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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 |
MAIN
MENU |
 |
 |
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: |
|
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" |
|
Caramon
Majere: |
|
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: |
|
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: |
|
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! |