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Guide and Walkthrough by ssjlee9

Version: 1.01 | Updated: 06/08/2020
Highest Rated Guide

AD&D FORGOTTEN REALMS VOL. II: Curse of the Azure Bonds
Exhaustive Game Information
Version 1.01 - June 7, 2020

by Stephen S. Lee (ssjlee9@gmail.com)
You may distribute this freely, so long as you give proper credit to me.
This is written for PC version 1.3, but it should still be mostly accurate for
  other computer versions and platforms.
Please feel free to e-mail me with corrections or suggestions.

TABLE OF CONTENTS
-----------------

You may jump to the appropriate section by searching for "SECTION " + section
numbers.

0 - Ten Most Frequently Asked Questions
1 - Introduction
1.1 - About This FAQ
1.2 - Where To Get The Game
1.3 - Differences from Pool of Radiance
2 - Technical Detail On Running The Game
2.1 - Recommended Emulators
2.2 - Installing the Game
2.3 - Game Setup
2.4 - Getting Rid of the Copy Protection
2.5 - Using Gold Box Companion
2.6 - Game Interface Basics
2.7 - Restarting the Game
2.8 - Transferring Characters
2.8.1 - Transferring Characters from Pool of Radiance
2.8.2 - Transferring Characters from Hillsfar
2.8.3 - Transferring Characters to Secret of the Silver Blades
2.9 - Interface Abuse
2.9.1 - Fix Command Loophole
2.9.2 - Raising the Dead with Targeted Damage Spells
2.9.3 - Duplicating Items
2.9.4 - Duplicating Characters
2.9.5 - Portal to Tilverton
2.9.6 - Cheat Mode
3 - Plot Background
3.1 - Non-Spoiler Background
3.1.1 - Place in Continuity
3.1.2 - Novel Summary
3.2 - Semi-Spoiler Background
3.2.1 - Places
3.2.2 - Organizations
3.3 - Full Spoiler Background
3.3.1 - Individuals (Spoiler)
3.3.2 - Azure Bonds Mechanics (Spoiler)
3.3.3 - Artifact Mechanics (Spoiler)
3.3.4 - Journal Entries (Spoiler)
3.3.5 - Tavern Tales (Spoiler)
4 - Party
4.1 - What You Should Know Before Creating Your Party
4.2 - Party Created in this Game
4.3 - Party Transferred from Pool of Radiance
5 - Character Development
5.1 - Equipment
5.1.1 - Initial Equipment
5.1.2 - Upgrading Equipment
5.2 - NPCs
5.3 - Training Your Characters
5.4 - Dual-Classing
5.5 - Magic-User Spells to Learn
6 - Combat Strategy and Tactics
6.1 - General Nonmagical Strategy
6.2 - Magical Spell Strategy
6.2.1 - Magical Spell Strategy Overview
6.2.2 - Magical Spell Strategy Details
6.3 - Other Magical Strategy
6.4 - Tips for Specific Enemies
7 - Maps
7.1 - Maps Introduction
7.2.1 - Tilverton Overview
7.2.2 - Tilverton Details
7.3.1 - Tilverton Thieves' Guild Overview
7.3.2 - Tilverton Thieves' Guild Details
7.4.1 - Tilverton Sewers Overview
7.4.2 - Tilverton Sewers Details
7.5.1 - Fire Knife Hideout Overview
7.5.2 - Fire Knife Hideout Details
7.6.1 - World Map Overview
7.6.2 - World Map Details
7.7.1 - Hap Overview
7.7.2 - Hap Details
7.8.1 - Cave of the Dracolich Overview
7.8.2 - Cave of the Dracolich Details
7.9.1 - Dracandros's Tower Overview
7.9.2 - Dracandros's Tower Details
7.10.1 - Yulash Overview
7.10.2 - Yulash Details
7.11.1 - Pit of Moander Overview
7.11.2 - Pit of Moander Details
7.12.1 - Zhentil Keep Overview
7.12.2 - Zhentil Keep Details
7.13.1 - Shrine of Bane Overview
7.13.2 - Shrine of Bane Details
7.14.1 - Cave of the Beholder Overview
7.14.2 - Cave of the Beholder Details
7.15.1 - Burial Glen Overview
7.15.2 - Burial Glen Details
7.16.1 - Ruins of Myth Drannor Overview
7.16.2 - Ruins of Myth Drannor Details
7.17.1 - Grand Ruined Temple Overview
7.17.2 - Grand Ruined Temple Details
7.18.1 - Shadowdale/Ashabenford/Essembra Dungeons Overview
7.18.2 - Shadowdale Dungeon Map
7.18.3 - Ashabenford Dungeon Map
7.18.4 - Essembra Dungeon Map
7.19.1 - Voonlar/Phlan Ruins Overview
7.19.2 - Voonlar Ruins Map
7.19.3 - Phlan Ruins Map
7.20.1 - Teshwave/Hillsfar Ruins Overview
7.20.2 - Teshwave Ruins Map
7.20.3 - Hillsfar Ruins Map
7.21.1 - Oxam's Tower
7.21.2 - Mulmaster Beholder Corps Dungeon
8 - Game Mechanics
8.1 - Mechanics Introduction
8.2 - Hit Points and Status Conditions
8.3 - Time
8.4 - Experience and Gaining Levels
8.5 - Statistics
8.5.1 - Statistic: Strength
8.5.2 - Statistic: Intelligence
8.5.3 - Statistic: Wisdom
8.5.4 - Statistic: Dexterity
8.5.5 - Statistic: Constitution
8.5.6 - Statistic: Charisma
8.6 - Races
8.6.1 - Race: Human
8.6.2 - Race: Dwarf
8.6.3 - Race: Elf
8.6.4 - Race: Gnome
8.6.5 - Race: Half-Elf
8.6.6 - Race: Halfling
8.7 - Classes
8.7.1 - Class: Cleric
8.7.2 - Class: Fighter
8.7.3 - Class: Paladin
8.7.4 - Class: Ranger
8.7.5 - Class: Magic-User
8.7.6 - Class: Thief
8.8 - Physical Combat
8.8.1 - Calculating THAC0
8.8.2 - Calculating Armor Class
8.8.3 - Calculating Chance To Hit
8.8.4 - Calculating Damage
8.9 - Other Ways of Resisting Attacks
8.9.1 - Resisting Magical Attacks
8.9.2 - Magic Resistance
8.9.3 - The Saving Throw
8.10 - Encumbrance
8.11 - Battle Order
8.11.1 - Surprise
8.11.2 - Initiative
8.12 - Turning Undead
8.13 - Morale
8.14 - Party Strength
9 - Magic
9.1 - Notes on Spells
9.2.1 - 1st Level Cleric Spells
9.2.2 - 2nd Level Cleric Spells
9.2.3 - 3rd Level Cleric Spells
9.2.4 - 4th Level Cleric Spells
9.2.5 - 5th Level Cleric Spells
9.3.1 - 1st Level Druid Spells
9.4.1 - 1st Level Magic-user Spells
9.4.2 - 2nd Level Magic-user Spells
9.4.3 - 3rd Level Magic-user Spells
9.4.4 - 4th Level Magic-user Spells
9.4.5 - 5th Level Magic-user Spells
9.5 - Spell Summary
9.6 - Temple Spells
10 - Items
10.1 - Item Basic Mechanics
10.2.1 - Basic Weapons
10.2.2 - Basic Armor
10.2.3 - Other Items
10.3 - Magical Items
10.4 - Random Magical Items
10.5 - Summary of Locations with Magic Items
11 - Creature Statistics
11.1 - Notes on Creature Statistics
11.2 - Detailed Bestiary
12 - Hacking the Game
12.1 - Hacking Overview
12.1.1 - Useful Hacking Utilities
12.1.2 - DAX File Format
12.2.1 - Creature File Format
12.2.2 - Creature Effects List
12.2.3 - Item File Format
12.3 - Script File Format
12.3.1 - Script Overview
12.3.2 - Script Variable Types
12.3.3 - Script Commands
12.4 - Memory Addresses
12.4.1 - Flag List
12.4.2 - Other Memory Locations
12.5 - Executable Structure
12.5.1 - Executable Array Locations
12.5.2 - Code Hacking
12.6 - Bug List
12.6.1 - Technical Bugs
12.6.2 - Scripting Bugs
12.6.3 - Adaptational Bugs
13 - Historical Accuracy
14 - Appendix
14.1 - References
14.2 - FAQ Version History
14.3 - Acknowledgments


SECTION 0 - Ten Most Frequently Asked Questions
-----------------------------------------------

These are quick questions with quick answers; there is more detail for most of
the questions elsewhere in this FAQ.

1. Why should I play this game?

Curse of the Azure Bonds is a tactically challenging old-school RPG with a
reasonably faithful adaptation of 1st Edition AD&D rules.  It was popular in
its day, still well-remembered, inspired many other CRPGs, has aged reasonably
well for such an old game, and is more structured than its predecessor.  You
can also transfer your characters to later games in the series: Secret of the
Silver Blades and Pools of Darkness.

2. Where do I get the game today?

The simplest, legal way to get this game is through http://www.gog.com/.  You
want Forgotten Realms: The Archives Collection Two.  This will get you seven
other old-school AD&D CRPGs with it.

3. How do I run the game?

The simplest way is to use DOSBox, which runs on a wide variety of platforms,
and which the GOG version includes for you.  Either the main branch, or one of
the alternative forks like the SVN-Daum branch (which has save states), will
work just fine.

If you installed the game by copying or unarchiving files, delete CURSE.CFG
before playing.

4. How should I set up my party?

If you do not have a party from Pool of Radiance, my quick recommendation is:

  1 Male Human Paladin
  2 Male Human Rangers
  1 Male Elf Fighter/Magic-User
  1 Female Human Cleric
  1 Male Elf Fighter/Magic-User/Thief

One or both rangers should be dual-classed to magic-user after reaching level
9.

If you thoroughly explore the game, that should allow you to accumulate enough
experience to replace the fighter/magic-user with another ranger.

5. Are there any points of no return?

  * You start the game in the city of Tilverton.  Once you set off the alarm
    there, you can't use any city services, and once you leave the city you can
    never return.
  * You can never return to the Fire Knife Hideout once you complete it.  You
    also cannot return to the Tilverton Thieves' Guild after that.
  * Once Akabar Bel Akash joins your party, he will leave permanently if you
    return to the World Map.
  * If you enter the Pit of Moander, Yulash becomes permanently off-limits.
  * If you leave the Pit of Moander, Alias and Dragonbait leave the party for
    good.
  * In the chain Zhentil Keep -> Shrine of Bane -> Cave of the Beholder ->
    World Map, progressing renders the place you left permanently off-limits.
  * Once you enter the Grand Ruined Temple (the final map), you cannot return
    to any previous location in the game.

6. Combat in this game is difficult; what are some tactical pointers?

  * Keep your party together so no one gets surrounded.  This is a bad idea
    against enemies with area attacks, but that is rare in this game.
  * Anchor your flanks with either terrain features or your best fighters, so
    monsters don't outflank your party.
  * Avoid being encumbered; the extra movement is helpful.
  * Archery is good enough to be worth the trouble of maintaining a supply of
    arrows.  It's worthwhile to obtain magical arrows and bows later in the
    game.
  * Setting up backstabs is worth the effort against vulnerable tough foes.
  * If confronted with spellcasting enemies, inflicting even 1 point of damage
    is enough to prevent an enemy from casting a spell that round.
  * Use the best spells listed below.
  * Many of the best spells render enemies helpless; you can automatically kill
    such helpless enemies in one physical attack at your leisure.

7. Which spells are most effective in combat?

  * Sleep is effective early in the game, but most monsters become immune to it
    once you reach the World Map.
  * Stinking Cloud has a short range and isn't guaranteed to work, but it is
    effective even against many powerful monsters.
  * Fireball is great at clearing out large numbers of enemies.
  * Confusion is very effective in major combats for crowd control.
  * Hold Monsters can paralyze up to 4 enemies of any kind.
  * Hold Person cast by clerics can paralyze up to 3 humanoid enemies.
  * Prayer is a strong general-purpose buff/debuff spell.

8. Where are the best places to grind?

  * When you first reach the World Map, patrolling the forest near the Standing
    Stone works well.  You don't need magic stronger than Stinking Cloud or
    Fireball to win reliably, and you'll sometimes find random magical items.
  * When you feel more confident, you can venture into Zhentil Keep and fight
    Zhentil warriors and especially mages.  They carry a lot of magical gear;
    Bracers AC 4 in particular are good for all of experience, sale, and actual
    use.  You can also buy some good gear at the magic shop there.  You won't
    trigger any plot triggers you shouldn't if you don't proceed much past it.
  * If you are already powerful, you can head deep into the Shadowdale Dungeon.
    Level 3 has dracoliches (dangerous but worth tons of experience), dark elf
    lords that carry great gear, and a decent supply of random magical items.

9. How do I defeat beholders?

  * Beholders are absolutely magic-immune in the Gold Box games, so don't try
    casting spells at them.
  * Buffs (Protection from Evil, Prayer, Enlarge, Shield, Mirror Image, Haste,
    Minor Globe of Invulnerability) all do help significantly.
  * Beholders only have 3 movement, and their deadliest attacks have short
    (2-4) range, so you can maintain distance (at least distance 5, ideally 7
    or 10+) and fire arrows, which have a much longer range.
  * You can "D"elay earlier in a round (behind cover if possible), then move in
    to make close-range attacks at the end of the round.
  * The two strongest short-range attacks: backstabbing with a high-level thief
    (which shouldn't work, but does in this game); throwing Darts of Hornet's
    Nest (especially by a warrior with Haste).

10. How do I defeat Tyranthraxus?

  * You can always use the Dust of Disappearance if you still have it.  But you
    don't need to be that cheap.
  * If you're not above using it, you can use the Fix exploit to have a full
    complement of spells just before the combat.
  * You can prepare Blink by triggering a random combat just before the final
    fight and casting it at the end of combat.  Follow that up with a full set
    of buffs.
  * Tyranthraxus is immune to Fireball, but his escort of margoyles and high
    priests is not.  Confusion also works very well.
  * Avoid letting Tyranthraxus bounce a lightning bolt off the northern wall of
    the room and hitting a character twice.
  * Tyranthraxus himself is vulnerable to melee attacks from high-level
    rangers, and paralysis via Hold Monsters.


SECTION 1.1 - About This Document
---------------------------------

This document is meant to provide, in one place, exhaustive detail about the
1989 computer RPG Curse of the Azure Bonds, the second computer RPG adaptation
of 1st Edition Advanced Dungeons and Dragons.

If you want purely gameplay information, skip to the "What You Should Know
Before Creating Your Party" section.

This document assumes you are playing IBM version 1.3, which is the one that
the GOG release primarily uses.  The main difference between 1.2 and 1.3 is
that 1.3 doesn't have the intro music.  There aren't all that many gameplay
differences between IBM version 1.3 and either previous versions or other
computer platforms.  There are scripting differences between 1.1 and 1.2, but
no other pair of successive versions.  The tabletop version, if that counts,
does differ substantially.

The previous game in the series is Pool of Radiance; the later games in the
series are Secret of the Silver Blades and Pools of Darkness.

While this document *can* be used as a walkthrough, it is primarily intended to
provide complete game details for either hardcore RPG fans, or those who have
already completed the game at least once.  I don't make much effort to either
avoid spoilers or keep things brief.

If you are a more casual fan, the best gameplay sections to read are the ones
on party creation, character development, and combat tactics.  You may also
want to use the section on detailed game mechanics in sections 8 to 11 as a
reference.

If you have read the Pool of Radiance FAQ I wrote, many basic game mechanics
are the same, though there are many changes in places you might not expect.

The most recent version of this document will always be uploaded first to
GameFAQs.

The best way to contact me is via e-mail; I do not check anything else
regularly.

SECTION 1.2 - Where To Get The Game
-----------------------------------

This only covers legal ways to get the game.  If you want not-so-legal ways,
your favorite search engine can help, though all copies I've seen by that means
are version 1.0.

The easiest way to get a legal copy of the game is through http://www.gog.com/
and look for Forgotten Realms: The Archives Collection Two.  It will run on any
of Windows, macOS, or Linux using a built-in copy of DOSBox, and also includes
Pool of Radiance (game 1), Hillsfar, Secret of the Silver Blades (game 3),
Pools of Darkness (game 4), Gateway to the Savage Frontier (game 1 of a second
series), Treasure of the Savage Frontier (game 2), and Forgotten Realms
Unlimited Adventures.  It also includes all the available cluebooks for those
games.  It is *not* a complete set of all the Gold Box games, because the three
Krynn games are not included.

If you specifically want a physical copy (probably because you like to collect
physical copies of games like me), the best way is through eBay.  It is no
longer easy to find the original 1989 version of the game for $5-$10, but it's
still easier to find than complete copies of most other vintage DOS RPGs of its
era.  A complete copy of the original IBM version should have:

  1. Gold two-piece box (about 5.75" wide x 8.75" tall x 1.25" deep).
  2. 4 5.25" low-density floppy disks.  3.5" disks were rare in those days,
     but you might occasionally see a copy with 2 3.5" low-density floppies.
     This will have a version up to 1.2 on them.  (I haven't seen a floppy
     copy with version 1.3.)
  3. Rule book (31 pages).
  4. Adventurer's Journal (29 pages).
  5. Code wheel.
  6. Reference card (this is platform-specific).

Many used copies come with the clue book; this is not part of any original
version of the game.  An original copy should also include advertisements for
other SSI games, though most collectors won't care much for those (as this
isn't an Infocom or Ultima game).

An unopened, still-shrinkwrapped copy of the original IBM PC release is now
worth more than it did at the time of original release.  You MIGHT even be able
to sell it for enough to account for three decades of inflation and opportunity
cost!

Other physical versions of the game include:
* AD&D Limited Edition Collector's Set -- Unlike many things labeled as limited
  or collector's editions, this is actually genuinely difficult to find.  It
  has floppy versions of Pool of Radiance, Curse of the Azure Bonds (version
  1.2), Hillsfar, Heroes of the Lance, Dragons of Flame, and War of the Lance;
  a 120-page manual; 3 maps; 3 code wheels; a Dragonlance card sheet; and a
  certificate of authenticity; all in an extra-large box.

  This and the original version of Pool of Radiance are the only versions of
  the game with significant value to collectors.

* AD&D Forgotten Realms 3-Game edition - This WizardWorks release has floppy
  versions of Pool of Radiance, Curse of the Azure Bonds, and Secret of the
  Silver Blades.  (WizardWorks was a company that, like Slash, re-printed
  classic computer games.)

* AD&D 9-Game Collector's Edition - This WizardWorks release is a CD
  compilation of all nine AD&D Gold Box games.

* AD&D Forgotten Realms Archives Silver Edition -- This is a CD compilation of
  many of the DOS AD&D games.  It doesn't include the Krynn Gold Box games, but
  does include the Eye of the Beholder trilogy.  At the same time, other
  smaller collections with subsets of these games were also released.

* AD&D The Forgotten Realms Archives -- This is a later version of the
  Forgotten Realms Archives Silver Edition.

A faithful modern reproduction has been created Simeon Pilgrim; the major
missing element is a way to import characters.  Check it out here:

http://simeonpilgrim.com/blog/curse-of-the-azure-bonds/

There also exists a fan-made version reworked for Unlimited Adventures (FRUA).
If you have and are familiar with FRUA, you may download it here:

http://frua.rosedragon.org/pc/modules/g/game40.zip

For instructions on how to get started with FRUA, search the Web for "FRUA with
essential links" and read the original post.

SECTION 1.3 - Differences from Pool of Radiance
-----------------------------------------------

* Sound is smoother and no longer dramatically slows down the game.
* You may no longer create a mix-and-match portrait for each character.
* Added "F"ix command for automated healing.
* Explicit "M"ove no longer required for combat movement.
* Added character classes: Paladin, Ranger.
* Added support for dual-classing.
* Game level caps raised to 10th-12th level.
* 4th- and 5th-level spells are now available.
* Bug fix: Hit point calculations for multi-classed characters now work more
  like the tabletop game.  (It still doesn't quite work right once you reach
  levels where you don't roll dice.)
* Bug fix: Thieving skills are recalculated at times other than level up.
* Bug fix: Flame Tongue swords now have a special effect.
* Bug fix: Elves no longer get an attack bonus with crossbows.
* Minimums for statistics are enforced more strictly.
* A thief's ability to backstab is now predictable.
* Ad hoc party combat modifiers no longer affect damage.
* The AI priority of many spells has changed.
* Animate Dead is no longer a spell.
* Stinking Cloud now has an effect against creatures already in a cloud.
* The AI no longer avoids tiles with a Stinking Cloud.
* Haste now only ages you if you actually enter combat.
* Enemy magic-users are unlikely to know Fireball.


SECTION 2.1 - Recommended Emulators
-----------------------------------

The standard emulator for playing Curse of the Azure Bonds today, and the one
that comes with the GOG version, is DOSBox (http://www.dosbox.com/).  The
latest main branch release is version 0.74-3, which is less than a year old as
of this writing.

There are other branches of DOSBox.   The primary one that I recommend is
DOSBox SVN-Daum (http://www.msu.edu/~yootaewo/_db/setup.exe).  This includes
many extensions to DOSBox; the most important features it adds for vintage
gaming fans are Roland support (not relevant for this game) and save states
(relevant for any game, though it does not work reliably).  If you are playing
more recent games, SVN-Daum's mouse emulation is not as reliable as standard
DOSBox.

If you want to accurately emulate the original IBM PC, the standard emulator
is PCE/ibmpc.  This will emulate the original IBM 5150 very accurately, down to
how slow it is, including emulated floppy access.  This emulator is more useful
for games relying on the idiosyncrasies of the original IBM PC, and it's harder
to use than DOSBox, so it's probably not the best emulator for Curse of the
Azure Bonds.  Curse of the Azure Bonds does in fact work on an original IBM
PC, but was glacially slow even by 1989 standards.

SECTION 2.2 - Installing the Game
---------------------------------

The GOG or other ready-to-play versions of the game should take care of this
for you.

If you have a compressed archive of the game, I recommend creating a directory
specifically for DOS games, and placing Curse of the Azure Bonds in a
subdirectory there.  Use this command to mount your directory (change directory
as appropriate; this assumes you installed Curse of the Azure Bonds to
something like C:\Emulation\DOS\GAMES\CURSE\):

  mount c C:\Emulation\DOS\

This command is best placed in the [autoexec] section of dosbox.conf (or
dosbox-SVN-Daum.conf).

If you have a CD or floppy disks, and a computer that has the appropriate
drives, you can mount them in DOSBox with these commands (change drive letters
as appropriate):

  mount a A:\ -t floppy
  mount d D:\ -t cdrom

and then you can install the game from the drive normally in DOSBox.

If you installed the game by copying or unarchiving files, you should always
delete CURSE.CFG before playing for the first time; not doing so is a common
cause of errors.

SECTION 2.3 - Game Setup
------------------------

Once you have the game files installed, running the game for the first time
should configure it for you.  You can always reconfigure it by deleting
CURSE.CFG and restarting the game.

There is no real reason to use graphics other than EGA.  Sound doesn't cause
significant performance degradation, unlike in Pool of Radiance.  If you are
playing version 1.3, you will be missing the music in the introduction.
Version 1.2, which does have it, is provided in the GOG version.  (You're not
missing much; the first Gold Box game with any music worth mentioning is
Champions of Krynn.)

If you edit CURSE.CFG manually:
* Line 1: "C" is CGA, "E" is EGA, "T" is Tandy graphics
* Line 2: "P" is PC speaker, "T" is Tandy sound, "S" is silent
* Line 3: save game path (including drive letter and terminating backslash)
* Line 4: "F" is full intro, "N" is none

If you want to move saved games in and out of your saved game directory, the
files are CHRDAT?#.* and SAVGAM?.DAT, where ? is the letter (A-J) of the saved
game and # is the character number.

A saved character will have two or three files:
  1. *.SAV (in a saved game) or *.GUY (outside of a party) (always exists)
  2. *.FX for effects (does not always exist)
  3. *.SWG for inventory (does not always exist)

SECTION 2.4 - Getting Rid of the Copy Protection
------------------------------------------------

This should already be taken care of in the GOG version.

If you have a version that still has the copy protection, which isn't the
most obnoxious ever but is still worse than average, you can remove it with a
hex editor.  I use XVI32, but any hex editor will work.  To do this:

  1. Open GAME.OVR (make a backup copy first).
  2. Search for this hex string: 0x46 0xFD 0x74 0x1C 0x8D
  3. Change the 0x74 to 0xEB: this byte should be at
     a. hex offset 0x4C0E in version 1.2
     b. hex offset 0x4A9C in version 1.3
  4. Save the file.

You can also bypass the copy protection using cheat mode, though that turns on
a number of other cheats as well, which you may not want.

SECTION 2.5 - Using Gold Box Companion
--------------------------------------

Gold Box Companion is both the most useful tool for actually playing the Gold
Box games, and a useful factual reference.  Its homepage is here:
http://gbc.zorbus.net/

You must specifically tell Gold Box Companion the title of the DOSBox window
running the game; if you are running a different branch you must enter its
title, e.g. "DOSBox SVN-Daum".  You must also tell it which specific game you
are playing.

Valuable features it adds are the enhanced automap, the automated lookup of
things like journal entries, and the ability to show statistics that the game
does not normally show (like saving throws).  It also adds a bunch of hacking
and cheating features, if that's your thing.

SECTION 2.6 - Game Interface Basics
-----------------------------------

This is described at some length in the documentation, but here are some
comments on non-obvious elements:

ADJUSTING GAME SPEED
You can adjust game speed with either Ctrl-F11 and Ctrl-F12 in DOSBox, or the
"D"elay command in-game.  If you set "D"elay too low, many messages will flash
by too quickly for you to read on most setups.  7000 cycles/second and "D"elay
of 4 usually work well.

MOVING AROUND THE FIRST-PERSON VIEW
When moving around in the first-person display, use the left and right arrow
keys to turn, the up arrow key to move forward, and the down arrow key to turn
around.  Moving forward consumes 1 minute of game time.  Turning does not take
any time, and has no chance of triggering random encounters.

You can use the "A"rea command to toggle an overhead map of your current area;
however, the map doesn't show details (not even doors), does not work in all
areas, and shows areas you haven't yet visited.  A better automap is available
if you are running Gold Box Companion.

In order to thoroughly search the square you are in, use the "L"ook command,
which takes 10 minutes.  If you want to do this automatically in every square
you move through, you can toggle this with the "S"earch command.  Taking this
much time drastically increases the chances you will get a random encounter,
however (though it is less than by a factor of 10).

If you actually want to deliberately trigger a random combat, a way to do so
taking minimal time is to hold down a movement key when you can't actually
move.  In the first-person view, hold Up in the first-person view when a wall
is in front of you; doing this with walls to both sides will minimize the size
of the combat.

SAVING AND LOADING THE GAME
You can save the game by encamping and issuing the "S"ave command.  If you do
not want to save the game, hitting Escape will skip the save.  You will then be
asked if you want to exit to DOS or not.

You can only load the game from the game's main menu, or if you drop all
characters at a training hall.  (Or if you use an emulator with save states.)

WARNING ABOUT SAVED CHARACTERS
If you load a saved game, any individual character that had been "R"emoved from
the party will be deleted outside of the saved game.  This can cause unexpected
effects that don't happen in later Gold Box games.  You should back up your
characters routinely if you ever swap out characters.

COMBAT
* The space bar will turn off all autocombat.
* Alt-Q turns on autocombat for your entire party.
* Distance is not quite Euclidean; a diagonal move is always 1.5 squares, and
  fractions are rounded down.  If you aim 12 squares west and 5 squares south,
  that's a distance of 14 = (12 - 5) + 5 * 1.5, not 13 = sqrt(12 ^ 2 + 5 ^ 2).
* A single square is 10 feet by 10 feet.  That means a 2x2 ancient dragon fits
  into a square 20 feet on a side, which is a tight squeeze.  Also, that means
  that a three-square-wide door is 30 feet wide.  (Don't think about this too
  hard.)
* You can attack a monster in melee either with the "A"im command, or by
  moving into one.  If you run out of movement points next to your target, you
  must "A"im.
* You can also use the "A"im command just to look around and see what is where;
  there's no better way of doing this as you can't zoom out.
* "D"elay will move your current action to later in the round.
* "G"uard will end your action for this round, and give you a free attack of
  opportunity on the next monster to move next to you, until it is your turn
  again.  You must be using a melee weapon to have this command available.
* "Q"uit simply forfeits any action for that round.  This should not be
  confused with the "Q" command for turning on auto-combat for that specific
  character.  If one of your characters mysteriously enters auto-combat, this
  UI quirk is the reason.

MISSING INTERFACE FEATURES
The interface features missing from this game that are present in later games
include:
* Mouse support (though this was never polished; the game plays well enough
  with only the keyboard).
* The Fix command now exists, though it's buggy here; it takes less time than
  it should, and allows you to memorize spells faster than normal.
* The game doesn't automatically remember which spells you've used for
  re-memorizing (Gold Box Companion adds this).
* Some later games will highlight characters who can gain a level in purple;
  you'll have to track this either yourself or with Gold Box Companion.
* There is no option to change the game difficulty.  If you want to play this
  game in challenge mode, try lower starting statistics or other restrictions.
* The game isn't intelligent as its successors when selecting potential targets
  for ranged attacks; it will cycle through allies, which means that manual
  targeting is often faster.

SECTION 2.7 - Restarting the Game
---------------------------------

All Gold Box games allow you to restart your game at any time, which restarts
the plot but allows you to keep all experience, spells, items, and money.

To do this:

  1. Go to a training hall, or restore a saved game.
  2. "R"emove all characters from the party.
  3. "Q"uit to DOS.
  4. Restart Curse of the Azure Bonds.
  5. "A"dd the characters you want to restart the game with.

SECTION 2.8.1 - Transferring Characters from Pool of Radiance
-------------------------------------------------------------

You must "R"emove characters from your Pool of Radiance party for COPYCURS.EXE
to work.  You should also select "Other" for where your saved characters are
going from and to.  Unlike later Gold Box games, you can't simply tell the
configuration routine where the saved games are.

Characters in Curse of the Azure Bonds will start with 25,000 experience, so
you can start to transfer characters profitably once you exceed that in Pool of
Radiance.

Any abnormal statistics of 19 or more will be rounded down to 18, so you
cannot keep very high Constitution scores from Manuals of Bodily Health, or the
Strength 21 conferred by a Potion of Giant Strength.  Do note that Strength 19+
will be rounded down to 18, not 18(00) as you may expect.

You do otherwise get to keep statistics; you can even keep Strength of up to
18(00) granted by either Gauntlets of Ogre Power or the Enlarge spell.  You do
keep Dexterity 19 or Constitution 19 that an elf or dwarf can get.

You keep any extra hit points gained from very high Constitution, or from the
improperly implemented rules for gaining hit points as a multi-classed
character.   Multi-classed characters may not gain any hit points the first few
times they train in Curse, but that should be offset by them gaining extra hit
points in Pool of Radiance.

You do not keep any items or money, though everyone starts with 300 platinum.
That's a Bag of Plot Spilling much stronger than that of the tabletop version,
where you get to keep most magical items.

Magic-users do keep knowledge of all the spells they've learned.  Clerics
actually do not, because Animate Dead does not exist in any other Gold Box
game.

Follow this step-by-step procedure for a minimum of problems:

  1. If you want to hack a fighter to paladin or ranger, it's best to have
     enough experience to gain a level in Curse of the Azure Bonds as one of
     those classes.
  2. Make sure your characters are not under the effect of a Potion of Giant
     Strength.  Effects that set Strength to 18(00) are okay, but the transfer
     routine will make such effects permanent.
  3. Go to a training hall and "R"emove all the characters you want to
     transfer.
  4. Run COPYCURS.EXE and transfer your characters from Pool of Radiance to
     Curse of the Azure Bonds.
  5. Start Curse of the Azure Bonds.
  6. "A"dd desired characters from "P"ool.
  7. "R"emove them from the party immediately.
  8. If you want to hack a fighter to paladin or ranger, create a brand new
     paladin or ranger.
  9. Exit Curse of the Azure Bonds.
 10. For each character, use a hex editor to open the appropriate *.GUY files,
     and change offset 0x10 to match the value of offset 0x11.  These both
     represent Strength without extraordinary strength, so these values should
     be 18 for most maximized characters.  If you fail to do this, the Enlarge
     spell will not work on any transferred characters, as the transfer
     algorithm usually does not set offset 0x10 correctly.
 11. If you want to hack a fighter to paladin or ranger:
     a. Open the *.GUY file of the fighter in a hex editor.
     b. Change offset 0x75 from 2 (fighter) to 3 (paladin) or 4 (ranger).
     c. Offset 0x10B is your current fighter level; change this to 0.
     d. Change offset 0x10C (for paladin) or 0x10D (for ranger) to whatever
        your current fighter level had been.
     e. Make a copy of the *.FX file from a newly generated paladin or ranger
        and give it the same name as your character's.
 12. Re-start Curse of the Azure Bonds and "A"dd your fixed characters from
     "C"urse.  A hacked paladin or ranger will need to gain a level to fully
     restore normal behavior.

SECTION 2.8.2 - Transferring Characters from Hillsfar
-----------------------------------------------------

Unlike transferring from Pool of Radiance, you can retain abnormal high
statistics from Hillsfar.

High statistics are also retained transferring from Pool of Radiance to
Hillsfar, so an indirect transfer does let you keep high statistics.

This apparently circumvents the Strength bug that will block Enlarge from
working.

If you are eligible to gain a level, you will automatically gain appropriate
levels, but gain no hit points for these levels.

A character that completed Hillsfar should have received the message, "Know ye
that those of the silver moon and the silver harp (the Harpers) will give ye
assistance in future journeys outside the realm of Hillsfar."  The Harpers will
know who such a character is.

SECTION 2.8.3 - Transferring Characters to Secret of the Silver Blades
----------------------------------------------------------------------

There is no special program for transferring characters.

You must "R"emove any character you wish to transfer from your Curse of the
Azure Bonds party, then copy the character files (at least *.GUY) to the Secret
of the Silver Blades save directory.  (You cannot just specify a directory as
in later Gold Box games.)  Only then may you add characters from Curse.

You will lose all money and equipment in the transfer, but any temporary
changes to base statistics will be made permanent.  This includes any
boost from the following buffs:

* Enlarge
* Friends (it actually does help to raise Charisma above 18 in later games)
* Strength
* Potion of Giant Strength

as well as the effects of following equipment:

* Gauntlets of Dexterity
* Girdle of the Dwarves
* Girdle of Giant Strength
* Ioun Stone (any)

Dexterity 20 is also not supported in either Secret of the Silver Blades or
Pools of Darkness.

Magic-users will un-learn the Bestow Curse spell, but keep all other learned
spells.

Strength above 18(00) will be rounded down to 18(00) upon transfer from Secret
of the Silver Blades to Pools of Darkness, but you get to keep other high
statistics even in that transfer.

SECTION 2.9.1 - Fix Command Loophole
------------------------------------

The newly introduced "F"ix command that automates healing in camp has two
loopholes that make it exploitable:

* It consumes less time than it is supposed to.
* Each character will be able to memorize one spell, even if you are in an area
  that always interrupts rest immediately.

If at least one character is injured (a requirement for "F"ix to be an option),
you can exploit this loophole to memorize spells in places you really should
not be able to.

Both loopholes are fixed in all subsequent Gold Box games.

SECTION 2.9.2 - Raising the Dead with Targeted Damage Spells
------------------------------------------------------------

This bug that was in Pool of Radiance is still around.

A dead character is a valid target in combat for a targeted spell that can
inflict damage.  A dead character has 0 hit points, and if the spell does less
than 10 points of damage, the dead character will now just be dying, and can
then be bandaged and cured as normal.

Burning Hands will work for this, but it does too much damage once a magic-user
casting it attains level 10.

Cause Light Wounds will never do more than 8 damage and thus cannot re-kill a
dead character, but as it requires an attack roll to work, it helps to remove
all armor from the dead character first, and it still may take multiple tries.

Like a lot of other bugs, this bug is gone in later games.

SECTION 2.9.3 - Duplicating Items
---------------------------------

This interface loophole allows you to duplicate any item you own without using
a save game editor.  To do so, perform the following steps (back up your saved
game directory before doing this; it is easy to screw up):

   1. Either go to a training hall, or load a game from the main menu.
   2. "R"emove one character from the party.
   3. "S"ave the game.
   4. Create a dummy character.
   5. Trade all the items to be duplicated to the dummy character.
   6. "R"emove the dummy character from the party.
   7. "D"rop all other characters.
   8. "L"oad the saved game from step 3 or 11b.
   9. "A"dd the dummy character to the party.
  10. You should now have two copies of the desired items; transfer them to
      your real characters.
  11. If you want more copies:
      a. "R"emove the dummy character from the party.
      b. "S"ave the game.
      c. "A"dd the dummy character back to the party.
      d. Go back to step 5.
  12. Once done, discard the dummy character and re-add the removed real
      character.

SECTION 2.9.4 - Duplicating Characters
--------------------------------------

This requires a bit of hex-editing, but not much.

You can either:
* create a copy of a set of character files (*.GUY always; *.FX and *.SWG
  sometimes) and just give them all a different name; or
* after loading a game or in a training hall, "R"emove a character, "A"dd the
  character back, then "R"emove again immediately.  You will get the option to
  write the character to a different file; do so.

These characters will have the same name.  You can open the *.GUY file in a hex
editor; change the very first value to the length of the name (maximum 15), and
the next characters with the actual name.

SECTION 2.9.5 - Portal to Tilverton
-----------------------------------

This new interface loophole, present in all Gold Box games after Pool of
Radiance, allows you to temporarily remove characters from your party and have
them visit town from anywhere.  To do so, perform the following steps (back up
your saved game directory first):

   1. "L"oad a game from the main menu, or go to a training hall.
   2. "R"emove desired characters from your party.  At least one PC must remain
      in the party, and you cannot remove NPCs this way.
   3. "S"ave the game.
   4. "E"xit to DOS and restart Curse of the Azure Bonds.
   5. "A"dd the characters that you removed.
   6. "B"egin adventuring; you will be in Tilverton as if you had restarted.
   7. When done, go to the Tilverton training hall and "R"emove all characters.
   8. "E"xit to DOS and restart Curse of the Azure Bonds.
   9. "L"oad the game from step 3.
  10. Re-"A"dd the characters that had been removed.
  11. "B"egin adventuring.  The display will usually be glitchy.  To fix this:
  12. "E"ncamp, "S"ave the game from here, and exit to DOS.
  13. Restart Curse of the Azure Bonds and reload.  The game should behave
      normally now.

You can exploit this interface loophole to train characters, shop, or visit a
temple in the middle of adventuring.  This should not have any unexpected
effect on plot progress.

SECTION 2.9.6 - Cheat Mode
--------------------------

You must start the game with additional parameters to begin the game in cheat
mode:
  * for level 1 cheats: START.EXE STING
  * for level 2 cheats: START.EXE STING Wooden
The parameters are case-sensitive.

Level 1 cheats:
* The title screen is skipped.
* Ctrl-D will turn on debug mode.  This will print every executed bytecode,
  without details, to DEBUG.TXT.
* Ctrl-C immediately exits to DOS.
* Ctrl-Z appends the effects every character has to DEBUG.TXT.

Level 2 cheats:
* Skips the copy protection.
* Always allows you to use automapping.
* Alt-X immediately wins a combat.
* J will let you automatically train in a training hall.


SECTION 3.1.1 - Place in Continuity
-----------------------------------

The Gold Box games take place in this order:
  1. Pool of Radiance
  2. Curse of the Azure Bonds
  3. Secret of the Silver Blades
  4. Pools of Darkness

Only the first two exist as tabletop adventures.  They are both mutually
exclusive with the respective Gold Box game, but as with the Gold Box games,
Curse of the Azure Bonds is a sequel to Pool of Radiance.

The novels actually are part of two distinct series, the Heroes of Phlan ...
  1. Pool of Radiance
  2. Pools of Darkness
  3. Pool of Twilight
... and the Finder's Stone:
  1. Azure Bonds
  2. The Wyvern's Spur
  3. Song of the Saurials

The novel Pool of Radiance is mutually exclusive with both of the other Pools
of Radiance, and is what canonically happens.  That takes place in the year
1340 DR, which is much earlier than the 1357 or 1358 DR standard for 1st
Edition AD&D.

The novel Azure Bonds happens before either Curse of the Azure Bonds; both the
novel and tabletop adventure canonically take place.  They do so nearly two
decades after the novel Pool of Radiance, which is much larger than the
months-long in for the Gold Box games and the tabletop adventures.  The novel
also isn't a sequel; there are no plot connections between the two.

The events of Gold Box games, for many reasons, don't really fit into the
larger Forgotten Realms continuity, and should be treated as an alternate
Forgotten Realms history.

SECTION 3.1.2 - Novel Summary
-----------------------------

Alias awakens in an inn in Suzail (Cormyr's capital), not remembering how she
got there.  She has multiple mysterious magical blue tattoos on her arm, but
attempting to get them removed causes magical trouble.  She then gets set upon
by some mysterious assassins, but is rescued by a mute lizard-person whom she
calls Dragonbait, who offers to become a squire and serve her.

They visit the nearby sage Dimswart to ask about the sigils.  Dimswart already
knows about them from the merchant-mage Akabar Bel Akash, who had briefly met
Alias in the bar.  Dimswart asks Alias to rescue the bard Olav Ruskettle, who
had been kidnapped by a dragon from a caravan.

With the help of Dragonbait and Akabar, Alias heads out to rescue the bard from
the red dragon, Mistinarperadnacles Hai Draco.  She only succeeds because she
somehow knows to formally challenge the dragon, and rescues what turns out to
be the female halfling Olive Ruskettle.   Akabar identifies four groups behind
the bonds: the Fire Knives, a group of thieves now based in Westgate that was
driven from Cormyr; the mage Zrie Prakis, who was slain in a magical duel; the
sorceress Cassana, the winner of that duel; the worshippers of the banished god
Moander.

Alias sets out towards Yulash, the base of the last.  In the ruins of a burned
inn, she dreams about its destruction, seeing the sorceress Cassana, a servant
she calls Nameless, and her otherplanar kalmari servant.  She awakens to find
the kalmari actually attacking Akabar, and vaguely remembering a hint from
Nameless, drives it away with a sword that had been discarded in the dream.

Alias reaches Shadowdale, which she thinks she is familiar with; but no one
knows her, and she somehow doesn't know about either the current Lord or the
famous local sage Elminster.  Alias does meet and get advice from Elminster,
who true to form doesn't reveal his identity; Akabar discovers that Dragonbait
also has sigils similar to Alias; and Olive encounters a mysterious agent
calling himself Phalse who wants to track Alias, with Olive tentatively
agreeing to help.

When the group reaches Yulash, it doesn't take long for Alias to stumble into
a trigger that revives the dead god Moander with her bond.  Moander captures
Akabar as well, and turns him into a puppet; Moander then sets out towards
Westgate with them.

Mistinarperadnacles tracks down Olive, who is with Dragonbait, and they make
another challenge, which compels the red dragon to assist in saving Alias.
This succeeds at the cost of the dragon's life, though it is possible to defeat
Moander only because he was newly reborn.  Alias is freed from both Moander and
Moander's cultists.

Everyone is now somehow at Westgate (it's magic), where they are soon captured
by Cassana, Zrie Prakis, and Phalse.  Upon seeing Cassana and their mutual
resemblance, Alias recalls that she is one of her creators.  Cassana explains
that they have been tracking Alias all along, with the later assistance of
Olive.  They also inadvertently mention a mysterious "crafter" who had also
been helping them.

Zrie Prakis soon takes Olive aside, asking her to slay Cassana with what help
he can give, as he's under Cassana's control as well.  Olive almost just runs
away, but can't abandon Akabar and Alias, so she frees the crafter and Akabar.
Nameless explains how he, as a Harper, had planned to fabricate a human vessel
to store music so that it would be forever remembered properly.  In trying,
however, one apprentice was killed and another maimed, and the other horrified
Harpers banished him and stripped him of his name and music.  The banishment
was not perfect, however, and Cassana and her allies found him and used his
assistance to create Alias, with Dragonbait to be sacrificed as a finishing
touch.  Nameless soon realized his new "friends" were not, then set Alias and
Dragonbait free, but was imprisoned for that.

The three set out to help Alias and Dragonbait.  Cassana is controlling Alias
to sacrifice Dragonbait with his own holy sword, and has opened an extra-
dimensional portal, to complete Alias's enslavement.  At the last moment, Alias
resists the mental command and drives the sword into Cassana.  By coincidence,
the rest of her allies arrive at the same time; Akabar steals Cassana's wand
and throws it into the portal, enough to destroy Zrie Prakis and weaken
Cassana.  The adventurers flee through the portal, and as a parting shot, Alias
hacks at and destroys Cassana's Staff of Power, causing it to explode and
finish off both Cassana and her Fire Knife assistants.

The allied adventurers find themselves in a strange extraplanar area, and hear
Nameless's explanation for creating Alias, and his realization that Alias has
more free will (and therefore ability to change his songs) than he had planned.
They soon encounter a dozen dormant duplicates of Alias, and then Phalse, who
now has Cassana's wand.

Phalse attempts to compel Alias into subservience.  She is able to resist the
mental control, and attacks Phalse, causing the demon to transform into a
beholder with lots of extra mouths.  Alias is able to defeat the demon-beholder
with Dragonbait's powerful holy sword.

SECTION 3.2.1 - Places
----------------------

BATTLEDALE - Largest city: Essembra.  Unlike most other Dales, Battledale does
  not have much leadership or law.  And despite its name, it does not maintain
  any organized military; many eponymous battles did happen here, but most
  were long ago.  It lost influence after the elven Retreat.

CORMYR - A large nation-state, to the southwest of the Moonsea and the
  Dalelands.  Well-organized and good-leaning, its current leader is King Azoun
  IV.  It has recently conquered the city of Tilverton; motives include the
  case of the missing Princess Nacacia, and it being better than falling into
  the hands of orcs or the Zhentarim.

DAGGERDALE - Capital: Dagger Falls.  Daggerdale is suspicious of outsiders even
  by Dalelands standards, perhaps owing to its proximity to Zhentil Keep.

DALELANDS - A loose collection of rural regions south and west of the Moonsea.
  Most do have real leadership; none qualify as nations or even city-states,
  with their inhabitants preferring their freedom and independence.  They
  extend well south of the World Map in Curse of the Azure Bonds; Dales you can
  visit in this game include Battledale, Daggerdale, Mistledale, Shadowdale,
  and Teshendale.

ELVEN COURT - A vast forest southwest of the Moonsea that was until recently
  a center of elven civilization.  In 1344 DR (less than 15 years ago), most of
  the elves decided to migrate, leaving a void that has often been filled with
  monsters.

HILLSFAR - A city-state on the southern shore of the Moonsea.  Its former
  ruling Council has recently been overthrown by the ruthless merchant-mage
  Maalthir, whose rule has been decidedly expansionist and militaristic.  Many
  people overlook this, however, as Maalthir's ambitions are often focused
  on fighting the more-hated Zhentarim, and don't involve any grand
  supernatural plots.

MISTLEDALE - Capital: Ashabenford.  A quiet farming Dale mostly noted for its
  road running from Tilver's Gap in the west to the Standing Stone in the east.

MOONSEA - A large freshwater lake, shallow for water about the length and width
  of Lake Michigan.  The Moonsea is far from any ocean or saltwater sea, and
  ringed by many significant port cities.  It's the closest thing to a
  geographical core in the Forgotten Realms Gold Box games.

MYTH DRANNOR - A once-glorious elven city, north of the Standing Stone, that
  was finally overrun by its enemies several hundred years ago.  It is now
  abandoned and overrun with trees and intruding magical beings.  The dangerous
  ruins still have many treasures that adventurers seek to uncover, with most
  of the elves of the Elven Court no longer around to object.

PHLAN - A city-state on the north short of the Moonsea, only recently having
  risen out of ruins and the shadow of Tyranthraxus, as told in Pool of
  Radiance.

SHADOWDALE - Both the name of the Dale and the small farming town that is its
  largest town.  It is nonetheless a center of power, partly on account of many
  nearby old ruins; and partly because many powerful mages, most notably
  Elminster, have settled there, perhaps to counter Zhentil Keep not far to the
  northeast.

STANDING STONE - This rune-inscribed rock is at a T intersection of roads
  leading to Mistledale to the west, Hillsfar to the east, and Essembra and
  Sembia to the south.  It commemorates the long-ago pact between the elves of
  the Elven Court and the newly arrived Dalesmen; the Dalesmen agreed to not
  further advance into the Elven Court, and the elves in turn hoped to rely on
  the Dalesmen as a buffer against Cormyr and Sembia.

TESHENDALE - Capital: Teshwave.  Many of its residents have fled, owing to
  repeated attacks by orcs, other goblinoids, and the Zhentarim.  The last have
  recently occupied Teshwave.

THAY - Far to the east of the Moonsea; dominated by the scheming Red Wizards.

TILVERTON - This major trading city in Tilver's Gap, between the Dalelands and
  Cormyr, is also home to a large temple of Gond.

TURMISH - Far to the south of the Moonsea and the Dalelands; noted for its
  numerous, well-regarded traders.

VOONLAR - A city-state between Shadowdale and Teshendale that is in theory
  independent, but in practice is governed by Zhentil Keep.

YULASH - A city on the major road between Zhentil Keep and Hillsfar; recent
  fighting between the two has reduced it to ruins.  Notable for its large
  derelict temple to Moander.

ZHENTIL KEEP - A major city at the western end of the Moonsea; the seat of
  power of the Zhentarim, and also a significant power base of the priesthood
  of Bane.  Though both major factions are lawful evil, political infighting
  between the factions is common, tense enough that many fear outright
  violence.

SECTION 3.2.2 - Organizations
-----------------------------

BANE (church) - Bane is the god of tyranny, always plotting to expand his
  power.  The seat of power of the church is in Mulmaster, towards the eastern
  end of the Moonsea.  The church is more flatly malevolent in early editions;
  none of the "god propitiated for those working for the greater Good" of the
  modern interpretation.

FIRE KNIVES - An organization of thieves and assassins; forced out of Cormyr
  and now established in Tilverton.  They bear a grudge against Cormyr and its
  king, Azoun IV.  (In later editions, they are said to be primarily from
  disgraced Cormyrean noble houses.)  They had a Westgate branch as well that
  mostly did not survive the previous Azure Bonds caper.

GOND (church) - Gond is the god of smiths, artificers, and alchemists;
  neutrally and technologically inclined.

HARPERS - A secretive organization in the North, primarily composed of high-
  level bards, rangers, and mages.  They work in the shadows to oppose the
  Zhentarim and other more openly malevolent political power groups.  Well-
  regarded among non-evil folk in the North, but perceived as mysterious
  troublemakers by most others.

KNIGHTS OF MYTH DRANNOR - An adventuring company originating in Shadowdale.  In
  the Gold Box games, it is a larger organization, enough to exert influence
  near Myth Drannor as protectors.

MOANDER (church) - The banished Moander, god of corruption and destruction,
  still has many followers who seek to bring him (her? it?) back, likely at the
  main abandoned temple below Yulash.

RED PLUMES - The army and soldiers of Hillsfar, who are not nearly as
  malevolent in the Gold Box games as they are in the tabletop games, or even
  the Azure Bonds novel.

RED WIZARDS - The scheming wizards who control the land of Thay, far to the
  east.

SUNE (church) - Sune is the goddess of outward beauty.

SWANMAYS - A secretive order that focuses on protecting nature from evil
  forces.  Its members are typically female rangers that can magically
  transform into a swan.

TEMPUS (church) - Tempus is the neutral god of battles.  Tempus finds followers
  on both sides of most conflicts.

TYR (church) - Tyr is the god of justice; a relatively new god to the Realms
  that is the only Norse import.

ZHENTARIM - Also known as the Black Network, this large organization indulges
  in expansionism and subterfuge to enrich themselves by controlling trade
  routes.  Most other factions view the Zhentarim with great suspicion.  A
  subset of the residents or military of Zhentil Keep.  (In later editions,
  "Zhentil" specifically refers to the latter.)

SECTION 3.3.1 - Individuals (Spoiler)
-------------------------------------

AKABAR BEL AKASH - a merchant from the distant southern land of Turmish.
  Though he is a magic-user, at 5th level he is not notably powerful, and he
  prefers spells useful to sages and merchants.  He was at the inn where Alias
  awakened in the first Azure Bonds caper, and was so entangled.  While by
  temperament a merchant, he nonetheless cannot help himself from helping
  others.  (He is not supposed to know any combat spells higher than 1st level.
  Also, like most Turmishmen, he is supposed to have dark skin and blue eyes.)

ALIAS - the fighter featured on the box and title screen.  She was created only
  months ago, as a vessel to contain stories and songs, many of them programmed
  along with numerous false memories.  As that vessel, she was the focus of the
  first Azure Bonds caper.  She proved to be far more willful and ethical than
  her creators intended, and so overcame the power of the bonds.  She still
  roams the Realms with her close companion Dragonbait.

ALUSAIR NACACIA - the daughter of King Azoun IV of Cormyr.  She has always been
  independent and rebellious, despite now being in her late forties.  She has
  recently gone missing, and is rumored to have run off with Gharri, the
  Tilverton high priest of Gond.

AZOUN IV OF CORMYR - King of Cormyr, and has capably led it for decades.  As a
  high-level paladin, his idealistic nature is often at odds with the fractious
  nobles of his nation.  He is fond of disguises, traveling incognito, and
  fathering innumerable illegitimate children.

CRIMDRAC - a dracolich who was a red dragon before the Cult of the Dragon
  transformed him into an undead.  He willingly serves Dracandros, hoping to
  learn all he can from the powerful wizard.

DRACANDROS THE RED WIZARD - disgraced in his homeland of Thay, never a safe
  place to begin with.  He has established a fortress near the village of Hap,
  and hopes to recover his prestige by starting another Flight of Dragons.  (He
  is supposed to have a beard, and eyes of different colors.)

DRAGONBAIT - a saurial, which is reptilian humanoid from another world, and
  currently the only one of his kind in the Forgotten Realms.  He was
  originally summoned by the previous Azure Bonds alliance as a sacrifice to
  empower Alias, but escaped and became Alias's companion.  He has many paladin
  powers, but cannot cast spells or turn undead as a cleric, and lost his holy
  sword defending Alias.  He can understand the locals, but cannot speak any
  non-reptile local language.  He normally communicates via sounds most non-
  reptiles cannot hear, and also via smell, which to non-reptiles only conveys
  broad emotions:
    bread       - anger
    brimstone   - confusion
    ham         - nervousness/worry
    honeysuckle - tenderness/concern
    lemon       - happiness
    roses       - sadness
    tar         - celebration
    violets     - fear
    wood smoke  - devotion

ELMINSTER THE SAGE - resident archmage of Shadowdale.  He's also Ed Greenwood's
  alter ego in the Forgotten Realms, but mostly limits his influence to giving
  advice and guiding plots indirectly, rather than indulging in direct displays
  of power.  (Totally unlike Gandalf, we swear!)

FZOUL CHEMBRYL OF BANE - leader of the Zhentarim, second in power and influence
  only to Lord Manshoon.  He also has a significant following among the church
  of Bane in Zhentil Keep, though very much at odds with higher Banites.  (The
  tabletop adventures describes him as having red hair.  More importantly, he
  has thick plot armor in the standard Forgotten Realms continuity.)

GHARRI OF GOND - high priest of Gond in the large Tilverton temple, and former
  de facto leader of the city.  He has recently gone missing, rumored to have
  run off with Alusair Nacacia.  In the Forgotten Realms continuity, he has
  recently died in battle against the Zhentarim, though that is not widely
  known.  While not dead yet in Curse of the Azure Bonds, he doesn't appear in
  any later game.

GIOGI WYVERNSPUR - a dandy-ish Cormyrean noble, most notable for his ability to
  imitate King Azoun IV's voice, which got him into trouble when the Fire
  Knives used that as a trigger to attack.  (The Fire Knives wouldn't use such
  a specific trigger again, would they?)

MOGION OF MOANDER - currently the most powerful remaining follower of Moander
  after many perished in the previous Azure Bonds caper.  (She is supposed to
  have black hair and white robes.)

THE NAMELESS BARD - sought to create a vessel to preserve stores and songs
  unchanged for all time.  He was obsessed enough to be expelled from the
  Harpers for his carelessness, and partnered with allies he shouldn't have,
  creating Alias.  (In the standard Forgotten Realms continuity, he is revealed
  to be the Cormyrean noble Finder Wyvernspur, and even ascends to godhood.)

OLIVE RUSKETTLE - a halfling thief who often behaves as obnoxiously as a
  stereotypical Dragonlance kender, except worse as she's not as good-natured.
  She pretends to be a bard, but is not truly one.  While she was tempted to
  betray Alias in the first Azure Bonds caper, she did not actually do so.

TYRANTHRAXUS - a spirit who can possess and control any living being.  He is
  bound to the Pool of Radiance, but has some capacity to physically relocate
  it.  Defeated but not gone after the events of Pool of Radiance, he still
  seeks to conquer the Realms.  This time around, he seeks to collect and then
  destroy three key artifacts that can destroy him.

VANGERDAHAST - court wizard of Cormyr.  He is very much loyal to King Azoun IV,
  though he is not as good-natured as the king, and at 15th level he has
  comparatively little magical power.  (In the Forgotten Realms, if you can't
  cast 9th-level spells, you just aren't that influential a magic-user.)

SECTION 3.3.2 - Azure Bonds Mechanics (Spoiler)
-----------------------------------------------

The Azure Bonds are luminous blue tattoos, each stylized in images of the
faction controlling it.  They are intended to control the bonded individual to
the faction's profit.

A bond can only be removed by the will of its controller, by the death of the
controller, or very powerful magic (such as a Wish spell).  Any other attempt
automatically fails; in the novel and module, the bonded individual must save
versus spells or be controlled into attacking whoever is trying to remove the
bonds.  In the Gold Box game, the only effect is to cause pain.

A bond may be evoked by its controller to control the bonded individual.
In the book and module, a saving throw will prevent this, which also becomes
easier with practice (which no controller actually realizes).  This may result
in characters who make the saving throw being able to restrain those who fail.
In the Gold Box game, control is automatic in set encounters, and even in
random encounters your entire party will act the same way.

Other mechanics:
* The Bond of the Fire Knives may only be triggered by the sound of King Azoun
  IV's voice.
* The Bond of Mogion may be tapped to open a gate for summoning Moander.
* The Bond of Fzoul encourages random acts of evil.

SECTION 3.3.3 - Artifact Mechanics (Spoiler)
--------------------------------------------

THE HELM OF DRAGONS
Dracandros currently possesses this circlet forged by the elves of Myth
Drannor.  It was meant as a weapon against Tyranthraxus, and only functions if
he is in the Realms.  It has the following powers:
* Determines the location of the Pool of Radiance.
* Allows communication with all dragons.
* Confers immunity to any and all attacks from any living dragon; dracoliches
  do not count.  In the Gold Box game, this only protects Dracandros, not the
  party.
* In the tabletop version only, confers a +2 bonus to saving throws caused by
  Tyranthraxus.
* In the tabletop version only, confers a +2 bonus to AC.

THE GAUNTLET OF MOANDER
Mogion currently possesses this gauntlet (plural in the tabletop version),
forged by Moander's priests in the days before their god's banishment.  It
only functions if a Pool of Radiance is present somewhere in the Realms.

If brought to the Pool of Radiance, it will destroy it within minutes.  It has
other powers in the tabletop version, none of which exist in the Gold Box
game:
* Acts as Gauntlets of Ogre Power.
* Confers a +2 bonus to AC.
* Confers a +2 bonus to saving throws vs. spell.
* Allows communication with all plant life.

THE AMULET OF LATHANDER
Fzoul Chembryl currently possesses this amulet, which can slay the spirit of
Tyranthraxus; it does not have any other powers.  In the tabletop version, it
is instead a sword that has large numerical bonuses, but no special powers
aside from against Tyranthraxus.

SECTION 3.3.4 - Journal Entries (Spoiler)
-----------------------------------------

Here is a list of Journal Entries actually referenced by the game, with where
to find them (along with what you need to do to get it if it is not automatic).
Note that information in these entries is not guaranteed to be true.

1 - never referenced, but it's the introduction to the Adventurer's Journal
3 - Pit of Moander 5 or 18 (let Alias tell her story)
4 - Tilverton Thieves' Guild 1 (after combat against Fire Knives)
5 - Ruins of Myth Drannor 1 ("W"ait when the rakshasa appears)
7 - Cave of the Beholder E1
9 - Fire Knife Hideout 6 (search Kybor's office)
11 - Fire Knife Hideout 15
12 - Shrine of Bane 2
15 - Dracandros's Tower (1st visit)
17 - Tilverton 5 (investigate commotion after Princess Nacacia arrives)
18 - Shadowtale tavern (1st visit if you have not defeated Dracandros)
19 - Tilverton 8 (tell the high priest your story)
20 - Pit of Moander 22 (search altar for treasure)
22 - Yulash 6 (please Red Plume commander)
23 - Zhentil Keep 8 (buy a drink, then ask for the gambling rules)
24 - World Map (41% chance for each character that completed Hillsfar)
25 - Burial Glen 1 ("G"reet elfish spirit)
26 - Fire Knife Hideout 2 ("I"nterrogate the held Fire Knives)
27 - Fire Knife Hideout 11
29 - Fire Knife Hideout 9
30 - Cave of the Beholder E1
31 - Tilverton 2
32 - Zhentil Keep E1
33 - Burial Glen 10 ("P"arley with lone Red Plume)
34 - Yulash ("P"arley with looters using "S"ly, "N"ice, or "M"eek)
35 - World Map (41% chance for each character that completed Hillsfar)
36 - World Map 10 (follow trail north)
38 - Tilverton 11 (agree to talk about the sigils, paying half your money)
41 - Tilverton Sewers (second random event)
42 - World Map (41% chance for each character that completed Hillsfar)
44 - Cave of the Dracolich 4 (have female in party)
45 - World Map 13 ("A"ccept centaurs' hospitality)
46 - Pit of Moander 15 (examine corpse of Zhentarim fighter)
48 - Grand Ruined Temple 1 (be led here by Tyranthraxus)
50 - Zhentil Keep 11
51 - Shrine of Bane (have Olive direct you to Dimswart's cell)
52 - Yulash 6 (either in Journal Entry 22, or anger and defeat commander)
53 - Fire Knife Hideout 15 (just after getting Journal Entry 54)
54 - Fire Knife Hideout 15 (defeat Fire Knives)
55 - World Map 3 (befriend Tilverton Sewers knight, then travel here twice)
56 - Burial Glen 3 (show any sort of interest in the figure)
57 - Ruins of Myth Drannor 12 ("P"arley with a "H"aughty attitude)
58 - World Map 1 (fight 6 displacer beasts)
59 - Cave of the Beholder 2 (open pouch)

Journal Entry 21 is apparently intended to occur at Zhentil Keep 9, after
pickpocketing one of the soldiers, but the option is never presented.

SECTION 3.3.5 - Tavern Tales (Spoiler)
--------------------------------------

Here is a list of Tavern Tales actually referenced by the game, with which
tavern to find them in.

1 - Tilverton
2 - Hillsfar
3 - Yulash
4 - Tilverton (does not appear because of an off-by-one error)
5 - Hillsfar
6 - Essembra
7 - Dagger Falls
8 - Tilverton
9 - Yulash
10 - Zhentil Keep
11 - Dagger Falls
12 - Shadowdale
13 - Yulash
14 - Voonlar
15 - Yulash
16 - Zhentil Keep
17 - Yulash
18 - Zhentil Keep
19 - Teshwave
20 - Yulash
21 - Dagger Falls
22 - Zhentil Keep
23 - Dagger Falls
24 - Yulash
25 - Phlan
26 - Shadowdale
27 - Voonlar
28 - Ashabenford
29 - Zhentil Keep
30 - Hillsfar
31 - Yulash
32 - Essembra
33 - Voonlar
34 - Teshwave
35 - Shadowdale
36 - Hillsfar
37 - Tilverton
38 - Zhentil Keep
39 - Zhentil Keep
40 - Phlan
41 - Ashabenford
42 - Zhentil Keep
43 - Yulash
44 - Essembra
45 - Yulash
46 - Shadowdale
47 - Ashabenford
48 - Teshwave
49 - Teshwave
50 - Zhentil Keep
51 - Zhentil Keep
52 - Yulash
53 - Zhentil Keep
54 - Phlan
55 - Ashabenford
56 - Yulash
57 - Zhentil Keep
58 - Voonlar
59 - Yulash
60 - Essembra
61 - Phlan
62 - Tilverton


SECTION 4.1 - What You Should Know Before Creating Your Party
-------------------------------------------------------------

You should have one thief in your party.  There aren't that many checks for
thief skills in the Gold Box series, but they happen often enough that it is
convenient to have one around.  Also, the backstab feature eventually does
enough damage that it is worth the trouble to set up in combat.  Backstabbing
is significantly stronger in Curse of the Azure Bonds than in any other Gold
Box game.

You should have at least one cleric in your party, because otherwise there is
no good way to heal.  Only humans can exceed level 5, so one human cleric works
well.  More clerics do not really help all that much; clerics just do not have
the awesome spellcasting power of either magic-users or 3rd Edition clerics,
and paladins are adequate emergency healers.

Having numerous warriors (fighters, paladins, or rangers) around is helpful,
both for their high hit points and good armor, and because unlike 3rd Edition
and later, many monsters simply aren't affected by magic.  You want at least
three, to serve as your front line in combat.

Magic-users can deliver awesome magical effects even at low levels, so
you want to have several of those around too; the game becomes significantly
harder if you have fewer than two.

Getting this many warriors and magic-users requires some combination of multi-
classing or dual-classing.  A ranger of level 9 or higher dual-classed to
magic-user is particularly powerful, as they combine warrior hit points and
equipment use with magic-user spells, with no level caps.

Males are physically much stronger than females, so all warriors should be
male.  A female is required for one worthwhile sidequest; she should be your
primary cleric.  There is no other gameplay reason to have a female in your
party, though the Enlarge buff eventually becomes powerful enough to make the
distinction largely moot.

There is about enough experience available in all the Forgotten Realms Gold Box
games to hit all level caps without grinding if you explore thoroughly, even
triple-classed characters.  You can therefore freshly generate characters in
later games and not worry about them being permanently behind.  (Note that this
is not true for the Krynn Gold Box games.)

Half-elves, gnomes, and halflings have low level caps in any class other than
thief; they are a poor choice in Curse of the Azure Bonds and its sequels.
Their resistance to magic isn't significant compared to the extra levels other
races can achieve.

A dwarf is only really useful as a fighter/thief, though they are fairly good
at being those.  However, a fighter/magic-user/thief is more useful still, and
there is enough experience around to deal with the lower leveling rate.  Many
lower level magic-user spells are actually still useful even late in Pools of
Darkness.  There are a few places where the dwarf's familiarity with the
underground comes in handy, but it's far fewer than where a thief's abilities
come in useful (and in several cases, having either will work, so having both
is redundant).  The higher level cap of a dwarf fighter versus an elf does help
some, but not as much as you might think, since elves still can get the extra
half-attack at 7th level, and by the later games most of your accuracy will
come from items, magic, and the much higher levels humans can achieve.  A dwarf
fighter/thief created in this game can achieve Constitution 20 and retain it,
but I don't think that's particularly helpful.

Elves have decent level limits in fighter (7th) and magic-user (11th), and the
+1 bonus to attack they get with short/long swords and bows also comes in
handy.  A fighter/magic-user is useful up to about halfway through Secret of
the Silver Blades; a fighter/magic-user/thief is reasonable all the way through
the end of Pools of Darkness.

Alignment has little game effect; it limits what classes you can be, and
affects the Protection from Evil and Protection from Good spells.  No actions
you take will change your alignment, either.  You'd think it would, because
alignment has larger effects in both Wizardry or Might and Magic, the other
classic CRPG series that have alignments.  You can get away with being a murder
hobo in this game and still be hailed as a hero!

You should maximize all relevant statistics before setting out ("M"odify
character).  It may seem like cheating, but the Gold Box games are very much
balanced around having very high statistics, and if you plan to transfer
characters to later games in the series, the documentation explicitly tells you
that your characters need primary statistics of 18.  (Well ... you don't NEED
to do this, but that amounts to playing in extra-challenging mode in Gold Box
games with a high level limit.)

You don't actually need such absurdly high stats with the help of this guide
though, so you might prefer normal stats.  If you do, Dexterity is the most
important statistic; the initiative and Armor Class bonuses you get are both
very strong, and the bonus to ranged accuracy is an added plus.  It is actually
more important than focusing on getting Constitution for the hit point bonus;
as is generally the case in RPGs and strategy games, speed is king.  Having
good Strength is no more than a convenience, since you can cast Enlarge as
needed.

SECTION 4.2 - Party Created in this Game
----------------------------------------

If you are creating a brand new party for this game, my standard recommendation
is:

  1 Male Human Paladin
  2 Male Human Rangers
  1 Male Elf Fighter/Magic-User
  1 Female Human Cleric
  1 Male Elf Fighter/Magic-User/Thief

This gives you a primary healer and an emergency backup healer, which provides
adequate healing magic.  One thief is useful for locks and traps, and has the
fighting skill to leverage backstabbing.  You will also have enough magic-
users, and abundant fighting skill.  Everyone can also wear good armor.  You
can dual-class the human warriors later as desired.

If you do not plan to transfer characters to later games in the series, and
want to minimize the time spent dual-classing, you may want to replace one or
both rangers with additional elven fighter/magic-users.

If you do plan to transfer characters to later games, Pools of Darkness can be
brutal; you definitely want to develop rangers, plural, and plan to dual-class
them.

SECTION 4.3 - Party Transferred from Pool of Radiance
-----------------------------------------------------

If you transfer characters from Pool of Radiance, make it as much like the
above party as possible.

Any half-elves, gnomes, or halflings that are not single-classed thieves should
be let go now; their level limits become crippling.  Dwarves are only useful at
all as fighter/thieves, and elves as fighter/magic-users or fighter/magic-user/
thieves.

If you are using my recommended Pool of Radiance normal party, drop any
half-elven fighter/magic-user/clerics, and all but one elven fighter/magic-user
if you have multiple, then replace with human paladins and rangers as above.  I
wouldn't worry too much about losing experience; there's enough of it around if
you explore thoroughly.

If you are using a hacked party and aren't using Gold Box Companion, hack
any fighters planned as paladin or ranger to those classes.


SECTION 5.1.1 - Initial Equipment
---------------------------------

A full set of non-magical gear will not take much of your starting money.

You should purchase:

Armor: leather armor for thieves; banded mail for all non-thief clerics and
  warriors.  The one extra point of Armor Class that nonmagical plate mail
  provides is not worth the additional costs of gold, encumbrance, and
  movement.

  All clerics and warriors should also purchase a shield.

Melee weapon: a long sword for warriors and thieves; a flail for single-classed
  clerics; a quarterstaff for single-classed magic-users.  Warriors should also
  purchase a two-handed sword, which has superior damage against larger
  monsters.  You do not otherwise need backup or alternative melee weaponry.

Missile weaponry: a composite long bow for warriors; a short bow for thieves
  who are not warriors; 120+ arrows for warriors and thieves; a staff sling for
  single-classed clerics; some darts for single-classed magic-users.

A few flasks of oil for use against trolls may help a bit if you generated
brand new characters.

The old-school CRPG trick of creating a bunch of dummy characters, taking their
gold, and deleting them does work here.  If you transferred characters from
Pool of Radiance, you may want the extra cash at the beginning for training.

SECTION 5.1.2 - Upgrading Equipment
-----------------------------------

You should keep a reasonable number of copies of the Detect Magic spell
memorized so you can check set encounters and special enemies for magical
treasure; this is the main way you will get stronger magical weaponry.  (You
can also just use the magical item checklists elsewhere in this guide.)

Random magical items, if present, will always be at the end of the loot list.
You will not get anything better than +2 gear as random loot, however.  Rings
of Protection +2 and bows +2 are thus about the best random items you can
expect; there are no powerful, rare random goodies as there were in Pool of
Radiance.

A thief should get magical leather armor, or better yet Bracers of Defense, as
soon as possible.  Pure magic-users have no choice but to use bracers.  Both
are best served augmenting bracers with your best Rings of Protection.

Your other warriors and clerics should eventually upgrade to magical plate
mail, which does not have the disadvantages nonmagical plate mail has.  If you
have a large supply of Bracers of Defense and Rings of Protection, those may be
better.  The best combination in this game is Bracers AC 2 with a Ring of
Protection +3, which provide armor as good as Plate Mail +4 without the
encumbrance.  Unlike later games, there don't exist enough magical rings that
taking up a ring slot is a significant concern.

Many magical items are very straightforward, but the common tricky one is the
Ring of Protection.  It improves armor class by its bonus if you are not
already wearing magical armor; it is a nice ring to use if you are using
Bracers of Defense.  A Ring of Protection should, even if it does not provide
an armor class bonus, add its bonus to all saving throws (though only a subset
of Rings of Protection does so in Curse of the Azure Bonds).  Multiple Rings
of Protection do not stack; only the best applies.

If you want to grind for equipment and experience, a good place to do so is
Shadowdale Dungeon Level 3.  Dracoliches are worth a lot of experience, dark
elf lords drop good gear, and any encounter can drop multiple random items.

SECTION 5.2 - NPCs
------------------

A few NPCs will join you for plot-related reasons.

They don't help very much compared to well-developed characters; their AI is
underwhelming, and you are unable (unlike in later games) to make any sort of
leadership roll to try to control them.  They will not stay in your party for
a long time.  Also, you are not allowed to "R"emove them from the party (which
will act as "D"rop instead), unlike in Pool of Radiance.

It is probably a good idea in fact to entirely leave out Akabar Bel Akash, the
magic-user; you will not miss much.  He's fragile, and if you have him memorize
Stinking Cloud or Fireball, he will catch your own party members in the spell
annoyingly often.  He doesn't even really have any interesting to say; the best
he can offer is his skill at the Trial of the Sphere.

Alias and Dragonbait, as warriors, at least stay out of the way with their
missile weaponry, and do have some interesting things to say outside of combat.

These NPCs have maximum morale, so they won't try to run from combat.  They
will not try to claim any magical items you don't give them yourself, though
they start only with basic nonmagical equipment.  Like all NPCs in Gold Box
games, you cannot take any gear from them unless they are unconscious.

SECTION 5.3 - Training Your Characters
--------------------------------------

Once a character has enough experience to gain a level, training costs 1000
gold at any training hall.  It can be worthwhile to break off adventuring to
train if you accrue enough experience to do so, though there generally isn't an
urgent need to do so unless you have so much experience that everyone can
train.  (If you wait too long, you run the risk of losing experience from the
rule that prevents you from gaining more than one level at a time.)

Even though every character starts with 300 platinum, training can still be a
significant expense earlier in the game, and you will also want to purchase
equipment from magic shops.  Appraise and sell all your jewelry and gems; you
will eventually find more anyway.  You can also pick up and sell magical
equipment from enemies; Bracers AC 4 in particular are a good source of cash.
As traditional in classic CRPGs, later in the game you'll have more money than
you'll know what to do with.

You will gain a random number of hit points for most level gains; you may want
to reload the game until you can get maximum hit points.  If you do not have
access to save states, the quickest way is the following:

  1. "S"ave the game in the training hall.
  2. Train the appropriate character.
  3. If you don't gain enough hit points, "D"rop everyone from the party.
  4. "L"oad the game and try again.

For a level where you can gain random hit points, here are the maximums:

              Con 7-14    Con 15    Con 16    Con 17    Con 18 Con 19-20
               Classes   Classes   Classes   Classes   Classes   Classes
Class          1  2  3   1  2  3   1  2  3   1  2  3   1  2  3   1  2  3
------------  --------  --------  --------  --------  --------  --------
Cleric         8  4  2   9  4  3  10  5  3  10  5  3  10  5  3  10  5  3
Fighter/Pal.  10  5  3  11  5  3  12  6  4  13  6  4  14  7  4  15  7  5
Ranger         8  4  -   9  4  -  10  5  -  11  5  -  12  6  -  13  6  -
Magic-User     4  2  1   5  2  1   6  3  2   6  3  2   6  3  2   6  3  2
Thief          6  3  2   7  3  2   8  4  2   8  4  2   8  4  2   8  4  2

SECTION 5.4 - Dual-Classing
---------------------------

Dual-classing is the best way to maximize your characters' power.  It's most
useful if you plan to transfer your characters all the way to Pools of
Darkness, though it helps significantly even in the earlier games.

A ranger of level 9 or higher dual-classed to magic-user is the best choice.
You can still wear armor as a spellcasting ranger can, have ranger hit points,
and will eventually develop into a full-fledged magic-user.  Paladins and
fighters still can work nearly as well, but must wear Bracers of Defense
instead of regular armor to retain magic-user spellcasting.

The number of experience points needed to gain a level escalates for all
warrior classes after reaching level 9, which makes that a good time to change
class.  It will take several levels to recover halfway decent power after such
a class change; you may want to avoid multiple changes at the same time.

If you plan to transfer characters to later games, you may want to plan to also
class change paladins or rangers to magic-users at even higher levels.  If you
do this, it is best for such characters to at least wait attain two attacks
every round, at paladin level 13 or ranger level 15.  If you do that in Secret
of the Silver Blades, you can then dual-class to magic-user and train to level
15 before that game ends.  About the latest you should class change a warrior
is at the very beginning of Pools of Darkness, where a freshly transferred
character can train to level 17.  Saving throws and THAC0 for warriors both
plateau at level 17 in Pools of Darkness, and so does ranger spellcasting
ability; continuing to train warriors past level 17 has minimal benefits.

If you plan to transfer characters to later games, my general advice is to swap
one ranger to magic-user after reaching level 9 and continue to develop at
least one other ranger to higher levels.  Once the new magic-user reaches level
7, you can swap out any remaining elven fighter/magic-users for more rangers,
as such elves will never attain better than 7th/11th level.

You can class change more warriors if you like.  Experience in Curse of the
Azure Bonds is not so abundant that you can develop multiple parties' worth of
characters easily, but it actually is that abundant in Secret of the Silver
Blades.

A single-classed human cleric will reach the level cap in Curse of the Azure
Bonds fairly early, as that only requires 450,000 experience.  You can train
multiple clerics, and transition one to magic-user after reaching level 9 or
10, while continuing to train other clerics to higher levels.  If you are
planning for maximum power in Pools of Darkness, clerics start to plateau at
level 19; they don't reach maximum clerical spell power until level 29, but
that additional spell power does not actually help much.  You may actually want
to develop two such clerics, as by then you can definitely make use of two
characters that can cast Resurrection and Restoration.

Swapping a character to or from thief does not gain you much.  It's both less
work and more effective to just develop a multi-classed thief.

SECTION 5.5 - Magic-User Spells to Learn
----------------------------------------

The best magic-user spells to learn when you gain a level are not necessarily
the strongest spells, as scrolls for many can readily be purchased in magic
shops.

My suggestion for spell-learning priority at level up is the following (you
should skip spells you have scrolls for):

* Fireball (bread-and-butter damage spell)
* Stinking Cloud (always a good spell to have on hand)
* Confusion (can be learned from a purchased scroll, but you may not be able to
  get or afford it early, and is strong enough to take anyway)
* Ice Storm (good way to damage enemy magic-users so they can't cast spells)
* Shield (for the saving throw bonus)
* Fumble (for use against dracoliches)
* Protection from Evil (one cleric may not provide enough of this spell)
* Friends (only if you plan to exploit the bonus becoming permanent upon
  transfer to Secret of the Silver Blades; it does nothing at all here)
* Hold Person
* Fire Shield (not as valuable as it may seem, because of a bug)
* Cone of Cold
* Slow
* Invisibility, 10' Radius
* Detect Invisibility
* Bestow Curse (only for 100% absolute completionists)

Spell scrolls available for purchase are listed in Summary of Locations with
Magic Items.


SECTION 6.1 - General Nonmagical Strategy
-----------------------------------------

Overcoming the difficulty of combat in the Gold Box games is best done by
proper party selection, acquiring (and remembering to equip!) the proper
equipment, and memorizing the best spells in advance.

That aside, here are other tactical pointers:

* If there is a choke point available, make use of it and force your enemies to
  come to you.  Choke points help prevent your party from getting flanked and
  surrounded, and when facing enemies without potent long-range attacks, it can
  give you a local numerical advantage.

  You can also create artificial choke points by using Hold Person, Stinking
  Cloud, or Hold Monsters, and use your foes' frozen bodies as meat shields.
  The AI no longer has the weakness that it will never walk into a Stinking
  Cloud, but it's still advantageous for you.

* Have your fighters form a line.  Doing so prevents any of them from getting
  completely surrounded, and they can shield any more fragile characters behind
  them.

* If possible, anchor this line against walls or other terrain features.  This
  prevents enemies from surrounding and flanking the fighters at the end of the
  line.

* Many of the enemies in this game have no significant ranged attacks.  If
  there is space in between you and them, it is often better to "D"elay your
  move and let them close distance before making your own moves.

* Even with a ranged attack, the AI has the weakness of not trying to close so
  it can launch shorter-range attacks, so "D"elaying to the end of a round can
  help you get in extra attacks with minimal danger.

* Keep your primary cleric away from the front lines.  She may be heavily
  armored, but you don't want her to get disabled!  Cleric spells also cast
  slowly compared to magic-user spells, so clerics are more likely to get their
  spells interrupted by damage.

* The party member to be protected the most (primary cleric or single-classed
  magic-user) should be third-to-last in the order, as positions farther down
  are more vulnerable to being flanked.  Your better-armored fighters with the
  most hit points should all be in the top half.

* Avoid walking away from enemies you are in melee range of, because that gives
  them all free attacks of opportunity at a large bonus to hit.

  This bonus can easily be +7 right at the start of the game: you can lose a +4
  bonus to Armor Class from Dexterity, the +1 bonus from using a shield, and
  the standard +2 bonus on top of that for any back attack.

* If you are not in danger of being swarmed, you can get significant bonuses
  to hit with back attacks, and thieves can do huge damage with backstabs.
  These tend to leave your characters vulnerable, however.

  You can reliably land a backstab against any foe that has a icon that takes
  precisely one tile.  To do so, have your thief and one other character
  "D"elay to the end of the round.  Have the other character attack the target
  first once your target has moved, then have your thief move to the opposite
  tile and launch the backstab.  If your thief moves early in the next round,
  you can even backstab again.

* A bow and arrows do significant damage, especially once you arm your archers
  with Arrows +1 and have found magical bows.

* Darts of Hornet's Nest can do significant damage, especially if thrown by a
  warrior with Haste.

SECTION 6.2.1 - Magical Spell Strategy Overview
-----------------------------------------------

Here is a quick list of the most effective spells to keep around.

Combat: Your magic-users will be busy casting any of Stinking Cloud, Fireball
  (especially), Confusion, and Hold Monsters.  Most clerical combat spells are
  too slow and have too short a range to be of much use.
  * Hold Person (only for a cleric)
  * Slay Living
  * Magic Missile
  * Sleep (only early in the game)
  * Stinking Cloud
  * Fireball
  * Lightning Bolt
  * Charm Monsters
  * Confusion
  * Ice Storm
  * Hold Monsters

Healing:
  * Cure Light/Serious/Critical Wounds
  * Cause Light Wounds (only if exploiting the bug that it can raise the dead)
  * Neutralize Poison

Buffs: Many of these are only worth casting before set combats.
  * Bless
  * Prayer
  * Detect Magic
  * Enlarge (lasts long enough that you can cast it after every camp)
  * Protection from Evil
  * Read Magic
  * Shield
  * Invisibility
  * Mirror Image
  * Haste (only in major combats)
  * Minor Glove of Invulnerability

SECTION 6.2.2 - Magical Spell Strategy Details
----------------------------------------------

Bestow Curse - not worthwhile, like most touch-range combat magic.
Bless - good general-purpose buff to keep handy.  It will never have a long
  duration, but it also never becomes obsolete.
Blink - a strong protection spell.  It must be cast in combat, which makes
  actually protecting yourself with it awkward.  If trying to buff yourself
  before a set combat, you can trigger a random combat beforehand, cast this at
  the end of combat, and only then cast other buffs in camp.
Burning Hands - never worthwhile compared to either Sleep at low levels, or
  Magic Missile at higher levels (unless you are at lower levels and cast it
  to exploit the bug where it can raise the dead).
Cause Blindness - not worthwhile, like most touch-range combat magic.
Cause Critical Wounds - not worthwhile, like most touch-range combat magic.
Cause Disease - not worthwhile, like most touch-range combat magic.
Cause Light Wounds - too ineffective to actually damage monsters with.
  However, you might want to have one memorized to exploit the bug where it can
  raise characters from the dead.  (You still need to succeed at a touch attack
  for that to work; it helps to remove all armor from the dead character.)
Cause Serious Wounds - not worthwhile, like most touch-range combat magic.
Charm Monsters - stronger version of Charm Person that works better for drawing
  away attacks.
Charm Person - Successfully charming a humanoid foe with this will draw away
  attacks from your own characters.
Cloud Kill - This won't work on anything strong, though it can dispose of
  lower-level dark elves and spiders.
Cone of Cold - As this doesn't do as much damage as Fireball and Lightning
  Bolt, and is shorter-range than Ice Storm, it isn't usually worthwhile.
Confusion - can affect a significant number of enemies, one reason this is
  very much worth casting.  If one of them "goes berzerk", the AI will target
  that enemy, also getting you many of the benefits of Charm Monsters.
Cure Blindness - not much point to this, as the only source of blindness in
  this game is from your own characters.
Cure Critical Wounds - This still doesn't cure all that many hit points for
  how high-level it is, but it's enough that it's handy to keep on hand.
Cure Disease - If you do not have a paladin who can cure disease, you should
  keep this on hand, as enemy clerics will sometimes cast Cause Disease, and
  disease is nasty enough that you want to cure it promptly.
Cure Light Wounds - the only healing spell you'll ever have many of.  The
  higher-level curing spells available in this game don't cure all that many
  more hit points, so you'll always want this.
Cure Serious Wounds - doesn't heal that much more than Cure Light Wounds in a
  higher-level slot; Neutralize Poison is more important.
Curse - not a bad way for a cleric to debuff foes, though it casts slowly.
Detect Invisibility - Invisible enemies are rare in the Gold Box games; the
  only one you will encounter here is Dracandros.
Detect Magic - convenient to identify what good gear monsters drop, if you
  aren't using the lists elsewhere in this guide.
Dimension Door - This line-of-sight teleport might be handy for catching up to
  fleeing enemies, but it's not otherwise worth the turn and 4th-level spell
  slot.
Dispel Evil - This only is effective on monsters that aren't that challenging.
Dispel Magic - Your clerics will want to have this on hand to counter enemy
  debuffs.  Magic-users usually have better things to do with 3rd-level spell
  slots, though.
Enlarge - Unlike most buffs, the Strength boost from this will last long
  enough that you can re-cast it indoors every time after you are done resting,
  and it's also strong enough to be worthwhile doing this on the entire party
  once your casters are high enough level.
Entangle - This only works outdoors, and by the time you can cast it, it isn't
  a particularly effective debuff anyway.
Faerie Fire - not a worthwhile debuff compared to either simple attacks or
  stronger debuffs.
Fear - This is a good way to get a lot of otherwise threatening foes to run or
  cower.  Fleeing enemies have this annoying habit of getting stuck in corners,
  however; it's only worth casting against dangerous but vulnerable foes.
Feeblemind - anything vulnerable to this spell should just be targeted with
  Hold Monsters instead.
Find Traps - This is only useful at all when the game scripts specifically
  check for it, and it won't hurt much anyway not to have this even then.
Fireball - your bread-and-butter damage spell that is simple and very
  effective.  Be aware of its area of effect so you don't toast your own party.
  It won't penetrate a Minor Globe of Invulnerability.
Fire Shield - the protection against the opposite element doesn't actually
  work; use Resist Cold and Resist Fire for that.  The double melee damage to
  enemies does work, however, so this still is sometimes worth casting.  The AI
  is especially fond of casting this.
Flame Strike - doesn't do that much damage.  Slay Living is a better combat
  spell for a cleric.
Friends - with no Charisma checks ever being made in this game, it's not useful
  to cast for this game.  You might, however, want all magic-users to cast this
  before transfer to Secret of the Silver Blades, if you are not above
  exploiting the transfer bug that makes the buff permanent.
Fumble - This may seem weak as it is only single-target, but its guaranteed
  effect makes it a good debuff against dracoliches, which are immune to many
  other spells.
Haste - a good spell to cast before major combats later in the game; doubling
  both movement and attacks is a very strong effect.  Casting this will age
  every party member by 1 year, so you shouldn't cast it regularly.  You will
  eventually be able to purchase Elixirs of Youth in Pools of Darkness, so this
  aging will be eventually reversible.  (Age starts to become an issue once you
  receive this spell about 20 times as a human.)
Hold Monsters - a strong disabler that works on even many dangerous or high-
  level monsters.
Hold Person - an effective way for a cleric to paralyze up to 3 humanoid
  enemies.  A magic-user probably has something better, though.
Ice Storm - does not inflict nearly as much damage as Fireball, but as it
  penetrates a Minor Globe of Invulnerability, it is worth having prepared to
  disrupt enemy magic-users.
Invisibility - lasts indefinitely until you actually do something that dispels
  the invisibility; effective in many situations, even though there exist many
  enemies that can see through it.  You can re-memorize and cast it repeatedly
  to make the whole party invisible, if you are in a safe location.  (Cast it
  on yourself last.)
Invisibility, 10' Radius - you can cast one of these to replace a set of
  individual Invisibility spells in camp.
Invisibility to Animals - Anything this actually works on should not pose much
  of a challenge.
Knock - If you are offered the option to cast this, this will always work to
  open a door.  The only place it is really useful is the Tilverton Thieves'
  Guild treasury, though.
Lightning Bolt - mass-damage spell that is not as useful as Fireball in
  general.  Lightning Bolt is superior when faced with either a long line of
  enemies, or a high-priority enemy close to a wall you can hit twice by
  by bouncing the bolt.
Magic Missile - The guaranteed damage this can inflict, and its lack of casting
  delay, makes this a handy combat option at higher levels.
Minor Globe of Invulnerability - Its ability to block most lower-level magical
  effects makes this worth casting before any major set combat.
Mirror Image - a reasonable protection spell once you have enough 2nd-level
  magic-user spell slots, but it's not as effective as it should be or as it is
  in later games.
Neutralize Poison - You need this prepared to revive poisoned characters.  Keep
  your cleric away from enemies that can inflict poison.
Poison - If you want to roll the dice to dispose of one enemy, you can have
  your cleric try this, but it typically exposes your cleric to too much risk.
Prayer - strong general-purpose buff, good before any set combat.
Protection from Evil - good buff to cast before any major combat.  It's better
  to cast on everyone, rather than worry about trying to cover multiple
  characters with the 10' radius version.
Protection from Good - close to useless.  There are no good-aligned enemies, so
  the only use is to protect against charmed or berzerk allies.
Protection from Normal Missiles - most threatening enemies either do not have
  ranged attacks, or have magical ranged attacks, so this won't help much.
Raise Dead - Even if you do not want to restore a saved game or resort to
  exploiting the bug where Cause Light Wounds raises the dead, it's often more
  effective to have a temple cast this for you.
Ray of Enfeeblement - not strong or reliable enough to be worthwhile.
Read Magic - use to identify all the spell scrolls you find without having to
  bother taking them to a shop.
Reduce - Useless, as this can only remove Enlarge, which enemies never cast.
Remove Curse - You don't need to keep this on hand; if you need to remove
  either kind of curse, you can prepare and cast this in camp.
Resist Cold - not absolutely useless as it was in Pool of Radiance, but the
  only enemy you face who can inflict cold damage is Dracandros.
Resist Fire - not as useful as it may seem, or as in other Gold Box games,
  because few enemies actually can inflict fire damage.  No enemies actually
  know Fireball, and the only one that actually inflicts serious fire damage
  is the dracolich.
Shield - The +1 bonus to saving throws alone makes this a worthwhile buff
  before any major set combat.
Shocking Grasp - never worthwhile compared to either Sleep at low levels, or
  Magic Missile at higher levels.
Silence, 15'  Radius - If you use this to prevent spellcasting, it may be
  easier to cast this on a less-resistant enemy next to the target.  However,
  more direct attacks are usually more effective than this.
Slay Living - an actually useful clerical combat spell, since it has range
  greater than 1, and does some damage even if the target saves against it.
Sleep - effective disabler while in and under Tilverton, but it stops being
  effective beyond that.
Slow - This debuff can be very effective, since it can't be saved against.
  However, usually one of either the direct damage of Fireball or the higher-
  level Confusion or Hold Monsters will be stronger.
Slow Poison - This can revive a poisoned character in the middle of combat,
  though the revived character will be weak enough that it shouldn't be cast
  if there is any danger, and you also shouldn't do this if you cannot get a
  Neutralize Poison cast within hours, as the patient will then die for real
  without it.
Snake Charm - useless in this game, as there are no snake enemies.
Spiritual Hammer - not worth the time to cast in combat; it's better to just
  arm any cleric with a staff sling.  You should have magical staff slings by
  the time you face enemies that require magical weaponry to hit.
Sticks to Snakes - only works at all on anything weak enough for other options
  to be more effective.
Stinking Cloud - always a good option for disabling vulnerable enemies.
  Enemies may choose to walk into one even if vulnerable, so it's a good option
  to cast in spaces they may go.
Strength - not worthwhile, as except at low levels, this will not buff Strength
  as much as the lower-level spell Enlarge.

SECTION 6.3 - Other Magical Strategy
------------------------------------

* Some of the strongest spells will knock enemies unconscious: Sleep (only
  early in the game), Stinking Cloud, Hold Monsters, Hold Person.  An
  unconscious enemy can be disposed of with a single melee attack at your
  leisure.

* Invisible characters will only be attacked by adjacent enemies, and can
  safely move away from enemies without triggering attacks of opportunity.
  Neither of these applies if the monster can see invisible.

* If everyone is invisible, and your opposition is neither able to see
  invisible nor in melee range, you can get a free round by "D"elaying with
  everyone until all the monsters have moved.

* The Dust of Disappearance is the most powerful consumable item in the game,
  as it will turn your entire party invisible in such a way that even attacking
  or spellcasting does not dispel the invisible effect.

* In major combats where you are forced to fight several battles consecutively,
  you do not have to actually end combat when asked; you can instead spend
  rounds casting healing spells and extra buffs.

* No enemy knows the Fireball spell, so you do not need to worry about keeping
  your party members far enough apart to avoid being struck by it.

* Lightning Bolt, on the other hand, is fairly commonly cast by enemy mages;
  it pays to avoid being close enough to a wall that bolts can bounce and hit
  you twice.

* Damaging enemy magic-users and clerics prevents them from casting deadly
  spells at you.  Fireball works well for this, but Ice Storm may be necessary
  if the enemy is protected by Minor Globe of Invulnerability.  One point of
  damage per enemy is enough.

* If you move away from an enemy, the enemy will automatically attack, even if
  you are protected by a Fire Shield which can return double damage.  You can
  deliberately let enemies make automatic attacks, and even cancel movement so
  you can move away from the enemy again for more automatic attacks, to exploit
  this.

SECTION 6.4 - Tips for Specific Enemies
---------------------------------------

Unique monsters are described in the area where you encounter that monster.

Beholder - will fire deadly eye beams if at range 4 or less; keep away from
  those if at all possible.  Even farther away, Fear and Slow eye beams can be
  painful debuffs to deal with.  Beholders are also immune to all combat magic.
  The two best ways to deal with beholders are firing arrows at long range
  (ideally at least 10), or arranging a thief backstab.
  
  (Beholder backstabs do not work in any other Gold Box game; exploit it here
  while you can!)

Black Dragon - can inflict significant damage with its acid breath attack.  The
  breath attack does not work at long range, however, and black dragons will
  usually start combat far away.  So maintain distance and attack at range
  with spells such as Fireball and Confusion, or arrows.

Dark Elf Lord - you can try a Hold Person or Stinking Cloud and hope to get
  lucky, but up against such magic resistance and saving throws, your best bet
  is to arrange a thief backstab every round.

Dracolich - resistant to many attacks, and has a deadly fire breath attack.
  Protect your party with Resist Fire if you know the fight is coming.  Magic
  Missile and Fireball both always inflict damage, and Fumble works well as
  a debuff.

Giant Spider/Phase Spider - throw lots of Fireballs, even if there aren't that
  many of them, to avoid getting hit by their deadly poison attack.  Have
  Neutralize Poison prepared on a cleric, who should keep well clear of the
  spiders.

Hooded Medusa - An equipped mirror fully protects from its petrifying gaze.

Rakshasa - immune to all combat magic, and takes reduced damage from weapons
  below +3 enchantment.  They can inflict a lot of damage by casting Lightning
  Bolt if you let them.  They don't have a lot of hit points, though, and can
  be instantly killed if hit by a blessed quarrel.


SECTION 7.1 - Maps Introduction
-------------------------------

The maps in this section are the suggested order.  Every map up to the Grand
Ruined Temple is required.  Every map after that is optional, but may only be
entered after you have removed at least two bonds.

The overview given for required areas provides combat tips against ordinary
foes, and highlights only locations that are either required or have
significant treasure.  (Unrequired locations that only provide flavor or plot
are only in the details.)

Enemies normally start right next to the party.  If distance 1 or 2 (squares
in the first-person view) is indicated, they will start farther way if there is
space.  Distance 1 generally can be closed by either side in one round;
distance 2 generally cannot.

Enemies will always start in front of the party; they do not flank or attack
from behind until the later VGA Gold Box games.

Monsters will sometimes not appear simply because there isn't space for them on
the tactical map.  The size of random combats is rarely adjusted for Party
Strength, as was common in Pool of Radiance.

Experience awards listed are per character, and assume you have exactly six
characters in your party, unless otherwise stated.

SECTION 7.2.1 - Tilverton Overview
----------------------------------

Plot background:

Tilverton is nestled just to the south of the Thunder Peaks, on the roads
leading from the two major passes through the mountains.  Tilverton's economy
relies partly on servicing caravans traveling through the two passes, Shadow
Gap and Tilver's Gap.

It is currently occupied by the kingdom of Cormyr, whose army moved in with
minimal opposition in 1356 DR.  Tilverton was in danger to falling to orcish
armies or the Zhentarim, and its strategic location was too much to ignore.
Resistance to the takeover was minimal primarily because many locals felt that
if Cormyr hadn't taken over, one of the other two armies may well have.

Tilverton has a large temple to Gond Wonderbringer; it is correspondingly also
a center of invention and production.  The temple's high priest Gharri was
until recently de facto leader of the town, and had acquiesced to the Cormyrean
takeover.  Gharri has recently vanished, and is rumored to have a relationship
with Alusair Nacacia, the youngest daughter of the King of Cormyr.

The Cormyrean occupation is said to have happened primarily because their King
is looking for his missing daughter.  (It doesn't matter if the relationship is
consensual if you don't bother to tell anyone; that has a way of leading to
military action, as anyone familiar with Game of Thrones can tell you.)

Your party traveled to Tilverton to search for the missing princess, before it
was waylaid, knocked unconscious, and awakened weeks later with the Azure Bonds
on everyone's arm.

Strategy:

After waking in the inn and talking to the innkeeper, rest in the inn to
memorize a full complement of spells, then visit the armory at location 4 to
outfit your party.

If you transferred characters from Pool of Radiance, visit the training hall
at location 9 to train.  You may then be one experience short of another level;
start a tavern brawl at location 5 to get that one experience point.

You must also talk to the Sage Filani (at location 11), who will take half of
your money.

To finish, trigger the arrival of the king's carriage at location 12, fight one
group of guards (vulnerable to Sleep and Hold Person), then immediately
surrender.

SECTION 7.2.2 - Tilverton Details
---------------------------------

     0  1  2  3  4  5  6  7      ECL Script 1
   #########################
 0     12         #        #  0  KEY:
                  #        #
 1     12         #        #  1  # wall
   ##########     #        #     + door
 2 #        #     # 9      #  2  ' pew
   #        #     #++#######
 3 #      10+            13#  3
   ####++####         ######
 4 +   13             #    #  4
   #############      #    #
 5 #        #  #      +11  #  5
   #  '  '  #  #      #    #
 6 #  '  '  #  #      #    #  6
   #  '  '  #  #      ######
 7 # 7      + 6+         13#  7
   #  '  '  #  #      ######
 8 #  '  '  #  #      #    #  8
   #  '  '  #  #      #    #
 9 #        #  #      #    #  9
   ##########++#      #    #
10 #    8+     #      + 5  # 10
   #############      #    #
11 #   13             #    # 11
   #++#######         ###++#
12 #       4+            13# 12
   #        #     ####++####
13 #        #     #    2+ 1# 13
   ##########     ####  ####
14     12         #  +  + 3# 14
                  ####  ####
15     12         #  +  +  # 15
   #########################
     0  1  2  3  4  5  6  7

Random events: The base chance for a random event is 10 in 101.  Add 20 in 101
  if in Search mode; add 10 in 101 if you have set off the alarm.

  If you have not set off the alarm, you will overhear a conversation (in
  order, until none remain):
    1. "I swear I heard a woman screaming in the sewers."
    2. "The woman in the green robes -- eyes of a fanatic."
    3. "I'm certain it was a dragon that passed over last night.  Gond help us
       if there's another Flight of the Dragons."
    4. "The town was safer before the troops came.  Now strange folk are
       about."
    5. "Someone said that Gharri was seen just outside of town."
    6. "The Knives are getting bolder.  Something's gonna blow."

  If you have set off the alarm, you will now get the following messages:
    1. 'The dark alleyways look safer than the main streets.'
    2. 'The guards do not appear to be searching the alleys.'
    3. 'A man waves at you from an alleyway.  It looks like an avenue of
       escape.'
    4. 'A man yells from a nearby alleyway, "Over here, before the guards
         finish you off!"'  This message will repeat endlessly.
  You don't actually randomly encounter guards, as the clue book says.

Resting: You may only rest in the inn, which is inaccessible once you set off
  the alarm.  Attempting to rest elsewhere will result in the guards promptly
  interrupting.  If you have set off the alarm, they will be hostile: 5 ROYAL
  GUARD (#00) (Morale 99, 140 XP).

Differences from the tabletop adventure: The tabletop version of the city has a
  far more extensive map.

1 (7,13) - Your party awakens here.  You are given a brief summary given
  a fuller explanation in Journal Entry 1.

2 (6,13) - Windlord's Inn.  The female innkeeper greets you here: '"Welcome
  to the fair city of Tilverton," beams the innkeeper.  Then she notices your
  collective scowls.  "Please calm down while I explain"'.  (Journal Entry
  31)  '"Perhaps the sage will help.  You can get weapons from the shop across
  the way."'

  Resting in the inn is free.

  (The tabletop version innkeeper is a male gnome named Thungor Triblane, who
  suggests you visit the temple of Gond first, and only advises a visit to the
  Sage Filani afterwards.)

3 (7,14) - 'On the bed in this room is a disheveled man, tossing in the throes
  of some great nightmare.  He screams, "Flaming giant ... blood red mage ...
  the glinting knife ... plants that walk ... aieghhh!"  His voice drops to
  incoherent mumbling.  The innkeeper rushes up.  "Please leave the man alone.
  He was found in this state just before you arrived.  He was lying near the
  sewer outfall.  Poor man."  You leave.'

  The man's nightmare hints at how you came to be here.

4 (2,12) - Weaponers of Cormyr.  Sells all standard weapons and armor.

5 (6,10) - The Curse, a tavern.  You may do three things here:
  * "P"unch barkeep: This will start a brawl against 10 BAR PATRON (#04)
    (Morale 99, Distance 2, 58 XP).  You can brawl here as often as you wish.
    If you haven't had it yet, you will then get the special encounter.

  * "H"ave a drink: This doesn't actually cost anything.  Choose from:
    * Dragon's Breath - +2 inebriety; 25% chance of starting a brawl as above
    * Basilisk - +3 inebriety
    * Lemonade - +0 inebriety; you will then be asked to leave
    * Whiskey - +1 inebriety

    If you are now at 10 or more inebriety, you pass out and wake up in the inn
    at location 3 (7,14), with no ill effects.

    If you drank anything alcoholic, you may be asked for a tip (which does not
    actually cost any money):
    * Tipping the bartender results in him telling you Tavern Tale 37, 62, 1,
      or 8.  Once you hear all of these, you are no longer asked for a tip.
      (You are also apparently supposed to be told Tavern Tale 4, but there is
      an off-by-one error in the game script.)
    * Refusing to tip results in him asking you to leave; if you haven't yet
      had the special encounter, you will be first told a special customer has
      arrived.  Leaving will then result in the special encounter.

    Failing to leave when asked results in a brawl as above.

  * Special encounter: The disguised Princess Nacacia will enter via a side
    door, and you will shortly hear a commotion.  If you investigate, you will
    go down the alley next to the tavern to (7,12), finding nothing but a knife
    (Journal Entry 17).

  If you either brawled or got the special encounter, the first time you return
  the bartender will be wounded.  You can "A"sk about injuries: 'He looks at
  your blue sigils and blanches, then stammers, "J-just tripped over the bar
  while cleaning the place.  These things happen."  He gives a forced laugh.'

6 (3,7) - Entrance to the temple of Gond Wonderbringer.  If you enter the pews,
  you may hear a religious service reflecting opposing views on the Cormyrian
  occupation.

7 (0,7) - Standard temple services are available here.

8 (1,10) - The high priest of Gond offers to listen to the party.  If you do,
  he tries to remove the bonds but fails (Journal Entry 19).

  (This does not cause you to try to attack the priest, as happens in the
  tabletop version.)

9 (5,2) - Training hall.

10 (2,3) - General store.  You may buy flasks of oil and silver mirrors here.

11 (6,5) - The Sage Filani knows about the Azure Bonds, and can tell you
  about them, if you pay her 50% of your money (Journal Entry 38).

  (You get charged more in the tabletop version, but also learn much more.)

12 - Guards posted here block the city gates, telling you that King Azoun IV's
  carriage is about to arrive.  It will not arrive until you have visited
  locations 4 (the armory) and 11 (the Sage Filani), and only after you've been
  pushed away from here once already.

  Once the royal carriage does arrive, 'They say, "Make way for the royal
  carriage!"  You hear the king's voice coming from the carriage.  The sigils
  on your arm glow brightly.   You find yourself unable to resist a compulsion
  to attack the royal carriage.  As the carriage retreats, a young man leans
  out and croaks, "Don't kill me.  I'm not really the king."  Then as he spots
  your blue markings, he faints back, crying, "Oh no!  Not again!"  The glow
  begins to fade.  A loud bell starts ringing behind you.  The guards rush
  towards you with swords drawn.'

  The king's voice is the trigger for the Bond of the Fire Knives; the bonds
  force you to try to attack the source of the voice, which in turn prompts the
  guards to intervene: fight 5 ROYAL GUARD (#00) (Morale 99, 140 XP).

  After combat, you see a couple of Fire Knives pull away the "king" (actually
  the noble Giogi Wyvernspur, who can imitate the King's voice).  Another group
  of guards confronts you and demands your surrender.  If you do, your party is
  jailed.  If you do not, you fight a second identical combat.

  If you fought the second group of guards, the alarm goes off and cannot be
  silenced, and all establishments in Tilverton close, irreversibly.  Returning
  here will lead to combat with another group of guards; attempting to enter
  any establishment will attract a group of guards, who will ask you to
  surrender before attacking.

  Losing combat to any group of guards does not end the game, but places the
  party in jail.

  If you are jailed, you are soon rescued by a thief, who returns all your
  equipment and leads you to the Tilverton Thieves' Guild.

  (In the tabletop version, your characters may individually be able to resist
  the Bond of the Fire Knives.  You may also encounter Vangerdahast, King Azoun
  IV's court wizard.)

13 - If the alarm has gone off, a thief will offer to lead you to safety.  If
  you accept, you are led to the Tilverton Thieves' Guild.

SECTION 7.3.1 - Tilverton Thieves' Guild Overview
-------------------------------------------------

Plot background:

The Tilverton Thieves' Guild has fallen on hard times, ever since the Fire
Knives had their power base in Cormyr shattered by King Azoun IV and fled here,
displacing the local thieves.  They seek to return to its former prosperity by
ousting the Fire Knives.  However, they are not strong enough to do so
themselves, so they enlist the party's aid.  The Thieves' Guild is no friend of
Cormyr, but wants to avoid even the hint of conflict with them for survival's
sake.

Strategy:

Fire Knives are not affected by Sleep, but aren't numerous; Stinking Cloud and
Hold Person both do work against them.  Mages, fighting dogs, and monkeys are
all also vulnerable to Sleep.

After speaking to the guildmaster, the only thing to get is the treasure at
location 5.  You may then proceed to the Tilverton sewers.

SECTION 7.3.2 - Tilverton Thieves' Guild Details
------------------------------------------------

     8  9 10 11 12 13 14 15      ECL Script 2
   #########################
 0 #E1         #           #  0  KEY:
   ####++####  #           #
 1 #        #  +           #  1  # wall
   #        #++#############     + door
 2 #        # 2   #        #  2  ~ secret door
   #        #     #        #
 3 #    1   + 2   #        #  3  E Entrance/Exit
   #        #++#######++####
 4 #        #  #           #  4
   ##########  #  #######  #
 5 #        #  #  +     #  #  5
   #        #  #  #  5  #  #
 6 #        #  #  #     #  #  6
   #++####++#  #++#######++#
 7 #  #     # 3+ 4   #    6#  7
   #  #     #  #     #     #
 8 #  #     #  #     #     #  8
   #  #     #  #######++####
 9 #  #     +  #  #        #  9
   #  #######++#  #        #
10 #  +  #        #        # 10
   #  #  #        #++####++#
11 #  #  #        #  #     # 11
   #  ##########++#  #     #
12 #  +     #     #  +     # 12
   #  #     #     #  #++####
13 #  #     #     #  #     # 13
   #++####++#######++#     #
14 #     #     #     #     # 14
   #     #     #     ####++#
15 #     #E2   #     #E2   # 15
   #######++##########~~####
     8  9 10 11 12 13 14 15


Random events: The base chance for a random event is 10 to 101; add 20 in 101
  if in Search mode.

  Half of the time, a random combat ensues (one of the following chosen with
  equal probability, with no limit on number; all Morale 60):
  * 3 FIRE KNIFE (#01), 5 THIEF (#02) (730 XP)
  * 5 FIRE KNIFE (#01), 2 MAGE (#03) (553 XP)
  * 3 FIRE KNIFE (#01), 12 FIGHTING DOG (#05) (421 XP)
  * 2 FIRE KNIFE (#01), 12 MONKEY (#06), 2 MAGE (#03) (338 XP)
  * 3 FIRE KNIFE (#01), 9 FIGHTING DOG (#05), 9 MONKEY (#06) (Distance 2, 345
    XP)

  The other half of the time, you will get the following events in order:
  1. 'You come upon some running thieves.'
     a. If you attack: fight 12 THIEF (#02) (Morale 60, 1084 XP).
     b. If you remain calm: 'They yell, as they run past, "The Fire Knives are
        pushing up from the south.  They're boiling up from the sewers."'
  2. 'The clang of metal on metal and the growls of animals locked in mortal
     combat echo through the halls.'
  3. 'Bodies lie twisted one about another, locked in combat until death.'
  4. 'Wounded dogs back away from you, growling.  Their masters lie dead on the
     floor.'
  5. 'Lying in a pool of blood is a young woman in a green robe.  Near her is a
     broken staff, surmounted by a hand with a mouth for a palm and a piece of
     paper.  The paper reads, "Keep watch on the chosen ones."'

  Once you find the body of the young priestess of Moander, random events here
  will stop occurring for good.

Resting: You may rest without interruption in any numbered location on the map,
  or after finding the body of the priestess of Moander.  Otherwise, every 8
  hours, rest has a 10% chance of being interrupted by one of the random
  combats.

Differences from the tabletop adventure: The map is nearly identical.  The
  thieves' guild has more defenses, including of the treasure room, which isn't
  in the same place.  The guildmaster has a couple of dire wolf pets, an
  office, and a library that do not exist here.  The dead priestess of Moander
  is alive and has to be dealt with in the tabletop version.

E1 - Entrance from Tilverton.  The thief you met in Tilverton leads you to
  location 1.  You may not re-enter Tilverton, from here or anywhere else.

E2 - Entrance to the Tilverton Sewers.

1 (9,3) - The Tilverton thieves' guildmaster greets you here, allowing you to
  rest safely first.  He tells you: "The Fire Knives have the king's daughter
  the hideout, hoping to lure him into a trap.  I cannot directly intervene,
  but I can offer information."

  The meeting is then interrupted by Fire Knives.  'Suddenly, the side door
  explodes inward with a deafening crash.  "Traitorous scum!" hisses a Fire
  Knife.  "Seize them all," he commands his sizable band of thieves.  As his
  men spread out, the guildmaster hurls a poisoned dagger, which catches the
  Fire Knife in the throat.  His body slumps to the floor, twitching violently.
  As you prepare to meet the onslaught, you see an arrow hit the guildmaster in
  the chest.  Then, the battle is joined.'  Fight 2 FIRE KNIFE (#01) and 11
  THIEF (#02) (Morale 60, Distance 2, 1179 XP); your party will be assisted by
  4 THIEF.

  The guildmaster, fatally wounded in the scuffle, gasps "On balance, I'd
  rather be in Yulash" and dies.  You find a map of the sewers (Journal Entry
  4) on his body.

  (The tabletop guildmaster is named Artur Grossman, and doesn't necessarily
  die there.)

2 - 'Here on a table is an open guest book.  The last entry reads, "O.
  Ruskettle bard of the Realms -- touch the harp and lose your hand."'

3 (11,7) - 'At the end of the corridor, you see a halfling with a harp dodge
  into a doorway and disappear.'

4 (12,7) - 'Your entry is greeted by hungry snarls.  A Fire Knife releases the
  pack.'  Fight 1 FIRE KNIFE (#01) and 8 FIGHTING DOG (#05) (Morale 60,
  Distance 1, 187 XP).

5 - Guild treasure room.  The entrance door is very difficult to pick or bash,
  but the Knock spell always works.  The treasure (3048 XP) contains: 3
  jewelry, 12 gems, 197 platinum, 105 gold, Potion of Giant Strength, Potion of
  Invisibility, Potion of Speed, Dust of Disappearance, Ioun Stone Deep Red,
  Magic-User Scroll (Magic Missile, Dimension Door, Feeblemind), Magic-User
  Scroll (Fear, Fire Shield, Fumble), Potion of Extra Healing, Long Sword +1,
  Banded Mail +1.

6 (15,7) - 'You see a number of cages that once held monkeys.'

SECTION 7.4.1 - Tilverton Sewers Overview
-----------------------------------------

Plot background:

The Tilverton Sewers have long been a hideout for the Tilverton Thieves' Guild
and assorted monsters.  The recent incursion of the Fire Knives have made the
sewers disputed territory.

Strategy:

If you don't have Fireball, and don't want to use consumables, Stinking Cloud
works reasonably well against smaller numbers of otyughs and trolls.
Crocodiles are also vulnerable to Sleep.

Confront the Fire Knives at location 2; refuse to surrender.

The otyughs at location 8 have a quest for you; retrieve their offal "treasure"
from location 9 and return it to them.

Fight the combats in locations 10 and 11 to get another treasure from the
latter.

When you reach the knight at location 6, say "Princess Nacacia".

You may accrue enough experience to make use of the training hall at location
12.

SECTION 7.4.2 - Tilverton Sewers Details
----------------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15      ECL Script 3
   #++##########~~#############++####++##########++#
 0 #E1#        #E1#     #     #D2#   D4#     +   D4#  0  KEY:
   #  ####     #  #     #     #  #  ####     #     #
 1 #     #     #  #     #     #  #  #        #     #  1  # wall
   ####  ####++#  #++####++#  #  #  #######++#######     + door
 2 #  #  #  #     #        #  #  #  #     #        #  2  ~ secret door
   #  #  #  ####  #  ####  ####  #  # 10  #    11  #
 3 #  +  #     #  # 1#  #        # 4+     +        #  3  E Entrance/Exit
   ####  #  #++#  #  #  #  #++####  ##########     #     D Door to next section
 4 #     #  #     #  #  +  #     #           #     #  4    of map (wraps around
   #  #######  ####  ####  ####  #######++#  ####++#       top to bottom)
 5 #  +     #  +  # 2+  #     +  #        # 5      #  5
   #  ####  #  ####  #  #######  #     ####  #######
 6 #    1#  +     #  #     #     #     #     +     #  6
   ####  #######  #  #######++####  #++#  ####     #
 7 #  #  +     #  # 1      #     #  #  #  #    12  #  7
   #  #  #     #  ####++#  ####  ####  #  ####     #
 8 #  + 2#     #  #     #     #  #     #    1#     #  8
   ####  #######++#     #  ####  #     ####  ####++#
 9 #    1     3   #     #  #     #        #  #  #12#  9
   #######++#############  ####++##########  #  #  #
10 #     #     +  #        #     #    1     6+  #12# 10
   #++#######  #  #++#++#++#  8  #  ##########  #  #
11 #        #  #  #  #  #        #  #     +     #12# 11
   #        #  #  #  #  ##########  #############++#
12 #        +  #  #  #     +     #           #     # 12
   ##########  #  #  ##########  ####  #++####     #
13 #           #  #           #  #  +  #     #     # 13
   #  #######++#++#######  #++#++#  #  #     # 12  #
14 #  +  7  +     #     +  #     #  #  #     #     # 14
   #  ####++#     #######  #  9  ####  ####  #     #
15 #      D1#     #D3      #   D3#E2      #E2#   E2# 15
   #######++#######++##########++#++#######++####~~#
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

Special penalties: When you first enter, you will be warned that 'because of
  the slippery footing and low ceiling, it is apparent that fighting will be
  awkward', which inflicts a -3 penalty to movement in some combats.

  Contrary to what you may expect from the warning, there is no penalty to
  THAC0.  That did once exist, but complaints about it made the pages of
  Computer Gaming World (which was a huge deal back in the day), and it no
  longer exists in any IBM version.

Random events: The base chance for a random event is 10 in 101.  Add 20 in 101
  if in Search mode; add 10 in 101 if you have set off the Fire Knife alarm.
  No combat resulting from a random event will inflict the above special
  penalty.

  If you have not removed the Bond of the Fire Knives, you get the following
  messages, in order.  Once an event happens, it never does so again.
  1. 'You still hear the occasional sounds of battle echoing from the guild
    hall.'
  2. 'A piece of paper pokes above the muck here.'  (Journal Entry 41)
  3. 'A tattered green robe lies trampled in the muck.'
  4. 'You hear the shuffling of large feet, but can't locate the direction
    because of the echoes.'
  5. 'Stuffed in a crevice here are the slain bodies of two red robed
    assassins.  It would take something powerful to have lodged them so
    tightly.'
  6. 'The remains of a body are here.  An arm is marked with defective versions
    of the sigils on your arms.'
  7. 'Rats, the size of large dogs, rush away at your approach.'
  8. 'Pieces of trolls lie strewn about here.'  Choosing "Watch the pieces"
    will result in combat against 3 TROLL (#07) (Morale 75, 406 XP).  "Burn
    them" will avoid combat.

  If you no longer have the Bond of the Fire Knives, you will fight one of the
  following combats, chosen at random with equal probability, until after 7
  such encounters during the current visit to the Sewers.  All are Morale 75,
  Distance 2.
  * 4 TROLL (#07) (542 XP)
  * 3 OTYUGH (#09) (510 XP)
  * 2 TROLL (#07), 8 CROCODILE (#08) (436 XP)
  * 2 NEO-OTYUGH (#10), 2 OTYUGH (#09) (1200 XP)

Resting: Resting is safe in one of the rooms numbered 7 or higher, or if you
  have removed the Bond of the Fire Knives and exhausted the random encounters.
  Otherwise, every 8 hours, rest has a 20% chance of being interrupted by:
  * If you have not yet removed the Bond of the Fire Knives: 3 FIRE KNIFE
    (#01), 8 CROCODILE (#08) (Morale 75, 444 XP).  You will then immediately
    get a random encounter as if you had removed the Bond of the Fire Knives,
    which is a bug.
  * If you have removed the Bond of the Fire Knives: one of the above random
    encounters.

Differences from the tabletop version: The map is nearly identical.  The
  tabletop version has multiple additional points of interest, including undead
  (one a ghast lord with Gauntlets of Ogre Power); a gas spore; and a shrine to
  Mask and the Grossman Crypt, which both can be looted for treasure if you can
  deal with the local clay golems.  And yes, the penalty to THAC0 does exist
  in the tabletop version.

E1 - Exit to the Tilverton Thieves' Guild.

E2 - Exit to Fire Knife Hideout.

  Both of the above exits are sealed by King Azoun IV after you remove the Bond
  of the Fire Knives; they will then lead to the World Map.

D1 - Door to D2.  'You see a scrap of purple cloth clinging to the bottom of
  the south door hinge.'

D2 - Door to D1.

D3 - Door to D4.

D4 - Door to D3.

1 - Your party may notice the nearby checkpoint (location 2 or 6) if it still
  exists.

2 - A Fire Knife checkpoint is at one of these locations.  If you have not set
  off the Fire Knife alarm, they demand surrender; they attack immediately
  otherwise.
  * Fight 5 FIRE KNIFE (#01) (Morale 30 if you refused to surrender, Morale 99
    otherwise, -3 penalty to movement, 465 XP).  If you run away, the Fire
    Knife alarm goes off.  Losing does not end the game and has the same effect
    as surrender.
  * If you surrender: the Fire Knives steal 75% of your money and many of your
    items, then let you go.  'They laugh.  "The master is at the south end of
    the sewers.  Tell him we sent you on."'
  This encounter only happens in the first of these two locations you visit.

3 (3,9) - 'You spot something flapping on the ceiling.  To tell what it is,
  someone will need to climb up.'  If you choose to do so, only a thief can
  succeed; roll a standard Climb Walls percentage roll:
  * If you succeed: 'The thief retrieves a swatch of cloth from a sealed
    trapdoor.  The door was too well jammed to open.  The scent of a tavern
    wafts down through the door.'  If you investigated the commotion at
    Tilverton location 5 after Princess Nacacia's visit: 'You recognize the
    cloth as being the same as the dress worn by the woman who disappeared
    from the bar.'
  * If you fail: you fall, taking 1d6+1 damage.  You may try again.

4 (10,3) - 'Burnt into the wall here is a symbol of a hand with a mouth for a
  palm.  The faint stench of decayed flesh seems to hang here.'  Moander
  worshipers were here while the party was being bonded.

5 (13,5) - 'You hear a sound, suddenly cut off, to the south and west.'

6 (13,10) - 'Here lies the slaughtered remains of a Fire Knife checkpoint.  As
  you cautiously look it over, a man steps out of the shadows. He holds a sword
  and wears the livery of the Knights of Myth Drannor.  "You bear blue tattoo
  markings of the Fire Knives, yet I have heard rumors that the accursed Flamed
  One was using such things to control people.  To whom do you owe allegiance?"
  * "F"ire Knives: "I am in charge of holding this corridor against your kind.
    You may flee or surrender.  I'm an honorable man."
    * "F"lee: Retreat as if the encounter never happened.
    * "S"urrender: 'He accepts your surrender, and you wait.  After an hour of
      amiable conversation, he mutters, "Gharri's late -- knew his rescue plan
      was stupid."  Then he says to you, "Go on ahead.  You might be a
      distraction."'  You neither lose anything nor are marked as a friend of
      the Knights.
    * "A"ttack: Fight 1 KNIGHT (#11) (Morale 75, 158 XP).
  * "P"rincess Nacacia or "N"o one: The knight lets you pass, and asks you to
    not kill the cleric with a hammer.  Either of these options marks you as
    a friend of the Knights.

7 - Monster lair: fight 5 OTYUGH (#09) (Morale 75, -3 penalty to movement, 850
  XP).

8 - Friendly monster lair.  The otyughs here offer the jewelry they have in
  exchange for the offal piles from another otyugh pile at location 9.  If you
  have not already been there, you may "B"argain, go to location 9, and return
  here.  You may also simply "A"ttack the otyughs: 8 NEO-OTYUGH (#10) and 12
  OTYUGH (#9) (Morale 75, -3 penalty to movement, 5480 XP).  Either way, you
  may claim the treasure of 2 jewelry and 5 gems (941 XP).

  There is no penalty for fighting the friendly otyughs, other than it being
  very difficult for characters who have just started the adventure.

9 - Monster lair: 'The room is filled with filth, though most of the smell
  comes from two piles near the center.  The otyugh attack immediately.'  Fight
  4 OTYUGH (#09) and 1 NEO-OTYUGH (#10) (Morale 75, -3 penalty to movement,
  1110 XP).

  If you "B"argained with the otyughs in location 8, you will find and may take
  the offal piles they want.

10 - Monster lair: 'The room is swampy, and you sink down to your knees.  Some
  trolls are sitting on a small tussock, tossing hunks of meat to the wallowing
  crocodiles.  They turn to you.  "Another pile of meat, and so soon."'  Fight
  4 TROLL (#07) and 12 CROCODILE (#08) (Morale 75, -3 penalty to movement, 790
  XP).

11 - Monster lair: 'As you open the door, hands reach down from above.  Then
  comes a deep bass voice.  "Wait, you're not Bonegrinder -- but you'll
  probably taste better."'  You are surprised by 4 TROLL (#07) (Morale 75, -3
  penalty to movement, 2333 XP) guarding 1 jewelry, 3, gems, 200 platinum,
  Bracers AC 4, Girdle of the Dwarves, Ioun Stone Pink and Green, Flail +1, and
  Staff Sling +1.

  The Girdle of the Dwarves may lower hit points if equipped on a character
  from Pool of Radiance.

12 - Secret thieves' training hall; any class may train here, not just thieves.
  After your first visit, you may search to find the trainer again.

SECTION 7.5.1 - Fire Knife Hideout Overview
------------------------------------------

Plot background:

The Hideout, previously home of the Tilverton Thieves' Guild, is the current
headquarters of the Fire Knives, where they plot to strike back against
Cormyr's royal family.  The Fire Knives' resources are stretched thin from the
setback of the previous Azure Bonds caper, and their recent assault on the
Tilverton Thieves' Guild.

The Fire Knives have not been here long enough to even have discovered all the
secret passages in their own headquarters.

Strategy:

Search Kybor's office at location 6, then loot the armory at location 12.

You may then head for the main confrontation with the Fire Knife leader at
location 15.  If your party was freshly created for this game, you'll want to
thoroughly explore, train, and rest in the secret passage before taking on the
Fire Knife leader.

SECTION 7.5.2 - Fire Knife Hideout Details
------------------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15      ECL Script 4
   #########################++#######++####~~#######
 0 #     #              +   E1#     #E1   #E1      #  0  KEY:
   #     #++#++####++####     #     #     #        #
 1 #        #     #     #     #     #     #        #  1  # wall
   #     ####     #     #++#######++####++#        #     + door
 2 #     +    2   +    1   #     #  #     #        #  2  ~ secret door
   #++####        #        #     #  #     #++####~~#     S secret passage
 3 #     #        #        #     #  +     #     # S#  3
   #     ####++#############++####  #######     #  #     E Entrance/Exit
 4 #        #     #                       +     ~ S#  4
   #        #     #  ####++####++####++####     #  #
 5 #        +     +  #           #        #     # S#  5
   ####++####     #  #           #        ####++#  #
 6 #        +     #  #           #        +     # S#  6
   #        #     #  ####~~####~~#        #     #  #
 7 #    3   #     #  ~ S  S  S  S#        #     ~ S#  7
   #     ##########++#######~~#  ####~~##########  #
 8 #     #        +           # S  S  S  S  S  S  S#  8
   #++####  #++####           ####~~#######  #######
 9 #     +  #     +           +     #     ~ S#     #  9
   #     #  #     #############     #     #  #     #
10 #  4  #  #     #        +        +     # S#     # 10
   #     #  #     #    5   #        ####++#~~#     #
11 #     #  #     #        #        #        + 6   # 11
   ######################++####++####  ##########++#
12 #           #14    13               #        # 7# 12
   #           #  ####++####++##########        #  #
13 #         15+  #     #        #     #       9+  # 13
   #           ####     #        #     #++#######  #
14 #           #   12   #   11   #      10#     #  # 14
   #           #        #        #        #     #++#
15 #           #        ~        #        #       8# 15
   #################################################
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

Fire Knife patrols: The maximum number of these is 10 normally, or 13 if you
  have set off the Fire Knife alarm.  If you encounter one, you are attacked by
  6 FIRE KNIFE (#01) (Morale 85, Distance 2, 558 XP).

Random events: Random events don't happen anywhere in the secret passage, or
  just inside the door of any numbered room.  Otherwise, the base chance for a
  random event is 10 in 101.  Add 20 in 101 if in Search mode; add 10 in 101 if
  you have set off the Fire Knife alarm.

  You get the following events in order, until all have happened.  Once an
  event happens, it never does so again.
  1. 'The hideout is strangely quiet for such a normally active place.'
  2. Fire Knife patrol encounter
  3. 'From somewhere nearby, you hear a panicked voice, "I went to get Kybor,
    to interrogate the prisoner.  His whole place was incinerated.  This place
    must be cursed."'
  4. Fire Knife patrol encounter
  5. 'Against the wall here, you see a stuffed figure of King Azoun.  It shows
    the marks of innumerable knife tosses.'
  6. Fire Knife patrol encounter
  7. 'Echoing through the silent corridors comes an angry voice.  "Kybor's
    dead?!  Well, you were supposed to guard him, so you get the honor of
    killing Vangerdahast instead."'
  8. Fire knife patrol encounter
  9. 'The eerie silence carries another voice, "That fop couldn't fool anyone
    on sight.  Next time, we should program them for something other than
    voice."'

Resting: Resting is safe in the secret passage, or if you have exhausted the
  supply of Fire Knife patrols.  Otherwise, every 8 hours, rest has a 20%
  chance of being interrupted by a Fire Knife patrol.

Differences from the tabletop version: The map is very similar, with a few key
  doors in different places.  The tabletop version has a few extra monster
  encounters (such as hill giants and hell hounds), but magical items are
  mostly scrolls.  Kybor's office has more information; Kybor was killed
  because Tyranthraxus thought he was learning too much.  The Fire Knife leader
  is named Radatha; there, he is not aware that Kybor is dead.

E1 - Exit to Tilverton Sewers; all of these always work, even though the clue
  book says otherwise.  By either of the regular doors, you can find what
  remains of a Fire Knife checkpoint.

1 - 'You stop at the entrance to this room.  In front of you is a cloud of
  blades whirling about one another.  A metallic whine makes it almost
  impossible to hear.'  "E"ntering the blades causes Gharri's Blade Barrier
  spell to inflict 8d8 damage to everyone.  Either that or "W"ait will then
  result in the blades fading away.

2 - 'About the room are a number of people frozen in positions of battle.  A
  couple have tumbled over and lie in awkward piles.  A couple of them are
  beginning to move.'  "K"illing them accomplishes nothing; "I"nterrogating
  them gets you some information (Journal Entry 26).

3 - 'Within the room are two rows of shrouded bodies.  At the head of each row
  is a sign.  One reads "to be raised", the other "to be buried".'

4 - A group of Fire Knives is busy torturing Gharri.  If you "A"ttack the
  Fire Knives, your party surprises 6 FIRE KNIFE (#01) (Morale 85, Distance 1,
  558 XP).

  If you win, 'You release the man from the rack, and he collapses to the
  floor.  He has suffered very badly at the hands of the Fire Knives.  He
  whispers, "Don't worry about me.  Rescue Nacacia, she's in here somewhere."
  He refuses all offers of assistance, insisting that you save your energy for
  the rescue.  All he'll accept is his hammer that was leaning against the
  rack.  He insists you go on without him.'

5 - Storage area.  If you search, 'As you poke around, you discover a set of
  tables fitted with straps and some intricate tools.  The tip of one has a
  bluish hue that matches your sigils.'

6 (14,11) - Kybor's office.  'This is an ornate room, apparently the office of
  someone high up in the Fire Knives.'  If you search, you find some
  interesting papers (Journal Entry 9), as well as a treasure: 2 jewelry, 3
  gems, 500 platinum, 500 gold, 2 random items (1491-2043 XP).

7 (15,12) - 'As you enter this hallway, you detect a strange smoky scent.'

8 (15,15) - 'This is an extremely well ordered bedroom.  Everything seems
  exactly in place.  A search of the room turns up nothing of particular value.
  As you leave, unseen servants start putting the room back in order.'

9 (14,13) - 'This room was once a library, but the shelves and their contents
  are now ash.  Some parts are still smoking.  In the center of the room is a
  charred body.  Clutched in its hand is a piece of paper.  The hand kept the
  paper from being destroyed.'  It's Journal Entry 29.

10 (12,14) - 'This was once a lab, but the same intense flame has swept through
  here as well.  Nothing escaped destruction.'

11 - 'The room has been converted to a hospital.  Wounded Fire Knives lie
  moaning in the beds.  Those that can, rush out through the west wall.  You
  realize that the rest are harmless.'  You overhear Journal Entry 27.

12 - Fire Knife armory.  Their treasure (933 XP) contains: Necklace of
  Missiles (7 charges), Elfin Chain Mail, Long Sword +3 Frost Brand, Long Sword
  +1 Flame Tongue, Bracers AC 10, Mace +2, Flail +2.  (The Bracers AC 10 are
  cursed.)

13 (6,12) - Your party may notice the nearby checkpoint (location 14) if it
  still exists.

14 (4,12) - Fire Knife checkpoint.  If you have not set off the Fire Knife
  alarm, they demand surrender; they attack immediately otherwise:
  * Fight 7 FIRE KNIFE (#01) (Morale 30 if you refused to surrender, Morale 99
    otherwise, 651 XP).  If you run away, the Fire Knife alarm goes off.
    Losing does not end the game and has the same effect as surrender.
  * If you surrender: you are taken to the Fire Knives' leader at location 15.

15 (3,13) - You meet the leader of the Fire Knives (Journal Entry 11).  Combat
  starts now that Princess Nacacia and the Fire Knife leader are dealing with
  each other: fight 20 FIRE KNIFE (#01) and 1 MAGE (#04) carrying 4 jewelry, 8
  gems, 3000 platinum, 2000 gold, and 2 random items (Morale 85, 6670-7337
  XP).

  Upon winning, you find Princess Nacacia threatening the Fire Knife leader
  (Journal Entry 54).  The Bond of the Fire Knives is removed.

  Then Vangerdahast and King Azoun IV break into the room (Journal Entry 53).
  Your party is now banished from Cormyr (not unreasonable, what with you still
  having four bonds subjecting you to unknown magical evildoer control).

  'On the first night outside the city, you are all overcome by a strange
  lethargy.  Even the watch drifts off.  Then, without warning, you are gripped
  in a vivid dream.'

  'Four faces leer down at you, contemptuous of your success.  A dark and
  foreboding voice intones, "The first and weakest of your masters has fallen.
  Now your feet are set on the path to servitude.  You shall serve each of us
  in turns though your spirit rebels: the wizard in red, the woman in green,
  and the lord of the black.  Finally, your souls quenched, you shall be pawns
  of the flamed one."'

  'The faces laugh with evil joy.  The dream fades, and you awake in a cold
  sweat.'

  Your party will now be outside Tilverton on the World Map.

  If you are starting with fresh characters, this is a challenging fight, as
  Fire Knives have high initiative and there are a lot of them.  Mages and
  clerics should use all their 2nd-level spell slots on Stinking Cloud and Hold
  Person.  Just outside the door to this room, cast Protection from Evil on all
  non-paladins; Bless; and Prayer.  Disable as many enemies with Stinking Cloud
  and Hold Person as you can; this is also a good place to use the Necklace of
  Missiles from location 12.  (A party from Pool of Radiance can just spam
  Fireball.)

  (The tabletop version of this encounter has Radatha evoke the power of the
  Bond of the Fire Knives if he isn't attacked before he gives his speech.  You
  also only need to survive a few rounds of combat before Vangerdahast and King
  Azoun IV break through.  Killing Radatha will also remove the Bond of the
  Fire Knives, though Radatha himself does not know that, as he's unaware of
  the death of Kybor.)

SECTION 7.6.1 - World Map Overview
----------------------------------

Once you reach the World Map, you know roughly who controls the remaining four
bonds.  The bonds are important in events; they are called:
  (1) Bond of the Fire Knives (always removed by the time you are here)
  (2) Bond of Dracandros
  (3) Bond of Mogion
  (4) Bond of Fzoul
  (5) Bond of Tyranthraxus
The above is the game's suggested order, though 2-4 may be removed in any
order.  (In the tabletop version, the Bond of Dracandros is suggested to follow
Mogion and Fzoul.)

There are no required quests on the World Map.  You can explore and get all the
once-only events, though don't expect a lot of either treasure or experience.
You can also patrol the forest near the Standing Stone as much as you like, if
you want to grind.  In the forest, ettins and black dragons are both vulnerable
to Stinking Cloud and long-range attacks.

You can also pay a visit to Zhentil Keep, where:
(1) You can visit the magic shop; the Confusion spell, Arrows +1, and a few
  Darts of Hornet's Nest are particularly valuable.  The shop at Dagger Falls
  is cheaper, but it won't be available before you remove at least two bonds.
  I recommended getting at least one of these before proceeding.
(2) You can pick fights with local troops for experience and gear.  Bracers AC
  4 from Zhentil mages are especially valuable; they sell for a lot and are
  useful in their own right.  These fights may be rough for a weaker party, but
  you can freely to cast all the spells you can in each fight, as you can
  readily rest after each combat.
You will not trigger any event you shouldn't as long as you do not venture much
past the magic shop.  The locals won't remember if you fought them, once you
leave the city.

If you have any single-classed characters below level 7 or multi-classed below
level 5, I recommend you reach at least those levels before continuing with the
plot.

Proceed to Hap once ready.

SECTION 7.6.2 - World Map Details
---------------------------------

You cannot wander freely on the World Map, like you can in all other Gold Box
games with a World Map; you may only travel between points of interest (marked
as squares or circles), with scripted events that may take place in between.

The World Map is the same as that on:
  * the back of the manual
  * page 2 of the Adventurer's Journal
  * page 35 of the clue book

The width of the World Map and the length of the (only partially shown) Moonsea
are each about the length of Lake Michigan (~300 miles).

Cities may have the following standard services available:
  * Inn (safe place to rest that never costs anything; there is no difference
    between this and resting outside the city)
  * Store (sells all standard weapons and armor)
  * Hall (training hall for all classes)
  * Temple (has all standard temple services)
  * Bar, where you may drink (costs nothing) or relax.  Beer and ale are +1
    inebriety; port and mead are +2; whiskey is +3.  If there are available
    Tavern Tales, any option will get you the next one.  You will get drunk at
    12 or more inebriety, after which you will usually wake up in the inn with
    no ill effects.
Exceptions to the above are listed by city.

Many cities can be searched to find a place to adventure, but this option is
only available after you have removed a minimum of two bonds.

Monsters on the World Map may be worth less XP than their data indicate.  What
you actually get is listed below.  All combat is also always outdoors, even if
it is supposedly taking place in a tavern.

The travel times listed below do not seem to actually age your characters, but
they do serve to time out any temporary magical effects.  The given numbered
events are listed below the lettered locations.

If you are traveling to any location that uses ECL Script 80, no more often
than once every six times you may get the copy protection, styled as an old man
guarding a bridge.  He asks three questions, as in the scene from the 1975 film
Monty Python and the Holy Grail:
https://www.youtube.com/watch?v=dPOyOM7wxlE

He doesn't care about the answers to the first two questions, but if you are
playing an uncracked version, answering the third question improperly can get
your whole party thrown into the Abyss.

Traveling to any location that uses ECL Script 80 will check every character
who was imported a character from Hillsfar and completed the game.  There is a
41% chance you will then get a note with Journal Entry 24, 35, or 42, in that
order.

Random events: None.

Resting: Resting either in an inn or the wilderness is never disturbed.  (The
  clue book says rest may be occasionally interrupted in the wilderness, but
  that never happens.)

A - Tilverton (ECL Script 80)

  You may never re-enter Tilverton proper.

  Searching takes you back to the Tilverton Sewers, with the entrances to both
  the Tilverton Thieves' Guild and the Fire Knife Hideout sealed.

  You may travel to:
  * B - Shadowdale (by way of Shadow Gap)
    Trail: 14 days; event 1 (once only)
    Wilderness: 28 days; event 1 (once only)
  * C - Ashabenford (by way of Tilver's Gap)
    Trail: 12 days; event 2 (once only)
    Wilderness: 24 days; event 2 (once only)
  * D - Dagger Falls (by way of Shadow Gap; can't return directly to Tilverton)
    Trail: 18 days; event 1 (once only)
    Wilderness: 36 days; event 1 (once only)

B - Shadowdale (ECL Script 80)

  All standard city services are available here.

  If you still have the Bond of Dracandros, the first time you spend time in
  the tavern you meet a disguised Elminster (Journal Entry 18).  You may then
  hear Tavern Tale 35, 26, 12, or 46.

  Searching leads to a three-level dungeon where drow have taken the kidnapped
  daughter of a local magistrate.  You start at Shadowdale Dungeon Level 1
  (13,15).

  You may travel to:
  * A - Tilverton (by way of Shadow Gap)
    Trail: 14 days; event 1 (once only)
    Wilderness: 28 days; event 1 (once only)
  * C - Ashabenford (by River Ashaba)
    Boat: 5 days; no event (river kept clear by the Knights of Myth Drannor)
    Wilderness: 20 days; event 3 (two subevents, once each)
  * D - Dagger Falls
    Trail: 8 days; no event
    Wilderness: 16 days; event 9 (once only)
  * F - Voonlar
    Trail: 6 days; event 4 (once only)
    Wilderness: 12 days; event 4 (once only)

C - Ashabenford (ECL Script 80)

  All standard city services are available here.

  Store prices are double normal.  In the tavern, you may hear Tavern Tale
  28, 55, 47, or 41.

  Searching leads to a two-level dungeon, home to a madman possessing a gem
  that allows him to magically summon creatures to defend himself.  You start
  at Ashabenford Dungeon Level 1 (3,10).

  You may travel to:
  * A - Tilverton (by way of Tilver's Gap)
    Trail: 12 days; event 2 (once only)
    Wilderness: 24 days; event 2 (once only)
  * B - Shadowdale (by River Ashaba)
    Boat: 5 days; no event (river kept clear by the Knights of Myth Drannor)
    Wilderness: 20 days; event 3 (two subevents, once each)
  * E - The Standing Stone (this trip is shorter than its reverse)
    Trail: 6 days; event 12 (twice only)
    Wilderness: 12 days; no event

D - Dagger Falls (ECL Script 80)

  Dagger Falls only has an "I"nn, "S"tore, and "B"ar.

  If you still have the Bond of Fzoul, the innkeeper only lets you stay in the
  barn.  "Don't think much of Zhentil Keepers.  The barn's the best you'll
  get."

  Store prices are quadruple normal; they return to normal if you either remove
  the Bond of Fzoul, or receive the keys to the city (in event 10).

  In the tavern, if you still have the Bond of Fzoul the patrons may get angry,
  but calm down if you rescued the farmer from the ettins (in event 9).  If you
  did not, they become hostile if you also have not received the keys to the
  city.
  * If the patrons are hostile, you will be asked to leave.  If you do not,
    fight 6 FIGHTER (#89) (Morale 90, Distance 2, 435 XP).
  * If the patrons are not, you may hear Tavern Tale 21, 23, 7, or 11.

  Searching takes you to your choice of:
  * A hidden magic shop, with items in Summary of Locations with Magic Items
  * Oxam's Tower (3,0).

  You may travel to:
  * B - Shadowdale
    Trail: 8 days; no event
    Wilderness: 16 days; event 9 (once only)
  * H - Teshwave (by River Tesh)
    Boat: 3 days; event 11 (once only)
    Wilderness: 12 days; event 10 (once only)

E - The Standing Stone (ECL Script 80)

  The disguised Tyranthraxus greets you by the Standing Stone.  He will tell
  you how many bonds you have remaining, then:
  * If you have two to four remaining, and you either "T"hank him or "A"ttack,
    he will tell you where the remaining weakest master is: red (Dracandros) to
    the south; green (Mogion) to the northwest; or black (Fzoul) to the north.
  * If you have only one remaining, Tyranthraxus reveals himself and now
    permits travel to Myth Drannor.

  You can then "P"atrol the forest, which results in combat with one of the
  following:
  * 1 in 7: 6+1d2 DISPLACER BEAST (#80)
  * 1 in 7: 6+1d2 HIPPOGRIFF (#81)
  * 3 in 7: 3+1d3+1d2 ETTIN (#82)
  * 2 in 7: -1+2d2 BLACK DRAGON (#53)
  There is a 1 in 3 chance the monsters are guarding 1 jewelry, 3 gems, and 1
  random item.  You may "P"atrol as often as desired.

  You may travel to:
  * C - Ashabenford (this trip is longer than its reverse)
    Trail: 10 days; event 12 (twice only)
    Wilderness: 20 days; no event
  * I - Essembra
    Trail: 4 days; no event
    Wilderness: 8 days; event 13 (once only)
  * L - Hillsfar
    Trail: 8 days; event 12 (twice only)
    Wilderness: 16 days; no event
  * N - Myth Drannor (only after removing all bonds other than Tyranthraxus's)
    Wilderness: 4 days; event 18 (once only)

F - Voonlar (ECL Script 81)

  All standard city services are available here.

  Store prices are double normal; quadruple if you no longer have the Bond of
  Fzoul.  In the tavern, you may hear Tavern Tale 27, 58, 33, or 14; if you
  overdrink, you are robbed of 75% of your money.

  Searching leads you to a ruined area of the city where renegade Moander
  cultists plot the return of their god.  You start at Voonlar Ruins (1,20).

  You may travel to:
  * B - Shadowdale
    Trail: 6 days; event 5 (once only)
    Wilderness: 12 days; event 5 (once only)
  * H - Teshwave
    Trail: 4 days; event 6 (always)
    Wilderness: 8 days; event 7 (once only)
  * K - Yulash
    Trail: 4 days; event 6 (always)
    Wilderness: 8 days; event 8 (once only)

G - Phlan (ECL Script 81)

  All standard city services are available here.

  Store prices are quadruple normal.  (Nope, no heroes' discount for characters
  from Pool of Radiance.)  In the tavern, you may hear Tavern Tale 25, 61, 40,
  or 54.

  Searching leads you to an unconquered area of the city where Red Plumes from
  Hillsfar and Zhentarim terror troops roam.  You start at Phlan Ruins (17,15).

  You may travel to:
  * M - Zhentil Keep (this trip is longer than its reverse)
    Boat: 3 days; event 16 (once only)
    Wilderness: 12 days; event 17 (once only)
  * L - Hillsfar
    Boat: 2 days; event 16 (once only)

H - Teshwave (ECL Script 81)

  Much of Teshwave is in ruins; it only has an "I"nn, "S"tore, and "B"ar.

  In the tavern, you may hear Tavern Tale 19, 49, 34, or 48; if you overdrink,
  you are robbed of 75% of your money.

  Searching leads you to a mix of ruins and graveyards.  River pirates skulk
  about, looking for a place to bury treasure.  You start at Teshwave Ruins
  (2,14).

  You may travel to:
  * D - Dagger Falls (by River Tesh)
    Boat: 3 days; no event
    Wilderness: 12 days; no event
  * F - Voonlar
    Trail: 4 days; event 6 (always)
    Wilderness: 8 days; event 7 (once only)
  * K - Yulash
    Trail: 4 days; event 6 (always)
    Wilderness: 8 days; event 7 (once only)
  * M - Zhentil Keep (by River Tesh)
    Boat: 2 days; event 11 (once only)
    Wilderness: 8 days; no event

I - Essembra (ECL Script 80)

  All standard city services are available here.

  In the tavern, you may hear Tavern Tale 60, 44, 32, or 6.

  Searching leads to a two-level dungeon, home to a cult of owlbears who
  worship a drow mage.  You start at Essembra Dungeon Level 1 (4,7).

  You may travel to:
  * J - Hap
    Trail: 4 days; event 14 (dragon attack if conditions met)
    Wilderness: 8 days; event 14 (dragon attack if conditions met)
  * E - The Standing Stone
    Trail: 4 days; no event
    Wilderness: 8 days; event 13 (once only)

J - Hap (ECL Script 80)

  Hap is not a standard town (this village only actually has around a hundred
  people); see Hap Details.  You start at (3,0).

  You may travel to:
  * I - Essembra
    Trail: 4 days; event 14 (dragon attack if conditions met)
    Wilderness: 8 days; event 14 (dragon attack if conditions met)

  If the game would let you, continuing south would take you to the southern
  Dales and Sembia.

K - Yulash (ECL Script 81)

  Yulash is not a standard town, but an active war zone between Zhentil Keep
  and Hillsfar.  See Yulash Details.

  If you have defeated Mogion, you will be unable to re-enter Yulash, but
  searching will return you to Pit of Moander Level 1.

  You may travel to:
  * F - Voonlar
    Trail: 4 days; event 6 (always)
    Wilderness: 8 days; event 8 (once only)
  * H - Teshwave
    Trail: 4 days; event 6 (always)
    Wilderness: 8 days; event 7 (once only)
  * M - Zhentil Keep
    Trail: 4 days; event 6 (always)
    Wilderness: 8 days; event 7 (once only)
  * L - Hillsfar
    Trail: 8 days; event 15 (always)
    Wilderness: 16 days; event 7 (once only)

L - Hillsfar (ECL Script 81)

  All standard city services are available here, though since Hillsfar is at
  war with Zhentil Keep, having the Bond of Fzoul results in poor treatment.

  If you still have the Bond of Fzoul, the inn will refuse service.  Store
  prices are quadruple normal; they return to normal once you remove the Bond
  of Fzoul.  In the tavern, having the Bond of Fzoul results in a confrontation
  with Red Plumes, which will cause a fight no matter what you do: 6 FIGHTER
  (#89) (Morale 90, Distance 2, 435 XP).

  If you have removed the Bond of Fzoul, you may hear Tavern Tale 2, 30, 36, or
  5; if you overdrink, you are robbed of 75% of your money.

  Searching leads you to a mix of ruins and graveyards.  Sea buccaneers skulk
  about, looking for a place to bury treasure.  You start at Hillsfar Ruins
  (3,9).

  You may travel to:
  * K - Yulash
    Trail: 8 days; event 15 (always)
    Wilderness: 16 days event 7 (once only)
  * E - The Standing Stone
    Trail: 8 days; event 12 (twice only)
    Wilderness: 16 days; no event
  * G - Phlan
    Boat: 2 days; event 16 (once only)

M - Zhentil Keep (ECL Script 81)

  Zhentil Keep has its own map; see Zhentil Keep Details.  You start at (2,0).

  Once you have removed the Bond of Fzoul, you may not re-enter: 'The guards
  inform you that the city is sealed, pending a reorganization of the
  government.'

  You may travel to:
  * H - Teshwave
    Boat: 2 days; event 11 (once only)
    Wilderness: 8 days; no event
  * K - Yulash
    Trail: 4 days; event 6 (always)
    Wilderness: 8 days; event 7 (once only)
  * G - Phlan (this trip is shorter than its reverse)
    Boat: 2 days; event 16 (once only)
    Wilderness: 8 days; event 17 (once only)

N - Myth Drannor (ECL Script 80)

  You may only travel here after you have removed all bonds other than
  Tyranthraxus's.

  Myth Drannor has its own map; see Burial Glen Details.  You start at (2,15).

  You may travel to:
  * E - The Standing Stone
    Wilderness: 4 days; no event

1 (Once only: Tilverton to/from Shadowdale, and Tilverton to Dagger Falls) -
  'You reach Shadow Gap.  Atop it, you note a recently built inn -- a perfect
  place to rest.  However, all is not well.  Indistinct shapes circle the
  building.  A battle is inevitable if you are going to get some sleep.'

  You fight 6 DISPLACER BEAST (#80) (Morale 90, Distance 2, 475 XP).

  'The displacer beasts are wearing collars.  Nearby is a dark elf who has been
  slain by the beasts.  The innkeeper tells you that the elf arrived some days
  ago.  In his room is a letter.'  (Journal Entry 58)

2 (Once only: Tilverton to/from Ashabenford) - 'The mountains rise into an
  impassable wall, broken only by Tilver's Gap.  Flying shapes spiral down from
  the snowy peaks.'

  You fight 8 HIPPOGRIFF (#81) (Morale 90, Distance 2, 80 XP).

3 (Shadowdale to/from Ashabenford, wilderness only) - The first time you pass
  this way, you are attacked by 12 LIZARD MAN (#83) and 8 CROCODILE (#08)
  (Morale 90, Distance 2, 265 XP).

  The second time, 'Paralleling you through the forest is a group wearing the
  livery of Myth Drannor.'  If you befriended the knight at Tilverton Sewers 6,
  you camp together (Journal Entry 55).

  Travel this way is thereafter uneventful.

4 (Once only: Shadowdale to Voonlar) - 'Halfway to Voonlar, you spot the
  vanguard of an army heading south along the road, bearing the banner of
  Voonlar.'
  * "A"ttack: Fight 12 FIGHTER (#89) (Morale 90, Distance 2, 870 XP).  'The
    rest of the army, confused by the sudden demise of its lead forces, routs
    back to the north.'
  * "H"ide: You let the army march on to Shadowdale.
  * "M"eet them: If you no longer have the Bond of Fzoul, the leaders attack
    you as spies (same as "A"ttack),  Otherwise, 'You are taken to the officers
    who state they are marching on Shadowdale.  Noting the sigils on your arms,
    they will let you pass.'  "A"ttack is the same as above, and "P"ass is the
    same as "H"ide.

5 (Once only: Voonlar to Shadowdale, trail only) - You only get this if you met
  the Voonlar army leaders in event 4 and did not fight them.  'As you travel
  south, you are passed by the stragglers of a defeated army, bearing the
  banner of Voonlar.'  (I don't know what they expected, attacking a town with
  a resident archmage without an archmage of their own.)

6 (Yulash to/from Voonlar, Teshwave, or Zhentil Keep, and Voonlar to/from
  Yulash, trail only) - 'You are confronted by a patrol from Zhentil Keep.'
  * If you still have the Bond of Fzoul: 'Noting the sigils on your arms, they
    let you pass.'
  * If you do not: 'The officer steps forward.  "You are listed in our reports
    as condemned to death, sentence to be carried out immediately."'  Fight 12
    FIGHTER (#89) (Morale 90, Distance 2, 870 XP).

7 (Once only: Yulash to/from Teshwave, Zhentil Keep, or Hillsfar, and Voonlar
  to/from Teshwave, wilderness only) - If you still have the Bond of Mogion, 'A
  green robed group follows you.'
  * "A"ttack: Fight 6 FIGHTER (#89) (Morale 5, Distance 2, 435 XP).
  * "T"alk: 'They say they are following the "chosen ones" to Yulash.'

8 (Once only: Voonlar to/from Yulash, wilderness only) - 'Near Yulash, you
  discover a great slash through the forest to the south.'  If you investigate,
  'After several miles, it ends in a huge pile of decaying filth which monsters
  now use as a lair.'  If you continue to investigate, fight 8 DISPLACER BEAST
  (#80) (Morale 90, Distance 2, 2200-2400 XP) guarding 3 jewelry, 8 gems, and 2
  random items.

  This is the swath of destruction cut by the incarnation of Moander from the
  previous Azure Bonds caper.

9 (Once only: Shadowdale to/from Dagger Falls, wilderness only) - 'Amidst the
  fields of Daggerdale, you find huge footprints leading toward a small farm.
  In the rays of the setting sun, you see the silhouettes of giants.'

  If you "R"escue the farmers, you fight 6 ETTIN (#82) (Morale 90, Distance 2,
  1950 XP).  'The farmer's family comes up and thanks you heartily.  You are
  invited in and enjoy the first home cooked meal in many days.'

10 (Once only: Dagger Falls to Teshwave, wilderness only) - 'Traveling through
  the wilds, you come upon a heavily used path to the north.'  You will
  continue find this path, until you choose to follow it: 'The trail leads up
  into a craggy wilderness, finally ending below a gigantic peak.  A squad of
  Zhentil troopers comes out to meet you.  One comes up and shakes your hand.
  "You must be the mercenary group."  He goes on the explain the situation.'
  (Journal Entry 36)

  * "A"ttack: Fight 4 FIGHTER (#89), 10 BUGBEAR (#86), and 10 WORG (#87)
    (Morale 90, Distance 2, 665 XP).  Running away has the same effect as
    slipping away to warn Dagger Falls.
  * "P"retend to be mercenaries: 'The troopers go to alert Teshwave and leave
    you in charge of the bugbears and worgs.  Your forces are impatient and
    wish to begin the march.'
    * Attack the leaders: Fight 10 BUGBEAR (#86) and 10 WORG (#87) (Morale 90,
      Distance 2, 375 XP).  Running away has the same effect as slipping away
      to warn Dagger falls.
    * Slip away to warn Dagger Falls: 'You escape from the monsters and reach
      Dagger Falls before them.  The city mobilizes and routs the disorganized
      creatures.  The Zhentarim rescue force is politely turned back to
      Teshwave.  As a reward you are given the keys to the city, and a great
      feast and parade are held in your honor.'
    * March on Dagger Falls: 'On the long road to Dagger Falls, the monsters
      begin to fight amongst themselves.  One night, their leaders decide they
      should command alone.'  This has the same result as attacking the
      leaders.
    * March on Teshwave: 'You sweep down upon the Zhentarim forces as they
      prepare to march on Dagger Falls, and a vast melee ensues.'  Fight 12
      FIGHTER (#89) (Morale 90, Distance 2, 870 XP).  'The forces turn out to
      be closely matched.  Both the troopers and the monsters are routed.
      Teshwave itself only suffered minor damage.  The monsters flee into the
      wilds.'

   Warning Dagger Falls gets you a better reception there compared to winning
   any combat.

11 (Once only: Dagger Falls to Teshwave, and Teshwave to/from Zhentil Keep,
  boat only) - You are attacked by river pirates: 12 FIGHTER (#89) (Morale 90,
  Distance 2, 870 XP).  Once defeated, the pirates stay away from you.

12 (Twice only: Standing Stone to/from Ashabenford or Hillsfar, trail only) -
  You are surprised by 6 FIGHTER (#89) (Morale 90, Distance 2, 435 XP).

13 (Once only: Standing Stone to/from Essembra, wilderness only) - 'Centaurs
  approach and offer you hospitality.'
  * "A"ccept: 'They take you to their village and exchange tales with you.'
    (Journal Entry 45)
  * "R"efuse: 'They accept your regrets and leave.'
  * "C"ombat: fight 12 CENTAUR (#84) (Morale 90, Distance 2, 1170 XP)

14 (Essembra to/from Hap) - The first time you travel this way, 'Sailing across
  the sky are great black shapes.  Suddenly, they sweep down, revealed as
  fearsome black dragons.'  Fight 3 BLACK DRAGON (#53) (Morale 90, Distance 2,
  2509 XP).

  If you travel this way after defeating Dracandros, but Crimdrac has not been
  defeated: 'Out of a copse of trees comes a skeletal shape.  The hand of fear
  grips your heart as you recognize the voice.  "You have deprived me of my
  tutor.  Ssstill, I can avenge myself!"'  Fight 1 DRACOLICH (#60) (Morale 90,
  Distance 2, 8575 XP).

15 (Yulash to/from Hillsfar, trail only) - 'You are approached by a Red Plume
  patrol'.
  * If you still have the Bond of Fzoul: 'One snarls, "Your tattoo betrays you
    as a Zhentarim spy."'  Fight 12 FIGHTER (#89) (Morale 90, Distance 2, 870
    XP).
  * If you do not: '"You are in a war zone, beware."  They let you pass.'

16 (Once only: Phlan to/from Zhentil Keep or Hillsfar, boat only) - You are
  attacked by Moonsea buccaneers: 12 FIGHTER (#89) (Morale 90, Distance 2, 870
  XP).  Once defeated, the buccaneers stay away from you.

17 (Once only: Phlan to/from Zhentil Keep, wilderness only) - 'Along the coast,
  you pass an abandoned Zhentarim outpost and the remains of a buccaneer's
  base.'  These were adventuring locations in Pool of Radiance.

18 (Once only: Standing Stone to Myth Drannor) - 'A young woman with a purple
  sash races by on horseback.  Moments later a man with a hammer rides by.  As
  he fades in the distance, you can hear, "Nacacia ... wait."'

SECTION 7.7.1 - Hap Overview
----------------------------

Plot background:

Haptooth Hill is what remains of an extinct volcano.  It rises well above most
of the surrounding terrain, making it an attractive site to establish a
fortress, of which there have been many over the millennia.

The renegade Red Wizard, Dracandros, has established a large tower here, and
has allied with dark elves from the Underdark and the dracolich Crimdrac.  This
force is actively occupying the small village of Hap, which has only several
dozen people and no way to resist the invaders.

Strategy:

It's awkward to exit the Hap area to the World Map; any dark elf equipment is
destroyed, and Akabar Bel Akash will leave for good if present.  You should be
prepared to go all the way to the confrontation with Dracandros before coming
here.

Defeat at least four dark elf patrols before taking on the efreet.

Dark elves are resistant to magic, especially if you are lower level; Hold
Person and Stinking Cloud still are reasonable spells to use.  Make a point of
trying to disrupt enemy spellcasting.  Dark elves carry +3 equipment that is
likely superior to anything you currently have, but it will not survive travel
to the World Map.

You don't actually need to add Akabar Bel Akash; he's a liability for a
stronger party, as his AI tends to catch your own party members in Stinking
Clouds and Fireballs, and he's fragile.

Once ready, defeat the efreet at location 4, then head to the Cave of the
Dracolich.

SECTION 7.7.2 - Hap Details
---------------------------

     0  1  2  3  4  5       ECL Script 49
   #######~~~~~#######
 0 #     # E  E# R   #  0  KEY:
   #     #     #++#  #
 1 #    R+        #  #  1  # wall
   #######     #######     + door
 2 ~ E         #     #  2  ~ wilderness
   #++####  ####     #
 3 #    1+  +    2   #  3  E Entrance/Exit
   #     #  #        #     R Residence
 4 #     #  #        #  4
   #     #  ####++####
 5 #     #     + R   #  5
   #######     #     #
 6 ~ E         #     #  6
   ####++####  #######
 7 #        #       E~  7
   #        #     #++#
 8 #    3   +     # R#  8
   #        #  ####  #
 9 #        #  #     #  9
   ##########  #######
10 ~ E         + R   # 10
   #######     #     #
11 #    R+     #     # 11
   #     #     #######
12 #     #          E~ 12
   ##########++#######
13 ####       4      # 13
   ####              #
14 ####              # 14
   ####              #
15 ####              # 15
   ###################
     0  1  2  3  4  5

Special combat modifiers: If is it currently night (15:00 to 23:59), combat is
  much more in your favor: all enemies receive a -4 penalty to-hit; all party
  members receive a +4 bonus to-hit; enemy Morale is reduced to 60.

  This is actually supposed to happen during the day, as all combat is against
  dark elves who don't fight well in sunlight.

Random events: The base chance for a random event is 10%, or 30% if you are in
  Search mode.  All random events are with one of five dark elf patrols, which
  are also all eliminated if you defeat the efreet.

  If you "P"arley with a "N"ice or "M"eek attitude, you may avoid combat.  If
  Akabar Bel Akash is in the party, there is a 50% chance he will provoke the
  dark elves, which will start combat anyway.  Other attitudes or trying to
  "F"lee always result in combat.

  Every patrol consists of 1+1d3 DK ELF FIGHTER (#49); 50% chance of 1 DARK ELF
  MAGE (#50); 50% chance of 1 DARK ELF CLERIC (#51) (Morale 90).

Resting: The villagers won't let you rest in their homes if you have not yet
  defeated the efreet.  Otherwise, if there is still at least one patrol, every
  hour resting has a 15% chance of being disturbed by one if you are not in the
  inn or temple.  Resting is otherwise safe.

All experience rewards listed are for a 7-person party (it is assumed you have
Akabar Bel Akash with you).

Differences from the tabletop version: The map and events are roughly similar,
  though there are two efreet in the tabletop version, balanced by the dark
  elves being more heavily fighters.  The local priests are better able to
  heal you.

E - Exit to World Map, and also to Cave of the Dracolich (15,5) if you have
  defeated the efreet and found its map.

  If you exit to the World Map:
  * If present, Akabar Bel Akash leaves the party permanently.
  * All Drow Chain Mail, Drow Maces, and Drow Long Swords are destroyed.

R - Private residence.  The residents are fearful before you have defeated the
  efreet, and friendly thereafter.

1 - General store that sells flasks of oil and silver mirrors.  The shopkeeper
  is fearful before you defeat the efreet; afterwards, he sells what he has at
  a 50% discount.

2 - Inn.  You may stay here safely for free.  If you have neither defeated the
  efreet nor have yet met him, AKABAR BEL AKAS (#59) (Morale 100) greets you
  and offers to join.  (The game doesn't have the space to hold the full
  "Akabar Bel Akash".)

3 - Temple of Sune.  Before you defeat the efreet, the priests offer to hide
  you, but do no more; afterwards, they offer standard temple services.  Akabar
  Bel Akash may be here, as the inn above.

4 (3,13) - 'This barn is empty -- save for the efreet and his dark elfin
  cohorts.  The efreet booms out, "So, the pathetic worms show some spine.  We
  will kill you, then burn down this wretched heap of hovels.  You have brought
  doom on your village."'  Fight 1 EFREET (#52), 2-6 DARK ELF MAGE (#50), 2-6
  DARK ELF CLERIC (#51) (Morale 90).

  The number of mages and clerics accompanying the efreet depend on how many
  patrols you have defeated:
  * 0-2 patrols defeated: 6 each (6818 XP)
  * 3 patrols defeated: 4 each (4675 XP)
  * 4-5 patrols defeated: 2 each (2532 XP)

  'On the body of the efreet is a map indicating the town and a cave.'  The
  villagers celebrate; the village elder thanks you, then 'The elder lowers his
  voice.  "I do not wish to seem ungrateful, but these elves are controlled
  from the wizard's tower nearby.  I fear we will only be safe if you destroy
  that nest as well."'

SECTION 7.8.1 - Cave of the Dracolich Overview
----------------------------------------------

Plot background:

The Cave of the Dracolich runs from beneath Dracandros's Tower to the closest
underground drow city.  The drow are held to Dracandros and the dracolich
Crimdrac by force and fear more than loyalty.

Strategy:

Have Silk turn a female party member into a Swanmay at location 4, then be sure
to collect all the treasures at location 6.

Many events on this map will disappear if you do not trigger them before
defeating Dracandros, so you should take advantage of them while you can.

Once ready, take on Crimdrac at location 14.  You'll have to fight him sooner
or later, and it might as well be now; you cannot delay this fight usefully.

SECTION 7.8.2 - Cave of the Dracolich Details
---------------------------------------------

     6  7  8  9 10 11 12 13 14 15      ECL Script 50
   ###############################
 0 #        #        |     #     #  0  KEY:
   #        #     ####     #     #
 1 #    6   #     #        #     #  1  # wall
   ####--####     #  #######     #     + door
 2 #              #  |     + 5   #  2  - or | archway
   #     ################  #     #
 3 #     #        #    8#  #     #  3  ~ tunnel blocked with rubble
   #--####        #     #  ####  #
 4 #     + 7      #     #     #  #  4  E Entrance/Exit
   #     #  #######--#--#     ####
 5 #     #  #  |  |  #  # 2  1 E1+  5
   #     ####  #  #  #  #  #######
 6 #           #  #  #  #  #     #  6
   #############  ####--#  #     #
 7 #           #  #     #  | 3   #  7
   #           #--#     #  ####--#
 8 #           #  #     #  #    4#  8
   #           #  ##########     #
 9 #           #     #     #     #  9
   #           ####  #     #--####
10 #         13|  #  #     #     # 10
   #           #  #  #     #######
11 #           #  #  + 9   #  #12~ 11
   ####--#######  #  #######  #  #
12 #   14   #     #           #  # 12
   #        #  #######  #######--#
13 #        #  |     #  #      11# 13
   #        #  #     #  #        #
14 #        #  #     #  #        # 14
   ####--####  #######  #        #
15 +E2      #     |     |10      # 15
   ###############################
     6  7  8  9 10 11 12 13 14 15

Random events: The base chance for a random event (always a dark elf patrol) is
  9%, or 29% if you are in Search mode.  You may not meet more than 9 patrols
  per visit to the Cave of the Dracolich; a meeting with a patrol counts no
  matter what happens.

  * If you have not defeated Dracandros:
    If you befriended Silk: 40% chance of 'A party of elves spots you, but
    seeing Silk's mark, they move away.'  If this does not happen, and you have
    defeated Crimdrac, this is then treated as if you had defeated Dracandros.

    "F"lee will always work.

    If you "P"arley with a "S"ly, "N"ice, or "M"eek attitude, you are given a
    chance to surrender.  If you did not surrender, you then fight:
    * 33% chance: 4 DK ELF FIGHTER (#49), 1 DARK ELF MAGE (#50) (Morale 80,
      2439 XP)
    * 33% chance: 2 DK ELF FIGHTER (#49), 4 SALAMANDER (#57) (Morale 80, 1669
      XP)
    * 34% chance: 3 DK ELF FIGHTER (#49), 1 DARK ELF MAGE (#50), 1 DARK ELF
      CLERIC (#51) (Morale 80, 2506 XP)
    Losing in the first two battles does not end the game, and is treated as
    surrender.

    If you surrender, you lose half your money and some items.  (You are then
    supposed to be led to Dracandros by the dark elves, but that doesn't
    happen.)

  * If you have defeated Dracandros:
    You fight 3 DK ELF FIGHTER (#49), 1 DARK ELF MAGE (#50), 1 DARK ELF CLERIC
    (#51) (Morale 80, Distance 2, 2926 XP).

Resting: Resting is safe if you have encountered 9 patrols in the current
  visit, or if you have defeated Dracandros.  Otherwise, every 8 hours, there
  is a 20% chance rest will be disturbed by a dark elf patrol.  (Your location
  in the cave doesn't matter.)

All experience rewards listed are for a 7-person party (it is assumed you have
Akabar Bel Akash with you).

Events marked with an asterisk do not occur if you have defeated Dracandros.

Differences from the tabletop version: The multiple casks full of treasure
  and the encounter with Silk do not exist in the tabletop version, which has
  a significantly smaller map.

E1 - Exit to Haptooth and the World Map.

  If you have not yet defeated Dracandros, you will always be attacked here:
  fight 4 SALAMANDER (#57) and 3 DK ELF FIGHTER (Morale undefined, 2148 XP).

  If you exit to the World Map:
  * If present, Akabar Bel Akash leaves the party permanently.
  * All Drow Chain Mail, Drow Maces, and Drow Long Swords are destroyed.

E2 - Exit to Dracandros's Tower Level 1 (7,15).

  If you have either the black dragon heart (Dracandros's Tower 1), or the
  black dragon egg (Dracandros's Tower 11), Silk appears and offers a reward:
  10 jewelry, 15 gems, and 5000 platinum (7250 XP).

  You do not get rewarded for having both, and there is also no way to return
  just one and retrieve the other.

1 (14,5) - If you search, 'You find an arrow pointing west faintly scratched
  in the ash.'  These arrows lead to Silk.

2 (13,5) - If you search, 'An arrow made of small stones points south, here.'

3* (14,7) - 'Four female dark elves step from the shadows.  "We were expecting
  you.  We will escort you to our commander, who has a proposition you may be
  interested in."'  If you accept, you are led to location 4, though it doesn't
  really matter which option you select.

4* (15,8) - 'A dark elfin woman steps forward.  Her hair is dark with a single
  streak of white.  On the back of her hand is a symbol that resembles a
  stylized swan.'

  Meaningful interaction requires a female in your party.  The dark elf woman
  introduces herself as Silk and offers a reward for a part of a black dragon
  (Journal Entry 44).  If you accept, the invited female party member becomes a
  swanmay, receiving a tattoo.

  (Technical note: the swanmay's name is stored in the game save file, not the
  character file.  Any checks for the swanmay in your party check for any
  character matching that name.)

  Silk concludes, '"I wish you good luck.  The symbol may make some patrols
  avoid you, but it won't be completely safe.  Some of the guards are related
  to me, and I still have influence in family affairs, though not in racial
  ones."'

  (Swanmays are not required to be human rangers, and do not gain the magical
  ability to turn into a swan or immunity to nonmagical weapons, unlike
  standard 1st Edition swanmays.)

5* (14,2) - 'You have disturbed a barracks full of dark elves who rise up in
  anger.'  Fight 12 DK ELF FIGHTER (#49) (Morale 100, Distance 1, 5748 XP).

6 (7,1) - If you attempt to enter, 'The room is filled with active geysers and
  lava pits.  Salamanders are sporting in the pools.'
  * "C"ombat, or "P"arley with "H"aughty or "A"busive: All party members who do
    not Resist Fire take 1d10 damage; then fight 15 SALAMANDER (#57) (Morale
    100, 2667 XP).
  * "P"arley with "S"ly: '"We have no love for dark elves.  Take any treasure
    you wish."'
  * "L"eave, or "P"arley with "N"ice or "M"eek: '"You cold things should leave
    before Crimdrac finds you."'

  After either of the first two options, you get the option to loot six
  fireproof casks.  Any character trying who does not Resist Fire will take
  1d10 damage.  You then have a 50% chance of being driven back by the heat
  before being able to open a cask, though you may try any number of times.
  All six casks contain 3 jewelry, 4 gems, and 2000 platinum (2514 XP).  Three
  casks have additional treasure:
  * Cask #2: Scroll of Protection from Dragon Breath, Gauntlets of Dexterity,
    Magic-User Scroll (Minor Globe of Invulnerability, Cloud Kill, Hold
    Monsters) (2971 XP)
  * Cask #5: Scroll of Protection from Paralyzation, Long Sword +2 Dragon
    Slayer, Ioun Stone Pale Blue, Mace +3 (3028 XP)
  * Cask #6: 2 random magic items (2628-3200 XP)

  This much platinum isn't easy to carry around; you can cast Enlarge on your
  whole party to make it easier.

7* (8,4) - 'This room is filled with cloying incense smoke.  A large number of
  dark elfin clerics are lying on pillows and smoking from hookahs.'

  If Silk inducted a swanmay at location 4, 'One of the clerics speaks, "Move
  on sister.  We should have no quarrel."'  You may then retreat.

  Otherwise, fight 12 DARK ELF CLERIC (#51) (Morale 100, Distance 2, 6579 XP).

8* (12,3) - 'Some dark elves are here, atop a mound of freshly turned earth.
  "You have violated our precinct.  Your life is forfeit."  Strange shapes
  rise up behind them.'  Fight 5 ANHKHEG (#56), 2 DK ELF FIGHTER (#49) (Morale
  undefined, Distance 2, 1265 XP).

9* (12,11) - 'Mystic symbols adorn the walls.  Mages are here meditating and
  chanting.'

  If Silk inducted a swanmay at location 4, 'One speaks.  "You tread on
  dangerous ground sister.  Retreat now lest we be forced to raise our hands
  against you."'  You may then retreat.

  Otherwise, fight 12 DARK ELF MAGE (#50) (Morale 100, Distance 2, 6277 XP).

10* (13,15) - 'This way is guarded by efreeti and dark elves.'  Fight 4
  EFREETI (#52), 2 DK ELF FIGHTER (#49) (Morale undefined, 2515 XP).

11 (15,13) - 'At your approach, the elves collapse the tunnel.  You hear, "None
  shall reach the divine city."'

12 (15,11) - 'The way is blocked with rubble.'  You cannot get past.

13* (9,10) - 'The door is guarded by a salamander led patrol.'  Fight 3
  SALAMANDER (#57), 3 DK ELF FIGHTER (#49), 1 DARK ELF CLERIC (#51) (Morale
  100, 2518 XP).

  Afterwards, 'A dream-like voice in your head says, "Great danger lies before
  you.  Be fully prepared!"'

14* (7,12) - 'Curled in the center of this room is the huge skeletal form of
  a dracolich.  "I am Crimdrac, mortalsss.  You have reached the heart of my
  domain.  It pleasssesss me to let you live."'
  * If you surrender, Crimdrac leads you to Dracandros's Tower.  This does not
    cost you any treasure, but if you do not fight Crimdrac now, he'll
    eventually attack you on the World Map.
  * If you do not, '"Foolissshnesss wasss alwaysss in a mortal'sss heart.
    Perhapsss you will reconsssider later."'  Fight 1 DRACOLICH (#60) (Morale
    100, 7350 XP).  Losing does not end the game, and is treated as surrender.

  You should fight Crimdrac now.  He breathes fire, so protect yourself with
  Resist Fire in addition to the usual buff spells.  Fumble is an effective
  debuff, and has a chance of incapacitating him.  Magic Missile and Fireball
  will always inflict damage.  Crimdrac is hard to hit in physical combat and
  is immune to nonmagical weapons.

SECTION 7.9.1 - Dracandros's Tower Overview
-------------------------------------------

Plot background:

Dracandros's Tower is but the most recent of many fortresses built upon
Haptooth Hill.  The renegade Red Wizard Dracandros seeks to recover his lost
status in his homeland of Thay by causing another Flight of Dragons.

Strategy:

You will start with a forced sequence where you will be taken to the top of the
tower.  Be polite to the dragons, who will then intimidate Dracandros into
removing his bond.

Descend to level 4, where you fight Burly at location 2, then complete the
Trial of the Sphere at location 4 with Akabar Bel Akash, or with a non-magic-
user if you don't have him.

Proceed to level 2; disbelieve the illusion at location 6, try to disarm the
trap at location 10 with a magic-user, retrieve the dragon egg at location 11,
and optionally loot location 12, Dracandros's bedroom (which will return
patrols to full strength).

Then confront and fight Dracandros at location 17.  Go to the exit, return to
the Cave of the Dracolich to return the dragon egg to Silk, then return to the
tower and this time exit to the wilderness.

SECTION 7.9.2 - Dracandros's Tower Details
------------------------------------------

LEVEL 1                           LEVEL 2

     0  1  2  3  4  5  6  7            8  9 10 11 12 13 14
   #########################         ######################
 5 #        +     +        #  5    6 #        +         10#  6
   #     #### 15  #### 16  #         #     ####  #++#######
 6 #     #           #     #  6    7 #     #     #     ####  7
   ####++####++##########++#         #++####++####     ####
 7 #                       #  7    8 #     #  #        +  #  8
   #  ##########++####++####         #     #  ##########  #
 8 #  +     +        #     #  8    9 #     +8b    8b+     #  9
   #  #     #        #     #         ##########  ####     #
 9 #  #     #        +     #  9   10 #        +8b#        # 10
   #  ####++####++#######++#         #      12#  #######++#
10 #  +     #        #     # 10   11 #        #  #        # 11
   #  #     #        #     #         #######++#++#++# 11  #
11 #  #     #    5   +     # 11   12 ####13         #     # 12
   #  #######        #     #         ######################
12 #14####  +        #     # 12        8  9 10 11 12 13 14
   #############++##########
13 ~            17         ~ 13  ECL Script 51      LEVEL 3
   ~     ~~~~~~~           ~
14 ~     ~     ~           ~ 14  KEY:                    9 10 11 12 13 14
   ~     ~~~~~~~           ~                           ###################
15 ~                     E1~ 15  # wall              0 #        +     ####  0
   ~~~~~~~~~~~~~~~~~~~~~~~~~     + door                #        #     ####
     0  1  2  3  4  5  6  7      ~ trees             1 #        #     # 9#  1
                                                       ####++#######++#  #
                                 E Entrance/Exit     2 #        +      8a#  2
LEVEL 4                                                #  #######  ####++#
                            LEVEL 5                  3 #  +     #  #     #  3
     4  5  6  7  8                                     #  #     #++#     #
   ################              0  1  2  3          4 #  #     #  #     #  4
 0 #        +    2#  0         #############           #  ####++#  ####  #
   #   5a   #  ####          0 #        ####  0      5 # 7####        +  #  5
 1 #        #  ####  1         #        ####           ###################
   #++#######  ####          1 #          1#  1          9 10 11 12 13 14
 2 #     #  + 3+ 4#  2         #           #
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   #######  #     #          3 #           #  3
 4 #### 6   #     #  4         #############
   ################              0  1  2  3
     4  5  6  7  8


First visit: 'An impressive robed figure approaches you.  "I am Dracandros.  I
  am glad you have finally arrived.  Time is short and you must play your
  part."'  It doesn't matter what option you choose; any active option results
  in '"Freeze where you stand!  I've no time for this now!"  The bonds paralyze
  you.'  Akabar Bel Akash, if present, is separately restrained.

  You are taken to location 1 on level 5.

Random events: The base chance for a random event (always a patrol) is 15%, or
  45% if you are in Search mode.  Patrols do not appear on Level 5.  There are
  a total of 5 patrols before defeating Dracandros, and 8 after.  The patrols
  are replenished if you either take the time to loot Dracandros's bedroom at
  location 12, or if you leave and return.

  Patrols are one of the following, chosen with equal probability (all Morale
  85, Distance 2):
  * 1 EFREETI (#52), 4 DK ELF FIGHTER (#49), 1 DARK ELF MAGE (#50) (2828 XP)
  * 3 SALAMANDER (#57) (533 XP)
  * 1 DARK ELF CLERIC (#51), 2 DK ELF FIGHTER (#49) (1506 XP)
  * 3 DK ELF FIGHTER (#49), 1 DARK ELF MAGE (#50) (1960 XP)

Resting: If you are on level 5, or have defeated at least five patrols, resting
  is safe.  Otherwise, every 8 hours, there is a 20% chance rest will be
  disturbed by a patrol.

Events marked with an asterisk do not occur if you have defeated Dracandros.

Differences from the tabletop version: The congregating dragons are of all
  chromatic varieties except white in the tabletop version.  Burly and the
  Trial of the Sphere are both unique to this game.  The tabletop version of
  Dracandros will make good his escape in only 7 minutes, and will be a
  recurring villain if you do not catch him quickly.  He's also 18th level, not
  11th as he is here.

E1 - Exit to Cave of the Dracolich (6,15), Hap, and World Map.

  If this is your first visit here, see "First visit" above.

  If you exit to the World Map:
  * If present, Akabar Bel Akash leaves the party permanently.
  * All Drow Chain Mail, Drow Maces, and Drow Long Swords are destroyed.

1 (3,1) - Stairs down from level 5 to level 4.

  After Dracandros moves you here, 'You are suddenly on the roof of the tower
  amidst a huge host of black dragons.  One of the dragons disengages himself
  from the pack.'  Dracandros says,  '"Attack the dragon as Elminster told you
  to!"  Under the force for the bonds, you rush forward and attack the dragon,
  but with a blow, it disappears in a puff of smoke.  The dragon was only an
  illusion!'

  '"Freeze, base slayers of dragonkind!" cries Dracandros.  You are
  immobilized.  He then turns to the assembled dragons and gives a speech' ...
  (Journal Entry 15), where the dragons become suspicious Dracandros is
  controlling the party and asks he remove his bond.  'Dracandros's mumbled
  phrase causes your bonds to fade.', and you now are free of the Bond of
  Dracandros.

  You now have a choice of options.

  * "Attack dragons", "Flee", or "Parley" with "H"aughty or "A"busive: '"You
    are right Dracandros.  They condemn themselves."', and the dragons all
    attack: fight 14 BLACK DRAGON (#53) (Morale 100, Distance 1, 10036 XP).

    If you win, you find that 'During the fight, Dracandros escaped downstairs.
    The dragon bodies lie strewn about.'  If Silk inducted a swanmay at Cave of
    the Dracolich location 4, you have the option to take a black dragon heart.
    Doing so inflicts 3d4+3 damage on every party member who fails a saving
    throw vs. petrification/polymorph.

    It does not help to get both the black dragon heart and the black dragon
    egg; the major benefit for winning this battle is bragging rights and
    experience.  If you do take the dragons on, the dragons start far enough
    away to give you the time needed to cast multiple Confusion and Fireball
    spells.

  * "Attack wizard" ('"This is a matter between men.  We leave you to your
    squabbles."  The dragons take flight and leave.') or "Parley" with "S"ly,
    "N"ice, or "M"eek ('"You have convinced us that there is no plot against
    dragonkind.  We leave you now to settle your dispute with Dracandros."')
    has Dracandros continuing with: '"Troops defend me!"  A patrol rushes
    forward while Dracandros flees down the stairs.'  Fight 1 EFREETI (#52), 2
    DK ELF FIGHTER (#49), 1 DARK ELF MAGE (#50) (Morale 100, 1870 XP).

  There is not actually any hurry to chase Dracandros; you will always catch
  him at location 17.

  (In the tabletop version, the teleportation can cause additional drama by
  splitting apart your party.)

2 (8,0) - Stairs up from level 4 to level 5.

  The first time you arrive here, 'Guarding the stairs is a burly dark elf in
  plate and shield.  He raises his shield at your approach, revealing a Symbol
  of Pain.  As everyone writhes in agony, he wordlessly attacks.'  Fight 1 DARK
  ELF LORD (#48) (Morale 100, 1599 XP); he carries 4 gems, Drow Long Sword +5,
  Shield +2, and Plate Mail +3.

  Your party receives a -4 penalty to-hit from the Symbol of Pain (the
  Dexterity penalty for the tabletop spell does not apply).  The game text
  doesn't mention it, but Burly also just drank a Potion of Stone Giant
  Strength and a Potion of Speed.

  Burly is all by himself a challenge for many parties; you should buff up for
  this fight.  He doesn't have magic resistance higher than any other dark elf,
  just somewhat better saving throws, so you can try to knock him out with
  Stinking Cloud or Hold Person, which may eventually work.  Burly's buffs are
  coded as permanent, so Dispel Magic won't get rid of them.

  A thief backstab is also very effective; that grants a +4 bonus to hit that
  cancels the Symbol of Pain, but Burly will receive Armor Class penalties of
  +2 for a back attack, +3 for no shield bonus, and +4 for no Dexterity bonus,
  for an effective +9 to-hit.

3* (7,7) - 'A sign over this eerie black door says, "Trial of the Sphere.  One
  challenger only."'  You may choose one character to enter the challenge at
  location 4.

  If you have him, choose Akabar Bel Akash.  If you do not, choose anyone who
  is *not* a magic-user.

4* (8,7) - 'You pass into a dim room occupied by a young mage dressed in red
  and holding a silvery rod.  Between the two of you is a floating dead black
  sphere.  The wizard intones, "This is a Sphere of Annihilation.  Its touch
  means utter destruction.  Only a mage can control its flight.  You may
  surrender at any time."'

  How this works:

  Any magic-user may attempt to control a Sphere of Annihilation by
  concentrating on it.

  You may always surrender; the red wizard will then take 40% of your
  challenger's money and 50% of your challenger's light items.

  The opposing mage, who is level 9 or 10, has a 24% chance to control the
  sphere.  If your challenger has no magic user levels, that goes up to 29%.
  (These numbers are a bit lower than they should be by tabletop game rules.)
  If he gains control of the sphere, he can move it 10 feet.  The rod he holds
  is a Rod of Cancellation.

  Your challenger has the following statistics:

  Mage    Control Distance    Magic-users (only) get bonuses to control chance:
  Levels   Chance    Moved    Int 13:  +1%           (from higher Intelligence)
  ------------------------        14:  +2%
       0       0%   10 ft.        15:  +3%
     1-5      10%    8 ft.        16:  +6%
     6-7      15%    9 ft.        17:  +9%
     8-9      25%   10 ft.     18-19: +12%
   10-11      35%   11 ft.       20+: lower bonuses (array now out of bounds)

   Your challenger and the opposing mage are 80 feet apart, with the sphere
   midway between them.

   A series of rounds to control the sphere ensues.  The "more skilled" side is
   the one with the higher control chance; in the case of a tie, the red wizard
   is considered more skilled.
   Each side rolls percentage control chance:
   * If exactly one side was successful, the sphere moves towards the
     unsuccessful side.
   * If both sides were successful, the sphere moves towards the less skilled
     side.
   * If neither side was successful, the sphere moves towards the more skilled
     side.

   If the sphere reaches either side:
   * If the sphere reaches you, your challenger is obliterated without trace.
   * If the sphere reaches the opposing mage: 'As the sphere reaches the red
     wizard, he raises his rod in panic.  The two meet in a tremendous
     explosion that rocks the building, leaving nothing of the sphere or man.
     The chests lining the wall contain many valuables.'  You find 10 jewelry,
     8 gems, 9000 platinum, 8000 gold, and 4 random items (11228-12657 XP).

   As long as you do not succeed in pushing the sphere into the opposing mage,
   you may always try again from scratch.

   You actually get the best result when you are less skilled; both of you
   failing the control roll is the most likely result, and the sphere moves
   towards the red wizard in that case.  (This counterintuitive result doesn't
   happen at levels significantly above Curse of the Azure Bonds' level cap;
   Spheres of Annihilation are typically higher-level items.)

   Here is the approximate percent chance of victory for different statistics:

   Mage       ---------- Intelligence ---------  Note that Intelligence has no
   Levels     <13   13   14   15   16   17   18  effect for a less skilled
   --------------------------------------------  challenger.
        0    97.3 97.3 97.3 97.3 97.3 97.3 97.3
      1-5    98.7 98.7 98.7 98.7 98.7 98.7 98.7
      6-7    99.0 99.0 99.0 99.0 99.0 99.0  0.6
      8-9     1.2  1.5  1.8  2.2  3.9  6.6 10.6
    10-11     9.6 11.3 13.3 15.6 24.0 34.7 47.1

   The catastrophic difference between Intelligence 17 and 18 for a level 6 or
   7 magic-user is because that extra bit of Intelligence is just barely enough
   to make you more skilled.

   This is why Akabar Bel Akash is good at this; he's level 5 and unable to
   gain more levels.  If you don't have him, anyone without magic-user levels
   does almost as well.  Any reasonably developed magic-user is likely to fail!

5* - In each these rooms, 'You are assaulted by a reptilian stench.  You see
  massive chains attached to the walls with huge, but empty collars.  Across
  the room you hear a deep growl.'  Dracandros has just unchained these
  wyverns; fight 6 WYVERN (#54) (Morale 85, Distance 2, 1152 XP).

6 (5,4) - Stairs down to level 3.

7 (9,5) - Stairs up to level 4.

  The first time you arrive here, 'At this base of this set of stairs is a dark
  elf nearly identical to the one you faced at the last stairs.  "You may pass
  if I can select some of your items and money."'
  * If you pay, your party loses 40% of its money and many of its items.
  * If you do not, 'Refusing to back down, you rush the dark elf, and he
    disappears in a puff of smoke -- another illusion.'

8* (14,2) - In each of 8a and 8b, 'This area is guarded by dark elves with owl
  bears.'  Fight 8 OWL BEAR (#55), 3 DK ELF FIGHTER (#49), 1 DARK ELF CLERIC
  (#51) (Morale 85, Distance 2, 2489 XP).

9 (14,1) - Stairs down to level 2.

10 (14,6) - Stairs up to level 3.

  The first time you arrive here, 'On the floor is a folded piece of paper with
  the title, "Avoiding tower traps."'  It's an Explosive Runes spell (which
  lasts indefinitely, so Dracandros didn't necessarily prepare it this
  morning).

  A magic-user or thief may attempt to disarm this trap.  Anyone multi-classed
  with magic-user also counts as one, except for fighter/magic-users, who count
  as thieves (this is a bug).  Cleric/thieves and fighter/thieves count as
  thieves.

  A magic-user has a (5 * level + 1) percent chance of disarming this magical
  trap.  A thief has a flat 5% chance.

  * If you fail to disarm the trap, everyone in the party takes 6d4+6 damage.
    (Anyone other than the disarmer is supposed to be able to save for half
    damage, but none is allowed here.)
  * If you succeed, 'You avoid reading an explosive rune and discover a way
    past the trap at the next stairway.'

11* - When you enter this room, 'You have found a mystical laboratory.  In the
  center is a murky, shallow pool which smells of rotting vegetation.'  If you
  go forward, 'The pool looks to be several feet deep though you cannot see to
  the bottom.'  If you reach in, 'Rooting around in the muck, you find a
  leathery ellipsoid about the size of a head.  It is warm and pulses faintly.'
  If you take it, this is a black dragon egg, wanted by Silk.

12* - 'You have entered a very elegant bedroom.  Red silk tapestries adorn the
  walls.  The room is disarranged as if someone had quickly packed.  Do you
  want to take the time to loot?'

  If you do, all the patrols are replenished, but you find 2 jewelry, 6 gems,
  2000 platinum, and 1 random item (2328-2614 XP).

13 (9,12) - Stairs down to level 1.

14 (0,12) - Stairs up to level 2.  The first time you arrive here:
  * If you failed to disarm the note with Explosive Runes at location 10, 'The
    bottom set of stairs goes flat, propelling the party into a set of upthrust
    spikes.'  Everyone takes 3d6+3 damage.
  * If you were successful reading that note, 'You find the hidden button
    mentioned in the note and bypass the spike trap.'

15 - 'The walls are covered with racks for scroll cases.  The scrolls look to
  have been recently removed.'  Dracandros has just cleaned out his scroll
  library.

16 - 'The walls of this room are lined with books on many subjects.  None
  radiate magic.'  There is nothing you can learn here.

17* (4,13) - 'Dracandros is dragging a heavy bag across the courtyard.
  Dropping the bag, he says, "You have dogged my steps for too long.  Now you
  shall be destroyed."'  Fight DRACANDROS (#58), 6 EFREETI (#52), and 4 DK ELF
  FIGHTER (#49) (Morale 85, Distance 2, 5475 XP).  He also is armed with
  Bracers AC 2, Ring of Protection +3, and Quarter Staff +2.  This Bracers AC 2
  is the only one in the game, and the Ring of Protection +3 is one that also
  gives a bonus to saving throws.

  When defeated, Dracandros carries the Helm of Dragons, a quest item which
  doesn't show in your inventory, and thus doesn't grant you many of the
  tabletop version's artifact-level effects.  He also has a separate treasure
  of 18 jewelry, 25 gems, Wand of Fireballs (12 charges), Wand of Ice Storm (15
  charges), Ring of Wizardry, Ioun Stone Scarlet and Blue, Robe of
  Powerlessness, Magic-User Scroll (Cone of Cold, Slow, Charm Monsters), Magic-
  User Scroll (Protection from Good, 10' Radius, Protection from Normal
  Missiles, Lightning Bolt), Magic-User Scroll (Confusion, Cone of Cold, Hold
  Person) (8207 XP).

  Dracandros is invisible (can't be targeted by missiles without Detect
  Invisibility), and also has Protection from Normal Missiles cast anyway.  He
  also has cast Minor Globe of Invulnerability, so he's immune to Stinking
  Cloud and Fireball; given a chance, he will also cast Fire Shield.  His main
  offensive spells are Lightning Bolt, Ice Storm, and Cone of Cold; prepare
  accordingly.

  You can hit him with Ice Storm or Darts of Hornet's Nest to prevent him from
  casting spells, but you need to get closer to be in range.  Arrows +1 will
  disrupt his spellcasting from farther away.  Confusion and Hold Monsters are
  also good, and Fireball still will damage his escort.

  Dispel Magic will not dispel any effect Dracandros started with, as
  Dracandros's starting effects are coded as permanent.

SECTION 7.10.1 - Yulash Overview
--------------------------------

Plot background:

Yulash has recently been ground into ruins, from the Flight of Dragons a few
years ago, then the destruction from the failed revival of Moander, and now as
a battleground between Zhentil Keep and Hillsfar.  The ruins are still fresh
enough that loot and looters abound, and Moander cultists still strive to bring
back their lost god.

Strategy:

Before entering Yulash, you should visit the magic shop near Dagger Falls.
Learn all the spells from the scrolls there that you can; all fighters and
thieves should arm themselves with Arrows +1; and Darts of Hornet's Nest are
good for individual strong foes.

Trying to sneak into Yulash never works; you should ask permission, then allow
yourself to be led to the commander.  In the waiting room, defeat the Zhentarim
spies that come running past.  Then when you talk to the commander, be
"H"aughty or "N"ice.  You will please him and the Red Plumes will give you free
run of Yulash.  (Red Plumes aren't worth much experience and have no treasure
worth mentioning.)

Zhentarim clerics and mages are dangerous, and you should disrupt their
spellcasting.  The latter always have Protection from Normal Missiles and Minor
Globe of Invulnerability; use magical weaponry or cast Confusion, Ice Storm, or
Hold Monsters.  Both are worth a significant amount of experience; the mages
carry Bracers AC 4.

Defeating the maximum seven Zhentarim marauder gangs will earn you significant
experience and treasure, and you should also collect the Wand of Defoliation at
location 12.  You may then travel into the Pit of Moander; once you do so you
may never return to Yulash, so you may want to leave Yulash to train and handle
loot first.

SECTION 7.10.2 - Yulash Details
-------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15      ECL Script 16
   ####++############################++#############
 0 #   E1   #     #     #      Ud   #E3#           #  0  KEY:
   #        #     #     #  ##########  #           #
 1 #        # 7   #     #  +        #1a#           #  1  # wall
   ####++#  #++####     #++##########  #######     #     + door
 2 #    3#        + 6   #   Pa      # 2+     #     #  2  - or | archway
   #     #        #     ##########--#  #     #     #
 3 # W  3+        #     ##########   Pc#     +9d   #  3  E Entrance/Exit
   ####++#     ###################     #############     W waiting room
 4 #     #     #     #           #                 #  4  P pit
   #  5  #     #  4  #           #     ##########++#     U unstable wall
 5 #     +     +     #           #     +8f#  #     #  5
   ##########--#######     #######     #  #  #++####
 6 +E2  2    1c     2      +     #     #8f#  #8a   #  6
   ##########  #######     #     #     #++#++####  #
 7 #  #     #  #     #     #     #   12      +  |8a#  7
   #  #     #  #  ####--##########           #######
 8 #  #9b   + 2#  +        #         12      +     #  8
   #  #--####  ####  #############++####     #######
 9 #        #        #   8c+  +  #     #     #     #  9
   ####++####  ####  #     ####  #++#  #     ####++#
10 #Ua         #  #  +8c   #   Ub#  #  #           # 10
   ####++####  #  #  #     #     #  #  #     #######
11 #        #  +8d#  #     #     #  #Ue#     #  #8e# 11
   ####++####  #  #  #######++####++####     #  #++#
12 #           #  #11 10   #                 +     # 12
   ####++####  ####--#++##########++#######  #######
13 #8b+     #        #     +     #9c      # 2#     # 13
   #  #     #        #     #     #  ####  #  #     #
14 #8b#     +        #     #Uc   +9c#  +9c#  +     # 14
   #++#######        #++#############++####  #######
15 #        +         9a    Pb        2    1b     2# 15
   #################################################
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

Initial entry: You may either "S"neak in at (0,6), or "A"sk permission to enter
  at (1,0).

  The first time you ever enter Yulash, 'Just before you enter a man mounted on
  a large horse bursts out of Yulash.'  One character takes 1d6 damage.  'As
  the horse gallops by, you notice a woman dressed in purple clinging to the
  large man's back.  As they speed away you hear her call out, "Sorry!"'

Random events: The base chance for a random event is 11%, or 31% if you are in
  Search mode.  There is no limit to random events, which do not occur in the
  Red Plume area in the northwest.

  * 16 in 100: 'Shambling mounds rise from the debris around you.'  "F"lee
    always works; "A"ttack pits you against 1+1d5 SHAMBLING MOUND (#25)
    (Morale 80, 816-2450 XP).

  * 17 in 100: Looter encounter; same as in location 8.

  * 17 in 100: Moander cultist encounter.  They avoid confrontation; if you
    force "C"ombat, fight 3+1d5 CULTIST (#17) (Morale 80, 662-1592 XP) with 1
    random item.

  * 17 in 100: Zhentarim marauder encounter; same as in location 9.

  * 17 in 100: Disloyal Red Plume encounter; same as in location 10.

  * 16 in 100: Loyal Red Plume encounter.  If you pleased the Red Plume
    commander, 'A band of Red Plume guards salute you and pass on by.'
    Otherwise, fight 3+1d7 RED PLUME (#16) (Morale 80, 516-1291 XP).

Loyal Red Plume encounters: Any fight with Red Plumes before you have met
  their commander results in a -10 penalty to his approval.  Losing such a
  a fight does not end the game, but results in you taken to the Brig (location
  4).

Pits (Pa to Pc): Each dwarf or thief has a 75% chance (50% for the first roll;
  a dwarf thief rolls twice) to safely lead your party around a sinkhole;
  otherwise, everyone falls into a pit and takes 2d6+1 damage.

Unstable walls (Ua to Ue): These unstable walls which may collapse on the party
  are functionally the same as pits.

Resting: You may rest freely in the Brig (location 4); or, if you have pleased
  the Red Plume commander, in the Barracks (location 6).  Resting elsewhere in
  the northwestern Red Plume territory of Yulash results in you being awakened
  by Red Plumes.  Otherwise, every 8 hours, rest has a 20% chance of being
  disturbed by a random encounter (loyal Red Plumes are rerolled).

Differences from the tabletop version: In the tabletop version, you meet Alias
  and Dragonbait in Yulash proper.  It also has additional encounters including
  a will-o-wisp, though there is no Wand of Defoliation.  Zhentarim marauders
  are also less hostile if you still have the Bond of Fzoul.

E1 (1,0) - Exit to World Map.  You start here if you "A"sk permission to enter
  Yulash.  If you did so, there is a Red Plume checkpoint here:

  * If you have free passage through Yulash from the Red Plume commander: 'The
    guards wave you through.'

  * If you have killed the Red Plume commander: 'Red Plume guards rush at you
    yelling, "That's them!  They're the scum who killed the commander!"'  Fight
    3+1d7 RED PLUME (#16) (Morale 80, 516-1291 XP).

  * Otherwise: '"Halt!"  A guard warily comes out of a checkpoint.  Other
    guards gather behind him.'
    * "R"un away: always succeeds.
    * "F"ight: against 3+1d7 RED PLUME (#16) (Morale 80, 516-1291 XP).
    * "P"arley: '"You must come with us to see the commander."'
      * "G"o with guards: You are led to the waiting room (W) at (0,3).
      * "F"ight or "R"un away: same as "F"ight above.

E2 (0,6) - Exit to World Map.  You start here if you "S"neak in.

E3 (11,0) - Entrance to Pit of Moander Level 1 (0,0).  You may never return to
  Yulash after entering.

1 - Red Plume checkpoint.

  * If you have fought Red Plumes at this location during this visit, there is
    a 75% chance that 'The checkpoint is deserted.'

  * If you have have free passage through Yulash from the Red Plume commander:
    'The guards wave you through.'

  * If you are "A"ttempting to sneak past from location 2, and not from (1,6):
    * 35% chance: 'You have passed the checkpoint.'
    * 65% chance: '"Who's that?"  A Red Plume guard looks up from the
      checkpoint.'
      * "R"un away: always succeeds.  You can try again freely.
      * "F"ight: against 3+1d7 RED PLUME (#16) (Morale 80, 516-1291 XP).
      * "W"ait: '"So, trying to sneak past us, huh?"'  The Red Plume
        commander's approval decreases by 10, and you are treated as if you
        have just entered Yulash by "A"sking permission.

  * Otherwise, the checkpoint here behaves as if you have just entered Yulash
    by "A"sking permission.

2 - Your party sees the nearby Red Plume checkpoint.

  If you have not pleased Red Plume commander, you may "A"ttempt to sneak past
  or "M"ove normally.  Attempting to sneak never works if you have just entered
  the city from the west.

  If you are approaching the entrance to the Pit of Moander, 'A dream-like
  voice in your head says, "Great danger lies before you.  Be fully prepared!"'

3 - 'Troops come bursting out of the commander's office.  Someone yells, "Stop
  them!  They're spies for Zhentil Keep!"'
  * "F"ight the men: against 1 ZHENTRIM CLERIC (#19), 8 ZHENTRIM FGHTR (#20),
    2 ZHENTRIM MAGE (#21) (Morale 50, 6311 XP).  Winning the fight adds a +10
    bonus to the commander's approval; running away inflicts a -5 penalty.
    Either then results in you being led to location 5.  Losing the battle does
    not end the game, but takes you to the Brig at location 4.
  * "L"et them go: '"Why'd you let them go?  Cowardly lot, aren't you?  Come
    with me."'  You take a -20 penalty to the commander's approval, and are led
    to location 5.

4 - The Brig.  If you are brought here, this inflicts a -10 penalty to the
  Red Plume commander.  If you leave, the Red Plumes outside lead you to him at
  location 5.

5 - Red Plume commander's office.  The commander is only present if you are
  led here.  His approval starts at 0 every time you enter the map; it may be
  modified by:

    * 'The commander demands to know your business in Yulash.'
      +10 for responding with "H"aughty or "N"ice;
      -10 for responding with "S"ly or "M"eek
    * -10 for each fight with a group of loyal Red Plumes
    * -10 for each time trying to sneak past a Red Plume checkpoint and getting
          "So, trying to sneak past us, huh?"
    * -10 for losing a combat and being thrown in the Brig
    * +10 for winning the combat against the Zhentarim spies;
       -5 for running away from the Zhentarim spies;
      -20 for letting the Zhentarim spies escape unfought
    * +15 if your party's spokesperson (i.e., currently selected) is a paladin;
      -15 if your party's spokesperson is a thief or a cleric/thief
    * +10 if your party's spokesperson is lawful good;
      -10 if your party's spokesperson is chaotic evil
    * +10 for currently having a Swanmay in your party: "I see you have one of
          the Swanmays with you.  That is good."

  * If the commander's approval is at least 0: 'You have pleased the
    commander.'  (Journal Entry 22 and 52)  You now may freely pass Red Plume
    checkpoints and patrols.

  * If the commander's approval is below 0: 'You are obviously looters.  My
    forces shall deal with you accordingly.'  Fight 11 RED PLUME (#16) (Morale
    80, 1420 XP).  After you win, you search the office and find a map (Journal
    Entry 52).

  (The Red Plume commander returns in the sequels, where he is named Priam.  In
  the tabletop game, he's named Lethbron-Stot, and isn't as upstanding as
  Priam is.)

6 - Red Plume barracks.  If you pleased the Red Plume commander, you may rest
  freely here.  If you have killed him, fight 3+1d7 RED PLUME (#16) (Morale 80,
  516-1291 XP) every time you enter.

7 (3,1) - Red Plume mess hall.  If you have not killed the Red Plume commander,
  you can stay here; it doesn't actually cost 1 platinum.  You may hear Tavern
  Tale 3, 9, 13, 15, 17, 20, 24, 31, 43, 45, 52, 56, or 59.

  If you have, every other time you visit, fight 3+1d7 RED PLUME (#16) (Morale
  80, 516-1291 XP).

8 - Looter encounter.  Both as fixed once-ever encounters (8a to 8f on the map)
  and as random encounters, you may encounter groups of looters.  Every
  (4n+1)th (1st, 5th, 9th ...) group of looters will be Fire Knives.

  * "C"ombat: Against Fire Knives, 'The looters pull very wicked looking knives
    from beneath their rags.  You notice the symbol of the Fire Knives
    emblazoned on their leather armor.'  Fight 3+1d7 LOOTER (#18) (Morale 80,
    230-575 XP).

    Otherwise, 'The people cringe in fear, crying out for help.  You realize
    that these are just people trying to eke out some sort of existence and let
    them go.'

  * "W"ait: The looters run away.

  * "P"arley: If you still have the Bond of Fzoul, there is a 10% chance it
    will instead force you to choose "C"ombat.

    The first time you use any of "S"ly, "N"ice, or "M"eek, 'The looters tell
    you what they know about the city.'  (Journal Entry 34)

    Then, 'The looters attempt to leave.'  If you "A"ttack, it is the same as
    "C"ombat.  If you "L"et them go, Fire Knives have a 49% chance to steal 20%
    of a party member's money.

9 - Zhentarim marauder encounter.  Both as fixed once-ever encounters (9a to
  9d on the map) and as random encounters, you may encounter Zhentarim
  marauder squads.  The random encounters and 9d combined have a limit of 4,
  ever.  You fight 3+1d5 ZHENTRIM FGHTR (#20), 1 ZHENTRIM CLERIC (#19), 1d3
  ZHENTRIM MAGE (#21) (Morale 60, 3545-7569 XP) with 1 random item as treasure.

10 - You meet a group of disloyal Red Plumes.  "F"lee will always work, but
  trying to "P"arley has the same effect as "C"ombat: fight 3+1d7 RED PLUME
  (#16) (Morale 90, 583-1691 XP) carrying 1 random item.

11 (5,12) - 'You've come upon a destroyed checkpoint.  The mark of Zhentil Keep
  is smeared in blood on a wall.'

12 - Shambling mounds are cautiously handling a dead cleric's body.  If you
  "C"ombat or "P"arley, fight 1+1d5 SHAMBLING MOUND (#25) (Morale 80, 816-2450
  XP) who guard a Wand of Defoliation (89 charges) and a Wand of Lightning (12
  charges) (800 XP).

  The Wand of Defoliation has enough charges that you can feel free to use it
  liberally in the Pit of Moander.

SECTION 7.11.1 - Pit of Moander Overview
----------------------------------------

Plot background:

The Pit of Moander was the center of the previous, briefly-successful attempt
to revive Moander.  Moander's followers, not to be deterred, are trying again,
led by Mogion.

The cultists want to use the powers of the Bond of Mogion to summon Moander.
They need the party alive for the summoning.

Strategy:

Go to location 5 and have Alias and Dragonbait join the party, then head
straight for the altar at location 21.  Grab the treasure at location 22, then
head for the exit; there will be another major fight at location 23.

Shambling Mounds, and their big cousins the Bits o' Moander, can be dealt with
either by disabling them with Stinking Cloud, Confusion, Hold Monsters, or
directly with the Wand of Defoliation.

SECTION 7.11.2 - Pit of Moander Details
---------------------------------------

   LEVEL 1 (ECL Script 17)   LEVEL 2 (ECL Script 18)       KEY:

     0  1  2  3  4  5  6  7    8  9 10 11 12 13 14 15      # wall
   ######################### #########################     + door
 0 #E1        1   #        # #######      22   #######  0
   ##########++#  ####     # #######  #######  #######     E Entrance/Exit
 1 #######     #  +  + 8c  # #   14+   20      +14   #  1
   #######     #  #######++# #     ####     ####     #
 2 ####### 3   #  ####  #  # #     ####     ####     #  2
   #######++####  ####  #  # ##########     ##########
 3 #     #     #  +     #  # #   14+   21 21   +14   #  3
   #     #     #  ####++#  # #     ####++#++####     #
 4 #    5+ 4   #  #     #11# #   14+      19   +14   #  4
   ##########++#  # 6a  #  # #############  ##########
 5 #          2  9#     +  # #     ####  #  ####     #  5
   #############  #++####  # #     ####  #  ####     #
 6 #     +6b####  #     #  # #     +7c 7c#18+        #  6
   #     #  ####  #     #  # #++#######++#  ##########
 7 #     #   6b+  +     #  # #                       #  7
   ####++#######  ####++#  # ####++####++#  ####++####
 8 #              ####8b#  # #     ####8f#  ####     #  8
   ####++#######  ####++#  # #     ####  #  ####6f   #
 9 #     #     +10         # #     +8f 8f#  +        #  9
   #     # 6c  ####++####  # #++#######++#  ####++####
10 #     #     ####     #  # #            17         # 10
   #######++#######8a   #  # #++#######++#  #######++#
11 +E4   #     +        +12# #     ####13#  ####  #8e# 11
   #     #     ####++####  # # 6e  ####  #  ####  #  #
12 #23   #     #        #  # #     #     #  +     +8e# 12
   #++####++####++#     #  # #++#++#######  #######++#
13 #      7a#  #  #     #  # #  #  #   8d+           # 13
   #  ####  #  #++####++#++# #  #  ####  #  ##########
14 #  ####7a+     #   7b#E2# #  #  ####  #  ####6d#E2# 14
   #  ####  #######     #### #  #######  #  ####++#++#
15 #        #######     #### #  +8d    8d+16    15   # 15
   ######################### #########################
     0  1  2  3  4  5  6  7    8  9 10 11 12 13 14 15

Random events: None, unless you have returned after completing and leaving the
  Pit.

  Random combats then become possible; the base chance is 16%, or 31% if you
  are in Search mode.  They have a per-visit limit of 8 on Level 1, and 7 on
  Level 2.
  * 24% chance: vegepygmies (same as location 6)
  * 25% chance: giant slugs (same as location 7)
  * 30% chance: shambling mounds (same as location 8)
  * 21% chance: CULTIST (#17) (Morale 80; 3+1d7 on Level 1, 4+1d6 on Level 2).
  The monsters have a 16% chance of carrying random treasure: 1d5 jewelry,
  1+1d11 gems, and 1 random item.  (There is a bug where this won't happen if
  you fought shambling mounds on the lower level.)

Resting: Rest is only completely safe if Mogion told you she is allowing you to
  regain her strength.  Otherwise, every 8 hours, rest has a 20% chance of
  being disturbed as if you had been disturbed by a randomly encountered group
  of cultists, but with no chance of random treasure.

All experience rewards listed are for a 8-person party (it is assumed you have
both Alias and Dragonbait with you).

Differences from the tabletop version: In the tabletop version, which has a
  much smaller map, you are placed on the altar, and anyone unconscious after 6
  rounds will die.  You are, however, able to attempt to stop the summoning
  ritual; if you fail, Mogion will transform into a single super-strong Bit o'
  Moander.

E1 (0,0) - Entrance from Yulash.  'You see three cultists lying dead on the
  floor.  Just ahead of you, another cleric gasps for breath.  The wounded
  cleric's eyes widen in fanatic triumph.  He howls, "The chosen ones!"  The
  cleric slams his fist against a protruding rock.'

  'The ceiling behind you collapses.  You are trapped in the Pit of Moander.
  The cleric gives you one last triumphant glare, coughs blood and dies at your
  feet.'

  'You hear the sounds of battle in the distance.  There is a vague smell of
  baked bread.'  (Smell of baked bread: Dragonbait is angry.)

  You cannot ever return to Yulash not only from here, but anywhere else.

E2 (7,14) - Stairs down, to Pit of Moander Level 2 E3.

E3 (15,14) - Stairs up, to Pit of Moander Level 1 E2.

E4 (0,11) - Exit to the World Map.

  If you have not yet defeated Mogion, 'An image appears before you.  She says,
  "Oh no, my pets.  You must not leave now.  You are the guests of honor at our
  sacred rites.  Come to me in the lower level."  A strong force pushes you
  back into the room.'

  If you have, and Alias and Dragonbait are with you, they bid you farewell and
  leave the party, for good.

  Once you leave, returning disables all fixed events other than exits and
  stairs, and you will now begin here.

1 (3,0) - 'The body of a dead cultist lies in a pool of fresh blood.  The
  sounds of battle seem to come from the door to the south.  Again, that vague
  smell of baked bread.'

2 (3,5) - 'A bleeding cleric crawls out of the door to the north.  As he turns
  and sees you, his face deforms into a rictus grin.  The cleric says, "Moander
  be praised.  The sacrifice can continue."  He dies -- his dead features
  continue to grin in horrid triumph.'  If you have not yet met Alias and
  Dragonbait, 'You hear the ringing of weapons to the north.'

3 (2,2) - 'Green ichor covers the floor and walls.  A shambling mound lies in
  pieces at your feet.  You hear the squeal of vegepygmies and shouts of men
  to the south.  The baked bread smell is stronger.'

4 (2,4) - 'A pile of dead clerics, shambling mounds, and vegepygmies can be
  seen through the door to the west.  As you watch, a cleric comes crashing
  through the door and dies at your feet.  The baked bread smell is overpowered
  by the scent of tar.  A sudden, deathly quiet descends over the environs.'
  (Smell of tar: Dragonbait is exultant.)

5 (1,4) - 'You see a female fighter and a strange-looking lizard man.  The
  sharp scents of violets, brimstone, and honeysuckle follow rapidly upon each
  other.'  (Smell of violets: Dragonbait is afraid; brimstone: confused;
  honeysuckle: concerned.)

  * "C"ombat or "P"arley with an "A"busive attitude: 'The fighter says, "What
    the hell are you doing?  We're on your side!  Let's get away from these
    idiots."  They quickly slip past you and disappear.'

  * Otherwise: 'The fighter introduces herself as Alias and her companion as
    Dragonbait.  She mentions that she had tattoos similar to yours.  She asks
    you to tell your story.'

    If you choose one of the first two options, she tells her own (Journal
    Entry 3).  You may then let ALIAS (#22) and DRAGONBAIT (#23) join the party
    (both Morale 100).  'Alias says sardonically, "There's also the matter of
    the treasure that Mogion, the high priestess, keeps behind her altar."'  If
    you don't let them join, 'You smell roses.'  (Dragonbait is sad.)

6 - Vegepygmy encounter (Morale 80):
  * On Level 1: 3+1d7 SM VEGEPYGMY (#27), 3+1d5 LG VEGEPYGMY (#28) (385-811 XP)
  * On Level 2: 1+1d4+1d6 SM VEGEPYGMY (#27), -1+1d4 LG VEGEPYGMY (#28)
    (62-453 XP)

  If you have defeated Mogion, they automatically attack.  Otherwise, the
  vegepygmies only fight if forced to.  Losing a fight does not end the game;
  you are taken prisoner and led to location 20.

7 - Encounter 1+1d4 GIANT SLUG (#30) (Morale 80, 740-1850 XP); you always have
  the option of fighting or evading.

8 - Encounter 1+1d5 SHAMBLING MOUND (#25) (Morale 80, 612-1837 XP).  If you
  have defeated Mogion, they automatically attack.  Otherwise, the shambling
  mounds only fight if forced to.  Losing a fight does not end the game; you
  are taken prisoner and led to location 20.

9 (4,5) - If Alias is with you, she mutters, "I can't believe they're bringing
  back that rotting heap of garbage.  Who could worship a god like that?"

10 (4,9) - If Dragonbait is with you, you will smell lemon.  (Dragonbait is
  happy.)  If Alias is also with you, she will tell you that Dragonbait smells
  fresh air.

11 (7,4) - If Alias is with you, she says "I think the altar must be on the
  lower level."

12 (7,11) - If either Alias or Dragonbait is with you, they express confusion
  about how things suddenly got very quiet.

13 (11,11) - Fight 3 SHAMBLING MOUND (#25) and 2 GIANT SLUG (#20) (Morale 80,
  1658 XP).

14 - The first time you visit one of these locations, and every other time
  thereafter, you are attacked by 1+1d4 CULTIST (#17), 1+1d4 SM VEGEPYGMY
  (#27), and 1+1d4 LG VEGEPYGMY (#28) (Morale 80, 416-1040 XP).

15 (14,15) - 'You see the mangled remains of a dead Zhentarim fighter.'  If you
  "E"xamine corpse, 'Grasped in the fighter's fist is an official looking
  scroll with the seal of Zhentil.'  (Journal Entry 46)

16 (12,15) - If Alias is with you, and you have a Swanmay in your party, Alias
  grabs her hand.  "Where did you get this tattoo?"
  * If you tell the truth, "So, the dark elf has taken the name of the
    organization I supposedly belonged to.  That's something I'll have to
    investigate."
  * If you evade:
    * 99% chance: If Dragonbait is with you, 'Alias and Dragonbait exchange
      glances.  The scent of baked bread briefly crosses your nostrils.'
    * 1% chance: 'You lie!  You must tell me the truth.'  If you do, it acts
      as above; otherwise, Alias and Dragonbait immediately leave the party to
      investigate the Swanmays.
    The clue book suggests the latter is supposed to be much more likely.

17 (12,10) - If Alias and Dragonbait are both with you, 'You see a large group
  of cultists feeding a peasant to a giant slug.  Alias blanches; the smell of
  baked bread permeates the air.'  Even if you choose to flee, they push you
  into combat: fight 1 GIANT SLUG (#30) and 8 CULTIST (#17) (Morale 80, 1264
  XP).

18 (12,6) - If Alias and Dragonbait have not joined your party:
  * If you have never met them, same as location 5.
  * If you have, 'Alias and Dragonbait burst out of the door to your east.
    Alias says, "Listen, Mogion is about to raise Moander again.  Let us help
    you!"'  This is your last chance to invite them into your party.

19 (12,4) - If Alias is with you, 'Alias says, "This is it, the entrance to the
  Altar of Mogion".'  If Dragonbait is with you, 'You smell violets.'
  (Dragonbait is afraid.)

20 (11,1) - If you were taken prisoner and led here, 'You awake in a fog of
  pain.'  Mogion appears, and says '"I need to have my victims healthy.  Send
  them to a room until they have regained their strength.'  You are allowed to
  rest with no interruption; then the events of location 21 occur.

21 - 'You see a priestess turn and smile wickedly.  She stands before an altar.
  You are surrounded by cultists chanting in a low drone.'  If Alias is in
  the party, 'Alias mutters, "That's the priestess of Moander."  She turns her
  head and spits on the ground.'  Otherwise, Mogion introduces herself.

  'Mogion says, "I am so glad you arrived.  It is so hard to do anything
  constructive without the proper tools.  Don't you agree?"'

  No matter what you do, 'Before you can act, a blue flash comes from the
  sigils on your arms and surrounds you.   You find that you cannot move.'  If
  Alias or Dragonbait are present, they are immobilized by suddenly appearing
  tendrils.

  'Mogion turns to the altar.  The volume of chanting rises to a crescendo.
  The blue light that surrounds you starts to stream towards Mogion.  Energy
  drawn from your bonds form a dimensional window above the altar.  Mogion
  shrieks, "Moander returns!"'

  'You see a disgusting mass of slime, mold, and refuse start to ooze from the
  dimensional rift.  As the energy in the dimensional rift increases, you feel
  the sigil of Moander begin to burn.  As the opening widens, you notice the
  Bond of Moander begin to fade.'

  'The sigil disappears!  The paralysis that gripped you is now gone!'  If
  Alias or Dragonbait are present, they have hacked their way free by now.

  You must fight Mogion and her companions: MOGION (#24), 5 SHAMBLING MOUND
  (#25), and 6 CULTIST (#17) (Morale 75 if you chose "A"ttack, 80 if you tried
  to "F"lee; Distance 1, 3228 XP).  Mogion carries Plate Mail +3, Shield +2,
  Mace +3 (says +2, but actually is +3), Cloak of Displacement, and Ioun Stone
  Incandescent Blue.

  If you win, 'The dimensional rift snaps shut.  The three pseudopods that had
  made it across suddenly sprout hundreds of mouths, all screaming, "You have
  killed me!"  The oozing mounds turn and attack you!'  Fight 3 BIT O' MOANDER
  (#26) (Morale as previous fight; 5887 XP).

  If you win the second combat, 'You find the Gauntlet of Moander in the slimy
  remains.'  The Gauntlet of Moander is a quest item that doesn't appear in
  your inventory; as with the Helm of Dragons, the game won't let you equip it
  for the powerful effects you can get in the tabletop version.

  After the battles, 'A priest bursts into the room, looks around in horror,
  and runs back into the corridors yelling, "They have killed the god!"'  If
  Alias is present, 'Alias grumbles, "Oh hell, now the whole place will be
  after us."  She sighs and looks about in disgust.  After a moment, she
  brightens and says, "The treasure is supposed to be in the altar."'

  Confusion is the best spell to help you win both combats.  Shambling Mounds
  and Bits o' Moander are unaffected by most damage spells, though the Wand of
  Defoliation is effective against them.  You should still cast Fireball in the
  first combat to disrupt the enemy clerics' spellcasting.  The Bits o' Moander
  are the more difficult part of the fight.  Refresh melee combat buffs like
  Bless, Prayer, and Mirror Image at the end of the first wave; then try to
  disable the Bits o' Moander with Stinking Cloud, Confusion, and Hold
  Monsters.

22 (12,0) - If you search here, you will discover the cultists' treasure: 6
  jewelry, 20 gems, Clerical Scroll (Slay Living, Sticks to Snakes, Poison) and
  Gloves of Thievery (2475 XP).  You also find a map of the temple (Journal
  Entry 20).

23 (0,12) - If you have defeated Mogion, 'You are attacked by a large force of
  cultists in a last-ditch effort to stop you.'  Fight 10 CULTIST (#17), 5 LG
  VEGEPYGMY (#28), and 5 SHAMBLING MOUND (#25) (Morale 80, 3026 XP).

SECTION 7.12.1 - Zhentil Keep Overview
--------------------------------------

Plot background:

Zhentil Keep is a large city that is the base of the Zhentarim (aka the Black
Network), an expansionist militarist organization.  The current local de facto
leader of the Zhentarim is Fzoul Chembryl, controller of one of the Azure
Bonds.  He intends to control your heroes to indirectly control good-aligned
artifacts, and to use them as Zhentarim agents against their well.

Two other local factions at play are the local military; and the orthodox
followers of Bane, who have a dim view of Fzoul's actions.  The conflict among
the factions is approaching outright violence.  Olive Ruskettle is looking to
cause trouble too, and her loose tongue isn't helping.

Strategy:

If you are just visiting the magic shop earlier in the game, you can feel free
to fight the locals, especially Zhentil mages, for experience and treasure, as
long as you don't go too far past the magic shop.

If you are here to pursue Fzoul, you may pass through to the Shrine of Bane
without combat; when you meet Olive Ruskettle at location as you approach the
Shrine of Bane, follow her in.  However, battles here are however worth
thousands of experience without any limit; this is a decent place to grind
experience if you want to.

The local Zhentil clerics and mages are not actually as dangerous as the ones
in Yulash, though they should still be taken seriously with measures taken to
disrupt their spellcasting.

SECTION 7.12.2 - Zhentil Keep Details
-------------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15      ECL Scripts 32,
   #######+++++#####################################     35 (court)
 0 #     #E1 E1#     #        +        +           #  0
   #     #     #     #        #    7   #           #     KEY:
 1 #    R+     # R   #    5   #        #           #  1
   #######     #++#######++#######++####           #     # wall
 2 #     #Ma Ma Mb    Mc  4 Md       Me#           #  2  + door
   #     #                             #           #     ~ secret door
 3 #    1+      Mb Mc     4 Md    Me Mf#           #  3
   #     ####++#######++#######++####  #           #     E Entrance/Exit
 4 #     #    2   #    3   #    6   #  #           #  4  R Private residence
   #     #        ####++####        #  #############     M Message
 5 #     #        +        +        #Mg Mh   #     #  5
   ########################################  #     #
 6 #                                #     #  + 8   #  6
   #                                #     #  #     #
 7 #   12 12 12                     #    R+ 9#     #  7
   ####++++++++###################  #     #  #######
 8                               #  #     #Mi#     #  8
                                 #  #######  #     #
 9    Shrine of Bane:            #  #     #  +R    #  9
      See next section for       #  #     #  #     #
10    map and details.           #  +R    #Mj#     # 10
                                 #  #     #  ####++#
11                               ~11#     #  +     # 11
                                 #  #######  #     #
12                               #10#     #Mk#     # 12
                                 #  #     #  ####++#
13                               #  #    R+Ml#     # 13
                                 #  #     #  #     #
14                               #Mp#     #  +R    # 14
                                 #  #######  #     #
15                               #Mo    Mn Mm#     # 15
                                 ###################
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

Random events: The chance of a random event is 1 in 10, or 3 in 10 if you
  are in Search mode.

  * 75% chance: A group of one of the three major factions confronts the party.

    To avoid combat, you may either:
    * "F"lee, which always works but moves the party whence it came; or
    * "P"arley, which has a 10% chance the Bond of Fzoul will force you to
      attack, and requires you to choose the right attitude.

      Once fought, the faction should remember that and attack on sight during
      the current visit, though only the Zhentil army actually does.  The three
      factions below are of equal probability; all Morale 80; and Distance 2
      normally, or Distance 0 if you made them hostile.

      1. Zhentil army ('Zhentil Keep troops' or 'Soldiers'): choose "M"eek to
         avoid combat, which is with [Party Size] ZHENTIL FIGHTER (#32) and
         -1+1d4 ZHENTIL MAGE (#33) (2375-4482 XP).
      2. Fzoul's faction ('mages'): choose "S"ly to avoid combat, which is with
         1d5 ZHENTIL FIGHTER (#32) and 1d4 ZHENTIL MAGE (#33) (1098-5491 XP).
      3. Orthodox Banites ('priests of Bane'): choose "N"ice to avoid combat,
         which is with 1d5 ZHENTIL FIGHTER (#32) and 1+1d3 ZHENTIL CLERIC (#34)
         (977-3142 XP).

    If you lose, the game does not end, but results in you being hauled to
    the courthouse at location 7 for a trial.

  * 25% chance: 'You see a small halfling scuttling about in the distance.'
    No matter which of "A"pproach or "S"neak Up you choose, Olive Ruskettle
    will always get away.

  There is no limit to the number of random events.

Resting: You can rest undisturbed anywhere.  (This is a bug; you are not
  supposed to be able to do so anywhere other than the inn.)

Differences from the tabletop version: The faction balance is similar, but the
  map is completely different.

E1 - Exit to World Map.

  Every time you enter the city, guards accost you.  '"Stop!  Get over here!
  We have some questions for you!"  The guards take you aside for questioning.
  You record this as Journal Entry 32.  As you leave, you overheard a guard
  say, "Just as the little thief said."  The commander replies, "Don't worry.
  They'll get theirs inside."  You join the teeming masses of the inner city.'

  Any time you pass through here, 'The guards eye you suspiciously.'

M - Messages that appear once each:
  a - "Aren't those the ones she told us about ...?"
  b - "They look like the ones the halfling described ..."
  c - "This city's ready to blow anytime."
  d - '"Hey buddy!  Watch where you're ... oh, uh excuse me, I'm, uh ..."  He
    rushes off in panic.'
  e - "I hear Fzoul's got Dimswart the Sage locked up."
  f (11,3) - '"Hey, you want to buy some ... no, no, I'm sorry, uh, mistake.
    Bye." He runs off.'
  g (11,5) - 'Fresh blood is splashed against the wall.'
  h (12,5) - '"Well, looks like she was right ..."  People are running indoors
    and shutting windows.'
  i (13,8) - "Look, on their arms.  That's them ..."
  j (13,10) - 'A woman and her young child start to pass close to you.  She
    grabs the child in panic and rushes off.'
  k (13,12) - "Fzoul's got most of the money locked up in the altar.  I hear
    it's trapped."
  l (13,13) - 'Some rotten food drops on top of you from an open window.'
  m (13,15) - 'You see a group of people drag a body around the corner.'
  n (12,15) - "Troopers, priests, and mages all at odds.  And Dimswart the Sage
    has disappeared!"
  o (10,15) - 'A dog piddles on your leg.'
  p (10,14) - '"You can't find a decent mark anywhere.  Everybody's a mage or a
    priest with magical protection.  Now Phlan, there's a city for a slippery
    hand."  The city has cone silent.  Streets are deserted.  An ominous dread
    seeps into your bones.'

R - Private residence.  'You have broken into the home of a private individual.
  There is nothing of interest here.  The magistrate has been notified of a
  public disturbance.'  You may "L"eave without penalty; if you "E"xplore, you
  are attacked by a Zhentil army detachment (same as the random encounter).

1 (1,3) - Zhentil Inn.

2 (3,4) - Weapon shop; sells all standard weapons and armor, at quadruple the
  normal prices.

3 (6,4) - Zhentil Magic Shop.  Sells items as listed in Summary of Locations
  with Magic Items.  Prices are double that of the Dagger Falls shop.

4 - If you have defeated Mogion, 'You see a legless soldier sitting in a little
  cart.  When he spots you, he points and starts to yell, "Yulash!  You're the
  ones who ... you ... you ... you killed Fritz!"  He starts grunting
  incoherently and pushing himself down the street.'  You can make a choice ...

  * "K"ill him: 'You kill the soldier in cold blood.  The crowd gasps and
    starts edging away.  People on the edge of the crowd start running.'
  * "L"et him go: 'He continues down the street.  The crowds have thinned out a
    bit.'

  ... but it has no gameplay effect.

  This is a reference to Ralph Bakshi's 1977 film Wizards:
  https://www.youtube.com/watch?v=xpwI1Z0I3F8

5 (7,1) - Magistrate's office; guards confront you, "Hey you! Get outa the
  magistrate's office!"

  If you stay, fight 15 ZHENTIL FIGHTER (#32) (Morale 80, 5937 XP).  You have
  the option of fighting a second identical force afterwards.  This does not
  upset the Zhentil army (contrary to what the clue book says), and the
  fighters replenish if you leave and return.

6 (9,4) - Equipment shop.  You may buy flasks of oil and silver mirrors here
  at quadruple normal price.  It will help a bit to have silver mirrors for
  everyone.

7 - Zhentil courthouse:
  * If you came here voluntarily: 'No trial is currently in session.'

  * If you were defeated and brought here involuntarily: 'In your foggy haze,
    you are dragged into the courtroom.  You see the magistrate look up and
    smile with anticipation.  The magistrate orders you into a cell to rest up
    for the trial.'  You may rest as long as you need to.

    "Oyez, oyez.  The court of Zhentil is now in session.  You are on trial
    for malicious conduct against the state.  How do you plea?"

    If you plead "G"uilty, "Your fine is 95 percent of your money and 20
    percent of all other items."  The fine is actually 95% of your money and
    50% of light items; you don't lose anything heavier.  You also lose nothing
    by pleading "N"ot guilty.

    '"Send them to the arena where their worthiness to remain in Zhentil will
    be tested."  You are dragged into the arena.'  'You have been led into a
    large open space.  The dirt is scuffed and stained a suspicious reddish
    brown.  The walls around are pierced with windows and covered with people
    watching in anticipation.  You suddenly hear a great, blaring fanfare.'

    Fight one of the following.  The combats are of equal probability; all
    Morale 80, Distance 2; and the monsters will not drop any items.
    * 12 GRIFFON (#37) (1590 XP)
    * 13 OGRE (#35) (433 XP)
    * 15 OTYUGH (#09) (2550 XP)
    * 13 MANTICORE (#36) (1709 XP)
    * 19 ZHENTIL FIGHTER (#32) (2454 XP)

    If you win, 'You are escorted back outside.  The magistrate says from his
    door, "Bane smiles on you.  You may go in peace.  Just don't screw up
    again!"'

8 (14,6) - Tavern.  You are asked to buy a drink for 1 platinum.  Milk causes
  the proprietor to jeer, "Get these 'adventurers' some moo-juice!", but is
  otherwise acceptable.  You may hear Tavern Tale 10, 16, 18, 22, 29, 38, 39,
  42, 50, 51, 53, or 57.

  You then asked, "Would you like to gamble on the arena combats"?  The rules
  are in Journal Entry 23; gambling costs 1 platinum.  You will always lose
  if you don't bet on the monsters.

  You must leave if you neither buy a drink nor gamble.

9 (13,7) - 'Some Zhentil Keep guards come crashing out of the tavern.  They
  glare at you suspiciously as you pass by.'

  It doesn't happen because of a bug, but you are supposed to get the option
  to pick a soldier's pocket for 100 copper, 50 silver, 10 electrum, 1 gem, and
  a note (Journal Entry 21).

10 (10,12) - 'A dream-like voice in your head says, "Great danger lies before
  you.  Be fully prepared!"'

11 (10,11) - 'A female halfling appears from a hidden niche.  You enter her
  statement as Journal Entry 50.'  Agreeing to follow Olive is the only way you
  may use the secret passage to the west, which is one-way.  She will only ask
  twice.

12 - 'Priests of Bane rush from the temple!  Others wait just inside the temple
  door.  "You must come with us to see our lord Fzoul Chembryl!"'  You may
  "P"arley and "G"o with them peacefully; any other option results in combat
  with 8 ZHENTIL FIGHTER (#32) and 5 ZHENTIL CLERIC (#34) (Morale 75, 4594 XP).

  If you win, 'A much larger group of reinforcements is rushing out of the
  temple yelling surrender!'  You may agree to go peacefully, or fight 13
  ZHENTIL FIGHTER (#32) and 8 ZHENTIL CLERIC (#34) (Morale 75, 7429 XP).  If
  you win, you may now enter uncontested.

  If you go with the priests peacefully, surrender, or lose either battle, you
  are taken to the cell at Shrine of Bane location 2 (7,15).

SECTION 7.13.1 - Shrine of Bane Overview
----------------------------------------

Plot background:
The Shrine is a focus of turmoil between local mage-friendly Banite second-in-
command Fzoul Chembryl, and the orthodox Banites led by the beholder Dexam.
Fzoul has captured the sage Dimswart; the halfling "bard" Olive Ruskettle seeks
to free him, as does Dexam's lieutenant, a hooded woman.

Strategy:

Visit Dimswart in his cell at location 2 and agree to let him join.  Go
through the secret door at location 4 to get the treasure at location 5.

You may then visit any location 7 to proceed to the Cave of the Beholder,
though you may want to return to location 2 to rest before doing so.

SECTION 7.13.2 - Shrine of Bane Details
---------------------------------------

     0  1  2  3  4  5  6  7  8  9      ECL Script 33
   ####++++++++###################
 8 # 7#E1 E1 E1#        #       7#  8  KEY:
   #  #        ####++####++#######
 9 #  +        +3b         #     #  9  # wall
   #  #        ##########  #     #     + door
10 #  #        # 7+     +  #     # 10  ~ secret door
   ####++++++++#^^#     #  #++####     ^ illusionary one-way wall
11 #   3a 3a 3a   #     #      E2~ 11  ' pew
   #  ''''  ''''  #######  ####++#
12 #              #     +  #     # 12  E Entrance/Exit
   #  ''''  ''''  #     #++#     #
13 #              #     #  # 7   # 13
   #  ''''  ''''  #######  #######
14 # 7            #     + 1+     # 14
   #  ''''  ''''  #     #++#  6  #
15 #       5     4~ 4   # 2#     # 15
   ###############################
     0  1  2  3  4  5  6  7  8  9

Random events: The chance of a random event is normally 8%, or 22% in Search
  mode.  If you have antagonized the priests by either fighting your way in via
  the temple entrance, or by fighting priests once inside, the chance goes up
  to 16%, or 46% in Search mode.

  Random events are always encounters with priests, with a maximum of 5 (though
  the counter is buggy):

  * If you have not antagonized the priests:
    * "F"lee: always works.
    * "C"ombat: against 3+1d5 ZHENTIL FIGHTER (#32), 1+1d3 ZHENTIL CLERIC
      (#34), and 1 HIGH PRIEST (#72) (Morale 80, 2730-4895 XP).
    * "P"arley: there is a 10% chance the Bond of Fzoul will force you into
      combat; otherwise:
      * "N"ice attitude: will cause the priests to leave.  '"Sorry to disturb
        you.  Bane's blessing on you."  The priests leave.'
      * Any other attitude: 'As the priests talk, one starts to move away,
        possibly to warn others.'  If you attack immediately, combat is as
        above; otherwise, 'The priests keep talking.  You think they're
        stalling.'
        * "F"lee: Results in combat as above.
        * Any other option: 'Reinforcements arrive, and the priests attack!'
          Fight 6+2d5 ZHENTIL FIGHTER (#32), 2+2d3 ZHENTIL CLERIC (#34), and 2
          HIGH PRIEST (#72) (Morale 80, 5460-9790 XP).
  * If you have antagonized the priests, 'You are spotted by a patrol of
    priests!'; same as "C"ombat above.

Resting: Resting is safe in Dimswart's cell at location 2.  Otherwise:
  * If you have fought up to 4 groups of priests, rest has a 21% chance of
    being interrupted every 10 minutes.
  * If you have fought 5 or more groups of priests, rest has a 10% chance of
    being interrupted every 8 hours.
  The interrupting priests always attack immediately: 2+1d4 ZHENTIL FIGHTER
  (#32), 1+1d3 ZHENTIL CLERIC (#34), and 1d2 HIGH PRIEST (#72) (Morale 80,
  2334-4668 XP).  There is no limit to the number of priests that may be fought
  this way.

Differences from the tabletop version: The map in the tabletop version is
  larger, and features a confrontation with the orthodox Banite leader Ginali,
  who does not appear in the Gold Box game.

E1 - Main entrance from Zhentil Keep.  'A blinding flash envelops the main
  doors.  You see a priest in an open doorway with a crumbling scroll in his
  hands.  He yells, "I have sealed the temple.  The heretics are trapped!"  He
  ducks behind a door and is gone.'  You cannot leave the Shrine this way.

E2 (9,11) - Secret entrance from Zhentil Keep, which may not be used to exit
  the Shrine.  If you followed Olive Ruskettle this way, 'You have entered the
  dark shrine through a hole in the wall created by a magical device carried by
  the halfling.  As the walls close behind you, you see the device smoke and
  disappear.  As Olive leads you through the dungeon she explains about
  Dimswart the Sage.  You note this down as Journal Entry 51.'  You are then
  led to location 1.

1 (7,14) - If you followed Olive into the Shrine, '"Dimswart is just beyond
  this door."  Olive smiles and disappears.'

  If you entered the shrine without Olive's help, 'Olive suddenly appears in
  front of you.  She says, 'So, you're finally here.  The man I told you about
  is in the cell to the south.  As she explains about Dimswart, you note her
  remarks as Journal Entry 51.  Olive smiles and disappears.'

2 (7,15) - 'You see an old man in the cell.  He introduces himself and you
  record his remarks as Journal Entry 12.'  You must take Dimswart along to be
  able to leave the Shrine.

3 - At both of these doors, 'You are attacked by the priests of Bane.'  Fight
  2+1d4 ZHENTIL FIGHTER (#32), 1+1d3 ZHENTIL CLERIC (#34), and 1d2 HIGH PRIEST
  (#72) (Morale 80, 2334-4668 XP).

4 - The secret door here may only be found if it is searched for.

5 (2,15) - If you search here, 'You notice a small door below the altar.'  You
  may disarm the trap upon it if you cast the Find Traps spell; a thief may
  then attempt to disarm the trap.

  Failing to disarm the trap unleashes a gas cloud that causes 2d10+2 damage to
  everyone who fails to save vs. poison.  The treasure within is 3 jewelry, 15
  gems, 100 platinum, Long Sword +2 Berserker, Wand of Paralyzation (10
  charges), 20 Arrows +2 (2675 XP).  (The Long Sword +2 Berserker is cursed.)

6 - 'This room has many mirrors hanging from the ceiling in no apparent order.
  As you walk, different mirrors activate as you pass.  Vague shapes seem to
  shimmer inside their glassy surfaces.'  If Dimswart is with you, 'Dimswart
  looks about in awe.  "This is a scrying room.  Fzoul must be spying on all
  the different creatures in Zhentil Keep that could potentially be used
  against him.'

  The scrying will rotate between different visions:
  * 'You see pack of gryphons with clipped wings feeding on a suspicious
    looking carcass.  In the background, dim human shapes pace back and forth.'
  * 'You see manticores prowling about some cave passages.'
  * 'You see a hooded woman scuttling about a cavern.  As you watch, her
    environs change to show a finished interior.  She seems to be looking for
    something.'
  * 'You see a beholder.  Something on a light chain is whirling in front of
    him.  Your bonds begin to burn, and the picture turns black.'
  * 'You see minotaurs removing armor and relaxing.  Others, in full battle
    gear, are leaving the cavern they inhabit.'
  * 'You see ogres battling some very ill-equipped people in a large arena.
    People are gathered around the walls and looking through windows at the
    combat.'
  * 'You see otyughs crawling about what looks like the refuse of many
    generations.  There are clerics here that seem to be trying to get them
    into some kind of formation.'
  * 'You see Olive Ruskettle squeezing through a small crevice.  She seems to
    be surrounded by rock.  By the movement of her lips, it is evident that the
    air is turning blue in her vicinity.'

7 - Every (2n+1)th time you visit one of these locations, 'A hooded woman
  suddenly appears and says,'
  * The first time: "Follow me.  I can get you out of here!  You are trapped
    here!  My master can help you."
  * All subsequent times: "The offer is still open."

  If you decline, '"Unlike you, I cannot remain here."  The hooded figure
  disappears!  A large group bursts in on you.  "We have traced the magic to
  here!"'  Fight 2+1d4 ZHENTIL FIGHTER (#32), 1+1d3 ZHENTIL CLERIC (#34), and
  1d2 HIGH PRIEST (#72) (Morale 80, 2334-4668 XP).

  If you agree, 'A strange shimmer surrounds you.  The room around you begins
  to fade.  Just before it does, a band of clerics burst into the room led by
  Fzoul Chembryl.  He yells, "Woman, you go too far!"  As the room fades away,
  he turns and rushes out of the room.'  You are then led to Cave of the
  Beholder E1 (5,7).

  Agreeing with the hooded woman is the only way to leave the Shrine.

SECTION 7.14.1 - Cave of the Beholder Overview
----------------------------------------------

Plot background:

Dexam's lair is where the beholder and the hooded woman assistant plot against
Fzoul Chembryl, their rival suspected of heresy.

Strategy:

Leave the altar room through the opposite door as soon as you can; combat is
very heavy there.

Fixed and random combats against ogres or griffons will also include dark elf
lords who will each drop a Drow Long Sword +5, Shield +2, and Drow Chain Mail
+5.

You'll want all the help (dark elf lord equipment and buffs) you can get for
the big fight against Dexam and the hooded woman at location 3, after which you
may leave.

SECTION 7.14.2 - Cave of the Beholder Details
---------------------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15      ECL Script 34
   #################################################
 0 # 1   #           #           #      Ca         #  0  KEY:
   ####--#  #--##########  ####  #        #######  #
 1 #     #  #           |  #  #  #        # 2   #  #  1  # wall
   #  ####  #############  #--#  #############  #  #     + door
 2 #  #     #      Ca         #           #  |  #Ce#  2  - or | archway
   #  #  ####  #######--################  #  ####  #
 3 #  #  #     #                 #     #  #        #  3  C fixed combat
   #  #  #--###################  ####  #  ####--#  #
 4 #  #  #        #   Cd      #     #  #  #   Ce#  #  4
   #  #  #######  #     ####--####  #  #  #     #  #
 5 #  #        #  #     #      Cd|  #  |  #     #  #  5
   #  #--####  #  #######++#######  #  ##########  #
 6 #Cf      #  #  #           #     #              #  6
   ##########  #  ####        ##########--#######--#
 7 #   Cf      #  #E1  Altar  +           #        #  7
   #     #######  ####        ######################
 8 #     #        #    Room   #     #        #     #  8
   #######  #######           #  ####        #--####
 9 #     #  #     +           #  #  |Cb      #     #  9
   #     #  #  ################  #  #############  #
10 #    3|  #  #                 #  #           #  # 10
   #     #  #  #--################  #  #######  #  #
11 #     # 3#           #           #  #  |  #  #  # 11
   #     #  ##########  #  ##########  #  #  #  #  #
12 #     #      Cc   #  |  #           |  #  #  |  # 12
   ##########--####  #  ####  ################  ####
13 #           #  #  #Cb#  #  #     #              # 13
   #--##########  #  #  #--#  #     #  #######--#  #
14 #  #  |Cc      #  #     #Cg#   Cg#  #  |  #  #  # 14
   #  #  #        #  #######  ####--#  #  ####  ####
15 #  |  #        #                 # 4#           # 15
   ##################################++#############
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

Random events: These depend on whether or not you are in the marked altar room.
  * Inside the altar room: There is a 36% chance of a combat, with a maximum of
    8 combats inside; there is a bug where the counter will go up even if a
    combat is not rolled for.

    A combat is against one faction, equal probability (both Morale 75):
    * Fzoul's troops: 4+1d7 ZHENTIL FIGHTER (#32), 1+1d3 ZHENTIL MAGE (#33),
      1+1d2 ZHENTIL CLERIC (#34), and 1 HIGH PRIEST (#72) (4530-8601 XP)
    * Dexam's troops: 3+1d6 MINOTAUR (#41), 1+1d3 ZHENTIL CLERIC (#33), and 2
      HIGH PRIEST (#72) (2687-4733 XP)

  * Outside the altar room: The chance of a random event is 15% (45% if in
    Search mode)
    * 1 in 3: combat against Fzoul's troops as above, but with a separate
      maximum of 4.
    * 2 in 3: you may get one of the following, once each:
      1. 'You hear the clash of weapons in the distance.'
      2. 'Water trickles down the sides of the cave.'
      3. 'You see the letters -- A.S. -- scratched into the wall.'
      4. 'You feel the ground begin to tremble and shake.  It builds to a loud
         rumble and slowly dies.  Small rocks clatter from the ceiling.'
      5. 'You hear the muffled grunts and growls of several large animals.'
      6. 'You find a partially destroyed piece of parchment.  On it you read:
         "... in the northwest ... the way out ... archway and west."'
      7. 'You notice a beholder floating in the dark shadows ahead of you.  Its
         main eye is turned away, and it doesn't seem to notice your presence.'
         It's actually a gas spore; if you attack it, it explodes, and everyone
         in the party must save vs. poison or take 6d6 damage.

Resting: This depends on whether or not you are in the marked altar room.
  * Inside the altar room: Rest is always interrupted immediately, by monsters
    depending on whether the altar room maximum combat limit has been reached:
    * If there are altar room combats remaining, fight one as above.  This
      doesn't actually cause the number of altar room combats to increase.
    * If there are not, fight a combat chosen from outside, below.

  * Outside the altar room: every 8 hours, rest has a 25% chance of being
    interrupted, by one of the five fixed combats below chosen with equal
    probability.  These have no limit, and won't cause the fixed combats to
    disappear.

Fixed combats: Each of the fixed combats can occur in one of two locations
  (Morale 100 in a lair, 75 otherwise):
  a, b, c - as Dexam's troops, above
  d - 6+1d9 OGRE (#35) and 1 DARK ELF LORD (#43) (2340-2607 XP)
  e - 3+1d4 OTYUGH (#09) (680-1190 XP)
  f - 4+1d8 GRIFFON (#37) and 1 DARK ELF LORD (#43) (2769-3697 XP)
  g - 3+1d5 MANTICORE (#38), 1 DARK ELF LORD (#43), and 1 HIGH PRIEST (#72);
      the monsters will not drop any items (2198-2724 XP)

Differences from the tabletop version: The Cave of the Beholder replaces
  Fzoul's Tower, which isn't very large.  The beholder doesn't lair there, is
  instead named Orox, and interrupts Fzoul's meeting with the party.  Fzoul
  then quickly offers a temporary alliance with the party to avoid danger.

E1 (5,7) - Starting position after being led from the Shrine of Bane.

  'You see before you, Dexam the beholder!  The hooden woman walks to a milling
  group of armored minotaurs.  They immediately snap to attention.  Dexam
  speaks.'  (Journal Entry 30)

  'Dimswart the Sage whispers, "Look on the altar.  That's the Amulet of
  Lathander."'

  It doesn't matter which option you choose.  'Before you can act, an
  impressive man, backed by troops, priests, and magicians, rushes into the
  room.'  (Journal Entry 7)

  'Dexam roars, "Then die, heretic!" and blasts Fzoul into a heap of ash.  You
  feel the bonds on your arm starts to writhe.'  The Bond of Fzoul then
  disappears.  '"Now that the bond is gone, they are of no use to me.  Kill
  them."  Dexam turns to the altar and starts to leave.  You notice the amulet
  rising to meet him.  As Dexam leaves, his forces and the remaining troops of
  Fzoul start to melee in the room around you.'

  (Yes, Fzoul really is dead, and not coming back in later Gold Box games.  TSR
  was not happy about this.)

1 (0,0) - 'A gut wrenching jerk slams your stomach to your spine.  You feel a
  if you were propelled from a cannon.  You see the walls around blur to a gray
  smear.  You are suddenly slammed against a wall.'

  You are forcefully teleported to location 2.  The teleport is imperfect;
  everyone must save vs. spell or take 2d10 damage.

2 (13,1) - 'You see the remains of an elf fighter.'  If you "E"xamine remains,
  'Buried beneath the moldering clothing, you find a leather pouch.'  You will
  find a trap upon it if you cast the Find Traps spell, or try to "Pick up
  pouch" and a thief successfully rolls for Find/Remove Traps.  You may then
  have a thief disarm the trap.  Failure to deal with the trap sets off a gas
  trap that does 1d12 damage to everyone who fails a spell vs. breath weapon.

  The pouch contains 4 jewelry, 10 gems, 150 platinum, 2 random items (2141-
  2808 XP), and 'You discover a map.  On it, you see Dexam's lair indicated and
  a path that seems to lead outside.' (Journal Entry 59)

3 - In whichever of these squares you enter first, 'You have met up with Dexam
  and his minions!  The hooded woman reveals herself to be a medusa!'  Fight
  1 HOODED MEDUSA (#39), 1 BEHOLDER (#40), and 10 MINOTAUR (#41) (Morale 75),
  who carry 7 jewelry, 15 gems, and 4 random items (8482-9815 XP).  If you win,
  'You retrieve the Amulet of Lathander from the mangled remains of Dexam.'

  It is easier to fight in the room to the west, where you start farther away
  from Dexam and the medusa.  Cast all the buffs you can before engaging.
  Everyone should back away to at least distance 5 from Dexam, out of range of
  the beholder's deadliest eye beams.  Mages should launch a couple of
  Fireballs to clear out the minotaurs.  Fighters and thieves should delay
  after backing off, and then arrange a backstab on Dexam.  The medusa is not
  nearly as dangerous; you can protect against her gaze with silver mirrors,
  and she's perfectly vulnerable to Fireball.

4 (11,15) - Exit to World Map.  'Olive Ruskettle appears just outside the door.
  She says, "So, you made it.  I'm surprised.  Dimswart, you come with me.  A
  man from Shadowdale has some questions for you."  Olive and Dimswart leave.'

  'You see a rider in the distance.  He stops suddenly and a moment later you
  hear what sounds like "Gharriiii" come wafting through the air.  The rider
  changes direction and gallops over to a woman dressed in purple.  They
  embrace; the woman climbs onto the back of the horse and they ride away.'

  'As you leave, you see that civil war is erupting.  Many factions are using
  the havoc you've caused to even old scores.  The city will be unsafe for a
  while.'

  Leaving will destroy any dark elf equipment in your inventory.  You will
  never be able to re-enter Zhentil Keep, the Shrine of Bane, or the Cave of
  the Beholder.

SECTION 7.15.1 - Burial Glen Overview
-------------------------------------

Plot background:

The Myth Drannor burial glen has many tombs for its deceased nobility, but now
they have been abandoned for centuries, and are no longer even protected by the
elves of the Elven Court.  Thri-kreen now seek to loot the local riches, and
rakshasas set traps for the unwary.  Though the Knights of Myth Drannor may
oppose them, they are not strong enough to stop them entirely.

Strategy:

Restore any looted graves you come across.  Accept Princess Daemir's blessing
at location 14.  You may also get treasure at locations 6, 10/11, and 18.
You may then proceed off the eastern edge of the map.

Have Neutralize Poison prepared, to deal with spider poisoning.

SECTION 7.15.2 - Burial Glen Details
------------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15      ECL Script 64
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 0 ~                                               ~  0  KEY:
   ~  #############XXXXXX~~#############~~XXXXXXX~~~
 1 ~  #     \16   #  "  X  #     \13   #  X     X  ~  1  # wall
   ~  #     #     #  """X  #     #     #  X"""""X  ~     X iron fence
 2 ~  #17   #     +15   |  #   12#     #  X     X  ~  2  ~ vegetation
   ~  #\\#######++#  """X  ####++#######  X"""""X  ~     " tombstones
 3 ~  #18   #   15 15"  X                 X   11X  ~  3  + door
   ~  #######""""""  """X        """""""  X"""""X  ~     V one-way secret door
 4 ~  X  "  "  "  "     X        " L"  "  X     X  ~  4  \ stair (behaves as
   ~  XXXXXXXXXXXXX--XXX#######  """""""  X"""""X  ~       a door)
 5 ~  "  "              #     #  "  "  "  X     X  ~  5  - or | archway
   ~  "  "  ~~~~~~~  ####     #  """""""  X--XXXX  ~
 6 ~  "  "  ~     ~  #  +     #            10      ~  6  L Thri-kreen looting
   XXXXXXX  ~~~~~~####++####\\#######     ##########
 7 X  "  X        #     #     #     +     #        #  7
   X"""  X        #     #     #  4  #  #++#        #
 8 X  "  |       3+     #     #     #  # 7#    8   #  8
   X"""  X        #######\\####++####  #  ####++####
 9 X  " LX              #     + 5#     #  +        #  9
   X"""  X  ~~~~        #  6  ####     #  ####++####
10 X  "  X  ~  ~        #     #        # 7#    9   # 10
   X""XXXX  ~~~~        #######        #++#        #
11 X  X                                   #        # 11
   X""X           """"""""""     ~~~~     ##########
12 X  X           "  " L"  "     ~  ~        "  "  ~ 12
   XXXX           """"""""""     ~~~~        """"""~
13 ~          1                              "  "  ~ 13
   ~~~~"""     #######++#VV##########     """""""""~
14 ~  "  "    1+       2            +     "14"  "  ~ 14
   ~~~~""~     ####++#++####++#######     """""""""~
15 ~  ~  ~ E   #     #     #        #     "  "  "  ~ 15
   ~~~~~~~~~~~~######################~~~~~~~~~~~~~~~
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

Random events: The chance of a random event is 10%, or 30% in Search mode.
  There are a maximum of 10, ever.

  * All events except for the third are a monster encounter, with at least one
    of the following (if no monsters are chosen, everything is rerolled; all
    are Morale 75):
    * GIANT SPIDER (#66), 61% chance
    * PHASE SPIDER (#65), 71% chance
    * THRI-KREEN (#64), 71% chance
    There are [Party Strength / 16] to [Party Strength / 8] of each chosen
    monster, with a cap of 8 that you are likely to have reached.

    If thri-kreen are present, you may "P"arley with them; they will ask "Who
    is your master"?  If you respond "Tyranthraxus", they will leave, saying
    "We have no quarrel with him."

    Otherwise, any attempt to "F"lee or "P"arley will start combat.

  * The third encounter is with the Knights of Myth Drannor.  If you "P"arley
    with them, and you befriended the knight at Tilverton Sewers 6 ("We have
    had reports of you from Tilverton, where you helped a brother."), or choose
    a "N"ice or "M"eek attitude, they will agree to help you in the Grand
    Ruined Temple: "Your cause is just.  When you are in the temple, we will
    cause a diversion to draw off some troops.  Good luck!"

    Any other choice will result in the knights disappearing.

Resting: You may rest safely if you have exhausted all the random events.
  Otherwise, every 10 minutes, rest has a 30% chance of being interrupted by a
  random event.

Differences from the tabletop version: The map is identical, but the tabletop
  version has completely different encounters and treasure; there is a vision
  of Elminster at the entrance, and many encounters with undead, including an
  insane lich.

Exits: If you step through the vegetation at the northern, western, or southern
  edge of the map, you may exit to the Wilderness.  The eastern edge of the map
  leads to the Ruins of Myth Drannor, to E1 (0,12) using a "P"ath, or to E2
  (0,6) through the "W"oods.

All combats are Morale 75.

E (2,15) - Entrance from Wilderness.  You will be told, 'The Helms of Dragons
  reports Tyranthraxus is to the north.'

L - Visiting one of these squares has a 33% chance that you find 'A thri-kreen
  is excavating a grave here.  At your approach it turns and attacks.'  Fight
  2 GIANT SPIDER (#66), 3 PHASE SPIDER (#65), and 1 THRI-KREEN (#64) (902 XP).

  If you win, 'You see a partially excavated elf skeleton.  Jewelry glitters
  on its wrist.'  If you:
  * "L"oot grave: find 1 jewelry (366 XP); -1 penalty to elven spirit approval.
  * "R"ebury skeleton: +1 bonus to elven spirit approval.

  You may encounter up to four such groups of looters, ever.

1 - If you have not already been to location 2, 'An elfish spirit appears and
  greets you.'
  * "G"reet: The spirit talks of the glen (Journal Entry 25) and fades.
  * "F"lee: "So, you are sheep!  Then you shall feed me."  You are surprised by
    1 RAKSHASA (#67) (200 XP).
  * "A"ttack: 'The spirit disappears.'

2 (14,6) - 'A red web stretches across the pass, glowing dully.'
  * "S"peak does nothing, no matter what you say.
  * "E"nter it causes your party to become stuck (movement reduces to 1 for
    combats here).  Fight 4 GIANT SPIDER (#66) (290 XP).  Then, the rakshasa
    from location 1 appears: fight 1 RAKSHASA (#67) (200 XP), even if you
    killed it at location 1.
  * "H"ack it: Destroying the webs causes the rakshasa from location 1 to flee:
    'In the distance, you hear cursing, then running feet.  Some spiders
    investigate the noise.'  Fight 4 GIANT SPIDER (#66) (290 XP).

3 (4,8) - 'A figure appears from the shadows.  "Hail bonded ones!"'  Any sign
  of interest results in 'The figure breaks into rapid speech' (Journal Entry
  56).  "Hurry on, hurry, hurry!"

4 - 'A party of thri-kreen bar your entrance.'  Fight 12 THRI-KREEN (#64)
  (Distance 2, 3628 XP).

5 (9,9) - If you have not defeated the thri-kreen at location 6, 'Guards here
  prepare for combat.'  Fight 6 THRI-KREEN (#64) (1814 XP).

6 - 'The thri-kreen have bivouacked here.  They prepare to make a stand.'
  Fight 12 THRI-KREEN (Distance 2, 3628 XP).

  If you defeat them and have not defeated the thri-kreen at location 5, 'Other
  thri-kreen respond to the noise' and you fight them as well: 6 THRI-KREEN
  (#64) (1814 XP).

  If you defeat them as well and have not defeated the thri-kreen at location
  4, 'A few more straggle in'; fight 6 THRI-KREEN (#64) (1814 XP).  (Not 12.)

  Afterwards, you find 6 jewelry, 4 gems, 1500 platinum, 2000 gold, and 1
  random item (4016-4350 XP)

7 - 'As you enter, spiders come out of the solid walls.'  Fight 10 PHASE SPIDER
  (#65) (Distance 1, 1516 XP).

8 (14,8) - 'Glowing spiders skitter forward at your approach.'  Fight 8 PHASE
  SPIDER (#65) (Distance 1, 1213 XP).

9 (14,10) - 'Spiders have gathered a pile of bones here and defend it.'  Fight
  6 PHASE SPIDER (#65) (Distance 2, 910 XP).  If you win, 'What do you do with
  the bones?'
  * "L"oot: find 1 gem (41 XP); -1 penalty to elven spirit approval.
  * "R"eplace in crypts: +1 bonus to elven spirit approval.

10 (13,6) - You meet a lone Red Plume.
  * "C"ombat: the Red Plume flees.
  * "F"lee: the "Red Plume" reveals himself to be a rakshasa; fight 6 PHASE
    SPIDER (#65) and 1 RAKSHASA (#73) (1510 XP).  This rakshasa carries a Long
    Bow +3 and 20 Arrows +3.  If you win, you find excavated loot as if you had
    encountered a thri-kreen looter.
  * "P"arley: 'The Red Plume tells you his tale.' (Journal Entry 33)  If you:
    * "A"gree or "R"efuse payment: you are led to location 11.
    * "D"isagree: '"Then I shall try myself."  He goes through the gate.
      Suddenly, a scream pierces the air.  Do you go to investigate?"'  If you
      do, you go to location 11.

  If you follow the Red Plume and elven spirit approval is greater than 0, 'A
  whispery voice cries out, "Beware, a trap."  The Red Plume snarls and cuts
  off the voice with a gesture.'

11 (14,3) - If you did not fight the rakshasa at location 10, 'Within an
  unearthed grave are glowing spiders who swarm out to protect their eggs.'

  If you followed the Red Plume here, 'The Red Plume steps away and fires --
  at you.  His shape changes.'  The now-unveiled rakshasa performs 2 THAC0 7
  attacks that do 1d6+6 damage per hit.

  Either way, you then fight the rakshasa (same as in location 10).

12 (9,2) - 'Webs festoon this mausoleum.  The webs are inhabited.'  Fight 8
  GIANT SPIDER (#66) (580 XP).

13 (10,1) - 'You see a funnel of webs.'
  * If elven spirit approval is 0 or less, you are surprised by 4 GIANT SPIDER
    (#66) (290 XP), which receive a +2 bonus to-hit.
  * If elven spirit approval is greater than 0, 'A whispery voice calls out,
    "The spiders will guard their nest fiercely.".  If you choose to stay, you
    surprise the spiders.

14 (13,14) - 'A spirit appears before you.  "I am the spirit of Prince
  Daemir."'

  If elven spirit approval is less than 0, "You have despoiled the glen --
  perhaps from ignorance.  If you kneel now, you may accept my forgiveness."
  If elven spirit approval is at least 0, "You seem good people.  Will you
  accept my blessing?"

  * "A"ccept: "Go forth with my blessing."  You gain a +5 bonus to elven spirit
    approval, and +2 to-hit in all Myth Drannor combats.  If you have a
    Swanmay, "I am amazed that the Swanmays are still active in the Realms.  I
    recall my tenure with them"; this has no game effect.
  * "R"efuse or "K"ill: "You presume too much!  As long as you are in Myth
    Drannor, your weapons will twist in your hands."  You take a -10 penalty to
    elven spirit approval, and -2 to-hit in all Myth Drannor combats.

  Either combat modifier is permanent, and applies to all combats in the Burial
  Glen, the Ruins of Myth Drannor, and the Grand Ruined Temple.

15 - 'Near the entrance to this building is a crushed thri-kreen.  In the
  doorway is a ghostly shape.'  If you advance:

  * If elven spirit approval is less than 0, 'As you move forward, the spirit
    raises its arms.  Rocks and tombstones whirl around you.'  You take a
    further -1 penalty to elven spirit approval; and everyone must save vs.
    breath weapon or take 4d6 damage.
  * If elven spirit approval is at least 0, "Welcome warriors.  Enter and meet
    our queen."

16 (3,1) - 'Two suits of armor flank this stairway, radiating faint magic.'
  If elven spirit approval is less than 0, "Your kind may not see the queen."
  If elven spirit approval is at least 0, "The queen will see you."

  * "T"ake armor or "A"ttack: 'The armor crumbles into rusty flakes.'  You take
    a -2 penalty to elven spirit approval.
  * "G"o upstairs:
    * If elven spirit approval is less than 0, 'The suits cross their spears
      across the entrance.'  If you proceed, same as "T"ake armor.
    * If elven spirit approval is at least 0, 'The armor seems to bow as you
      pass.'  You gain +1 bonus to elven spirit approval.

17 (1,2) - 'As you approach the stairs a voice cries out,'
  * If elven spirit approval is less than 0, "Despoilers shall fight
    despoilers."  Fight 6 GIANT SPIDER (#66), 4 PHASE SPIDER (#65), and 4
    THRI-KREEN (#64) (2251 XP).
  * If elven spirit approval is at least 0, "The court gives greetings."

18 (1,3) - 'A spirit appears before you.'  This is the elven spirit queen.
  * If elven spirit approval is less than 0, "This glen has been crushed by
    your kind.  If you will leave, you may have the remnants of our treasure."
    With either choice, you also take a further -5 penalty to elven spirit
    approval:
    * If you accept, you receive: 2 jewelry, 4 gems, Plate Mail of
      Vulnerability, Bracers AC 10, Gauntlets of Fumbling, Hat of Stupidity,
      Robe of Powerlessness, Robe of Vermin, Long Sword -2, and Long Sword +2
      Berserker (1300 XP).  All of the items are cursed.
    * If you refuse, '"Then lie with us!"  The tower begins to collapse around
      you.'  Everyone who fails a saving throw vs. breath weapon takes 8d8
      damage.
  * If elven spirit approval is at least 0, "My heart rejoices to have such
    defenders.  These items may help your quest."  You receive: 8 jewelry, 12
    gems, 12 Blessed Quarrels, Light Crossbow +5, Ring of Invisibility, Scroll
    of Protection from Paralyzation, Ring of Protection +2, Staff Sling +3
    (4700 XP).

SECTION 7.16.1 - Ruins of Myth Drannor Overview
-----------------------------------------------

Plot background:

As you approach the Temple, the ruins of Myth Drannor turn out to be infested
by significant numbers of rakshasas.  However, the head rakshasa is not pleased
with Tyranthraxus stealing influence and minions; he seeks a way to reclaim
them.

Strategy:

Enter via the "P"ath and talk with Tirsheya at location 1.  He will lead you to
location 2 where you will fight guards and then Beyrha; you may then loot the
warehouse at location 3.

Go to location 4 and rescue the man at location 5, who will tell you about a
treasure, which you can then search for at location 10.

Meet the head rakshasa at location 12, and "P"arley with him with a "H"aughty
attitude to gain an alliance with him.

Use the sewer grate at location 13 to enter the temple with stealth.  Once you
do so, you may not return to any previous map; before doing so, you should
leave and wrap up everything else first.

SECTION 7.16.2 - Ruins of Myth Drannor Details
----------------------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15      ECL Script 66
   #######++#############++#############++##########
 0 #      E3#           'E3#     #     #E3'        #  0  KEY:
   #        #           '  #     #     #  '        #
 1 #        #           '  #     #     #  '        #  1  # wall
   #        #######''''''  ####++#++####  ##########     ' rubbled wall
 2 #                           11    11      #     #  2  ~ vegetation
   ####''####     #######        ##########  #     #     + door
 3 #    6   #     #     #        +     '  #  #10   #  3
   #     ####     #     #  #++#  #     ####  ####''#
 4 #    6'        #     #  #  #  #     #     #     #  4
   #  ####     #######++#  #######     #     #     #
 5 #  #       4#     '     #     #     #     '     #  5
   ####        #     '     #     #     #     '     #
 6 +E2     4  5#   13'     #   12'     #     '     #  6
   #######''#  ####'''  #######''####++#     '     #
 7 #        # 4         +        #     +    7'     #  7
   #        #  #######  ####     ####++#     #######
 8 #        #  '     #     #     #     #           #  8
   #        #  '     #     #     #     #           #
 9 #        #  '     #     #     #     ' 8         #  9
   #        #  '     #     #############  #++#######
10 #        '  '     '          8         #        # 10
   #######'''  '     '     #######  ~~~~  #  #######
11 #  +        '     '     #     #  ~ 9~  #  +     # 11
   ####        #++#'''     #     #  ~~~~  ##########
12 +E1  1              7   #     #                 # 12
   ##########  #''''''     ####++#  ####''#######  #
13 #        #  #     '     '     #  #     '     #  # 13
   #        #  #     '     '     #  #     #######  #
14 #       3+ 2#     '     '     #  #           #  # 14
   #        #  ####'''     '     #  #           #  #
15 #        #              '     #  '           #  # 15
   ##################################++#############
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

Random events: The chance of a random event is 10%, or 30% in Search mode.
  There are a maximum of 10, ever.

  All random events are patrols consisting of:
  * 2 RAKSHASA (#67), always
  * escort of HELL HOUND (#68), 61% chance
  * escort of MARGOYLE (#69), 61% chance
  There are [Party Strength / 12] to [Party Strength / 6] of each chosen
  escort, with a cap of 8 that you are likely to have reached.

  Attempting to "F"lee will start combat, but you may try to "P"arley:
  * "H"aughty: "At least you stand up for yourselves.  You are free to go for
    now."
  * "S"ly, "N"ice, or "M"eek: "You are in my domain.  Pay me a tithe, or I
    will feed on your entrails."  You may pay 10% of your money to avoid
    starting combat: "Do not let us find you again."
  * "A"busive: starts combat.

  (There is significant code to support an encounter without rakshasas, but
  that does not actually happen.)

Resting: You may rest safely if you have exhausted all the random events.
  Otherwise, rest will immediately be interrupted by a patrol.

Differences from the tabletop version: The tabletop version has a large city
  map with mostly random encounters.  There are no rakshasas there; in their
  place are a group of mind flayers who resent Tyranthraxus's influence and are
  willing to help the party as a result.

All combats are Morale 75.

E1 (0,12) - Exit to Burial Glen, via "P"ath.

E2 (0,6) - Exit to Burial Glen, via "W"oods.

E3 - Exit to Grand Ruined Temple E1 (6,15).  If you go this way, 'A dream-like
  voice in your head says, "Great danger lies before you.  Be fully prepared!"'
  If you do continue, you may not return to any previous location in the game.

1 (1,12) - 'A rakshasa with matted fur and a dour expression comes around the
  corner.  He makes a gesture of peace.'
  * "A"ttack: 'As you pull your weapons, Tirsheya shrugs his shoulders, and
    then sprints away.'  You will not get a chance to speak with him again.
    (I'm also not sure how you know his name.)
  * "W"ait: "I am Tirsheya" (Journal Entry 5).  If you choose to follow, you
    are led to location 2.

2 (3,14) - If you were not led here by Tirsheya: 'Some margoyles and hell
  hounds guard the entrance to this building.'  You may fight against 6 HELL
  HOUND (#68) and 6 MARGOYLE (#69) (1060 XP); this will prevent you from
  meeting Tirsheya.

  If you were led here by Tirsheya, the guards here will surprise you if you
  attack immediately, but won't if you do not, they notice, and you attack ...
  odd.  Fight 5 HELL HOUND (#68) and 5 MARGOYLE (#69) (883 XP).  Afterwards,
  'The sounds of battle have brought another rakshasa and retinue.  He calls
  out, "So Tirsheya, stooping to robbing the clan?  Know humans, that if you
  bring me his head, you will be forgiven.  Otherwise you shall be tonight's
  main dish.  This is the promise of Beyrha."  Who do you attack?'
  * "T"irsheya: 'Tirsheya snarls, "Your betrayal will not be without cost."'
    Fight 1 RAKSHASA (#67), 5 HELL HOUND (#68), and 5 MARGOYLE (#69) (1084 XP).
    Then, 'Beyrha speaks, "You have done well.  You may leave."'
    * If you do, the normal guard will still be here.
    * If you do not, "You are fools, but we will thank you at dinner"; the
      fight is the same as against Tirsheya.
  * "B"eyrha: Fight 1 RAKSHASA (#67), 6 HELL HOUND (#68), and 6 MARGOYLE (#69)
    with TIRSHEYA the rakshasa fighting on your side (1080 XP).  'Tirsheya runs
    into the storehouse.  He runs out a moment later with some papers.  "This
    proves his cheating.  Take what you wish from the storehouse.  Good day."
    He moves quickly away before you can stop him.'

3 (2,14) - 'Piled within this building is a large array of foodstuffs,
  clothing, and trinkets.'

  If you search, 'Eventually you find a few valuables.'  Find 8 jewelry,
  8 gems, 1500 platinum, 2000 gold, and 2 random items (4983-5650 XP).

4 - 'Ahead, you see a man running, near exhaustion, chased by a pack of hell
  hounds.  The man stumbles and collapses.'  If you attack the hell hounds,
  you do so at location 5.

5 (3,6) - The hell hounds caught the man they were chasing here.
  * If you attacked them promptly: fight 6 HELL HOUND (#68) (530 XP).  'The man
    thanks you and whispers, "I managed to hide it before I was captured ...
    ruined building ... northeast.  Your reward."  His breathing stops.'
  * If you do not, you still fight them as above if present, but either way
    'The hounds left little that is recognizable as human.  You find nothing of
    value.'

6 - 'As you step into this opulent room, you see several male rakshasas
  gambling with dice.  Female rakshasas lounge around on pillows.  Margoyles
  are watching the game intently.  They notice you only now and slowly rise to
  their feet.'

  If you do not flee, fight 8 MARGOYLE (#69) and 6 RAKSHASA (#67)
  (1911 XP).  If you win, 'You gather the valuables' of 9 jewelry, 15 gems,
  2000 platinum, 1200 gold, and 1 random item (5858-6191 XP).

  Six rakshasas is enough to pose significant danger; cast buffs before
  entering the gambling den.

7 - 'Nameless slides out of the shadows.  "This direct approach is dangerous,
  but the temple is to the north.  Now get on with it!"  He leaves.'

8 - 'In the plaza ahead is some dense brush.  A small child or hobbit races
  over and dives into it.  A hell hound tries to leap after him.'
  * If you go to the rescue: You are moved to (11,10), and 'You arrive before
    the hound can force its way in and cut it down.  A rakshasa stands from the
    bush.  "Why thank you.  Such kindness should be rewarded."  He gestures,
    and margoyles and nearby roofs pelt you with rocks.'  These are 12 THAC0 8
    attacks on random characters, 2d8 damage per hit; you then fight 5 HELL
    HOUND (#68), 5 MARGOYLE (#69), and 1 RAKSHASA (#67) (1084 XP).
  * If you do not: 'After a moment, the hound emerges from the bush with
    something bloody in its mouth and trots off.'

9 (11,11) - 'The brush is dense and filled with rubble.  A few bloodstains mark
  the leaves.'  There is no actual small child or hobbit here.

10 (14,3) - If the man at location 5 told you where to find buried treasure,
  searching here uncovers a cache with 1 electrum, Long Sword +5, Girdle of
  Giant Strength, and Gauntlets of Dexterity (533 XP).

11 - 'Two margoyles are torturing a small animal in a doorway just ahead.  They
  are unaware of you.'

  If you do, you advance to (10,2), and 'You swiftly kill them.  Behind you
  comes laughter, then, the doorway collapses onto you.'  Everyone must save
  vs. petrification or take 3d10 damage.  'A rakshasa comes up while you are
  buried.'
  * If you play dead, 'You surprise him as he reaches for you.'  You surprise
    1 RAKSHASA (#67) (200 XP).
  * If you do not, 'Seeing that the collapse failed to finish you off, he turns
    on his heel and disappears.'

12 (9,6) - The head rakshasa 'resides here in splendor'.
  * "P"arley with a "H"aughty attitude: 'The rakshasa smiles.  "You have a
    boldness that is refreshing."  He goes on to tell you his story.'  (Journal
    Entry 57)  The now-friendly rakshasas will now cause some distractions in
    the Grand Ruined Temple.
  * Any other action: 'The rakshasa stands.  Several more appear.  "To have
    disturbed one of my rank invites death.  Prepare for yours."  Fight 5 HELL
    HOUND (#68), 5 MARGOYLE (#69), and 6 RAKSHASA (#67) (2088 XP).

    This is a dangerous fight, with no real reward, that you should avoid.

13 (5,6) - 'A lone margoyle skitters away uncovering a sewer grate.  It seems
  to be trying to flee.'

  It doesn't matter whether or not you let it flee.  The sewer grate here leads
  to Grand Ruined Temple E2 (15,15); entering this way attracts less attention.
  As with entering by the front door via E3, you get the same warning, and you
  may never return to any previous location in the game if you enter.

SECTION 7.17.1 - Grand Ruined Temple Overview
---------------------------------------------

Plot background:

Tyranthraxus, now possessing the body of a storm giant, controls the Pool of
Radiance here.  Tyranthraxus seeks to draw in the artifacts you have collected
to dispose of them, and then enslave your party.  To avert this fate, you must
confront him once and for all, with the help of the Nameless Bard.

Strategy:

If you enter the temple via the sewer, random encounters will at first be
disabled.

You can loot a high priest's bedroom at location 4.  Exploring the temple as
much as you can without meeting Tyranthraxus, to reduce random monster
generation as much as possible, can be done but won't actually gain you much.
You should meet Tyranthraxus in the temple entry hall and combat his minions at
location 1.  That will enable random combats.

Then head straight to the stairs up at location 15, through the door at
location 17, and fight Tyranthraxus at location 18 to free your party from the
Azure Bonds for good and thus win the game.

SECTION 7.17.2 - Grand Ruined Temple Details
--------------------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15      ECL Script 67
   #################################################
 0 #     #                 #     #     #  +  #     #  0  KEY:
   #     #  ####++####++####     #     #  #  #     #
 1 #     +  #     #   18   #     #     #  #  + 12  #  1  # wall
   #     #  #     #        #     ####++#++#  #     #     + door
 2 #     #  #     #        #   13+     #  #  #     #  2  ' pew
   #######++#######        ##########  #  #  ####++#
 3 #     #17#     #        #        #  #  +  #     #  3  E Entrance/Exit
   #     #  #     #        #        #  #  #  # 11  #
 4 #     +  #     #        #        #  #  #  +     #  4
   #######  #++#  #        #######  #  ####  #######
 5 #  #   16   #  #        #     #14+  #  #  +     #  5
   #  #++#  ####++##########     ####  #  #  # 10  #
 6 #     #  #        #     #     #  #  #  +  #     #  6
   #     ####++#######     ####++#  #++####  ####++#
 7 #     +           +     #      15      #  #     #  7
   #########################              #  #     #
 8 #        #        #                    +  +  9  #  8
   #        #        #                    #  #     #
 9 #    7   #    8   #                    #  #     #  9
   ####++#######++####  ##########++#######++#######
10 +E3               #  #                    #     # 10
   ################++#++#++################  #     #
11 #              #        #        #     #  + 6   # 11
   #  '  '  '  '  #        #    4   #     #  #     #
12 #  '  '  '  '  #        #        +  3  +  #     # 12
   #  '  '  '  '  #        ####++####     #  #     #
13 # 1            +        + 5  5   #     #  #     # 13
   #  '  '  '  '  #        #  ''''  #######++#######
14 #  '  '  '  '  #        #        #       2      # 14
   #  '  '  '  '  #        #  ''''  #              #
15 #              #   E1   #        #            E2# 15
   ###################++############################
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

Random events: If you have not yet met Tyranthraxus in the entry hall, there
  are no random events.  Otherwise:
  * 5% chance: 'The Helm of Dragons shows Tyranthraxus on the second floor,
    northeast corner.'
  * 5% chance: 'The bonds are wiggling beneath the skin.  Their power is slowly
    returning.'  This is just a random message; nothing actually happens.
  * 18.9% chance: Random encounter.  Monsters are drawn from this pool:

                        Normal  Knights
                         Limit    Limit  Chance  Number
    HIGH PRIEST (#72)       20       10     10%     1d3
    PRIEST OF BANE (#70)    30       15     20%     1d5
    HELL HOUND (#68)        50       30     35%     1d7
    MARGOYLE (#69)          50       30     35%     1d7

    The monster limits can be reduced if you met the Knights of Myth Drannor in
    the Burial Glen, and they agreed to create a diversion.  Fixed combats do
    count towards these limits, though the limits do not stop any fixed combat
    from happening.  Random monsters of the given type do stop appearing once
    the limit is surpassed.

    Eight tries will be made to roll at least one monster before the game will
    give up.  Margoyles cannot appear if the other three monsters do appear.

    If either type of priest is rolled for, and the head rakshasa at Ruins of
    Myth Drannor 12 agreed to create a distraction, there is a 50% chance that
    'The monsters look confused and wander away.'

    Otherwise, 'Minions of Tyranthraxus rush to attack you.'  (Distance 2)  All
    monsters in the combat will counted towards the limit, but only if you win.

Resting: Your remaining bond will prevent rest.  Or rather, it's supposed to;
  you can use the Fix exploit to re-memorize spells one by one without penalty.

Differences from the tabletop version: The kalmari accompanying Tyranthraxus
  is only present in the tabletop version.  I don't think a creature whose
  most prominent weakness requires several complicated steps to exploit,
  including the permanent death of a character, would have gone over well.
  Tyranthraxus also does not possess a storm giant, but rather any major enemy
  you have not killed (odds are, it's either Orox the beholder, or Dracandros;
  either is worse than a storm giant).  At the very end, you also get to loot a
  treasure room with both a nasty trap and mountains of treasure as a reward
  for concluding the campaign.

All combats are Morale 100.

E1 - Main entrance and Grand Temple entry hall.  The first time you step into
  the hall, 'As you enter, you hear a voice.  "Finally you have come.  Step
  forward."  Unable to control yourself, you step forward into the center of
  the room.'  Tyranthraxus, possessing a storm giant, appears.  "Through the
  bonds, you are mine to control.  Follow me!"  You are led to location 1.

E2 (15,15) - Sewer entrance.  'The sewer ends in a darkened kitchen.  A rumble
  and a cloud of dust force you from the tunnel.  The sewer has collapsed.
  This is no longer a way out.'

E3 (0,10) - Side entrance.  Not used, and you can't leave this way.

1 (0,13) - Main temple.  If you were just led here by Tyranthraxus, he gives a
  speech (Journal Entry 48).  '"Hand your toys over to my priest."  The party
  hands over the three artifacts, though they resist with all their might.'

  '"Now priest, dispose of these unpleasant items through the pool."  The
  priest moves with great flourish and gracefully arcs each artifact into the
  pool, which swirls for a moment, and the items are gone.  "I even have a
  parchment with the power to release your bonds, in case anything goes wrong."
  He hands the parchment to the priest.  "Dispose of this through the pool!
  You bonded ones come with me.  It is time to complete the final spell."'

  'The priest throws back his hood, revealing himself as Nameless.  He yells,
  "It won't be that easy!"  He tosses the artifacts back to you.'

  '"A pitiful attempt, you have gained nothing but a swift death!"  He strikes
  Nameless down with a single blow.  With his last breath, Nameless mouths the
  meaningless phrase on the parchment.'

  'The party feels the bond's control fade, but Tyranthraxus' sigil does not go
  away.  Tyranthraxus smiles.  "Only I can remove those bonds.  Soon you will
  be mine again."  As the party retrieves the artifacts, Tyranthraxus looks
  afraid.  "Kill them my pets!"  He then rushes off.'

  * If you if you met the Knights of Myth Drannor in the Burial Glen, and they
    agreed to create a diversion, 'A tremendous noise is heard from outside.
    Some of Tyranthraxus' force goes to protect the temple.'  Fight 1 HIGH
    PRIEST (#72), 4 HELL HOUND (#68), and 4 MARGOYLE (#69) (1271 XP).
  * Otherwise, fight 2 HIGH PRIEST (#72), 6 HELL HOUND (#68), and 6 MARGOYLE
    (#69) (2190 XP).

  (Nameless, in the standard Forgotten Realms continuity, is supposed to
  eventually become a deity.)

2 (14,13) - If you did not enter through the sewer, 'You have come into the
  kitchen.  Slaves dive under tables at your arrival.  They are no threat to
  you.'

3 - High priest's office.  'This room has been converted to an office.  The
  walls are covered with icons of Bane.'

4 - High priest's bedroom.  'You have entered an elegant bedroom with a four-
  posted bed, tapestries, and gold fixtures.'  You get a chance to loot the
  room, which is only asked once; if you do, you find 15 jewelry, 12 gems, 5000
  platinum, and 5000 gold (11000 XP).

5 - 'You have walked into an elegant private chapel.  A well-dressed, elderly
  man is seated here.  "So you are Tyranthraxus' grand tools.  I could ask you
  to surrender, but he has been too popular with Bane of late.  It would hurt
  him more if you died.  So sorry."  Other priests slip up beside him.'  Fight
  1 HIGH PRIEST (#72) and 4 PRIEST OF BANE (#70) (1549 XP).

6 (14,11) - 'Tiered beds line the walls, filled with meditating priests.  They
  aren't happy about being disturbed.'  Fight 8 PRIEST OF BANE (#70) (1968 XP).

7 (1,9) - 'A sulfurous smell assaults your nostrils.  The room has been
  converted to a kennel.  The inhabitants rise at your approach.'  Fight 10
  HELL HOUND (#68) (883 XP).

8 (4,9) - 'The room seems filled with bones and hideous statuary -- until the
  statues begin to move.'  Fight 10 MARGOYLE (#69) (883 XP).

9 - 'The room is filled with worshiping priests.  They note your entry with
  anger.'  Fight 8 PRIEST OF BANE (#70) (1968 XP).

10 - 'A high priest is here summoning up the power of Bane.  Blue lightning
  arcs at you as you enter the magic circle.'  Everyone in your party must save
  vs. spell or take 8d6+8 damage.  'On the positive side, you have disrupted
  the ceremony.'  Fight 1 HIGH PRIEST (#72) and 3 PRIEST OF BANE (#70) (1303
  XP).

11 - 'Rats skitter under bags as you open the door into this food storeroom.'

12 - 'This room is lined with shelves of mouldering books.'  If you search,
  'Hidden away are a few valuables.'  You find 1 electrum.  (Yay.)

13 (9,2) - 'The room contains old biers and caskets.'

14 (10,5) - Embalming room.  'The stench of preserving fluids is strong in
  here.  To the north are several tables with wrapped forms.  They seem to
  shift and rise at your entrance.  But soon you realize that the light is
  playing tricks on your eyes.'

15 (10,7) - Stairs up to Level 2, location 16 (2,5).

16 (2,5) - Stairs down to Level 1, location 15 (10,7).

17 (2,3) - 'This door resists all attempts to be opened' if you have not met
  Tyranthraxus in the temple entry hall.  The door only opens if you have;
  there is no way to circumvent that.

18 (6,1) - Final confrontation.  Tyranthraxus appears again.

  '"The power of your bonds has returned.  Grovel at my feet this instant!"
  Your body begins to bow down.  With a great force of will, you overcome the
  compulsion.  "So be it.  Here is your destiny -- ground to dust beneath my
  feet."  He scowls.  "That amulet will let you scratch me, but it is far from
  enough to defeat me.  For my greater glory, let your lives be forfeit!"'

  The final fight is against TYRANTHRAXUS (#71), 28 MARGOYLE (#69), and 8 HIGH
  PRIEST (#72) (8301 XP).  Fleeing will re-start the combat.

  If you win, 'Tyranthraxus' spirit coalesces over the slain storm giant.
  "You have defeated me.  Were it not for the Amulet of Lathander, I could
  possess you and rob you of your victory.  Still I can escape through the
  pool."'

  'As you reach for the Pool of Radiance, he cries out, "Keep the Gauntlet of
  Moander away from there, you will unleash dangerous energies.  Stay back!"
  As the gauntlet contacts the pool, it contracts and shatters it.'

  '"I am trapped without escape, you have succeeded where armies have not.
  Gloat while you may, Tyranthraxus is slain this day."  Before your eyes he
  crumbles into nothingness.  You are certain he is destroyed because your
  final bond fades away.  The Curse of the Azure Bonds has finally been lifted
  from you!  You are free at last!'

  'The Knights of Myth Drannor rush in.  "Congratulations, you have destroyed
  the Flamed One.  With the power of Elminster, let us take you from this foul
  place, to a fine feast.'

  'You are teleported to Shadowdale, where festivities have already begun.  A
  huge cheer goes up at your arrival.  Gharri and Nacacia, arm in arm, yell
  congratulations from the nearby stands.  "You have won!"'

  What a convenient teleport!  While all this magic is going on, all your party
  is healed and raised from the dead for free, and with no Constitution loss.
  You get one last chance to "S"ave the game, though you are required to
  "R"emove all party members anyway to transfer them to Secret of the Silver
  Blades, and you cannot continue to adventure from this position.

  Strategy for the final battle: You can always use the Dust of Disappearance
  if you still have it; it will not transfer to Secret of the Silver Blades,
  anyway.

  If you do not, or feel that is cheap, cast a complete set of buffs: Blink if
  you can, by triggering a random combat just outside and casting it at the
  end of combat; then Bless, Protection from Evil, Prayer, Enlarge, Shield,
  Mirror Image, Haste, and Minor Globe of Invulnerability.  Fireball does not
  work on Tyranthraxus himself, but it does work to dispose of the margoyles
  and damage high priests.  Confusion also works well.

  Stay away from walls, as Tyranthraxus can use them to reflect high-damage
  lightning bolts and hit characters twice with one.  Tyranthraxus is
  vulnerable to melee attacks by high-level rangers.  The Hold Monsters cast at
  him and at no other target has a decent chance of working and rendering him
  vulnerable to a single coup de grace.

SECTION 7.18.1 - Shadowdale/Ashabenford/Essembra Dungeons Overview
------------------------------------------------------------------

These optional dungeons may be found near their respective cities if you
"S"earch area, which is only an option if you have removed at least two bonds.

They are all multi-level; the Shadowdale dungeon has 3 levels, the others have
2.  All of the dungeons use ECL Script 53 and fit into the same base 16x16
structure using clever programming tricks.  The coordinates given with the maps
thus don't reflect the game coordinates, which wouldn't make much sense anyway.

If you "S"earch or "L"ook, if that does not result in a random event you have
a 50% chance of finding an exit to the World Map.

Leaving any of these dungeons will destroy all Drow Chain Mail, Drow Long
Swords, and Drow Maces in your inventory.

Random events: The base chance for a random event is either 5% or 10%,
  depending on location; this is tripled if you are in Search mode.

  A random event is 50% likely to be a dungeon-specific event; these are listed
  by map.  Once exhausted, random events turn into combats; one of the last
  four out of seven combats in the below lists is chosen with equal
  probability.

  The other 50% of the time, a random event will be a combat, chosen as
  follows:

    Level 1:
      1 in 8: 3 SALAMANDER (#57) (622 XP)
      1 in 8: 1 BLACK DRAGON (#53) (1458 XP)
      1 in 8: 1 SALAMANDER (#57), 2 OWL BEAR (#55) (354 XP)
      2 in 8: 2 DK ELF FIGHTER (#49) (1117 XP)
      1 in 8: 1 WYVERN (#54) (224 XP)
      1 in 8: 1 EFREETI (#52), 3 OWL BEAR (#55) (674 XP)
      1 in 8: 1 DK ELF FIGHTER (#49), 3 ANHKHEG (#56) (773 XP)

    Level 2:
      1 in 8: 1+1d2 DK ELF FIGHTER (#49) (1117-1676 XP)
      1 in 8: 1d2 WYVERN (#54) (224-448 XP)
      1 in 8: 1d2 EFREETI (#52), 2+1d2 OWL BEAR (#55) (674-1202 XP)
      2 in 8: 1d2 DK ELF FIGHTER (#49), 2+1d2 ANHKHEG (#56) (773-1404 XP)
      1 in 8: 1+1d2 BLACK DRAGON (#53) (1672-2509 XP)
      1 in 8: 1+1d2 EFREETI (#52), 1+1d2 SALAMANDER (#57) (1323-1985 XP)
      1 in 8: 1d2 DRACOLICH (#60) (8575-17150 XP)

    Level 3:
      1 in 8: 1d3 DK ELF FIGHTER (#49), 2+1d3 ANHKHEG (#56) (773-2034 XP)
      1 in 8: 1+1d3 BLACK DRAGON (#53) (1672-3345 XP)
      1 in 8: 1+1d3 EFREETI (#52), 1+1d3 SALAMANDER (#57) (1323-2647 XP)
      2 in 8: 1d3 DRACOLICH (#60) (8575-25725 XP)
      1 in 8: 2+1d3 DK ELF FIGHTER (#49), 3+1d3 OWL BEAR (#55) (1970-3235 XP)
      1 in 8: 1+1d3 DK ELF MAGE (#50) (1236-2473 XP)
      1 in 8: 1d3 DK ELF LORD (#48) (1974-5922 XP)

  All random combats have a level-in-4 chance of additional treasure.  This
  will consist of 4 gems; -1+1d(level+1) random items; and (number of random
  items plus 1) jewelry (additional 533-2833 XP).

  Random combats are always Morale [50 + 10 * dungeon level], Distance 2.
  There are a maximum of 9 per dungeon visit.

Resting: Every 8 hours, rest has a 15% chance of being disturbed by a random
  combat.

Tarsus: The mage Tarsus may be found in a couple fixed locations.  He will
  transport the party to the World Map in exchange for 10% of the party's money
  and light items.

SECTION 7.18.2 - Shadowdale Dungeon Map
---------------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13      KEY:
                        ##########
 0   LEVEL 1            #     +  #              0  # wall
                        #######  #                 + door
 1                            #  #              1  - or | archway
                              #++#                 X false door
 2                            #  #              2
                           ####  #                 E Entrance/Exit
 3                         #  |  #              3  U stairs up
                  ##########  #--#                 D stairs down
 4                #     #        #              4  T Tarsus
                  #     #        #        ####
 5                #     #        #        #  #  5
                  ####  ####++####        #++#
 6                #  #  +  #  #           #  #  6
                  #  #--####  ####     ####  #
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                  #     #        #######  #--#
 8                #     +        +  #        #  8
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   #######        #######++#############++####
10 #     #        #     |  |     #  ####  #    10
   #     #        #     #  #     #  ####  #
11 #     #        #     #  #     #     #  #    11
   ####  ################  #######     #  #
12 #  #  +        +              |     |  #    12
   #  #--#  #############  #######  ####  #
13 #     #  #     #######  #######  #  #  #    13
   #     #  #     #######++##########  #  #
14 #     +  #     ####        #######  |  #    14
   #######  #     ####        ##########  ####
15       #  #     ####        #     +     + E# 15
   #######  #--#######     ###################
16 #     |     #  ####     #                   16
   #     ####  #--##########
17 #        #     + D#                         17
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18 #        #     #                            18
   #        #     #
19 #        |     #                            19
   ################
     0  1  2  3  4  5  6  7  8  9 10 11 12 13


     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
                        ##########
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               #######  ####++####
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         ####  #--##########  #  ####++####                          ##########
 8       #        ##########  #           #                          #        #
         #        ##########  #           #        #######XX#############++####
 9       #        ##########  #           #        #     |  |     #  ####  #
         ####++#############  #     ####  #        #     #  #     #  ####  #
10       #     ####     + D#  #     #  |  #        #     #  #     #     #  #
   #######     ####     ####  ####--#  ###################  #######     #  #
11 #     #     ####                       +        +              |     |  #
   #     #  #######     ####  #######--####  #############  #######  ####  #
12 #     +  #  # U+     #  #  #        +  #  #     #######  #######  #  #  #
   ##########  #######++#  #  #        #  #  #     #######  ##########  #  #
13                X     #  #  #        #  X  #     ####        #######  |  #
                  #######  #  #     ####++#  #     ####        ##########  #
14                         #  #     +     #  #     ####        #     +     X
                        ####++#############  #--#######     ################
15                      #        #  #     |     #  ####     #
                        #        #  #     ####  #--##########
16                      #        #  #        #     +  #
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17                      #     #     #        #     #
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18                                  #        |     #
                                    ################
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24



     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
            ##########        ####
 0          #        #        #  #        LEVEL 3                             0
   #############++##########  #++#                          ##########
 1 #     #     |  |     #  #  #  #                          #        #        1
   #     #     #  #     #  ####  #  #######                 ####++####
 2 #     #     #  #     #     #  #  #  #  #                    #  #           2
   ####  #######  #######     #  #  #  #  ####        ##########  ####
 3 #  #  +              |     |  #  #  |     #        #     #        #        3
   #  #--#######  #######  ####  #  #  #     #        #     #        ####
 4 #     #######  #######  #  #  #  #  #     X        #     +        +  #     4
   #     #######++##########  #  ####  #############  #######        ####
 5 #     +  #        #     #  |  #        #        #        #        #        5
   ##########        #     ####  #        #        ##########++#############
 6          #        #     +     +        |        +           #     #     #  6
            #     ###################++#############  #######  #     #     #
 7          #     #                 #  #           #  #     #  #     +     #  7
            #######              ####  #           #  #     #  ####++#  ####
 8                               #  |  #           #  #    T+        #  +  #  8
                              ####  #--#     #######  #######        ####  #
 9                            #        #     #     #                 #     #  9
                              #        #     #     #  ####           #     #
10                            #        #     #     #  #  #           #     # 10
                              ####++####  #######  #  #  #++#  ####  #######
11                               # U#     #  #  #  +  #     #  #  #        X 11
                                 ####  #XX#++#  #--#  #######  #  #++#######
12                                     #  #  #     #           #     +     # 12
                                       #  #  #     #######     #######     #
13                                     #  #  #     X     +     #     +     # 13
                                       #  #  ####XX#######++################
14                                     #  #           #     #                14
                              #######  #  #     ####  #     #
15                            #     X  #  #     #  |  #     #                15
                              #     ####  ####--#  ####  ####
16                            #                       +  #                   16
                        #######     ####  #######--#######
17                      #     +     #  #  #        X                         17
                        ##########++#  #  #        #
18                      #     +     #  #  #        #                         18
                        #############  #  #     ####
19                                     #  #     X                            19
                                    ####  #######
20                                  #        #                               20
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21                                  #        #                               21
                                    #     ####
22                                  #     #                                  22
                                    #######
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

Most things work as described above in Shadowdale/Ashabenford/Essembra Dungeons
Overview.

E (13,15) - Exit to World Map.

Random events:
  1 -'You find a wounded man.  He whispers, "The drow have kidnapped the
    magistrate's daughter.  They are taking her below.  Save her."  He
    expires."'

  2 - 'The drow turn toward you, "So more surface scum invade our halls.  As
    rear guard, we must defeat them."'  Fight 4 DK ELF FIGHTER (#49), 1 DARK
    ELF MAGE (#50), and 1 DARK ELF CLERIC (#51) (Morale undefined, 3485 XP).

  3 - 'You suddenly come upon the main force of drow, who are dragging along a
    young woman.  They attack immediately.'  Fight 6 DK ELF FIGHTER (#49), 1
    DARK ELF MAGE (#50), and 1 DARK ELF CLERIC (#51) (Morale undefined, 6511
    XP) carrying additional treasure of 2 jewelry, 5 gems, 1000 platinum, and 2
    random items.  This encounter will repeat if you run away.

    If you win, 'During the fight, the girl fled in panic.  She is nowhere to
    be seen.'

  4 - 'A lovely maiden is being menaced by fierce black dragons.  Do you want
    to save her?'
    * If you do not: 'The woman is devoured, then, the dragons turn to you.
      You feel that the gods will not favor you in this battle.'  Fight 3 BLACK
      DRAGON (#53) (Morale 100, 2509 XP).  The black dragons receive a to-hit
      bonus of +5, and your party receives a to-hit penalty of -6.
    * If you do: Fight 2 BLACK DRAGON (#53) (Morale undefined, Distance 2, 1672
      XP).  This encounter will repeat if you run away.
      If you win, 'The girl smiles demurely, "Thank you kind warriors.  You
      have saved me.  Return me to Shadowdale, and my father will pay you
      handsomely.".
      * If you do not: '"I will try on my own.  Still thank you for your
        help."'
      * If you agree: 'You retrace your path and reach the surface.  People
        gather around and thank you.  One older man pushes forward.  "You are
        very brave warriors.  Here take all I can spare."'  You receive 4
        jewelry, 8 gems, 4000 platinum, and 3 random items (5333-6333 XP).

SECTION 7.18.3 - Ashabenford Dungeon Map
----------------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13      KEY:
                           ####
 0   LEVEL 1               #  #                 0  # wall
                           #++#                    + door
 1                         #  #                 1  - or | archway
                        ####  ####                 X false door
 2                      #        #              2
                  #######        ####              E Entrance/Exit
 3                #     +        + D#           3  U stairs up
                  #######        ####              D stairs down
 4                      #        #              4  T Tarsus
            #######  ####++#############
 5          #  #  #  #     #######     #        5
            #  #  ####     #######     ####
 6          #  |     #     #######     +  #     6
   #######  #  #     #  ################  ####
 7 #     #  #  #     +  ################  #  #  7
   #     ####  #########################++#  #
 8 #     #        #        ##########        #  8
   ####  #        #        ##########        #
 9 #  #  +        |        +        +        #  9
   #  #--####++#############  ################
10 #     #### E#     #     #  #     #          10
   #     #######     #     #  #     #
11 #     +  #        #     +  #     #          11
   #######  #        #######  #     #
12       #  #              #  #     #          12
      ####++####     #######  #--####  ####
13    #        #     #     |     #  #  #  #    13
      #        #     #     ####  #--####++#
14    #        #     #        #     +     #    14
      #     ####     ##########--##########
15    #     #        #        #     #          15
      #######        #        #     #
16                   #        |     #          16
                     ################
     0  1  2  3  4  5  6  7  8  9 10 11 12 13


     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22
         ##########
 0       #     +  #    LEVEL 2                                             0
         #######  #
 1             #  #                                                        1
               #++#
 2             #  #                                                        2
            ####  #
 3          #  |  #                                                        3
         ####  #--#
 4       #        #                                                        4
         #        #  ##########        ####
 5       #        #  #        #        #  #                                5
         ####++##########++##########  #++#
 6          #  ####     |  |     #  #  #  #                                6
   ##########  ####     #  #     #  ####  #
 7 #     #        #     #  #     #     #  #                                7
   #     #        #######  #######     #  #
 8 #     +        +              |     |  #                                8
   #######        #######  #######  ####  #
 9       #        #     #  #######  #  #  #                                9
         #++#######  ####++##########  #  #     ##########
10       # U#        #     ##########  |  #     #        #                10
         ####  #######     #############  ##########++#############
11             #     #     X        +     +           #     #     #       11
               #     #  ####  #############  #######  #     #     #
12             #     +  #  #  #     #######  #     #  #     +     #       12
               ##########  #  #     #######  #     #  ####++#  ####
13                         X  #     #######  #    T+        #  +  #       13
                           #  #     #######  #######        ####  #
14                         #  #     #######                 #     #       14
                     #######  #--##########  ####           #     #  ####
15                   #     |     #  #######  #  #           #     #  #  # 15
                     #     ####  #--#######  #  #++#  ####  ##########++#
16                   #        #     X     +  #     #  #  #        +     # 16
                     ##########--##########  #######  #  #++#############
17                   #        #     #     #           #     +     #       17
                     #        #     #     #######     #######     #
18                   #        |     #     #     +     #     +     #       18
                     ################     #######XX################
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22

Most things work as described above in Shadowdale/Ashabenford/Essembra Dungeons
Overview.

E (3,10) - Exit to World Map.

Random events:
  1 - 'You come upon a note which reads, "He escaped into the caverns and still
    has the item.  We are in pursuit."'

  2 - 'The ashen remains of another party of adventurers lie here.  A few items
    have survived.'  You find 3 jewelry, 9 gems, 1000 platinum, and 3 random
    items (2508-3508 XP).

  3 - 'You spot a young man carrying a large gem.  When he notes your presence,
    he turns.  "You are becoming tiresome.  I call the protector!"  A shimmer
    appears between you.  A hideous skeletal form appears between you.  From
    behind you hear a scream, "The protector arrives.  Slay them, slay, slay,
    slay!"  The monster strikes.'  Fight 1 DRACOLICH (#60) (Morale undefined,
    Distance 2, 8575 XP).

    If you win, 'The body fades away.  The man has run off.'

  4 - 'The man turns, "You shall never have it!  Since you insist upon pursuit,
    then die!"  He dashes the gem to the ground.  A huge fire roars up
    consuming him.  Shapes form out of the flame.'  Fight 4 SALAMANDER (#57)
    and 5 EFREETI (#52) (Morale undefined, 3101 XP).

    If you win, 'You find that the remains of the gem are still valuable.'  You
    find 15 gems (625 XP).

SECTION 7.18.4 - Essembra Dungeon Map
-------------------------------------

    16 15 14 13 12 11 10  9  8  7  6  5  4  3  2  1  0      NOTE: West is up
                                    ################
 0   LEVEL 1                        #        #     #     0  KEY:
                                    #     ####     #
 1                                  #     |        #     1  # wall
                                    #++####XX#######        + door
 2                                  #  #     #           2  - or | archway
                                    #  #     #              X false door
 3                                  #  #     #           3
                              #######  ####--#######        E Entrance/Exit
 4                            # E+              +  #     4  U stairs up
                              #######  ####--#######        D stairs down
 5                                  #  #     #           5
                                    #  #     #
 6                                  #  #     #           6
                                 ####--#######  #######
 7                               #           #  #     #  7
                           #XX#######     ####  #     #
 8                         #  #     #     #     #     #  8
                  #######  #  #--####--##########++####
 9                #     #  #                 +     #     9
                  #     #  #++######################
10                #     #  #  #     #                   10
                  #++####  #  #     #
11                #     #  #  #     #                   11
                  #     ####  ####--#
12                #     +           X                   12
                  #     ####  ####--#
13                #        #  #     #                   13
                  ##########  #     #
14                         #  #     #                   14
                        ####--#######
15                      #           #                   15
                  #XX#######     ####
16                #  #     #     #                      16
                  #  #--####--##########
17                #                    X                17
         ##########++###################
18       #        #        #                            18
         #        #        #
19       #        +        #                            19
   ##########     ####  #XX#        ####
20 #        #     ####  #           #  #                20
   #        ##########  #############  #
21 #        +                       +  #                21
   ####     ##########  #############  #
22    #     #        #  #           X  #                22
      #######        #  #        #######
23          #        #  |        #                      23
            #XX#     #  ####     ####
24             #     |     #     +  #                   24
               ####XX#  #--#     ####
25                   #  #        #                      25
      ####           #++##########
26    #  #           #        #                         26
      #  #           #        #
27    #  #           X        #                         27
      #++#######     ####  #XX#
28    #        #        #  #                            28
      ####     ##########  ################
29       #     +                       X  #             29
         ################  #############  #
30             #        #  #           +  #             30
               #        #  #         ###  #
31             #        #  |         # #  #             31
               #++#     #  ####      # ####
32             #  #     |     #      X                  32
               #######++#  #--#      #
33                   #  #  #         #                  33
                     ####++###########
34                      # D#                            34
                        ####
    16 15 14 13 12 11 10  9  8  7  6  5  4  3  2  1  0


     0  1  2  3  4  5  6  7  8  9
            #######
 0   LEVEL  #  #  #                 0
       2    #  #  #############
 1          #  |     #        #     1
            #  #     ####++####
 2          #  #     +     #        2
   ##########  #############
 3 #     #        #        #        3
   #     #        #        ####
 4 #     +        |        +  #     4
   ##########++#############  #
 5          #  #           #  #     5
         ####  #        ####++####
 6       #  |  #        #        #  6
      ####  #--#        #        #
 7    #        #        #        #  7
      #        #        #     ####
 8    #        #        #     #     8
      ####++####        #######
 9       # U#                       9
         ####
     0  1  2  3  4  5  6  7  8  9


Most things work as described above in Shadowdale/Ashabenford/Essembra Dungeons
Overview.

E (4,7) - Exit to World Map.

Random events:
  1 - 'You come upon some crude drawings showing owl bears being created by the
    hand of a drow.  The artwork looks fairly recent.'

  2 - 'You find a makeshift altar spattered with fresh blood.  Bearlike
    footprints circle the altar.'

  3 - 'You hear a low, growled chant.  Ahead of you is a circle of owl bears
    prancing around a single brow.  At your approach, they shuffle to a halt
    and stare at you.  The drow intones, "Gather the sacrifices, my children."'
    Fight 6 OWL BEAR (#55) and 1 DARK ELF MAGE (#50) carrying 3 jewelry, 6
    gems, and 2 random items as treasure (Morale undefined, Distance 2, 2534-
    3201 XP).

SECTION 7.19.1 - Voonlar/Phlan Ruins Overview
---------------------------------------------

These optional ruins may be found near their respective cities if you "S"earch
area, which is only an option if you have removed at least two bonds.

Both have one level.  Both use ECL Script 21 and fit into the same base 16x16
structure using clever programming tricks.  The coordinates given with the maps
thus don't reflect the game coordinates, which wouldn't make much sense anyway.

If you "S"earch or "L"ook, if that does not result in a random event you have
a 50% chance of finding an exit to the World Map.

Random events: The base chance for a random event is either 5% or 10%,
  depending on location; this is tripled if you are in Search mode.

  A random event is 50% likely to be a ruin-specific event; these are listed
  by map.  Once exhausted, random events turn into combats; one of the last
  four out of seven combats in the below list is chosen with equal probability.

  The other 50% of the time, a random event will be a combat, chosen as
  follows (the 1d2* below always rolls 1 if the 1d2 for the first monster group
  rolled 1):

    1 in 8: 3+1d2 CULTIST (#17) (596-745 XP)
    1 in 8: 4+1d2 LOOTER (#18) (287-345 XP)
    1 in 8: 1+1d2 SHAMBLING MOUND (#25) (816-1225 XP)
    2 in 8: 7+1d2 SM VEGEPYGMY (#27) (220-247 XP)
    1 in 8: 3+1d2 LG VEGEPYGMY (#28), 3+1d2* SM VEGEPYGMY (#27) (513-641 XP)
    1 in 8: 1+1d2 SHAMBLING MOUND (#25), 2+1d2* CULTIST (#17) (1263-1821 XP)
    1 in 8: 1d2 GIANT SLUG (#30) (493-986 XP)

  All random combats have a 25% chance of additional treasure.  This will
  consist of 4 gems; -1+1d2 random items; and (number of random items plus 1)
  jewelry (additional 533-1300 XP).

  Random combats are always Morale 60, Distance 2.  There are a maximum of 9
  per dungeon visit.

Resting: Every 8 hours, rest has a 15% chance of being disturbed by a random
  combat.

SECTION 7.19.2 - Voonlar Ruins Map
----------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13      KEY:
                     ####
 0                   #  #                       0  # wall
                  ####++#                          + door
 1                #     #                       1  - or | archway
                  #     #                          X false door
 2                #     #                       2  ' pew
                  #  ####
 3                #  +  #                       3  E Entrance/Exit
                  #  ##########
 4                #     #     #                 4
               ####     #     #
 5             #        +     #                 5
               #  #--#  #     #
 6             #  #  #  #     #                 6
               #  #  #  #######
 7             #  #  #  #                       7
               #  ####  #
 8             #        #                       8
            #######++####
 9          #           #                       9
            #  ####     #
10          #  #  |     #                      10
   #######  #  ####     ####
11 #     #  #           +  #                   11
   #  #######           #  #
12 #  +                 #  #                   12
   #  #     #######     ####
13 #  #     #     |     #                      13
   #######++#######++####
14       #  #     #  #                         14
         ####     #  #
15                #  #                         15
                  #  ####
16                #  +  #                      16
                  #  ####
17                #  #                         17
      #######  ####  #
18    #     #  #  +  #                         18
      #     #  ####  #
19    #     #     #  #                         19
      ####++#######  ######################
20    + E                     +           #    20
      #############  #############'''  '''#
21                #  #############        #    21
                  #  #############'''  '''#
22                #  #############        #    22
                  #  ##########XX#'''  '''#
23                #  ##########  #        #    23
               ####++##########  ####++####
24             #        #######  ####  #       24
         #######        ####XX#  ####  #
25       #              #     #        #       25
         #     ####--#  #     #        #
26       #     #     #  #     #        #       26
         #     #     #  #     ##########
27       #     #     #  +     #                27
         #  #--#######  #     #        #######
28       #  #  #        #     #        #     # 28
         #  ####        #     ##########     #
29       #              #              +     # 29
         ################     ##########     #
30                #     #     #        #     # 30
                  #     #     #####    #######
31                #     +     +   #            31
                  #     #     #   #
32                #     #     #   #            32
            ################++#####
33          #     ##########  #                33
            #     ##########  #
34          #     ##########  #                34
            ####++##########  #
35          #     ##########  #                35
            #     ##########  #
36          #                 #                36
            #     ##########  #
37          #     #        #  #                37
            #######        #  #
38                         #  #                38
                           #  #
39                         #  #                39
                        ####++#
40                      #     #                40
                        #     #
41                      #     #                41
                        #######
     0  1  2  3  4  5  6  7  8  9 10 11 12 13

Most things work as described above in Voonlar/Phlan Ruins Overview.

E (1,20) - Exit to World Map.

Random events:
  1 - 'You find graffiti crudely scrawled, "Mogion is not Moander's chosen
    one.  We shall call down his glory."'

  2 - 'You come upon a large pile of green robed bodies.  Strangely, the flesh
    seems to change to plant life before your eyes.  Even worse, the bodies are
    not dead.  You hear a moaned chant.  "Moander ... Moander."  Suddenly, the
    plant life whips about in a frenzy and forms into hideous shapes that reach
    for you.'  Fight 3 SHAMBLING MOUND (#25) (Morale undefined, 1225 XP).

  3 - 'A large number of cultists are gathered together.  One intones, "Our
    brothers and sisters have shown us the way.  We may shed our flesh and
    bring forth the beautiful green.  Now let us call in a piece of our god."
    The cultists gather together and shrivel into a heap.  Once again, flesh
    begins to change and flow.  This time, only one plant thing is forming, but
    it is very large.'  You surprise 1 BIT O' MOANDER (Morale 100, 2616 XP).

SECTION 7.19.3 - Phlan Ruins Map
--------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19      KEY:
                              #######
 0                            #     #                             0  # wall
                              #  #############                       + door
 1                            #  +           #                    1  - archway
                              #  ####'''  '''#                       ' pew
 2                            #  #  #        #                    2
                              ####  #'''  '''#                       E Entr./
 3                                  #        #                    3    Exit
                                    #'''  '''#
 4                                  #        #                    4
            #######                 ####++####
 5          #     #                 #        #                    5
            #     #                 #        #
 6          #     #                 #        #                    6
            ####++#                 #        #
 7          #     #                 #        #                    7
            #     #              #######++######################
 8          #     #              #           #                 #  8
      #######     #              #  ####     #        #######  #
 9    #     #     #              #  #  +     #        #     +  #  9
      #     #     #              #  ####     #        #  ####  #
10    #     +     #              #           +        #  #     # 10
      #     #     ################           #        ####     #
11    #     #              +                 #                 # 11
      #######     ##########     #######     ##########++#######
12          #     #     #  #     #     +     ####        #       12
         ####     #     #  ####++#######++#######        #
13       #  +     +     #  #     ####     #              #       13
         ####     #     #  #     ####     #     ####++#  #
14          #     #     #  #     ####     #     #     #  #       14
            ####++#######  #  #############     #     #  #
15             #  #        #  +  ##########     #     # E+       15
               #  #        #  #############  #++#######  #
16             #  #        #     ####     #  #  #        #       16
               #  #     ####     ####     #  ####        #
17             #  #     #        +        #              #       17
               #++#     #  #--#  ####++###################
18             #  #     #  #  #  #  #  #                         18
      ##########  #     #  #  #  #  ####
19    #           #     #  #  #  #                               19
   ####           #     #  ####  #
20 #  +           #     #        #                               20
   #  #############     ####++####
21 #  #                 #        #                               21
   ####                 ##########
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19

Most things work as described above in Voonlar/Phlan Ruins Overview.

E (17,15) - Exit to World Map.

Random events:
  1 - 'You hear a party of Red Plumes planning to loose a pack of Moander
    cultists on Phlan and then blame it on the Zhentarim.  In this way, they
    can have Phlan ally against Zhentil Keep.'  If you attack, you surprise
    8 RED PLUME (#16) (Morale 80, Distance 2, 1033 XP).

  2 - 'You come upon a contingent of Zhentarim troops.  They are muttering
    about Red Plumes and the difficulty in finding them.'  If you attack, you
    surprise 1 ZHENTRIM CLERIC (#19) and 4 ZHENTRIM FGHTR (#20) (Morale 80,
    Distance 2, 2620 XP).

  3 - 'You see some Red Plumes keeping an eye on some green robed cultists.'
    If you attack, you surprise 4 RED PLUME (#16) and 8 CULTIST (#17) (Morale
    100, Distance 2, 1708 XP).

SECTION 7.20.1 - Teshwave/Hillsfar Ruins Overview
-------------------------------------------------

These work very similarly to the Voonlar/Phlan Ruins, except they use ECL
Script 69 and the random combats are different:

    1 in 8: 3+1d2 PHASE SPIDER (#65) (606-758 XP)
    1 in 8: 2+1d2 PHASE SPIDER (#65) (455-606 XP)
    1 in 8: 2+1d2 HELL HOUND (#68) (265-353 XP)
    2 in 8: 3+1d2 MARGOYLE (#69) (353-441 XP)
    1 in 8: 1d2 PRIEST OF BANE (#70), 3+1d2* HELL HOUND (#68) (599-933 XP)
    1 in 8: 2+1d2 THRI-KREEN (#64), 1+1d2* PHASE SPIDER (#65) (1210-1664 XP)
    1 in 8: 1d2 RAKSHASA (#67), 3+1d2* HELL HOUND (#68) (554-843 XP)

There is a bug where spiders will sometimes not have no icon in combat.

SECTION 7.20.2 - Teshwave Ruins Map
-----------------------------------


     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
                     #######
 0                   #  "  #                                                  0
   #######           #"""""####           #######
 1 #     #           #  "  "  #           #  "  #                             1
   #     ####     ####""""""""#           #"""""####
 2 #     +  #     #  #  "  "  #           #  "  "  #                          2
   #######  #     #  #""""""""#     #######""""""""#
 3       #  #     #  +  "  "  #     #     #  "  "  #                          3
         #  #     #  #######++#######     #""""""""#
 4       #  #     #  ###X  "  "  "  #     +  "  "  #                          4
   #######  #######  ####"""""""""""#############++###################
 5 #     +           ####  "  "  "  +                       +        #        5
   #     #  #######  ############################  #############     #
 6 #     #  #     #  #  "  ######################  #           #     #        6
   #  ####  #     #++#"""""######################  #           #######
 7 #  #  #  #     #  "  "  "  ###################  #                          7
   ####  #  #     #"""""""""""###################  #
 8       #  #     #  "  "  "  ###################  #                          8
         ####     #"""""""""""###################  ####
 9                #  "  "  "  #     #  #######        #                       9
         ##########++##########     #  ##########++####XX###################
10       #                 #       B+                       +     +        # 10
         #           ''''  #        ####XX#######     #######     ####     #
11       #           '  '  #                    #     #     #     #  #     # 11
         #     ''''  ''''  #                    #  ####     #######  #######
12       #     '  '        #                    #  #                         12
         #  ''''  '     ####                    #++####
13       #  '     '     #                       #     #                      13
         #  '''''''     #                       #  ####
14       + E            #                       #  #                         14
         ################                       ####
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

KEY: # wall            ' rubbled wall   B buggy area; if you enter here, it is
     + door/archway    " tombstones       only possible to leave the dungeon
     X false door      E Entrance/Exit    by searching for an exit

Most things work as described above in Teshwave/Hillsfar Ruins Overview.

E (2,14) - Exit to World Map.

Random events:
  1 - 'You find a note that says, "Seek the hidden stone, beneath it lies the
    river pirates' treasure."'

  2 - 'You spot a priest arguing with some pirates about a map.  They seem
    unaware of you.  What do you do?'  If you attack, you surprise 6 FIGHTER
    (#89) and 1 PRIEST OF BANE (#70) (Morale 80, Distance 2, 681 XP).  If you
    fight and win, 'You find a cryptic map marked with an X.'

  3 - 'You find the area marked on the map.  A stone beneath your feet seems
    loose.  Shifting it reveals a treasure: 5 jewelry, 5 gems, 1000 platinum,
    1000 gold, 2000 electrum, 8000 silver, 12000 copper, and 2 random items
    (3418-4085 XP).

SECTION 7.20.3 - Hillsfar Ruins Map
-----------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17      KEY:
               ##########
 0             #        #                                   0  # wall
               #        #######                                + door/archway
 1             #        #     #                             1  ' rubbled wall
               #        #     #                                " tombstones
 2             #        +     #                             2
               ####'''''#######                                E Entrance/Exit
 3                #     #                                   3
               ####     #######
 4             #  '     #  "  #                             4
               #######++#"""""####
 5                   #  "  "  "  #                          5
                     #"""""""""""#
 6                   #  "  "  "  #                          6
                     #"""""""""""#
 7                   #  "  "  "  #                          7
            ##########++##########
 8          #              #                                8
            #  '''''''     #
 9          + E'     '     #                                9
            #  '''''''     ##########
10          #              +        #                      10
            #######++##########     #
11                #  ##########     #                      11
                  #  ################     #######
12                #     #     #           #     #          12
      #######     #     #     #############     ##########
13    #  #  #     #     #     #           '     '        # 13
   ####  #  ##########++####++####        '     '        #
14 #     +                       +        '     '        # 14
   ##########++#######     #########################++####
15          #  #######     #                       #     # 15
            #  #######  ####                       #  ####
16          #  #######  #                          #  #    16
            ##########++#############              ####
17          #     +  "  "  "  #     #                      17
            #     #"""""""""""#     #
18          #     #  "  "  "  +     #                      18
            #  ######################
19          #  #                                           19
            ####
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17

KEY: # wall            ' rubbled wall
     + door/archway    " tombstones
                       E Entrance/Exit

Most things work as described above in Teshwave/Hillsfar Ruins Overview.

E (3,9) - Exit to World Map.

Random events:
  1 - 'You find a small pinnace hidden here.  Wet footprints lead off.  It
    appears that something heavy was being dragged.'

  2 - 'Pirates leap upon you.'  You are surprised by 8 FIGHTER (Morale 80, 580
    XP).

  3 - 'Some pirates are busily digging here.  Suddenly, one shouts, "Hold it
    mates.  We been spotted.  Keel haul em."  The pirates rush forward.'  Fight
    8 FIGHTER (Morale 80, 580 XP).  If you win, you claim their treasure of 6
    jewelry, 8 gems, 1000 platinum, 2000 gold, 5000 electrum, 6000 silver,
    25000 copper, and 2 random items (4320-4987 XP).

SECTION 7.21.1 - Oxam's Tower
-----------------------------

LEVEL 1                   LEVEL 2           LEVEL 3  LEVEL 5  LEVEL 7

    0  1  2  3  4  5      ################  #######  ####     ####
  ##########++#######     #     #     #  #  #    8#  #10#     #12#
0 #        +E1#     # 0   #     #  6  #  #  #     #  #  #     ####
  #    1   #++#     #     #     #     #  #  #     #  #  #
1 #        #  #  2  # 1   ####++####++#++#  #######  ####     ECL Script 37
  #++#######  #     #     # 5            #
2 # 3   +  #  +     # 2   #######++#######                    KEY:
  #######  #  #######           #    7#     LEVEL 4  LEVEL 6
3       #  #  #       3         #++#++#                       # wall
        #++####                 #  #  #     #######  ####     + door
4       # 4 E2+       4         #  #  #     #    9#  #11#
        #     #                 #  #  #     #     #  ####     E Entrance/Exit
5       #     #       5         #######     #     #
        #######                             #######
   0  1  2  3  4  5

Random events: Random events are always random combats, with a 5% probability
  unmodified by Search mode.  There is no limit to the number of combats, which
  are always Morale 80, Distance 2.  Combats are as follows:

  Chance Monsters
  ------ --------------------------------------------------------
  19%    1+1d19 OGRE (#35) (also carries 30 platinum; 92-691 XP)
  20%    1d5 OTYUGH (#09) (170-850 XP)
  10%    1+1d11 GRIFFON (#37) (265-1590 XP; random treasure 19%)
  10%    1d6 MANTICORE (#38) (131-789 XP; random treasure 34%)
  10%    1+1d8 MINOTAUR (#41) (488-2196 XP; random treasure 24%)
  10%    1+1d14 ZHENTIL FIGHTER (#32) (791-5937 XP; random treasure 49%)
  10%    1+1d14 ZHENTIL FIGHTER (#32) and 1+1d5 ZHENTIL MAGE (#33) (2196-10152
           XP; random treasure 49%)
  11%    1+1d14 ZHENTIL FIGHTER (#32) and 1+1d5 ZHENTIL CLERIC (#34) (1373-7682
           XP; random treasure 39%)

  If a random treasure is indicated and rolled and you win the combat, you will
  separately receive the following random treasure (worth 0-2666 XP):
  * -1+1d6 jewelry
  * -1+1d11 gems
  * -1+1d21 platinum
  * 25% chance of 1 random item

Resting: Every 2 hours and 30 minutes, there is a 10% chance rest will be
  disturbed by a random encounter.

E1 (3,0) - Exit to World Map.  If you exit, all Drow Chain Mail and Drow Long
  Swords are destroyed.

E2 (3,4) - Exit to Mulmaster Beholder Corps Dungeon (4,4).

1 - 'This is the remains of a large sitting room.'  If you search, there is a
  50% chance you will find random treasure (as above).

2 - 'This is the library.  Many old books line the shelves.'  If you search,
  'Every book you touch crumbles into ashes.  There is nothing here.'

3 (0,2) - Stairs up to Level 2.

4 (2,4) - Fixed combat against MINOTAUR (#41); same as the random combat.

5 - Stairs down to Level 1.

6 - If you search this bedroom, you will find random treasure (as above).

7 - Stairs up to Level 3.

8 - Stairs down to Level 2, and up to Level 4.

9 - Stairs down to Level 3, and up to Level 5.  An image of a High Priest of
  Bane appears.  "Welcome, my friends.  I await your arrival.  In the
  meanwhile, have some fun with my pets."  Fight 7 OTYUGH (#09) (Morale 80,
  1190 XP).

10 - Stairs down to Level 4, and up to Level 6.  If you stay on the floor,
  there is a fixed combat against MANTICORE (#38); same as the random combat.

11 - Stairs down to Level 5, and up to Level 7.

12 - Stairs down to Level 6.  'Before you is a high priest of Bane.'  Fight
  3 ZHENTIL FIGHTER (#32), 4 OTYUGH (#09), and 1 HIGH PRIEST (#72) carrying
  8 jewelry, 8 gems, and 4 random items (Morale 80, 5965-7299 XP).

SECTION 7.21.2 - Mulmaster Beholder Corps Dungeon
-------------------------------------------------

     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15      ECL Script 37
   #######     ############################
 3 #     #     #    3~ 2                  #           3  KEY:
   #  #  #     ##########--#############--##########
 4 #  #  #     +E1     1                           #  4  # wall
   #  #  #     ##################################--#     + door
 5 #  #  #     #  #        #     + 8   # 4+        #  5  - or | archway
   #  #  #######  #        #++#############        #     ~ secret door
 6 #  #  |        #        #     #     # 5+        #  6
   #  #######++#  #        #     #     ####        #     E Entrance/exit
 7 #     #   10#  #       9#     # 6   #  +        #  7
   ####  #     #  #######++####++#++#######++#++#++#
 8 #  #  #     #                          + 7#  # 6#  8
   #  #  ###########################################
 9 #  #  #       Long Corridor      +12            #  9
   #  #  #  #########################              #
10 #11+  |  #     #     #                          # 10
   #######--#     #     #           ####     ####  #
11 #        #16   #15   #           ####     ####  # 11
   ##########++####++####        #######     ####  #
12 #              +   13+E2      ####              # 12
   #  #############++####  ####  ####     ####     #
13 #  #        +  #14   #  ####           ####     # 13
   #  #        #++#     #  ####  ####     ####     #
14 #  +17      #18#     #        ####              # 14
   #++###################        ####              #
15 #                  E3#                          # 15
   ###################++############################
     0  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15

Random events: Same as Oxam's Tower.

Resting: Same as Oxam's Tower.

Long Corridor: This corridor is several squares longer than on the map.

E1 (4,4) - Exit to Oxam's Tower (3,4).

E2 (7,12) - Entrance to evil convention center.

E3 (6,15) - Exit to World Map.  If you exit, all Drow Chain Mail and Drow Long
  Swords are destroyed.

1 (6,4) - 'A dark shape scuttles through the archway ahead and to your left.'

2 (6,3) - 'Noise comes from the wall to the west.'

3 (5,3) - Monster lair: fight 3 HOODED MEDUSA (#39) and 5 GRIFFON (#37)
  carrying 5 jewelry, 10 gems, 100 platinum, 300 gold, and 2 random items
  (Morale 80, 3730-4396 XP).

4 (12,5) - 'An arrow trap goes off!'  The currently chosen character takes 1d6
  damage.

5 (12,6) - 'You feel very strange.'  Teleport to Oxam's Tower E1 (3,0).

6 - In the first of these locations you enter, 'A band of fighters bursts
  through the door behind you.'  Fixed combat against ZHENTIL FIGHTER (#32);
  same as the random combat.

7 (13,8) - Fixed combat against OTYUGH (#09); same as the random combat.

8 (10,5) - 'This room is covered with dark red stains.  Chains are embedded in
  the walls, and piles of bones are scattered about.'

9 (7,7) - Fixed combat against MANTICORE (#38); same as the random combat.

10 (3,7) - 'A medusa looks up from a grisly meal.'  Fight 1 HOODED MEDUSA
  (#39), 4 GRIFFON (#37), and 4 OGRE (#35) carrying 4 jewelry, 3 gems, 50
  platinum, and 1 random item (Morale 80, Distance 2, 2547-2880 XP).

11 (0,10) - 'A large round shape slowly turns towards you.'  If you "A"ttack
  it, 'The gas spore explodes at the touch of your weapons'; everyone must
  save vs. rod/staff/wand or take 6d6 damage.

12 (11,9) - 'A man cowers in the shadows.  He gasps, "The beholder corps is ...
  gaak!"  A large round shape disappears into the darkness.'

13 (6,12) - 'A beholder floats in front of you.  "You are not of the creatures
  invited to this conference.  However, the corps is merciful.  Go now, if you
  value your lives."'  If you "A"ttack, fight 1 BEHOLDER (#40) (Morale 80,
  Distance 2, 2400 XP).

14 (5,13) - 'Local guards cower back at your approach.'  If you "A"ttack, 'The
  guards get very strange, wicked smiles on their suddenly furry faces.'  Fight
  5 RAKSHASA (#67) carrying 3 jewelry and 5 gems (Morale 80, Distance 2, 2312
  XP).  'You find a small, elegant card which says "The High Imperceptor of
  Mulmaster commands your presence at the Tower of Oxam.  The Beholder Corps
  will be your hosts."'

15 (5,11) - 'A large drow elf examines a small card.  He looks up at you and
  draws his weapon.'  If you "A"ttack, fight 1 DARK ELF LORD (#43) carrying
  3 jewelry, 5 gems, and 3 random items (Morale 80, Distance 2, 3507-4507 XP).
  He carries the same card the rakshasas at location 14 do.

16 (3,11) - 'Several beholders are gathered around a small, floating object.
  As you enter, one of them looks up and notices you.'  If you "A"ttack, fight
  3 BEHOLDER (#40) (Morale 80, 10466 XP) carrying 8 jewelry and 8 gems.  'You
  find a list.
   "Rakshasa Yes
    Efreeti  No
    Vampire  No
    Drow     Yes
    Lich     No"'

17 (1,14) - Mulmaster Beholder Corps: 'You enter a room dominated by a large
  conference table.  On each side is an assemblage of rakshasa, drow, priests,
  and beholders.  They are discussing the fate of adventurers.'

  If you "T"hrow caution to the wind, fight 15 BEHOLDER (#40), 10 DARK ELF LORD
  (#43), 10 HIGH PRIEST (#72), and 8 RAKSHASA (#67) carrying 15 jewelry, 15
  gems, 8000 platinum, and 5 random items (Morale 100, 76375-78041 XP).

  The easiest way to win this battle is to use the Dust of Disappearance.

  That isn't actually necessary, however, with a well-prepared party.

  Have on hand one or two scrolls with Confusion, 200+ Arrows +1, and a couple
  Darts of Hornet's Nest on any character who can use those.  Cast a full set
  of buffs before entering: Bless, Protection from Evil, Prayer, Enlarge,
  Shield, Mirror Image, Haste, and Minor Globe of Invulnerability.  You should
  have an extra Haste or two prepared.  Blink is combat-only and it's not worth
  casting during this fight, but you can trigger a fight immediately outside
  and have all magic-users cast Blink before ending combat.

  You will start out right next to the mass of beholders, which makes early
  rounds the most luck-dependent, as several will likely fire at you before
  everyone can move away.  Magic-users should get out the door to the other
  side of the hall (far enough away that beholders cannot hit you with anything
  other than Slow, which will dispel Haste but otherwise not get through a
  Minor Globe of Invulnerability), and cast Confusion (from a scroll, as speed
  is paramount) in the middle of the dark elf lords and high priests.
  Confusing several is enough.  Everyone else should take cover behind the
  southern wall if they didn't get Haste dispelled, or retreat north up the
  outside hallway as far as they can if they lost Haste.

  It is likely that some beholder will get in a short-range deadly eye beam
  successfully before all your characters can get out of range.  If your luck
  gets you past that, and you manage to get enough foes confused, however, you
  now have significantly better odds of winning without losses.

  In the second round, move all characters up north the hallway, up to about
  even with the northwestern corner of the conference room, and "D"elay.  Many
  monsters will now get stuck in the northwest corner of the conference room.
  There is a 20% chance any confused monster will "go berserk", and that will
  cause all other foes to fire at that monster.  This will include Fear spells
  from the beholders, which should end up affecting a significant number of
  dark elf lords and high priests, and many of the confused foes will also try
  to flee.

  You now want to keep most monsters in the conference room, either stuck in
  the northwest corner or else trying to run away to the east (where there is
  no way out), and have only a manageable number at a time come out.  Continue
  to maintain distance from the door and "D"elay attacks until all enemies have
  moved, preferring to attack at range.

  For the next few rounds, there are still likely going to be enough foes
  coming out that you will have to deal with more than one at a time:

  * Cast Fireball or Confusion at the doorway if there are enough dark elf
    lords or high priests about to emerge.
  * Beholders only have movement 3, and can be picked off with bows or staff
    slings at range.  Range 7 is enough that they can only affect you with
    Slow, which you need range >10 to avoid.  You can risk arranging backstabs
    or getting close enough to throw Darts of Hornet's Nest if you think you
    can down all nearby beholders before they can fire short-range eye beams.
  * As dark elf lords are quick, magic-resistant, and durable, it's best to
    arrange backstabs on them.
  * High priests are vulnerable to most kinds of attack.
  * Rakshasas are immune to any offensive magic, but don't have many hit points
    and go down relatively quickly to any of +3 weaponry, backstabs, blessed
    quarrels, or multiple +1 arrows.

  Once the flow of foes through the door starts to subside, you can edge closer
  to the door to continue drawing them out.  Some enemies that try to run will
  be stuck in the southeastern corner of the conference room, and are best
  picked off from far away.

  The fight will likely be protracted enough that shorter-lasting buffs will
  wear off; it then may pay to re-cast Haste.

  A successful fight will take many tries to survive the first few rounds, and
  even given that will take a long time, with the need for patience to stay out
  of beholder lethality range.

18 (4,14) - Beholder corps treasury; find 15 jewelry, 40 gems, 800 platinum,
  2500 gold, 5000 electrum, 10000 silver, 30000 copper, and 11 random items
  (9508-13175 XP).


SECTION 8.1 - Mechanics Introduction
------------------------------------

The Gold Box games are fundamentally based on the three standard 1st Edition
AD&D rulebooks: the Player's Handbook, the Dungeon Master's Guide, and the
Monster Manual.  Other sources are Unearthed Arcana (mostly items), Monster
Manual II, Fiend Folio, and the 1st Edition Forgotten Realms sourcebooks.  The
major 2nd Edition rule used is THAC0; 2nd Edition came out at about the same
time as Curse of the Azure Bonds.  3rd Edition did not exist until years after
the last Gold Box game was released.

The tabletop game uses dice of 4, 6, 8, 10, 12, and 20 sides.  The notation XdY
indicates the sum of rolling X Y-sided dice; a standard roll of two cubical
dice is represented as 2d6 and yields a number between 2 and 12.

The Gold Box games predate the invention of modern robust pseudorandom number
generators (the Mersenne Twister was not invented until 1997), so random
numbers in this game are not rigorously random.  As is typical for pseudorandom
number generators that old, you will often get clustering effects.  (Example:
if the game rolls d20 100 times, on average you will actually get 5 of each
number, but the 1s and 20s will tend to cluster together more than you would
expect statistically.  This effect is clearest when casting Fireball; you will
get both very low and very high damage rolls far more often than would happen
if the die rolls were truly random.)

Most of the rules here apply to all the Gold Box games, with known exceptions
indicated.  The major exception is spellcasting classes in the Dragonlance
games, which have their own rules.

SECTION 8.2 - Hit Points and Status Conditions
----------------------------------------------

Hit points should almost need no introduction.  A character is knocked
unconscious if reduced to 0 hit points or fewer.  Between -1 and -9 hit points,
1 hit point is lost every round, unless one of the following happens: another
character issues the "B"andage command (which has unlimited range), you cast
any cure spell on the character, or you win the combat.  Any of these will
bring the PC up to 0 hit points and stabilize the character.  At -10 or
fewer hit points, the PC dies.  Nothing else can harm such an unconscious
character.

(Being reduced below 0 hit points doesn't debilitate you as the tabletop game
does, nor does it outright kill you as in 2nd Edition or most classic CRPGs.
Also, the death from massive damage rule introduced in 2nd Edition does not
exist in 1st Edition or the Gold Box games.)

Fleeing a combat will result in the permanent loss of any disabled characters
left behind.

Death is much harder to fix than in most modern CRPGs; the standard Raise Dead
spell is not guaranteed to work (and is not supposed to work on full-blooded
elves, though it does in temples), and results in permanent Constitution loss
even if successful.  The higher-level Resurrection spell is not available at
Curse of the Azure Bonds temples.  If you are not above exploiting bugs, you
can raise a dead character by, in combat, casting Cause Light Wounds (which
requires a combat attack roll, so it works best if you remove all armor on the
dead character first).

Stoned (character turned into a statue) can be fixed with a Stone to Flesh
spell, which in this game you can only get at a temple (even though it's not
a clerical spell).

Gone means just that -- a Gone character is permanently dead and irrecoverable
(aside from restoring or editing a saved game).

Poison in AD&D 1st Edition does not work in the classic CRPG way of causing
gradual hit point loss.  It instead "kills" you if you fail your saving throw.
This form of death may be fixed with the Neutralize Poison spell.  The Slow
Poison spell will temporarily work to revive the character, and will work in
the middle of combat, but at the end of that spell's duration will cause the PC
to die outright if you do not get Neutralize Poison cast before that.

Blinded characters receive a -4 penalty to all of attack rolls, Armor Class,
and saving throws.  (They do not treat all enemies as invisible, as they do
in the tabletop game.)

Disease will drain 1 hit point every 10 minutes (this will not cause hit points
to drop below 1), as well as 1 Strength every hour (this will not cause
Strength to drop below 3, but is permanent).  Disease will also prevent proper
hit point restoration.  This can be cured by the Cure Disease spell or a
paladin's power.

Charmed is a condition caused by a variety of spells (Charm Person, Charm
Monster) or some monster special attacks.  A charmed creature will fight for
the other side while charmed, though it cannot be controlled.  A physical
attack by a charmed creature's ally targeted on another ally automatically
breaks the charm.  (Magical attacks do not have this effect.)  Aside from a
physical attack, this can be fixed with another charm spell (though you will
still be unable to actually control the character), or Dispel Magic.

Helplessness is caused in combat by a variety of spells (Sleep, Stinking Cloud,
Hold Person) or some monster special attacks.  Any physical attack on a
helpless defender automatically hits and does enough damage for the defender to
start dying.  (This is only supposed to happen under 1st Edition rules; in 2nd
Edition and later, extra conditions apply if you want to automatically slay a
helpless defender.)

Confused is caused by the 4th-level magic user Confusion spell, which causes
random effects each round; see that spell's description for details.

Fear is caused by the 4th-level magic user spells Confusion and Fear; this
compels the creature to try to flee combat; fleeing creatures often get stuck
in corners.

Feeblemindedness is caused by the 5th-level magic user spell Feeblemind.  It
prevents spellcasting indefinitely, and may only be removed by the Heal spell.
In Curse of the Azure Bonds, Heal is only available at temples.

SECTION 8.3 - Time
------------------

The smallest unit of time the game keeps track of is the minute.

There are 10 minutes in 1 turn; ("minute" and "round" are synonymous)
             6 turns in 1 hour; (yes, "round" and "turn" are not the same)
            24 hours in 1 day;
             10 days in 1 tenday; (a "week" of 7 days exists in the base rules)
           3 tendays in 1 month;
           12 months in 1 year.

The standard Forgotten Realms calendar adds extra days to bring the year to 365
or 366 days (and is always a pure solar calendar like the modern Gregorian
calendar), though it doesn't happen here.  The Gold Box games mostly do not
use or track tendays.

Units of time longer than a day have very little influence on gameplay.   You
need to gain about 20 years before aging starts to become a problem at all, yet
as far as I can tell, you do not actually age by means other than by casting
Haste.  In later games you can find and even buy Elixirs of Youth to reduce
your age anyway.

The sun rises at 00:00 and sets at 14:00 or 15:00 (depending on the map).  It
usually does not matter whether it is day or night; the major exception is that
it affects dark elves outdoors.

It takes 1 minute to move forward one square in the first-person view, and 10
minutes to thoroughly search the current square.  Moving on the World Map takes
a number of days defined by location and means of travel.

In the Gold Box games, there is rarely urgency to hurry, even if you are
pursuing bad guys; urgency is usually implemented by making it difficult or
impossible to rest.

Combat is divided into rounds; 1 round is 1 minute (this is different from 3rd
Edition and later).  A round is divided into segments which last roughly
several seconds each.

If you remove a character from your party, any temporary effects are remembered
and frozen in time.

This game probably takes place in later 1358 DR, several months after Pool of
Radiance (early 1358 DR).  The tabletop version take place in late 1357, about
four months after the beginning after the tabletop Pool of Radiance.  In
either case, the book Azure Bonds takes place beforehand, in earlier 1357 DR.

SECTION 8.4 - Experience and Gaining Levels
-------------------------------------------

AD&D popularized the very concept of gaining experience (XP) and gaining
discrete power-ups at levels of experience.  The amount of experience needed to
gain a level is listed under the section for each individual class.

Characters must be conscious at the end of a battle to receive experience; just
having positive hit points is not sufficient.  Any sleep or paralysis is
automatically fixed before this, which doesn't necessarily happen even in other
AD&D computer adaptations.  Single-classed characters with at least 16 in all
primary statistics receive a 10% bonus to experience earned.

Treasure can be worth experience too.  Experience for magical items varies by
item.  The standard rule of thumb in the tabletop game is that experience
value is 20% of the gold value of the item.  Any magical item with a plus is
worth 400 XP per plus.

(This seems strange, as treasure these days is almost always treated as its own
reward, but in the days before 1st Edition AD&D, treasure was the primary way
to get experience.  That meant that you would find gold for no other reason
than to get experience, which in turn led to the problem of having gold and
nothing to spend it on.  Yes, that problem predates the home computer.)

You do not gain experience for a monster or anything it carries if its name is
blue (i.e., monster is charmed or berzerk) at the time it is killed.

Unlike most modern games, gaining a level is not automatic.  You must go to a
training hall, and pay 1000 gold (200 platinum).

You cannot gain more than one level in one class at a time.  If you have enough
experience to go up more than one level in one class, doing so will cause you
to lose just enough experience so that you are 1 experience point short of
another level; this will not cause you to lose already earned levels in a
different class.  The traditional Gold Box way to get that next experience
point is to get into a tavern brawl.

If you are a multi-classed character (only non-humans may multi-class, and in
fact there's not much point in playing a non-human if you do not), experience
is evenly divided between your classes.  (This is always rounded down, which
is not the case in the tabletop game.)  This will mean you will progress in
your classes at different rates.  This division happens even if you have
reached the maximum level for one of your classes.

When gaining a level as a multi-classed character, to find hit points gained
at a level where you roll a die (this works differently compared to Pool of
Radiance):
  (1) roll die for hit points
  (2) add Constitution modifier
  (3) divide by number of classes
  (4) if below 1, set to 1
For characters transferred from Pool of Radiance, there is a bug where multi-
classed characters may not gain hit points when they train.  For levels beyond
where you roll a die, you instead gain a fixed specific number of hit points,
which does not get divided by number of classes as it is supposed to.

Dual-classing, which only humans can do, requires at least 15 in the primary
statistics of your original class, and at least 17 in the primary statistics of
your destination class.  You may not use most abilities of the old class, other
than hit points, until your new class's level is higher.  You may then use all
the abilities of the old class freely, except for the ability to wear armor if
you want to cast magic-user spells (this does not apply if you were a ranger of
9th level or higher), or if you want to use thief abilities.

(Rangers will keep extra damage versus giants and paladins will keep their
inherent Protection from Evil even before they surpass their old class's level.
Tabletop game rules permit you to change classes more than once so long as you
never return to a previous class, but you may only ever do so once per
character in the Gold Box games.)

Non-humans have a racial limit to how many levels they can gain in most
classes, which often depend on the class's primary statistic.  This was one of
the most hated rules of 1st and 2nd Edition before it was dropped in 3rd
Edition.  Thieves and humans have no such restrictions.  This is in addition to
the limits imposed by Curse of the Azure Bonds itself; these game level limits
are extended as you move on to the sequels, but racial level limits never are.

SECTION 8.5.1 - Statistic: Strength
-----------------------------------

          +To  +To  Carry   Open Doors  Bend  Monster with
   Score  Hit  Dam  Capac   Easy  Hard  Bars  this strength
       3   -3   -1    162    1/6     -    0%
     4-5   -2   -1    262    1/6     -    0%
     6-7   -1    0    362    1/6     -    0%
     8-9    0    0    512    2/6     -    1%
   10-11    0    0    512    2/6     -    2%
   12-13    0    0    612    2/6     -    4%
   14-15    0    0    712    2/6     -    7%
      16    0   +1    862    3/6     -   10%
      17   +1   +1   1012    3/6     -   13%
      18   +1   +2   1262    3/6     -   16%
18/01-50   +1   +3   1512    3/6     -   20%
18/51-75   +2   +3   1762    4/6     -   25%
18/76-90   +2   +4   2012    4/6     -   30%
18/91-99   +2   +5   2512    4/6   1/6   35%
   18/00   +3   +6   3512    5/6   2/6   40%  Ogre
      19   +3   +7   4512    7/8   3/6   50%  Hill giant
      20   +3   +8   5012    7/8   3/6   60%  Stone giant
      21   +4   +9   6012   9/10   4/6   70%  Frost giant
      22   +4  +10   7512  11/12   4/6   80%  Fire giant
      23   +5  +11   9012  11/12   5/6   90%  Cloud giant
      24   +6  +12  12012  19/20   7/8  100%  Storm giant
      25   +7  +14  15012  23/24  9/10  100%  Titan

"+To-hit" only affects melee attacks, not missile attacks.
"+To-dam" affects melee weapon damage; penalties cannot cause damage to drop
  below 1 unless you cannot cause damage to begin with.  It does not affect
  thrown weapons (this does happen in 2nd Edition), and it also does not affect
  missiles fired from a launcher.
"Carry capac" measures unencumbered carrying capacity; you can actually carry
  up to 988 extra coins of weight beyond the limit without magical assistance.
"Open doors" is the standard probability for opening a stuck or heavy door in
  one try.  If you try to "B"ash open a door, this chance of success is
  checked for every character, depending on the door difficulty.
"Bend Bars"/Lift Gates is the percentage chance of a feat of strength, the
  standard ones being bending iron bars or lifting an iron portcullis.

Strength is the primary statistic for fighters, and also one for paladins and
  rangers.
A warrior with 18 Strength also gets to roll percentile dice for exceptional
  Strength.

SECTION 8.5.2 - Statistic: Intelligence
---------------------------------------

This is only of any importance at all for classes that can cast magic-user
spells.

There are minimum Intelligence requirements for casting 5th and higher level
magic-user spells.  You need at least Intelligence 10 to cast 5th-level magic-
user spells, the highest available in Curse of the Azure Bonds.  (You need 2
additional points of Intelligence per additional spell level in the sequels.)

Intelligence is the primary statistic for magic-users, and also one for
rangers.

Number of languages you can learn is never relevant; the chance to learn a
spell is 100% if it can be learned at all; and there are no minimum or
maximum numbers of spells you can learn per level.  (Intelligence affects all
of these in the tabletop game.)

Intelligence also does not grant you bonus spells, as it does in later
editions.

SECTION 8.5.3 - Statistic: Wisdom
---------------------------------

       S. T.  Cleric
Score  Bonus  Spells
    3     -3
    4     -2
  5-7     -1
 8-12      0
   13      0  Bonus L1 spell
   14      0  Bonus L1 spell
   15     +1  Bonus L2 spell
   16     +2  Bonus L2 spell
   17     +3  Bonus L3 spell; minimum needed for 6th level cleric spells
   18     +4  Bonus L4 spell; minimum needed for 7th level cleric spells

The saving throw bonus applies against any spell that tests willpower: charm,
fear, and illusion (but not other spell types that permit a Will saving throw
in 3rd Edition and later).

Wisdom is the primary statistic for clerics, and also one for paladins and
rangers.

The tabletop game rules for a chance of spell failure below Wisdom 13 are not
enforced.  Wisdom above 18 also will not grant additional spells or immunities
as described in Deities & Demigods.

SECTION 8.5.4 - Statistic: Dexterity
------------------------------------

                     ---- Thief Skill Adjustments -----
                                   Find/
       React   Def.    Pick  Open Remove   Move Hide in
Score  /Miss   Adj.  Pocket Locks  Traps Silent Shadows
    3     -3     +4     N/A   N/A    N/A    N/A     N/A
    4     -2     +3     N/A   N/A    N/A    N/A     N/A
    5     -1     +2     N/A   N/A    N/A    N/A     N/A
    6      0     +1     N/A   N/A    N/A    N/A     N/A
  7-8      0      0     N/A   N/A    N/A    N/A     N/A
    9      0      0    -15%  -10%   -10%   -20%    -10%
   10      0      0   -10%*   -5%   -10%   -15%     -5%
   11      0      0     -5%     0    -5%   -10%       0
   12      0      0       0     0      0    -5%       0
   13      0      0       0     0      0      0       0
   14      0      0       0     0      0      0       0
   15      0     -1       0     0      0      0       0
   16     +1     -2       0  +5%*      0      0       0
   17     +2     -3     +5%  +10%      0    +5%     +5%
   18     +3     -4    +10%  +15%    +5%   +10%    +10%
   19     +3     -4    +15%  +20%   +10%   +12%    +12%
   20     +3     -4   +20%* +25%*  +15%*  +15%*   +15%*
   21     +4     -5   +25%* +30%*  +20%*  +18%*   +18%*
   22     +4     -5   +30%* +35%*  +25%*  +20%*   +20%*
   23     +4     -5   +35%* +40%*  +30%*  +23%*   +23%*
   24     +5     -6   +40%* +45%*  +35%*  +25%*   +25%*
   25     +5     -6   +45%* +50%*  +40%*  +30%*   +30%*

"React/Miss" is both the to-hit bonus for thrown and launched missile weapons,
  and the subtracted modifier to initiative.
"Def. Adj." is the modifier to AC (the lower, the better).
"Pick Pocket", "Open Locks", "Find/Remove Traps", "Move Silent", and "Hide in
  Shadows are the percentage adjustments to thief abilities:
  * The Dexterity 10 adjustment for Pick Picket is actually -19%.
  * The Dexterity 16 adjustment for Open Locks is actually -5%.
  * The game does not support Dexterity 20+ for these; the values given above
    are what are supposed to happen.  (You actually get apparently random
    modifiers.)

Dexterity is the primary statistic for thieves.

There is no non-cheating way I am aware of to actually obtain Dexterity 21+ in
any of the Gold Box games.  You can get Dexterity 20, but that's best avoided
on a thief.

SECTION 8.5.5 - Statistic: Constitution
---------------------------------------

         HP/  System  Res.  S. T.   Pois
Score  Level   Shock  Odds  Bonus  Bonus  Regen
    3     -2     35%   40%      0      0      0
    4     -1     40%   45%     +1      0      0
    5     -1     45%   50%     +1      0      0
    6     -1     50%   55%     +1      0      0
    7      0     55%   60%     +2      0      0
    8      0     60%   65%     +2      0      0
    9      0     65%   70%     +2      0      0
   10      0     70%   75%     +2      0      0
   11      0     75%   80%     +3      0      0
   12      0     80%   85%     +3      0      0
   13      0     85%   90%     +3      0      0
   14      0     88%   92%     +4      0      0
   15     +1     91%   94%     +4      0      0
   16     +2     95%   96%     +4      0      0
   17     +3     97%   98%     +4      0      0
   18     +4     99%  100%     +5      0      0
   19     +5     99%  100%     +5     +1      0
   20     +5     99%  100%     +5     +1   1/60
   21     +6     99%  100%     +6     +2   2/60
   22     +6     99%  100%     +6     +2   3/60
   23     +6     99%  100%     +6     +3   4/60
   24     +7     99%  100%     +6     +3   5/60
   25     +7    100%  100%     +7     +4   6/60

"HP/Level" is the adjustment to hit points upon character creation, and for
  every level advancement, if there is a die roll involved.  A penalty cannot
  decrease hit points gained below 1; anyone not a warrior class has the bonus
  capped at +2.
"System Shock" is the percent chance of surviving any change in form.  In the
  Gold Box games, this only applies to surviving the Stone to Flesh spell,
  and not in Curse of the Azure Bonds; it is only implemented in Secret of the
  Silver Blades.  (It doesn't apply to any form of unnatural aging, as it does
  in tabletop rules.)
"Res. Odds" is the percent chance that a Raise Dead or Resurrection spell will
  actually work.  If this fails, the character is forever dead.
"S. T. Bonus" is the saving throw bonus that a dwarf, gnome, or halfling
  receives against rod/staff/wand or spells.  It also applies to a dwarf or
  halfling saving against poison.
"Pois Bonus" is the saving throw bonus that a human, half-elf, elf, or gnome
  receives against poison (dwarves and halflings have a higher bonus already).
"Regen" permits a character with very high Constitution to restore hit points
  much faster than normal, regenerating the indicated number of hit points in
  the indicated number of minutes.  If you hack high Constitution, to get this
  effect you have to hack in the regeneration as well.  (In the tabletop game,
  Constitution 21+ instead reduces the time to regenerate 1 hit point by 10
  minutes per extra point of Constitution above 20.)

There is no limit to the number of times you may cast Raise Dead or
Resurrection on a character (in tabletop rules the limit is once per
Constitution point).

SECTION 8.5.6 - Statistic: Charisma
-----------------------------------

Charisma is basically useless.  (Not a shocking surprise in retrogaming.)

Charisma 17+ is required to be a paladin.  Charisma rolls are made in all other
games in the series, but there are none whatsoever in Curse of the Azure Bonds.

The Friends spell which increases Charisma is not actually worthless, however,
as the temporary benefit it provides actually transfers to Secret of the Silver
Blades.

SECTION 8.6.1 - Race: Human
---------------------------

Humans have a Strength range of 3-18(00) if male, and 3-18(50) if female.
All other statistics have a beginning range of 3-18.

Only humans are capable of dual-classing, though.  They are the only player
race not capable of multi-classing.  (This all predates the 3rd Edition system,
where everyone can multi-class and dual-classing is done away with.)

Humans have no racial level limits in any class and may choose any available
class.

Humans are also the strongest of the races in this game; even the unimplemented
half-orcs cannot exceed 18/99 Strength in the 1st Edition tabletop game.  (This
sounds a little unusual to contemporary ears, but early editions of AD&D more
or less take this straight from Tolkien.)

Since humans have no level limits in any class, if you play the later Gold Box
games they should eventually should become vast majority of your party by about
halfway through Secret of the Silver Blades at the latest.  If you are
thoroughly exploring Curse of the Azure Bonds, I recommend it before the end of
this game if you have any plans to transfer characters to later games.

Humans are intended to be the best race.  The 1st Edition DMG asserts, "It is
the most logical basis in an illogical game"; the only real reason it gives in
the succeeding paragraphs is that it drastically reduces the amount of time to
world build.  (This stops being the case in 4th/5th Edition.)

SECTION 8.6.2 - Race: Dwarf
---------------------------

Dwarves have a Strength range of 8-18(99) if male, and 8-17 if female.  Other
statistics begin at: Intelligence 3-18; Wisdom 3-18; Dexterity 3-17;
Constitution 12-19; Charisma 3-16.

Dwarves get +1 to Constitution and -1 to Charisma on their original rolls.

A dwarf may be a fighter, thief, or a multi-class fighter/thief.  (Only a NPC
dwarf may be a cleric.)

Dwarves have a maximum fighter level of 9.

A dwarf gets a bonus to saving throws against rod/staff/wand, spells, and
poison, equal to +1 per 3.5 points of Constitution, rounded down.

A dwarf gets a +1 bonus to hit when melee attacking a half-orc, goblin,
hobgoblin, or orc.

A dwarf gets a -4 bonus to Armor Class when being melee attacked by an ogre,
troll, ogre mage, giant, or titan.

A dwarf thief gets a +10% bonus to Open Lock rolls, a +15% bonus to Find/Remove
Traps rolls, a -10% penalty to Climb Walls rolls, and a -5% penalty to Read
Languages rolls.  The positive modifiers are offset by the inability of a dwarf
to start with more than Dexterity 17.

Dwarves can sometimes determine things about mines, stonework, and anything
underground on an ad hoc basis.  (This often has defined probabilities in the
tabletop game.)

(A dwarf in the tabletop game also has infravision with 60-foot range and
additional languages.  Adult dwarf women do grow beards, but usually keep them
shaved in 1st Edition Forgotten Realms.  It's also implied in the base
rulebooks that a dwarf woman shaving her beard is kind of like wearing a short
skirt in real life.  Ed Greenwood is involved, what did you expect?)

SECTION 8.6.3 - Race: Elf
-------------------------

Elves have a Strength range of 3-18(75) if male, and 3-16 if female.  Other
statistics begin at: Intelligence 8-18; Wisdom 3-18; Dexterity 7-19;
Constitution 6-18; Charisma 8-18.

Elves get +1 to Dexterity and -1 to Constitution on their original rolls.  The
latter does not stop you from modifying their Constitution to 18.

An elf may be a fighter, magic-user, or thief, and may also multi-class in any
combination of those three classes.  (Only a NPC elf may be a cleric.)

Elves have a maximum fighter level of 7, and a maximum magic-user level of 11.

An elf has 90% magic resistance against sleep and charm spells.  Like a regular
magic resistance roll, even if this fails, the elf is still entitled to a
saving throw.  Elves are also immune to the paralysis attack of ghouls.  On the
other hand, Raise Dead is not supposed to work on them; your Raise Dead won't,
but a Raise Dead cast in a temple does.

An elf gets a +1 bonus to hit when attacking with either a short or long sword,
or with any bow other than a crossbow.

A multi-classed elf is permitted to cast magic-user spells in any armor.

An elf thief has a +5% bonus to Pick Pocket, Move Silently, and Hear Noise
rolls; a +10% bonus to Hide in Shadows rolls; and a -5% penalty to Open Lock
rolls.  (These bonuses are actually better than they appear, because an elf can
start with Dexterity 19.)

An elf has the ability to readily detect secret doors on an ad hoc basis.  This
often uses the defined probabilities from the tabletop game: 1 in 3 if actively
searching, 1 in 6 even if not.

An elf in the tabletop game also has infravision with 60-foot range, additional
languages, and the ability to surprise enemies if lightly armored.

SECTION 8.6.4 - Race: Gnome
---------------------------

Gnomes have a Strength range of 6-18(50) if male, and 6-15 if female.  Other
statistics begin at: Intelligence 7-18; Wisdom 3-18; Dexterity 3-18;
Constitution 8-18; Charisma 3-18.

A gnome may be a fighter, thief, or a multi-class fighter/thief.  (A NPC gnome
is allowed to be a cleric.  A gnome in the tabletop game may also be an
illusionist, a class never implemented in the Gold Box games.)

Gnomes have a maximum fighter level of 6.

A gnome gets a bonus to saving throws against rod/staff/wand and spells, equal
to +1 per 3.5 points of Constitution, rounded down.

A gnome gets a +1 bonus to hit when attacking a kobold or goblin.

A gnome gets a +4 bonus to Armor Class when being melee attacked by a gnoll,
bugbear, ogre, troll, ogre mage, giant, or titan.

A gnome in the tabletop game also has infravision with 60-foot range,
additional languages, and the ability to determine things about mines and
underground passages.

A gnome thief gets a +5% bonus to Open Lock, Move Silently, and Hide in
Shadows rolls; a +10% bonus to Find/Remove Traps and Hear Noise rolls; and a
-15% penalty to Climb Walls rolls.

Without the ability to become an illusionist, and their low level limits,
gnomes aren't a useful race in the Gold Box adaptations.

SECTION 8.6.5 - Race: Half-Elf
------------------------------

Half-elves have a Strength range of 3-18(90) if male, and 3-17 if female.
Other statistics begin at: Intelligence 4-18; Wisdom 3-18; Dexterity 6-18;
Constitution 6-18; Charisma 3-18.

A half-elf may be a cleric, fighter, ranger, magic-user, or thief; or a multi-
class cleric/fighter, cleric/fighter/magic-user, cleric/ranger, cleric/magic-
user, fighter/magic-user, fighter/thief, fighter/magic-user/thief, or magic-
user/thief.

Half-elves have a maximum cleric level of 5, and maximum fighter, ranger, and
magic-user levels of 8.

A half-elf has 30% magic resistance against sleep and charm spells.  Like a
regular magic resistance roll, even if this fails, the half-elf can still get a
regular saving throw.

A multi-class half-elf is permitted to cast magic-user spells in any armor.

A half-elf gets a +5% bonus to Hide in Shadows rolls, and a +10% bonus to
Pick Pockets rolls.

A half-elf has the ability to readily detect secret doors on an ad hoc basis.
This often uses the defined probabilities from the tabletop game: 1 in 3 if
actively searching, 1 in 6 even if not.

A half-elf in the tabletop game also has infravision with 60-foot range and
additional languages.

The low level limits of half-elves make them an inferior choice in Curse of the
Azure Bonds and its sequels.

SECTION 8.6.6 - Race: Halfling
------------------------------

Halflings have a Strength range of 6-17 if male, and 6-14 if female.  Other
statistics begin at: Intelligence 6-18; Wisdom 3-17; Dexterity 8-18;
Constitution 10-18; Charisma 3-18.

Halflings get -1 to Strength and +1 to Dexterity on their original rolls.

A halfling may be a fighter, thief, or a multi-class fighter/thief.

Halflings have a maximum fighter level of 5.

A halfling gets a bonus to saving throws against rod/staff/wand, spells, and
poison, equal to +1 per 3.5 points of Constitution, rounded down.

A halfling thief gets a +5% bonus to Pick Pockets, Open Lock, Find/Remove
Traps, and Hear Noise rolls; a +10% bonus to Move Silently rolls; a +15% bonus
to Hide in Shadows rolls; a -15% penalty to Climb Walls rolls; and a -5%
penalty to Read Languages rolls.

The enhanced thieving abilities of halflings are trivially relevant at best, so
with their low Strength and level limit in fighter, there is little reason to
create a halfling in the Gold Box games.

(A halfling in the tabletop game also has additional languages and the ability
to surprise enemies if lightly armored, and may also have infravision or the
ability to determine things about mines and underground passages.  Halflings
in the tabletop game are also divided into three sub-races that do not exist in
the Forgotten Realms.)

SECTION 8.7.1 - Class: Cleric
-----------------------------

                  - Spells by Spell Level -
Level       Exp.  1   2   3   4   5   6   7
    1          0  1   -   -   -   -   -   -
    2      1,501  2   -   -   -   -   -   -
    3      3,001  2   1   -   -   -   -   -
    4      6,001  3   2   -   -   -   -   -
    5     13,001  3   3   1   -   -   -   -
    6     27,501  3   3   2   -   -   -   -
    7     55,001  3   3   2   1   -   -   -
    8    110,001  3   3   3   2   -   -   -
    9    225,001  4   4   3   2   1   -   -
   10    450,001  4   4   3   3   2   -   - (level cap for this game)
   11    675,001  5   4   4   3   2   1   -
   12    900,001  6   5   5   3   2   2   -
   13  1,125,001  6   6   6   4   2   2   -
   14  1,350,001  6   6   6   5   3   2   -
   15  1,575,001  7   7   7   5   4   2   -
   16  1,800,001  7   7   7   6   5   3   1
   17  2,025,001  8   8   8   6   5   3   1
   18  2,250,001  8   8   8   7   6   4   1
   19  2,475,001  9   9   9   7   6   4   2
   20  2,700,001  9   9   9   8   7   5   2
   21  2,925,001  9   9   9   9   8   6   2
   22  3,150,001  9   9   9   9   9   6   3
   23  3,375,001  9   9   9   9   9   7   3
   24  3,600,001  9   9   9   9   9   8   3
   25  3,825,001  9   9   9   9   9   8   4
   26  4,050,001  9   9   9   9   9   9   4
   27  4,275,001  9   9   9   9   9   9   5
   28  4,500,001  9   9   9   9   9   9   6
  29+ 4,725,001+  9   9   9   9   9   9   7

Only humans or half-elves may be PC clerics.  They may be of any alignment
(though the tabletop game does not permit true neutral).

Clerics gain 1d8 hit points per level until level 9, modified by Constitution,
then exactly 2 hit points per level thereafter.

After reaching 9th level, each further cleric level requires 225,000 additional
experience.

Clerics have a maximum level of 6 in Pool of Radiance and Gateway to the Savage
Frontier; 10 in Curse of the Azure Bonds and Treasures of the Savage Frontier;
15 in Secret of the Silver Blades; and 40 in Pools of Darkness.

Half-elf clerics may not exceed level 5.  (The Gold Box games do not implement
the Unearthed Arcana rules where Wisdom 16 or more increases this limit.)

A cleric has a minimum requirement of Wisdom 9.  A single-classed cleric also
requires Strength 6 and Intelligence 6.  (The off-stat requirements do not
apply for multi-classed clerics, and the tabletop rules requiring Constitution
and Charisma to be 6 are not enforced.)

The prime statistic of a cleric is Wisdom; single-classed Clerics with Wisdom
16 or higher receive a 10% bonus to experience earned.

A cleric is only capable of wielding a club, flail, hammer, mace, staff, or
staff sling, but may wear any armor or shield.

Clerics automatically are capable of learning and casting all spells of a given
spell level as soon as the minimum required experience level is reached.

Wisdom affects casting clerical spells as follows:
(1) There are bonus spells for a Wisdom of at least 13 (see Wisdom table).
    These apply only if you are able to actually cast spells of that level.
(2) A Wisdom of 17 is required to cast 6th-level spells.  A Wisdom of 18 is
    required to cast 7th-level spells.

Clerics are capable of turning undead; a PC cleric always can turn undead, even
if evil.  There are, however, no turnable undead in Curse of the Azure Bonds.

A cleric in the tabletop game can also attract followers at 8th level, and may
construct a religious stronghold at 9th level.

SECTION 8.7.2 - Class: Fighter
------------------------------

Level      Exp.
    1         0
    2     2,001
    3     4,001
    4     8,001
    5    18,001
    6    35,001
    7    70,001  two melee attacks (every other round)
    8   125,001
    9   250,001
   10   500,001
   11   750,001
   12 1,000,001+ (level cap for this game)

A fighter may be of any race and of any alignment.

Fighter is one of the classes that counts as a "warrior".  (This is the 2nd
Edition definition, which is more consistent than in 1st Edition, so I'll use
that.)  Paladins, rangers, and the knights of the Krynn Gold Box games are also
warriors.

Fighters gain 1d10 hit points per level until level 9, modified by
Constitution, then exactly 3 hit points per level thereafter.

After reaching 9th level, each further fighter level requires 250,000
additional experience.

Fighters have a maximum level of 8 in Pool of Radiance and Gateway to the
Savage Frontier; 12 in Curse of the Azure Bonds and Treasures of the Savage
Frontier; 15 in Secret of the Silver Blades; and 40 in Pools of Darkness.

Non-human fighters have the following additional level limits:
  Dwarf: 7th if Strength 16 or less; 8th if Strength 17; 9th if Strength 18.
  Elf: 5th if Strength 16 or less; 6th if Strength 17; 7th if Strength 18.
  Gnome: 5th if Strength 17 or less; 6th if Strength 18.
  Half-Elf: 6th if Strength 16 or less; 7th if Strength 17; 8th if Strength 18.
  Halfling: 4th if Strength 16 or less; 5th ir Strength 17.
(Unearthed Arcana has rules for extending these level limits with especially
high statistics, but the Gold Box games do not use them.)

A fighter has a minimum requirement of Strength 9.  A single-classed fighter
also requires Wisdom 6, Dexterity 6, and Constitution 7.  (The off-stat
requirements do not apply for multi-classed fighters, and the tabletop rule
requiring Charisma 6 is not enforced.)

The prime statistic of a fighter is Strength; single-classed fighters with
Strength 16 or higher receive a 10% bonus to experience earned.

A fighter may wield any weapon and wear any armor or shield.

A fighter may get two melee attacks per round at higher levels: every other
combat round starting at 7th level, and all rounds starting at 13th level.

Fighters of at least level 2 may also attack multiple adjacent weak enemies
(those with 0 hit dice) in a single round, up to one weak enemy per level.

A fighter in the tabletop game may build a stronghold and attract followers
starting at 9th level.

SECTION 8.7.3 - Class: Paladin
------------------------------

                  -- Spells by --
                  - Spell Level -
Level       Exp.    1   2   3   4
    1          0    -   -   -   -
    2      2,751    -   -   -   -
    3      5,501    -   -   -   - turn undead
    4     12,001    -   -   -   -
    5     24,001    -   -   -   -
    6     45,001    -   -   -   -
    7     95,001    -   -   -   - two melee attacks (every other round)
    8    175,001    -   -   -   -
    9    350,001    1   -   -   -
   10    700,001    2   -   -   -
   11  1,050,001    2   1   -   - (level cap for this game)
   12  1,400,001    2   2   -   -
   13  1,750,001    2   2   1   - two melee attacks (all rounds)
   14  2,100,001    3   2   1   -
   15  2,450,001    3   2   1   1
   16  2,800,001    3   3   1   1
   17  3,150,001    3   3   2   1
   18  3,500,001    3   3   3   1
   19  3,850,001    3   3   3   2
  20+  4,200,001    3   3   3   3

A paladin must be a lawful good human.  (Saurials would qualify if they were
a playable race.)  Paladin is one of the classes that counts as a "warrior";
the Gold Box games do not use the Unearthed Arcana rules where it becomes a
subclass of the cavalier.

Paladins gain 1d10 hit points per level until level 9, modified by
Constitution; then exactly 3 hit points per level thereafter.

After reaching 9th level, each further paladin level requires 350,000
additional experience.

Paladins have a maximum level of 8 in Gateway to the Savage Frontier; 11 in
Curse of the Azure Bonds and Treasures of the Savage Frontier; 15 in Secret of
the Silver Blades; and 40 in Pools of Darkness.

A paladin has minimum statistic requirements of Strength 12, Intelligence 9,
Wisdom 13, Constitution 9, and Charisma 17.  (The tabletop rule requiring
Dexterity 6 is not enforced.)

The prime statistics of a paladin are Strength and Wisdom; a paladin with 16 or
higher in both receives a 10% bonus to experience earned.

A paladin may wield any weapon and wear any armor or shield.

A paladin may get two melee attacks per round at higher levels: every other
combat round starting at 7th level, and all rounds starting at 13th level.

Paladins of at least level 2 may also attack multiple adjacent weak enemies
(those with 0 hit dice) in a single round, up to one weak enemy per level.

Paladins may cast clerical spells starting at level 9; a paladin's spellcasting
level is equal to paladin level minus 8.  Paladins automatically are capable of
learning and casting all spells of a given spell level as soon as the minimum
required experience level is reached.  (All later editions place restrictions
on which spells a paladin can cast, but they do not exist in 1st Edition.)
Paladins cannot cast clerical spells from scrolls.

Paladins of at least 3rd level are capable of turning undead, with an effective
level of paladin level minus 2.  There are, however, no turnable undead in
Curse of the Azure Bonds.

Paladins have the ability to "H"eal, from the "V"iew menu, by laying on hands.
Once per day, this restores 2 hit points per paladin level to any character.

Paladins have the ability to "C"ure disease, from the "V"iew menu.  This may be
done once every 7 days, with an additional "C"ure available at every 5th level
past the 1st (6th, 11th, etc.)

Paladins have a +2 bonus to all saving throws.

Paladins are immune to all disease.

Paladins have a permanent Protection from Evil effect at all times.  (It does
not extend to 10' as it does in the tabletop game.)

A paladin and an evil player character may not be in the party at the same
time.

Paladins do not use the following tabletop rules: (1) they cannot detect evil;
(2) they may not call a special warhorse; (3) they do not have any special
ability to use a holy sword (which don't exist in the Gold Box games); (4) they
are not required to limit their wealth or number of magical items; (5) they are
not required to tithe.

SECTION 8.7.4 - Class: Ranger
-----------------------------

                  ----- Spells by -----
                  ---- Spell Level ----
                              - Magic -
                  - Druid -   - User  -
Level       Exp.  1   2   3     1   2
    1          0  -   -   -     -   -
    2      2,251  -   -   -     -   -
    3      4,501  -   -   -     -   -
    4     10,001  -   -   -     -   -
    5     20,001  -   -   -     -   -
    6     40,001  -   -   -     -   -
    7     90,001  -   -   -     -   -
    8    150,001  1   -   -     -   - two melee attacks (every other round)
    9    225,001  1   -   -     1   -
   10    325,001  2   -   -     1   -
   11    650,001  2   -   -     2   - (level cap for this game)
   12    975,001  2   1   -     2   -
   13  1,300,001  2   1   -     2   1
   14  1,625,001  2   2   -     2   1
   15  1,950,001  2   2   -     2   2 two melee attacks (all rounds)
   16  2,275,001  2   2   1     2   2
  17+  2,600,001  2   2   2     2   2

A ranger must be a good-aligned human or half-elf.  Ranger is one of the
classes that counts as a "warrior".

Rangers start with 2d8 hit points plus twice their Constitution modifier.  They
then gain 1d8 hit points per level up to level 10, modified by Constitution;
then exactly 2 hit points per level thereafter.

After reaching 10th level, each further ranger level requires 325,000
additional experience.

Rangers have a maximum level of 7 in Gateway to the Savage Frontier; 11 in
Curse of the Azure Bonds and Treasures of the Savage Frontier; 15 in Secret of
the Silver Blades; and 40 in Pools of Darkness.

Half-elf rangers may not exceed level 6 is Strength 16 or lower; level 7 if
Strength 17; or level 8 if Strength 18.

A ranger has minimum statistic requirements of Strength 13, Intelligence 13,
Wisdom 14, and Constitution 14.  (The tabletop rules also requiring Dexterity 6
and Charisma 6 are not enforced.)

The prime statistics of a ranger are Strength, Intelligence, and Wisdom; a
single-classed ranger with 16 or higher in all three receives a 10% bonus to
experience earned.

A ranger may wield any weapon and wear any armor or shield.  (They are not
affected by the armor restrictions introduced in later editions.  1st Edition
rangers also have no special dual-wielding capability.)

A ranger may get two melee attacks per round at higher levels: every other
combat round starting at 8th level, and all rounds starting at 15th level.

Rangers of at least level 2 may also attack multiple adjacent weak enemies
(those with 0 hit dice) in a single round, up to one weak enemy per level.

Rangers inflict an extra point of damage per ranger level to all "giant class"
monsters, which includes bugbears, ettins, giants, gnolls, goblins, hobgoblins,
kobolds, ogres, ogre magic, orcs, and trolls.  (Goblins are giants?  Who knew?
In all later editions, this gets replaced by the more familiar "favored enemy"
bonuses.)

Rangers may cast druidic spells starting at level 8, and magic-user spells
starting at level 9; a ranger's spellcasting level is equal to ranger level
minus 7.  Rangers automatically are capable of learning and casting all druidic
spells of a given spell level as soon as the minimum required experience level
is reached; magic-user spells may be gained once per level or scribed from
scrolls.  Rangers may cast magic-user spells in armor, but cannot cast magic-
user spells from scrolls.

(Rangers in 1st Edition do not have the additional spellcasting restrictions
that they have in 2nd Edition.)

Your party may contain no more than three characters whose current class is
ranger.  Dual-classed characters who were formerly rangers do not count against
this limit.

Rangers in later Gold Box games have the ad hoc ability to evade outdoor
encounters.  They also get a +1 bonus to their surprise rolls (both surprising
and being surprised).

Rangers do not use the following tabletop rules: (1) they have no special
tracking ability; (2) they do not attract followers.

SECTION 8.7.5 - Class: Magic-User
---------------------------------

                  ----- Spells by Spell Level -----
Level       Exp.  1   2   3   4   5   6   7   8   9
    1          0  1   -   -   -   -   -   -   -   -
    2      2,501  2   -   -   -   -   -   -   -   -
    3      5,001  2   1   -   -   -   -   -   -   -
    4     10,001  3   2   -   -   -   -   -   -   -
    5     22,501  4   2   1   -   -   -   -   -   -
    6     40,001  4   2   2   -   -   -   -   -   -
    7     60,001  4   3   2   1   -   -   -   -   -
    8     90,001  4   3   3   2   -   -   -   -   -
    9    135,001  4   3   3   2   1   -   -   -   -
   10    250,001  4   4   3   2   2   -   -   -   -
   11    375,001  4   4   4   3   3   -   -   -   - (level cap for this game)
   12    750,001  4   4   4   4   4   1   -   -   -
   13  1,125,001  5   5   5   4   4   2   -   -   -
   14  1,500,001  5   5   5   4   4   2   1   -   -
   15  1,875,001  5   5   5   5   5   2   1   -   -
   16  2,250,001  5   5   5   5   5   3   2   1   -
   17  2,625,001  5   5   5   5   5   3   3   2   -
   18  3,000,001  5   5   5   5   5   3   3   2   1
   19  3,375,001  5   5   5   5   5   3   3   3   1
   20  3,750,001  5   5   5   5   5   4   3   3   2
   21  4,125,001  5   5   5   5   5   4   4   4   2
   22  4,500,001  5   5   5   5   5   5   4   4   3
   23  4,875,001  5   5   5   5   5   5   5   5   3
   24  5,250,001  5   5   5   5   5   5   5   5   4
   25  5,625,001  5   5   5   5   5   5   5   5   5
   26  6,000,001  6   6   6   6   5   5   5   5   5
   27  6,375,001  6   6   6   6   6   6   6   5   5
   28  6,750,001  6   6   6   6   6   6   6   6   6
  29+ 7,125,001+  7   7   7   7   6   6   6   6   6

Only humans, elves, and half-elves may be magic-users, though they may be of
any alignment.

Magic-users begin the game with these spells:
* level 1: Charm Person, Detect Magic, Enlarge, Magic Missile, Read Magic,
  Sleep
* level 2: Knock, Stinking Cloud
* level 3 (if single-classed): Fireball
A character dual-classed to magic-user will be taught Detect Magic, Enlarge,
Read Magic, and Sleep.

Magic-users gain 1d4 hit points per level until level 11, modified by
Constitution, then exactly 1 hit point per level thereafter.

After reaching 11th level, each further magic-user level requires 375,000
additional experience.

Magic-users have a maximum level of 6 in Pool of Radiance and Gateway to the
Savage Frontier; 11 in Curse of the Azure Bonds and Treasure of the Savage
Frontier; 15 in Secret of the Silver Blades; and 40 in Pools of Darkness.

Non-human magic users also have the following additional level limits:
  Elf: 9th if Intelligence 16 or less; 10th if Int 17; 11th if Int 18.
  Half-Elf: 6th if Intelligence 16 or less; 7th if Int 17; 8th if Int 18.
(Unearthed Arcana has rules for extending these level limits with especially
high statistics, but the Gold Box games do not use them.)

A magic-user has a minimum requirement of Intelligence 9.  A single-classed
magic-user also requires Wisdom 6 and Dexterity 6.  (The off-stat requirements
do not apply for multi-classed magic-users, and the tabletop rules requiring
Constitution 6 and Charisma 6 are not enforced.)

The prime statistic of a magic-user is Intelligence; single-classed magic-users
with Intelligence 16 or higher receive a 10% bonus to experience earned.

A magic-user may only wield a dagger, darts, or a staff, and cannot cast
magic-user spells in armor unless either multi-classed, or dual-classed with
9th level or higher ranger.

A magic-user does not automatically learn all spells of a given spell level,
unlike a cleric.  One spell may be chosen to be automatically learned every new
character level; additional spells may be learned by finding and studying
magic-user spell scrolls.  Magic-users may cast magic-user spells from scrolls.

There are minimum Intelligence requirements for 5th and higher level spells:
10 Intelligence for 5th level spells, 12 for 6th, 14 for 7th, 16 for 8th, and
18 for 9th.

A magic-user in the tabletop game may enchant items or scribe magic scrolls
starting at 11th level, and may construct a stronghold at 12th level.

SECTION 8.7.6 - Class: Thief
----------------------------

                                  Find/
                    Pick   Open  Remove    Move  Hide in   Hear  Climb   Read
Level       Exp.  Pocket  Locks   Traps  Silent  Shadows  Noise  Walls  Lang.
    1          0     30%    25%     20%     15%      10%    10%    85%      -
    2      1,251     35%    29%     25%     21%      15%    10%    86%      -
    3      2,501     40%    33%     30%     27%      20%    15%    87%      -
    4      5,001     45%    37%     35%     33%      25%    15%    88%    20%
    5     10,001     50%    42%     40%     40%      31%    20%    90%    25%
    6     20,001     55%    47%     45%     47%      37%    20%    92%    30%
    7     42,501     60%    52%     50%     55%      43%    25%    94%    35%
    8     70,001     65%    57%     55%     62%      49%    25%    96%    40%
    9    110,001     70%    62%     60%     70%      56%    30%    98%    45%
   10    160,001     80%    67%     65%     78%      63%    30%    99%    50%
   11    220,001     90%    72%     70%     86%      70%    35%  99.1%    55%
   12    440,001    100%    77%     75%     94%      77%    35%  99.2%    60%
   13    660,001    105%    82%     80%     99%      85%    40%  99.3%    65%
   14    880,001    110%    87%     85%     99%      93%    40%  99.4%    70%
   15  1,100,001    115%    92%     90%     99%      99%    50%  99.5%    75%
   16  1,320,001    125%    97%     95%     99%      99%    50%  99.6%    80%
  17+ 1,540,001+    125%    99%     99%     99%      99%    55%  99.7%    80%

Any race may become a thief.  They may be of any alignment other than lawful
good or chaotic good.  (That's an accurate adaptation of the tabletop game
rules, but how does it make any kind of sense that a thief can be neutral good
but not chaotic good?)

Thieves gain 1d6 hit points per level until level 10, modified by Constitution,
then exactly 2 hit points per level thereafter.

After reaching 11th level, each further thief level requires 220,000 additional
experience.

Thieves have a maximum level of 8 in Gateway to the Savage Frontier; 9 in Pool
of Radiance; 12 in Curse of the Azure Bonds and Treasure of the Savage
Frontier; 18 in Secret of the Silver Blades; and 40 in Pools of Darkness.

Thieves do not have any racial level limits.

A thief has a minimum requirement of Dexterity 9.  A single-classed thief also
also requires Strength 6 and Intelligence 6.  (The off-stat requirements do not
apply for multi-classed thieves, and the tabletop rules requiring Constitution
6 and Charisma 6 are not enforced.)

The prime statistic of a thief is Dexterity; single-classed thieves with
Dexterity 16 or higher receive a 10% bonus to experience earned.

A thief may wield a club, dagger, dart, short bow, sling, short sword, broad
sword, or long sword, and may wear leather armor or elven chain.

Thieves who are not wearing armor other than leather or elven chain may
backstab a opponent whose icon occupies exactly one tile, if wielding a club,
dagger, or one-handed sword.  This can be done by attacking an opponent
opposite an ally that has attacked the same enemy, without the enemy taking
action in between.  Such an attack gets a +4 bonus to hit, and if it hits:
* 2x damage if the thief is level 1-4
* 3x damage if the thief is level 5-8
* 4x damage if the thief is level 9-12
* 5x damage if the thief is level 13 or higher.
(There is no requirement that the target be humanoid as there is in later
editions.)

Adjust thief abilities as follows:

1. Adjust for Dexterity (see Dexterity table), but only do so at 2nd or higher
   level (the lack of this at 1st level is a bug).
2. There is an adjustment for non-humans:

                       Find/
          Pick  Open  Remove    Move  Hide in   Hear  Climb   Read
Race    Pocket  Lock   Traps  Silent  Shadows  Noise  Walls  Lang.
Dwarf           +10%    +15%                           -10%    -5%
Elf        +5%   -5%             +5%     +10%    +5%
Gnome            +5%    +10%     +5%      +5%   +10%   -15%
Half-Elf  +10%                            +5%
Halfling   +5%   +5%     +5%    +10%     +15%    +5%   -15%    -5%

3. For Pick Pocket: Adjust by -5% per victim level above 3rd.  If the roll
   fails by more than 20%, the victim notices the attempt.
4. Wearing armor heavier than leather can weaken or eliminate entirely these
   skills.  (This is only sometimes checked for.  The additional rules in
   Unearthed Arcana for the effect of armor upon thief skills do not appear to
   apply.)

Curse of the Azure Bonds only ever checks Pick Pocket, Open Lock, Find/Remove
Traps, and Climb Walls.

Starting at 10th level, a thief may cast spells from magic-user scrolls with a
75% chance of success.

Thieves are not required to avoid shields to use their thief abilities, as they
must in the tabletop game.

A thief in the tabletop game understand the "Thieves' Cant", and can construct
a headquarters for a gang of thieves starting at 10th level.  Also, the Gold
Box games round the tenths of percentage points for the Climb Walls skill
downwards.

SECTION 8.8.1 - Calculating THAC0
---------------------------------

Here is how to calculate your THAC0, which is the official 2nd Edition rule for
accuracy in physical combat.  Note that (1) the LOWER the better; (2) in many
cases, the game will not use the value actually shown on the screen.

You may not specifically target an enemy that is currently blinked out, launch
a ranged attack against a specific enemy that you cannot see, or use a ranged
weapon if an enemy is adjacent do you.

1. Begin with the appropriate number for your class and level from the
   following table.  Multi-classed and dual-classed characters should select
   the most favorable value.  The following table is actually a hybrid of the
   larger 1st Edition tables and the smaller 2nd Edition table:

           ---------------------------- Level ----------------------------
Class       1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21+
Cleric     20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10  9  9  9
Warrior    20 20 18 17 16 15 14 13 12 11 10  9  8  7  6  5  4  3  2  1  1
Magic-user 20 20 20 20 20 19 19 19 19 19 17 17 17 17 17 14 14 14 14 14 12
Thief      20 20 20 20 19 19 19 19 16 16 16 16 14 14 14 14 12 12 12 12 10

   This table varies by specific Gold Box game; most importantly, warrior THAC0
   caps at level 17 in Pools of Darkness.
2. Subtract the magical bonus of the weapon you are attacking with.  If you are
   using a bow and arrows or crossbow and bolts, apply only the launcher bonus.
3. If you are using a melee weapon, adjust by the Strength to-hit modifier.  If
   you are using a thrown or missile weapon, adjust by the Dexterity to-hit
   modifier.
4. Racial bonuses: Subtract 1 if one of the following applies:
   a. You are a dwarf attacking a goblin, half-orc, hobgoblin, or orc
   b. You are an elf attacking with a short sword, long sword, or any bow that
      is not a crossbow
   c. You are a gnome attacking a goblin or kobold
5. Some combats may apply an ad hoc bonus or penalty; if this applies, this is
   detailed in Section 7.
6. If attacking at a distance, add 2 for medium range and 5 for long range.
7. If your opponent is invisible and you cannot see invisible, add 4.
8. If the following conditions are met:
   * You are a thief
   * You are not wearing armor other than leather armor or elven chain
   * You are wielding a club, dagger, or one-handed sword
   * Your enemy has an icon that occupies exactly one tile
   * You are directly attacking opposite an ally who has attacked the enemy
   * The target has not since taken an action
   ... then this attack is a backstab: subtract 4.
9. Adjust for the effect of the following spells you are affected by:
   Bless (C1): -1
   Curse (C1): +1
   Cause Blindness (C3): +4
   Bestow Curse (C3/M4): +4
   Prayer (C3): -1 for friendly effect, +1 for hostile effect, 0 for both

Negative values of THAC0 will appear to cause integer underflow and show as
255, 254, etc., but they will still function correctly.

(The tabletop game rules adjust for specific weapons against specific Armor
Class values, but the Gold Box games do not enforce these rules.  The penalty
for firing ranged weapons into mixed melee combatants also is not enforced; the
tabletop game doesn't let you freely fire arrows through your front-line
fighters.)

SECTION 8.8.2 - Calculating Armor Class
---------------------------------------

Here is how to calculate Armor Class (AC).  Note that (1) the LOWER the better;
(2) in many cases, the game will not use the value actually shown on the
screen; (3) unlike the tabletop game and many other classic CRPGs, improving AC
below -10 does continue to help.

1. Begin with 10 for a character you created.  Some monsters, even humans,
   start with a different base value.
2. Replace with 10 minus the base protective value of any equipped armor, if
   this is lower than the above.  If not wearing any armor, but are wearing
   Bracers of Defense, instead replace with 10 minus its base protective value.
3. If the defender is wearing magical armor, subtract the bonus on the armor.
4. If the defender is wearing a Ring of Protection and is not wearing magical
   armor (Bracers of Defense are not armor), subtract the bonus of the best
   ring.
5. If the defender has a shield equipped, and is not being attacked from
   behind or coughing from a Stinking Cloud, subtract (1 + bonus on shield).
   (The tabletop game rule about a shield not applying to more than three
   enemies per round is not enforced.)
6. If under the effect of a Shield spell, it provides AC 2 against thrown
   weapons, AC 3 against arrows, bolts, and slings, and AC 4 against anything
   else, if that bonus better than that calculated in step 5 and the defender
   is not being attacked from behind.  This spell does not affect AC if your AC
   is already better.
7. If the defender is wearing a Cloak of Displacement, subtract 2.
8. Adjust by Dexterity; skip if being attacked from behind or if coughing from
   a Stinking Cloud, even with a penalty.  (The tabletop game rule about
   Dexterity bonuses not applying to more than four enemies per round is not
   enforced.)
9. If the defender is a dwarf or gnome, subtract 4 if attacked in melee by
   certain larger enemies (see the sections on dwarves and gnomes for which
   ones).
10. If attacked from behind, add 2.
11. If blind, add 4.
12. If the defender is on a tile with a terrain feature that can offer cover,
   like a table or bush, adjust by a number dependent on what the feature is.
13. Adjust for the effects of spells:
  * Protection from Evil/Protection from Good applicable to attacker: -2
  * Dispel Evil (C5), if attacker is Extraplanar: -7
  * Faerie Fire (D1): +2
  * Stinking Cloud (M2), if coughing: +4

SECTION 8.8.3 - Calculating Chance To Hit
-----------------------------------------

One of the following special conditions may apply to a physical attack (check
in the listed order):
1. If the defender is helpless, the attack automatically hits.
2. If the defender has magical displacement, the first attack of the combat
   automatically misses.  (Displacer Beasts are not actually displaced, even
   though they should be.)
3. If the defender is protected by a Mirror Image spell, the attack has equal
   chances of affecting any of the fake defenders or the real one.  If a fake
   defender is hit, it is dispelled and the attack otherwise does no damage.
   (The chance of an image being hit is lower than it should be.)

Otherwise, roll 1d20.  A roll of 1 always misses, and a roll of 20 always
hits.  For other rolls, if the rolled number is at least equal to the
attacker's modified THAC0 minus the defender's modified Armor Class, then the
attack hits; otherwise it misses.

Rolling high on an attack roll never results in a critical hit (exception: the
Vorpal Sword in a couple later games); that optional rule was only made part of
the standard rules in 3rd Edition.

SECTION 8.8.4 - Calculating Damage
----------------------------------

If a physical attack lands, a helpless defender always takes enough damage to
become unconscious and start dying.  A non-helpless defender may be
invulnerable to the attack; the game will say that 0 damage was inflicted in
this case.

Otherwise, use the following steps to calculate damage:

1. Roll dice according to attacker's weapon and the size of the defender.  A
   defender that is either Large in the tabletop game *or* has an icon taking
   more than one tile counts as Large for this purpose.
2. Add the bonus from a magical weapon.  If you are using a bow and arrows or
   crossbow and bolts, only the bonus from the ammunition is supposed to count,
   but Curse of the Azure Bonds also adds the launcher bonus here (later Gold
   Box games properly do not add the launcher bonus).
3. Adjust by Strength damage bonus if attacking with a melee weapon.
4. If you are a ranger attacking in melee, add 1 per ranger level if target
   takes extra damage from a ranger (see Class: Ranger for details).  In Curse
   of the Azure Bonds, those monsters are: TROLL (#07), OGRE (#35),
   TYRANTHRAXUS (#71), and ETTIN (#82).
5. If you are a thief who has just successfully landed a backstab, multiply
   by: 2 if 1st-4th level, 3 if 5th-8th level, 4 if 9th-12th level, or 5 if
   13th level or higher.
6. Some monsters halve damage taken from physical attacks (see individual
   monster entries for details).  Damage taken by the defender cannot be
   reduced below 1 unless the defender is outright immune to the attack.

SECTION 8.9.1 - Resisting Magical Attacks
-----------------------------------------

Magic may be resisted in these ways:

* The target may be immune to the effect of some spells.  Examples include:
  * Sleep does not affect monsters with 6 or more hit dice.
  * The Shield spell grants immunity to Magic Missile.
  * A Minor Globe of Invulnerability provides immunity to most targeted spells
    of 3rd level or lower.
  Individual spell, item, or monster entries describe these.

* Elves (including dark elves) and half-elves have special resistance to sleep
  and charm spells.  Both get rolls (90% chance for elves, 30% chance for half-
  elves) to simply ignore such spells.

* Some monsters have general magic resistance, described in the next section.

* If none of the above apply, many magical attacks also permit a saving throw,
  described in The Saving Throw.  If this is passed, the effect of the spell
  may be either reduced or nullified depending on the spell.

SECTION 8.9.2 - Magic Resistance
--------------------------------

Monsters in all Gold Box games other than Pool of Radiance may have magic
resistance expressed as a percentage.  (Characters that you create never do.)

Magic resistance is a percentage roll to simply ignore the effect of most
combat spells cast at the monster.  (It does not allow them to bypass
protection spells on their foes.)

This is modified by the spellcaster's level; standard magic resistance assumes
the spellcaster is 11th level.  For any other level, adjust the percentage roll
by 5% per level in the appropriate direction.  (This adjustment does not
happen in 2nd Edition.)

Example: a 6th level magic user casts a Fireball at a group of dark elves, who
each have 50% magic resistance.  Each individual dark elf has an effective
magic resistance of 50 + 5 * (11 - 6) = 75%.  The 25% of dark elves who fail
that roll still get a saving throw for half damage.

SECTION 8.9.3 - The Saving Throw
--------------------------------

To find base saving throws, choose the row for class and level, then the
leftmost appropriate column -- usually; exceptions exist, stated in individual
entries, and the Gold Box games have more divergences.  Multi-classed and dual-
classed characters use whichever row is most favorable.

For monsters, the general rule is: save as a fighter of a level equal to hit
dice; use a different class if applicable; divide effective level by 2 if
non-intelligent.  All monsters have saving throws explicitly defined in the
game files, so the game doesn't have to do this calculation for them as a human
DM does.  Monster equipment does not affect their saving throws.

Items always survive attacks; you never have to worry about fireballs causing
equipment to make saving throws to avoid destruction as you would in the
tabletop game and in some other CRPGs.

                  | Paralyz./ |           | Rod/   |        |
                  | Poison/   | Petrif./  | Staff/ | Breath |
CLASS      LEVELS | Death     | Polymorph | Wand   | Weapon | Spell
Cleric       1-3  |    10     |    13     |   14   |   16   |  15
             4-6  |     9     |    12     |   13   |   15   |  14
             7-9  |     7     |    10     |   11   |   13   |  12
           10-12  |     6     |     9     |   10   |   12   |  11
           13-15  |     5     |     8     |    9   |   11   |  10
           16-18  |     4     |     7     |    8   |   10   |   9
             19+  |     2     |     5     |    6   |    8   |   7
Fighter,       0  |    16     |    17     |   18   |   20   |  19
Paladin,     1-2  |    14     |    15     |   16   |   17   |  17
or Ranger    3-4  |    13     |    14     |   15   |   16   |  16
             5-6  |    11     |    12     |   13   |   13   |  14
             7-8  |    10     |    11     |   12   |   12   |  13
            9-10  |     8     |     9     |   10   |    9   |  11
           11-12  |     7     |     8     |    9   |    8   |  10
           13-14  |     5     |     6     |    7   |    5   |   8
           15-16  |     4     |     5     |    6   |    4   |   7
             17+  |     3     |     4     |    5   |    4   |   6
Magic-User   1-5  |    14     |    13     |   11   |   15   |  12
            6-10  |    13     |    11     |    9   |   13   |  10
           11-15  |    11     |     9     |    7   |   11   |   8
           16-20  |    10     |     7     |    5   |    9   |   6
             21+  |     8     |     5     |    3   |    7   |   4
Thief        1-4  |    13     |    12     |   14   |   16   |  15
             5-8  |    12     |    11     |   12   |   15   |  13
            9-12  |    11     |    10     |   10   |   14   |  11
           13-16  |    10     |     9     |    8   |   13   |   9
           17-20  |     9     |     8     |    6   |   12   |   7
             21+  |     8     |     7     |    4   |   11   |   5

Roll 1d20; a 1 is always a failure and a 20 is always a success.  Apply the
following modifiers to the roll otherwise:

1. A dwarf, gnome, or halfling receives a [Constitution / 3.5, rounded down]
   bonus to saving throws versus rod/staff/wand or spell.
2. A dwarf or halfling receives a [Constitution / 3.5, rounded down] bonus to
   saving throws versus poison.
3. A paladin receives a +2 bonus to any saving throw.  (At level 5-6 this bonus
   is actually +3, apparently a bug.)
4. Add the bonus from worn magical armor, for disintegration attacks or
   attacks which cause hit point damage; exceptions: skip this step for gas
   attacks, and electrical attacks if the magical armor is metallic.  (This is
   the tabletop game rule; I'm doubtful it actually applies here.)
5. Add the bonus from the best equipped Ring of Protection.  (This does not
   apply to every Ring of Protection, which isn't supposed to happen.)
6. Subtract 4 if blind.
7. If the attack is a magical one that tests willpower, apply adjustment for
   Wisdom.  This applies mostly to charm and fear spells; it does not actually
   apply to many other spells that would get this bonus applied in 3rd Edition
   or later (it doesn't apply to Hold Person in particular, which only first
   gets this bonus applied against it in 3rd Edition).
8. Adjust the roll for the following spells affecting you:
     Protection from Evil (C1/C4/M1/M3): +2 if attacker is evil-aligned
     Protection from Good (C1/M1/M3): +2 if attacker is good-aligned
     Resist Cold (C1): +3 if attack is cold-based
     Resist Fire (C2): +3 if attack is fire-based
     Bestow Curse (C3/M4): -4
     Prayer (C3): +1 for friendly effect, -1 for hostile effect, 0 for both
     Shield (M1): +1
     Fire Shield (M4): +2 if shield is opposite element of the attack

Note that the level or strength of the attacker is generally not a
consideration (as it generally is in 3rd Edition and later).

If the adjusted roll is equal to or greater than your base saving throw, the
saving throw succeeds; otherwise it fails.

The effects of the successful saving throw vary with the attack.  Hit point
damage is typically halved; any status effect is typically evaded entirely.

SECTION 8.10 - Encumbrance
--------------------------

Encumbrance is the weight in coins you are currently carrying.  You may carry
up to what is listed in the Statistic: Strength table without penalty, which
permits a base movement rate of 12.

If you carry extra weight beyond that, you take the following movement
penalties:

             Base
Extra Coins  Move
      1-256     9  There is a bug that will sometimes allow you to pick up a
    257-512     6    a few extra coins above the limit of 988 extra coins.
    513-988     3

Your actual base movement is the maximum of the above and whatever your body
armor allows.  (This is modified by haste and slow magical effects, and
specific maps or combats may have ad hoc additional rules affecting movement.)

Movement also affects ability to flee:
* On the battlefield, this is only assured if you have more movement than any
  enemy that has line of sight to you.  The chance of escape is 50% in the case
  of a tie, and 0% if an enemy in line of sight has more movement.
* In the Encounter Menu, your party's chance to "F"lee may be determined by
  comparing the movement of your slowest party member to a movement constant
  defined for each monster.  This constant is often but not necessarily its
  actual combat movement.

Encumbrance does not affect your combat ability other than by restricting
movement (such other restrictions do happen in 5th Edition, and in multiple
other CRPGs).

SECTION 8.11.1 - Surprise
-------------------------

A combat may begin with one or both sides surprised.

In the tabletop game and in Pool of Radiance, the normal rules are that each
side rolls 1d6, and surprises the other side with a roll of 1 or 2.  This does
not happen in Curse of the Azure Bonds, where surprise is usually something
that is deterministically scripted.

If one side is surprised and the other is not, and a combat occurs, the
surprising side gets a large bonus to initiative.  Everyone on the attacking
side may do anything they normally do, but it is not a free round of attacks
(as is standard by tabletop rules), and the defenders will have all of their
equipment readied.

SECTION 8.11.2 - Initiative
--------------------------

Each individual PC or monster rolls 1d6 for base initiative.  This is modified
by Dexterity.  Creatures then take turns from lowest to highest modified
initiative.

(Initiative is not affected by Haste and Slow as it should in the tabletop
game.  Initiative is also normally rolled for whole sides, not individuals,
though that is more to save time.  In 2nd Edition, 1d10 is rolled instead of
1d6.  For comparison: the original Might and Magic uses 1d6 rolled for whole
sides; Wizardry uses 1d10 rolled for individuals, despite significantly
predating 2nd Edition AD&D.)

Any PC or monster whose turn it is may expend all movement and physical attacks
before anyone else gets a chance to do anything at all.  The only exception is
attacks of opportunity, which can occur if you either move away from an
adjacent enemy, or you move next to an enemy that chose the "G"uard command.
(The tabletop game doesn't typically let you move and attack like that; the
weapon speed modifiers that the tabletop game has are also not enforced.)

You can also freely go into your inventory and equip or unequip anything you
are carrying -- even body armor.

You may issue a command to "D"elay your move to the end of the current round.
This is useful for things like landing backstabs, or waiting your enemies to
get closer, while not actually losing an action.

Spellcasting is the only action that is not necessarily instantaneous.  Spells
require a number of segments equal to its tabletop spellcasting time divided by
3, rounded down.  If the spellcaster takes even 1 point of damage during this
time, concentration is disrupted and the spell is lost.  (There are no
Concentration skill checks until 3rd Edition.)

SECTION 8.12 - Turning Undead
-----------------------------

Clerics, and paladins of at least level 3, have the magical power to turn
undead once per combat.

There are, however, no turnable undead in Curse of the Azure Bonds.  There
aren't any in the immediate sequel Secret of the Silver Blades, either.

All other Gold Box games do have turnable undead.

SECTION 8.13 - Morale
---------------------

Morale represents the willingness of a creature to face the dangers of combat.
Your own characters never have to make morale checks, but anything else that is
not inherently fearless does.

Each monster has a base morale rating defined for each specific encounter, a
rating from 0 to 100.  (The general rules for the tabletop game are not used.)
Once the monsters lose that percentage of their starting strength, they will
start checking morale on the next round.  Monsters do not check morale
individually as in the tabletop game; all monsters with the same ID will always
behave the same given the same situation.

Anyone failing a morale roll may either flee in panic, where they will try to
run at full speed away from combat, or outright surrender.  Monsters with
Intelligence 3 or less flee.  More intelligent monsters may surrender instead
if they feel they are especially outmatched.  You do not receive experience or
items for monsters who have successfully run away, but you do from any monster
that has surrendered.

(Monsters do not make fighting retreats or orderly retreats as they do in the
tabletop game.)

Morale rating may be modified with the Bless (+5) or Curse (-5) spells.

In some cases, a morale rating isn't defined.  If this happens, what I think
is used is whatever the last monster morale rating was.

SECTION 8.14 - Party Strength
-----------------------------

Party Strength is a calculation the game performs to scale random combats to
your party, among other things.  It's only used a few times in Curse of the
Azure Bonds.

A character's contribution to Party Strength is the sum of:
  * 0.4 * cleric level
  * 0.8 * magic-user level
  * 0.5 * each point of AC below 0 (0 if AC is 0 or above)
  * 0.5 * each point of THAC0 below 21 (0 if THAC0 is 21 or above)
  * 0.1 * current hit points
rounded down to the nearest integer.  The values used for AC and THAC0 are the
ones shown on your character screen.

Party Strength is the above for every character summed.


SECTION 9.1 - Notes on Spells
-----------------------------

Clerical and druidic spells are automatically added to the spellbooks of those
eligible to cast them.  Magic-user spells are not automatically learned; you
can add one spell to your spellbook every time you gain a magic-user level or
ranger level of 9 or higher, or add them from magic-user scrolls that you find.

All spells must be prepared (memorized) before they can be cast, while
"E"ncamped.  Memorizing spells takes 15 minutes for each spell level, plus a
base preparation time depending on the highest level spell you are memorizing:

  Spell Level  Time
  1-2          4 hours
  3-4          6 hours
  5-6          8 hours
  7-8          10 hours
  9            12 hours

By tabletop game standards, all spells effectively always have a verbal
component, and never have somatic or material components: magical silence
always prevents spellcasting; there is no way to only have your arms bound so
that you cannot cast spells with somatic components; and no spellcasting
materials like diamond dust are ever required.

Casting baneful versions of clerical spells does not have the alignment
implications or restrictions that it does in the tabletop game.

Many spells depend on the level of the caster.  For a cleric or magic-user,
spellcasting level is simply equal to level in that class.  A ranger casts at
ranger level minus 7; a paladin casts at paladin level minus 8.

Some spells depend on the hit dice of the target.  This is always a simple
integer in the Gold Box games, unlike in the tabletop game; every 4 fractional
hit dice are generally converted to a single whole hit die.  For characters,
this is equal to level, or highest level for multi-classed characters; hit dice
do not max out at level 9 to 11 as they do in the tabletop game.

A "/" in the statistics below means "per".  That's the way the documentation
and 1st Edition rules also work.

If a diameter of effect is specified, the exact area affected is:

  Diameter 3    Diameter 5     Diameter 7   An intervening wall or other hard
                                            barrier will block the effect.
                                   ***
                    ***           *****     If a buff with a diameter is cast
      ***          *****         *******    outside of combat, it affects
      *X*          **X**         ***X***    everyone in the party.
      ***          *****         *******
                    ***           *****
                                   ***

A length 6 width 3 cone affects the following exact area (C is the caster):

     ****
  C******
     ****

Casting times listed below are given in initiative segments, in tabletop rule
units, if they are castable in combat.  Casting spells outside combat never
takes time, unlike in the tabletop game.  Some spells cast faster than the
tabletop version; these are marked with asterisks.

The number of segments actually taken is one third of that listed, rounded
down.  So a 1-segment or 2-segment spell casts instantly; one taking 3 to 5
segments is only delayed by 1 segment; etc.  This makes combat spellcasting
significantly more powerful than in the tabletop game.

AI priority is how much the AI likes to cast the spell, with higher numbers
indicating higher likelihood.  Healing spells are much higher priority if there
is a reason to cast them.

A buff or debuff does not stack with itself; i.e., you cannot make a buff last
twice as long by casting it twice in succession.

SECTION 9.2.1 - 1st Level Cleric Spells
---------------------------------------

Clerics, and paladins of at least level 9, may memorize and cast the following
spells:

Bless (Range: 6, Area: diameter 5, Duration: 6 minutes, Casting Time: 10, AI
  Priority: 1) -- Targets only allies who are not adjacent to enemies; provides
  a +1 bonus to hit and a +5 bonus to morale.

Curse (Range: 6, Area: diameter 5, Duration: 6 minutes, Casting Time: 10, AI
  Priority: 3) -- Targets only enemies, even those adjacent to allies.
  Inflicts a -1 penalty to hit and a -5 penalty to morale (no saving throw).

Cure Light Wounds (Range: 1, Area: 1 target, Casting Time: 5, AI Priority: 1)
  -- Restores 1d8 hit points to a creature.  This will not actually restore
  consciousness to unconscious characters until after combat.

  (In the tabletop game, this is not supposed to have any effect on undead or
  incorporeal creatures.  Curse of the Azure Bonds also predates the 3rd
  Edition and modern CRPG effect of cure spells inflicting damage on undead.)

Cause Light Wounds (Range: 1, Area: 1 target, Casting Time: 5, AI Priority: 2)
  -- If a successful melee combat attack roll is made, inflicts 1d8 damage to
  creatures affected by Cure Light Wounds (no saving throw).

Detect Magic (Range: caster, Duration: 10 minutes, Casting Time: 1*, AI
  Priority: 0) -- All magical items are indicated with an asterisk.

Protection from Evil (Range: 1, Area: 1 target, Duration: 3 minutes/level,
  Casting Time: 4, AI Priority: 1) -- Target receives a -2 bonus to Armor Class
  and to all saving throws if attacked by any creature of an evil alignment.

  (This does not have the tabletop game effect of preventing bodily contact by
  conjured or summoned creatures.)

Protection from Good (Range: 1, Area: 1 target, Duration: 3 minutes/level,
  Casting Time: 4, AI Priority: 1) -- As Protection from Evil, but protects
  against creatures of good alignment.

Resist Cold (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting
  Time: 10, AI Priority: 0) -- Target receives a +3 bonus to all saving throws
  against all cold attacks.  All cold damage taken is halved.

SECTION 9.2.2 - 2nd Level Cleric Spells
---------------------------------------

Clerics of at least level 3, and paladins of at least level 11, may memorize
and cast the following spells:

Find Traps (Range: caster, Duration: 30 minutes, Non-combat only) -- Detects
  traps on an ad hoc basis.

Hold Person (Range: 6, Area: 1-3 targets, Duration: 4 minutes + 1 minute/level,
  Casting Time: 5, AI Priority: 7) -- Holds immobile up to 3 Medium-sized or
  smaller living humanoid targets.  A saving throw vs. spell (it should be vs.
  paralyzation) will negate the spell; it is at a -1 penalty if 2 creatures are
  targeted and at a -2 penalty if 1 creature is targeted.

  (This spell got nerfed in 2nd Edition, which requires all targets to be close
  to each other.  It got nerfed hard in 3rd Edition, which only allows one
  target; and targets also get additional saving throws to break free every
  round; *and* high Wisdom now grants a bonus to the saving throw.  And in 5th
  Edition, it also requires the caster to concentrate to maintain the spell.
  It's still a strong spell in 5th Edition!  All this may or may not have
  anything to do with the infamous usefulness of this spell in the Gold Box
  games.)

Resist Fire (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting
  Time: 5, AI Priority: 1) -- Target receives a +3 bonus to all saving throws
  against all fire attacks.  All fire damage taken is halved.

Silence, 15' Radius (Range: 12, Area: 1 target diameter 3, Duration: 2 minutes/
  level, Casting Time: 5, AI Priority: 4) -- Causes magical silence in the area
  of effect, which moves with the targeted creature.  A saving throw can negate
  the spell.  You are silenced in a round if you are in a silenced area at any
  time in that round.

  (This spell must be specifically take effect upon a creature here, unlike in
  the tabletop game.)

Slow Poison (Range: 1, Area: 1 target, Duration: 1 hour/level, Casting Time:
  1, AI Priority: 0) -- Target ally killed by poison will be revived (though
  with but 1 hit point to start) for the duration of the spell, even in the
  thick of combat.  The revived character will take 1 point of damage every 10
  minutes, though hit points will not drop below 1 from this damage.  If the
  target does not receive a Neutralize Poison spell by the end of this spell's
  duration, full-blown death results.

  (This does not have the tabletop game requirement of being cast within 1 turn
  per caster level of the target's death.)

Snake Charm (Range: 3, Area: All, Duration: 4+1d4 minutes, Casting Time: 5, AI
  Priority: 0) -- Charms snakes and snake-like creatures whose total hit points
  do not exceed the caster's (no saving throw), with no apparent limit on area
  affected.  Dragons are not sufficiently ophidian to count as snake-like.  (Or
  it would, if there were any snake enemies in Curse of the Azure Bonds.  This
  also has no effect on a character affected by Sticks to Snakes.)

Spiritual Hammer (Range: caster, Duration: 1 minute/level, Casting Time: 5, AI
  Priority: 1) -- Summons a temporary magical hammer.  It can hit enemies that
  require magical weaponry to be struck, but does not actually have any bonuses
  to hit or to damage.  This hammer can be thrown; it will magically reappear
  in the caster's hands in that case.

SECTION 9.2.3 - 3rd Level Cleric Spells
---------------------------------------

Clerics of at least level 5 may memorize and cast the following spells
(paladins in later games may learn these starting at level 13):

Cure Blindness (Range: 1, Area: 1 target, Casting Time: 10, AI Priority: 0) --
  Cures all forms of blindness.

Cause Blindness (Range: 1, Area: 1 target, Duration: indefinite, Casting Time:
  10, AI Priority: 3) -- If a successful melee combat attack roll is made,
  blinds the target; a saving throw can negate the spell.  A blinded creature
  gets a -4 penalty to all of attack rolls, Armor Class, and saving throws
  until cured.

Cure Disease (Range: 1, Area: 1 target, Non-combat only) -- Cures all disease.
  This does not remove other damage the disease may have inflicted.

Cause Disease (Range: 1, Area: 1 target, Duration: indefinite, Casting Time:
  10, AI Priority: 4) -- If a successful melee combat attack roll is made,
  causes disease in the target; a saving throw can negate the spell; the spell
  lasts until cured.  Disease drains Strength (1 per hour, permanently;
  minimum 3) and hit points (1 per 10 minutes; minimum 1) over time.

Dispel Magic (Range: 6, Area: diameter 3, Casting Time: 6, AI Priority: 3) --
  Attempts to remove all magical effects, both positive and negative, from the
  target.  A Minor Globe of Invulnerability does not block this spell.  The
  base chance per effect is 50%.  If the caster is higher level than the caster
  of the effect, add 5% per level; if lower level, subtract 2% per level.  If
  cast outside of combat, affects only the chosen character and not the entire
  party.

  (In the tabletop game, this is supposed to be automatic against the caster's
  own magic, but the Gold Box games do not keep track of who was responsible
  for each effect.  This also has no effect on magical items in any way.)

Prayer (Range: caster, Area: All, Duration: 1 minute/level, Casting Time: 6, AI
  Priority: 5) -- Provides a +1 bonus to hit and to saving throws to all
  allies, and a -1 penalty to hit and to saving throws to all enemies (no
  saving throw).

Remove Curse (Range: 1, Area: 1 target, Casting Time: 6, AI Priority: 0) --
  Enables target to unequip cursed items, and dispels the Bestow Curse debuff.

Bestow Curse (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting
  Time: 6, AI Priority: 5) -- If a successful melee combat attack roll is made,
  inflicts a -4 penalty both to attack rolls and to all saving throws; a saving
  throw negates the spell.

SECTION 9.2.4 - 4th Level Cleric Spells
---------------------------------------

Clerics of at least level 7 may memorize and cast the following spells
(paladins in later games may learn these starting at level 15):

Cure Serious Wounds (Range: 1, Area: 1 target, Casting Time: 7, AI Priority: 1)
  -- As Cure Light Wounds, but restores 2d8+1 hit points.

Cause Serious Wounds (Range: 1, Area: 1 target, Casting Time: 7, AI Priority:
  5) -- As Cause Light Wounds, but inflicts 2d8+1 damage.  (There is a bug
  where this does not require an attack roll.)

Neutralize Poison (Range: 1, Area: 1 target, Non-combat only) -- Restores a
  character "killed" by poison to 1 hit point, or removes all poison from a
  character revived using Slow Poison.

Poison (Range: 1, Area: 1 target, Casting Time: 7, AI Priority: 6) -- Target
  must make a saving throw or die.  (This does not require an attack roll as
  the tabletop version does.  The clue book suggests this may have been a
  deliberate change.)

Protection from Evil, 10' Radius (Range: 1, Area: 1 target, Duration: 10
  minutes/level, Casting Time: 7, AI Priority: 2) -- As Protection from Evil
  with a longer duration and casting time, and the protection extends to any
  adjacent ally.

Sticks to Snakes (Range: 3, Area: 1 target, Duration: 1 minute/level, Casting
  Time: 7, AI Priority: 4) -- If the target has 5 or fewer hit dice, it must
  make a saving throw or be unable to act for the spell duration.  The target
  won't be helpless even if affected, and there is no effect otherwise.

  (In the tabletop game, the snakes can be poisonous, and the snakes last for 2
  minutes per level.)

SECTION 9.2.5 - 5th Level Cleric Spells
---------------------------------------

Clerics of at least level 9 may memorize and cast the following spells:

Cure Critical Wounds (Range: 1, Area: 1 target, Casting Time: 8, AI Priority:
  2) -- As Cure Light Wounds, but restores 3d8+3 hit points.

Cause Critical Wounds (Range: 1, Area: 1 target, Casting Time: 8, AI Priority:
  6) -- As Cause Light Wounds, but inflicts 3d8+3 damage.

Dispel Evil (Range: caster, Duration: 1 minute/level, Casting Time: 8, Combat
  only, AI Priority: 3) -- Improves AC against Extraplanar Evil creatures by 7.
  Every time the caster attacks such a creature, the target must save or be
  banished.  A successful banish ends the spell.

Flame Strike (Range: 6, Area: 1 target, Casting Time: 8, AI Priority: 6) -- A
  tower of fire inflicts 6d8 fire damage on the target; a successful saving
  throw halves damage taken.

Raise Dead (Range: 1, Area: 1 target, Non-combat only) -- Restores a dead
  non-elf character to life with 1 hit point, if the character makes a
  successful resurrection roll (see Statistic: Constitution).  The character
  permanently loses 1 point of Constitution.

  (This does not impose the tabletop restrictions of needing to cast this
  within 1 day/level of death, and the need for the patient to get bed rest.)

Slay Living (Range 3, Area: 1 target, Casting Time: 10, AI Priority: 7) --
  Target dies if it fails a saving throw, and still takes 2d8+1 damage if it
  succeeds.

SECTION 9.3.1 - 1st Level Druid Spells
--------------------------------------

Rangers of at least level 8 may memorize and cast the following spells:

Detect Magic (Range: caster, Duration: 12 minutes, Casting Time: 3, AI
  Priority: 1) -- All magical items are indicated with an asterisk.

Entangle (Range: 8, Area: diameter 7, Duration: 10 minutes, Casting Time: 3, AI
  Priority: 3) -- All creatures in the area of effect must save or be unable to
  move.  Affected targets aren't helpless and may still attack or cast spells
  without moving.  This spell only works outdoors; you are allowed to cast it
  indoors, but it has no effect.

  (The tabletop version reduces movement of affected creatures even if they
  make their saving throw.)

Faerie Fire (Range: 8, Area: multiple, Duration: 4 minutes/level, Casting Time:
  3, AI Priority: 4) -- Multiple targets may be highlighted (the number scales
  inversely with Hit Dice), which penalizes their AC by +2.  Targets are
  entitled to a saving throw.

  (The tabletop version doesn't allow a saving throw, and the number of targets
  there scale proportionately to druid level and inversely to monster size.)

Invisibility to Animals (Range: 1, Area: 1 target, Duration, 10 minutes + 1
  minute/level, Casting Time: 4, AI Priority: 1) -- A form of invisibility that
  only works on nonmagical animals with Intelligence less than 6.  Similar to
  regular invisibility, such animals *can* sense and attack you at the normal
  penalty if you are adjacent to them.  Attacking or casting a spell does *not*
  end this form of invisibility.  (What counts as an "animal" is a little
  strange; an owlbear is an animal, but a crocodile isn't.)

SECTION 9.4.1 - 1st Level Magic-user Spells
-------------------------------------------

Magic-users, and rangers of at least level 9, may learn, memorize, and cast
the following spells:

Burning Hands (Range: 1, Area: 1 target, Casting Time: 1, AI Priority: 2) --
  Inflicts 1 point of fire damage per level (no saving throw).

  (The tabletop version affects a 3 square arc.)

Charm Person (Range: 12, Area: 1 target, Duration: indefinite, Casting Time: 1,
  AI Priority: 4) -- Charms one Medium-sized or smaller living humanoid target;
  a saving throw negates the spell.  You can counter a Charm Person spell with
  your own charm spell.

Detect Magic (Range: caster, Duration: 2 minutes/level, Casting Time: 1, AI
  Priority: 0) -- All magical items are indicated with an asterisk.

Enlarge (Range: 2/level, Area: 1 target, Duration: 10 minutes/level, Casting
  Time: 1, AI Priority: 0) -- Increases the Strength of the target depending on
  caster's level:
  Level 1 - Strength 18        Level 6 - Strength 18(00)
  Level 2 - Strength 18(01)    Level 7 - Strength 19
  Level 3 - Strength 18(51)    Level 8 - Strength 20
  Level 4 - Strength 18(76)    Level 9 - Strength 21
  Level 5 - Strength 18(91)    Level 10 or higher - Strength 22
  This will not lower Strength.  You can get more than Strength 18 even if not
  a warrior.

  (Both the documentation and tabletop rules say range is supposed to be
  0.5/level.  The effect is also slightly different from the tabletop rules,
  which grant Strength 17 at level 1 and Strength 18 at level 2.  If you're
  wondering where this comes from, it's in the PHB, under the Psionics power
  Expansion.)

Reduce (Range: 2/level, Area: 1 target, Duration: 10 minutes/level, Casting
  Time: 1, AI Priority: 0) -- Dispels any Enlarge spell on the target.  Does
  not actually reduce the damage of the target otherwise, as the tabletop
  version does; the documentation to later games implies this is a deliberate
  feature of the computer version.

  (Both the documentation and tabletop rules say range is supposed to be
  0.5/level.)

Friends (Range: caster, Area: All, Duration: 1 minute/level, Casting Time: 1,
  AI Priority: 0) -- Raises Charisma by 2d4, which can temporarily exceed 18.
  This does not accomplish anything in Curse of the Azure Bonds, other than to
  transfer to sequels.

  (Contrary to both the documentation and the tabletop rules, this does not
  allow a saving throw.)

Magic Missile (Range: 6+4/level, Area: 1 target, Casting Time: 1, AI Priority:
  4) -- Fires unerring missiles that do 1d4+1 damage each (no saving throw),
  with an additional missile gained at every odd-numbered level.  You must fire
  all missiles at a single target.

  (There is no damage cap as there is in later editions; the tabletop version
  also permits you to fire missiles at different targets.)

Protection from Evil (Range: 1, Area: 1 target, Duration: 2 minutes/level,
  Casting Time: 1, AI Priority: 1) -- Same as the clerical spell, aside from
  duration and casting time.

Protection from Good (Range: 1, Area: 1 target, Duration: 2 minutes/level,
  Casting Time: 1, AI Priority: 1) -- Same as the clerical spell, aside from
  duration and casting time.

Read Magic (Range: caster, Duration: 2 minutes/level, Non-combat only) --
  Enables identification of magical scrolls readied by the caster.  This
  will then allow the spellcaster to learn such spells.  (Identifying the
  scroll in a shop does the same thing.)

Shield (Range: caster, Duration: 5 minutes/level, Casting Time: 1, AI Priority:
  2) -- This has multiple effects: (1) Target is undamaged by the Magic Missile
  spell; (2) If this is better than the caster's existing armor and shield,
  grants AC 2 against thrown weapons, AC 3 against launched missiles, and AC 4
  against melee attacks (this AC bonus does not apply against being attacked
  from behind); (3) +1 bonus to all saving throws.

Shocking Grasp (Range: 1, Area: 1 target, Casting Time: 1, AI Priority: 2) --
  If a successful melee combat attack roll is made, inflicts level+1d8
  electrical damage (no saving throw).

Sleep (Range: 3+4/level, Area: diameter 3, Duration: 5 minutes/level, Casting
  Time: 1, AI Priority: 2) -- Puts to sleep 4d4 points worth of living
  creatures (no saving throw).  Points are a function of hit dice, as follows:

  HD   Points
   0        1
   1        1
   2        2
   3        4
   4        6
   5       10 (only works on creatures that are not PC races)
  6+       20 (always unaffected)

  (This will never affect more than nine targets, because it is a diamater 3
  spell.  According to both the documentation and the tabletop game rules, this
  should have a range of 3+1/level.  The tabletop version doesn't work on 5 HD
  creatures.)

SECTION 9.4.2 - 2nd Level Magic-user Spells
-------------------------------------------

Magic-users of at least level 3 may learn, memorize, and cast the following
spells (rangers in later games may learn these starting at level 13):

Detect Invisibility (Range: caster, Duration: 5 minutes/level, Casting Time: 2,
  AI Priority: 1) -- Enables caster to see invisible creatures.

Invisibility (Range: 1, Area: 1 target, Duration: indefinite, Casting Time: 2,
  AI Priority: 2) -- Target is granted invisibility.  Invisibility is lost if
  the target attacks or casts any spell.  You cannot launch a ranged attack
  against a creature you cannot see, nor can you make an attack of opportunity
  against it if it moves away from you; even permitted attacks receive a -4
  penalty to-hit.  This effect is described in "D"isplay as "invisibility",
  which differs from "invisible".

Knock (Non-combat only) -- Attempts to open a locked or magically barred door.
  In Curse of the Azure Bonds, if you have this option and you actually have
  the spell memorized, it always works.

Mirror Image (Range: caster, Duration: 2 minutes/level, Casting Time: 2, AI
  Priority: 3) -- Creates 1d4 fake versions of the caster.  These dance about
  close to the caster, so that any attack that specifically targets the caster
  may instead target one of them instead; the caster and each of the images all
  have equal chances of being targeted.  Any fake version struck is
  automatically dispelled.  (An image has a lower chance of being struck than
  it should be.)

Ray of Enfeeblement (Range: 1+1/level, Area: 1 target, Duration: 1 minute/
  level, Casting Time: 2, AI Priority: 2) -- Reduces melee damage done by 25%
  plus 2% per level of the caster; a saving throw negates the spell.  This
  effect shows up on your character sheet under "D"isplay; it doesn't directly
  affect Strength.

  (According to both the documentation and the tabletop game rules, this should
  have a range of 1+0.25/level.  If you've heard this is a good spell, that's
  the 3rd Edition version, where it is 1st level and doesn't permit a saving
  throw.)

Stinking Cloud (Range: 3, Area: 2 by 2 square, Duration: 1 minute/level,
  Casting Time: 2, AI Priority: 5) -- Creates a 2 by 2 square cloud of choking
  gas, with its upper left corner at the targeted square.  Any breathing
  creature in the cloud who fails to save against poison is so nauseated as to
  be helpless for 1d4+1 rounds.  Even an affected creature who successfully
  saves is coughing enough so that it received a +4 penalty to Armor Class and
  loses any modifiers for Dexterity or a shield; it must save again against
  helplessness if still in the cloud next round.  Unlike Pool of Radiance, a
  target must save again if the spell is recast upon a tile that already has a
  cloud, and the AI no longer has the weakness that it will avoid a clouded
  tile.  The AI will not cast this spell unless it can catch at least one enemy
  in the cloud.

  (While notoriously strong in 1st Edition, this spell is less effective even
  in 2nd Edition.)

Strength (Range: 1, Area: 1 target, Duration: 1 hour/level, Non-combat only) --
  Increases Strength by 1d4 if a magic-user, 1d6 if a cleric or thief, or 1d8
  if a warrior.  For the purpose of this spell, 1 point of added Strength is
  equivalent to 10 percentage points of extraordinary Strength for a warrior.
  This cannot increase Strength above 18 for non-warriors, or above 18(00) for
  warriors.

SECTION 9.4.3 - 3rd Level Magic-user Spells
-------------------------------------------

Blink (Range: caster, Duration: 1 minute/level, Casting Time: 1, Combat only,
  AI Priority: 2) -- Caster starts to blink.  A blinking creature will blink
  out after acting.  Once blinked out, the creature may not be specifically
  targeted, and can only be hit by area attacks.  While this may only be cast
  in combat, it may last into a succeeding combat.

  (Unlike the tabletop game, which randomizes the blink, this will not in any
  way hamper the blinking creature's own attacks; it's a much more powerful
  defense in the Gold Box games than in the tabletop game.  A blinked-out
  creature may be attacked by moving into it, but it will always miss.)

Dispel Magic (Range: 12, Area: diameter 3, Casting Time: 3, AI Priority: 2) --
  Same as the clerical spell aside from range and casting time.

Fireball (Range: 10+1/level, Area: diameter 5 outdoors, diameter 7 indoors,
  Casting Time: 3, AI Priority: 7) -- Inflicts (level)d6 fire damage to each
  creature in the area of effect; a successful saving throw halves damage
  taken.  The AI will not cast this spell unless it can catch at least three
  enemies in the blast.

  (There is no damage cap as there is in later editions.)

Haste (Range: 6, Area: diameter 5, Duration: 3 minutes + 1 minute/level,
  Casting Time: 3, AI Priority: 3) -- Cancels an existing Slow effect, or
  doubles both movement and number of physical attacks; affects only allies;
  ages any affected recipients by one year.  Unlike Pool of Radiance, the aging
  does not occur until you actually enter combat.

  (This does not provide a bonus to initiative or incur a system shock check as
  the tabletop version does.)

Hold Person (Range: 12, Area: 1-4 targets, Duration: 2 minutes/level, Casting
  Time: 3, AI Priority: 6) -- All of range, number of possible targets,
  duration, and casting time are different from the 2nd level cleric spell, but
  this otherwise has the same effect.

Invisibility, 10' Radius (Range: 1, Area: diameter 3, Duration: indefinite,
  Casting Time: 3, AI Priority: 1) -- Casts Invisibility on all creatures in
  range, friend or foe.

  (Unlike the tabletop version, this invisibility is not broken even if you
  move away from the target, and even if the target itself breaks
  invisibility.)

Lightning Bolt (Range: 4+1/level, Area: 8 squares, Casting Time: 3, AI
  Priority: 6) -- The lightning bolt fired by this spell inflicts (level)d6
  electrical damage to all creatures struck; a successful saving throw halves
  damage taken.  The lightning bolt starts on the targeted square, and travels
  in the same direction for 8 squares thereafter.  If the bolt hits a wall or
  other terrain feature, it will reflect back towards the caster (and not at
  the angle of incidence).  Such a reflected bolt can thus hit creatures a
  second time, or rebound all the way to the caster.

  (There is no damage cap as there is in later editions.)

Protection from Evil, 10' Radius (Range: 1, Area: 1 target, Duration: 2
  minutes/level, Casting Time: 3, AI Priority: 1) -- As Protection from Evil
  but for casting time, and the protection extends to any adjacent ally.

Protection from Good, 10' Radius (Range: 1, Area: 1 target, Duration: 2
  minutes/ level, Casting Time: 3, AI Priority: 2) -- As Protection from Good
  but for casting time, and the protection extends to any adjacent ally.

Protection from Normal Missiles (Range: 1, Area: 1 target, Duration: 10
  minutes/level, Casting Time: 3, AI Priority: 3) -- Grants immunity to all
  nonmagical thrown weapons and nonmagical launched missiles.

  (This does not reduce the damage from magical missiles as the tabletop
  version does.)

Slow (Range: 9+1/level, Area: diameter 5, Duration: 3 minutes + 1 minute/level,
  Casting Time: 3, AI Priority: 4) -- Cancels an existing Haste spell, or
  halves both movement and number of physical attacks (no saving throw).  This
  affects only enemies, up to a maximum of 1 target/level.

  (This does not penalize initiative by 2 as the tabletop version does.)

SECTION 9.4.4 - 4th Level Magic-user Spells
-------------------------------------------

Charm Monsters (Range: 6, Area: 1-2 targets, Duration: indefinite, Casting
  Time: 4, AI Priority: 6) -- Charms up to two monsters.  Unlike the tabletop
  version and contrary to what the manual states, this will always target two
  monsters, and does not scale to the level of the target.

Confusion (Range: 12, Area: diameter 7, Duration: 2 minutes + 1 minute/level,
  Casting Time: 4, AI Priority: 7) -- Confuses up to 2d8 targets, each of which
  saves at a -2 penalty.  Each round, a confused target rolls a random action:
  * 10%: confusion effect replaced by 10-minute fear effect
  * 50%: 'is confused', does nothing this round
  * 20%: 'goes berzerk', acts as if it were an enemy
  * 20%: 'is enraged', acts normally this round
  A confused target that 'goes berzerk' can do things like cast spells, or
  bandage someone on the opposite side.  It will also be temporarily marked as
  the other side for the rest of the round, and may be targeted by its
  erstwhile AI allies.

  (Contrary to both the tabletop version and what the manual states, targets
  only save for the initial effect; they do not save every round.  The tabletop
  version also has 'goes berzerk' as attacking whatever the nearest creature
  is; and it also adjusts number of creatures affected by level.)

Dimension Door (Range: 3/level, Area: caster, Casting Time: 1, AI Priority: 0)
  -- Teleports the caster to an unoccupied tile.

Fear (Range: 6, Area: width 3 cone, Duration: 1 minute/level, Casting Time: 4,
  AI Priority: 6) -- Creatures which fail to make a saving throw are afflicted
  by fear, and are forced to flee combat.

  (The tabletop version can also force creatures to drop anything being held.)

Fire Shield (Range: caster, Duration: 2 minutes + 1 minute/level, Casting Time:
  4, AI Priority: 8) -- Comes in hot and cold forms, chosen at the time of
  casting.  Has three effects:
  * Any successful melee attack upon the caster inflicts double damage on the
    attacker.
  * Opposite-element attacks are saved against with a +2 bonus; the caster
    takes half damage, or none if the saving throw is made.  (A bug in this
    game prevents the reduced damage effect.)
  * Same-element attacks inflict double damage.

Fumble (Range: 1/level, Area: 1 target, Duration: 1 minute/level, Casting Time:
  4, AI Priority: 4) -- Prevents the target from attacking or moving (which
  does not make the target helpless); if a saving throw is made the effect is
  limited to a Slow spell.

Ice Storm (Range: 1/level, Area: diameter 5, Casting Time: 4, AI Priority: 7)
  -- Inflicts 3d10 cold damage to all targets (no saving throw).

  (This does not inflict impact damage, as you might expect, and as happens in
  3rd Edition.)

Minor Globe of Invulnerability (Range: caster, Duration: 1 minute/level,
  Casting Time: 4, AI Priority: 5) -- Stops all incoming spells (whether from
  friend or foe) of 3rd level or less.  The exception is anything that can
  remove an effect (e.g. Dispel Magic; a Slow that can remove a Haste; etc.)

Remove Curse (Range: 1, Area: 1 target, Casting Time: 4, AI Priority: 0) --
  Same as the 3rd-level cleric spell, aside from casting time.

Bestow Curse (Range: 1, Area: 1 target, Duration: 10 minutes/level, Casting
  Time: 4, AI Priority: 4) -- Same as the 3rd-level cleric spell, aside from
  casting time.

SECTION 9.4.5 - 5th Level Magic-user Spells
-------------------------------------------

Cloud Kill (Range: 2, Area: 3 by 3 square, Duration: 1 minute/level, Casting
  Time: 5, AI Priority: 5) -- Creates a 3 by 3 square cloud of lethal vapors,
  centered on the target square.  Creatures caught within that are vulnerable
  to inhaled poison are affected according to Hit Dice:

   HD   Effect
  0-4   Die from poison (no saving throw)
    5   Save at a -4 penalty or die
    6   Save or die
   7+   No effect

Cone of Cold (Range: 6, Area: width 3 cone, Casting Time: 5, AI Priority: 6) --
  Inflicts (level)d4+level cold damage to all creatures in the area of effect.

  (Contrary to both the tabletop version and the manual, the length of the cone
  does not vary by level.)

Feeblemind (Range: 16, Area: 1 target, Duration: indefinite, Casting Time: 5,
  AI Priority: 6) -- Reduces Intelligence and Wisdom to 7, thereby preventing
  all spellcasting.  This effect may only be removed via the Heal spell,
  available only at a temple in Curse of the Azure Bonds.

  (Contrary to both the tabletop version and the manual, this does not have a
  range of 1/level.)

Hold Monsters (Range: 1/level, Area: 1-4 targets, Duration: 1/level, Casting
  Time: 5, AI Priority: 7) -- Holds immobile up to 4 monsters of any type.  A
  saving throw vs. spell will negate the spell; it is at a -1 penalty if 2
  creatures are targeted and at a -2 penalty if 1 creature is targeted.

  (This has double the range of the tabletop version, where the save is vs.
  paralyzation.  Also, as with Hold Person, this spell has been nerfed in all
  successive editions.)

SECTION 9.5 - Spell Summary
---------------------------

Many details (especially the effect of a successful saving throw) are elided
to fit this neatly into a table.

Duration (Dur.) is in minutes.
Casting time (CT) is in segments.
"AI Pr" = AI priority; "s.t." = saving throw

Clerical                                        AI
Spell Name            Range   Area    Dur.  CT  Pr  Effect
-----------------     -----  -----  ------  --  --  --------------------
Bless                     6  dia 5       6  10   1  +1 to-hit; +5 morale
Curse                     6  dia 5       6  10   3  -1 to-hit; -5 morale
Cure Light Wounds         1  1 tar       -   5   1  cure 1d8
Cause Light Wounds        1  1 tar       -   5   2  inflict 1d8
Detect Magic           self      -      10   1   0  highlight magical
Protection from Evil      1  1 tar     3/L   4   1  +2 bonus to AC/s.t.
Protection from Good      1  1 tar     3/L   4   1  +2 bonus to AC/s.t.
Resist Cold               1  1 tar    10/L  10   0  half cold dam, +3 s.t.

Find Traps             self      -      30  NC   -  ad hoc trap detect
Hold Person               6  3 tar   4+1/L   5   7  paralyze humanoids
Resist Fire               1  1 tar  10+3/L   5   1  half fire dam, +3 s.t.
Silence, 15' radius      12  1 tar     2/L   5   4  prevents spellcasting
Slow Poison               1  1 tar    60/L   1   0  temp. poison revival
Snake Charm               3  maxHP     1/L   5   0  charm snakes
Spiritual Hammer       self      -     1/L   5   1  temp. magical hammer

Cure Blindness            1  1 tar       -  10   0  cure blindness
Cause Blindness           1  1 tar   indef  10   3  inflict blindness
Cure Disease              1  1 tar       -  NC   -  cure disease
Cause Disease             1  1 tar   indef  10   4  inflict disease
Dispel Magic              6  dia 3       -   6   3  removes effects
Prayer                 self      -     1/L   6   5  +1/-1 to-hit/s.t
Remove Curse              1  1 tar       -   6   0  cure curse
Bestow Curse              1  1 tar    10/L   6   5  inflict curse

Cure Serious Wounds       1  1 tar       -   7   1  cure 2d8+1
Cause Serious Wounds      1  1 tar       -   7   5  inflict 2d8+1
Neutralize Poison         1  1 tar       -  NC   -  poison revival
Poison                    1  1 tar       -   7   6  inflict death by poison
Prot. from Evil, 10'      1  1 tar    10/L   7   2  +2 bonus to AC/s.t.
Sticks to Snakes          3  1 tar     1/L   7   4  inflict inaction

Cure Critical Wounds      1  1 tar       -   8   2  cure 3d8+3
Cause Critical Wounds     1  1 tar       -   8   6  inflict 3d8+3
Dispel Evil            self      -     1/L   8   3  +7 bonus to AC; banish
Flame Strike              6  1 tar       -   8   6  inflict 6d8 fire
Raise Dead                1  1 tar       -  NC   0  cure dead
Slay Living               3  1 tar       -  10   7  inflict death

Druidic                                         AI
Spell Name            Range   Area    Dur.  CT  Pr  Effect
-----------------     -----  -----  ------  --  --  --------------------
Detect Magic           self      -      12   3   1  highlight magical
Entangle                  8  dia 7      10   3   3  movement to 0
Faerie Fire               8  ? tar     4/L   3   4  -2 penalty to AC
Invisibility to Animals   1  1 tar  10+1/L   4   1  invisibility to animals

Magic-User                                      AI
Spell Name            Range   Area    Dur.  CT  Pr  Effect
-----------------     -----  -----  ------  --  --  --------------------
Burning Hands             1  1 tar       -   1   2  inflict L fire
Charm Person             12  1 tar   indef   1   4  charm humanoid
Detect Magic           self      -     2/L   1   0  highlight magical
Enlarge                 2/L  1 tar    10/L   1   0  increase Strength
Reduce                  2/L  1 tar    10/L   1   0  remove Enlarge
Friends                self      -     1/L   1   0  +2d4 Charisma
Magic Missile         6+4/L  1 tar       -   1   4  inflict 1d4+1 / (L+1)/2
Protection from Evil      1  1 tar     2/L   1   1  +2 bonus to AC/s.t.
Protection from Good      1  1 tar     2/L   1   1  +2 bonus to AC/s.t.
Read Magic             self      -     2/L  NC   -  identify spell scrolls
Shield                 self      -     5/L   1   2  +1 bonus to s.t. and more
Shocking Grasp            1  1 tar       -   1   2  inflict 1d8+L electrical
Sleep                 3+4/L  dia 3     5/L   1   2  inflict sleep

Detect Invisibility    self      -     5/L   2   1  see invisible
Invisibility              1  1 tar   indef   2   2  invisibility
Knock                     -   lock       -  NC   -  magical unlock
Mirror Image           self      -     2/L   2   3  1d4 illusionary images
Ray of Enfeeblement   1+1/L  1 tar     1/L   2   2  -(25+2/L)% melee damage
Stinking Cloud            3    2x2     1/L   2   5  inflict nausea
Strength                  1  1 tar    60/L  NC   -  +1d(4 or 6 or 8) Strength

Blink                  self      -     1/L   1   2  blink
Dispel Magic             12  dia 3       -   3   2  removes effects
Fireball             10+1/L  dia ?       -   3   7  inflict Ld6 fire
Haste                     6  dia 5   3+1/L   3   3  double movement/attacks
Hold Person              12  4 tar     2/L   3   6  paralyze humanoids
Invisibility, 10'         1  dia 3   indef   3   1  invisibility
Lightning Bolt        4+1/L   8 sq       -   3   6  inflict Ld6 electrical
Prot. from Evil, 10'      1  1 tar     2/L   3   1  +2 bonus to AC/s.t.
Prot. from Good, 10'      1  1 tar     2/L   3   2  +2 bonus to AC/s.t.
Prot. Normal Missiles     1  1 tar    10/L   3   3  immunity to normal missiles
Slow                  9+1/L  dia 5   3+1/L   3   4  half movement/attacks

Charm Monsters            6  2 tar   indef   4   6  charm any monster
Confusion                12  dia 7   2+1/L   4   7  inflict confusion to 2d8
Dimension Door          3/L      -       -   1   0  teleport caster
Fear                      6   cone     1/L   4   6  inflict fear
Fire Shield            self      -   2+1/L   4   8  elemental/melee protection
Fumble                  1/L  1 tar     1/L   4   4  inflict inaction
Ice Storm               1/L  dia 5       -   4   7  inflict 3d10 cold
Minor Globe of Invuln. self      -     1/L   4   5  block 1st-3rd level spells
Remove Curse              1  1 tar       -   4   0  cure curse
Bestow Curse              1  1 tar    10/L   4   4  inflict curse

Cloud Kill                2    3x3     1/L   5   5  inflict death by poison
Cone of Cold              6   cone       -   5   6  inflict Ld4+L cold
Feeblemind               16  1 tar   indef   5   6  prevents spellcasting
Hold Monsters           1/L  4 tar     1/L   5   7  paralyze any monster

SECTION 9.6 - Temple Spells
---------------------------

The following curative spells are available in temples.

                     Gold
Spell                Cost
Cure Blindness       1000
Cure Disease         1000
Cure Light Wounds     100  Restores 1d8 hit points
Cure Serious Wounds   350  Restores 2d8+1 hit points
Cure Critical Wounds  600  Restores 3d8+3 hit points
Heal                 5000  Restores all but 1d4 hit points; cures blindness,
                           disease, and feeblemindedness
Neutralize Poison    1000  Restores life to a poisoned character
Raise Dead           5500  Must roll Constitution-based resurrection check
Remove Curse         3500
Stone to Flesh       2000  Does not require system shock roll

Raise Dead works on elves, even though it's not supposed to.  A temple is thus
more skilled at healing your party than it ever will be itself.  This is
similar to how a lot of other classic CRPGs (examples include Wizardry I/II/
III/V; Ultima III/VI; Might and Magic I through VIII; Bard's Tale I/II) work,
even though this doesn't happen in the tabletop game.

Restoration and Resurrection are not available.


SECTION 10.1 - Item Basic Mechanics
-----------------------------------

Standard coin valuation is as follows:

10 copper pieces (cp)   = 1 silver piece
20 silver pieces (sp)   = 1 gold piece
 2 electrum pieces (ep) = 1 gold piece
 1 platinum pieces (pp) = 5 gold pieces

Whenever you are asked for gold, platinum is always acceptable.  The converse
is not necessarily true.

A quick way to exchange a large number of low-value coins is to go to a shop,
pool all your money, then buy something cheap like a stack of arrows.

Gems and jewelry have random values, and must be individually appraised in a
shop.  You should sell immediately at full value; otherwise, they will go to
regular inventory slots and subsequently only sell at half value.

To determine the value of a gem, roll 1d100:
  Roll  Gold Value
  1-25          10  A gem sells for an average of 275 gold.
 26-50          50
 51-70         100
 71-90         500
 91-99        1000
   100        5000

To determine the value of a piece of jewelry, roll 1d100:
  Roll  Gold Value
  1-10    100-1000  The game will pick any integer in the indicated range, not
 11-20    200-1200    just nice even multiples of 100 or 1000.
 21-40    300-1800  A piece of jewelry sells for an average of 2910 gold.
 41-50    500-3000
 51-70   1000-6000
 71-90   2000-8000
91-100  2000-12000

10 coins (or gems, or pieces of jewelry) weigh 1 pound.  (Those coins are
heavy!  They get lighter in 3rd Edition.)

Armor and weapons are based on "Armour & Weapons" by Charles John ffoulkes
(1909); yes that's a "ff", you find that in medieval English names.
Historiography has progressed in the century-plus since then.

Inventory items have a standard value that shops appraise them at, and a weight
measured in coins.  An item is considered:
  * light if it is less than 2.5 pounds
  * medium if it is 2.5 pounds to 25.5 pounds
  * heavy if it is more than 25.5 pounds

Most magical items can be readily identified as magical with the Detect Magic
spell, and their properties can often be deduced by the effect on your visible
statistics, but the only way to formally identify most of them is to pay a shop
to do so, which costs 200 gold.  Magical scrolls may be formally identified
with the Read Magic spell.

Magical items are worth multiples of 400 experience, varying with the item.
Items that have a plus are worth 400 XP per magical plus, and Bracers of
Defense are worth 400 XP per point of AC they grant.  Money is worth:

      Type  Experience
    copper       0.005
    silver        0.05
  electrum         0.5
      gold           1
  platinum           5
       gem         250
   jewelry        2200

This experience gets divided by the number of people in your party and rounded
down.

SECTION 10.2.1 - Basic Weapons
------------------------------

The table below describes standard weaponry you can buy.

#: base item type.
"Weight (coins)": any fractions are rounded down.  Note that most weapons in
  AD&D weigh FAR more than their real-life versions.
"Value (gold)": what a shop will think it is worth when it is buying it from
  you, which is not quite the same as what you can buy it for.
"H": hands needed to equip the item.  (Bastard swords are always two-handed in
  this game.)
"T": damage type: B for bashing, P for piercing, S for slashing.  Some monsters
  may take reduced damage from specific damage types.  Some of these also don't
  make much sense (all of them P and S getting reversed), which in Curse of the
  Azure Bonds only makes a difference against vegepygmies.  The game does not
  support having more than one damage type, which in real life was why many of
  these weapons even existed.
"Damage v. S/M": damage weapon does against Small or Medium opponents
 (creatures that occupy exactly one tile).
"Damage v. L+": damage weapon does against Large or larger opponents (creatures
  that occupy two or more tiles).
"Thrown Range": this weapon may also be thrown; ranges are short/medium/long.

MELEE WEAPONS              Weight  Value        Damage  Damage
  # Name                  (coins) (gold)  H  T  v. S/M   v. L+  Thrown Range
  1 Battle Axe                 75      5  1  P     1d8     1d8
  2 Hand Axe                   50      1  1  S     1d6     1d4  1/2/3
  3 Bardiche                  125      7  2  S     2d4     3d4
  4 Bec De Corbin             100      6  2  S     1d8     1d6
  5 Bill-Guisarme             150      6  2  S     2d4    1d10
  6 Bo Stick                   15      1  1  B     1d6     1d3
  7 Club                       30      1  1  B     1d6     1d3  1/2/3
  8 Dagger                     10      2  1  P     1d4     1d3
 10 Fauchard                   60      3  2  S     1d6     1d8
 11 Fauchard-Fork              80      8  2  S     1d8    1d10
 12 Flail                     150      3  1  B   1d6+1     2d4
 13 Military Fork              75      4  2  S     1d8     2d4
 14 Glaive                     75      6  2  S     1d6    1d10
 15 Glaive-Guisarme           100     10  2  S     2d4     2d6
 16 Guisarme                   80      5  2  S     2d4     1d8
 17 Guisarme-Voulge           150      7  2  S     2d4     2d4
 18 Halberd                   175      9  2  S    1d10     2d6
 19 Lucern Hammer             150      7  2  P     2d4     1d6
 20 Hammer                     50      1  1  B   1d4+1     1d4  1/2/3
 22 Jo Stick                   40      1  1  B     1d6     1d4
 23 Mace                      100      8  1  B   1d6+1     1d6
 24 Morning Star              125      5  1  B     2d4   1d6+1
 25 Partisan                   80     10  2  S     1d6   1d6+1
 26 Military Pick              60      8  1  P   1d6+1     2d4
 27 Awl Pike                   80      3  2  P     1d6    1d12
 29 Ranseur                    50      4  2  S     2d4     2d4
 30 Scimitar                   40     15  1  S     1d8     1d8
 31 Spear                      50      1  2  P     1d6     1d8  1/2/3
 32 Spetum                     50      3  2  S   1d6+1     2d6
 33 Quarter Staff              50      1  2  B     1d6     1d6
 34 Bastard Sword             100     25  2  S     2d4     2d8
 35 Broad Sword                75     10  1  S     2d4   1d6+1
 36 Long Sword                 60     15  1  S     1d8    1d12
 37 Short Sword                35      8  1  S     1d6     1d8
 38 Two-Handed Sword          250     30  2  S    1d10     3d6
 39 Trident                    50      4  1  S   1d6+1     3d4
 40 Voulge                    125      2  2  S     2d4     2d4

For the below, "Range" gives how far short, medium, and long range are; "RoF"
is rate of fire (number of missiles that can be fired per round).
LAUNCHERS                  Weight  Value        Damage  Damage
  # Name                  (coins) (gold)  H  T  v. S/M   v. L+  Range    RoF
 41 Composite Long Bow         80    100  2  fires arrows       7/14/21  2
 42 Composite Short Bow        50     75  2  fires arrows       6/12/18  2
 43 Long Bow                  100     60  2  fires arrows       7/14/21  2
 44 Short Bow                  50     15  2  fires arrows       5/10/15  2
 46 Light Crossbow             50     12  2  fires quarrels     6/12/18  1
 47 Sling                       2      0  1  B   1d4+1   1d6+1  6/12/20  1
101 Staff Sling                20      1  2  B   1d4+1   1d6+1  7/14/23  1
AMMUNITION
 28 Quarrel                     0.15   0  0  P     1d4     1d4
 73 Arrow                       0.4    0  0  S     1d6     1d6
THROWN WEAPONS
  9 Dart                        1.25   0  1  P     1d3     1d2  2/4/6    3
 21 Javelin                    10      0  1  P     1d6     1d6  2/4/6    1
 86 Flask of Oil               25     20  1  S     2d6     2d6  1/2/3    1
 98 Spine                       0      0  0  P     1d6     1d6  6/12/18  6

SECTION 10.2.2 - Basic Armor
----------------------------

The table below describes standard armor you can buy.

#: base item type.
"Name": note that "mail" here doesn't have the modern technical meaning of
  specifically armor made of linked rings.  By 1st Edition rules, "plate armor"
  is different from "plate mail", and is too technologically advanced to exist.
"Weight (coins)": these numbers make more sense than the weapon numbers above,
  but these still aren't very realistic.
"Value (gold)": what a shop will think it is worth when it is buying it from
  you, which is not quite the same as what you can buy it for.
"AC": bonus to Armor Class provided by wearing this.
"Max Move": maximum normal movement while wearing this armor, if you are
  otherwise not heavily burdened.

BODY ARMOR                 Weight  Value       Max
  # Name                  (coins) (gold)  AC  Move
 50 Leather Armor             150      5   2    12
 51 Padded Armor              100      4   2     9
 52 Studded Leather Armor     200     15   3     9
 53 Ring Mail                 250     30   3     9
 54 Scale Mail                400     45   4     6
 55 Chain Mail                300     75   5     9
 56 Splint Mail               400     80   6     6
 57 Banded Mail               350     90   6     9
 58 Plate Mail                450    400   7     6
HELD IN OFF-HAND
 59 Shield                    100     15   1
 71 Silver Mirror              10     20   0  can reflect gaze attacks

SECTION 10.2.3 - Other Items
----------------------------

Other base items in this game have the following item types (this is not
comprehensive):

  # Name
 60 Scroll of Protection [usability: all]
 61 Magic-User Scroll [usability: magic-user, thief]
 62 Clerical Scroll [usability: cleric]
 63 Gauntlets, Gloves [usability: all]
 64 Hat [usability: all]
 65 Girdle [usability: all]
 66 Robe [usability: magic-user]
 69 Ring of Invisibility [usability: all]
 70 Dust, Ioun Stone, Necklace [usability: all]
 71 Potion, Mirror [usability: all]
 77 Bracers [usability: all]
 78 Wand [usability: magic-user]
 79 Wand [usability: all]
 84 Potion of Giant Strength [usability: fighter, paladin, ranger]
 92 Cloak of Displacement [usability: all]
 93 Ring of Protection [usability: all]
 94 Drow Mace [usability: cleric, fighter, paladin, ranger]
 95 Elfin Chain Mail [usability: cleric, fighter, thief, paladin, ranger]
 96 Drow Chain Mail [usability: cleric, fighter, paladin, ranger]
 97 Drow Long Sword [usability: fighter, thief, paladin, ranger]
 98 Spine [usability: fighter]
 99 Ring of Wizardry [usability: magic-user]
100 Dart of Hornet's Nest [usability: all but clerics]

SECTION 10.3 - Magical Items
----------------------------

Standard magical melee weapons and thrown weapons add their plus as a bonus
both to hit and to damage.  Bows and crossbows are supposed to add their plus
only to hit, but unlike later Gold Box games and tabletop rules also add to
damage; arrows and bolts add their plus only to damage.

Standard magical armor add their plus as a bonus to Armor Class when worn, and
if its base armor type decreases movement, the magical version increases net
movement by 3.

Drow equipment functions as magical equipment of the same sort; it will have a
+3 or +5 bonus, which won't be stated even if formally identified.  It will be
destroyed if you return to the World Map from any location you can normally get
it.  (By tabletop rules, this is caused by exposure to sunlight.)

Magical scrolls come in both clerical and magic-user types.    Spellcasting
from a scroll is instantaneous, and have an effective spell level of whichever
is higher of either 6, or the minimum class level needed to cast the spell plus
1.

Magic-user spells may be permanently learned from the scroll, which consumes
that use of the spell.  Thieves of at least level 10 may attempt to use
magic-user scrolls, with a 75% chance of success.

Magical wands start with a defined number of charges if not random, often less
than the 80+1d20 you would find in the tabletop game.  In general, charged
items in the tabletop game are far more useful than they are in CRPGs; regular
spellcasting is much faster than it is supposed to be.

You may not equip more than two magical rings at once.

Other magical items include:

Blessed Quarrel -- a Quarrel +1 that will also automatically kill a rakshasa if
  it hits.
Bracers of Defense ("Bracers AC #") -- These do not count as armor and will not
  stack with it, but will set base Armor Class to the indicated number.  It's
  generally the defensive equipment of choice on thieves, and single-classed
  magic-users who do not have ranger levels.  Bracers AC 10 are cursed.
Cloak of Displacement -- Grants a -2 bonus to Armor Class; the first physical
  attack per combat will automatically miss against someone wearing this.
  (This does not grant a bonus to saving throws, as the tabletop version does.)
Dart of Hornet's Nest -- when thrown (range 2/4/6), turns into a swarm of 14
  Darts +1 (28 if you are hasted).  (The tabletop version is a swarm of 2d4 to
  5d4 darts, bonus +1 to +4 to-hit only.  Also, the clue book suggests this
  works even better with high Strength.  It doesn't, and shouldn't, by 1st
  Edition rules; darts being overpowered that way is a 2nd Edition phenomenon.)
Dust of Disappearance -- This will make the entire party invisible for 20d10
  minutes.  This is a special form of invisibility that is not dispelled by
  attacking or spellcasting.  Yes, it is very powerful -- there is a reason
  this does not exist at all in Gold Box games later than Curse of the Azure
  Bonds.  This effect is described in "D"isplay as "invisible", which differs
  from the normal "invisibility".
Elfin Chain Mail -- nonmagical suit of chain mail that neither limits movement
  nor interferes with thieving abilities.  (This is magical in the tabletop
  game.)
Gauntlets of Dexterity -- modifies Dexterity by +1 (which may exceed 18; this
  modifier applies before that for Ioun Stone Deep Red).  Raising Dexterity to
  20 is not truly supported by the game and should be avoided, however.
Gauntlets of Fumbling -- cursed gauntlets that modify Dexterity by -2.  (This
  will not cause you to drop items as the tabletop version does.)
Girdle of the Dwarves -- modifies Constitution by +1 (which may exceed 18, and
  automatically adjusts maximum hit points), and modifies Charisma by -1 (this
  modifier applies after that for Ioun Stone Pink and Green).  Do *not* equip
  this on characters transferred from Pool of Radiance; the maximum hit point
  adjustment may actually lower it.  (This doesn't otherwise make you more
  dwarflike as the tabletop version does; it doesn't confer the dwarven racial
  ability to detect stonework traps, for instance.)
Girdle of Giant Strength -- grants Strength 24 (storm giant).
Gloves of Thievery -- enables anyone to Open Locks and Pick Pockets as a level
  7 thief, or increases all thief skills by 2% as a thief.  (The tabletop
  version increases only Open Locks and Pick Pockets by 5% for a thief.)
Hat of Stupidity -- This cursed hat reduces Intelligence to 7.
Ioun Stone Deep Red -- modifies Dexterity by +1, to a maximum of 18.
Ioun Stone Incandescent Blue -- modifies Wisdom by +1, to a maximum of 18.
Ioun Stone Pale Blue -- modifies Strength by +1 to a maximum of 18.
Ioun Stone Pink and Green -- modifies Charisma by +1 to a maximum of 18.
Ioun Stone Scarlet and Blue -- modifies Intelligence by +1 to a maximum of 18.
Javelin of Lightning -- This single-shot consumable creates a lightning bolt
  that does 20+1d6 electrical damage.  This acts like the magic-user spell, but
  with a range of 9, and the bolt only travels 3 squares.
Javelin of Piercing -- same as a Javelin +6.
Long Sword +1 Flame Tongue -- the +1 bonus increases to:
  * +2 against regenerating monsters: TROLL (#07); a hit prevents regeneration.
  * +3 against avians: GRIFFON (#37), MANTICORE (#38); but not HIPPOGRIFF (#81)
    as probably should happen.  (Also, AD&D manticores have bat wings; calling
    them avian is a stretch.)
  * +4 against undead: DRACOLICH (#60)
Long Sword +2 Berserker -- cursed item that causes the character to
  automatically attack any nearby creature in melee.
Long Sword +2 Dragon Slayer -- bonus increases to +4 and damage to 3d12+4
  against BLACK DRAGON (#53).  It does not against dracoliches.  (This is
  correct by tabletop rules, similar to how liches aren't humans.)
Long Sword +3 Frost Brand -- the +3 bonus increases to +6 against SALAMANDER
  (#57), HELL HOUND (#68), and oddly, OTYUGH (#09).  It does not against
  EFREETI (#52) or TYRANTHRAXUS (#71), as it should.
Necklace of Missiles -- shoots range 7 fireballs (as the 3rd-level magic-user
  spell) that do 6d6 damage.
Plate Mail of Vulnerability -- same as cursed Plate Mail -5.
Potion of Extra Healing -- has three doses, each of which restores 1d8 hit
  points of damage.
Potion of Giant Strength -- grants frost giant (21) Strength for 4+1d4 turns
  (50-80 minutes) to a warrior.
Potion of Healing -- restores 2d4+2 hit points of damage.
Potion of Invisibility -- grants Invisibility, similar to the spell.  Lasts
  indefinitely until the drinker attacks or casts a spell (unlike the tabletop
  potion).
Potion of Speed -- acts as a Haste spell that lasts for 5d4 rounds (doubles
  movement and number of physical attacks, at the cost of magically aging the
  user by 1 year).
Ring of Invisibility -- this casts the Invisibility spell on the wearer when
  equipped.  This item is unlimited in use, and unlike the One Ring, the
  invisibility persists even if the ring is removed; it is only canceled by
  attacking or casting a spell.
Ring of Protection -- this grants its bonus of the best ring: (1) to Armor
  Class if the wearer is not also wearing magical armor; (2) to all saving
  throws.  (The second effect is not present on some Rings of Protection.)
Ring of Wizardry -- doubles a magic-user's maximum number of 1st, 2nd, and 3rd
  level spells that can be memorized.  Removing the ring causes you to forget
  excess spells.  (The tabletop version has multiple standard variations; the
  variation in other Gold Box games doubles 5th-level spells.)
Robe of Powerlessness -- This cursed item reduces both Strength and
  Intelligence to 3.  (This does not require a Heal spell to fix, unlike the
  tabletop version.)
Robe of Vermin -- the vermin infesting this cursed robe cause the wearer to
  flub magic-user spells 50% of the time.  Such failure does not cause the loss
  of the memorized spell.
Scroll of Protection from Dragon Breath -- Reader is completely immune to
  dragon breath from BLACK DRAGON (#53) and DRACOLICH (#60) for 2d4+4 minutes.
Scroll of Protection from Paralyzation -- Reader is completely immune to
  paralysis from Hold Person/Monsters and Wands of Paralyzation for 4+1d4 turns
  (50-80 minutes).  (This does not protect against paralysis from Stinking
  Cloud or paralytic melee attacks as it is supposed to.)
Wand of Defoliation -- affects monsters in a cone 3 squares long, inflicting
  6d6 damage on all plant monsters: SHAMBLING MOUND (#25), BIT O' MOANDER
  (#26), SM VEGEPYGMY (#27), and LG VEGEPYGMY (#28).  (This does not allow a
  saving throw for half damage, unlike the tabletop version.)
Wand of Fireballs -- shoots fireballs (as the 3rd-level magic-user spell,
  except the saving throw is vs. rod/staff/wand) which do 6d6 damage.
Wand of Ice Storm -- same effect as the 4th-level magic-user Ice Storm spell
  (3d10 cold damage in a 5 square diameter, with no saving throw).
Wand of Lightning -- shoots lightning bolts (as the 3rd-level magic-user spell,
  except the saving throw is vs. rod/staff/wand) which do 6d6 damage.
Wand of Magic Missiles -- shoots 3 magic missiles (as the 1st-level magic-user
  spell), which do 3d4+3 damage to a single target.  (The tabletop version is
  fixed at 2 missiles that do 2d4+2 damage, and non-magic-users must roll to
  hit their target.)
Wand of Paralyzation -- attempts to hold any single monster (range 6) for 5d4
  rounds; a saving throw vs. rod/staff/wand negates.  (Yes, the DMG says to use
  that saving throw.)

SECTION 10.4 - Random Magical Items
-----------------------------------

Random magical items may be one of the following.  Weapons, armor, shields,
and Rings of Protection are either +1 (70% chance) or +2 (30% chance).

any standard weapon; darts appear in stacks of 5, arrows and bolts in stacks of
  10.  Swords are the most common.  (Who in the Forgotten Realms is making all
  these magical polearms?)
any standard body armor (1% chance of each type)
a shield (4.4% chance)
Clerical Scroll (5% chance; with 1d3 spells, each of level 1d5; Cure Serious
  Wounds is not possible)
Magic-User Scroll (25% chance; with 1d3 spells, each of level 1d5; Bestow Curse
  is not possible)
Bracers of Protection (1.8% chance; 70% chance for AC 6, 30% chance for AC 4)
Javelin of Lightning (0.2% chance)
Potion of Extra Healing (1.8% chance)
Potion of Giant Strength (0.53% chance)
Potion of Healing (3% chance)
Ring of Protection (1.8% chance)
Wand of Magic Missiles (2.66% chance; 30 charges)

The major interesting random loot you can find are Javelins of Lightning (not
otherwise available), +2 gear (especially bows and Rings of Protection), and
scrolls with magic-user spells you don't have.
Alas, the wide array of exotic magical items you could randomly find in Pool
of Radiance is gone.

SECTION 10.5 - Summary of Locations with Magic Items
----------------------------------------------------

Here is a checklist of noteworthy magical items you may find in the game,
either carried by specific monsters or by location, where numbers indicate
locations on the corresponding maps.  This is not comprehensive for sake of
brevity; check the maps' notes for more details.

There are two magic shops in game, in Dagger Falls and Zhentil Keep.  The
former may only be reached after removing at least two bonds; the latter has
prices double the below (except for the Wand of Magic Missiles, cheaper in
Zhentil Keep from unsigned 16-bit integer overflow) and becomes unavailable
after you enter the Shrine of Bane.  Both shops sell:

  Item                                                            Gold
  Javelin of Piercing                                             6000
  Potion of Extra Healing                                         1600
  Potion of Speed                                                  900
  Potion of Invisibility                                          1000
  Wand of Magic Missiles (88 charges) [cheaper in Zhentil Keep]  40000
  Magic-User Scroll (Burning Hands, Charm Person, Magic Missile)   900
  Magic-User Scroll (Invisibility, Knock, Mirror Image)           1800
  Magic-User Scroll (Blink, Haste, Lightning Bolt)                2700
  Magic-User Scroll (Charm Monsters, Confusion, Dimension Door)   3600
  Magic-User Scroll (Minor Globe of Invulnerability,
                     Cloud Kill, Hold Monsters)                   4500
  Dart of Hornet's Nest                                           2000
  10 Arrows +1                                                     240

Tilverton
No magical items

Tilverton Thieves' Guild
5 - Potion of Giant Strength, Potion of Invisibility, Potion of Speed, Dust of
  Disappearance, Ioun Stone Deep Red, Potion of Extra Healing,
  Magic-User Scroll (Magic Missile, Dimension Door, Feeblemind),
  Magic-User Scroll (Fear, Fire Shield, Fumble),
  Long Sword +1, Banded Mail +1

Tilverton Sewers
11 - Bracers AC 4, Girdle of the Dwarves, Ioun Stone Pink and Green, Flail +1,
  Staff Sling +1

Fire Knife Hideout
6 - 2 random items
12 - Necklace of Missiles (7 charges), Elfin Chain Mail, Long Sword +3 Frost
  Brand, Long Sword +1 Flame Tongue, Mace +2, Flail +2
15 - 2 random items

World Map
E - 1 random item (1 in 3 chance, when you "P"atrol the forest; repeatable)
8 - 2 random items

Hap
DK ELF FIGHTER (#49): Drow Chain Mail +3, Drow Long Sword +3
DARK ELF MAGE (#50): Drow Chain Mail +3, Drow Long Sword +3
DARK ELF CLERIC (#51): Drow Chain Mail +3, Drow Mace +3

Cave of the Dracolich
DK ELF FIGHTER (#49): Drow Chain Mail +3, Drow Long Sword +3
DARK ELF MAGE (#50): Drow Chain Mail +3, Drow Long Sword +3
DARK ELF CLERIC (#51): Drow Chain Mail +3, Drow Mace +3
6 - Scroll of Protection from Dragon Breath, Gauntlets of Dexterity,
  Magic-User Scroll (Minor Globe of Invulnerability, Cloud Kill, Hold
  Monsters), Scroll of Protection from Paralyzation, Long Sword +2 Dragon
  Slayer, Ioun Stone Pale Blue, Mace +3, 2 random items

Dracandros's Tower
DK ELF FIGHTER (#49): Drow Chain Mail +3, Drow Long Sword +3
DARK ELF MAGE (#50): Drow Chain Mail +3, Drow Long Sword +3
DARK ELF CLERIC (#51): Drow Chain Mail +3, Drow Mace +3
2 - Drow Long Sword +5, Shield +2, Plate Mail +3
4 - 4 random items
12 - 1 random item
17 - Bracers AC 2, Ring of Protection +3 (gives bonus to saving throws),
  Quarter Staff +2, Wand of Fireballs (12 charges), Wand of Ice Storm (15
  charges), Ring of Wizardry, Ioun Stone Scarlet and Blue, Magic-User Scroll
  (Cone of Cold, Slow, Charm Monsters), Magic-User Scroll (Protection from
  Good, 10' Radius, Protection from Normal Missiles, Lightning Bolt),
  Magic-User Scroll (Confusion, Cone of Cold, Hold Person)

Yulash
CULTIST (#17): Ring Mail +1
ZHENTRIM CLERIC (#19): Mace +1, Splint Mail +2
ZHENTRIM FGHTR (#20): Broad Sword +1, Banded Mail +1
ZHENTRIM MAGE (#21): Bracers AC 4, Dart of Hornet's Nest
Groups of cultists, Zhentarim marauders, and disloyal Red Plumes all also carry
  1 random item
12 - Wand of Defoliation (89 charges), Wand of Lightning (12 charges)

Pit of Moander
Most random combats after clearing: 16% chance of 1 random item
21 - Plate Mail +3, Shield +2, Mace +3 (says +2, actually is +3), Cloak of
  Displacement, Ioun Stone Incandescent Blue
22 - Clerical Scroll (Slay Living, Sticks to Snakes, Poison), Gloves of
  Thievery

Zhentil Keep
ZHENTIL FIGHTER (#32): Chain Mail +1, Broad Sword +1, Light Crossbow +1,
  3 Quarrels +1
ZHENTIL MAGE (#33): Dagger +1, Bracers AC 4, 6 Darts +1
ZHENTIL CLERIC (#34): Chain Mail +1, Mace +1

Shrine of Bane
ZHENTIL FIGHTER (#32): Chain Mail +1, Broad Sword +1, Light Crossbow +1,
  3 Quarrels +1
ZHENTIL CLERIC (#34): Chain Mail +1, Mace +1
HIGH PRIEST (#72): Flail +1, Plate Mail +2
5 - Wand of Paralyzation (10 charges), 20 Arrows +2

Cave of the Beholder
ZHENTIL FIGHTER (#32): Chain Mail +1, Broad Sword +1, Light Crossbow +1,
  3 Quarrels +1
ZHENTIL MAGE (#33): Dagger +1, Bracers AC 4, 6 Darts +1
ZHENTIL CLERIC (#34): Chain Mail +1, Mace +1
MINOTAUR (#41): Battle Axe +1, Plate Mail +1
DARK ELF LORD (#43): Drow Long Sword +5, Shield +2, Drow Chain Mail +5
HIGH PRIEST (#72): Flail +1, Plate Mail +2
2 - 2 random items
3 - 4 random items

Burial Glen
6 - 1 random item
10/11 - Long Bow +4, 20 Arrows +3
18 - 12 Blessed Quarrels, Light Crossbow +5, Ring of Invisibility, Scroll of
  Protection from Paralyzation, Ring of Protection +2, Staff Sling +3

Ruins of Myth Drannor
3 - 2 random items
6 - 1 random item
10 - Long Sword +5, Girdle of Giant Strength, Gauntlets of Dexterity

Grand Ruined Temple
HIGH PRIEST (#72): Flail +1, Plate Mail +2
No fixed magical items

Shadowdale/Ashabenford/Essembra Dungeons (Optional)
All random combats have a (level)-in-4 chance of -1+1d(level+1) random items
DARK ELF LORD (#48) (Shadowdale Dungeon Level 3 only): Drow Long Sword +5,
  Shield +2, Plate Mail +3
DK ELF FIGHTER (#49): Drow Chain Mail +3, Drow Long Sword +3
DARK ELF MAGE (#50): Drow Chain Mail +3, Drow Long Sword +3
DARK ELF CLERIC (#51): Drow Chain Mail +3, Drow Mace +3
* Shadowdale Dungeon:
    3 - 2 random items
    4 - 3 random items
* Ashabenford Dungeon:
    2 - 3 random items
* Essembra Dungeon:
    3 - 2 random items

Voonlar/Phlan Ruins (Optional)
All random combats have a 1-in-8 chance of 1 random item
CULTIST (#17): Ring Mail +1

Teshwave/Hillsfar Ruins (Optional)
All random combats have a 1-in-8 chance of 1 random item
* Teshwave Ruins:
    3 - 2 random items
* Hillsfar Ruins
    3 - 2 random items

Oxam's Tower (Optional)
Many random combats have a 1-in-4 chance of 1 random item
ZHENTIL FIGHTER (#32): Chain Mail +1, Broad Sword +1, Light Crossbow +1,
  3 Quarrels +1
ZHENTIL MAGE (#33): Dagger +1, Bracers AC 4, 6 Darts +1
ZHENTIL CLERIC (#34): Chain Mail +1, Mace +1
MINOTAUR (#41): Battle Axe +1, Plate Mail +1
HIGH PRIEST (#72): Flail +1, Plate Mail +2
12 - 4 random items

Mulmaster Beholder Corps Dungeon (Optional)
Many random combats have a 1-in-4 chance of 1 random item
ZHENTIL FIGHTER (#32): Chain Mail +1, Broad Sword +1, Light Crossbow +1,
  3 Quarrels +1
ZHENTIL MAGE (#33): Dagger +1, Bracers AC 4, 6 Darts +1
ZHENTIL CLERIC (#34): Chain Mail +1, Mace +1
MINOTAUR (#41): Battle Axe +1, Plate Mail +1
DARK ELF LORD (#43): Drow Long Sword +5, Shield +2, Drow Chain Mail +5
HIGH PRIEST (#72): Flail +1, Plate Mail +2
3 - 2 random items
10 - 1 random item
15 - 3 random items
17 - 5 random items
18 - 11 random items


SECTION 11.1 - Notes on Creature Statistics
-------------------------------------------

Many monsters capable of using equipment can equip or remove weapons, shields,
and sometimes even armor on the fly.  Their actual statistics in combat may not
necessarily reflect the details in the next section.  It is assumed that
enemies with both melee and ranged weaponry are using the former.

THAC0, damage and AC are adjusted for monsters according to equipment; these
statistics (for melee) are shown below.  THAC0 is not recalculated for
Strength or Dexterity.  Armor supersedes base AC, but only if it is better.

No other attributes are adjusted at all; a humanoid wearing a Cloak of
Displacement is not displaced (though it still gets the AC bonus from the
cloak), movement is not affected by armor, and fighter-types do not get number
of attacks recalculated.

A "Larger or larger" monster may be so in two ways: by being declared that way,
or by having an icon of more than one tile.  Either way, large monster weapon
damage applies to it.
* The note (small icon) indicates it has a one-tile icon.
* The note (reversed) indicates it is declared small/medium in the game files.

Hit dice are important to many spell effects, though the Gold Box games do not
bother to track partial hit dice as the tabletop game does.  Every 4 fractional
hit dice are generally converted to a single whole hit die.

Hostile monster base statistics are used as follows:
  Strength - affects melee weapon damage (but not unarmed attacks)
  Intelligence - affects decision to flee or surrender
  Wisdom - no effect
  Dexterity - affects initiative and AC
  Constitution - no effect
  Charisma - no effect

Dark elves are actually worth less than the calculated figures below suggest.

SECTION 11.2 - Detailed Bestiary
--------------------------------

#00 ROYAL GUARD      Lawful Neutral Human Fighter
Hit Dice  :   3  Character Levels    : Fighter 3
Hit Points:  21  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 13
Wisdom       10      Rod, Staff, or Wand            14
Dexterity    10      Petrification or Polymorph     15
Constitution 10      Breath Weapon                  16
Charisma     10      Spell                          16
THAC0:  18  Armor Class: 3 (from behind: 6)
Physical attack: 1 for 1d8 damage
Items carried: Long Sword; Shield; Chain Mail
Experience for defeating: 85 + 4 per hit point (169)

#01 FIRE KNIFE       Chaotic Evil Human Fighter/Thief
Hit Dice  :   6  Character Levels    : Fighter 5; Thief 6
Hit Points:  26  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 12
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    18      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  15
Charisma     10      Spell                          13
THAC0:  19  Armor Class: 1 (from behind: 8)
Physical attack: 1 for 1d8 damage
Items carried: Arrow (7); Short Bow; Shield; Long Sword; Leather Armor
Experience for defeating: 350 + 8 per hit point (558)

#02 THIEF            Chaotic Neutral Human Thief
Hit Dice  :   6  Character Levels    : Thief 6
Hit Points:  24  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 12
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    17      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  15
Charisma     10      Spell                          13
THAC0:  19  Armor Class: 4 (from behind: 9)
Physical attack: 1 for 1d4 damage
Items carried: Dagger; Leather Armor
Experience for defeating: 350 + 8 per hit point (542)

#03 MAGE             Lawful Evil Human Magic-User
Hit Dice  :   4  Character Levels    : Magic-User 4
Hit Points:  12  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 14
Wisdom       10      Rod, Staff, or Wand            13
Dexterity    10      Petrification or Polymorph     11
Constitution 10      Breath Weapon                  15
Charisma     10      Spell                          12
THAC0:  20  Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d6 damage
Spells memorized: M1 Magic Missile (3); M2 Stinking Cloud (2)
Items carried: Dart (12); Quarter Staff
Experience for defeating: 205 + 5 per hit point (265)

#04 BAR PATRON       True Neutral Human Fighter
Hit Dice  :   2
Hit Points:  16  Movement:  12   Size: Small/Medium
Strength     12      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 14
Wisdom       10      Rod, Staff, or Wand            15
Dexterity    14      Petrification or Polymorph     16
Constitution 10      Breath Weapon                  17
Charisma     10      Spell                          17
THAC0:  19  Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d6 damage
Items carried: Short Sword; Leather Armor
Experience for defeating: 35 + 3 per hit point (83)

#05 FIGHTING DOG     True Neutral Animal Monster Fighter
Hit Dice  :   3  Character Levels    : Fighter 3
Hit Points:  12  Movement:  12   Size: Large or larger (reversed)
Strength     10      Base saving throws versus:
Intelligence  3      Paralyzation, Poison, or Death 13
Wisdom       10      Rod, Staff, or Wand            14
Dexterity    10      Petrification or Polymorph     15
Constitution 10      Breath Weapon                  16
Charisma     10      Spell                          16
THAC0:  16  Armor Class: 6 (from behind: 8)
Physical attack: 1 for 2d4 damage
Experience for defeating: 35 + 3 per hit point (71)
Differences from tabletop: should not be size Large

#06 MONKEY           True Neutral Animal Monster Fighter
Hit Dice  :   2  Character Levels    : Fighter 2
Hit Points:   6  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence  3      Paralyzation, Poison, or Death 14
Wisdom       10      Rod, Staff, or Wand            15
Dexterity    10      Petrification or Polymorph     16
Constitution 10      Breath Weapon                  17
Charisma     10      Spell                          17
THAC0:  18  Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d4 damage
Items carried: Sling
Experience for defeating: 20 + 2 per hit point (32)

#07 TROLL            Chaotic Evil Giant Regenerating Monster Fighter
Hit Dice  :   7  Character Levels    : Fighter 7
Hit Points:  36  Movement:  12   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  13  Armor Class: 4 (from behind: 6)
Primary physical attack: 2 for 1d4+4 damage
Secondary physical attack: 1 for 2d6 damage
Special Abilities: inflicting fire and acid damage stops regeneration;
  regenerate 3 hit points per round; able to return from death in 3d6 rounds
Experience for defeating: 525 + 8 per hit point (813)

#08 CROCODILE        True Neutral Monster Fighter
Hit Dice  :   4  Character Levels    : Fighter 4
Hit Points:  16  Movement:  15   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence  3      Paralyzation, Poison, or Death 13
Wisdom       10      Rod, Staff, or Wand            14
Dexterity    10      Petrification or Polymorph     15
Constitution 10      Breath Weapon                  16
Charisma     10      Spell                          16
THAC0:  16  Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d8 damage
Experience for defeating: 60 + 4 per hit point (124)
Differences from tabletop: not an animal

#09 OTYUGH           Chaotic Evil Fire-based Monster Fighter
Hit Dice  :   8  Character Levels    : Fighter 8
Hit Points:  40  Movement:   6   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  12  Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 1d4+1 damage
Secondary physical attack: 2 for 1d8 damage
Experience for defeating: 700 + 8 per hit point (1020)
Differences from tabletop: fire-based; does not inflict disease

#10 NEO-OTYUGH       True Neutral Monster Fighter
Hit Dice  :  12  Character Levels    : Fighter 12
Hit Points:  72  Movement:   6   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  7
Wisdom       10      Rod, Staff, or Wand             8
Dexterity    10      Petrification or Polymorph      9
Constitution 10      Breath Weapon                   8
Charisma     10      Spell                          10
THAC0:   9  Armor Class: 0 (from behind: 2)
Primary physical attack: 2 for 2d6 damage
Secondary physical attack: 1 for 1d3 damage
Experience for defeating: 1500 + 15 per hit point (2580)
Differences from tabletop: does not inflict disease

#11 KNIGHT           Chaotic Good Human Fighter
Hit Dice  :   6  Character Levels    : Fighter 6
Hit Points:  54  Movement:  12   Size: Small/Medium
Strength     18      Base saving throws versus:
Intelligence 14      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    15      Petrification or Polymorph     13
Constitution 18      Breath Weapon                  13
Charisma     18      Spell                          14
THAC0:  16  Armor Class: 1 (from behind: 5)
Physical attack: 1 for 1d8+2 damage
Money carried: 2 gems
Items carried: Long Sword; Shield; Plate
Experience for defeating: 225 + 6 per hit point (549) + 500 for money (1049)

#16 RED PLUME        Lawful Evil Human Fighter
Hit Dice  :   7  Character Levels    : Fighter 7
Hit Points:  40  Movement:  12   Size: Small/Medium
Strength     17      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  14  Armor Class: 3 (from behind: 6)
Physical attack: 1 for 2d4+1 damage
Items carried: Arrow (10); Long Bow; Broad Sword; Shield; Splint Mail
Experience for defeating: 375 + 10 per hit point (775)

#17 CULTIST          Chaotic Evil Human Cleric
Hit Dice  :   5  Character Levels    : Cleric 5
Hit Points:  24  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  9
Wisdom       16      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  15
Charisma     10      Spell                          14
THAC0:  19  Armor Class: 3 (from behind: 6)
Physical attack: 1 for 1d6+1 damage
Spells memorized: C1 Curse; C2 Hold Person; C2 Spiritual Hammer
Items carried: Flail; Shield; Ring Mail +1
Experience for defeating: 350 + 6 per hit point (494) + 400 for items (894)

#18 LOOTER           Neutral Evil Human Thief
Hit Dice  :   5  Character Levels    : Thief 5
Hit Points:  20  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 12
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    17      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  15
Charisma     10      Spell                          13
THAC0:  19  Armor Class: 4 (from behind: 9)
Physical attack: 1 for 1d6 damage
Items carried: Short Sword; Leather Armor
Experience for defeating: 225 + 6 per hit point (345)

#19 ZHENTRIM CLERIC  Chaotic Evil Human Cleric
Hit Dice  :   9  Character Levels    : Cleric 9
Hit Points:  48  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  9
Wisdom       17      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  15
Charisma     10      Spell                          14
THAC0:  17  Armor Class: 1 (from behind: 4)
Physical attack: 1 for 1d6+2 damage
Special Abilities: see invisibility; Resist Fire
Spells memorized: C2 Hold Person (4); C3 Cause Disease (2); C3 Prayer; C4
  Sticks to Snakes
Items carried: Mace +1; Shield; Splint Mail +2
Experience for defeating: 2000 + 14 per hit point (2672) + 1200 for items
  (3872)

#20 ZHENTRIM FGHTR   Lawful Evil Human Fighter
Hit Dice  :   9  Character Levels    : Fighter 9
Hit Points:  58  Movement:  12   Size: Small/Medium
Strength     18(76)  Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  8
Wisdom       10      Rod, Staff, or Wand             9
Dexterity    10      Petrification or Polymorph     10
Constitution 10      Breath Weapon                   9
Charisma     10      Spell                          11
THAC0:  11  Armor Class: 2 (from behind: 5)
Physical attack: 1 for 2d4+5 damage
Items carried: Broad Sword +1; Shield; Banded Mail +1
Experience for defeating: 1350 + 14 per hit point (2162) + 800 for items (2962)

#21 ZHENTRIM MAGE    Chaotic Evil Human Magic-User
Hit Dice  :   9  Character Levels    : Magic-User 9
Hit Points:  25  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 13
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph      9
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          10
THAC0:  19  Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d4 damage
Special Abilities: Minor Globe of Invulnerability; see invisibility; Protection
  from Normal Missiles
Spells memorized: M1 Magic Missile (4); M2 Stinking Cloud (2); M3 Blink; M3
  Lightning Bolt (2); M4 Fear; M4 Fire Shield
Items carried: Bracers AC 4; Dart of the Hornets' Nest; Dagger
Experience for defeating: 2000 + 14 per hit point (2350) + 2800 for items
  (5150)

#22 ALIAS            Neutral Good Human Fighter
Hit Dice  :   6  Character Levels    : Fighter 6
Hit Points:  48  Movement:   6   Size: Small/Medium
Strength     17      Base saving throws versus:
Intelligence 17      Paralyzation, Poison, or Death  3
Wisdom       17      Rod, Staff, or Wand             3
Dexterity    17      Petrification or Polymorph      3
Constitution 17      Breath Weapon                   3
Charisma     17      Spell                           3
THAC0:  14  Armor Class: -1 (from behind: 5)
Physical attack: 1 for 1d8+1 damage
Special Abilities: half damage from all weapons; immunity to sleep, charm,
  paralysis, and poison; invisibility
Items carried: Arrow (100); Composite Short Bow; Long Sword; Shield; Plate Mail
Experience for defeating: 350 + 8 per hit point (734)
Differences from tabletop: Elminster's Blessing represented as better saving
  throws (not contingent healing)

#23 DRAGONBAIT       Lawful Good Monster Paladin
Hit Dice  :   7  Character Levels    : Paladin 7
Hit Points:  50  Movement:   6   Size: Small/Medium
Strength     15      Base saving throws versus:
Intelligence 14      Paralyzation, Poison, or Death  3
Wisdom       16      Rod, Staff, or Wand             3
Dexterity    13      Petrification or Polymorph      3
Constitution 17      Breath Weapon                   3
Charisma      4      Spell                           3
THAC0:  14  Armor Class: 3 (from behind: 5)
Physical attack: 1 for 1d10 damage
Special Abilities: half damage from all weapons; immunity to sleep, charm,
  paralysis, and poison; invisibility; Protection from Evil, 10' radius
Items carried: Quarrel (100); Light Crossbow; Plate Mail; Two-Handed Sword
Experience for defeating: 550 + 10 per hit point (1050)
Differences from tabletop: Elminster's Blessing represented as better saving
  throws (not contingent healing)

#24 MOGION           Chaotic Evil Human Cleric
Hit Dice  :  10  Character Levels    : Cleric 10
Hit Points:  60  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  6
Wisdom       18      Rod, Staff, or Wand             9
Dexterity    10      Petrification or Polymorph     10
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          11
THAC0:  11  Armor Class: -5 (from behind: 0)
Physical attack: 1 for 1d6+4 damage
Special Abilities: Resist Cold
Spells memorized: C2 Hold Person (4); C3 Bestow Curse; C4 Poison (2); C5 Slay
  Living (2)
Items carried: Ioun Stone Incandescent Blue; Cloak of Displacement; Mace +2;
  Shield +2; Plate Mail +3
Experience for defeating: 2850 + 16 per hit point (3810) + 4400 for items
  (8210)
Footnote: The Mace +2 acts as a +3 weapon.

#25 SHAMBLING MOUND  True Neutral Plant Monster Fighter
Hit Dice  :  11  Character Levels    : Fighter 11
Hit Points:  65  Movement:   6   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence  3      Paralyzation, Poison, or Death  7
Wisdom       10      Rod, Staff, or Wand             8
Dexterity    10      Petrification or Polymorph      9
Constitution 10      Breath Weapon                   8
Charisma     10      Spell                          10
THAC0:  10  Armor Class: 0 (from behind: 2)
Physical attack: 2 for 2d8 damage
Special Abilities: immunity to fire; absorbs electrical damage (+1 hit die/+8
  hit points); half damage from fire and cold; half damage from all weapons;
  engulf on melee hit (immobilizes target and suffocates it in 2d4 rounds)
Experience for defeating: 1800 + 10 per hit point (2450)

#26 BIT O' MOANDER   Chaotic Evil Plant Monster Fighter
Hit Dice  :  20  Character Levels    : Fighter 20
Hit Points: 140  Movement:   6   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence  3      Paralyzation, Poison, or Death  3
Wisdom       10      Rod, Staff, or Wand             4
Dexterity    10      Petrification or Polymorph      5
Constitution 10      Breath Weapon                   4
Charisma     10      Spell                           6
THAC0:   7  Armor Class: 0 (from behind: 2)
Physical attack: 2 for 2d8 damage
Special Abilities: immunity to fire; absorbs electrical damage (+1 hit die/+8
  hit points); half damage from fire and cold; half damage from all weapons;
  engulf on melee hit (immobilizes target and suffocates it in 2d4 rounds)
Experience for defeating: 11500 + 30 per hit point (15700)

#27 SM VEGEPYGMY     True Neutral Plant Monster Fighter
Hit Dice  :   3  Character Levels    : Fighter 3
Hit Points:  15  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 13
Wisdom       10      Rod, Staff, or Wand            14
Dexterity    10      Petrification or Polymorph     15
Constitution 10      Breath Weapon                  16
Charisma     10      Spell                          16
THAC0:  16  Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d6 damage
Special Abilities: immunity to electricity; damage from piercing weapons
  reduced to 1; immunity to paralysis (only hold spells and wand); immunity to
  sleep and charm spells
Experience for defeating: 120 + 3 per hit point (165)

#28 LG VEGEPYGMY     True Neutral Plant Monster Fighter
Hit Dice  :   6  Character Levels    : Fighter 6
Hit Points:  30  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  14  Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d6 damage
Special Abilities: immunity to electricity; damage from piercing weapons
  reduced to 1; immunity to paralysis (only hold spells and wand); immunity to
  sleep and charm spells
Experience for defeating: 425 + 6 per hit point (605)

#30 GIANT SLUG       True Neutral Monster Fighter
Hit Dice  :  12  Character Levels    : Fighter 12
Hit Points:  60  Movement:   6   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence  3      Paralyzation, Poison, or Death  7
Wisdom       10      Rod, Staff, or Wand             8
Dexterity    10      Petrification or Polymorph      9
Constitution 10      Breath Weapon                   8
Charisma     10      Spell                          10
THAC0:   9  Armor Class: 8 (from behind: 10)
Physical attack: 1 for 1d12 damage
Special Abilities: acid spit attack (free every round, range 6, max HP damage)
Experience for defeating: 2000 + 16 per hit point (2960)
Differences from tabletop: spit attack accuracy apparently flat 30% (no
  complicated monster-specific rule)

#32 ZHENTIL FIGHTER  Lawful Evil Human Fighter
Hit Dice  :   7  Character Levels    : Fighter 7
Hit Points:  40  Movement:  12   Size: Small/Medium
Strength     18(01)  Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  13  Armor Class: 3 (from behind: 6)
Physical attack: 1 for 2d4+4 damage
Items carried: Quarrel +1 (3); Light Crossbow +1; Broad Sword +1; Shield; Chain
  Mail +1
Experience for defeating: 375 + 10 per hit point (775) + 1600 for items (2375)

#33 ZHENTIL MAGE     Chaotic Evil Human Magic-User
Hit Dice  :   7  Character Levels    : Magic-User 7
Hit Points:  19  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 13
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph      9
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          10
THAC0:  18  Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d4+1 damage
Spells memorized: M1 Charm Person; M1 Magic Missile (3); M2 Stinking Cloud (2);
  M3 Blink; M3 Haste; M4 Fire Shield
Items carried: Dart +1 (6); Bracers AC 4; Dagger +1
Experience for defeating: 825 + 10 per hit point (1015) + 3200 for items (4215)

#34 ZHENTIL CLERIC   Chaotic Evil Human Cleric
Hit Dice  :   6  Character Levels    : Cleric 6
Hit Points:  40  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  9
Wisdom       17      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  15
Charisma     10      Spell                          14
THAC0:  17  Armor Class: 1 (from behind: 4)
Physical attack: 1 for 1d6+2 damage
Spells memorized: C1 Curse; C2 Hold Person; C2 Spiritual Hammer; C3 Dispel
  Magic; C3 Prayer; C3 Bestow Curse
Items carried: Staff Sling; Mace +1; Shield; Chain Mail +1
Experience for defeating: 625 + 8 per hit point (945) + 800 for items (1745)

#35 OGRE             Chaotic Evil Giant Monster Fighter
Hit Dice  :   5  Character Levels    : Fighter 5
Hit Points:  21  Movement:   9   Size: Large or larger
Strength     18      Base saving throws versus:
Intelligence  6      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  15  Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d10 damage
Money carried: 5 gold
Experience for defeating: 90 + 5 per hit point (195) + 5 for money (200)

#37 GRIFFON          True Neutral Avian Monster Fighter
Hit Dice  :   7  Character Levels    : Fighter 7
Hit Points:  42  Movement:  12   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  13  Armor Class: 3 (from behind: 5)
Primary physical attack: 2 for 1d4 damage
Secondary physical attack: 1 for 2d8 damage
Experience for defeating: 375 + 10 per hit point (795)

#38 MANTICORE        Lawful Evil Avian Monster Fighter
Hit Dice  :   7  Character Levels    : Fighter 7
Hit Points:  33  Movement:   6   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  14  Armor Class: 4 (from behind: 6)
Primary physical attack: 1 for 1d2 damage
Secondary physical attack: 3 for 1d5 damage
Items carried: Spine (fire 6 per round, range 6/12/18, 1d6 damage) (24)
Experience for defeating: 525 + 8 per hit point (789)
Differences from tabletop: avian (despite being a human-lion-bat hybrid)

#39 HOODED MEDUSA    Lawful Evil Monster Fighter
Hit Dice  :   6  Character Levels    : Fighter 6
Hit Points:  42  Movement:   9   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  13  Armor Class: 0 (from behind: 2)
Primary physical attack: 1 for 1d10 damage
Secondary physical attack: 1 for 1d4 damage
Special Abilities: save vs. poison on melee hit or die; reflectable gaze;
  petrifying gaze (save vs. petrification or be turned to stone)
Experience for defeating: 850 + 6 per hit point (1102)
Differences from tabletop: petrifying gaze has range higher than 3

#40 BEHOLDER         Lawful Evil Monster Fighter
Hit Dice  :  17
Hit Points:  75  Movement:   3   Size: Large or larger (small icon)
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  3
Wisdom       10      Rod, Staff, or Wand             4
Dexterity    10      Petrification or Polymorph      5
Constitution 10      Breath Weapon                   4
Charisma     10      Spell                           6
THAC0:   7  Armor Class: 0 (from behind: 2)
Physical attack: 1 for 2d4 damage
Special Abilities: immunity to spells; beholder eyestalk attacks (up to 4
  attacks from the following, at the start of every round: (1) range 2
  disintegrate; (2) range 3 stone to flesh; (3) range 4 death ray; (4) range 5
  cause serious wounds; (5) Fear spell; (6) Slow spell; (7) Sleep spell)
Experience for defeating: 12900 + 20 per hit point (14400)
Differences from tabletop: lacks Charm Person, Charm Monster, and Telekinesis
  eye beams; eyestalks and central eye not considered independently
Footnote: Beholders cannot be backstabbed in any other Gold Box game.

#41 MINOTAUR         Chaotic Evil Monster Fighter
Hit Dice  :   7  Character Levels    : Fighter 7
Hit Points:  33  Movement:  12   Size: Large or larger
Strength     18(91)  Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          12
THAC0:  12  Armor Class: 1 (from behind: 3)
Physical attack: 1 for 1d8+6 damage
Items carried: Quarrel (4); Light Crossbow; Plate Mail +1; Battle Axe +1
Experience for defeating: 400 + 8 per hit point (664) + 800 for items (1464)

#43 DARK ELF LORD    Chaotic Evil Elf Fighter
Hit Dice  :  12  Character Levels    : Fighter 12
Hit Points: 108  Movement:  12   Size: Small/Medium
Strength     16      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  7
Wisdom       10      Rod, Staff, or Wand             8
Dexterity    19      Petrification or Polymorph      9
Constitution 18      Breath Weapon                   8
Charisma     10      Spell                          10
THAC0:   5  Armor Class: -7 (from behind: 2)
Physical attack: 1 for 1d8+6 damage
Special Abilities: see invisibility; hasted; 50% magic resistance; 90% magic
  resistance versus sleep and charm spells
Money carried: 4 gems
Items carried: Drow Long Sword +5; Shield +2; Drow Chain Mail +5
Experience for defeating: 4900 + 18 per hit point (6844) + 1000 for money
  (7844) + 4800 for items (12644)
Differences from tabletop: lacks magic common to all dark elves
Footnote: This version of the Dark Elf Lord does not have the Strength buff the
  other version has.

#48 DARK ELF LORD    Chaotic Evil Elf Fighter
Hit Dice  :  12  Character Levels    : Fighter 12
Hit Points: 108  Movement:  12   Size: Small/Medium
Strength     20      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  7
Wisdom       10      Rod, Staff, or Wand             8
Dexterity    19      Petrification or Polymorph      9
Constitution 18      Breath Weapon                   8
Charisma     10      Spell                          10
THAC0:   5  Armor Class: -7 (from behind: 2)
Physical attack: 1 for 1d8+13 damage
Special Abilities: see invisibility; hasted; 50% magic resistance; 90% magic
  resistance versus sleep and charm spells
Money carried: 4 gems
Items carried: Drow Long Sword +5; Shield +2; Plate Mail +3
Experience for defeating: 4900 + 18 per hit point (6844) + 1000 for money
  (7844) + 4000 for items (11844)
Differences from tabletop: lacks magic common to all dark elves

#49 DK ELF FIGHTER   Chaotic Evil Elf Fighter
Hit Dice  :   5  Character Levels    : Fighter 5
Hit Points:  38  Movement:  12   Size: Small/Medium
Strength     16      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    15      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  13  Armor Class: 0 (from behind: 4)
Physical attack: 1 for 1d8+4 damage
Special Abilities: 50% magic resistance; 90% magic resistance versus sleep and
  charm spells
Money carried: 2 gems
Items carried: Arrow (6); Composite Short Bow; Drow Long Sword +3; Shield; Drow
  Chain Mail +3
Experience for defeating: 225 + 6 per hit point (453) + 500 for money (953) +
  2400 for items (3353)
Differences from tabletop: lacks magic common to all dark elves

#50 DARK ELF MAGE    Chaotic Evil Elf Fighter/Magic-User
Hit Dice  :   6  Character Levels    : Fighter 5; Magic-User 6
Hit Points:  20  Movement:  12   Size: Small/Medium
Strength     16      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    15      Petrification or Polymorph      9
Constitution 15      Breath Weapon                  13
Charisma     10      Spell                          10
THAC0:  13  Armor Class: 1 (from behind: 4)
Physical attack: 1 for 1d8+4 damage
Special Abilities: 50% magic resistance; 90% magic resistance versus sleep and
  charm spells
Spells memorized: M1 Magic Missile; M2 Stinking Cloud (2); M3 Lightning Bolt
  (2)
Money carried: 2 gems
Items carried: Drow Long Sword +3; Drow Chain Mail +3
Experience for defeating: 650 + 8 per hit point (810) + 500 for money (1310) +
  2400 for items (3710)
Differences from tabletop: lacks magic common to all dark elves

#51 DARK ELF CLERIC  Chaotic Evil Elf Cleric/Fighter
Hit Dice  :   6  Character Levels    : Cleric 6; Fighter 5
Hit Points:  42  Movement:  12   Size: Small/Medium
Strength     17      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  9
Wisdom       17      Rod, Staff, or Wand            12
Dexterity    15      Petrification or Polymorph     13
Constitution 15      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  13  Armor Class: 0 (from behind: 4)
Physical attack: 1 for 1d6+5 damage
Special Abilities: 50% magic resistance; 90% magic resistance versus sleep and
  charm spells
Spells memorized: C2 Hold Person; C2 Resist Fire; C3 Cause Blindness; C3 Bestow
  Curse
Money carried: 2 gems
Items carried: Shield; Drow Mace +3; Drow Chain Mail +3
Experience for defeating: 650 + 8 per hit point (986) + 500 for money (1486) +
  2400 for items (3886)
Differences from tabletop: lacks magic common to all dark elves

#52 EFREETI          True Neutral Extraplanar Monster Fighter
Hit Dice  :  10  Character Levels    : Fighter 10
Hit Points:  55  Movement:  24   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  8
Wisdom       10      Rod, Staff, or Wand             9
Dexterity    10      Petrification or Polymorph      9
Constitution 10      Breath Weapon                   9
Charisma     10      Spell                          10
THAC0:  10  Armor Class: 2 (from behind: 4)
Physical attack: 1 for 3d8 damage
Special Abilities: efreeti fire resistance (-1 damage per die of fire damage)
Money carried: 6 gold
Experience for defeating: 1950 + 14 per hit point (2720) + 6 for money (2726)
Differences from tabletop: lacks Enlarge and Invisibility spells

#53 BLACK DRAGON     Chaotic Evil Dragon Monster Fighter
Hit Dice  :  12  Character Levels    : Fighter 12; Magic-User 12
Hit Points:  48  Movement:  24   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  7
Wisdom       10      Rod, Staff, or Wand             8
Dexterity    10      Petrification or Polymorph      9
Constitution 10      Breath Weapon                   8
Charisma     10      Spell                          10
THAC0:  12  Armor Class: 3 (from behind: 5)
Primary physical attack: 4 for 1d4 damage
Secondary physical attack: 2 for 3d6 damage
Special Abilities: see invisibility; dragon acid attack (range 6, up to 3
  breaths, max HP damage, save vs. breath weapon for half damage)
Experience for defeating: 4250 + 16 per hit point (5018)
Differences from tabletop: lacks fear aura; lacks mage spells
Footnote: Acid-breathing dragons in 1st Edition are vulnerable to elemental
  water attacks, which is a sort of realism -- look up Youtube videos where
  people add water to acid.  There are no water attacks in this game, however,
  and this vulnerability does not exist in any future edition of the tabletop
  game, or any other CRPG I can think of.

#54 WYVERN           Neutral Evil Monster Fighter
Hit Dice  :   9  Character Levels    : Fighter 9
Hit Points:  42  Movement:  24   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  8
Wisdom       10      Rod, Staff, or Wand             9
Dexterity    10      Petrification or Polymorph     10
Constitution 10      Breath Weapon                   9
Charisma     10      Spell                          11
THAC0:  12  Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 2d8 damage
Secondary physical attack: 1 for 1d6 damage
Special Abilities: save vs. poison on melee hit or die
Experience for defeating: 925 + 10 per hit point (1345)

#55 OWL BEAR         True Neutral Animal Monster Fighter
Hit Dice  :   6  Character Levels    : Fighter 6
Hit Points:  27  Movement:  12   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence  3      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  15  Armor Class: 5 (from behind: 7)
Primary physical attack: 2 for 1d6 damage
Secondary physical attack: 1 for 2d6 damage
Special Abilities: hug attack (hug target if roll is 18 or higher, hugged
  target cannot move and takes 2d8 damage per round)
Experience for defeating: 225 + 8 per hit point (441)

#56 ANHKHEG          True Neutral Monster Fighter
Hit Dice  :   8  Character Levels    : Fighter 8
Hit Points:  40  Movement:  12   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence  3      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  12  Armor Class: 2 (from behind: 4)
Physical attack: 1 for 3d6 damage
Special Abilities: 1d4 additional acid damage on melee hit; acid squirt attack
  (range 3, 8d4 damage, save vs. breath weapon for half damage)
Experience for defeating: 390 + 1 per hit point (430)

#57 SALAMANDER       Chaotic Evil Extraplanar Fire-based Monster Fighter
Hit Dice  :   8  Character Levels    : Fighter 8
Hit Points:  42  Movement:   9   Size: Large or larger (reversed)
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  15  Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 2d6 damage
Secondary physical attack: 1 for 2d6 damage
Special Abilities: 1d6 additional fire damage on melee hit; immunity to
  non-magical weapons; immunity to fire; immunity to paralysis (only hold
  spells and wand); immunity to sleep and charm spells
Experience for defeating: 825 + 10 per hit point (1245)
Differences from tabletop: not vulnerable to cold; should not be size Large

#58 DRACANDROS       Chaotic Evil Human Magic-User
Hit Dice  :  11  Character Levels    : Magic-User 11
Hit Points:  32  Movement:   6   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand             9
Dexterity    10      Petrification or Polymorph      7
Constitution 10      Breath Weapon                  11
Charisma     10      Spell                           8
THAC0:  14  Armor Class: -1 (from behind: 1)
Physical attack: 1 for 1d6+2 damage
Special Abilities: Protection from Normal Missiles; invisibility; see
  invisibility; Minor Globe of Invulnerability
Spells memorized: M1 Magic Missile (3); M2 Stinking Cloud (2); M3 Lightning
  Bolt (4); M4 Fire Shield; M4 Fumble; M4 Ice Storm; M5 Cone of Cold (2); M5
  Feeblemind
Items carried: Bracers AC 2; Ring of Protection +3; Quarter Staff +2
Experience for defeating: 2850 + 16 per hit point (3362) + 5200 for items
  (8562)

#59 AKABAR BEL AKAS  Lawful Good Human Magic-User
Hit Dice  :   5  Character Levels    : Magic-User 5
Hit Points:  15  Movement:  12   Size: Small/Medium
Strength     11      Base saving throws versus:
Intelligence 15      Paralyzation, Poison, or Death 14
Wisdom       13      Rod, Staff, or Wand            13
Dexterity    12      Petrification or Polymorph     11
Constitution 13      Breath Weapon                  15
Charisma     14      Spell                          12
THAC0:  20  Armor Class: 10 (from behind: 12)
Physical attack: 1 for 1d6 damage
Spells known: M1 Charm Person; M1 Detect Magic; M1 Magic Missile; M1 Read
  Magic; M1 Shield; M1 Shocking Grasp; M1 Sleep; M2 Detect Invisibility; M2
  Invisibility; M2 Stinking Cloud; M3 Fireball
Spells memorized: M1 Magic Missile (4); M2 Stinking Cloud (2); M3 Fireball
Items carried: Dart (20); Quarter Staff
Experience for defeating: 350 + 6 per hit point (440)
Differences from tabletop: not supposed to know any combat spell above 1st
  level

#60 DRACOLICH        Chaotic Evil Undead Monster Fighter
Hit Dice  :  17  Character Levels    : Fighter 17
Hit Points:  66  Movement:  24   Size: Large or larger
Strength     25      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  3
Wisdom       10      Rod, Staff, or Wand             4
Dexterity    18      Petrification or Polymorph      5
Constitution 10      Breath Weapon                   4
Charisma     10      Spell                           6
THAC0:   7  Armor Class: -6 (from behind: 0)
Primary physical attack: 2 for 3d8 damage
Secondary physical attack: 1 for 5d9 damage
Special Abilities: immunity to cold; immunity to non-magical weapons; save vs.
  paralyzation on melee hit or be paralyzed for 2d6 rounds; 2d8 additional cold
  damage on melee hit; immunity to electricity; immunity to fear, Ray of
  Enfeeblement, and Feeblemind; dragon fire attack (range 9, up to 3 breaths,
  max HP damage, save vs. breath weapon for half damage); paralysis gaze (range
  4, +3 bonus to save if level 6 or more); immunity to sleep, charm, paralysis,
  and poison
Money carried: 1130 platinum; 27 gems; 11 jewelry
Experience for defeating: 13200 + 25 per hit point (14850) + 36600 for money
  (51450)
Differences from tabletop: lacks fear aura; better AC
Footnote: Dracoliches in this game are thankfully not immune to fire nor are
  they electricity-breathers, as they are in Pools of Darkness.

#64 THRI-KREEN       Chaotic Neutral Monster Fighter
Hit Dice  :   7  Character Levels    : Fighter 7
Hit Points:  33  Movement:  18   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  13  Armor Class: 5 (from behind: 7)
Primary physical attack: 4 for 1d4 damage
Secondary physical attack: 1 for 1d4+1 damage
Special Abilities: missile evasion (60% chance of avoiding any missile attack);
  save vs. paralyzation on melee hit or be paralyzed for 2d8 rounds
Money carried: 3 gems
Experience for defeating: 800 + 8 per hit point (1064) + 750 for money (1814)

#65 PHASE SPIDER     True Neutral Monster Fighter
Hit Dice  :   6
Hit Points:  35  Movement:   6   Size: Large or larger (small icon)
Strength     10      Base saving throws versus:
Intelligence  3      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  13  Armor Class: 7 (from behind: 9)
Physical attack: 1 for 1d6 damage
Special Abilities: save vs. poison at a -2 penalty on melee hit or die;
  blinking
Experience for defeating: 700 + 6 per hit point (910)

#66 GIANT SPIDER     Chaotic Evil Monster Fighter
Hit Dice  :   5  Character Levels    : Fighter 5
Hit Points:  24  Movement:  12   Size: Large or larger (small icon)
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  15  Armor Class: 4 (from behind: 6)
Physical attack: 1 for 1d8 damage
Special Abilities: save vs. poison on melee hit or die
Experience for defeating: 315 + 5 per hit point (435)

#67 RAKSHASA         Lawful Evil Monster Fighter
Hit Dice  :   7  Character Levels    : Cleric 7; Fighter 7; Magic-User 7
Hit Points:  35  Movement:  15   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  13  Armor Class: -4 (from behind: -2)
Primary physical attack: 2 for 1d3 damage
Secondary physical attack: 1 for 1d4+1 damage
Special Abilities: see invisibility; vulnerability to blessed quarrels;
  immunity to spells; immunity to nonmagical weapons; half damage from +1 and
  +2 weapons
Spells memorized: M1 Charm Person (2); M2 Stinking Cloud (2); M3 Lightning Bolt
  (3)
Experience for defeating: 925 + 8 per hit point (1205)
Footnote: If you are wondering where in Hindu mythology the vulnerability to
  blessed quarrels comes from ... it doesn't; that's actually from a 1974
  episode of the TV show Kolchak: The Night Stalker.

#68 HELL HOUND       Lawful Evil Extraplanar Fire-based Monster Fighter
Hit Dice  :   7  Character Levels    : Fighter 7
Hit Points:  35  Movement:  12   Size: Large or larger (reversed)
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  13  Armor Class: 4 (from behind: 6)
Physical attack: 1 for 2d4 damage
Special Abilities: see invisibility; fire breath (50% chance, range 1, HD
  damage, save vs. breath weapon for half damage)
Experience for defeating: 250 + 8 per hit point (530)
Differences from tabletop: should not be size Large

#69 MARGOYLE         Chaotic Evil Monster Fighter
Hit Dice  :   6  Character Levels    : Fighter 6
Hit Points:  30  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  13  Armor Class: 2 (from behind: 4)
Primary physical attack: 2 for 1d6 damage
Secondary physical attack: 2 for 2d4 damage
Special Abilities: immunity to non-magical weapons
Experience for defeating: 350 + 6 per hit point (530)

#70 PRIEST OF BANE   Lawful Evil Human Cleric
Hit Dice  :   8  Character Levels    : Cleric 8
Hit Points:  48  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  7
Wisdom       18      Rod, Staff, or Wand            10
Dexterity    10      Petrification or Polymorph     11
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          12
THAC0:  16  Armor Class: 3 (from behind: 6)
Physical attack: 1 for 1d6+1 damage
Spells memorized: C2 Hold Person (3); C3 Cause Blindness; C3 Cause Disease; C3
  Bestow Curse; C4 Poison; C4 Sticks to Snakes
Items carried: Mace; Shield; Splint Mail
Experience for defeating: 900 + 12 per hit point (1476)

#71 TYRANTHRAXUS     Chaotic Evil Giant Monster Fighter
Hit Dice  :  15  Character Levels    : Fighter 15
Hit Points: 100  Movement:  15   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  4
Wisdom       10      Rod, Staff, or Wand             5
Dexterity    21      Petrification or Polymorph      6
Constitution 10      Breath Weapon                   4
Charisma     10      Spell                           7
THAC0:   1  Armor Class: -5 (from behind: 2)
Physical attack: 1 for 7d6 damage
Special Abilities: see invisibility; immunity to fire; 2d10 additional fire
  damage on melee hit; 15% magic resistance; throw lightning bolts (15d6
  damage, not stopped by Minor Globe of Invulnerability); immunity to
  electricity
Experience for defeating: 5850 + 20 per hit point (7850)
Differences from tabletop: not fire-based
Footnote: Compared to Pool of Radiance, a good body being inhabited by an evil
  spirit is no longer your chance to break out Protection from Good.

#72 HIGH PRIEST      Lawful Evil Human Cleric
Hit Dice  :  10  Character Levels    : Cleric 10
Hit Points:  60  Movement:  12   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  6
Wisdom       18      Rod, Staff, or Wand             9
Dexterity    10      Petrification or Polymorph     10
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          11
THAC0:  13  Armor Class: 0 (from behind: 3)
Physical attack: 1 for 1d6+2 damage
Special Abilities: Protection from Good; Resist Cold
Spells memorized: C2 Hold Person (3); C3 Cause Blindness; C3 Cause Disease; C3
  Prayer; C3 Bestow Curse; C4 Poison (2); C4 Sticks to Snakes; C5 Slay Living
  (2)
Items carried: Flail +1; Shield; Plate Mail +2
Experience for defeating: 1350 + 14 per hit point (2190) + 1200 for items
  (3390)

#73 RAKSHASA         Lawful Evil Monster Fighter
Hit Dice  :   7  Character Levels    : Cleric 7; Fighter 7; Magic-User 7
Hit Points:  35  Movement:  15   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 10
Wisdom       10      Rod, Staff, or Wand            11
Dexterity    10      Petrification or Polymorph     12
Constitution 10      Breath Weapon                  12
Charisma     10      Spell                          13
THAC0:  13  Armor Class: -4 (from behind: -2)
Primary physical attack: 2 for 1d3 damage
Secondary physical attack: 1 for 1d4+1 damage
Special Abilities: see invisibility; vulnerability to blessed quarrels;
  immunity to spells; immunity to nonmagical weapons; half damage from +1 and
  +2 weapons
Spells memorized: M1 Charm Person (2); M2 Stinking Cloud (2); M3 Haste; M3
  Lightning Bolt (3)
Items carried: Arrow +3 (20); Long Bow +3
Experience for defeating: 925 + 8 per hit point (1205) + 2400 for items (3605)

#80 DISPLACER BEAST  True Neutral Monster Fighter
Hit Dice  :   6
Hit Points:  35  Movement:  15   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  5
Wisdom       10      Rod, Staff, or Wand             6
Dexterity    10      Petrification or Polymorph      7
Constitution 10      Breath Weapon                   6
Charisma     10      Spell                           8
THAC0:  13  Armor Class: 2 (from behind: 4)
Physical attack: 2 for 2d4 damage
Experience for defeating: 475 + 8 per hit point (755)
Differences from tabletop: not displaced

#81 HIPPOGRIFF       True Neutral Monster Fighter
Hit Dice  :   3
Hit Points:  25  Movement:  18   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 13
Wisdom       10      Rod, Staff, or Wand            14
Dexterity    10      Petrification or Polymorph     15
Constitution 10      Breath Weapon                  16
Charisma     10      Spell                          16
THAC0:  16  Armor Class: 5 (from behind: 7)
Primary physical attack: 2 for 1d6 damage
Secondary physical attack: 1 for 1d10 damage
Experience for defeating: 60 + 4 per hit point (160)
Differences from tabletop: not avian

#82 ETTIN            Chaotic Evil Giant Monster Fighter
Hit Dice  :  10
Hit Points:  70  Movement:  12   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  8
Wisdom       10      Rod, Staff, or Wand             9
Dexterity    10      Petrification or Polymorph     10
Constitution 10      Breath Weapon                   9
Charisma     10      Spell                          11
THAC0:  10  Armor Class: 3 (from behind: 5)
Primary physical attack: 1 for 2d8 damage
Secondary physical attack: 1 for 3d6 damage
Experience for defeating: 1950 + 14 per hit point (2930)

#83 LIZARD MAN       True Neutral Monster Fighter
Hit Dice  :   2
Hit Points:  15  Movement:   6   Size: Small/Medium
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 13
Wisdom       10      Rod, Staff, or Wand            14
Dexterity    10      Petrification or Polymorph     15
Constitution 10      Breath Weapon                  16
Charisma     10      Spell                          16
THAC0:  16  Armor Class: 4 (from behind: 7)
Primary physical attack: 2 for 1d6 damage
Secondary physical attack: 1 for 1d8 damage
Items carried: Short Sword; Shield
Experience for defeating: 50 + 3 per hit point (95)

#84 CENTAUR          True Neutral Monster Fighter
Hit Dice  :   4
Hit Points:  28  Movement:  18   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 13
Wisdom       10      Rod, Staff, or Wand            14
Dexterity    10      Petrification or Polymorph     15
Constitution 10      Breath Weapon                  16
Charisma     10      Spell                          16
THAC0:  15  Armor Class: 4 (from behind: 6)
Physical attack: 2 for 1d6 damage
Money carried: 2 gems
Items carried: Arrow (10); Long Bow
Experience for defeating: 85 + 4 per hit point (197) + 500 for money (697)

#85 RUSTLE           Lawful Good Human Fighter
Hit Dice  :   9  Character Levels    : Fighter 9
Hit Points:  98  Movement:  12   Size: Small/Medium
Strength     18(00)  Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death  1
Wisdom       10      Rod, Staff, or Wand             1
Dexterity    10      Petrification or Polymorph      1
Constitution 10      Breath Weapon                   1
Charisma     10      Spell                           1
THAC0:   0  Armor Class: 0 (from behind: 2)
Physical attack: 1 for 1d10+7 damage
Items carried: Two-Handed Sword +1

#86 BUGBEAR          Chaotic Evil Giant Monster Fighter
Hit Dice  :   3
Hit Points:  24  Movement:   9   Size: Large or larger (small icon)
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 13
Wisdom       10      Rod, Staff, or Wand            14
Dexterity    10      Petrification or Polymorph     15
Constitution 10      Breath Weapon                  16
Charisma     10      Spell                          16
THAC0:  16  Armor Class: 5 (from behind: 7)
Physical attack: 1 for 1d6 damage
Items carried: Spear
Experience for defeating: 135 + 4 per hit point (231)

#87 WORG             Neutral Evil Animal Monster Fighter
Hit Dice  :   4
Hit Points:  44  Movement:  18   Size: Large or larger
Strength     10      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  15  Armor Class: 6 (from behind: 8)
Physical attack: 1 for 2d8 damage
Experience for defeating: 90 + 5 per hit point (310)

#88 CYNTHIA          Lawful Good Human Fighter
Hit Dice  :   9  Character Levels    : Magic-User 9
Hit Points:  40  Movement:  12   Size: Small/Medium
Strength     18(00)  Base saving throws versus:
Intelligence 18      Paralyzation, Poison, or Death  1
Wisdom       10      Rod, Staff, or Wand             1
Dexterity    10      Petrification or Polymorph      1
Constitution 10      Breath Weapon                   1
Charisma     10      Spell                           1
THAC0:   0  Armor Class: 2 (from behind: 4)
Physical attack: 1 for 1d6+7 damage
Spells memorized: M1 Magic Missile (3); M2 Stinking Cloud; M3 Fireball; M3
  Lightning Bolt
Items carried: Quarter Staff +1

#89 FIGHTER          Lawful Evil Human Fighter
Hit Dice  :   5  Character Levels    : Fighter 5
Hit Points:  35  Movement:  12   Size: Small/Medium
Strength     16      Base saving throws versus:
Intelligence 10      Paralyzation, Poison, or Death 11
Wisdom       10      Rod, Staff, or Wand            12
Dexterity    10      Petrification or Polymorph     13
Constitution 10      Breath Weapon                  13
Charisma     10      Spell                          14
THAC0:  16  Armor Class: 4 (from behind: 7)
Physical attack: 1 for 2d4+1 damage
Items carried: Quarrel (9); Light Crossbow; Broad Sword; Shield; Chain Mail
Experience for defeating: 225 + 6 per hit point (435)

#90 GRENDEL          Lawful Good Human Fighter
Hit Dice  :   9  Character Levels    : Cleric 9
Hit Points:  60  Movement:  12   Size: Small/Medium
Strength     18(00)  Base saving throws versus:
Intelligence 18      Paralyzation, Poison, or Death  1
Wisdom       18      Rod, Staff, or Wand             1
Dexterity    10      Petrification or Polymorph      1
Constitution 10      Breath Weapon                   1
Charisma     10      Spell                           1
THAC0:   1  Armor Class: 0 (from behind: 2)
Physical attack: 1 for 1d6+7 damage
Items carried: Mace; Staff Sling +1


SECTION 12.1.1 - Useful Hacking Utilities
-----------------------------------------

Gold Box Companion is not just useful for playing the game; it now includes
numerous utilities useful for hacking.
http://gbc.zorbus.net/

DAXDump and ECLDump can be used to unpack the *.DAX files.  You may download
it from:
http://gbc.zorbus.net/daxdump.zip

Gold Box Explorer will allow you to investigate the contests of *.DAX and
*.ECL files.  Its project page is at:
https://github.com/bsimser/Gold-Box-Explorer

The Curse of the Azure Bonds remake disassembled and reassembled the code,
which helped me work out some Gold Box-specific game mechanics:
http://simeonpilgrim.com/blog/2008/07/22/curse-of-the-azure-bonds-build-1013/

The executable is partially compressed.  You can use UNP to decompress it
(which should not interfere with playing the game):
http://unp.bencastricum.nl/

SECTION 12.1.2 - DAX File Format
--------------------------------

The DAX file format compresses multiple files in each DAX file, using a form of
run-length encoding.

Header:
  * 2 bytes: little-endian 16-bit length of the rest of the header
  * Series of 9 byte file descriptors:
       Hex
    Offset  Function
        00  Number of this file (must be unique to this specific DAX)
     01-04  Little-endian 32-bit offset of the beginning of the file
     05-06  Little-endian 16-bit length of the decompressed file
     07-08  Little-endian 16-bit length of the compressed data

File (offsets do not count the header):
  First byte is the run length:
  * If run length bit 128 not set:
    Copy the next (run length + 1) bytes to the decompressed file as is.
  * If run length bit 128 set:
    Treat run length as signed 8-bit, then negate: repeat this number of the
    succeeding byte.
  If there are data left, the next byte is now the new run length.

SECTION 12.2.1 - Creature File Format
-------------------------------------

This is for both characters (*.SAV in a saved game, *.GUY outside the party)
and monsters (*.DAX, must be dumped with one of the hacking utilities).

A * indicates fields values that are defined, but not supported, by the game.
For known spells (0x079 to 0x0DC), 0 means spell is not known, 1 means spell is
  known.  The number in the spell description is used to denote memorized
  spells (0x01E to 0x071); there are many spell slots that are actually magical
  item effects.

    Hex
 Offset  Function (offsets are in hexadecimal, values are in decimal)
    000  Length of name (valid values: 1-15)
001-00F  Character name (standard ASCII encoding)
    010  Strength (original; does not include extraordinary strength)
    011  Strength (current; does not include extraordinary strength)
    012  Intelligence (original)
    013  Intelligence (current)
    014  Wisdom (original)
    015  Wisdom (current)
    016  Dexterity (original)
    017  Dexterity (current)
    018  Constitution (original)
    019  Constitution (current)
    01A  Charisma (original)
    01B  Charisma (current)
    01C  Extraordinary strength (original; only valid when offset 0x10 = 18)
    01D  Extraordinary strength (current; only valid when offset 0x11 = 18)
01E-071  Memorized spells (0 means no spell; anything else is a single spell)
    072  unknown (always 0 for non-PCs)
    073  60 minus THAC0 (base)
    074  Race:
           0 monster
           1 dwarf
           2 elf
           3 gnome
           4 half-elf
           5 halfling
           6* half-orc
           7 human
    075  Class:
           0 cleric
           1* druid
           2 fighter
           3 paladin
           4 ranger
           5 magic-user
           6 thief
           7* monk
           8 cleric/fighter
           9 cleric/fighter/magic-user
           10 cleric/ranger
           11 cleric/magic-user
           12* cleric/thief
           13 fighter/magic-user
           14 fighter/thief
           15 fighter/magic-user/thief
           16 magic-user/thief
           17 monster
076-077  Age (little-endian)
    078  Hit points (maximum)
    079  Spell   1: C1 Bless
    07A  Spell   2: C1 Curse
    07B  Spell   3: C1 Cure Light Wounds
    07C  Spell   4: C1 Cause Light Wounds
    07D  Spell   5: C1 Detect Magic
    07E  Spell   6: C1 Protection from Evil
    07F  Spell   7: C1 Protection from Good
    080  Spell   8: C1 Resist Cold
    081  Spell   9: M1 Burning Hands
    082  Spell  10: M1 Charm Person
    083  Spell  11: M1 Detect Magic
    084  Spell  12: M1 Enlarge
    085  Spell  13: M1 Reduce
    086  Spell  14: M1 Friends
    087  Spell  15: M1 Magic Missile
    088  Spell  16: M1 Protection from Evil
    089  Spell  17: M1 Protection from Good
    08A  Spell  18: M1 Read Magic
    08B  Spell  19: M1 Shield
    08C  Spell  20: M1 Shocking Grasp
    08D  Spell  21: M1 Sleep
    08E  Spell  22: C2 Find Traps
    08F  Spell  23: C2 Hold Person
    090  Spell  24: C2 Resist Fire
    091  Spell  25: C2 Silence, 15' Radius
    092  Spell  26: C2 Slow Poison
    093  Spell  27: C2 Snake Charm
    094  Spell  28: C2 Spiritual Hammer
    095  Spell  29: M2 Detect Invisibility
    096  Spell  30: M2 Invisibility
    097  Spell  31: M2 Knock
    098  Spell  32: M2 Mirror Image
    099  Spell  33: M2 Ray of Enfeeblement
    09A  Spell  34: M2 Stinking Cloud
    09B  Spell  35: M2 Strength
    09C  Spell  36: unknown (was C3 Animate Dead in Pool of Radiance)
    09D  Spell  37: C3 Cure Blindness
    09E  Spell  38: C3 Cause Blindness
    09F  Spell  39: C3 Cure Disease
    0A0  Spell  40: C3 Cause Disease
    0A1  Spell  41: C3 Dispel Magic
    0A2  Spell  42: C3 Prayer
    0A3  Spell  43: C3 Remove Curse
    0A4  Spell  44: C3 Bestow Curse
    0A5  Spell  45: M3 Blink
    0A6  Spell  46: M3 Dispel Magic
    0A7  Spell  47: M3 Fireball
    0A8  Spell  48: M3 Haste
    0A9  Spell  49: M3 Hold Person
    0AA  Spell  50: M3 Invisibility, 10' Radius
    0AB  Spell  51: M3 Lightning Bolt
    0AC  Spell  52: M3 Protection from Evil, 10' Radius
    0AD  Spell  53: M3 Protection from Good, 10' Radius
    0AE  Spell  54: M3 Protection from Normal Missiles
    0AF  Spell  55: M3 Slow
    0B0  Spell  56: unknown (was C7 Restoration in Pool of Radiance)
    0B1  Spell  57: I6 Potion of Speed
    0B2  Spell  58: C4 Cure Serious Wounds
    0B3  Spell  59: I6 Potion of Giant Strength
    0B4  Spell  60: I6 Javelin of Lightning
    0B5  Spell  61: I6 Wand of Paralyzation
    0B6  Spell  62: I6 Potion of Healing
    0B7  Spell  63: I6 Dust of Disappearance
    0B8  Spell  64: I6 Necklace of Missiles
    0B9  Spell  65: I6 Wand of Magic Missiles
    0BA  Spell  66: C4 Cause Serious Wounds
    0BB  Spell  67: C4 Neutralize Poison
    0BC  Spell  68: C4 Poison
    0BD  Spell  69: C4 Protection from Evil, 10' Radius
    0BE  Spell  70: C4 Sticks to Snakes
    0BF  Spell  71: C5 Cure Critical Wounds
    0C0  Spell  72: C5 Cause Critical Wounds
    0C1  Spell  73: C5 Dispel Evil
    0C2  Spell  74: C5 Flame Strike
    0C3  Spell  75: C5 Raise Dead
    0C4  Spell  76: C5 Slay Living
    0C5  Spell  77: D1 Detect Magic
    0C6  Spell  78: D1 Entangle
    0C7  Spell  79: D1 Faerie Fire
    0C8  Spell  80: D1 Invisibility to Animals
    0C9  Spell  81: M4 Charm Monsters
    0CA  Spell  82: M4 Confusion
    0CB  Spell  83: M4 Dimension Door
    0CC  Spell  84: M4 Fear
    0CD  Spell  85: M4 Fire Shield
    0CE  Spell  86: M4 Fumble
    0CF  Spell  87: M4 Ice Storm
    0D0  Spell  88: M4 Minor Globe of Invulnerability
    0D1  Spell  89: M4 Remove Curse
    0D2  Spell  90: unknown
    0D3  Spell  91: M5 Cloud Kill
    0D4  Spell  92: M5 Cone of Cold
    0D5  Spell  93: M5 Feeblemind
    0D6  Spell  94: M5 Hold Monsters
    0D7  Spell  95: I6 Scroll of Protection from Dragon Breath
    0D8  Spell  96: I6 Scroll of Protection from Paralyzation
    0D9  Spell  97: I6 Potion of Invisibility
    0DA  Spell  98: I6 Wand of Defoliation
    0DB  Spell  99: I6 Potion of Extra Healing
    0DC  Spell 100: M4 Bestow Curse
    0DD  non-zero only for characters or monsters with warrior levels (zero
           for monster magic-users)
    0DE  Lower 7 bits, creature size (1 = 1x1, 2 = 1x2, 3 = 2x1, 4 = 2x2)
         bit 128 = creature is Large or larger in the tabletop game (not used)
    0DF  Base saving throw vs. paralyzation, poison or death
    0E0  Base saving throw vs. petrification or polymorph
    0E1  Base saving throw vs. rod, staff or wand
    0E2  Base saving throw vs. breath weapon
    0E3  Base saving throw vs. spell
    0E4  Base movement
    0E5  Highest level in 1st class
    0E6  Highest level in 2nd class
    0E7  Drained levels
    0E8  Drained hit points
    0E9  If non-zero, can be turned (number indicates which line on table)
    0EA  Thief skill (includes all modifiers): Pick Pockets
    0EB  Thief skill (includes all modifiers): Open Locks
    0EC  Thief skill (includes all modifiers): Find/Remove Traps
    0ED  Thief skill (includes all modifiers): Move Silently
    0EE  Thief skill (includes all modifiers): Hide in Shadows
    0EF  Thief skill (includes all modifiers): Hear Noise
    0F0  Thief skill (includes all modifiers): Climb Walls
    0F1  Thief skill (includes all modifiers): Read Languages
0F2-0F5  Effects pointer
    0F6  unknown (always 255 for non-PCs)
    0F7  NPC status
    0F8  unknown (0 for NPCs, 255 for hostile monsters)
0F9-0FA  unknown (always 0 for non-PCs)
0FB-0FC  Copper coins (little-endian)
0FD-0FE  Silver coins (little-endian)
0FF-100  Electrum coins (little-endian)
101-102  Gold coins (little-endian)
103-104  Platinum coins (little-endian)
105-106  Gems (little-endian)
107-108  Jewelry (little-endian)
    109  Current Cleric level
    10A* Current Druid level
    10B  Current Fighter level
    10C  Current Paladin level
    10D  Current Ranger level
    10E  Current Magic-user level
    10F  Current Thief level
    110* Current Monk level
    111  Former Cleric level (human changed class)
    112* Former Druid level (human changed class)
    113  Former Fighter level (human changed class)
    114  Former Paladin level (human changed class)
    115  Former Ranger level (human changed class)
    116  Former Magic-user level (human changed class)
    117  Former Thief level (human changed class)
    118* Former Monk level (human changed class)
    119  Gender:
           0 male
           1 female
    11A  Monster type (there are several miscategorized monsters):
           0 humanoid (affected by Hold Person)
           1 monstrous humanoid (not affected by Hold Person)
           2* true giant (not used; superseded by bit flag)
           3 dragon (takes extra damage from Dragon Slayer swords)
           4 undead (takes extra damage from Flame Tongue swords)
           7* extra-dimensional (left over from Pool of Radiance)
           8 fire-based (takes extra damage from Frost Brand swords)
           9* cold-based (no monster is ever defined as this)
           10 regenerating (takes extra damage from Flame Tongue swords)
           11 reptile
           12 avian (takes extra damage from Flame Tongue swords)
           14* snake
           15* mammalian quadruped
           16 creepy-crawly
           17 generic monster
           18 plant (affected by Wand of Defoliation)
           19 animal (affected by Invisibility to Animals)
    11B  Alignment:
           0 lawful good
           1 lawful neutral
           2 lawful evil
           3 neutral good
           4 true neutral
           5 neutral evil
           6 chaotic good
           7 chaotic neutral
           8 chaotic evil
    11C  Base number of primary attacks, multiplied by 2
    11D  Base number of secondary attacks, multiplied by 2
    11E  Base primary attack number of dice
    11F  Base secondary attack number of dice
    120  Base primary attack dice sides
    121  Base secondary attack dice sides
    122  Base primary attack bonus damage (without modifiers)
    123  Base secondary attack bonus damage (without modifiers)
    124  60 minus Armor Class (base)
    125  unknown (0 or 1; tends to be 1 for martial humanoids, 0 otherwise)
    126  (always 0xFF for non-PCs)
127-12A  Experience (little-endian)
    12B  Item usage flags
    12C  Hit points rolled
    12D  Cleric 1st level spell slots
    12E  Cleric 2nd level spell slots
    12F  Cleric 3rd level spell slots
    130  Cleric 4th level spell slots
    131  Cleric 5th level spell slots
    132  Druid 1st level spell slots
    133* Druid 2nd level spell slots
    134* Druid 3rd level spell slots
    135* Druid 4th level spell slots
    136* Druid 5th level spell slots
    137  Magic-user 1st level spell slots
    138  Magic-user 2nd level spell slots
    139  Magic-user 3rd level spell slots
    13A  Magic-user 4th level spell slots
    13B  Magic-user 5th level spell slots
13C-13D  Experience for defeating
    13E  Bonus experience per HP for defeating
13F-140  unknown
    141  Icon head
    142  Icon weapon
    143  Order number
    144  Icon size
    145  Icon body color
    146  Icon arm color
    147  Icon weapon color
    148  Icon hair and face color
    149  Icon shield color
    14A  Icon weapon color
    14B  Flags (upper 4 bits are not used):
         bit 1 extraplanar (affected by Dispel Evil)
         bit 2 penalty to-hit vs. dwarf
         bit 4 penalty to-hit vs. gnome
         bit 8 takes extra damage from rangers
    14C  Number of items
14D-150  Items pointer
151-154  Equipped weapon pointer
155-158  Equipped shield pointer
159-15C  Equipped body armor pointer
16D-160  Equipped gauntlets pointer
161-164  Equipped helm pointer
165-168  Equipped belt pointer
169-16C  Equipped robe pointer
16D-170  Equipped cloak pointer
171-174  Equipped boots pointer
175-178  Equipped ring 1 pointer
179-17C  Equipped ring 2 pointer
17D-180  Equipped arrow pointer
181-184  Equipped bolt pointer
    185  Hands used
    186  Saving throw bonus
187-188  Encumbrance in coins (little-endian)
189-18C  Next character pointer
18D-190  Combat pointer
191-194  unknown (always 0 for non-PCs)
    195  Status:
           0 okay
           1 animated
           2 tempgone
           3 running
           4 unconscious
           5 dying
           6 dead
           7 stoned
           8 gone
    196  In combat
    197  Side in combat:
           0 allied
           1 enemy
    198  Autocombat flag
    199  60 minus THAC0 (current, characters only)
    19A  60 minus Armor Class (current)
    19B  60 minus Armor Class for rear attacks (current)
    19C  Primary attacks remaining, multiplied by 2
    19D  Secondary attacks remaining, multiplied by 2
    19E  Current primary attack number of dice
    19F  Current secondary attack number of dice
    1A0  Current primary attack dice sides
    1A1  Current secondary attack dice sides
    1A2  Current primary attack bonus damage
    1A3  Current secondary attack bonus damage
    1A4  Hit points (current)
    1A5  Movement (current)

SECTION 12.2.2 - Creature Effects List
--------------------------------------

This for both characters and monsters, which both have effects files consisting
of a series of 9-byte fields.  These are named *.FX for characters, and
MON?SPC.BIN (inside MON?SPC.DAX) for monsters.  The first byte indicates which
effect (an asterisk is an effect not used in Curse of the Azure Bonds that is
left over from Pool of Radiance):

Hex
Value Effect (specific spell effects are capitalized)
0x01  Bless
0x02  Curse
0x03  Sticks to Snakes
0x04  Dispel Evil
0x05  Detect Magic
0x06  wielding Flame Tongue sword
0x07  Faerie Fire
0x08  Protection from Evil
0x09  Protection from Good
0x0A  Resist Cold
0x0B  charmed
0x0C  Enlarge
0x0D  suffocated by shambling mound
0x0E  Friends
0x0F  Slow Poison
0x10  Read Magic
0x11  Shield
0x12  gnome THAC0 bonus versus kobolds and goblins
0x13  Find Traps
0x14  Resist Fire
0x15  Silence, 15' Radius
0x16  Slow Poison worn off
0x17  Spiritual Hammer
0x18  see invisibility (works on 0x19 but not 0x47)
0x19  invisibility
0x1A  dwarf THAC0 bonus versus half-orcs, goblins, hobgoblins, and orcs
0x1B  Fumble
0x1C  Mirror Image
0x1D  Ray of Enfeeblement
0x1E  nauseated
0x1F  helpless
0x20* Animate Dead
0x21  blind
0x22  diseased (both Strength drain and hit point drain)
0x23  confused
0x24  Bestow Curse
0x25  blinking
0x26  Strength
0x27  hasted
0x28  in Stinking Cloud
0x29  Protection from Normal Missiles
0x2A  slowed
0x2B  diseased (Strength drain)
0x2C  diseased (hit point drain)
0x2D  Protection from Evil, 10' Radius
0x2E  Protection from Good, 10' Radius
0x2F  dwarf/gnome AC bonus versus ogres, trolls, ogre magi, giants, and titans
0x30  gnome AC bonus versus gnolls and bugbears
0x31  Prayer
0x32  Fire Shield (hot)
0x33  Snake Charm
0x34  held
0x35  sleeping
0x36  Fire Shield (cold)
0x37  poisoned
0x38  invisibility (from ring)
0x39  shambling mound engulfing attack (inflicts 2d4 minutes of 0x0D)
0x3A  clear movement
0x3B  add effect 0x62
0x3C  rakshasa weapon resistance
0x3D* wearing Ring of Fire Resistance
0x3E  regeneration from Constitution 20+
0x3F  Minor Globe of Invulnerability
0x40  poison melee attack (unmodified saving throw)
0x41  poison melee attack (+4 bonus to saving throw)
0x42  poison melee attack (+2 bonus to saving throw)
0x43  paralysis melee attack (save or be paralyzed for 2d8 minutes)
0x44  Feeblemind
0x45  Invisibility to Animals
0x46  poison melee attack (-2 penalty to saving throw)
0x47  invisible (from dust; detect invisibility does not work on this)
0x48  camouflaged
0x49  protected from dragon breath
0x4A  wearing Robe of Vermin
0x4B  wielding Dragon Slayer sword
0x4C  wielding Frost Brand sword
0x4D  berzerk
0x4E  unknown
0x4F  fire touch of Tyranthraxus (2d10 additional fire damage on melee hit)
0x50  anhkheg acid melee attack (1d4 additional acid damage on melee hit)
0x51  half damage from all weapons
0x52  half damage from fire and cold
0x53  petrifying gaze
0x54  electrical damage adds 1 hit die
0x55  1 damage from piercing weapons
0x56  giant slug spit attack (range 6, 30% chance to hit, max HP damage)
0x57  beholder eyestalk attacks (up to 4 attacks at 1 enemy in range)
0x58* electrical breath attack (100% chance, then 50% after; max HP damage)
0x59  displaced
0x5A  dragon acid breath (range 6; up to 3 breaths; max HP damage)
0x5B  in Cloudkill cloud
0x5C  no effect
0x5D  half damage from fire
0x5E  half damage from blunt and piercing weapons
0x5F* fighting on after being reduced to 0 to -6 hit points
0x60  owlbear hug attack (if attack roll is 18 or better, inflict 0x90)
0x61  dwarf/gnome/halfling spell/wand saving throw bonus
0x62* regenerate 3 hit points per round
0x63* keeps fighting after becoming unconscious (gain 1d4+1 minutes of 0x5F)
0x64  troll vulnerability to fire and acid
0x65  regenerate 3 hit points per round; can return from death in 3d6 rounds
0x66  troll regeneration
0x67  salamander heat damage (1d6 fire damage if not resistant on melee hit)
0x68  thri-kreen missile evasion (60% chance of avoiding missile attacks)
0x69  50% magic resistance
0x6A  15% magic resistance
0x6B  elven 90% resistance to sleep and charm spells
0x6C  immunity to sleep and charm
0x6D  immunity to paralysis (only Hold Person/Monsters and wand)
0x6E  immunity to cold
0x6F  immunity to paralysis and poison
0x70  immunity to fire
0x71  efreeti fire resistance (-1 damage per fire damage die)
0x72  half damage from electricity
0x73  half damage from piercing and slashing weapons
0x74  half damage from magical weapons
0x75* vulnerability to holy water
0x76  half damage from cold
0x77  immunity to non-magical weapons
0x78* boulder evasion (50% chance of avoiding thrown boulders)
0x79  anhkheg acid squirt attack (range 3, 8d4 damage)
0x7A  dracolich paralysis attack (save or be paralyzed for 2d8 minutes)
0x7B  dracolich 2d8 additional cold melee damage
0x7C  half-elven 30% resistance to sleep and charm spells
0x7D  immunity to sleep, charm, paralysis, and poison
0x7E  dracolish paralysis gaze (range 4; +3 bonus to save if level 6 or more)
0x7F  reflectable gaze
0x80  dragon fire breath (up to 3 breaths; max HP damage)
0x81  immunity to spells
0x82  rakshasa vulnerability to blessed quarrels
0x83  hell hound fire breath (50% chance, range 1, HD damage, save for half)
0x84  throw lightning (15d6 damage)
0x85  immunity to fear, Ray of Enfeeblement, and Feeblemind
0x86  ranger extra damage against giants
0x87  immunity to electricity
0x88  Entangle
0x89  temporary berzerk caused by confusion
0x8A  add invisibility
0x8B  shambling mound engulf attack; cannot move and 0x0D inflicted
0x8C  paladin heal counter
0x8D  paladin cure counter
0x8E  Fear
0x8F  Fire Shield (part that does double damage to attackers)
0x90  hugged by owlbear (2d8 damage per round until owlbear or target is down)
0x91  Dispel Evil (not quite the same as 0x06)
0x92  extra strength (not from spell of that name)

The second and third bytes are the 16-bit little-endian number of minutes
remaining of the effect (except for 0x3E).

The fourth byte:
  * 255 for a permanent effect
  * otherwise, indicates strength of spell
    * lower 4 bits are often the level of the caster, for Dispel Magic; known
      exceptions:
      * 0x0C (Enlarge): level of Strength granted
      * 0x0E (Friends): Charisma bonus
    * upper 4 bits:
      * 0x1C (Mirror Image): number of images remaining

SECTION 12.2.3 - Item File Format
---------------------------------

This is for both characters (*.SWG), and placed treasures (ITEM?.DAX) and
monsters (MON?ITM.DAX).  DAX files must be dumped with one of the hacking
utilities.

   Hex
Offset  Function (offsets are in hexadecimal, values are in decimal)
    00  Display name length
 01-2D  Display name (in ASCII, lowercase OK, null-terminated)
    2E  Type
    2F  Identified name component 3
    30  Identified name component 2
    31  Identified name component 1
    32  Magical bonus (signed 8-bit)
    33  Saving throw bonus (signed 8-bit)
    34  Equipped (0 = unequipped, 1 = equipped)
    35  Unidentified name components bitmask
    36  Cursed (0 = uncursed, 1 = cursed)
 37-38  Weight in coins (unsigned little-endian 16-bit)
    39  Quantity (0 = single item that does not stack)
 3A-3B  Item value in gold pieces (unsigned little-endian 16-bit)
 3C-3E  Properties:
          If item is scroll: 1-100 are spells (as in Creature File Format)
          If item is any other magical consumable:
            3C = number of charges
            3D = effect (same as for spells in Creature File Format)
          Otherwise, check 3E:
            128 confer effect in 3D
            129 Ring of Wizardry
            130 Gauntlets of Dexterity
            131 Gauntlets of Ogre Power (does not exist in Curse)
            133 Girdle of Giant Strength
            134 Girdle of the Dwarves
            136 Ioun Stone; affected statistic in 3D
            137 Spiritual Hammer
            138 Gauntlets of Fumbling
            139 Gloves of Thievery
            140 Hat of Stupidity
            141 Robe of Powerlessness

Base items are in the file named ITEMS, which has a 2-byte header, followed by
a series of 16-byte item descriptors:
   Hex
Offset  Function (offsets are in hexadecimal, values are in decimal)
    00  Slot: 0 = main hand, 1 = off hand, 2 = body armor, 3 = gauntlets, 4 =
          helm, 5 = belt, 6 = robe, 7 = cloak, 8 = boots, 9 = ring, 10 =
          ammunition
    01  Hands required to use
    02  Damage vs. large, dice number
    03  Damage vs. large, dice sides
    04  Damage vs. large, bonus
    05  Rate of fire for ranged weapons (multiplied by 2)
    06  AC adjustment: If 178 or higher, body armor or bracers bonus equal to
          the excess.  If not, but is 128 or higher, other AC bonus equal to
          the excess.
    07  Weapon type: 0 = slashing, 1 = piercing, 128 = bashing
    08  unknown
    09  Damage vs. small/medium, dice number
    0A  Damage vs. small/medium, dice sides
    0B  Damage vs. small/medium, bonus
    0C  If non-zero, range of ranged weapon
    0D  Class usability bitmask:
        bit 1 magic-user
        bit 2 cleric
        bit 4 thief
        bit 8 fighter
        bit 16* druid
        bit 32* monk
        bit 64 paladin
        bit 128 ranger
    0E  Ammunition: 10 = doesn't require ammo, 11 = arrows, 15 = arrows with
          Strength bonus, 20 = non-stacking thrown, 26 = stacking thrown,
          138 = bolts
    0F  unknown (always 0)

SECTION 12.3.1 - Script Overview
--------------------------------

The game scripts, written in Gold Box bytecode that changes a little from game
to game, are in the ECL?.DAX files, where ? is the disk number.

The DAX files are compressed files that can be analyzed with any of Gold Box
Companion, Gold Box Explorer, DaxDump, or EclDump.

You can modify individual scripts and put them back in the game files.

SECTION 12.3.2 - Script Variable Types
--------------------------------------

All script commands that take a variable must explicitly declare its type.

0x00 8-bit integer value
     This is usually unsigned, and underflows below 0 or overflows above 255
     appropriately.

     The Gold Box games have multiple ways of handling signed 8-bit integers:
     * THAC0 and Armor Class are stored as (60 - number).
     * Sometimes, 128 is treated as 0.
     * Sometimes, the standard C logic for signed 8-bit integers is used.

     These are often stored as a 16-bit, which is why the save files have a lot
     of flags interleaved with 0x00.

0x01 16-bit little-endian address pointing to 8-bit integer value

0x02 16-bit unsigned integer value, little-endian

0x80 String value
     * The first byte has the number of subsequent encoded bytes.
     * The subsequent bytes hold 6-bit values as follows:
       encoded bits: abcdefgh | ijklmnop | qrstuvwx
       decoded bits: abcdef | ghijkl | mnopqr | stuvwx
     * 0 is not a null terminator; it is ignored.
     * 1 to 26 represent the letters A-Z (ASCII code minus 64).
     * 32 to 63 use the standard ASCII encoding.
     A comparison of a string value will decompress and decode it.

0x81 String reference
     Unlike string values, this points to a standard C string (ASCII-encoded
     and null-terminated).

SECTION 12.3.3 - Script Commands
--------------------------------

All ECL script commands are a single byte.  The names for the commands are the
same given by debug mode.

A <var> can be either a value or an address; for the latter, the value stored
there will be retrieved (dereferenced).

0x00 EXIT
     Stops execution and returns control to the player.

0x01 GOTO <address>
     Continues execution at <address>.

0x02 GOSUB <address>
     Continues execution at <address>, and pushes the current bytecode address
     to the stack.

0x03 COMPARE <var1> <var2>
     Compares <var1> and <var2> for a subsequent IF command.

0x04 ADD <var1> <var2> <address>
     The result <var1> + <var2> is placed in <address>.

0x05 SUBTRACT <var1> <var2> <address>
     The result of <var2> - <var1> is placed in <address>.  Yes, the
     subtrahend comes first.

0x06 DIVIDE <var1> <var2> <address>
     The result of <var1> / <var2> is placed in <address>.  This is integer
     division, with the dividend coming first.  The remainder is placed in
     $7F3F.

0x07 MULTIPLY <var1> <var2> <address>
     Stores <var1> * <var2> in <address>.

0x08 RANDOM <var> <address>
     Generates a random integer from 0 to <var>, inclusive, and stores it in
     <address>.  The random number generator isn't robust.

0x09 SAVE <var> <address>
     Stores <var> in <address>.

0x0A LOAD CHARACTER <var>
     * If <var> is less than 128:
       Loads the statistics for the indicated character, where 0 is first in
       the marching order, and (party size - 1) is the last.  If <var> is at
       least equal to party size, monsters from LOAD MONSTER are loaded.
       References to $7C00 to $7D1B are now references for the appropriate
       statistics.  As a reference and not a copy, SAVE or SAVE TABLE actually
       change the character or monster.
     * If <var> is 128 or more:
       Monster (<var> - 128) will be physically placed on the party's side in
       the next combat.

0x0B LOAD MONSTER <monsterID> <count> <graphicID>
     Adds <count> copies of monster <monsterID> to the monster list.
     <graphicID>, taken from CPIC?.DAX, is often equal to <monsterID>.

0x0C SETUP MONSTER <monsterID> <distance> <graphicID>
     Starts a monster encounter with the primary monster <monsterID>,
     <distance> (which can be 0-2) squares away in the first-person view.

0x0D APPROACH
     The monsters from SETUP MONSTER close distance by 1 square.  If distance
     is 0, this does nothing.

0x0E PICTURE <pictureID>
     * If <pictureID> is 255:
       Ends the graphical display and resumes the normal first-person view.
     * If <pictureID> is 120 to 254:
       Displays the specified big picture from BIGPIC?.DAX.
     * If <pictureID> is defined in BODY?.DAX:
       Displays a composite head and body graphic, using $7EE1 as the head in
       HEAD?.DAX and <pictureID> as the body in BODY?.DAX.
     * Otherwise:
       Displays the specified picture from PIC?.DAX in the first-person view.
       If there is more than one such picture, this displays an animation
       cycling through all such pictures.

0x0F INPUT NUMBER <maxDigits> <address>
     Not used in Curse of the Azure Bonds.

0x10 INPUT STRING <maxLength> <address>
     Asks the player to input a string with <maxLength> maximum characters, and
     places it at <address>.

0x11 PRINT <string>
     Prints <string> to the text box.

0x12 PRINTCLEAR <string>
     As above, but clears the text box first.

0x13 RETURN
     Returns from a GOSUB, with the next command executed the one after the
     most recent GOSUB pushed to the stack.

0x14 COMPARE AND <val1> <val2> <val3> <val4>
     Compares <val1> to <val2> and <val3> to <val4> for a subsequent IF
     command.

0x15 VERTICAL MENU <address> <message> <count> <stringVarargs>
     Displays <message> as a prompt in the text box, with the player able to
     select from the <count> options listed as <stringVarargs>.  The chosen
     option is placed in <address>, with 0 the first option and (<count> - 1)
     the last.

0x16 IF =
0x17 IF <>
0x18 IF <
0x19 IF >
0x1A IF <=
0x1B IF >=
     All six IF commands will skip the next command unless the most recent:
     * COMPARE has a true comparisons
     * COMPARE AND has both comparisons true
     * GETTABLE has a true comparison to 0
     * AND has a true comparison to 0
     * FIND ITEM found a character carrying the appropriate item
     * FIND SPECIAL found the effect on the current character
     This means bit flags are checked with AND followed by an IF <>.

0x1C CLEARMONSTERS
     Removes all monsters from the LOAD MONSTER list.

0x1D PARTYSTRENGTH <address>
     Calculates Party Strength using the calculation given in the Party
     Strength section, and places it in <address>.

0x1E CHECKPARTY <attributeAddress> <effectID> <unknown> <address1>
                <unknown> <address2>
     This doesn't appear to actually work in Curse of the Azure Bonds; it's
     checked only in one square in Zhentil Keep, and the clue book doesn't
     suggest that event is there.  Here's how it works in other games:
     * If attributeAddress is not 0 and effectID is 0:
       Checks all characters for the values in <attributeAddress> ($6B00 to
       $6C1B).  Then <address1> will hold the highest value and <address2> will
       hold the lowest.
     * If attributeAddress is 0 and effectID is not 0:
       Checks all characters for the given <effectID>.  Then <address2> will
       hold 0 if no characters have the effect, or 1 if at least one character
       does.

0x1F undefined

0x20 NEWECL <script>
     Loads the indicated ECL script.

0x21 LOAD FILES <mapID> <unknown> <unknown>

0x22 PARTY SURPRISE <address1> <address2>
     Not used in Curse of the Azure Bonds.

0x23 SURPRISE <address1> <address2> <var1> <var2>
     Not used in Curse of the Azure Bonds.

0x24 COMBAT
     * Usually:
       Starts combat with the list of monsters from LOAD MONSTER.

       Combat can be modified by the following:
       * All monsters have Morale of $7EC6.
       * If $7ECB is 1 or 2, the surprising side may get surprise actions.
       * If $7F70 is not 0, it acts as a signed 8-bit bonus to all monsters'
         THAC0.
       * If $7F71 is not 0, it acts as a signed 8-bit bonus to all
         characters' THAC0.
       * If $7F72 is not 0, it acts as a signed 8-bit bonus to all
         characters' movement.
       * The TREASURE command will load additional items that will show up as
         loot if the party wins.
       * If $7EE3 is 1, the monsters will not drop the items they are carrying.

       After combat:
       * $7EC7 has the combat result, usually 0 if the party won.
       * $7ECB, $7F70, $7F71, and $7F72 are all reset to 0.

     * If $7EE2 is 1:
       The party instead enters a temple.  $7EE2 is set back to 0 when done.

     * If $7F6C is 1:
       The party instead enters a shop.  $7F6C is set back to 0 when done.
       Available items for sale are what was loaded with the TREASURE command.
       Purchase prices are multiplied by ($7F6D / 16).  Prices are unsigned
       16-bit integers and will overflow if they exceed 65535.

0x25 ON GOTO <var> <count> <addressVarargs>
     * If <var> is less than <count>, this acts as a GOTO command with the
       corresponding address from <addressVarargs>.
     * If <var> is equal to or greater than <count>, execution falls through to
       the next statement.

0x26 ON GOSUB <var> <count> <addressVarargs>
     Same as ON GOTO, except a GOSUB is executed.

0x27 TREASURE <copper> <silver> <electrum> <gold> <platinum>
              <gems> <jewelry> <treasureID>
     This adds all the indicated treasure for the next COMBAT.
     If treasure ID is:
       * 0 to 127: all the treasure from that list is added.
       * 128 to 254: <treasureID> minus 128 random magical items are added.
       * 255: no items are added.

0x28 ROB <isWholeParty> <percentMoney> <itemChance>
     Takes money and items away.
     * If <isWholeParty> is 0, affects only the chosen character;
     * If <isWholeParty> is 1, affects all characters.
     All affected characters always lose <percentMoney>% money.
     For <itemChance>, consider every item:
     * If item is less than 2.5 pounds, <itemChance>% chance of loss
     * If item is 2.5 to 25.5 pounds, (<itemChance> - 50)% chance of loss
     * If item is more than 25.5 pounds, (<itemChance> - 90)% chance of loss
     You can't lose a medium item if <itemChance> is below 50, and you can't
     lose a heavy item if <itemChance> is below 90.

0x29 ENCOUNTER MENU <monsterID> <distance> <pictureID> <address>
                    <combat> <wait> <flee> <advance> <parley>
                    <message0> <message1> <message2>
                    <movement1> <movement2>
     Starts an encounter with the monster with <monsterID> and <pictureID>,
     starting <distance> squares away.  The messages displayed in the text box
     are for the given distance from the party; if no message is defined, the
     message for lower distance is used.

     <combat>, <wait>, <flee>, <advance>, <parley> all define what happens if
     you choose that action:
       0 combat
       1 do whatever you chose
       2 monsters flee (unless you attacked them)
       3 monsters advance
       4 parley
     Your party does not "F"lee unless you choose to do so; success depends on
     the movement of your slowest party member compared to <movement1> and
     <movement2>.  (Those are usually identical; I'm not sure what the
     difference is.)

     If the party successfully advanced, the menu is repeated.

     The resolution is placed in <address>:
       0 monsters flee
       1 combat begins
       2 party flees
       3 parley
0x2A GETTABLE <address1> <var> <address2>
     Retrieves the value from address <address1 + var> and places it in
     <address2>.  Equivalent to retrieving a value from an array.

0x2B HORIZONTAL MENU <address> <count> <stringVarargs>
     Similar to VERTICAL MENU, but the message to the player must be printed
     beforehand, and the string choices are displayed on the bottom menu bar.
     The player can additionally select an option with the first letter of the
     string.

     Scripted "Press <enter>/<return> to continue" prompts use this in earlier
     Gold Box games.  "P" will work for these prompts; an address must still be
     supplied, which can cause bugs.

0x2C PARLAY [sic] <haughty> <sly> <nice> <meek> <abusive> <address>
     Gives the player the option to choose a parley attitude; the value
     defined for the chosen option is placed in <address>.

0x2D CALL <address>
     Executes and returns from the machine code (not bytecode) at the indicated
     address.

0x2E DAMAGE <var1> <dice> <sides> <bonus> <var2>
     This does damage equal to <dice>d<sides> + <bonus>.
     If <var1> is from 1 to 127:
       This executes <var1> physical attacks on random characters, with a
       THAC0 of (60 - <var2>).
     If <var1> is 128 or higher:
       Who gets damaged depends on <var1> bit 64:
       * If set, the entire party takes damage.
       * If not set, but bit 1 is, a random character takes damage.
       * Otherwise, the currently chosen character takes damage.

       The saving throw depends on <var1> bit 32:
       * If set, the damage always hits.
       * If not set, damage can be avoided with a saving throw defined in the
         lower 7 bits of <var2>:
           0 saving throw vs. paralyzation, poison or death
           1 saving throw vs. petrification or polymorph
           2 saving throw vs. rod, staff or wand
           3 saving throw vs. breath weapon
           4 saving throw vs. spell

0x2F AND <var1> <var2> <address>
     The result of a bitwise AND on <var1> and <var2> is placed in <address>.
     This is used to read bit flags.

0x30 OR <var1> <var2> <address>
     The result of a bitwise OR on <var1> and <var2> is placed in <address>.
     This is used to set bit flags, though ADD is also used.

0x31 SPRITE OFF

0x32 FIND ITEM <itemID>
     This checks all party members for an item with the given <itemID> for a
     subsequent IF.

0x33 PRINT RETURN
     Prints a single blank line to the text box.

0x34 ECL CLOCK <var> <timeunit>
     Advances the game clock by <var> <timeunit>s.  This will cause timed
     effects to expire, but does not actually age your characters.

     Possible values for <timeunit>:
       1 minute
       2 turn
       3 hour
       4 day
       5 month
       6 year

0x35 SAVE TABLE <var1> <address> <var2>
     Reverse of GETTABLE; places <var1> in <address + var2>.  Equivalent to
     storing a value in an array.

0x36 ADD NPC <monsterID> <morale>
     Adds the given monster to your party, with the indicated <morale>.

0x37 LOAD PIECES <walldefID> <unknown> <unknown>

0x38 PROGRAM <program>
     Runs a special routine depending on <program>:
       0 training hall (using the class bitmask in $7EA8)
       3 return to main menu
       8 win game
       9 camp

0x39 WHO <message>
     Shows <message> and has the player select a party member, who also gets
     LOAD CHARACTER executed.

0x3A DELAY

0x3B SPELL <spellID> <address1> <address2>
     Searches for a character with the given spell:
     * if no such character exists: <address1> will hold 255;
     * if such a character does exist:
       <address1> will hold the index of the spell slot;
       <address2> will hold the index of the character;
       also, a LOAD CHARACTER <address2> command is executed.

0x3C PROTECTION <address>
     Invokes the copy protection routine.  I don't think <address> does
     anything in Curse of the Azure Bonds.

0x3D CLEAR BOX

0x3E DUMP
     Permanently removes the current character from the party.  New to Curse.

0x3F FIND SPECIAL <effect>
     This checks the current character for the given <effect> for a subsequent
     IF.  New to Curse.

0x40 DESTROY ITEMS <itemID>
     Destroys all items the party carries with the given item type.  New to
     Curse.

SECTION 12.4.1 - Flag List
--------------------------

The game scripts use 256 16-bit flags ($4C00 to $4CFF in the game scripts) to
hold most non-character game state.  They are almost always treated as unsigned
8-bit integers, even though they can hold 16-bit integers and are effectively
bytes with 16 bits.

$4C00 to $4C1F are reset to 0 every time a new script is loaded.
$4C20 to $4CFE are not automatically reset; sometimes the game scripts do.
$4CFF is used for the graphical fade effect and is reset when the next graphic
  is loaded.

In the save file (SAVGAM?.DAT; ? is the letter of the save), $4C00 corresponds
to 0x201 in the save file.  So to convert the below addresses to save file
addresses:
  (1) subtract 0x4C00
  (2) multiply by 2
  (3) add 0x201

$4C00 Shared flag:
      Tilverton event flags
      Dracandros's Tower 2: 1 fought Burly
      Shadowdale/Ashabenford/Essembra dungeon backup X-coordinate
      Pit of Moander 6a/6d: 1 fought vegepygmies
      Zhentil Keep 11: count of number of times Olive has asked to follow her
      Shrine of Bane: 1 directed to Dimswart's cell by Olive Ruskettle
      Burial Glen: number of giant spiders in encounter
      Ruins of Myth Drannor: number of hell hounds in encounter
      Grand Ruined Temple: 1 entered main hall and met Tyranthraxus
$4C01 Shared flag:
      Cave of the Dracolich random encounter counter (max 9)
      Dracandros's Tower 7: 1 encountered illusionary dark elf lord
      Shadowdale/Ashabenford/Essembra dungeon backup Y-coordinate
      Pit of Moander 6b/6e: 1 fought vegepygmies
      Shrine of Bane 2: 1 Dimswart is accompanying party
      Cave of the Beholder: random combat counter outside altar room
      Burial Glen: number of phase spiders in encounter
      Ruins of Myth Drannor: number of margoyles in encounter
      Grand Ruined Temple 7: 1 fought 10 hell hounds
$4C02 Shared flag:
      Fire Knife Hideout patrol counter
      World Map Possible destination #1 (same values as $4C9B)
      Pit of Moander 6c/6f: 1 fought vegepygmies
      Shrine of Bane 4: found secret door
      Burial Glen: number of thri-kreen in encounter
      Ruins of Myth Drannor: number of rakshasas in encounter
      Grand Ruined Temple 8: 1 fought 10 margoyles
$4C03 Shared flag:
      World Map Possible destination #2 (same values as $4C9B)
      Dracandros's Tower 10: 1 disarmed explosive rune note
      Pit of Moander 7a: 1 fought giant slugs
      Pit of Moander 13: fought 3 shambling mounds and 2 giant slugs
      Shrine of Bane 7: hooded woman made offer before
      Cave of the Beholder 3: 1 fought Dexam
      Grand Ruined Temple 5: 1 fought high priest unsympathetic to Tyranthraxus
$4C04 Shared flag:
      Tilverton 12: royal carriage arrival counter
      Fire Knife Hideout: maximum number of Fire Knife patrols
      World Map Possible destination #3 (same values as $4C9B)
      Cave of the Dracolich 1: 1 visited
      Dracandros's Tower 14: 1 triggered or deactivated spike trap
      Pit of Moander 7b/7c: 1 fought giant slugs
      Zhentil Keep 7: 1 entered voluntarily
      Mulmaster Beholder Corps Dungeon: long corridor counter
      Grand Ruined Temple 4: 1 visited
$4C05 Shared flag:
      World Map Possible destination #2 (same values as $4C9B)
      Cave of the Dracolich 2: 1 visited
      Yulash: Red Plume commander approval (set to 128 when you enter Yulash)
      Pit of Moander 8a/8d: 1 fought shambling mounds
      Cave of the Beholder:
        bit 1 fixed combat Ca
        bit 2 fixed combat Cb
        bit 4 fixed combat Cc
        bit 8 fixed combat Cd
        bit 16 fixed combat Ce
        bit 32 fixed combat Cf
        bit 64 fixed combat Cg
      Burial Glen: defeated rakshasa at Burial Glen 10/11
      Grand Ruined Temple 3: 1 visited
$4C06 Shared flag:
      Tilverton 12: 1 triggered alarm
      World Map travel time
      Cave of the Dracolich 4: 1 met 4 female dark elves
      Shadowdale/Ashabenford/Essembra dungeon random combat counter (max 9)
      Voonlar/Phlan ruins random combat counter (max 9)
      Teshwave/Hillsfar ruins random combat counter (max 9)
      Pit of Moander 8b/8e: 1 fought shambling mounds
      Shrine of Bane: 1 found altar treasure
      Cave of the Beholder 2: 1 visited
      Ruins of Myth Drannor 7: 1 visited
      Grand Ruined Temple 2: 1 visited
$4C07 Shared flag:
      Shadowdale/Ashabenford/Essembra dungeon level (0-2)
      Voonlar/Phlan ruins difficulty (always 0)
      Teshwave/Hillsfar ruins difficulty (always 0)
      Pit of Moander 8c/8f: 1 fought shambling mounds
      Shrine of Bane: 1 antagonized priests of Bane
      Cave of the Beholder 2 trap on pouch:
        1 found trap
        3 found trap but left pouch behind
        128 set off trap
        255 disarmed trap
      Grand Ruined Temple E2: 1 entered via sewer
$4C08 Shared flag:
      World Map means of travel: (travel multiplier in parentheses)
        0 wilderness (x4)
        1 boat, wilderness (x4)
        2 trail (x2), wilderness (x4)
        3 boat
      Shadowdale/Ashabenford/Essembra dungeon identifier:
        0 Shadowdale dungeon
        1 Ashabenford dungeon
        2 Essembra dungeon
      Voonlar/Phlan ruins identifier:
        0 Voonlar ruins
        1 Phlan ruins
      Teshwave/Hillsfar ruins identifier:
        0 Teshwave ruins
        1 Hillsfar ruins
      Shrine of Bane 5: 1 found door below altar
      Cave of the Beholder: random combat counter inside altar room
      Grand Ruined Temple 6: 1 fought 8 priests of bane
$4C09 Shared flag:
      Tilverton 5:
        1 Got into brawl
        2 Commotion with visiting Princess Nacacia
        3 First time re-entering tavern after commotion
      Dracandros's Tower 4: 1 completed Trial of the Sphere
      Shrine of Bane 3a: 1 fought priests of Bane
      Cave of the Beholder: random non-combat event bit flags
      Grand Ruined Temple 9: 1 fought 8 priests of bane
$4C0A Shared flag:
      Tilverton 5 (tavern) inebriety counter
      Shrine of Bane 3b: 1 fought priests of Bane
      Cave of the Beholder: 255 trying to rest in altar room
      Grand Ruined Temple 10: 1 disrupted ceremony of a high priest
$4C0B Shared flag:
      Tilverton Sewers 8 otyugh quest counter:
        1 accepted quest
        2 retrieved food piles
        3 returned food piles
      Dracandros's Tower 4: 60 + distance sphere is from you
      Shrine of Bane 7: hooded woman flag
      Grand Ruined Temple 11: 1 visited
$4C0C Shared flag:
      Tilverton: random event counter (max 6) before alarm goes off
      Fire Knife Hideout 5 (storage area):
        1 visited
        2 searched and found tools used to make bonds
      Dracandros's Tower 8b: 1 Level 3 fought dark elves and owlbears
      Yulash: looter encounter counter (wraps around), begins at 3
      Shrine of Bane 6: scrying counter
      Grand Ruined Temple 12: 1 searched for treasure
$4C0D Shared flag:
      Tilverton: 1 Listened to  temple service
      Dracandros's Tower 8a: 1 Level 3 fought dark elves and owlbears
      Pit of Moander 14: 1 fought cultists and vegepygmies
$4C0E Shared flag:
      Tilverton 3: 1 visited
      Hap: 1 got message from entering
      Cave of the Dracolich 8: 1 fought 2 dark elf fighters and 5 anhkhegs
      Pit of Moander Level 1: random combat counter
      Shrine of Bane: random combat counter (max 5, buggy)
$4C0F Shared flag:
      Tilverton: random event counter (max 3) after alarm goes off
      Tilverton Thieves' Guild 2: 1 Found guest book signed by Olive
      Dracandros's Tower 5a: 1 Level 4 fought wyverns
      Pit of Moander Level 2: random combat counter
      Grand Ruined Temple 13: 1 visited
$4C10 Shared flag:
      Tilverton:
        bit 1 visited Tilverton 11 (Sage Filani)
        bit 2 visited Tilverton 4 (armory)
      Tilverton Sewers 4: 1 successfully climbed up wall
      Fire Knife Hideout 6 (Kybor's office): 1 visited
      Dracandros's Tower 12: 1 visited Dracandros's bedroom
      Grand Ruined Temple 13: 1 visited embalming room
$4C11 Shared flag:
      Fire Knife Hideout 7: 1 visited
      Dracandros's Tower 16: 6 visited Dracandros's book library
$4C12 Shared flag:
      Fire Knife Hideout 8: 1 visited Kybor's bedroom
      Dracandros's Tower 15: 1 visited Dracandros's scroll library
$4C13 Shared flag:
      Tilverton 11: 1 Paid money for advice from Sage Filani
      Fire Knife Hideout 9 (Kybor's library): 1 visited
$4C14 1 Fire Knife Hideout 10 (Kybor's lab) visited
$4C15 Shared flag:
      Fire Knife Hideout 3: 1 visited Fire Knife morgue
      Grand Ruined Temple: high priest combat counter
$4C16 Grand Ruined Temple: priest of Bane combat counter
$4C17 Shared flag:
      Tilverton Thieves' Guild 1: 1 talked to guildmaster
      Grand Ruined Temple: hell hound combat counter
$4C18 Shared flag:
      Tilverton 5: Tavern Tale counter
      Hap: dark elf fighter encounter count
      Grand Ruined Temple: margoyle combat counter
$4C19 Hap: dark elf mage encounter count
$4C1A Hap: dark elf cleric encounter count
      Dracandros's Tower patrol counter
$4C1B to $4C1D unused
$4C1E Tilverton Sewers 4: 1 visited
$4C1F Tilverton Sewers 12: visit counter
$4C20 1 imprisoned in Tilverton jail
$4C21 Shadowdale Dungeon random event counter (max 4)
$4C22 1 Set off Fire Knife alarm
      also Ashabenford Dungeon random event counter (max 4)
$4C23 Essembra Dungeon random event counter (max 3)
$4C24 Teshwave Ruins random event counter (max 3)
$4C25 Hillsfar Ruins random event counter (max 3)
$4C26 Voonlar Ruins random event counter (max 3)
$4C27 1 Tilverton 5 investigated commotion
$4C28 1 Tilverton Sewers 6 befriended knight w/"Princess Nacacia" or "No one"
      also Phlan Ruins random event counter (max 3)
$4C29 bit 1 Tilverton Thieves' Guild entered
      bit 2 Tilverton Thieves' Guild 1 fought Fire Knives
      bit 4 Tilverton Thieves' Guild 5 found treasure
      bit 8 Tilverton Thieves' Guild 4 fought fighting dogs
      bit 16 Tilverton Thieves' Guild 3 saw Olive Ruskettle leave
$4C2A 1 Fire Knife Hideout 15 removed Bond of the Fire Knives
$4C2B bit 1 Tilverton Sewers 2 Fire Knife checkpoint cleared
      bit 2 Tilverton Sewers 6 knight checkpoint cleared
      bit 4 Tilverton Sewers 5 visited
      bit 8 Tilverton Sewers 7 fought otyughs
      bit 16 Tilverton Sewers 8 got otyugh treasure
      bit 32 Tilverton Sewers 9 fought otyughs and neo-otyugh
      bit 64 Tilverton Sewers 10 fought trolls and crocodiles
      bit 128 Tilverton Sewers 11 fought trolls
$4C2C Tilverton Thieves' Guild random event counter (max 5)
$4C2D 1 defeated Mogion
      128 entered Pit of Moander through back door after defeating Mogion
      255 about to fight last-ditch cultist combat
$4C2E Alias and Dragonbait tracker:
      1 met Alias and Dragonbait, declined to let them join party
      2 met Alias and Dragonbait, offended them
      128 Alias and Dragonbait both in party and okay
      129 Alias and Dragonbait in party, only Alias okay
      130 Alias and Dragonbait in party, only Dragonbait okay
      200 Alias is okay
      201 Dragonbait is okay
      250 Alias is not okay
      251 Dragonbait is not okay
      255 met Alias and Dragonbait, but neither is in party and okay
$4C2F 1 taken prisoner in Pit of Moander, led directly to sacrifice on Level 2
$4C30 Tilverton Sewers random incident counter (max 8)
$4C31 Yulash checkpoint variable:
      0 approaching 1a
      1 approaching 1b
      2 approaching 1c
      255 not approaching checkpoint (set to this when you enter Yulash)
$4C32 255 Yulash 1a encountered in this visit to Yulash
$4C33 255 Yulash 1b encountered in this visit to Yulash
$4C34 255 Yulash 1c encountered in this visit to Yulash
$4C35 Fire Knife Hideout random event counter (max 9)
$4C36 1 Yulash pit (not actually defined, probably meant to be at (8,6))
$4C37 1 Yulash Pa encountered pit
$4C38 1 Yulash Pb encountered pit
$4C39 unused
$4C3A 1 Yulash Ua encountered unstable wall
$4C3B 1 Yulash Ub encountered unstable wall
$4C3C 1 Yulash Uc encountered unstable wall
$4C3D 1 Yulash Ud encountered unstable wall
$4C3E 1 Yulash Ue encountered unstable wall
$4C3F Yulash Zhentarim marauder counter (max 4)
$4C40 255 entered Yulash
$4C41 Yulash 3 Zhentarim spy tracker:
      1 encountered
      255 lost
$4C42 1 Yulash 5 pleased Red Plume commander
      255 Yulash 5 killed Red Plume commander
$4C43 1 Yulash 10 fixed disloyal Red Plumes encounter
$4C44 255 Yulash 5 encountered Red Plume commander
$4C45 1 Yulash "P"arley with looters, got Journal Entry 34
$4C46 Yulash 12 shambling mounds with dead cleric holding wand:
      1 encountered
      2 fighting (set back to 1 if you win the battle)
$4C47 Hap dark elf patrol defeated counter
$4C48 bit 1 Cave of the Dracolich 6 defeated 15 salamanders
      bit 2 Cave of the Dracolich 2 defeated 12 dark elf fighters
      bit 4 Cave of the Dracolich 7 fought 12 dark elf clerics
      bit 8 Cave of the Dracolich 13 fought salamanders and dark elves
      bit 16 Cave of the Dracolich 9 fought 12 dark elf mages
      bit 32 Cave of the Dracolich 10 defeated 4 efreeti, 2 dark elf fighters
$4C49 to $4C4A unused
$4C4B bit 1 Pit of Moander 1 found signs of battle, body of dead cultist
      bit 2 Pit of Moander 2 found signs of battle, bleeding cleric of Moander
      bit 4 Pit of Moander 3 found signs of battle, dead shambling mound
      bit 8 Pit of Moander 4 found signs of battle, pile of bodies
$4C4C 1 Pit of Moander 10 Dragonbait detected fresh air
$4C4D bit 1 Pit of Moander 22 found cultists' treasure
      bit 2 Pit of Moander 15 found dead Zhentarim fighter
$4C4E 1 Yulash Pc encountered pit
$4C4F Yulash 8 mess hall encounter flag (entering Yulash always resets to 0)
$4C50 1 Yulash 9a encountered fixed Zhentarim marauders
$4C51 1 Yulash 9b encountered fixed Zhentarim marauders
$4C52 1 Yulash 9c encountered fixed Zhentarim marauders
$4C53 1 Yulash 9d encountered fixed Zhentarim marauders
$4C54 bit 1 Yulash 8a encountered fixed looters
      bit 2 Yulash encountered fixed looters (defined but inaccessible)
      bit 4 Yulash 8b encountered fixed looters
      bit 8 Yulash 8c encountered fixed looters
      bit 16 Yulash 8d encountered fixed looters
      bit 32 Yulash 8e encountered fixed looters
      bit 64 Yulash 8f encountered fixed looters
$4C55 to $4C58 unused
$4C59 1 Removed Bond of Dracandros / Have Helm of Dragons
$4C5A 1 Removed Bond of Fzoul / Have Amulet of Lathander
$4C5B 1 Removed Bond of Mogion / Have Gauntlet of Moander
      255 Left Pit of Moander after removing Bond of Mogion
$4C5C to $4C5D unused
$4C5E 1 Hap 4 defeated efreet
$4C5F 1 Hap 2/3 Akabar Bel Akash asked to join party
$4C60 1 Dracandros's Tower 17 defeated Dracandros
$4C61 1 Cave of the Dracolich 4 inducted into Swanmays
$4C62 1 Defeated Crimdrac
$4C63 Cave of the Dracolich 6 opened cask counter (max 6)
$4C64 1 Dracandros's Tower 1 Have black dragon heart
$4C65 1 Dracandros's Tower 11 have black dragon egg
$4C66 1 Cave of the Dracolich 11 dark elves collapsed tunnel
$4C67 unused
$4C68 to $4C77 name of Swanmay (as null-terminated ASCII)
$4C78 to $4C80 unused
$4C81 1 Traveled from Burial Glen back to World Map
$4C82 1 World Map 1 fought 6 displacer beasts at Shadow Gap
$4C83 1 World Map 2 fought 8 hippogriffs at Tilver's Gap
$4C84 World Map 4/5 Voonlar army:
        1 encountered and routed
        2 encountered and passed by
        3 passed by stragglers of army
$4C85 World Map 9 ettins between Shadowdale/Dagger Falls:
        1 defeated, and rescued farmer and his family
        2 either seen and not fought; or farmer told about rescue
$4C86 World Map 10 Zhentrim army marching on Dagger Falls:
        1 attacked army
        2 warned Dagger Falls about army
        3 led army to Teshwave
$4C87 unused
$4C88 World Map 11 River Tesh pirates:
        1 encountered
        2 intimidated by party
$4C89 World Map water encounter type:
        0 river pirates
        1 buccaneers
$4C8A World Map 16 Moonsea buccaneers:
        1 encountered
        2 intimidated by party
$4C8B 1 World Map 17 saw abandoned Zhentrim outpost and buccaneer base
$4C8C 1 World Map 8 Voonlar/Yulash fought 8 displacer beasts
$4C8D 1 World Map 7 Encountered cultists in wilderness near Yulash
$4C8E World Map 12 Standing Stone trail fight counter (max 2)
$4C8F 1 World Map 13 Standing Stone/Essembra met centaurs
$4C90 1 World Map Shadowdale tavern met disguised Elminster
$4C91 World Map Shadowdale Tavern Tale counter
$4C92 World Map Ashabenford Tavern Tale counter
$4C93 World Map Dagger Falls Tavern Tale counter
$4C94 World Map Voonlar Tavern Tale counter
$4C95 World Map Phlan Tavern Tale counter
$4C96 World Map Teshwave Tavern Tale counter
$4C97 World Map Essembra Tavern Tale counter
$4C98 World Map Hillsfar Tavern Tale counter
$4C99 World Map tavern inebriety counter
$4C9A World Map 3 Shadowdale/Ashabenford encounter:
        1 fought 12 lizardmen and 8 crocodiles
        2 met Knights of Myth Drannor on the river
$4C9B World Map location (current):
        0 Tilverton
        1 Shadowdale
        2 Ashabenford
        3 Dagger Falls
        4 The Standing Stone
        5 Voonlar
        6 Phlan
        7 Teshwave
        8 Essembra
        9 Hap
        10 Yulash
        11 Hillsfar
        12 Zhentil Keep
        13 Myth Drannor
        255 Not valid
$4C9C World Map location (destination) (same values as $4C9B)
$4C9D World Map information index (equal to 4 * $4C9B + $4C9E)
$4C9E Means of traveling on the World Map (varies by location/destination)
$4C9F World Map Harper note counter
$4CA0 1 World Map Met Nacacia and Gharri again after leaving Tilverton
$4CA1 last World Map information index (never checked)
$4CA2 1 World Map 14 Essembra to Hap defeated 3 black dragons
$4CA3 World Map copy protection counter (max 6, wraps around)
$4CA4 to $4CB7 unused
$4CB8 Burial Glen random event counter (max 10)
$4CB9 Ruins of Myth Drannor random event counter (max 10)
$4CBA Burial Glen elven spirit approval (set to 128 when you enter Burial Glen)
$4CBB Burial Glen 14: to-hit modifier from spirit of Princess Daemir
$4CBC Burial Glen: 1 Knights of Myth Drannor agree to create diversion
$4CBD Ruins of Myth Drannor 12: 1 head rakshasa agrees to create diversion
$4CBE Burial Glen 1/2: 1 encountered rakshasa masquerading as elvish spirit
$4CBF Burial Glen 2: 1 visited
$4CC0 Burial Glen 14: 1 visited
$4CC1 Burial Glen L: number of times found looters
$4CC2 Burial Glen 10: 1 encountered lone Red Plume
$4CC3 Burial Glen 15: 1 visited
$4CC4 Burial Glen 16: 1 visited
$4CC5 Burial Glen 17: 1 visited
$4CC6 Burial Glen 18: 1 visited
$4CC7 Burial Glen 3: 1 encountered Nameless One
$4CC8 Burial Glen 4: 1 fought 12 thri-kreen (6 if at Burial Glen 6)
$4CC9 Burial Glen 5: 1 fought 6 thri-kreen
$4CCA Burial Glen 6: 1 fought 12 thri-kreen
$4CCB Burial Glen 12: 1 fought 8 giant spiders
$4CCC Burial Glen 13: 1 fought 4 giant spiders
$4CCD Burial Glen 7: 1 fought 10 phase spiders
$4CCE Burial Glen 8: 1 fought 8 phase spiders
$4CCF Burial Glen 9: 1 fought 6 phase spiders
$4CD0 Ruins of Myth Drannor 1: 1 encountered Tirsheya the rakshasa
$4CD1 Ruins of Myth Drannor 2: 1 encountered guard outside storehouse
$4CD2 Ruins of Myth Drannor 3: 1 found storehouse treasure
$4CD3 Ruins of Myth Drannor 4: 1 encountered man chased by hell hounds
$4CD4 Ruins of Myth Drannor 5: 1 location where chased man collapses
$4CD5 Ruins of Myth Drannor 5: 1 chased man tells of treasure in northeast
$4CD6 Ruins of Myth Drannor 8: 1 encountered hell hound chasing rakshasa
$4CD7 Ruins of Myth Drannor 6: 1 entered rakshasa gambling room
$4CD8 Ruins of Myth Drannor 11: 1 encountered margoyles torturing animal
$4CD9 Ruins of Myth Drannor 13: 1 encountered lone margoyle
$4CDA Ruins of Myth Drannor 12: 1 encountered head rakshasa
$4CDB Burial Glen 18: 1 tower collapsed
$4CDC to $4CE0 unused
$4CE1 Zhentil Keep flags (resets on new visit if $4CE4 is 0)
      bit 1 fought Zhentil army
      bit 2 fought orthodox Banites (never properly flagged)
      bit 4 fought Fzoul's mages (never properly flagged)
      bit 8 followed Olive into Shrine of Bane (never checked)
      bit 16 staying at inn (doesn't properly reset)
      bit 32 rest was interrupted (never checked)
$4CE2 1 left Cave of the Beholder (never checked)
$4CE3 Shrine of Bane entrance means:
        1 voluntarily acceded to priests of Bane
        2 entered by force by defeating all priests at the entrance
        3 defeated by priests in combat and imprisoned
        25 once in shrine, main entrance sealed behind you
        255 followed Olive
$4CE4 Zhentil Keep court:
        1 voluntarily entered
        255 involuntarily entered
$4CE5 bit 1 Zhentil Keep Mo visited
      bit 2 Zhentil Keep 9 visited
      bit 4 Zhentil Keep Mn visited
      bit 8 Zhentil Keep Mc visited
      bit 16 Zhentil Keep 4 visited
      bit 32 Zhentil Keep Mm visited
      bit 64 ZHentil Keep Mg visited
      bit 128 Zhentil Keep Me visited
$4CE6 bit 1 Zhentil Keep Ml visited
      bit 2 Zhentil Keep Mp visited
      bit 4 Zhentil Keep Ma visited
      bit 8 Zhentil Keep Mb visited
      bit 16 Zhentil Keep Md visited
      bit 32 Zhentil Keep Mf visited
      bit 64 Zhentil Keep Mh visited
      bit 128 Zhentil Keep Mi visited
$4CE7 bit 1 Zhentil Keep Mj visited
      bit 2 Zhentil Keep Mk visited
$4CE8 to $4CE9 unused
$4CEA 1 Pit of Moander 19 Alias/Dragonbait reacted to approaching altar
$4CEB 1 Pit of Moander 17 fought giant slug and cultists
$4CEC 1 Pit of Moander 16 Alias wondered where Swanmay got her tattoo
$4CED 1 Pit of Moander 9 Alias wondered how anyone can worship Moander
$4CEE 1 Pit of Moander 11 Alias said the altar is on the lower level
$4CEF 1 Pit of Moander 12 Alias and Dragonbait wondered why things are quiet
$4CF0 bit 4 Mulmaster Beholder Corps Dungeon 8 visited
      bit 8 Mulmaster Beholder Corps Dungeon 9 fought manticores
      bit 16 Mulmaster Beholder Corps Dungeon 10 fought medusa/griffons/ogres
      bit 32 Mulmaster Beholder Corps Dungeon 11 encountered gas spore
      bit 64 Mulmaster Beholder Corps Dungeon 13 encountered greeting beholder
      bit 128 Mulmaster Beholder Corps Dungeon 14 encountered rakshasas
$4CF1 bit 1 Mulmaster Beholder Corps Dungeon 15 encountered dark elf lord
      bit 2 Mulmaster Beholder Corps Dungeon 16 encountered 3 beholders
      bit 4 Mulmaster Beholder Corps Dungeon 17 fought beholder corps
      bit 8 Mulmaster Beholder Corps Dungeon 18 looted treasury
      bit 16 Mulmaster Beholder Corps Dungeon 13 defeated greeting beholder
      bit 32 Oxam's Tower L5 10 fought manticores
      bit 128 Oxam's Tower L2 west bedroom visited
$4CF2 bit 1 Oxam's Tower L2 6 east bedroom visited
      bit 2 Mulmaster Beholder Corps Dungeon 12 visited
$4CF3 bit 2 Oxam's Tower L1 1 sitting room visited
      bit 4 Oxam's Tower L1 1 sitting room treasure found
      bit 8 Oxam's Tower L1 2 library visited
      bit 16 Oxam's Tower L1 2 library searched
      bit 32 Oxam's Tower L1 3 fought minotaurs
      bit 64 Oxam's Tower L2 6 east bedroom treasure found
      bit 128 Oxam's Tower L4 9 fought 7 otyughs
$4CF4 bit 1 Oxam's Tower L7 12 fought high priest of Bane
      bit 2 Mulmaster Beholder Corps Dungeon 1 visited
      bit 4 Mulmaster Beholder Corps Dungeon 2 visited
      bit 8 Mulmaster Beholder Corps Dungeon 3 fought 3 medusas and 5 griffons
      bit 32 Mulmaster Beholder Corps Dungeon 4 set off arrow trap
      bit 64 Mulmaster Beholder Corps Dungeon 7 fought otyughs
      bit 128 Mulmaster Beholder Corps Dungeon 6 fought Zhentil fighters
$4CF5 to $4CFD unused
$4CFE bit 1 Fire Knife Hideout E1 (8,0) visited
      bit 2 Fire Knife Hideout E1 (11,0) visited
      bit 4 Fire Knife Hideout 12 (armory) visited
      bit 8 Fire Knife Hideout 11 (hospital) visited
      bit 16 Fire Knife Hideout 4 freed Gharri
      bit 32 Fire Knife Hideout 1 (Gharri's blade barrier) visited
      bit 64 Fire Knife Hideout 2 (held Fire Knives) visited
      bit 128 Fire Knife Hideout 6 searched Kybor's office
$4CFF non-zero values will "fade" the next picture displayed

SECTION 12.4.2 - Other Memory Locations
---------------------------------------

These addresses are also referenced in the ECL scripts.

A "character" is a specific character that is either currently selected in the
UI, or is chosen by the LOAD CHARACTER, WHO, or SPELL ECL commands.

$2E10 (calling this redraws the first-person view; often used to reset it)
$4BC7 Minute of the turn (minutes ones digit)
$4BC8 Turn of the hour (minutes tens digit)
$4BC9 Hour of the day
$4BCA Day of the month
$4BCB Month of the year
$4BCC Elapsed years
$4BE6 0 indoors
      1 outdoors
$4BF0 X-coordinate (previous)
$4BF1 Y-coordinate (previous)
$4BF2 Previous map ID
$4BFB 1 Automap will not work
$4BFC Game speed
$4BFD Color of sky (standard 16-color palette: 11 = sky blue, etc.)
$4BFE Color of ceiling (standard 16-color palette)
$6803 (calling this does ... some graphical routine?)
$7C00 Character name
$7C15 Character Intelligence
$7C16 Character Wisdom
$7C17 Character Dexterity
$7C18 Character Constitution
$7C19 Character Charisma
$7C20 Character memorized spell table
$7C72 Character race
$7C73 Character class
$7C76 Character maximum hit points
$7C9A Character saving throw vs. paralyzation, poison or death
$7C9B Character saving throw vs. petrification or polymorph
$7C9C Character saving throw vs. rod, staff or wand
$7C9D Character saving throw vs. breath weapon
$7C9E Character saving throw vs. spell
$7CA0 Character hit dice
$7CA5 Character thief skill: Pick Pocket
$7CA6 Character thief skill: Open Locks
$7CA7 Character thief skill: Find/Remove Traps
$7CA8 Character thief skill: Move Silently
$7CA9 Character thief skill: Hide in Shadows
$7CAA Character thief skill: Hear Noise
$7CAB Character thief skill: Climb Walls
$7CAC Character thief skill: Read Languages
$7CB8 Morale and NPC status:
        lower 7 bits: morale
        bit 128 set if NPC
$7CBB Character copper
$7CBD Character silver
$7CBF Character electrum
$7CC1 Character gold
$7CC3 Character platinum
$7CC5 Character gems
$7CC7 Character jewelry
$7CC9 Character magic-user levels
$7CCA Character cleric levels
$7CCB Character thief levels
$7CCC Character fighter levels
$7CCD Character druid levels
$7CCE Character monk levels
$7CCF Character paladin levels
$7CD0 Character ranger levels
$7CD6 Character sex
$7CD8 Character alignment
$7CE4 Character import from Hillsfar status
$7D00 Character status:
        0 Character does not exist or is not okay
        1 Character is okay
        128+status Character has status effect
$7D0C Character combat behavior:
        0 Allied, Controlled
        128 Allied, Uncontrolled
        129 Enemy
$7D19 Character current hit points
$7D1B Character movement
$7EA8 Bitmask for classes trainable in a training hall
$7EB1 Currently selected character
$7EC6 Morale threshold (monsters start checking morale once this % of their
      strength is gone; 100 means monsters always fight to the death)
$7EC7 Last combat result:
        0 Victory
        1 Ran away if $7EE6 = 1
        128 Lost if $7EE6 = 1
        129 Ran away if $7EE6 = 0
$7EC9 255 Party cannot change X or Y coordinates by moving forward
$7ECA 1 Search mode on
$7ECB Surprise for next combat:
        0 Neither side surprised
        1 Monsters surprise party
        2 Party surprises monsters
        3 Monsters and party surprise each other (I don't think this is used)
$7ED2 time you may be able to rest uninterrupted (in minutes, divided by 5)
      0 means you cannot be interrupted
$7ED3 % chance rest is interrupted
$7ED5 1 Party to leave current map
$7EE1 Portrait to load (255 means none)
$7EE2 1 Party about to enter temple
$7EE3 1 Next combat does not provide any items
$7EE6 1 Party losing in next combat does not end game
$7F12 Disk number
$7F3E Party size
$7F3F Remainder after division
$7F6C 1 Party about to enter shop
$7F6D Shop buying price multiplier (16 is standard)
$7F70 signed 8-bit ad hoc combat bonus to monster THAC0 in next combat
$7F71 signed 8-bit ad hoc combat bonus to party THAC0 in next combat
$7F72 signed 8-bit ad hoc combat modifier to party movement in next combat
$7FF6 Unknown shop modifier (1 is standard)
$B200 (calling this plays a sound)
$C01E (calling this moves the party forward)
$C04B X-coordinate (current)
$C04C Y-coordinate (current)
$C04D Party facing:
        0 north
        1 east
        2 south
        3 west
$C04E door/wall of current square
$C04F event number of current square (upper 1-3 bits are often flags)

SECTION 12.5.1 - Executable Structure
-------------------------------------

This assumes you are using version 1.3.  Offsets apply to the *decompressed*
executable, as some structures get packed there, though you can search for much
of the same information in the unmodified executable.

Offset 0xEB6C-0xF1AB: spell table, entries are 16 bytes each.  The order is the
same as in Creature File Format.  The format of each entry is:

     Hex
  Offset  Meaning (values are in decimal)
      00  Spell type:
            0 clerical
            1 druid
            2 magic-user
            3 item
      01  Level of spell
      02  If 255, requires an attack roll; otherwise fixed range
      03  Variable range (multiply by spellcasting level)
      04  Fixed duration
      05  Variable duration (multiply by spellcasting level)
      06  Area of effect:
            0 caster
            4 1 target
            5 up to 2 targets, or variable number of targets
            6 up to 3 targets
            7 up to 4 targets
            8 any tile within line of sight
            9 special handling
            10 diameter 5
            11 diameter 7
            240 no limit to area; limit is instead caster's hit points
      07  Target:
            0 combat
            1 caster
            2 any party member
            4 whole party
      08  Saving throw effect:
            0 no save allowed
            1 negate
            2 half damage
      09  Saving throw used:
            0 paralyzation, poison or death
            1 petrification or polymorph
            2 rod, staff or wand
            3 breath weapon
            4 spell
      0A  Effect addded by spell (0 for none)
      0B  When spell can be cast:
            0 non-combat only
            1 combat only
            2 either
      0C  Spellcasting time
      0D  AI priority (higher means more likely)
      0E  1 if the spell is offensive, 0 otherwise
      0F  minimum number of targets required for the AI to cast spell

Offset 0xF1BA-0xF221: THAC0 table by level, entries are 13 bytes each (levels
  0 to 12).  THAC0 is represented by (60 - THAC0).

Offset 0xF249-0xF2A8: thief ability table by level, entries are 8 bytes each.

Offset 0xF2A9-0xF2E0: thief ability adjustment table by race ("monster" race
  not included), entries are 8 bytes each.

Offset 0xF2E1-0xF317: thief ability adjustment table by Dexterity (starts at
  Dexterity 9), entries are 5 bytes each.

Offset 0xF3EA-0xF4AD: starting age table, grouped by class (excluding monks
  and multi-class) then race (excluding monster).  Entries are 4 bytes each;
  starting age is [byte 0] + [256 * byte 1] + [byte 2]d[byte 3].  Multi-classed
  characters use the highest age.

Offset 0xF4AE-0xF4F3: age category table, entries are 10 bytes each and have
  a 16-bit integer for the maximum age for each of the 5 age categories, and
  are then grouped by race (excluding monster).

Offset 0xF4F4-0xF559: class minimum statistics table (includes multi-class),
  entries are 6 bytes each.

Offset 0xF55A-0xF603: class allowed alignments table (includes multi-class),
  entries are 10 bytes each.  First byte is the number of allowed alignments,
  followed by the list of alignments, padded with 0x00.

Offset 0xF604-0xF61A: bonus Constitution hit point table for non-warriors,
  one signed 8-bit integer for each value from 3 to 25.

Offset 0xF61B-0xF932: experience and spell table; entries for each are:
  * 11 signed 32-bit integers, for experience required (-1 means disallowed)
  * 11 sets of 5 unsigned 8-bit integers, for new spell slots per level
  Both start at level 2.

Offset 0xF943-0xFB22: saving throw table, entries are 5 bytes each, grouped by
  level (1 to 12) then by class.

SECTION 12.5.2 - Code Hacking
-----------------------------

Spellcasting delay is more than three times that of tabletop version.  If you
want to change spellcasting time to be more true to the original rules (this
will significantly affect game balance):

1. Open GAME.OVR, look for this hex string: 30 E4 99 B9 03 00 F7 F1
2. Change the 03 (should be offset 0x15B99) to 01.  That modifies this:
     B9 03 00 mov  cx, 3
     F7 F1    div  cx

SECTION 12.6.1 - Technical Bugs
-------------------------------

There's not necessarily a sharp line between a "technical" bug and an
"adaptational" bug, but I did want to split up the list somehow.

Even with all the bugs I list in these sections, there's still no flagrant plot
sequence break that I've been able to discover.

* The title screen music does not work (in version 1.3 only).
* COPYCURS.EXE from Pool of Radiance will round Strength of 19 or more down to
  18, not 18(00).
* COPYCURS.EXE from Pool of Radiance can set Strength improperly in a way that
  will cause the Enlarge spell to fail.
* COPYCURS.EXE from Hillsfar may cause you to automatically gain levels, but
  no hit points for those levels.
* Multi-classed characters from Pool of Radiance may not gain hit points when
  they train (generally more than offset by Pool of Radiance giving them too
  many hit points).
* The CHECKPARTY bytecode (0x1E) doesn't appear to work.  It's only ever issued
  in Zhentil Keep, and the clue book implies nothing is supposed to happen
  there anyway.  It works fine in all other Gold Box games.
* There is no sprite for OWLBEAR (#55) in SPRIT5.DAX; this results in a "pic
  not found" error if the game tries to retrieve that.
* Dual-classed characters retain any effect-based special abilities even before
  they have exceeded the level of their old class.
* Negative THAC0 will display as if integer underflow happened (though to-hit
  calculations do still work correctly).
* The passage of time does not actually age your characters.
* The "F"ix command may allow you to memorize one spell per character before
  interruption, even in a place that allows no resting at all.
* If you train to a level where you get a fixed number of hit points, that does
  not get divided for a multi-class character.
* A Girdle of the Dwarves may permanently lower maximum hit points, especially
  on a character transferred from Pool of Radiance.
* Single-target damage spells should not be able to raise the dead.
* Faerie Fire should scale inversely to creature size, not to Hit Dice.
* Mirror Image does not work as often as it should.
* Charm Monsters should scale inversely to Hit Dice.  (It looks like Faerie
  Fire got the targeting code of Charm Monsters, and Charm Monsters got
  generic "target up to two monsters".)
* Fire Shield does not reduce damage against opposite-element attacks as it
  should.

SECTION 12.6.2 - Scripting Bugs
-------------------------------

This doesn't include spelling or grammar errors, which are numerous.

* Tilverton: you cannot get Tavern Tale 4.
* Tilverton Sewers: when resting is interrupted, you can get two encounters in
  a row.
* World Map: many combats against the rather generic FIGHTER (#89) look as if
  they were intended to be against a more specific human opponent.
* Village of Haptooth: dark elves should be penalized during the day, not at
  night.
* Cave of the Dracolich: surrendering is supposed to take you to Dracandros.
* Dracandros's Tower: fighter/magic-users should be better at disarming
  Explosive Runes.
* Yulash: there should be a door at (7,2).
* Yulash: there should be a pit at (8,6).
* Yulash: the encounter at (14,3) should not be conflated with the random
  combat counter.
* Pit of Moander: cultists probably shouldn't be this hostile before fighting
  Mogion.
* Pit of Moander: losing a fight to cultists should take you to Mogion if you
  have not yet fought her.
* Pit of Moander Level 2: randomly encountered shambling mounds do not drop
  treasure (they do on Level 1).
* Pit of Moander Level 2: the number of LG VEGEPYGMY (#28) is sometimes wrong.
* Pit of Moander Level 2: Alias and Dragonbait only have a 1% chance of
  detecting you lying (it's apparently supposed to be ~50%).
* Pit of Moander Level 2: Mogion carries a "Mace +2" that is actually +3.
* Zhentil Keep: Fzoul's mages and orthodox Banites should recall being fought.
* Zhentil Keep: you can rest even outside of the inn.
* Zhentil Keep: the pickpocket event doesn't occur.
* Shrine of Bane: the random event counter doesn't count properly.
* Shrine of Bane: losing to priests should get you imprisoned, not outright
  killed.
* Cave of the Beholder: the altar room combat counter goes up even if you don't
  get a combat.
* Burial Glen: it is possible to fight the rakshasa masquerading as an elven
  spirit twice.
* Ruins of Myth Drannor: the guards at the southwestern storehouse may surprise
  you if they do not notice you, but not be surprised if they do.
* Phlan Ruins: shares the flag for having befriended the knight in the
  Tilverton Sewers.
* Ashabenford Dungeon: shares the counter for the Fire Knife alarm.
* Teshwave/Hillsfar Ruins: the game will sometimes reference ID 66 in CPIC6.DAX
  which does not exist, resulting in spiders with no graphic.  (The game can
  and should reference ID 65.)
* Teshwave Ruins: there is an area that is not possible to walk out of (you
  can just search for an exit in this case).
* Mulmaster Beholder Corps Dungeon: several fixed encounters go away if you
  "F"lee, which they probably should not.

SECTION 12.6.3 - Adaptational Bugs
----------------------------------

This only considers adaptational errors that would relatively easy to add.  The
game does correctly enforce some rather obscure rules; even so, I'm excluding
many difficult to enforce rules from the below.

* Minimum statistics required for a class are not fully enforced.  (For
  example, for classes available in any Gold Box game, Charisma 6 should be
  required.)
* No Intelligence roll is required to learn a magic-user spell.
* No clerical spell failure for Wisdom below 13.
* Dexterity 10 Pick Pocket adjustment should be -10%, not -19%.
* Dexterity 16 Open Locks adjustment should be +5%, not -5%.
* No proper thief skill adjustments for Dexterity 20+.  It is possible to get
  Dexterity 20; and the game does otherwise adapt Dexterity 21+ even though
  there is no way to achieve it without hacking.
* In cases where you lose a Dexterity bonus to Armor Class, you lose even
  penalties.
* Clerics should not be allowed to be True Neutral.
* A paladin's Protection from Evil does not extend in a 10' radius.
* A paladin's bonus to saving throws is +1 too high at levels 5 and 6.
* Thieves are not required to refrain from using shields to act as a thief.
* Being blind should cause you to treat all creatures as invisible.
* THAC0 works more like 2nd Edition for warriors (except at level 2), but more
  like 1st Edition for magic-users and thieves.  (This continues to be the case
  in Secret of the Silver Blades; then Pools of Darkness uses a more 1st
  Edition model of THAC0.)
* Launchers add their plus to damage as well as to hit.
* See invisible should let you see creatures affected by Dust of Disappearance.
* Hold Person and Hold Monsters should require saving throws vs. paralyzation,
  not vs. spell.
* Cause Serious Wounds and Poison should require an attack roll.
* Entangle should reduce movement even on a successful saving throw.
* Enlarge should grant slightly lower Strength at level 1 and 2.
* Reduce should do more than just dispel Enlarge.
* Haste and Slow do not affect initiative as they should.
* Protection from Normal Missiles should also mitigate damage from magical
  thrown and launched weaponry.
* Feeblemind should have a range of 1/level.
* Raise Dead in a temple should not work on elves.
* A bec de corbin should either bash or pierce, not slash.
* A military fork, ranseur, or trident should pierce, not slash.
* A Cloak of Displacement should also grant a saving throw bonus.
* Elfin Chain Mail should detect as magical.
* A Ring of Protection does not always add its bonus to saving throws.
* A Scroll of Protection from Paralysis should also stop paralysis from
  Stinking Cloud and paralytic melee attacks.
* A Wand of Defoliation should allow a save for half damage.
* Dark elves do not have any of the magic common to all dark elves.
* A monster equipping an item should receive any effects it grants.
* A monster equipping armor should have its movement restricted appropriately.
* FIGHTING DOG (#05), SALAMANDER (#57), and HELL HOUND (#68) should be size
  Medium.
* CROCODILE (#08) should be an animal.  (It could not then be a reptile with
  the way the binary format works, but that wouldn't have any gameplay effect.)
* OTYUGH (#09) and NEO-OTYUGH (#10) should be able to inflict disease.
* OTYUGH (#09) should not be fire-based.
* MANTICORE (#38) should not be avian.
* HOODED MEDUSA (#39) should have a shorter petrifying gaze range.
* BEHOLDER (#40) does not cast Charm Person or Charm Monsters with eyestalks.
* EFREETI (#52) should be fire-based.
* EFREETI (#52) does not know how to cast Enlarge or Invisibility.
* BLACK DRAGON (#53) and DRACOLICH (#60) do not have fear auras.  (The dragon
  fear aura did exist in Pool of Radiance; I don't know why it disappeared.)
* SALAMANDER (#57) lacks cold vulnerability.
* DRACOLICH (#60) has better AC than it should.
* TYRANTHRAXUS (#71) should be fire-based.
* DISPLACER BEAST (#80) should be displaced.
* HIPPOGRIFF (#81) should be avian.  (If griffins are avian, which makes sense
  as they are part eagle, and also because they are explicitly so in 2nd
  edition ... hippogriffs should be as well.)


SECTION 13 - Historical Accuracy
--------------------------------

Yes, I know, no one is seriously going to think this game is realistic, but I
like to talk about this.

* Standard 1st Edition AD&D has a technology level of AD 1400 plus or minus
  15 years, without the gunpowder weapons that existed at the time.  Even 1420
  starts to have technology beyond what is supposed to exist; 1440 is right
  out, as that's about when Gutenberg introduced his printing press (though
  these do exist far away from the Phlan area).  Gunpowder (which doesn't work
  in the Forgotten Realms) also starts to have a significant effect as the 15th
  century progresses: cannon played a significant role in the siege of Orleans
  (late 1420s), and a decisive one in the fall of Constantinople (1453).

  Later AD&D editions tend not to care about historical accuracy as much as 1st
  Edition.  The reason for this is partly the last point on this list, and
  partly because most people would perceive a realistic treatment as
  unrealistic -- they actually expect a fake version of history, as the
  standard fantasy setting contains numerous elements from the modern era.

* It wouldn't have been obvious when this game was made, but women in this game
  tend to have rather blatant late 1980s hairstyles.

* If you get tried in the Zhentil Keep court, a gavel gets pounded there.
  That's one of those things that seems like a long-standing tradition, but
  there's little precedent for it before early United States history.

* Melee weapons are far lighter in real life than they are in AD&D, and many
  other games copied AD&D's super-heavy weapon model.  A standard 1st Edition
  AD&D long sword weighs 6 pounds.  It's not practical to use a one-handed
  weapon heavier than about 5 pounds at most, and an actual long sword weighs
  about 3 pounds (which is the 5th Edition value).  For comparison, a modern
  baseball bat is definitely a two-handed weapon, but it weighs only about 2
  pounds.

  In the other direction, a long sword weighs 13.0 pounds in Angband and 19.6
  pounds in Ultima VI.  Even those don't touch the absurdity of Robert
  Baratheon's warhammer, which Eddard Stark (not a cripple) can barely even
  lift.

* Broad swords actually are from the early modern era, about the mid-1500s at
  the earliest.  They were intended to accompany firearms.

* Real swords are often blunter than people think.  This is actually
  deliberate; late medieval and early modern European long swords were designed
  so that they could be held two-handed with one hand on the blade (this
  technique is called "half-swording"), specifically to change the weapon from
  a slashing one to a thrusting or bashing one -- slashing is virtually useless
  against a well-armored opponent, but thrusting and bashing still remain
  useful.  (Swordmaking in Japan placed an emphasis on sharpness partly because
  good armor was significantly rarer there than in Europe.)

  Yes, you aren't supposed to slash at a heavily-armored opponent.  Aside from
  half-swording, you can also grapple or overbear such an opponent, wield a
  weapon (e.g., a warhammer) effective against good armor, or simply go after
  the more numerous lightly-armored opponents.

* Those flails your cleric wields are of dubious historical authenticity.
  There is a notable lack of references to them in older literature, and it's
  suspected that the handful of examples in museums are fraudulent.

* Crossbows are supposed to be much easier to use than regular bows; that's why
  they had such an impact in real life.  This does happen to some extent in
  later editions of AD&D, just not 1st or 2nd.  (For a skilled hero, a bow
  would be better because it has a higher rate of fire; reloading a medieval
  European crossbow takes a long time.)

* Assuming the skill is not a problem (not a reasonable assumption for actual
  armies, but fine for a handful of heroes), bows are actually powerful enough
  that they aren't fully superseded by firearms until the appearance of mass-
  produced rifles in the mid-19th century.  On the other hand, bows are not as
  good at punching through plate mail/armor as commonly believed; the reason
  the English won a crushing victory at Agincourt in 1415 wasn't because
  longbows work like wands of magic missiles.
* Slings are actually much deadlier than people (and AD&D rules) generally
  think.  People tend to think of slingshots when slings are mentioned; those
  are genuinely weak.  Slings are extremely difficult to actually aim well,
  though; it's entirely possible to accidentally hurl a sling stone backwards,
  which is unlikely with a bow or gun no matter how much of a new user you are.
  (That means David taking out Goliath is more a matter of superior skill than
  of being a fortunate underdog.)

* It's commonly said that real plate mail isn't nearly as limiting as CRPGs and
  standard fantasy worlds portray them.  That isn't really the case in 1st/2nd
  Edition AD&D, though, which make a distinction between "plate mail" and
  "plate armor".  (Yes, that's weird, but the rules explicitly state it.)
  "Plate armor" is usually what people mean when they say "plate mail", and
  it's "plate armor" that is easy to move around in, very protective, and
  supremely expensive.  "Plate armor" protects the entire body with very few
  gaps, using interlocking overlapping plates to do so, and distributing the
  weight so it's not as encumbering.  It's also, according to the 1st Edition
  DMG, too technologically advanced to exist in a standard AD&D game world.  It
  was invented later (about 1420) than gunpowder weaponry, being developed
  partly to counter it.  Only in the 17th century, during the Thirty Years'
  War, did gunpowder weapons finally become powerful enough to make plate armor
  not worthwhile in combat.

  If you want to look up the formal modern academic terms for plate armor,
  start with "white armor" and "Gothic plate armor"; the difference between
  these is more important than knowing the difference between a glaive and a
  glaive-guisarme.

* In modern usage, "mail" is only supposed to describe armor made of linked
  rings.  So "chain mail" is still a valid term, but "plate mail" is not.  This
  is modern enough that I think its widespread usage is newer than AD&D.

* It's doubtful whether "ring mail" and "banded mail" even ever existed at all,
  historically.  Even the 2nd Edition PHB reports this, but by then people had
  already been throwing around the 1st Edition terms for years.  Gygax cites a
  source from 1909.

* Leather armor did exist, but it wasn't actually used often, because it
  doesn't work well in practice.  This is partly because cloth/padded armor
  actually works better than most people think.

* Shields really ought to protect you better in combat than they do here.  A 5%
  reduction in hit chance really is not much compared to how much it actually
  helped.  This is less true if you have the more technologically advanced
  plate armor around; once armor that good started appearing, elite fighters
  relied less and less upon shields -- but armor that good isn't supposed to
  exist in AD&D.

* It's stated in the sourcebooks (e.g., the Wilderness Survival Guide) that
  lower-level lightning spells aren't as deadly as the real thing.  The reverse
  is actually the case, since in real life, a direct lightning bolt strike only
  kills the victim about 10% of the time.  In AD&D, a Lightning Bolt that does
  5d6 damage will outright kill a person with 10 hit points (more than the
  median soldier) more often than that.

* While pin-and-tumbler locks predate the entire medieval era, they were rather
  exotic items until the invention and spread of the mass-produced Yale lock in
  the mid-19th century.  Their presence is sensible here if they're protecting
  something valuable, but in many CRPGs, including this one, they often protect
  things of little or even no value.  In such cases, it may actually make
  economic sense to steal the lock itself.

* Even major cities in the Forgotten Realms have low populations; there are few
  cities with a population of more than 50,000.  The same is true of most other
  AD&D settings.  Real life and typical fantasy settings both have their
  largest cities with populations in the hundreds of thousands.

  In 1400, Paris was the largest western European city, with a population of
  about 250,000.  The next largest cities would have all been in what is now
  northern Italy.  This is all despite a severe famine that started in 1315
  (roughly the same time the Little Ice Age began and reduced crop yields), the
  Hundred Years' War which started in 1337, and the Black Death which started
  in 1348.

  I suspect the low populations of the typical AD&D setting reflects its more
  direct inheritance from Tolkien compared to most other fantasy fiction.
  Middle-earth in the late Third Age is similarly depopulated, just with
  clearer reasons for it.

* The level of trade depicted in the Gold Box games is more typical of the
  Renaissance or early modern age than the actual late medieval period.

* Inns were also not significant in the medieval era, because there weren't
  enough travelers to justify very many of them.  Travelers tended to rely upon
  one of two alternatives.  (1) Travelers often just relied upon individual
  hospitality; this is partly why sacred hospitality used to be such a big
  deal.  (2) Most travelers in the medieval era were actually religious
  pilgrims, and often stayed at monasteries.  Gygax was aware of this (the 1st
  Edition MM/DMG random encounter tables have you encounter pilgrims fairly
  often), but most of his imitators are not.

  This is related to the above point, because trade results in more travelers.
  The same also applies to a significant extent to taverns.  Not that inns or
  taverns didn't exist at all -- they're a notable element of the Canterbury
  Tales, which date to 1386 -- but they were not common.  (You'll probably
  realize that this statement also depends on exactly when you define the
  medieval era ending.)

* Forgotten Realms political entities like Cormyr or Sembia behave an awful lot
  like modern-day Westphalian nation-states, which shouldn't happen in a pre-
  modern culture without good reason.  (Though that is not necessarily
  unrealistic -- the Roman Empire behaved in many ways like a modern nation-
  state.  It just isn't anything like medieval Europe.)

* Similar to the above, those political entities also tend to have significant
  standing armies -- very much like the Romans did, and very much unlike actual
  European medieval powers; very much like most other standard fantasy nations,
  and very much unlike Westeros.

* If you've read a lot of printed fantasy, you may notice there isn't much
  reference to feudalism in AD&D.  This actually accurately reflects the time
  period; western European feudalism started to break down as early as the 12th
  century, and that decline accelerated in the 14th century.  There are
  multiple reasons for this that historians debate furiously, even including
  "feudalism never existed", but probably the most important is the
  centralization of power in kings, which itself happened for all kinds of
  reasons.  The main practical problems with feudalism are the lack of a good
  way to stop two major vassals from fighting each other, and that vassals
  tended to prefer being taxed to the mandatory military service standard for
  feudalism.

  The Black Death in the mid-14th century particularly sped up the decay of
  western European feudalism: many workers died, but capital was preserved;
  thus demand for labor vastly outstripped supply, leading surviving commoners
  to demand, and often actually get, better living conditions.  This in turn
  helped eventually lead to commoners having enough wealth to actually justify
  the numerous inns and taverns found in the standard fantasy setting.

  Feudalism is actually more visible in Tolkien (who kept it muted, because he
  was actually an anarcho-monarchist ... yes, Tolkien actually considered
  himself an anarchist), and in Martin (in Westeros, society typically works on
  an early medieval societal model, despite the latest technology often being
  early modern or even 19th century), than it is in almost all CRPGs.

* Castles stopped being built for military purposes when cannons got good
  enough; cannons became influential in warfare well before firearms displaced
  AD&D-style weaponry.  Dragons, earth elementals, and teleportation should
  also count towards this, really.  (A lot of real castles were actually built
  for aesthetic purposes, because "late medieval is awesome!" has been popular
  for a long time -- Neuschwanstein is probably the best example of this.
  That's the castle the one in Disneyland is based upon.)

* Food supplies are generally not an issue in the standard fantasy world; when
  it does become a problem, it's usually because of a war.  In real life, they
  were a problem even for peacetime affluent societies all the way up to the
  19th century.  There were massive volcanic eruptions in 1783 and 1815, either
  much bigger than any since, that caused global cooling significant enough to
  cause crop failures in the following years.  This was one of the driving
  forces behind westward expansion in the United States; farmland in marginal
  areas was abandoned at the time.  (Those forests in New England that are now
  famous for changing colors in the fall?  Those were mostly farmland when the
  United States declared independence.)

  In the real medieval period, you could expect crop failures resulting in
  famine every several years; a single crop failure generally didn't result in
  a severe famine, but two or more in a row was another matter.

* In the Gold Box games, wolves generally have a bad reputation, as they do in
  much of standard fantasy.  They generally have a much better reputation these
  days, with much of that because they are the sigil of the Starks of Westeros.
  This is likely inspired by real-life western Europe having problems with
  wolves terrorizing urban citizens all the way up to about the 18th century.

* Any magical society with a sufficiently advanced level of magic is going to
  use it as we do technology; you will start to get things like crystal ball
  telecommunications networks and social teleportation services.  This DOES
  happen in Eberron and Harry Potter; the Forgotten Realms also have a high
  magic level and should thus behave in many un-medieval ways.  There's a
  reason why Tolkien, Martin, etc. mostly create low-magic worlds; powerful
  magic like continents sinking into the ocean and 700-foot-high 300-mile-long
  enchanted ice walls should be decidedly exceptional, or it will make your
  world behave untraditionally.

  This is also a reason why Greyhawk is typically the standard AD&D game
  setting: Dark Sun, Eberron, Planescape, and Ravenloft are all deliberately
  un-medieval in many ways, and Dragonlance has its own idiosyncratic
  mythology.

* A "buccaneer" is supposed to be specific to the Caribbean and its age of
  piracy.  "Pirate" is a better culture- and era-independent term.  The Tampa
  Bay Buccaneers are in the right general area, at least.  The ones in this
  game ... not so much.

* Finally, the very concept of not having anachronisms in fiction is itself a
  modern one.  You won't find much like it in Shakespeare, for instance.  It
  only starts to be significant around the time of the popularity of Ivanhoe,
  published in 1819.  Tolkien didn't care much; his societies actually most
  resemble 6th-century England, so many of the things we take for granted in
  fantasy fiction would fit there about as much as express trains, cruise
  missiles, or armored personnel carriers would in AD&D -- and all three of
  those actually DO exist in Middle-earth, incidentally.  (Tolkien was always
  cheerful about anachronisms.)  And when you get to computer games, you have
  battery-powered brass lanterns in the original Adventure, plastic explosives
  in Zork, space fighter combat in Ultima, blaster guns in Might and Magic,
  elevators in Wizardry, tinker gnomes in Krynn, the church of Gond
  Wonderbringer in the Forbidden Realms ... and even if you insist on
  historical accuracy, which relatively few non-modern games even try to do,
  it's very hard to prevent technology from centuries later getting through
  somewhere.  (For instance, doorknobs were only invented less than 150 years
  ago -- but almost the first thing mentioned in The Hobbit is the knob on the
  door to Bag End.)


SECTION 14.1 - References
-------------------------

AD&D Curse of the Azure Bonds Clue Book, ISBN not known (I suspect there isn't
  one), 64 pp.  This has a complete set of maps, is reasonably comprehensive,
  and is the classic reference for the game.  This is significantly more
  accurate than the Pool of Radiance clue book.  Physical copies are of some
  interest to collectors.

These three books are the core AD&D books that have many of the basic rules:
  AD&D Player's Handbook (1st Edition), ISBN 0-935696-01-6. (PHB)
  AD&D Dungeon Master's Guide (1st Edition), ISBN 0-935696-02-4. (DMG)
  AD&D Monster Manual (1st Edition), ISBN 0-935696-00-8. (MM)
Note that many other sources apply the 2nd Edition rules to the Gold Box games.
The 2nd Edition rules are relatively similar to 1st Edition rules, but
significant differences still exist.  Curse of the Azure Bonds and AD&D 2nd
Edition were released at about the same time; subsequent Gold Box games still
follow the trend of being primarily 1st Edition.

AD&D Unearthed Arcana (1st Edition), ISBN 088038-084-5. (UA)  These optional
  rules released later in 1st Edition's lifecycle are mostly not used in the
  Gold Box games.  The main exceptions are magical items: Scroll of Protection
  from Dragon Breath; Wand of Defoliation, Fireballs, Ice Storms, and
  Lightning Bolts; Dart of the Hornets' Nest; Hat of Stupidity; Robe of Vermin;
  and elfin chain mail.

AD&D Monster Manual II (1st Edition), ISBN 0-88038-031-4. (MM2)  This was where
  the margoyle, swanmay, thri-kreen, and vegepygmy were first introduced.  It
  also has rules for statistics of 19 and higher.

AD&D Field Folio (1st Edition), ISBN 0-935696-21-0.  (FF)  The drow were first
  described in detail here.

AD&D Forgotten Realms Campaign Set (1st Edition), ISBN 0-88038-472-7.  This has
  the original campaign information for the Forgotten Realms.

AD&D Forgotten Realms Waterdeep and the North, ISBN 0-88038-490-5.  Waterdeep
  is nowhere near the Moonsea, but this is where the dracolich made its debut.

AD&D Forgotten Realms Curse of the Azure Bonds Official Game Adventure, ISBN
  0-88038-606-1.  This is the official tabletop game adaptation of the
  computer game.  It is designed for both 1st and 2nd Edition.  Like the
  computer game, it takes place after the book Azure Bonds; the Gold box game
  and the tabletop version have similar but mutually exclusive plots.  This is
  what officially happens in the Forgotten Realms timeline; the Gold Box game
  cannot happen.

Azure Bonds, by Katie Novak and Jeff Grubb, ISBN 0-88038-612-6, 380pp.  This
  tells the story of the previous Azure Bonds caper, which transpires before
  this adventure takes place.  Reading this book is not considered to be a
  spoiler.

Quest for Clues III, ed. Shay Addams, ISBN 0-929373-01-04 (same ISBN as QfC II
  which is odd), 198 pp.  This is the Quest for Clues book with a Curse of
  the Azure Bonds walkthrough, on pages 119-122.  As with all Questbusters
  walkthroughs, it isn't particularly detailed.

Computer Gaming World references:
  #63 (Sep 1989) p. 8-9, 46: Scorpia's full-length review and tips.  (That's
    an awful lot of page space devoted to THAC0 in the Tilverton Sewers.)
  #71 (May 1990) p. 22: Origins Awards 1989 ballot.
  #76 (Nov 1990) p. 70: yes, the AI really was that bad in earlier versions.
  #87 (Oct 1991) p. 17: Scorpia gives a brief review in her RPG survey.

  CGW's reader ratings initially were very high, higher than any of Magic
  Candle, Ultima V, or Wasteland.  (You should play those too!)

  Minor mentions (including ads):
  #57 (Mar 1989) p. 11
  #60 (Jun 1989) p. 8-9
  #61 (Jul 1989) p. 20; 40-41
  #62 (Aug 1989) p. 8-9
  #64 (Oct 1989) p. 38
  #65 (Nov 1989) p. 94; 97
  #66 (Dec 1989) p. 92; 103 (yes, that refers to the cover of #63)
  #67 (Jan 1990) p. 27

http://gbc.zorbus.net/index.html
  Gold Box Companion home page.  The most useful tool in its own right, this
  page also has links to most other Gold Box Web pages worth mentioning.

http://www.gamebanshee.com/curseoftheazurebonds/
  Polished and reasonably comprehensive Web-based walkthrough.

For more technical references, see Hacking Overview.

SECTION 14.2 - FAQ Version History
----------------------------------

v1.01 (2020-06-07)
* Added Hillsfar import information.
* Added how to get the Harper Journal Entries.
* Added missing differences from the tabletop version for Hap.

v1.00 (2020-05-19)
* Original release.

SECTION 14.3 - Acknowledgments
------------------------------

Acknowledgments:
  * Joonas Hirvonen (author of Gold Box Companion)
  * Simeon Pilgrim (author of the modernized Curse of the Azure Bonds)
  * CondorMan (discoverer of many bugs only present in earlier games)

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