Champions of Krynn
| The first in a series of three games based on an original story by Jim
Ward, Victor Penman and Dave Shelley; Champions of Krynn was published
in 1990 by Strategic Simulations Inc. under license from TSR Inc.
Based on Advanced Dungeons & Dragons rules, game play takes place in
the regions of Northeast Ansalon that were overrun by the evil armies
during the War of the Lance or were previously occupied by evil
beings. The events foreshadowing this time are told in the
Chronicles Trilogy by Margaret Weis and Tracy Hickman.
A ranger named Hal Horbin, attached to the western-most outpost below the deserted City of Throtl has been killed, and a letter found on his body has been sent to the Circle of Knights requesting aid from a knight of pure character and high stature. The commandant of the outpost has apparently been afflicted by a dark spell and many faithful followers have recently died under suspicious circumstances. For those of you that are unfamiliar with Krynn, it is a world where magic in all its forms may be found and dragons ~ and attempts to control these powerful creatures ~ are part and parcel of the very fabric of the place and its history. ~ Humans are not the only race in Krynn. Apart from the multitude of strange beasts and dark magic creations such as Draconians; Hill and Mountain Dwarves, Silvanesti and Qualinesti Elves, Half-Elves and Kender make their living in this realm. Character creation is at the heart of these games, and each character must belong to at least one character class. Humans may only select one class while non-human characters can have more than one at the same time but are penalized with slower advancement. Choose from Clerics, Fighters, Rangers, Solamnic Knights, Mages and Thieves. Alignment is important too, being the philosophy by which a character lives. There are six choices: Lawful, Neutral or Chaotic Good and Lawful, True or Chaotic Neutral ... it wouldn't make sense in this story for any of your party members to be Evil! Six characters are recommended to make up your party of adventurers, twenty-two pages of numbered journal entries and tavern tales advance the story line as you make your way through the game, and copy protection involves typing in for example, the 9th word in Journal Entry 2. This can be tedious ... you get three tries before the game abruptly aborts. |
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Note: Many of these older Advanced Dungeons and Dragons products were originally released by SSI/TSR and discontinued at a later date. The rights to distribute some of these games were later purchased by WizardWorks/Slash software, as well as by Interplay™. |
The set of scanned pictures below may be useful
for those of you who've lost their IBM PC and Compatibles Data Card
(Click on the small pictures to open a window with the full size version)
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