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Forgotten World

Fantasy Adventure Game
by

Be Holder

on 6 June 2015

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Transcript of Forgotten World

Detail 1
Detail 3
Fantasy Adventure Game
Thank you!
To TSR for making the D&D manuals and modules that got me started in fantasy roleplay.

My first
X-axis Y-axis Comments
0 5 A sign by the door says: 'Spearpoint General Store'
0 6 A sign above the door says: 'Spearpoint Arms Shop
Outfitters to Adventurers'
0 8 A sign swings in the breeze above the door. It says:
'The Inn at Spearpoint'

(1pp)
2 4 The jeweler's shop has been ransacked. Hand-made wood and glass cases lie smashed and overturned. The door to the north looks like it leads to some kind of vault.
3 0 Undead Dragons, Iron Golem, Skeletons and Harpy
3 4 A carved wooden sign above the door says: 'Moongold Jewelers'
3 10 NPC -- 'I am Lord Mayor of Spearpoint. Bless Father Bartholomew for sending you to us. Those pirates-turned-tyrants of Tsugaria are behind this. They won't stop until the Tipec Coast is theirs.'
4 1 A rocky passage opens here in the face of a cliff.
4 3 A sign by the road says: 'West -- to Spearpoint
East -- to Gulfweed'
4 6 NPC -- 'Adventurers sent by Father Bartholomew? Bastille has not forgotten us! Be careful, brave souls. The entire inner square of Spearpoint has been taken over by terrible monsters.'
4 8 NPC -- 'Please go... If they see you here they will come and do to us what they did to the Lord Sheriff! The town hall is full of them, and there were big ones, too! Big, tall ones!
4 12 Lizard Men and Pyro Snake
5 13 Harpy and Bugbears (1.0K exp)
6 6 Ogres, Ogre Shaman, Ogre Mage (5.1K exp)
6 7 A brass plate by the door says: 'Spearpoint Town Hall'
8 3 The floor angles down sharply from south to north, descending into a tunnel.
8 10 This was once a beautiful home, but now its contents lie scattered on the floor. Everything of value has been taken. Everything else has been destroyed.
8 12 A sign by the road says: 'West -- to Spearpoint
East -- to Bastille'
8 15 Vampire Bats and Pyro Snake
Safe to rest
9 2 Manticores and Ice Hounds (4.9K exp)
9 4 A sign by the road says: 'West -- to Spearpoint
East -- to Gulfweed'
9 6 Hobgoblins, Goblins, and Poisonous Snail
9 7 A sign beside the door says: 'Lord Sheriff of Spearpoint'
10 9 NPC -- 'Shhh, Be quiet! They might hear you! There are thieves in the streets, looters in the shops, and horrible awful goblins just...just.....just everywhere!'
10 10 Mammoth and Spies
11 0 Harpy and Scorpions
12 12 Lizard Men and Pyro Snake
13 13 Lizard Men and Pyro Snake
14 8 Carrion Crawler and Moleants (4.7K exp)
14 12 Rock Lizards and Ant Queens (2.3k XP)
Safe to rest
15 5 Minotaurs and Poisonous Snails (3.7K exp)
Safe to rest

X-axis Y-axis Comments
0 2 You awaken in a small room with a big headache.
0 3 Don't rest here or spawn Hippogryphs and Gazer Hulks.
0 4 Giant Rats and Tigers (1.4K exp)
0 8 Parts of the shattered town walls are visible through the overgrown garden flora.
0 12 A weatherworn sign hangs on the wall. 'G lfw e d H r or'
1 8 You stumble past the tombstones and through the wall, but see no way back.
1 10 The door to the crypt opens easily. Stepping into the darkness, you prepare to light a torch, but the air around you explodes in a burst of noise and light. After clearing your head, you find yourself elsewhere.
to (14,14)
2 2 Harpies and Giant Spiders (2.0K exp)
DNT
2 8 You stumble past the tombstones and through the wall, but see no way back.
2 10 Stumbling into an open grave, you are dazed. When you come to your senses, you are in another place.
to (12,15)
2 15 The pelican's in the distance seem reluctant to settle down.
3 1 A sign by the road says: 'West -- to Tsugaria
East -- to Gulfweed and Bastille
Travelers to Tsugaria: Proceed at your own risk!
3 7 A sign tacked on the wall reads: 'Queen Anne's Revenge - West
Gulfweed Harbor - Closed'
3 8 Parts of the shattered town walls are visible through the overgrown garden flora.
3 9 To the east and west you can see tombstones and crypts.
3 11 Stumbling into an open grave, you are dazed. When you come to your senses you are in another place.
to (12,15)
4 5 Undead Dragons, Zombies, Banshees
5 3 Carrion Crawler and Basilisks (4.6K exp)
DNT
5 9 Zombies and Skeletons
Safe to rest
5 10 The door to the crypt opens easily. Stepping into the darkness, you prepare to light a torch, but the air around you explodes in a burst of noise and light. After clearing your head, you find yourself elsewhere.
to (14,14)
5 11 A crude crypt lies before you.
6 4 Bugbears, Hobgoblins, Goblins, Tree Men (2.0k XP)
Safe to rest
7 3 Ogres, Ogre Shamans, and Ogre Mages (14.5K exp)
DNT
7 8 This simple residence appears to be neat and tidy. There is no one here.
7 9 You hear the whisper of a sword or dagger being drawn and instantly prepare for attack. 'Very good. Ready very quickly. But, you still could be dead. Another brave adventurer laid to rest.' she says mockingly. Then, with a glint of pain in her eye, she continues, 'Search to the south and let me rest in peace! Maybe you'll be visiting your own grave. You are here to die in the Gulfweed harbor, aren't you?' With an evil grin, she fades back into the shadows.
7 10 Yeti and Minotaurs (3.2K exp)
Safe to rest
7 13 Giant Rats
Safe to rest
8 6 Mages, Bulettes, Trolls and Gazing Hulk (18.1k XP)
Safe to rest
8 14 Trolls and Purple Worm (9.6K exp)
9 4 Hell Hounds and Ice Hounds (6.8k XP)
Safe to rest
9 6 You feel that same sensation of dizziness coming over you...you awake in a small room with a big headache.
to (11,6)
9 8 'Aye, the Queen Anne's Revenge is here all right. Appeared one morning, moored up nice as can be, but nobody on board. O' course, I haven't checked below decks...and neither should you!'
9 15 Caped Medusae, Bugbears, Cryo Snake (4.0K exp)
Safe to rest
10 8 A brass plate by the door reads: 'Gulfweed Harbormaster'
10 10 A sign by the road reads: 'Welcome to Gulfweed
Go West to the Gulfweed Armor Shop
Rest to the East at the Wyvern's Roost'
10 11 A sign above the door reads: 'Gulfweed Training'
12 4 Lizard Men and Purple Worm (7.6K exp)
Safe to rest
12 6 This simple residence appears to be neat and tidy. There is no one here.
12 7 A sign above the door says: 'Sapphire Sea Jewelers
No credit, no problem!'
12 9 Sitting in the corner of the inn, you overhear part of a conversation, 'I have heard that the lady was seen again, have you see her Poe?' The man named Poesiden gives a slight shiver, 'How I wish that she had never ventured to the harbor. So foolish and brave, was it the young paladin that came through the other day that saw her?' The inn becomes too noisy for you to listen more.
13 0 A sign by the road says: 'West -- to Tsugaria
East -- to Gulfweed and Bastille
Travelers to Tsugaria: Proceed at your own risk!
13 5 A sign by the door says: 'Private Residence, Keep Out.'
13 9 This food market has been abandoned. Rats scurry away in all directions as you enter.
13 11 A sign by the road says: 'West -- to Gulfweed
East--to Spearpoint and Bastille'
14 4 Browlers and Earth Elemental (6.5K exp)
Safe to rest
14 6 Suddenly, you feel very dizzy...you awake in a small room with a big headache.
to (0,2)
14 8 Poisonous Snakes (2.4K exp)
DNT
14 15 A sign by the road says: 'West -- to Spearpoint and Bastille
East -- to Gulfweed'
15 6 Yeti, Umber Hulk, Spies, and Mage (6.0K exp)
Safe to rest.
15 15 Don't rest here.

X-axis Y-axis Comments
0 2 Trolls, Ogres, Ogre Shamans, and Ogre Mage (10.7K exp)
Safe to rest.
1 8 Browlers and Cloud Giant (8.1K exp)
Safe to rest.
2 11 Gazers, Cyclops, and Fighters (29.7K exp)
Among the other items, you also find a sheaved scroll. As you unroll the parchment it is a blank scene, white on white if you will. But thirteen candles appear suspended in the air above it. Shimmering text then appears before you on the once blank page and says: 'Blow out the right candle and get a surprise! (at least it doesn't say 'Pull my Finger!') Which candle do you blow out? (1-13)

The map springs to life, showing the entire northern Sapphire Coast region. Ships travel along the coast, traders roll across the roads and trails, and cities teem with life. Then the map begins to change. Pirate ships attack the merchant vessels, sinking them. Images of horrible monsters appear, devouring the caravans. Towns are surrounded by dark hordes and then disappear in a spire of flame. Great fleets set out from the Sapphire Coast, Bastille, Tsugaria and its allies. They meet in a tremendous battle, from which few ships escape. Those that do are destroyed by a terrible storm at sea. Unending streams of orcs and hordes of undead stream from the east, surrounding Tsugaria, Bastille, and finally even the Sapphire Coast and reducing them to stinking piles of ash. The map then fades away and is replaced with the face of a huge gazer. It blinks its great eye once and smiles. The map crumbles into powder in your hands, forcing you to wonder who these pirates are and who their master really is.

PC gains 1000 experience.

to (5,14)
3 1 This is a storeroom packed with goods in crates and barrels. The names stenciled on them are familiar but distant. Gideon, Crag and Greenlund.
3 6 Medusae and White Dragon (8.6K exp)
DNT
4 3 Orcs, Gnolls, Ogres, and Ogre Mages (9.4K exp)
Safe to rest.
4 6 Scorpions and Cryo Snakes (1.8K exp)
Safe to rest.
4 8 Ogres, Bugbears, Hobgoblins, and Ogre Shamans
4 15 A sign here says: 'to Gulfweed and Bastille'
5 1 Manticores and Cockatrice (5.1K exp)
Safe to rest.
5 11 There is an inn here. The cracked and weathered sign above it says: 'The Pirate's Roost'
(15pp)
7 11 The door to the north appears to be sealed by lock of high level magic. You can read the runes upon it: 'to be opened only by those from beyond.' The building to the east is rubble.
7 13 This is the door to a private residence, the home of a wealthy family by the look of it.
7 14 'Hmmm...you say you're from Tsugaria but you don't look like seagoing types to me. Get out of here before I call the guards! I'm sick of you pirates and all your detestable friends! Being from Tsugaria used to mean being an honest seafarer. Since this region has re-opened all we see here are pirates and your ilk. Can we never be honest seafarers again? Now get out!!'
8 4 Hill Giants, Trolls, Greenhags, and Hobgoblins (7.9K exp)
Safe to rest.
8 5 Hill Giants, Trolls, Greenhags, and Hobgoblins (7K exp)
Safe to rest.
8 13 A sign by the door says: 'Van's Arms and Armor
Good Weapons Good Armor No Credit'
8 14 'Hah! You're not from Tsugaria, no matter what you say! But it matters not to me. Examine my goods, examine my prices, then fill my palm with gold and you'll have whatever you need.'
9 12 Ankegs (4.6K exp)
DNT
10 13 A wooden sign by the door says only: 'Enter and pay here.'
10 15 'Hehehehe...don't bother me now, can't you see that I am busy. Go find an ITB or GOC member to harass...they are a silly lot!
11 3 Hill Giant, Trolls, Hobgoblins and Greenhags (8.9K exp)
Safe to rest.
11 6 Giant Spiders and Electric Spiders (4.5K exp)
11 8 Orcs, Gnolls, Hobgoblins, and Poisonous Snails (1.4K exp)
Safe to rest.
12 0 Wyverns and Cockatrice (8.4K exp)
DNT
12 6 Basilisks and Fire Giant Mages (19.9K exp)
13 11 Snakes and Cryo Snakes (2.9k XP)
Safe to rest.
14 3 Trolls, Mammoth and Ogres (6.4K exp)
Safe to rest.
14 10 Mage, Evil Mage, Margoyles, and Fighters (3.4k xp)
In the pocket of the mage you find a note. It erupts in flame almost immediately after being opened, but you recollect some of the words from the brief glance you are allowed. 'Greetings, Haji. Our plans are coming together nicely pirates by...to plan...islands Belafaz, the greedy... will continue to wield his powers, and send shipments to us. Congratulations... Morin...'
Safe to rest.
14 15 Trolls, Ogres, Hobgoblins, and Goblins (2.3K exp)
You search the room after the battle, and find a hidden doorway in the wall. Do you go through it?

You pass through the small door, which clicks shut behind you. Following a narrow, dark passage you travel several hundred yards across damp, stone floors. Finally, the passage begins to rise, but then reaches a dead end. Pressing frantically around the stone walls for escape, you push the right spot and the stone above you slides open. Climbing out of the murky hole, you find yourself in a dark and musty cavern, filled with stalactites and stalagmites. The hole in the floor closes and refuses to re-open. Suddenly you feel very dizzy...
to (8,1)
15 10 Browlers and Ogre Mage (5.8K exp)
Safe to rest.
Kurt's Forgotten World
http://www.reonis.com/fw/
Quests
X-axis Y-axis Comments
0 7 A sign on the door says: 'Offices of the Honorable Order of Potters, Ceramicists & Urn Makers
Workshop Space Available'
0 8 This area has been ransacked.
1 11 Kobolds
2 7 As you stand beneath the archway, you can see the locals high up in the trees, harvesting the prize-winning crop.
4 3 Carved into the wall here are the words: 'Sorting Warehouse'
4 7 As you stand at the hedges, the smell of the groves overtakes you. You can't help but feel a sense of foreboding as you wallow in the sweet scent of citrus. Perhaps it would be best not to venture forward.
4 15 Ogre and Kobolds
6 5 A sign above the door says: 'All horses must be tethered. Register all horses with counter. No horses allowed overnight. Ask about our used shoes and saddles.'
6 9 Giant Spider
6 14 Giant Spider
7 0 A sign above the gates says: 'To Spearpoint'
The guard tells you, 'Be careful going into Spearpoint! It's dangerous to travel there alone.
7 1 As you cross the intercoastal waterway on this sturdy bridge, you can hear the gentle murmuring of the ware stream as it flows beneath you toward the Tipec Sea.
7 3 The noises behind this door pique your curiosity. Unsheathing your weapon before entering would be wise.
7 15 A sign above the gate says: 'To Bastille'
8 4 A sign beside the door says: 'Prepay counter for all pen spaces. No overnight care. No milking. Bring your own water. Read our liability policy regarding bulls.'
8 5 Vampire Bats
8 7 A guard stops you and says, 'If you're here to buy or sell our fresh citrus, don't tarry long here and hide your valuables. The groves are no longer safe.'
8 10 A guard stops you and says, 'If you're here to buy or sell our fresh citrus, don't tarry long here and hide your valuables. The groves are no longer safe.'
9 6 A few bushels of apples sit against one wall.
9 8 A sign on the door says: 'Grapefruit
Lemons and Limes 2 Doors to East
Apples Across the Street'
9 11 This large warehouse contains only a few isolated sacks of citrus.
9 13 An official-looking sign says: 'Caretaker's Office'
9 14 'Where have you.... Oh, I'm so sorry! I was sure that you were my daughter returning! She's run off again and is hiding in the orchard.'
10 2 Hobgoblin and Kobolds
11 8 A sign on the doors says: 'Oranges only (Pears across the Street)'
12 6 Several bushels of pears are the only contents of this room.
13 3 A sign beside the door reads: 'Shearing services available at reasonable rates. No overnight care. All food and water must be provided. We also accept goats.'
13 8 A sign on the door says: 'Lemons and Limes Only'
13 13 This door is ajar. If you listen carefully, you can hear soft noises coming from within.
13 14 You're not sure, but there may be someone or something behind one of these doors.
14 2 Standing here you can hear the gentle sound of the waterway flowing through the city
14 12 Goblins
14 15 Goblins and Hobgoblin
ARMOR AND WEAPONS

ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS

Class Max Armor Shield Weapons
-----------------------------------------------------------------
Cleric any any club, flail, hammer, mace, staff,
staff sling
Fighter any any any
Paladin any any any
Ranger any any any
Magic-User none none dagger, dart, staff
Thief leather none club, dagger, dart, sling,
one-handed swords, short bow
ARMOR LIST

Weight Maximum
Armor Type in gp. AC Movement*
---------- ------ -- ---------
None 0 10 -
Shield 50 9# -
Leather 150 8 12 squares
Ring 250 7 9 squares
Scale 400 6 6 squares
Elfin Chain 150 5 12 squares **
Chain 300 5 9 squares
Banded 350 4 9 squares
Plate 450 3 6 squares

* A character carrying many objects, including a large number of coins, can be limited in movement to a minimum of 3 squares per turn.
** Non magical elfin chainmail is very rare and only available via the pearl plan.
# A Shield subtracts 1 AC from any armor it is used with.
Note: Magical versions of the individual armors are lighter and will offer 3 more squares of movement up to 12 square maximum. (e.g. +1 plate will offer a movement of 9 squares)
WEAPONS LIST

Damage vs.
Damage vs. Larger Than Number
Name Man Sized Man Sized of Hands Class
---- ---------- ----------- -------- -----
Axe, Hand 1-6 1-4 1 f
Bardiche+ 2-8 3-12 2 f
Bastard Sword 2-8 2-16 2 f
Battleaxe 1-8 1-8 1 f
Bec de Corbin+ 2-8 1-6 2 f
Bill-Guisarme+ 2-8 1-10 2 f
Bo Stick 1-6 1-3 2 f
Broad Sword 2-8 2-7 1 f,th
Club 1-6 1-3 1 f,cl,th
Composite Long Bow* 1-6 1-6 2 f
Composite Short Bow* 1-6 1-6 2 f
Dagger 1-4 1-3 1 f,mu,th
Dart 1-3 1-2 1 f,mu,th
Fauchard+ 1-6 1-8 2 f
Fauchard-Fork+ 1-8 1-10 2 f
Flail 2-7 2-8 1 f,cl
Glaive+ 1-6 1-10 2 f
Glaive, Guisarme+ 2-8 2-12 2 f
Guisarme+ 2-8 1-8 2 f
Guisarme-Voulge+ 2-8 2-8 2 f
Halberd+ 1-10 2-12 2 f
Lucern Hammer+ 2-8 1-6 2 f
Hammer 2-5 1-4 1 f,cl
Javelin 1-6 1-6 1 f
Jo Stick 1-6 1-4 1 f
Light Crossbow# 1-4 1-4 2 f
Long Bow* 1-6 1-6 2 f
Long Bow, Fine** 1-6 1-6 2 f
Long Sword 1-8 1-12 1 f,th
Mace 2-7 1-6 1 f,cl
Morning Star 2-8 2-7 1 f
Partisan+ 1-6 2-7 2 f
Pick, Awl+ 1-6 2-12 1 f
Quarterstaff 1-6 1-6 2 f,cl,mu
Ranseur+ 2-8 2-8 2 f
Scimitar 1-8 1-8 1 f,th
Short Bow* 1-6 1-6 2 f
Short Sword 1-6 1-8 1 f,th
Sling 1-4 1-4 1 f,th
Spear 1-6 1-8 1 f
Trident 2-7 3-12 1 f
Two-Handed Sword 1-10 3-18 2 f

f=fighter, cl=cleric, th=thief, mu=magic-user

+ Polearm

* Must have ready arrows to fire. Two Attacks per round.

# Must have ready quarrels to fire. One Attack per round.

** Must have ready arrows to fire. Fine long bows add strength bonus to the "to hit" and damage of the attack.
TABLES OF EXPERIENCE PER LEVEL

The following charts show the amount of experience a character must earn in order to gain a level in his character class. The charts also list the number of spells that a character can have memorized at one time. Fighters and thieves can never memorize spells.

Remember that all experience earned by a non-human, multiple-class character is divided by the number of classes the character has. The experience is divided even after the character has reached his maximum level in a particular class. A Human dual-class character only earns experience in his second class. The character cannot use the abilities of his first class until his level in his second class exceeds his level in his first class.
CLERIC

Number of Clerical
Hit Spells per Level
Level Experience Dice 1 2 3 4 5 6*
1 0- 1,500 1d8 1
2 1,501- 3,000 2d8 2
3 3,001- 6,000 3d8 2 1
4 6,001- 13,000 4d8 3 2
5 13,001- 27,500 5d8 3 3 1
6 27,501- 55,000 6d8 3 3 2
7 55,001- 110,000 7d8 3 3 2 1
8 110,001- 225,000 8d8 3 3 3 2 - -
9 225,001- 450,000 9d8 4 4 3 2 1 -
10^ 450,001- 675,000 9d8+2 4 4 3 3 2 -
* Usable only by clerics of 17 or greater wisdom
^ Highest level attainable in NEVERWINTER NIGHTS.
Bonus Spells for Clerics with High Wisdom Ability Scores

Cleric's Bonus Spells
Wisdom 1 2 3 4 5
9-12 - - - - -
13 +1 - - - -
14 +2 - - - -
15 +2 +1 - - -
16 +2 +2 - - -
17 +2 +2 +1 - -
18 +2 +2 +1 +1 -
Note that these bonus spells are only available when the cleric is entitled to spells of the applicable level. Thus an 8th-level cleric with a Wisdom of 18 can memorize the following spells:

Number of Spells
1 2 3 4 5
8th-Level Cleric with 18 Wisdom 5 5 3 - -
FIGHTER

Hit
Level Experience Dice
1 0- 2,000 1d10
2 2,001- 4,000 2d10
3 4,001- 8,000 3d10
4 8,001- 18,000 4d10
5 18,001- 35,000 5d10
6 35,001- 70,000 6d10
7 70,001- 125,000 7d10
8 125,001- 250,000 8d10
9 250,001- 500,000 9d10
10 500,001- 750,000 9d10+3
11 750,001-1,000,000 9d10+6
12^ 1,000,001-1,250,000 9d10+9
^ Highest level attainable in NEVERWINTER NIGHTS.

Magic User

Number of Magic-User
Hit Spells per Level
Level Experience Dice 1 2 3 4 5* 6** 7***
1 0- 2,500 1d4 1
2 2,501- 5,000 2d4 2
3 5,001- 10,000 3d4 2 1
4 10,001- 22,500 4d4 3 2
5 22,501- 40,000 5d4 4 2 1
6 40,001- 60,000 6d4 4 2 2
7 60,001- 90,000 7d4 4 3 2 1
8 90,001- 135,000 8d4 4 3 3 2 - - -
9 135,001- 250,000 9d4 4 3 3 2 1 - -
10 250,001- 375,000 10d4 4 4 3 2 2 - -
11^ 375,001- 750,000 11d4 4 4 4 3 3 - -
*Usable only with 10+ Intelligence
**Usable only with 12+ Intelligence
***Usable only with 14+ Intelligence
^ Highest level attainable in NEVERWINTER NIGHTS.
Paladin

Number of Clerical
Hit Spells per Level
Level Experience Dice 1 2 3 4
1 0- 2,750 1d10 - - - -
2 2,751- 5,500 2d10 - - - -
3 5,501- 12,000 3d10 - - - -
4 12,001- 24,000 4d10 - - - -
5 24,001- 45,000 5d10 - - - -
6 45,001- 95,000 6d10 - - - -
7 95,001- 175,000 7d10 - - - -
8 175,001- 350,000 8d10 - - - -
9 350,001- 700,000 9d10 1 - - -
10 700,001-1,050,000 9d10+3 2 - - -
11^ 1,050,001-1,400,000 9d10+6 2 1 - -
^ Highest level attainable in NEVERWINTER NIGHTS.

Ranger

Number of Spells
per Level
Hit Druidic Magic-User
Level Experience Dice 1 2 1 2
1 0- 2,250 2d8 - - - -
2 2,251- 4,500 3d8 - - - -
3 4,501- 10,000 4d8 - - - -
4 10,001- 20,000 5d8 - - - -
5 20,001- 40,000 6d8 - - - -
6 40,001- 90,000 7d8 - - - -
7 90,001- 150,000 8d8 - - - -
8 150,001- 225,000 9d8 1 - - -
9 225,001- 325,000 10d8 1 - 1 -
10 325,001- 650,000 11d8 2 - 1 -
11^ 650,001- 975,000 11d8+2 2 - 2 -
^ Highest level attainable in NEVERWINTER NIGHTS.
THIEF

Hit
Level Experience Dice
1 0- 1,250 1d6
2 1,251- 2,500 2d6
3 2,501- 5,000 3d6
4 5,001- 10,000 4d6
5 10,001- 20,000 5d6
6 20,001- 42,500 6d6
7 42,501- 70,000 7d6
8 70,001- 110,000 8d6
9 110,001- 160,000 9d6
10 160,001- 220,000 10d6
11 220,001- 440,000 10d6+2
12^ 440,001- 660,000 10d6+4
^ Highest level attainable in NEVERWINTER NIGHTS.
1ST-LEVEL CLERICAL SPELLS

Spell Name When Rng Area Duration
Bless Both 6 5 dia 6r
Curse Cmbt 6 5 dia 6r
Cure Light Wounds Both T 1 -
Cause Light Wounds Cmbt T 1 -
Detect Magic Both 3 1 1t
Protection from Evil Both T 1 3r/lvl
Protection from Good Both T 1 3r/lvl
Resist Cold Both T 1 1t/lvl
2ND-LEVEL CLERICAL SPELLS

Spell Name When Rng Area Duration
Find Traps Camp 3 1 3t
Hold Person Cmbt 6 1-3 targets 4r+1r/lvl
Resist Fire Both T 1 1t/lvl
Silence 15' Radius Cmbt 12 3 dia 2r/lvl
Slow Poison Both T 1 1 hour/lvl
Snake Charm Cmbt 3 All 5-8r
Spiritual Hammer Cmbt 3 1 1r/lvl
3RD-LEVEL CLERICAL SPELLS

Spell Name When Rng Area Duration
Cure Blindness Both T 1 -
Cause Blindness Cmbt T 1 -
Cure Disease Camp T 1 -
Cause Disease Cmbt T 1 -
Dispel Magic Both 6 3x3 -
Prayer Both 0 All 1r/lvl
Remove Curse Both T 1 -
Bestow Curse Cmbt T 1 1t/lvl
4TH-LEVEL CLERICAL SPELLS

Spell Name When Rng Area Duration
Cure Serious Wounds Both T 1 -
Cause Serious Wounds Cmbt T 1 -
Neutralize Poison Both T 1 -
Poison Cmbt T 1 -
Protection from Evil
10' Radius Both T 2 dia 1t/lvl
Sticks to Snakes Cmbt 3 1 2r/lvl
5TH-LEVEL CLERICAL SPELLS

Spell Name When Rng Area Duration
Cure Critical Wounds Both T 1 -
Cause Critical Wounds Cmbt T 1 -
Dispel Evil Cmbt T 1 1r/lvl
Flame Strike Cmbt 6 1 -
Raise Dead Camp 3 1 -
Slay Living Cmbt 3 1 -

1ST LEVEL MAGIC-USER SPELLS

Spell Name When Rng Area Duration
Burning Hands Cmbt T 3 squares -
Charm Person Cmbt 12 1 -
Detect Magic Both 6 1 2r/lvl
Enlarge Both .5/lvl 1 1t/lvl
Reduce Both .5/lvl 1 1t/lvl
Friends Cmbt 0 All 1r/lvl
Magic Missile Cmbt 6+lvl 1 -
Protection from Evil Both T 1 2r/lvl
Protection from Good Both T 1 2r/lvl
Read Magic Camp 0 1 2r/lvl
Shield Cmbt 0 1 5r/lvl
Shocking Grasp Cmbt T 1 -
Sleep Cmbt 3+lvl 1-16 5r/lvl
2ND-LEVEL MAGIC-USER SPELLS

Spell Name When Rng Area Duration
Detect Invisibility Both 1/lvl 1 5r/lvl
Invisibility Both T 1 -
Knock Camp 6 1/lvl -
Mirror Image Both 0 1 2r/lvl
Ray of Enfeeblement Cmbt 1+.25/lvl 1 1r/lvl
Stinking Cloud Cmbt 3 2x2 1r/lvl
Strength Both T 1 6t/lvl
3RD-LEVEL MAGIC-USER SPELLS

Spell Name When Rng Area Duration
Blink Both 0 1 1r/lvl
Dispel Magic Both 12 3x3 -
Fireball Cmbt 10+lvl 2 rad Instantaneous
Haste Both 6 4x4 3r+1r/lvl
Hold Person Cmbt 12 1-4 2r/lvl
Invisibility 10' Radius Both T 2 dia -
Lightning Bolt Cmbt 4+lvl 4,8 Instantaneous
Protection from Evil
10' Radius Both T 2 dia 2r/lvl
Protection from Good
10' Radius Both T 2 dia 2r/lvl
Protection from Normal
Missiles Both T 1 1t/lvl
Slow Cmbt 9+lvl 4x4 3r+1r/lvl
4TH-LEVEL MAGIC-USER SPELLS

Spell Name When Rng Area Duration
Charm Monster Cmbt 6 1 -
Confusion Cmbt 12 2-16 2r+1r/lvl
Dimension Door Cmbt 0 1 -
Fear Cmbt 0 6x3 cone 1r/lvl
Fire Shield (2 Types) Both 0 1 2r+1r/lvl
Fumble Cmbt 1/lvl 1 1r/lvl
Ice Storm (Dmg only) Cmbt 1/lvl 4 dia -
Min Globe of Invulnerability Both 0 1 1r/lvl
Remove Curse Both T 1 -
Bestow Curse Cmbt T 1 1t/lvl
5TH-LEVEL MAGIC-USER SPELLS

Spell Name When Rng Area Duration
Cloudkill Cmbt 1 3x3 1r/lvl
Cone of Cold Cmbt 0 .5/lvl cone Instantaneous
Feeblemind Cmbt 1/lvl 1 -
Hold Monster Cmbt .5/lvl 1-4 targets 1r/lvl
1ST-LEVEL DRUIDICAL SPELLS (for High-Level Rangers)

Spell Name When Rng Area Duration
Detect Magic Both 4 1 12r
Entangle Cmbt 8 4 dia 1t
Faerie Fire Cmbt 8 8 dia 4r/lvl
Invisibility to Animals Both T 1 1t+1r/lvl
(Below not used in Neverwinter Nights)

2ND-LEVEL DRUIDICAL SPELLS (FOR HIGH-LEVEL RANGERS)

Spell Name When Rng Area Duration
Barkskin Both T Creature 4r+1r/lvl
Charm Person/Mammal Cmbt 12 1 -

SPELL PARAMETERS LIST
This is a listing of spells available to player characters as they gain in levels. The following are abbreviations used in the list:
Cmbt = Combat only spell dia = diameter t = turns
Camp = Camp only spell rad = radius /lvl = per level of caster
Both = Camp or Combat spell All = All characters in combat
targets = aim at each target T = Touch Range r = combat rounds
Gulfweed Harbor (Port Llast Harbor)
Groves (Warehouse District)
Gulfweed (Port Llast)
Toucan Pirate Complex (Isles Under)
Tsugaria (Luskan Outpost )
Harbor & Bastille Cemetry (Wharves)
Caverns (Sewers)
Merappi Marsh (Lost Hills)
Willowhaven (Crossergate)
Sydora (Floodblest)
Merandis (Vilnask)
Tyrin (Nightsedge)
Tyrin Under (Nightsedge Caverns)
Tipec Isles (Isles)
Spearpoint (Windy Cliffs)
Southshire (Southwall)
Tsugaria Test
Tsugaria Tower 2
Tsugaria Tower 3
Bastille (Neverwinter)
Northwest Woods
West Woods
Southwest Woods
Northeast Woods
East Woods
Southeast Woods
Stonebridge /Rivermoore Under
((Westbridge/Red Larch Under))
Armor & Weapons
Character
Twisted Forrest
Rivermoore (Red Larch)
Merappi Marsh to Gideon
Willowhaven to Merappi Marsh
12,2
Quest Items
Twisted Forest
(Westbridge)
(Triboar Under)
(Longsaddle Under)
(Longsaddle)
14,2
NPC Giselle -- 'Thank you for slaying the browlers who held me captive here! I am Giselle, and many years ago when these lands were fair and light I, like you, wandered in search of adventure. I returned here to make my home because of my memories of those times now long past. But these hills have changed. Great caravans full of every kind of evil roll through pathways where once only deer and wild boar travelled. I saw them pass, more and more of them as each month went by, and knew I must somehow warn Father Bartholomew. But before I could send word, a group of men in bright red cloaks appeared at my door. They pushed me into this little room and released the browlers outside, so I could not leave--only my winter supply of food saved me from starvation. Go, now, and take this pendant with you. If Father Bartholomew looks within it he will see what I have seen, and he will know what he must do. May Jolith protect you!'

JEWELED PENDANT
10,3
Hill Giants and Purple Worm (14.3k XP) (?even sets, odd triggers)
Safe to rest
7,0
Griffons
Safe to rest
11,0
Bugs and Salamander
Safe to rest.
8,2
There is a pile of bones beside the road here. Bones mixed with bits of cloth and metal.
15,1
Browlers and Fire Elemental (9.1k XP)
Safe to rest.
Triggers every time you step into the square.
15,6
Glancing around the alcove, you notice a freshly broken branch.
13,7
Wyverns and Ice Worm (7.2k XP)
Safe to rest.
14,10
Ogre, Trolls and Rock Reptiles
Daytime
12,11
Griffons and Rock Reptile (3.6k XP)
Safe to rest
13,12
There is a pile of bones beside the road here. Bones mixed with bits of cloth and metal.

12,13
Snakes, Cryo Snakes, and Pyro Snakes (4.6k XP)
Safe to rest
14,14
Hill Giants, Trolls, and White Dragon (10.5k XP)
Safe to rest
Nighttime
8,12
Giant Slugs and Margoyle
(even sets odd triggers)
Safe to rest
5,13
Ogres, Ogre Shamans, and Ogre Mages (15.4k XP)
Safe to rest
1,15
Undead Dragons, Banshees, Mummys
Nighttime
1,11
Giant Skeletons, Harpy and Banshees
Safe to rest
1,9
Ghouls and Banshees
5,9
Griffons and Cryo Snakes
Safe to rest
9,9
There is a pile of bones beside the road here. Bones mixed with bits of cloth and metal.
10,7
Bugbears and Caveman (1.3k XP) (odd sets even triggers)
Safe to rest
3,4
There is a pile of bones beside the road here. Bones mixed with bits of cloth and metal.
6,5
Hill Giants and Cloud Giants (18.1k XP) (odd sets even triggers)
Safe to rest.
2,2
Hill Giant, Ogre Shamans and Ogres (8.8k XP)
Safe to rest
0,5
A sign by the gate says: 'To Willowhaven, Merandis and Bastille'
4,2
Cave Man and Lizard Men
1,6
'Yo, wuss! Brought your sorry arse to battle in my shack, eh? Or perhaps you think you're bad enough to brave the marshes! Well, if you manage to make it to Gideon alive, make sure to stop at the inn, and pay a visit to the 'Special Items' store! I hear that you can buy some wonderful magical items there.'
Willowhaven to Merappi Marsh
Merappi Marsh to Gideon
0,9
A sign beside the gate says: 'Past this gate lies the Twisted Forest where none dare to tread, neither evil nor good. Go back now...if survive you would.'
13,5
Trolls and Harpies
nighttime - 5.9K exp
Purpose: Obtain the Crystal Cube of Cragspire.
Location: Cragspire
Difficulty: The only difficulty is the Gazers!
Comments: It's a short quest.

Be aware: These directions were initially created by FatherMatt, the Lord
Chancellor for Servants of Mystery, for oNWN. I've since updated them to be
accurate for FW.

1. Take the secret door south from 13,13 in Cragspire.
2. You are teleported to 10,14 after fighting a White Dragon and some fighters.
Prepare at 8,13 for the fight on the other side of the door.
3. At 7,13 there is a fight with two Gazers, two Ice Giants, Fighters and some
Spies.
4. oNWN's Holder Dance does not work on Gazers. Be sure to have purchased a
Fine Long Bow from Rivermoore and some Arrows +1's to boot. Head to the
northwest door entry and fill the Gazers with a few rounds of arrows. If the
spies come to attack, use a spell to hold them in place so the Gazer can't
approach close enough to use their gaze attacks as you move a bit more to
the northwest. Once the gazers are finished, take care of the rest of the
baddies as you will.
5. After the fight, take the Crystal Cube and ready it.
6. Carry the Cube to Father Bartholomew.
Quest: Jewelled Pendant

Purpose: Save Giselle and receive the Jewelled Pendant.
Location: Merappi Marsh
Difficulty: Fairly easy.
Comments: Nothing difficult for a maxed character; but, be aware that the fight at 15,1 triggers every time you step into the square.

1. At 15,2 in Merappi Marsh, prep with everything. Elemental Shield, set to
Cold, is recommended due to the Fire Elemental.
2. Take the door to the north.
3. At 15,1 you'll fight ~12 Browlers and a Fire Elemental. I usually cast a
Cloud Kill to protect against melee attacks and just Fireball the rest.
This fight triggers every time you step into the square.
4. After the fight, head west and south through the door at 14,1.
5. Talk to Giselle and receive the Jeweled Pendant. Be sure to ready the
pendant if you'll be gating back so you don't lose it should you die.
6. Return the Jewelled Pendant to Father Bartholomew for a prize.
Maps
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3
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13
14
15
Spells
Original Neverwinter Nights Game Documentation
Find Mayor Tesh Tsugaria Test, Floor 3 Warm fuzzies
Thieves Guild Southshire Warm fuzzies

forgottenworld.com
0,1
The thinly crusted ground gives way under your weight and you tumble down a man-made tunnel landing in an unfamiliar place.

to (11,13)
2,2
At nighttime:
Giants attack!
Storm Giants, Fire Giant Mages, Cloud Giant Shamans (45.7K exp)
5,0
At daytime:
Giants attack!
Storm Giants, Fire Giant Mages, Ice Giant Shamans (45.7K exp)
9,14
You've interrupted the arcane drakes investigation!
Red Dragons and Wyverns (23.1K exp)
DNT
9,15
A sign on the gate reads: 'to Rivermoore'
A note written under it warns: 'Warning! Don't Drink the Water!'
15,15
Now why do you suppose those Iron Golems are standing watch here?
Evil Mages and Iron Golems (37.1K exp)
11,13
Tumbling out of the tunnel you emerge a little shaken, but no worse for wear, and look around.
11,15
You feel dizzy as a strange magical force uproots you.
to (15,7)
12,13
The rotted trap door beneath your feet gives way and you plunge several feet down.
to Stonebridge/Rivermoore Under (8,0)
8,0
A rope has been lowered...Do you want to climb up?
to Stonebridge (12,12)
!
!
9,1
An evil eye (or 10) turns toward you!
Beholders (31.3K exp)
!
(Triboar)
(Berun's Hill)
http://www.reonis.com/fw/media/Tsugaria.htm
http://www.reonis.com/fw/media/Gulfweed.htm
http://www.reonis.com/fw/media/Spearpoint.htm
Full transcript