home *** CD-ROM | disk | FTP | other *** search
-
-
-
- Welcome to DND, a computer fantasy role playing game inspired by
- Dungeons and Dragons. This game is not for everyone. As Gary Gygax explained
- in the foreward of the original edition of Dungeons and Dragons, those...
-
-
- "... who lack imagination, those who don't care for
- Burroughs' Martian adventures where John Carter is groping
- through black pits, who feel no thrill upon reading Howard's
- Conan saga, who do not enjoy the deCamp and Pratt fantasies
- or Fritz Leiber's Fafhrd and the Gray Mouser pitting their
- swords against evil sorceries will not be likely to find
- Dungeons and Dragons to their taste. But those whose
- imaginations know no bounds will find that these rules are
- the answer to their prayers. With this last bit of advice
- we invite you to read on and enjoy a 'world' where the
- fantastic is fact and magic really works."
- ^
-
- If you dare, I will take you to such a world, but beware! You will
- find that this is somewhat more than just a clever computer game, that
- the characters you create may contain a tiny bit of yourself, and that
- the urge to return and explore just one more level down, if not
- carefully controlled, can begin to take precedence over work, family,
- eating, sleeping...
-
- If you still wish to go on, I will help you create a character who
- will bear your weapons and armor and accompany you into a labyrinthine
- dungeon filled with fearsome monsters, fabulous treasure and frightful
- perils.
-
- If you are patient and skillfull, your character will live to grow
- in power and wealth, and will be able to explore deeper and deeper into
- uncharted regions from which few return. But be warned! If you are too
- bold or too greedy, you won't survive long.
-
- As long as it remains alive, your character will remain in the DND
- character file, waiting for you to return and bring it to life.
- ^
-
- Characters have these attributes:
-
- Type Strength
- Level Intelligence
- Experience Wisdom
- Gold Constitution
- Hit points Dexterity
- Spells Charisma
- Dungeon Magic possessions
-
- Most of these attributes are displayed during your expedition. It
- is often quite important to watch them, as you will see.
-
- TYPE
-
- There are three character types: fighter, magician, and cleric. Each
- has some advantages and disadvantages. Fighters are much better in
- combat and harder to kill, but magicians and clerics can cast spells.
- ^
-
- LEVEL
-
- Level is a general indicator of your character's overall power. It is
- determined by experience and determines hit points and spells. There
- is essentially no limit to the level a character can attain.
-
- EXPERIENCE
-
- Experience is gained by killing monsters (immediate) and gathering
- treasure (cumulative). In order to advance a level, you must double
- your experience. This total is updated continually during your
- expedition, therefore you may advance a level at any time.
-
- GOLD
-
- Each treasure you find is worth some amount of gold. A temporary
- running total is kept during your expedition and added to your permanent
- total when you leave the dungeon. A portion of your temporary total
- also is added to your experience. Your permanent gold total is used to
- buy weapons, transportation between dungeons, etc.
- ^
-
- HIT POINTS
-
- Hit points represent the number of wounds you can absorb in combat. Each
- time you advance a level, they increase. You should watch this number
- very carefully in combat as you don't want to let it fall within range
- of a fatal blow. If you are lucky enough to find a magic ring, it will
- recover some lost hit points for you each time you move.
-
- SPELLS
-
- Four levels of six spells each are available to magicians and clerics.
- Also, fighters can find magic wands which can give the finder the
- ability to cast spells. Spells can be cast at any time. Each time your
- character gains a level you will be granted more and higher level
- spells. To see a list, type C (cast) and respond to LEVEL: with 0.
-
- DUNGEON
-
- There are currently five dungeons in the DND data base: Telengard,
- Shvenk's Lair, Lamorte, the Warren, and the Cavern. Transportation
- between dungeons is available in the store.
- ^
-
- STRENGTH
-
- Strength is of great importance to fighters as it partially determines
- how well they can fight. Magicians and clerics, however, do tend to run
- out of spells every now and then...
-
- INTELLIGENCE
-
- Intelligence is critical for magicians. It determines the power of
- spells.
-
- WISDOM
-
- Wisdom means to clerics what intelligence does to magicians.
-
- CONSTITUTION
-
- Of all the initial attributes, constitution is the most important to
- all as it determines hit points.
- ^
-
- DEXTERITY
-
- Dexterity is also very important as it determines the probability of
- blows landing, spells working, and the ability to avoid falling in pits,
- etc.
-
- CHARISMA
-
- Charisma controls the ability to cast some spells.
-
- MAGIC POSSESSIONS
-
- Previous adventurers who were not fortunate enough to return alive have
- left all sorts of valuable possessions in the dungeon. You may find
- weapons, armor, shields or even elven boots and cloaks. All of these
- things will help you but none so much as a magic ring of regeneration,
- which recovers some lost hit points each time you move, allowing you to
- wander far from the safety of the entrance.
- ^
-
- When you enter the dungeon for the first time, stay near the
- entrance and by no means, fight dragons or anything else higher than
- level 1. If you lose more than a couple of hit points, evade if you can
- and run! If you reach the door, your hit points and spells will be
- returned.
-
- I can't tell you too much more about what you will find in those
- dark and slimy passages. I am not stupid, er, brave enough go inside
- myself, but of those who have ventured within and returned alive, some
- have muttered of being suddenly transported to another room nearby, or
- of finding magnificent thrones with magic runes, and colored fountains
- which may grant great favor or great harm.
-
- Many creatures have inhabited these caverns since their creation,
- somewhere in the mists of time, and most of them were quite evil or
- disgusting. One old story tells of an order of demented monks who built
- altars which still exist, although partly in this world and partly in
- theirs. Another tells of dwarves who made secret doors which may be
- seen only if you happen to stand in the right spot.
- ^
-
- But the legend that holds the most interest for fools, I mean
- adventurers such as yourself is that of the orb, an enormous eye-shaped
- gem which, if gazed into, grants its finder immortality. They say it was
- created and hidden by a mad wizard long, long ago and still waits deep
- in the musty tunnels and dank caverns, guarded by enormous dragons and,
- er, well, never mind.
-
- The last and best advice I can give you is to use the keypad with
- one hand and map your route with the other. Some have found a pad of
- graph paper useful. If you don't make a map, you will surely become
- lost and die. I have warned uncounted novice adventurers in the past,
- most rooms and passages look the same in the dark. But they never
- listen ...
-
- If you need help during your expedition, type L or H.
- ^
-
- When you get the "Move>" prompt the following keys are meaningful:
-
-
- W=North 7=Evade 8=North 9=Up -=Cast
- A=West S=Stay D=East 4=West 5=Stay 6=East
- X=South 1=Fight 2=South 3=Down +=<CR>
- 0=Help .=<DEL>
-
- Other keys:
- H=Help
- .=<DEL>
- +=<CR>
- C=Cast a spell (0=Help)
- Q=Quit your adventure
- P=Pray to the nameless God
- K=Kill yourself
- ?=Redraw the screen
- ^
-