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Curse Of The Azure Bonds

The second in the Gold Box series of role-playing games, Curse of the Azure Bonds is a sequel to Pool of Radiance. Play Curse of The Azure Bonds online! Mar 31, 2016  Addeddate 2016-03-31 19:44:50 Identifier CurseoftheAzureBonds Identifier-ark ark:/13960/t4pk4tw40 Ocr ABBYY FineReader 11.0 Pages 19 Ppi.

About This Content D&D Classics: FRC2 Curse of the Azure BondsDay breaks, and the crowing of a distant rooster wakes you from an all-too-short sleep. Another day for adventure, you think as you arise - but then you stop short.

You, and all of your companions, have an elaborate blue tattoo covering most of your sword arm!And there is more to these marks than a drunken prank. As you try to find out the source and meaning of your new adornment, you are drawn further and further into danger and mystery. Will you become a pawn in somebody else's power game, or will you fight for your freedom and individuality?Curse of the Azure Bondsis an adventure set in the Forgotten Realms game word for the Advanced Dungeons & Dragons 2nd Edition game. It is based on the best-selling novel, Azure Bonds, by Jeff Grubb and Kate Novak.Product HistoryFRC2: Curse of the Azure Bonds(1989), by Jeff Grubb and George MacDonald, was the second and final adventure in a series adapting the SSI gold box computer games to AD&D.

It was published in April 1989.Act I: The Novel. Curse of the Azure Bonds started out as a novel, Azure Bonds(1988).

Jeff Grubb came up with the idea of an amnesiac swordswoman, Alias, seeking her origins while she fought against the azure bonds that sometimes controlled her. In order to tell this story, Grubb outlined a novel that mixed swords & sorcery with mystery. He then pitched it to his wife, Kate Novak, and she agreed to come on as a co-author - although in the process one of the characters swapped sex, with the bard Oliver becoming Olive.Azure Bondswas scheduled as the fourth Forgotten Realms novel, following Douglas Niles' Darkwalker on Mooshae(1987), which had originally been written for an epic TSR UK campaign that was cancelled; R.A. Salvatore's The Crystal Shard(1988), which had been sent to TSR as a semi-unsolicited submission; and Ed Greenwood's Spellfire(1988), which he wrote after completing his work on the Forgotten Realms Campaign Setting(1987). Grubb figures that TSR liked having him as their fourth author, because it would be easy to cancel the book if the Forgotten Realms line didn't do well. Fortunately, it did well - quite well - so the Azure Bondsnovel was published in October 1988.Act II: The Computer Game. Meanwhile, TSR had licensed SSI to produce AD&D computer games.

The first of them was Pool of Radiance(1988). SSI's George MacDonald then joined with Jeff Grubb to write the plot for the second computer game. They opted to use Azure Bondsas its basis because the plot focusing on mystery and discovery would make for a good computer game. Rather than directly adapt the book, Grubb and MacDonald created a sequel to Azure Bonds. The resulting Curse of the Azure Bonds(1989) computer game was set after Azure Bondsand featured the player characters wakening with magical bonds just like those that had once controlled Alias. As the PCs investigate, they discover that a New Alliance is trying to use the magic of the bonds.The Curse of the Azure Bondscomputer game was also a sequel to the Pool of Radiance computer game; thus Tyranthraxus - the adversary from Pool- is one of the members of the New Alliance.Act III: The AD&D Adventure.

TSR opted to adapt the Curse of the Azure Bondscomputer game as an AD&D adventure, just as they had with Pool of Radiance. Grubb and MacDonald wrote most of the adventure book, but the deadline was very tight, so other TSR staffers chipped in, including Tracy Hickman, Kate Novak, James Lowder, and Steve Perrin. Grubb says that he found the work on the Curse of the Azure Bondsadventure for AD&D tough, as it was literally the third time he'd written the same material, for a different medium each time. Of course doing so gave him insight into the advantages and disadvantages of the fiction, computer game, and RPG mediums.Amusingly, Grubb would return to the characters from Azure Bondsin a fourth medium when he used the characters of Alias and her companion Dragonbait in issues #2-4 of his Forgotten Realmscomic (Oct - Dec 1989).Continuing the FRCs. The Curse of the Azure Bondsfor AD&D continued on from FRC1: Ruins of Adventure(1988), the adventure that had adapted the Pool of Radiancecomputer game. Whereas Ruins of Adventurehad been a very confined dungeon (ruined town) crawl with some related wilderness encounters, Curse of the Azure Bondswas instead an adventure full of far-flung locations, all hung together by an overarching plot.It was (by chance) the difference between AD&D 1e and 2e adventures in a nutshell.And Ending the FRCs.

SSI's gold box sequence of computer games continued with two more in the 'Heroes of Phlan' sequence: Secret of the Silver Blades(1990) and Pools of Darkness(1991). However, TSR cut back their support of the computer games following this Curse of the Azure Bondsadventure. They only published a novel for Pools of Darknessand didn't publish FRC adventures for either of the latter two games. Stormfront Studios' two gold box Realms adventures, Gateway to the Savage Frontier(1991) and Treasures of the Savage Frontier(1992), were similarly ignored by TSR.Expanding the Realms. Though it's 'just' a computer game adaptation, Curse of the Azure Bondsdid quite a bit to expand the Realms - or at least to expand what was known about the Realms back in 1989, less than two years after it had appeared.

To start with, it introduced a new setting for games. At that time, the Sword Coast was clearly the main place for adventuring in the Realms, from Daggerford in N5: 'Under Illefarn' (1987) through the Waterdeep of FR1: 'Waterdeep and the North' (1987) and into lands north as seen in FR5: 'The Savage Frontier' (1988). The Moonshae Islands and Bloodstone Pass had also received some attention through their own series of adventures, while several other major settings had been touched upon in the 'FR' series.Now, with Curse of the Azure Bonds, the Dalelands was starting to receive critical attention. That focus had actually started with Pool of Radiance, which was set in the nearby city of Phlan.

Curse of the Azure Bonds expanded far beyond that small start. Among the most notable locales given serious attention in Curse of the Azure Bondsare Myth Drannor, Tilverton, and Zhentil Keep, each of which is a locale for part of the adventure. Shadowdale even gets some brief discussion!A few months after the publication of the Curse of the Azure Bondsadventure, FRE1: 'Shadowdale' (1989) continued to look at the area; Jeff Grubb and Ed Greenwood then detailed several more cities of this part of the Heartlands in Forgotten Realms Adventures(1990).Curse of the Azure Bondswas also one the first AD&D supplements to give serious attention to the god Moander. Finally, it included stats for notable Realms characters like Alias, Azoun IV of Cormyr, and Elminster, although it got scooped on the character front by FR7: 'Hall of Heroes' (1989), published just a month earlier.About the Creators. As noted, the Curse of the Azure Bondsadventure was primarily the work of Jeff Grubb and George MacDonald. Grubb was a TSR staffer at the time; his most popular work for the year wasn't Curse of the Azure Bonds, but instead his genre-bending setting, Spelljammer(1989).George MacDonald, meanwhile, was an SSI staffer, though he'd gotten his start in roleplaying at Hero Games. This was his only work for TSR.Converted by: Terry BuckinghamReleased on August 29, 2019.

Designed for Fantasy Grounds version 3.3.7 and higher.Requires: An active subscription or a one time purchase of a Fantasy Grounds Full or Ultimate license and the included 2E ruleset.

Contents PlotPicking up where Pool of Radiance left off, the party has departed for where they plan to search for the runaway princess of. However, before they arrive, they are waylaid by brigands who render them unconscious. The party wakes up in a Tilverton inn, finding themselves healed, but with their equipment missing. Even more worrisome, each party member has five azure bonds imprinted on their forearm.The party must uncover the meaning of their bonds and learn how to free themselves from their terrible curse. In doing so they will need to confront the evil powers behind the scheme, who call themselves the.GameplayA party of up to six player characters and two non-player characters is required to complete the various quests in the game.

Player characters from can be transferred to Curse of the Azure Bonds, although players need not have played to play this game. Characters can likewise be transferred from, another contemporaneous AD&D-based game. The paladin and ranger are two new character classes available in this game.A player can generate new characters, choosing from six races, nine alignments, two genders, and six basic character classes. Multi-class characters can be created for, and characters. New characters begin with 25,000 experience points, which starts single-class characters at level 5.

Multi-classed characters have the total number of experience points divided equally amongst their classes, giving either 12,500 or 8,333 experience points, for two or three classes, respectively. This means multi-class characters generally start at level 4, although a triple-classed character would start as a level 3 magic-user. The player can modify any character's stats before the game begins.Curse of the Azure Bonds follows along the same style as, with the main adventuring action using a first person perspective. The player uses the top left window to view the current location, with the status panel on the right and the commands along the bottom. Through these commands, the player can select a wide range of actions and tasks including spell-casting, swapping weapons, or resting and memorizing spells. The player creates an icon for each character, which can be customized to taste.When combat occurs, the screen display changes: the right half of the screen becomes the status panel, and the left half shows an overhead view of the combat. Characters can use spells and ranged weapons by lining up targets.Index Characters Companions.Other.Creatures.Locations Settlements.Wilderness Realms Regions.Magic Items.

(, ). Spells. Organizations. Thieves' Guild.Religions.Items Weapons & Armor.Gallery.

Title Screen from Commodore 64 edition.AppendixThis page uses content from. The original article was at. The list of authors can be seen in the.

As with, the text of Wikipedia is available under the Creative Commons License. Additional terms may apply. See and for further details.Game Credits Amiga. Project Director: Jason T. Linhart. Project Manager: Lester Humphreys, Charles J.

Kroegel Jr. Design: Kiri Naiman, Stephen Linhart. Art: Carol Tanguay, Kiri Naiman. Programming: Jason T.

Linhart, Lester Humphreys, David Blake, Richard Filoramo. Playtesting: Kiri Naiman, Richard K. Ware, Stephen Linhart, Thomas A.

MacMahon, James Jennings, James Kucera, Rick E. White, Robert V. Daly. Project Leader: George MacDonald.

Development: David Shelley, Michael Mancuso, Oran Kangas. Artists: Tom Wahl, Fred Butts, Cyrus Lum, Susan Manley, Mark Johnson. Music: David Warhol. Sound Effects: David Warhol. Additional Playtesting: Graeme Bayless, Victor Penman. Documentation: George MacDonald.

Art, Graphic Design, and Desktop Publishing: Peter Gascoyne, David Boudreau. Pre‑Press Production: Kirk Nichols. Printing: Muller Printing Co.Apple II.

Project Manager: Charles J. Kroegel Jr. Project Leader: George MacDonald. Programming: Keith Brors, Paul Murray, James Jennings. Development: David Shelley, Michael Mancuso, Oran Kangas. Artists: Tom Wahl, Fred Butts, Mark Johnson, Cyrus Lum, Susan Manley.

Music: David Warhol. Sound Effects: David Warhol. In House Playtesting: James Jennings, James Kucera, Rick E. White, Robert V. Daly. Additional Playtesting: Graeme Bayless, Victor Penman. Documentation: George MacDonald.

Customized Apple Disk Operation System: Roland Gustafsson. Art, Graphic Design, and Desktop Publishing: Louis Saekow Design, Peter Gascoyne, David Boudreau. Pre‑Press Production: Louis Saekow Design, Kirk Nichols. Printing: Muller Printing Co.Atari ST. Project Director: Jason T. Linhart.

Design: Kiri Naiman, Stephen Linhart. Programming: Jason T. Linhart, Lester Humphreys, David Blake, Richard Filoramo. Project Manager: Lester Humphreys. Art: Carol Tanguay, Kiri Naiman.

Playtesting: Kiri Naiman, Richard K. Ware, Stephen Linhart, Thomas A. MacMahonCommodore 64. Project Manager: Charles J. Kroegel Jr. Project Leader: George MacDonald.

Programming: Keith Brors, Paul Murray, James Jennings. Additional Programming: Westwood Associates, Raymond J.

Huges, Peter Schmitt, Eric Nickelson. Development: David Shelley, Michael Mancuso, Oran Kangas. Artists: Tom Wahl, Fred Butts, Mark Johnson, Cyrus Lum, Susan Manley. Music: David Warhol. Sound Effects: David Warhol. In House Playtesting: James Jennings, James Kucera, Rick E. White, Robert V.

Daly. Additional Playtesting: Graeme Bayless, Victor Penman. Planet nomads download.

Documentation: George MacDonald. Art, Graphic Design, and Desktop Publishing: Louis Saekow Design, Peter Gascoyne, David Boudreau. Pre‑Press Production: Louis Saekow Design, Kirk Nichols. Printing: Muller Printing Co.DOS. Project Leader: George MacDonald. Programming: Scot Bayless, Russell Brown, Michael Mancuso. Graphics / Artwork: Fred Butts, Mark Johnson, Cyrus Lum, Susan Manley, Tom Wahl.

Music: David Warhol. Sound Effects: David Warhol. Playtesting: Robert V. Daly, James Jennings, James Kucera, Rick E. White. Project Manager: Charles J.

Kroegel Jr. Development: Oran Kangas, Michael Mancuso, David Shelley. Additional Playtesting: Graeme Bayless, Victor Penman. Documentation: George MacDonald. Customized Apple Disk Operating System: Roland Gustafsson.

Art, Graphic Design and DTP: Louis Saekow Design, David Boudreau, Peter Gascoyne. Pre‑Press Production: Louis Saekow Design, Kirk Nichols. Printing: Muller Printing Co. Cover artwork by: Clyde CaldwellMacintosh.

Project Director: Jason T. Linhart. Project Manager: Lester Humphreys.

Design: Kiri Naiman, Stephen Linhart. Programming: Jason T. Linhart, Lester Humphreys, David Blake, Richard Filoramo. Art: Carol Tanguay, Kiri Naiman. Playtesting: Kiri Naiman, Richard K. Ware, Stephen Linhart, Thomas A.

MacMahonPC-98. Project Leader: George MacDonald. Programming: Scot Bayless, Russ Brown, Michael Mancuso.

Development: David Shelley, Michael Mancuso. Graphic Arts: Tom Wahl, Fred Butts, Susan Manley, Mark Johnson, Cyrus Lum. Playtesting: Jim Jennings, James Kucera, Rick White, Robert V. Daly. Pony Canyon Inc.: Kunihiko Kagawa, Yoshiaki Matsumoto. Group SNE: Hitoshi Yasuda, Miyuki Kiyomatsu.

S.R.S: Seishi Yokota. Music: Takeshi Yasuda. Marionette Inc.: Yoshiaki Sakaguchi, Masato Kobayashi, Shuichi Takeda, Hiromi Sato, Mariko SakuraiFurther Reading., and (September 1989). “: A review of Curse of the Azure Bonds”. 76., and (May 1990). “: Curse of the Azure Bonds hints”.

101., and (June 1990). “: Clue Corner: Curse of the Azure Bonds”. 53–54., and (August 1990). “: Clue Corner: Curse of the Azure Bonds”. 52., and (September 1990). “: Clue Corner: Curse of the Azure Bonds”.

52., and (October 1990). “: Clue Corner: Curse of the Azure Bonds”. 51., and (December 1990). “: Clue Corner: Curse of the Azure Bonds”. 55., and (January 1991).

“: Clue Corner: Curse of the Azure Bonds”. 52., and (February 1991). “: Clue Corner: Curse of the Azure Bonds”. 36., and (March 1991).

“: Clue Corner: Curse of the Azure Bonds”. 47., and (April 1991). “: Clue Corner: Curse of the Azure Bonds”.

52., and (October 1991). “: Clue Corner: Curse of the Azure Bonds”. 63., and (November 1991). “: Clue Corner: Curse of the Azure Bonds”.

60., and (May 1992). “: Clue Corner: Curse of the Azure Bonds”. 59., and (August 1992). “: Clue Corner: Curse of the Azure Bonds”. Vampire hunter d movies. 62–64., and (June 1993).

“: Clue Corner: Curse of the Azure Bonds”.