Gateway to the Savage Frontier
At the beginning of the story, you and your companions are celebrating a triumph. The caravan you were guarding has just finished its dangerous journey to the trading city of Yartar. But the realms are full of danger and there is tension in the air. Large armies are on the march, and the relative peace of recent times will soon be shattered. Your group will become a problem for the evil forces whose plans are behind the current unrest. Only the speed of your sword - on land and sea - will allow you to save the region from certain doom.
Story
The game revolves around a standard (for gold box adventures) group of six adventurers who inadvertently become involved in a Zhentarim conspiracy to conquer the entire borderlands. The storyline is roughly as follows: The party begins in Yartar, where they have just escorted a caravan from the dwarven stronghold of Citadel Adbar (ruled by the dwarven king Harbromm). At the tavern, while the party is enjoying the feast and the atmosphere, something is mixed into their food that causes them to faint, and they are robbed of their gold and equipment, specifically the magical longsword that one member used to slay a gryphon in Longsaddle. Fortunately, each character has a purse of coins under their pillow so they can buy armor and weapons. By rescuing the NPC Krevish, the group is hired by the Kraken in Yartar to assassinate a cleric of Bane in Nesme, only to find out that this evil priest is the only person standing in the way of the conquest. You'll rescue the magic user Amelior Amanitas from Everlund, an eccentric and somewhat absent-minded wizard, who will explain you how to stop the Zhentarim. Upon returning to Yartar, the group is captured and imprisoned in an octopus base below the city. There, the magical longsword stolen at the beginning is recovered, but the group must fight four giant octopuses in a huge tank before escaping. Find four magical statues scattered across the border before the Zhentarim, led by General Vaalgamon, can find them. Journey to the dead city of Ascore to end the Zhentarim conspiracy. The Zhentarim plan to use these magical statues to open a path for their armies through an otherwise impassable desert. If successful, the group will be hailed as the "Heroes of Ascore," which will continue in the sequel.