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Curse of the Azure Bonds other

Curse of the Azure Bonds Adventure Journal

INTRODUCTION -- or -- What Are We Doing in Tilverton, Anyway?

JOURNAL ENTRY 1

I am beginning a new journal.  My old journal is gone, along with all
of the party's equipment.  I write here to try to make some sense out
of our spotty memories.

We had all agreed to come south to Tilverton to seek the lost
princess, Nacacia of Cormyr.  Tilverton is on the border between the
Dalelands and Cormyr, and was the last place the princess had been
spotted.

Rumor was that King Azoun's youngest daughter, the Princess Nacacia,
ran away from the royal household of Cormyr almost a year ago.  She
fled an arranged marriage and ran off with a cleric from Tilverton
named Gharri of Gond.  The latest word was the Nacacia and Gharri had
a falling out and that she was seen near Tilverton recently.  The king
had a large reward out for Nacacia's return.  A smart group of
adventurers like ourselves could make some powerful friends if they
found the princess and returned her to the king.

Somewhere along the road to Tilverton we were attacked.  The brigands
must have been invisible, because some of our party went down before
we knew what was going on.  I vaguely remember dark faces in
evil-looking helmets firing crossbows into our midst.  The crossbow
hits were not fatal, but every hit seemed to drop its target.  I
remember getting hit in the arm.  The wound blazed like fire.  My head
swam.  Just before I blacked out, I thought that this was a bad end
for such experienced adventurers.

Now we awake in Tilverton with our wounds healed.  Our equipment is
gone, but we have found a stash of coins.  One of our first priorities
must be to buy new equipment.

I overheard a servant mention the date, but I m not sure I believe it.
If the servant speaks true, it is almost a month since the ambush.
Almost anything could have happened in that time.

It seems that almost anything did.  Each of us awoke with five azure
blue symbols imprinted on our sword arm.  The symbols are not tattoos;
they seem to exist below the skin.  They occasionally feel like they
re moving.



THE AZURE BONDS
We have devised a plan of attack.  Our spell-casters will prepare
their spells.  We will purchase some new arms and armor.  Then we are
going out into Tilverton and find out what is going on.  Someone must
know.  And I don't care if we have to roust every sage, priest, and
bartender in this town to find out.

These are some random printed notes I have collected.  Their
information may be important on our journey

IMPORTANT DALELANDS GEOGRAPHIC REFERENCES

The area shown on the map stretches from Tilverton in the southwest to
Phlan in the northeast.  It includes the center of the Elven Court,
the western shores of the Moonsea, and several of the dales
surrounding the Elven Court.  The area is sparsely populated, with
major concentrations in the cities and towns and farms covering the
intervening dales.  Each location on the map is described below.

Cormyr is a large civilized nation the south and west of the
Dalelands.  The forces of Cormyr have extended their northern border
by annexing the city of Tilverton.  Cormyr has no known plans to
continue its expansion towards the Dalelands.

Dagger Falls is a farming community on the River Tesh and the largest
settlement in Daggerdale.  The inhabitants of Dagger Falls dislike
outsiders of any kind.  They fear the expansion of Zhentil Keep may
destroy their independence.

The Dalelands include the fertile areas surrounding the vast Elven
Court.  There are many dales around the Count, including: Shadowdale,
Mistedale, Battledale, and Daggerdale.

The Elven Court is a vast forest that was the center of elven
civilization in the areas near the Moonsea.  When the elves left is
The Retreat, the elven court was left empty.  Without the elves to
control them, evil creatures have begun to multiply deep within the
forests.  Some fear that these creatures will become a threat to the
surrounding Dalelands.

Essembra is the trading center for Battledale.  Battledale has seen
many conflicts, many bitter enemies Rnd it convenient to hold their
wars in Battledale, rather than risk ravishing their own lands.
Battledale has lost some of its former power with the retreat of the
elves.

Hillsfar was formerly the major trading center between the Elves of
the Elven Court and the Humans of the Moonsea reaches.  With the
retreat of the elves, Hillsfar has been taken over by a ruthless
dictator.  He has expanded the Red Plume mercenaries and is engaged in
a successful military campaign against Zhentil Keep in the ruins of
Yulash.

Mistledale is a quiet farming community.  Its largest town is
Ashabenford, where the River Ashaba crosses the road from Hillsfar to
Tilverton.

Myth Drannor was a huge ancient city of elves at the center of the
Elven Court.  When the elves left the Elven Court, the city was left
deserted.  Evil creatures, drawn by the elven places of power, quickly
rushed into the city and turned it into a foreboding ruin.

Shadowdale is the name of both a town and its surrounding area located
where the River Ashaba crosses the road from Tilverton to Voonlar.
Shadowdale is a haven for adventurers and happily opens its arms to
the power, protection, and riches that successful adventurers bring.
Shadowdale is also home to the famous sage Elminster.

The Standing Stone is a large marker commemorating the signing of the
agreement whereby the elves allowed humans to settle the Dalelands.
The marker is also the closest marker to the ruined city of Myth
Drannor.

Teshwave is a medium-sized city that has been recently occupied by the
forces of Zhentil Keep.  So far the occupation has been a calm affair
and the forces of Zhentil Keep think that the people of Teshwave have
been cowed.

Tilverton is a small city on the southwestern border of the kingdom of
Cormyr near the Dalelands.  Tilverton was recently taken over by the
Cormyr Protection forces and is currently occupied by the 7th
Division.  However, the occupation is going peacefully, and the people
of Tilverton actually seem relieved to be under the protection of the
kingdom of Cormyr.

Voonlar is an evil city which has allied with Zhentil Keep.  Troops
from Voonlar have attempted to invade Shadowdale many times, but have
always been turned back.

Yulash is a ruined city that sits on the only trade route from Zhentil
Keep to the civilized southlands.  The city is currently controlled by
the Red Plume mercenaries of Hillsfar after a bitter struggle with the
forces of Zhentil Keep.  Both sides are preparing themselves for
another round of battle.

Zhentil Keep is a major city politically controlled by the evil
Zhentrim.  The city has been expanding its influence both west and
south and many fear any further expansion of its power.


IMPORTANT DALELAND'S
POWER GROUPS

The Army of Zhentil Keep is not so much a tool of the city state, as
it is a tool of the evil group, the Zhentrim.  The army has recently
taken the city of Teshwave, patrols the route to Voonlar, and is
fighting with the army of Hillsfar over the ruins of Yulash.  The army
of Zhentil Keep excels in the close cooperation of fighters, mages,
and clerics.  It also employs Terror Teams of intermediate level
clerics, mages, and fighter to sneak behind enemy lines and wreak
havoc.

The Cultists of Moander worship a dark, evil god whose power was
centered in Yulash.  Long ago, the elves of the Elven Court banished
Moander to another plane and barred much of his power from the realms.
Since then, Moander worship has been reduced to a few fanatic
cultists.  These cultists were central in creating the first azure
bonds and temporarily brought Moander back into the realms.  But,
Moander was rebanished after a vicious magical combat over Westgate.
After Moander's rebanishment, his remaining cultists faithfully began
yet another plot to return their master to the realms.  Moander's
symbol is a black hand with a mouth in its palm.

Elminster the Sage is the most famous resident of Shadowdale.  He is a
powerful magic-user of indeterminate age.  Elminster no longer tutors
or works for hire, but he investigates items and issues of great
import to the safety of the realms.

The Fire Knives, also known as the Flame Knives, are an organization
of thieves and assassins that formerly flourished throughout Cormyr.
King Azoun IV of Cormyr drove the Fire Knives from their comfortable
niche, and they have been unable to find a new home ever since.

The Fire Knives have sworn to assassinate King Azoun IV and joined the
first bonding project as a means to that end.  After the fiasco of the
first bonding project, the remains of the Fire Knives have moved into
the outer edges of the country of Cormyr.  They are rumored to be
engaged in another plot against the king.  The symbol of the Fire
Knives is a dagger surrounded by flame.

The Harpers are a secretive group consisting mostly of high level
bards and rangers.  The overall aims of the Harpers are a mystery, but
they are known to support good causes, and to oppose evil groups such
as the Zhentrim.  The Harpers mostly work behind the scenes, applying
as little force as necessary to unravel the plots of evil.

The Knights of Myth Drannor guard the realms from the tremendous
powers and unending perils of the ruins of Myth Drannor.  They keep
the unspeakable monsters inside the city from escaping.  They also
keep naive adventurers from entering the city and getting hurt.

The Red Plumes of Hillsfar is the generic name for all troops fighting
for the city of Hillsfar.  The city hires mercenaries of many
companies.  These companies all fight under the banner of the Red
Plumes.  Recently, the Red Plumes have expanded greatly.  They have
just taken control of the ruins of Yulash from the army of Zhentil
Keep.

The Red Wizards of Thay are the powerful, paranoid spell-casters who
rule the kingdom of Thay.  Thay is an evil kingdom, far to the east of
the Dalelands.  The Red Wizards gain influence in Thay by showing up
their fellow wizards, by gaining magical or political power, or by
causing great strife among the enemies of Thay.  As far as the Red
Wizards are concerned, the enemies of Thay include everyone else in
the realms.  Each Red Wizard has his own symbol.

The Royal Family of Cormyr rules the Kingdom of Cormyr.  The royal
family is headed by King Azoun IV, a powerful warrior and a just king.
Azoun's advisor, and former tutor, is Vangerdahast a powerful
Magic-User.  One of Azoun's daughters, the princess Nacacia,
disappeared almost one year ago.  It is rumored that Nacacia fled the
royal family with a priest named Gharri of Gond, a member of the
temple of Gond in Tilverton.  The King has put out a large reward for
the return of the Princess.  It is rumored that he is personally
searching for Nacacia incognito.

Tyranthraxus is an evil spirit who flourished until recently in and
around the ruined city of Phlan.  He controlled Phlan with legions of
humanoid monsters, and hoped to make it a base for the conquest of the
Moonsea reaches.  He was reported to draw power from a gateway between
the planes called the Pool of Radiance.  His main power was the
ability to possess powerful creatures and escape even after the
creatures body had died.  A band of adventurers freed Phlan and
defeated Tyranthraxus just in the last year.  His spirit was sucked
back through the Pool of Radiance and the pool dried up.

The Worshippers of Bane are centered on the Moonsea, but its influence
spreads throughout the realms.  Bane is the evil god of strife,
hatred, and tyranny.  The largest temple of Bane is The Black Lord's
Altar in Mulmaster.  The second largest temple is The Dark Shrine in
Zhentil Keep.  Bane's symbol is a black left hand on a field of red.

A DALELARDS BESTIARY

This is a list of some of the monsters found in and around the
Dalelands and the western shores of the Moonsea.  Most monsters can
strike fear into the hearts of men, but some are more powerful than
others.

The monster's reputation is reflected in its monster level, listed as
a Roman numeral after its name.  Level I monsters are less powerful
than a well-equipped beginning fighter.  A Level X monster may be more
powerful than several heroes.  The power of the monsters raises
substantially between level VI and level VII.

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

Beholder (X): These powerful spherical monsters have ten eye stalks,
each with a deadly attack.  A Beholder's attacks are most deadly at
short range.  Their powerful central eye can negate spells.  Beholders
are among the most powerful creatures in the realms.

Black Dragon (VII): These powerful dragons breathe streams of acid and
have powerful claw and bite attacks.

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

Crocodile (III): Large reptilian animals with powerful jaws.

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

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

Dog (II): These faithful servants of man are often trained to be
vicious fighters.

Dracolich (X): A reported creation of the 'Cult of the Dragon', a
Dracolich is a powerful undead dragon.  It has powers from both types
of creatures.  A dracolich's attacks include a breath weapon and a
paralyzing touch.

Efreeti (VII): These large powerful creatures are from the Elemental
Plane of Fire.  They are very arrogant and will only serve a powerful
master.

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

Gas Spore (II): These floating spheres resemble Beholders, but are
actually benign.  If a Gas Spore is attacked it can explode.

Giant Slug (VII): These giant creatures can spit a very powerful acid
and are resistant to blunt weapon attacks.

Giant Spider (V): These giant creatures have a poisonous bite.

Grimn (VI): These winged beasts have large claws and a razor-sharp
beak.

Hell Hound (VI): These other-planar creatures resemble wolves, but
they can breathe fire and detect invisible enemies.

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

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

Manticore (VI): These are a winged beast that can fire volleys of
spikes from its tail.  Each spike hits as hard a crossbow bolt.

Margoyle (V): These stony monsters are immune to normal weapons and
can attack many times with their sharp claws and spikes.

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

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

Monkey (II): These beasts are sometimes trained to execute specialized
tasks by thieves.

Neo-Otyugh (VIl): This is a more powerful form of Otyugh.  These
disgusting scavengers have several vicious attacks and a heavily
armored

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

Otyugh (VI): These scavengers have long tentacles that they use to
scoop trash into their cavernous mouths.

Owl Bear (V): These large creatures have razor-sharp beaks.  They can
grab and hug targets for great damage.

Phase Spider (VI): These are giant, poisonous spiders with the ability
to phase in and out of this dimension.  They are "phased in" until
they attack and are "phased out" afterwards.

Rakshasa (VII): These evil spirits use illusion and false civility to
take their prey off guard.  Once combat is joined, Rakshasa are
powerful fighter/magic-users and are immune to much magic.  They have
been slain by a blessed bolt from a cross bow.

Salamander (VII): These fiery creatures prefer temperatures of 300
degrees or above and use super-heated metal weapons.

Shambling Mound (VII): These huge creatures resemble animated piles of
moss and slime.  They attack with their club-like arms and can smother
opponents in their slime.  Their slimy forms are immune to fire and
strengthened by lightning bolts.

Storm Giant (IX): These are the most powerful and respected of the
true giants.  They are intelligent, physically imposing, and highly
magical.  They throw powerful bolts of lightning.

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

Troll (VI): These are large, strong, ugly humanoids.  They know no
fear and can regenerate wounds.  They cannot regenerate wounds caused
by fire.

Vegepygmie (III-IV): These semi-intelligent animated plants come in
various sizes and often use simple weapons.

Worg (IV): These are evil natured, semiintelligent wolves.  They often
cooperate with other creatures in packs.

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


A SliORT lilSTORY OF TllE DALELAIYDS Al'ID THE ELYEI'l COURT

One thousand three hundred and fifty seven years ago, humans moving
north encountered the Elven Court, a huge outcropping of forest just
south of the Moonsea.  These humans sought and received permission
from the elven rulers to settle the dales around the forest.  The
Standing Stone was erected to commemorate the occasion.

Out of the agreement, the various human settlements of the Dalelands
were born.  These settlements included Shadowdale, Mistledale,
Daggerdale, and Battledale.  The settlements grew around their
population centers: Shadowdale, Ashabenford, Dagger Falls, and
Essembra.

South and East of the Elven Court lay the human kingdom of Sembia.
The Sembians cut at the forest to make planks for their ships.  The
elves put a stop to this by crushing the Sembians at the battle of
Singing Arrows, 473 years ago.  The elves and humans then made an
agreement that allowed the humans to push a road from Sembia, past the
standing stone, to the Moonsea.  Where the road met the Moonsea the
city of Hillsfar grew.

South and West of the Elven Court lay the human Kingdom of Cormyr.
The forces of Cormyr have recently taken over the border town of
Tilverton, but any further expansion is hindered by the southern tip
of the Desertsmouth Mountains.  Shadow Gap and Tilver's Gap lead
through the mountains, but the king of Cormyr has not yet risked his
armies through the treacherous mountain passes.

Around the Moonsea, Hillsfar and other cities prospered.  Zhentil Keep
rose to power, fell from grace, and rose again under the power of the
Zhentrim.  Phlan rose to prominence, was devastated by a blight,
ruined by the dragon flight, and then rescued from permanent
enslavement by a band of adventurers.

North of the Elven Court, cities outside the Dalelands arose.  Yulash
prospered as the center of the worship of Moander, until the elves
banished Moander from the realms.  Teshwave grew as a river town,
until it was occupied by the forces of Zhentil Keep.  Voonlar grew on
the edge of the Elven Court, and continued to grow even though its
attacks toward Shadowdale were repulsed again and again.  All around
the Elven Court humans bustled about, building towns, clearing the
wild, and remaking the land in their own image.

But, the battle of Singing ~..  Arrows and the road from Sembia to
Hillsfar started a great debate among the elves.  Could elves and
humans live side by side, or was human expansion a threat to the
lifestyle of the Elven Court? For hundreds of years the elves secretly
debated among themselves.  Scant years ago they made their decision.
The elves began The Retreat.

The Retreat caught the humans around the Elven Court by surprise.
Almost overnight, the inhabitants of the court and the magnificent
city of Myth Drannor seemed to disappear.  Once the elves decided to
leave, they left swiftly.  Some elves living in the communities
outside the Elven Court left, but others stayed in their new homes.

The Retreat left a huge area empty.  Evil forces quickly took
advantage of the power vacuum.  The bright elven forests quickly
became dark and foreboding.  The

llelm of Dragons

fabled city of Myth Drannor fell into ruins and was overrun by evil
creatures.  And the road from Sembia to Hillsfar was no longer a safe
trek for fat merchants, but a dangerous gauntlet for the adventurous
traveler.

After the retreat came the Flight of the Dragons.  Hundreds of dragons
flew out of the north to devastate cities and towns all around the
Dalelands.  The dragons were driven off or destroyed, but at
tremendous cost.  The port in Hillsfar was closed for weeks by the
huge body of a fallen dragon.  The battle between the witch Sylune and
a giant dragon left nothing but a crater of one corner of Shadowdale.
But, the flight ended as swiftly as it had come.  Once the dragons
were gone, the settlements picked up the pieces and went on with their
lives.

By now, the inhabitants of the Dalelands have gotten used to the
absence of the elves after The Retreat, and the damage from the Flight
of the Dragons is old news.  They look toward the future where another
harvest ripens in the fields, battles between armies rage, and
children grow up dreaming of becoming adventurers.


A BARD'S NOTES ON PHLAN AND THE POOL OF RADIANCE

The City of Phlan had risen to prominence, and then fell beneath an
overwhelming tide of evil monsters.  The ruined city was controlled by
a powerful entity, known only as The Boss .

While The Boss looked outward toward even greater conquests, human
settlers landed and created a foothold on the edge of Phlan.
Adventurers flocked to the city in hopes of claiming a portion of the
Phlan's fabled wealth.

The battle to cleanse Phlan was an epic struggle.  First, adventurers
cleared the city, block by block.  Then they found and defeated the
concentrations of evil monsters and men in the wilderness around the
city.  Finally, adventurers assaulted the castle where the evil leader
held sway.

When the adventurers finally battled their way into the deepest
chamber of the castle, they discovered that the infamous Boss of Phlan
was an evil spirit named Tyranthraxus the Flamed One.  Tyranthraxus
had possessed the body of a great bronze dragon and had transported
the mystical Pool of Radiance into his lair.  The pool was an
extra-dimensional portal which game Tyranthraxus access to information
and power from beings on other planes.

Tyranthraxus used his power to augment the dragon's already fearsome
combat capabilities.  He was also protected by a squad of powerful
fighters with magical arms and armor.  The adventurers triumphed over
Tyranthraxus and his minions only after the most heroic of combats.

When Tyranthraxus was defeated he did not die.  His naked spirit rose
from the body of the dragon and was drawn back through the Pool of
Radiance.  The pool drained away and the power of Tyranthraxus was
broken.  Phlan was free.

Like most heroes, however, the adventurers who freed Phlan did not
stay around.  It is known that they took a boat from Phlan to the City
of Hillsfar across the Moonsea.  From there it is rumored that they
traveled south and west in search of further adventure.



AMULET OF LATHANDER

JOURNAL ENTRIES

These entries include items which adventurers might copy or file in
their journal as they travel.  During the game these entries are
referred to by number.  When the game refers to a Journal Entry, read
the specific entry and place a checkmark in the box to keep track of
which entries have come up in the game.  Do no read ahead to other
Journal Entries; some tales are false, and may lead your adventurers
astray.

JOURNAL ENTRY 2
The assembled dragons glare down upon the party, three ancient dragons
of each color: red, green, blue, black and white.  In a booming voice
you hear one say, Mortals, you have chosen a very bad time to confront
us.  Flee for your miserable lives now, and we shall consider letting
you live.  As you consider their magnanimous offer, you hear a great
beating of wings.  Several dragons quickly push you to the rear,
trying to hide you from view.  The rest bow their heads in
supplication.  The gigantic queen of evil dragons lands amidst the
assembled throng.  Her five heads scan the gathering -- Tiamat has
arrived.

JOURNAL ENTRY 3
I'm afraid that I know all too well what those bonds signify.  I was
bonded once as well.

The story began when a Master Harper wanted to make sure that his work
would be preserved in pristine form.  He was revolted at the thought
of his songs and stories being corrupted and changed over time, as all
performing arts eventually are.  He attempted an experiment to create
a kind of flesh golem, a simulacrum of a human being, that would be an
immortal vessel for all of his work.  In this way he hoped to cheat
the effect of time.

Unfortunately, the Master Bard made a mistake during the creation of
the vessel and one of his assistants was killed.  When the Conclave of
Harpers found out about the experiment, and the reasons behind it,
they were appalled.  The Conclave stripped the Master Bard of his
powers, his magical objects, and his name.  They wiped his songs and
stories from the collective memories of the entire Realm.  It was as
if he had never existed.  Then, they trapped him in a pocket
dimension, and left him there.  The Conclave thought the now nameless
bard was effectively banished.

However, a powerful group of magicians and monsters re-created some of
the nameless bard's experiment.  They tracked the nameless one to his
dimensional prison and offered to help him build his vessel.  In
exchange, the group would have a hand in defining the vessel s
instructions .  The nameless bard's obsession with his work blinded
him to the evil intent of the group.  He agreed to build another
vessel.

I was the result of their efforts.  In order to bring me to true life,
they needed to sacrifice a being of truth and goodness.  The deamon
Phalse kidnapped my companion, Dragonbait, from another dimension.
Dragonbait is a Saurian; he is the other-worldly equivalent of a
Paladin.

However, with the aid of the nameless bard, Dragonbait was able to
thwart the evil ones by gifting me with a portion of his spirit.  The
nameless one sacrificed himself and engineered Dragonbait's and my
escape from the evil ones.

After our escape I woke up in a strange place, with manufactured
memories and symbols such as yours on my arm.  Don't worry.  My bonds
are gone, and I am now fully my own person.

In order to remove my symbols, I had to overcome the compulsion of the
bonds.  Each bond is like a magical geas put on you by the person or
group represented by the symbol.

Your only hope is to destroy the person or group that was involved in
creating your bonds.  I see the mouth in hand symbol of Moander on
your arm.  Perhaps we can cooperate.

I am here because of the rumors that Moander is threatening to return
again.  The cultists of Moander were some of the evil ones involved in
my bonding.  Since you are here and carry his bond, I assume that he
has managed to gather enough power to attempt his return.

I know that the new altar of Moander is somewhere in this ruined
temple.  This is his original holy place on our Plane.  Let Dragonbait
and I help you.  We have battled this evil before.


JOURNAL ENTRY 4

JOURNAL ENTRY 5
We Rakshasa are very fond of gambling.  I have been having a streak of
bad luck and gone through most of my possessions.  Recently, I
discovered that Birsheya had been cheating in those games.  However,
the Clan Lord will not act without proof.  Birsheya guards the clan
storehouse and I know that there is evidence hidden there.  If you
help me break in, you may select whatever you want the storehouse.  I
just want the proof of Birsheya's cheating.

JOURNAL ENTRY 6
The statue in my wheelbarrow was my son.  We were west of Teshwave
when we spotted Beholder.  We ran and hid, but my son was not quick
enough.  I have been begging for money to heal him since then.  Could
you help?

JOURNAL ENTRY 7
I am Fzoul Chembryl, high lord of the Dark Shrine.  My precious mages,
as you call them, have allowed me to follow your minion.  Dexam, you
overstep your authority.  My mark is on these people, and the
Imperceptor will know of my work in due time.

It is I who work for the greater glory of Bane.  The powers granted us
by Bane, combined with the power of the secular magic-users, will
bring about a Banite Hegemony in the Realms, and these bonded tools
are central to the consolidation of our power.  With them I hope to be
able to control and avoid the traps set in magical items by the lawful
and the good.  The bonded ones are under my control and authority and
will remain so for as long as I live.


JOURNAL ENTRY 8


JOURNAL ENTRY 9

JOURNAL ENTRY 10
I have been laughed at and abused since I first came to Phlan, but now
my true genius shall be seen.  In the caverns beneath us are the
nucleus of my fanatical army.  In the river are my dragon navy and
soon the gargoyles shall arrive to control the air.  I shall let you
live long enough to see my victory over the Flamed One.  Then you
shall be sacrificed to my greater glory.  He laughs maniacally as you
are led away.

JOURNAL ENTRY 11
Your arrival is well timed.  We expect the king to fall into our
backup trap.  It is unfortunate that you attacked the wrong target.
But let me introduce the man you tried to kill.  He gestures over to
two prisoners, tied up against the wall.  One is a thin bearded man
and the other is a young woman with a tattered purple sash.

The man you tried to kill is Giogi Wyvernspur, an excellent mimic.
Turning to Giogi, Perhaps you could give us another rendition of the
king's voice.  Giogi looks at you and blanches.

Also, let me introduce the woman who made the king's arrival possible
-- Princess Nacacia.

At this point, the princess slips her bond, sweeps up a handy club and
brains the leader.  Quick, she yells dispose of his guards before the
leader can evoke your bonds!

JOURNAL ENTRY 12
Dimswart says, My name is Dimswart the Sage.  I am happy to meet you,
though I wish it were under better circumstances.

I knew some other people who had bonds similar to yours and have spent
some time studying them.  I see that some of the symbols are missing,
however, I would suppose that originally there were five.
Essentially, the symbols are power signs of five powerful factions
that have banded together.

Needless to say, they are all extremely evil.  Their common purpose is
to enhance their collective power.  However, if this bonding follows
the previous pattern -- and with Moander and the Fire Knives involved
I have little doubt that it will -- each of the evil powers has its
own use for you, to the detriment of the others.  That is your
greatest advantage.

I have personal knowledge of one of your bonds.  The hand with a mouth
is the symbol of Moander.  His aspect was destroyed the last time he
tried to enter this plane.  It's probable that Mogion, his surviving
High Priestess, has placed the symbol on you as a part of her attempt
to bring him back.

I know little more than the identity and some rumors about the other
symbols.  The Z encased in a circle on a triangular field is the
symbol of the Zhentrim, our hosts, I m afraid.  It is said that they
have a great hoard of lawful good weapons and magical items hidden
somewhere.  I was attempting to find out where it is when I was
captured.  I have determined that the hoard is not at Zhentil Keep.
It is rumored that Fzoul Chembryl, the leader of the Zhentrim, is
attempting to bring persons of good alignment under his power so that
he can use these devices.

The half moon with three bars is the sign of Dracandros.  He is a
mighty Red Wizard of Thay, but he has been banished for having an
overweening ambition untempered with any sense of tact or timing.  It
is said he has an obsession with dragons, hence his name.  His symbol
also resembles that of

Elminster of Shadowdale.  Dracandros obviously hopes that he can be as
powerful as Elminster some day.

Finally, the claws of flame are the symbol of Tyranthraxus, the flamed
one.  I thought that it would take him much longer to recover after
the recent events in Phlan.  His is the greatest threat, as his
ambition is the domination of the entire Prime Material Plane, and he
controls the Pool of Radiance, which must still exist if he is back.

To finish off Tyranthraxus, you will need three magical artifacts.  I
know that they have been distributed amongst three of the powers that
have bonded you.  One of the artifacts, the Amulet of Lythander, is
somewhere here in Zhentil Keep.  Dracandros has the Helm of Dragons
near Haptooth, and Mogion controls the Gauntlet of Moander at Yulash.
None of these items are of any use except when they are in the
vicinity of the Pool of Radiance.  Unfortunately, I don't know how
their magic works.

I m afraid I won't be of much use to you in terms of fighting power.
However, I have been adventuring before and know how to stay out of
the way.

JOURNAL ENTRY 13
It has been deemed necessary to call upon the Mulmaster Beholder Corps
to counter the dragons now infesting the River Tesh.  Because of the
corps destructive impulses, all Zhentrim operative between Teshwave
and Dagger Falls are ordered to withdraw from the area.  No benefits
will be paid to the widows and orphans of those who ignore this order.

JOURNAL ENTRY 14
The man with no name begins to glow and change.  His features become
evil and calculating.  Nameless opposed me as you do, the man-form
says.  Now his shell protects my fiery essence.  The time has come,
bow to your new master -- bow down Tyranthraxus! As he laughs, the
bonds on your arms glow brightly.  You feel your knees bend as you bow
down before him.

JOURNAL ENTRY 15
There, Great Ones, you can see that they are part of Elminster's plot
to destroy all dragonkind in retaliation for the Dragonflight.  You
may have these assassins as a sign of my good faith in warning you.
You can see on their arms the sign of Tyranthraxus, the enslaver of
dragons.  This sign marks them as the servants of the enslaver, as
well as pawns of Elminster!

One dragon, however, says, You have not convinced me.  I see the
glowing bonds on these mortals.  I have heard that similar bonds were
used to control a warrior that attacked Mistinarperadnacles Hai Draco.
I think you control these mortals with their glowing bonds.  Free them
and then we may judge their actions.

Dracandros says, But if I free them, they will attack you!

The Dragon says, The few of them...against the many of us! We are not
afraid.  Or is it you who are afraid of them?

You should not be.  For if you lie, you should be afraid of me! With
that, a drop of smoking acid escapes from the dragon's mouth past his
evil, toothy grin! Dracandros recoils from the dragon and turns to the
party.  He speaks a meaningless phrase and his symbol slowly
disappears.  The party is free of another bond.

JOURNAL ENTRY 16
The creatures of the deeper caverns have begun to awake.  In deference
to me, they have made a present of a great artifact.  It is one of the
three needed to slay the Flamed One permanently.  He betrayed me back
in Phlan, but now I shall gain revenge.  As soon as we have disposed
of the Zhentrim we can turn our attention to Myth Drannor and my
enemy.


JOURNAL ENTRY 17

JOURNAL ENTRY 18
That bond you wear -- the one with the cresent moon -- bears a very
close similarity to Elminster's symbol.  Now, Elminster is not the
type of man to take kindly to someone claiming that they'd been bonded
by him.  So if I were you, I'd slip out of Shadowdale and sail down to
Ashabenford.  Then I'd work my way south until I found a certain red
wizard's tower.  After that I'd get him to remove the bond.  Or you
could hang around here and get turned into a newt by Elminster.

JOURNAL ENTRY 19
As the cleric casts the spell, the bonds begin to glow brightly.  Arcs
of blue flame shoot out from them and strike about the room.  The
characters begin to writhe in extreme pain.  The cleric ceases the
spell, "These bonds fight my powers, removing them is beyond me.  I
wish you better luck.  Go with Gond."


JOURNAL ENTRY 20

JOURNAL ENTRY 21
Alaterian,

Hey, you may be my brother, but if I don't get that 300 gold pieces
you owe me, I m gonna come after you with a bastard sword.  I don't
care if you are a member of the Black Network.  They can't watch you
all the time.  I've still got a few tricks of my own that I can use on
a slime-ridden otyugh like you.  Otherwise, Mom and Dad are fine.  Sis
is getting too big for her britches.  I may head down to the village
of Hap to look into rumors of a gathering of Black Dragons.

When are you coming back to Essembra? Your wife Lilian wants to know.
By the way, I ll take her instead of the money.

Your loving brother,
Myrixelets

JOURNAL ENTRY 22
I don't know why you re crazy enough to want to go down the Pit of
Moander, but I can give you free passage through the city.  I can
guarantee that Red Plumes not molest you, but this is still a city
under siege and I can't be nurse-maiding you around.  It has been
reported that Zhentil Keep has sent some terror teams to annoy us.
Some shambling mounds have also been spotted somewhere to the east.

Here's a map to the Pit and the locations of our checkpoints (see
Journal Entry 52).  You are welcome to rest in the barracks and eat in
the trooper mess.  I ve indicated them on the map as well.  Oh, be
careful; the walls and pavement in Yulash have endured some great
strains recently; I can't vouch for their stability in most areas of
the city.

JOURNAL ENTRY 23
OK, here's the scoop.  Ya got yer condemned prisoners, them's as
admitted they was guilty.  They has to fight the monsters without no
weapons -- we give ya three to one if ya choose the prisoners,
straight even if ya choose the monsters.  On the other hand, ya got
yer accused criminals, them's as said they was not guilt; they gets ta
keep their weapons as they're fighting to see if Bane will judge them
as worthy.  We give ya two to one on either side.  Just set yerself
and pays yer money.  Only need one platinum piece to play.

JOURNAL ENTRY 24
The letter reads, Hail Harper's Friend, we must warn you that
Dracandros of Thay seeks to use you against dragonkind.  To protect
yourself you should seek a deadly blade that he has secreted in the
caves below his tower.  Still, avoid the dragons if possible; they are
quite deadly.  The letter is unsigned.

JOURNAL ENTRY 25
We spirits of Myth Drannor have grown weak over the centuries.  We can
now do little but observe.  We ask for your help.  In return let me
reveal to you a secret power of the Thri-kreen.  Within this building
is a glowing red web.  If you speak the word Krrkik while standing
before it, then walk into it, you will gain great strength.  I have
seen many of the Thri-kreen do this.

JOURNAL ENTRY 26
The men had been paralyzed by a spell cast by an invading cleric.  He
was after the prisoners held in the leader's room to the south.
Luckily he had finally been overcome in this room.

JOURNAL ENTRY 27
The wounded men moan in terror about a hammer wielding maniac and a
room suddenly filled with flashing blades.  They hope the leaders two
prisoners are worth their trouble.

JOURNAL ENTRY 28
Zhentim troops that have tried to reach Dagger Falls via the River
Tesh have been consumed by a dragon lying beneath the waves.  It was
awakened by someone from Phlan who was betrayed by Zhentil Keep.  He
must still be somewhere near Dagger Falls, since the attacks have been
recent.

JOURNAL ENTRY 29
The unburned part reads, ...our ally can control flame, skim from body
to body and exhibits an array of extra-dimensional powers.  It is my
conclusion that the Flamed One can be none other than Tyran...

JOURNAL ENTRY 30
So, these are Fzoul's little secret.  Very interesting.  As the
representative of the TRUE priests of Bane, I shall deliver you to
Mulmaster and to the grand Imperceptor.

Once in Mulmaster, I will examine these bonds in my laboratory, to
your extreme discomfort, I'm afraid.  But, you may be comforted that
during the final procedure, the one that will result in your death,
the pain will not go on for more than two, or perhaps three, weeks.

Once I have uncovered the secret of these bonds, the Impercentor will
be most angry with his dear little Fzoul, and we may finally rid
ourselves of this heretic and his precious mages.

JOURNAL ENTRY 31
You were brought in by a group in red robes.  They said they'd found
you on the road, near death.  They paid for your rooms in advance, so
you can stay as long as you'd like.  You had those tattoos when you
came in, but I've never seen anything like them.  Filani the sage
could help you though.  You should go see her, two blocks north.

JOURNAL 32
You are rudely questioned by two of the guards and their commander.
For every yes answer you give one of the guards sneers knowingly and
marks it down.  For every no answer the other guard snorts and marks
it in a different ledger.  The commander writes down all of your
party's vital statistics including where you came from and your names.
Anytime you ask them about their questioning they all turn, sneer, and
the commander says, We are preparing a file on you; this is strictly
routine.

JOURNAL ENTRY 33
I am Caemir and my ancestors lived and died here in Myth Drannor.  I
have been plagued recently by evil dreams of my grandfather's tomb
being turned into a nest for foul spider things.  If you will help me
lay his spirit to rest, I will give you this bow which he made.  He
shows you an exquisitely-crafted bow that radiates powerful magic.

JOURNAL ENTRY 34
Yeah, well, watch yourself because there's lots of holes ya can't see
and walls that are about to come down and brain you.  The Red Plume's
are crawling all over the place -- and they have orders to kill any
looters they find.  You want to know where the Pit is? You re crazy.
It's in the north wall of the northeastern quadrant of the city.  That
place is enough to make you loony though.  Some Red Plumes have jumped
ship rather than go on guarding the place.  Oh, yeah.  The Plumies
have set up some checkpoints all over the city.  There's one just in
front of the Pit and one at the commander's HQ.Can we go now?

JOURNAL ENTRY 35
The letter reads, Friend, we have come upon more news for you.  To
slay the accursed Flamed One who holds the most powerful of your
bonds, you will need three items, the Helm of Dragons, the Gauntlet of
Moander and the Amulet of Lathander.  Each is held by one of those
controlling your bonds.  Without these he will be able to ignore your
most powerful attacks.  The letter is unsigned.

JOURNAL ENTRY 36
We ve been here for almost a month whipping these bugbears and wargs
into shape.  Now you've got the easy party.  We can't lead these
monsters against Dagger Falls; otherwise they would realize that the
Zhentrim were behind this.  So you take the beasties to Dagger Falls
and attack the city.  We'll have a rescue force of Zhentil Keep troops
arrive soon after and repulse your attack.  Then we'll occupy the city
as heroes and you'll be paid most handsomely.  Well, we re off the
Teshwave.  Good look.

JOURNAL ENTRY 37
This passage was used during funerals by those in the temple.  They
would transport the deceased remains from the temple to the burial
glen through the passage.  The passage comes up in a back room of the
temple.

If you try to approach the Temple on the path to the north, or through
the ruins to the east, Tyranthraxus minions will spot you and he will
be waiting.  He does not yet know about this tunnel.


JOURNAL ENTRY 38
You bear the symbol of five different organizations.  Three I
recognize, one I've never seen, and the last causes me some concern.
The flame and dagger is the symbol of the Fire Knives, a group of
assassins who last operated out of Westgate.  That group has been
destroyed, so they must have a new base of operation.  I fear I do not
know where.

The mouth in the palm is the symbol of the god Moander.  This god was
banished from the world, but he reappeared briefly as a pile of filth.
It laid waste to a section of the city of Yulash before its defeat.
The cult's color of choice is green.

The ornate Z in the triangle is the symbol of the Zhentrim, the Black
Network.  These are an evil alliance of priests, mages and thieves
operating out of Zhentil Keep.  Some say that they run Zhentil Keep.

The Flaming symbol I've never seen, so I can give you no information.
The last symbol, with the crescent moon, bears a disturbing similarity
to a powerful sage in Shadowdale.  For my own safety, I'll say no more
about it.


JOURNAL ENTRY 39

JOURNAL ENTRY 40
Because of the incursions along the River Tesh by Zhentrim forces, all
allies are ordered to gather in the caverns beneath the falls.  The
dragons should be able to hold back the beholders, but I expect
Zhentrim troops to follow up the attack.  As pay I pledge the standard
portion when we loot Teshwave, Voonlar and Zhentil Keep.  The plan is
nearly complete; come at once.

Signed,
Lord Porphyrys Cadorna

JOURNAL ENTRY 41
The paper is heavily soiled, but you can make out, ...Knives
untrustworthy, cultists unreliable, wizard insane and he seems very
dangerous.  Expect little reliability from the New Alliance,
especially over the bonded subject.  Will need to set up our own
observation team.  Per...


JOURNAL 42
The letter reads, Friend of the Harpers, we are working to provide you
with allies.  We have arranged for a rather unusual harp player to
meet you in Zhentil Keep.  In the village of Hap, the mage of Akabar
Bel Akash works to counter Dracandros.  Finally, two excellent
warriors have been sent to the Pit to aid you.  The letter is
unsigned.

JOURNAL ENTRY 43
An important man from Phlan escaped proper justice.  A traitorous
Council member, named Cadorna, was raised from the dead and has flown
to Dagger Falls.

JOURNAL ENTRY 44
I am the current leader of the Swanmays, since Kith and Belinda
disappeared on the Great Glacier.  We need someone to infiltrate the
Red Wizard's Tower, and we heard the Dracandros was looking for a
party bearing those symbols on your arms.

Dracandros has gathered all the Black Dragons in the area to his
tower.  We need to get a special piece of one of them.  If you accept
our mark you will be eligible for a share of our reward.  I have
influence with several families that are guarding these caves, so I
can get you to the tower.  Once there, we would be most happy if you
could get us a part of a dragon's heart, or at least get them to leave
the tower.

JOURNAL ENTRY 45
The centaurs recently had a brush with spiders and Thri-kreen.  These
monsters were heading north, apparently on a treasure hunting
expedition.  They were probably headed for Myth Drannor.  The
Thri-kreen can avoid arrows and their phase spiders are unhittable
after they strike.

JOURNAL ENTRY 46
Most Respected Mogion of Moander,
The Red Wizard Dracandros has provided a magical sending to me,
altering me that you are planning to exterminate the subjects of our
little test.  While I realize that you are among the survivors of not
only a banished god but an earlier alliance, I must protest strongly
your intention to eradicate our subjects before they are fully tested.

If you carry out this mad plot and slay our pigeons, then Dracandros,
myself and Lord T will all be forced to hunt you down and slay both
you and anything you choose to bring onto this plane.  Do not doubt
that we can do so.  Remember that I represent a more active power that
is still at work in this part of the Realms, and will take poorly to
your hostile actions.  Once the subjects have been fully tested, then
we may slay them.

One more thing: I performed the requested research for you, and you
are wrong.  It is only gauntlets, not the appearance of Moander
himself, which can devour the Pool of Radiance.  This further weakens
your argument to bring "old moldy" back onto this plane.

Yours in darkness,
Lord Fzoul Chembryl of Bane,
Zhentil Keep

JOURNAL ENTRY 47
Near the city of Dagger Falls is the waterfall it was named after.
Behind it are deep caverns, abandoned until recently.  New activity
suggests that a man raised from the dead has taken them over.  Dark
things are beginning to awake in response.

JOURNAL ENTRY 48
You have done well, my pets.  The three artifacts that can do me harm
are now in my possession.  More importantly, the bonds you wear can
act as the Pool of Radiance does.  With them I can transfer into any
of your bodies and use it for as long as I need to.  Then, should the
body be killed, I can transfer through the bond and back to the
Pool -- or to another of your bodies.  I must thank you for the great
freedom you have afforded me.  Now come along and we will dispose of
those dangerous objects.

JOURNAL ENTRY 49
A Dark Journey: The four dark elves take you down a long sloping
corridor.  After many hours, you have descended many miles and begin
to pass massive black mushroom forests and a few bizarrely shaped
buildings.

Finally, you reach a glowing cavern, with a large temple in the
center.  The dark elves march you up into the heart of the temple.  In
an onyx walled room is a perfect, silvery web.  In the center of the
web is a giant black spider.  The spider speaks in a raspy, hollow
voice.

Greetings.  I represent the god of the dark elves.  You are my
prisoners.  Your choice is simple, you may be my slaves, or be my
lunch.

As you consider retreat, huge stone blocks seal the entrance.  A
tittering laugh echoes through the room.

JOURNAL ENTRY 50
Olive says, Well now, aren't we a fine bunch of adventurers.  My name
is Olive Ruskettle and I know a bit about those tattoos on your arms.
A pal of mine had some similar marks a while back.  I wonder where she
is...

Listen, you've got to get hold of the Amulet of Lathander.  There is a
man who could help you but he's been captured and is being held
prisoner inside the temple.  His name is Dimswart the Sage and he
helped that friend of mine I told you about.  I have a secret way into
the temple.  What do you say?

JOURNAL ENTRY 51
The human you are looking for named Dimswart.  He's a very good sage,
and a music lover, which is why we get along -- did you know that I
was a Bard? Yes sir, I've got my harp right here and I could sing for
you-well, maybe now is not the time.  Anyway, Fzoul Chembryl has cap-



JOURNAL ENTRY 52

JOURNAL ENTRY 53
Suddenly the roof vaporizes and King Azoun, his wizard Vangerdahast
and a troop of royal guards descend into the room.  One of the guards
points at your party and says, Those are the ones who tried to kill
you, your highness.  The princess leaps up and stands between you and
her father.  They were under the Fire Knives control, they couldn't
help themselves.  Besides that, they saved me.

The king looks at you and at the princess, Well, the fact remains that
you attempted to kill me.  Also it looks as though you wear more
controlling bonds.  I will not slay you, but you are banished from all
Cormyr lands.

The royal guards come up and begin escorting you out.  Suddenly the
far door opens and Gharri of Gond steps unsteadily into the room.  As
you leave the room, you see the princess run over to him and they
embrace.  Heading out of the hideout you hear the king saying,
Nacacia, time for you to accept the duties of a princess.  The voices
fade.

You are taken to the outskirts of town and the guards leave.  As you
decide on your next move, a horse pounds out of the gate, bearing
Gharri and Nacacia.  She waves as they race north.

JOURNAL ENTRY 54
The princess has been talking with the slightly recovered leader.
With a dagger to his throat he croaks, All right, I'll release them.
He mouths a meaningless syllable and your bonds fade.

JOURNAL ENTRY 55
Your aid of one of our fellows in Tilverton was much appreciated.  In
return we must warn you that Fire Knives are watching the forest roads
for you.  Also the Flamed One, in the ruins of Myth Drannor seems to
be taking an interest in you.  Finally, something malignant seems to
be watching the Standing Stones.  Beware and Good Luck.

JOURNAL ENTRY 56
The man says, Ask me not my name, for names are but labels men apply
to that which they do not understand.  I know of your bonds, and of
your struggle to free yourselves, for I helped create the first bonds
what seems now so long ago.

Your last bond, that of Tyranthraxus the Flamed One, is the most
dangerous.  Whither you know it or not, you are closer to eternal
slavery now than ever, for Tyranthraxus need no longer share his power
over you with others, he can turn his full fury to making sure that
you do not ever escape.

Your only hope is to catch the flamed one by surprise and deal with
him before he can evoke the power of your bonds.

JOURNAL ENTRY 57
It is good to speak with those with confidence enough to deal.  My
clan has taken this spot as a place to rest for a few mortal
lifetimes.  But, the Flamed One, Tyranthraxus, has stolen our
followers and threatened my clan.  His power is such that we cannot
attack his temple directly, though we hate him with great passion.

Now to our deal.  You wear the Flamed Ones mark, but I have been told
you are his enemy.  When you attack his temple we will bend our power
to reclaim our followers.  That may weaken him enough for you to be
victorious.

JOURNAL ENTRY 58
The letter is written in a crabbed script, I have deemed the Displacer
Beasts to be too weak for my needs.  You are instructed to continue
their training in the mountains near Tilverton.  It would take too
many of them to lay waste to the Dalelands, but I don't want them
destroyed when the dragons begin their flight.  You will be contacted
periodically with new instructions.  The letter is signed with a
symbol that matches the crescent moon bond on your arm.


JOURNAL ENTRY 59

TAVERN TALES
These entries include items which adventurers might overhear while
traveling and meeting other people.  During the game these entries are
referred to by number.  When the game refers to a Tavern Tale read the
specific entry and place a checkmark in the box to keep track of which
entries have come up in the game.  Do not read ahead to other Tavern
Tales; some tales are false, and others are important clues that are
based on when and where you read them.

Tavern Tale 1
Both the Princess and King are in town in disguise.

Tavern Tale 2
A flame wreathed giant walks the Elven Court.  He only fears three
ancient artifacts.  One may lie below a waterfall to the north.

Tavern Tale 3
Many soldiers think the Pit is spooky.  Some have gone AWOL rather
than be put on guard duty there.

Tavern Tale 4
The city's sewer is among the more dangerous in the Dalelands.

Tavern Tale 5
Groups of red robed assassins have been patrolling the forest trails.

Tavern Tale 6
A merchant adventurer named Akabar headed south to investigate Hap.  A
female adventuring group also headed in that direction.

Tavern Tale 7
With Teshwave in Zhentrim hands the river has become dangerous to
travel.

Tavern Tale 8
The Princess always has some piece of purple clothing on, that's how
to spot her.

Tavern Tale 9
Someone has passed through recently with something he was sure would
destroy the plants.  He was waving a wand about.

Tavern Tale 10
There's a trap door in the altar which soldiers use to deposit all
magic items from their raids.

Tavern Tale 11
A mercenary group from the south was slain by river pirates recently.

Tavern Tale 12
With all the war going on, the rivers are getting dangerous to travel.
Dragons and beholders have been seen along the Tesh.

Tavern Tale 13
I hear there are Zhentil Keep terror teams in the area.

Tavern Tale 14
Elminster of Shadowdale passed through in disguise, heading for
Teshwave.  He may be checking on the river dragons.

Tavern Tale 15
Shamblers will'smother you if they can grab you.  Have to hack them to
pieces quickly.

Tavern Tale 16
Bane likes beholders.  Anyone else who gets close to them will die.
Best to keep your distance.  If you see more than three, then they're
probably scouts for the Mulmaster Beholder Corps-flee for your lives!

Tavern Tale 17
Plants have a tendency to walk around here.  Nastiest are the
Shambling Mounds.

Tavern Tale 18
Buccaneers are raiding the Moonsea again.  Ship travel is getting
dicey.

Tavern Tale 19
The city was devastated by troops from Zhentil Keep and now all the
roads are heavily patrolled.

Tavern Tale 20
Watch out for falling buildings and sink holes in the rest of the
city.

Tavern Tale 21
Creatures have been raiding the Dale from the north and west.

Tavern Tale 22
The Zhentrim mages respect only those who are as smart as they are.

Tavern Tale 23
Zhentil Keep covets the Daggerdale because its the best land in the
Realms.

Tavern Tale 24
Dragons have been seen flying overhead.  They also infest waterfalls
along the river Tesh.

Tavern Tale 25
The city clerk's been depressed ever since Tyranthraxus was defeated.
She hasn't had any commissions to hand out.

Tavern Tale
Dragons have been heading south for weeks.  Hopefully far to the
south.

Tavern Tale 27
Moander once crawled to the south of here, made a swath called
Moander's Road.

Tavern Tale 28
Two ships have been lost travelling to Shadowdale. the river's gotten
very dangerous.

Tavern Tale 29
A thief in a purple vest has been raiding the rich houses.  She's
escaped with the help of a hammer-wielding cleric.

Tavern Tale 30
The Knights of Myth Drannor fear some creatures that can lure people
willingly to their deaths.

Tavern Tale 31
Halflings are all thieves.

Tavern Tale 32
Dark Elves have been passing through town.  Their equipment always
radiates magic.

Tavern Tale 33
Zhentil Keep is hiring mercenaries -- or rather several factions are
each hiring their own forces.  They've also had trouble from an
ex-councilman from Phlan.

Tavern Tale 34
Crazy people, with green robes, have been wandering the countryside,
especially to the south.

Tavern Tale 35
Zhentrim forces are gathering in Teshwave, perhaps they will march on
Shadowdale or Dagger Falls.

Tavern Tale 36
A friendly village of centaurs is hidden in the forests to the south.

Tavern Tale 37
King Azoun of Cormyr is hunting for his wayward daughter in Tilverton

Tavern Tale 38
I heard that Dimswart the mage has joined the Zhentrim.  Who'd of
imagined it.

Tavern Tale 39
Fzoul is sending specially trained terror teams to harass Yulash.  I
hear that he's looking for mercinaries for special training.

Tavern Tale 40
Its been lucky that Zhentil Keep is looking westward for expansion.
At least they're a check against Hillsfar.

Tavern Tale 41
Something huge and skeletal has found a lair to the south.

Tavern Tale 42
If you don't want to get into trouble with the Zhentil Keep soldiers,
you have to act real humble.

Tavern Tale 43
Some walls and floors are dangerously shaky after Moander's rise from
The Pit.

Tavern Tale 44
Red wizards like creatures of fire.  Cold attacks are often the best
defense.

Tavern Tale 45
Cultists of Moander are starting to roam the area again.

Tavern Tale 46
The Elven Court is guarded by a force of knights. they're trying to
keep something in, not keep people out.

Tavern Tale 47
A party of insects was seen heading into the forest, heading for Myth
Drannor.

Tavern Tale 48
The Temple of Bane employs beholders to discipline their priests.
They also have an entire corps of the critters to destroy major
enemies.

Tavern Tale 49
Voonlai's been building up troops again.  Glad they have rotten
commanders.

Tavern Tale 50
That crazy halfling running around here thinks she's a bard.  She
sings OK but she ain't as good as Zazania Swallowtounge.

Tavern Tale 51
A black ship with a large crate came back from Mulmaster -- Bane's
highest temple.  The Inquisitors are probably in town.

Tavern Tale 52
The release of Moander from the Pit was a plot by Zhentil Keep.

Tavern Tale 53
If you're polite and respectful to a Bane priest, they have to be
respectful back, not matter what they really think.

Tavern Tale 54
Dragons have been seen flying near Hillsfar.  Something happening in
the south.  Also creatures have been accumulating near Dagger Falls --
some ancient caverns have been reopened.

Tavern Tale 55
The Cormyr representative was preparing to leave after hearing the
king found his daughter, but he was called back because she escaped
again.

Tavern Tale 56
Green robed cultists have been seen around the Pit.  They must be
pining for Old Moldy.

Tavern Tale 57
The city guard is pulling out away from the Temple.  They don't want
to get caught in a crossfire.

Tavern Tale 58
Voonlar hopes to build an arena for criminals, like Zhentil Keep has.

Tavern Tale 59
A young woman with a purple sash stole the crown jewels from the ruins
of the Yulash palace.  Rode though the gate and escaped with a man.

Tavern Tale 60
Huge shapes have flown over the forest, heading south.

Tavern Tale 61
The Stojanow River valley is being converted to farms again.  They
pyramid is now used as part of the irrigation system.

Tavern Tale 62
The previous high priest of Gond, Gharri, was Princess Nacacia's lover
for while.


MYSTERIOUS WAND


APPENDICES

RANGE OF ABILITY SCORES BY RACE

ABILITY           DWARF      ELF      GNOME    HALF-ELF   HALFING  HUMAN
----------------------------------------------------------------------------
Strength (Male)   8-18(99)   3-18(75) 6-18(50) 3-18(90)   6-17     3-18(00)
Strength (Female) 8-17       3-16     6-15     3-17       6-14     3-18(50)
Intelligence      3-18       8-18     7-18     4-18       6-18     3-18
Wisdom            3-18       3-18     3-18     3-18       3-17     3-18
Dexterity         3-17       7-19     3-18     6-18       8-18     3-18
Constitution      12-19      6-18     8-18     6-18       10-19    3-18
Charisma          3-16       8-18     3-18     3-18       3-18     3-18
Minimum Ability Score-Maximum Ability Score
(xx)=maximum percentage for an 18 strength



MAXIMUM LEVEL LIMITS BY RACE, CLASS, AND PRIME REQUISITE

CLASS       ABILILTY      DWARF   ELF   GNOME   HALF-ELF  HALFING HUMAN
-------------------------------------------------------------------------
Cleric      Any           no      no    no      5         no      10*
Fighter     STR 16-       7       5     5       6         4       12*
            STR 17        8       6     5       7         5       12*
            STR 18+       9       7     6       8         no      12*
Paldin      Any           no      no    no      no        no      11*
Ranger      STR 16-       no      no    no      6         no      11*
            STR 17        no      no    no      7         no      11*
            STR 18+       no      no    no      8         no      11*
Magic-User  INT 16-       no      9     no      6         no      11*
            INT 17        no      10    no      7         no      11*
            INT 18        no      11    no      8         no      11*
Thief       Any           12*     12*   12*     12*       12*     12*

no:Characters of this race cannot be of this class.
*:Highest Level Available in CURSE OF THE AZURE BONDS. Normal AD&D
Characters have unlimited level advancement in these classes.



ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS

CLASS      MAX ARMOR     SHIELD    WEAPONS
-------------------------------------------------------------------------
Cleric     any           any       club, flail, hammer, mace, staff,
                                   staff ring
Fighter    any           any       any
Paladin    any           any       any
Ranger     any           any       any
Magic-User none          none      dagger, dart, staff
Thief      leather       none      club, dagger, dart, sling, short bow,
                                   one-handed swords.



SPELL PARAMETERS LIST
This is a listing of spells available to player characters as they
gain in level. The following are abbreviations used in the list:

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



1ST-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE    AREA        DURATION
--------------------------------------------------------------
Bless                   Both   6        5dia         6r
Curse                   Cmbt   6        5dia         6r
Cure Light Wounds       Both   T        1            -
Cause Light Wounds      Cmbt   T        1            -
Detect Magic            Both   3        1            1t
Protection from Evil    Both   T        1            3r/lvl
Protection from Good    Both   T        1            3r/lvl
Resist Cold             Both   T        1            1t/lvl



2ND-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE    AREA        DURATION
--------------------------------------------------------------
Find Trap               Camp   3        1            3t
Hold Person             Cmbt   6        1-3 targets  4r+lvl
Resist Fire             Both   T        1            1t/lvl
Silence 15'Radius       Cmbt   12       3dia         2r/lvl
Slow Poison             Camp   T        1            1 hour/lvl
Snake Charm             Cmbt   3        All          5-8r
Spiritual Hammer        Cmbt   3        1            1r/lvl



3RD-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE   AREA          DURATION
---------------------------------------------------------------
Cure Blindness          Both    T       1            -
Cause Blindness         Cmbt    T       1            -
Cure Disease            Camp    T       1            -
Cause Disease           Cmbt    T       1            -
Dispel Magic            Cmbt    6       3x3          -
Prayer                  Both    0       3dia         1r/lvl
Remove Curse            Both    T       1
Bestow Curse            Cmbt    T       1            1t/lvl



4TH-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE    AREA    DURATION
-----------------------------------------------------------
Cure Serious Wounds     Both     T       1        -
Cause Serious Wounds    Cmbt     T       1        -
Neutralize Poison       Camp     T       1        -
Poison                  Cmbt     T       1        -
Protection from
 Evil 10' Radius        Both     T       2dia     1t/lvl
Sticks to Snakes        Cmbt     3       1        1r/lvl



5TH-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE    AREA    DURATION
-----------------------------------------------------------
Cure Critical Wounds    Both     T       1        -
Cause Critical Wounds   Cmbt     T       1        -
Dispel Evil             Both     T       1        1r/lvl
Flame Strike            Cmbt     6       1        -
Raise Dead              Camp     3       1        -
Slay Living             Cmbt     3       1        -



1ST-LEVEL DRUIDICAL SPELLS
(FOR HIGH-LEVEL RANGERS)

SPELL NAME              WHEN   RANGE    AREA    DURATION
-----------------------------------------------------------
Detect Magic            Both     0       1        12r
Entangle                Cmbt     8       4 dia    1t
Faerie Fire             Cmbt     8       8 dia    4r/lvl
Invisibility to Animals Both     T       1        1t+1r/lvl



1ST-LEVEL MAGIC-USER SPELLS

SPELL NAME            WHEN     RANGE    AREA     DURATION
-------------------------------------------------------------------
Burning Hands         Cmbt      T       1        -
Charm Person          Cmbt      12      1        -
Detect Magic          Both      0       1        2r/lvl
Enlarge               Both      .5/lvl  1        1t/lvl
Reduce                Both      .5/lvl  1        -
Friends               Camp      0       All      1r/lvl
Magic Missile         Cmbt      6+lvl   1        -
Protection from Evil  Both      T       1        2r/lvl
Protection from Good  Both      T       1        2r/lvl
Read Magic            Camp      0       1        2r/lvl
Shield                Both      0       1        5r/lvl
Shcoking Grasp        Cmpt      T       1        -
Sleep                 Cmpt      3+lvl   1-16     5r/lvl



2ND-LEVEL MAGIC-USER SPELLS

SPELL NAME            WHEN     RANGE     AREA     DURATION
--------------------------------------------------------------------
Detect Invisibilty    Both     lvl       All      5r/lvl
Invisibility          Both     T         1        -
Knock                 Camp     6         lvl      -
Mirror Image          Both     0         1        2r/lvl
Ray of Enfeeblement   Cmbt     1+.25/lvl 1        1r/lvl
Stinking Cloud        Cmbt     3         2x2      1r/lvl
Strength              Camp     T         1        6t/lvl



3RD-LEVEL MAGIC-USED SPELLS

SPELL NAME            WHEN     RANGE     AREA     DURATION
------------------------------------------------------------
Blink                 Both     0         1        1r/lvl
Dispel Magic          Cmbt     12        3x3      -
Fireball              Cmbt     10+lvl    2 rad    -
Haste                 Both     6         5 dia    3r+lvl
Hold Person           Cmbt     12        1-4      2r/lvl
Invisibility 10'Rad   Both     T         2 dia    -
Lightning Bolt        Cmbt     4+1/vl    4,8      -
Protection from
Evil 10'Rad           Both     T         2 dia    2r/lvl
Protection from
Normal Missile        Both     T         1        1t/lvl
Slow                  Cmbt     9+lvl     5 dia    3r+lvl



4TH-LEVEL MAGIC-USER SPELLS

SPELL NAME              WHEN    RANGE   AREA       DURATION
------------------------------------------------------------_
Charm Monster           Cmbt    6       1+         -
Confusion               Cmbt    12      2-16,3rad  2r+1/lvl
Dimension Door          Cmbt    0       1          -
Fear                    Cmbt    0       6x3 cone   1r/lvl
Fire Shield (2 Types)   Both    0       1          2r+1/lvl
Fumble                  Cmbt    lvl     1          1r/lvl
Ice Storm (Dmg only)    Cmbt    lvl     5dia       -
Min Globe of
Invulnerability         Both    0       1          1r/lvl
Remove Curse            Both    T       1          -
Bestow Curse            Cmbt    T       1          1t/lvl



5TH-LEVEL MAGIC-USER SPELLS

SPELL NAME              WHEN         RANGE  AREA         DURATION
-------------------------------------------------------------------
Cloudkill               Cmbt         1      3x3          1r/lvl
Cone of Cold            Cmbt         0      .5/lvl cone  -
Feeblemind              Cmbt         1/lvl  1            -
Hold Monster            Cmbt         .5/lvl 1-4 targets  1r/lvl



WEAPON LIST
                                 DAMAGE VS.
                  DAMAGE VS.      LARGERTHAN      NUMBER
NAME              MAN SIZED       MAN SIZED       OF HANDS  CLASS
-------------------------------------------------------------------
Axe, Hand         1-6             1-4             1         f
Bardiche+         2-8             3-12            2         f
Bastard Sword     2-8             2-16            2         f
Battleaxe         1-8             1-8             1         f
Bec de Cordin+    1-8             1-6             2         f
Bill-Guisarme+    2-8             1-10            2         f
Bo Stick          1-6             1-3             2         f
Broad Sword       2-8             2-7             1         f,th
Club              1-6             1-3             1         f,cl,th
Dagger            1-4             1-3             1         f,mu,th
Dart              1-3             1-2             1         f,mu,th
Fauchard+         1-6             1-8             2         f
Fauchard-Fork+    1-8             1-10            2         f
Flail             2-7             2-8             1         f,cl
Fork, Military+   1-8             2-8             2         f
Glaive+           1-6             1-10            2         f
Glaive,Guisame+   2-8             2-12            2         f
Guisarme+         2-8             1-8             2         f
Guisarme-Voulge+  2-8             2-8             2         f
Halberd+          1-10            2-12            2         f
Lucern Hammer+    2-8             1-6             1         f
Hammer            2-5             1-4             1         f,cl
Javelin           1-6             1-6             1         f
Jo Stick          1-6             1-4             1         f
Long Sword        1-8             1-12            1         f,th
Mace              2-7             1-6             1         f,cl
Morning Star      2-8             2-7             1         f
Partisan+         1-6             2-7             2         f
Pick, Military    2-5             1-4             1         f
Pike, Awl+        1-6             1-12            1         f
Quarterstaff      1-6             1-6             2         f,cl,mu
Ranseur+          2-8             2-8             2         f
Scimitar          1-8             1-8             1         f,th
Short Sword       1-6             1-8             1         f,th
Spear             1-6             1-8             1         f
Spetum+           2-7             2-12            2         f
Trident           2-7             3-12            1         f
Two-Handed Sword  1-10            3-18            2         f
Voulge+           2-8             2-8             2         f
Composite
Long Bow*         1-6             1-6             2         f
Composite
Short Bow*        1-6             1-6             2         f
Long Bow*         1-6             1-6             2         f
Light Crossbow#   1-4             1-4             2         f
Short Bow*        1-6             1-6             2         f,th
Sling             2-5             2-7             1         f,th
Staff Sling       2-8             3-9             2         f,cl

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



ARMOR LIST
                        WEIGHT                  MAXIMUM
ARMOR TYPE              IN SP           AC      MOVEMENT*
------------------------------------------------------------
None                    0               10      -
Shield,Small#           50              9       -
Leather                 50              8       12 squares
Padded                  100             8       9 squares
Studded                 200             7       9 squares
Ring                    250             7       9 squares
Scale                   400             6       6 squares
Chain                   300             5       9 squares
Splint                  400             4       6 squares
Banded                  350             4       9 squares
Plate                   450             3       6 squares

*A character carrying many objects, including a large number of coins,
can be limited in movement to a mazimum of 3 spuares per turn.

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



TABLE OF EXPERIENCE PER LEVEL

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

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



CLERIC
                                        NUMBER OF SPELLS
                         HIT            CLERICAL SPELL LEVEL
LEVEL EXPERIENCE         DICE           1   2   3   4   5    LEVEL TITLE
--------------------------------------------------------------------------
1     0-1,500            1d8            1   -   -   -   -    Acolyte
2     1,501-3,000        2d8            2   -   -   -   -    Adept
3     3,001-6,000        3d8            2   1   -   -   -    Priest
4     6,001-13,000       4d8            3   2   -   -   -    Curate
5     13,001-27,500      5d8            3   3   1   -   -    -
6     27,501-55,000      6d8            3   3   2   -   -    Canon
7     55,001-110,000     7d8            3   3   2   1   -    Lama
8     110,001-225,000    8d8            3   3   3   2   -    Patriarch
9     225,001-450,000    9d8            4   4   3   2   1    High Priest
10    450,001-675,000    9d8+2          4   4   3   3   2    -

*Bonus Spells For Clerics with High Wisdom Ability Score



CLERIC'S WISDOM
                    BONUS SPELLS
                    1  2  3  4  5
-----------------------------------
9-12                -  -  -  -  -
13                  +1 -  -  -  -
14                  +2 -  -  -  -
15                  +2 +1 -  -  -
16                  +2 +2 -  -  -
17                  +2 +2 +1 -  -
18                  +2 +2 +1 +1 -

Note that these bonus spells are only available when the cleric is
entitled to spells of the applicable level. Thus a 6th-level cleric
with a Wisdom of 18 can memorize the following spells:

                        NUMBER OF SPELLS PER LEVEL
                        1   2   3   4   5
------------------------------------------------------
6th-Level Cleric
with 18 Wisdom          5   5   3   -   -



FIGHTER
                            HIT
LEVEL   EXPERIENCE          DICE     LEVEL TITLE
-----------------------------------------------------
1       0-2,000             1d10     Veteran
2       2,001-4,000         2d10     Warrior
3       4,001-8,000         3d10     Swordsman
4       8,001-18,000        4d10     Hero
5       18,001-35,000       5d10     Swashbuckler
6       35,001-70,000       6b10     Myrmidon
7       70,001-125,000      7d10     Champion
8       125,001-250,000     8d10     Superhero
9       250,001-500,000     9d10     Lord
10      500,001-750,000     9d10+3   -
11      750,001-1,000,000   9d10+6   -
12      1,000,001-1,250,000 9d10+9   -



PALADIN
                                   NUMBER OF SPELLS
                          HIT
LEVEL EXPERIENCE          DICE         1    2            LEVEL TITLE
----------------------------------------------------------------------
1     0-2,750             1d10         -    -            Gallant
2     2,751-5,500         2d10         -    -            Keeper
3     5,501-12,000        3d10         -    -            Protector
4     12,001-24,000       4d10         -    -            Defender
5     24,001-45,000       5d10         -    -            Warder
6     45,001-95,000       6d10         -    -            Guardian
7     95,001-175,000      7d10         -    -            Chevalier
8     175,001-350,000     8d10         -    -            Justiciar
9     350,001-700,000     9d10         1    -            Paladin
10    700,001-1,050,000   9d10+3       2    -            -
11    1,050,001-1,400,000 9d10+6       2    1            -



RANGER
                                    NUMBER OF SPELLS
                                    DRUIDIC & MAGIC
                          HIT       USER SPELL LEVEL
LEVEL  EXPERIENCE         DICE        1    1            LEVEL TITLE
------------------------------------------------------------------------
1      0-2,250            2d8         -    -            Runner
2      2,251-4,500        3d8         -    -            Strider
3      4,501-10,000       4d8         -    -            Scout
4      10,001-20,000      5d8         -    -            Courser
5      20,001-40,000      6d8         -    -            Tracker
6      40,001-90,000      7d8         -    -            Guide
7      90,001-150,000     8d8         -    -            Pathfinder
8      150,001-225,000    9d8         1    -            Ranger
9      225,001-325,000    10d8        1    1            Ranger Knight
10     325,001-650,000    11d8        2    1            Ranger Lord
11     650,001-975,000    11d8+2      2    2            -



MAGIC-USER
                                    NUMBER OF SPELLS
                                    MAGIC-USER
                           HIT      SPELL LEVEL
LEVEL EXPERIENCE           DICE     1   2   3   4   5    LEVEL TITLE
-------------------------------------------------------------------------
1     0-2,500              1d4      1   -   -   -   -    Prestidigator
2     2,501-5,000          2d4      2   -   -   -   -    Evoker
3     5,001-10,000         3d4      2   1   -   -   -    Conjurer
4     10,001-22,500        4d4      3   2   -   -   -    Theurgist
5     22,501-40,000        5d4      4   2   1   -   -    Thaumaturgist
6     40,001-60,000        6d4      4   2   2   -   -    Magician
7     60,001-90,000        7d4      4   3   2   1   -    Enchanter
8     90,001-135,000       8d4      4   3   3   2   -    Warlock
9     135,001-250,000      9d4      4   4   3   2   1    Sorcerer
10    250,001-375,000      10d4     4   4   4   2   2    Necromancer
11    375,001-750,000      11d4     4   4   4   3   3    Wizard



THIEF
                           HIT
LEVEL EXPERIENCE           DICE          LEVEL TITLE
-------------------------------------------------------
1     0-1,250              1d6           Rogue
2     1,251-2,500          2d6           Footpad
3     2,501-5,000          3d6           Cutpurse
4     5,001-10,000         4d6           Robber
5     10,001-20,000        5d6           Burglar
6     20,001-42,500        6d6           Ficher
7     42,501-70,000        7d6           Sharper
8     70,001-110,000       8d6           Magsman
9     110,001-160,000      9d6           Thief
10    160,001-220,000      10d6          Master Thief
11    220,001-440,000      10d6+2        -
12    440,001-660,000      10d6+4        -
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