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Text File | 1994-11-27 | 50.8 KB | 1,624 lines |
-
- Fairlight PC Division
-
- USA-DoX Department
- F
- I Proudly Presents
- X
- E B Complete Dox for Bard's Tale Construction Set
- D Y R
- - Y By
- G
- A Interplay
- R
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Bard's Tale Construction Set - Interplay Productions
-
-
- Table of Contents
-
- Getting Started.............Page 2
- Item Editor.................Page 4
- Spell Editor................Page 6
- Monster Editor..............Page 8
- Map Editor..................Page 10
- Draw Map....................Page 11
- Specials....................Page 13
- Utilities...................Page 16
- Tips For Creating A World...Page 18
- Technical Information.......Page 26
- Playing Your Game...........Page 33
- Sample Scenario.............Page 37
-
- Getting Started NOTES
-
- The Bard's Tale Construction Set requires 640K of free memory.It
- requires about 1.2 MB of hard disk space.When you create a dungeon with
- the Set, you will need blank disks to hold the data or hard disk space
- available.The amount will vary greatly upon the size of your dungeon
- that you create.
-
- Loading Instructions
-
- 1. Boot your computer with DOS.If you have a mouse, make sure
- it is connected and the driver is installed.
-
- 2. Insert the disk marked STARTUP into your disk drive.
-
- 3. Change the disk prompt to the drive that your STARTUP disk is
- in by typing A: <enter> (or B:) depending on where your STARTUP
- DISK is.
-
- 4. First you should read the README file for any additional
- information not included in this manual. Type README<enter>
-
- 5. After reading the README file, you will want to install the
- Bard's Tale Construction Set to either your hard disk or to
- floppies.Type INSTALL<enter>
-
- 6. Follow the instructions there to install the Bard's Tale
- Construction Set.
-
- 7. When finished installing, type BTCS<enter> to load the program.
-
-
- TheMainMenu
- After the title screens appear, the Main Menu will appear on your
- monitor.The options at the Main Menu are as follows:
-
- 1. Item Editor --create your own items
-
- 2. Spell Editor --create your own magic spells
-
- 3. Monster Editor -- create creatures to inhabit your world
-
- 4. Map Editor --design your own cities, dungeons, and specials
-
- 5. Utilities -- save information to disk, test a dungeon level,
- print out spell lists, import your own pictures, and Build
- Your Dungeon!
-
- If you select any of the Editors from the Main Menu, you will then
- be shown a selection of the currently available items, spells,
- monsters, or maps previously created or you can create a new one
- altogether.
-
- Once you have selected which one you will be working with, a separate
- menu will appear containing all the editing information.Each item on the
- list can be selected by (1) clicking on it with the mouse, (2) moving the
- highlight bar up and down and pressing <enter> to select, or (3) pressing
- the first letter of the desired selection.
-
-
- A NOTE ABOUT MENUS AND WINDOWS
-
- Many of the selections contain choices in n < > brackets.These can
- be selected with the mouse or by pressing the first letterof that choice.
- For example to <Draw Map> simply press "D" or click on the <Draw Map > with
- the mouse.The "up" and "dn" in the lower left corner represent "Page Up"
- and "Page Down".You can page up and down through these menus by clicking
- on them or pressing the "Page Up/Down"keys.Some also have a "lft" and
- "rgt" in the corners signifying left and right arrows to scroll the text
- in the window.
-
- ItemEditor
-
- The Item Editor contains the following options:
-
- Name -- Choose a name for your weapon.The name can be up to 24
- characters long but only the first 12 letters will appear on item lists
- during game play.
-
- Item Type -- Your choices are as follows:
-
- 1. Miscellaneous
- 2. Hand Weapon
- 3. Shield
- 4. Armor
- 5. Helm
- 6. Gloves
- 7. Figurine
- 8. Instrument
- 9. Ring
- 10. Wand
- 11. Bow
- 12. Arrow
- 13. Thrown Weapon
-
- User Class -- Select which class can equip the item.You can select
- one class, all classes, or any combination of the classes below:
-
- 1. Warrior
- 2. Paladin
- 3. Rogue
- 4. Bard
- 5. Hunter
- 6. Monk
- 7. Conjurer
- 8. Magician
- 9. Sorcerer
- 10. Wizard
- 11. Archmage
-
- Price -- From 1 to 32,000 gold pieces or sell to Gum for half price.
-
- Armor Plus -- From 1 to 15 points to lower a character's AC if equipped.
- Any item type can have an armor plus.
-
- Hit Plus -- From 1 to 15 points to increase a character's chance of
- hitting an opponent The Hit Plus makes a difference for only hand weapons,
- bows, arrows, or thrown weapons.
-
- Damage Dice -- How much damage the item will do if equipped and used to
- attack (only true for hand weapons, arrows, or thrown weapons)
-
- X-Special -- An item that does damage can do one of the following
- types of damage in addition to its normal damage:
-
- 1. Poison
- 2. Level Drain
- 3. Insanity
- 4. Aging
- 5. Possession
- 6. Stoned
- 7. Paralyze
- 8. Critical Hit
-
- Likelihood of X-Special
-
- The percentage chance of doing the X-tra Damage above if the weapons hits.
-
- Times Usable - If the item casts a spell when Used, this will
- determine how many charges it has before it cannot be Used anymore.Set
- from 0 to 255, with 255 meaning that its Uses are unlimited.This number
- is also used for thrown weapons and bows.
-
- Spell Cast -- Choose from any spell off the spell list (that you
- create).
-
- Cause - Text that occurs when the weapon attacks (eg."swings at",
- "aims at", "slices at", etc.)
-
- Effect -- Text that occurs when the weapon hits (eg."hits foe,
- "punches foe, "cuts foe, etc.) So that a combat message would look like
- "Rusty slices at Orc and cuts for 10 points of damage."
-
-
- Spell Editor
-
- Maximum number of definable spells is 100. Maximum number of
- simultaneously running spells is 100. Spells have the following
- qualities for you to define:
-
- Name -- The name you have chosen to give magic spell.Your spell name
- can be up to 24 characters long.
-
- Code -- The four letter code that the mage uses to cast the spell.
-
- Mage Class -- Which class of magician can use this spell:
-
- 1. Magician
- 2. Sorcerer
- 3. Conjurer
- 4. Wizard
- 5. Archmage
-
- Level -- What level of the particular mage class can use this spell
- (1 through 7).Setting level 8 makes the spell one that mage's cannot
- cast.
-
- Points Needed -- How many points are drained from the mage when he/she
- casts the spell.
-
- Range -- How far the spell will work for (10 to 90 feet).
-
- Effective Range -- Normal or Double. If Double is selected, then the
- spell will work at twice the range but at half the damage.
-
- Type -- Select one effect from the list below:
-
- 1. Heal
- 2. Resurrect
- 3. Cure Poison
- 4. Cure Insanity
- 5. Youth
- 6. Dispossess
- 7. Stone to Flesh
- 8. Cure Paralysis
- 9. Restore Lost Levels
- 10. Damage
- 11. Kill
- 12. Poison
- 13. Cause Insanity
- 14. Age
- 15. Possess
- 16. Flesh to Stone
- 17. Paralyze
- 18. Summon Monster
- 19. Summon Illusion
- 20. Dispel Illusion
- 21. Scry Sight
- 22. Light
- 23. Armor Class Bonus
- 24. Hit Bonus
- 25. Trap Destruction
- 26. Secret Door Detection
- 27. Phase Door
- 28. Dispel Magic
- 29. Regenerate Bard Song
-
- Area/Target --
- NA Not applicable; no target is needed or used SINGLE A single target,
- in either the party or a monster group, is affected GROUP An entire group,
- the party or a monster group, is affected ALL MONSTER GROUPS All of the
- monster groups are affected
-
- Damage/Healing - How much damage the spell does or how many points
- it heals.This is determined by a dice roll. (eg 4 6-sided dice).
-
- Duration -- ONE one round (6 seconds or 1 combat round)
-
- SHORT 2-4 minutes (or 20-40 rounds, since there are 10 rounds in a
- minute)
- MEDIUM 3-6 minutes
- LONG 4-8 minutes
- COMBAT run until combat is over (cannot be cast outside of combat)
- PERMANENT start only (i.e. effect is permanent)
- CONTINUOUS run until dispelled, then just stop (don't end effect)
- INDEFINITE run until dispelled, then end effect
-
- Note that different permutations of these options will create vastly
- different spells.For example, a spell that does Continuous Damage on your
- Party will continue to damage your party every round or movement turn until
- it is dispelled.This can make for some pretty nasty spells.See the Spell
- Effects Chart on page 26 in the technical Section of this manual.
-
- If a spell is cast at a magic resistant monster, it gets to use its
- magic resistance when the spell is cast and each subsequent round (if any)
- that the spell operates.A group of monsters gets one roll for the entire
- group.If all monster groups are affected, the group with the highest
- magic resistance rolls.In any case, a resisted spell shatters and ends
- immediately.
-
-
- Monster Editor
-
- Name -- Give your wonderful creation a name.
-
- Starting Distance -- If encountered randomly, what is the maximum
- distance this monster can appear at? (from 10' to 90')
-
- Moves Per Round -- How many feet (in increments of 10') can this
- monster move forward each round.
-
- Rate of Attacks -- How many attacks per round this monster gets.
-
- Illusion -- Yes/No toggle to determine if this creature is real or
- illusion.
-
- Picture Number -- Select what the monster looks like (from our
- list of about 40 or your own).
-
- Combat Options -- Choose from the list below what the monster
- will do for 4 rounds (after the 4 rounds are finished the monster
- repeats the list again starting at 1):
-
- 1. Attack
- 2. Move and Attack (if possible to move)
- 3. Dependent Attack (attack if close enough)
- 4. Special Attack (do monster's special attack)
- 5. Random Attack (monsters chooses best option or random)
- 6. Nothing (do absolutely nothing)
-
- Extra Damage -- Select one from the list below if you want your
- monster to do X-tra Damage:
-
- 0. None
- 1. Poison
- 2. Level Drain
- 3. Insanity
- 4. Aging
- 5. Possession
- 6. Stoned
- 7. Paralysis
- 8. Critical Hit
- 9. Item-Zot
- 10. Point Phaze (take spell points)
-
- Base AC -- What the monster's armor class is.
-
- Upper Limit Appearing -- In random encounters, what is the maximum you
- can find in a group (1-99).
-
- Hit Points -- Dice range to determine how many points of damage the
- monster can take before being killed.
-
- Damage Dice -- Dice range that determines how many points of damage
- the monster does.
-
- Attack Msg. -- Text that describes what the monster does in combat
- (eg."attacks", "bites at", "whips", etc.) To create a combat message
- such as: "Monster whips Hayato for 10 points of damage."
-
- Level -- What level the monster is.Used for determining which
- monsters appear randomly on which dungeon levels (ie. if a monster is
- level 3, and the monster difficulty is defined as 3, then this monster
- may randomly appear on that level).
-
- Thaumaturgical Resistance -- Percentage that the monster will resist
- any spell cast upon it
-
- Xtra Ranged Attack --
-
- 1. Type (can be a Magic Spell, Group Range, or Single Foe)
- 2. Message (such as "breathes at")
- 3. Damage (if a spell, overrides spell information)
- 4. X-tra damage (see X-tra damage above)
- S. Range (10'-90'.Again, overrides spell information)
-
- Gold -- Random gold for killing monster multipliedby the number in the
- group.
-
- Map Editor
-
- Name -- The name of the dungeon (or city)
-
- Type of Dungeon -- Select from four types of walls for this dungeon.
-
- Level -- What level of the dungeon the party is on.
-
- Chance of Wandering Monster -- Percentage that a wondering monster
- encounter will occur after each action.
-
- Wandering Monster Difficulty -- What random monsters can appear on
- this level determined by the Monster Level. (see monsters) For example,
- if a monster is defined as Level 2, then he can appear randomly only on
- levels with Monster Difficulty of 2
-
-
- File Name -- Name to save this dungeon level to disk under.
-
- Draw Map
-
- When you select draw map, you will be shown a large 22 X 22 grid on
- which you can draw your map (representing a dungeon level, city, etc.)The
- default map is blank with walls all around it if you remove the walls
- around the edges, a "wraparound" effect will occur such that characters
- walking off the edge will reappear on the other side of the map.Remember
- that you can wall off sections of the map creating many "levels" on just
- one map.
-
- To move around the map you can use the mouse or the arrow keys.
-
- MOUSE: First select the wall type.
- Your choices are:
- Clear
- Wall/Tree
- Door/Hut
- Invisible Door/Secret Trail
-
- (The secondary choices are for the Wilderness Wall Set)
-
- Click on the word until the wall type you desire is showing.
-
- Then move the arrow cursor onto the map and click the left mouse
- button to drop the wall type.Press the right mouse button to change
- the facing of the arrow.
-
- KEYBOARD: Select from the various wall types listed above with the
- <SPACE BAR>.
-
- Move the arrow cursor with the arrow keys or the keys on the
- numeric keypad.The numeric keypad arrows will move the cursor around
- without changing direction.The standard arrow keys will change the
- pointer direction and move the cursor forward.Press <enter> to drop
- the selected wall type where desired.
-
- Dropping Specials:
-
- Press "S" to drop a special on the square where the arrow cursor
- is located.
-
- The list of available specials will appear in a window.Select the
- desired one and press <enter> or click with the mouse.
-
- Press "C" to clear a special located on the square where the arrow
- cursor is located.
-
- Press "L" to drop the last special placed on the map on the current
- location of the arrow cursor.If no special has been placed yet, the
- first one on the list is selected.
- Exiting Draw Map:
-
- When you are finished with your map, press <F1> to exit
-
- Specials
-
- Thirty (30) different specials are allowed per map. You can place as
- many combinations of these thirty anywhere on the map.
-
- Specials can be up to twenty lines long. Each line can be an Action or
- Conditional.Actions consist of DO followed by one of the following:
-
- 1. Nothing
- 2. Stop
- 3. Spin Party
- 4. Darkness Zone
- 5. Silence Zone
- 6. Anti-Magic Zone
- 7. Get Input
- 8. Set Local Flag #F (where F is 0-15)
- 9. Clear Global Flag #F *where F is 0-15)
- 10. Take <item>. (from ITEM LIST)
- 11. Give <item>. (from ITEM LIST)
- 12. Sell <item> for <#> gold
- 13. Cast <spell> for <#> gold. (Used to create Healing templates, etc.)
- 14. Print "____"
- 15. Regenerate <#> spell points.
- 16. Take < # > spell points
- 17. Heal < # > hit points
- 18. Damage < # > hit points plus < X-TRA DAMAGE>
- 19. Regenerate < # > bard songs
- 20. Take < # > bard songs
- 21. Move back one square
- 22. Move one square forward
- 23. Teleport to X: < # >, Y.<#>, in <DUNGEON FILE NAME >
- 24. Exit to Guild
- 25. Exit to Review Board
- 26. Exit to Garth's Shoppe
- 27. Trap Flag (required for Trap detection and disarming)
- 28. Draw Picture < P# >
- 29. Clear Special Square at (where F is 0-15) X:<#>,Y<#>
- 30. Make < SPECIAL NAME> at X:<#>, Y:<#>
- 31. Print"-" under picture
- 32. Have <MONSTER>join party
- 33. Have all monsters leave party
- 34. Turn monsters in party HOSTILE
- 35. Play sound < #S >
- 36. Set Counter to < # > (from 1 to 255)
- 37. Add < # > to Counter (from I to 255)
- 38. Set Encounter. <MONSTER NAME>
- 39. Set Encounter. < # > <MONSTERNAME>
- 40. Begin Combat (Must have to start combat encounter, this allows for a
- combat to have up to four groups involved in the encounter.
- 41. Chest containing <item>, <DAMAGE DICE> + <X-TRA DAMAGE TYPE >
- 42. Set Global Flag #F (where F is 0-15)
- 43. Clear Global Flag #F (where F is 0-15
- 43. Give < # > gold
- 44. Give < # > experience
- 45. "Press Any Key" to continue
- 46. Have monster named <MONSTERNAME> leave party
- 47. Turn party in direction
- 48. Clear this special
- 49. Change this special to < special name >
-
- Conditionals consist of IF followed by a conditional listed below,
- followed by THEN DO <ACTION>, ELSE DO <ACTION>:
-
- 1. Anyone is carrying <item>.
- 2. Everyone is carrying <item>.
- 3. Last input is "____"
- 4. Answer to "____" is YES.
- 5. Local Flag < F > is set
- 6. Local Flag < F > is clear
- 7. Group is facing <DIRECTION>.
- 8. Monster named"____" is in party
- 9. Class < CLASS > is in party
- 10. It is DAYTIME
- 11. Counter is greater than <#>
- 12. Counter equals < # >
- 13. Party won last combat
- 14. Global Flag < F > is set
- 15. Global Flag < F > is clear
- 16. If random -100
- 17. If < RACE > in party
-
-
- SAMPLE SPECIAL SQUARES:
-
- Name:Pit
-
- 1. DO Trap Flag
-
- 2. DO Print "You have fallen into a pit!"
-
- 3. DO Play Sound #3
-
- 4. DO Damage 8 hit points
-
- 5. DO Stop
- -----------------------------------
-
- Name: Breath Riddle
-
- 1. DO Pant "What is light as a feather, but cannot be held for long?"
-
- 2. DO Get Input
-
- 3. IF Last Input is "BREATH"
- THEN Move One Square Forward
- ELSE Move Back One
-
- 4. DO Stop
- ----------------------------------
- Here's a more complex one - see if you can figure it out.
-
- Name:Princess Quest
-
- 1.DO Draw Picture #56
-
- 2.DO Print "King Oswald" Under Picture
-
- 3.IF Flag #2 is set THEN Print "Oswald wishes you well on your quests."
- ELSE Nothing
-
- 4.IF Flag #2 is set
- THEN Stop
- ELSE Nothing
- 5.IF Monster named "Leigh-Ann" is in party
- THEN Print "Thank you for rescuing my daughter, Princess Leigh-Ann."
- ELSE Print "Help me, oh brave ones! Evil orcs have kidnapped my
- daughter, the Princess Leigh-Ann. Return her to me and you will be
- greatly rewarded."
-
- 6.IF Monster named "Leigh-Ann" is in party
- THEN Give 5000 gold
- ELSE Stop
-
- 7.DO Give Sword of Manliness
-
- 8.DO Have monster named "Leigh-Ann" leave party.
-
- 9.DO Set Flag #2
-
- 10. DO Stop
-
- EDITING SPECIALS
-
- All specials are created through the use of the normal window system.
- However, if you would like to insert a line to arrow special, move the
- highlight bar to the number where you would like your new line and press
- <insert>.You can delete lines with <Delete> in the same manner.
-
- Utilities
-
- The utilities for The Bard's Tale Construction Set are as follows:
-
- 1-6. LOAD/SAVE ITEMS, SPELLS, and MONSTERS -- when finished creating
- a list of the above,you will need to come to the Utilities to
- save the list to disk. You will also need to go to the Utiliies
- for Loading a preexisting file.
-
- 7. PRINT SPELLS to Printer or Disk File -- print all the spells
- by class to printer or disk (for editing).
-
- 8. TEST MAP --Test a level that you are currently working to test
- for items, monsters, spells, or specials.
-
- 9. BUILD GAME -- puts all the files on a separate disk (or to a
- separate path) that you specify for your dungeon.This will in-
- clude marking a starting location (Guild) for all parties in the
- game.Since a level can only be accessed through teleports, you
- can change the file name of a dungeon level and put it with the
- old dungeon thus creating a different level.However, all
- teleports from that dungeon and to that dungeon will have to be
- synchronized. (For example, I have a city that, when you enter
- this one building, teleports you to the catacombs level one.If
- I decide at a later date that I want this building to teleport
- you to a castle, I would just have to change the file name of
- the castle to match that of the catacombs level one.) This
- would also apply to item lists, spell lists, and monster lists.
-
- Q. QUIT -- Quits the Construction Set to DOS.
- Make sure that you have saved all items, spells, and monsters
- before quitting.
-
- INCLUDE DPAINT(tm) PICTURE
-
- Inserts a picture that you have drawn from Deluxe Paint Enhanced (tm)
- or Deluxe Paint Animator (tm) to be included in the monster set There will
- be about 30 slots available before overwriting existing ones.Follow the
- instructions on screen.Remember that you may overwrite a picture you
- have already imported.It is up to you to keep track of which monster
- slots you have filled and with what pictures.
-
- To use this feature, type import<enter> at your DOS prompt while in your
- BTCS directory or the STARTUP DISK is in the disk drive and you are
- at the appropriate prompt.
-
- Tips for Creating a Bard's Tale World
-
- We've, given you a lot of power and flexibility to design your own world,
- but with that power comes responsibility for game balance.You can
- control most aspects of the game, but you should try to maintain a
- reasonable limit.
-
- Don't give every monster special attack damage or ranged attacks,
- and don't make every item have a spell it can cast. You *can* make an Axe
- of the Dwarven King that does 10d100 damage, but that doesn't mean you
- *should*.If you must put such items in the game, balance them somehow
- (perhaps the Axe is - 10 to hit since it's so big, Or maybe local shops
- won't let you come in if you are wielding it).
-
- Of course, you could put in a room with 99 MegaOrcs with 20d200 hit
- points, but then the game becomes an "arms race" of who can build the
- better item or monster.
-
- Items ----
- Take a look at the ten default items and use them as a guide for
- creating your own.
-
- Plan out what items you are going to have in your dungeon and enter
- them accordingly.One way to organize your items is by first do all
- your hand weapons, then armor, etc.Once you have a list compiled, it
- should make it easier to enter in the items. You may want to save the
- Miscellaneous category for last as these types of items may be determined
- as you create your maps.
-
- Keep in mind extra damage and damage dice when determining price.
- You don't want characters to be able to buy a powerful weapon
- inexpensively.
-
- Remember that Garth's sells only the first ten items on your list.
- These will be normally be the ten default ones.However, you can
- overwrite one of the default items with your own if you want Garth's to
- carry it Also keep in mind that Garth will not sell items he buys from
- you.Once you sell to Garth, it's gone for good.
-
- You do not have to assign values to every category.If a sword does
- nothing more than damage, then ignore the other categories.The defaults
- are all set to the minimums.In fact, an item that uses every category
- will be VERY powerful, so be careful.
-
- Remember that if an item is set to 0 (ZERO) times usable, then it
- cannot cast a spell.If you want an item to cast a spell, then change
- the times usable category first. You may want to create your spells
- first, since your items may cast them.
-
- Use the monk damage chart as a basis for item and spell damage.
- In other words, don't let a sword for a 1st level fighter do 13d8 damage;
- that's equivalent to a monks damage at 32nd level!
-
- Spells----
-
- You can print out the codes for the game player(s) or you can
- reveal them through specials.You can make the four letter codes as
- intuitive or abstract as you like.
-
- If you want to create a spell that a magician cannot cast
- (this would be for monster-only or item-only spells), set the mage level
- to 8. It does not matter what mage class you set the span for.Remember
- that *really* powerful item, monster and trap spells should be level 8,so
- that party members cannot cast them.
-
- Be careful when setting the Duration.You can create vastly
- different spells simply by changing the duration.Refer to the Duration
- charts included in this manual to determine what effects different
- durations have.You can create some devastating spells, such as a Con-
- tinuous Kill spell.
-
- There is no list of spells that comes up while playing the game.
- This way you can create "hidden spells" or make your dungeon such that
- the only way mages can learn spells is if you give them the codes through
- specials.
-
- You do not have to include a spell just because it is possible to
- make it. You may not want spells to summon monsters in your game.It's
- your game; if you don't want to use something, don't put it in the game.
-
- Monsters----
-
- You will find that creating a well-balanced scenario resides in
- the creation of monsters.You will undoubtedly find that you will need
- to change the monster values over and over again as you test out your
- dungeon levels.
-
- Try to match ur spell damage values and item damage values with
- monster hit points.Obviously a monster with 200 hit points will not
- stand a chance vs. weapons and spells doing 1,000 points of damage every
- time they hit.
-
- Remember that characters' hit points are raised as they gain levels, so
- monsters should increase in difficulty as your dungeon progresses.
-
- You can give the monsters some intelligence with the combat options
- choice.For example, you could create a monster that would attack every
- round no matter what, even if out of range, or you could have your
- monster breathe every third turn if you wanted.
-
- Maps----
-
- Select the most appropriate of wall from the ones available.
- Set the monster difficulty according to when the Players will
- reach this level.Also, if a three level dungeon represents the sewers,
- then all three levels may have the same monster difficulty asthey may
- have the same monsters.But moving to another dungeon level called a
- castle may have an entirely different set
-
- Monster difficulty is not the only way (nor the BEST way) to make
- levels successively difficult Special encounters, specials, and level
- design are all better ways to control difficulty.
-
- Create maps and specials according to the spells you have allowed.
- For example, if many of your dungeons have areas you don't want players
- to get into, you may not want to create a phase door spell.
-
- Very rarely, don't use the trap flag on a special square trap.
- There should be a few traps that can evade spell and thief detection.
-
- The special square "cast $X for $# gold" where $# equals 0 is great
- for setting traps that fire a spell at the whole party.
-
- Specials
-
- What follows is a more detailed description of what each ACTION and
- CONDITIONAL does:
-
- A special square line is either of the form
-
- DO action
-
- which performs the action, or
-
- IF <condition>
- THEN < action >
- ELSE <action2>
-
- which tests the condition.If it returns TRUE, then action1 is
- performed, otherwise action2 is performed.
-
- Input flags are set when the special is defined:
-
- $I - pick a defined item
- $$ - select a string up to 25 characters long
- $F - select one of 16 flags numbered 0-15
- $# - pick a number from 0 to 32000
- $N - select the name of a defined map
- $P - select a picture
- $S - select a defined special square
- $M - select a defined monster
- $A - select a defined monster's name
- $C - select one of the 13 classes
- $X - select a defined spell
- $T - select a trap type
- $L - give X and Y coordinates, both ranging from 0-21
- $D - select one of the four compass directions
-
- Conditions:
-
- "anyone is carrying $I" - return TRUE if at least one
- party member has the item
-
- "everyone is carrying $I" - return TRUE only if all of
- the party members have the item "$$""
-
- "last input = return TRUE if the last input received by the
- get input action is equal to $$. Upper and lower case is
- NOT considered different!
-
- "answer to "$$" is yes" - print $$ and get input from
- the party.Return TRUE if this input is "yes" or my".
- Again, upper and lower case letters are considered
- to be the same.Note that this condition does NOT
- change the last input stored from the get input
- action.
-
- "local flag $F is set" - return TRUE if the flag is
- set
-
- "local flag $F is clear" - return TRUE if the flag is
- clear
-
- "group is facing $D" - return TRUE if the party is
- facing in the specified direction
-
- "monster named $A is in party" - return TRUE if
- party member is a monster and is named $A
-
- "class $C is in party" - return TRUE if any party
- member is the specified class
-
- "it is daytime" - return TRUE if it between 6am
- and 6pm, inclusive.
-
- "counter > $#" - return TRUE if the counter's
- value is greater than $#
-
- "counter = $#" - return TRUE if the counter's value
- is equal to $#
-
- "party won last combat" - return TRUE if the party
- won the last combat initiated by the combat action (NOT
- by a random encounter)
-
- "global flag $F is set" - return TRUE if the global
- flag is set
-
- "global flag $F is clear" - return TRUE if the global
- flag is clear
-
- "random < 1-100 > - return TRUE if a random dice roll
- from 1 to 100 falls on or below the number chosen from 1 to 100.
-
- "Race $R is in party" - return TRUE if any party member is
- the specified race
-
-
- Actions:
-
- "nothing" - do nothing
-
- "stop" - stop executing the special square
-
- "spin party" - face the party in a random direction
-
- "darkness zone" - all light is extinguished and cannot
- be activated
-
- "silence zone" - all sounds cease and no sound can be made
-
- "anti-magic zone" - all running spells are dispelled and no
- magic may be cast
-
- "get input" - the party can type in any input, up to 14
- characters
-
- set local flag $F" - set the local flag
-
- "clear local flag $F" - clear the local flag
-
- "take $I" - take the item from a party member If no party
- member has the item, then nothing happens
-
- "give $I" - give the item to the first party member who
- can carry it If all party members have a full
- inventory, nothing happens.
- "sell $1 for $# gold" - any party member can buy item, if the
- member has enough gold
-
- "cast $X for $# gold" - if $# > 0, then any member can have the
- spell cast with that member as target, if
- the member has enough gold.If $# = 0,
- then the spell is cast automatically,
- targeting the party leader.In either case,
- the span is cast at 0 range.
-
- print "$$"" - print $$ in the upper right hand scroll
-
- "regenerate $# spell points" - add $# spell points to all mages
- in the party, subject to their maximum allowable manna
-
-
- "take $# spell points" - subtract $# spell points from all mages
- in the party, to a minimum of 0
-
- "heal $# hit points" - heal everyone in the party by $#, up to
- their maximum hit points
-
- "damage $# hit points with $r" - damage everyone in the party by
- $#points, with each person getting a saving throw for half damage and
- additionally does specified X-Tra damage (such as Paralyzation, Flesh
- to Stone, etc.) to the party (if any).
-
- "regenerate $# bard songs" - add $# bard songs to all bards in the
- party, subject to their level maximum
-
- "take $# bard songs" - subtract $# bard songs from all bards in
- the party, to a minimum of 0
-
- "move back one space" - move party backwards without changing
- their facing direction, if possible (ie. no wall behind them), and
- stop execution of this special square
-
- "move one square forward" - move party forward, if possible (ie.
- no wall ahead of them), and stop execution of this special square
-
- "teleport to $L dir:$D in $N" - teleport the party to a
- particular location and facing direction in the specified map, and stop
- execution of this special square
-
- "exit to guild"-
- "exit to review" -
- "exit to garths" - These three actions all perform similar
- functions.The party enters the appropriate area and performs their
- transactions.When they leave these areas, they are turned around and
- moved one square forward, and execution of this special square stops.
-
- "trap flag" - If the party has a trap zap spell running a bard
- is playing Sanctuary Score, or a thief makes his disarm trap roll,
- then an appropriate message is printed and execution of this special
- square stops.
-
- "draw picture $P" - draw picture in the upper left hand window
-
- "clear special at $L" - erase the special at the location.If
- no special square is at the location, nothing happens.If the location
- is the party's current location, then this special square will continue
- running, but be erased when it completes.
-
- "make $S at $L" - place the special square at the specified
- location, overwriting the existing special, if any.If the location
- is the party's current location, then the old special square will finish
- running before the new one begins
-
- "print "$$" under picture" - $$ is printed below the upper left
- hand window
-
- "have $M join party" - the monster asks to join the party
-
- "have monsters leave party" - all monsters in the party leave
-
- "turn monsters hostile" - all monsters in the party attack
-
- "play sound $#" - brief sound $# is played
-
- "set counter to $#" counter is set to equal $#
-
- "add $# to counter" - $# is added to counter's current value
-
- "set encounter. $M" - a monster encounter is generated.Up to
- 4 encounters can be generated for one combat Extra encounters cause
- an error message and are ignored.
-
- "set encounter. $# $M" - as above, but the number of monsters
- is preset
-
- "begin combat" - combat is initiated, if any encounters have
- been set, and the result remembered (whether party won or not).If
- no encounters have been set, an error message is printed and this
- action is ignored.
-
- "chest holding$I, trap $T,damage $#,message $$" - a chest is
- created containing the item and a trap of type $T causing $# points
- of damage.If the trap is not disabled (by spell, song, or a thief,
- then a trap message is printed, followed by the message $$,
- and the party suffers damage.
-
- "set global flag $F" - global flag is set Global flags are saved
- when the "Save Party" option is selected at the guild.
-
- "clear global flag $F" - global flag is cleared.
-
- "give $# experience" - give the amount of experience specified
- to be divided among everybody in the party.
-
- "give $# gold" - give amount of gold specified to be divided
- among everybody in the party.
-
- "Press Any Key" - Prompts the player to player to press any key and
- waits for any keypress before advancing further or mouse click.
-
- "have monster named $M leave party" - If there is a monster
- with the specified name in the party, one will leave the party
- immediately
-
- "turn party in direction $D" - Turn the party in the direction
- specified.
-
- "clear this special" - Clears the special where the party is
- standing.
-
- "change this special to $S" - Changes the special where party
- is currently located to the one mentioned, so that the next time the
- party comes to this square, they will get the new special.
-
-
- Technical Information
- ~~~~~~~~~~~~~~~~~~~~~
- Spell Effects Chart
-
- A cast spell has three effects - its start effect (occurs immediately),
- its running effect(occurs each round of the spell duration), and its
- ending effect (occurs when the spell ends). Depending on the duration
- of the spell, the running effect and the end effect may not ever occur!
-
- Start Run End
-
- Heal heal damage same nothing
- Resurrect raise the dead same nothing
- Cure Poison. cure poison same nothing
- Cure Insanity cure insanity same nothing
- Youth cure age same nothing
- Dispossess cure ion same nothing
- Stone to Flesh cure petrification same nothing
- Cure Paralysis cure paralysis same nothing
- Restore Levels restore max level same nothing
- *Damage do damage same nothing
- *Kill kill same nothing
- *Poison poison same cure poison
- *Cause Insanity drive insane same cure insanity
- *Age age (-1 each stat) same nothing
- *Possess possess mind same cure possession
- *Flesh to Stone petrify same cure petrification
- *Paralyze paralyze same cure paralyzation
- *Drain Level drain 1 level same nothing
- Summon Monster<1> monster joins party nothing monster leaves
- Summon Illusion<1> illusion joins party nothing illusion dispelled
- Dispel Illusion target dispelled same nothing
- Scry Sight<1> display map of area nothing nothing
- Light<1> turn magic light on same turn magic light off
- Armor Class Bonus AC changes nothing AC restored
- Hit Bonus To hit changed nothing To hit restored Trap
- Destruction<1> Trap destroyed same nothing
- Secret Door Detect<1> find # secret doors same nothing
- Phase Door<1> wall removed nothing wall replaced
- DispelMagic<2> magic on target ended same nothing
- Regen Bard Song bard songs changed same nothing
-
- Spell marked with an asterisk (*), allow the target to save vs magic
- to avoid the effect (or in the case of Damage, to take only half damage).
- If thrown by a party caster on a monster in the party, the spell will
- cause the monster to attack the party, regardless of whether it saves or
- not.
-
- < 1 > Target specification is ignored.
- < 2 > If no target is given, ALL magic currently running is dispelled!
-
-
- Class names:
- Warrior, Paladin, Rogue, Racial starting attributes:
- Bard, Hunter, Monk conjurer, Magician, Sorcerer,
- ST IQ DX CN LK
- Wizard, Archmage,Human
- 10 68 85
- Monster, Illusion Elf
- 89 966
- Dwarf 12 6710 3
- 2 letter class Hobbit 4612 510
- abbreviations:Half-Elf98976
- Wa, Pa, Ro, Ba, Hu, Mo, Half-Orc
- 1 1 3 8 1 1 4
- Co,Ma,So,Wi,Am,Mn, IlGnome
- 9 1 0 7 3 4
-
- Names of the races:
- Human, Elf, Dwarf, Hobbit,
- Half-Elf, Half-Orc, Gnome What each class needs to hit
- armor class 0 at level 1:
-
- V& Pa Ro Ba Hu Mo Co Ma So
- Number of sides 20 20 22 20 2121 24 2424
-
- on available dice: WiAm Mn Il
- 2,4,6,8,10,12,20,100 24 2420 20
-
-
- Maximum number of items a member can carry:
- How many levels to improve
- Eight chance to hit armor class 0
- by 1, by class:
-
- Maximum possible gold Wa Pa Ro Ba Hu Mo Co Ma So
- a member can carry:113122444
- 4000000000
- Wi Am Mn Il
- Experience value4 4 1 2
- for a monster:
- experience = (number of What each class needs to
- attacks x max damage) make a saving throw at lev. 1:
- +
- (10 - monster[mon].baseac) Wa Pa Ro Ba Hu Mo Co Ma So
- + 17 13 15 17 15 15 12 12 12
- max hit points, Wi Am Mn Il
- 12 12 17 17=
-
- =====================================================================
- How many levels to improve save by 1, by class:
-
- Wa Pa Ro Ba Hu Mo Co Ma So Wi Am Mn Il
- 2 2 2 2 2 2 2 2 2 2 2 2 3
- =====================================================================
- Minimum experience needed for each class and level:
-
- Class Level Minimum Experience
- Wa 1 0
- Wa 2 2000
- Wa 3 4000
- Wa 4 7000
- Wa 5 10000
- Wa 6 15000
- Wa 7 20000
- Wa 8 30000
- Wa 9 50000
- Wa 10 80000
- Wa 11 110000
- Wa 12 150000
- Wa 13 200000
- Wa 14 400000
- Wa 15+ 200000 per level
-
- **above scale is used for Paladins, Rogues, Bards, and Hunters as well
- ====================================================================
- How many hit points (max) a member gets when advancing a level, based
- on class:
-
- Wa Pa Ro Ba Hu Mo Co Ma So Wi Am MN Il
- 16 16 8 16 16 8 4 4 8 8 8 10 10
- ====================================================================
- Damage done by a monk's bare hands (by level):
-
- Lvl Damage Dice
- 1 1 d2
- 2 2 d2
- 3 3 d2
- 4 4 d2
- 5 5 d2
- 6 4 d4
- 7 4 d4
- 8 5 d4
- 9 5 d4
- 10 6 d4
- 11 6 d4
- 12 6 d4
- 13 6 d4
- 14 7 d4
- 15 7 d4
- 16 7 d4
- 17 5 d8
- 18 5 d8
- 19 5 d8
- 20 5 d8
- 21 6 d8
- 22 6 d8
- 23 6 d8
- 24 6 d8
- 25 7 d8
- 26 7 d8
- 27 7 d8
- 28 9 d8
- 29 9 d8
- 30 9 d8
- 31 11 d8
- 32 13 d8
-
- NOTE: after level 32, there's no more damage increase for monk's
- ====================================================================
- Minimum experience needed for each class and level:
-
- Class Level Minimum Experience
- Mo 1 0
- Mo 2 1800
- Mo 3 4000
- Mo 4 6000
- Mo 5 10000
- Mo 6 14000
- Mo 7 19000
- Mo 8 29000
- Mo 9 50000
- Mo 10 90000
- Mo 11 120000
- Mo 12 170000
- Mo 13 230000
- Mo 14 460000
- Mo 15+ 230000 per level
-
- ** above scale is used for Conjurers and Magicians as well.
- ===================================================================
- Minimum experience needed for each class and level:
-
- Class Level Minimum Experience
- Mn 1 0
- Mn 2 2000
- Mn 3 4000
- Mn 4 7000
- Mn 5 10000
- Mn 6 15000
- Mn 7 20000
- Mn 8 30000
- Mn 9 50000
- Mn 10 80000
- Mn 11 110000
- Mn 12 150000
- Mn 13 200000
- Mn 14 400000
- Mn 15+200000 per level
- ==================================================================
- Minimum experience needed for each class and level:
-
- Class Level Minimum Experience
- So 1 0
- So 2 7000
- So 3 15000
- So 4 25000
- So 5 40000
- So 6 60000
- So 7 80000
- So 8 100000
- So 9 130000
- So 10 170000
- So 11 220000
- So 12 300000
- So 13 400000
- So 14 800000
- So 15+ 400000 per level
-
-
- Wi 1 0
- Wi 2 20000
- Wi 3 50000
- Wi 4 80000
- Wi 5 120000
- Wi 6 160000
- Wi 7 200000
- Wi 8 250000
- Wi 9 300000
- Wi 10 400000
- Wi 11 600000
- Wi 12 900000
- Wi 13 1300000
- Wi 14 2600000
- Wi 15+ 1300000 per level
-
-
- Am 1 0
- Am 2 100000
- Am 3 220000
- Am 4 400000
- Am 5 600000
- Am 6 800000
- Am 7 1100000
- Am 8 1400000
- Am 9 1800000
- Am 10 2200000
- Am 11 2600000
- Am 12 3000000
- Am 13 4000000
- Am 14 8000000
- Am 15+ 4000000 per level
-
-
-
-
- Illusions cannot go up levels!
-
- NOTE: maximum possible experience a member can get is 4,000,000,000
-
- Extra-damage
-
- effects:
-
- Poison - target loses 1 point of damage per round
-
- Level drain - target loses 1 level, experience set to minimum for
- that level, and spell level is reduced (if necessary)
-
- Insanity - target will attack members of same group in combat
-
- Aging - for party members, each stat reduced by 1, to a minimum
- of 1 for monsters, aging acts as a level drain
-
- Possession - target's mind is controlled.If target is a party
- member: target will attack other party members monster: party can direct
- target's attack
-
- Stoned - target is petrified.No actions possible.
-
- Paralysis - target is paralyzed.No actions possible.
-
- Critical hit - target is slain.
-
- Item-zot - one of target's carried items loses 5 charges, to a
- minimum of 0.Item selected randomly.
-
- Point Phaze - target loses 5 magic points, to a minimum of 0
-
- Spell Point
-
- Regeneration:
- Spell points regenerate at the rate of 1 point every 5 minutes
- (50 rounds), if the mage is outside in daylight.
- Multiple running spells:
-
- If several spells are running at once and attempting to affect the
- same target, the result is unpredictable and can change from round to
- round!(Ah ... magic).For example, a long running Age spell and long
- running Youth spell are both cast on a member.Nothing may happen for
- a while, then his stats may start to decrease from age, then they may
- suddenly go back to normal.Remember, magic is not fully predictable.
- Otherwise, it would be science!
-
- Dispelling summoned monsters/illusions:
-
- During combat, summoned monsters or illusions disappear only at
- the end of a combat round, even if they are dispelled in the middle of
- the round.It takes a few moments for the ethereal link to dissolve...
-
- Monsters as party members:
-
- They act as act actual party members, carrying items and fighting,
- except that they will only use the "Attack" option in combat and will
- never use their ranged attacks for the party.Remember, if another
- party member attacks a monster member, it will immediately become
- hostile and attack, entering intraparty combat if necessary.
-
- Starting character info:
-
- Starting gold is 110-170 coins
-
-
- Spell casters start with 10-17 span points, +1 per point of IQ
- over 14
-
- Rogues start with a 15% chance of disarming traps and a 10% chance
- of hiding in shadows, + 1 per point of DX over 14
-
- Hunters start with a 5% chance of dealing a critical hit, + 1 per
- point of DX over 14
-
- Bards start ready to sing 1 song (assuming they find an instrument)
-
- When anyone goes up a level:
-
- Hit points go up based on class
- Extra hit points: + 1 per point of constitution over 14
- One attribute whose value is less than 18 is increased by 1
-
- When spell casters go up a level:
-
- Extra spell points: 14 +1 per point of iq over 14
-
- When rogues go up a level:
- Disarm traps: improves 1-3% + 1 % per point of dexterity over 14
- (maximum 99%)
-
- Hide in shadows
-
- Improves 1-3% +1% per point of dexterity over 14 (maximum 99%)
-
- When hunters go up a level:
-
- Critical hit: improves 1-3% + 1% per point of dexterity over 14
- (maximum 99%)
-
- When warriors, monks and paladins go up a level:
-
- Number of attacks goes up by 1 EVERY OTHER LEVEL, to a maximum of
- 7 Attacks per round at 15th level
-
- How much a spell level costs to buy in the review board, by spell
- level:
-
- 1000
- 2000
- 4000
- 7000
- 10000
- 20000
- 40000
-
-
- Playing Your Game
-
- Once you have created your game, you may want to actually play it
- The BUILD GAME utility creates a file called BARDGAME.EXE. You can rename
- it if you'd like with the DOS REName command.To start your game, simply
- go to the path where you installed your game and type BARDGAME<enter>.
-
- After answering some configuration questions, you will find yourself
- in the GUILD.Here you will need to create your characters and send them
- on their quest
-
- Menu selections are made by typing their first letter or by clicking
- on them with the mouse.
-
- The Adventurer's Guild
-
- In the Guild you have the following options:
-
- Add Member - Add a member to join the quest
-
- Remove Member -- Remove a member from the quest and save him to disk
-
- Create Member -- Create a new member for the guild
- Save Party -- Save the current quest members as a party with all
- global variables
-
- Quit -- Exit the game
-
- Edit Guild -- Leave the guild to the map where it is located
-
- Disk Options -
- Delete Member -- Delete member permanently from guild
- Rename Member -- Rename a guild member
-
- Garth's Equipment Shoppe
-
- Garth's will sell the first ten items in your saved item list.
- Garth will first ask you who wants to enter.After you select a
- party member, you will be given the following choices:
-
- (B)uy -- Buy one of the items Garth has for sale
-
- (S)ell -- Sell an item from your inventory for half of what it's
- worth to Garth who will then sell it to somebody else for double its
- value.Once you sell to Garth, the item is gone for good.
-
- (I)dentify -- Have an Item in your inventory identified for a
- price.Tells valuable information about the item.
-
- Review Board
-
- At the Review Board, you can have each party member reviewed to
- see if advancement is appropriate.You will first be asked to see who
- wants to be reviewed.After selecting a character, you have the
- following choices:
-
- (A)dvancement -- if the character has gained enough experience
- points, he will be raised a level.
-
- (S)pell Acquiring -- Magic-Users can check to see if they are able to
- advance to the next magic level, and, if allowed, can pay a large sum
- of gold to gain that level.
-
- (C)lass Change -- Magic-Users can change classes.However, once
- you leave a magic-user type, you will not be allowed to return to that
- type.
-
- Outside
- Outside of the Guild, you can move around with the arrow keys or
- the mouse.
-
- To move...
- up arrow - go forward
- down arrow - turn around
- left arrow - turn counter clockwise
- right arrow - turn clockwise
-
- Other commands outside of the Guild are as follows:
-
- (B)ard song --Have a bard play a bard song
-
- (C)ast spell --Have a magic-user cast a spell
- (N)ew Party Order -- Rearrange the party's marching order
-
- (P)arty Attack -- Initiate intraparty combat
-
- (Q)uit --Leave the game without saving at a guild
-
- (U)se item -- Have any party use an item from inventory
-
- (V)olume on/off -- Toggle to turn the music on and off
-
- (?) -- Print current time
-
- HOME -- Pause the game
-
- Keys 1-7 will initiate viewmode on that character d - drop item (not available during combat)
- e - equip item/unequip item
- p - pool gold (not available during combat)
- n - new order (not available during combat)
- t - trade item (not available during combat)
- < space bar > or < esc > will quit viewmode
-
- Combat
-
- Once an encounter has taken place you have the option to attempt
- to (A)dvance (if the monster(s) are farther that 10 feet away), (R)un
- Away, or (M)elee with the monsters (if they are within 10 feet).
-
- If you Advance, you will move ahead 10 feet
-
- If you Run Away, your party leader will be checked, and if he
- passes, the combat will be terminated.
-
- If you decide to Melee, you have the following options:
-
- (A)ttack - First four Party members only use equipped hand weapons
- or bare hands
-
- (P)arty attack -- Attack a member in the party
-
- (D)efend --Defend from monster's attacks at improved rating
-
- (C)ast spell -- Magic-users can attempt to cast a spell
-
- (U)se Item -- Use an item from inventory
-
- (B)ard Song -- Bards only can sing a bard song
-
- (H)ide in shadows -- thieves only can attempt to hide from combat
- and possible achieve a critical hit
-
- During combat-
- v - volume (sound on/off toggle)
- ? - print current time
- HOME - pause the game
- keys 1-7 will initiate view-mode on that character
-
- Bard Songs
-
- 1. Safety Song
- -- protection from attacks from random monsters
- -- in combat, relieves insanity and possession
-
-
- 2. Sanctuary Score
- -- does a trap zap
- -- in combat, lowers armor class for that round (level/2, max 15)
-
- 3. Bringaround Ballad
- -- Rejuvenates bard's hit points
- -- in combat, rejuvenates everyone's hit points in the party
- (from 1 to 5*level of bard points)
-
- 4. Rhyme of Duotime
- -- Regenerates mages' spell points
- -- in combat, gives the party an extra attack
-
- 5. Marcela's Melody
- -- Creates light to walk around ... even in anti-magic zones
- -- in combat, brings all monsters to within melee range
-
- 6. Kiel's Overture
- -- Lets the party know what direction they are travelling
- -- in combat, casts a monster damage spell (from I to 5*level of
- bard points)
-
- 7. Cain's Carrack
- -- Adds to character saving throws
- -- in combat, prevents all monster spell attacks for one round
-
-
- Sample Scenario
-
- Sample Scenario included in this Construction Set is a sample
- scenario for you to examine.
-
- The game has been saved off in the GAME directory created from the
- INSTALL procedure.To load the game, enter the GAME directory and type
- BARDGAME<enter>.
-
- You will be asked some general SETUP questions, and then enter the
- GUILD.
-
- Note that there is one item list called "ISIL.ITM" which contains
- all the items included in the sample game, one spell list called
- "ISIL.SPL", and one monster list called "ISIL.MON". There are fourteen
- levels included which contain there own set of specials.The levels
- are as follows:
-
- ISIL.MAP --- the map of the city of Isil Thania
- SEWONE.MAP -- level one of the sewers
- SEWTWO.MAP -- level two of the sewers
- SEWTIIR.MAP - level three of the sewers
- TOWONE.NW -- level one of the tower
- TOWTWO.MAP -- level two of the tower
- TOTHR.MAP -- level three of the tower
- FRED.MAP -- Castle Fred
- DUNONE.NW -- level one of the dungeon
- DUNTWO.MAP -- level two of the dungeon
- CASTLE.MAP -- Interconnecting castle UN-
- DRCT:MAP -- Map of the undercity
- CRYPT.NW--- The Crypt
- SURPRS.MAP -- The FINAL Level
-
- Following is a brief background of the scenario.When creating your
- own dungeons, you may want to use this scenario as a guide for your own
- world.
-
- Star Light Festival
-
- The small rundown village of Isil Thania is the setting for our story.
- Your band of adventurers has travelled from afar to witness the annual Star
- Light Festival in which an eerie light comes down from a star for one night
- only making the night into day.
-
- While sitting at the RAINBOW BAR waiting for the day of the Festival,
- a small twisted man approaches saying, "There's more adventure here for
- the brave of heart than meets the eye.If you want a real challenge ask
- the bartender about WINE." With that he giggles and disappears down a
- sewage pipe.
-
- Your first task will be to locate the RAINBOW BAR to the south of
- the Guild and enter the sewers below the city.Those of you familiar
- with The Bards Tale series will recognize these levels as the exact
- ones found in Bards Tale 1: Tales of the Unknown.
-
- From there, you will engage upon a quest that takes you from one
- location in the day to the next, eventually to find the secret truths
- behind the Star Cult and the town of Isil Thania.
-
- Good Luck!!!
-
- -=USA/Fairlight=-
-