' S Tal: The Bard's Tale Construction Set
' S Tal: The Bard's Tale Construction Set
Contents
7. When finished installing, type BTCS <enter> to load the program. 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
The Main Menu game play.
After the title screens appear, the Main Menu will appear on your monitor. Item Type - Your choices are as follows:
The options at the Main Menu are as follows:
1. Miscellaneous
1. Item Editor - create your own items 2. Hand Weapon
2. Spell Editor - create your own magic spells 3. Shield
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User Class - Select which class can equip the item. You can select one Spell Cast - Choose from any spell off the spell list (that you create).
classs, all classes, or any combination of the classes below: Cause - Text that occurs when the weapon attacks (eg. “swings at”, “aims
1. Warrior at”, “slices at”, etc.)
2. Paladin
3. Rogue Effect - Text that occurs when the
4. Bard weapon hits (eg. “hits for”, “punches
5. Hunter for”, “cuts for”, etc.) So that a combat
6. Monk message would look like “Rusty slices
7. Conjurer at Orc and cuts for 10 points of
8. Magician damage.”
9. Sorceror
10. Wizard
11. Archmage
Price - From 1 to 32,000 gold pieces or sell to Garth 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. SPELL EDITOR
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, M aximum number of definable spells is 100. Maximum number of
simultaneously running spells is 100.
arrows, or thrown weapons.
Spells have the following qualities for you to define:
Damage Dice - How much damage the item will do if equipped and used to
attack (only true for hand weapons, arrows, or thrown weapons). Name - The name you have chosen to give your magic spell. Your spell name
X-Special - An item that does damage can do one of the following types of can be up to 24 characters long.
damage in addition to its normal damage: Code - The four letter code that the mage uses to cast the spell.
1. Poison Mage Class - Which class of magician can use this spell:
2. Level Drain
3. Insanity 1. Magician
4. Aging 2. Sorceror
5. Possession 3. Conjurer
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Type - Select one effect from the list below: 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).
1. Heal
2. Resurrect Duration -
3. Cure Poison ONE one round (6 seconds or 1 combat round)
4. Cure Insanity SHORT 2-4 minutes (or 20-40 rounds, since there are 10
5. Youth rounds in a minute)
6. Dispossess MEDIUM 3-6 minutes
7. Stone to Flesh LONG 4-8 minutes
8. Cure Paralysis COMBAT run until combat is over (cannot be cast outside of
9. Restore Lost Levels combat
10. Damage PERMANENT start only (i.e. effect is permanent)
11. Kill CONTINUOUS run until dispelled, then just stop (don’t end effect)
12. Poison INDEFINITE run until dispelled, then end effect
13. Cause Insanity
14. Age Note that different permutations of these options will create vastly different
15. Possess spells. For example, a spell that does Continuous Damage on your Party will
16. Flesh to Stone continue to damage your party every round or movement turn until it is
17. Paralyze dispelled. This can make for some pretty nasty spells. See the Spell Effects
18. Summon Monster Chart on page ((technical information section page number)) in the Technical
19. Summon Illusion Section of this manual.
20. Dispel Illusion If a spell is cast at a magic resistant monster, it gets to use its magic
21. Scry Sight resistance when the spell is cast and each subsequent round (if any) that the
22. Light spell operates. A group of monsters gets one roll for the entire group. If all
23. Armor Class Bonus monster groups are affected, the group with the highest magic resistance rolls.
24. Hit Bonus In any case, a resisted spell shatters and ends immediately.
25. Trap Destruction
26. Secret Door Detection
27. Phase Door MONSTER EDITOR
28. Dispel Magic
29. Regenerate Bard Song Name - Give your wonderful creation a name.
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Combat Options - Choose from the list below what the monster will do for Thaumaturgical Resistance - Percentage that the monster will resist any
4 rounds (after the 4 rounds are finished, the monster repeats the list again spell cast upon it.
starting at 1):
Xtra Ranged Attack -
1. Attack
2. Move and Attack (if possible to move) 1. Type (can be a Magic Spell,
3. Dependent Attack (attack if close enough) Group Range, or Single Foe)
4. Special Attack (do monster’s special attack) 2. Message *such as “breathes at”)
5. Random Attack (monsters chooses best option or random)
3. Damage (if a spell, ocerrides spell
6. Nothing (do absolutely nothing)
information)
Extra Damage — Select one from the list below if you want your monster 4. X-tra damage (see X-tra
to do X-tra Damage: damage above)
0. None 5. Range (10’-90’. Again, overrides
1. Poison spell information)
2. Level Drain Gold - Random gold for killing monster multiplied by the number in the
3. Insanity group.
4. Aging
5. Possession
6. Stoned MAP EDITOR
7. Paralysis
8. Critical Hit Name - The name of the dungeon (or city)
9. Item-Zot
10. Point Phaze (take spell points) Type of Dungeon - Select from from types of walls for this dungeon
Base AC - What the monster’s armor class is. Level - What level of the dungeon the party is on.
Upper Limit Appearing - In random encounters, what is the maximum you Chance of Wandering Monster - Percentage that a wandering monster
can find in a group (1-99). encounter will occur after each action.
Hit Points - Dice range to determine how many points of damage the Wandering Monster Difficulty -
monster can take before getting killed. What random monsters can appear on
this level detemined by the Monster Level.
Damage Dice - Dice range that determines how many points of damage the
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DRAW MAP Press “L” to drop the last special placed on
W hen 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
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.
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 Exiting Draw Map:
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. When you are finished with your map, press
<F1> to exit.
To move around the map you can use the mouse or the arrow keys.
MOUSE: First select the wall type. Your choices are: SPECIALS
Clear
Wall/Tree
T hirty (30) different specials are allowed per map. You can place as
many combinations of these thirty anywhere on the map.
Door/Hut
Invisible Door/Secret Trail Specials can be up to 20 lines long. Each line can be an Action or
Conditional.
(The secondary choices are for the Wilderness Wall Set)
Actions consist of DO followed by one of the following:
Click on the word until the wall type you desire is showing.
1. Nothing
Then move the arrow cursor on to the map and click the left mouse
2. Stop
button to drop the wall type. Press the right mouse button to change the
3. Spin Party
facing of the arrow.
4. Darkness Zone
5. Silence Zone
KEYBOARD: Select from the various wall types listed above with the
6. Anti-Magic Zone
<SPACE BAR>.
7. Get Input
Move the arrow cursor with the arrow keys or the keys on the numeric 8. Set Local Flag #F (where F is 0-15)
keypad. The numeric keypad arrows will move the cursor around without 9. Clear Local Flag #F (where F is 0-15)
changing direction. The standard arrow keys will change the pointer direction 10. Take <item>. (from ITEM LIST)
and move the cursor forward. Press <enter> to drop the selected wall type 11. Give <item>. (from ITEM LIST)
where desired. 12. Sell <item> for <#> gold
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23. Teleport to X:<#>, Y:<#> in <DUNGEON FILE NAME> 8. Monster named “_____” is in party
24. Exit to Guild 9. Class <CLASS> is in party
25. Exit to Review Board 10. It is DAYTIME
26. Exit to Garth’s Shoppe 11. Counter is greater than <#>
27. Trap Flag (required for Trap detection and disarming) 12. Counter equals <#>
28. Draw Picture <P#> 13. Party won last combat
29. Clear Special Square at X:<#>, Y<#> 14. Global Flag <F> is set
30. Make <SPECIAL NAME> at X:<#>, Y<#> 15. Global Flag <F> is clear
31. Print “_____” under picture 16. If random -100
32. Have <MONSTER NAME> join party 17. If <RACE> in party
33. Have all monsters leave party
34. Turn monsters in party HOSTILE SAMPLE SPECIAL SQUARES
35. Play sound <#S> Name: Pit
36. Set Counter to <#> (from 1 to 255) 1. DO Trap Flag
37. Add <#> to Counter (from 1 to 255) 2. DO Print “You have fallen into a pit!”
38. Set Encounter: (MONSTER NAME> 3. DO Play Sound #3
39. Set Encounter: <#> <MONSTER NAME>
4. DO Damage 8 hit points
40. Begin Combat (Must have to start combat encounter, this allows for a
5. DO Stop
combat to have up to gour groups involved in the encounter.)
41. Chest containing <item>, <DAMAGE DICE> + <X-TRA DAMAGE
Name: Breath Riddle
TYPE>
42. Set Global Flag #F (where F is 0-15) 1. DO Print “What is light as a feather but cannot be held for long?”
43. Clear Global Flag #F (where F is 0-15) 2. DO Get Input
44. Give <#> gold 3. IF Last Input is “BREATH” THEN Move One Square Forward ELSE Move
45. Give <#> experience Back One Square
46. “Press Any Key” to continue 4. DO Stop
47. Have monster named <MONSTER NAME> leave party
48. Turn party in direction Here’s a more complex one - see if you can figure it out.
49. Clear this special Name: Princess Quest
50. Change this special to <special name> 1. DO Draw Picture #56
2. DO Print “King Oswald” Under Picture
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8. DO Have Monster named “Leigh-Ann” leave party. INCLUDED PAINT™ PICTURE
9. DO Set Flag #2 Inserts a picture that you have drawn
10. DO Stop from Deluxe Paint Enhanced™ or Deluxe
Paint Animator™ to be included in the
Editing Specials monster set. There will be about 30 slots
All Specials are created through the use of the normal window system. available before overwriting existing ones.
However, if you would like to insert a line to your special, move the highlight Follow the instructions on screen.
bar to the number where you would like your new line and press <insert>. You Remember that you may overwrite a
can delete lines with <delete> in the same manner. picture that you have already imported. It is
up to you to keep track of which monster
slots you have filled and with what pictures.
UTILITIES To use this feature, type import
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 Utilities for Loading a pre- TIPS FOR CREATING
existing file. A BARD’S TALE WORLD
7. PRINT SPELLS to Printer or Disk File - Print all the spells by class to
printer or disk (for editing). W e’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
8. TEST MAP - Test a level that you are currently working to test for items, control most aspects of the game, but you should try to maintain a reasonable
monsters, spells, or specials. limit.
9. BUILD GAME - puts all the files on a separate disk (or to a separate Don’t give every monster special attack damage or ranged attacks, and
path) that you specify for your dungeon. This will include marking a don’t make every item have a spell it can cast. You *can* make an Axe of the
starting location (Guild) for all parties in the game. Since a level can only Dwarven King that does 10d100 damage, but that doesn’t mean you *should*.
be accessed through teleports, you can change the file name of a If you must put such items in the game, balance them somehow (perhaps the
dungeon level and put with the old dungeon, thus creating a different Axe is -10 to hit since it’s so big, or maybe local shops won’t let you come in
level. However, all teleports from that dungeon and to that dungeon will if you are wielding it).
have to be synchronized. (For example, I have a city that, when you enter
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hand weapons, then armor, etc. Once you have a list compiled, it should make There is no list of spells that comes up while playing the game. This way
it easier to enter in the items. You may want to save the Miscellaneous you can create “hidden spells” or make your dungeon such that the only way
category for last as these types of items may be determined as you create your mages can learn spells is if you give them the codes through specials.
maps. 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
Keep in mind extra damage and damage dice when determining price.
you don’t want to use something, don’t put it in the game.
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 MONSTERS -
normally be the ten default one. However, you can overwrite one of the
You will find that creating a well-balanced scenario resides in the creation
default items with your own if you want Garth’s to carry it. Also keep in mind
of monsters. You will undoubtedly find that you will need to change monster
that Garth will not sell items he buys from you. Once you sell to Garth, it’s
values over and over again as you test out your dungeon levels.
gone for good.
Try to match up spell damage values and item damage values with
You do not have to assign values to every category. If a sword does
monster hit points. Obviously a monster with 200 hit points will not stand a
nothing more than damage, then ignore the other categories. The defaults are
chance vs. weapons and spells doing 1,000 points of damage every time they
all set to the minimums. In fact, an item that uses every category will be VERY
hit.
powerful, so be careful.
Remember that characters’ hit points are raised as they gain levels, so
Remember that if an item is set to 0 (ZERO) times usable, then it cannot
monsters should increase in difficulty as your dungeon progresses.
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 You can give the mosnters some intelligence with the combat options
cast them. 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
Use the monk damage chart as a basis for item and spell damage. In other
breathe every third turn if you wanted.
words, don’t let a sword for a 1st level fighter do 13d8 damage; that’s
equivalent to a monk’s damage at 32nd level.
MAPS -
SPELLS - Select the most appropriate type of wall from the ones available.
You can print out the codes for the game player(s) or you can reveal them Set the monster difficulty according to when the players will reach this
through specials. You can make the four letter codes as intuitive or abstract as level. Also, if a three level dungeon represents the sewers, then all three levels
you like. may have the same moster difficulty as they may have the same monsters. But
moving to another dungeon level called a castle may have an entirely different
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be a few traps that can evade spell and thief detection. “last input = $$” -
return TRUE if the last input received by the Get Input action is equal to $$.
The special square “cast $X for @#godl” there $# equals 0 is great for
Upper and lower case are NOT considered different!
setting traps that fire a spell at the whole party.
“answer to “$$” is yes” -
SPECIALS - print $$ and get input from the party. Return TRUE if this input is “yes” or
What follows is a more detailed description of what each ACTION and “y”. Again, upper and lower case letters are considered to be the same. Note
CONDITIONAL does: that this condition does NOT change the last input stored from the Get Input
action.
A special square line is either of the form
“local flag $F is set” -
DO action return TRUE if the flag is set
which performs the action, or “local flag $F is clear” -
IF <condition> return TRUE if the flag is clear
THEN <action1> “group is facing $D” -
ELSE <action2> return TRUE if the party is facing in the specified direction
which tests the condition. If it returns TRUE, then action1 is performed; “monster named $A is in party” -
otherwise, action2 is performed. return TRUE if party member is a monster and is named $A
Input flags are set when the special is defined: “class $C is in party” -
$I - pick a defined item return TRUE if any party member is in the specified class
$$ - type a string up to 25 characters long
$F - select one of 16 flags number 0-15 “it is daytime” -
$# - pick a number from 0-32000 return TRUE if it is between 6 am and 6 pm, inclusive.
$N - select the name of a defined map “counter >$#” -
$P - select a picture return TRUE if the counter’s value is greater than $#
$S - select a defined special square
“counter=$#” -
$M - select a defined monster
return TRUE if the counter’s value is equal to $#
$A - select a defined monster’s name
$C - select one of the 13 classes “party won last combat” -
$X - select a defined spell return TRUE if the party won the last combat initiated by the combat action
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“Race $R is in party” - specified X-Tra damage (such as Paralyzation, Flesh to Stone, etc.) to the party
return TRUE if any party member is the specified race (if any.)
“regenerate $# bard songs”- add $# bard songs to all bards in the party,
Actions: subject to their level maximum.
“nothing”- do nothing
“take $# bard songs”- subtract $# bard songs from all bards in the party, to a
“stop”- stop executing the special square minimum of 0
“spin party”- face the party in a random direction “move back one space”- move a party backwards without changing their
facing direction, if possible (ie. no wall behind them), and stop execution of
“darkness zone”- all light is extinguished and cannot be activated
this special square
“silence zone”- all sounds cease and no sound can be made
“move one square forward”- move party forward, if possible (ie. no wall ahead
“anti-magic zone”- all running spells are dispelled and no magic may be cast of them), and stop execution of this special square
“get input”- the party can type in any input, up to 14 characters “teleport to $L dir:$D in $N”- teleport the party to a particular location and
“set local flag $F”- set the local flag facing direction in the specified map, and stop execution of this special square
“clear local flag $F”- clear the local flag “exit to guild”-
“exit to review”-
“take $I”- take the item from a party member. If no party member has the “exit to garths”- These three actions all perform similar functions. The party
item, then nothing happens. enters the appropriate ara and performs their transactions. When they leave
“give $I”- give the item to the first party member who can carry it. If all party these areas, they are turned around and moved one square forward, and
members have a full inventory, nothing happens. execution of this special square stops.
“sell $I for $# gold”- any party member can buy item, if the member has “trap flag”- If the party has a trap zap spell running, a bard is playing
enough gold Sanctuary Score, or a thief makes his disarm trap roll, then an appropriate
message is printed and execution of this special square stops.
“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 “draw picture $P”- draw picture in the upper left hand window
spell is cast automatically, targeting the party’s leader. In either case, the spell “clear special at $L”- clear the special at the location. If no special square at
is cast at 0 range. the location, nothing happens. If the location is the party’s current location,
“print $$”- print $$ in the upper right hand scroll then this special square will continue running, but be erased with completes.
The Bard’s Tale Construction Set
“heal $# hit points”- heal everyone in the party by $#, up to their maximum “have $M join party”- the monster asks to join the party
hit points “have monsters leave party”- all monsters in the party leave
“damage $# hit points with $T”- damage everyone in the party by $# points, “turn monsters hostile” - all monsters in the party attack
with each person getting a saving throw for half damage and additionally does
“play sound $#”- brief sound $# is played
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“set counter to $#”- counter is set to equal $#
“add$# to counter”- $# is added to counter’s current value TECHNICAL INFORMATION
“set encounter:$M”- a monster encounter is generated. Up to 4 encounters
can be generated for one combat. Extra encounters cause an error message Spell Effects Chart
A cast spell has three effects - its start effect (occurs immediately), its run-
and are ignored. ning effect (occurs each round of the spell duration), and its ending effect
(occurs when the spell ends). Depending on the duration of the spell, the run-
“set encounter: $#:$M”- as above, but the number of monsters is preset ning effect and the end effect may not ever occur!
“begin combat”- combat is initiated, if any encounters have been set, and the
Start Run End
result remembered (whether party won or not. If no encounters have been set, Heal Heal damage same nothing
an error message is printed and this action is ignored. Resurrect raise the dead same nothing
Cure Poison cure poison same nothing
“chest holding $I,trap$T,damage$#, message $$”- a chest is created Cure Insanity cure insanity same nothing
containing the item and a trap of type $T causing $# points of damaage. If Youth cure age same nothing
the trap is not disabled (by spell, song, or thief), then a trap message is Dispossess cure possession same nothing
Stone to Flesh cure petrification same nothing
printed, following the message $$, and the party suffers damage. Cure Paralysis cure paralysis same nothing
“set global flag $F”- global flag is set. Global flags are saved when “Save Restore Levels restore max level same nothing
*Damage do damage same nothing
Party” option is selected at the guild. *Kill kill same nothing
*Poison poison same cure poison
“clear global flag $F”- global flag is cleared
*Cause Insanity drive insane same cure insanity
“give $# experience”- give the amount of experience specified to be divided *Age age (-1 each stat) same nothing
*Possess possess mind same cure possession
among everybody in the party. *Flesh to Stone petrify same cure petrification
“give $# gold”- give amount of gold specified to be divided among everybody *Paralyze paralyze same cure paralyzation
*Drain Level drain 1 level same nothing
in the party Summon Monster<1> monster joins party nothing monster leaves
Summon Illusion <1> illusion joins party nothing illusion dispelled
“Press Any Key”- Prompts the player to press any key and waits for any
Dispel Illusion target dispelled same nothin
keypress or mouse click before advancing further. Scry Sight <1> display map of area nothing nothing
Light <1> turn magic light on same turn magic light off
“have monster named $M leave party”- If there is a monster with the specified Armor Class Bonus AC changes nothing AC restored
name in the party, one will leave the party immediately Hit Bonus To hit changed nothing To hit restored
Trap Destruction <1> Trap destroyed same nothing
“turn party in direction $D”- turn the party in the direction specified. Secret Door Detect <1> find # secret doors same nothing
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Class Names: How many levels to improve Damage done by a
Warrior, Paladin, Rogue, Racial Starting Attributes save by 1, by class: monk’s bare hands
Bard, Hunter, Monk, (by level):
Conjurer, Magician, ST IQ DX CN LK Wa Pa Ro Ba Hu Mo
Sorceror, Wizard, Archmage, Human 10 6 8 8 5 2 2 2 2 2 2 Level Damage Dice
Monster, Illusion Elf 8 9 9 6 6 Co Ma So Wi Am Mn Il 1 1d2
Dwarf 12 6 7 10 3 2 2 2 2 2 2 3 2 2d2
2 letter class abbre- Hobbit 4 6 12 5 10 3 3d2
viations: Half-Elf 9 8 9 7 6 4 4d2
Minimum experience needed 5 5d2
Wa, Pa, Ro, Ba, Hu, Mo, Half-Orc 11 3 8 11 4
for each class and level: 6 4d4
Co, Ma. So, Wi, Am, Mn, Il Gnome 9 10 7 3 4
7 4d4
Names of the races: Class Level Minimum Experience 8 5d4
Wa 1 0 9 5d4
Human, Elf, Dwarf, Hobbit, What each class needs to hit
Wa 2 2000 10 6d4
Half-Elf, Half-Orc, Gnome armor class 0 at level 1: Wa 3 4000 11 6d4
Wa Pa Ro Ba Hu Mo Wa 4 7000 12 6d4
Number of sides on Wa 5 10000
20 20 22 20 21 21 13 6d4
available dice: Wa 6 15000 14 7d4
Co Ma So Wi Am Mn Il
2, 4, 6, 8, 10, 12, 20, 100 Wa 7 20000 15 7d4
24 24 24 24 24 20 20
Wa 8 30000 16 7d4
Maximum number of Wa 9 50000 17 5d8
items a member can carry: Wa 10 80000 18 5d8
Eight How many levels to improve Wa 11 110000 19 5d8
chance to hit armor class 0 by Wa 12 150000 20 5d8
Maximum possible gold 1, by class: Wa 13 200000 21 6d8
a member can carry: Wa 14 400000 22 6d8
4,000,000,000 Wa Pa Ro Ba Hu Mo Wa 15+ 200000 per level 23 6d8
1 1 3 1 2 2 24 6d8
Experience Value for Co Ma So Wi Am Mn Il **above scale is used for Paladins, Rogues, 25 7d8
Bards, and Hunters as well. 26 7d8
a monster: 4 4 4 4 4 1 2
experience = (number of 27 7d8
28 9d8
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Minimum experience needed
Extra-damage effects:
Minimum experience needed
for each class and level: for each class and level: Poison - target loses 1 point of damage per round
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for the party. Remember, if another party member attacks a monster member, it will Playing Your Game
immediately become hostile and attack, entering intra-party combat if necessary.
Starting character info: O nce you have created your game, you mant to actually play it. The
BUILD GAME utility creates a file called BARDGAME.EXE. You can rename it
Starting gold is 110-170 coins.
if you’d like witht he ROS REName command. To start your game, simply go
Spell casters start with 10-17 spell points, +1 per point of IQ over 14.
to the path where you installed your game and type BARDGAME <enter>.
Rogues start with a 15% chance of disarming traps and a 10% chance of
hiding in shadows, +1 per point of DX over 14. After answering some configuration questions, you will find yourself in the
Hunters start with a 5% chance of dealing a critical hit, +1 per point of DX the GUILD. Here you will need to create your characters and send them on
over 14. their quest.
Bards start ready to sing 1 song (assuming they find an instrument).
Menu selections are made by typing their first letter or by clicking on them
When anyone goes up a level: with the mouse.
Hit points go up based on class. The Adventurer’s Guild
Extra hit points: +1 per point of constitution over 14. In the Guild you have the following options:
One attribute whose value is less than 18 is increased by 1.
Add Member - Add a member to join the quest
When spell casters go up a level: Remove Member - Remove a member from the quest and save him to
disk
Extra spell points: 1-4 +1 per point of IQ over 14.
Create Member - Create a new member for the guild
When rogues go up a level: Save Party - Save the current quest members as a party with all global
Disarm traps: improves 1-3% +1% per point of DX over 14 (maximum 99%) variables
Hide in shadows: improves 1-3% +1% per point of DX over 14 (maximum Quit - Exit the game
99%) Exit Guild - Leave the guild to the map where it is located
Disk Options -
When hunters go up a level: Delete Member - Delete member permanently from guild
Critical hit: improves 1-3% +1% per point of DX over 14 (maximum 99%) Rename Member - Rename a guild member
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Review Board Combat
At the Review Board, you can have each party member reviewed to see if Once an encounter has taken place you have the option to attempt to
advancement is appropriate. You will first be asked to see who wants to be (A)dvance (if the monster(s) are farther than 10 feet away), (R)un Away, or
reviewed. After selecting a character, you have the following choices: (M)elee with the monsters (if they are within 10 feet).
(A)dvancement - if the character has gained enough experience points, he If you Advance, you will move ahead 10 feet.
will be raised a level. If you Run Away, your party leader will be checked, and if he passes, the
combat will be terminated.
(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 If you decide to Melee, you have the following options:
that level. (A)ttack - First four party members only use equipped hand weapons or
(C)lass Change - Magic-Users can change classes. However, once you leave bare hands
a magic-user type, you will not be allowed to return to that type. (P)arty attack - Attack a member in the party
(D)efend - Defend from monster’s attacks at improved rating
Outside (C)ast Spell - Magic-users can attempt to cast a spell
Outside of the Guild, you can move around with the arrow keys or the mouse. (U)se Item - Use an item from inventory
To move… (B)ard Song - Bards only can sing a bard song
up arrow - go forward (H)ide in shadows - thieves only can attempt to hide from combat and
down arrow - turn around possibly achieve a critical hit.
left arrow - turn counter-clockwise
right arrow-turn clockwise During combat:
v - volume (sound on/off toggle)
Other commands outside of the Guild are as follows:
? — print current time
(B)ard Song - Have a bard play a bard song HOME - pause the game
(C)ast Spell - Have a magic-user cast a spell keys 1-7 will initiate viewmode on that character
(N)ew Party Order-Rearrange the party’s marching order
(P)arty attack - Initiate intra-party combat Bard Songs
(Q)uit - Leave the game without saving at a guild
1. Safety Song - protection from attacks from random monsters
(U)se item - Have any party use an item from inventory
— in combat, relieves insanity and possession
(V)olume on/off-Toggle to turn the music on and off
(?) - Print current time 2. Sanctuary Score
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5. Marcela’s Melody Following is a brief background of the scenario. When creating your own
— Creates light to walk around… even in anti-magic zones dungeons, you may want to use this scenario as a guide for your own world.
— in combat, brings all monsters to within melee range
6. Kiel’s Overture
Star Light Festival
— Lets the party know what direction they are travelling The small rundown village of Isil Thania is the setting for our story. Your
— in combat, casts a monster damage spell (from 1 to 5 * level of bard band of adventurers has travelled from afar to witness the annual Star Light
points) Festival in which an eerie light comes down from a star for one night only
making the night into day.
7. Cain’s Carrack
— Adds to character saving throws While sitting at the RAINBOW BAR waiting for the day of the Festival, a
— in combat, prevents all monster spell attacks for one round 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
SAMPLE SCENARIO pipe.
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