Dungeons of Kairn manual
Table Of Contents Royal Notice of King Gelfman............................ 2 Book of Travelers and Adventurers....................... 3 Combat.................................................. 4 The Magical Cities of Kairn............................. 7 The Adventurers Guild and Creating Characters.......... 8 Races................................................. 11 Attributes............................................ 11 Professions........................................... 12 Skills................................................ 14 In The Dungeon.......................................... 16 Resting................................................. 17 The Book of Magery...................................... 20 Cleric Spells.......................................... 21 Mage Spells............................................ 23 The Book of Artifacts, Arms, Armor and Treasure......... 25 The Book of Creatures................................... 28 Appendix................................................ 30 System Requirements.................................... 31 Notice Know ye by all these presents, Gelfman, King of Hamnlin, Prince of Rengaria and Lord of Korlar sends greetings and salutations to the five worthy and loyal knights, mages and other adventurers of Styrtlan assembled this day. Be it known that the vile and evil Mage Inshanis of the Island of Mysterion to our south plots the basest and most dangerous of schemes against our realm and threatens the whole of Kairn by his madness. Be it also known that Inshanis of Mysterion now holds five of the fabled Eight Ancient Artifacts and that he intends to gather all eight of the Artifacts together, and to sacrifice them to the dark gods. By doing so Inshanis will unleash a great and terrible evil, dooming all of Kairn. Even now, the minions of Inshanis are about the land searching for the three remaining Artifacts so that Inshanis may work his evil. Be it further known that three Artifacts remain hidden somewhere on Kairn out of Inshanis' evil grasp, deep in the deepest dungeons, protected by the most powerful evil in all the land. One is said to be far to the north in the Catacombs of Losivis, the other two across the mountains to the west. Only the bravest and most hardy may find and recover them and use them to destroy Inshanis. Therefore the King bids you honest and worthy knights and other adventurers, Quest forth to recover these three items, and when you have recovered all three of the remaining Artifacts, venture to the Island of Mysterion and destroy the Mad Mage Inshanis. To assist you in your quest you are hereby granted the power to recruit, to change and alter the roll in any guildhall of the Adventurer's Guild in the land. You are also hereby granted the use of The Book of Travelers and Adventurers, the Book of Magic Words, the Book of Spells, The Book of Artifacts, Arms, Armor and Treasure. In return for the recovery of the last three Artifacts of Power and the destruction of Inshanis I, King Gelfman promise you the bounty of Hamnlin. Signed this the twenty-fifth year of my reign, /s/ Gelfman I The Book of Travelers and Adventurers Arrows are the keys to direction. As your quest opens you will find yourself just outside the gate to Styrtlan. Your group of five adventurers is shown to you by the magic of Kairn in the form of an icon on a map of Kairn in the upper right hand corner of the screen. At the bottom of the screen you will see each adventurer's name, title, present hit points and spells points. To move about Kairn you must use the eight Magic Words of Movement: Uparo, Downaro, Home, End, Pgdown, Pgup, Leftaro and Rightaro. With these words you may move your group icon across the continent of Kairn, through forests and across fields. Many ways are impassable to the group. The adventuring group cannot pass over such obstacles as The Heacliff Mountains, Loch Deop, the Rengarian River, and the ocean. Only through magic will the group be able to travel across the ocean to the Island of Mysterion. magic words of travel Magic Word of Entrance and Exit - "Ee" may cause the adventurer to enter or exit a city provided he is at an entrance. Magic Word of Rest - "Arr " will grant rest to the weary adventuring party. Magic Word of Formation - "Eff " will cause an adventuring party to change its formation. The formations will show on the screen as Eff is used. You must note the icons for each adventurer. To place a different party member in a different position in these formations you must use the Word of Rest and then the Word of Order. Magic Word of Remembrance - "Ess " will cause the adventurer's present position to be remembered by the Magic of Kairn. Magic Word of Exit - "Eks" will cause an adventurer to quit his quest and leave Kairn. Whilst traveling, the adventurer in Kairn may use the following magical words to assist the group in its quest: EE, ARR, EFF, ESS and EKS. With these Magic Words, the adventurer may enter and leave cities and dungeons, gain rest from his travels, change his party's present travel formation, save his present position through the Magic of Kairn, or leave the world of Kairn altogether. magic words of movement Magic Word of Movement "Uparo " will cause an adventuring group to move north, Magic Word of Movement "Downaro " will cause an adventuring group to move south, Magic Word of Movement "Leftaro " will cause an adventuring group to move west, Magic Word of Movement "Rightaro " will cause an adventuring group to move east, Magic Word of Movement "Home " will cause an adventurer to move northwest, Magic Word of Movement "End " will cause an adventurer to move southwest, Magic Word of Movement "Pgup " will cause an adventurer to move northeast, Magic Word of Movement "Pgdown " will cause an adventurer to move southeast. Magic Word of Movement "Effnine " will change the colors of Kairn, Magic Word of Movement "Efften " will change the background color of Kairn. Combat The wise man runs in the face of overwhelming odds. Occasionally, the hardy group of adventurers will be called upon to fight monsters and other evil creatures which they chance upon in the wild or within a dungeon. When the group encounters an enemy, you will first be shown a picture of the enemy, the icon which represents that enemy, and finally the name of the enemy. The Magic of Kairn will then present the relative positions of the group and the enemy. Each group member and enemy will be represented by an icon. As the battle progresses each member of the surprizing group will be called upon one at a time by the Magic of Kairn to take some action, followed by each member of the surprised group. Beware of those enemies who surprise you because they will all take some action before any member of your group can move. Their actions and the results will be shown by messages from the Magic of Kairn, and by the damage inflicted upon the group as revealed at the bottom of the screen. When it is the group's turn to act the group member in the first position will have a chance to act, followed by the group member in the second position and so on until all members of the group have had a chance to act. You may chose one of the following actions: you can use an item which a chosen adventurer is carrying, strike an enemy with a handheld weapon, use a bow to shoot an arrow at a chosen enemy, strike an enemy with an empty hand, retreat from combat, parry an enemy's blow, cast a spell, cancel a previous Magic Word, or chose a target for a spell or arrow, or if no action is chosen for that character, pass that adventurer's turn in combat. To take these actions you must use one or more of the following Magic Words: IYE, DUBU, BEA, ESS, ARR, PEA, AYCH, EKS, RETURN/ENTER. Combat will continue until all of the enemy are killed or chased away, or all of the group are killed or retreat. Magic words of combat Magic Word of Use - "Iye" will allow an adventurer to use an item. When this Word is used you will be shown a list of items the presently chosen adventurer is carrying, and asked to chose which item to use. Some items are not useable in combat. Magic Word of Arms - "Dubuaro " will allow the adventurer to use a handheld weapon when his turn comes to strike a blow. You must use one of the Magic Words of Movement to strike in that direction. Note that the chosen adventurer must have equipped himself with a weapon while the group rested before he may strike an enemy in combat with a weapon. Magic Word of Bows - "Bearo " will allow an adventurer to shoot his bow. When this word is used, the target creature will blink. You must use the Magic Words of Movement to change targets, and ENTER that target for the Magic of Kairn. As with Dubuaro, the chosen adventurer must have equipped himself with a bow while the group rested before he may use it in battle. Magic Word of Fists - "Aycharo " will allow an adventurer to strike an opponent with his unarmed fists. You must use one of the Magic Words of Movement to strike in that direction. Unlike Dubuaro or Bearo, you need not equip an adventurer to strike with an unarmed fist. Magic Word of Retreat - "Arr " will allow an adventurer to flee danger to fight again another day. If the retreat is successful, the Magic of Kairn will return to the normal travel view. If the retreat is not successful, the combat will continue. Magic Word of Parry - "Pea " will allow an adventurer to parry one of his opponent's blows. A parry may or may not stop an opponents blows. Magic Word of Casting - "Seeh
" will allow an adventurer with the ability to cast a spell. When this word is used a listing of spells the caster knows will be displayed. You must move the highlight with one of the arrow keys and ENTER it into the Magic of Kairn. Spells are listed according to spell point costs. If the present adventurer does not have enough spell points to cast the chosen spell he may try again without losing the chance to act in combat. Magic Word of Cancellation - "Eks " will cancel most magic words. When used immediately after another Word of Combat it will cancel that Word without causing the adventurer to lose his chance to act in combat. Magic Word of Selection - "RETURN or ENTER " will chose a target for a spell or if no action is chosen for an adventurer, will pass that adventurer's chance to act in combat to the next adventurer or to the enemy. The Magic Words of Travel, Uparo, Downaro, Leftaro and Rightaro will move an adventurer or targeting crosshairs to move up, down, left, or right. The Magic Words of Travel Home, End, Pgup, Pgdown will cause an adventurer to move diagonally up to the left, down to the left, up to the right, and down to the right. When the Magic Word CONTROL is used with Uparo, Downaro, Leftaro or Rightaro the crosshairs will move at twice its normal rate. Note that an adventurer may move several steps and then use an item, fire a bow or cast a spell. magic words of combat movement Magic Word of Movement "Uparo " will cause an adventurer or the target crosshairs to move up one place, Magic Word of Movement "Downaro " will cause an adventurer or the target crosshairs to move down one place, Magic Word of Movement "Leftaro " will cause an adventurer or the target crosshairs to move left one place, Magic Word of Movement "Rightaro " will cause an adventurer or the target crosshairs to move right one place, Magic Word of Movement "Home " will cause an adventurer to move diagonally up to the left, Magic Word of Movement "End " will cause an adventurer to move diagonally down and to the left, Magic Word of Movement "Pgup " will cause an adventurer to move diagonally up and to the right, Magic Word of Movement "Pgdown " will cause an adventurer to move diagonally down and to the right. Magic Word of Movement "CONTROL " when used with Uparo, Downaro, Leftaro or Rightaro will double the movement rate for the crosshairs. Note that with each combat the group members who survive will become more experienced and more powerful. This change will be reflected in their increased power after they use the Magic Word of Training in an Adventurer's Guildhall. Group members who do not survive encounters do not share in the experience gained by an encounter, and will not increase in power. Dead group members are not lost altogether however. They are carried along with the remaining living group member(s) on their quest, even if only one group member survives an encounter. The Magical Cities of Kairn One may enter only through the main gate, not by the postern door. There are four cities on Kairn: Styrtlan in Hamnlin where the group starts out, Gravis in Cullvania near the Catacombs of Losivis, Korlar in Derago west of the Dwergon Mountains, and Kryllian in Northern Rengaria on Loch Deop. In each of these cities, the group may buy or sell equipment, call forth additional hardy adventurers, heal members of the group, or wager their gold in a gambling house. To enter a city, the group must journey first to the main gate. Once before the main gate, you must use the Magic Word of Entrance and Exit to enter the city. Once inside the city the traveler is confronted by a list of the many places to go: The Adventurer's Guild, the Trading House, the Temple, the Gambling House and the Apothecary. As the wise men in Rengaria say, "Arrows are the keys to both up and down when you wish to get around the City." To enter one of these fabulous places the weary traveler need only highlight the name of the place he desires to see and ENTER it, and he will be whisked there by the Magic of Kairn. magic words of the city Magic Word of Movement "Uparo " will select the next place in the city or the next adventurer above the present selection, Magic Word of Movement "Downaro " will select the next place in the city or the next adventurer below the present selection, Magic Word of Entrance and Exit - "Ee " will cause the party to enter a city if the party is at gate, or to exit the city once it is inside, Magic Word of Rest - "Arr " will cause the party to rest, Magic Word of Selection - "ENTER" or "RETURN " will select the presently highlighted person thing or place in the city. the adventurer's guild Variety is the spice of life. To form or disband a party one must first ENTER the Adventurers Guild. Upon ENTERing the Guildhall you will be shown the present guildhall roll of adventurers. One may gather and shape a group from the Guildhall rolls by one or more of the following magical words, ARR, PEA, DEEH, TEE, ENNH, EE. magic words of the Adventurers Guild Magic Word of Calling - "Seeh " will call forth a new adventurer for your quest. You must specify the name, race, attribute, profession and skills of the adventurer you seek and he will be called forth. Magic Word of Review - "Arr " will allow one to review an adventurer's present condition to see if he is fit for your quest. The Magic Word of Review will reveal an adventurer's attributes, experience, skills and belongings. You may wish to make a copy of this information for each adventurer Magic Word of Formation - "Pea " will form or disband a party of hardy chosen adventurers. Injured, unfit or even deceased party members may be left in the Adventurer's Guildhall until a later date. Magic Word of Deletion - "Deeh
" will delete an adventurer from the Guildhall rolls forever. All items on that character will be lost, and that particular character cannot be recalled for service to the King. Magic Word of "Tee " will cause a chosen adventurer with experience in the quest to train to become more powerful, an action required of all Guild members after they have quested. The Guildmaster will inform you when a character has advanced to the next level of power and expertise. Magic Word of Naming - "Ennh " will cause the adventurer to assume a new name. The Guildmaster will prompt you for the new name. It cannot be over twelve characters. Magic Word of Entrance and Exit - "Ee " will cause the group to leave the Guildhall and return to the city. Magic Word of Switching and Swapping - "Ess " will cause two chosen adventurers to swap items and gold. You must highlight and ENTER the two adventurers to swap items. You must then ENTER the items to be swapped from those displayed. The Magic Word of Calling If no listed adventurer is worthy of your quest, you may use the magic word SEEH to call forth an adventurer not listed in the guild rolls. In summoning another adventurer you must know the following things and make the following choices: Name A rose by any other name would smell as sweet. As ordained by gods long ago on Kairn, and required by the Adventurer's Guild, ever creature must have a name. You must therefore choose a name to be entered upon the Guildhall rolls for your adventurer. His name may be no longer than twelve letters. Note that if you wish to change his name on the rolls you may do so at a later date with the Magic Word of Naming. Races Only through each of the five may the quest be won. The worthy which you summon forth may be one of the five races upon Kairn: human, elven, half-elven, dwarven or hobbit. You must therefore chose which race your adventurer should be. Human, by far the most common of races, said to be slightly resistant to magic, humans are generally strong and hearty. Elf, though not so rare on Kairn as Half-elves, Elves too are said to be slightly susceptible to magic, elves are generally agile and intelligent. Half-Elf, a rarity on Kairn, said to be slightly susceptible to magic, half-elves are generally strong and agile. Dwarf, this diminutive race is one of the hardiest upon Kairn and is said to be very resistant to magic, dwarves are generally strong but clumsy. It is said that only a dwarf wielding the dwarven amulet can find his way through the Dwergon Mountains. Hobbit, the most diminutive, but the hardiest of races, Hobbits are said to be extremely resistant to magic and are generally agile but weak. Attributes To each profession its own. The worthy which you summon forth will have the following attributes; note them well for they bear on his skills and his chosen profession: Strength, which is might in arms. Agility, which is the facility with tools, the suresightedness of the bowman, the quickness of the man in battle. Intuition, which is the ability to understand without thought, to grasp the workings of items, machines or magery. Memory, which is the ability to remember the way or the last throw of the dice. Reasoning, which the ability to figure the odds or size up the situation. Presence, which is the ability to influence others. Wisdom, which is the benefit of knowledge from god. These attributes will be generated by the Magic of Kairn and presented to you in the form of a number from 1 to 100 across from an abbreviation of the attribute. The greater the number, the greater the corresponding attribute. You may add to one or more of these attributes according to the number shown to you at the bottom of the attribute list. This additional number will vary according to the race and the individual. You may add to the currently highlighted attribute by pressing the plus key. You may subtract added points by pressing the minus key. You may advance to the next attribute by pressing ENTER. The prudent adventurer will call forth group members whose attributes for their professions are high. Through the Magic Word of Quittingyou will proceed to the next step. You may proceed only when you have added all the points available. Professions Only by the skills of all may one succeed. The worthy you summon may follow any one of the ten professions on Kairn: fighter, rogue, thief, ranger, bard, cleric, magician, sorceror, monk or ninja. You must therefore chose one of these professions for your adventurer. Fighter, one who works his way through life by might of arms and the martial arts. Fighters may use any armor, up to and including full plate armor. Fighters advance in training and power fastest of all the professions. Rogue, one whose primary endeavors lie in discovery and disarming traps, opening locks, and recovering items for use or sale, but who also has studied the use of arms. Rogues may wear full chain mail and a great helm for armor. Rogues advance slower than clerics and faster than magicians. Thief, one who may work with mage spells which alter the elements of Kairn, to an extent, but whose primary endeavors lie in discovery and disarming traps, opening locks, and recovering items for use or sale. Thieves advance in training and power equal to the fighter. Thieves may wear chain shirts and bracers for armor. Ranger, one who works with cleric spells from a god, though he does not follow the full path of cleric. A Ranger may have other skills and pursuits than a Cleric such fighting armed and armored. Rangers advance slowest of all the professions. Rangers may wear armor up to and including full chain mail. It is said that only a Ranger wielding the rangers amulet can find his way through the Forest of Afyle. Bard, one who works with mage spells altering the elements of Kairn, but not to the extent of a Mage. A Bard may have other skills and pursuits than a Mage. For instance, Bards train in the martial arts and may wear a chain vest and bracers for armor while retaining the ability to cast spells. Bards advance in training and power equal to the ranger. Cleric, one who works with cleric spells from a god, usually offering protection and healing in times of need. Those who follow the magical way of the gods must have the greatest wisdom to use their powers for good. Clerics are sometimes schooled in the martial arts and may wear armor as a fighter does, up to and including full plate armor. Clerics advance in training and power more slowly than fighters and thieves, but faster than Rogues, Magicians, Rangers or Bards. Magician, one who works with mage spells altering the very elements of Kairn. Those who practice Magery must have the intuition to understand the magics they cast. Magicians are not adept at the use of arms or the wearing of armor, which tends to interfere with their spell casting abilities. Consequently, Magicians may only wear cloaks or leather vests as protection. Magicians advance in training and power more slowly than fighters, thieves, clerics or rogues, but faster than rangers or bards. Sorcerer, one who works with mage spells which alter the elements of Kairn, and also with cleric spells from a god, but not to the extent of either a Mage or a Cleric. Sorcerers, like Magicians, cannot wear more than a leather vest for armor. Sorcerers advance equal to the Rangers. Monk, one who works with cleric spells from a god, but who also studies the martial arts. Monks excel at unarmed combat. Because of their peculiar training, Monks may only wear a cloak or leather vest as armor. Monks advance equal to the Ranger. Ninja, one who may work with mage spells which alter the elements of Kairn, but who also studies the martial arts. Ninja excel at unarmed combat. Because of their peculiar training, Ninja may only wear a cloak or leather vest as armor. Ninja advance equal to the Ranger. Skills To each individual his own skills shared amongst all. The worthy which you summon forth will develop certain skills according to their profession, additionally they may specialize in certain skills or develop skills not available to their profession. The number of additional skills you may choose for him is shown to you in parenthesis, this number will vary according to the individual and his race. You may choose: Picking Locks, which is the skill to open the locked door or chest. The agile and intelligent adventurer will excel at the skill of picking locks. Disarming Traps, which is the skill to disarm the traps that one may find on treasure chests. The agile and intelligent adventurer will excel at the skill disarming traps. Gambling, which is the skill to win at games of chance. The adventurer with a good memory and reasoning powers will excel at the skill of gambling. Trading, which is the skill to bargain over a purchase or sale. The adventurer with a fine presence will excel at trading. Fighting unarmed, which is the skill to fight with one's bare hands. The strong adventurer will excel at fighting unarmed. Fighting with handheld arms, which is the skill to fight armed with sword, axe, dagger, staff or mace. The strong adventurer will excel at fighting with handheld arms. Shooting bows, which is the skill to shoot the bow. The agile adventurer will excel at shooting a bow. Identifying items, which is the skill of deducing the type of potion, scroll or item one has found. The wise and intuitive adventurer will excel at identifying items. Reading Runes, which is the skill of translating a scroll into a useable spell. The intuitive and retentive adventurer will excel at reading runes. Adventurer's Record Once you have chosen a worthy adventurer for your party, you will be shown his final credentials. Note these credentials well for they show the adventurer's attributes, his present offensive and defensive abilities, his present skill abilities and the amount of gold he shall start with. All of this information is shown in the form of a number of from 1 to 100 next to the attribute, skill etc. After reviewing an adventurer you must determine whether you will enter the adventurer on the Guildhall rolls through the Magic Word of Saving, call another adventurer through the Magic Word of Recall, or quit trying to call an adventurer through the Magic Word of Ceasing . Entering the adventurer on the Guildhall Rolls will only make the adventurer available to you when you are in the Guildhall. You still must use the Magic Word of Formation to join this adventurer to your group if you so wish. Calling another adventurer will take you through the Magic Word of Calling again, dismissing the presently called adventurer from service. Ceasing to call adventurers returns you to the Adventurer's Guildhall. the trading house Only a snake oil salesman will fare well with a trader. Now only the most foolish adventurers would dare venture into the wild without the proper equipment. Therefore the wise adventurers will seek first to buy themselves weapons, armor, equipment and magic to protect them on their quest. To this end the adventurer may wish to visit a Trading House. The group may ENTER such establishments as with any other place in the city. After ENTERing the Trading House the group will be asked which one will enter to deal with the proprietor. Only one customer will be served at a time. One adventurer must be chosen from the group to enter and deal with the proprietor or priest. The one chosen will be asked whether he wishes to buy or sell something or whether another will enter in his place. Upon speaking the Magic Word to Buy , or the Magic Word to Sell, the worthy customer shall be shown a list of goods, scrolls or other items to be bought or sold. He shall select his choice and ENTER it on the bill, and will be automatically charged or paid for that item. Those with skill in trading may fare well in the Trading houses particularly. Trading houses typically have such items as are listed in the Book of Artifacts, Arms, Armor and Treasure. the temple A place where adventurers may purchase magical scrolls and potions of healing. In these halls may one purchase the scroll of Lifegiving to restore the spirit to a lifeless adventurer. the gambling house Now upon a time the worthy adventurer may have extra gold from his quests. In every city on Kairn there is a Gambling House. Some it is said win at games of chance far more than they wager in the Gambling Houses, others lose. If one wishes to take a chance, he may enter the Gambling House and play the games therein. It is said that those with skill at such things may be more successful. Upon entering a Gambling House the adventurer is shown who in the group is gambling and how much gold that adventurer has. The gambling adventurer is then asked for a wager, and must enter an amount to bet on the game. The game is Black Jack. The gambler is dealt two cards face up, the dealer is dealt one card face up, one card face down. The gambler is then asked to whether he will stand on his deal or whether he wants to be hit with another card. The dealer deals, if the gambler's hand is greater than the dealer's and less than or equal to twenty-one, the player wins. the apothecary A place where adventures may purchase or sell magical potions, scrolls and maybe even wands and rings of power. In the Dungeon Now upon a time, the adventurer must enter the darkest of dungeons on Kairn in pursuit of his goal. Whilst in the dungeon, the hardy adventurer can use the following magic words: IYE, EUU, DEEH, ARR, EFF, PEA, SEEH, EKS, ESS, Home, 5, Uparo, Downaro, Leftaro and Rightaro. With these Magic Words, the adventurer can identify items, use an item, go down a ladder, gain rest, attempt to pick the lock on a door, cast a spell to open a door, leave Kairn altogether, save the group's present position through the Magic of Kairn, open a door, go forward, turn around, turn left, or turn right. Magic words for Dungeons Magic Word of Use - "Iye" will allow an adventurer to use an item. When this Word is used you will be shown a list of items the presently chosen adventurer is carrying, and asked to chose which item to use. Some items are not useable while traveling around a dungeon. Magic Word of Ascension - "Euu" will cause an adventuring party to go up a ladder. Magic Word of Descent - "Deeh" will cause an adventuring party to go down a ladder. Magic Word of Rest - "Arr " will grant rest to the weary adventuring party. Magic Word of Formation - "Eff " will cause an adventuring party to change its formation. The formations will show on the screen as Eff is used. You must note the icons for each adventurer. To place a different party member in a different position in these formations you must use the Word of Rest and then the Word of Formation. Magic Word of Picking - "Pea " will cause an adventurer to attempt to pick a lock on a door. You must specify which adventurer will attempt to pick the lock. Magic Word of Casting - "Seeh
" will allow an adventurer with the ability to cast a spell. When this word is used a listing of spells the caster knows will be displayed. You must move the highlight with one of the arrow keys and ENTER it into the Magic of Kairn. Spells are listed according to spell point costs. If the present adventurer does not have enough spell points to cast the chosen spell he may try again without losing the chance to act in combat. Magic Word of Leaving - "Eks " will cause an adventurer to quit his quest and leave Kairn. Magic Word of Remembrance - "Ess " will cause the adventurer's present position to be remembered by the Magic of Kairn. Magic Word of Opening - "HOME" or "NUMFIVE " will cause one of the adventuring party to open a closed door in the dungeon. Magic Word of Movement "Uparo " will cause an adventuring group to move forward, or move north. Magic Word of Movement "Downaro " will cause an adventuring group to turn around, or move south Magic Word of Movement "Leftaro " will cause an adventuring group to turn left, or move west Magic Word of Movement "Rightaro " will cause an adventuring group to turn right or move east. Mapping a Dungeon Ordinarily, when adventurers are traveling in a dungeon they must rely upon their own memory to find their way. However, should an adventurer find or buy vellum and a quill, and that item is used through the Magic Word for using an item, then a map shall magically be made. The vellum and quill will magically map out the dungeon as it is explored and be displayed by the Magic of Kairn. Once mapped, explored regions remain mapped, and will be presented by the Magi of Kairn. Speaking the Magic Word for using an item again will turn off the mapping if the adventurer so desires. Resting Now upon a time, the adventurer must rest from his wearying travels to heal himself and take stock of his situation. Whilst the weary traveler is resting he may use the following magic words, ESS, QUE, SEEH, EUU, TEE, IYE, ARR, EE and OH. With these words the adventurer may swap items between adventurers, equip a chosen member of the group, cast a spell, use an item, translate a scroll into a usable rune, use an item, review an adventurer's present condition, leave his place of rest, or reorder the formation of the group. magic words for Resting Magic Word of Switching and Swapping - "Ess " will cause two chosen adventurers to swap items and gold. You must highlight and ENTER the two adventurers to swap items. You must then ENTER the items to be swapped from those displayed. Magic Word of Equipping - "QUE" will cause a chosen adventurer to equip himself with the chosen items listed. You must first equip yourself with weapons and some magic items before you may use them. Magic Word of Casting - "Seeh" will allow an adventurer with the ability to cast a spell. When this word is used a listing of spells the caster knows will be displayed. You must move the highlight with one of the arrow keys and ENTER it into the Magic of Kairn. Spells are listed according to spell point costs. If the present adventurer does not have enough spell points to cast the chosen spell he may try again. Magic Word of Dropping - "Dee " will cause a chosen adventurer to drop an item chosen from those listed. Magic Word of Use - "Iye" will allow an adventurer to use an item. When this Word is used you will be shown a list of items the presently chosen adventurer is carrying, and asked to chose which item to use. Some items are not useable while the group is at rest. Magic Word of Translation - "Tee " will translate a Scroll into a usable rune. Scrolls must be translated before they may be used. Magic Word of Identification - "Iye" will cause a chosen character to attempt to identify chosen unknown items. After being identified the item will be listed by its color if it is a potion, by its spell name if it is a scroll, by its name if it is a special item, and by its plus if it is a regular enchanted item. Magic Word of Review - "Arr " will allow one to review an adventurer's present condition to see if he is fit for your quest. The Magic Word of Review will reveal an adventurer's attributes, experience, skills and belongings. You may wish to make a copy of this information for each adventurer. Magic Word of Entrance and Exit - "Ee " will cause the adventuring group to leave its resting place and continue questing. Magic Word of Order - "Oh " will cause the party of adventurers to change their formation. You will be prompted for which adventurer will occupy which position. You must use the Magic Word of Order to place a particular adventurer in the front or back of any of the available formations. the book of Magery When the world was yet young the Gods passed unto man the understanding of magic. But fearing man may become too powerful with such knowledge the Gods created laws governing it use. These laws as understood by contemporary users of magic are as follows; I. All spells require power for the casting, this power is commonly known as Spell Points. II. To each his power develops with time, spell points increase with level. III. Power is related to the understanding, spell points are determined by the prime attribute, the higher the attribute the more spell points developed. IV. To know all is to use half, users of both type of magic suffer a decrease in spell points. V. The devoted shall gain the most, classes dedicated to spell casting will develop spell points the quickest. VI. The greatest shall require the greatest, high level spells use much more spell points than lower level spells. The spell points required to cast a spell is called it level. VII. All creatures will resist the workings of magic, magic will not always work on all creatures. the book of Spells Cleric Spells spells of the first Level Heal 1-10 - When cast will heal 1-10 points of damage Repel Undead I - When cast will dispel type I undead creatures such as skeletons and zombies spells of the second Level Protection I - Will give +5 to party defensive bonus for duration of combat Light I - Will provide light for 30 rounds spells of the third Level Stun I - Will stun monsters for 1-2 rounds Light Ball - Will cast ball of charged light for 2-16 points of damage spells of the fourth Level Protection II - Will give +10 to party defensive bonus for duration of combat Open Door - Will open locked doors spells of the fifth Level Heal 3-30 - Will heal 3-30 points of damage Cure Poison - Will neutralize effect of poison on one target spells of the sixth Level Silence - When cast on a spellcaster will prevent casting of spells for 1-5 rounds Stun III - Will stun monsters for 1-5 rounds spells of the seventh Level Light III - Will provide light for 200 rounds Protection IV - Will give +20 to defensive bonus of party for duration of combat spells of the eighth Level Call Fire - Will call a bolt of fire from the heavens for 7-70 points of damage on one target Repel Undead II - Will repel greater forms of undead creatures such as Ghouls, Wights and Ghost spells of the ninth Level Cure Disease - Will heal a diseased character Lightning Call - Will call a bolt of lightning from the heavens striking one enemy for 7-70 points of damage spells of the tenth Level Heal X - Will heal 50-100 points of damage spells of the fifteenth Level Spirit Whip - Will hit enemy with charged spiritual energy doing 10-100 points of damage spells of the twentieth Level Protection V - Will give +20 to defensive bonus of party for duration of descent into the dungeon spells of the twenty-fifth Level Holy Shout - Will cause all monster to suffer 10-100 points of damage spells of the thirtieth Level Repel undead III - Will repel higher levels of undead creatures such as vampires spells of the fortieth Level Remove Curse - Will allow cursed items to be removed spells of the fiftieth Level Lifegiving - Will restore the spirit to a lifeless companion spells of the sixtieth Level Absolution - Will banish all enemies to another plane Mage Spells spells of the first Level Light Bolt - Will shoot bolt of charged light for 1-10 points of damage Sleep I - Will cause monsters to sleep for 1-2 rounds spells of the second Level Fire Bolt - Will shoot bolt of fire for 2-16 points of damage Detect Trap - Will detect traps on chests spells of the third Level Silence - As cleric spell Disarm Trap - Will disarm traps on chests spells of the fourth Level Fear - Will cause enemies to flee from the caster Sleep II - Will cause monsters to sleep for 1-5 rounds spells of the fifth Level Strength - Will increase strength of party members increasing the chance to hit and damage done Cancel Magic - If cast will prevent enemy spells from working on the caster for 2 rounds spells of the sixth Level Fireball - Ball of fire will engulf enemies for 4-32 points of damage Teleport - Will teleport party up or down one level of dungeon spells of the seventh Level Awaken - Will awaken characters who are asleep Haste I - Increase speed of party for one round ie. twice movement and double attacks spells of the eighth Level Lightning Bolt - Create bolt of lightning for 7-70 points of damage Vigor - Will double a characters hit points for the duration of combat spells of the ninth Level Water Bolt - Create a bolt of water doing 7-70 points damage Ice Ball - Ball Of Ice will engulf enemies for 6-60 Points Damage spells of the tenth Level Haste III - Increase party speed for 3 rounds spells of the fifteenth Level Firestorm - Storm of fire surrounds enemies for 8-64 points of damage spells of the twentieth Level Light III - Will Create Light for 200 rounds spells of the twenty-fifth Level Dispel Magic - Protects entire party from the effects of enemy magic for 2 rounds spells of the thirtieth Level Teleport True - Will teleport party out of a dungeon to the outside spells of the fortieth Level Ice Storm - Storm of ice surrounds enemies for 10-100 points spells of the fiftieth Level Word of death - Will cause one enemy to die if successful spells of the sixtieth Level Death fog - Poison fog surrounds all enemies killing all who fail to resist The Book of Artifact, Arms, Armor and Treasure i. Artifacts In all of Kairn there are Eight Ancient Artifacts of Power. Made in time immemorial, these artifacts embody the very magical essence of Kairn. It is said that only those who reach the height of their profession have the power to use them. Each item confers great power upon the holder. The items are, The Mace of the Dead - A magical mace usable only by Clerics and Rangers. The Mace of the Dead Will cast Repel Undead III. It cannot be broken. The Axe of Lords - A powerful magical axe usable only by fighters. The Staff of Mages - A magical staff usable by only Mages and Sorcerers. The Staff of Mages adds to spell power and hit points. The Staff of Mages can cast Word of Death spell. It cannot be broken. The Kings Robe - A magical robe usable by anyone which offers magical protection from harm. The Sword of Kings - A magical sword usable by anyone, a powerful magical weapon. The Wand of Power - A magical wand usable by Mages and Clerics only. This wand amplifies the powers of its wielder. The Cross of Life - A magical cross usable only by clerics and rangers which has the power to raise the dead. The Bow of Death - A magical bow usable by anyone who finds it. The Bow of Death is a powerful magical weapon. An arrow fired from the Bow of Death is said to strike dead whatever it hits. ii. arms Great Sword - Long two handed sword doing much damage. Battle Axe - Two handed war axe doing very good damage. Long Sword - Long one handed sword doing good damage. Mace - One handed weapon doing good damage. Hammer - One handed war hammer doing very good damage. Short Sword - One handed sword doing moderate damage. Hand Axe - More of a tool doing moderate damage. Dagger - Inexpensive weapon doing some damage. Short Bow - Missile weapon doing moderate damage. Long Bow - Missile weapon doing good damage. iii. Armor Cloak - A heavy cloak more for warmth than defense. Leather Vest - A light leather vest providing partial protection, Target Shield - A small shield providing some protection. Full Shield - A full body shield providing good protection. Chain Vest - Tightly woven chain mesh covering the torso providing good protection. Bracers - Protection for the forearms. Leather Helm - Light leather helm providing some protection. Full Chain - Woven chain mesh same as chain vest but covering most of the body providing very good protection. Breast Plate - Same as Full Chain with the addition of metal plates covering the torso providing excellent protection. Full Plate - Same as Breast Plate but using additional metal plates protecting most of the body providing the best protection. iii. Treasure The hardy and successful adventurer may upon a time encounter chests of treasure. Although many of these chests are evilly trapped, many contain treasure beyond the adventurer's wildest imaginings. Among the other things such treasure chests contain are: Gold, the common currency of Kairn, good in any of the great and magical cities of Kairn to buy equipment, magical items or healing. In addition to gold, the adventurer may find many other items, some of which can magically protect by increasing one's defensive powers, protecting partially or wholly against magical attacks. Sometimes these items may be arms or armor, scrolls or potions. Beware the items the evilly cursed items among those that protect. Scrolls are the written forms of magic which can be used by any adventurer, regardless of his class. Before a scroll can be used by anyone it must first be translated by one who is skilled at Reading Runes. Only those who possess a scroll may translate it. Moreover, one may only attempt to translate a scroll while the group is resting. A failure can mean the destruction of the scroll. After the magic of a scroll is used up it is destroyed. A scroll, and any other item may only be identified while the adventurer possesses that item and the group is resting. Potions are the liquid forms of magic. When a potion is found it is known only as a 'potion' until identified. A potion must be identified to discover what type of potion it is such as Red, Clear, or Smelly. Identifying a potion will not reveal what a potion does, the brave explorer must discover this by trial and error. the book of Creatures Now upon a time whilst traveling about the wilds of Kairn the brave adventures will surely happen upon many strange and wondrous creatures. While it may be new and exciting to discover these creatures the brave adventurers must be cautious for these creatures will surely not be friendly and will probably attack on sight. Creatures of the wild: Wolves, Wargs and Wild dogs - These creatures always hunt in large packs and are to be feared. Large bats - can be found in the dark recesses of many dungeons, while not usually capable of killing a man they do carry diseases. Griffins - A ferocious hybrid creature, the most dangerous creature of the wild. Humanoid creatures, foul and evil abominations of mankind: Orcs - Stupid but fierce fighters. Gnolls - A larger cousin of the Orc. Goblin - A smaller cousin of the Orc. Harpies - An aviarian cross with man, quick an fierce. Kobolds - A cross between dog and man, a fierce creature with a deep hatred of all creatures. Minotaur - The legendary creature, a cross between a bull and man, a deadly fighter. Werewolves and Wereboars - Men who are capable of changing into horrible creatures of the night. The Undead, the touch of the undead is to be feared it is said that the merest touch of an undead creature to human flesh can cause disease or worse: Skeleton - The animated skeleton of dead creatures. Zombies - An animated body with flesh. Ghouls - An evil creature needing the flesh of the living to sustain itself. Mummies - The preserved remains of the dead that has somehow hung on to an evil half life. Wraiths & Ghosts - Powerful evil spirits that seek to destroy all living creatures. Wights - A creature animated by its own greed to protect its burial place from all intruders. Vampires - The most powerful undead creature, its touch is said to drain the very life from ones body. The Worms spawn, children of the great worm: Vipers - Poisonous snakes. Lizard Men - Humanoid reptiles using arms and armor. Man Drakes - Large reptiles with the torso of a man. Gribbons - A larger and quicker cousin of the Lizard men. Draggards - A small but poisonous dragon. Earth Drake - A small ferocious dragon. Fire & Ice Drake - Small dragons capable of using breath weapons. Viprous Magi - Lager vipers capable of using spells. Wyverns - Larger than the drakes but not quite a true dragon, capable of breathing fire. Gargoyles - A humanoid lizard, very quick and strong. Basilisk - Small lizard like creature whose gaze can kill a man. Hydra - Multi headed creature of lore. Graygarns and Dragon worms - Cousins of the dragon but without wings and unable to fly. Very adept users of magic. Dragon - The true dragon, the most dangerous of the Worms children. All intelligent creatures fear them with good reason. Constructs and Giants: Flesh Golems - Created from the body parts of the recently deceased, stupid but strong and hard to kill. Stone Goliaths - Animated stone creatures used to guard valuable treasures, incredibly strong and very difficult to kill. Kralls & Trolls - Large fearsome creatures who fear the sunlight. Ogres - Large humanoid creatures 8-10 ft tall, crafty and strong. The giants are a large humanoid race ranging from 10-20 ft in height they are very strong and capable of dealing great damage. Some are even said to be resistant to magic. The following giants are know to exist on Kairn; Hill Giants, Stone Giants, Frost Giants, Fire Giants and the one eyed Cyclops. Demons and Devils; Creatures summoned from the nether world, they are some of the most powerful evil creatures throughout the land. They are said to be immune to many forms of magic and capable of wielding great magic themselves. A brief list of many of the various type are as follows: Green Devils, Night Devils, Horned Devils, Fire Hounds, Succubi, Equis Demons, Lesser Demons, Night Shades, Ice Demons, Fire Demons, Great Demons and the dread Demon Lord. APPENDIX Professional Names Fighter: Hireling, Soldier, Fighter, Warrior, Defender, Knight Magician: Apprentice, Trickster, Enchanter, Conjuror, Magician, Archmage Cleric: Blesser, Advocate, Cleric, Priest, Protector, Avatar Bard: Shill, Shyster, Minstrel, Troubadour, Jongleur, Bard Ranger: Scout, Tracker, Escort, Gallant, Warder, Ranger Sorcerer: Initiate, Channeler, Wizard, Diabolic, Sorcerer, Necromancer Monk: Competitor, Monk, Master, Grandmaster, Highmaster, Dragon Thief: Snitch, Swindler, Cutpurse, Prowler, Bungler, Thief Rogue: Rascal, Scoundrel, Knave, Brigand, Mercenary, Rogue Ninja: Nightwalker, Nightkiller, Skulker, Stalker, Assassin, Ninja Levels associated with profession names: 1-5, 6-8, 9-11, 12-14, 15-17, 18-up The Dungeons of Kairn program requires the following; * IBM compatible system with a minimum of 256K of RAM if more memory is available the program will use it and require less disk accessing. * 2-Floppy drives or a Hard Disk Drive * A CGA monitor and graphics card * Config.Sys files needs to have the minimum of Files=20 as one of the lines