and

a

good

Li ght ning

Bol t

downal ong

l i n e

of the

enemycanbe the

di f ference

between

successand

defeat

.

11

After

def eat i ng Skyl a,

you w i l l f ind

a

sui t

of +

Pla te Mai l ,

a+2

Shi eld,

a+3

Longsword, anda+2Mace i n

t h i s

roomYoumyalso res t f o r an

unl imt-

ed

amount

of ti me

12

You

w i l l surpri se

a

f i ghter

here

i n

the

process

of

dest royi ng documents

He w i l l f l ee when

youent er . Youw i l l

f i nd out some

i nformati on

from

he

papers

he l eaves

.

43

13 The fi ghter

has to ld the

t roops

i n

t h i s roomof your presenceand

they

are

ready f or youas youent er

.

Save the

game

bef oreyouent er, as t h i s i s an

even

more

dangerous f i ght than the

onew t h

Skyl a

Here

you

w i l l

face

si x

si vak andf our

bozak

draconi ans aswel l as

two

e v i l

champi ons

andtwo

e v i l pri ests . Thi s

means

that youmust

t r y t o suppress

si x

spel l casters,

a

vir tual ly

i mpossi ble

f eat

.

Try

charmng

the

e v i l pri ests

t o gai n

thei r

assi stance.

14

Thi s

i s where

youcan

exi t

di rect ly

back toSancti on Onceyougo

through

here, you

can

return t o Duerghast

di rect ly

15

Throughthearchway

youcansee

pi l es

of good

dragon

eggs

.

The

eggs are

guarded, however, by

two

adul t

bl ue

dragons

These

dragonscan

cast mas-

sive L i ghtni ng

Bolt s

w t h

thei r

breath

and

can

k i l l

characters

out ri ght

. Don't

l et

themstay i n the f i ght f or more

than

one

roundor youare l i k e l y t o

be

i n

t r oubl e

Don' t

forget that

the

Dragonl ance, obtained at #7 above,

does thew el der ' s hi t poi nts i n

damage

eachti me

you hi t w t h

i t ,

andcan

often

slay

adragon

i n

a singl e bl ow

Once

you

defeat

t he

dragons youcan

retr i eve

the

eggs andyou w i l l f i nd a

sapphi r e

worth

2,500steel pieces

16 Thi s i s the

Temple's

arena

I t i s

f i l l e d

w t h dead

bodi es t hat havebeen

recentl y exhumed

I f

youwa k in to the

arena, you

w i l l

beatt acked bymany

zomies,

ghouls ,

ghasts ,

andskel etal

kni ghts . Si r Lebaum i l l

al so spot you

andw i l l

ready hi msel f

t o deal

w t h your

threat

.

WARNNGOnce

you

tr i gger

t h i s s er ie s

of events , youMUST

go t o

Kernenand

w i l l

be

unable t o return t o

the

w lder -

ness or reachanother shop

u nt i l

you

have

completed

begi n

t o

happen

qui ckly at

th is

poi nt,

so

make sure

you

keep

a

savedgame

frombef ore

you

f i g h t Si r LebaumThi s

w i l l

al l ow

you t o go

back and

gai n

expe-

ri ence

bef ore

tackl i ng the

end

of the

game

Kernen

does havea

tr ai ni ng h a l l ,

however,

that your

party

myuse

17 Thebatt l e

w t h

Si r

Lebaumtakes

place

i n

oneof

thesethree l ocat i ons . I f

you

have

been

spottedi n

the

arena,

you w i l l be

att acked near the

stair case

.

I f you

have

not

been spot t ed, andyou

enter

the

roomyou

w i l l

f i ght

i n

there

Before you

fi ght

Si r

Lebaum

he

sends

some

of

hi s

mn ons

of f t o warn

Myr t ani

t hat you

are s t i l l

al i ve

Thef i ght

i s

w t h

Si r

Lebaum

threemnotaurs, andup t o

f our

ghasts

t hat Si r Lebaum i l l

gate

i n

t o helphi m

f

heget s i nj ured

. I f

you

defeat

h myouw i l l gai n

a

Wandof

Li ght ning,

a

Wand of Paral ysis, and

a+3

two-handed

sword

Thi s i s one

of

the three most

d i f f i c u l t

comats i n

thegame Make

absolutel y

sure yousave bef ore t rying

th is com

bat

. Al so, make sure

youhavecast

Resi st f i r e on al l si x party

member s

bef ore

enteri ngthe batt l e

.

Thi s

i s

becauseSi r

Lebaum

w i l l

cast

amassi ve

Fir eball

( doing

hugeamounts of dam

age

t o every

char acter caught i n i t s

bl ast

. . . and

nothing

t o

hi m

at

the

f i r s t

opport uni t y

Make

sure

you

readthe sect i on on

the

Death

Kni ght

at

the

endof t h i s cl ue

book t o

understand

more f u l l ywhat Si r

Lebaum

cando

befor e tr yi ng t o f i ght

him

Don' t

beafr ai d

t o cast

aHaste

spel l

t o make

sure

your characters

get

enough

attacks t o

beabl e t o k i l l Si r

Lebaum

qui ckly . Don't

cast spel l s

such

as Magic

M s s i l e

at

hi m as t hey w i l l

often

reflect

back and

i nj ure the caster .

18

After

the f ight

w t h

Si r Lebaum the

messengers

run

i nt o t hi s

area

i n

order

t o

be

picked

up by

the wai t i ng

reddrag-

ons

The

dragonsw i l l

take

them

o

where

i s wait i ng f or the

word

fromSi r LebaumOnceword

reachesMyr t ani of

what

hasoccurred i n

Duerghast ,

Myr t ani w i l l

be

abl e t o

l aunch

hi s

attack on

thegoodarmes

Whenyoureach

t h i s

area,

youare

att acked byablue

dragon

who

t r ies

t o

sl ow

youandpreventyou

from

each-

i ng

the

messengers

Thebl ue

dragon i s

a

threat,

but

one

l onedragonshould

not

be

abl e

t o

stop

your

party

.

Once

you

havedeal t w t h thedragon,

you

w i l l

face agroup

of draconi ans t hat

stopyoufromreachi ng

the

messengers

i n t i me

.

Thi s

group

consi sts

of several

baaz,

and

a

few

bozak,

si vak, and

kapak

draconi ans

.

They

w i l l

beeasy

t o

def eat ,

comparedw t h what you' ve

j ust

been through

F i n a l l y ,

you w i l l

see

the gol ds

defeat

the

reds

i n

a

glori ous a e r i a l

batt l e

The

gol ds

w i l l

then l and t o provi deyouw t h

t ransport ati on

.

The

gol ds

thentake

of f

i n

hot

pursui t

of the

f l eei ng

reddragons

( the

ones

carrying

themessengers t o

Myrt ani )

.

P

Ci t a d el

Synopsi s : After taking

of f on

thebacks

of the gol d dragons i n pursui t of Si r

Lebaumsmessengers,

youchasethem

al l thewayt o af lying

ci tadel

. Thi s

ci tadel i s oneof the headquart ers

of

the

e v i l forces and i s

c r a w i n g w t h

dra-

con ans

On

theway t o theFlyi ng

Ci t adel,

you

are

j o ined

byTassl ehoff Burr f oot ,

one

of thecompanions of the

Lance

He

w i l l

gi ve you i mport ant i nformati on regard-

i ng

wheret o go i n the

Ci t adel

.

Goa : Youmust catcht he

f l eei ng

dra-

coni an

messengers andprevent

them

frome l l ing Myr t ani of Si r Lebaums

fa i lu re

44

Note TheFlyi ng

Ci t adel

i s

l i t e r a l l y

 

i n f l i c t i n g

damage

even

when

they

are

                         

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c r a w i n g w t h dracon ans You

must

f o l -

l ow

Tasslehoff ' s

advi ce

and

go

t o

the

north

t o

avoi dbei ng

overwhelmed

When

the

party

arri ves,

i t

i s

att acked by

archers . Staying

i n

theopen i s danger -

ous

I f

i t stays i n

the

open, i t w i l l

be

shot

at

by

arrows

fromti me t o ti me

Get i nsi de

the

north

t ower

The

random

encounters i n the

Ci t adel

are qui te

dangerous

You

w i l l

meet

many

bozakdraconi answhoare capa-

bl e

of causi ngdamageeven i f s la in

i nstantl y

(since

they

expl ode

when

k i l l e d ) .

Youmust movequi ckl yand

di rect l y

i f youw sh t o

survi ve

the

C tadel

Whereyoucanrest

: You

can

rest

nowhere

i n the

Ci t adel

i n t o t a l

safety . I t

i s str ongly recommended that

youmake

your way

i n to

the north tower

and

up t o

the W ndcapt ain' s

Chamber

( #

13),

where

you

my

rest

i n

relati ve

safety

.

RANDOM

ENCOUNTERS

Thereare onl y f ive

random

encounters

that

you

my

meet out si de

. Theyw i l l

consi st of ei t her

dracon an

patr ols

or

vol l eys of arrows . Thedraconi ans

w i l l

vary

w del y i n

strength

and

si ze,

so be

prepared f or avery d i f f i c u l t f i ght i f

you

wander

out si de

toomuch Thedraconi -

ans

my

evenhave reddragons

w t h

them

Once

i nsi de

the t owers, you w i l l

face

a

dif ferent

set

of

up

t o

ei ght

random

patr ols

.

Onceyoudefeat them

you w i l l

face

nomore

random

encounters i n

thetowers

. Thesepatr ol s consi st of

a

smal l

number

of baaz draconi ans

escort i ng

betweentwoandf our bozak

draconians

.

MAP

LOCATI ONS

:

1

Thi s i s thewest tower.

Therear e

dracon anguards here , i nc l udingbozak

draconi ans

.

Bozaks are

capable

of

45

def eated

qui ckly,

so be caut i ous not

t o

get

too

i nterested i n

expl orati on here I f

you

cl im al l thewayup t o the6th

l evel

of thewestern

t ower, youw i l l f ind

yoursel f

unablet o goupt o the roof

because

of the bl asts of dragon

breath

t hat are comng

down thestairs

.

2

Thesecond

l evel

of thewest

tower.

There i s a

st air way

l eading bothupand

down

fromhere

3 The

thir d l evel

of the

west

tower

.

4 Thefourth

l evel

of the

west tower.

5 The f i f t h

l evel

of the

west tower.

6 The

s i x t h

l evel

of thewest tower.

You

can' t

goupthe

stair case

i n

t h i s

room

due

t o

the

bl asts of reddragon

breat h t hat comepouri ng

downthe

s t a i r s at you You

must

proceed

back

down

t o

theground

floor .

Here

i s

theground

f l o or t o

the east

tower. There

are

more

draconi an

guards here I f youcl im

t o

the6th

l evel, you

w i l l

be

unable

t o proceedf u r -

ther becauseof thedragon

breath

The

second

l evel

of

t he

east tower.

9

The

thir d l evel

of the east tower

.

1

0

The

fourth l evel of

the

east

tower

.

11 The f i f t h

l evel

of the

east tower.

12 The

s i x t h

l evel of the east tower

Agai n

you

are unable t o

proceed

because

of

the

bl asts

of

dragon

breath

f romtheroof .

13 Thi s i s the

ground

f l oor

t o thema n

tower.

HereTasslehoff

w i l l

dir ect you

t o

the

stair case

on

the eastern wal l . There

are draconi anguards

here

whow i l l t r y

t o

stopthe char acters

fromenteri ng the

tower. Onceyou

defeat

them

you

shoul dgo immedately

t o

the

stair case

i n

the eastern

wal l and

cl im

The

door

i n

the nort h

wal l

l eadsto the

i nner court yard and

i s

guardedby

an

unl i mt ed

number

of

draconians

. You

WsternTower

East ern

Tower

West ern

Tower

Level 2 Level 3

Level

4

Level S

Level 6

mR

Cour t yar d

Eastern Tower

Level f

Level 3 Level 4 Level

s

Level 6

10

R

2

Wnd

Ma n

Tower

Captai n's

Level 4 Level 3 Level 4 Level 5 Level 6

Level

7

Chamer

Q

SECOND 2nd

Subl evel

CTADEL

Bottom

Subl evel

=KEY

Wal l

0

Door

E n dl e s s Dr a c o n i a n

F i g ht s

J R S t a i r s you c a n' t

c l i mb

due

t o

Dragon B r e a t h

S t a i r s Down

S t a i r s

Vp

Rubbl ed

Wal l

I mp a s s a bl e

am

  st

Sublevel

46

shoul d not evenbot her

w t h t h i s

door,

Whereyou

canrest : Nowhere You

      

disgui sed

w t h

the cl oaks

from#9

I f

 

C tadel ) .

The

humans

resent

bei ng

con-

  

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as youcannot deplet e thesuppl y

of

draconi ans .

14

Thi s

i s

thesecond

l evel

t o thema n

tower.

15 The

t h i r d l evel

t o

thema ntower.

16 The fourth

l evel

t o thema n

tower.

17 The

f i f t h

l evel t o thema n

tower.

18 The

s i x t h l evel

t o thema ntower.

19

Theseventhl evel

t o thema n

tower

20 The

W ndcapt ain' s Chamber . Once

you

defeat

the

guar ds,

anothergroup

of

humans

l edby

e v i l

curates, Tassl ehoff

w i l l gi ve ascrol l

t o the part y's

magi c-

user andhe w i l l

askyou

t o

read

i t . I f

theparty

has

no

magi cuser,

Tassl ehoff

w i l l read

i t

hi mel f

. The

scrol l enl arges

Tassl ehoff

t o

the

size where

he

w i l l

be

abl e

t o pi l ot

the

ci tadel .

The

party

w i l l now

havean

opport uni t y

t o res t br ie f l y before

another waveof

attackers t r i e s t o

retake the

chamber

Once theyare

def eated, Tassl ehoff w i l l

announce t hat the

Ci t adel

i s over

Kernenand

t hat

there

i s another

Ci t adel

bl ocki ng theway Tassl ehoff

w i l l

thenpil ot

the

Ci t adel

youare i n

i n to

the

other one, causi ng

tremendous

damage

t o bothandhur l i ng your

party

in to the

court yard

of the

second

Ci t adel

.

QSecond Ci t adel

Synopsi s

You

are

hurl ed

in to t h i s

Ci t adel

when

Tassl ehoff rammed

i t

w t h

the

Ci t adel

youwere

i n .

You

l and,

i njured,

andf i nd

that youare i n

a

Ci t adel

t hat

i s plummeti ng t o

the

ground

Youmust hurryandf i nd away

out

before i t i s too l a t e

Goa

:

Smpl y

t o get

out

of the

Ci t adel

anddown in to Kernen

safel y

.

Note

You w i l l

be abl e t o escapeonthe

backs of

reddragons

once

youdisgui se

your sel ves

.

Thi s

i s

the onl y

wayout of

the

second

Ci t adel

.

47

must move t o thebottom

ub- l evel as

qui ckly

as

possi bl e andget

onthe

drag-

ons,

as the

randomencounters

w i l l

qui ckly

take thei r t o l l

RANDOM

ENCOUNTERS

Youw i l l face

a

mximm

f

f i v e

ran-

domncounters

but they

are very

s i g -

ni fi cant

i n strength

.

You

should not

tar ry

unl ess

you

are

strong

enough

t o

defeat

al l

the

patr ols

. Onceyou

defeat

al l

f ive encounter s,

you w i l l beabl e

expl ore asmuch

as

you l i k e .

Theencounters w i l l

eit her

bea

draconi -

an

patr ol,

possi bl y w th reddragons, or

rocks disl odging

aboveyouandfa l l ing

onyour party Ei t her

one i s

l ike ly

t o

cause

asigni fi cant

amount

of

damage

MAP

LOCATIONS

1

Thi s i s

a

stair case

l eading

out

of

the

courtyard of theSecond

Ci t adel

. I t

l eads

down i n to

the

f i r s t sub- l evel

of

the

Ci t adel

.

2 Thi s

i s the stair case l eading up

t o

thema n

l evel of the

Ci t adel .

3

Hereyou w i l l

f i nd

someguards

i n

front of

adoor

. I f

youdefeat themyou

w i l l gai n

access t o the t reasure roomat

#10 The

guards

are not l ookingf or

comat

andcan

be surpri sed i f you

attack immedately

4

Thi s

stai rcase

l eads down t o sub-

l evel

two

5

Thi s i s the

second

sub- l evel

of the

Ci t adel . Thestair case

here l eads up

6 Here

youw i l l f ind

the

s t a i r s

t o the

bottom

sub- l evel

of

the

Ci t adel

.

Thi s

stair case

l eads

up t o the sec-

ond

sub- l evel

.

Thereare sever al red

dragons

wai t -

i ng here t o

shutt l e

peopl e

down

t o

Kernen

t o

escape the crashi ng

Ci t adel

.

You

w i l l

be

of fered

a

r i de i f your

party

i s

your

party

i s

not

di sgui sed,

youmy

capture

some

humans

andhol d them

hostage

i n

order

t o gai n

your

freedom

I f you

don' t

do either,

youw i l l r ide

the

Ci t adel

down

t o t he

groundandamost

cert ai nl y be

k i l l e d

(each

charact er

w i l l

t ake

between

30

and180poi nts

of

damage) .

9

Here

you

w i l l

f ind someguards

argui ng

about

theorder

i n

wh ch

they

shoul d

l eave You

shoul dattack them

as

thei r un form

canbe usedas d i s -

gui ses so

that

thered

dragons

at #8

above

w i l l

a l low

you r i de

out

t o safety

on

their

backs

10 Thi s i s

a

treasure room I n i t you

w i l l f i nd some

gem andj ewel ry

as

wel l

as

random

magi cal

t reasures

R

Kernen Square

Synopsi s : Onceyou

escape the

crash-

i ng C tadel,

youw l l be

deposited

by

the

dragonsand l e f t t o your own

devi ces

.

Your

part y w i l l

qui ckly discover

t hat the

streets are

not

safe,

duet o the

f a l l i n g

debri s

from

he

Ci t adels above

Goal s

Youmust f ind

out

howo enter

Kernen

Baseand

def eat Myrt ani

. To

best

accompl i sh t h i s , you

must

weaken

the gat e

defense

forces

by

accompl i sh-

i ng

several

tasks .

F i r s t ,

you

must con-

vincethehumans

t o

s w t c h

si des

Then, you

must

dist ract

the

dracon ans

by

start ing f i r e s

i n

thei r

barracks

.

You

should

al so

contact the

ogres

i f

you

made

a

deal

w t h

aravnakbacki n

the

Ogre

Base

F i n a l l y , youshoul d

retr i eve

the

crown

from#

10andshow

t t o the

ol d

dragon

at #11

. I f youaccompl i sh

al l

of

these

t asks,

the

gate

guards

shoul d

be

weakened

enought o enable

you t o

Proceed

in to

the

heart of

Kernen

Note

The

c i t y

i s

patr oll ed

by

the

draco-

ni ans,

t he

ogres, and

the

humans . The

draconians

are

qui te

l oyal

t o Myr t ani

but can

be

f ool ed

byyour

disgui ses

( i f

you

obtained

them

n

#9

i n the

Second

t ro l led

and

are

consi deri ng

rebell i on

.

The

ogresw l l onl y be

helpf ul

t o the

party

i f the

party

mde

a

deal w t h

Gavnaki n

theOgreBase

Where

youcanrest

:

Anywhere

i nsi de,

but w t h

a

chanceof bei ng

i nterr upted

.

RANDOMENCOUNTERS

Thereare onl y seven

random

encoun-

ters i n Kernen

Square

They

consi st of

human

patr ols,

ogrepatrol s, or

draconi -

anpatrol s . The

ogre

patr ols

w i l l be

fr i endl y i f you

al l ied

w t h

Cl r avnak back

i n

theOgre

Base Thehumnanddra-

coni an

patr ols

my

be par l ayed

w t h i f

youare dis gui sed

(see #9

i n Second

C tadel ) .

MAPLOCATIONS

1

Thi s i s where

the

part y arri ves

.

I f

i t

hel d peopl ehost age, upon l anding

the

host ages w i l l

escape

and

the

dragons

w i l l

attack

.

I f

the

party

mmers

di s-

gui sed themelves, thedragons w i l l

si mply

l eave once theydeposit the

ply

2

Thi s

i s

thema ngat e

t o

Kernen

Base I n i t i a l l y ,

t hi s i s anamost i mpossi -

bl e f i ght

against l egi ons

of reddragons,

si vak draconi ans,

and

bozakdraconi -

ans Thereare,

however,

ways t o

reducethenumber

of

waves

of

oppo-

nents

and

the

s ize of those

waves

I f you

eit her e l imnate

or

di stract

the

draconian

barracks,

the

number

of dra-

coni ans at thegat e w i l l

be

reducedThe

draconian

barracks

are at

#7

and

#8

Convinci ng the

humans

t o

rebel against

thei r

dracon an

masters

w i l l

al so reduce

thenumber of guards

at

the

gat e

(due

t o t hei r l eaving t o

deal

w t h

the

rebel -

l i o n )

. The

humans

can

be

found

at #4

I f

youcont act Cl ravnak

at

#9, you

w i l l

f i g h t

l ess at thegate andyouw i l l

have

ogre

a l l i e s i n some further

f ights

i n

the

48

R

KERNEN

SQUARE

  

draconi ans

w i l l

have

a

s im la r effect, as

   

1

Thi s i s

a

seni l e ol d

red

dragon

He

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2

3

4

5

6

7

8

9

10

11

12

13

14

15

49

 1234567891 1112131415

9

Af i l

~ l l l t

71

F

F

i nteri or of KernenBase

Thi s,

of

course,

assumes t hat youmade

a

deal w t h

h m

at t he

OgreBase

I f

you di dn't , al l

ogres

youmeet w i l l be

unfr i endly

Gi vi ng

t he crown

from

#10

t o the

guards and

then te l l ing

the

dragonat

#

1 about

i t

w i l l

resul t

i n

the

dragon

goi ng

t o

retr i eve i t

andw i l l substanti al l y

reduce

the

number of defenders

at

the

gat e

.

I f

you

give

the

crown

t o the

drag-

on

i nstead,

thedragonw i l l t ry t o enter

Kernen

Baseandw i l l

again

reduce

the

def enders

.

Nomatter

what

youdo,

thef i ght here

w i l l

s t i l l

bedangerous Have several

massdamage

spell s

ready

t o cas t when

you

enter the f ight so

t hat

youcanmn i -

mzethe r i s k t o your

party

Remember

that reddragonstake

damage

from

your Firebal l s

.

10

KEY

Wal l

Door

?

Rubbl ed

Wal l

After

th is comat

i s over , i f youhad

ogresupport ,

you w i l l

be abl e t o r e s t

whil e guardedby ogres

Youshould

regai n al l of your spel l s

before enteri ng

KernenBase, as

you

w i l l

al most

cert ain-

l y needthemMake

sure yousavethe

game

befor e

enteri ng

Kernen

Base

3 Hereyouw i l l meet humans d i s -

cussi ng a

rebell i on. I f you

are

d i s -

gui sed,

you

w i l l

get

a

mpt o

the

meeti ngat #4

4

You

f i nd

ameeti ng

of the

humans

i n

progress

.

Theyare tr ying

t o

deci de

whether or not t o r ebel agai nst

Myr t ani

andpl ace

a

humni n charge

of

the

e v i l

forces .

The

party

candoone

of sever al

thi ngs,

i nc l udi ng

encouragingthe rebel -

l i o n , sneaking

away

t o

warn

t he

draco-

nians, reveali ng

themel ves

as

Solamn c sympat hi zers,

or l eaving

Encouragingthe

rebell i on

w i l l

resul t

i n

a

weaker

gat e

guard

f o rce

Warning

the

the

dracon ans

must

s t i l l deal w t h

the

rebel l i on.

I f you

r eveal

yoursel ves as

Solamn c

sympat hi zers ,

youshoul d

choosea

kni ght

asaspeaker

i n order

t o

sway

t he

humans t o your side .

I f

the

knight

has

high

chari sma, your

chances

of

success

w i l l

i mprove

I f

you

f a i l ,

you

my

endup

i n acomat .

5

The

party

w i l l meet ogres here

I f

t hey are

al l ied

w t h Gravnak, the

ogres

w i l l

be friendly

.

Ot herw se, you

w i l l

havet o

f i ght

a

l arge

groupof ogres.

Theyare

not

part i cul arl y dangerous,

but

are much

more

usef ul

as

a l l i e s .

There

are

moreogreshere They

w i l l react

j ust l i k e theones i n #5

above

Thi s

i s

adracon anbarracks

I f

the

characters are disguis ed, theymy

haveadri nk

w t h

thedraconians

.

They

canalso report thehumans here

I f

the

partyhasadri nk w t h the

draconians,

they

w i l l

havean

opti on

t o s t ar t

a

i r e

that w i l l

serveas a di s t rac t ion Thi s

w i l l have thesame

effect on reduci ng

the

gat e guard as i f

you

hadk i l l ed

al l

thedraconians

i n

the barracks

.

Att acking the

barracks

guard

i s

a

viabl e

opt i on,

but you

w i l l

have

t o f i g ht many

draconi ans

.

8 Thi s

i s another

barracks

.

I t i s,

i n

al l

ways, i denti cal

t o #7 above

9 I f

the

partya l l i ed w th

Gavnak

i n

the

OgreBase,

you w i l l

encounter

Gavnak

here

He

w i l l

promse

ogre

backup

whenthe

ma ngate i s

assault ed

1 0

An

im ta t i o n

crown l i e s i n t h i s area

I f

shown

t o the

dragon

( or thegat e

guard

f

the

dragon

i s i nf ormed) the

dragon

w i l l

t r y t o

t ake

the

crownt o

the

ma n

treasure

room

nside

Kernen

Base

The

resul ti ng

comat w i l l greatl y

weaken

t he

gate

guard

used t o guardthe

crown

j ewel s

i n

KernenBase, but wasput

out here t o

pass hi s l a s t days . I f yougi ve h m

he

crown

from#10, he

w i l l t r y t o force hi s

waypast the gat e guard

I f

you

choose

t o

fi ght

t h i s

dragon, you

w i l l

di scover

that

he

i s s t i l l

qui te

capable

of com

bat

. . .

QUITE

capable

12

Thi s

i s

a

tr ai ni ng hal l .

You

should

v i s i t

t h i s

pl ace t o gai n

your f i n a l

l evels

befor e

assaul t i ng

KernenBase Once

youenter KernenBase,

youmynot

return t o Kernen

Square

S

Kernen

Base

(Myrtani ' s

Stronghol d)

Synopsi s : Thi s

i s i t ,

the

f i n a l st age of

thegame

The

party

w i l l

ent er

(possi bl y

w t h ogre

support i f

youal l ied w t h

Gavnakat the

OgreBase) throughthe

ma ngate

I t

must

f i nd

out how

o

reachMyrt ani and

stop

him

fromcarry-

i ng

out

h i s at t ack plans

agai nst

the

good armes movi ng

onSancti on

Thed i f f i c u l t y i n

reachi ng

Myr t ani

i s that

he

i s beyond

adoor protected by

a

mag-

i c a l guardi an Topass t h i s

door,

you

must f i r s t

search

room

#

1 t o f ind

a

speci al

key Onceyouhave

t h i s key,

you

shoul dgo t o room#9whereyou

w i l l

get the

recipef or

an alchemcal

salve

that w i l l al l owyou t o pass the

guardi an

.

Tomake the

salve

youmust

thengo

t o

room*10, anal chem cal

l ab.

Goa

:

To defeat

Myr t ani

and

stop h m

from

dest r oyi ng thegoodarmes

  Vot e

The

guards

i n .

' , ernen Baseare

th i ck

andver y

dangerous

They

often

have

aurak

draconi ans

w t h them

wh ch

makes thecomat i n Kernen

Base

very tough Move qui ckly

Youmynot

r eenter KernenSquare

once

you

enter KernenBase

Once i n to

thebase,

you

cannot goback w thout

f in i sh ing

thegame

50

S .

KERNEN

BASE(MYRTAN ' SSTRONGHOLD

     

supported

by

many, many

other draco- I f youdon' t have the Scrol l of

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51

Where

youcan

rest~

Youmynot rest

i n

Kernen

Base

except at

thema n trea-

sure room

L f i r e n

there, youmyonl y

res t f o r

a

short ti me

RANDOM

ENCOVNTERS

Thereare onl y f i v e random

patr ols t o

be found

i n Myrt ani ' s

Str onghol d,

but

they

ar e

dangerous

Most

w i l l

have

red

dragons

escorted

bymanydraconi ans

.

Looking

f or

a l l f i v e

of them

my

bedan-

gerous Youshouldprobablymove

throught o the

fi nal confrontat i on

as

qui ckl y as possible

.

MAPLOCATIONS

I Thi s i s anotherguard

post

and

another di f f i c u l t f i g ht ,

so

i t

i s recom

mended that yousavebef oreenteri ng

t h i s

f i ght

. Your

opponents

i nclude an

aurakdraconi an, several

si vakdraconi -

ans,

and

several

red

dragons

( i f

you

havethe ogres w t h

you

thered

drag-

onswon' t

part i cipate i n

the

comat . . .

theyare kept busybyanother group

of

ogres) .

Beprepared

t o

usespell s

t o

defeat these monst ers, as theycan

causetremendous

damage

t o your

party

otherw se

.

Don' t

underestimate

the a b i l i t y of anaurak t o cause

havoc

K i l l

theauraki mmedatelyandthen

deal w t h

the sivaks .

2 Thi s i s yet another i nnerguard

post

. Feel free

t o usespell s

here,

as

your

next stop i s the place whereyou

can

rest

and

regai n

spel l s

( at l east t o

a

l i m t e d

extent)

. You

w i l l

face another

aurakhere,

but

w t h

l ess support than

i n

#

above

3

Thi s

i s

the

treasure

room

of

the

base

Unfort unatel y,

when

you

ent er

w t h anogre

escort,

the ogres w i l l

immedatelybegi n t o

f i ght

over the

treasure andw i l l

l ose

si ght of thei r pur -

posehere

Thetreasure here

i s

signi f i cant , but

don' t t r y totake al l of i t . . . you

can' t

.

There

are

t ens of thousands

of

coins

i n

here Onl y t ake themost

val uable

coins

andthegem/jewel ry Al so found i n

here

ar e another

set of Gauntl ets of

Ogre

Power and

a

Two-Handed

Sword

+2

Youshoul d

useboth of

these

i tem

as t hey are very powerf ul .

Thi s

i s

al so the

safest

pl ace

t o rest .

You

should

FIXand

memori ze spell s befor e

cont i nui ng

.

4

Thereare moreguardshere Agai n,

thegroup i s l ed

by

anaurak

dracon an

Your ogreswon' t hel p

i n

t h i s f i ght i f you

s t i l l have themw t h you

5 Thi s i s a

cl i macti c

battl e w t h

Myrt an .

Myr t ani

i s an aurakdracon an

ni ans

of

al l types

You

must

defeat

Myr t ani

t o

be

abl e

t o stop

hi s messen-

gers,

agroup

of

huge red

dragons i n

thenext

room

Thi s i s

the

second

most

dead yf i ght i n

the

game,

and

shoul d

be

treated

as

such

Save

thegame

before goi ngi n to

the

passageway

found

after wnn ngthe

batt l e

at

#8

bel owOnce

you

enter

that

t unnel ,

you

w i l l

end

up

i n the f i ght

agai nst

Myr t ani

befor e

youcanrest .

After

you

wn

th is bat t l e,

youw i l l be

heal ed

by

Tassl ehoff

who

hasbeen

car-

rying Poti ons

of Heal i ng

f or j us t t h i s

purpose

Thi s al l ows

you t o

go

after the

dragons

w thout

wounds

.

The

f i n a l

batt l e of thegame

Your

characters

must batt l e w t h three huge,

ver y

ol dr eddragons

These

dragons

are

pl anni ng t o

i mpl ement

Myrt ani ' s

plan . I f you l et themgo or are

def eat ed,

the

e vi l

forces

w i l l

be

vi ctori ous

. You

must stop these

dragons

at

al l costs

I n

order

t o succeedat th is

battl e,

you

shoul d have the Scrol l of

Protect i on

vs.

DagonBreath

carr ied byyour f i ghter

w t h

theDagon ance Thi s character

shoul d

usethe scroll i mmedi atel y, as

the dragon

br eat h

w i l l

often

sl ay i n

one

shot

.

The

other characters

woul d

be

best protected by

runn ng t o the f ar cor-

ners of the room

and

out of

s ight of

the

dragons The

dragons

w i l l

then concen-

t rate

thei r

attacks

on

the

vi s ible

charac-

t er who

i s

protected

Because

the

drag-

ons

don' t

know

t h i s ,

they w i l l conti nue

t o

breathe

on t hat

characte r , giv ingt hat

charact er

achance

t o

el i mnate the

dragons

bef ore

t hey r i p hi mor her t o

shreds

w t h

thei r

claws

and

teeth

.

Havi ng

your

party under

theeffects of

a

Haste

spel l

( or

Poti ons

of

Speed)

w i l l

greatl y

enhancethei r

abil it ies

.

Don' t

forget

t o

use

Enl argespell s

t o assi st

your

f ighters

who

aren' t ex traordinar i l y

strong

(18

strength) .

Protect i on

vs .

Dagon

Breat h, thenyou

must

depend

onother

means You

should cast aResi st Fire spel l onthe

entire party before ent eri ng in to the

f i ght w t h

Myrt ani,

as

t h i s

w i l l s t i l l

be

acti ve whenyouenter the

f i n a l

batt l e .

Thi s w i l l substanti all y reducethedam

age

you

take fromthedragon's breath

attacks. I f youdon' t have t he abi l i t y t o

stop thei r breat h,

thenyoumust abso-

lutely

concent rat e f i repower

on

one

dragonat ati me unti l i t i s downbefore

goi ngon

t o

thenext

. You can' t af f or d t o

l et

thedragons breathet oomany

t i mes, or you w i l l havemanydead

party

member s

.

Usemass

damage

spel l s

(Fir ebal l s,

I ce

Storm, and

Li ghtning

Bolt s) w t h i mpuni ty Useevery i t e m

you

have

. .

th is

i s

the

f i n a l

battle

. I f

a

magi c-user runsout of mass

damage

s pel l s, t r y St i nkingCouds . The

chance

of

maki ng

a

dragonhel pl ess

w t h

t h i s

spel l

i s amost

zero,

but

anychance

i s

someth ng

Don't forget t o save

bef ore

enteri ng the

t unnel found

after

def eat i ngtheDagon

Mast er at #8 so t hat youmyt r y again i f

you f a i l i n t h i s

f i ght

. Thi s i s

the

most

d i f -

f i c u l t comat

of theenti re game

Don't

forget that you

can

al ways

change

the

d i f f i c u l t y

l evel of thegame

i f

you

f e e l i t

i s

too tough

I t

i s not

  di shonorable

t o

doso . . thesebatt l es are TOUGH

Thereare

humn

guards

here You

must

deal w t h

them

qui ckly, as there

are

spel l

casters here

whow i l l

be

happy

t o

seri ousl y

i n jure your

party Don' t

underestimate

these

enemes j ust

becausetheyaren' t

l ed

by an

aurak

draconi an

Thi s

i s t he

passage t o

Myrt ani ' s

r efuge

. I t i s

guardedby

Myrt ani ' s

DagonMast er

andsome of hi s young

dragons TheDagonMast er

i s

a t ough,

wel l -armed f i ghter andthe

dragons

are

5z

2 3 4 5 6 7 8 9 1 0

11

=KEY

0

Wal l

1

Door

2 9

10

3 1 9 1 4

4

5

11

6

1

.

1

12

numerous Don' t hesit ate t o

use

Fir eball spell s t o

reduce thei r

numers,

 

12

Thi s

studyhas

been ransacked

Another

power f ul

comi nati onchanges

helpf ul whencast

bef ore

the

comat

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as you

can

rest

brief ly before

ent eri ng

the

t unnel t o Myr t ani .

Onceyou

defeat

theDagon

mast er ,

you

w i l l

beabl e t o r el i eve h m

of

hi s

Plate Mail +1, Longsword+1, and

Shi eld

+1 .

Youshoul d save bef ore

ent eri ng

t he

t unnel

youf i nd

after

t h i s

f i g h t ,

as once

you

enter

the

t unnel

you

are

placed

immedately

in to the f i n a l

two

batt l es .

Youwon' t get t o r es t again

after

that

point (al though

you w i l l

get hea ed

after

t angli ngw th Myrtani

(see #5

above) )

.

Addi ti onall y,

bef ore you start the f i n a l

pai r of

f ights

i n

the

game, you

shoul d

cast

both

Resi st Fire

andHaste spell s

(Bl ess and

Pr ayer

woul dn' t

hurt eit her) .

TheResi st

Fire spel l

must be

cast

on

each

persont hat

i t

i s toprotect , so

memori zi ng

and

thencast i ng si x of

thems

w se Don' t forget that

i f

you

rest

again

after cast i ng

a

s p e l l , youare

l i k e l y t o have t hat

spel l

wear

of f . Thi s

means t hat youshould

memori ze

al l

the spell s you

needandthen cast them

al l at once

9 Thi s i s

a

l ibrary w t h

al ocked book

t hat

cont ains the

reci pe f or

the

salve

necessary t o pass theguardi an .

The

key

t o thebook

can

befound

i n room

#

1 .

The

book can

al so

be

opened

by a

s k i l l -

f ul

and l ucky

thief

.

1

0

Thi s

i s

Myrt ani ' s alchemcal l ab

.

I t

cont ains al l of

the

materi als

necessary

t o

make the sal ve

. I f

youent er

t h i s

roomafter l earni ng

of the reci pe f or the

sal ve, you w i l l

aut omati cal l y

make

i t

and

appl y

i t t o

al l

characters

.

11 Myrt ani ' s bedrooms

ornate, but

hasno val uable i tem

However,

you

do

f ind

anornate

key

t hat

w i l l

open

the

book

at

#9

Thi s

key

i s

found

i f

you

LOOK

53

Noth ng

of val ue rema nshere

13

Thi s

guardi an

i s

desi gned

t o r epel

anywho

are

not protectedbythemagi -

cal

salve

made at #10 I f you

enter

t h i s

square

w thout the sal ve, you

w i l l

t ake

a

signi f i cant

amount

of damageandw i l l

be

repell ed

.

14 I f

there are ogres w t h theparty

when

youenter

t h i s

squar e, one

of

them

i l l

step

f orward

in to

the

guardi an

anddi e

. Gavnakw i l l

then

t e l l you

of

the

guardi an

ADDTIONAL

NOTES

Genera

Hnts

DONTEVERcast S owPoi son

ona

partymmer unl ess you

are c lose t o

a

temple

UseNeut ral i ze

Poi son

or

l eave

themuntil

you

reach

atemple S ow

Poi son w i l l si mply bri ng

themback tem

porari l y

andthen

they

w i l l

di e

( dead,

not

j ust

poisoned)

i f

they don' t

get

Neut ral i ze

Poi son cast onthem

a i r l y

qui ckly I f characters

di e

i n t h i s

f ashi on,

t hey are deadandw i l l

requi re

a

ra ise

deadspel l to bri ngthem

back

.

I f t hey

are

el ves, t hey

can' t

be

raised

andare

gone

f orever. Don' t useS ow

Poison

unl ess

you

really

need that char acter

i n

combat

.

Char act ers

I n

addit i on

t o

the

recommendati ons i n

the

Advent urer' s J ournal ,

a

successf ul

party

of adventurers couldal so

be

bui l t

from

 

Four

Qual i nest i El f

Cl eri c/ Fighter/ Magi c- Users

( one

of

thema

Cl eri c of Majere/Whi te

Mage,

one

a

Cle r i c of

Mshakal / Whi te

Mage,

one

aCl eri c of Sh nare/Red

Mage, and

onea

Cl eri c of K i r i J ol i t h /Whi t e

Mage)

 

OneHumnKni ght

 

One

Kender

Cl eri c

of M shakal f f h ie f

one

of

the

Qual i nest i

El ves

t o

a

Mounta n

Dwarf

Cl eri c/ Ranger

( C er i c

of

Reorx)

.

Charm

i f

an

enemy

i s

charmed,

hi s equi pment

won' t

appear

as l oot aft er

the

fi ght

.

Save

the

game

Don' t

forget

t o

saveyour game often

.

Save

befor e

you

enter

a

new

rea

and

save

every

time

you

completea

l arge

comat .

Thi s way, youcanal ways go

back

t o

your l a s t save i f youare

def eat -

ed Al so

remember t o

keepmore than

onesave

disk onnon-IBMsystemso

t hat

you

cankeepmany dif f erent saves

avail abl e .

Monsters :

Howo deal wth

them

Below s

a

i s t i n g of al l themonsters

you

w i l l

encounter

i n

CHAMPIONS

O

KRYNN Fo l l owng

a

short descr i pt i on of

eachmonster

i s

a

l i s t i n g

of the

spel l s

that

are

most

effective

agai nst that

monster Youshould

f o l l ow these

gui de-

l i nes

whendevel opi ng

tact ics t o com

bat

thesemonsters

DEATH

KNGHT

( S I RLEBAVM

Thi s

i s probably

themost dangerous

singl e

enemyi n

t he

game He w i l l cast

a

massi veFir eball

as

hi s f i r s t act and

then

gat e i n

ghasts t o hel p hi mi ght

your party

as

hi s

second

He

causes

f ear

t o al l

i n mel ee

rangeand

he

i s

very

d i f f i c u l t

t o hi t .

On

topof al l t h i s , he

reverses

non-area

magi cal spel l s back

on

t he

caster 11 

f the ti me (and

those

that

doget

throughheusuall y

i gnores)

. K i l l

h m

qui ckly or h e ' l l

sure l y

k i l l

you

The

Death

Kni ght canoften

k i l l

characters

out ri ght

( not j us t put them

t o

unconsci ous

but

k i l l

themdead . . .

Best

Spel l s

:

UseResi st

Fire onyour

whol e

party

before the

comat .

Hast e,

Prayer,

and

B ess are

al so

very

commences

.

Noother spel l s

are

very

useful

.

DRACONANS Al l

draconi ans are r e s i s -

t ant t o magi cwh ch

means

there

i s

a

chance than

any

given

spel l

w i l l

not

affect them

AURAK

DRACONAN

Another

very powerful f oe, theaurak

draconi ans becomeamost commni n

KernenBase

( the

very

l ast

port i on

of

thegame) . Theyare very dangerous

and

shoul d be the

f i r s t

t h ing

el i mnated

i n

a

combat . However,

once

you

k i l l

them

the

f i r s t t i me, they

get

angry

and

gobackto 20

hi t poi nts .

Onceyou

k i l l

themasecondt i me,

they turn in to

a

bl azi ng b al l of l i ghtn i ng

Onceyou

make

them

di e

asecondt i me, run

awayfr omthem

as f a s t as youcan You

need onl y get

one

blank

square

between

your characters

and

the dyi ng

aurak

After

a

short

t i me,

the

aurak

w i l l

expl ode,

causi ngmuch

damage t o

al l

adj acent charact ers and

probably

st un-

ni ngthemf orashort t i me

Theattack

you

w i l l

take f or movi ng

away from

the

aurak

i s

much l ess severe than the

damage

youwould t ake frombei ng

next

t o

the

aurak

whenhe

expl odes

.

Best

Spel l s Firebal l ,

L i ghtni ngand

I ce

Storm

Be

careful

not t o hi t your own

characters w t h thesespel l s . Magi c

M s s i l e

can

sometimes

stopan

aurak

from

gett i ngof f

a

spel l

. Cast

Dis pel

Magic

i f

t he aurakuses Fire shi eld .

BAAZDRACONAN

Thebaazdraconi ans

aretheweakest

of

the draconians

and

are

thecannon

f od-

der of

thei r forces

. They

carry

norma

swords

anddo 1-

8poi nts

of

damage

when

they hi t

your

char acters .

However,

theyarevery fast andwhen

you

k i l l

one,

your weaponmy

s t i c k

i n

the

dyi ng

baaz as i t turns

t o

stone

( t h i s

i s

why

i t i s

54

agood i dea

t o

carry

two

mel ee

weapons) . You w i l l aut omati call y

Best Spel l s

Sl eep, Firebal l , I ce

Storm

L i ghtni ng

Bolt ,

Sti nking

Coud B ess

breat he

on

a

character

who

has

hi s

t o

a

wal l . I f

the

dragon' s

Li ghtning

WHTE

DRAGON

Thesear e

the

weakest dragons found

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retr i eve

t he

weapon

after thecomat as

l ong

as

you

havewon, but youmy

have

t o

conti nuethe battl e w thout i t

.

Youmust

ready

these

ret urned

weapons,

t h i s i s

not done

aut omati call y .

Best

Spel l s Sl eep, Firebal l , I ce Storm

L i ghtni ng

Bolt ,

Sti nking

Coud

BOZAKDRACONAN

Thebozak

draconians

arethe

magi c

users of the draconi an

t ypes. Theyw i l l

usuall y

start out

by

cast i ng l i ghtni ng

Bolt

spel l s and

f o l l ow

themw t h S ow

spell s and

Magi c

Mss i l e

spell s . Theyare

not

t o

be

i gnored

.

Thei r most unusual ,

and

often dangerous f eature, i s t hat t he

bozak

draconi ans expl odewhen s l a i n ,

causi ng

1- 6

poi nts of damage t o

al l

those

adj acent

t o the expl odi ng

draconi -

an

Thi s can

be

good f or you i f you

can

cast a

l arge

Fir eball in to agroupof

themas t hey w i l l often ' chai n react'

and

other

monsters

w i l l

be

consumed

i n

themass

bozak

expl osi on

However, i f

a

l arge

groupof themget s t o cast spell s,

youare

often

goi ng t o l ose

.

On the

down

si de, t he fact

t hat bozaks expl ode

w i l l often mean t hat

the

f ighters having

t o mel eethemi l l get ser i ously

hurt

j ust k i l l i n g

thebozaks even

though

thei r

opponents

never l andeda bl ow

Best Spel l s : Firebal l , I ce Storm

Li ght ni ng

Bolt ,

Magi cM s s i l e ( t o

stop

themfrom

cast i ng spell s) .

KAPAKDRACONLAN

Kapaks

are s l i g h t l y l arger andtougher

than

thei r

baaz cousi ns, but are

mch

more

deadl y

Kapak' s l i c k

thei r

weapons

t o coat themw t h a

paralyzi ng

sp i t t le

. Eachtime they hi t

a

partymm

ber , t hat

charact er must makeasavi ng

r o l l or

bepar al yzed

I f the

charact er

i s

par al yzed,

he w i l l

be

hel pless andw i l l

be

knocked

out by

thenext

bl ow

a med

at

h mKapaks create apool

of aci d

when

they di e that w i l l cause 1- 6 poi nts

of

damage

each

t i me

you

enter

i t

.

55

andPr ayer cast onyour ownparty

befor e

combat i s hel p ful i n

preventi ng

paral ysis .

SI VAKDRACONAN

The

si vak draconians are themost pow

erful draconianf i ghters

but

haveno

speci al a b i l i t i e s

whentheyare ki l led

.

Theycan

attack

three t i meseachcom

bat roundand

can

causet remendous

amounts

of

damage

t o

a

character

.

TheyhavegoodTHACOs andw i l l often

do

muchdamage

before they are

s la in.

Best Spel l s: Firebal l , I ce Storm

Li ght ni ng

Bolt ,

Sti nki ng Coud

DRAGONS

Al l dragons

attack

w t h

b i t e ,

cl aws, andbreat h weapons The

l arger

dragonsmycause

f ear

i n

char acters

.

Such

characters

have

thei r

THACOs

reduced Youshoul dcast

protecti ve

spel l s suchas Bless and

Pr ayer

before

f i ghting dragons

BLACK

DRAWN

Thesedragonsspi t ac id

f or

asigni fi cant

amount

of damage, but are much

younger

dragonsthan the bl ues

and

reds

found i n

thegame

The

bl ackdrag-

ons are best

def eatedthroughmel ee

andSti nki ngCoud

spell s

.

Best Spel l s F i r e b a l l ,

I ce Storm

Li ght ni ng

Bolt ,

Sti nki ng

Coud

BLUE

DRAWN

There

are

onl y

a

few

bl ue

dragons

t o

befoundi n thegameandthey are ol d

ones

and

are qui te dangerous They

spi t massi ve

Li ght ni ng

Bolt s that can

k i l l

somecharacters out ri ght . Don't l et

thesedragonsbreatheon

you i f

you

canpossibl e

avoid

t

. Usemass

damage

spel l s onthemF i r e b a l l , I ce Storm and

Sti nki ng

Couds t o t r y and

makethem

t emporar i l y

hel pl ess

. Thesedragonsare

at thei r most

dangerous

when t hey

can

back

Bol t can

rebound

and

hi t

a

character a

second

t i me,

the

charact er

w i l l often

be

s l a i n

Best

Spel l s

Firebal l , I ce

Storm

Li ghtning

Bolt ,

Sti nking

Coud

QREEN

DRAGON

The

greendragons

are thesecondmost

deadl y

dragons

foundi n

CHAMPIONS

OF

KRYPB'

.

They

breathe poi songas

that

w i l l often

affect theenti re party

because

of

the

l arge

area of effect .

Make sure you

k i l l

green

dragons

as

qui ckly as

possibl e,

as t hey w i l l

usuall y

k i l l

party

member s otherw se

. They

br eat he

f or

36

poi nts

of

damage, and

targets

myonl yreduce t h i s damage

i f

t hey makea

savi ng

throwagai nst

drag-

on breath

(because

of the lethality

of

the

breath) . Useevery spell andweapon

youhave

t o defeat

thesebeast s or

they

myslay your entire

part y .

Best Spel l s Firebal l ,

I ce Storm

Li ght ni ng

Bol t .

REDDRAWN

The

most commndragon

type found

i n

t he game,

the red, comes i n

two

si zes i n CHAMPI ONS

O

KRYNN

You

myf ind signi fi cant

number s

of

younger red

dragons

t hat onl y do

a

modest

amount

of damagewhen

they

breat he

f i r e

onto theparty These

are

danger ous,

but can

be

dealt w t h as

ot her

dragons

. .

by

mel eeandmass

damage

spell s .

However, the huge, very

ol d

r ed

dragons

fought

i n

Kernen are

ext remel y

dangerous

Youmust use

every t r i c k

at your

di sposal t o

defeat

them

or

t hey w i l l surel y

slay

your party

Thi s

i s

where

the

Scrol l of Protect i on

vs

Dagon

Breath

shouldbeused

Don' t

forget

t o use

the

Resi st Fire spel t

Protect

yoursel f

agai nst thered

drag-

on' s

breath

.

Best

Spel l s

Firebal l , I ce

Storm

Li ghtning

Bolt .

i n

the

game

Theyare not very danger-

ous i f youusetheWand

of I ce Storm

onthemThey are,

however ,

d i f f i c u l t

t o

hi t

. Use

the

Resi st

Cold

spel l

t o protect

agai nst t h i s

dragon's

breath

.

Best Spel l s Magi c

Mssi l e, Fi r ebal l , I ce

Storm Li ghtning

Bolt

.

C,HAST

These

undead

have

a

good

chance

of

bei ngturnedby your c le r ic

once

you

reach

5th

l evel

w t h

t hat

charact er

( or

3rd

i f youworsh p

Maj ere)

. Onceyou

reach8th

l evel

( or 6th i f

youworshp

Maj ere)

you

w i l l

aut omati cal l y

turn

themThe

ghast i s apart i cularl y danger-

ousundead

t ype as they causeyour

characters t o

f ight

l ess eff ecti vel y due

t o the terr ib le stench they

exude

Ghastscan

paral yze

acharact er ( even

el ves)

w t h

a

singl e

hi t .

Don't l et ghasts

mel ee

w t h

your

party

f or

l ong,

as t hey

w i l l amost

cert ai nl yknockone

of your

char acters

out . Ghasts l ook

exactl y l i k e

ghoul s .

Best Spel l s

: Firebal l , I ce

Storm

L i ghtni ng Bol t . B essandPrayer w i l l

help characters resist the

paral yzing

ef fects

of the Ghasts

touch

GHOVL

Ghoul s are

qui te

a

bi t l es s dangerous

than

thei r

ghast counterpart s, andare

aut omati call y

turned

at

5th

l evel

( or 3rd

l evel

i f

you

worshp

Maj ere)

.

They

can

paral yze

characters

( except elves)

. K i l l

themw t h

mel eeweapons

Ghasts and

ghoul s l ook i denti cal .

Best Spel l s

Firebal l ,

I ceStorm

L i ghtni ngBol t

.

GANT

CENTI PEDE

Thi s

i nnocuous creature

w i l l hi t

charac-

ters

occasi onall y andhasaweak

poi-

son i n i t s bite . Thi s weakpoi soncan

56

sometimes

k i l l

acharact er

. Your fi ghter

types

can sweep

them

attack

one

f or

Best Spel l s

Sl eep,

HoldPerson,

Fi reball ,

I ce

Storm

Li ght ni ng B o l t ,

i s

i nj ured

whil e

cast i ng

a

s p e l l , hi s

spel l

Melee

i s

very eff ecti ve agai nst

OGRE

Ogres

doa

f a i r amount of damage

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each l evel your

fi ghter has) .

Best Spel l s

: Sleep, St i nki ng Coud

Neut ral i ze

Poi sonmybe necessary

i f

a

charact er i s bi tt en andki l led

GANTRAT

G ant rats are

not

dangerous They

cause

mn ma

damageandtake

mni -

ma

damage K i l l

them as t when f aci ng

r a t s

andany

other

monster

type

Thi s

i s

theweakest

monster

i n

thegame

Best Spel l s

S eep

i s

really theonl y

spel l

you

woul dwant t o wasteon G ant

Rats . They

are too

weak t o requi re spel l

use

GANTSPIDER

These spiders

havea

tremendous num

ber of hi t poi nts f or

thei r size andare

not t o

be

i gnored

Their

bite i s poi -

sonous andtherefore

of ten f a t a l . k i l l

themqui ckly andconcentrate

your

attacks

t o

k i l l one

at

a

ti me t o

l essen

thechanceof oneof thembit ing and

poi soni ngoneof your

characters

. I f you

havethe

Peri apt

of

Proof

vs

. Pois on,

put i t onyour l ead f i ghter and

thenget

t hat character

in to themelee

agai nst

themost

spiders

t o l essen

thechance

t hat

you

w i l l

di e of poi son G ant

Spi ders

can

onl y befound i n the

Overl and

Best Spel l s

Firebal l ,

I ce

Storm

L i ghtni ng

Bol t .

GOBLIN

Gobl i ns

are small , numerous

creatures

t hat can

i n f l i c t

onl y

a

smal l

amount

of

damage t o characters

they

mel ee

They

haveapoor T1IACOandcan

be swept

(see

gi ant

centi pedes) . Don' t be too

concerned

i f

your ma n

f i ghter gets sur -

rounded

by

ei ght of these

l i t t l e crea-

tures, he w i l l

soon carve hi s

way

through Gobl i ns

canonl y be

foundi n

theOverl and

57

Sti nking

Coud

H LLGANT

Al t hough h i l l

giants arethe smal l est of

the giant s,

theyare capabl e of

i n f l i c t i n g

l arge

amounts

of

damage i n

asingl e

s t r ike

. Becauseof t h i s , you

can

beki l led

by

thei r

h i t s i f you

are unl ucky

I f achar-

acter

i s

i n

mel ee

andgoes down

bel ow

10

hi t

points,

consi der

casti ng

aCure

l ight

Wounds spel l

on

that character

t o

avoid

bei ngki l led as opposedt o bei ng

knockedunconsci ous Usemelee

t o

k i l l

these

creatures

but don' t be

afr ai d t o

use

a

Fir eball

spel l

i f youcancatch

more t han

one

i n

the

bl ast

radi us .

Best Spel l s : Firebal l , I ce Storm

Li ght ning

Bolt , St i nking Coud

HOBGOBLI N

Athough

hobgobl i ns

aren' t t hat much

l arger than

thei r

gobl i n cousi ns, they

are much

tougher

They

can' t

be

  swept and

can i n f l i c t

more

damage

w t h

thei r

att acks .

Theyoften have

l ead-

er s w t h themhat have

more hi t point s

andbett er THACOs

. S eepworks very

wel l agai nst hobgobl i ns

.

Best Spel l s :

Sl eep,

HoldPerson,

Charm

erson,

I ce Storm

Firebal l ,

Li ghtning

Bolt,

Sti nki ng

Coud

HVMANSANDELVES

There

are

many

t ypes of humanand

elven

enemes

i n

thegame Theyare

outl i ned i n the

begi nni ngof the

cl ue-

bookas

to thei r indiv idual

namesand

cl asses . However,

they

al l

havesome

s im la r

effects .

Themagi c-users and

cler ics

arevery

dangerous

opponents,

especial l y

earl y

i n

thegame Youshoul d

beware

the

black-r obe magesandthei r

abi l i t y

t o

charm

your partymember s

.

Use

al l

means

avail abl e

t o e l imnate

opposi ng

spel l

casters

bef ore

theycan

cast

thei r

spell s

.

Don't

f orget

that i f

a

spel l caster

i s

l o s t

.

these

more

l i g h t l y

armoredf oes,

but

t hey

are

usual l y

defended

by many

fi ghters

who

w i l l

seek t o prevent

you

from

getti ng

c l ose

enought o attack

them

n

mel ee

The

fighters you

w i l l face

are al l s im la r

i n

that

they

depend

onbet t er

AC

and

THACOt o

defeat

your party

You

shoul d

deal

w t h

them

throughthe

use

of

spell s

whenever

possi bl e,

as

hacki ng

your way

past thems often

l ong

and

dangerous

Best

Spel l s S eep i s eff ecti ve,

but

onl y

on the

l owest

l evel human

opponents

Use

HoldPerson and

Sti nking

Coud

spell s

t o

disabl e

themwhenever possi -

bl e . F i r e b a l l , I ce

Storm

andLi ght ni ng

Bol t spell s are

wonder f ul ,

but

usuall y

you

w i l l onl y

haveafew

of themUse

Magi c

M s si l es t o i n j ur e

enemy

spell

casters

bef ore they cast

thei r

spell s .

Charms

useful against

human

oppo-

nent s, but el ves are

virtually

i mmune t o

Sl eepandCharm

pel l s .

MNOTAVR

The

armored

mnotaurs ( so cal l ed

because

of the

pl ate armor

theyal ways

seem o

wear)

can

hi t

f or heavydam

age They

are excel l ent f i ghters w t h

manyhi t

poi nts .

However, theydon' t

usuall y

k i l l

characters

out ri ght

.

K i l l

them

w t h

mel eeandmass damage

spel l s

( f i reba l ls

are qui te good

f or t h i s ) .

Best

Spe l l s

:

I ce Storm

Firebal l ,

Li ghtning

Bol t

Sti nking

Coud

MOBAT

The

mobat

i s

not

parti cul arly

speci al,

but can

take

a

l ot of

damagebef ore i t

i s

s la in

and

hasa

goodTHACO

Don' t

i gnore

them

but k i l l poi sonous

crea-

tures

around

themi r s t bef ore concen-

trating

on the

mobats

.

Best

Spel l s

:

Firebal l , I ce Storm

Li ght ni ng

Bolt ,

St i nking

Coud

whentheyhi t andcant ake al ot of hi t

poi nts of

damage,

but

they really aren' t

that

dangerous

By

the

t i me

your

party

has

t o

f i ght

ogres, i t can

usuall y

defeat

them

wthout

resort i ng

t o spel l

use

J ust hackyourwaythrough

them

Best Spel l s

:

Firebal l ,

I ce

Storm

Li ght ni ng

Bolt , St i nki ng Coud

POSONOVSSNAKE

( C4I ANT

SNAKE)

Thi s

i s

one

of

the

most dangerousmon-

sters

i n the

game

H gh

on hi t poi nts

andl oadedw t h

apoison

t hat

can

easi -

l y

k i l l acharacter,

gi ant

snakes are not

t o

be

t r i f l e d

w t h . Avoidthemf possi -

b l e ,

otherw se,

k i l l

themqui ckly I gnore

any

other monster w t h them

except

f or

spell casters)

andconcentrateyour

attacks t o k i l l themoneat ati me Don' t

l et them

get a shot at

acharact er

w t h

a

poor AC asa

hi t

often meansdeath

Best

Spel l s

: Firebal l ,

I ce

Storm,

L i ghtni ng

Bol t andMagi c

M s s i l e

canal l

be useful . However,

themost i mport ant

spel l here i s SnakeCharm

Cast i t

t o

make the

giant

snakes

hel pl ess

. Cast

Bless or

Prayer before the

f i ght

.

SKELETON

Theweakest undead

t ype,

skel etons

can

be turnedby

1st l evel cler ics and

are aut omati call y turnedby4th l evel

cler ics (2nd

l evel

i f theyworsh p

Maj ere)

.

Theydo l ow

amounts

of dam

age

and

take onl y

a

few

point s

t o

k i l l

.

On y

crushi ng

weapons ( l i k e maces

and

f l a i l s )

do

f u l l damage agai nst

them

Swordsandarrows do hal f damage

Best Spel l s Firebal l , I ce Storm

L i ghtni ng

Bolt, andMagicM s s i l e .

SKELETAL

KNGHT

Al so knownasArmored

Skel etons,

theseare skelet ons but

much

more

powerf ul ones Theycan' t beturned

58

unti l

you

are 6th

l e v e l ,

and

onl y then

ona

ver y

f ortunat e r o l l .

You

al so

face

MAQC

TEMS Weapons

C o nt i n u e d Wnds

and

Neci daces

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t he

same hal f

damage

rules

as w t h

skel etons

above Defeati ng

skel etal

kni ght s

i s

al ong

process

Best Spe l l s

:

Firebal l ,

I ce

Storm

Li ght ni ng

Bolt , andMagic

M s s i l e

SPECTRAL

MNON

These

are

not monsters youshould

face duri ng

thegame Youw i l l f ace

them

onl y

i f

you

f a i l

a

test

i n

the

Tom

of Si r

Dargaard Theycannot

be turned

and

have

excel l ent THACOs,

so

f ighting

them i l l

bea

pai nful

process. Theyare

t ota l ly

f earl ess

andw i l l f ight

unti l

destroyed On ymagi cal

weapons

can

harm

them

Best Spel l s

:

Firebal l ,

I ce Storm

Li ghtni ng Bolt,

and

Magi cM s s i l e .

UNDEAD

Al l

undeadare immne

t o

Sl eep,

Charm

Hol dPerson, and

St i nking

Coud

spell s

.

However, undead

( except theDeathKni ght )

my

be

turned by

cler ics

of a

su f f ic ient ly

high

l evel . Turn ng

i s

themost ef f ic ient

way

t o deal w t h

undead Noexperi ence

point s are

awardedf or undeadwho

are

turned

Undead

dest royed

out ri ght

by

a

c le r ic docount

f or experi ence poi nts

.

UNDEAD

DRAQON

L ' ~r e n

w thout

a

breath weapon,

the

undead

dragons

i n Si r

Dar gaard' s

Tom

are

very

dangerous Don' t

l et

them

con-

centrate

on one

character,

as the

dam

age

they

can

do

w i l l sometimes

k i l l a

charact er

out ri ght .

Best Spel l s

:

Firebal l ,

I ce

Storm

L i ghtni ng

Bolt , andMagicM s s i l e .

ZOMBE

Zomi esare turned

much l i k e skele-

tons, andar e

there fore

not verydanger-

ous

However,

t hey can

doa l ot of dam

age

i f

theyget to at t ack,

so

turn them

qui ckl y

Best Spel l s : F i r e b a l l ,

I ce Storm

L i ghtni ng

B o l t ,

and

Magic

M s s i l e

59

Magi c-User

S c r o l l s

(Wh te

Robes) :

One s c r o l l w i t h t h r e e

s p e l l s

One s c r o l l wi t h t hr e e

s p e l l s

One s c r o l l w i t h t h r e e

s p e l l s

One s c r o l l

w i t h

t h r e e s p e l l s

Cl eri cal

S c r o l l s

:

Two s c r o l l s

w i t h

N e u t r a l i z e

P o i s o n

Oher

S c r o l l s

:

S c r o l l

of

P r o t

.

vs .

Dragon

B r e a t h

Poti ons

P ot i o n

of Speed

P ot i o n o f E xt r a H ea l i n g

P ot i o n of

E x t r a

H ea l i n g

P ot i o n

of

I n v i s i b i l i t y

P ot i o n

of

H ea l i n g

P o t i o n

of H ea l i n g

T hr o t l ( # 15 )

S o u t h e r n

O u t p o s t ( # 2 1 )

Templ e

of

H u e r z y d ( #3)

Ga r g a t h K e ep

( #10)

T hr o t l ( 1 9 )

J e l e k ( # 14 )

Throd

T e mp l e ( #9)

T h r o t l T e mp l e ( #5)

S o u t h e r n

O u t p o s t

( #2 1 )

T h r o t l

Catacombs

( #6)

T hr o t l ( # 9)

T h r o t l

Catac ombs

(#11)

Amr

Shi elds,

and

other

Defensi ve

Magic I tem

C ha i n +1

P l a t e +1

Si x s u i t s

of

Sol amni c

P l a t e ( A GO)

P l a t e +1

P l a t e +1

B r ac e r s o f

AC6

B r ac e r s o f

AC4

Ri n g o f P r ot e c t i o n +1

Ri n g o f P r ot e c t i o n +2

C l o a k

of D i s p l a c e me n t

S h i e l d +1

S h i e l d +2

S h i e l d +1

S hi e l d +1

Throd

Catacombs ( #9)

G a r g a t h

( #7)

Tomb of

Si r

D a r g a a r d

( #8)

Templ e

of

D ue r g h a s t ( # 1 1 )

K e r n e n B a s e ( #8)

Throd

Catac ombs

( #6)

S a nc t i o n

C i t y

( #1 9 )

Throd

Catac ombs ( #1 1 )

Templ e

of

Duerghast

( #7)

Templ e

of

Duerghast( 17)

T h r o d ( #9 )

Templ e

of

Duerghast ( #11)

K er n e n B a se ( #8 )

N e r a k a P r i s o n ( # 21 )

S t r e n g t h

Ga u n t l e t s of

O g r e

Power

Ga u n t l e t s of O g r e Power

10

Arr ows

+1

A

RandomMagi c

I t e m

Two

Random

Magi c I t e ms

Two

Random

Magi c

I t e ms

TwoRandom

Magi c I t e ms

Two

RandomMagi c

I t e ms

Two

Random

Magi c

I t e ms

T h r e e Random

Magi c

I t e ms

Tomb

of

Si r

D a r g a a r d ( #8)

G a r g a t h

( #7)

Kemen

B a s e ( #3)

T h ro t l

Templ e

( #9)

S a nc t i o n C i t y ( #14)

N e r a k a P r i s o n ( # 2 1)

Second

C i t a d e l

( #10)

Templ e of

H u e r z y d ( #9)

Templ e of

H u e r z y d

( #1 1 )

Templ e

of

Huerzyd(#13)

Templ e of

H u e r z y d ( #17)

J ournal

E nt r i e s :

True or F al s e l

Below s

a

i st

of al l j our nal

entr i es

t hat

are t rue:

3 , 4 , 7, 9, 10, 12 , 13(map),

16, 18 , 19,

22,

23(map),

24, 28, 29, 32,

35,

36,

37, 38,

42,

43, 45(map), 47, 48,

49,

50, 51, 52, 53, 56, 57, 59, 60, 61, 62,

63(map),

64, 67, 69, 71, 72(map), 73,

84,

60

Weapons

74, 76,

77,

79,

81

( map) ,

82,

F l a i l +1

T h r o t l

Templ e

( #5)

86(map), 87, 88

Hoopak +2

T h r o t l

Catac ombs

(#6)

Longsword

+1/+4

vs . R ep t i l e s

G a r g a t h

Keep ( #1 3 )

Two- Handed

Sword

( C u r s e d

B e r s e r k e r )

G a r g a t h

Keep ( #1 3 )

Longsword +2

Tomb

of

Si r

D a r g a a r d ( #8)

Longsword

( C u r s e d B e r s e r k e r )

Tomb

of

Si r

D a r g a a r d ( #20)

Longsword

+3

Templ e

of

D u e r g h a s t

( # 1 1 )

Where

t o f i n d t hem

Mace

+2

T e mp l e of

Wand

of

I c e Storm

T h r o t l

Duerghast ( #11)

Catacombs

( #6)

Magi c-User S c r o l l s

(RedRobes)

:

Two- Handed

Swor d

+3

Duerghast ( #17)

Wand

of F i r e b a l l s

J e l e k

( # 1 4 )

One

s c r o l l wi t h t h r ee s pe l l s

T h r o t l ( #1 4 )

Two- Handed

Swor d +2 Ke r n e n B a s e ( #3)

N ec k l a c e

of M s si l es S a nc t i o n

C i t y

( #19)

One

s c r o l l

w i t h

t h r e e

s p e l l s

S o u t h e r n

Longsword

+2

N e r a k a

P r i s o n ( # 2 1)

Wand of L i g h t n i n g D u e r g h a s t

( #17)

Outpost

( 1 2 1 )

Longsword +1

K er n e n B as e

( #8)

Wand of

P a r a l y s i s D ue r g h a s t ( # 1 7 )

One s c r o l l

w i t h

t h r e e s p e l l s

Templ e of

F o o t m a n' s

Dr a g o n l a n c e +5 T e mp l e of

Mscel l aneousand

Random

Huerzyd ( #3 )

Due

r g h a s t ( # 7 )

One s c r o l l

w i t h

t h r e e

s p e l l s

Ga r g a t h K e e p ( #1 0 ) Mace

of

D i s r u p t i o n

S o u t h e r n P er i a pt o f P r o o f vs . P o i s o n

J e l e k

( #1 4 )

O u t p o s t ( #1 3 )

G r dl e of F ro st G ant