CONTENTS
I.
Background & History
A. The DRAGONLANCE® Saga
B. The ADVANCED DUNGEONS &
DRAGONS® Game
II.
The Action Starts...
III.
Playing The Game
A. Movement.
B. Ranged Combat/Dodge
C. Close Combat
D. Screen Displays
E. Menus & Sub-Menus
F. WINNING THE GAME
IV.
Characters
Tanis Half-Elven
Caramon Majere
Raistlin Majere
Sturm Brightblade
Goldmoon
Riverwind
Tasslehoff Burrfoot
Flint Fireforge
V.
Monsters
VI.
Lost & Found - objects in the ruins:
I.
Background & History
It is now
more than three hundred years since the Cataclysm when the wrath of the
gods descended upon Krynn. With the only direct access portal denied her,
the Queen of Darkness spreads her power across the land by awakening the
evil dragons and creating the Draconians. Once in control of Krynn, she
will be free to force entry to the world. Only the ‘Companions of
The Lance’ (they aren’t ‘Heroes’ until they succeed) can stop her final
victory. Should they fail, the Queen of Darkness will be free to come through
from the Abyss into the world and darkness will cover Krynn for all eternity
as she and her Draconians will control the largest, most evil empire ever
created.
The only
threat to her awesome power is the possibility of a revival of the worship
of the old gods. In the years since the Cataclysm, the inhabitants of Krynn
have lost their belief in the gods. Before opposition to Takhisis can be
united, you must restore faith in the old gods by recovering the Disks
of Mishakal from the ruins of Xak Tsaroth. Use of their knowledge will
bring True Healing back to Krynn and restore faith in the old gods, allowing
them to
intervene in the fate of their worshippers.
More importantly, it allows them to confront the Queen of Darkness directly
and restore the balance between Good, Evil and Neutrality.
This mighty
relic is the only hope for Krynn and you must aid the Companions in their
quest to retrieve the Disks. Unfortunately, the Disks aren’t just lying
in the ruins but are actively guarded by Khisanth, an ancient, huge, black
dragon, served by Draconians who have enslaved the local Aghar (gully dwarves).
A.
The DRAGONLANCE® Saga
The world
of Krynn resulted from players who wanted more dragons. The basic plot
which became the basis of the entire DRAGONLANCE®
game universe was put together by the TSR design staff. These concepts
were then brought to life by the TSR artists to produce the DRAGONLANCE®
saga — a rich, diverse, gaming universe with awsome dragons and questing
adventurers. From this beginning came an entire world and its history,
the place now known to garners as Krynn. Until now, occupation of Krynn
has been limited to the imagination of the readers of the DRAGONLANCE®
novels and players of the ADVANCED DUNGEONS & DRAGONS®
role-playing game. However, things have changed.
The Heroes
of the Lance game gives you the chance to take part in the quest of the
‘Companions of The Lance’ as they begin their fight to save Krynn from
domination by Takhisis, the Queen of Darkness. Find yourself in the thick
of the action as you control the characters in their life-or-death struggle
against the forces of evil. Can you retrieve the Disks of Mishakal from
the lair of Khisanth, deep in the ruins of Xak Tsaroth? Before you can
even reach the lair, the companions must defeat Draconian hordes in hand-to-hand
combat and deal with powerful magic, monstrous spiders, skeletal undead,
and many more terrors that lurk amidst the rubble of a once beautiful city.
For those
familiar with the AD&D® game, this
is not a role-playing game but an Action game. The computer is used to
keep all of the usual ‘to hit,’ ‘damage inflicted,’ ‘saving throw,’ etc.,
dice rolls behind the scenes so that you can concentrate on the action
on screen. You won’t see the numbers, allowing you to concentrate on what
is actually visible — the Draconian charging forward waving a sword. Can
you see any traps while the detect spell lasts or is that a potion bottle
in the corner?
B.
The ADVANCED DUNGEONS & DRAGONS® Game
Some of
you may not have encountered role-playing games (RPGs) before. Although
this isn’t an RPG, it is based around the concepts of what is probably
the most widely played system — the AD&D®
game from TSR.
Instead
of being a passive reader or observer as in a novel or play, RPG players
control one or more characters within the story. You take an active role
in determining the course of events within a game, during which the characters
(if they survive) will learn and become more experienced, thus equipping
them to deal with tougher challenges. The players have an opportunity to
interact not only with the game but also with each other. The game is open-ended
and, when one scenario has been completed, the characters can continue
to another and another....
A ‘Dungeon
(or Game) Master’ directs each game by controlling the entire action within
the game apart from the players’ characters. This person is responsible
for describing the characters’ environment, controlling all the monsters
and traps, and dealing with combat resolution, treasure and anything else
which may occur. Many people enjoy being a Dungeon Master as much as running
a character in another person’s scenario. The Heroes of the Lance
game is designed to hide the dice-rolling and table-referencing from the
player and allow him/her to concentrate on the action as the computer takes
on the mechanics of the game. But, of course, it doesn’t allow players
to interact with each other in the way the AD&D®
game does.
II.
The Action Starts...
Despite
the various encounters with Draconians while approaching Xak Tsaroth, the
Companions are finally standing within the Great Temple of Mishakal before
the statue of the goddess. As Goldmoon, carrying the Blue Crystal Staff,
approaches the
statue, it animates and speaks to
you:
“...Krynn is about to face
its greatest test.... You must return the truth and power of the true gods
to men. It is time to restore the balance.
“To gain
the power, you shall need the truth of the gods. Far below this temple
lie the Disks of Mishakal: circular plates of platinum that are all you
need to call upon my power. You must recover these disks.
“Your way
will not be easy. The disks now lie in the lair of the dragon. Therefore,
I charge your staff: if you present it boldly, never wavering, then you
shall prevail....”
You will
find the Heroes ready to start their explorations of the ruins of Xak Tsaroth.
You must be ready for anything as Draconians aren’t the worst thing you
may meet Good luck - the fate of Krynn is in your hands.
III.
Playing The Game
This game
has been designed to give you the feel of adventuring in the world of Krynn,
a strange and dangerous place full of monsters and treasure. There are
many things you can do during the course of the game, from movement and
fighting to casting magic and collecting potions.
To enable
you to engage in all of these things, we have set up methods to control
everything as simply as possible. Movement and physical combat are entirely
controlled from the joystick, and everything else is dealt with by a mixture
of Icon and Menu selection.
These methods
have been designed to minimize interference in the flow of the game by
never requiring you to let go of the joystick during the course of play.
While playing, simply pressing the space bar will bring up the Main Menu
and pause the game as you make your selection, and then restart when you
quit the menus. The easiest way to get to the menus is press the space
bar with the side of your hand as you hold the joystick. The menus can
be accessed at any time during the game.
The two
methods of controlling actions are:
1. Joystick (and fire button) for
movement, Close Combat (sword, staff, etc.), and Ranged Combat (bow and
arrows, spears etc.). Close Combat is possible when a character and monster
approach each other within a quarter of the screen width.
2. Menu selection is for spell choice,
character selection, picking objects up, etc., and you can use it at any
time by pressing the space bar to activate the Main Menu. Use the Joystick
to select an option which will either give you further choices from a submenu
or carry out the specified action.
A.
Movement.
All movement
on screen is controlled by the joystick as shown here, including movement
towards or away from the player — into or out from the screen. Moving the
joystick in the various directions will move your character accordingly
(e.g., if you are walking left at normal Speed and you move the joystick
to the upper right diagonal then your character turns around and starts
running at double speed). The IN (joystick pushed forward) and OUT (joystick
pulled back) directions are active only at certain times.Whenever a corridor
crosses or joins the corridor you are in, the compass direction that your
character can travel down that corridor is highlighted. You will notice
that if you choose to go down a cross-corridor, the compass direction will
change. The screen always shows your character moving left and right.
On the other hand, the compass is
always oriented to maintain the same absolute direction, just as a real
compass. As an example, if your character were to be traveling along an
east-west corridor, the compass would show north as being up. If the character
then entered a corridor that went north, the compass would change. North
would then be on the right of the compass since that is the direction the
character is facing. This is not as complicated as it sounds and is easily
mastered when you play the game.
Pressing
the fire button will cause one of two options to be available, depending
on whether your character is running or stationary when the button is actually
pressed:
STATIONARY
-
Pressing and holding the fire button puts the character into one of the
two Combat modes. The character will enter Ranged Combat mode (see details
below) if the character is more than a quarter of a screen width from a
monster. If within this distance, the character will enter Close Combat
mode. You will see the word “COMBAT’ displayed below the compass when your
character comes within the quarter screen width.
RUNNING
- Pressing the fire button while you are running causes the character to
JUMP in the direction of movement. This allows the character to pass over
certain types of obstacles.
B.
Ranged Combat/Dodge
This mode
is used for two purposes:
dodging and using a ranged weapon
(one that fires over a distance such as a bow and arrows or a throwing
axe). It can only be used by a stationary character and requires pressing
the fire button to begin operating.
With the
fire button depressed, moving the joystick in the appropriate direction
will cause your character to perform the indicated action. The character’s
weapon is automatically selected when you move the joystick into a firing
position. For the bows and the hoopak, you must first select the Use command
from the Main Menu and choose either a pouch or a quiver before the ranged
weapon can be used. The moves are reversed depending on the screen facing
of the character (see diagrams). As long as the joystick is held in position,
the weapon will continue to fire until it runs out of ammunition or until
a monster moves within Close Combat range. If you push the stick into a
firing
position and release it, the weapon
will only fire once.
Fire CENTER
lets you shoot parallel to the ground at about shoulder height and
is the most likely choice to use
when firing at monsters. Fire LOW and Fire HIGH allow your character to
fire below or above the center line.
DODGE allows
the character to take avoiding action from an attack and is also available
in Close Combat.
All Ranged
Combat selections are cancelled, changing to Close Combat, if the player’s
character and a monster move within the 1/4 screen trigger distance. At
the same time, the character’s weapon changes to the Close Combat weapon.
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C.
Close Combat
The computer
allows you to enter Close Combat mode whenever a monster and a character
move within one quarter of a screen of each other. You will see the word
COMBAT below the compass when you can enter Close Combat mode. To enter
this mode, keep the fire button depressed. This mode stays in force until
one of the combatants is dead, they move away from each other until separated
by more than a quarter of a screen, or you release the fire button.
When in
Close Combat, joystick moves change to those shown here and the character
automatically uses his or her Close Combat weapon. In this mode, the player
selects the indicated combat moves for close (melee) fighting by moving
the joystick in the relevant direction.
The terminology
used applies to sword fighting, but the physical moves apply equally to
whatever weapon the character is using whether sword, staff, axe, etc.
MOVE BACKWARDS
means that your character keeps the current facing and walks backwards.
The character will back up (still holding his or her weapon), moving to
the edge of the screen or until reaching an impassable barrier. If this
allows the character to move beyond the combat trigger threshold (quarter
screen), movement reverts to normal joystick mode.
DODGE is
available and the character behaves the same as in Ranged Combat, with
the ability to avoid things. You can still make selections from the menu
if required and the computer will pause the game, making the necessary
combat adjustments while any changes and selections are made. The menus
allow you to change the lead character.
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D.
Screen Displays
There are two main screen displays
used during the course of game play:
STANDARD
SCREEN
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MAIN
MENU
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1.
STANDARD SCREEN - The main section of the screen shows the actual
view of the area being explored with a double row of character icons along
the right-bottom of the screen, and a compass indicating viewpoint and
exits. Next to each character, that character’s Hit Point status is shown
as a vertical bar. Pressing the space bar brings up the second display
- the Main Menu.
2.
MAIN MENU - The main section is overlaid with a scroll of selections,
with the top selection highlighted and the lower section of the screen
continuing to hold the same information. Selection is either by moving
the highlight with the joystick or the Up/Down cursor keys. When the required
selection has been made, pressing the fire button or the Return/Enter key
will activate the selection. An error message is displayed if you attempt
a selection that is not available.
There is a third type of screen:
The animation sequence. Return to normal game action by pressing the space
bar.
Choosing the Main Menu can also
be used as a pause during gameplay should you require a short break and
not wish to quit the game.
E.
Menus & Sub-Menus
1. Hero
select - showing Status screen:
The order
in which the characters appear on the screen has an effect on play. The
top left character is first in the party, and is the active character.
The character immediately to the right of that character is second, and
so on. The bottom right character is the last one. The icon of the first
character will appear on the screen and represents the entire party. Spells
can only be cast if the character casting the spell is one of the first
four. Characters in the bottom row cannot cast any spells. The active character
will suffer the most damage in combat, but all of the top 4 characters
may suffer some damage.
You can
change the order of the characters in your party by selecting Hero Select
from the Main Menu. When you have done this, a white box will appear around
the active character. You can use the joystick or the cursor keys to move
this box over one of the characters that you want to move to a different
position. When the box is on the desired character, press the fire button
or hit the Return/Enter key.You will then get a second white box. Move
this white box over the character you wish the first character to switch
positions with. Once again hit the Return/Enter key or press the fire button.
The characters will switch positions. If you wish to change the order of
more than one pair of characters, re-select this option for each swap you
wish to perform.
Should
Goldmoon’s hit points fall to a low level, and she is the active character,
Riverwind will switch positions with her in order to protect her. Once
she is revitalized, she can once again assume the lead.
2.
Magic User/The Staff of Magius Spells:
The number
in parentheses (brackets) is the number of charges used per spell when
Raistlin uses the staff of Magius. This staff holds
up to 100 charges. Using scrolls and potions does not take charges. Wands
use these charges.
Charm
- each use takes 1 charge (1).
Sleep
- uses 1 charge (1).
Magic
Missile - each use takes one charge (1).
Web
- entangles an opponent for a limited amount of time (2).
Detect
Magic - shows location of magic items (1).
Detect
Invisible - shows location of anything invisible (2).
Final
Strike - destroys staff and causes intense damage when it explodes;
provides option to cancel in case
selected
by mistake (uses all remaining charges).
Burning
Hands - each use takes one charge (1).
Exit
- return to Main Menu.
3.
Clerical Staff Spells:
This selects
one of two sub-menus depending on who is using the staff. Only Goldmoon
can use the staff unless she is incapacitated or dead. In that case, Riverwind,
Caramon, or Sturm can use it at a reduced capacity.
The number
in parentheses (brackets) is the number of charges used per spell when
using the clerical staff. This staff holds up to 200 charges, but will
absorb energy if attacked by energy-using monsters.
When you
select Clerical Staff Spells, a different sub-menu is displayed depending
on whether Goldmoon is alive and conscious or one of the other characters
is controlling the staff.
3a.
Clerical Staff Spells (for Goldmoon):
Cure
Light Wounds - heals minor damage to a character (1).
Protection
from Evil - helps you against evil opponents (1).
Find
Traps - indicates the location of a trap (2).
Hold
Person - stops a monster in its tracks (most of the time) (2).
Spiritual
Hammer - just like a warhammer but no hands (2).
Prayer
- a little extra help from above (3).
Cure
Critical Wounds - more powerful healing (5).
Raise
Dead - raises dead. characters whose bodies are available (5).
Deflect
Dragon Breath - very useful if you meet a dragon (10).
Exit
- return to main menu.
3b.
Clerical Staff Spells for Riverwind, Caramon, Sturm:
Cure
Light Wounds - heals minor damage to a character (1).
Find
Traps - indicates the location of a trap (2).
Cure
Critical Wounds - more powerful healing (5).
Deflect
Dragon Breath - very useful if you meet a dragon (10).
4.
USE:
This displays
a list of the active character’s possessions with the exception of his/her
initial equipment (i.e., personal weapons and items worn). It includes
anything acquired during the course of play such as potions, scrolls, rings,
etc. Any weapons in excess of the two usable by the character are listed
here. Excess weapons can’t be used by the character, although they will
contribute towards the experience points total at the end of the game.
A character’s carry limit is affected by quivers of arrows and pouches
of bullets.
5.
TAKE:
This command
applies to the currently occupied area and lists any items that can be
readily picked up as well as any magic or invisible items that have been
found. Due to the limited number of items that any one character can carry,
it may be necessary to
select a different character to
pick up an item or have the current character drop or give away an item
first. Note that a dropped item will appear under this command when it
is reselected.
Should this
list include one of the staffs (due to the death of Raistlin or Goldmoon),
there are restrictions on picking them up and using them:
The
Staff of Magius - Nobody can pick it up apart from Raistlin,
as they are all of the wrong alignment and will take damage if they attempt
it.
Blue
Crystal Staff - Apart from Goldmoon, Riverwind, Caramon, and
Sturm, anybody else will take damage from this clerical staff. Only Goldmoon
can use the staff unless she is dead or incapacitated, in which case one
of the others may use the staff.
6.
GIVE:
This lists
all of the items owned by the lead character which can be transferred to
another character. It does not include personal weapons or (for Goldmoon
and Raistlin) the staffs, but does include items such as potions, arrows,
etc.
To GIVE
an item, choose it on this sub-menu and press the fire button (or equivalent)
to initiate the transfer. The highlight will then appear on the character
icons. Move it to the character you wish to receive the item and press
the fire button to complete the transfer. A character’s carry limit cannot
be exceeded by this procedure and the game will not allow the transfer
to be completed. If you attempt it, you will return to the start of the
GIVE menu.
7.
DROP:
Drop shows
all of a character’s possessions which can be dropped to the floor. As
with the other sub-menus, this option does not list personal weapons (including
Raistlin’s and Goldmoon’s staffs).
8.
SAVE:
Choosing
Save allows you to save a game for completion at a later date. Before you
perform this operation, you must have a formatted disk as mentioned earlier.
Once Save is selected follow the prompts provided to complete the save
procedure.
9.
RESTORE:
Use of
this selection allows you to restart a previously saved game at any time.
If you are already playing a game, it will be cancelled and replaced by
the saved game which you reload. If you select it by mistake, you have
the option to return to the Main Menu before any damage is done. If you
proceed then you will be asked for the disk containing the saved game and
prompted as to the correct procedure.
10.
SCORE:
You can
view your accumulated experience points during play by choosing this option.
The number shown as a total is a summary of all points accumulated by characters
that are still alive. The number of monsters killed is a running total
of all monsters of the given type killed to that point in the game.
11. EXIT
MENU:
This selection
provides the means of returning to the main game display and continuing
the game.
F.
WINNING THE GAME
You accumulate
experience points during the play of the game. You get experience points
for killing monsters, for gathering treasures, or for surviving to the
end of the game. The current total score for the party can be viewed at
any time from the Main Menu. Detailed scores (character by character as
well as total) are provided at the end of a game. At this time, scores
are listed for each character, and two party scores are given. One score
is the total number of points of all surviving characters, and the second
is the total of all characters, whether dead or alive at the end. These
scores allow you to compare games as well as giving a numerical value as
a measure of success in any one game.
IV.
Characters
Tanis:
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By Larry
Elmore, from
"Dragons of
Hope"
|
Orphaned
by the death of his elven mother, Tanthalas, better known by the shorter,
human form of his name as Tanis, was raised amongst the elves. However,
as a half-human, Tanis always felt somewhat of an outcast. Finally driven
by his restless nature, he left the Qualinesti and headed for Solace and
the only ‘outsider’ known to him, his friend Flint. By the time he became
involved with the Companions — other than Goldmoon and Riverwind — he had
become an experienced half-elven fighter wandering the world of Krynn in
search of True Healing and clerics. A natural leader, he has known, travelled
with and fought beside the Companions for many years. Although none of
them knew it at the time their meeting became the start of their joint
quest and the formation of the Companions of The Lance. His travels through
an unsettled world, combined with his early training amongst the Qualinesti
elves, have turned him into a master swordsman. Equipped with his elven
blade, there are few fighters skilled enough to match him in combat. Of
course, an enemy has to reach him first because his natural skill, augmented
by plenty of practice with the bow, will usually stop all but the most
determined opposition before it comes within reach of his sword arm. |
AD&D®
Game Statistics:
Strength
16 (Damage +1);
Intelligence
12; Wisdom 13;
Dexterity
16; Constitution 12;
Charisma
15; Alignment - Neutral Good;
Hit Points
35; Armor Class 4.
EQUIPMENT:
Leather
armor +2;
Longsword
+2 (damage 1-8/1-12 vs. Giants);
Bow &
quiver of 20 arrows (damage 1-6). |
By Larry
Elmore, from
"Dragons of
Mystery"
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Caramon
Majere:
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By Larry Elmore,
from
"Dragons of
Hope"
|
The twin
brother of Raistlin, Caramon can be considered a complete opposite to his
brother. From early childhood Caramon made himself the protector of his
weaker brother, rescuing him time and time again from bullying tormentors.
His training as a warrior while a young child, was started by his sister,
Kitiara, who later became a Dragon HighLord in the service of Takhisis.
Inseparable from his brother, except when Raistlin was being schooled in
the magic arts, Caramon lived all his life in Solace. Here he met Sturm,
but it wasn’t until their father’s death that the twins met up with Tasslehoff
and, through this meeting, another of Solace’s long-time inhabitants, Flint
Fireforge. This was the start of the friendships which led to the formation
of the Companions of the Lance.
Although
a well-trained warrior by this time, Caramon was relatively inexperienced
in combat and it was his travels with his newly acquired friends (later
to include Tanis) that turned him into a seasoned warrior. Travelling the
country with Raistlin was always an exciting adventure. One of his brother’s
greatest joys was exposing false clerics as fraudulent charlatans making
money at the expense of the sick and helpless. Usually, rather than being
grateful, the people would turn on the twins who often only escaped serious
harm as a result of Caramon’s increasing martial skills. It took a long
time for them to realize that people don’t like being shown as fools even
for their own good. After some years of travel with Flint both on trading
expeditions and on their own, they all met up again at the Inn in Solace
on that fateful night where they met Riverwind and Goldmoon. The rest is
history, as they say, and in this adventure, the conclusion is up to you. |
AD&D®
Game Statistics:
Strength
18/63 (Damage +3);
Intelligence
12; Wisdom 10;
Dexterity
11; Constitution 17;
Charisma
15; Alignment - Lawful Good;
Hit Points
36; Armor Class 6.
EQUIPMENT:
Ring mail
armor;
Longsword
(damage 1-8);
Spear (damage
1-6). |
By Larry
Elmore, from
"Dragons of
Mystery"
|
Raistlin
Majere:
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By Larry
Elmore, from
"Dragons of
Hope"
|
So weak
when he was born that he wasn’t expected to live, Raistlin survived his
childhood through his sister’s efforts and through the protection of his
twin brother. Just before their fifth birthday, they were taken to the
fair where a conjurer was performing tricks and illusions. Caramon watched
for a while then wandered off, but his brother stayed all day and that
evening astonished his family by reproducing every trick he’d seen performed.
Shortly
after his sixth birthday, the family took Raistlin to a Master Mage who,
although at first not overly impressed by the boy, took him as a pupil
after he was found in the mage’s library reading a spellbook, thought to
be impossible without years of study. Never popular and often bored, his
studies continued despite his contempt for both fellow students and instructors.
This period reinforced Caramon’s protective attitudes towards his brother,
providing the root for Raistlin’s general dislike of humanity at large,
together with a deep and lasting sympathy for the weak.
During
this period, Raistlin supplemented the family’s income by public performances
of illusions and tricks, which often brought him into open conflict with
his school. One of these public disagreements led to the twins meeting
Tasslehoff and subsequently, Flint.
Raistlin
was destined to become the youngest mage to take (and pass) the Test which
confirmed his future power and gained him his Staff, while leaving him
a physical wreck. |
AD&D®
Game Statistics:
Strength
10;
Intelligence
17; Wisdom 14;
Dexterity
16; Constitution 10;
Charisma
10; Alignment - Neutral;
Hit Points
8; Armor Class 5.
EQUIPMENT:
Staff of
the Magius (+3 protection; +2 to hit - damage 1-8);
Close combat
with Staff as weapon;
Ranged
combat - see spell list. |
By Larry
Elmore, from
"Dragons of
Hope"
|
Sturm
Brightblade:
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By Larry
Elmore, from
"Dragons of
Hope"
|
The son
of one of the remaining true Knights of Solamnia, Sturm was sent south
with his mother for safety when his father could no longer guarantee the
security of their home. His father was to have sent for them when things
calmed down — he never did. At this
time, the Knights were looked down
upon by the general population of Krynn as they were unjustly blamed for
failing in their duties and not stopping the Cataclysm.
Conscious
of his father’s position and duties, Sturm dedicated his life to the Knighthood
and became a welltrained but inexperienced fighter by the time he met Caramon.
Drawn together by their mutual martial interests, they quickly became fast
friends and for Caramon’s sake he even somewhat befriended Raistlin. He
holds the high ideals of his father and the Knights despite the difficulty
of maintaining them in the current state of the world.
His rescue
of Raistlin’s Master’s pouch caused their first meeting with Tasslehoff
and their subsequent fellowship with Hint and Tanis. Flint taught
Sturm and Caramon the wilderness survival skills that were to save their
lives many times in the future. Their journeys with Flint over the next
few years formed them into the formidable group of adventurers who now
bear the survival of Krynn upon their shoulders. Finally, in the year 346,
with Flint’s retirement, the companions went their separate ways. Sturm
went to Solamnia to search for his heritage but they all agreed to meet
at the Inn of the Last Home in five years’ time. Having gained his inheritance
by this time, Sturm was equipped as a Knight of Solamnia, and this meeting
marked the start of the quest when they rescued Goldmoon and Riverwind. |
AD&D®
Game Statistics:
Strength
17 (Damage +1);
Intelligence
14; Wisdom 11;
Dexterity
12; Constitution 16;
Charisma
12; Alignment - Lawful Good;
Hit Points
29; Armor Class 5.
EQUIPMENT:
Chainmail
armor;
Two Handed
sword +3 (damage 1-10);
No ranged
weapon.
|
By Larry
Elmore, from
"Dragons of
Mystery"
|
Goldmoon,
Chieftain's Daughter:
By Larry
Elmore, from
"Dragons of
Hope"
|
Daughter
of the chieftain of the Que-Shu tribe, Goldmoon’s future was mapped out
from birth as whoever she married would become chieftain of the tribe.
Unknown to everyone, the gods had different plans for her. The first inklings
that none of this would come to pass came when she fell in love with Riverwind
rather than the supposed best warrior of the suitable young men.
When Riverwind
returned from his quest to prove himself eligible for Goldmoon, things
really changed. The Staff that he returned with didn’t appear to do anything
and her father condemned him to death. As the rest of the tribe started
to stone him to death, Goldmoon threw herself into his arms as she realized
that she couldn’t live without him. Suddenly the Staff flared with a brilliant
blue light and they found themselves standing miles away from the village
with all their injuries healed. Rejected by their tribe and realizing that
the Staff was something special, they decided to go to Solace and ask the
Seekers for their help in discovering the Staff’s true nature. The Seekers
‘were the nearest thing to clerics in Solace but were also indirectly acting
for Takhisis to recover the Staff.
Before
Goldmoon and Riverwind could hand the Staff over, they became involved
in a fight at the Inn and were rescued by the other Companions. So begins
the story of the Heroes of The Lance which leads to your task among the
ruins of Xak Tsaroth. |
AD&D®
Game Statistics:
Strength
12;
Intelligence
12; Wisdom 16;
Dexterity
14; Constitution 12;
Charisma
17; Alignment - Lawful Good;
Hit Points
19; Armor Class 6.
EQUIPMENT:
Leather
armor;
Blue Crystal
Staff (damage 4-9,7-12 or 10-15);
Clerical
magic from Staff, see sub-menu. |
By Larry
Elmore, from
"Dragons of
Mystery"
|
Riverwind:
|
|
By Larry
Elmore, from
"Dragons of
Hope"
|
Born into
a family of virtual tribal outcasts, there was no one in the Que-Shu with
a lower social position. Riverwind’s family refused to believe in the divinity
of the tribal chieftain and were the last believers in the old gods. Tolerated
for his skills, Riverwind would probably have been left alone to live his
life were it not for his love for Goldmoon, which led him to ask her father
for permission to marry her.
Her father
gave him a task to prove his suitability for this marriage. He ordered
Riverwind to search for proof that the old gods still existed and not to
return without a powerful magic item to convince the tribe. In reality,
her father never expected to see him again. As the months passed, it seemed
as though his wishes would be fulfilled but Goldmoon never gave up hope
and her faith was eventually rewarded.
The Riverwind
that returned wasn’t the same man that left. He was harder, changed by
things he had seen and unable to remember exactly where he had been or
what he had done. Later, when the Companions had formed and made their
way to Xak Tsaroth, he realized that the mined city was the place from
which he had retrieved the Staff. In his hand he carried a blue crystal
staff but when asked to demonstrate its powers, he was unable to do so.
The chieftain mocked him, called him a liar and ordered the tribe to stone
him to death. When Goldmoon joined him in the hail of stones, the Staff
flared with blue light and teleported both of them out of the tribal village. |
AD&D®
Game Statistics:
Strength
18/35 (Damage +3);
Intelligence
13; Wisdom 14;
Dexterity
16; Constitution 13;
Charisma
13; Alignment - Lawful Good;
Hit Points
34; Armor Class 5.
EQUIPMENT:
Leather
armor & Shield;
Longsword
+2 (damage 1-8);
Bow &
quiver of 20 arrows (damage 1-6). |
By Larry
Elmore, from
"Dragons of
Mystery"
|
Tasslehof
Burrfoot:
|
|
By Larry
Elmore, from
"Dragons of
Hope"
|
Most people
not only don’t understand Kender but don’t want to know them. Part of the
problem arises from their basic personality traits: fearlessness, unbelievable
curiosity, irresistible mobility, independence, and the need to pick up
anything not screwed down
(unless they have a screwdriver
in which case...). The usual reaction to the sight of a Kender is to lock
everything up and check your pockets. Although fully justified, this attitude
is somewhat unfair because they do not see themselves as thieves. They
do not steal for profit but out of their intense curiosity about everything.
Even when caught ‘in the act’ they will offer an amazing range of excuses
from: “You dropped it,” “It probably fell in my pocket;” to “I thought
you didn’t want it,” and “I was just looking after it in case it got stolen.”
As far as they are concerned, it is only “borrowing” and they regard being
called a thief a grave insult.
Apart from
their size, Kender would be easily recognized by the number of pockets
and pouches that festoon their clothing and their favored weapon, the hoopak.
Used exclusively by them, it is a combination of staff (shod in iron) and
slingshot, giving Kender a lethally potent weapon. Tasslehoff met Flint
through the normal actions of a Kender - absolute amazement at being accused
of stealing a bracelet as he walked off with it from Flint’s stall. Tanis
arrived to calm the situation and it wasn’t long before they were fast
friends. Tass was later responsible for the meeting with Caramon, Raistlin,
and Sturm. |
AD&D®
Game Statistics:
Strength
13;
Intelligence
9; Wisdom 12;
Dexterity
16; Constitution 14;
Charisma
11; Alignment - Neutral;
Hit Points
15; Armor Class 6.
EQUIPMENT:
Leather
armor;
Hoopak
+2 (damage 3-8);
Sling +1
with a pouch of 20 bullets (damage 2-7). |
By Larry
Elmore, from
"Dragons of
Mystery"
|
Flint
Fireforge:
|
|
By Larry
Elmore, from
"Dragons of
Hope"
|
Born and
bred a hill dwarf and raised in poverty, Flint left home as soon as he
was capable of earning a living. As the years passed and his skills as
a metalsmith grew, his improved fortunes led him to buy a small house in
Solace, which became his base.
From here,
he travelled widely due to the great demand for his skills. As his fame
spread, samples of his work came to the attention of the elven leader in
Qualinesti, resulting in his first invitation to become one of the few
dwarves not only to visit the eleven kingdom, but to become a welcome visitor.
Flint delighted in making ingenious toys which made him a childrens’ favorite
wherever he worked including amongst the elves. It was here that Flint
and Tanis first met and, over many years became close friends, for Hint
was a solitary figure and Tanis always felt an outcast due to his human
blood. When Tanis finally left Qualinesti, his natural destination was
his old friend Hint, whom he joined in Solace. He soon made himself very
useful to Hint, who made Tanis his business partner.
One day,
while Tanis was breakfasting at the Inn, Tass arrived at Flint’s stall
and set in motion the events that quickly led to the meeting of all those
destined to become the Companions of the Lance when they rescued Goldmoon
and Riverwind from the Seekers. In the period leading to this rescue, the
world became more perilous as the evil of Takhisis gained a stronger grip
on Krynn. Flint retired as it was no longer worth travelling and the friends
went their separate ways with a promise to meet again after five years
had passed. This fateful meeting brought them together with Goldmoon and
Riverwind, setting in motion the train of events that brought you to the
start of the quest. |
AD&D®
Game Statistics:
Strength
16 (Damage +1);
Intelligence
7; Wisdom 12;
Dexterity
10; Constitution 18;
Charisma
13; Alignment - Neutral Good
Hit Points
42; Armor Class 6.
EQUIPMENT:
Studded
leather armor & Shield;
Battleaxe
+1 (damage 1-8);
Throwing
axes (damage 1-6). |
By Larry
Elmore, from
"Dragons of
Hope"
|
V.
Monsters:
During
your travels through the ruins of Xak Tsaroth, you will meet many different
beings ranging from ferocious animals to the evil and intelligent followers
of Takhisis. The best response you can expect is indifference but the most
usual is active hostility either because you are enemies or look like food.
All opposition is described as monsters.
If you
meet anything, remember that it is safer to defend yourself by Ranged Combat
than to wait until within Close Combat range. You can more easily retreat
from Ranged Combat than from Close Combat.
Men:
Any humans
which you meet, if they are moving around freely, are going to be in the
employ of the Dragon Highlords. Their usual equipment includes leather,
armor, and swords. They will be eager to fight as they are all experienced
soldiers, usually veteran mercenaries that serve as low status guards within
the ruins.
Baaz Draconians:
These Draconians
are the smallest and most plentiful kind. Used as common ground troops,
they are at the bottom of the social order. Although often used as spies,
as they can easily disguise their origins under robes with large hoods,
you will have no problems recognizing them here in territory they regard
as their own. They are quite fond of humans as a favored addition to their
diet, so they will be eager to close and fight. They wear some armor and
fight with swords. When killed, their bodies turn to stone and crumble
to dust.
Giant Spiders:
Just as
the name implies, these monsters are large enough to pose problems to you
and your party. Not being intelligent, giant spiders conclude “If it moves
then it must be food.” They are tough opponents, and will take a large
amount of damage before dying. They attack by biting.
Trolls:
These large,
shambling humanoids are not highly intelligent but, like so many others,
regard humans as a pleasant dietary supplement. They make very tough opponents
as they are difficult to injure and, when finally wounded, their injuries
start healing automatically. They are more efficiently injured if burnt.
They come equipped with formidable jaws and claws, capable of inflicting
terrible injuries.
Spectral
Minions:
The spirits
of humans or demihumans who died before they could complete powerful quests
or vows, they are still bound just as when they were alive. They may not
attack unless their daily routine is interfered with, but, as this routine
consists of repeating the actions leading to their deaths, it is virtually
impossible not to interfere. Very often just being present is regarded
as interference and results in an attack on the entire party.
Spectral
Minions look exactly as they did at the time of their deaths (i.e., like
normal humans but transparent to varying degrees), so if you can see the
wall through your opponent, it’s probably not human. They use the weapons
they died with, usually
swords and are intelligent opponents
not to be taken lightly.
Bozak Draconlans:
These Draconians
are slightly larger and less plentiful than their lesser Baaz kin. They
are the magic users of the dragonmen, dedicated to the purposes of the
Dragonlords. Highly intelligent and without mercy once they attack, Bozak
are deadly opponents. They share the general Draconian liking for humans,
similarly regarding them as a favored addition to their diet as well as
opponents to the will of Takhisis. So, they will be eager to fight. They
do not wear armor but are actually harder to injure than the armored Baaz.
They use magical attacks such as Magic Missile. When killed, the flesh
dries and crumbles from their bones which will then explode causing injury
to anyone too close.
Aghar (Gully
Dwarves):
As the
lowest class of dwarf, the Aghar are denied kin status by other dwarves
and are regarded as comical nuisances by humans. Their strongest instinct
is survival and they see cowardice as a virtue and raise grovelling to
the status of an art form. They originated from inter-marriages between
dwarves and gnomes in the distant past. This new race lacked all of the
better qualities of their parents and they were driven out to survive as
best they could. The Cataclysm proved their salvation by giving them access
to dozens of ruined cities including Xak Tsaroth. Gully dwarves will remove
a character’s body if not raised.
Hatchling
Black Dragons:
They are
exactly what their name says, baby black dragons. But don’t try petting
them unless you don’t mind losing an arm. They will breathe acid whenever
you come across them. Like all young dragons, they can take punishment
without serious injury, and although newly hatched, they make vicious little
killers since they aren’t averse to a little fresh human now and then.
Too young for magic use, with a single blast of acid they inflict substantial
damage.
Wraiths:
The spirits
of evil beings, condemned or determined to stay in our world, these undead
are amongst the most deadly opponents you could ever meet. Needing no weapons,
their very touch is deadly, not so much for the physical injuries caused,
but for the life force such a touch can steal. The wraith’s black
evil is only matched by its black appearance as it glides towards you intent
on stealing your life force.
Khisanth:
The guardian
of the ‘Disks of Mishakal’ is probably the only thing deadlier than the
wraiths. Khisanth is an ancient, huge, black dragon. She is skilled in
the practice of staying alive, capable of lethal blasts of acid breath.
She is the final obstacle that you must overcome before completing your
task in the ruins of Xak Tsaroth.
General
Advice:
Moving
deeper into the ruined city, the greater the danger you face since more
dangerous monsters prefer to live in the lower reaches of the ruins. You
must learn effective ways of dealing with different monsters as you explore.
Don’t be ashamed to run away if you feel that you can’t handle a given
encounter or are already seriously injured from previous meetings. Strategic
withdrawals (running for your life) allow you to heal injuries gained in
other fights and thus equip you to better face a new opponent. Be aware,
however, that as you progress farther and farther into Xak Tsaroth, the
party’s presence will begin to draw more and more monsters. To delay is
to allow your enemies an advantage. It is not wise to start a fight with
a badly injured party unless there is no other option. Although you will
have to fight many times, your real purpose is to recover the ‘Disks of
Mishakal’ which will restore the worship of the old gods — the true gods
of Krynn. You may fail many times before succeeding and even then you can
try this quest again and again for there is more than one way to success.
Every new game is different. However, if you save and restore a game it
will still be the same game with already explored areas unchanged.
Lost
& Found - objects in the ruins:
The city
was abandoned in blind panic as the Cataclysm struck. People fled in terror
leaving things behind. While the more obvious items have been looted over
the following centuries, there remain many useful things simply overlooked,lost
or abandoned by looters or later inhabitants of the ruins. While you have
the ability to find magic items, remember that even detect spells use energy
which may be more useful elsewhere. Using too many detect spells may attract
magic-sensitive monsters. Also, searching for things takes time and
may allow you to be found by things you’d rather not meet. You must
balance your actions accordingly.
Scrolls:
These items
contain pre-prepared spells that are ready for instant use by Raistlin.
Any character may pick up a scroll but only Raistlin can use it. You must
select the required scroll from the USE sub-menu and, the next time Raistlin
enters Ranged Combat Mode, it will be the first spell to be used.
Swords:
Although
the characters cannot use weapons found within the ruins, they can gain
experience points from picking up such items to improve their standing
at the end of the game. Acquired weapons cannot be used as they are unfamiliar
to the characters, who would lose their skill bonuses for their normal
weapons.
Other weapons
& ammunition:
Other weaponry
that may be located by characters includes quivers of arrows and pouches
of bullets for the sling user. These should be picked up whenever they
are found as combat uses up large quantities of such things. Where possible,
try to use single shots in Ranged Combat rather than rapid fire as it will
considerably reduce the expenditure of arrows and bullets. A bullet is
a small lead pellet that can inflict damage when fired by an experienced
sling user.
There are
some other items around such as bows and daggers but they are subject to
the same usage limitation as swords.
Potions:
There are
many potions to be found in the ruins, mostly concealed by magic. Many
date back to the time of the Cataclysm as few people took the time to recover
concealed items while fleeing for their lives. They are not all the same
and can help in a variety of ways. The only way to find out the effect
of a potion is to try it. While they are different colors, each type is
the same color. If you try one and discover its effect, then another of
the same color has the same effect.
Any character
can pick up a potion but you may have to transfer it to another character
to use it. To drink a potion, it must be in the inventory of the character
you wish to drink it. If this is the case, select USE from the main menu
and the potion from the sub-menu listing usable items. The potion is drunk
and its effect applied to the character. If you see no change, the potion
may be unsuitable for that character or you may be in the wrong location
for its effect.
Healing
potions cause a permanent change by healing wounds. They are not all of
the same strength and their effect varies. They only restore damage taken
and cannot increase a character’s ‘Hit Points’ beyond the starting value.
These potions can be drunk by anyone.
Strength
and Invulnerability potions both last for a certain amount of time (variable)
and only affect Tanis, Riverwind, Caramon, Sturm, and Flint. While their
effects last, they can be very useful in dangerous situations.
Strength
potions increase the amount of damage inflicted by the character every
time a successful hit is inflicted on an opponent. The amount of this extra
damage can vary as some potions are stronger than others.
Invulnerability
potions give immunity to non-magical attacks, make it more difficult to
be hit by magical attacks and increase resistance to the effects of a magical
hit. The minimum length of time for both to be effective is the same, but
invulnerability potions are capable of lasting much longer.
If you are
very lucky, you may even find potions that allow you to control monsters
for a short time or until you attempt to kill them. Unfortunately, it is
very difficult to discover the effect of this type of potion as it apparently
does nothing unless your characters are in the presence of the target monster-types.
However, if you do discover the purpose of such a potion then it will usually
allow you to walk right up to a monster and attack it with no initial
attempt at defense until a character hits it.
Rings:
There are
several magic rings which may be used by any character. Selecting a ring
from the USE sub-menu means that it will then be worn until it is given
away, dropped, or the character is killed. Rings can have many effects
but the types you are likely to find will make the wearer more difficult
for monsters to hit. Some are more effective than others and once put on,
all work indefinitely. Until selected as above, they do nothing and are
regarded as being carried around in a pouch or pocket rather than
being worn.
Wands:
Only usable by
Raistlin, wands provide a device to fire a spell. Each one has a limited
number of charges and, when used, the wand crumbles to dust. If you are
lucky enough to find a wand, once it is in Raistlin’s possession it can
be used by selecting USE from the sub-menu and will stay as the active
Ranged Combat weapon until discharged or changed by another selection.
Miscellaneous:
There are
various other items such as jewelry or other treasure but these, like much
of the above, are not just lying around unguarded. They may have monsters
with them or your efforts to search for things may attract their attentions.
Another possibility is a trap — some items and areas are protected by traps
which you may trigger. There may be some indication of a trap, either something
obvious or maybe a situation too tempting to be true. Such traps can be
triggered from a distance or can be avoided if a suitable character finds
them. You will learn about these and many other things as you experience
the world of the ‘Heroes of The Lance.’ Good luck... you’ll need it!
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