Official Game Adventure
Dragons of War
by Tracy and Laura Hickman
TABLE OF CONTENTS
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Wherein the Tale is told, and the story expounded thus far.
The Knights of Solamnia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Wherein the Order of the Knights is rehearsed and their greatest weakness exposed.
Chapter 10: Winter Councils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Wherein journeys across land and water to the heroes’ destiny are recounted.
Chapter 11: The Last Bastion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4
Wherein dark armies break like waves against battlements. The war is begun and the hand of
destiny is set into motion.
Chapter 12: The Tower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 8
Wherein the heroes tread forbidden halls and find battle joined within.
Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 6
Wherein destinies are fulfilled and the shadows of fate lengthen.
Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7
Here are given supplements to the tale. The new and unusual are explained, as are encounters
governed by fate alone.
CREDITS Distributed to the book trade in the United States by Random
House, Inc., and in Canada by Random House of Canada, Ltd. Dis-
Editor: Mike Breault tributed to the toy and hobby trade by regional distributors. Distrib-
Cover Art: Keith Parkinson uted in the United Kingdom by TSR UK Ltd.
Interior Art: Diana Magnuson ADVANCED DUNGEONS & DRAGONS, AD&D,
Cartography: David Sutherland III DRAGONLANCE, PRODUCTS OF YOUR IMAGINATION, and
Typography: Linda Bakk the TSR logo are trademarks of TSR Inc.
Keylining; Colleen O’Malley
This adventure is protected under the copyright laws of the United
Tom Darden States of America. Any reproduction or other unauthorized use of the
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ISBN 0-88038-097-7
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“Dragons of War” is the eighth module in the Notes for the dungeonmaster number rolled is less than or equal to the abil-
epic DRAGONLANCE™ series. It continues ity, the action succeeds; if greater than the
the second book of the DRAGONLANCE For both Events and Encounters, those por- ability, the action fails.
saga: Tales of Winter Night, as told in tions of the text enclosed in boxes are to be
“Dragons of Ice” and “Dragons of Light.” read aloud to the players. If you are playing DL8 without having
played previous modules, Chapter 10 will go a
These modules recreate the conditions of One NPC requires special mention. Fizban long way toward setting up the situation for
the DRAGONLANCE story with the player the Fabulous is a powerful wizard of indeter- both you and your players. If you have played
characters cast in the roles of the epic’s heroes. minate level. His powers are apparently ham- the DRAGONLANCE series up to this point,
Thus, it is recommended that the module be pered by his befuddled mental state, as his this adventure follows DL7 and begins as the
played as part of the series using the player spells often result in spectacular failures. Play heroes contract passage on a ship from the
characters provided. If players wish to use him for laughs, but employ the “obscure Solamnic outpost on the western shores of
their own characters, however, you should death” rule in situations where he appears to Southern Ergoth.
allow them to do so. die.
It is very important that the PCs reach at
The characters listed on the cover of the In the DRAGONLANCE multi-module least one of the Adventure Goals and recover
module are some of the heroes of the epic, some heroes and villains figure promi- at least one of the Goal Artifacts. Without a
DRAGONLANCE epic. The equipment they nently in later adventures. If “name” charac- Goal Artifact the Whitestone forces face over-
begin the adventure with is also listed on the ters, such as Fizban, should be slain, invoke whelming odds at the Tower of the Clerist.
cover. Depending on their success in previous the “obscure death” rule. This rule states
DRAGONLANCE adventures, your PCs may that, as in Saturday afternoon matinees, the Some of your players may have read the
have different equipment. circumstances of death of an important char- DRAGONLANCE novels. The information
acter should be confused and the body not related there is similar, but not identical, to
In DL6, “Dragons of Ice,” the party was found. Later, the hero or villain may reappear, that in the modules. A secret door in a module
split into two groups. This module deals with usually with a story of how he miraculously may not be in the same location as in the book
the group that went south from Tarsis—the survived. Sivaks, a new draconian race intro- and the heroes in the modules will not act the
Heroes of the Lance. The remaining heroes duced in DL7, “Dragons of Light,” poly- same as their counterparts in the book. This
will return in DL10, “Dragons of Dreams.” morph into their slayer’s likeness when killed, allows the game to have its own feeling and
providing a new way to explain the apparent texture.
If you do not have enough players to take all death of important characters.
the DRAGONLANCE heroes as PCs, run the Remember that the DRAGONLANCE
others as NPCs, or allow players to run more Some characters die permanently in the story is a complex saga. To run it well, read the
than one character. In any event, it’s a good story. This is noted in the text and the charac- module carefully, anticipate your players’
idea to keep the party to a size you, the ter may die in this or later encounters. The actions and think of ways to motivate them to
dungeonmaster, are comfortable with. character will not reappear in later modules. move in certain directions. The main adven-
Beginning with this module, no PC is subject ture in “Dragons of War” is the first contact
With the exception of Chapter 12, each to the obscure death rule. If a PC dies in this with large-scale war and the secrets hidden in
chapter in this adventure begins by listing sev- or later adventures—say goodbye! the ancient Tower of the High Clerist. Do not
eral Events that occur at the times indicated, be afraid to improvise to make the adventure
regardless of the actions of the PCs. Occasionally an Ability Check is called for enjoyable for the players.
against one of the character’s abilities
Following the Events come the Encounters, (Strength, Wisdom, etc.). Roll 1d20 and com-
each representing areas the PCs might visit. pare it with the appropriate ability. If the
There are several important differences The World of Krynn pieces for steel—though they will find their
between the world of Krynn and the standard personal wealth greatly reduced.
AD&D® campaign. While players who have follow one of these two faiths.
played previous DL modules are familiar with All PC elves in the adventures are Lastly, dragons have been absent from
these changes, new players should be made Krynn for nearly 1,000 years. They are still
aware of this information. Qualinesti elves. Two other elven races, considered legend by people who have not yet
Silvanesti and Kagonesti, were discussed in met the mighty juggernauts of the Dragonar-
True clerics have been unknown on Krynn DL7. my’s forces. Those who have seen the dragons
since the Cataclysm, a mighty catastrophe that know them all too well, and their fear expands
destroyed the civilized nations and changed All PC dwarves are hill dwarves. Other the tales of the might of the draconian foes,
the face of Krynn. Most clerics have no spell dwarven races were introduced in DL4. striking fear into the hearts of listeners.
ability as they worship false gods. True clerics
of good, including Goldmoon and Elistan, The equivalent of halflings on Krynn are
wear a medallion bearing the symbol of their kender. Kender resemble wizened 14-year-
god or goddess. Only two of the true good olds and (unlike halflings) wear shoes. See
gods have been revealed, Mishakal, goddess of Tasselhoff’s character statistics for more infor-
healing, and Paladine, leader of good, the mation on kender.
Celestial Paladin. All PC clerics brought into
the campaign must be of good alignment and The value of gold and other trade items is
completely different in this world than in
familiar campaigns. Steel is the main trade
metal and 10 gold pieces are worth only one
steel piece. PCs who enter Krynn from other
campaigns may be allowed to trade their gold
2
The Knights of Solamnia were once the The Organization of the Knights The army is commanded by a Warrior Lord,
greatest order of chivalry in all the history of one of the three Lord Knights commanding
Krynn. Now, their entire way of life shifts in The organization of the Knights has not brigades. The Warrior Lord is chosen by
precarious balance between the code of honor changed in the last 1,800 years. The Knights majority consent of the three Lord Knight bri-
that once was and the truth of what the world subscribe to two codes: The Oath and The gade commanders and must exemplify the
has become. Measure. The Oath is “Est Sularus oth highest ideals of the Knighthood. Recogni-
Mithas” (literally, “My Honor is my Life”). tion of the Warrior Lord is to be made openly
The Origin of the Knights in Knightly Council.
The Measure is an extensive set of laws,
The Knights came into being nearly 2,000 many volumes in length, that defines what Should a Lord Knight fall in battle, another
years before the War of the Lance, during the honor actually means. The Measure is compli- must step forward and take his place. Should
Age of Dreams, rising like a phoenix from the cated and exacting; only a brief summary of its the Warrior Lord be lost, then shall each Lord
ashes of the empire of Ergoth. laws is given here. It is important to remember Knight separately command his own brigade
that exact and unquestioned adherence to the until such time as a Knightly Council can be
Vinas Solamnus, commander of the Emper- law was the goal of the Knights. called.
or’s Palace Guard, set forth on his emperor’s
orders from the capital city of Daltigoth to The greatest problem facing the Knights Pertaining to the Knightly Council
squash the rebellion brewing in the northeast- now is that the spirit of the Oath has left
ern reaches of the empire. However, Solam- them. Only the rigid, unbending shell of the Such councils shall be convened as required by
nus, who was a true and honorable man, Measure remains. If the Knights can be the Measure. They must include three Lord
found that the rebellion was well justified. brought to understand that honor does not lie Knights, one from each of the Orders of
Solamnus called his troops together and pre- in the aged and dusty codes of the Measure, Knights. If any order cannot provide a Lord
sented the case of the people. Any knights but in the heart of the true Knight, then they Knight, then a Knight may stand in his stead
who believed in the cause of the rebels were can unite against the Dragonarmies and avoid so long as there is at least one Lord Knight pre-
entreated to stay. Those who did not were certain doom. siding.
given leave to return to Daltigoth. Even
though his men knew that doing so meant The Oath and the Measure Councils shall convene for the following
exile and possibly death, most chose to stay purposes: to determine strategies of war; to
with Solamnus. The following are excerpts from the Measure assign orders for war and battle; to select the
of Knighthood, compiled from the writings of Warrior Lord prior to a battle; to hear charges
Thus began the War of Ice Tears. Although Vinas Solamnus and his successors. (The of unknightly conduct; to honor those who
Ergoth was in the grip of the most terrible whole Measure consists of 37 volumes.) The have performed valiantly on the field of
winter ever chronicled, Solamnus and his ded- excerpts given here are sufficient for purposes honor; for settlement of questions concerning
icated army of knights and frontier nobles of this adventure. the Measure.
marched on Daltigoth and laid siege to it.
Solamnus personally lead daring raids into the “The Oath governs all a Knight is and does. Knightly Orders and the Measure
city. Within two months, the capital fell as a It is his life’s blood, it is more sacred to him
revolt of the people forced the emperor to sue than life itself. The Order of the Rose takes its Measure from
for peace. deeds of wisdom and justice. Examples of
“The Measure of a Knight is taken by how deeds befitting the Measure of the Rose: tak-
As a result, the northeastern plains of well he upholds the Oath. We judge a Knight ing compassion on the less fortunate; sacrific-
Ergoth, from the Vingaard Mountains to the against the Measure and by the Measure. The ing one’s life for the sake of others; taking no
Estwild gained its independance. The grateful Measure of the Rose deals with holy wisdom thought to one’s own safety in defense of the
people of that region chose Vinas as their king among the Knights. The Measure of the Measure and its honor; protecting the lives of
and named their new country Solamnia in his Sword deals with the discipline of Honor fellow Knights; seeing that no life is wasted or
honor. Although it never attained any great among Knights. The Measure of the Crown sacrificed in vain.
power during the rest of that Age, Solamnia deals with the disciplines of Loyalty and Obe-
became synonymous with honesty, integrity, dience.” The Order of the Sword takes its Measure
and fierce determination. from affairs of courage and heroics. Examples
Pertaining to the Order of Knights of acts befitting the Measure of the Sword:
Vinas knew that those who followed him as in Battle facing evil without regard to personal suffer-
rulers of Solamnia might not be as honorable ing; accepting the challenge of combat for the
as he. Thus he organized the Knights of Knights who take the field in defense of honor honor of the Knighthood; defending the
Solamnia. Through wars with bordering and the realm follow the order set forth by the honor of the greater Knighthood; defending
states, the Third Dragon War and Solamnia’s Measure. Armies are made up of three bri- the honor of a fellow Knight in good stand-
subsequent rise to power during the Age of gades, each commanded by a Lord Knight ing; protecting the defenseless and weak.
Might, the Knights of Solamnia remained from one of the three Orders of Knights. All
true to the Oath and Measure established by armed persons operating under the protection The Order of the Crown takes its Measure
the great and long-dead king. and command of the Knights will be part of from affairs of loyalty and obedience to
one of these three brigades. authority of the greater Knighthood through
its High Councils and commanders. Examples
3
of acts befitting the Measure of the Crown: council may meet again. (i.e. units fall under events of honor
unquestioned obedience to those whose brigade commanders temporarily; brigade
authority is righteously maintained in the commands fall under the Warrior Lord.) This Events of honor occur according to the
Knightly Councils; dedication to the ideals of severely limits the effectiveness of the unit Knights’ Morale Rating. When the morale of
the Measure; loyalty to brother Knights of all until the situation is remedied. the Knights reaches a certain level, follow the
Orders; and all other acts that cause the instructions listed here. Also, the Morale Rat-
strengthening of loyalty among the Knights. PCs who become commanders of units are ing of the Knights affects how well they
not required to stay with the unit, but unless defend the tower. If the BATTLESYSTEM
No Knight found wanting in the Measure of they are with the unit when a battle takes rules are not used for this adventure, then the
any Order shall command Knights on the place, their unit is considered out of com- Morale Rating of the Knights automatically
field of battle nor council with them until mand for BATTLESYSTEM™ purposes. determines the outcome of battles as
repented of his unknightly deeds. described in the Events section of Chapter 11.
The Morale of the Knights
Changing of the Guard: PCs take events of honor
Charge The Knights of Solamnia are seriously demor-
alized by the time the adventurers arrive (cur- MR = 12, 10, or 9: Knightly Council
Player characters may be chosen to lead the rent Morale Rating is 13, down from the
Knights of Solamnia should replacement of Knights’ normal 17). For BATTLESYSTEM The leadership of the Knights is called into
their leadership become important. The proc- purposes, use the following system for deter- question. Any PC who has exhibited heroic
ess for replacing a leader is as follows: mining base morale at the beginning of any conduct will be put forward to replace one of
Sorte; also use the same system for determin- the brigade commanders:
1. The leader must relinquish his command: ing certain events according to the Events of
This may be done either with the Knight’s Honor listed below. No morale additions can MR = 8: Desperate Attempt
consent or forced through a Knightly Council. bring the morale of the Knights higher than
If a Knight in leadership position is found their original 17 nor can any subtractions One of the Lord Knight brigade commanders
wanting in the supreme qualities of the bring the morale of the Knights lower than 8. attempts to command his entire brigade out
Knighthood, then he may not command and onto the field of battle. Any brigade with cav-
another must be elevated to command. Morale Modifiers for Solamnic alry will be first to leave. This reflects the des-
2. A new leader must be selected: No Knight Knights peration the Lord Knights feel as the morale
may nominate himself for the office in ques- of the Knights slips. Their reasoning seems to
tion; his case must be given by another Knight Heroic Actions (+1 to +5) be that things will only get worse so best to
in good standing. Non-Solamnics may not attack now. If using the BATTLESYSTEM
participate in this process. The Knights’ morale increases with every vic- rules, run the Knights Breakout Sortie using
3. The general Knighthood must consent: tory or whenever the PCs perform a heroic the appropriate brigade of Knights and sol-
The Knighthood must make a morale check. action. The amount of increase depends on diers. Otherwise, the entire brigade disap-
For purposes of this roll only, use the follow- the act. These include, but are not limited to, pears with the exception of one soldier
ing rules for morale determination: if a PC is the following: returning to tell the tale of how they were
nominated, subtract any morale modifiers trapped between thousands of monsters and
due to heroic PC action. If no PC is nomi- + 1 For every enemy unit destroyed or routed crushed as between two rocks.
nated, then do not include heroic PC action from the battlefield.
modifiers for this roll. If the Knights fail their Knight NPCs
morale check, the PC’s nomination is + 2 Whenever a PC becomes commander of
accepted and the PC becomes the leader of the the forces at the tower. During this adventure, the morale of the
unit or brigade in question. Knights is of supreme concern. The NPC
+3 For every victory in a Sortie or battle. Knights encountered should be no more
The Knights always nominate 1d3 NPC +3 Risking one’s life for another. adventurous than the PCs. Take the same pre-
Knights for any position in addition to any PC +5 Unselfishly sacrificing one’s life for oth- cautions with them as the players do with their
nominations. The consent of the Knights PCs. The Knights will not normally volunteer
(step 3 above) is carried out for each nomi- ers. for hazardous assignments and will probably
nated person in turn. If consent is given to be reluctant to help the PCs. Knights never
more than one person, then step 3 is repeated Non-Heroic Actions (-1 to -2) allow themselves to be ordered about by any-
until only one character has the consent of the one but their superiors.
Knights. If step 3 is repeated more than seven These acts lower the morale of the Knights.
times, then the Knightly Council is declared
undecided and the function of command is -1 Unwise PC actions
relegated to the unit’s commander until the Violations of the Measure
Unwise commands
Disobedience to commanders
-2 Each Sortie in which the Knights suffer a
defeat
4
Chapter 10: Winter Councils
The major part of this adventure centers 2. Wilderness Adventuring: If you prefer to thus. There might the adventurers find
around the events at the High Clerist Tower role play the journey to the Clerist Keep, the answers to their many questions. Besides, he
located at the Westgate Pass south of Palan- encounters contain sufficient information to wants to visit an old friend and needs someone
thus. run the overland adventure if you desire. Use to help him with his baggage.
the Adventure Clock, the Random Encount-
At the conclusion of DL7, the heroes were in ers Chart, and the Chapter 10 Events (keyed event 4: haunted Knights
a coastal port of Southern Ergoth. This is a to time) to role play the journey and get your
long way from the High Clerist Tower and players to the war on time. Give the players On day 40 (day 12, month 2), the party
there is much that the PCs must learn along the five points of information in Encounter 1 encounters 20 war-weary Knights of Solamnia
the way. to help them decide where to go. returning home after serving at the High
Clerist Tower. They advise the PCs to get to
This chapter offers the DM two options as events the tower with all speed.
to how to run the journey from Southern
Ergoth to the High Clerist Tower. event 1: the Council of Whitestone event 5: a hard-Riding Messenger
1. Interactive Narrative: Starting with This‘ occurs only if the PCs are on Sancrist on On day 50 (day 22, month 2) the party meets
Encounter 1, read the boxed section of text to day 15 (month 1). The Council decides to take a Knight riding with a dispatch from the com-
the players. Most encounters give the heroes the Orb and Dragonlances from the heroes for mander at the High Clerist Tower. The Knight
choices of where to go next. Read the options further study. This event may be avoided by tells them the message is an urgent request for
and ask the players to choose one (majority leaving Sancrist Isle before day 15 or by steal- aid before the tower is overwhelmed by the
rules) and move on to the text for that ing the weapons and Orb back after they have Dragonarmy. Ignore this Event if the PCs are
encounter. Mark off the indicated number of been taken. already at the tower.
days from the Adventure Clock and also
record any Adventure Goals that are reached. event 2: Wheeling Birds Event 6: Impressed into Service
Repeat this process until the party reaches the
High Clerist Tower. This method enables your On day 20 of month 1, wheeling kingfishers, a On day 60 (day 4, month 3), a relief force of
players to learn the adventure background, portent of war, are seen in the general direc- Solamnic Knights impresses the heroes into
gain clues necessary for a successful adventure, tion of Solamnia. the cause of the High Clerist Tower.
and also lets them feel that they have partici-
pated in the story. The major benefit of this event 3: Fizban Returns
method is that it only takes a few minutes to
transport the characters hundreds of miles On day 30, the ancient wizard Fizban meets
directly into the heart of the adventure. the party and urges the heroes toward Palan-
5
Encounters (Interactive These ships are all small merchant vessels (see through. It takes five days to casually explore a
Narrative) DMG, p.53) with hull values of 1d10 +20. hex and four weeks to carefully explore.
1. the Solamnic Sex Cast Your Fate! Encounters on Crystyn are in the 1d10 +34
range on the Random Encounter Chart.
A gentle breeze wafts over the shore. The Sail for Sancrist? —read 1A; mark 7 days off
the Adventure Clock; go to Encounter 3 If the players explore a hex (even casually),
quiet life of the Solamnic outpost, far from Sail for Crystyn? —read 1C; mark 1 day off read the following:
the war‚ belies trouble and fear of its the Adventure Clock; go to Encounter 2
people. Here and there, knights cant their Sail for Caergoth? —read 1B; mark 12 days Struggling through dense forest, you sud-
horses down the roughly cobbled streets. off the Adventure Clock; go to Encounter 12 denly come upon the remains of an ancient
Journey overland to Caergoth? —go to tower. Most of the tower was destroyed in
At this point the players have to decide where Encounter 7 some long-past conflict, but a broken ring
to go. There are ships at the outpost that are of stones still stands.
setting sail for several destinations: Palan- 1A:
thus, Caergoth, Crystyn, and Sancrist Isle. If the players enter the tower they find a wand
The PCs can also go overland to Eastport (on The ship weighs anchor at evening tide, of fire (10 charges), a ring of fire resistance,
Southern Ergoth’s eastern shore) and catch a cutting pink salt spray with its bow. For and a ring of protection +3. This encounter
ship to Caergoth from there. several days you course through the waters is not repeated if the PCs return to Crystyn.
of Krynn. At last, Sancrist is seen on the
The PCs’ priorities right now are to find out horizon. Roll 1d4 when the players wish to leave Cry-
how to operate the Orb and lances and to get styn. The result is the number of days they
to the war before it’s too late. Remind the 1B: wait for a boat to bring them back to the out-
players of this and give them the following post. Mark the number of days off the Adven-
information from the Knights: The ship weighs anchor and heaves to ture Clock and return to the Cast Your Fate
north and east. On the fifth day you’re section of Encounter 1.
1) Council of Whitestone (on Sancrist) may buffeted and driven back by terrible
have advice on the Orb and lances. storms. The rocky shores of southern and 3. Thalan Bay
2) Sailing to Caergoth is the fastest way to northern Ergoth foam death white to the
reach the war. south and north. The grim captain stands Towering mountains form one side of Tha-
3) Crystyn reportedly has treasures and weap- determined watch; his will alone, it seems, lan Bay, the harbor of Sancrist Isle. Deep,
ons for those bold enough to search the misty gets you through. Now, under cold grey lush forests ring the harbor and hold Castle
isle. skies, you see the towering wails of Wistan, home in exile of the Solamnic
4) Overland to Eastport is a long journey but Caergoth: Knights. Here also is the fabled Glade of
safer than the sea voyages. Rumors abound at the Whitestone where the council of free
the outpost of terrible devastation to the 1C: peoples will soon convene.
north, along the route to Eastport.
5) Time is of the essence. The Dragonarmy The ship weighs anchor at first light, sprays You are told that an ancient race of
controls almost all of Ansalon and the forces of blue winter sea foaming about its bow. gnomes lives in the mountain of Never-
of good are backed against the sea. The lances Come evening, the hulking grey mist of mind. They hold many answers for those
need to get into action. While the players are your goal is on the horizon. The captain with technical questions, although the
deciding where to go, read the following to drops anchor and you row ashore in a long- answers are not always intelligible.
them. boat. Nothing can be seen but the grey
mists. Thalan was once a great port and sent
Three ships are ready to sail. Their captains ships to Tarsis, Istar, Palanthus, and even
are known to the Knights as good and hon- 2. Crystyn Silvanost. Regular routes exist only to
est seamen. One great gull-winged ship Palanthus and Caergoth nowadays.
stands ready to ply the seas to Sancrist, A continuous white mist laces the trees and
home in exile of the Solamnic Knights. ground in delicate splendor. Towering Cast Your Fate!
Another stands ready for a journey to Cry- mountains stand dark against the brilliant
styn. The third captain is risking the night sky. Sail for Palanthus? —mark off 25 days; go to
treacherous Chislev Break between North- Encounter 13
ern and Southern Ergoth to sail to Mark one day off the Adventure Clock for Attend the Whitestone Council? —mark off 2
Caergoth in southern Solamnia. He is every Wilderness Map hex the PCs pass days; go to Encounter 5
impatient to return and fight with his Inquire of the Knights of Solamnia? —mark
comrades. off 2 days; go to Encounter 4
Climb Mount Nevermind? —mark off 4
days; go to Encounter 6
6
Vessels found here are small merchant ships from our armory if you agree to aid our 5. Council of Whitestone
(hull values of 1d8 +28). Encounters are in cause. I would that you journey to Palan-
the 1d12 + 7 range on the Random Encounter thus with a writ to Astinus and urge him to The dense forest opens to reveal a great cir-
Chart. once again plead our case before the Sen- cular meadow. Lush grass and cool, clean
ate. Then go to the High Clerist Tower. air greet you as you enter the glade.
4. Castle Uth Wistan Another writ I give you to gain entrance
into the tower-it is our holy place and the A slab of white gemstone rises at a slight
The spires of Castle Wistan rise above the troops will allow no one in without my per- angle from the center of the glade: the
forest canopy. Many Knights have set up mission. None have entered there for hun- fabled and holy Whitestone. It is here that
camp on the castle grounds. There is a dreds of years, to our knowledge. Our Paladine last touched the world.
flurry of activity and a sense of great cause is desperate enough that I am
urgency. requesting that you go into the tower that Read the following only if this is the first time
is forbidden to us. Within, I am told, is the the PCs have been here.
Read the following only if this is the first time ancient wealth of the High Clerist. Perhaps
the PCs have been here. it can be used in our cause. Now you must As you watch, delegates from all the free
hasten for time is short.” lands of Ansalon enter the grove and sit
As you approach the camp, guards hail you around the Whitestone. The glade fills
and ask your business. You are quickly The PCs may take the following items if they with elves, dwarves, kender, and humans.
escorted to Lord Gunthar Uth Wistan. agree to aid the Knights: plate armor +4 Lastly do the Knights of Solamnia enter
(human sized); plate armor +3 (dwarf sized); with Gunthar standing before the seated
Gunthar sits straight and proud in his shield of missile protection +1; cloak of invis- assembly.
great high-backed throne. A good and ibility; longsword +3; shortsword +2.
noble leader, he is desperately trying to “Lords and Ladies, I call the Whitestone
keep the Knighthood intact. He wishes to Lord Gunthar’s castle is a medium-sized castle Council. May our discussions yield fruit in
speak to you alone and dismisses the with a curtainwall (a high, fortified wall that these evil times.
attendants. surrounds a castle). The castle is in excellent
condition and fully functioning. The meeting begins with an account of
As they leave, Gunthar’s demeanor your travels and discoveries. A silence
changes. He slumps forward with a sigh. Tents and portable pavilions stand greets the end of the tale.
encamped all around the castle, forming a sea
“I was told of your coming. I fear for all of color from the castle moat to the forest. It is the last moment of peace at the
free people in Ansalon. The Dragonarmies There are three distinct camps (one for each meeting. The glen erupts into a confusion
have pressed across the Solamnic Plain and Order of the Knights) and tempers often flare of shouting voices.
only now have we discovered our folly in up. Encounters in this area will be in the
Palanthus. Draconian emissaries have 1d12+6 range on the Random Encounter “. . .send these lads and their new-found
charmed the Palanthians with lies while Chart. Knights act according to the guidelines weapons to Palanthus! Let them prove the
building their armies. Now only the High given on pages 3 and 4. mettle of their weapons and valor!”
Clerist Tower protects the most coveted
fleet of ships in all Ansalon. Unless the The Knights can offer no further aid and “. . .the Orb of Icewall belongs to the
Westgate Pass is held our cause is doomed. strongly encourage the PCs to head toward Qualinesti Elves. We demand its immedi-
Palanthus and the tower as quickly as possi- ate return!”
“Yet there is worse than that. My ble.
Knights waste themselves in pointless con- “ . . . tales of the Dragonlance are known
tests of power; my position is threatened Cast Your Fate! to all yet are these true Dragonlances? Per-
by commanders in the field; my orders are haps the gnomes could study them...”
questioned and even disobeyed! The Attend the Whitestone Council? —mark off 2
Knighthood is dead unless an exemplar of days; go to Encounter 5 “. . .like the Orb in the High Clerist
honor and strength comes to us and renews Climb Mount Nevermind? —mark off 4 days; Tower! This Orb must not leave Sancrist!
our faith. go to Encounter 6 Not until we understand its great powers
Go to the ships of Thalan Bay? —mark off 2 and dangers can we dare.. .”
“There are three commanders at the days; go to Encounter 3
tower, Lords Aurik, Michael, and Jeofrey. “ . . . so I see no reason why we kenders
Lord Aurik is commander but is far in his shouldn’t take care of it. We have never
years and lacks the wisdom he once had. lost anything as far as I can recall...”
Lord Alfred has great sense in battle but is
indecisive. Lord Jeofrey is motivated by his The Council comes to no conclusion.
own ambition-watch him with care. Indeed, the elves are ready to declare war
on the Knights, while the dwarves care-
“We will give you what we can spare fully fuel the argument on both sides. The
kender aren’t helping much as they taunt
both sides to keep tempers hot.
Still the general mood seems to be
against you. If you return here the Orb and
lances might be taken from you. Swift
departure is advised by Gunthar.
7
Record that the PCs have reached Adventure Gnarl takes you inside and several com- aclysm Section of the Cartographers Guild
Goal C. If the PCs stay on Sancrist for six mittees of gnomes handle and investigate with whom I have a particular bone to
more days, run Event 2. all your possessions. You learn first hand of pick...”
the gnomes’ improvement on stairs (they
Cast Your Fate! use catapults) and finally have an audience “Anyway. In any event the Orb has
with the collective guild leaders to discuss properties that none of our guilds has been
Go to Castle Wistan? —mark off 2 days; go to your equipment. You seem to recall Fizban able to discover, despite the fact that the
Encounter 4 saying that there never was a gnome who Orb seems to constantly form a number of
Climb Mount Nevermind? —mark off 4 days; could finish a sentence. runic symbols on its surface and in its
go to Encounter 6 translucent interior. The Orb was made by
Go to the ships of Thalan Bay? —mark off 2 The gnomes are the technologists of Krynn. the most powerful wizards of the Age of
days; go to Encounter 3 They love intricate and mechanical things to Dreams and was originally designed to
the extent that they make everything four control dragons during the time of the last
The Council of Whitestone consists of both times larger and 10 times more complex than dragonwar by somehow taking control of
seated and unseated members. Seated mem- needed. As a result their devices seldom work the device through a mental process that
bers may vote in the Council’s decisions and right (average failure rate of 70%). we do not understand....That’s all we
include Lord Gunthar, Duncan Hammerrock know about Orbs.”
(Master of Ergoth hill dwarves), Mir Kar-thon, The gnomes can give advice on any of the
(Northern Ergoth king), Serdin MarThasal following subjects. Read the boxed descrip- The gnomes say they can tell you no more
(Duke of Vingaard Keep), and Gnosh tion only if the PCs have the item. After read- about your equipment than they have
(Gnome Representative of the Collective ing any pertinent sections, read the final already explained. Somehow you manage
Guilds). Unseated members may not vote in section of boxed text. to escape with most of it.
Council but may voice their concerns. Many
members of all races take part in Councils as Dragonlance: The Weaponsmith Guild Encounters inside a gnomish kingdom are
unseated members. goes into emergency session and a special almost always (90%) with gnomes. The other
delegation is in negotiation with the Met- 10% are in the 1d12 + 7 range on the Random
The council is unable to decide on a course aismith Guild over which guild has juris- Encounter Chart (only 1d4 monsters encoun-
of action. The elves demand that the Orb be diction in this matter. tered each time).
returned to them and are prepared to go to
war to regain it. The dwarves are skeptical of An officious-looking gnome reports: Cast Your Fate!
the worth of a Dragonlance not forged by the “The traditional Dragonlance did terrific
Hammer of Kharas. They demand possession damage to dragons and was allegedly Attend the Whitestone Council? —mark off 4
of Huma’s Tomb and sole right to forge and indispensable during the last dragonwar, days; go to Encounter 5
wield the lances. The Knights and other especially since they used the larger version Inquire of the Knights? —mark off 4 days; go
humans want the lances and Orb to go to the which was mounted on good dragons to Encounter 5
High Clerist Tower and Palanthus, respec- although the footman’s model such as you Go to the ships of Thalan Bay? —mark off 4
tively. None of the delegates trust the others have was hardly something to take lightly, days; go to Encounter 3
nor are they willing to work together. especially if you are a dragon....
7. Southern Forest
6. Mount Nevermind “Anyway. Well, there is only one ques-
tion our guild has, to wit, that the The gnarled forest resists your every step.
For three days you climb the craggy moun- Dragonlances you bring were not forged by It is as though a power has been awakened
tainsides. The terrain is devoid of life until the Hammer of Kharas, which is an impor- by your trespass and now tries to hold you
you come to the trail’s end. tant part, according to legend, of the back. Yet, after four days, you reach the
proper forging and any other method runs eastern edge of the woods.
A small gnome stands in the mouth of a the risk of the lance breaking upon first use
huge, gaping tunnel. His name is Gnarl as indicated by our studies in the fields The plains stretch endlessly before you
and he proudly tells the history of the tun- of... Ahem. That’s ail we know about under a chill sky. It will take some time to
nel’s lighting system. At first, tempered Dragonlances, I think.” cross that empty expanse to Eastport, yet
metal rods running the length of the tun- the only alternative is to fight your way
nel were heated until they emitted a bril- Dragon Orb: Many guilds argue over the back through the forest.
liant white light. Thus, the tunnel was Orb (including the Curtainmakers Guild)
lighted but passersby were roasted by the but finally Gnarl gives you the report. Cast Your Fate!
heat. Cold coils were placed between the
rods to offset the heat. This eased the tem- “The Dragon Orb or Orb as it has come Return to the Solamnic outpost? —mark off 4
perature problem but resulted in billowing to be known in these latter days after the days; go to Encounter 1
fog. The gnomes placed a large fan at the original loss of the Orbs which occurred Venture onto the Dead Plains? —mark off 5
far end to blow the fog out. The tunnel is around the time of the Cataclysm-the days; go to Encounter 8
now hot and cold and foggy and windy all reason for which, I point out, has not yet
at once-but at least it is lighted. All this been satisfactorily explained by the Cat-
was done as a courtesy to visitors since
gnomes could see in the dark all along.
8
8. The Dead Plains of Ergoth 10. Eastport they have the 33rd in their pocket.
“Haven’t heard of the 33rd, eh? Well,
Dried grasses on the western plains soon A strong salty breeze beckons to you from
give way to barren wastelands. There is no over a last line of hills. Barren plains have it’s an old legend of the Clerist Tower. Old
game and even water is now scarce. given way to scattered farmlands and now Yarus, the last High Cleric of the place,
the outpost of Eastport lies below. loved Khas and seldom lost. It was said
One day, as sunset turns the blue sky to that he had a 33rd Khas piece, one more
brilliant orange, you see a tower suddenly The dirt streets are wet and muddy near than the game calls for, that he could bring
appear to the north, glowing in the day’s the great docks. The small harbor provides onto the board to magically eliminate his
last light. The shimmering, ghostly shape some protection for the fishing boats that opponent’s pieces.
looks more and more solid as the light bob like toys in the storm-roughened
fades. It seems to be too ephemeral to sur- waters. “That’s a miracle and I doubt the
vive in the harsh light of day. Knights have any left.”
At dock stands a massive Palanthian
Cast Your Fate! warship, proof that the Palanthian fleet The ship is a Warship with a hull rating of 35
still maintains her great and ancient war- and a crew complement of 50.
Continue toward Eastport? —mark off 2 days; ships, the only warships in Ansalon to sur-
go to Encounter 10 vive the Cataclysm. Go to Encounter 17.
Divert to the ghostly citadel? —mark off 1
day; go to Encounter 9 A nearby inn is full of troops from the 12. Caergoth Citadel
ship. They jostle about with riotous aban-
9. Ghostly Citadel don. You strike up a conversation with one Read the first boxed section only if this is the
of the soldiers. He urges you to take pas- first time the PCs have been here. The second
Rushing madly across the darkening plain, sage on his ship. It’s leaving at dawn and is boxed section may be read each time the PCs
you reach the great tower. Its form is hazy the only craft capable of taking you off enter Caergoth.
and hard to see. Ergoth in this weather.
The great cliffs of Caergoth rise from the
The great doors open before you. Cast Your Fate! sea in breath-taking splendor. The gleam-
Within, broad steps rise to a softly glowing ing towers of the citadel crown the cliffs.
dais. A brilliant crown of interwoven plati- Return to the Solamnic Outpost? —mark off 7 People hurry through the streets, impa-
num strands set with jewels is atop the days; go to Encounter 1 tient at even the slightest delay. There are
dais. Sail with the Palanthians? —mark off 17 days many ships, heavily laden and all bound
and Adventure Goal B; go to Encounter 11 for distant shores.
As you move toward the crown, the
tower grows dark and transforms. You are 11. The Warship As you travel through the city, you hap-
standing atop a great tower with a battle pen upon a group of wizards. Their
breaking against its fortified walls, A shad- The great warship offers you a chance to response to you is most perplexing.
owy figure places a crown atop a skull. Rays hone your skills in battle. The Palanthian
of light fly from the skull, dealing death to troops off you their best weapons to take “We were worried that you would not
the enemies below. Scattered bones gather with you into battle. come in time. We fear for the Knights at
to the skull and a great bishop of good the High Clerist Tower. They are involved
stands before you in brilliant robes. The PCs may take the following equipment: with powers far beyond their ken!
medium shield +2, two-handed sword +2,
Abruptly, the scene disappears. You are banded armor +2, chain mail armor +3, “That great tower was built during the
standing in the midst of the barren plain. battle axe +2. Age of Dreams. Most peculiar is that its
Yet all is not as it was. An arc of stained construction was planned around one cen-
platinum fitted with mud-dulled jewels is The PCs also meet the same soldier they saw at tral object-a dread Dragon Orb!
half buried in the ground. There is no the inn in Eastport. He strikes up a conversa-
doubt that this is one-third of the crown tion with them. “Little is known of the Orbs save they
you saw on the tower dais. were wrought by the mightiest of our
“What a job, eh!” he says. “The Senate order! We would not dare to use an Orb.
The players now possess one-third of the sends us out to find rare plants. Praise Yet we fear an Orb still remains in the
Crown of Yarus (see page 31). Paladine we have found them and are now tower. If it is used by the Knights-woe
returning home. unto them!”
If the crown is discovered here then the sea
captain in Encounter 13 does not have it. Con- “I’ll bet you’re heading for the war. The wizards leave you as quietly as they
versely, if the PCs already have the crown piece Well, you could do worse than come to came.
from the sea captain then it is not found here. Palanthus and help those poor crazed
Solamnics! They are out at their holy
Encounters here are in the 1d10 + 34 range tower, getting the draconians all stirred
on the Random Encounter Chart. up. They’re gambling our safety as though
it were a game of Khas and I sincerely doubt
Mark off 3 days as well as Adventure Goal
A. Then go to Encounter 10.
9
The great city is emptying as its people flee arc of platinum fitted with delicate jewels. 15. Thelgaard
to the west. The remainder of the journey passes
The smell of smoke fills the air. The city
There is little else for you here. A ship is without incident. Soon your ship passes surrounding Thelgaard Keep is a burning
ready to sail to Palanthus. Perhaps the bat- the Gates of Paladine and anchors in the ruin. Yet the castle still stands. Far to the
tles at Thelgaard and Solanthus could most magnificent harbor of Palanthus! east, the towers of Solanthus can be seen.
benefit from your aid. You could always Great armies clash on the plain between
take the western roads overland to Palan- Tell the players that they now possess one part the castle and the distant citadel. The bru-
thus from either of these cities. of the Crown of Yarus (see page 31). Mark tal war continues.
Adventure Goal A on the Adventure Clock,
Mark Adventure Goal C on the Adventure then go to Encounter 17. You are soon halted by a guard and
Clock. taken to the commanding officer of the
14. Southlund watch. He hears only half your tale before
Cast Your Fate! taking you before the Lord Regenald, War-
Bitter winds sweep from the north down rior Lord of Thelgaard. You tell him of
Sail for Palanthus? —mark off 13 days; go to the Solamnic plain, Brittle twigs of brush your journeys.
Encounter 13 shiver over the slushy ground on either side
Journey north toward Solanthus? — mark off of the road. “Your aid is desperately needed to the
7 days; go to Encounter 14 north. Look upon this map of Solamnia.”
You have traveled north for several days.
13. Sea Voyage Now the road forks to the northeast Show the players a map of Solamnia as you
(toward the Solamnic plain) and to the read the following.
On the long sea voyage, you soon get to northwest (along the west side of the Vin-
know the captain of the ship. A hearty salt, gaard Mountains). “Here, between Thelgaard and Solanthus,
the captain does his best to care for your is where we have stopped the advance of
needs. Read the following boxed text only if this is the the Blue Wing of the Dragonarmy. The
the first time the PCs have been here. Dragonarmy started its move from
One night he invites you into his cabin Daargard Keep. The northern force
for supper. “I have word of where you be From the northeast, a single line of figures pressed swiftly across the plain to Vingaard
goin’, and would like to tell you a tale. can be seen approaching. Armored knights Keep, taking it in a few weeks. The south-
on horses stop warily as they near you. ern branch, supported by fresh troops from
“My mother was a disciple of the reli- After exchanging greetings they give you Lemish, quickly moved to cut off Solan-
gion of the Clerist Tower. O’course, this news of the wars. thus from outside help. It was between
was many years after the place had become Solanthus and Thelgaard that the Dragon
naught but a home for ghosts and the like. “The armies to the northeast are doing Highlord met her first real resistance.
Still she felt the spirit of the Old Ones and well enough,” says Markus, a mercenary
from time to time went to worship in the knight lately in the service of the Solamnic “Our armies are giving a good fight to
temple-not that the Knights liked it! Knights at Solanthus. “It’s the army at those terrible dragons and draconians.
They don’t allow a soul into their edifice, Palanthus that has ‘em worried stiff. Sure Much of the Dragon Highlord’s might is
not even themselves, so I hear. enough the war may well be lost unless concentrated here. Yet too late do we dis-
they get some help up there mighty cover the flaw in our plan.
“Still, I remember when she would tell quickly.”
me about the great temple and the time “Here, at the High Clerist Tower, is the
she managed to give those Solamnics the The mercenaries are tired of war and small contingent we placed to guard the
slip and get in. Said she cried at the altar offer you the use of excess armor they have pass. Yet we have news that the northern
for the beauty of the temple. Then angels picked up. “Where you’re goin’ you’ll branch of the Dragonarmy has marched
came and led her to the heart of the tower. need it more than we.” from Vingaard Keep and is moving toward
the tower. Our armies here are engaged in
“There she saw a piece of the Yarus The PCs receive the following: plate armor fierce battle-we cannot aid the tower.
Miter, the Crown of the High Clerist. She +3 (human sized), plate armor +2 (dwarf Our northern brothers have only a tenuous
lifted it up and heard voices crying out in sized), longsword +3, dwarven battleaxe hold on the very gates to Palanthus.
her head! She didn’t remember more and +3.
awoke outside the tower with the crown “Should Palanthus be lost, then so shall
still in hand. The thing cut deep into her Cast Your Fate! its fleets. Without them, we have little
flesh. She carried the scars to her final rest, hope of sustaining ourselves in this long
she did. She said the spirits had told her to Go west to Palanthus? —mark off 7 days; go war.
keep the piece safe from evil until the the go to Encounter 16
miter could be united and again crown the Go east to Solanthus? —mark off 1 day; go to “Please take this writ to Palanthus. If
dead to save the living. Encounter 15 the Palanthian armies come to our aid we
Return to Caergoth? —mark off 7 days; go to have a chance to hold our free lands.”
“She left it to me and if all I gather is to Encounter 12
true, it is better that you have it than I. I’d Encounters here are in the 1d20 + 12 range.
be grateful if you would return it to the You should encourage your players to avoid
tower.” this area, leading them instead to where they
are more needed: Palanthus and the High
He gives you a velvet bag. Within is an Clerist Tower.
10
If you are using BATTLESYSTEM™ for this sage. Yet, those who knew the ways of the greatest fleet on Krynn: mighty warships
adventure and the PCs become involved in tower could activate its marvelous defenses with their low hulls, merchant ships with
battles between the Whitestone forces and the and make it a terrible fortress of war. tall rigging, fishing craft, and many
Dragonarmies, select representative units smaller boats. It is a city without equal,
from Appendix 4 and use terrain layouts from “Lord Yarus was the Lord High Clerist of untouched by the Cataclysm. Streets
the BATTLESYSTEM Scenario book. Again, the Knights of Solamnia in those times— paved in close-fitted stone are flanked by
the players should understand that they are the last of the Lord High Clerists. A good uncounted statues of the ancient heroes.
needed urgently at the High Clerist Tower. man and the most powerful cleric of his Great wide steps of white granite rise to
time. Yarus and his bitter enemy, Kurnos, colossal pavilions supported by fluted
16. Coastlund Bishop of Sargonaas, often played Khas columns. It is a city from a different age.
within Yarus’s chambers. They would play
The days pass as you travel through the before the throne of Yarus high above the You find your way to the Library of
small settlements and towns lacing the Council Chamber in the uppermost Palanthus, a tremendous building rising
foothills west of the Vingaard Mountains. reaches of the tower. from the east side of the city’s vast main
The towns and countryside are overflowing square.
with refugees from the Solamnic plains “So it was on the day of the Cataclysm.
who are now trapped between the moun- Kurnos was there with Yarus when the Your request to see Astinus is greeted
tains and the sea. world came to an end. My ancestor was with skepticism until Astinus himself
outside the tower could not get back in. comes from his chambers to greet you. He
In one small town, an innkeeper hap- Sounds of battle and horror and tormented alone has seen your deeds and recorded
pens to overhear your destination. “Par- spirits came from within. Yet he was confi- them. Though he can only see events in
don me, but an elder of our town had an dent that Yarus would win in the end. My the past, his visions of history may aid in
ancestor who was a steward in the Clerist ancestor said Yarus must have had the 33rd your endeavor.
Keep. Would you want to speak with him piece.
before you leave? He might be able to tell Astinus has much information to give the
you about the 33rd piece! He is but a day’s “The 33rd piece was a legend of old PCs about the Adventure Goals they have
travel up the mountain.” Yarus. A game of Khas has only 32 pieces. reached and the tower artifacts connected to
When asked how he always won, Yarus those goals.
Mark Adventure Goal B on the Adventure would smile and say he had a 33rd piece.
Clock. The legend grew that it represented Khas The tower will contain the Goal Artifacts that
pieces from previous games that returned correspond to the Adventure Goals the PCs
Cast Your Fate! unseen and swayed the game in his favor. reached in this chapter. For each goal (A, B,
and C) the PCs reached, read the matching
Climb the mountain to the elder? —mark off “Now the Knights of Solamnia guard boxed text below. Then roll 1d6 and consult
15 days; read both following boxed sections; the tower and only those who can slip past the Artifact Placement Table. This table tells
go to Encounter 17 their watchful eyes can find the way into you where the artifact is in the tower and gives
Continue on to Palanthus? —mark off 13 the inner chambers. The tower’s vast trea- an additional section of boxed text to read to
days; read only the second section of boxed sury at the end of the Eternal Hall has the players. (Roll twice if the players reached
text; go to Encounter 17 never been plundered because of the Adventure Goal A-once for each of the two
guards and the terror inside the tower. The remaining pieces of the Crown of Yarus.) If a
A light rain begins to fall as you journey up southern entrance leads straight to the roll indicates a previously rolled location, roll
the mountainside. The last rays of the sun heart of the tower. My ancestor also men- the die again. Note the location of each arti-
stream through a break in the clouds, tioned a stair that ascended the height of fact on the Adventure Clock.
bathing the scene in orange light. the structure. That is the end of my knowl-
edge of the tower.” Artifact Placement Table
A simple cottage sits at a bend in the
road, just as the innkeeper said. Inside you You bid farewell and depart for the jour- Die Boxed text Artifact
find an old man. The years have lined his ney down the mountain. The day is still Roll to read location
face and whitened his thin hair, but his chilly despite the impending spring.
eyes are bright and clear. That night, to the 1D 35. Altar of the Orb
constant rattle of the rain, he tells you his You continue your journey northward 2E 62. The Eternal Halls
tale. for nine more days until you at last come 3F 65. Treasury
around the northern end of the impassable 80. Nest of the Kingfisher
“My ancestor was there at the time of Vingaard mountains. The great Gates of 4G 78. Grim Watch
the Cataclysm. His tale has been passed Paladine stand on either side of the bay’s 5H 63. Iron Golems
down the generations in my family. Now I entrance while four days to the south
tell it to you. gleams the city of Palanthus. 2I
“The tower is a deceptive building. In 17. Palanthus It is important to remember that only the arti-
times of peace, one could walk from the facts that correspond to reached Adventure
base of the tower to its uppermost reaches The great Cityhome of Palanthus majesti- Goals will be in the tower.
without ever being hindered in one’s pas- cally cradles the Bay of Branchala in her
outswept arms. Spires of gleaming white
pierce the blue sky. In the bay sits the
11
A I Palanthus is a focal point for all the good in
man as well as the bad. The beauty of the city,
“The Cataclysm struck the tower and “In the depths of an endless hall was a the vast knowledge stored in her library, and
felled the high clerist as he sat playing room watched over by iron and wizardry. its culture and history contrast sharply with
Khas. His great crown, which held his life, Here was it secured.” the Senate’s corruption and the complacence
was sundered into three pieces and taken and indifference of the populace. The Palan-
quickly by his spirit guardians to places of When all these preparations are completed, thians believe that the war, like the Cata-
safe keeping. First one piece, then another. finish by reading the following. clysm, will pass them by. They deride the
Only two of the pieces do I see....” Knights of Solamnia for drumming up sup-
Much to your dismay, Astinus’s advice is port for the war. Only a great shock will bring
B the only aid this city offers. Complacent in them to their senses.
their glory, the citizens do not believe that
“Indeed there was a 33rd Khas piece, that the Dragonarmy will trouble Palanthus. The army of Palanthus could be bribed into
of a wizard made of crystalline steel whose The Senate has been taken in by the assur- action with approximately 80% of the trea-
powers were said to be connected with the ances and smooth words of the draconian sure in the High Clerist Tower.
Knights of Solamnia of old. It was secreted emissaries. Corruption is rife and the army
in the tower long ago.” can be bought into service if enough Proceed to Chapter 11.
money is offered. You feel sure that the
C Dragonarmy will crush the city unless the
people are brought to their senses soon.
“The Tower of the High Clerist was built
most oddly. There was once a Dragon Orb You travel south to the Clerist Tower
there, although to what purpose it existed, under cloudy skies. Rain soon pelts you,
none now understand.” turning the road into a muddy morass.
D
“Even as the Cataclysm rang across the
land, it was placed carefully on a dais at the
base of a great shaft surrounded by weld-
secured doors.”
E
“A guardian in the tower brought it with
his last breath to a Hall of Eternity that
looked infinitely far in all directions.”
F
“It was placed in the most secure place of
the tower, with all the other precious gems
and treasures, suspended over a great
shaft.”
G
“It was lifted through the levels of the
tower into the high places and locked
away.”
H
“In Yarus’s own chambers, under the
guardianship of loyal and wondrous ser-
vants, was it set.”
12
Chapter 11: The Last Bastion
This chapter is divided into Encounters (keyed The normally sharp line of the horizon is of the Dragonarmy. His mother now awaits
to areas) and Events (keyed to time as counted obscured by a cloud of dust rising from the him in Palanthus. If he should die, so should
on the Adventure Clock). The order of Events distance. The Dragonarmies are attacking his line and his mother would never be able to
and Encounters depend upon player actions. the pass! reclaim her rightful lands. The Measure allows
Keep track of both time and location to know for honorable substitution in single combat.
which Event or Encounter to run next. A solid wall of draconians and kobold
archers crash across the plain under bow fire If no one takes his place, Harus must refuse
Encounters for this chapter are keyed to the from the defenders. Their ranks break combat. The act shames the Knights and
Westgate Pass map as well as some of the inte- against the wall; their arrows cascade onto the lowers their morale by 2. If a PC takes his
riors of buildings on the map of the High top of the curtainwall. The battle is joined! place and fights Vindar, then the morale of
Clerist Tower. Encounters occur as soon as the the Knights goes up by 2. If the PC defeats
PCs enter an Encounter Area. event 10: Battle Of the Christ Wall Vindar then the morale goes up by an addi-
(Month 3, day 6) tional 1. No NPC Knight of Solamnia will
Begin this chapter with Encounter 18. offer to stand in Harus’s stead. Only a PC may
If you are using the BATTLESYSTEM™ rules, chose to do so.
events run the Sortie “Battle of the Clerist Wall” as
detailed on page 36. Otherwise, read the fol- event 12: Nightfog
event 7: Pilgrims at the Gate lowing boxed section to your players, then (Month 3, Nights of days 9, 10, 11, and 12)
(Month 2, days 7, 14, 21, 28) determine the results using Appendix 3.
A blinding fog comes at night. Any PC who is
Robed pilgrims have come to worship at the They have returned! Once again the arm- awake during the night sees lights high in the
tower. Though similar in appearance to dra- ies of draconians and kobolds raise clouds tower and hears a voice calling to them. There
conian disguises encountered in earlier tra- of dust from their swollen ranks. Their is a 75% chance that the PC will understand
vels, these are true worshipers. The Knights weapons flash and glint in the distance as that the voice is saying, “The answer is within.
allow them to use the temples on Level 2 (see they close again on the tower. The time is come. Make haste!” This con-
Chapter 12) but insist that they go there only tinues for four nights or until the PCs enter
during daylight hours. They camp outside the Now, to the horror of the Knights, great the Tower of the High Clerist.
perimeter of the tower’s curtainwall. blue dragons appear overhead! One
dragon rakes the walls with its lightning event 13: Battle of the Reaper
These quiet people are dedicated wor- breath while two other dragons, laden with (Month 3, day 13 or Final Battle)
shipers of Kiri-jolith, Habbakuk, or Mishakal nearly a dozen draconians each, start drop-
depending upon the worshiper. They are not ping them onto the outer wall! The attack If you are using the BATTLESYSTEM rules,
sociable and mind their own business. is more furious than ever and fear of the run the Sortie “Battle of the Reaper” as
dragons keeps many of the brave Knights detailed on page 36. Otherwise, read the fol-
These pilgrims approach the gate and hail down behind the bastions, unable to fight lowing boxed section to your players and refer
anyone on watch. They say they are seeking effectively! to Appendix 3 to determine the outcome of
worship of their gods at the temples of the the battle, then go to the Epilogue.
great tower. The Knights are used to this rou- event 11: The Challenge
tine and usually allow them access without (Month 3, day 9) encounters
much question.
A single knight approaches the gates of the 18. Westgate of Solamnia
event 8: Bogus Pilgrims tower. His black armor glistens in the pale
(Month 2, day 21) sunlight despite the dust that coats his leg- A bitter southern wind snatches at your
gings. He stops 100 feet in front of the gate clothing. Dark clouds boil over the pass as
As Event 7 above except that these pilgrims have and hails the sentry. you make your way down the muddy can-
been infiltrated by 4d4 Baaz draconians in pil- yon road. The peaks of the Vingaard
grim guise in an attempt to gain entry to the “Lord Knights of Solamnia! I, Vindar mountains disappear into the low, grey
tower preparatory to the main force’s attack. of Khurman seek out Harus of the clouds. Chill rain begins to fall as you
The Baaz break away from the pilgrims incon- Knights. He has done me injustice and I make your way down the winding canyon.
spicuously. In addition to anything they can claim the right to single combat with him
learn about the defenses of the tower, they will as is my right by your Measure. If you be The passage bends and suddenly the
also attempt assassination of Solamnic leaders if men of honor then I stand ready to fight!” Tower of the High Clerist appears before
the opportunity presents itself. you. Overlooking the rolling plains of
There is one knight named Harus among Solamnia beyond, the tower walls run
event 9: Juggernaut the Knights. This Harus is but a young from one canyon wall to the other, com-
(Month 2, day 24) Knight, 1st level at best, whose father had the pletely barring access to Palanthus. The
same name and is now dead. It should be walls rise 120 feet above the bedrock spur
If you are using the BATTLESYSTEM™ rules, made apparent that Harus is no match for the on which they are built, yet even this pales
run the Sortie “The Juggernaut Comes” as great Vindar (see Heroes and Commander beside the tower that rises more than 1,000
detailed on page 36. Otherwise, read the follow- Statistics in Appendix 4). Harus will be near feet into the air.
ing boxed section to your players then determine the majority of the PCs when word reaches
the results using Appendix 3. them of this event and requests that a PC take Use the exterior map of the tower to help
his place. Harus is the only child of his father describe its environs.-
The sound of distant thunder rolls across the whose land holdings are well behind the lines
plain. Soon the lookouts on the battle-
ment walls cry out‚ pointing to the south. 14
The central tower rises from eight sur- 5. Lord Michael is keen on charging into bat- Knights. Each wall connecting the curtainwall
rounding towers. These are in the middle tle but sees this conflict as a means to sat- to the tower has an archway. A hidden lever in
of a surrounding curtainwall: octagonal isfy his own ambitions. He seems not to each of the eight towers activates a mechanism
battlements on which you can see Solam- hold to the Measure. that releases the stone arch of the connecting
nic Knights pacing. East of the cur- wall. This not only fills the passage with stone
tainwall, a newer set of walls completes the 6. Unearthly music and laughter have been (making it impossible to get to the next court-
distance to the eastern wall of the canyon. heard from the tower at night. yard) but also breaks the connecting wall,
The stream runs under this set of walls and making it impossible to cross from the top of
buildings through multiple portcullises. Areas 19A, B, and C are the camps of the the curtainwall to the keep. Each lever is con-
The rain-soaked banners of the Knights mercenaries under the command of the stantly manned by three Knights who will
hang from the eight outer towers. No ban- Sword, Crown, and Rose, respectively. These activate the mechanism if the Dragonarmy
ner flies from the great tower. soldiers are loyal to the order commanding takes control of the curtainwall.
them and are grimly determined to do their
Three separate encampments are spread duty as best they can. Soldiers encountered in Additionally, the floors of the towers are
north of the tower. Dark figures move each area are predominately those associated defensive mechanisms (see Chapter 12).
among the tents. with the order of Knights that commands
them (soldiers from other orders are encoun- 21. Great Gates
Flashes of light roll through the clouds tered only 5% of the time).
overhead. Thunder rocks the canyon walls Black ironwood gates, 50 feet tall, stand
and the rain turns into a downpour. 20. Battlements of the Keep firmly against the armies of the plains
beyond. Banded with steel plates‚ locked
The rain will be snow in the higher elevations Read the first section of boxed text when the by bolt and magic, these gates seal the
from where the PCs have just come, making PCs are below the wall; read the second when courtyards from intruders.
the canyon impassable for 14 days. they are atop the battlements.
There is an opening mechanism located
19. Encampments The curtainwall of the tower rises 120 feet behind a concealed panel in the courtyard.
over the canyon floor. Parapets with The gates, as the tower itself, are 75% magic
Huddled against the western cliff face, merlon teeth stand atop the stone machi- resistant. Opening the gates using the mecha-
well-worn tents of every size and descrip- colation‚ defying any siege. Now and then‚ nism takes only five segments (30 seconds).
tion stand in neatly spaced rows. a dark silhouette of a guard can be seen
pacing slowly overhead. 22. Refugees
These camps belong to recruited mercenaries
who have joined in the service of the Knights. Chill wind whips your cloaks as you stand The refugees in the courtyard are all men (the
(The Knights are billeted in the Knights’ Spur atop the great wall of the tower. Beyond Knights insisted that the women and children
(Encounters 23-26). the wall, the Solamnic Plain stretches to go to Palanthus long ago). They remain
the southern horizon, its brown grasses because of a desire for vengeance on the
The soldiers are dispirited and feel they shivering in the wind. Within the walls, Dragon Highlord’s army. These peasants are a
have good reason. PCs attempting to commu- makeshift camps of peasant refugees hud- silent and grim lot, yet they are willing to
nicate with any of these soldiers must make a dle in the courtyards below. Above it all, speak with characters who make a Charisma
Charisma Check. If failed, the soldier either the grey Tower of the High Clerist stands in Check at -5. They will give one of the follow-
hurriedly excuses himself or directs the PC to the softly moaning wind. ing per conversation (roll 1d6):
the commanders in the Knights’ Spur. Suc-
cessful Charisma Checks mean that the NPC The machicolations of the curtainwall and the 1. A couple of the more adventurous men
has accepted the PC and speaks openly with great walls surrounding the tower courtyards have tried to get closer to the tower. They
him. One of the following will be disclosed in form a network of walkways connecting all have all come back somewhat shaken and
each such encounter (roll 1d6): eight small towers with the battlements as none dared actually enter the tower. The
well as providing access to the tower itself. Knights claim that it is holy ground. Sing-
1. There is a great deal of discord among the ing and wild laughter has been heard from
Knights. The Measure has become a noose In preparation for defense the Knights have the tower.
by which all, Knights and soldiers alike, installed makeshift ladders and wooden stair-
may be hung. ways that rise from the courtyards to the bat- 2. In the days before the Cataclysm, much of
tlement walls. These can be dropped or kicked the wealth in the kingdom was kept inside
2. The legends of the tower’s wealth and down to prevent their use by an enemy the tower.
power are told by all the people of this attempting to gain the walls. Ladders and
region. A few have tried to sneak in but stairs climb up the backsides of the cur- 3. Yarus, the last cleric of the tower, was most
were captured and tried by the Knights. tainwall and the walls that connect the cur- powerful. It was said that he never lost a
tainwall to the tower. game he didn’t choose to lose. His name
3. Lord Alfred seems undecided as to how to struck fear into whole armies of evil.
proceed. The other Knights look to him The tower ‘has its own defensive mecha-
for guidance but he seems unable to reach nisms, only a few of which are known to the 4. Yarus and Kurnos, bishop of evil, were both
a decision. lost during the Cataclysm and no man knows
their fate. The tower sealed itself and since
4. Lord Aurik is a fine gentleman full of tales that time only worshipers have entered the
of the ancient, valiant days of the Knights. edifice and then only as far as the temple
A strange gleam comes to his eye when he rooms on the Second Level.
tells them.
15
5. A tale is told of a villain who entered the the middle of this room. A single, war- 29. draconian Patrols
tower to do harm. The man entered a hall torn banner hangs from the wall.
that was endless and is said to walk there The grasses and trees are all burned here.
still. These are the rooms of the Lords who com- Only dark shapes can be seen moving in
mand the armies: 25A are Aurik’s rooms, 25B the black landscape.
6. The tower was not always known as the are Alfred’s rooms, and 25C are Michael’s
Tower of the High Clerist. When it was rooms. There is a 25% chance of finding each Here is where the regular patrols begin. Roll
first built it was called Dragondeath. of these NPCs in their rooms at any given in the Dragon Occupied Lands range on the
time. When present they will be (roll d%) Random Encounter Chart. Any PCs in this
The refugees follow the instructions of the either sleeping (1-40), passing judgment on a area have the encounter listed. Check for a
Knights although many of them deride the soldier (41-50), writing dispatches (51-70), or random encounter in the same range every
Knights as fallen from the true order of making battle plans (71-00). turn (10 melee rounds). Any captured PCs or
Solamnus. Though they do not like the major NPCs will be taken to Bakaris. Other-
Knights, they hate the armies of the Dragon 26. Map Room wise, the draconians attempt to kill the
Highlords even more. intruders to prevent them from returning to
Makeshift racks hold hundreds of rolled the tower.
23. Knights Spur maps, while a dozen others are spread across
a large oak table in the center of the room. 30. Army of the Blue Lady
The Knights’ Spur is a construction that sits
east of the great outer wall of the tower and These maps are of the areas surrounding the Dark tents rustle on the black, ravaged
chokes off access to the Westgate Pass beyond. tower as well as many other parts of Ansalon. landscape. The rattle and crash of an army
Consisting of three levels plus towers, its They include the maps from DL5 and DL6 as preparing for war greets your ears. Rows of
defense is not as well planned as the tower’s, well as the maps of the local terrain. The maps tents stretch to the horizon. Thousands of
yet it is still a formidable structure. show the army of the Dragon Highlord cut- draconians, kobolds, and men are ready-
ting off all routes south. The size of the forces ing for an attack on the tower.
The stream runs under the spur through an farther south are, however, unknown and not
aqueduct baffled by a series of portcullises. marked on the map. PCs stand an 80% chance of being noticed
Arrow slits open into the aqueduct from each melee round (modified for hiding in
above on the first level of the spur. The large 27. Wings of Habbakuk shadows or invisibility etc.). Roll in the
main gates of the spur are made of iron barred Dragon Occupied Lands range on the Ran-
from the inside. These require one melee Flat grasslands run south from the tremen- dom Encounter Chart if the PCs are noticed.
round to open. dous walls of the tower as the canyon
mouth suddenly widens onto the plains. PCs who manage to get into and out of this
The spur consists of a courtyard with build- Below the flat land, the Virkhus Hills roll area are able to tell the approximate strength
ings to the north of the main curtainwall. into the distance. and make-up of the draconian forces and, if
Access to the interior of the spur is via a large, they successfully spy on a unit commander or
wide staircase in the east section. For defense, This area is called the Wings of Habbakuk higher, when the next attack will take place
the iron gates close before two, portcullises. because it seems to form an apron before the and with what forces.
One wall is lined with arrow slits to stop Tower of the High Clerist. Its low grasses pro-
intruders. vide no cover to those who approach the Captured PCs and high ranking NPCs are
tower. taken to the great tent of Bakaris, assistant to
24. Council Of Knights the Dark Lady herself. Bakaris will desire to
28. Virkhus Hills demonstrate his power as well as further
Faded banners hang in the great hail, their demoralize his enemy. To this end, he will
emblems in shadow. The great arch of the Rolling foothills run to the horizon along cold-bloodedly kill any high ranking NPCs
ceiling rises overhead into sooty darkness. the mountains. The road winds its way present and strip any PCs of their armor and
At the west end, a simple dais rises from through the hills past scorched homes and weapons. There is a 50% chance that they will
wide steps. Three great chairs stand there, abandoned farmhouses. discover any magical items secreted on the
each bearing the crest of one of the orders person of a PC and take those as well (roll sep-
of the Solamnic Knights. Baaz draconians are scouting in this area. A arately for each item). The PCs are bound and
group of 2d10 are encountered 30 minutes gagged and loaded onto horses and taken
Whenever a Knightly Council is called, this is after the PCs enter the area. The draconians back to the main tower gates at nightfall by a
where it is held. There are 24 full Knights attempt to capture them and take them to unit of draconians. The PCs will be loaded
present with 38 Knights-in-training for a total Bakaris (Encounter 30) or kill them if capture onto horses with the dead bodies of the NPCs.
of 62 to attend councils. There will be at least is impossible. The Baaz are cloaked as pil- Bakaris bids them farewell with, “Take these
1d20+40 full and in-training Knights in grims going to the tower. back to the vaunted Knights of Solamnia. Say
attendance at any Council (minus 10 for each that we shall soon tread on the bodies of all
unit lost in battle). within the walls.”
25. Rooms of Lords
The cold stone rooms are clean but sparely
furnished. A fur-covered cot can be seen
in the far room while a desk and chair sit in
16
Chapter 12: the tower of the high Clerist
Vinas Solamnus built Dragondeath, the tower room, the second for the smaller annexes D. Dining Hall
of the Westgate Pass, during the Age of (labeled Aa on the map).
Dreams. Its origins are shrouded in mystery, A great table runs the length of the room
although legend holds that the tower was Delicate inlaid tiles cover the floor. beneath dark chandeliers. Delicate porce-
built according to the prophesies of Solamnic Vibrantly colored frescoes ornament the lain plates grace the silk tablecloth. Pol-
clerics for some unexplained purpose. high arched ceiling 40 feet overhead. The ished silverware flanks each setting. The
polished benches sit in perfect array down table is set with a sumptuous meal. There
The central tower is octagonal with smaller the length of the hall. All is illuminated by is no aroma from the food.
towers at each of its eight points, all set inside many-colored light streaming through the
an octagonal curtainwall. great stained-glass window at the far end The food is preserved but still edible.
of the hall. There sits a great stone stand
Tower Defenses holding a book. The columns to either side E. Elegant Quarters
are resplendent with delicate carvings.
During times of peace, the tower was Richly-woven rugs cover the floor. Finely
extremely accessible. Worshipers could enter Massive carved desks of polished oak sit in crafted cabinets and shelving line the walls
the main gates to the lower courtyards and the center of the room with several chairs and divans and chairs are placed about the
then climb the stairs to Level 2 to worship in placed carefully about. A great chandelier room.
the temples. Those with state business would hangs from the ceiling and unbroken mir-
take one of the two stairs on Level 2 up past rors run from floor to ceiling on opposite Everything here speaks of comfort, wealth,
Levels 3, 4, and 5 to the upper courtyards of sides of the room. On the stone wall and power. One room in each suite contains a
Level 6. Levels 6 through 12 contained ball- behind the desks hangs a brilliant banner great bed with soft linen sheets carefully
rooms, dining rooms, guest suits, offices, of a kingfisher. turned down. Not a speck of dust is to be
abbeys, and public council chambers. Most seen.
notable were the great ballrooms of Levels 6 There is an abbey on each of Levels 8, 9, and
and 7 and the Knights’ Hall on Level 11 whose 10. The large area was the main worship room F. Food Storage and Pantry
chamber extended up past Level 12. All were while the annexes were used for council and
open to visitors. meditation. Huge kegs and bins line the walls of this
room. Grain is scattered across the floor.
Visitors unknowingly passed hidden The Book of Habbakuk, an ancient work of The bins contains vegetables and fruit, all
defenses of the tower that stood ready to be the Age of Might, rests upon the stand. Any fresh although it gives off no aroma.
activated in time of war. neutral or evil character who touches this book
is struck by a flamestrike. (The book is This food is edible as in Area D.
The following Encounter Areas contain the immune to all fire-based attacks.) A good
tower’s main defenses: 32, 35, 39, 42, 61, and cleric who reads this book (one week to do so) G. Guard Quarters
62. gains half the difference between his current There are two cots per 10 foot-square-area in
experience points and those needed for the the room. Each has a locked chest at its foot.
In addition, the following should be noted: next higher level. This effect only occurs once Any treasure is randomly distributed among
per cleric. the chests.
Areas AA (Guard posts): These areas consist
of baffles and arrow slits situated so as to slow B. Bedroom H. Grand Hall
the charge of an enemy and provide arrow fire
while minimizing risk to defenders. The walls A simple frame cot stands against the wall. Frescoes cover the ceiling in brilliant
contain secret doors and false doors to confuse Clothing is carefully hung on pegs in the detail. Banners hang stiffly from the raft-
attackers. walls. ers. Statues of ancient Knights are found
in the hall, while scenes of their battles are
Areas AB (Floortraps): These contain false C. Corridor immortalized overhead.
floors released by a lever. When activated by
retreating defenders, the floor swings down, The clean-swept corridor runs into the The statues are of Solamnic Knights from the
pivoting at the arrows on the tower map and darkness. Tapestries stand at intervals in Age of Might. The banners are from their
dropping at the weighted end (indicated by the halls. campaigns.
an X). Floor traps open over spiked pits 10
feet deep. The tapestries all depict epic events and J. Jail Cells
heroes from Krynn’s past, including the Grey- The key to the locked cell door is on a peg out-
Tower Interior gem of Gargath, Huma Dragonbane, and side the door. The cell is clean and unoccu-
Vinas Solamnus. pied.
The Tower of the High Clerist is one of the
largest buildings ever erected on Krynn. It is
impossible to detail every nook and cranny of
the edifice, but there are certain areas of the
tower that can be described in general terms.
The letters for most encounter areas corres-
pond to the area titles (A for Abbey, for
instance). Letters I, O, and S are not used.
A. Abbey
Read the first boxed text to describe the main
18
K. Kitchen straw. The chain ladder overhead is coiled who occupied this room.
around a rotating spindle which allows it to be
Several large wood blocks stand in the cen- lowered into the pit. V. Walkway
ter of the room. A huge, cold stone fire-
place fills one wall of the room. Great Q. Office Cubicles An overhanging walkway with a carved
bronze kettles hang from the walls along- railing looks down over the area below.
side cutting knives of every type and High desks with tall stools stand neatly
description. One of the tables holds a slab about the room. Papers are carefully Check the map to see the general area the
of meat. arranged on the desk tops. Lanterns stand walkway overlooks. Then check that descrip-
dark at each desk corner. tion for more information.
The meat is fresh due to the preservation
effect when the tower was sealed. The lanterns are usable and half full of oil. W. Potables Storage
L. Library R. Rotunda Huge wooden kegs line the walls. In the
center of the room stand many racks of
Floor-to-ceiling shelves line the walls of the Delicate fresco paintings cover the high, wine bottles.
room and stand in ordered ranks across the domed ceiling of the room. Images of two
floor. The shelves are filled with books. kingfishers stand to either side of a great Most of the kegs contain water although some
knight, flying through the heavens dispel- contain pre-Cataclysmic wines. All are drink-
All the books are pre-Cataclysm and written ling darkness. The floor is covered by a able.
in Solamnic. mosaic-tile map of of pre-Cataclysmic
Ansalon. Strange shadows are cast on the X. Arrow Slits
Most of the texts deal with historical and map.
biographical works of the Age of Might. The These traps consist of corridors, of various
largest book and the first the PCs notice is one If the players study the shadows on the map, shapes and sizes, with slits along the walls.
on Virkhus, the Horn of Dawn. There is also a have them make a Wisdom Check. Success There is also a false iron door at the end of
manuscript on the life of Yarus, High Clerist means they realize that the darkest shadows most of the corridors. (The real exit from this
of Solamnia but this work ends before the cover the Dragonarmy-occupied lands, lighter access is always either a concealed or secret
Cataclysm. It mentions Kurnos and his gam- shadows cover parts of pre-Cataclysmic Ansa- door.)
ing relationship with Yarus. A work on Kurnos lon that are now under water, and the unshad-
is available detailing his life prior to the Cata- owed portions are those lands controlled by These areas were used to entrap invaders
clysm. This gives the background material the forces of good. and eliminate them with missile fire from the
found on page 30 of this module. side walls.
T. Temple
M. Meat Storage 2. Gardens
Intricate patterns are carved into the sup-
Bins of salt stand at the back of the dim port pillars on either side of the temple. Grand trees stand amid lush bushes and
room. Cured meats hang from hooks on Running the length of the ceiling is a frieze clumps of ferns. The floor is dirt with natu-
the rafters. carved into the arched stone. At the far ral pathways through the garden. Brilliant
end of the temple stands a platform and a flowers stand in carefully tended groups.
As with all foods in the tower these meats give stone altar. Behind this is a great golden
off no smell and are edible. door. Tower Treasure
N. Officers’ Quarters The altar has three kingfishers carved on each Except for the main Treasury (Encounter 65)
side. The rectangular slab runs lengthwise and the locations of the Goal Artifacts
A simple wooden cot stands against one with the room. There are kneeling slabs on (Encounter 17), treasure is found randomly
wall. At its foot a large chest lies shut. A both long sides of the alter. throughout the tower. (Over the centuries the
steel mirror hangs on one wall. local ghosts, minions, and shadows have
The golden door is magically locked. The moved the objects about at will.)
P. Prison Pit password has been long forgotten. A knock
spell is the only way for the heroes to open the If a room the PCs enter has a * marked in it,
A wide, round shaft drops through the door. then that room contains treasure. Using a 52-
floor of the octagonal stone room. A chain card deck of playing cards, draw a card and
ladder lies coiled on a platform that U. Servant Quarters consult the Random Treasure Location table to
extends halfway over the shaft. determine what has been found. (Remove the
A simple frame bed filled with clean straw Jokers and Aces from the deck before drawing
The platform hangs over a 30-foot-deep pit. stands in the corner of the room. cards.)
The bottom of the pit is lined with clean, fresh
There is a 25% chance that a cloth sack is If you do not have a deck of playing cards,
discovered under the bed. Unless treasure, its roll 1d12 to determine the face value of the
contents are the dirty clothing of the servant card and 1d4 to determine its suit. Then refer
to the table as explained above.
19
Random Treasure Location table This portcullis is counterbalanced and lifts 33. Gully dwarves
open easily with a horrible screech. The port-
Face** Clubs Hearts Spades Diamonds cullis remains open to whatever height the The room is in turmoil! Small, smelly fig-
**Dice 2 4 PCs lift it. For every foot the PCs raise the ures move hurriedly about the hall.
portcullis, there is a cumulative 20% chance
2 2 4,400 kp 800 PP Plate Potion of that a guard on the tower wall notices the These gully dwarves have somehow found
armor +3 extra- intrusion into the tower. (Raising the portcul- their way into the tower. The room is in total
healing lis 3 feet results in a 60% chance.) Closing the disarray. There are 12 gully dwarves with one
7.650 kp 697 PP Bow +3 Potion of portcullis also makes noise but does not leader. This leader is a rather dirty but pom-
arrows polymorph increase the guards’ chances of hearing. If the pous and officious sort of fellow. He says he is
self portcullis is left open it will be noticed by the on a secret mission to find the wonder of the
44 500 gpv 1000 gpv Hammer + 3. Potion of guards in 1d20 turns. There is a 20% chance tower, the great steel marble! He insists that
55 gems gems Dwarven treasure that the Knights will figure out who has gone the PCs not tell anyone about this secret mis-
25 each 24 each Thrower finding into the tower. Modify this by any circum- sion.
Ring of Book of stances that apply.
750 PP 7,940 sp In visi- Exalted If any other treasures are described to him,
bility Deeds 32. dragontrap he responds that he knows just where the trea-
6 6 8,300 sp 8,400 sp Staff Book of sure is and is willing to lead the PCs to it.
of Striking Infinite The central hall is formed of ornate stone (There is only a 20% chance that he actually
Spells walls in a herring bone formation. Each does know where the treasure is.) In any event
7 7 4,200 kp 655 PP Sword +2 Wand of side wall encloses a dark passage leading he leads the characters on the most circuitous
8,800 sp Dragon- wonder away from the central hall. At the far end route possible, giving the PCs the “grand
8 8 8,950 sp 9,250 cp slayer of the hall, two iron grills come out of each tour” of the tower.
10,000 sp Sword Wand of side wall to form a portcullis with a 3-foot-
of Dancing mass diameter hole in the center. Beyond that is Gully dwarves pretend to be excellent spies
flying(*1) an octagonal room with a double, golden and the bravest of warriors. They flee in panic
9 9 6,300 ep 700 PP Mace of 3 Ioun Stones door opposite the iron portcullis. at the first sign of danger.
Disruption pale green,
prism This is the dragontrap. A Dragon Orb is acti- 34. Gully dwarves and
10 10 4,200 kp 570 PP Tower Necklace vated in the central room (Encounter Area the Great door
9770 cp map (*4) of prayer 35). Any dragon within range is drawn
J 11 1,000 gpv beads toward it, entering the tower through the In the midst of the octagonal room, 30
Q 12 gems Map of Ring of Tales of great portcullis gates (Area 31). As the dragon gully dwarves lie on the floor murmuring.
K 12 25 each the maze Prot. from Virkhus(*2) gets closer, the hall narrows. The hall’s herring A great golden door stands before them.
bone pattern makes it easy for the dragon to
Gauntlet Y3) Lightning Codex of enter but difficult to get out. Once this far, These dwarves hush anyone who makes more
of 6,400 ep Sword, Kurnos(*2) however, the call of the Orb becomes an unde- than whisper noises in this area. They
700 PP Cursed niable obsession. patiently explain that they are worshiping the
Fumbling Tome of great golden door in hopes that it will open up
Drums Berserk Yarus(*2) The portcullis in Area 31 was dropped once and give them the great steel marble.
of 850 PP Sword + 5 the dragon was in Area 32. The iron portcullis
Panic 9,000 sp Holy at 32a consists of two parts controlled sepa- 35. Altar of the Orb
rately from Areas 32b. These are slammed
Avenger shut when the dragon’s head entered 32c, (Possible Goal Artifact Location)
holding the head (and thus breath weapons)
(*1) Wand of Mass Flying: Uses one charge to fly up in room 32c. Knights can then attack the Cold air falls from the darkness overhead.
to 10 creatures for 10 melee rounds. Creatures dragon from the side halls, killing it easily. The great circular room surrounds a central
affected fly at will during the spell effect. Five dais. Five sets of doors open onto the
charges. This method would disgust modern-day room. An arched opening looms to the
Knights because they have forgotten the spirit north. Deep dust covers the floor and dais.
(*2) Books in the Tower: These three works-Tales of the Measure. Pre-Cataclysmic Knights
of Virkhus, Codex of Kurnos, and Tome of knew that evil must be defeated and dishonor Atop the dais, an ornamental pedestal is
Yarus—give the backgrounds of these individ- came from not using all available means to covered in dust.
uals as found on page 30. accomplish this. The dragontrap was safe and
sure and much honor was earned in defeating The Goal Artifact, if it is here, is under the
(*3) Map of the Maze: This unlabeled line map evil dragons this way. dust on the pedestal. The shaft extends 260
traces the route from one of the entrances to feet up to Encounter Area 64.
the Eternal Hall to the Treasury without pass- There is a 5% chance that any of the port-
ing through a single reduction teleport (see cullis release mechanisms will not function.
page 23). Which entrance it traces from, how-
ever, is not indicated on the map. The portcullis at 32a is shut when the PCs
enter this room. The golden doors at the far
(*4) Tower Map: This is a highly stylized map of end are 100% magic resistant and have been
the tower. Mostly an art piece, it is difficult to welded shut from the inside.
read. Whenever a PC attempts to use this map
there is only a 25% chance he will know where
he is on the map. From there, he can describe
the function and general contents of the sur-
rounding rooms. Kenders get a +10% bonus
on their attempts to use this map.
encounters
31. Tower doors
The great iron portcullis is rusted yet still
very solid. Behind it is a large entrance hall
lined with weather-worn carvings in its
alcoves. At the back of the hall, a smaller
opening leads into darkness.
20
36. Guardian of the Shaft enemy as they entered the shaft and deny 12 The tower depths hold cavernous
them access to other levels. room
Tapestries cover the walls here. In the cen- Dragon meets Orb’s deadly
ter of the room stands a platform covered Eight drelbs inhabit this shaft and are seen doom
by delicate satin pillows. Overhead, a ver- floating overhead. They have special illusion-
tical shaft extends into darkness. ary movement that is 90% likely to make 13 * Direction of Goal Artifact 1
them appear to be moving away while actually 14 The Horn of Dawn does Virkhus
Standing on the platform is the shim- moving toward the PCs.
mering figure of a huge man in armor, a wield
large sword held across his chest. 40. Philosopher Minion Causing the dark evil to yield
This is a guardian minion watching the way A ghostly figure floats in the middle of the 15 * Direction of Goal Artifact 2
into the upper reaches of the tower. The min- room. 16 Yarus and Kurnos in ancient days,
ion moves menacingly toward the PCs and
asks, “In whose name do you come?” in a This is a philosopher minion. The minion Played Khas in wizardly ways
ponderous voice. He will attack unless the may be either male or female. It attacks if 17 Just below where Yarus slept,
answer “Yarus” is given. He will not leave this attacked first or if it feels that the truth of its
room. statements has been questioned. Are halls where treasure is kept
18 * Direction of one Goal Artifact
37. dungeon The philosopher minion is floating 1d4+1
feet above the floor. When first encountered * Read the quote below and give the shortest
A dark, robed form hangs from chains at it says, “I am the minion of wisdom and direction to the stated treasure.
the back of the cell. truth. You have but to say, “Speak” and I “Hear now and take heed
shall give thee wisdom.” If the PCs say This way to the treasure you need.”
This is a pilgrim who came to worship at the “Speak” then the minion speaks. Each time
tower. He has no information but will join the the minion speaks it comes one foot closer to Directions
party. The pilgrim will tolerate no disrespect the ground. Up: Over head and hair/Is the artifact’s lair
or irreverence for the tower. Down: Under your boot/Is your loot
Philosopher minions know a great deal North: North and away/Brings joy this day
38. Spectre about the tower and can help the PCs with South: From my mouth/Your way lies south
information. If the PCs ask too many ques- East: To sun’s rise/Is the way that’s wise
A moaning figure lies slumped against the tions and the minion touches the floor, it West: The way that’s best/Is to sun’s rest
back wall of the cell‚ his hands hanging becomes enraged and calls in eight warrior
limply from the overhead chains. minions to trounce the intruders. These arrive 41. Guardians of the Tower Way
1d4 rounds after called. The philosopher dis-
This is a spectre waiting for prey. appears when they enter the room. Ten guardian minions stand watch with ethe-
real bows and quivers of arrows. Although
39. Supply Shaft What a philosopher minion says depends spectral, the arrows do normal damage. The
Read the first description if the PCs are out- on the level he or she is encountered on. Roll minions assume that only enemies enter this
side the doors, the second if they are inside. 1d4 and add the tower level to determine area without first uttering the password (now
(from the Philosopher Chart) what the minion known only to them). They cease fire if they
Steel doors bar your way through the 30- says. come to suspect, through dialogue or other-
foot-wide opening. wise, that those entering are of good align-
Philosopher Chart ment.
A great shaft extends overhead into the Number Philosopher’s Reply
darkness. Up there, several landings are 42. Guardian Arch
seen at various levels in the tower. Dozens 3 * Direction of one Goal Artifact
of ropes and pulleys extend from the dark- 4 Fleet of foot and swift as hare, An alcove stands opposite the temple door
ness overhead to the floor. A platform in the passageway. An ornate image of a
rests on the floor, ropes attached to its four Beware the marble on the stair kingfisher is carved onto the wall, its jew-
corners. A hall opens to the east and west. 5 Reflections of your self beware, eled eyes flashing in the darkness.
The main doors function as the portcullis in The fetch awaits within that lair The kingfisher holds a sword in its claws
Encounter 31 except they swing open. 6 The endless halls will you dimin- with the hilt pointing to the left. A rose is
set on the center of the sword and a crown
This shaft was used to bring supplies into ish of gems is over the bird’s head. To either
the tower. Defenders can fire down on the Unless on proper path to finish side stands an iron statue of an ancient
Knight.
7 Of dancing minions please take
care, The statues are iron golems, activated 5 seg-
That your soul they not ensnare ments (30 seconds) after anyone enters the
area without opening the secret door here.
8 * Direction of Goal Artifact 2
9 * Direction of Goal Artifact 1 PCs must make an Intelligence Check (with
10 Virkhus the mighty hero of old a -5 penalty) to notice that the sword hilt is
pointing the wrong way. The secret door is
Returns from death with armies opened by rotating the sword so that the
untold
11 When Yarus returns to our land
He has anger and power in hand
21
sword hilt is pointing to the right. give a victory shout and disappear, released They will attack anything or anyone.
The golems attack for 5 melee rounds from their quest.
53. Groaning Spirit
before returning to their original positions. 46. Shadows
There is a groaning spirit that attacks with its
43. Room of the Good Warriors There are 10 shadows in this room. They keening and then uses its other attacks to
attack the PCs at once. escape.
Twenty spectral minion warriors of good align-
ment are repairing their armor and healing 47. Bodak 54. Kenders
wounds at a tremendous pace. They take no
notice of characters of good or neutral align- Three bodak are in this room. They guard Just before this encounter, check to see if any-
ment but attack any of evil alignment. fiercely any treasure that is here. one hears the sound of metal clinking lightly
together.
Each day, at midday and midnight, these 48. Lost Pilgrims
warriors march to Encounter Area 45 to do Several (1d4 + 2) kenders are encountered.
battle with evil minions for one hour. Unless Shadowy figures lurk in the corners of the They say that they just wandered in and
the PCs somehow intercede, both sides retreat room. Large hoods hide their faces above thought to clean the place up a bit by remov-
with heavy wounds only to fight again the clerical robes. ing some of the more bothersome items lying
next day. about. They put up a fight if the PCs attempt
These are five pilgrims who are lost inside the to force the items from them. The items
44. Leader of Minions tower. The pilgrims follow the PCs if offered a include silverware, silver goblets, and steel
way out of the tower. They know that the daggers. One of the kenders, however, has an
A spectral minion in brilliant armor stands main treasury of the tower lies beyond the accurate map showing how to get to the Eter-
in the middle of the room with three other Eternal Halls on Level 5 and mention that sev- nal Halls (Encounter 62) and another (highly
minions. They seem to be in animated eral of their members entered those halls inaccurate) showing how to get through the
conversation about the battle to come. never to return. Eternal Halls to the Treasury. The kenders
have a lot more “cleaning” to do and will not
This is the leader of the good spectral minion 49. Water Creature accompany the party.
warriors. He tries to convince PCs of good and
neutral alignment to join his side in the A water weird lurks in the main water area of 55. Lurking Above
upcoming battle. In return, he is willing to this room. Any treasure in the room will be in
help the PCs as much as he can. the bottom of the water receptacle. Three lurkers above are waiting patiently on
the ceiling of the room. Any treasure in the
If the battle in Area 45 is won by the good 50. Worshipful Knights room will be directly under them.
warriors, then this leader will give five steps in
the shortest route to one of the PCs’ Goal You see the ghosts of warriors in full armor 56. Wraiths!
Artifacts. The steps must be separate and sim- kneeling before an altar.
ple. For example: go north; pass two halls; Ten wraiths float in the room.
climb the stairs; pass two levels; go west. Ten spectral minion warriors of good align-
ment kneel here asking forgiveness for their 57. Berserker Cook
45. Battleground sins. They listen to anyone of good alignment,
ignore those of neutral alignment, and attack A crazed ghostly figure in a tall hat and
Run this encounter only during the battle per- anyone of evil alignment. white apron suddenly lunges at you with a
iods between midnight to 1 a.m. and noon to meat cleaver!
1 p.m. They gladly follow anyone who can demon-
strate that their quest is just. To this end, the This is a spectral minion cook (with berserker
The great domed room is suddenly flooded Knights follow the PCs to any location on this statistics), enraged that someone in the past
with hundreds of ghostly apparitions. Evil level or the one below it. They act as party criticized his cooking and is no longer around
minions float down the great staircase in a members in all respects. to apologize for the remark.
mad charge; spirits in brilliant armor wield
ethereal swords and pour into the lower 51. Room of the Evil Warriors 58. The Revelers Chase
hall. Metal cracks against metal. The battle
of spirits is joined! Twenty-three spectral minion warriors of evil Screams and giggles come from down the
alignment move about the room. Some pre- hallway. Suddenly‚ spectral women in
These are all the minions from Encounter pare their weapons while most regenerate gowns run down the hall‚ pursued by spec-
Areas 43, 44, and 51. To sway the battle and their wounds. They ignore those of neutral tral young men.
force the retreat of the evil minions, the PCs and evil alignment but attack anyone of good
must slay no fewer than 20 minions of evil. alignment. These are 6d4 spectral minion revelers. They
This battle may also be won by activating the race through the halls following the path
worshipful Knights of Encounter Area 50 and 52. Berserkers! labeled 58.
bringing them here. If the battle is won, the
leader of the good warriors offers directions to These are 2d8 spectral minion berserkers.
the PCs as in Encounter 44. The good warriors
22
59. Hall of Mirrors down and being teleported back up to roll square. Something unusual happens if there
down again. If the PCs try to to go up the
The hallway here is lined with dark mir- stairs right after a ball rolls past, they will find are two shaded corridors running from the old
rors‚ creating endless reflections of your another ball rolling toward them.
party. square to the new one. Then the PCs who are
The trap may be deactivated by finding the
There are three fetch living in these mirrors. loose stone at the entrance to the staircase and still in the old square see two images of the
They attack the first three party members who pressing it. There is one such stone at each
look into the mirror. Fetch may only be seen level (another find traps roll to discover this at teleporting PCs. To illustrate this, picture the
in a mirror, and only by those they are attack- -25 penalty). The trap must be deactivated
ing. before proceeding either up or down. PCs entering the maze through Area 62 in the
60. Searchers north. The lead PCs are in the clear square
Dimly glowing lamps can be seen in the south of the entrance. If they go to the west or
distance. They are held aloft by ethereal
figures in rags‚ coming in your direction. south sides to leave, they end up in the same
These are spectral minion searchers, evil crea- square (follow the shaded corridors). The
tures who have been quested to find the Goal
Artifacts that the PCs are seeking. They ask if remaining PCs see two images of the teleport-
the PCs have found the Goal Artifacts. The
searchers never stop and leave the PCs unless ing PCs. If some PCs remain at the entrance,
the PCs answer “Yes” or unless the PCs have
one of the Goal Artifacts with them. If so, the they will see the teleporting PCs moving one
searchers scream hideously and attack the
party in an attempt to either get the artifacts Stretching as far as you can see is a vast square at a time while actually being tele-
or find out where they are. room with a 10-foot-high ceiling. The ends
of the room cannot be seen, only the 2- ported quite a distance away.
61. Bowling Stairs foot-diameter pillars, each standing at the
corners of the 10-foot-square floor sec- In addition to the standard teleports, some
Stairs circle up into the darkness. Each step tions. The pillars are carved with ornate
is made of granite framing an inlaid slab of patterns alternating with weaving bands. teleports are noted with an Not only do
polished marble.
those teleports act as described above, but
A successful find traps roll (with a -25% pen-
alty to the chance) reveals fine hairs encircling they also reduce the character (and his equip-
the entrance to the staircase. The trap is trig-
gered if any mass kender-sized or greater ment) to 1/2 of his current size. Thus a charac-
moves through the opening.
ter who passes in the direction of the arrows
If triggered, there is a time delay of five seg-
ments (30 seconds) before a huge ball of mar- twice would be reduced to 1/4 his normal
ble rolls out of a concealed door at the top of
the stairs. The ball rolls on a ledge on the The Eternal Halls guard the entrance to the size. (The character’s hit points, damage, and
staircase walls and clears the stairs by only a Treasury. No locked doors stand between the
few inches. The ball causes 5d10 points of thief and the great wealth of the tower, only encumbrance decrease with his decreasing
damage to anyone crushed under it. It moves magic! There is, however, an invisible stalker
at a rate of 12”. Anyone on the stairs must who has been trapped in here for ages. Move size.) Passing through these teleports against
move down at full movement rate and make a the stalker randomly starting at 62a by rolling
Dexterity Check to determine whether or not 1d4 and consulting the following table: the arrows enlarges the character to twice his
they fall down. It takes 1/2 segment (and
another Dexterity Check) to get up after fall- current size but no larger than his original
ing. The ball continues down the staircase to
Area 61a where it enters a teleport that tele- size.
ports only these marble balls back up to their
holding location at the top of the stairs. There Unless the PCs take the correct route to the
are three balls in this holding area, enough to
provide a continuous stream of balls rolling 1 = north 3 = south Treasury, they may arrive to find that they are
2 = east 4 = west
only a small fraction of their normal size. The
Ignore impossible results. Once the stalker treasure is there for the taking but each gold
contacts the PCs it stalks them through the piece seems to be as big as a wagon wheel.
halls until destroyed. The teleports with numbers only send char-
While this appears to be a huge room, it is acters to a teleport with the same number.
actually a series of physically unconnected 10- This occurs when the PCs attempt to leave a
foot-square floor sections connected by tele- numbered square. For example, a PC leaving
a teleport labeled “7” is instantly sent to the
ports. Looking at the map will make this other teleport labeled “7.” The teleport
explanation clearer. The clear, unmarked labeled “9” sends the PCs up to teleport 9 in
squares are normal teleports, the clear squares the maze on Level 13.
with numbers are teleports that transfer char- Characters who are reduced in size are
acters to squares with the same number, and restored to their normal size once they leave
the clear squares with are teleports that the maze and Area 65.
also reduce the characters to half size if they
move in the direction of the arrow. The 63. Iron Golems
(Possible Goal Artifact Location)
shaded corridors do not exist but are used to
show the DM where the PCs end up when
they’re teleported. The room is lit by glowing globes set in the
walls. These cast an eerie green light on
First for the clear, unmarked teleports. All two iron statures standing on either side of
an alcove. At the back of the alcove is a
who pass between the pillars of these sections
carving of a kingfisher.
are teleported instantly to the next section.
(Teleporting occurs when the PCs attempt to
leave the section they are in.) The section to
which the PCs teleport depends on the direc-
tion they were going when they passed the pil- The doorways into this room are trapped and
close five segments after someone enters the
lars. If the PCs walk through the south side of room. Then a booming voice calls out:
the teleport, for example, trace along the “The names of the Knights are three,
Give them and free the way for thee.”
shaded corridor from that side to the next
clear square. This is where the PCs teleport.
They appear to have stepped into the next
23
The names are “Sword,” “Crown,” and ings shine in the flickering light. 71. Will-o-Wisp
“Rose,” not necessarily in that order. If given Yet the wonder of the room is the pro-
within five segments then the emblem of the These creatures appear in the distance and
kingfisher glows white and the teleport in the cessional. Spectral beings in elegant cloth- attempt to lead the party to the nearest revel-
alcove is activated, transporting anyone who mg march endlessly down the staircase, ers or other dangerous creatures.
steps into it to teleport location 1 in the maze. appearing at the top of the stairs and walk-
Entering this alcove when the teleport is not ing regally down. 72. Office Workers
activated has no effect. Activating the teleport
opens the exit doors for five segments. There are 20 reveler minions here at any one Three spectral figures float hunched over
time. They march down the stairs and then writing tables. They seem to be furiously
If the names are not given, then the iron turn either to the left or right moving north poring over ledgers and papers.
golems attack for 10 rounds before returning down the hallways on either side of the stairs
to their positions. The doors then open for toward the ballroom (Encounter 67). These These are spectral minion philosophers who
five segments before the entire sequence minions ignore the PCs unless attacked by are studying papers to determine where the
begins again. them. Goal Artifacts are now located. There is a 50%
chance that these office workers go berserk
If a Goal Artifact is here, it will be in the 67. Ballroom (treat as berserker minions) each time they are
teleporting alcove. asked a question. If they do not go berserk,
The great hall is full of hollow voices. then they answer according to the Philosopher
64. Bloodvine Shaft Sweet dance music sounds as if far away. Chart in Encounter 40.
Laughter of many voices floats up from a
A huge‚ dark shaft drops into the distance‚ sea of spectral beings in elegant dress. 73. Minion Cleric
its perimeter covered with green vines Women in full formal wear float over the
sprouting from a smooth‚ yellow trunk. floor in the arms of well-dressed ghosts. A bright figure kneels before the altar at
There is a madness to the scene, a reckless the end of the abbey’s cathedral.
This is a bloodthorn vine that reaches into the revelry that knows no bounds!
middle of the shaft. It only grows to within 10 This is a cleric of Yarus, now a spectral minion.
feet of Level 5 and does not block access to the There are 120 spectral minion revelers here. A He is the caretaker of this tower and sees to its
Treasury. group of 2d6 notices the heroes and uses their upkeep until Yarus returns.
special attack form on at least one PC.
65. Treasury He knows the following:
68. dining Hall
(Possible Goal Artifact Location) A. Yarus will return. His absence was planned.
Four ghostly figures float three feet over a He but awaits his crown to call him forth in
A great platform is suspended over the table. They are all engaged in an animated time of great need.
center of the shaft. Gleaming steel, gold, discussion. B. The tale of Yarus and the 33rd piece was no
electrum, and gems are heaped upon the folk tale. Often did Yarus call Virkhus, the
platform, along with an occasional helm, Treat these as the minion philosophers in greatest Knight of that time, his “33rd piece”
shield, or sword of glowing brilliance. Encounter 40. If any touch the ground, then and said that the Knight’s Horn of Dawn
Three archways stand in the wall about the all will disappear. However, just after one has would call legends from their graves when the
platform, a great shaft creating a chasm given his pronouncement, one of the others 33rd piece returned.
between each of these and the platform of will totally disagree and a pointless argument C. The Orb was an object of great secrecy with
the Treasury. will continue for 1d6 rounds with two of the Yarus. Yarus claimed that it was not under-
minions taking one side and two of them tak- stood. The Orb never controlled dragons, it
The Treasury platform is hung by four huge ing the other. merely called them to it. The strength of the
steel wires from the ceiling of the shaft. The Orb was in knowing where the dragons should
PCs must somehow get across the 20-foot gap 69. Revelers! be called. If called into a place where the
to gain any treasure. Remember that this gap Many (4d6) spectral minion revelers are found dragon was helpless, then the dragon could be
will seem much larger if the PCs have been in an informal gathering. killed with little danger.
reduced by going the wrong way through a
reduction teleport in the Eternal Halls. 70. Minion Grandee This cleric can assist the PCs no further and
suggests that they hurry for the time of the
The Treasury consists of 156,450 stl pieces, An elegant ghostly figure sits on a raised Last Battle is near.
255‚260 gp‚ 40‚000 gp‚ 8‚000 pp‚ 52 1‚000- dais. Before him stand his warriors.
gpv gems, 23 5,000-gpv jewelry, 5 + 3 long 74. Knights Court
swords; 5 sets of +2 plate armor, 3 + 3 maces;
and a Book of Infinite Spells. The hall is silent as a tomb. Ghosts of
Solamnic Knights line the great hall. At
66. The Grand March the far end‚ opposite the main doors‚ three
ghostly knights sit behind a great table.
Massive marble stairs cascade down from The warriors attack if the PCs attempt to dis-
the level above. Highly polished brass rail- turb this room in any way.
24
Before the table, another ghostly so long as the maid was returned to her family. skull. This is the skeleton of Kurnos. The
Knight stands over the bones of a man in All soon found their way into happier lands. Crown of Kurnos is an evil artifact that func-
rusting plate. No one moves. All stare sto- tions as a Book of Vile Darkness (see DMG
ically at one another. Half of the Knights hold that the bargain page 139). Placing this crown on one’s head is
made was a dishonorable one. The other half equivalent to reading the book without the
These are all good warrior knights; indeed, say it was both honorable and wise. A decid- time-reading requirement.
they were once living Knights of Solamnia. ing vote needs to be cast before these Knights
There is a 35% chance that a PC will notice are released from their bondage. This is the scene of the last Khas game
that the standing spectral minion is the ghost played between the great clerics of good and
of the dead Knight on the floor. If the tie is broken, the Knights grant a evil, Yarus and Kurnos. Bringing either the
boon to the PCs: the key to the Eternal Halls. Crown of Yarus or the 33rd Khas piece to this
If the PCs make any disturbance in this It is this: “From the northern portal on level place has a special effect.
hall, then the Lord Knight minion calls the 5; left; left; 2 ahead; left; right; 5 ahead;
party before the table. He informs them that speak ‘crown,’ ‘sword,’ and ‘rose’; then enter If the heroes have a piece of the Crown of
this is a Knightly Council of Solamnia hearing the portal to the treasure trove.” With this Yarus (see page 31), bringing it here results in
charges against this Knight. They await the they all disappear. a hollow voice being heard through the hall.
decision of the greater Council convened now The voice is that of Yarus pleading for the rest
in the High Count. 76. Grim Lynx of his crown. Placing Yarus’s crown on
Kurnos’s skull results in a mild shock (1d4
They have been waiting for 300 years. This encounter only occurs at night. points of damage) to the PC. Placing the
crown on the skull of Yarus results in Yarus’s
75. High Council Hall Curled in the center of the room is a lynx. skull floating up off the floor, followed by the
bones from under and around the pillar. The
A great circular chamber rises high over- This is actually a black cat grim. Stalwart fallen chair moves upright before the Khas
head; light streams in from crystal win- defenders of good, grims become ethereal dur- board as the bones form into the skeleton of
dows along the walls. Three entrances ing daylight hours. If discovered by the PCs, it Yarus. The cleric’s ethereal form appears. Go
come into the hall from the east, south, will follow them and warn of impending danger to the Epilogue and run the end game.
and west. To the north, like the prow of a with its mournful call. Once daylight breaks it
great ship, rises the Great Pillar of Yarus, returns to this location. If the heroes have the 33rd piece, placing it
its base a raised dais with a huge throne. on the board causes the appearance of the
There sits a single ethereal Solamnic Lord 77. The Khas Room ghostly form of Virkhus, ancient Lord Knight
presiding over the assembly. of Solamnia (see page 30). Virkhus presents
A huge platform stands atop the Pillar of himself and his troops to the cause of good.
Such an assembly! Ghostly Knights are Yarus like the foredeck of some great ship. Go to the Epilogue and run the end game.
standing on benches, yelling at each other A marble railing runs around the platform
and hurling challenges at a furious rate. between the three great spans that join the 78. Grim Watch
platform to the walls of the tower. Beyond (Possible Goal Artifact Location)
Finally, the Lord Knight stands and all the railing is a sheer drop to the floor of the
quiet down. He speaks in old Solamnic, High Council Hall below. A black dog stands in the center of the room.
but his words are clear, “We cast our lot!
Say ye for the man.!” The east side of the The platform thrusts into the center of This is actually a grim. It acts as the grim in
hall shouts, “Aye!” Then says the Lord the great open shaft from the north wall. Encounter 76 in all respects unless this is one
Knight, “Say ye against the man!” The Five-foot-diameter pillars rise from the of the Artifact locations. If an Artifact is here
west side of the hall shouts “Nay!” Says platform up to the domed ceiling of then the grim is guarding it against evil but
the Lord Knight, “35 aye, 35 nay; We stained glass overhead. Multi-colored light will relinquish it to the PCs.
reach again our impasse.” The tumult streams through the glass onto the upper
again breaks out in the hall. section of the great rotunda. One of the 79. High Lookout
pillars has fallen over.
These are spectral minion warriors of good. The world seems much larger from this
For the last 300 years, they have been voting Broad steps lead up to a platform on the high vantage point. The plains of Solam-
on the fate of the Knight in Area 74. Their north side of the room. There, a throne ma to the south can be seen clearly from
impasse may only be broken by the vote of a stands before an ornate steel door. here—including the camps and forma-
Knight of Solamnia in good standing. One or tions of the Dragonarmy.
more of the PCs should be able to vote. Two high-backed chairs face each other
across a large and ornate Khas board. One From this vantage point, the Dragonarmy
The case is complex. The Marshal of chair stands upright while the other was forces can be estimated to within 25%.
Kurnos, a most evil man, had abducted a knocked over by the fallen pillar.
damsel from a noble house. The good Knight 80. Nest of the Kingfisher
pursued the Marshal into the Desert of Lost Closer examination reveals the skeleton of a (Possible Goal Artifact Location)
Names. Yet the Knight fell into great hard- man crushed beneath the fallen pillar. The
ship and was near death when he came upon hollow eye-sockets stare sightlessly toward the A black owl sits perched overhead.
the Marshal and the abducted girl. He struck a other chair, one skeletal arm and hand reach-
bargain with the Marshal that they should set ing toward it. Seated on the upright chair is a This is actually a grim. It acts as the grim in
aside their differences for the sake of the dam- skeleton dressed in gleaming armor. The skel- Encounter 78 in all respects.
sel and find their way out of the desert. The eton slumps in the chair, the skull’s jaw fused
Knight vowed to pursue the Marshal no more to the hand on which it rested. There is a
crown of black steel on the armored skeleton’s
25
It is not enough for the players to solve the the field of battle of all draconian forces. BATTLESYSTEM: Place Yarus on the top of
mystery of the High Clerist Tower or rally the the Clerist Tower and add his character to the
Knights of Solamnia. The players must still BATTLESYSTEM: All dragons on the field ranks of the Whitestone forces. Run the Final
defeat the Dragonarmy. immediately suffer loss of discipline Battle Sortie otherwise as described.
(BATTLESYSTEM case [4.6]) and charge the Simplified Battle Resolution: Consult Appen-
Five events might trigger the final confron- large entrances to the tower on the first level in dix 3. Add the morale modifier for Yarus’s
tation of the game, although only three of an attempt to get to the Orb. The dragons appearance, along with any other modifiers
them are possible during any one game. Each continue to fail discipline checks for as long as that apply, to the Knights’ base Morale Rat-
of these triggering events modifies the end the Orb is in use. Also, all draconian troops ing. Add 1d6 and check the result on the Sim-
game, which will be resolved either (1) using and commanders must make a Morale Check plified Battle Results Chart. Apply any
the battle resolution method given in Appen- during each movement phase. Those failing resulting casualties and morale modifiers and
dix 3 or (2) using the BATTLESYSTEM™ Final the check immediately rout. These units may repeat the process until either the Knights are
Battle Sortie as detailed in Appendix 4. not be rallied. This automatically raises the driven from the tower or the Dragonarmy
Morale Rating of all Whitestone forces by one- retreats from the battle.
The Final Battle ends only when the half the difference between their current
Knights are driven from the tower or the morale and 20. Conduct the battle otherwise The Final Battle will conclude with one of two
Dragonarmy retreats from the battlefield (this as outlined in the Final Battle Sortie. results: either the players will defeat the
occurs if the Dragon Highlord loses 50% or Simplified Battle Resolution: The Knights’ Dragonarmies (go to Epilogue 1) or they will
more of her forces). The simplified resolution base Morale Rating increases by one-half the be defeated and driven from the tower (go to
system may need to be repeated several times difference between its current value and 20. Epilogue 2). Read the appropriate Epilogue
before one of the two end results are reached. Add the +3 for Orb success. All dragons and section to the players.
(This represents repeated attacks, one per day, draconians are effectively removed from the
until the battle is resolved.) battle while the Orb is operating. Add +5 to Epilogue 1: Fruits of Victory
represent the loss of approximately 50% of
1. Sands of time the Dragon Highlord’s forces. Add any other The banners of the Solamnic Knights still
morale modifiers that apply, then roll 1d6 and fly over the Tower of the High Clerist. The
If the PCs are not able to reach a solution to add that to get the total modified Morale Rat- first major trial of the Whitestone forces
the game before the four months of the ing. Consult the Simplified Battle Results has been overcome.
Adventure Clock run out, then the final bat- Chart. Apply the result and repeat the process
tle will begin against overwhelming Drag- until a final resolution is reached. Yet this was a costly victory. Many
onarmy forces. Knights have fallen in battle. The victory is
4. The Legions of Virkhus Return theirs, bought with their lives.
BATTLESYSTEM: Run the Final Battle Sortie
as outlined. This will most likely result in the With the return of the 33rd piece to the The first blow of the War of the Lance
defeat of the Solamnic forces and the fall of board, the Legions of Virkhus, the spirits of has been struck. The heads of the blue
the Clerist Keep to the Blue Dragon Wing. valiant Knights risen from the catacombs of dragons felled here will awaken Palanthus.
Simplified Resolution: Go to Appendix 3. the Clerist Tower, join side by side with the Her armies will soon fight beside the
Determine the Knights’ modified Morale Rat- Solamnic Knights to defeat the intruders. Solamnic Knights.
ing, add 1d6 and check the result against the
Simplified Battle Results Chart. Repeat this BATTLESYSTEM: Run the Final Battle Sortie The night is not yet ended but now
procedure until the tower falls (a result of 4-8 with the following changes. All Solamnic there is at least a hope of dawn.
on the Simplified Battle Results Chart) or the forces suddenly assume the statistics of the
Dragonarmy withdraws from the battle (suf- Legion of Virkhus. Run the battle to its con- Epilogue 2: Bitter defeat
fers losses totaling 50% or more). elusion.
Simplified Battle Resolution: Consult Appen- The mined High Clerist Tower stands in
2. Military Victory dix 3. Add the morale modifier for Virkhus’s the morning light. Thin plumes of smoke
appearance, along with any other modifiers drift in the morning breeze and great holes
If the Whitestone forces are forced into giving that apply, to the Knights’ base Morale Rat- now mar its once-perfect walls.
up the Tower of the High Clerist, then the ing. Roll 1d6, add it to the modified Morale
Dragonarmies take the tower. This will hap- Rating and check the result on the Simplified You have escaped but at great cost. The
pen either as a result of BATTLESYSTEM™ Battle Results Chart. Apply any resulting armies of the Dragon Highlords now but
action or Events taking place against demoral- casualties or morale modifiers and repeat the catch breath before rushing toward Palan-
ized Solamnic forces. If either of these occur, process until the Knights are driven out of the thus. Seeing what they have done to the
no further resolution is required. Go to Epi- tower or the Dragonarmy retreats from the tower, you shudder to think of what they
logue 2 and read the text there. The players battle. can do to Palanthus.
have lost the game and the Whitestone forces
have suffered a major defeat. 5. Yarus Joins the Battle You must leave quickly to reach the
Palanthian fleet before it falls to the
3. The dragon Orb is Used Yarus has been summoned by the PCs’ Dragon Highlord. Whitestone and the
retrieval of his crown and once again can par- Knights have failed; there is little hope left
In this case, the heroes have to defeat the ticipate directly in the events of the world. for all of Ansalon.
dragons in the tower. The Orb also has horri-
ble effects on draconians, forcing a madness
on them that requires a rout retirement from
26
appendix 1: Monsters
draconians (dragonmen)
FREQUENCY: BAAZ BOZAK KAPAK SIVAK
# APPEARING:
ARMOR CLASS: Uncommon Uncommon Uncommon Uncommon
MOVE: 2-20 2-20 2-20 2-20
HIT DICE: 4 2 2 1
% IN LAIR: 6”/[15”]/18” 6”/[15”]/18”
TREASURE TYPE: 2 4 6”/[15”]/18” 6”/[15”]/18”
# ATTACKS: 15% 3 6
DAMAGE: 5% U 15% 10%
SPECIAL ATTACKS: 1 or 2
SPECIAL DEFENSES: J, K, L, U 1-8 or 1-4/1-4 K‚ L‚ M Q
MAGIC RESISTANCE: 1 or 2 Spell use 1 3
INTELLIGENCE: 1-8 or 1-4/1-4 +2 saves 1-4 + poison 1-6/1-6/2-12
ALIGNMENT: None 20% Acid Pool None
SIZE: None High None +2 on all Saving Throws
XP VALUE: 20% LE 20% 20%
Average M(6ft.+) Average High
175 + 4/hp LE NE
LE(C) M (6 ft.)
M(5 1/2 ft.) 105 + 3/hp L (9 ft.)
81 + 1/hp 350 + 6/hp
Draconians, or dragonmen, are the basic Bozak draconians are magic-users and have a battlefield and as spies in Ergoth, Palanthus,
troops of the Dragon Highlords. Their origins higher resistance to magic than other dracon- and the High Clerist Keep, where people have
are unknown to anyone in this part of Krynn. ians. Bozak can cast magic spells as fourth- become suspicious of the robed Baaz.
They first appeared with the coming of the level magic-users. They are very devoted to
Dragonarmies. the purposes of the Dragon Highlords. They Sivaks normally attack with two wicked-
never show mercy once they attack. However, edged swords but are also dangerous with
All draconians have wings, but only Sivaks they will not destroy an opponent if they their claws. In addition, they attack with long,
can truly fly. Draconians have three move- believe their cause can be advanced by sparing armored tails. They can only use this attack
ment rates: walking, running on all fours the life. when in draconian form.
while flapping their wings, and gliding of fly-
ing. They must use all four limbs and have When a Bozak reaches 0 hit points, its scaly Sivaks are shapeshifters, capable of chang-
their wings free to use the second movement flesh suddenly dries and crumbles from its ing their form under two conditions. When
rate. Draconians prefer to charge this way, car- bones. The bones then explode, doing 1d6 they slay a humanoid of their own size or
rying their weapons in their teeth. They can points of damage to anyone within 10 feet (no smaller, they may take the form of their vic-
glide from any height for a distance of four saving throw). tim. The Sivak does not gain the memories,
times greater than the height they launch experiences, or spell use of its victim and, like
from. Kapak draconians are distinguished by their all draconians radiates magic, but its appear-
venomous saliva, which paralyzes (for 2-12 ance and voice are exact matches to those of its
Baaz draconians are the smallest of their spe- turns) any creature failing a save vs. poison. victim. The Sivak may change back to its nor-
cies and thus the easiest to pass off as humans. They often lick the blades of their weapons mal shape, but after doing so may not poly-
They are also the most plentiful of the dracon- (commonly shortswords) before combat, morph again without finding another victim.
ians and are common ground troops in arm- envenoming them for three rounds. A Kapak
ies. At the bottom of the draconian social takes one full round to poison the blade again A Sivak also changes shape when slain,
order, these draconians often tend to be cha- after the first venom has worn off. assuming the form of the creature that killed
otic in nature and self serving when they can it. This death shape lasts for three days, then
get away with it. Kapaks are larger than Baaz, and frequently the entire body decomposes into black soot. If
bully and abuse their smaller cousins. For this its slayer is larger than the Sivak, or not
Baaz are often encountered in disguise. reason, The Dragon Highlords endeavor to humanoid, the Sivak bursts into flame, caus-
They can conceal their wings under robes and, keep different types of draconians separated. ing 2-8 points damage to all within 10 feet (no
wearing a large hood and mask, can pass saving throw).
through civilized lands as spies. Dragon When a Kapak reaches 0 hit points, its body
Highlords often use the Baaz in this manner immediately turns to acid and spreads into a The fact that Sivaks change shape upon
just before an invasion. 10-foot-diameter pool on the ground. Any death may be used to explain the apparent
character within this pool receives 1d8 points demise of characters under the “obscure
When a Baaz reaches 0 hit points, it turns of damage per round from the acid. The acid death” rule.
into a stone statue. Anyone hitting the stone dissolves other materials at the rate of one inch
form of a Baaz must make a Dexterity Check per round. Use the Saving Throw Matrix for
at -3 or have his weapon stuck in the dracon- Magical and Non-Magical Items (page 80 in
ian. The statue crumbles to dust after 1-4 DMG). All items possessed by the Kapak
melee rounds. Its armor and weapons are become useless.
unaffected and any stuck weapons may be
retrieved. Sivaks are the most powerful draconians yet
discovered, and are being used both on the
27
Spectral Minions Berserkers: Some agents of evil in the tower Warriors: Both good and evil warrior minions
were driven into a berserking frenzy when the wander the tower. They fight a battle with
FREQUENCY: Very Rare Cataclysm came upon the world. Though each other every day, neither side gaining an
quested to find the Khas game pieces, they advantage, both sides grimly determined to
# APPEARING: 1-40 + have rebelled against the task and have no win. Spectral minions can do no permanent
hope of ever being freed from their charge. damage to other minions, thus minion vs.
ARMOR CLASS: 2 They will communicate with adventurers only minion battles are truly eternal conflicts, Only
5% of the time. through the intervention of the PCs can the
MOVE: 30” tide be turned for either side.
Guardians: These minions were quested, at
HIT DICE: Varies the death of Yarus, to guard the ways of the
Khas pieces. They require a password, known
% IN LAIR: 100% only to Yarus, to allow non-minions past their
posts. Guardians are of good alignment;
TREASURE TYPE: Nil harming them would be an evil act.
# ATTACKS: 0, 1 or 2 Philosophers: Not all spirits are engaged in
the quest for the Khas pieces. Over the centu-
DAMAGE: Varies ries, many have fallen back into the ways of Fetch
their previous lives. The philosophers are one
SPECIAL ATTACKS: See type descriptions such group, as are the revelers. Philosophers
love libraries and books and can spend dec-
SPECIAL DEFENSES: +1 or better to hit ades studying the nuances of a single book. FREQUENCY Very Rare
They usually attack only if their honesty is
MAGIC RESISTANCE: 20% questioned. # APPEARING: 1
INTELLIGENCE: Standard Philosophers can be of any alignment. ARMOR CLASS: 4
When more than one is encountered, they are
ALIGNMENT: Varies often found debating each other heatedly, to MOVE: 6”
the exclusion of any interruption.
SIZE: M HIT DICE: 9
Revelers: These minions revel through the
XP VALUE: Philosopher: 525 + 8/hp halls of the tower. When encountered, they % IN LAIR: 100%
are found engaged in one of the following
Reveler: 525 + 8/hp activities: TREASURE TYPE: Nil
Searcher: 525 + 8/hp Dancing madly through the halls. # ATTACKS: 2
Laughing in groups, drinking spectral ale.
Guardian: 900 + 14/hp Men and women chasing each other. DAMAGE: Special
Playing parlor games.
Warrior: 900 + 14/hp Playing in a musical group. SPECIAL ATTACKS: Drains two levels per hit
Dining gluttonously.
Berserker: 900 + 14/hp SPECIAL DEFENSES: Invisible except to victim
Revelers have developed a special ability—
temptation. This means that any PC seen by MAGIC RESISTANCE: Normal
the revelers is surrounded by their madly
Spectral minions are the spirits of humans or laughing forms. The PC must save vs. spells or INTELLIGENCE: High
demihumans who died before they could ful- be hypnotized by their actions. The PC’s body
fill powerful vows or quests. Like ghosts, spec- falls into a deep sleep and slumps to the floor. ALIGNMENT: CE
tral minions do not fully exist on the Prime Other PCs see the spirit essence of the PC step
Material plane. Even in death, spectral min- from the body and begin reveling with the SIZE: M
ions are bound to the vows or quests placed spectral minions. The PC’s reveling continues
upon them when they were alive. Every day, until (1) the group of revelers is defeated or (2) XP VALUE: 650 + 10/hp
they must relive the events leading to their 1d6 turns has passed. For every turn the PC
deaths, trying to fulfill their vows, or quests. revels, he suffers a temporary one-level reduc- Fetch are harbingers of death. Existing on the
tion following the end of reveling. This reduc- fringes of the Abyssal Plane, these creatures
Outdoors, spectral minions must stay tion is cumulative. The PC regains one level may only reach into our world through reflec-
within 1,000 yards of where they died. every four hours after awakening. tive surfaces (mirrors, calm pools, etc.).
Indoors, they must stay in the corridor or
room where they met death. On very rare Searchers: These armed (broadswords) min- They appear as haggard and deathly pale
occasions where the quest was to perform an ions of evil stalk the halls of the tower, forever imitations of the person gazing into the sur-
act over an area, they are free to roam within searching for the Khas game pieces. face. To the person gazing at their reflection,
the area expressed by that quest. Spectral the fetch appears to be standing immediately
minions’ speed gives them a +1 on initiative behind them.
rolls.
Fetch attack twice per melee round, using
Spectral minions can only do damage if an exact replica of the weapon of its victim
they died holding a weapon. Such a weapon (the fetch’s weapon disappears if it is killed).
becomes a part of them. Unless otherwise Fetch are always invisible, even while attack-
noted, only 50% of all spectral minions have ing, to all but their victim. The victim can
weapons. Those that do have weapons have only see the fetch by looking in the reflective
swords, unless otherwise noted. They disap- surface. Thus, the victim is -2 to hit and + 2 to
pear forever if their vows or quests are fulfilled AC when attacking the fetch. Others are -4 to
or if a remove curse is cast upon them. hit the fetch since they cannot see it.
When very powerful people become spec- Fetch drain two levels of life energy per hit.
tral minions, their hit points and level remain
the same.
Spectral minions look like the people they
were before they died, but they are almost
transparent.
The spectral minions in the High Clerist
Tower can be classified into six types, although
the differences between them cannot be read-
ily distinguished by appearance alone These
types include revelers, guardians, warriors,
berserkers, philosophers, and searchers.
28
appendix 2: Masters and Magic
Masters of the War them. This does not mean that she will allow Unfortunately, he is unbending in his adher-
them to spoil even the least of her plans. She ence to the Measure. His age has not tempered
Blue Lady (Kitiara) may warn them out of her way but feels that his judgment with the wisdom a Lord Knight
12-Level Fighter, Dragon Highlord one warning should be sufficient. She will should have.
avoid killing her ex-companions if possible; if
Strength 14 Dexterity 18 not, she will shrug and get the deed over with. Alfred Markenin (Lord of the Sworn)
Intelligence 13 Constitution 14 10th-Level Fighter
Wisdom 7 Charisma 14 Kitiara’s only apparent weaknesses are her
THAC0 10 Hit Points 65 feelings for her former companions and her Strength 15 Dexterity 12
Armor Class -3 Movement 12” arrogance. These weaknesses might be Intelligence 10 Constitution 15
exploited in the future to obtain important Wisdom 14 Charisma 13
Wears Dragonarmor plate +1, carries spear information from her. THAC0 12 Hit Points 59
+3, shortsword +2, two daggers Armor Class 2 Movement 12”
Kitiara is 5’9” tall with black hair and
Kitiara is the Blue Lady of the Dragon deeply tanned skin. Her crooked smile and Wears plate armor +1, carries two-handed
Highlords. She rules over all the blue Drag- flashing brown eyes can unsettle even the sword +2, lance, bow and quiver of 20 arrows
onarmies and reigns over their conquered ter- most hardened man. She has the strength of
ritories with a tempestuous hand. an accomplished warrior and the striking Lord Alfred is the wisest of the Lord Knights
beauty of a temptress. She is not to be dealt present at the Tower of the High Clerist. He
Kitiara’s early history is recounted in DL5, with lightly. sees the tactical situation clearly and recog-
“Dragons of Mystery,” and those interested nizes that the morale of the Knights will bring
are referred there. Bakaris (Lieutenant to Kitiara) about their defeat more surely than any army.
10th-Level Fighter Yet despite the clarity of his vision, Alfred
Kitiara has a wild spirit and often goes lacks the courage to take a stand and oppose
through drastic mood swings in short periods Strength 16 Dexterity 12 his peers. Although a skilled warrior and
of time. She is driven by her emotions, most Intelligence 10 Constitution 15 leader, he hates war and would avoid it at
notably her thirst for adventure and power. It Wisdom 14 Charisma 13 almost any cost. The loss of life appalls him
was, perhaps, this side of her that appealed to THAC0 12 Hit Points 55 yet he feels powerless to stand up and correct
Tanis, who found the strictures of elven society Armor Class 1 Movement 12” the many problems he sees.
monotonous to his human side.
Wears plate armor +1, carries two-handed Michael Jeofrey (Lord of the Crown)
The heroes know nothing of Kitiara’s life sword of life stealing +2, two daggers (poi- 8th-Level Fighter
after they parted five years ago to search for soned)
the True Gods.
Bakaris is the second in command to Kitiara. Strength 12 Dexterity 14
Kitiara traveled north across New Sea with He is a skilled mercenary who also rose Intelligence 14 Constitution 16
Sturm. It was an uneasy alliance at best as through the ranks by whatever means was Wisdom 14 Charisma 16
Kitiara loved to tease the dour Sturm. The most expedient. He met Kitiara early in her THAC0 14 Hit Points 46
knight was much relieved when Kit went in career and knew that she was someone going Armor Class 0 Movement 12”
search of her father’s family. places. He arranged it so that he could go with
her. A healthy respect exists between the two Wears plate armor, carries shield, longsword
Kit never found them. Instead, she found of them. They trust each other as much as is +3, lance
the Dragonarmy building in the Khalkist politically healthy and have developed a
Mountains. Here was opportunity! Knowing friendship of sorts. Lord Michael’s outward appearance is that of a
that in such a place one either copes or dies, model knight who follows every letter of the
she quickly learned the ropes. She was in her Bakaris’s unshaven and sloppy appearance Measure. Only rarely does he allow his true
element. In only a few years she stood second belies a keen tactical mind. He loves a fight self to show through his gleaming armor.
in power only to Ariakas, the Red Emperor of and glories in the thrill of battle. Michael is a cunning and ruthless leader who
Krynn. uses the many convoluted avenues of the Mea-
Aurik Archuran (Lord of the Rose) sure to serve his ambitions. He looks on the
Now Kitiara and her second in command, 12th-Level Fighter campaign at the High Clerist Tower as an
Bakaris, command the Blue Dragonarmy in opportunity to improve his position among
the westward campaign. She holds unques- Strength 16 Dexterity 15 the Knights. If that means slandering or
tioned dominion over the northern half of the Intelligence 17 Constitution 17 destroying the reputation of those around
Estwilde and all of Nordmaar. She has pressed Wisdom 11 Charisma 13 him, so be it. Seldom does anyone ever see
across the northern Solamnic plains from Dar- THAC0 10 Hit Points 58 this side of the Lord Knight.
gaard Keep to Vingaard and now presses to Armor Class 0 Movement 12”
take Palanthus, the jewel of western Ansalon.
Only the High Clerist Tower and its pitiful Wears plate armor +1, carries a shield, long-
defenders frustrate her efforts. sword +2
Kitiara is cool and cunning one moment, The tradition of the Knighthood runs deep in
full of rage the next. Yet her emotions are held Aurik’s ancestry and colors all of his thinking.
in check by her superior intellect. She does,
however, often fall prey to her own sentimen-
tality and will rein in a direct attack against
her former companions if she recognizes
29
Lord High Cleric Yarus played. It struck Yarus from behind, knock- The fate of Virkhus is unknown although
23rd-Level Cleric ing him from his chair. The pillar crushed his he disappeared at the time of the Cataclysm.
body and pinned one of his hands at his side.
Strength 15 Dexterity 14 Thus did Yarus find himself powerless and Soth (The Black Rose Knight)
Intelligence 17 Constitution 10 dying. Deathknight
Wisdom 21 Charisma 13
THAC0 9 Hit Points 85 Kurnos, sitting placidly in his chair despite Strength 18/99 Dexterity 14
Armor Class -2 Movement 12” the destruction that raged outside, looked Intelligence 10 Constitution 17
silently for a moment at Yarus, then smiled. Wisdom 9 Charisma 17
Wears plate armor +3, carries shield +1 Slowly rising to his feet, the evil bishop THAC0 12 Hit Points 59
reached out with both arms and swept the Armor Class 0 Movement 12”
pieces to his side of the board. “Your men are
Spell Use: 12 1st level; 12 2nd level; 11 3rd mine, I have won!” Wears plate armor +3, carries two-handed
level; 12 4th level; 10 5th level; 7 sword +2
6th level; 3 7th level With his free hand, Yarus gestured once
and all his Khas pieces disappeared from the
Selected for this day: board. With this last mortal gesture, Yarus Soth was an ancient Lord Knight of Solamnia
died. Yet as the fire burned in Kurnos’s eyes, at Dargaard Keep. Through his own foolish
1st: Bless x3, Cure Light Wounds x5, the voice of Yarus filled the domed hall. “I acts he called a terrible doom upon himself
Detect Magic x3, Sanctuary will return to finish our game, friend Kurnos, and his associates, including his loyal Knights.
when the 33rd piece is come.”
2nd: Augury x2, Hold Person x3, Resist Fire, Now does he brood in his dark castle, with
Silence 15’x3, Spiritual Hammer x3 Kurnos, refusing to accept such defeat, groaning spirits singing a never-ending dirge
called his minions into the tower. Only a few of his folly. He is a darkened soul. The Blue
3rd: Animate Dead, Continual Light x2, of the valiant souls within escaped before the Lady has made some contract with him that
Cure Blindness, Dispel Magic x3, power of Kurnos sealed the tower. He set brings him into this war of men and dragons
Prayer, Remove Curse x3 them to searching the tower to find either the on the side of evil.
spirit of Yarus or the 33rd piece. Kurnos sat
4th: Cure Serious Wounds x8, Divination, down again in his massive chair and waited. He casts wall of ice at will, generates fear in
Lower Water, Protection from Evil, 10’ a five-foot radius, and has innate powers of
radius x2 And there, still waiting, did Kurnos die. detect magic and detect invisibility. He can
Yet was the vengeance of Kurnos tempered dispel magic twice per day. Once per day he
5th: Commune, Cure Critical Wounds x2, by the justice of Yarus. The spirits of the tower can use any one of the power word spells, a
Dispel Evil x2, Flame Strike x3, Insect opposed the searching spirits of Kurnos. Their symbol of pain or fear, and generate a 20-hd
Plague, Raise Dead battle goes on to this day, awaiting those fireball.
whom Yarus foresaw coming to call him back
6th: Animate Object, Blade Barrier x2, from the dead. The heroes would do well to avoid this
Conjure Animals x2, Heal, Word of Knight until they are better prepared.
Recall
7th: Earthquake x2, Holy Word
Yarus, Lord High Cleric of the Knights of Virkhus (The Horn of Dawn) Magic
Solamnia was the most powerful man in Undead Knight Returned
Solamnia. He sat atop his great tower, built in
the Westgate Pass south of Palanthus, and Strength 18/99 Dexterity 14 Dragon Orbs
watched the world pass. Intelligence 8 Constitution 14 (Orb of the Silver Dragon, et al)
Wisdom 10 Charisma 17
Yarus came from a very old line of Solamnic THAC0 1 Hit Points 135 These are etched crystal globes approximately
Clerics. His forefathers had been of the Order Armor Class -2 Movement 12” 10 inches in diameter. Imprisoned within the
of the Crown since the days of Vinas Solam- Orbs are soul essences of dragonkind; these
nus. Wears plate armor +5, carries two-handed are the sources of the Orbs’ power.
sword +2
Yarus was not concerned for the power of The Orbs’ actual primary function is to
his position but for the good works he could Virkhus was the Lord Knight of the Rose in summon evil dragons. The heroes are not
perform while there. Ever and always was he the Tower of the High Clerist at the time of aware of this function unless they have figured
an opponent of evil. Thus it might seem the Cataclysm. He was Yarus’s closest friend it out on their own.
strange that he befriended his greatest enemy. and confidant.
Any character attempting to use an Orb
Kurnos was the greatest tyrant remaining Virkhus was a defender of the weak and an must gaze into it, holding his hands to either
during the Age of Might. Himself a prisoner untiring foe of evil and injustice. Some knew side of the globe and speaking the command
of Yarus, he was treated more like a guest than him as Yarus’s “33rd piece,” a term that words that are either inscribed on the Orb’s
someone taken in battle. referred to the Knight’s ability to influence surface or float in swirling light inside it.
great events in favor of the good.
Both men found their greatest diversion in The Orb then expands to 20 inches in diam-
games of Khas. They would amuse themselves Virkhus uses the Horn of the Dawn to call eter and the character must make a saving
for hours on end, playing games that would his troops. These are the Legion of Virkhus throw vs. magic or be charmed by the dragon
last for weeks. So even were they in their final who were the most fearsome warriors known essence within the Orb. Roll the saving throw
game that it continued for over four months in the land. Before each battle, Virkhus would secretly, not informing the players of what
with neither gaining the advantage. They sound this horn to call his troops forth. you’re doing.
were playing when the Cataclysm came.
If the character saves against the charm, any
A great pillar in the Hall of Yarus fell as they
30
dragon within 111 miles will be summoned to edge, and small barbs protrude from the a save vs. magic. If the save fails, the person
the Orb. If unsure as to whether a dragon is sides. hears voices and suffers the effects of a fear
within this distance, roll percentile dice: spell. The person has the urgent need to
The footman’s lance is 8 feet long, while remove the crown. If the save succeeds, then
01-20 summon a blue dragon the mounted lance is double that length. The the PC hears the distant voice of Yarus calling,
21-30 summon a red dragon footman’s lance can be cast as a spear at a -2 to saying “Come, noble one, come to me and fit
31-00 No effect hit. The mounted lance is heavier and often me with my rightful crown. Journey (direc-
has a shield guard attached. tions).” The directions given are toward the
The dragons attack any non-evil creatures Khas room (Encounter 77) in terms such as
they find near the Orb and will viciously A footman’s lance causes 1-6 versus normal “up,” “down,” “left,” “right,” “forward,”
attack anyone who stands between them the foes and 1-8 against larger than man-sized tar- etc. The directions are for the shortest possible
Orb. Randomly determine the ages and sizes gets. Against any dragon it inflicts damage route. This even works in the Eternal Halls
of the randomly summoned dragons. equal to the hit points of the wielder. A 14-hit (Encounter 62). These directions continue for
point fighter causes 14 points of damage. The one turn before the character must make
If the character fails the saving throw, no weapon is always +1 to hit (unless thrown). another save as above. As long as the PC con-
dragons are summoned, but the character is tinues to save, the direction messages con-
charmed. Privately inform the player that the The mounted lance does 3-9 versus normal tinue.
character has been charmed, but will act nor- foes and 3-18 against larger than man-sized
mally unless told otherwise. targets. Against any dragon it inflicts damage If the crown is placed on the skull of Yarus,
equal to the hit points of the wielder and his it slowly floats off the floor, followed by
The dragon essence will steer the controlled mount. A 15-hit point fighter on a 40 hit Yarus’s scattered bones. All settle with great
character so as to aid the cause of evil. This is point dragon causes 55 points of damage serenity into the form of a skeleton seated
done subtly so that the other players suspect when the lance strikes another dragon. The again at the Khas board. A moment later
nothing, until a critical point is reached (for mounted lance is too large for horse cavalry finds the ghostly blue form of Yarus surround-
example, if the PCs are attacked by evil crea- and is used almost exclusively mounted to the ing his bones. See Yarus above for clues to sub-
tures who stand a good chance of killing or backs of dragons. If not mounted, the lance sequent events.
capturing the party). Then the charmed char- does damage to dragons as normal against
acter(s) will aid the cause of evil and turn large opponents. This weapon is always +2
against the party, when mounted; normal when unmounted.
The Orb has the secondary abilities of cure Khas (Krynnalian Chess)
serious wounds three times per day, cast con-
tinual light at will, and detect magic at will. Khas is Krynn’s version of chess. It is played
Whenever it is used for any of these functions with the same types and numbers of pieces as
a save vs. charm must be made as above. chess (eight pawns, two rooks, two knights,
two bishops, and one king and queen on each
Any character who gazes into the Orb and side), but is played on a hexagonal field with
speaks the command words knows of the each troop starting in opposing corners of the
Orb’s secondary functions and may inform the board.
party of these, even if the character is charmed
by the Orb. No one who activates the Orb The Solamnic Knights believe that the
knows directly of its primary function or the game reflects battles that are currently being
charm effect. fought somewhere in the world. Indeed, leg-
ends tell that great battles have been won or
Detect magic and detect evil spells show lost because of a Khas game being played else-
positive results if cast on the Orb or any where.
charmed PC or NPC. No NPC will voluntarily
use the Orb except in the most dire of circum- Yarus’s board is 3 feet across and made of
stances. finest carved ivory inlaid with polished blue
and cream marble. The pieces themselves are
For purposes of dispelling, treat the charm intricately crafted blue and cream granite.
effect as if the spell was cast by an 11th-level
magic-user. Crown of Yarus
Dragonlances The Crown of Yarus is an artifact that dates to
the time of the Cataclysm. Broken when Yarus
Dragonlances are ancient artifacts created at was struck by a falling pillar, the three pieces
the end of the early Dragonwars and used to of the crown were scattered about the tower.
defeat the evil dragons. There were 20 surviv- Some came under guard, others fell into for-
ing Dragonlances hidden inside the Stone gotten rooms and places.
Dragon of Ergoth, ten each of the two types.
In addition, more Dragonlances are being This was unfortunate, for it is only through
forged for the current Dragonwar. the power of the crown that Yarus could reen-
ter the world and finish the game that bound
There are two types of Dragonlances: so many souls to the tower.
mounted and footman’s. Each type is made of
the same silvery metal, and gives off a healthy The crown is made of intricately laced pol-
silver glow. The head is sharpened to a fine ished steel fitted with diamonds (10,000 gpv).
Anyone who puts the crown on must make
31
appendix 3: Simplified Battle Resolution
Since the battle of the High Clerist Tower is a Simplified Battle Results Chart 15 Hold with losses: The Knights
great and complicated affair, role-playing Morale 16 valiantly defend the wall and
without the BATTLESYSTEM™ rules would Plus Roll Results 17 keep the Dragonarmy from gain-
be impossible because of the large number of 18 ing the battlements. Solamnics
creatures involved. 4 The tower falls with heavy losses: 19-20 lose 10% of their forces unrecov-
The raging hordes of the Dra- 21 erably but their morale remains
If you are not using the BATTLESYSTEM gonarmy break over the walls of the same.
rules with this adventure, use this simplified res- the tower with devastating 22-23
olution system for determining the outcome of effect. The will of the Knights is Hold with minor losses: As #15
battles at the High Clerist Tower. broken and the tower falls to the above except that losses are held
Dragonarmy! Solamnics take to 5%.
1. Determine Current Morale of the 50% unrecoverable losses and
Knights: Find the current morale of the are driven from the tower. Out- Hold without loss: As #15 above
Knights of Solamnia (see pages 3 and 4). side the tower, the PCs have a except that the Knights take no
2. Add or subtract any modifiers: Use the random encounter (no random losses.
Morale Modifiers Chart and add or subtract encounter check needed) every
any modifiers that apply. These modifiers do turn in the 2d10 + 17 range. Repel with loss: The dragon
not change the morale of the Knights, they Within the tower, encounters forces fight fiercely yet the
are only modifiers for determining the results continue to occur normally as the Knights drive them from the
of the simplified combat resolution. Dragonarmy has no interest in tower. The Knights suffer 10%
3. Determine the results of the battle: Roll entering the tower. unrecoverable losses. Treat this
1d6 and add it to the modified morale as as a minor victory, raising the
determined in step 2. Find the result on the 5 - 6 The tower falls with losses: As Knights’ morale by 1.
Simplified Battle Results Chart and deter- above except that losses are held
mine the effects of the battle. to 35% unrecoverable. Repel without loss: Same as #18
above except Knights incur no
Return to the adventure once you have deter- 7 - 8 The tower falls to cunning: As losses. Knights’ morale increases
mined the results of the battle. above except the Knights retreat by 1.
from the tower with only 25%
Morale Modifiers Chart losses unrecoverable. Repel and inflict minor damage:
The dragon forces are surprised
+1 Previous Dragonarmy losses: cumula- 9-12 Barely hold with losses: Pressed by the tenacity of the Knight’s
tive for every 10% loss. hard from the wall in several defense as well as their cunning.
places, the Solamnics somehow They retreat from the field with a
+3 Dragon Orb success: If the Dragon Orb manage to hold back the terrible new respect for the Knights and
is used to lure a dragon to its death, tide of evil. Yet they know that a desire to bring up the rest of
either in the Dragontrap (Encounter this was only a portion of the their army for the next engage-
32) or by some other method, then this Dragonarmy that fought here ment. Dragon forces take no
modifier is applied. Also negates today. Solamnics lose 10% of appreciable losses and the
“Dragons in the skies” modifier. their force. Knights’ morale is raised by 2.
+5 Virkhus returns and his legions join the 13-14 Barely hold with minor losses: Repel and inflict damage: Same
battle. As above except that the Solam- as above except that 5% of the
nics only lose 5% of their force. Dragonarmy forces involved are
+5 Yarus returns and joins the battle. lost unrecoverably.
-1 Previous Solamnic losses: cumulative
for each 10% loss.
-2 Dragons in the skies.
-5 Knights of Solamnia charge: see Events
of Honor in the Knights of Solamnia
section on pages 3 and 4.
32
appendix 4: BATTLESYSTEM Optional Rules
The Battle of the High Clerist Tower was actu- Order of Battle
ally a series of battles conducted during the
siege of the tower. Whitestone Forces
When using the BATTLESYSTEM™ rules, Lord Aurik Archuran
the battle is divided into a series of Sorties (Army Commander)
(scenarios) which are to be played when indi-
cated. Each Sortie lists time and location of Lord Aurik Archuran Lord Alfred MarKenin Lord Michael Jeofrey
the battle, the forces involved and their objec- [Brigade Commander] [Brigade Commander] [Brigade Commander
tives, specific orders, and conditions for with-
draw al. I ROSE ELITE CAV. III SWORD ELITE CAV. IV CROWN ELITE CA
4 H. Cavalry 3 H. Cavalry 3 H. Cavalry
The objective of the Dragon Highlord is to
either take the tower or isolate the tower and Sir Errol Gerant Lord Alfred MarKenin Lord Michael Jeofrey
march the army through the Westgate Pass
into Palanthus. IV ROSE CAVALRY II SWORD CAVALRY VI CROWN CAVALRY
6 L. Cavalry 4 L. Cavalry 4 L. Cavalry
Historical Background
Sir Gavin Tancred Sir Mather Caradoc Sir Oram Provost
Palanthus is the only deep-water port to sur-
vive the Cataclysm intact. It is also the center III ROSE INFANTRY XII SWORD INFANTRY II CROWN INFANTRY
of learning and art on Ansalon. This prize has 6 Infantry 6 Infantry 6 Infantry
long been desired by the Dragon Highlords.
Sir Stuart Pentheus Sir Pax Garett Sir Logan Kias
The Dark Lady led the primary thrust of the
Blue Wing armies across the broad Solamnic IX SWORD ARCHERS VII CROWN ARCHERS
plains while Ariakas commanded the Red 10 Archers 10 Archers
Wing armies to the south. After Vingaard
Keep fell to the Blue Wing the combined Sir Alan Fowler Sir Xenos Lachian
armies of the Dragon Highlords moved
toward the two western exits from the plains: recruited mobs
one south of Thelgaard and Solanthus, the 22 peasants
other the Westgate Pass north of the High
Clerist Tower. The Red Wing was halted by DRAGON ARMY FORCES (BLUE DRAGON WING)
the forces from Thelgaard and Solanthus; a
division of the Blue Wing was detached south Blue Lady
to break the impasse. Dragon Highlord
[Army Commander]
The Blue Wing rushed to conquer Palan-
thus. Only one thing stood in her way: the Bakaris
Solamnic forces at the High Clerist Tower. Dragon Highmaster
Only a handful of demoralized Knights and
mercenaries opposed the Dark Lady’s march 5th 6th
toward Palanthus. This adventure will deter- BLUE FLIGHT BLUE FLIGHT
mine whether the defense of the Westgate
Pass succeeds. [Army Com] [Army Com]
Kotsam (Draco) Marshal Volger
Setting Up
4th BLUE 5th BLUE 6th BLUE 2nd BLUE 8th BLUE 9th BLUE 3rd BLUE
If you intend to use the BATTLESYSTEM
rules for this adventure, it is a good idea to DRAGONARMY DRAGONARMY DRAGONARMY DRAGONWING DRAGONARMY DRAGONARMY DRAGONWING
prepare in advance.
Ngith Scaan Mgagh Oorah Kreech Tsa ha A. Klar Soth Doom
You need Hero and Commander Rosters
and Army Roster Sheets. Using the statistics 41st DRACO 51st DRACO 61st KOBOLD 3 DRAGONS 81st DRACO 91st CAVALRY 2 DRAGONS
on the following Tables, fill out all the sheets. 24 Drac 15 Drac 15 kobold Under Dark Stationed at
Everything you need is on the tables below. Ngopash Keikach 18 Drac 8 Cavalry Vingaard.
Mgoth Ursuun Lady
Not every role-playing session involves a 42nd DRACO 52nd DRACO 62nd KOBOLD Shalsha Soth
battle, so you may not always need the full 15 Drac 15 kobold
map of the High Clerist Tower and surround- Tsafang 15 Drac 82nd ARCHERS 92nd CHARIOTS
ing battlefield. If you have space to set up the Mgatasar Euvagh Eecheik Kree
battlefield for each play session you will be 43rd DRACO 53rd ARCHERS 63rd KOBOLD 24 Archer 8 Chariots
able to keep the players on their toes since 15 Drac
they will not know when to expect an attack. 9 ARCH 25 kobold S. Vindar Marantha
Since battles tend to take up the entire night’s Bung-oue Mgagh Oorah Kreech
gaming you should try to plan your game ses- 83rd CAVALRY
sions around the battles. 1st OGRES 64th KOBOLD
15 Ogres 25 kobold 16 Cavalry
Kern Aikeech
Darius
heroes and Commanders heroes and Commanders Statistics
Roster
COMMANDER CLASS/LVL A C C B H D C R h p M V T H C A R M R % P P D P I P R S W B W S P DMG SM/L
LORD AURIK FTR/12 0 0 12 1 2 5 8 12 10 25 0789 8 10 d 8 + 2 / 1 2 + 2
COMMAND TYPE SIR ERROL FTR/10 2 0 10 1 1 4 9 1 2 1 2 27 0 8 9 10 9 11
LORD WARRIOR ARMY COM SIR GAVIN FTR/8 40 8 8 4 0 1 2 1 4 29 0 10 11 12 12 13
ARMY OF THE ROSE BRIGADE SIR STUART FTR/8 40 8 8 4 6 12 14 2 9 0 10 11 12 1 2 1 3
ARMY OF THE SWORD BRIGADE LORD ALFRED FTR/10 2 0 10 1 2 5 9 12 12 27 0 8 9 10 9 11 d 1 0 + 2 / 3 d 6 + 2
SIR MATHER FTR/6 40 6 7 28 12 16 31 0 11 12 13 13 14
ARMY OF THE CROWN BRIGADE SIR PAX FTR/6 40 6 6 37 12 16 31 0 11 12 13 13 14
I ROSE ELITE CAV. UNIT SIR ALAN FTR/6 40 6 9 44 12 16 31 0 11 12 13 13 14
LORD MICHAEL FTR/8 0+1 8 12 46 12 14 29 0 10 11 12 12 13 3 d 3 ; d 8 + 3 / d 1 2 + 3
IV ROSE CAVALRY UNIT
SIR ORAM FTR/5 20 5 8 28 12 16 31 0 11 12 13 1 3 1 4
III ROSE INFANTRY UNIT
SIR LOGAN FTR/4 40 4 5 27 1 2 1 8 33 0 13 14 15 1 6 1 6
III SWORD ELITE CAV UNIT SIR XENOS FTR/4 40 4 6 29 1 2 1 8 33 0 13 14 15 1 6 1 6
II SWORD CAVALRY UNIT BLUE LADY FTR/12 - 3 + 1 12 1 3 6 5 12 10 25 07 8 9 8 10 d 6 + 2 i d 8 + 2
XII SWORD INFANTRY UNIT BAKARIS FTR/10 1 0 10 11 55 12 12 2 7 0 8 9 10 9 11 d 1 0 + 2 / 3 d 6 + 2
IX SWORD ARCHERS UNIT MARSHAL KOTSAM DRC/BAZ 4 -1 6 5 27 * 13 2 8 20 14 15 16 17 17 2 d 4 ; d 8 / d 1 0
MARSHAL VOGLER FTR/9 -1 0 9 1 0 4 5 12 12 27 0 8 9 10 9 11
IV CROWN ELITE CAV UNIT NGITH SCAAN DRC/BAZ 4 -1 4 4 17 * 1 5 30 20 14 15 16 1 7 1 7 2 d 4
VI CROWN CAVALRY UNIT NGOPASH DRC/BAZ 40 3 5 14 * 1 6 31 20 14 15 16 1 7 1 7 2 d 4
II CROWN INFANTRY UNIT TSAFANG DRC/BAZ 40 3 5 19 * 1 6 31 20 14 15 16 17 17 2 d 4
VII CROWN ARCHERS UNIT BUNG-QUE DRC/BAZ 4 -2 3 3 13 * 1 6 31 20 14 15 16 17 17 2 d 4
MGAGH OORAH DRC/KPK 40 6 925 * 1 3 2 8 20 13 14 15 1 6 1 6 1d4 + poison
LEGIONS OF VIRKHUS UNIT MGOTH URSUUN DRC/KPK 40 5 728 * 1 5 30 20 13 14 15 16 16 1d4 + poison
DRAGON HIGHLORD ARMY MGATSAR EUVAGH DRC/KPK 40 5 622 * 1 5 30 20 13 14 15 1 6 1 6 1d4 + poison
DRAGON HIGHMASTER ARMY KERN OGR 5 -1 6 + 1 5 34 9 13 28 0 13 14 15 1 6 1 6 1d10
5th BLUE FLIGHT ARMY KREECH KBL 60 14 4 6 19 34 0 14 15 16 1 7 1 7 1 d 4
KEIKACH KBL 60 17 4 6 1 9 34 0 14 15 16 1 7 1 7 1d4
6th BLUE FLIGHT ARMY EECHEIK KREE KBL 60 154 6 19 34 0 14 15 16 1 7 1 7 1d4
4th BLUE DRAGONARMY BRIGADE AIKEECH KBL 60 154 6 19 34 0 14 15 16 17 17 1d4
5th BLUE DRAGONARMY BRIGADE VINDAR FTR/9 1 0 10 9 65 1 2 1 2 27 0 8 9 10 9 11
6th BLUE DRAGONARMY BRIGADE SHALSHA DRC/BOZ 20 6 7 28 * 1 3 28 20 11 12 13 1 4 1 4 2 d 4
DARIUS FTR/7 -2 -2 8 1 0 4 5 12 14 2 9 0 10 11 12 12 13
8th BLUE ARMY BRIGADE SOTH DTH/KNT 0+2 9 1 3 5 9 12 12 27 75 8 9 10 9 11
9th BLUE ARMY BRIGADE MARANTHA BANSHEE 0 -2 7 1 0 3 6 15 13 2 8 50 10 11 12 12 13 1d8
41st DRACO UNIT TSAPHA DRC/BOZ 20 6 9 38 * 1 3 2 8 20 11 12 13 1 4 1 4 1d4
42nd DRACO UNIT ELECTRUS B. DRAGON 2 - 9 - 54 9 / 2 4 1 2 27 0 5 6 7 5 8 2d6 + 4d4;d12
THUNDERKILL B. DRAGON 2 - 8 - 48 9 / 2 4 1 2 27 0789 8 10 2d6 + 4d4;d12
43rd DRACO UNIT BLUEFLASH B. DRAGON 2 - 8 - 48 9 / 2 4 1 2 2 7 0789 8 10 2d6 + 4d4;d12
51st DRACO UNIT DOOM DRC/SIV 10 8 9 64 * 12 27 20 11 12 13 13 14 4 d 6
52nd DRACO UNIT KINDLEDOOM B. DRAGON 2 - 9 - 72 9 / 2 4 1 2 27 0 3 4 5 4 6 2d6 + 4d4;d18
53rd DRACO UNIT KNIGHTSTORM B. DRAGON 2 - 8 - 64 9 / 2 4 1 2 27 0 4 5 6 4 7 2d6 + 4d4;d16
SKIE (Kit’s) B . D R A G O N 2 - 10 - 80 9 / 2 4 1 0 25 0 3 4 5 4 6 2d6 + 4d4;d20
1st OGRES UNIT
61st KOBOLD UNIT * See draconian statistics in Appendix 1.
62nd KOBOLD UNIT
63rd KOBOLD UNIT
64th KOBOLD UNIT
81st DRACO UNIT
82nd ARCHERS UNIT
83rd CAVALRY UNIT
91st CAVALRY UNIT
92nd CHARIOTS UNIT
2nd BLUE DRAGONWING HERO
2nd DRAGON 1 HERO
2nd DRAGON 2 HERO
2nd DRAGON 3 HERO
3rd BLUE DRAGONWING HERO
3rd DRAGON 1 HERO
3rd DRAGON 2 HERO
Player Character BATTLESYSTEM™ Statistics
PC M R % C B C R M V A R P P D P / P R S W S W SP
Aaron 0 + 1 12 12 29 11 11 12 12 13
Elistan 31 7 10 11 13 12
Laurana 0 + 1 12 12 31 11 12 13 13 14
Sturm 27 8 9 10 9 11
Flint 0 + 1 10 12 29 7 8 9 8 10
Tasslehoff 34 11 10 10 14 11
Gilthanas 0 0 11 12 31 11 12 13 13 14
Derek 27 8 9 10 9 11
0 0 10 9
0 09 9
0 0 9 12
0 0 10 12
Master Unit Rosters
The following is the roster information required to run this siege using BATTLESYSTEM rules. All necessary statistics for leaders and heroes are
included in the NPC section of the adventure.
army Roster
WHITESTONE ARMY
Army of the Rose TYP AC #FG HD/ RAT LVL RAC CLA MV SIZ MR%PPD PIP RSW BW SP AR ARM ML MLM DL W/D
II ROSE ELITE CAV. HCV 2 4 40 5:1 8 HUM FTR 12/18 C 0 10 1 1 12 12 13 14 + 2w spc spc 20 1-8
18/24 C
IV ROSE CAVALRY LCV 4 6 40 10:1 4 HUM FTR 0 13 14 15 16 16 18 - spc spc 14 1-8
12 M
III ROSE INFANTRY I N F 4 6 40 10:1 4 HUM FTR MV SE 0 13 14 15 16 16 18 - spc spc 14 1-6
12/18 C
Army of the Sword TYP AC #FG HD/ RAT LVL RAC CLA 18/24 C MR%PPD PIP RSW BW SP AR ARM ML MLM DL W/D
III SWORD ELITE CV. H C V 2 3 40 5:1 8 HUM FTR 12 M 0 10 11 12 12 13 14 + 2w spc spc 20 1-8
12 M
II SWORD CAVALRY LCV 4 4 30 10:1 3 HUM FTR MV SIZ 0 13 14 15 16 16 18 - spc spc 14 1-6
12/18 C
XII SWORD INFANTRY INF 4 6 30 10:1 3 HUM FTR 24/36 C 0 13 14 15 16 16 18 - spc spc 14 1-6
12 M
IX SWORD ARCHERS A R C 4 10 30 10:1 3 HUM FTR 12 M 0 13 14 15 16 16 18 - spc spc 14 1-4
MV SIZ
Army of the Sword TYP AC #FG HD/ RAT LVL RAC CLA 12 M MR%PPD PIP RSW BW SP AR ARM ML MLM DL W/D
VAR VAR
IV CROWN ELITE CAV. H C V 2 3 40 5:1 8 HUM FTR 0 10 11 12 12 13 14 + 2w spc spc 20 1-8
VI CROWN CAVALRY LCV 4 4 30 10:1 3 HUM FTR 0 14 15 16 17 17 18 - spc spc 14 1-6
II CROWN INFANTRY INF 6 6 20 10:1 2 HUM FTR 0 14 15 16 17 17 20 - spc spc 13 1-6
II CROWN ARCHERS A R C 6 10 20 10:1 2 HUM FTR 0 14 15 16 17 17 20 - spc spc 13 1-4
[Allied Forces] TYP AC #FG HD/ RAT LVL RAC CLA MR%PPD PIP RSW BW SP AR ARM ML MLM DL W/D
LOCAL PEASANTS MOB 9 22 10 10:1 1 HUM FTR 0 16 17 18 20 19 20 - spc spc 10 1-4
LEGION OF VIRKHUS VAR -2 VAR 15 VAR 15 UND FTR 20 4 5 6 4 7 6 - 19 - 20 3-12
army Roster
DRAGONARMY TYP AC #FG HD/ RAT LVL RAC CLA MV SIZ MR%PPD PIP RSW BW SP AR ARM ML MLM DL W / D
5th DRAGON FLIGHT 2 DRC BAZ 18 M
(4th Blue Army] INF 4 24 20 10:1 2 DRC BAZ 18 M 20 14 15 16 17 17 16 - 14 - 13 spc
41st DRACO (Baaz) 2 DRC BAZ 18 M
42nd DRACO (Baaz) INF 4 15 20 10:1 20 14 15 16 17 17 16 - 14 - 13 spc
43rd DRACO (Baaz) LVL RAC CLA MV SIZ
[5th Blue Army] ASL 4 20 10:1 3 DRC KPK 18 M 20 14 15 16 17 17 16 - 14 - 13 spc
51st DRACO (Kapak) 3 DRC KPK 18 M
TYP AC #FG HD/ RAT 3 DRC KPK 18 M MR%PPD PIP RSW BW SP AR ARM ML MLMDL W / D
52nd DRACO (Kapak) 4 OGR OGR
53rd ARCHER (Kapak) INF 4 15 30 10:1 9L 20 13 14 15 16 16 16 - 15 - 16 spc
1st OGRES LVL RAC CLA MV SIZ 20 13 14 15 16 16 16 - 15 -
[6th Blue Army] ASL 4 15 30 10:1 1 KBL KBL 20 13 14 15 16 16 16 - 15 - 16 spc
Gist KOBOLD 1 KBL KBL 6S 0 11 12 13 13 14 15 - 14 -
62nd KOBOLD ARC 4 9 30 10:1 1 KBL KBL 6S 16 spc
63rd KOBOLD 1 KBL KBL 6S 13 1-10
64th KOBOLD INF 5 15 20 5:1 6S
[2nd Blue Dragons] LVL RAC CLA MV SIZ
DRAGONS [Heroes] TYP AC #FG HD/ RAT spc DRA MR%PPD PIP RSW BW SP AR ARM ML MLMDL W / D
6th DRAGON FLIGHT
[8th Blue Army] INF 7 15 10 10:1 0 14 15 16 17 17 19 - 11 - 10 1-6
81st DRACO (Bozak)
82nd ARCHER INF 7 15 10 10:1 0 14 15 16 17 17 19 - 11 - 10 1-6
83rd CAVALRY
[9th Blue (Reaper)] ARC 7 25 10 10:1 0 14 15 16 17 17 19 - 11 - 10 1-6
91st CAVALRY
92nd CHARIOTS ARC 7 25 10 10:1 0 14 15 16 17 17 19 - 11 - 10 1-6
[3rd Blue dragons]
DRAGONS TYP AC #FG HD/ RAT MR%PPD PIP RSW BW SP AR ARM ML MLM DL W / D
AIR 2 3 spc 1:1 SEE HEROES AND COMMANDERS
TYP AC #FG HD/ RAT LVL RAC CLA MV SIZ MR%PPD PIP RSW BW SP AR ARM ML MLM DL W/D
4 DRC BOZ 18 M
ASL 2 18 40 10:1 3 HUM FTR 12 M 20 13 14 15 16 16 15 - 15 - 16 spc
4 HUM FTR
ARC 4 24 30 10:1 LVL RAC CLA 18/24 C 0 13 14 15 16 16 18 - 12 - 1 1 spc
MV SIZ
LCV 6 16 40 10:1 9 SKW SKW 0 13 14 15 16 16 18 - 13 - 14 spc
7 BAN BAN 18/24 C
TYP AC #FG HD/ RAT LVL RAC CLA 18/24 C MR%PPD PIP RSW BW SP AR ARM ML MLM DL W/D
spc DRA
LCV 2 8 18 2:1 MV SIZ 90 8 9 10 9 11 12 - 20 - 20 1-8
CHA 0 8 35 5:1 50 10 11 12 12 13 13 - 18 - 17 1-8
TYP AC #FG HD/ RAT MR%PPD PIP RSW BW SP AR ARM ML MLMDL W/D
AIR 2 2 spc 1:1 SEE HEROES AND COMMANDERS
Battle Schedule Location of Battle: The tower environs Dragon Highlord Orders: The 61st, 62nd,
63rd, and 64th kobolds will be hasted by the
Use the sequence of Events in the adventure Units Engaged: 81st draconians before the engagement takes
portion of this module to determine when place. The entire 6th Blue Dragonarmy will
each of the following battles take place. All Whitestone forces deploy in closed formation on both sides of
the road. The kobolds will almost certainly
The sorties listed here all occur in one of two Dragon Highlord’s forces: rout when charged.
places: the approaches to the Tower of the 5th Blue Flight
High Clerist or among the Hills of Virkhus. All units Hidden in the hills south, east, and west of
Use the battle map as a guideline for setting this location will be the 4th Dragonarmy to
up the Hills of Virkhus. Whitestone Orders: Repel the attack the west, the 5th Dragonarmy to the east and
the 8th Dragonarmy with the 9th Reaper Dra-
The large map also gives the general layout Dragon Highlord Orders: The 2nd Blue gonarmy to the south.
of the approaches to the tower. The environs Dragonwing will begin the attack utilizing
of the tower are detailed on the magic and dragonfear to pin the wall troops The Dragon Highlord’s objective is to crush
BATTLESYSTEM™ map. Tape this map down while the draconian forces advance. The 53rd the offensive and destroy the Whitestone
to your playing surface with masking tape and archers will use arrow fire to keep resistance army.
then place your terrain features around it as pinned down while the draconian units
indicated. Place your counters or figures attempt to scale the wall. If this is successful, Special Orders: Pull out all the stops.
directly on this map when running the battles then the kobold units will advance in support
around the tower. while the draconians attempt to take the Battle of the Reaper (Final Battle)
wall. Should this fail, the dragons will land
The interior maps of the tower are on the behind draconian lines. Remaining draconian Time of Battle: This battle takes place when
other side of the large map. If you need to assault units will then mount the dragons and the conditions given in the Epilogue are ful-
refer to this map during a battle, photocopy conduct drop assaults on the wall in support of filled. (See the Epilogue and the Adventure
them for the purposes of running this adven- ground assault units in an effort to gain a foot- Clock.)
ture. hold on the wall.
Units Engaged:
Sorties Should the army take greater than 50%
losses from either destruction or rout, then the All Whitestone forces
The Juggernaut Comes Dragonarmy will retreat and reform for the
(Battle of Firstblood) final attack. Treat each unit loss as 0.5%. Dragons Highlord’s forces:
Thus if more than 100 figures are either 5th Blue Flight
Time of Battle: This battle is Event 9 found in routed or destroyed, the Dragonarmy must All units
Chapter 11. Run this battle when indicated. retreat. 6th Blue Flight
All units except the 9th Blue Drag-
Location: The Clerist Tower Special Orders: The objective for the DM is
not to actually take the keep, but to throw a onarmy
Units Engaged: good scare into the players. The players need
to understand that their position is tenuous Whitestone Orders: Hold the Westgate Pass
All Whitestone forces and that something must be done about the and High Clerist Tower at all costs.
Knights’ morale.
Dragon Highlord’s forces: Dragon Highlord Orders: All remaining
5th Blue Flight Knights Breakout forces of the 5th and 6th Blue Flights are
thrown against the tower. Assault drops of
5th Blue Dragonarmy Time of Battle: When the Morale Rating of draconians and dragon lightning will be
All units the Knights reaches 8 (see pages 3 and 4) or if employed to breach the walls and gain the
6th Blue Dragon Army the PCs decide to take the field. tower.
All units
Location of Battle: Virkhus Hills The Dragon Highlord’s forces will press the
Whitestone Orders: Repel the attack attack until 50% of her units are routed or
Units Engaged: destroyed.
Dragon Highlord Orders: The 63rd & 64th
kobold archer units will attempt to pin down All Whitestone forces Special Orders: Pull no punches. If the play-
movement on the top of the curtainwall in ers have successfully completed their quest
support of the draconian advance. The 5th Dragon Highlord’s forces: inside the tower you should find yourself with
Blue Army will then select the weakest point 5th Blue Flight a good fight on your hands. On the other
of wall defense and, under cover of the 53rd All units hand, if the PCs fail at the tower, then you
draconian archers, make an initial attempt to 6th Blue Flight must show them the results of that failure.
scale the wall. 8th Blue Dragonarmy Good luck, Dragon Highlord!
9th Blue Dragonarmy (Reaper)
This attack is to test the defenses for weak- Special Battlesystem Rules
nesses. Break off attack if more than four units Whitestone Orders: The infantry will march
rout or if any unit takes more than 25% casu- from the southern gate followed by the cavalry The Tower of the High Clerist is a fortress from
alties. and will deploy themselves to engage and the ancient days of Krynn. It consists of a cen-
charge the enemy. tral keep surrounded by a curtainwall for
Battle of the Clerist Wall defense. Although it looks rather indefensible
(many gates and seemingly easy access to the
Time of Battle: As indicated by the Adven- keep itself) it is a formidable fortification
ture Clock. See Chapter 11 for details. when properly defended.
Altitudes of the Tower the course of the adventure, then treat the would incure no addition while archers firing
Dragonlances as +1 lances doing 1d6/1d8 from a medium-altitude wall would add 2 to
The curtainwall that surrounds the tower is at damage. their AR and units at high altitude would add
Medium Altitude (see BATTLESYSTEM™ 4.
case [15.1]) while the inner towers are consid- Siege Wall Defense
ered High Altitude (8”). Exception: If the target is within close
Future BATTLESYSTEM™ supplements will range of the weapon then the AR penalties for
Access to Walls address the official rules of siege combat and height are ignored. For example: an archer
defense. Until such time as those official rules unit on a medium altitude wall (4”) is
One Game Round (GR) of movement is are available, use the following special rules attempting to fire on a draconian Assault Unit
needed to move down from a wall to a court- for purposes of these battles. approaching their wall. The draconian unit is
yard (4”) and two GRs of movement to climb 6” from the wall. If the archer unit has long-
up onto a wall (8”) on the internal ladders and Battlement Walls bows (short range of 7”) then the AR penalty
stairs that the Knights have in place. These for height is ignored. If the archers are using
ladders are easily kicked down from the walls The curtainwall of the High Clerist Tower and short bows (short range of 5”) then the dra-
and are destroyed if this is done. The eight the tower itself are considered to be battle- conians would be at medium range and the
inner towers may only be accessed by climbing ment walls. Unless climbed via a stair, ladder, AR penalty would apply.
the external ladders the Knights have affixed rope, or some other means such as flying,
to the exterior of the towers. Climbing into a these walls are impassable. Scaling the Battlements
turret from the curtainwall takes 8” move-
ment. Attack and Defense Modifiers for Walls For Dragonarmy ground troops to engage the
enemy inside the fortress, they must deal with
Main Gates Defenders on a battlement wall receive a the wall around the keep. They must either go
melee attack rating bonus of -4 and a defense through it (by creating a breach or breaking
These gates may be opened from the inside by rating bonus of -4 to their armor class when down a door) or go over it (either by flying or
any unit. The unit must start its movement attacked from below. Units atop battlement scaling the wall).
adjacent to the door and take the entire GR to walls may not be engaged in melee combat by
release the lock mechanism and open the troops below them unless the attackers first Scaling the wall may be accomplished with
gate. scale the walls. grapples and ropes or with ladders. Both are
carried by draconian assault forces. Ladders
Special Defenses Melee Weapon Troops: Melee troops that are require one full BATTLESYSTEM™ Game
on top of a battlement wall may drop objects Round to put into place and then may be
The Knights are only partially aware of the onto troops beneath them. Normally these climbed on the following GR. Grapples may
defensive mechanisms of the tower but can objects are rocks that cause 1d4 points of dam- be thrown and climbed in the same GR.
use the known ones to good advantage. There age. These attacks receive the -4 AR bonus for
are many arches that connect the curtainwall attacking from above. This is that unit’s In either case, it takes one GR to climb to
with the tower. Defenders can cross the tops of attack for the round. the top of a ladder or grapple. Units that
these walls to reach the curtainwall. However, climb ladders or grapples are at the top of the
the section of wall directly over the arches is Missile Fire Modifiers: Archery units on top of wall but not yet on the wall at the end of their
trapped and can be released by the defenders. walls are entitled to the AR bonus for melee movement phase. They may engage in melee
This causes the span over the arch to fall, com- (-4) when firing on units within 2 inches of the with any units opposing them on the top of
pletely blocking the access between the court- wall’s base. In addition, the following rules the wall. Units ending their movement at the
yards and between the curtainwall and the apply: top of a grapple or ladder may be fired at,
tower. Each of these sections may be dropped without benefit of cover, by missile-firing
separately. 1. When firing up: altitude affects range. units on or beyond the wall they are attempt-
The curtainwalls are considered medium alti- ing to scale. On the following turn any unop-
Should the Knights take up positions inside tude (4”), the towers are high altitude (8”). posed wall assault units may move onto and
the tower, then the Knights inside the tower Add the height difference (between target along the wall at their normal movement
gain a -5 to their AR and a +8 to their and attacker) in inches to the horizontal dis- rates.
defense. This is because of the defensive struc- tance to determine the range for the missile
tures inside the tower. The Knights will not attack. For example: a unit of kobold archers Ladders may be pushed away from the wall
enter the tower unless their situation is are firing up at defenders on the curtainwall of by any figure. One figure may push one lad-
extremely desperate. the tower (4” above the field of battle). The der away from the wall per GR, but may not
kobolds are 10” from the base of the wall. perform any other action that round. Grapple
Dragonlances Their range for missile fire is 14” (10” from ropes may be cut away during any end of
the wall base +4” for the height of the wall). Game Round phase in which there is no
There are 30 Dragonlances available, enough attacking unit remaining on the rope.
to arm three units of 10:1 ratio troops. These 2. When firing down: altitude affects accu-
are all footman’s lances. See Appendix 2 for racy. The range is simply measured from the Only one figure may climb a ladder or grap-
more information on Dragonlances. base of the wall to the target with no height ple rope at a time. If a figure becomes
modifiers. However, add 1 to the AR of any engaged in melee when climbing, it stops on
Only troops trained in the use of the elevated unit for every 2 inches of altitude. the ladder or rope. Only the climbing figure is
Dragonlances will be able to do such damage Thus, archers firing from a low-altitude wall engaged; the other figures in the unit are not
against dragonkind. If the troops using the engaged. Units attempting to scale a wall
lances have not been trained in them during automatically go to open formation (without
movement penalty).
Figures on a grapple suffer a +6 to their Units and the Width of the Wall General Dismounting Rule
attack roll due to the instability of the grapple
rope as a fighting platform. Figures on a lad- A unit may be on the wall despite the fact that Dismounting takes place at the beginning of
der suffer a +2 to their attack roll for the same the unit is wider than the wall. Units on the the movement phase. It costs cavalry 1/2 their
reason. wall may only be one rank deep. The only infantry movement rate to dismount. Dis-
exception to this is draconian air assaults. mounting assault troops suffer no movement
Units other than Assault Units may climb penalty.
ladders after they have been placed by Assault Routing Within a Fortress
Units. Missile firing units may not fire missiles Dismounting from Non-Intelligent Mounts
while climbing ladders. Only Assault Units Whenever a rout takes place outside a fortress (horses)
may use grapples for scaling walls.
(on the field of battle), normal If the dismounting cavalry wishes to retain its
Units Dropping onto Walls BATTLESYSTEM rules apply. Units inside a mounts, at least one out of every four units
fortress also rout normally when the rout is as must hold the mounts for the units engaging
Draconian units that are flown over a wall may a result of melee combat. in combat. For example: 10 Solamnic cavalry
glide onto it and engage defending troops in units dismount and want their horses to
melee combat. The draconian commander has If a unit inside a fortress routs due to missile remain nearby so that they may later
the option of landing troops either immedi- or magical attack (including dragonawe) while remount. Three units must not engage the
ately in front of or immediately behind in command, that unit must immediately enemy but must hold the mounts leaving
defending troops on the wall. Troops landing make a second morale check. If the second seven units to fight in melee. If the dismount-
behind the defender’s lines get a -2 to the check fails, then the unit routs normally. If the ing cavalry is willing to lose their mounts then
attack roll for attacking the rear of the forma- second check succeeds, then the unit has the all units may engage in melee. If a unit hold-
tion but do not immediately disengage option of going “turtle down.” ing horses becomes engaged in melee, the
defending troops from the wall. Troops land- horses rout from the field and may not be
ing immediately in front of defending troops A unit that goes turtle down hides behind recovered by either side until the battle is
get no attack bonus but force the defending hard cover. Turtle down units may not per- over.
troops to immediately disengage from the form any further action until the rally phase of
wall. the following turn or until they are engaged in Draconian Assault and Command Status
melee combat. Turtle down units automati-
Wall Breaches and Gates cally rally during the rally phase and are no Draconians prefer to combine ladder and air
longer considered turtle down. assaults when attacking a wall. Draconians
Siege walls may only be damaged by siege drop down from flying dragons while ground
equipment, magic, certain large creatures If a unit that was previously turtle down is forces attack the same section of wall. This
(ogres in this adventure), and breath weap- subsequently engaged in melee combat, that often results in draconians clearing a foothold
ons. The curtainwall of the High Clerist Tower unit immediately rallies and engages the atop the siege wall and overcoming the
(as with the stone of the rest of the building enemy. Turtle down units fight melee at a -4 to defense.
and the rock on which it is built) is 75% magic their attack.
resistant. Knock spells fall under this 75% However, since a dragon may only carry one
resistance. The damage done by spells is Units that have gone turtle down may not figure of draconians (10 draconians) at a time,
found in the Dungeon Master’s Guide pg. 109 be fired at with missile weapons using direct this often means that part of a single unit will
on the Siege Attack Values Table. fire unless the attacker is at a higher altitude be assaulting a wall while the other part is out
than the turtle down unit. Units that are tur- of command behind the battle lines awaiting
It takes 100 points of damage to create a tle down may be fired at with missile weapons its turn. The Dragon Highlord should always
breach in the curtainwall surrounding the using indirect fire. attempt to keep the waiting units within the
keep. It takes 50 points of damage to open command radius of either a brigade or army
holes in the keep’s wall or any of the gates. A unit may decide to go turtle down all on commander. Out-of-command draconian
The breach in the wall will be 30’ wide (1” on its own (to avoid missile fire, for example). units cannot mount.
the BATTLESYSTEM™ scale). Place magic Units that elect to go turtle down, however,
markers to delineate the breach’s position. must make a Morale Check. If failed then the Terrain
Troops must pay Rough Terrain movement unit routs away from its position. Otherwise
penalties (see BATTLESYSTEM Table 14) to the unit goes turtle down. Units routed this The stream running through the map costs
pass through a breach. way may not try to turtle down until the next 1/3 movement as per obstacle rules in the
Game Round. BATTLESYSTEM booklet. Draconians who
The gates of the curtainwall are of magical iron are moving on all fours suffer no penalty for
wood and take 70 points of damage to break. Bro- Mounting Cavalry and Air Assault crossing the stream as their wings and
ken gates are treated as obstacle terrain. momentum carry them over.
Cavalry units and draconian Assault Units
Charging from the Tower may change from mounted to dismounted Gliding Draconians
and back again under certain circumstances.
It is possible to mount a charge from within Draconians may glide a distance up to four
the tower. The gates must be opened and Mounting requires one full movement times greater than the height they launch
remain open throughout the round on which phase. A unit that begins its turn in base-to- from.
cavalry attempts to leave the tower. The front- base contact with an enemy unit may not
age of the cavalry must not exceed the width attempt to remount on that turn.
of the gate.
Draconian Assault Units may mount one
figure on a dragon at a time.
Draconian Gliding Distance tures, you may have to use two altitude mark- Check; if successful, then the unit may make
ers. Add the heights on the markers to get the no other action in the current Game Round
Level Maximum total altitude of the creature. For example: a and must on the following round immediately
dragon with a medium and a low altitude move out of the area of effect before any other
of Launch Glide Distance marker on it would be flying at a height of 5”. movement may take place. Units failing the
If the dragon is flying over the curtainwall of check are swept off the field of battle as if they
Low (30 feet) 4 inches (120 feet) the tower (the wall has a height of 4”) then the routed. Units larger than medium sized are
dragon is at low (1”) altitude for archers on the treated as medium units but allowed a +2 to
Medium (120 feet) 16 inches (480 feet) wall trying to fire at it. (See earlier missile fire their Morale Check.
sections for altitude modifiers.)
High (240 feet) 32 inches (960 feet) Morale and Orders of the Knights
Flying into Solid Objects (Walls & Tower)
When draconians attempt to glide onto a The Whitestone forces are demoralized at the
wall, subtract the height of the wall from the If through miscalculation or magic a dragon beginning of the game. The reasons for this
launch height. The draconians can be up to flies into a solid object such as the canyon wall demoralization as well as how the morale of
four times the height difference away from or a part of the tower, then the following the Knights and their armies can change
the wall and still be able to glide onto the occur: through the PCs’ actions are all detailed in the
wall. For example, draconians that launch at Knights of Solamnia section. There is given
120 feet toward a wall 30 feet high are 90 feet 1. The dragon stops and may move no far- the system for determining the base morale of
higher than their target and may be up to 360 ther this round. the Whitestone forces. This base morale
feet (90 feet times 4) away when they launch. should be substituted for the morale normally
2. The dragon is stunned and immobile for determined for a unit as outlined in
Dragon Movement the remainder of the round. BATTLESYSTEM case [4.1].
Dragons moving at full speed have a Maneu- 3. The dragon receives damage in hit points In addition to determining the base
verability Class of E (30 degrees per Game equal to its movement in inches during morale, this system also indicates specific
Round). By slowing to half speed their the round in which it hit the wall. commands that NPC Solamnic Lords will give
maneuverability improves to class D (60 under the morale conditions given. If an NPC
degrees per GR). Very young and young adult 4. The dragon also receives any applicable Solamnic Lord is in charge of an army and the
dragons have one class better maneuverability falling damage. morale condition of the Knights indicates an
(class D at full speed and class C, 90 degrees order, that NPC Lord will give the order and
per round, at half speed). Dragons that move Dragonawe and Rout the battle proceeds as indicated. All battles
less than half their full movement stall and will be conducted with the orders given unless
lose one altitude level during their move- The awe of the dragon only affects those who the PCs somehow manage to take control of
ment. are aware of the dragon’s presence. All units the army.
in these battles will know of the dragons’ pres-
Dragons on Krynn may perform a ence, since other units will shout about the Command Orders for Dragon Highlord
wingover. This maneuver requires the dragon attacking dragons, horses will be skittish, etc.
to climb one altitude level the round before As the DM of this game, you will act as the
the wingover is performed., When doing a Units that are forced to save against dra- Dragon Highlord. This requires a considera-
wingover, the dragon stalls, looses one alti- gonawe are only required to save once per ble amount of work on your part just to run
tude level, and turns 120 degrees. dragon during any one battle. Once a unit the tremendous battles that take place. You
saves against a certain dragon, it need not might try to enlist the aid of some additional
Dragons are exempt from the rule lowering check its morale again for the awe of that gamers who are not currently playing PCs in
their maneuver rating when mounted. dragon so long as the current engagement the game. They may be able, for example, to
Dragons suffer no penalty for having riders. continues. Mark on the unit’s roster when it take the part of brigade commanders and
saves against a dragon and which one. If that move the units in their brigade for you. This
Minimum Air Movement unit encounters that same dragon again in a will not only speed up the play but enhance
future battle, however, the unit must again everyone’s enjoyment of the game as well.
Dragons on Krynn must maintain a minimum save until successful.
movement of 6” in order to maintain their Recovering Casualties
flight level. Otherwise they are required to Undead Reaction to Natural Awe and Fear
drop one flight level whenever their air move- It is important to remember that only one-
ment drops below 6”. Soth and his knights, Yams, Virkhus and his third of units “killed” or routed off the bat-
legion are all undead. Undead always save vs. tlefield are actually dead. Two-thirds of the
Higher Flight Levels natural awe or fear effects of other creatures. units are simply disorganized and may be
They are still subject to magical fear (e.g. fear recovered (see case [16.1] of the
The BATTLESYSTEM™ rules give three alti- spells). BATTLESYSTEM rules).
tudes for flying creatures: low (1”), medium
(4”) and high (8”). However, the curtainwall Rake Water on the Stream Thus, the Dragon Highlord may take a ter-
of the tower is at medium altitude (4”) and rible beating in the first two sorties and still
the tall towers are at high altitude (8”). A reversed lower water spell cast on the stream have plenty of fight left for the final battle.
will swell the stream into a wall of water 3” to The same may be said for the Whitestone
For these DL8 scenarios, the battlefield either side of its usual bed. Units of small- forces.
extends up to a height of 16”. This is double sized creatures will automatically be washed
the BATTLESYSTEM high altitude. Creatures from the battlefield in the area of the effect.
flying higher than this altitude have disen- Units of medium size are allowed a Morale
gaged and left the battlefield as per
BATTLESYSTEM case [15.1].
To designate the-altitudes of flying crea-
Dragonarmies will only take important PCs miniatures you can add to the field will help
or NPCs prisoner, preferring to kill the you create the picture. “The Art of Three
remaining prisoners outright unless they can Dimensional Gaming,” one of the booklets in
be charmed into changing sides. the BATTLESYSTEM boxed game set, has
many hints on creating the setting.
Role Playing BATTLESYSTEM™ Game
Options Any help you can recruit to help you speed
up your side of the battle means all the more
The BATTLESYSTEM rules are for a minia- enjoyment your players will get out of the
tures game of battle in a fantasy setting. This game. With practice, a single round of
is a great deal different than what your players BATTLESYSTEM game combat for these sce-
may be used to in role playing. Try to enhance narios can be played in as little as 15 minutes.
the role-playing aspects of what is happening (You can kill a lot of draconians in those 15
on the battlefield. Your players may be minutes!)
expecting to hear the cries of warriors, see the
flash of metal on metal, and smell the smoke.
Use your own descriptions of the battle to
enhance the image.
Three-dimensional representation of the
field will also help your players to visualize it.
The scenarios can be played with the available
pieces in the BATTLESYSTEM box but any