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AD&D - DL12 - Dragons of Faith (lvl 9-10)

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Published by Capn_Ragnar, 2022-11-17 01:20:27

AD&D - DL12 - Dragons of Faith (lvl 9-10)

AD&D - DL12 - Dragons of Faith (lvl 9-10)

Keywords: Dungeons & Dragons,DnD,AD&D,Dragonlance,TTRPG

DL 12 Continuing the Final Book of the DRAGONLANCE@Saga 9133

AAdvanced Dunseon ra3ons.

Official Game Adventure

Dragons of Faith

by Harold Johnson and Bruce Heard

\



Advanced Dunsons&prippns.

Official Game Adventure

Dragons of Faith

by Harold Johnson and Bruce Heard

TABLE OF CONTENTS ......2

Prologue ...........................................
Wherelnthe Tale Is told and the story expoundedthus far.
..5
..........................................The Fall of Istar
Whereln the sad hlstory of the Cataclyam at last Is revealed.
...... 6
..........................Chapter5 An ArduousJourney
Wherelnthe heroes journey through enemy lands.
.....16
Chaptar 6 Dangerous Oames In Flotsam ................................
Wherelnthe heroes seek a shlp, but meet thelr fate instead.
.22
..............................................Chapter7: The Blood Sea of Istar
Whereinthe heroes must wnture out upon the Haunted Sea to confront thelr destlny
.45
..................................................Chapter8: Istarof the Deep
Whereln the wondersand horror of anclent latar are revealed.

........................................ .Chapter9: The Battle of Istar
. . . 50

Wherelnthe heroes must face the terror of the sea. .....54

........................................Chapter 1 0 FriendsIn Need.
Wherelnold frlends and allies are captured by thelr foes.
Chaptar 11: A Hidden Refuge ................................................. .56
Wherelnthe hemes must overcome de.palr and d m l t to capture the key to vktory.

epilogue ................................................................. 59
A sad psrtlng wlth old frlends and new, and the dawnlng of a new day
.25-40,6044
......................................................Appendlces

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:.. ’Ikon m player characten arc introduced in In addition, several new sections are
this adventure to replnse any characters who included and the DM should familiarize him-
now WR the bunwon masten might have been lost in previous adventurn.

Dngonr ofFpich is the melfrh module in the These arc the elfmaid Serinda and Kronn, a selfwith these sections before play begins.
kender warrior-thief. These two are encoun- Character cards have been provided for the
epic DRAGONLANCE. series. It continues tered during the fmt event.
the f 4 book of the saga begun in DL10,
Dmpmo f D m s . In the DRAGONLANCE multi.adwnnue major NPC pemnPlities-friends, foes, and
epic, some heroes and v h f g u r promi- nMeuotrrealsp.laTyh, egiDvMingshsopeucldialreavtiteewnttihoensetocatrhdes
Thnc modules re-create the conditions of nently in later adventures. If an important
the DRAGONLANCE story with the player
chnrnnencast in the roles ofthe epic’shems. character should be slain during thii adven- NPcY motives and gods. These c d allow
the DM to role play the NPCs.Under no cir-
Thus it is recommended that this adventure NIT, the DM should invoke the “obacure cumstances should the players be permined to
be played as part of the continuing series,
usingthe player characters provided. Ifplayers death” rule. This NICstates that, as in Satur- read these cards they contain information
only for the DM.
wish to w their own characters, however, you day afternoon matinen, the ckumstanccs of Several special tales are provided and
should permit them to do so. Take care that should be reviewed so the DM knm the
the pury is as balanced as the character party death of an important character should be
included here. proper time to use each one.
confused and the body not found. Later the Tables of random events for each of the
Thi adventure may also be played a chapten are included here. The DM may use
d - a l o n e adventure without the rest of the character may reappear with a story ofhow he
series. miraculously survived. Si&, a race of dra- these to add excitement to the adventure.
These tables include both random m n t s and
The player characters provided are some of coniansintroduced in DL7, Dragons ofLigbr, encounters as well as a new category called
the hem ofthe DRAGONLANCE story. The polymorph into their slayer’s form whtn they
quipmcnt and magical item listed for each omens. Omens PIC mysterious happenings
die. T h i device may be used as one of the that may provide a warning to the PCd. The
FCshould be used if you have not played pre- DM should adapt each tehveePntas.o that it suits
vious DRAGONLANCE adventurn or have methods to explain M apparent death and the current situation of
not used that particular FC before. If your subsequent return.
pany has played pmious modules in the There is also a section of rumors and leg-
The DRAGONLANCE story is a complex ends that the PCs CM fmd by questioningthe
series. howcver, use the equipment listed on saga. lb run it well, read the adventure care. inhabitants ofa place, overhearinga conversa-
the cprdr plus MYadditional equipment the fully, anticipate your players’ actions, and
PCI have acquired during their adventures. think of how to motivate them when they tion, or diecovering a written mrd.The DM
b m e stuck or confused. In this adventure may wish to d m l o p aome Pofath.e legends into
The players may ah choose any standard the motivation is that they are in unfamiliar further adventures for the
equipment in the AD&W Players Hand-
bok. enemy territory and seek to escape. There iC Finally, a section is included on the W S N
c a d deck. These c d are common to the
Special mPgical items PIC detailed in the danger of betrayal at evcry turn, and the DM
should take care to create a feeling of being world ofKrynn and are used for games ofskill
hunted.

section titled “lteasures of Legend and mobuie Sections and chance. Rules for three games have k e n
Glory!’ If the chnrnnen provided are not
used. the DM should permit these items or Thisadventureis divided into several chapters included. The cards areused in thL adventure
to predict the future of the PCs’ adventure
their quivalents to be ditributed among the that lead to the characters’ fmd escape from and to set their goalsfor them. Instnutions on
party. Read the descriptions carefully before enemy lands. The P 6 have a great deal of
revealing MYofthe information. freedom to determine ihnowChtahpetyerp>ur.sue the how to use the cards in your own AD&D@
quest laid before them adventures are also provided.
In DL6, Dra#ons oflce, the original party
o f h e m was split into two groups during the A synopsisof the intended flow ofthe story
conquest of the city ofTarsis. One group fled has been provided to aid the DM and help hsility Checks
south across the frozen waste6 with the reduce the confusioncaused by this fmdom.
Kniihts of Solamnia and eventually joined in Each chapter begins with smral ewnrtthat D as ion ally an Ability Check is called for
the War of the Lance to repel the draconian occurat certain times, regardearofthe actions against one of the character‘s abilities
hordes. or locations of the PCs. Following the events (Strength, Wrdom, ctc.). Roll Id20 and com-
Thir adventure follows the second group: are encounnrs that are keyed to spcciiic loca- pare the result with the appropriate ability
W i ,Cnnmon, Randin, Tika, Goldmoon, tions and occur only if the h e m s go to the SCOIC. If the 1011 i.9 k d than Or CqUd to the
and Rivemind-the Hemes of Legend. They appropriate places. score, the action succee& if the roll is greater
fled TMi in the company of Alhana Star- For both events and encounters, tho^ por- than the score.the action fails.

breeze. PO elven princes. to rescue her father tions of the text encloMd in h a may be the w ~ l obf knynn
from the nightmare in the ancient ehen king. revealed to the players at the start of the
dom of Silvanati. They could not save him, encounter. The remaining information is for There are several important differences
but were able to end the nightmare and the DM and should only be revealed in between the world of Krynn and standard
awaken the land with the dawning ofspring. response to PC actions. ADBD’ campaign worlds. New players
If you do not haw enough players to take all All monster statistics are lmred on the
the heroes as PCs, tun the others as friendly adventure covcr for eprg reference.Each Mnt should be made aware ofthese differences.
“G.or allow players to run more than one
character. In MYevent, it is a good idea to or encounter Lins the number of monsters h e clerics have been unknown on Krynn
encountered and their motivations. as well since the Cataclysm. a mightycatnstrophethat
keep the number of players to a size you are MYspecial information regarding their tactics. destroyed the civilized nations and changed
comfortable with. The chart should then be used for combat.
the face of Krynn. Many NPC clerics have no

spellcasting ability, since they worship false but it was a pale mockery of old glory, for man The newly crowned dwarven king gave
gods. h e clerics of good wear a medallion of had turned from the t ~ goeds and built his leave to the refugees to pass through his king
own idols. And the gateway was opened for dom to safety. And there. at last, Goldmoon
faith bearing the symbol of their god. Only evil to return! and Riverwind exchanged their vows and
two gods of good, Mishakal. goddess ofheal- became as one.
Fromoutofthenonhtheycame,outofthe
ing, and Paladine. the Celestial Paladin, arc Khalkist Mountains. on dark wings to the But peace was not to be, for the dragons
known. All PC clerics brought into the cam- trumpet of horns of wu. Bearing flame and pushed their conquest farther south, and dan-
paign must be of g o dalignment and worship flashing sword. the armies stormed acrossthe ger shadowed the land. The heroes sought
one of these. land led by the dread juggernauts of legend, safe passage by ship for their people in the
dragons, serpents of the night in unholy port of %is. They discovered to their horror
There are some evil NPC clerics who myste. how much the face of Krynn had changed, for
riously have the ability to cast spells. union with sekiih men of evil. In their van- Tarsis was now a landlocked city.

In this adventure, most PC elves are guard marched monstmities from the nether- Here came a paning of ways. As the Drag.
Qualinesti elves of the wood, except for worlds, corrupted forms of the mighty onarmy pressed on the city, the heroes were
Serinda who is from Silvanestihigh elf stock. dragons: bestial dragomen. divided in the chaos. Sturm, Flint, Twlehoff,
Elistan. the elfmaid Laurana, and her brother
FC dwarves are all hill dwarves. the only Yet a dim light of hope burned for Krynn in Gilthanas journeyed south with several
ones to involve themselves with the &airs of the southern lands. A small band of seven Knights of Solamnia,in the hope of capturing
heroes from the town of Solace set ow to xek a weapon to bind the wil dragons.
man. the tme gods. Five years ppssed and their
On Krynn. the equivalent of halflings are search proved fruitless. In timt six returned: The others. Tank. Caramon, Raistlin. Tika,
This ha-elf, Flint the dwarf, Iisslehoff the Goldmoon, and Riverwind. fled east to safety
kender. Kender resemble wizened 14-year Lender. Sturm the knight, and the twins Cam. with the aid ofthe elven princess Alhana Star.
olds and wear shoes. They have an insatiable mon and Raiitlin, one a mighty warrior, the breeze. For this aid she set the heroes a task, to
curiosity, are fearless. and have a strong sense other a cynical mage. But the seventh, Kiti- help her win through the haunted lands of
of humor. They are capable of taunting foes am, dear siiter of the twins and beloved of Silvanestito rescue her farher. Lorac Caledon.
into reckless actionsand are immune to fear of This. did not return. the elfing.
any kind.
They were joined by the plainsman River- That ninhunare iournev at last ended with
In this world where civilization has fallen, wind and his beloved Golpmoon. chieftain's rhe slayingof rhe green dkgon Cyan, and the
gold has little value. The metal of demand is daughter of the Que-Shu tribe. Goldmoon awakening of Lorn from his tortured dreams.
steel for crafting weapons. All normal prices possessed a gift of the gods. a crystal staff of the dreams that twisted and blighted rhe
are therefore expressed in steel coins. One healing. Through its power the Innfellows land. But Lorn's life could not be saved, and
steel piece (stl) is the equivalent of a gp in a recovered the Disks of Mishakal. the writings he died as spring budded in the forest and life
standard ADBDm campaign. A gold piece on of the CNC gods and thus did knowledge of returned to Silvanerti. Alhana returned him
Krynn is the equivalent of an sp in a standard the gods return to Krynn. to the earth as he requested, rather than sur.
campaign. rendering him to the flames as was elven cus-
Armed with this blessed weapon, the tom. Thus sadly the heroes cook their leave of
Finally, dragons have been absent from heroes returned to Solace,onlyto find it fallen the reborn land.
Krynn for nearly 1,000 years and have only and the people cast into a horrible slavery in
recently returned as conquerors. The terror of the brooding pits ofthe Dragonarmy's fortress Now the heroes' journeys have raken them
the old legends breeds fear in many people. of Pax Tharkas. nonh to the human lands of Balifor and
The only dragons most people have seen are beyond. But these Mconquered lands whcre
red. green. black. blue, and white dragons- With the aid of Tanis's kin, the elves of
all creatures of evil. Stories exist that once Qualinesti, and the tavern maidTika, afriend dmen are not free and all are cau ht beneath
there were dragons of good-copper, bronze. oftheir youth, the heroes entered the fortress
brass, silver, and gold. Only the PCs have met and freed over 800 slaves, foiling the designs the conqueror's fist. From our o these lands
some of these g o d dragons. of the Dragon Highlord Verminaard. supplies M senr to reinforce the Dragonar-
mies. And from these lands rhe heroes must
the Stow thus bR Fleeing into the mountains, a refuge was
found for the escaped slaves in the Hopeful flee if they are ever ro know freedom again.
To think that the glory of Krynn in the land of Vale. The heron braved the dangers of fallen
Ansalon has fallen ro this. Once golden cities Skullcap, ancient seat of power for the evil
towered over the plains. and the banners of wizard Fitandantilus. to find the secretof the
chivalrous knights danced from atop mighty Dwarfgate. entrance to the legendary lands of
towers above the amber fields. The kingdom the dwarves and safe pwage through the
of Istar, the star in Ansalon's crown. shone the mountains to the peaceful lands beyond.
brightest of all. For peace was upon the land,
and evil had been driven back, even as Upon that arduous trek, the eyes of the
dragonshad been vanquished from the face of Seeker priest Elistan were opened to the way
the world nearly a millennium earlier. It was ofthe ttue gods, and thus the Hwh God Pala-
an age of glory, an age of might. dine re-entered the world of Krynn.
Several hundred years ago, the gods turned
away in anger at the proud actionsof one man The heroes entered the d m c n lands of
who dared attempt to command them. And Thorbardin and there found the Tomb of
so the darkness fell, and the Cataclysm rained Derkin, dwarfking. and defeated at last the
its dark fire from the sky. rrebuilt, Dragon Highlord Verminaard. There too they
After those dark times, man slowly recovered the Hammer of Kharas and
reunited the dwarven tribes.

3

DROLOGU€

how to Run the Abventune Adding Dcnils: You may create new side several ruins exist; visiting the dangerous
islands of Elian. said to hold a city of wonders;
This section explains the steps that should be adventures based on loa1 legends to add spice raiding the treasury of the Dragon Highmas-
followed to properly DM this adventure. Since to your game if you wish. You might also like fer; stealing into the Ogrebond stronghold:
the adventure consists of several elements IO create more detailed terrain maps. If you playing in a high-stakes card game.
found in different locations, it is important to 5 ) During the journey and while at Flot-
understand how to ux each part. -do, it is recommended that you enlarge each sam, the PCs should have the opportuniry to
Chapters: The adventure is broken into meet possible allies and featured villains,
chapters. each derailing information likely IO wilderness map hex to be 20 hexes across (one including Tocde, the rebels. Sevil, Gildenron-
be used in the order fhey are presented. Some hex one mile) and 13 hexes on a side. Cre. gue, and Kitiara.
DMs may need to use the information out of ating detailed maps may prove IO be of value 6) At Flotsam the PCs should be concerned
order. It is thus valuable 10 read all the advcn- if players want to explore one hex in detail. with finding a boat to hire. avoiding the
ture to learn what is detailed in each section. guards, and should be drawn into discovering
Story Events: These events occur in the Geomorphs: Several geomorphic maps are the secret goal of the Dark Queen.
specified sequence and at the times noted no provided for crcating your own ruins and cit- ----OTBTStehoheveeeridrlmrcaeacbtitrdteriiiesvlessitstthiIOreteyosfPtaaiolCnvsdooasiioddiafcnttcidhhtueercsaudPPpiuCCttsrussir..hneigmtthh,eiosPrtCimmsi.es:-
matter where the PCs are located. Story events ies. You can mix and match them, and you can
move the adventure toward the climax and even overlay sections.To record your creation,
present important information. Story events just use a piece of graph paper to note which
also create the feeling that the world is alive pieces you are using and their orientations.
and not just waiting for the PCs to act. A syn. Examples of how the geomorphs can be used leads them if he discovers their identities.
opsis of the main story line is given below. are found in fhe adventure. - Kitiara uses spies to sniffout strangers and
Time: Because events are linked to time, it - then delays them with misdirection.
is important that you kcep a record of the day Clues & Tales: Finally there is a special sec- Gildentongue seeks to discover the PCs'
and time of day. You may choose the time of tion on written clues that may be discovered purpose and sends them into danger.
day at which an event occurs unless a specific and tales of adventures that an individual 7) If Kitiara's NSC does not work. or the
time is listed in the text. might experience. Of note are the tale of "An PCs return IO Flotsam after followingthe ruse,
Traveling: Each hex on the wilderness map Incredible Rescue," which may be used to Berm is kidnapped by Scvil. Encourage the
- -is 20 miles across. How fast a character moves explain a character's return when the puty PCs to locate and rescuc him.
thought he had drowned or died. and the
adventure within the Mindweb of the DraEon
Orb, for those foolish enough to think they
can control it.

depends o=n his method of transportation. Synopsis or the Stony E) The storm that has been threatening for
On Foot a man can cross one hcxlday weeks arrives with all its elemental fury.
Mounted a man can cross two hexes/day This synopsis highlighrs the key steps of the 9) With Berm in tow, the PCs must flee
Sailing a sm,boat can c m three hexes/day adventure. Players may go in any of a number
= a boat can cross six hexes in 12 hours of directions, so this is provided to insure that and eventually should reach the Pcrcchon.
the story progresses toward its climax. If the Under cover of the storm. they should evade
Flying = a creature can cross six hcxcs/day any pursuit.
(flier must rest for half of each day) PCs stray too far from the course of the advcn- 10) Direct the PCs toward the maelstrom.
The speed of movement may be affected by ture. the DM should get them headed in the Perhaps Kitiara discovers them and gives
terrain, weather, or currents (DM's option). right direction by providing helpful informa-
Random Events: Each day you should roll tion from strangers, through omens, or by chase, or they receive a plea for help in a sea
encounter. or thev seek the kev to the Dark
for the chance of a random event on the table warnings of places 10 avoid. Queen's defeat. '
for the locale. If an event is indicated. you 1) The adventure begins with the PCs trav- 111 PCs should cvcntuallv be called on 10
decide whether it occurs during the day or at eling the road by night to avoid draconian
night. You may create your own events to patrols. Their first encounter has them rescue aid the sea elves in defeating the evil forces.
two new PCs, Kronn and Serinda. and possi- 12) After the bartle, word should reach the
reflect common occurrenccs on the road or bly Waylorn, if he is not already with the PCs about the following: Maqucsta and
you may run more than one event a day. friends were captured by pirates, Berm was
To create some variation in events,alter an paw . sighted headed toward the Minas. and the
event if it comes up twice or replace it with an The PCs should be directed toward Pcmhon was washed ashore on Karthay. PCs
2)
Goodlund for information and shelter. This
event you have not used yet. direction may come from Kronn, from an should be encouraged to take appropriate
Encounters: Whenever PCs enter a new actions. During this time Lady Lengsrrien and
encounter area, Nrn to that section in the encounter with the disguised silver fox and the Blue Wizard should join the party as
book. Terrain encounters a n detailed in Chap rebels, or from a stranger or spy.
ters 5 and 7. while sea encounters are listed in 3) The PCs should learn of the Oracle's escaped slaves. All paths eventually lead to
prophecy and seek her for advice. Adventures Karthay.
Chapter 7. In some cases, an encounter area rcsulr from searching for the way to the Oracle 13) The PCs should explore the gnome
may have a collectionof encountersfrom which and perhaps being misled to the Dairly Plains. tower, thinking that B e r m is there. Here Kit-
you choose one or more. iam and Skie are unmasked and trap the P O
Rumors: A table of rumors and where they 4) Once the PCs learn their ultimate pur- in the tower. They then fly north after Berem.
may be learned is provided. You may use pose, they should be directed to Flotsam IO Persuade the PCs IO pursue Kitiam if they do
rumors to provide players with information hire a ship. T h ecost 10 hire a ship is exorbitant not do so on their own.
about the locale at any appropriate time or and PCs should be provided with rumors 14) The final confrontation between Kiti-
when specifically mentioned in the rumor. about where or how they might acquire the ara and the PCs should occur after a mad
You may expand upon these rumors as needed funds. Oppomnitiesinclude: explor- chase. Victory seems in Kit's lap, but Berm
desired. ing the Dairly Plains east of Goodlund where makes an unexpected escape.

--q ..,,/,.-.-

of Istar dimmed as the q e drew to On Yule D a y the sky turned a sic&ly
I 3 k e Hngp'est saw demons in
~~ green and a cyclone destroyed one of the seven
shadows and despair in the night. Blinded by : ;
his o h rightemu pride, he would summon the ..; 3 k e night sky darkened as Nuitari devoured
very gods to do his bidding. From the heart of .I
the land, J.. the 3emple of Irtclr, he spun his ,!.! silver gods' E y e and red Night Condle. ,
P y , drawing&om the essence of the land to Che blac&me, the l i h g destroyer qf&,
strengthen the net he would wt. /
burned again in the &aden hah.Nojlanu
How j@ly they forgot the prophesy of 3, , burned in Solamnia. Ere raged across the
plains ofAbanasinia, scouring the land.
firalon: g h a t if der man in pride r h l d 'Y;':
_'.I Grd Soth broke the council of the Knights
atchallenge the gods, woe betide the dorld.
: the gods dere loathe to destroy the beauty they I and they sought to redress him .in dar.

.created and sent warnings. %se warnings In my oh 'Palanthus, an impenetrable
w.-,' were thirteen. I.
, 3kc gods' hands dll be dtthdrah and white mist obscured all. Only on the thirteenth
-,:. Mnn dllllfou his doom alone. Jay wuld I at ht set pen to papa
I 3kc sky dll lament and beat the earth
d t h its tears and d e s of anquish. A cry come&om Silvanesti that the trees
,', were weeping blood. Quali'nesti come an
- Fear shall +isitthe land. alarm ofanimalr turned holent. 3arsis told of
-Light dll be d a r e d , hope dllJlee. ,'.
> tom and ruined nets, while northern ports spoke
1,-?..;.,-Darkness and despair dU be rekindled. 3hrough all this, fcw were the wualties,
3 h e f i m e dll&il on the hearth.
-And the plains dll be cleansed. as ifso much wheat. A mighty roarfilled the
- Brother dll turn against brother. air. And the sky rainedfirel
-Knowledge dill be veiled.
- Our children dll bleedfor our sins.
-Nature dl turn againct Man in outrage.
''

:'.;- 3he bounty dll end and the blood ofthe ;
-land dll wash the b'$t&om the earth. (
Andfinally the earth dl1 awaken!
But the Kingpriest in his prih did not heed '.
' :.the warnings. On the Eve of Yule, a time
1.1 now &no& cu the Night of Doom, all true
'clerics &$the worldfor a higher plane, never

; to be seen again.

....,

--

THE FALL OF ISTAR

FROM THE ICONOCHRONOSOP ASI"US OF

how to stam V events the trees and is attempting to capture them.
Waylorn is here if he is not with the party. So
The adventure in DL12 begins about a month event I: Faienbs in neea far each has taken Id8 points of damage, and
after rhe player characters awakened Lorac there are four dead hobgoblins.
Caledon, the elfking. Leaving Alhana Star- h e journey from Silvanestihas been long
breeze. the elfking's daughter, behind to md tiresome. You leave that nightmare This group only carries 2d20 coppers plus
mourn her father and begin to rebuild and to reawaken to the song of spring. But credit vouchers for Port Balifor worth eight
Silvanesti,the heroes journeyed north to Bdi. t remains shadowed, its king giving his steel. They know little, but are under ordersto
for. Dixovering they are now in enemy-held ife to renew the earth. stop strangers and capture any who seem odd.
lands, they seek passage on a boat to the free
lands. But they must proceed cautiously,b as The land has fallen to the conquering €vent 2: taavelino
not to draw the attention of the conquerors. uqies of the Highlords and their dmcon-
.an minions. Freedom is a thing of the The Dragonarmy has orders to detain any
If your players have played DL10, Dragons past, safety but a fleeting shadow. The who appeat odd and to bring them to Elorsam
of Dreams, you mmy want to create a small land has fallen to hard times, and every (Area 15)for questioning. They are also hunt-
adventure to bring them to this point. If they man might sell his brother. Elves and their ing elves and elfkin, as well as rebels. Most of
find a boat to cross the Bay of Balifor, it should kin are hunted and any resistance seem the army cries to capture elves and rebels to
wreck in a storm or be attacked and hulled by useless. Your only plan is to mise suffrcient gain the higher reward for living criminals.
a shadowy dragon (see Event 15). funds to board ship to the free western Rebels watch strangers from hiding places
lands. and try to test their sympathies before reveal-
If your players are new to the saga, you ing themselves. Rebels might offer aid to
should share "The Story Thus Far," on page 3, This eve's journey is interrupted by sud- those captured or attacked by draconians.
with them before beginning play. The heroes have to either travel by night or
den shouts and the sound of a battle assume some sort of disguise. Following are
Note that Serinda and Kronn do not begin ahead. -- - -the chancesthat the party will be discovered if
the adventure with the party. With the party is Some 200 yards down the road, where a copse Weapon
the NPC druid, Waylorn Wyvernsbane. It is of trees forms a pool of shadow, a struggle is in disguise.Hidden,
imponant that this character accompany the taking place. If the Pca listens they hear a bbeuatriwnogrnhewroeeasponsdetai+ne1d0%
party. If the players have not played DL10, Earmer garb 70%
Waylorn is met with Serinda and Kronn. voice swearing in Silvanerti Elf. Merchants 50%

The party startsthe adventure in Encounter A hobgoblin patrol of 20, lead by a Borak,
Area 6 , in the hex with the star. This is done to has discovered Kronn and Serinda hiding in
move the adventure swiftly along.

6

Entertainers = 40% Once in the woods. a small figure breaks This room is filled from wall to wall and
D q o n soldier garb 35% from the brush and runs off down a trail floor to ceiling with giggling, nudging
toward Kendermore (Area 12). He seems kender. Obviously some sort of feast hall,
(Pcs M asked for orders) injured, for he runs with a limp. He is actually there are long tables, benches. and ornate
Soldier w/prisoner = 21% the bait for an ambush and he tries to get the pillars. The hall is 30 feet tall. Despite the
PCs to chase. gaiety, you notice that many kender have
event 3: a WaRning If the PCI pursue they eventually find him weapons drawn and ready. Three grim-
collapsed. lying face down on the ground. looking kender in floor-length vests
If the Pcs are still on the road after three days This is a trap. The straw dummy lies atop a approach.
and haw not turned toward Gwdlund, run covered pit. In front of the pit, hidden by
thk event. leaves, is a net 10-feet wide. W. Lh),enthseomneeot nies At first the party is accused of being merce-
falls into the pit (Dmg ld4 naries or spies of the Highlords and taunted
wt a mile ahead, the road u s through sprung and snares those standing on it. The with dire threats. If Kronn is with them and
person falling in the pit is tangled in a tarp speaks for the puty, the kender swap good-
boggy land *and a squad of draconians and cannot get free. natured barbs with him about his choice of
Thii is a kender ambush and should be companions. They demand that he prove he is
occupy the road, questioning a small mer- made to Seem ominous. They stay out of the who he says. The kender are just having some
light, throwing water and droppiqg cloaks fun at the party's expense.
The patrol consistsof 20 Baa2 and a human over light sources from the trees overhead.
leader (see Men, Warrior on chart). They are Using pikes and throwing rotten squash, they After several minutes, or if it is pointed out
consulting with a small weasel4kc fellow as herd the remaining party beneath some that there M elves with the party, a tall ken-
they examine the merchants and their cargo. weighted nets and capture them. PCs who are der with graying hair leaps down from a chan-
Suddenly they haul a man off a wagon and captured are bound. gagged and blindfolded. delier and shouts "Enough! Forgive our poor
disarm him, then the merchants M handed a If the kender M discovered or the PCs do manners! Welcome to Kendermore! Welcome
poster and waved on. not follow the bait, but track it later, they fmd back son!"
the kender camp. The kender camp in
The Pcs may remain in hiding or question branches of trees, using small hammacks and This is Kronin Thistleknot, marshall of
the merchants as they pw. They have no love fires in clay pots. There are 30 kender and one Kendermore and Kronn's father. He order a
of draconians and will show PCs the poster or leader. They arc wnry of strangers and only feast of roast pig, wine, bread, cheese, dried
drop it they p w . These M just eight com- take them to Kendermore if they surrender fruits, fish, and vegetables.
mon men trading in pelts and pottery. their weapons.
Go to Event 5 for the journey to Kender- The PCs' weapons and gear are returned,
The poster says the following: more. though some items are missing and some
RBWARDI pieces are not theirs. You should inform
event 5: a tinesome taip KIOM that he will eventually be able to steal
for capture of elves back all of the party's gear before they leave.
and their kin This journey should be tun swiftly with no
encounters on the way. unlessthe party is free The feast is swiftly set forth and all but the
Captured: 15 steel to lend a hand. The kender take the Pcs along PCs have a grand time. The feast is very infuri.
Dead: 1steel a f o m t track to a small boat on the Bristle ating. for things keep appearing and disap-
River (Area 11). They sail down to the fork pearing before the Pcs. They find kender
If the PCs rescue the captured man, his and then pole up the Willow to Kendermore children and women tugging at them and
name is Erewan. a rebel, and he will take the in one day looking in their pockets while kender miles
PCs to meet the Fox,Encounter 1SB. slap them on the back. This should be played
If the PCs were captured, they are thrown as a comedy of thefts and returns.
€vent 4: km&R Catch
acrosa the backs of some ponies and carried to Rumors may be gathered during the feast,
When the party enters Gwdlund (AM 11. selecting either from the rumor chart or these:
14) for the fmt time, read the encotmer the riverboat. This is an unpleasant trip for
description and then run this event at night. the Pcs as they M bounced around and *" Draconian patrols rarely come here. sev-
fall. jabbed by branches, or dropped in puddles of killed
water, The entire trip is made in ominous Ogrespatrol the area and have
This evening is overcast and gray. A chill eral kender.
wind howls. You move beneath the moon- silence. * arc rich in tm-
lesssky with only the wan light from a spell The ruins of Kendemore
event 6: a stwwwlcome sum and dulgc~a. nd M an interesting
Shortly after nightfall a dragon is sighted. He place to visit if the Po would lie a guide.
approachesfrom the northeast, remaining out This occurs when the PCs enter Kendermore
of missile range. He wheels in the wind as if ( A m 12). If they came of their ownwill. they The Pmphccy: At some time during the me-
searching the ground and then moves on. are lead through to a hall er~ortedby guards. ning Kronin casually mentions a warning he
received from the Oracle of the Woods, that a
Waylorn counsels that they Seek shelter If they arc brought here as prisoners, they band of h e m s gifted by the gods would p w
deeper m the woods. Thii night the woods M carried to the hall and dumped on the through Kendermore. He was told to tell
appear black and twisted. The moan of the floor. When their blindfolds are removed, them they would be wise to seek her out. He
wind and the creakingand rustling of the trees they are momentarily blinded by the bright wonders if the PCs have seen any such heroes?
make it difficult to hear each other. light. Laughter and applause fill the room.

Chaptm 5 €vents %

L Y

The Omle issaid to have the ability to read event 9: SEanchinG con spay Event 1I . the house
the skeins of Fate and CM show the best paths
to cake. Kronin does not remember the way to Kronn does not know Master Spry, but he The top of the pinnacle is swept by a cold
the Oracle, nor does any other. There is one, learns the way to Springfalls(Area 13) and CM wind and there are patches of ice and snow.
Master Spry, who might be sought for direc- guide the party there. Kronn recognizes many Spry's house sits on a spur of mck and is
tions.He lives atop Springfallsat the source of of the kender snares and warnings along the reached by a rickety old rope bridge.
the Bristle River. way and knows them to be mostly hermless.
The Gift: At the end of the feast, a woman. You should take Kronn's player aside and This house has been abandoned for yeus
dangling bare f m from atop a pillar, suggests explain this to him. Kronn may do as he and is now the lair of a taer. Spry lives in a
their guests be given a gift. All the kender wishes with this knowledge, just let the player cave. The house is in disrepair. Doors are
agree and there is a shouting, giggling discus- know when they are encountered by nodding warped and ajar.
sion. It is decided the gift is to be a companion at him.
to go along with them and return with the PCs studying the house see a shadowy fig.
The journey to Springfallsis fairly unevent- ure moving about on the first floor. If the PCs
story of their great adventure. ful, but run three of the small kender decideto search Spry's house, the tier retreats,
encounters liited under Goodlund (Encount- making sounds as he goes which should con-
Kronin chooses Kronn to go. Kronn is both ers 11 & 14). vince the PCs that Spry is here. If the first taer
cheered and jeered. He is tossed about by scv. is slain. there is a second one in the attic.
c d kender, dumped in the punch bowl, and €v€nt 10.rnaSt€R spay HI. Prom Porch, Trce,and Veranda: The rail-
fmally rolled down the carpet to the PCs' feet. ing is weakened in several spots and breaks if
The f m t is over. Sitting behind a rock in the clearing is an someone leans against it (Dexterity Check or
elderly kender with spectacles. fihing in the fall to the pool below).
Event 7: kmnin's council pool. He is surly and does not like to have his HZ.Dusty Poyer: Candlesticks stand on little
fshing interrupted, even though there are no shelves and several landscapepaintings deco-
Kronin is a wise kender, as kenders go, and fish in the pool. rate the wall. As the PCS enter they hear foot-
mav be sounht for advice. Below are h i steps retreat down H3.
mponses: I If questioned. he answers in a rude and H3. Empty H d m y : Cobwebs hang from
Where can the heroes hire a (hlii^r?aT1h5e).onHlvi roundabout fashion, like the stereotype of an corners. They can hear breathing in H6.
port with free ships isFlotsam Arkansas farmer. "Yes. the Master's home is at H4. SpiralStaircase: An old chandelierhangs
has heard of someone known as the Black the top of the cliff,'' "How would I know if in the middle of this m m . There is a spiral
Captain, who is said to be fair and close he's home, I haven't bccn there!' This fellow staircase going up. A small table stands on a
lipped. is Marigold Featherwhistle Spry, but does not crumpled rug hiding the trapdoor down.
How much might P ship cost? He thinks admit it. He wants to be left alone.
smd thousand steel in these tough rimes. If the taer is upstairs at this point, he will
Where rnighr rhey find such money? He is The cliffis slick and dangerous.To climb to throw a retch melon at the first one who
unsure. He has heard of two ruins in the the top requires threeDexterity Checks at -2 (- climbs the stairs. If hit, the character retches
Dairly Plains (Legends 2 and 5 ) and of a valley 10%). Using a rope eliminatesthe penalty. If for three rounds and is at 50% Strength for six
of gems in the Ogrelands (Legend 19). Or a check is failed the character falls. On a sec- tums unless washed with alcohol.
they might try to steal from the Highmaster's ond Dexterity Check at -4, he catches himself
onabranchforld4poinuofdnmage. Else, he HS.Gucsting Hall: Windows open onto a
IrCpSury. falls into the pool at the base (Dmg Zd4).
spectacular vim. The furniture here is soiled.
How do they reach Flotsam?It is four days The old kender does not appreciate them Fallen behind a cushion is an old potion bot-
scaring the f i h , and wonders aloud why they tle. It holds a potion of super heroism.
journey overland to the west. Or they can tra- do not use the ladder behind the waterfall. H6. Library: The taer waits here for someone
This ladder is slick and requires one Dexterity to enter. The windows are draped and it is dim
vel to the coast in one day and hail a ship, or Check to use. It exits through a tunnel at the inside, so those seeing the taer might mistake
he offers to help them catch a small pirate top.
ship. him for a stwped old man. He knocks a book-
When the PCs return from the house, Spry
What should they bewnre of overland? admits he is the one they are looking for. "I shelf over on the first two who enter (Dmg
Watch out for ogres and the Shirgrenth. He 2d4). Then he fleesthrough the oppositedoor
give them a ring to identify them to a friend of would not live up there-too dangerous!" He and runs to the spiral stairs.
his named the Fox.
tells them the way to the Oracle if they prom- If no one comes to the library, he will climb
Vthey decide ro ntmck the pirates. Kronin ise to leave him alone. the tree to the second floor.
says there is a secret cove that pirates often use H7. Kitchen: Thi room is covered with dirt
at Nompch (Area 16) and gathers 15 kender The way to the Oracle. he says, follow the and grime. The floor is rotting and if the wr
to go with him and the heroes. rivet east to a divided tree. Then rum due fled through here, he jumped from one
nonh till they come to a doghead rock. Then counter to the next. Anyone walking on the
Event 8: hn &RE WlinO go southwest till they come to the stony point- floorhas a 2 in 6chance of falling through, If a
ing finger. From there rhey must cross the Dexterity Check is made. he catches himself
As the party prepares ro leave Kendemore, bethof Despair, enter the Gap, and pass the and takes only 0-3points of damage, other-
they get the eerie feeling that someone is Guardian. There is the Oracle's cave. wise he falls all the way to the pool.
H8.H d & Balcony: This is an open hallway
watching them. There is an invisible spy, These directions lead the party in a circle, and patches of snow crust the floor. If the taer
Gildentongue the Aurak, who is also search- bringing them back past the pool and a half preceded the characters. he is in H11.
ing for the Oracle. He follows at a distance.
mile to the north. It is evening by the time If the characters have followed the taer
they return and Spry is gone.

8

through H11 and H10, or if the tacr follows holds 10 flasks worth of oil. Another has M appmli, they retreat to the valley. They set
the characters, he is on the tree. The rattle of ochre jWellayt.erTdhraewlasLtehddged:s aged d u k ale. M ambush for the party. If surprised, three
the icy branches should attract a character to H18. This passage is icy ogres rush the parry while two rhmw darts.
the ice.coated balcony with rotting railing. and slopes down to M abrupt dropoff. A PC
The tact attacks to steal a character's weapon, must make a Dexterity Check to avoid slip- The ogres use a deadfall log to surprise the
causing the PC to make a Dexterity Check or ping and falling to the pool below. A long party first (saw vs. petrify or first rank takes
slip and fall. Once the tacr has a weapon, he rope is used to lower a bucket to the lake. It Zd6 points). Then two ogres use darts to pin
climbs the tree to the attic (H13) and waits. CM hold one person's weight.
H9. Salon: This room has a faded red rug, the remainder of the party in the cave while
t1h.roeoeOecnodppcheanirtsh,aatncdasacasdideeotuatbwleh.eWn itthheindoMor €vent 12: the path u1 the ORaclc
is open (Dmg 1-4). the other three rush those hit by the log.
HIO. Den: This rwm is dark and holds a Thc Berria
small writing desk, a cabinet. and book- The Guardian
shelves. In the cabinet is a locked metal box Before you, M odd rocky formation points The valley is 100 yards wide. In the opposite
that releases a stinking cloudwhen opened. It a stony finger to the southwest. At its bpK c l i is a cave entrance. SO feet above the
containsa rabbit foot and junk. a tired eak grows in the midst of a stand'of ground. The valley is barren except for a leaf-
H11.GuenRoom: Ifthetacrisinherehehas briars and weeds near a small hillock. Large lw,lightning-stwk me 10 yards in front of
barricaded the door with furniture and it golden berries hang from vines. the cave. This is d l y a living black willow.
q u i r e s a total of 25 Strength points to break There is a hollow cavity at its base, shelter
in. The room has a canopied bed and chest. A path through the briars CM be discerned from the storm. The me waits to attack one
The mer ishiding behind rhe head ofthe bed. PC when the others M distracted.
When the PCs get near the bed, he tears the from a me. If the PCs try to cut their way
canopy off and drops it over the characters, A faint glow of a fue can be seen within the
blinding them for three rounds. The tacr through, they encounter four patches of
attacks twice, trying to steal a weapon and t M g h h S (AC7: DMG 2-Slround: hp 20). cave. High winds in the valley make it danger-
then retreats into H10. From H10 the mer ous to Imitate. The cliff is -40% to climb.
exits through a window to the tree. The berries grow high in the tree and may The orncle
H1Z. Bedmom: This b e d m m contains a set be picked by climbing the tree 01standing on The cave is filled with M obscuring, shifting
of stairs that climb to the attic. The taer is the hillock and using a bladed weapon. The mist. As P 6 explore the mists they find the
waiting at the top of the stain and throws chambersseem endless, filled with illusionsof
rocksdown the stairs whenever someone tries hillock is a giant slug. It attacks after the PCs danger, such as:
to climb them. A character must save vs. pet- -A dam& liphr of a man that a h o a t leads
rify or take ld6 points of damage. The tacr has have the berries.
10 roclu. He flees to HI4 when a r t d c d . them to a bottomless pit (10 feet deep)
H13. Attic: There are several tnrnks full of Thc l k t h ofDepair -Doors that vanish when touched
moth-eaten clothes, an old cloak stand. and a Now it starts to drizzle and the ground -Voices of friends calling to them
pair of worn leather boots. -Dead comrades who seek to harm the P G
H14. Private SNdy: The room beyond is d u k becomes slippery. After 300 yuds, have the No harm rcsults from these illusions. After a
and when the door is opened the tacr tosses party make a surprise roll. If not surprised, while the PCs reach the central chamber.
dishes at the PG. He CM throw three per they spot a figure behind a tree, unmoving. If
round (Dmg 1).Ifthe PCs charge. he $rows surprised they stumble face to face with the Before a bubbling cauldron from which
open the balcony door and flees. pours the mist sits a bulky figure in shadow.
corpsc of a man pinned against the tree by a T h i is the Oracle, M ogres (whag's stam on
Thisroom is a private study. There is a lad- the MonsterChart). She is a hideow old thing
spiked saplingtrap. It is the weaxl.faced man and speaksin riddle and wguies. If attacked
der on one wall leading to a trapdoor in the from Event 2. she can double her sire and u8e a giant broom

ceiling. Beside the other door is a burel full of The n m 100 yprds M full of traps cvcry to sweep the offenders out the mouth of the
few feet, and if the PCslook for them they can cave, pctually only 50 feet away. Or if she is in
dishes. Beneath a table covered by a cloak is a
locked box. Inside are a kender's treasures- avoid them. If they do not look,there is a 1in real danger she shrinks to the sue of a m o w
odd maps, a bnw button, a battered goblet. 4 chance each round that someone blunders and escapes.
and a porion of extra healing. into another spiked sapling (2d6). pungi
stakes (ld4), or spiked pit (2d4). A wolfhowls The Oracle agree that the PCs M the ones
H15. smrll Balcony: S m d banners flap in if a PC is wounded. of whom she spoke, but she only casu their
fortune for a price, thosc are the NICShSe .
the breeze on a rope here. Those who stand The rains t m to MIheavily and the party is accepts the golden berries or a magical item.
here are attacked by three skyfihers. The taer The party's fortune CM be found in the
slides down the banner rope to the mofof the pursued by 20 wolves who close to attack ifthe W S mcards.
veranda (HI). Then he flees, destroying the party stops for a total of three rounds. If
rope bridge as he goes. attacked. the party may lure wolves into the At the end of the reading she gives a fmal
Hl6. Captain's Waclx There is nothing up pits by making a Dexterity Check to step out warning that the choice for good or ill is theirs.
here but a sky f h e r nest. There M three of the way in time, ot a Strength Check to Then fear creeps across her face and she says
adults who CM fly and five young. throw a wolf into a cmp. Once the wolves have "Evil comes t h i way. Twill be my undoing!'
lost half their number they flee. She vanishes and the mists clear.
H17. Root Cellar: Thisdoor is barred. Inside
is a root cellpr. There are three cub. One me Gap The PCs find themselves in a bare cave with
the entrance but SO feet away.
The black maw of a tunnel opens in the cliff
face ahead. Thii tunnel turns to the left after

100 feet and goes into a boxed valley.
Just around the bend are four weary ogres

and their leader. If they hear the party

ChiiptGR 5 €ncounta?s Y

€vent 13: bokinq Back Nestled beside a shelteredcovewith barren The high plains of the steppes fall off to
As the heroes leave, a PClooks back. He sees a steppes to its back, a low stone wall and a flat grasslands to the east. Rugged bluffs
salty c a d protect the town. This port has form a wall against invasion. Blind canyons
man standing beneath the devil tree. There grown out onto the pilings of the many slice through the bluffs. A narrow band of
M two h h e s of light from within the cave, wharfs and piers and half the town is built clouds mount a tireless sentry along the
and after a moment a hawk flies out. ridge.

This was Gildentongue seeking the Omle. above the tidal flats. Beneath the pilings is This ridgeline is mostly abandoned. There
Pailing to get the answers he sought he -said to be another world.
attacked her and then fled as a hawk. is a 20% chance that the P O encounter a
Port Bdifor is a conquered town. Weapons are band of 10 bandits and a leader (use the slig
€vent 14: haiiinq a Ship forbidden, the penalty is flogging (Dmg statistics). The bandits use a decoy of an over-
turned wagon and thtee wounded merchants.
When Po are in a coastal hex, there is a 1in 4 half hp +ld12). Troublemakers become Five Kapak bodies lie on the ground. These
chance that they sight a ship per day. To had hunted men. The soldiers CM be bribed.
the ship, they must build a bonfii or signal in Strangers in town are welcome at the Pig rogues are not redly dead. The remaining
some manner. On a roll of 1on ld6. the ship bandits are hidden in grw-covered pits. They
does not respond, otherwise it draws close and and Whistle tavern. The owner, William W M ~to steal valuables and weapons and let
puts a longboat ashore.Use the map of the Sweetwater, has the face of a pig, but is kind-
pirate boat and the descriptions in the n m hearted. He recommends that PCs PO north to the pasty live if they surrender these.
chapter in Plotsam.The ship's captain asksfor The bandits lair in a box canyon with 15
a fee of 100steelper person to take the cham. Flotsam. I
ten to Plotsm.
The waterfront is under the control of the others, an ogre, and three watch wolves. They
event 15: bWjOnStRlk€ always post three sentries. Their treasure
Dragonarmy and only their ships CM come includes trade goods, rations. and some coins,
If the PCs take a boat to Plotsam, this event and go freely. Chnrorters wandering in this
occun one hex away from the port. area may be forced into work details. gems, and jewelry worth a total of 2.3% steel.
-There is a 10%chance each day that there is
All day clouds have filled the skies. Now Beneath the wharfs is a maze ofpilings and sMitye:a1rt=hqruuamkbeliinngthairndarterae.mRoorlsl: ld 4 for inten-
darkening the day to night. It looks as if sewers frequented by thieves, scpllawags, and 2 knocked
off-duty hobgoblins. Most anything CM be
If the PCS stole a pirate ship, the ship NIM bought here at 10 times normal price. but off feet: 3 = lo-foot deep crevices open: 4 =
aground on a sandbar. 50 yards from shore. major collapse, burying all in a 20-yard span
characters must beware discovery and (Dmg 5d6, halfifsave vs. petrify)and goutsof
lfthe Po hired aship. they ~IC betrayed as betrayal.
the storm class in. The pcs M outnumbed steam (Dmg ld6. save vs. breath to avoid).
and taken by sruprle. Thcacpimtcswantrosteal
thcu valuables and throwthem ovcr the side. 2. C O W OF BallFOR 5. mellow Swath
Patrolsof d r a c o n h prowl this land and there
Just as things start to look grim, a shadow is a 35% chance of meeting one each day The grasslands stretch for miles. The
spring thaw has turned patches into a
fdlsacross the ship. This is the bronze dragon A patrol consists of 15 Baar and either a muddy marshland. But out of the moms
bloom spring flowers and trees bearing
Clarion. In the darkness he cannor be identi- Warrior Leader on horseback or a Bozak with garlands of white blossoms.
fied. Thinking this to be a pirate ship, he is set thne spells: lighr, magic missile,shield, esp,
on sinking it. He will maneuver for two and web. They question anyone they meet. aObcacnadsioonneadl )f,arTmhseMloceanl cfooulkntleivreedinhetreerr(o3r0o%f
rounds. On the third round he fires a light- something they call the Dark Queen's child, a
ning bolt near the water line, hulling the ship. Once the party should witness eight War. giant serpent (refer to giant sea serpent statis.
riors and 13Kapnlu executing a dozen rebel. tics). The party discoverssignsof the creature's
The crew panics: the P G may escape in a existence. eight-foot-wideswaths of flattened
longboat to the shore. 3. Innen Steppes gms and crushed bodies.

€vent 16: helplpFul StRancja This country is empty, save for M occasional On the third day in this land they right a
huddle of farms. When the pnrty fint enters manor house. Someoneon the roof is waving a
On the second day of the overland trek, the this land, they encounter a rough-looking flag. There are four women, a boy. a girl. and
party encounters Gildentongue disguised as warrior sitting on a saddle. He smiles wryly. a terrified hobgoblin hiding.
Master Spry. He is as rude as when first His horse was commandeered by some hob-
encountered. He is curious about the heroes' goblinsfor dinner. He is a mercenary and. see. They try to convince the PCS to stay, fearing
purpose. howevcr. ing the puny's weapons, notes that people
carrying weapons had better join the dragons that the horror will catch up with them in the
In return, he notes that if the party wants to or find themselves spitted on their own open. They only have enough food for three
use his boat to reach Plotsam then they are swords.He may share a rumor or legend. days. That night the serpent comes in the dark
and drags the hobgoblin off into the dark.
welcome to it. The boat is in a sea cave and he Squads of 15 hobgoblins mounted on The snake returns each evening and chases
provides directions and leaves. wolves prowl the plains during the day. those who try to flee through the tall grass.

The cave is at the nearest coast and indeed
there is a rickety old longboatwith a sail there.

10

Chhptw -5 €ncountms

6... va-.b..a.nt mins intruders. or making the hut's interior look 12. kenb€RmOR€& the Rulns
benign. Sheis acannibaland hascages, shack-
The party begins the adventure here. There is les, and stocks in her hut. She does not chase The woodlands appear bountiful. Winter
a 35% chance that the party may find their aftertrpiecsoPIoIedsNbgutthifemSoamnMd nloecCkomes Vkiring squash, grape vines, and fruit trees are all
way blocked by wild buffalo. Herders may be for abloom. The air is tilled with the hum of
encountered here, but they avoid strangers. later. She has a pouch of 20 genu (50 stl each) bees. What first seems wild, is discovered
Reward posters, are tacked to trees here. stuffed in a shrunken head.
I to be carefully cultivated. Suddenly you
7.Cjnimsome ~Lhbe 10. WErtbl€RlthlncjRiven are surrounded by armed kender.
There arc 25 Lender and two leaders.,Unless
The forest presses close upon itself as if trees stand with their tmnks awash and they have some business io h d l u n d , P O
marshaling to hold back foes. The trees are bushy hummocks form marshy islands. are asked to turn around. If they desire to see
full leafed and dim light and shadows flit Dogwood flowers on the banks. the chief, the kcnder demand that characters
beneath the canopy. The wind sighs Hidden in the weeds beside rhc b d . the P O disarm first, then escort them to Kendermore.
through the woods as if a conspirator's may find two small skiffs that barely hold 10 If the kender are attacked they blow a horn.
whisper. people and gear. Long poles may be cut to tra-
There is a 10% chance that they encounter a vel up river. Since the P O are not accom- city of Kendermore.
fallen log bridge that is really a black willow plished sailors,wheneverthey facea difficulty, Its gateway is a simple arbor giving onto
with something glinting in the hollow inte- the rudder man must make a Wisdom Check.
rior. If he fails. anyone who does not make a Dn;. a footbridge over a creek. Vines grow dl
terity Check falls overboard. over the squat. porticoed buildings with
8. WEnble Mobs Difficulties include choppy waters. high broad roofs and courtyards.Twistin stairs,
winds, snags, or being attacked while in the ladders, and ropeways link the rooftops.
boat. A giant eel may (30%) attack anyone
entering the water. This river is 100yards wide At first, Kendermore appears defense-
and requires two Dexterity Checks to swim. less. Then you note the winding way.
brambles between buildings, and numer-
11. the WlllOW & BRlStk RlV€RS
This town is filled with curious kender who
show an inordinate interest in strangers. The

PCs gain an audience and are robbed blind if

they are not careful.lf a kender is confronted
he will return one item.

The inhabitants do not like strangers. They mammoth structure carved out of a hill of
hunt deer and fur animals for their pelts. rock. Here and there a few blocks remain
A band of 18 wild elves live in the woods. This area has several encounters. c w e d with friezes of serpents and birds.
A patrolof kendcrand a,cader Vines drape the ruins. Dark empty niches
There are three druidic leaders who can con- ambushes the party, with one bespeak treasures long since pilfered.
trol the 'Ider in the area' elves There seem to be no entrances.
grudgindy give shelter if asked by emiin. The kender who acts like a frightened child stuck If the P O want to explore the Ruins, they
in a tree, H~ is xarcd of wclpons and tries to need a kender guide to find an entrance. This
night that they do. 28 Baa2 and three B o z h get put them down, If [he p~ is ruin was once the tomb of a king, but has long
attack. since been cleared of undead. Anything P O
To the south is an overgrown stone road. known, the kender play practical jokes and find will be stolen and left in the ruin before
taunt they manage to leave. Typical monsters
The road leads to a vast abandoned courtyard. CnEed Buffnlo: This ,ipsearen Icxo- encountered here include umber hulks and
boring beetles who create more tunnels. Play
9. t h e BRGtk weed and charges after ld8 rounds. the umber hulks as intelligent, seeking more
Log Bridge: This bridge is rotted and has a to disrupt the party than to cause a lot of d m -
20% chance of breaking and dropping the age. Other creatutes include a gargoyle
The forest falls away to the north and victim into icy water (Constitution Check or automaton, ochre jelly, and a stupid ettin.
south. leaving a gap of broken gwlands. Dmg ld4lround). The type of encounters found here include:
A muddy road winds past clumps of Snare: A piece of bright cloth or a coin lies -Slides and pits of water with leeches
thorny bushes. A mile north of the road beneath a bush. Picking it up triggers a nwse -Floors that collapse due to tunneling
' stands an odd hut on stilts. smoke sDiral- that lifts the victim into the air. -A semi-intelligent beetle hive
Ihp?: In the middle of a 30-foot-diameter -Features from a cloak of useful things
'ing up from its chimney. puddle of mud lies a coin pouch with 50 cop- (DMG, pg. 227) placed randomly
An old hag lives in the hut with three hellcats per. Those exploring may slip and fdl in the
(use hellhound stars). She can cast two iffu- mud. The center of the puddle is an eight-
sionsa day and usually makes it seem that her foot.decpmirc. treat asquicksand. The pouch
hut can animate, turning and kicking at is on a short pole buried in the mud.

11

Featured treasures include the following: 15. FlOtMm 17. Woo& B b S
-A diamond the size of a baseball (500 stl)
-A golden orb and cupped sceptre (1800 stl) the path. The trails are churned inro mud beyond are blackcncd, burnt back 200
-A wand of wonder(36 charges) by many clawed feet. Posters are racked IO yards from the verge of the woods. The
-A decanter of endless wafer trees. Seabirds soar overhead. fields beyond are dressed with clusters of
-A mirror ofscrying When the party first enters this area, rhey are thorny bushes.
warchcd. Afteraday agroupoffiverebclsdis- A hunting party of 15 dig and a leader hide in
13. Spainciblls guiscd as merchants are met and wanr to travel the grass. They want to capturc charactcrs to
The forest climbs a stony hill. You hear the wirh the PCs. Later, they meet helmed mercc- carry off to feast (see Encounter 19). These slig
naries weasing Dragonarmy colors, actually attack in thrcc groups.
plash of a waterfall. Rising above rhc more rebels. This is a test IO see if the PCs
woods is a 150-foot-highstone peak. Built fight the mercenaries when they Starc to get 18. Somsaa C o a s t
on a spur of rock at the summit is a rhrcc- rough. If rhcy do, the fight is ended before
story house. A silvery strip of water cas- anyone is really harmed. The rebels offer to with yellow grass. Clusters of thorn trees
cades down the cliff to an ice-rimmed lead the PCs to their chief. If the PCs do not dot rhe land. Inland, large piles of stonc
crystal clear DOO~. help they are allowed to continue after the sporadically intcrmpt the flowing fields.
Details on the house are found in Event 11. rebels relieve them of their purses. Packs of 18 ghouls stalk this land at night,
Mountain goats climb the steep rock and butt hiding in the ancient cairns by day. The cairns
climbers (use wolf stars). There is a grove with The rebels' base is hidden in a slough and hold dried bones. Ancienr coins may be
a hidden spring that causes those who drink found, but they have no value. If anything is
from it to do rhings backwards. PCs may reached through a maze of brambles. Silver stolen from a comb, a curse descendsupon the
encounter animals who have drunk here. Fox is friendly,though Badger growls a lot (see defiler; an increasing penalry of -1 per day to
their NPC cards). Besides the rebels noted on all rolls until the CUBC is removed.
The dark giants of the forest are just bud- rhe Fox's card. there are also six wolfhounds
ding. Their twisted branches tangle hair and a spotted lion trained by Badger. The 19. the bUGhlnq lanb
and catch at cloaks. Prickly gooseberryand rebels offer advice and information and mav
gray gorse huddle in the shadows, while agree to aid rhc PCs as they can. Here the land is a sea of grass. Valleys are
songs of birds are a symphony within the marshy and thorn bushes crest the hills.
cool recesses of the wood. small, dirty village can be seen on the edge The crown of several hills arc bare, hcaten
of a sheltered bay. This is Flotsam, a collec- flat by many clawed fecr. Remnanrs of
Encounters may occur in this area. tion of all the castoffs of KNnn. The Don is bonfires stand in the centers.
Ogres: This group of six ogres and leader is cupped in a vale and narrow rickety wharfs Each evening rhe sound of stone dtums beat
hunting for rebels. The leader is CNCI and run our to deeper moorings. To the east a across the night sky A band of 29 digs and two
unloved by his fellows. who would cheerfully curving hook of land forms a srony bluff. chiefs join in a feast of their larest captives,
abandon hm to ccnain death. If they spy the The town's few respectable buildings are building a bonfire around victims tied IO
builr upon thar rock. This is the capiral of stakes. If no charactersare caught. two human
the Highmaster of Balifor. hunters arc the victims. If the PCs rescue the
hunten, they are thankcd, but the hunrcts
PCs. they try to catch one for questioning. For details on Flotsam see Chapter 6. just want to rerurn home and are abrupt in
Slapshot: Here is an obvious covered pit. their leavetaking.
Stepping to either side triggers a branch thar 20. WRlthlncjWR€Ck
knocks rhe victim inro the pit (Dmg 2d4r. 16. nORR€ACh Tall sea grasses blow in the salt breeze. Bri-
arscrest sandy hills ar the sea's edge. Whcn
Web: A wcb of vines blocks the trail and This land forms a windy bluff above the the tide is out, one can walk miles from
must be cur rhrough. Every few feet cutting a shore on rhc ridal flats. Crabs scuttle across
disguised rope drops a rotten melon. There Sea of Istar. These g r ma yanhyillssmaracllhvoimllaegteos rhe marshy ground and gulls circle above.
u e three such ropes. If someone tries to side. few now, but once Clouds of midges gather.
worked the land about. Now they are only
step the trap he trips asecond rope swinging a empty shells. broken and overgrown.
club (Dmg ld4; Knockout ld4 rounds).
Roocs: Tangled mots trip a character (Dex-
terity Check). If he falls he must make a Wis- There is a secret cove on the coasr used by
dom Check or suffer a sprain (half speed). pirara. There is a pirate ship there now with 23
Shirgrcnth The land is scorched. In the
shadows is a fearsome shape with glowing pirate guards and three warriors. If the Pcs
eyes. The beast waits, watching the pany. This desire. they can cry to capture the ship. If the
is a dummy of hides over wicker wirh lanterns
for eyes. Within the beast uecasks of tar, nap- three leaders are defeated, the remaining
tha and oil, which explode if they catch fire pirates agree to sail IO a datinarion in rerum for
(Dmg 4d6; range 60 feet). their lives. Thi ship is only able to travel one
day before worm-ridden wood causa it IO si&.
If the kendcr help capture the ship, they loot it
before leaving. These pirates do not have any
treasure, only eight casksof brandy and rations.

e

21. the C;Ull€t The inhabitants of this ruin were spared the
devastation of the Cataclysm. but made to
watch the destruction as punishment for their
Here are muddy, marshy flats narrowing to pious pride. Now they must watch for all eter- stony cliffs. Lying on the beaches are the
the mouth of the Gullet River. When the nity. rotting hulks of wrecks. Odd tracks of a
tide changes, a 20-foot wall of water rushes beast that walks upright on two-toed claws
Mariners believe they watch for the safetyof may be found on the beach.
At low tide clams may be dug. There are the world, but landers believe that they tally A family of vodyaoi, aquatic umber hulks,
patches of quicksand that may be blundered our sins. This ruin includes encounters such live just off shoreand hunt the beach for food.
into. A characterwill sink below the surfacein as: In places the hummock of their tunnels can be
2.7 rounds ifnot aided, and then must make a -Broken tombs and a maze of catacombs seen. Elsewhere careful pits have been dug
Constitution Check each round or lose 114th -An endless corridor that tcleporcl PCs back beneath the sand. When someone walks on
of his hit points. one he falls into the beast’s clutches.
to its s t m again and again
22. b(eserxa.h -The living altar that animates its room 28. nomhean baialy plains
-A wall that weeps

Typical monsters include wraiths. ghasts,
and ghosts who walk the halls and a lonely
spirit who desires to talk unto eternity.
Ttcasures of the ruin include the following:
grasses. The river bubbles noisily to the -The treasury (lO.000pp) Stony hills and heath rise from the plains.
sea, forming a yellow froth. Cottonwoods -A scroll of pmtection from undead Rocky canyons and stream valleys slash
crowd the banks. The breeze fills the air -An arrowoftruefindingthatcan findnorth through the hills. The ground is broken
with foam and windseed. and rocky. There is a feeling of being
and locate objecronce per day watched here.
-The Heamblood gem that possesses its
Strangle vines grow along the riverbank. owner (2,000stl)
~~

-A true clerical scroll: r n k dead, speak with An unliving creature stalks these plains. By
dead and mimare dead day he is invisibleand nonmaterial. incapable
of harming anyone. By night he gains solid
26. hnbs €nb form and hunts for someone to feed on. Use
the death statue stats. but instead of blinding
Short gmss dresses the long low hills and his touch CM paralyze. In light he is AC -1.
sandy soil. Gone and briars twist through but is -1 to hit. In his throat is a black pearl
the grwes, making travel slow. On a worth 2,000 steel. but it regenerates the crea-
northern spit of land is a large stone well. ture if exposed to moonlight.
23.hamseloob

The river is thick and muddy, the hue of
blood, Across the southern grasslands the
river widens but remains swift. Only bare

1trees line the bank.
1Near the source of the river are the 3-foot tall
entrances to a borer beetle hive. There are 32 129. Winbpipe Cove
beetles and 16 larvae. In the hive are the Two spotted lions stalk this land at night and
remains of a warrior and his + I shield and there is a 20% chance they may be encoun- . Nnmrw paths cross cliffs and tumbled mk.
ring of warmth. tered. Their den is between two leaning rocks. Surfcrashespgpinst the cliffs. Afaint hooring
There are four cubs in the den (HD3t 3; sound is h d in rhythm with the sea.
Dmg half; hp 18). There is a battered old
helm and a medallion on a chain with a 600- This land hosts the Maddening Spring. T ~ O M
steel ruby that the cubs play with. who drink from it once are cured of all ills, but
those who then drink again must save vs. poi-
The well appears to be bottomless. A spirit son at -2. to benefit from the healing, or else
naga lives at its bottom (100 feet down), hid- they are driven mad for 2d6 days. This mad.
den by a continual darkness spell. When
someone approaches the well, it claims to be
24. the hollow lanbs ness takes many forms:
-Uncontrollable desire to laugh and giggle
Through this land the wind moans a dirge. -Cannot stay awake
These rugged upland plains are shrouded -Dazed, confused, and wandering
with gray grwes and barren trees. Bones -Attacks any creature within 30 yards
The party may encounter some wild animals
1are found thrustina UP out of the earth. suffering from these symptoms. The spring is
P a c d Z d 4 hell hounds hunt the land. bay- the spirit of the wishing well. Then it tries to
ing at their prey. At night. 7d6 ghouls join the get the P O to throw treasure into the well. If
hunt. crawling from their burrows. A small someone climbs down the well, there is a
shrine stands in the center of each hex, and is secret door into a cave with a runnel up. The
haunted by a wraith who warns the PCs to naga’s treasures include 6,000 stl. 21 gems
turn back, their time is not on them yet. (worth 75 stl each), eight pieces of jewelty
(210 stl each), potions of clairnudience and
cloud giant strength. a scroll of rmsmute in a sea cave that hoots with the crash of the
25. Bloobwhtch Ruins manuddatobargocokf,ssetvoennemshaagpicebaenadnss.tone to flesh, waves. The cave has various obstacles that
require Ability Checks to cross, such as:
Here the grasses are withered and the blos- -A rocky, slippery wall to climb (Dcx)
soms have fallen. The land is windswept -Tight space to squeeze through (Dex)
m k y hills. Overlooking the sea sits an -Poison sea urchins in tidal pool (Dmg ld4)
abandoned monastery. -Slanting crevice, may get stuck in (Str)
-Crashing surf that knocks one over (Str)

D Chaptm 5 €ncountms 8
D

30. Boileas Bay The heart of the land is a funnel of sand 37. ClaRen € 1 1 1 ~
with the Peaster sitting in the middle. Any As one proceeds north there are more
~~ caught in the funnel slips 10 the center in ruins. Finally the forest falls away to reveal
three rounds. The Feaster cannot move out of the ruins of a once-gloriouscity, now over.
The sound of crashing waves and hissing the funnel. Use the undead beast stats, but it grown and resembling a gigantic garden.
surf echoes across the broken hills. Steep has fwo 20-foot-longbony hooked arms and a Pillared courtyards vie for attention with
cliffsface the sea, and the shattered stone at many-tiered buildings that tower 60 feet
iw base is clouded with mist as waves crash large 40-foot-long flail of bone. Iw maw is above you. Friezes of serpents and flowers
against the wall. From a distance, the tall and ornate statuarydecorate everything.In
spumes of spray look like clouds of steam. many toothed and acidic (Dmg Id8/round). the heart ofthecity is a lS0-foot-tall build-
A flock of 14 skytishers live in the cliffs. The creature has a treasure of 40,000 silver, ing. Slender crystal towers capture and
focus the the light onto the center palace,
31,. €astam Coast 1O,OOOgold, 12Ogems(lOdlOstleach), anda which sparkles like a thousand stars.
ring of swimming.
. The cry of nesting birds fills'theair. A nar- 34. SOUthsRn C o a s t This is the ruin of Claren Elian, host of the
row gravel beach edges the shore. Garden of Wonder. Lost to the ravages of
~~ The seashore is edged by rolling hills and time. only this ruin of mystery remains. The
types of encounters that may occur here
32. SOUthERn balRly plains rocky bluffs. Off the shore are many small include the following:
-A reflecting pool that shows one's hearts
turning green, and thorny plum frees blos. haystack islands, their summits covered
som. The song of crickets fills the air. with forest. Some of these islands may be desire (save VI. rod or stare forever)
You may run one of these encounters. reached during low tide, if one can climb -The Burning Light (Dmg ld4)
Swarm: This is an a m y offierce velvet ants. the IO-foot cliffs. Pelicans wheel and dive -A sweetwater spring
Treat as the swarm in Area 14, but they do not in the waters. --Moving stones and statues that change posi-
obscure sight. Their venom causes intense Clans of 7d8 tier live on the islands.
pain for 2d4 turns (-2 to hit and damage). tion and shape
Carxion The evilodor of death is carried on 35.ellan WlldS -Dream Pollen that makes all seem fair
the wind. The raucous call of a cowbird is Creatures that haunt this place include gar-
heard as it chases gnats drawn 10 this grisly Lush green forests mantle the island. The goyles, jade serpents (use giant eels), natives
feast, the COQSC of a man or dig. cry of wildlife and flutter of wings echo (use wild elves), and a giant slug.
Tomb: Through a cleft in a rock is the tomb beneath the trees. No paths wend through
of an ancient hero. This place has been the woods and one must cut the trail. Treasures of note that may be found here:
robbed. A slig spear lies here. Beneath webs There are overgrown blocks of stone and -A drum ofwarning that beats when a foe is
on the wall are carvings of a warrior astride a
dragon wielding a mighty lance. In a gully There is a giant black panther who stalks the within 1 mile
outside is the shriveled form of a dig. Terror forest island (use spotted lion stats, hp 50). Its -A trove of 800 pearls (20 stl each)
grips his face, for around his throat are roars can be heard at night. The clans of forest -Living crystal that bleeds when chipped: it
gripped the hands of the dead warrior. tier are often its victims. There is a 20%
33. thUni¶€Rh& chance the panthcr hunts the PCs. shines in the dark for 2d8 turns
A thundering. booming sound echoes -Beautifully carved stones that whistle
here. To the east, a large cloud of spray On the southern tip of the island is a giant -An 18' tall pillar of steel (5,000 stl)
frames the rocky cliffs. Rocky gorges and tree hut in which an ettin lives. The ettin is sly -A sash ofirrcsistablc dancing
canyons q l i t the land from the sea coast. and can imitate the cry of wild animals. He
There is no abundant lifehere, and the few wants to stew any tasty morsels he can catch in 3s.mlsty isle
animals you see are moving inland. You his snares and net. The ettin has nothing of
feel a tug in that direction. value excepr for eight taer pelts (ld6 sp each) cliffs encircle the it. Porest crowns the pla-
In the center of this land is a grotesque beast and 14 wolf hides (2d10 stl each). The roof of teau. A mournful lowing that chills the
that spins a magical net. When PCs enter this his porch is actually a seaworthy longboat. marrow comes from overhead.
land, they feel a desire to travel to the center.
Every hour a save vs. spell (at -1 for each hour 36.Illtibe hnbp,ll JThe cliffs are 80 feet tall and .4 (.20%) to
here) must be made or the PC is compelled to
move toward the heartland. The PC may above a black cinder beach. Streamsmean- climb. Skyfishersmay attack those whoclimb.
resist, but at best he finds himself walking der through the roots and cascade in a 15- The summit of the island is covered by for.
sideways, slowly spiraling in. foot-high waterfall from the higher est of giant trees and huge ferns. It rains
inland. Broken planking and masts are every day. Immense insectsdance in the air
washed up here beside colorful tidal pools. and huge lizards abound. A network of
gorges and marsh isolates the center of the
island. Giant bony tracks of some freature

Thareegfroeuant du.ndead beast lairs here.

14

39. Ocjrxlmbs treasury with 20,000 steel, and within a This abandoned tower was once the home of
locked tower room. a gateway to Nenlta that two brotherswho hated each other. Eventually
grim lands. The g r w is withered and only can only be opened by an amulet of darkness each brother stole the other‘s family and
a few thorny trees huddle beside stream and the proper command phrase. viciously slew them. Now they live eternally,
hoping to yet destroy the other. Ogres use the
beds. The earth is baked and cracked. This is the site of the secret meeting promontory to watch the bay, but do not go
between the two ogre tribes from Kernen and near the towers.
Steep hills and dusty canyons wend Bloten. The two chieftains and their guard of There is a low wall around the tower. A
through the south. To the north are hills nine ogres each are here. Kern is a hard small graveyard lies to one side. There are
headed, stubborn, unstoppable foe. He pos- eight ghasts beneath the flagging.
The ogrelands host the Vale of Vipers fnr to sesses a wicked cunning and a thirst for power. The tower is haunted by five wraiths and
the west in a hidden canyon in the mountains. His weapon is a huge battle axe (Dmg 2dE). the spectre of one brother. He believes that
The valley is 200 feet deep, with groves of fruit Blode is a violent ogre, too stupid to be scared MYintruders are pawns of his brother.
t m s and a clenr lake with a fen. The stones of by anything. His response to problems is to The tower is four storiestall with a roof walk
the vale PIC diamonds (20d6 stl each), but smash them. But his thirst for blood and and a dungeon. Possible encounters:
they are poisonous to the touch and even soak promisc of rich booty has brought him to chis -The crypt, where the spectre is unturnable
through cloth eventually There are 350 huge and gains +2 to all rolls
snakes (giant eels), 69 giant snakes (giant alliance. He does not trust Kern. His weapon -Two animated swords (we sea elf scats)
slug), and a dozen gargantuan serpents (sea -Animated drape that bind
serpents) that prowl the vale. is a huge, spiked club (Dmg 3d6). Kern’s -Exploding dishes (Dmg ld4; 1” radius)
ogres wear dragon armor, Blode’s wcpf leather -Animated furniture (we hobgoblin stars)
The following encounters occur here: hides and stone ornaments. --Doors that slam and lock themselves
Ogre Grave: Ogres lay their dead out on -Animated manacles that attack to capture
Sevil is here disguised as a guard. It is his (AC 0; THACO 16; Dmg ld6 + 1; hp 20)
ridgelinn for the buds ofprey to feast. desire to turn the ogm against each other and This is where Ettel leads the PCs if they fol-
ruin the alliance. He helps the P O once he low, She will use a scroll of protection fmm
OgreJu~ucc:Here is a man’s corpse hung encounters them. encouraging them to adopt undead and enter the tower from the roof.
upside down on a cliff face, his body blistered his plan. He WMW to murder some ogre The treasure here has a total value of 15,000
by the sun. guards and plant evidence that the deed was steel, but is cursed. Anyone stealing anything
done by the others. Then he WMU to loot the finds he cannot speak plainly, suffers -2 to all
Ogre Chat: There arc two parties of five treasury. He will be sure to escape if trouble reaction rolls, and hostile creatures attack with
ogres,one group wears stone necklace and car- comes calling, leaving the PCs to their own a + 1to hit him.
ries spears, the other group wears armor and devices. There is a party of six ogres and a chieftain
carries two-handed swords. The second group and two skiffson the bank.
is trading weapons and ale to the first for furs Also here are a Dragon Highmaster, Ettel.
and gems. The ale is drugged. After the sec- and a strange, golden draconian, Gildenton.
ond party passes out their throats are slit. gue. The first meeting of the ogresis rude and
full of accusations:one of Blodc’s patrols have
40. ocine~onb not returned. Though Ettel tends 10 sympa-
thize with Blode, Gildentongue is the diplo-
withered plants. A squat fortress broods mat who uses suggestion to smooth the
high on a steep hill, a dusty road snakes,its discussion. A second meeting is scheduled. If
way up to it. Impaled victims line the grim Sevil or the PCs murder some ogres. accusa-
march. A guard is mounted on the walls. tions and hot tempers flair, but Gildentongue
Patrols prowl the wastes periodically. asks to be allowed to investigate the matter.
Then he disguiseshimself ps one of the guards
~ and spies until he discovers the PCs and
reveals their treachery.
There are three patrols of 12 ogres and five
patrols of 12 human guards. The ogre patrols If the PCs are discovered, they have to fight
guard the inner wall, the outet wall, and the half of each chieftain’s guard and one patrol
gate. The humans patrol the countryside. of men. They may escape via Scvil’sroute (an
open postern gate). or down awell and out the
This squat stone structure is 300 feet wide sewers. Gildentongue. Kern, and Blodc
and 500feetlong. Anouterwallstands 5Ofeet should escape alive. Once the party has fled,
away from the inner keep. Steep hillside all Uneventful Trips become Random
fronts the wall and spikes adorn the top. The Encounterswhile in the ogrelands.
gatehouse has two large gates and a spiked
portcullis, The inner wall is 30 feet thick and a 41. bath’steah
five-storykeep is attached to the rear wall. A
deep gully separates the keep from the inner Overlookingthe bay is a lonely, dnrk tower.
COUN and two giant boars (use buffalo) lair in Across the bay is its twin. A party of ogres
a cave in the gully. camps on the shore some distancefrom the
tower and two ski% bob in the water. The
Special features of the fort include a games bav is choDDv and windtossed.
pit that holds three black willows, the com.
mander’s quarters with his pet wolverine, a

15

Chapta?6: Flotsam

a
.-

This chapter details the environs of the run- small boat may slip into the harbor at night Highlord Ma+: Kitiara has been sent
down port of Flotsam, its personalities& their here by the councilof Highlords to act on their
plots, and the storyevents that lead the heroes and only has a 30% chance to draw a patrol. behalf in apprehending a man with a certain
toward victory. Since many things can happen graystone that is somehow important, She
ina city, it is important that you read all of this If the pprty is traveling in disguise. use the docs not like Toede.
chapter fint to betome familiarwith the many rules in Event 2 for c h m e of detection. Cap-
facetsof Flotsam, before running this chapter. tured P O face the following punishments. E t d Rerue: Kitiara’s lieutenant
Bqh Donth: Kitiara’s lieutenant
€vents Disrupting Public = Relieved of weapons,
flogged (lose half hp). and placed in public Blue Dragons: There are three. Skie,
event 17: the S ~ Rof~rioStsm’ stocks for 2d6 days and fed only gruel. Stroak and Rumbler.

This chapter takes place in and around the E l v u or Rebels = W e n before Toede for Gildentongue: A golden draconian and
port of Flotsam. capital of Balifor and the questioning (lose 2d8 hp) and imprisoned. master spy for the Highlords.
home of k d e . Its narrow streets are filthy
and rat infested. Most of the 4,000people M W e Recogniru = Interrogation (lose snil Draanim Rev: A man with all the
sailon, artisan& fisherman, merchants, and hdfhp: held to be dragon food after two days. anmen for the right fee.
shop or tavern owners. Another 1,500 M
troops comprised of draconians. mercenaries, For random encounten in Flonam. use the Maquuta Kar-Thon: The black captain of
digs, hobgoblins, and ogres. Random Events, but most people encoun- the Perechon, a freebooter ship.
A list of common locales is provided in the tered mind their own business and avoid PCs.
encounten. You may place the Events in any Fritzon D o r g d : Bodyguard to Maquestn
these locations or you may create your own. Rumon may be gained in town by nosing
The guards of Flotsam are as slack and cor. about. through drinking pmners or by brib- and a red carouser and womanizer.
ruptable as their Highmpster. They may be ing guards. About half of thne rumon M Bsr Oh-Kornf: A brutal, brawling mino.
bribed to look the other way unless they are confusedand unreliable. Or the PCs may seek
’ draconian. However they will detain elves and out Sevil Rev. Though only here a month, he taur who is Maquesta’sfitst mate.
is easily the most knowledgeable person in Erewan: The leader ofthe town rebels.
any elfkin the discover. The town wall is fallen town. There is a 10% chance each day that a NF‘C cards are provided for dl but Erewan
into disrepair, but patrols watch the main spy will overhear questioning and report back
roads in and ask the P O their business. A to Gildentongue (Event 25). who is detailed in the Prison (F12).

There are several important N P O that may hr€nC 18: PatROlS
be met in Flotsam. These include:
A patrol may be met approaching FIotsm. at
Higbmptru W e : He is lord of the city the gates to Flotsam. wandering the streets or
and responsible for stopping rebel activities. they may respond to trouble. Here are 3 sam-
He does not like the Highlord and WMW to ple patrols, you may pick one or create your
show her up with his conquest ofthe sea. own. If the pmy is disguised see Event 2 for

16

the chances of discovery. Should any PC be watcher through half lidded eyer. Then The rebels can respond in a day after they
caught sce Event 17 for hi fare. the waiting ends as a till draconian wear-
Patrol 1: Twelve Bnnr march along. If the ing a cloak and combat harness strides for- have been contacted. Sevil responds in 12
party hides there is a 10% that they will be hours. Aid that may be gained from either
spotted, and the CIeaNrCS will try to CapNrC ward. This dragonman is unlike any you source include: information. limited ~ M N -
them. If the party was d i n g in the open, have yet seen, for he beam nowings and his ponation, a breakout (Event 27). and a delay
one will walk up and demand that they state or decoy to gain the P G an hour lead.
their business. Should the Po state they M skin shines golden. The two M quickly
engaged in an intensc conversation, the € v a t 22: SpyinG on bebe
hobgoblin nodding and rubbing his
mercenaries, he will sniffderisively and direct hands. A resourceful party may attempt to sneak in to
them to the barracks. If the heroes act suspi- %de’s manor to spy on him, or may find him
ciously, the Baaz will send one to follow the when they attempt to break into the manor.
Po to where they Mstaying. Thisevent should not lead to confmnration. If The first thing to note is that Toede should
it does, Toede and Gildentongue escape. The always escape death, even grovelling for
Patrol 2: l W v e guards and a leader M guard is comprised of 18 Sligs and a leader. mercy. Renard will be quick to point out that
tramping through the mud. wrapped in wet
cloaks and looking miserable. If the P 6 hide, %de is one of the rebels greatest natural
evennt 20: SEVil’s SUZVICE~
they will not be seen. If the party is in the allies.
open. they will be splashed as the patrol The man knownby most as Sevil,is a shadowy If the heroes manage to spy on Toede, he
passes. Should anyone be carrying a visible figurewho is said to be willing to sell anything
weapon, the soldiers will stop and the leader for the right price and is no ftieod of the should have a strong guard of Baar or Slig
will order the party to “Drop ‘em blades and Highlords.Few find him, but word can be left
g n lost!” attacking if they are refused. in a friendly tavern (F6) and he will find the beside him, or his dragon.
Patrol 3: Five human guards huddle in a Po. Sevil speaks with a hoarse whisper and Here M some typical scenes that may be
muddy intersection or clearing. talking bears the marks ofa man who has escaped the
among themselves. There is no leader. The gallows. He acrs l i e M old friend. Sevil observed, pick one that best suits the events.
armor of the guards might fit the characters. mostly seh information. -Sevil selling obviously false information
The guards ignore the party Two rounds after Man of Sevil’s information is accurate: but
meeting the guards, a rumbling croak sounds 20.40% of the time it containsflawthat omit about the P G and their location to %de
and the bulk of Tocde’samphidragon splashes deadly obsracles.Hi asking price s m at 100 -%de being chastired by Kitiarn for letting
down behind the characten. Toede is astride steel and multiplies the more dificult the
and barks “Make way for Highlord Pede!” item or informationis. You will have to deter. the graystone get away
Behind at a quick trot come hi guard of 18 mine what a fait price is. Sevil does not give
Sligs. The human guprds M quick to leave. anything for nothing. hrmt 23: C w e b Reed
If P e d e sees through the hemes’ disguise Scvil knows all Rumors and Legendsand at
he will have his dragon grab one with its your discretion may know about other things If a characterwalks alone through Flotsam in a
tongue and leap away to interrogate the pris. that happen near or in Flouam. He knows of stolen uniform, there is a 40% chance he will
one1 later. Otherwise he continues on SDIA- the Perechon and recommends it over other encounter a Wild Elf seeking vengeance, who
ing all with mud. ships. He knows of a high smkes card game
A scroll will fall out of his saddleban as he where someone might make some money will lure the PC into an alley and attack him.
leaps away, and fall into the mud. It coiicainsa (Event29), infacthemaker 10% onthegame
message to the grcen Highlord in Nerpka. winnings. There is a 30% chance that the rebel will try to
written in Goblin. Sevil also has Highmaster lixde believing throw a bag over the Po head and knock him
Victory is nearly ours Commander! , in him and he uses this tm to feed P e d e
The secret of the spring gives false information laced with enough truth to out with a club (roll to hit). A captured PC is
us command over the watery domain! be believed.
An alliance has been forged with Use Scvil ro motivatethe P C s and to nudge taken to the Jetties (F5).
my people’s counterpnm and the the story along when needed.
dragonsof the deep. €vent 24: an Unlikely Bncountw
lstar will fall and the prize in € v a t 21: ReCRUltlnG help If any single character is moving about Flot-
the ancient temple will be ours! sam there is a 50% chance that he or she will
None can stop us now!. If the P 6 decide they need help to complete
some task there M rwo parties they may meet a Highlord (50% of the time it will be
€ v a t 19: an om appeal to: the rebels of the land and Sevil.
who uses mercenaries and the rebels. Kitiara. 25% it will be Ettel. and 25% it will
This m n t may occur at any point when the Tb recruit the aid of the rebelsthe P 6 need be Beyla). Their response varies based on the
P G have a chance to observe P e d e from a safe to leave the town or conract E r m if they guise of the PC.
distance. know hm to get in touch with Renard. the Sil.
vcr Fox.They must then convince him that it If Ettel or Beyla are encounteredand the PC
, The gmss little Highmaster paces uneasily is dressed in a stolen uniform. they will
before his inhuman guards. Lying nearby is to the rebels own interest to help them. demand the characters name and rank and
like a faichhl hound, his obese dragon Sevil charges a fec up front. but he will what they Mdoing in the area. If unsatisfac-
tory they will call for a patrol and try to cap.
accept collatoral in the form of magic i t e m or ture the PC for questioning. If satisfactory,
they will be taken with the characters g w d
looks and invite them back to the Inn of the
Saltbreeze to share dinner and speak of

duties. If the PC is of the opposite sex, they

may offer for the PC to spend the evening. If
not wearing a uniform, they will be haughty
and you should check to see if they see
through the guise (use Event 7).

weapons that Mlater to be bought back.

17

Chatxa? 6 €vents

If it is Kitiara she responds differently to event 26: a hdpLpFul hint forcesin the campaignon the plains of Solam-
different chnmcters. nia. She flies first to Ogrebond (40) where she
Run this event if the piayers do not think to user the Telepon Nnnw. Ettel remains behind
KLUM and Seridx She may see through search the Highlord‘s room for clues. with Gildentongue, to cement the ogre alli-
their guise and if she does. will set Gildenton- ance. She returns in four days.
gue to follow them. SevilRev will send a message to the PCs that
he pos~essesvaluable information that they €vent 31: RUmOR oLpF hops
Goldmoon: She may stop and stare full of might desire. They can meet him at midnight
thought, bur will nor do anything. at the base of the Beacon: make sure they Run this event to delay the pany until Kit’s
aren’t followed. The information he has for return if they do nor follow the decoy.
Riverwind: If he is not wearing a uniform. sale is that the Blue Highlord is rumored to
she bumps into him and glare at him then keep a journal. It might be in her room. ScviiRev sends a message for the PCs to meet
moves on. If he is wearing a uniform, she him in the markerplaceat the eel vendor’s booth
smiles and flim with him, winking and nod- €vent 27: the OVAIRY at midday. He has informarion the pvry might
ding her head for him to follow. If he
respendsshe will invite him to the Saltbreeze. If the PCs get in trouble and need to be fmd inurcscing.Be sure to avoid suspicion. H i
helped out. you may use Sevil and the rebels informarion for sale is Rumor 25, only he knows
TiEs: Kirinn will frown and stare at the once each to help the heroes without being the p m l c locnrion of the mecting (Ogrebond,
girl, crying to remember her. She has a 40% requested. After that the PCs are on their Am 40) and chat the top ogre leaders will be
chance to runember. She will not recognize own. If Sevil helps he will demand pay or a
her if she wears a uniform. If Kit does not service for his &ow. present. He will encourage the hems enthusias-
remember she will walk away deep in tically, to help break the alliance and p i b l y
thought. If she does recognize Tika, she says, These two may help break a PC out of s t d their nunored M W .He will even &ow
in a leaky f&g bolt and an old captain
“You uc brave to dare coming so close to the prison using a diversion. rescue them from (Gwni)to take them near Ogrebond. Sevil
dragon’s den! Do not push you luck young sure death or provide timely help when
needed. learned the infofmm m ovenalkative%de and
lady, for your companions will not always be
there to protect you. Farewell, my friend!” a s n t 28: a wi~bcjjoose Chase doesn’tmind lerringthem know his connections
Kit then leaves. Pay.
If Gildentongue or the Highlords discover
Tank, Cpmmon, or Raintlin: Kitiara will that someoneknows what they are looking for € V a t 32: R€tURn t O FlOtWll
seem surprised and think the PC has aban-
doned old friends. She will attempt to have they will create a decoy to draw the P O away If the parry finds themselves stranded on a
him join her cause. She invites him to the from the m e goal. The Highlords will Id shore far from Flotsam this event may be used
Saltbreeze. to get them swiftly back. The Perechon will
information that they almost have the goal in show up, either as a pwing ship that may be
Ifa PC threatensto become violent. Kit will their hands and the Highlord is going to leave hailed, or as the crew performing a daring raid
point out that many soldiers walk the street that evening to fly north where the quarry is to help the parry escape. Maquesra will be
ready to respond to her shout. hiding. If the P O know of Berm he will have happy to be of help. However, she still needs
disappeared(see Event 37). full supplies and must return to Flotsam.
If someone agrees to accompany Kitiara to Besides, her helmsrnin stayed behind and she
the Saltbreeze, she will ply them with strong Beyla will lead the pnny nonh into the Ogre- won’t risk open water without him.
drink d i g many questions to test their loy- lnnds and if possible to Dcpch’sTeeth (41).
dries. If the characteris&is or Riverwind she €V€nt 33: bARk Laby’s REtURn
will suggest he stay the night. Afcer a day of €vent 2 9 hiqhstakes Caabwms
getting to know each other she is called away If the PCs are looking to raise a s m d stake to This event occurs four days after Event 30,or
on an important mirrion, but tells the cham- ius1 before the PCs return to Flotsam.
ter they should await her return. If the PC enough to buy ship pwage. they may play
leaves, Gildentongue will follow him. cards. This highstakes game uses tokens worth The sky is gray and overcast threatening a
20, 50 or 100 steel each. The game is Bounty storm. but the wind has died to a light
€ v a t 25: Uninvite6 Qmt Hunter as described in the Tnlis deck =cion. breeze. Overhead is heard the distant flap
The game is in the cellar of a Friendly Tavern. of heavy wings approaching. Appearing
If the parry acts in a rather conspicuous way, from the cloud b a d comes a dirk dragon
while in Flotsam. Gildentongue will be event 3 0 thehic,hhloab’smission with rider headingsouth and towards Floc.
alerted and will uy to follow the pvty for one sam, the wind of its passing tossing cloak
day to see what they are up to. He is a master This event occurson the third day the pany is and hair. The Highlord has returned!
spy and will avoid artacking anyone if he can, in town or when the pany believes that K i t h
pnfering to gather valuable information. His is going elsewhere seeking her prize. event 34: FRlsnbly help
primary mission has become to find a man
with a large gray gem of note. The shrill bugle of a dragon echoes across If the PCsare ever trying to evade the guard an
the land, and all stop to watch as two blue event like thismay happen. On adark, narrow
Gildentongue may search the rooms of the dragons and their riders climb into the street a door suddenly opens and a woman’s
heroes while they are out. He may be discov- graying sky. Their mighty pinions beating voice urges the PCsto enter swiftly. The blond
ered as he searches and appears to be one of the air they climb swiftly above the clouds maiden locksand bolts the door and leads the
the heroes. Before any can react he will PCs out a back door. Thisis really Gildenron-
dimemon door to the street below and be The Highlord has been called back to lead her
, seen to wave and then flee into the streets.

18

Chaptm 6 €vents 4

gue. In this guise, she claims that her parents everyone was looking for. He is desparate to the mysteriousBerem. These four are detiiled
were slain by dmconians and she wants to on NPC cards. The rest of the crew are typical
help. hold on to his prize till Ire can negotiate with rogues and scoundrels,very loyil to Miquesta
and the Perechon. but superstitious and wiry
€vent 35: Raib on the Jetties the Queen of Darkness henelf. of outsiders.
Sevil is hiding in the sewers. He knocked
About the fourth day in town, Gildentongue Berem the helmsman avoids people most
will discover that rebel hideout and Toede will Berem out, bound him, and dumped him often. He is thought to be i mute. because he
send a squid of Guards, Hobgoblins and down a hidden cistern opening behind one of rdusn to talk. There is only i 20% chance
Baaz, a dozen each, to raid theJetties cellar in the benches into the sewers. Sevil knows the that i visitor on the boat may notice the gray
the middle of the night. Alert the sleeping sewers very well. gem embedded in his chest. Whenever he
PCs to the noise of armor clinking and let leaves the Perechon. he is careful to hide this
them see the forces marshalled. If the party There is a small trail of tom cloth, tracked feature. He is a loner, but is grateful to Maq
rushes 10 the cellar, they may escape with the slime and scraped sludge that the party can and will not berray her.
rebels through the secret tunnel. follow with a ranger or by making Intelligence
Checks. The path lends through streams of The other S ~ O vKiew B e r m Y their lucky
If the PCs stay in their room the soldierswill sludge, across a pool of filth and up into a charm and will not look kindly if any hams
burst into the cellar. After a while a there will series of tunnels that are dryer and don't see him. Anyonemay try to get Berem to speak by
be knocking on doors. The soldiers are look- much use. They will face 3 challenges. roll equal to or less than their Charisma. plus
ing for rebels. If they find the PCs weapons i reaction bonuses on d100.
young officer tell his men to detain them for The POOL There are 3 ochre jelly in the
questioning. However, just as the PCs are If confronted before Maquesti. Berem will
about to be arrested, an olderofficer with cop. pool and a 10.foot-high slipperywall to climb admit he is the one the Highlordsseek though
pery skin enters and whispers to the young to the dryer pwages beyond. he does not know why. If pressed he will note
man. After a moments distress. the soldiers he is from the plains of Neraka. the h e m of
are ordered out of the room and the chamcters Rats: The walls of the pwage are ridled the Dragonarmy's empire.
are left in peace. The older officerwas Gilden- with holes. Three times they will encounter
tongue who wanted the P O free. The gnome is k n d l e Chntka. i 5th level
rats. If any get away they will face a pack of fighter. k n d l e was able to mount an ancient
€vent 3 6 the Swam gnomish engine into the hold of the Pere.
raw as they ascend a slippery slanting corridor chon. Now the war OM of the Perechon are
The day before the party prepares to leave a (use Salmon School stats). controlled by i gnomish engine that gives the
storm will unleash its fury, flooding the streets Perechon a maneuverability class of (C),
and making travel seem impossible.Treat it as Confmnration: The final chamber is only
Random Event 19. On the second day the 10 feet tall. There is a pwage out on the where 0 t h s~hip~s only hive class (D) or (E).
storm will lessen some, but the seas will be opposite side and i rusty chain hangsfrom the
choppy and travel will be hazardous. ceiling there. There are several small alcoves The Perechon can maintain maximum speed
and one has an old table propped up with while maneuvering. Only k n d l e is necessary
If the party tries to flee. 24 Baaz and eight some stone to block it. There arc several cots. to run the engine, leaving Miq and her entire
ogres will be sent to chase them as they make two large covered baskets and stores of fresh crew to fight.
their way to the Perechon. Any reasonable water and rations.
delaying tactic should work. Lendle is very loyal to Maquesta. He itso
Berem is within the blocked alcove. Sevil is has a fondnessfor drink and will become tilk.
event 37: w w m kibnqpeb waiting for the Heroes and tells them to go ative when drunk, speaking in long unbroken
back and leave him his prize. He has 5 Cham. sentenceswhile acting sly and deceiving.
This event occurs upon the party's return to pion Slig hiding in the other dcovn and 2
Flotsam or before Kitiara's return to further Giant Snakes (use Giant Eels) in the basket. D c c k p h : The Perechon is depicted on
delay the heroes. He will use spells while his p a r d melees the the map. The numbered locales are defined
Berem. the helmsman of the Perechon is party If things look grim, he will retreat to the here. There is acrow's nest on the center mast.
missing. Sevil also can not be contacted. Sev- opposite passage and pull the chain which
erd clues can be discovered. 1. Main D d . The miindeck is about 15
-A message from "S" to Berm is found in releases a load of sewage which blocks his
his cabin askingfor a meeting on the wharf. feet above the waterline and where most of
-No one remembers Berem. but someone escape, but may appear to bury him. the daily activiry takes place. There is one
saw Sevil meet a sailor and retire to a longboat on the deck.
friendly tavern. €vent 38: the P€R€chOn
-Neither Swil nor Berem have been seen 2. Miquuca'i Cabin: This captainscabin is
leaving town. This went details the Perechon, its crew and fairly austere. Maquesta and Friti have the
--Maquesta can verify that B e r m has a its personalities. Use this event to whenever only keys to this cabin. Fritz has i small ham-
strange gray gem attached to his chest, if the Perechon is encountered with i em. mock by the door. Cham and maps are stored
' convinced the matter is serious. in a cabinet divided into i hive of compart-
The Perechon is a modified two masted menu. Two locked treasure chests hold the
Sevilhas indeed kidnapped Berem, once he pentare. As with most ships of war on Ansi- Perechon's moneys.
dixovered that the man was the key that Ion's seas it bears both sails for swift mow-
ment, and oar porn that are used for quick 3. Galley: This is the ship's galley and hr.
maneuvering in battle. However the Perechon der. Stores of freshwater and food are here.
is special.
4. Armory: Here ire stored the ships
The entire crew of the Perechon numbers weapons-swords. crossbows. ballisti bola.
22 sailors (Guards), a helmsman, a minotiur and oil, armor and the ships supply of brandy.
first mate, a Warrior second mate, a gnomish k n d l e has a secret crawlwiy in near the bow.
engineer, the captain and her bodyguard.
5. Aft Castle: Here the helmsman and his
The captain of the Perechon is Maqunta aids handle the mighty sweep of the ship.
Kit-Thon. a black woman. Her bodyguard is There are two ballistic here that may be fitted
Fritzon Dorgard and her first mite is the
minotiur Bas Ohn-Komf. The helmsman is

19

with flaming bolts. They are hidden by tups. tall. Stairs lead up to the second floor guard- village off the coast of Reaven Bay (Land 41).
6. Bar Castle: Here is the anchor chain mom and wall top and.a ladder renches the They M trading a few goods to the local ogre
and bowsprit. A spare anchor is store here. mof. There M small patrols of 8 slig ot 12 chid. These “goods” ire wcipons for the
7. Combat 1Lmf. Mounred on a raised hobgoblins posted here with a Guvd leader. ogm and are hidden in barrels of cider. His
platform with WPUS for protectionfrom enemy They are bored and don’r expect to be
missile fm is iballista hidden under a tap. attacked. crew includes 8 Guards and 5 Warriors. When
F3. The Mar- This is a standard
8. Oar Bay, lam De&: Here M twenty market of canopy covered stalls and open he reaches the villagc, the 30 ogres and 3
chi& will betray them and he will leave,
oar benches and the covered oar hatches. The cam. Most suppliesmay be bought here, but abandoning the party.
om Mstored in rafters overhead. Odd metal
poles with slerves for rhe oars. m e n d up the askingprice is 2x normal. Weapons Mnot The Silver Spear: Lieutenant Poliander
through the deckingfrom the hold. There are available, but some thieves or a group of dis- captains this mercenary war galley and works
two trapdoon that lead to the hold. guised guards hunting rebels, might agree to for the Highmaster. He claims to be willing to
9. Crews Quartcn: Hammocks and duffel sell a weapon in a back alley at 5x normal. take passengers, but intends to rendezvous
bags hang from hooks in here. The crew sleeps P4. The Wbarves: A fsh mark- l i e s the
in ;hifu.~ wharf front and nets are layed out to dry. with a minotaur ship of 18 minotauts offthe
10. Maus cpbin: This is the cabin of the There are two dozen leaky f&iq bits that
fm and second mate. Kof claims the majority would not survive the high seas, 1-6carracks. cosr of encounter 24 and sell them into slav-
ofthe space sleeping on a pile of straw on the plus 2-5 warships manned by mercenaries ery. His crew is 24 Guards and 6 Warriors. The
anchored in the harbor. Most fwhermen mind galley moves it half speed in open waters and
rolling deck. their own business and don’t like outsiders. so hug the coast. The PCs may escape. wreck
11. Engineer’s Cabin: Lendle is many But careful questioning may bring the charac. the ship, or be rescued by the Perechon.
thingsro the crew. cook, physician and ship’s
engineer. His cabin is s m n with dingrams ten in contact with a captain who is willing to The ship map gives rhe deckplansof a typi-
and drawings, pens and inkwells, small giz- hirc out. The typical askingprice for passage is cal pirate ship. Details are I& for you ro fill.
mos that spin and whir. 2,000 steels per perron, but may be bprBPined
12. Fmcngcd Cabim This section is used down to 1,OOO per perron. The captains and P5. TheJetties: The first inn the party will
as cargo space if there are no pmengcn. Only ships of note are the Bloodhawk, Captain find is called The Jctries. a ramshackle but
hammodts. four benches, a built in window Rensill of the Pink Lady, rhe SeaPam, the friendly inn several blockssouth of the wharfs.
chest and two tables M in this room. Hardtimes. the SilverSpear and the Perechon.
13. Cargo Hold This im has cargo The Pmdron: There is a 40% chance the The price of lodging is fair,the food edible
stacked to either side of rhe cenrer beam and Perechon is not in port and won’t arrive for
tied down beneath t a p s . An odd array of 2d6 days. If it is, Maquesta will only agree to and people keep to themselves.
meral bars and gents deck the ceiling and take them on if they can pay the price.
make the visitor stoop to avoid them. The cellar of theJetries is a secret hideour of
Maquesta will need at least iweek to prepare
14. Brig: This d a d cell CMbe bolted. the crew and get enough supplies. the rebel bandits acclaimed to be heroes of the
1%GnomishEngine: This room is stacked TheBloodhawk This is really a pirate ship. people. This bands leader is Erewan the
with wood and a large metal furnace. The Captain Maccaby, called the Scar, is more then Shaggy, described in the Prison (F12). If the
engine requires fuel when it is used and it will willing to take on passengers and will ask half PCs prove their worth to the rebels and ask for
bum a cord of wood in three the normal rates. It is his intention to put dl help, Erewan can muster a group of 12 thieves
turns. passengers over the side in a longboat once (use Common man). The cellar is connected
€nncounteRs to the harbor via a sewer.
they lose sight of land. His crew is 25 sailor
Plotsam is cupped in a valley beside a shel. Guards and four ogres. He is a Warrior. If the P6. A Priendly Tavern: If the PCs do not
tered harbor. Only a 1O.foot.tall crumbling heroes defeat the pirates a fm will breakout chmse to stay at the Jetties they may fmd
wall surrounds the town. open gates with another tavern where r h i g s are not so quiet.
pomullis c m i n g the main avenues in. There on board and the party will just manage to At rhi inn, the PCs will have to watch their
escape in a longboat. If the pirates defeat gear jealously or it may be srolen. Every eve-
M guard rowers every 200 yards. The north them they rake all their money and weapons. ning there is some rowdy activity, a brawl, a
speiecrdiobnyotfhteoawrnmya’losnbgarrrhaeckcso.aAstcirsomssathinelyhaocrbcuo.r The Fink Lady: This is a rich merchant car- raid by guards, thieves in the room.a duel, an
rack and Capt. Rensil is headed for Nordmnnr. ogre is assigned to the PCs room, etc.
a rocb peninsula rises 30 feet above the water His cargo is ore,w w d and ale. C H the shore
and many ofthe rown’s better buildingsstand W .Higbmnrtcru‘Ibcde’sManor: Thii build-
on that “Rock:‘ of the Ogrelands (39) a storm will spring up ing is built out upon the Rock on the harbor
and wreck the ship (see Sea 22). side. It is two stories tall and has aflat roof and
PI. Town Gates: The town gates are Thc Sea Parer: This ship is ridden with
watched by patrols of 12 guards or 18hobgob- a small watch tower. The manor ground is sur-
lins. They may be bribed to gain passage. If wormholesand barnacles. its hull buckled and rounded by a 10foor wall rhat attaches to the
decks warped. Capt. Qualoth CMbe argued house. A metal gate is guarded by two War-
tmuble come they sound a gong from rhe down to 600 steel per penon. Each hex it tra- riots. A small stable holds three medium
gatehouse and isecond pitrol will arrive in 1 horses and a shaggy pony. A 10-foot-tall
turn. There is a separate gate in town that vels there is a 20% chance that it will sink. wooden platform with a ladder leading up ro
The party has 6 turn to build some means of it has been built againsr the wall.
must be p a d to enter the rock, and a parrol escape, since the longboat is no better. The
dofem8aongdretws iacnedthae leader stand guard. They %de’s dragon. Hopsloth, lairson the roof,
’ nonnd bribe and close the captain will not leave the ship. leaping there from the platform. The dragon
Thc Hardtimes: Captain Jagger will only can enter the mom down a wide flight ofstah
gate if attacked. agree to take on passengers if they will act as
PZ.GuardTonm: These towers M 30 feet in the tower and there is slime all over the
added guards. His fust d e s t i i n is ismall
stairs and hall to %de’s audience chamber.
There are 4 Slig and a Champion, 2 Ogre

Heroes, 2 Baaz and 8 Hobgoblins here. The
ogres command rhe troops. The Slig guard the
fmr floor, two on the front door with rhe
champion and two on the door leading to the

20

Treasury compound. The Baaz guard Toede's the crest of the gabled roof. The inn sits on the before the alarm is sounded.
audience chamber on the second floor and the seaward side of the Rock and is quarters to Lost equipment is in Toede's quartcn. The
Hobgoblins are in the kitchen and stables. many of the dragon army's officers including
Kitiara and her two lieutenants. guard will be suspicious if the PCs ask where
The first floor holds the stffs' quarters and the Highmaster's quarters are and will sound
the kitchen. The second floor holds Toede's Meals here are good and expensive and an alarm after thc PCs have left the gate.
quarters and may be reached by a front and a lodgings cost 5x normal. Quartered here are There is a drunken human Warrior in the cen-
hidden rear set of stairs from the kitchen. 15 Warriors, 23 Guards. 7 Ogre Heroes and tral compound and he might talk to a fellow
Beyond the audience chamber is a locked the 3 Dragon Highlords. On guard to protect officer, giving information about the prison,
room where PCs gear will be stored if confis. the quarters are 8 Baaz who watch the tavern, the dragon army or the unnatural alliance of
cited. A rope on the inside of the door rings a stairs, halls and kitchen. the Highmaster's with the beasts of the Deep.
bell on the roof alerting Hopsloth to intruders
and he will come slithering. Hopsloth's tactics The third floor is private quarters for Kiti- F12. The Prison: The Prison is a one story
are to spit acid once and then to grab someone ara and her lieutenants and 4 Warriors. The stone building with barred windows and a
with his tongue and attack others with his second floor hosts the remaining Warriors and wide walled courtyard, reachable only
claws and acid warts. If he suffers 25 or more Ogres and a half dozen Guards. The first floor through the barracks. A stonc stair leads up to
points of damage, he will crash out of a win- is a tavern in front and a kitchen, pantries, the wall top where three gibbits hang over the
dow and flee, dropping his prey. and more rooms in back. There is a back court. The cells ax small and damp and sew-
entrance and a trapdoor to the cellam. age troughs lead out into the corridor and into
The tower has two cells where prisoners are a grate covered pit into the sewers. A barn
kept chained to walls and a chamber in which The cellars hold wine and food stpres in with stacked hay is attached to the rear.
Toede has been drawing up his secret plan of three rooms. Behind a locked door in the wine
attack against Sunken Istar. room a Bozak stands in invisible guard. The A single ogre jailor who is going blind,
door leads to a tunnel down to a cave in the stands guard. If attacked he will retreat into
Sevil Rev knows of, and sometimes uses a stony cliff where the three blue dragons lair. the darkness of the cellblock where others will
secret passage into the manor through the The Bozak's spells include grease, magic mis- be at -4 to hit. but he will not be affected. He
wine cellar which then leads up stain to the sile, shockinggmep, invisibilityand darkness, has a small horn to sound alarm.
kitchen. The passage comes from an entrance
in the scwers. 15 fr radius. If a PC is imprisoned here, the first timc he
will shire a cell with a hairy insane looking
P8. The Highmaster's Treasury: This Trea- Two B l u mount iguard outside Kitiara's inmite. who just grunts at him and chases the
sury is attached to the back of the Highmas- room. The rwm may also be reached by stray rat that enters, pouncing on it and
ter's Manor and is surrounded by a spiked devouring the creature. This is Erewan the
10-foot-tallwall. A small 40-foot-wide guard- climbing the wall on the cliff side, but if a Shaggy, leader of the town rebels and lieuten.
house watches the gate to the compound and ant to the Silver Fox. He is not insane, but is
is manned by 4 ogre heroes. However, a tall character falls, he falls 50 feet to the sea (Dmg very much a survivalist and will do what it
tree grows in the compound and its branches 5d6). takes to survive. Inmates are not fed sincethey
may be reached by a leap (Dex Check -41- are usually to be executed anyway. If the PCs
20%) from the building across the street. The table is covered with reportsof the bat- break out and take Erewan with them he will
tle in Solamnia, written in Solamnic. There be in their debt.
The court is guarded by two Hell Hounds are several mugs of half drunk wine. Kit's tra-
who hide in the shadows and attack silently. vel wear fill the travel chest and only a simple The othcr inmates of this prison include
The front door to the Treasury is triple locked wooden comb lies atop the drawers beside the pirates. a one horned minoraur, and an old
but there is a window 20 feet overhead that is wash basin and cracked mirror. The locked man who foams at the mouth.
barred and opens onto the entrance hall. A trap has a poisoned needle in the lock. lnsidc
second door down a 30-foot hallway is locked lie several knives, a cloak, a pouch of 50 pp F13. The Sewers: A network of sewers and
and trapped. If the door is opened withput and 3 sapphires (100 stl each), an aluring. ccllars lie beneath the wharf and may provide
turning a torch sconce nearby upsidedown, 10 blue velvet gown, a locket given her by Tanis a dangerous hideout. The placc is frequented
feet of floor will open to a 30-foot.deep pit and her journal. by Ochre Jellies, giant xavengcr Beetles and
with 10feet of water at its base (Dmg 2d6), its rats (use Salmon School stats).
wall is unclimbable. F10. The Beacon: On a stone jetty, reached
by a rock stair down the pennisula cliffface, is F14. A Hiding Place: If the heroes are on
Inside the Treasury is an odd musky odor. A a beacon tower. Atop the 50-foot tower a
giant wolverine guards the room and is hid- watch fire is maintained by 5 sailors who row the run from the law, they may find a place to
den in an overturned chest. There is a large out periodically to replenish the supply of fish hide in one of two places. under the wharfs or
locked chest. but if it is open it releases a cloud oil that burns in the basin at its summit. in the cellar of a burned out building. This
of Sleep gas and all must save VI Breath or fall place is damp and dark and food must be
asleep for 2d6 turns and will be captured by Fll. The Bundu: This area is not well for- stolen at night. There is a 10% chance that a
Toede's guards. The room holds coins worth tificd and is poorly guarded. However, a sepa- spy can follow a PC back to the hideout and
25,000 steel and gems, jewels and metalware rate inner town gate must be crossed to enter then will bring a double sized patrol.
worth 15,000 steel. There are also stacks of the barracks neighborhood. The Prison (FIZ)
grain and cords of cured mahogony. lies to the north.

If the alarm is sounded the guards from the Any character wearing a stolen uniform
manor arrive in two turns. may be able to enter the area without chal-
lenge (80%). But the chance of success drops
P9. Inn of the Saltbrcene: This is the best 5% per additional person in the party. If the
inn of Flotsam. Three stories tall. it is not PCs ire chillenged. the guard of 24 Bun may
uncommon to find a blue dragon perched on be alerted. The guards are illiterate and a fake
written order will fool them into releasing i
prisoner. Or the PCs may neutralize the two
ogre guards, but then they have only 3 turns

21

This chapter provides details of encounters board at night and so forth. avoid becoming losr.
Event 3%. Stranded: The wind d i n down Event 3W. Abandoned Dingy: Early one
while at KO.The Events that are given arc for and the veuel is becalmed in the sea. The cap-
use after the heroes flee Flotsam aboard the tain will scr all ablebodied men and women to morning the lookout sightsan old dingy adrift
Pcrechon with Berem, the Highlords‘ prize. the oar (Maq will conserve the gnomish offthe starboard. The crpft is abandoned and
You may adapt one or two of the Exploring machine). Movementby oar is 2 hexes per day only strands of seaweed decorate the scats.
eveno (39) if the heroes go sailing earlier. The weather turn w m and the rowing is The gunwales bear claw marks. Stuffed
very exhaustingcosting a lossof Id4 hit points beneath the rear scat is a leather vest with a
€vents a day. After two days the CICW will grow dic- blwd stained scrawl. See the Ship’s Log.
merit 39: O ~ ~ I O RthIeW~ 1 0 osbg content and there will be some talk of aban-
doning ship. Or the crew might attribute their Event 3%. Sea Ram: The lookout sights a
You may chwac one of these random eventsto bad fortune to the heroes, using words like piece of wreckage adrift with an injured crea-
“jinx” and “overboard!’ The lack of winds
play out each voyage of the heroes, to enliven will last for 2d6 days. ture clinging to it. Thismay be a mermaid, a
Event 35%. Land Ho: As the evening dark-
their journey Or you may create your own. Dimemesti (in human or otter form), or a
ens the sky the lookout will sing out “Land Dugonesti. The creature is in bad shape and
Event 3%. The Albatmg: A large sca bird Ho”. He has sighred a smdl rock of M island will die in two days if not administered to.
will take to following the ship, circling in the about 60 feet wide and 80 f m long off the The creature will must be kept moist or it will
sky and acting as if it were spying on the PO. starboard. Thic is actually the back of an lose Id4 points an hour. Communication will
It will circle for days, veering off just before ancient Sea Dragon. Sea weed and barnacles
disguise the shell and a man’s c o p e is tan- be diffiiutt, with those able to speak elvish
the chamten d e r an encounter. If the PCr gled among some of the fronds. If the piny only able to understand 31% of what is said.
kill the bird (AC 7; hp 3). the sailors will be waio an hour, they will see the “isle” slowly
mortifkd. It is a bad omen to kill a bird while sink. If rhey go ashore to explore. they will This event may be played one of seved
find their ship is moving away, while in fact ways. A growing affection may develop
at sea. the island is moving. Mtcr ld6+ 4 rounds the between the rescuer and the victim. Or the
If the bird is slain, the sailorswill attribute dragon will raise i n long sinewy neck to see creature may be a thief desiring to steal mctd
what there is for dinner. The COQSC bean a took. Or it may be a wounded scout of i o peo-
all their misfortune to the PCr action and you magical medallion which dwayr $itr north ple with a dire message about the koalinth
may wish to add to the paranoia by having sev- and adds + 2 5 % to a navigator’s chance to
erd chance events occur, such as: the main and sea dragon alliance. Or it may lead rhc PC
‘mast develops a crack, the food turnssour, the
wind suddenly dies, an epidemic spreads on to the wreck of a pirate ship, 30 feet down and
ship (RandomEvent 15), the cries of a bird are provide the party with 3 potions of water
heard. but none can see ir, a sailor is lost over.
bRathinE. The treasure is 1O.OOO Eold and

metal wa-re worth 1,500 neel. W h i c k r sce-
nario is played. the creature will leave after

22

ld8 +2 days or when a pon is sighted. floating graveyard of a dozen ships and a tan- warns the helmsman and the Perechon veers
gle of seaweed and deb&. This event should away in time. If there is no PC at the bow or he
Event 3%. The Haunted Ship: The sky be played for horror. It will take 1-4 days to fails, the Perechon scrapes a reef and takes ld4
darkens and the sea rums an ugly green. The repair the ship and then the party will have to hull points. The ship will run aground the
wind moans in the rigging in a sinister com- discover some means to escape. Thii may fourth time it hits a reef. On the third reef,
plaint. A mist creeps out of the sea and the either be through the aid of the Dimernesti warn the Heroes that the Perechon starts ship.
clang of a distant bell CM be heard. Suddenly living in a wreck on the other side of the Mire, ping water. If grounded, the ctew may aban-
a dark ship with tom sails is sighted off the by using two remove cursesot by torching the don ship or try some other ploy. They may
OR. A lonely hooded figure stands at the Mire, this last a dangerous ploy. eventually capture another ship or the
helm. Three skeletons dangle from the r i p haunted ship if the Pcrechon is lost.
ging. This ships graveyard may be explored by
cliibing from one rotting hulk to the next or If the Perechon is grappled to another ship
On the ship is an insane sailor, the only sur- by using a small long boat. It is a mile wide. either both ships hit the reef or both miss. If
vivor of a voyage into unknown distant lands. Things that may be met while exploring are: the enemy craftsuffersmore damage there is a
He lives a lonely existence at sea, feeding on --Strange noises: creakings, groanings, and 10% chance per point that it tan aground.
the bounty of the sea. The ship is in fair repair, When melted Dcx checks are at -3.
but he keeps up a haunted ship act to keep shrieks in the mist
sailors and pirates away. Also on the ship are -Slime tracks that cross the wrecks 5 to 8-Close Encounter One of the pursu-
three tamed forest Eer, their fur bleached -Patches of Strangle Weed ers looms out of the fog sailing past. A voice
white. The Tacr may be mistaken for ghostly -Falling into mire kelp acting like quick- hails the ship, ' I . , .Ho. on the starboard, State
figures. If someone has fallen overboard in your name!" If another name of a ship from
choppy waters, he may have been rcxued by sand, set Land Encounter 21 Flotsam is shouted there is a 50% chance the
the captain of this ship who is holding him as -Falling beams, see random event 1
a prisoner against his will. The sailor has no -Rotten decking, dropping PC 10'-20' Epunrcsouuenrtweri)ll,vAeedrdof+f(2-lOto%furftohrecrarcohlnlsc.w Close
treasure except for polished bones and shells
and a single beige pearl (50 stl). The creatures that inhabit this haunted If the Perechon calls a wrong or unknown
mire include a Giant Crayfiih. a Giant Slug, 3 name, the ship will grapple and a Boarding
Event 39g. Choppy Wtem: It is possible Wraiths & 1Ghost, a band of 14 Dimernesti Party will be sent across.If already locked in
that the ship will encounter heaving waters. a and their two hippocampi, and 43 Lacedons. melee a Boarding Party is the automatic
storm or be attacked by a huge monster. In result.
each of theseconditions it ispossiblefor a man The treasure that may be found on various
to become seasick or fall overboard. ships holds totals 400,000 copper, 60,000sil- 9 to 11-Crashing Sound The sounds of
ver, 100,000gold, trade goods worth 3,500stl wood groaning and tearing on a hidden reef
Each time a character takes a voyage, roll and gems and jewelry totalling 8,000 stl. echo in the fog. Then come cries to abandon
Id20 and add any constitution bonuses. If the ship. One of their pursuers has run aground.
result is a 5 or less, every time choppy waters € V € m 40: rllqht FROm Flotsam Subtract one ship and add .1 to further rolls.
are encountered, the character must make a Once all pursuers are defeated in combat or
Con check or become seasick for 1-10 hours. Moments after clearing the harbor mouth run aground the Perechon escapes.
Treat the sick PC as Random Event 15. Sailors and reaching the choppy waters of the bay,
do not become seasick. the alarm is sounded. Troops and sailors 12 or more-Boarding Parry A pursuer
crowd the decks of their craft. Already, the
When entering choppy waters, the chance lighter galleys are pulling from their slips, ctolobseesbwoiathrdtehde.P..e"reTchheonatatnacdksehrowuitlsl,b"eParelpigarhet
for falling overboard must be left to your deci- as the fishing boats row frantically aside in
sion. If you feel that a character is tw near a nanic. galley 80% of the time, with a crew of 15
railing and not braced, he must make a Dex A fleet of five galleys will pursue the playersin marines (Guards). There is one warship with a
check plus strength bonuses or fall overboard. two turns. 4 turns if delayed. Maquesta will crew of 25 marines (Guards) and 2 Warriors. If
A man overboard must make a Con chyk order full sail, despite the storm. The pursuit the marines suffer 50% ot more casualties,
each rum or suffer Id10 p i n t s . If he fails will last for sevcd hours, until the rain stops they will retreat to their ship and sail away.
three Con checks he sinks beneath the wave. and a thick bank of fog rolls in along the coast. Add -1 to future rolls.
It will require ld6 +2 turns to bring the ship After an hour, the wind dies and oarsmust be
about and then the man overboard must put into the water. Maquesta decides to risk The Perechon's crew will fight to the last
make a save vs Breath Weapon to be sighted. the fog in hopes of losing her pursuers. This man, but its speed will be reduced to 4 hexes
All sailors are treated as having Dex 16. game of cat and mouse is played by rolling in 12 hours if the crew is reduced to fewer than
Id12 each turn and adding MYnoted modi- half. If the Perechon is captured the major
If one of the P O falls overboard, through fiers from the table below. All modifiers arc N P O and PCs are loaded on an enemy ship
no fault of his own, it is possible for you to res- cumulative. which turns toward Flotsam. However. the
cue the character and later reunite him with -2 or Less-SUCCESS! Maquesta has enemy vessel will tear its hull on another
his comrades using the Amazing Rescue tale slipped by the last pursuer and lost them in wreck and the crew will abandon ship leaving
contained in the center of this booklet. the foe. This does not occur as lone as the the characterslocked up. It is up to the PCs to
Perechin isengaged in melee. The wGd grad- break free and construct a crude raft. The ship
Event 39h. The Mire: A thick fog blankets ually rises and the Perechon escapes! will sink in 3 turns.
the sea obscuring vision. The crew will find -1to 4--aeaChcrous Reef If a PC is at the
the ship gripped by a current and pulled to bow have him spot the reef and shout a warn- The P O may be allowed to explore the sea
the port and try as they might they can not ing (make a Dex check). If successful, he at their leisure, but it is important to the story
break free. After half a day, a dark mass will that they eventually enter the Maelstrom (Sea
l w m on the horizon and the ship will crash 24). The next three Events offer 3 alternatives.
into a floating hulk suffering 10 hull points.

The ship has been snagged by the Mire, a

23

AcyLxL Chapter? 7 €vents

€vent 41: baacpn RiGht of the drink. He will not follow further than but only last for 2d4 turns. However they cre-
Sea 21. But by then the Perechon will be ate choppy waters, see Event 39.1.
A day or two after d i n g pursuit, one of the caught in the current of the Blood Sea and
Pca awakes from a dream of being scrutinized drawn to its heart. There is a 10% chance that a waterspout
by a dark orb with many eyes high in the sky. will accompany a squall, treat this as Random
All morning he has a feelingof being watched €vent 43: to Save a Cornnabe Event 19.
and may indeed imagine eyes in the water.
Around midday, he mrshe hears the baying The party receives a cryptic message from a F. Ship Damage: Periodically the ship may
of hounds and s t w to watch the skies toward creatureof the sea (Event 3%), about a friend
Flotsam anxiously. Near evening, he sights suffer some damage of age and the elements.
them, a flight of blue dragonson the horizon they believe has dmwned. Their comrade'is in 'his may include a ripped sail, a snapped
winging toward them. dire need ofaid, and needsthe P 6 to come to rope, cracked spars or the vessel may start to
Maquesta will order the ship turned into the aid of the sea folk before the evil blot of take on water from worm holes or warped rim.
the Blood Sea (Sen 21-24) where a storm that the dragons invader the peaceful sunken bers. The ship will need to trim sails and put
realms.The pprty need but sail into the Blood into port as soon as possible. Trimming sails
Sen where they will be met by friends and reduces speed to half normal.
brought to their lost companion.
constantly b d s there may cover them from &lUatlC cneatuR€s
pursuit. Undaunted the Highlords will pur. €ncounteRs
sue.
The dmgons will reach the ship after it tm- All of the encountersat sea appear the same so Several of the C I ~ N I C S found on the Monster
vels two hexes. KitiPrP will demand the sur- only the types of creatures that may be Chart have aquatic counterpartsand the same
render of the man with the gray gem and if encountered in each area and special areas arc stars CM be used, except these can swim.
detailed in the Sea Encounters.
they fail to comply the dragon flight will Anemone (Black Willow)-no sleep. attack
If the encounter is in coastal waters check paralyzes at -2
attack the ship. There will be up to three the description of the coastal land M a . The Bullshark (B&do)-only 1 attack, stuns for
dragons. depending on if the lieutenants yet Pcs should be able to sight land at 8 miles
live. The dragonseffortwill be to hull the ship out. Coastal waters may be plagued by reefs, 1-4 rounds
sunken wrecks and sandbars. Ghaggler g i g )
and sink it. If the ship has entered the storm, Konlinth (Hobgoblins)
the dragons will be tahteiornaettamckans,eu+v2ertaobsilaivtye The color of the water will vary with the
classworse and -2 on depth and the presence of seaweed. Several Kopoacinth (Gargoyle)
typical descriptions and encounters common Lncedon (Ghoul)
vs their breaths. to sea voyagesMprovided. Encounters A and Nudibranch (Giant Slug)
As with the story, &rem should panic and B only occur in coastal waters.
attempt to escape the dragons. If unable to, Sea Lion (Spotted Lion)
A. S u b Obstacle: Here is a redor sand. Vodyanoi (Umber Hulk)
he will be swept overbonrd by a wave at the
last posible moment. bar that blocks approach to the shore. During
If the ship is hulled and B e r m escaped, it the day it is easily avoided, but at night or in Islanb €nwunteRs
will drift and be pulled toward the Maelstrom fog a successf~~Dlex check by the bow man
(Sea 24). If the ship entered the Blood Sea it will allow them to avoid collision. If the ship 42. -his '
hits the bar it will suffer ld4 hull points and
will be caught in a current and swept toward Hidden in a rocky bay that only a trained
the maelstrom at i n heart. has a 10% chance per point of running eye can find, is the pirate capital of
aground and must wait for the tide to get off. Kothns, Kalpethis. Low stone walled out-
€vent 4 2 the R ~ V E R pons flank the harbor entrance, protecting
B. Wreck: Usually a shipwreck denotes a the bay with catapults. A watch is always
A few days after evading pursuit. the lookout redor sandbar. If you desire, you may create
sights a black sail on the horizon. Maquesta mounted. The town is a collection of ram.
seem worried, even though she has been your own adventure aboard the wreck.
known to fly that sail herself and paces waiting C. Fog:Movement is reduced to 2 hexesper shackle wooden buildings clinging to the
for it to draw closer. "Is it that fatherless scum side of the clii. Their odd shape is results
Mandmcore?" she calls. And yes, indeed it is day and there is a 40% chance that the ship from having been built from the wood of
the Reaver. will become lost (DM should decide location plundered ships. Long rickety wharfs
up to 2 hexes distant from starting position). m e n d out into the bay and a network of
Maqunta, though usually welcome on the wooden stairs, walkways and rope ways
D. Winds & Current: The ship may connect the buildings. In the harbor, sey-
pirate isle of Kothas. is at odds with the chid encounter a currentor suong wind that carries eral small war galleons constantly patrol.
it along swiftly.The dimtion ofthe current or
ofthe pirates Mandmcorethe Reaver (see NPC wind is determined by rolling a h i d e d die. This is othfethheomBelooofd Capt. Mandmcore the
cards). She knows that his ship the Butcher, Count the direction the ship is travelling as 1 Reaver Sea. Several hundred
has the Perechon outmatched and that they and then count each side to the right for each pirates and their families live here when not
can not survive an encounter. She will order number (thus 2 is to the right and 6 is to the out raiding. Outsiders are not welcome, and
the Perechon turned about and seek cover in left). If travelling with the current or wind, Maquesta can only visit when Mandmcore is
the Blood Sea (Sea 21-24). the ship move 1 additional hex. If crossing a not here.Justice here lies with the strong and
current or wind, the ship loses 1hex of move- swiftof sword. But constant troublemakers
The Reaver knows that now is the time to either become leadersof the pirates or dance a
ment, and if sailing against the wind or cur- jig on the gibbet.
eliminare his competition without d.itnesses
and will pursue with a vengeance. The rent, movement is reduced to 2.
Butcher has a crew of 24 sailors (Guards), 9 E. Sq& Squalls may come on suddenly,
Warriors.and 8 Ogres with a leader. H u desire
is to sink the Perechon and fuh Maquesta out

a4

Pages 26 thru 40 (pull-outsection)

-

The possessor ofthis orb does not know any of encounter to another. they may not be able to - - - -* An ally will fight for the PC. Its scoresare:
its abilities. To l c m a minor ability, the PC go back. After each title is a list of the other
encounters that it leads to. Each exit should Def 10 t Lvl; Atk 20 t Lvl; Dmg
must study it for a full day and then make a have a clue concerning the nature of the d4xLvl; WP 2OxLvl
successful save VI. spell. Keep track of each encounter it leads to. E x ~ n polf w~ hat might
failure for future Mind Battles. be used as a clue are given with each POC Def Atk Dmg WP
encounter. Passage between encounters PhantomlFricnd 9 18 l d 4 t 1 25
To lcim a major ability, the user must enter should be described eerily. Warrior 12 22 l d 6 t 3 40
the Mindweb. Wyrm 13 26 2 d 4 t 1 5 5
Spider 14 20 I d s t 2 38
Each time a known ability of the orb is Mind Battles: Different scores are u x d to Guardian 15 24 d10+4 49
used, the user must save vs. spell or be drawn fight combat in this domain. These scores are GreenDragon 16 28 2 d 6 t 3 65
into a Mind Battle. If he loses he is chinned. determined in the following manner.
If he wins or makes the save, all evil dragons thebbventuae
within 10d4miles arc alerted and arrivein 2d6 --Willpower =WIISNTttSWavIeSB+oCnOusN++1C- HSuRctccIsvxls
turns and attack non-evil creatures. Entering the Midweb: Suddenly the PC is
Dcfmsc = surrounded by darkness; he feels disem-
This orb is from Silmesti. where its origi- Attack INT t Level +/. Successes bodied. Then he finds himself floating down
nal stand increased its power tenfold. The orb Damage ld6 t WIS Bonus + I - Successes through swirlinggreen mists to the first cham-
can change size from 1" up to 20" upon com- ber.
mand. The Mindwebis powered by the soulof Willpower is the Mindweb equivalent of hit
the evil green dragon Viper. points. To attack, roll ld20. If the result is less
Minor abilities: than or equal to the attacker's Attack value
minus the defender's Defense,the attack suc- 1. G u a k (Exits; 2, 3, 5 , 7)
Clnirvoynnn-60-mile r, three turn ceeds and does the attacker's damage value. Clues: Battle Roar; Battered Door; Skeleton
Invisibility, IO' r-concentration Previous succcsscs and failures (i.e.. fleeing)
L e g c n d L o e 2 5 % chance of success add and subtract 1 each from Attack and Chuckling, a foe steps out of the mist. Use the
Speak with Dead-as 2 1st-levelcleric Damage values. A roll of 1always hits, while a
mter B r e a t h c a n e creature for six turns roll of 20 always misses. Warrior scats, but describe it as you desire.
Major abilities: For every foe he defeats, the PC recovers Each time the PC returns to this rwm another
WP equal to his foe's Defense plus ld6. foe awaitshim, but add t 1 to all its scoresfor
Airy Warer-one-day duration Charactersmay usespellsand normal weap- each time encountered. Tactics may vary from
ons from the physical world. taunting to trickery.
Heal-one creature per day Commanding the D m m Since this is a
Command Dragm-one dragon for Id20 dream. it is possible for a PC ro use his will- After the battle the PC may exit rhrough
turn. Dragon will try to PCIVCKcommands power to change and create things. Each PC the ceiling hole. If he has come to explore the
Teleport-one creature per day Mindweb or this is his third visit. the other
C h a t m d If a PC is charmed by the orb, it four exits appear.
influenceshis thoughts and behavior. First the
characterseemsquiet. listless, and distant. He must discover this himself. Almost anything 2. Phantom of the Ppst (4,6, 8, 10)
becomes selfishly concerned with his own may be created or tried using the guidelines Clues:Smell of Earth; Long Tunnel; Stairs
safety and does not attack dragons or dracon- below. but a PC cannot wish harm to a foe. Ahead the PC can make out a shadowy figure
ians. After scvcd days, he s t m to become This dream is controlled by an intelligence. so
very paranoid. Within 14days the orbwill cre- foes may use this ability once the PC does. that seems familiar. This is a phantom of a
ate one encounter a day that are actually man- -Create a Weapon 1 WP per points of
ifestationsof the Pc's dreams. The encounters Effect Cost comrade. lost love. or known NPC. He is the
arc left to the DM to create. After 30 days the creation of the Pc's concerns and may do dif-
PC is completely in the orbs power and his -Spell-likedfect 3 WP per spell level ferent things. He may complain ofthe despair
actions are controlled. or Armck Form maximum damage of the dream. or rip apnn and a monster steps
Escaping the Mindweb If a PC escapes the -Ally, Level I* 1WP per round out ro do battle or he might just heal 2d6 WP.
Mindweb he is fatigued for ld6 days, result- Gain Bonuses =2 WP per point (limit t 5) Then he vanishes.
ing in -2 to hit and save and loss of all Dexter-
ity adjustments. Ally, Level 11. = 2 WP per round 3.AlbughDmsion:(2,1.6)
M i of the Mindweb: The Mindweb is a -Ally, Level 111' = 3 WP per round Clues: Dangling Sword; Rotting Beams;
mind adventure. A player whose PC is caught Crcatc/Transform Item (Derived from ...)
in the web should be taken aside for a solo Vegetable 1 WP Goatskin
Animal -2WP This windy chamber creates a dangerous
adventure. You should fill in the dream -Mineral =3wp dilemma for the PC. A phantom of an NPC
nansform Self cries for aid in the midst of a dangerous situa-
details of each encounter. Since an encounter Size change 1WP per round tion, such as of a raging fire. hanging halfway
may be revisited, change the description each Form & Move = 3 WP (lasts 2d4 rounds) down a cliff. or floundering in choppy waters.
time. An eerie green mist fills every room. Special Ability = 5 WP per round For the PC to perform a rescue he must use
some special ability or make 3 Wisdom
If a PC is defeated in the Mindweb. he is lipnsform Setting (based on size of change) Checks taking ld6 points of damage each
charmed by the orb. He may leave whenever A Plant -2WP time he fails. The rescued phantom gives a
he is at the exit and has defeated his foe. A Structure =4 WP hint about the nature of the dream and then
Entire Terrain =6 WP the scene vanishes.
These encounters are linked in a bizarre Nullify effect -Same as cost to create
fashion and though PCS may travel from one

25

In the middle of the empty chamberfloats a 7. The Gmmebanld: (3,4, 8, 9 ) cate of the character who either begs or
bubble containingwords of light. This reveals demands to be freed. If the PC does free him-
the orb's power of dry water. C1ues:Trumpets: Narrow'Passage: Secret Door self, the curse is lifted. The other cells hold
monsters and an elderly lady. If the lady is
If the PC ignores the victim, the scenefades The scene is a checker b o d . Five Phantoms, freed she will warn against looking beneath
and a cold emptiness creeps over him. He has appearing as wraiths, hounds, or old foes, the drape and then wither to dust. If other
lost his will and all scores are at -4. This curse stand on the far end. A bodiless voice explains PCs have been caught by the Mindweb they
will remain if the PC escapes the Mindweb. the rules. The PC must crass the board to
reach the last row. He may move one space a -arc imprisoned here.
4. Denth's Hand (No exit) turn in any direction. The foes may each move To free a prisoner, the character must roll an
one space ahead vertically or diagonally, but attack against the cell's barrier (Defense
Clues: Deaths Head: Flashing Light: Rotting never back. If the PC is trapped he losn. The 16). Whether the PC succeedsor not. he loses
Odor PC may attack the foes. but then all attack ld6 WP for attempting.

From the entrance the PC sees something to him. Foes may also move otf the left side and In the center of the rwm is a crysral bowl
lure him into the rwm-treasure, a foe, or onto the right side of the bard in the same fdlcd with a blue liquid. Drinking the liquid
another exit. Uwn srepping in. the PC finds row. To play thisencounter,YOU need a check- causes a random effect (roll ld4):
only blank stone walls-kdno way out. The erboard-(eight by eight spaces). Select one
Mind of Evil RIMB over the CaDNre. counter for the K and five for the foes. Each -1 = Lose 2d6 WP
The only Gyout isby changingthe dream. side picks the squares (on their end of the
which cosw 10 WP. Roll Id8 to determine board) on which their pieces begin. 2 Split into two idenrical people until one
which chamber he escapes to. If the PC has If the PC wins he gains 4d6 WP is slain
not discovered how to change the dream. have
the character played as charmedfor Id6 days, 8. Wnrp of the &kb (1, 2,4) 3 Able to see through the fabric of the
before giving the player fdteen minutes to try dream for one turn and mav move to
Clues: Brian: Tapestry: Ball of Yarn
to escape on h i own. Otherwise the PC rwm ofPo choice
remains charmed. Thii chamber is a maze, either hedges, tun-
nels. or paths hanging in space. The PC must 4 = Gah2d6WP
5. Hollow Victory: (1, 7, 10) reach the heart of the maze to escape. BDch
round, roll 2d6 to fmd the number of inter. Stirimg the liquid causes words to form rhat
Clues: Tarnished Metal: Spilled Wine; reveal the power of command dragon.
Chains xctions and obstacles. A roll of 5 or 6 on the
Behind the drape is a dark room with a
intersection die M special results: 5 = a c l d e d figure. He lwks up and steps from
The PC diwoven a foe awaiting. Describe the - -switchback:6 = a dwr in one d l . Each path the cell. This is a window into the past. The
foe as you wish, but we the $rm's nata. The has a value and to reach the centerof the maze
foe declnres that rhis is a contest and that the the PC needs a score o+f 51,,btoutthdeo not tell him. PC faces a shade of the true masrer of the orb,
winner must agree to the loser's last request so Paths to the right left = .I, in PMtMdMtilus. If he defeats the PC.he will
long as it does not hurt the winner. the middle or going back 0. and cheating take control of rhe PC. Use the Guardian's$11-
If the foe wins he will not honor the terms. = -2. If player gives up he is charmed.
If the foe is reduced to 10 WP it cries defeat tistiu. The oriainal Fisrandantilus was a 23rd-
and demands something evil or hnrmful be Roll Obstacle level mage. Md here in the Mindweb. his
performed. such as slaying an innocent or d ~ - 1 Nothing dream shadow selfis unaffected by magic. He
carding a weapon. 2 Bweast15fD) ef8: A& 20: Dme d4: commands the dream during the combat.
If the request is ignored, the PC suffers ld6 I
10. O h & : (1, 2, 5 , 7)
poinw of damage. If he meets the request 3 Reverse of desired actions
there is a hollow mocking laugh for the PChhr 4 Narrows (Wisdom Check) Clue: Above Floor; High Wind: Thorns
turned to evil. If he escapes he suffers an 5 Trap (Dmg ld6; Int Check avoids) This chamberp r w n u the PC with a hazard to
alignment change. The foe fadesaway 6 Dcadend cross: quicksand, a c h m , a forest fire. etc.
The PC must fwre out how to crow to reach
6. The Creeping D M (3,8. 10) A spider hides in the center of the maze and the exits. This may be any reasonable merhod
responds to what PC thinks it will do. In the or via a Wisdom Check. Each round he fails,
Clues: Darkness: Sound of Rats: Hooded spider's belly is M egg sack and inside M he takes Id4 points of damage.
Guide emerald words that detail the rckporr ability
of the orb. 11. HenndEvil: (Exir)
Thii chamberrecreates elementsoffear: dark- This is the soul ofthe green dragon Viper, the
ness with things moving in it. being stranded 9. lsmcnt of the Lost (3.4,6) power of the orb. She appearsif she is openly
Clues: Reflection Beckons: Barred Door:
on a ledge on a sheer cliff. weapon lost in a challenged or the PC has mastered the dream.
pile of bugs. The PCmust dispel the fear with Groaning
This room is M odd priron, for the cells arc She will alter the dream in her battle. Defeat-
an ability or may make a Widom Check at -2 mirrors, paintings, or pools. One cell has a ing Viper only expelsthe K.She gains + 1to
to escape it. If he fails he loses one weapon. If all scores each time the player uses the orb. If
he succeeds the scene fades and he stands black drape a c m it. The jailer is a cowardly
before M open grave with a coffi. Hidden in phantom and is easily defeated. If the K has other ffihave been previously caught by the
the rotten burial wrappings within is a lopfof
lost his soulor turned mil. cell 3 holds a dupli- Mindweb. they M here in one of the cclls.
bread. When broken opm, words of grain
tumble out. This reveals the orb's healpower.

, 26

The TAUS' card deck is a game device for Shadowed: Impatience. action Flames A d d tempers the edge on a
your own enjoyment. You may use it to Waves A black chid 'fiihn in a stream a newly forged swordblade.
enhance the mystery of your adventuresor just Enlightened: Pride, cveful work
for the card games. bounty of fmh already on the bank. Shadowed: Jealousy, flawed endeavor
Enlightened: Peace, blessings. 5. Seholu These cards depict students of lore
The TALIS card deck may be used to look Shadowed: Fake peace, curses. and the lessons of the past.
ahead at the challenges and obstacles of an GAMES: Scholars can DISCOvgR rhe iden-
adventure. The veracity of the tale they tell is Winds An elven child herds sheep to mar. riry ofa card in anorherb hand.
left to the DM to decide. Following are Let. head thrown back in joyous song.
descriptionsof the cards and key phrnses to be Enlightened: Contentment, good conml be as^ An aged barbarian spins an old tale
used when making a reading of the chal- Shadowed: Daydreams, plans go awry while a wise owl nods sagely.
lenges. You will have to decide which of the Enlightened: Superstitions, fakc taler
interpretations best suits the situation or you Flames A dwarven maid finding her way Shadowed: Legends, lessons of history
may create your own as noted in the section on through a dark cave is startled by bats.
Making the Cards Sing. Each card has two Enlightened: Guidance, surefootednev Earth A kender scholar sits with his trea-
interpretations: one while right side up, called Shadowed: Lose way, clumsiness sures before him a scroll blowing in his hand,
"Enlightened", and the other when inverted 3. Stcwnrdr The stcwardsare the cmtakcrs of but he is lost in the wonder of the wind.
to the DM, called "Shadowed." the land and the masters of the field. Enlightened: Curiosity, lasons of nature
GAME: Stewards mav STEAL a card fmm Shadowed: Laziness, cunning
In addition, each of the cards may be used
in a special way in a card game and the stand- -another. Wata A black sailorplots new journeys and
ard game use of the card is defined. Beasts A barbarian D~OWSa field driving ox the rain behind parts to form a rainbow.
1. DragonslOrh These cards are both great on with a whip.
beginnings and great challenges. They depict Enlightened: Btutishness, a lout Enlightened: New goals, careful plans
a dragon of evil and a dragon of good in con- Shadowed: Fair labor, strength of purpose
frontation around an orb of might Shadowed: Dissatisfaction. untried plans
GAME: As a Dragon this card CONQUERS Earth A kender maid harvests grapes eating Win& An elven maid stands atop a tower
all. more then she picks.
As an Orb, this card can W F Y another. Enlightened: Cooperation, joyful help in blowing snow, surveying the land below.
Beasts This card depicts a Black and a Copper Shadowed: Carelessness, selfish aid Enlightened: Good advice, perception
dragon, the basest of all beasts. Shadowed: Unwise decisions, deceived
Enlightened: Greed and avarice Wavca A black youth brings water to an irri.
Shadowed: Fair dealings and tNst gation ditch which feeds the fields. PlamesA dwarvencleric sits on a roof study-
Enlightened: Deeds rewarded, kindness ing by lantern, a beacon shines through the
Earth This card depicts a Green and a B n u Shadowed: Barrenness, selfishness misty skies.
dragon, creatures of the wilds. Enlightened: Enlightened, hard study
Enlightened: Envy, sloth and malice Winds An elven maid stands in a field. Shadowed: Confused. mislead, carelessness
Shadowed: Trueheart, friend and ally Enlightened: Innocence, good news
Shadowed: End of innocence, bad news 6.-or These cards depict warriors stand.
Waves This card depicts a Blue and a Bronze
dragon, creatures of the oceans. Flames A dwarven lad fights valiantly to ing in defense of their land.
Enlightened: Betrayal and deceit control a raging forest fire. GAMES: A Wmiormay Prorccr a hand.
Shadowed: Steadfast and faithful Enlightened: Courage, tenacity
Shadowed: Surrender, failure Beasts A barbarian warrior stands watch by
Winds This card depicts a White and a Sil. 4. Aniuuu These are all craftsman plying torchlight with two watch wolves.
ver dragon. creatures of the sky. some trade or art for love of beauty Enlightened: Accusations, demands
Enlightened: Coldhearted, unfeeling GAME: Ai-timscancaosca T R A D E o f d s . Shadowed: Judgement, understandings
Shadowed: Loving, caring and loyal
Bcnns A barbarian woman works a saddle Earth A kender maid stands defiantly in a
Flames This card depicts a Red and a Gold beside a stream, while her mount stands parched land, blocking the way.
dragon, creatures of strong passions. watch. Enlightened: Duty, caution, danger
Enlightened: Anger, rage and hatred Enlightened: Preparation, readying for war Shadowed: Thieves, thomy problems
Shadowed: Opportunity, control and calm Shadowed: A dire warning, look for an omen
2. Peasants These cards represent the com- Was- A black woman stands ready with tri-
mon man and his relations with the beasts of Earth A kcnder youth sits above a pond dent and net to capture the foe.
the earth. carving a hone from a block of wood. Enlightened: Protection. adaptation
GAME: These cards M wild and CUI MATE Enlightened: Inspiration, worthwhiledeed Shadowed: Capture, defeat
wirh any orher in somegaines. Shadowed Foolhardy, wasting time
Winds An elven warrior stands wearily
Beasts A barbarian girl confronts a cornered Waves A black woman sitsbeside a waterfall above the smoldering remains ofa battlefield.
badger. Each is master of their fate. in deep concentration painting. Enlightened: Freedom, victory, waiting
Enlightened: Hidden dangers lie about. Enlightened: Great beauty, firm resolve Shadowed: Bondage, bleak future, brooding
' Shadowed: Discovery of some hidden secret. Shadowed: Fraud, wrong choice
Flames A dwarven warrior attacks the foe
Earth A young kender watches the indus- Winds An elven youth sits above a bub- before a flaming city.
tries of a mouse and her offspring. bling brook lost in the music of nature as rain Enlightened: Champion, costly freedom
Enlightened: Patience, rest Shadowed: Adversary, threat passes
falls in the distance. GAM6: Thiscardis the CHAMPlONandcan
Enlightened: Competition. success defenr any dragon card.
Shadowed: Silly games, d n y

21

The zale or the C m b s

7. Mage These cards depict mastery over the Enlightened: Injustice, tyranny Wizard This depicts Sirrion and Lunitari.
wild elements of nature. Shadowed: Justice. democracy, fairness Enlightened: Change, transform, graystone
GAME: The MaF may either be used to Shadowed: Illusion, phantasms, mislead
cause the play to SKIP another or to force a Bnnh A kender lord slouches beneath an GAME: This card may be used to either
CHANGE(discard and draw a new card) for a oak tree drinking wine. h & r m making one card wild, or Redimr
p/aycr Enlightened: Prosperity, fortune turning attack against a foe.
Shadowed: Sloth. misfortune
Beasts A barbarian shaman chants an Empras This depicts Mishakal and Morgion.
ancient paen, while his mandrill familiar ech. %ves A noble black lord sits on a throne of Enlightened: Life, blessings, beauty
oes the plea. seashellsbefore a stormy sea. Shadowed: Decay, disease, weakness
Enlightened: Dishonesty, treachery Enlightened: Council, purpose GAME: This card may be used to either
Shadowed: Beware. dark forces are at work Shadowed: Bad council, misguided Srmythur drawing 2 extra cards, or Weaken

Earth A kender druid stands in a mist Win& An elven lord sitsin a lofty throne, a causing a foe's hand ro be counted as one
swirled graveyard, summoning new life from borealis plays in the sky.
the earth. Enlightened: Command, Leadership hand weaker.
Enlightened: Rebirth, renewal, healing Shadowed: Domineering. single minded
Shadowed: Fear, rejection. infection Empemt This depicts Kiri-Jolith and Che.
Flames A dwarven lord sits on a gem mosh.
M v n A black sorceress summons the ele- encrusted rhrone; a phoenix rises behind. Enlightened: Hero, slayer, general
ments to do her bidding. Enlightened: Triumph. Shadowed: Bane. enemy, ravager
Enlightened: Friend, charming, leader Shadowed: Palse victory, loss of vision , GAME: This card can be used to either lnrd
Shadowed: Hate, seduction making hand next higher value, or ro &troy
The nine Fate cards have two distinct prpecw. elhinaring I foe's hand.
Win& An elven warlock summons the fury In this version, the Elian deck, the cards
of the winds. depict twenty of the 21 gods of Krynn. In Dragonlord This depicts Paladine and Ekhisis
Enlightened: Self control. mastery decks of other lands they may differ. as the Dragon aspects and Solinari
Shadowed: Turbulence. cruelty Enlightened: Ruler, order, light, control,
Balane This depicu Shinare and Hiddukel. hope and beacon
P h n An ogress feeds a boiling cauldron Enlightened: Wealth. freedom, power Shadowed: Evil, chaos, darkness. failure,
in the shadow of erupting volcanoes. Shadowed: Greed. slavery, betrayal despair and devouring shadow
Enlightened: Troublebrcwing, wounds fester GAME: This card may be used ro either Con.
Shadowed: Fern unfounded, false tumors GAME: This card may be used to either Bor- rmlTdlfoe whathemayormaynordo, Select
8. Ladv These cards de& ladies of the land May choose the play for a foe.
and qieens of their doAains. row using I card from another's hand, or
GAME: The Ladv can PRESERVE mace. &rmy replace one offoe's cards. maklnq the G R ~ S slnq

.forcing a player ndr to rake an action. Grove This depicts Branchala and Chislev. The use of the TAUS" card deck in your
Enlightened: Nature. bounty, abundance adventures adds an element of mystery and
k u A noble barbarian woman stands on Shadowed: Wilds, beasrial, uncontrolled the unknown. Two ways to read the cards are
GAME: This c u d may be used to either given. You may create others. To make 1read-
a hill with her faithful bear. h l y m&g foheoslrdoeratitamcmkuenaechtoothaettra.cks, or ing. all you need do is shuffle and deal the
Enlightened: Unyielding, stubborn C o r m forces czrds in the patterns described. Then read the
Shadowed: Dependable, supportive introductory sentence for each location and
Sea This represents HabbPkuk and Zeboim, interpret one of the meanings, whether
Earth An kender matron studies the bounty while a shadowy figure circles above enlightened or shadowed.
of the earth. Enlightened: Sea, creation, passion
Enlightened: Work rewarded. bounty reaped Shadowed: Violence, seething, jealousy You may use these cardsonly to entertain or
Shadowed: Poor work. poor harvest GAME: This c q d may be used to either you may allow the results of a reading to lead
Return allowing m v e r y of dkarded cards and inspire your adventure encounters. Or
M v n A black woman views the still s y Reven changing the flow ofthe plap you may create your own interpretations to
beneath the full mmn from atop a tower. the adventure. An example is given.
Enlightened: Health. tranquility Knowledge This depicts Zivilyn and Gilean.
Shadowed: Illness. doubts, darkness Enlightened: Wisdom, hidden treasure Shutfiing Since the cards have a different
Shadowed: Surfaceknowledge, lack of sense meaning when they are upside down it is
Win& A noble elven woman stands on a important to mix the deck so that approxi-
mountain top surrounded by visions. GAME: Thir card may be used to either mately half are inverted. To do this cut the
Enlightened: Faith, hope and mercy R d forcing a foe ro show his hand, or deck in two and then point the ends at each
Shadowed: Disillusion, despair, nightmares h a n d forcing dl 10 t d the INth once other and shuffle them together. Repeat this
GAME: This is Faith,Majerq the 2lsr god: process seveml times before starting. If you
she can COMPLEEany Court. Weapon This depicu Reom and Sargonu. want to let the players participate. they may
Enlightened: Forge, a tool, shaping shuffle the deck too. Once the cards are shuf-
PLPma A dwarven matron tends a hearth. Shadowed: Vengeance, destruction fled, cut them into three piles and then pick
Enlightened: Hospitality, warmth, welcome GAME: This cad may be used ro either them up in the reverse order. You are ready to
Shadowed: Overindulgence, refusal Defest forcesfoe to lose 1 card, or Slay forces
9. Lord These cards depict lords of the land foe to draw a new hand. Stpn.
and masters of their domains.
FAME: Lords can COMMAM) and increnre
the value of each card in the hand by one.

Bcnrts A noble barbariansitson M antlered
rhrone, a noble stag stands behind him.

Laying Out the C a d It is not important in right side up. If threc, the pllllwer is definitely Wves By water you must go, and feel the
which way you turn the cards over, only that mist on your cheek.
you do it the same way for the entire reading, YES,if two, the MSWCI is Yes with some con-
whether thic is end over end or side to side. Wind, High windy lands lie between you
ditions. The revem is true if they M inverted and your god. past rolling hills and shifting
TheSash is used by seersand oracles to store meaning NO and No. dune.
the cards and control the readings. It is always
laid out cmsswiSe in front of you with the tas- TheJourney Thii is the most complex and Plama This lies in a desolate land, amid
sels to the right. The symbols on the sash M broken hills.
the four elements and infnity and the three most detailed method for reading the cards.
p h w s of time, the past, present and future. Shuffle and cut the cards. Then deal out ten Pates Wither your path leads lies in the
The topside of the sash represents the chal- cards in the pattern shown. If a power card is hands of a higher power to choose.
lenges while the bottom side forms the sup- turned up, place it above the sash and deal Each of the numbers of the five natures have
porting forces. Cards M always place finr to another card. Here are the meanings of each: these added meanings.
the I& and then to the right depending on
the method ofreading. 0. The Seeker This card represents thox lo. Here there is conflict of good and evil.
who seek to know the paths they must trod vying over a great gray stone.
Seeku A ffiy-ffi card is provided to be and what fortune lies before them.
2. Here is a cowardly, lazy creature. He
used to represent the FC seekingan answer. It I , The Gmpsnion This card accompanies lives on the labor of others more mighty.
the seekeron hi journey influencing hs deci-
depicts elements from all the suits. sion, this card is always friendly. Your com- 3. You have a strong ally in an ancient crea-
Rradingthe General AtmosphereAfter the panion is: ture of the earth. Do not betray him, he is

cards are laid out. but before beginning the 2. The Pnrh This card shows the path you your greatest strength.
already tread and the winding way before. 4. Valiant allies of the wave will come to
reading review the cards and take note of MY Your path is:
sets of cards that might be present. whether your aid if you are ttue to them.
3. Cmrsronds Here you are faced with a 5. Here is an unlicly ally, one who knows
this set is several cards of one suit or House decision. three paths lie before you and you
may only choose one. Those forces that influ- much, both of aid and woe.
(the same values) or Fates or an abundance of ence your choice M:
6. If you seek flight, turn to the warriors of
Court cards. These show a major influence. 4.ChallengeBefore you continue you face a
Dragom Great rewards or great challenges challenge that may alter the future or change the land, those who love liberty.
PnUMts A m o l t or a disorganized mob your decision. This challenge is: 7. Here is a deceiver, hiding beneath the
Stermds A hvvest or plotting
A r t i s a ~A contest or an industry 5. TheRighrPnrhThispathleadstotrialsof form of dear friends.
Schoh A dixussion or an argument might and health. You will be sorely tried by 8. Here is a dark lady of power. Her cour-
%mion A battle or armed resistance enemies here, whose purpose seems to be:
bhp A quest or an enchantment age unchallenged. Her motives noble but mis.
Ladia One's home or gossip 6. The Left PathThis path leads to trials of guided. Here is your greatest challenge.
Lords An alliance or enemies marshalling
Beam Trials of man, ueachery and rages cunning and insight. Your foes are clever and 9. Here is a bmoding lord of darkness his
EarthTrials of nature. wit and industry will try to trick you. You must beware: evil seeps into all. his horror threatens to
Mva aials of h e m , health and skill spread across the land. Here is one beyond
Winds Trials of will, faith and knowledge 7.TheSrraighrParh Thiipath leads to trials life, yet still clinging to a mortality.
P h n Trials of arms, leadership and pride of the h e m and spirit. Your faith will be tem- Each of the Fate cards has a special meaning.
pered by the fire. your trials will be:
Pata Trials of control. mastery & mystery Balance Here there is conflict between
8. The Goal Your goal lies in the past. cre- freedom and tyranny. An evil pact is forged.
C o w Trials of state, diplomacy & lies ated in a time before to tempt you now. The
The following p h n x s are used to st& a goal you m k will bring you: Grove There is a dark shadowy creature
here. It threatens to swallow the light.
reading and at its conclusion. 9. TheFceYour goal is guarded by a power-
Srart Let us turn to the future and our eyes ful adversary who desiresyour defeat. Your foe Sea To the sea lies your goal. You must cast
is:
be opened to the challenges that await so that your nets to see what you will catch. There is a
by seeing our path more clearly, we will not 10. Influence Over the entire adventure a guardian that watches over you.
stumble on't. force broods. manipulating the events for its
Knowledge There is a hidden knowledge
Conclusion As the fates have deemed us own unknown purpose. This influence is: that you must seek. It will be the key to vic-
worthy to receive this foreshadowing. may no tory.
11. Fares These cards represent powers
ill come of thii reading, but rather may we beyond the ken of mortal men, forces pushing Weawn There is a great vessel of power. It
and pulling at one's destiny. The powers you may lead the way to freedom if you can find its
turn this knowledge to armor us in the trials must beware are: master and bring her forces to your cause.
that await.
OCpSSS' PROPhW Wizard Trust none, there are those who
-mahobs OF REabinq Add thcx interpretations to the Oracle's read- seem friends who serve only their own pur-
ing of the hems' Journey. These quotes refer pose.
W / N O WBAL/WOB This method is fast to different features of the adventure. Each
, and simple and determines if an idea is good suit adds a location to the item ifappropriate. E m p m There is a dark lady who rules the
evil. Only you have the power to thwart her
or bad or if the results will be hnrmful. Deal Beam There M waving g r w and vast PhS.
and cut the cards then spread them and draw wilds here, trod by no man.
and turn up three. Look at how many cards are Emperor Beware the homed warrior, he
Epnh Your path t a k e you through dark stands athwm your path.
winding wwds and thorny forest.
Dragonlord There is a glimmer of hope
here, a secret ally, a creature of the light.

29

Rumors are used to provide PCs with impor- 20. Seek Sevil Draanim Rev.He knows all hold the key to the Highlords' defeat.
tant clues and warnings about the adventure. 14. A monstrous child of the Dark Queen
When to give rumors is explained in the DM one could desire and can obtain anything, if
Notes in the Prologue. A rumor or several the price is right. He is as loyal as money. prowls the land, destroying rebels.
rumors may be selected based on the location 15. The treesof GrimsomeGlade are as old
ofthe P O or by rolling ld20. Rumorsmay be 21. Ogres arc recruitingmen to guard their
learned by talking to someone. bribing, over- caravans. as the Age of Dreams. They resent man and
hearing. posters, and reports. You may create unnatural beasts, slaying all tresp~uers.
your own rumors about the land or create 22. Tales of heroes who have slain dragons
adventuresbased on the legends. (Roll ld6: 1. abound, tales of a dour warrior, a frail elf- 16. As a creature nears his span of years he
maid, a crafty dwarf, and a clever kender. is called to dance the Death Spiral. a final
-3 = Rumor, 4-5 = Legend, 6 Omen) game with Death that none can win.
23. The rebels are learning to summon
Rumons lightning to confront the Highlord. 17. A spring of life is lost in the Dairly
Plains. It brings health and youth to some.
1. Posters urge brother to betray brother. 24. Rumors abound of the Highlords but madness to others.
There is a price on every elf for the deliverance betraying their pirate allies.
of the lord of the rebels, Renard. 18. In the ogrelands, legend tells of the
25. The Highlords and ogre chiefs plan a Valley of Vipers, where plum-sized gems car-
2. The Highlord does not wear a helm. secret meeting to cement their alliance. pet the earth. None dare seize them, for ser-
3. The ogres resist this rule of evil men and pents coil among them and poison the land.
would as s w n make war with each other. 26. The bullmen of Minas are a vicious,
4. The dead have been awakened to join bloodthirsty lot even crueler than pimter. 19. Far to the north in the Worldxap
the forcer of the Highlords. dwells the living Beacon, a guide to lost mari-
5. Squads roam across the land recruiting 27. The Spring of Habbakuk has been ners. and a candle of hope in dark times.
all able-bodied men, killing all who resist. found. The waters give mastery over thc sea.
6. If ever in need of a friend. seek one 20. Long ago, there were five Towers of
known as Pig-faced Willy 28. The ogres have a monstrous secret: A High Sorcery. But the Priestking ordered them
7. A humorous talc is told of the kender creature so fearsome that few are sure if it is sealed for all time. One stood above the capi.
who drove the Highmaster and his army from the guardian of the ogres or if they are its tal of Istar.
their woods, though they were outmanned. thralls.
8. The rebels are lead by one who can van- Omens
ish into the woods, and his second, a brother Lecienbs
to the beasts. 1. Ravens circle in the sky foreshadowing
9. The rebel's sign is a sash. green as the 1. A gray stalker haunts the wilds. He can dangers or carnage.
leaves and red as our foe's blood. not be harmed. He drains vitality.
10. The rebels can come and go at will 2. A white stag bounds toward the area of
from the Highmaster's stronghold. 2. On a rocky shore, in a bloodstained ruin, most hope for the party. Then it disappears.
11. The Highmaster is a cowardly sot, restless souls mount an eternal vigil, watching
renowned for his girth and atrociousodor. still as they watched at the end of Istar. 3. A sudden gust of wind blows and a
12. The Highmaster has a mysterious aide cloud or leaf shadowsform a deathshead.
who can go anywhere, see anything. 3. On moonless nights the Blood Sea roils
13. Within the Highlords' forces are our and c h u m with the torment of the wicked 4. A bird struggles in a thorn bush.
friends, a viptr at the Highlords' breasts. soulsof the lost. 5. The clouds or leaves part, and a ray of
14. Few ships leave the ports save those sunshine illuminates the path ahead.
garrisoned by draconians and bound to the 4. There is a mist-shrouded island that 6.Where the party treads, the g m s does
Plains of War. Only fishing boats may leave holds the bane of all things. not spring back, but withers and dies.
each day, and they must stay near the safety of 7. Storm clouds billow on the horizon.
a harbor or face the savage pirates. 5. Legend tells that Elian the Fair, lap of 8. A pale faerie fire dances toward the
15. Pimtcr infest the Seaof Istat. They prey civilization, hosts the Garden of Wonder. party, attracted to metal and wood.
on the weak, steering wide of the Highlords' 9. A lucky find: a copper coin, a shawl, a
ships as if they had a pact. Worst of the lot is 6. By the crystal caves is a creature whose thimble, a button, a buckle, or an empty vial.
Mandracore, the most vicious, bloodthirsty beauty can blind a man. It sings a sad refrain 10. Bleached white branches stick out of
scoundrel to sail the crimson tide. of the lost majesty of the land. the earth like the bones of an ancient beast.
16. The pirates are superstitious and easily 11. A feeble screech breaks the silence and
spooked by children's tales. 7. Grim games of horror and barbarity are a dead bird falls at the party's feet.
17. A visiting Highlord is looking for enacted in the arena of the minotaurs. 12. Floating wreckage suppow a shadowy
something or someone. Since his flight came, burden: a survivor. body, otter, etc.
all are stopped and questioned. 8. It is said that high within the mountains 13. Racing through the waves, a pair of
18. The black captain is a brave one who of Minas live men who can fly. dolphins keeps pace with the party's ship.
14. On the horizon the sky turns a crimson
has sneered in Highmaster's face and lived. 9. The Mire, a graveyard of ships, can only hue, boding fair weather or foul.
be found when it claims another. A pirate's 15. A bteeze fills the air with windseed.
19. The black captain's guardsman is more mnsom is said to be buried there. 16. A green leafed bough floats past.
beast than human. He can charm any woman. 17. A rainbow appears before the party.
10. Death's Teeth, twin towers that guard 18. A shadow sweeps across the land.
Reaver's Bay, were once homes to two brothers 19. Low flying birds dart about, diving and
who kidnapped and slew the other's family turning in a mad dance.
and swore enmity forever. 20. A small silver fox yips at the P a . It
leads them to sccretpaths, overlooks,and hid-
11. The very earth rebels against the den details before vanishing.
oppressors. swallowing entire armies so chat
even the Highlords fear the land.

12. A monstrous beast. called Shirgrenth,
haunts the Gaggle Woods. Hunting at night,
it CM eat entire herd. Only firecan harm it.

13. The Oracle of Elian is able to unravel
the skeins of Fate. and see the future. She has
foretold that a band of heroes will p w this
way and should be sent to her. These heroes

30

A PRIENDIS AUTOMAnCALLY FRIENDLY TO THE Pc A FOE IS AuxlMAncALLY H ~ ~ TLOWEARDPcs
. . . . . . . . . . . . . . . . . . . . . .A.N. . .N.P.C. . .IS. .A. .C.H.A.R.A. .C.T.E.R. .W.H. .O.S.E. RESPON.S.E..D.E.P.E.N.D.S..O.N..l.7.i.E.A..C.l7.O..N.S.O.F..T.H.E..P.C..S..................
waylonn wyveRnssbne B ~ . I B V B L W U N A N D R ~
S a l 1 bnbzlnlm RC% 6I7f-Uvla~~(9m-IBVBLQ8nrc)

Sl'R8 -16 C O N q ntAC016 (-)
.w9 DBXq Utnq ALN . HP36

AC 5 (IUnaUr A m U R + a ; +WIWD)
WBAPO" cvOOar.(1D6/103);S r A P P O P m

SPBLls 1u:6 a 6 3rd:) &:I

ABlLWWrOnOMDALA~l DNmBD~CN-aHlAwMP(;~C.HATANMNGlC?EBdm:AmLM-.mpIIuDml. mlms -
MAL. AND MPTiLB ONCB BACHDAY

EQUIPMENT BACKPACK, MBlN MIBROR

LANGUAGES EClfo, mHmilol nD.wSarilfv,aDnreaucioEnlifa.nSolamnic.
Qudnati
..S..r..t..u..k...d..d...h...m..a.K..i.d.a..m..t.i.a.n....................................

Sl'Rir WSn CON13 THAC016 SIR16 WISII CON16 THACOI)
INTIS D E l r CHUi) ALN W 3 7 INT8 DEXIO CHR6 ALLE

AC io (NoAUIOR)

WBAPO" DAGGER3(rD4/1D3); SHORT Sworn

(1W11W)

ABILmBS Rim3yiUTB5imWrWIImDOP

ALLMMAOB:ML"BmRPB,AW.POLPON,

MAGIC. D W .mDROWN.ImNG,aAmND.PAHNIIDIIPNLACVAI-.

now TMLNBD

GATOR

LANGUAGBS COMMON

..s.a...t.u.k..d..c.u..d..f.o.r.m..o..r.ri.n..fm..m...a.h.....................................

SILV€R ~r-urv81H.AWELF- (miem)

ACo (NATURAL) #An t

WEAPONS l 3 m R G Y s w n ( x t ) ( 1 D 8 + t);

Sni8 CON17 THACOrs ..I.b..l.b...x..k..d..d...f.o.r.m..o..r.i.d..w...m...h....................................
INTro DBX16 CHRn ALCG HPs4
................
THIBPABMIBS PP 5 5 % ; OL 62%: R/RT
(xi)AH(RBTOPD-arm
6c0w%;8M2%S 47%; HS 37%; HN 20%; D m Qm(IIDAY)

LANGUAGBS COMblON, HaL DWAIIP, OOBLM

dd Uh.

, .....................................................................................

Soiluamanofmystery. Heclaimstobeawurior, butissecredyacleric. Mylmsi- from M O ~ Xmillennium.Recently m a d .
ened in this time. Waylorn is confwcd about h iera. In his time the
Ninotoovneevkningowshofishpisowcleerniccaolmabeiflriotimn ahnisdahmeumleistl.eadsthwc who nupect last dragons had k e n driven fmm the world and only V r n r
remained.
Sevd s r h t beam the nasty of a hanged man, and speakswith a Waylorn is a vwmonhy comrade. but sems his own purpooc. He
houx. raspy mice. He is aeuetive. but wilting to aid the Dragon tbuerlniemd,tocheavrihl.ics failure to stop his clven lover Silyana. who had
H~hlordre'nemiesfor his own purporu. , r u d the Camclyun. He royht the enchantedsleep

p iSaevisilWlppt.nHnetmoabinelyth~e ullitnimfhoarmteamtiocnrcacnnduym. spelloing~Ha.nisyicnhfionrgmifattihoen to pume her h y h time. He is vcretive about his put.
Waylorn usudy acts as rnwt druids. but when confronted by dn-
wmSesvitloisb1eoapr.llnonalty6t0o%hiCmOamelCf t. mninnr. dmgons. or liurdr. he &mws dlhis helm and shouts chd.
hllen cleric. he dcum to pmw his l c n p and auk into bank M ifr d h r wuriot. After the battle. it
A
wnh to the Dark Queen and mover his scam. He menu W e ' a mnk
a h lhrirmy ,toanbdrewakilltbheemOgyrehiAmlliifangciveeanntdhtehcwhaannc%ed. eB's disgrace %de, m8y be mml hours bcfm he returns IO normal. During this time he
wil other pluu. OdI ribmerutnodbeertathkeenH. uIfmpsreosfseledgaenbdu. and am ncrythin8 M gmnd quests
he t his kin g Hums. Waylorn becomes

confused and return to normal.

-1U6mIr.M n i t hM

Lhiosrmd nEkmbykskutrhveivDingrawgohnenHhiisgsuhpeeriroinndcihdungoetoHf eMiisfoard. He gained &ran w funencountered in DL4. Dragons o f M a r i o n , ~a
ccbrhaezmeddcaotnhlddatnmoaanwny,aPpCrpi,soexnpceyerop~outfnKtghmeern,DnthaoocrrugSguch.rwiHneedaaht,hamesraseyhdan.vToetdhicehemissoivsmraaeg1thgiinlnyg10
odhl.
chaanr dr r.dbyutbaulslyn,ivfuellelroafnbdluwnheirnaenr dartohurenadtssuwpheerniohne. has the upper b i l i v &bouthe man. He rpnkr lide and attempts to avoid ochcn.
He poaum a crudecunning. and is quick to escape when the &rem is a hunted man and only K C ~tSo remain free and UMO-
*.pirag gw cough. On his amphi he fub lite a king and may
HtHMiceeeitdisbc.ayeHswtehhieeissDbovforiarhtglhirsofwnienaiHatrhbfiugitllhhiotleyofsrtaduonlsdldeeinnhedn.resebirhnuriatmotwefadiilnlmtbnoyuoatttyhfmrree. eDnTnahryalegthtohinsreHtaoitgoohcfhloecrrasdp.s..
cake Imbedded in Bctem's chcn is a dull gray fhsired gem. Thismyste.
He ptefcn to .nd y , while mating plou dut Mleu risky to
him. He is a k c k nabber, and is quick to shift blame to others. He riaU gem cannot be r e m d and makeshim immod. When the
b e h he has a KCIC~ d bwith Sevil. He menu Kid- greatly gem is W g him,it glowsgreen. The Dark Qucn wants this gem
Hoprloch, his amphi dmgon, is Msurly Mits rider. It has the and her people are remhing for the man who has it.
dcmcanwofa ht toad and dclighn in terrorizingnhen.Loyal to
W e . it will do anything to help him. More detailson amphi
dragonsMgiven under New Monsten

e.I.W...T..b..l.k.....A..n..*......b..e.n..e.d................................................... @..I.9.8.6.T..8..k.....A..u..W....e..-.........................................................

Gifden.roapcisa rpci.l agent ofthe Dark Queen. sent to keep the silrrrpol is tshwe nlegadeenrooufgah band of rebels who hide in the %le
pevc bewen Lord %de, K i h . and her other dies. He repom Woods. Not to challenge the entire Dragonmy, their
HbaecL0krYro.rlnpoMmndYtrhnteooDutahbrelkicr.QoOrndwleynn'IMabnIcYddchifaenritdpsuKuriipttsioahmmim,k.hneowWoMfrheinstINtoCspMy knowledge of the land allows them to mid and evade punuit. He is a
M. duhingly M s o m e . slender half.clf.
Silver poa's ultimate god is to make the Dragonumy's lifc so
on
Kitiam. Mbe dirvunr her motive:. B f m m t e her, he ~ p p o mW e u n p k t chat they will eventuallyleave. He delightsin cauncingthe
w h trorposossmibelew.aHwecanrinagndofthtehne Oracle's prophecy he w . 0 ~to seck enemy. M i r i n g that the inept %de is his b u t ally, the Pox don
hu intends to slay her. Ithe encount. wtmhheeandt fnhoecoolMinshiultyuo.,Shbielvulpetrh%Fdeoex'issnhurettioadiunoshfaisnhdpdwdoto.mnSinfl&ovetrarPino*xtihnhecellpluivsdeeesn1oe8fmIhdiies.s of
out
m the PCI,he attempn to d e a d them into dmger with friendly
advice and then q o m on thek pmmce to 'Ibede.
Iml Wild Elftighten, four 7th-lml Wild Elff~hier/druidr.eight
Id.lml dwdfighten,thm 5th-level tender thims, and 15 4th.
Iml human tighten.
30;H#eAridTe3s;aTbHlaAcUk,nag15n;aDmuendySeablled(6A/lCdb7/I;dM4V). 18': Save MP4; hp
Sableis a highly
intelligent CICaNre. able follow simple commands. He hates dra-
coniuu. to

%...9.1.6..l.n.U..k....M...B..b..h.E..b..e.n..e.d................................................... @..I.9.1.6.m....b.c....A..u..B..b..h..m..l.m...d... ................................................

KiriuruGtnenloftheBlueDragonWing,Mcofthempfi~ Bd#w is a feisty hill ddwecuimf aanteddlibeyuttheneaDntratogoSnilvmeryP, wa'hsofrweerdieodm
choumwmuarniodts ohfththeer,Dan~d ag ~ n ~Henr kyeen milituy abitiry, a legacy from fighten. His clan w
her a l l b with the blue dragon Stie, have m y of his people off to rorL Mslaves. mining ore and d t i n g
hdeylpeeldimheinrattoinrgixMthYrwouhoghnotohde minnkhseorfwtahye. Dmgonanny nifdy, qui.
ThoughK i t h appcm to remain calm and in conwl during WBwaOdngesr. doa not vwt stfangenand only fights alongsideelves and
hmnddgemt bwcbuavi frrioefntdhse.iAr cgormimmaonndccamwf.qBfaihdgteerr,snhaerhlsaastsawllocrnhtaolMlcCw,
combu, h e is a W O ~ Mofswngpwionr. She is self-assured and day p e d y dit the rhmrt ofa Dragon Highlord. He is terrified of
independent. full ofvidicy. She is motivated by a dive tor power dragons, homr.
and a desire to but men. She rehvcngcmc VpiM thwc who anger
her. PIn3tH;elhelipghae2sn5:cae#waAnaTrdth2oo:ngTlyml irAeosuCpnOotnnd1as6mt;oeDdBmGagdogu2egrd'es4r1c:o2(Amd4Cm) Ga7n;oduMsg.VeHre1h5iu's; Save PI
In her position. informationis the mon duablc commodity. and
h e capnuer imponant chatactenrather than day them. avenge
She keeps her distance from others to avoid vulnerability She v i m m.q,but fondof fmit. very

her mount Stie Ma loyd pet. She hopes to someday find her brothen
and Trnir and convincethem to join her.

..I.9.m...l.n.U...k....M...w...h.o...I.m....d......................................................... ....*.I.*.....T.b.l..b.c....M....w....-....................... ......

..................................... ...............................................

WS Ohn-kORbf 8 + 4 l i ~ ~ f n ~ m u n r ; h r r b f ~ 1 ~ ~ )

AC 6(NA”IALAIUOR)
. (w);WEAPONS HORNS
DAooBns ( X 1)(D4/
m3);lAaon CLUB (1D81rD6); plsr (I-L) & H U
(W

INFRAVISION 60-PI MNGR QMUNB
N O W PBAP:POOR SPaadB). (1/4 M O V m S N r

RAW

LANGUAGES MINOTAUR,SOLMANIC.

..S.e.e..b...d...r..d...a...d...h...m....m....i..................................... ......................................................................

rRItZ€n ~ O R W R ~7 m . m ~ . ~ ~ - o o p ~ p l o m a n / ~ w

HDg hp63 YVg’/q4.THACOn S R x 8 / s i WlS7 CON17 THACOn AmBAI(NFC)
“8 Dm16 Q a ~ i ALCN HP66
SAVER0 SRu INTI) ALLE SZ@-pTLON

AC i *AT 3 AC 6 (In&& AucORi DEX BONUS)

ATTACKS CLAWS (D611W); BlIB(3D8); WBAPONS DAWm ( X 1)(*/ID)); BEUYINC
WMFON L k l ” G (63)
Per ( 1 ~ 6 1 1 ~ 3()ID~/ID~)
SPELIs (aLUSIONLTr)1.:3 and:) 3rd:r
ABILmBs INFBAmON 6 0 . q W O D SWmnIBR
(LVL,1--ATm SBP.MIvEMm. P A M I Y W - THIBPACROBAT P P 4 ~ Y ; O L s r % ; P T / R T

noN. &UNBOWPAIIIUN. Y U D O W Y A W C ~~%;MS~~%;HSII%;HN)O%;CW~~%;

n-i ~cB8oW;Bv~~Gi~%;VA~Ig.~~,
BIBAY PAIL 50% (IO PI); W I N G 4.15 PI
LANGUAGES COWON. DRAWNIAN.
Snv- BLP,DEACONW, LAMNIC LANGUAGES CQkUdON. OGllE. HOBWBLM

..S.e.e..b.d..r..d...d....h...1......0....l..l...i.................................... ..S..e..e..b..d...r..o..f.r..u...d..h..O...D...l.c..~...................................

HDg h p p Wg”/q’THACOn
SAVER1 Smw IhTq ALE a 4 5 P I W N

~ AC a #AI! 3

AC8(RlhGOF-N+1) me);ATTACKS CUWS(U%/U%);
BWm
WEAPONS D m (IDq/lD)); S T m (ID~/IW) WEAPONS: LIGHTNING ( 7 ~O)R RBpuLploN GAS

ABUJnlS ASBLUEDEACONsKL0 (SAVE VS. BIBATH VBAPON OI MOVE AWAY

SPELLS (IuusIoNIsI)lli3 2nd:) 3 d : r W R 8M ROUND9

J!QU(I?mMK,rN-C-ALRmo vOOFm~+ l;SCll O
Sarp, D.4Rmm9, PAMLYW

l7ON, R A I N U O W P A ~S, U D O W ~ C

n-i
LANGUAGBS COWON. DRAWNIAN.
SaVANBbn BLP, SOLAMNIC, DRAWN LANGUAGES COMMON. MlNOTAUR, DRAW

S..e.e.b..d.r..d..a..d...b.r..m.o..m..i.m...h..m...h...................................... ..S...e..e..b..d...r..d...a..d..h...l.s..o...r..r..i...................................

mZLauestabn-thon s ~~ ~ u r. - ~ r p~p l o m a n ~ n ~ ~ ~

SIPIS WlS13 CON16 THACOis

IhTe DaXrS c W 1 3 ALN W s o

AC 4 ( h l ’ b m AUU)., DEX BONUS)

WEAPONS DAcG8M ( x 8) (*/ID); #AT I);

l0nn;snUO +1(~-9/i-13)

ABlLnW ~ ~ O N 6 o p9I%;-ANT
maaw AND m u 8 8 8 ON 1.4

S..e..e..b..d..r..d..d..h..o..l..i.d..o..m...u..h.......................................... .................................................................................

................................... .......................................

K d , u Maquuuullr him. iaarencgujcminomur andtkatmate ofthe WrTuieeilrayu.,dlarnnadondaonnfuluynttaohpethpLenabdnyuuLdean.rpLculwaicimno.fintihgaetmhtehkecnoommwinpooantnalyiuor$na&o. fSmthheneiacBp.elHu&eer
Percchon. He haa p t mpcafor Maqunm u awnior and alader.
shepw him a hwhenmm p i m m d d hawuucka blrdc in hia
gullet. Kofia belligerentand litn m dink and brawl. face ia almy~rci*dand haheelddboanckMfmImm e a the gaze o f a PC.Hot
tcmpaed, ahe hu to be batde.
Kofiaby.ltoMqunnandwouldnothy~ ~ m a t Hc re.h u a Ibb ia mlly K i h in dhguisc. IdnoacehiamgBumkmah.cShhoepderotuo hheirnbueaact e
hot-tuoperand hu been known to rbrar mmconcoverboardwith tide hu+Hunong the pury and m gn
pnnOatim.He mpem MYOUC who beao him in combat. He dirvvrn
damngcnandkanmagic. to m i d diaccmy, but may be caught w i n g at %nu. Cuunon. ot
wRhaoidiainth. eIfpdoilryomrrarrprhdc,d~wheer,ilaltndditrhpeeymbomthrfOluic.ontheBIueWirud.

Pam ia Maqucua'a pemd body@ and a nilor on the Pcrcchon. StiCia Kitiur'a mount and p m c f . They haw nnuk a pact to muN-
Maqucaca OM saved Prim trOm the governor's plllowa and he hu d y miat and p m c a the othcr. k u g h d l mnnipukriotu the
brrn with hn ever h e . A m y e and a acoundnl. Priu a tthwe)yhhaowldrtirhcenetnhvroiaubglehpthoea ranka ofthe Dragonurnin. m that nor
beatLlhaadromencu that a m n m e n , and he knora it. of Gcnecal ofthe Blue Wing. one ofthe
Priu ia loydto Maqu~stal nd will not bemy her. He cnjoya grand top five commlcldr. Skk vuerayddumgornaonfdhicaonwsoidrde.atahopurogbhleemvilf,raonmd ia
~ N I Wand alonudbeuluMreddbqhiua lkninodf. legend. He ia flunboymt. He ia
boinemur, and Wryly jovial. he enjoya uunt- wry loyalto K i h .
dhi8amngmleispbuclfaotwhumalnlidnkgnhoiwaachhoowicet.oHpelacyanonbehidaif.boeo'lsicmnlelyn&cunnianngd in
ing ha.He d i d h mou minomum. He hu a ~ c fmeuof fm,and
if a d with fLmetight8 at -2 m hit and fofgm hi8 tumbling wcaknaca. Me ia not only loyd m Kit. but v i m her u hia daughter
Ikiua. and don whatcw it PLn to p m t her and keep her alive,

q...w....m....k...u...w....-............................................................ w....s..m....l.r....~....~...w.....~...l..r..m.....d.........................................

Chian ia an lncicnt hmnrc dragonwho llin in the nritu ofthe city ShudeUkorrk. nown only u the Blue Wiurd, ia the companionof
ofKurhpy. A loner, he hid duringthe Shadow Ycur and did not Lady Lengmicn,and fm appeva u a daw of the minnrun. He is
aucu the good dragon Oath. He ia a m d i m hpon. homver, and quiet and noncommitul. &king a wty myacriow aior u is the my
thwdirprirnhia mi& to d e thunvem thooc ofarencpdc evil of illusioniam.He ia wry pmtmiw dthe lady and f h her m y
draCghocni.oNn omnreL. nMEdanthdenOdrnaecalei,&Mngaainmac ofhia 0;lPncc. Where.
the allin ofrhc Drqon bylahirpreiUa.d Heyptoh*cebscluaeddraogfotnheSptiei.apollaybmiloitlipnlromfiandtonhguomna. Innftohrima
Highk ddi~inroUmIga.mHmeplotawthedaLtChedditnctohneimn.nHse, agndmmtuopgcmmtmemxteremes
to amid ganudkg.nhedaenedrKmithianmho.pIef to inainuare themrlmamong the pvty
wicked h y d by the d d n g u ofthe Oath. He d& to find d k m a d , K i h heCMI &pel ma&
xwe proohof chia h y d to d y uthnecoutihnegragtotoid~ddraemgcmiui.al fdhv. fmm her ring. dunging him back to Skk and they both flee.
ued and mnfmnad. &cn an l d oth-
en. he

*..l.n..6..T..B..b....A.u..w....*.l.r..m....d..................................................

Epnbdk ia Kitiur'a I& wing rider. He ia a milinrg man and belieMs d bMoathqua amaeiracchaapn&t andofa tphienPee.reSchheorne,bfeplanengnaainhaicp oh the Blood Sea.
m c a n be vnlcd by the not d. He heathe rhrill and dmgon d e . but ia
dMe iMa aalqmuycasaeiuadrvhlmthduanndomcauntaiopuea.
dqueBao&amL.abub&origelrmhwraginieicg. inantdheaWbhrtr.dSirhteicfo.Uahmc ia aKmitiaacne'ar oorfaduenbawriftuholcu.t tnpoloamtyfnionnogllhbhnoutddhUyapeidlninCouidtgyth.htoc be caught.
fe w . She

Botb lhuc a m n g mpcafor K i h . They Munder order m Maqucsta appnn to be dthe northern race of black * i ~ e d
bfing rebel Ldmin alive by wh.rrrrr mnnr ncccuuy, but may day T.muinen. but ia d y a half-elf. Only Fritz. her bodyplud. ~MWI
r(wehithhhdia deiglhrtabouuitldo)fmhaignhdt. With their h c h both Beyla and E d
be miamkenfor Kitian. heraw hen
perIemd la'n:dmdoifuiliucuilatSto adult blue dragon.S ia hot-tun- Maquuu'~un wty ia m her ahip and UCI.seeking livelihood
d , . She prden m charge d u& ground and freedom. She hu mom a acmt blood oath ofwngeancc & ~ t
d chuc who haw m d the e h pcople. Hiqunn wa helped
m n and
,form. Shemrpr and hiuaat amngcnand ia readcu. Pritr fkthe paunor'agalIowa. Nor he ia her b o d y y u d and the
Beyla'i mount ia Rumbler,OD adult blue dragon. Rumble ia h e only OIK M a q m uuauwith her private EOUIUCI.
afnmdawihth.hHiaewuainca@hi(saabwmVtIh. lipnefUfqtouetunndayin(1m-1 imne6)'s.fHeenuiinesa to bu&c Her rcomd bydty iLalweadpearyoifnmgceunm. mactroawahndbatorgbainer, ahc mea
30-h L
debt ofhonor. She and an
fadiua). h w a t ~ ~ f ~ hsmhe tdn. nu the Dragon Higblordd uuelty.
-.*1*mlr. w w m
...w. wsulr.~w.....l.r..m......d........................................

................................. ,""'""""""""".""..."."".""'

.., , ,, . . . ., , , , ,,,,,,.,., .., , ,, ., ,,,...................!C.......-.~..... ABllsTIEs INPRAVISON 60-PI RANGB; TRAINED
TO PlGHT BUND AT ONLY - I P B N N I Y , GOOD
SBNSB OP SMELL AND GOOD W N G . TRAINED

SmTMMnR

LANGUAGES COMMON, MINOTAUR,

HOmdIN

sa bukdonllor moK inf0rm.h

STRz8/99 WSio CON16 THACO8 A
INT9 D E X i i CHR8 A L N E W S o

AC 6 (UAmh o u DEX BOWS) i 2

AB- INPRAVISION 60-PI RANGE; IMMlJN€

N O N M G I W PEAR

LANGUAGES SOLMINIC. MINOTAUR

9WELLS (MAGICUSER) 1st: 4 2nd 1 3rd: L

tales .....,.....,.....,...,.....I done his tricks yet. Once he had heard of a
captain who had escaped the whirlpool.
The FCg dLKoma friend who was loct fo the dimly lit by the glow of phosphorneent sea.
cold embrace ofthe dark sea. This is b i d~ e . To the c m ' s terror, he turned the Illhawk
An haedible Rucuc-The churning waters weed. There I stayed and recovered from my abroad the rush. Only Shirkuth's, Terden's,
tossed and battered me. Everywhere I looked. ordeal. My hosts returned periodically with and my swords kept them from tossing him
crashing waves surrounded me, with no sign f w d and drink, but never stayed long and I overboard, so sure they were he would swamp
of refuge. Water choked me. my limbs turned was often in solitude. us.But like a cork. the old lady shot from the
leaden, and 1felt myself sinking deeper and
deeper into the inky dcprhc. My l u g s fdled Then came the time for paning. Thii time maelstrom and back into the storm. We had
with fm and I struggled toward the SuIfRCe. they brought me avile liquid and insisted that
but do not know whether I struggledfor d6ty 1drink it. It fdled my head with cobwebs and I ridden the whirlwind, but not without
or swam deeper into my grave. Finally, I did found myself helpless to mist as they led me damage-all our spars were broken and the
not care, I was so tired. again into those black waters. mizzenmast shiwed.

There 1floated in the cold, black waters, for And so I arrived here. Little did I expect to In the dark of the storm and the waves we
moments or days 1cannot say. Then, from a find my friends, who I feared had met the fate sought some refuge and sighted a small
I had escaped! Strength of Mishakal. the island. There we set anchor and turned
d i m c e I heard the squeal of a pipe. Some- ashore. Woe to a11 of us!
healer and joiner of lives!
thing mooth bumped into me. and my fool- This page of a ship's log is dircoved in an What we thought to be a sheltered cave
ish body, unwilling to w e p t death, grabbed opened wide and we found oursclves staring
' hold. I rushed through the Ky deeps, thinking abandoned dingy.
,.,will ever be found by another, I don't into an eye the size of a man. Black tentacles
omnelvioabitosusthrhooulddi.ng- on darkness enfolded know, but 1 hope that my experience might
yet save someone. rose from the waters and flailed at the crew.
Mer a h e , a peacdul warmth returned in We had landed on the back of some mon-
the dark, and I awoke to the soundof lapping Days ago, sighted the Reaver's sail on the strous horror and it snatched the crew from its
waves and hollow echoing voices. 1 lay on a back and the ship's deck ps if picking berries.
sandy ledge. There were dim f w r e r in the horizon. He is the terror himself. Should he Then two monstrous claws cracked the lady's
e darkwaters, more than men. they seemed half catch us we knew all would be put to the hull and all was lost.
fuh. They spoke, but I could not understand sword. Could not outrun him so Kelmar
and so they left. turned us into the storm's edge. Even that did Only I escaped in this leaky dingy, drifting
not stop the butcher! away with the rest of the debris. I have drifted
My haven seemed to be a submarine grotto, out of the storm and the sun has baked my
Three days he pursued us. Kelmar takes us brains. my tongue is swollen black.

toward the dark heart of the storm itself. At joiTnhtehyemha.v.e. all gone, my mates. Now I go to
last the Reaver is gone. But had we doomed

OUKC~VCSto the Maw of the Zebom?We PIC

caught in the maelstrom!Yet Kelmar was not

........................................ .......................................

IlieRurau the *edcr d t h c pinre umndr. ndiq through fcuMd kbulrb is a human magc who hu fo&n the d a c e world to dwell
with his lover Apolnm. t h e c a elf. He finds the ways omfomaet fnuanliielnk
me&. Pon who will not fight him openly d1LiouIppipnmrepbcerimomurelsy.tBhye now, repulred by aubretfugc, bcuayal. and w.
who defeats him urd u He is
mdirion. MYone with the Nils of the world and is looked m 01a riaturd leader by the
pinm' no1 leader.
A p r l y fellow with I p a t appeute fot power. he holds the pirntu aquatic races once w u reacher into the deep.
A man who fled the sultace world and his mponaibilitin. Zebulah
to up.nkttblyr buildingon then h a and feuof the minouurp im fleet. &mly accepts the role Pate has rhnut on hheimr pPeIoppelen.anHcee.isHdeisitsrustful
and YICIOW. but hu a socd rnsc ofpolib. He d insI deeply with Apolnta and loyal to
He nm in love
secret dimcc with chc minomur chieftain. He .Ira hu agreement
with the D n p n Highlordr tohwsfm ahipsand let the dragons'ahips ofmgcn, but hia aurface heritage causes him to help those in need,

P=

a..l.5.s..6.m....I.r....M...u..g..b..h..l.m...d............................. ............... .....
I

vciboolern&t -lKea&der, is tnhegcbhyietfetaminr.ofHetheCUmI innootmsupfeaa.kHbemisma oCnN. aCnandIdm Apdem is the leader and spokespenon for the Dargoneati, Deep
d l y Elm. though the pooition of Speakerofthe Moon has k n V X M ~
deigns to speak to lerrers unless he is dcdding their fate. since the ShadowYeus, and none has risen to claim the pooition. She
Chot lookr on dl other mcea as inferior, except he hu a b i d i i iasnmd ohreerZsebhulerhl'osvceorutnoselelatdhntnhehme iisnhtiemne,sbouft her people look to her
rqxctofdmgona and Giwten. Ht hu mrde a pnnith the trouble.
Dmpn Highlords w funher hia own ambitiona. but he does not UUI( Apoletu b a pmctiwJ elven woman. She does not understand
thaa.In rhir light. he hu entered into a sew dlipacc with the modeny, buc h e is willing to adjust her ways so P( not to offend
huuan p i M chid to protect his intema. G o t does not bclim that odtwheelrles.rsDaenedpltyheinirlcouvreiowuisthnaZtuebreusl.ahS.heshdeoiesrfna'stcpinreatteenddwtiothusnudltearcsetand
k r wtumMbeg him, and rnrlpvn lnvr ISM,toying with
then championsin deadly games of the labyrinth. their ways, hovevet. Apoletm is frightened by the violence of war. but
duty to lead and prorecr the Dargonesti.
accepts her

,.......... ....0.1.5..s6.m....I.r...M...G..h..m..lm....d................
1

kitibaa'sJ o u R ~ ~ ~ create orderand rebuild rhiiworld to the glory he is on. I regret the day I must face him.
it once knew even if1 have to split the skull of Raistlin, the sly one. Have you reached your
20th Menhc '51 S i e e n days I have waited every Knight to do it.
and still no mults. This is not ddier's f a . But thereare fools everywhere. even here in potential yet brother? What a strong ally you
Should be back with my troops crossing the our hemland. There Seem to be diuidena in would make. With you at my side I would
V i n g d . Bpkpris is a god man,but at times never worry about a mage attack. My friends,
he forgetsto thinkbefore acting. Let someone every dung heap, and this butcheringof elves what a grand adventurewe could all have.
sickens me. At lmt we finally have agents
else sit out chi %ret duty! among them. The Queen's own Gildenton- 21s Merthe '51
Has ArinLus perhapsgrown tircd ofme that gue is a prize. He EM go anyvhcre and none
he should convince the Dark Queen to post Pinally! Ariakus and the Queen have mealed
me here? Perhaps I have ovcrwtimated our suspect. We will bend them to our own ends my ~ N C g d ! They speak of invincibility for
whether they know or not. Still, something
alliance. This I must think on-how best fo about that Aumk bothers me. our forces once I complete my task. And the
Queen's scrying has predicted that the goal I
serve the Lady and my& Then again, where would I be without the seek will bring itself to this pest ridden town
This lide bcnat who dls h m e l f lord fools who first called themselves Dragon
M e - h o w apt1 How such a snivelerreached Highlords? Petty little men1 What they and will be ripe for the plucking.
So I receive a reapite from this dread wait-
the mnksofDragon H i g h m ~ tics~beyond my needed was a leader and someone to weed out ing. Sincewe know the day of its arrival, I an
understanding. That fool Venninaard let a the dross. It was a lucky day when I joinedthe
group of barbmima defeat him and now his called back to command my forces in the tak.
dragon alliance at Lemish. ing of Palanthusand the crushing of these dis-
. lackey c l h hi mantle. h e , %de com- We could use more gwd soldiers like the
mands woourrshmipeihsimf.rosmo Throtyl, and thcdc old master1 I wonder what my old comrndes organized Knights of Solannia. This will be
gnrnts lewprding him with glorious indeed! Oh, that %is were with me
M up to? W,now there WPI aman, and a to share my victory.
M&kc to keep him under our thumbsmay gwd l d e r of men-what side has fortune
be wonh it. But a H ~ ~ I I I M ~Wc ~ha?t!next, led youto? What atcamwewouldmake, with Still, thu must be very important that a
Highlord has been tapped to oversee its SUE-
one of the five Highlords? you as my second. cess. Again my star shines, and perhaps there
This war wearies me. These damned
Knights. stirring up rcsisnnce among the My two brothers, where w you? Caramon, is a new mow to make. If it is this important,
p w ~ otry, ing to clingto their precious titles no leader, but a g wd saolhduienr,dgreododliaktetahkiimng!
orders. Ah, but for there must be more to it than I am being told.
If it b our strength. might it not a h be a
<andlands. Cannot they see we w uying to Unlnahe's still mixed up with that no account wcakncar in the right hands? I must think on
drag thesc idiots up out of the c h m that has
claimed rhii land since the Cataclysm? I will sonofa Knight, S N ~ .A bmw wurior, but a this and on Ariakus's future. gTeomthstionnket.h..at all
foolish man. No doubt which sideof the fight rida on a man with a green

36

ZaLlS'" C m b s

b B R E ~histony Badger, the 2 of Beasts for Pepsants hieaaachy OF hanbs in

The TALIS" card deck is a heritage of thii Berry, the 3 of Earth for Stewards Qmes or Stakes

world, It comes from the ancient days of Waterfall, 4 ofWaves for Artisans Following is a lit of the different valued
hands used in games of stakes. given from
Krynn, when there was power in the image of North, the 5 of Winds for Scholars lowest value to highest. The suit of Fates may
Bonfire. the 6 of Flames for Warriots be paired with the Nature suits.
things and lessonstaught by the gcds for those
who would but open their eyes. You will note that the cards of each rank 1) CHAMPION-High card only
reflect not only their suit symbology, but also 2) BROTHERS-A pair of same value
The TAUS card deck's most notable worth the symbols of their masterlmistress. For 3)* COMMONS-Nothing but Commons
was to read the shadows of poosible futuresor instance, all Peasants depict beasts. while 4) GUARDIANS-Two pair
as imagesof the challenges and forces working Scholars depict aspects of clouds and light. 5) ORDER-All cards in a sequence
on a being's life. This practicehas sincepassed PatalPorrn: The Fates rank above all
from common knowledge, though it is said other cards, usually given a value equal to (3.4.5,6.7,8) but not a11 of the same
there arc still those who remain learned in the their number plus 10. The Dragonlord may suit
equal either 0 or 20. 6)' ALLIED ORDER-An Order, includes
mystic an.Indeed, some speculate that only Rulnr: Every Suit and every House of cards onlv married suits that count as the
cards created by the hand of a master limner (all cards of like value) have one card in the s&e suit
Fate deck that is set as iw Rulet 7) HEROES-Three of the same value
are imbued with the kuons of time. Balance rules Peasants & Beasts 8)* COURT-Nothing but Court cards
Today, the TALlS card deck has passed into Grove rules Stewards & Earth 9) ADVENTURERS-Three of a kind + a
Sea rules Artisans 81Waves pair
common use for games of chance, the passion Knowledge rules Scholars & Winds 10). ALLIED SUIT-Includes only married
ot mankind. Much of the symbology has Weapon rules Warriors & Flames suits that count as the same suit
Wizard rules Mages 11) SUIT-All cards from the same suit
-degenerated into the five natura we know Empress rules Ladies 12) FORCE-Four of the same value
Emperor rules lords 13) ORDERED SUIT-A sequenced Suit
today flames, clouds, waves, leaves and 14) GUILD-Five of the same value
tracks (originally Flames, Winds, Waves, 15) DEFENDERS-This hand must include
Earth and Beasts) and the suit of Fates, which
we call powers. Their ranking is much the the Lady of Winds, plus only Warriors
same as those ancient decks, but just what the
powers represent varies by locale. & Lords
16). NECKLACE-A Suit with (8,9,10.2.3)
Ranking OF the C a b s Dragonlord NICS Dragons 17) CROWN-A Suit with (6.7.8,9,10)
Special Cases: In general use pairing 18) SCEPTER-A Suit with (7,8,9,10,2)
together the Lady of Winds, Nadir and the 19) MASTER ORDER-Order of all Masters
Numuid Rank: The cards M ordered Warriorof Flames, Bonfire, creates the highest 20) FATED ORDER-Ordered Suit of Fates
from 2 to 9.with dragonseither counting as 1, 21) FATED COURT-A Crown of all Fates
c d e d an orb, or as 10 called a dragon. ranking cad, valued at 25.
Elemend Order: This ranking sees some * Not used in high stakes games.
Suit RndL: The suits are ranked in the fol- use in d a y ' s games of chance. However it is
lowing order from lowest to highest: Beasts, t h R € € @m€S Of Skd1& Chance
Earth, Waves, Winds, Flames, & Fates. not commonly used, except among lovers of
games. There are two different elemental Here arc three gamescommon to the world of
In some games, a suit is declared to be orders: alliance and dominance. Krynn. Feel free to invent others of your own.
k p . which makes it the highest ranking
suit for that round or hand ofthe game. Alliance states that certain suits have naw- Bounty hUnt€R
dallies and opponents. A suit may marry (be
Each suit is broken into two sets. The first treated as the same suit) with an ally, but PLAYERS: From 3 to 6 players
set is the "Commons:' consisting of the cards COFFER: Each begins with 40 tokens
numbered 2 through 6. Each card rank is destroys a hand if paired with an opponent. RANKING Dragons are treated as 10
The alliances of the suits are: DEAL. The fust dealer is chosen by lot.
identified by a common name. Beasts can ally with All Elements each player draws a card, high value deals
2s are Peasants first. Deal then passes to the left. Three cards
3s are Stewards Earth and Flames are Allies are dealt to each player, who stack them in the
Winds and Waves arc Allies order received without looking at them. Then
4s arc Artisans Fates and Beasts are Allies the dealer draws and shows the fim card of the
5s M Scholars deck. This card is the "trump" suit for the
6s arc Warriors Earth and Winds are Opposed deal, and is the dealer's card.
Waves and Flames are Opposed GOAL. To hold the highest trump card at
The second set is the "Court:' consisting of Fates Oppose the Four Elements the end of each hand: to capture the coffer.
the cards numbered 7 through 9. The dragon GAME: At the start of the hand, each
. usually completes the court, but may be Dominance states that all the suits are both player must ante 5 tokens into the Pot. The
counted among the commons in some lands. submissive to some suits and dominant over
others. The four elements form a circle of
Each corn rank is identified by a coun name. dominance. The dominancesof the suits are:
7s arc Mages
8s M Ladies Bensts is submissive to all suits
Earth extinguishes Flames
9s are lords Waves soak Earth
10s are Dragons or Orbs
Masters: Among the common cards each Winds evaporateWaves
Flames bum up Winds
' rank has one card which is considered the mas- Fates dominates all suits

ter or mistress of all other cards of that rank.
This is denoted by a star next to the number.
The masters of the commons arc:

37

dealer must ante 10 tokens. The winner of the sets the suit that is "trump" for that trick. The For going out: + 100 ++z1o5o0
hand wins the tokens in the Pot. highest card of the trump suit in a round wins For going out from a closed hand:
the trick and that player must collect the cards For a 3 of Fates. Flames or Winds:
If the first card is a Dragon, the dealer and place them face down beside him. For each bonus 3 if no score: -150
immediately wins. If it is any other card the For all three bonus threes: +600
dealer may keep it or try to sell it to other play. Each player must then play a card that is the For each Elite Legion: +400
en. The price of the card is paid to the seller same suit as that trump card. If a player does For each Mercenary Legion: + 200
and does not go into the Pot. The buyer puts not have a card of the same suit as the trump For each Two: 20
the card face up on his cuds. of the round. he may play any card. For each Dragon: 15
For each Court cud: 10
Play then prweeds left from the dealer, The winner of the first trick, also wins any For each Common card: 5
skipping whoever holds the high tnunp card. extra face down cards. He may look at them GAME: Starting with the player to the left
Each player in order, turns up the top card of then place them face down with his trick. of the dealer, each player draws a card from
hi pile until a higher trump card is found. the deck or captures the top card of the Dis.
Then the lower tnunp is dixarded and the A player may not lead a Fate, Mage or the card pile, marsh& any cards he wishes, and
higher card may be kept by its owner or sold to Lady of Winds card as the first card of a round ends his turn by discarding one card.
other players in the same manner as the first until a Fate card has been won in a trick. thrCeeaodrsmMoremcaarrsdhsaollfetdhebymlayeivnagludeoowrnbyseatsddo.f
card, payment going to the card owner. ing to m d e d sets a l d y laid down. AU
GRACES: It is common courtesy not to twc4 M wild and may mate with any card. A
The hand continues until aU cards of other play out of order, but if one does. he must marshnlled set must conwin at last two natural
leave the card he played and may not change
players M nuncdup. Playem may b q a i n with it. It is also common rule that once a trick is cards and never more than two wild cards.
otherplayers to buy their face down cuds,sight placed in a treasury pile, it may not be looked
at again during the rest of the hand. When a 3 of Fates, Flames or Winds is
unseen, the payment made to the cuds owner.
The bought cards are then placed face down Fault: A player must play a card of the
trump suit, if he h a one. If he plays another
under the buyer's pile and may not be looked at. card, when he has cards of the uump suit, he
may correct the play before the trick is won. If
WS he fails to correct the fault and is later discov- drawn, it is placed on the table and a second
ered to have faulted before the hand is scored, c a d is drawn. The 3's of Beasts, Earth and
P m S : For 3 to 6 players he is penalized 28 points. Waves may only be marshalled as a unit when
RANKING: Dragons arc treated as 10
DEAL: Choose the fmt dealer by lot. Deal VARIATIONS: Fates may be played as a a player goes out. otherwise, they are safe dis.
stakes game. The coffer is usually 40 tokens cards. since no one can capture them.
then pwes to the left. All cards are dealt out per player. Before the deal, each player must A Legion is a set of five cards of the same
with extra cards being placed aside. ante 1 token. For each m q e captured, that
After the deal and before play begins each player must add 1token to the Pot, and 5 if he value. A mercennrylegion containswild cards,
captures the l a d y of Winds. He may recover 3 while an elire legion has only natural cards of
player must select 3 of h i cuds and ppss them tokens if he takes the Wurior of Flame. that rank. At l e s t 2 Legions are necessary
to another player. Often, the cards are always before a player can go out. When a Legion is
p w e d to the left. In really skilled games the At the end of a hand, if only one player has
cards are held one deal, p w e d to the left the not lost points for the hand, he wins the Pot. completed it is closed into a stack, but cards
If twodid not lose points. they split the Pot. If may still be added.
next, across the table on the third deal. and to all playerslost points, no one wins and the Pot lb capture the top card of the discard
the right on the fourth. Then it repeats. stands for next hand. requiresthat the player alreadyholds a match-
GOAL: Every player begins the game with
100points. Players lox points if they capture LeGion ing pair in his hand or has marshalled a
matching set of cards already. One card and a
MYFate or Mage cardsand the Lady of Winds. PLAYERS: For 2 to 3 players or 2 teamsof 2. wild card or a marshalled set can capture a free
The winner is the player with the highest score DEAL: Select dealer by lot. Deal then Discard, but a natural pair is needed to cap.
when one player's goes below 0 . pwes to the left with each new hand. Panners
SCORING: Each Fate card is worth '-1 should sit across from each other. ture a protected Discard. When a Discard is
Deal 7 cards each to four players, 9 cards to captured. it must immediately be marshalled.
point. Each Mage is worth -2 points. The Lady three players or 11 to two players. The rest of The Discard pile becomes "protected" if a
of Winds, Nadir. is worth -w9oprotihnt+s.1T2hpeoWintasr.- the deck isface down on the roble and 1card is
rior of Flames, Bonfire, is turned up to stan the Discard pile. wild card or bonus 3 is placed in the Discard.
Once a player captures a Discard and mar-
If one player captures the Lady of Winds GOAL: The goal is to be the first player or shals it. he picks up the discard pile and adds
and all Fate and Mage cuds, he gains +28
team to reach a score of 5.000 points or more. it to his hand, marshalling any cards he can.
points instead oflosing 28. If he also captures Each hand is played until one person has Initial Marshalling: The first marshdl for
the Warrior of Flames he gains a total of 50 scored at least 2 Legions (5 cards of the same each player or team in a hand must meet a
value) and empties his hand of cards. minimum value based on their current score.
points. rather than 40. If a player's score
reaches 0 exactly, he gains +50 points. SCORING A score is recorded for each score value
GAME: Play begins by playing the 2 of card a player or team has on the table before
Beasts. If none hold the 2 of Beasts, then the him, plus bonuses for each Legion. bonus Negative 20
n m lowest Beast card is played: Play proceeds cardsand for going out. From thiia team sub- 0 to 1500 40
to the left of the penon who played the first tracts the value of the cardsremaining in their 1505 t+o 3000 60
card until a "trick" is won. Then the next hand. Scoringvalues are: 3005 80
round begins with the winner of the latest Discard Exhausted: If the Discard is
trick leading a card of his choice. exhausted of cards, play ends. Score the hand.
A "trick" consists of one card from each
player's hand. The first card played in a round

38

Many are the wonders that have k e n discov- DM may reveal its powers in other ways. Wesnet ( m a wOnly)
ered by the Heroesof Legend. Many the inner This is both a ring ofpromuon t2and a
strengdu that they fmd they already pos- The webneris worn as a hair ornament. It may
ring ofpmrecrion fmm rhe elements. In its be thrown at (or upon the ground before) a
d.If the Player Characters provided are latter function, it halves dl damage from fm. foe and, on a word of command, grows to a
not used. the DM may chose to distribute cold, lightning, air,and water. It also makes lo-foot diameter and acts as a net of entrap.
the wearer immune to the effects of up to ment. Or the webnetmay be spun in a glitter-
some of thcx items among the heroes who three dice of nonmagical damage from the ing pattern that affects up to 12 hit dice of
undermke this adventure. Review the items natural elements. creatures as a hypnorim spell if they fail to
first to study any special considerationsnoted. save vs. spell. This last ability takes one round
s a c OF maws (maws Only) to cast. The wehnet is owned by Apoletta.
Rash'sSpellwoks
The fmt list of abilities are known to the RlnQOf PfflJ€ctiOn
P i n Lod: burning hands, cham person. wielder, the second set may be dixovercd
comprehend languages, detecr magic. grease. when casting certain spells. This magical ring can invoke a pmjecr image
hold p o d . magic mkile,push, read magic. spell once per hour. The spell lasts for up to
deep, Enser's floatingdisc The s d o f magius functions as a ring of five rounds.
Second Lod audibleglamer, bind, darknerc pmrection t3. It CM strike as a + 2 magic
15', derecr invisibility, ESP, invisibiliru. weapon and causes Id8 points of damage. h l S k SWORb-REbeanGR
knock. mirmr image. sfinking cloud. arb. Once per day the user can invoke a fea&erfall A gift from Alhana, Tnnis is unaware that his
and a continual tight spell. sword is really Wyrmsbane, the lesser mate to
suggntion, tongues Wyrmslayer, sword of Kith Kanan. It is nor-
Po ddeIs ml:c o n h i o n . E d ' s black In the hands of a magc of 6th level or mally a + 2 sword, but it inflicts double dam-
ren age to dragons and draconians and triple
higher, the s d o f m a g i u s can enhance spells damage to black and sea dragons. This sword
minba's spdbooks cast by the mage. It doubles the duration of will not become stuck when a Baa2 draconian
spells of light, air, and mind influence. It
Pint k e l : dancing lights, detect magic, maintains spells that require concentration, dies. The DM should quietly record the extra
enlarge. light. magic d e e ,message, read for one round after concentration ends. It also
magic*deep, m e n s c m t adds + 2 points per die of damage for MY damage against the above monsters.
Second kl:d e m t invisibility, invisibilitfi spell Cast. Redeemer can also locate object three times
levitate, Melf's acid MOW,vocnlix
Third Icvel:dispel magic, hasre, item, light- Staft Of StRlklIN$CURln~ a day. If the user desires to find something he
ning bolt.
This staff combines the functions of a stpffof knows well and it is in range, the DM should
srriking and a s d o f curing with the follow-
ing limitations. It recharges Itself at a rate of steer him in the right direction.
five charges per day when in sunlight, to a
m w i o n of h t h (CIGRICoSnly) maximum of 50 charges. CaaamOnk SWORb-mMtOOth

When this relic was fim found, it was known hc a stpff of striking it strikes as a + 3 This sword was a gift from Alhana. Unknown
to have but one power: To create another weapon. It inflicts 4.9 points with each blow to Gmmon. this sword has several names and
medallion of faith when a good cleric entered without draining a charge. It may be used to abilities: Spcllclcavcr, Darkst=, and Magefwl,
the WOlship of the t N C gods. inflict double bonus damage draining two It is normally a + 1 sword, but ivt earcstussasmaa+gi2c
charges, but then it will not cure for one hour wielders and enchanted creatures
It has other powers that are unknown to the for each blow so struck. weapon. It may severmagical bmiers (chance is
F'C at first. but the DM may reveal each when 1% for every point of damage inflicted).
the need arises. Each power may be revepled As a s d o f curing each cure drains two Pmally, it may be used to rum a spell cast at the
through divine guidance, a dream, an omen, wielder, but the wielder must strike to hit AC 0
or another method. charges and it CMonly function once per day without bonuses to avoid the spell.
Bless-This may be used once per day per character, up to six times a day.
Pmrection, 10'1-This lastsas longas the user Flute of winb bancinq
concentrates, once per day Baooch of lrnw (maws Only)
Slow Pohn-As long as the medallion is Bequeathed by Alhana, this item may only be
worn, it will sustain a poison victim semi- Bequeathed by Alhana, this brwch may once used by one proficient in musicalinstruments,
comatose for up to one day. While playing this flute. the user may sum-
Demtiivil-The medallion glowsa pale blue per day be wed to create a globe of minor mon and controlsmall breezes. It requires two
and chimes when touched to M evil object. rounds to create a zephyr and three to create a
inwlnerability of 10 rounds duration. gust of wind. If one turn is spent playing the
tib'sRinq flute, a dusr devil can be created in a 30-foot
To Th.this ring (worn on a necklace) is but GO1bfXl ClRGkt (CIGRICS Only) area. blowing up dust and leaves, acting as an
A gift from Alhana for service to h a c . this obscurespell. and dissipating mist and gas in
an memento of her father. She has never dii- circletis worn upon the head. It has two abdi- the immediate area. The winds stan around
covered its we. In times of stress, she slips on ties. Once per turn it may be used to com- the player and may be moved up to 6"distant
the ring. aaking for her father's guidance. at a rate of 1"per round. The winds die down
Unbeknownst to Tika, this activates the ring mand up to eight hit dice of cmtures. Also one round after the playing stops.
for the duration of the current problem. The once per turn.aslong as the user concentrates.
one creature up to four hit dice may be con-
trolled to act on the w r ' s behalf. The crea-
ture is not channed and will not hurt itself.

39

bks- \\- Ranborn €vents

Random events are divided into four types: 16. 6d4 Kapaks + Warrior (G,H,K.L,N,T) tiale 4: Events
A (Unevendul Trips), B (Random Encount- 17. 3d4 Ogrn + Chief(A.G.H J,K.L.T,U)
en),C (Events), and D (Omens). To use the 18. 4d4 Dire Wolves (L,R,S) 1. Depdfpu Somethingheavy falls. save vs.
following tables, roll ld20 each day of the 19. 2d6 Warriors (A.D.P,G.H J.N.T) petrifyor take 2d6 points: a) Cmmbling ruin,
adventure and check the Chanac columns on 20. 1Od4 Hobgoblins + Borak b) Tree/Mast, c) Rock slide, d) Wave
Tnble 1to sce which type of event OCCUK. 21. 5d6 B(uAff.Dal,oG+.Ml.dN6.QM) en (B.PI
22. 2d6 Wild Elves(A.C.D,E,G,HJ.R) 2. Pitfall Character falls into a hole:
There ~IC three types of Unevendid Eps 23. 2d4 Kender(C,D,.E,.G,.HJ-,.K,R. ), a) Earth collapses (10-20ft.). b) Mud slide,
24. 2-1 Boring &Bete~tleos (G,R) c) Animal pit (10 ft.). d) Rotted flooring
-. --1 2 Plcasaht journey; no encounter. 25. ld4 Dwarves +(AL,Cea,Dde,Er),F,G,HJ )
26. Patrol. (2d8 3. Ttap Character stumbles into a snare or
3 4 Tiring trip; 1I 2 move and -2 to hit, 27. C(i1CDB,Dl,uH,eH.JDJ.,KrKa,g,NNo.n.QQa&.,nSdd)i/mor Highlord booby trap: a) RopdNct snare, b) Drugged
damage, and saves. 28. 4+d82Sdl4igKsa+paLkesn(dAe.rC(A.D,D.P,,EH.HJ.,LK.P.M) .Q.V) dart, c) Spiked sapling (ld6), d ) Sleep gas

. -1 6 Hazardous trek event inflicts no 29. 3d12 B a a + Oggrree chid(D.P,G.HH..KK..NN)) 4. Dilemma Obstacle blocks the way: a)
more than 2d8 damage. 30. ld4 Merchants i+ 5d4 c&rew (A.B,C,D) BarracuddWolf Pack, b) Quicksand, c)
If a Random6ncounter(B)isindicated, roll 31. 6d6 Pirates(F3) + Warrior RapidslAdanche, d) Hot Springs/Pire
Id8 and add the modifiergiven in Table 1for -(D,HJ,K,M,T)
that area type. This total is the random 32. l d6 GMiiannottaCurrasy+fiihl d(El 2,GO.eRr,Un) 5. Warning FCS find a warning of danger:
encounter on lhble 2 that mcurs. Note that 3.3.. l d4 a) Wanted Poster/Rumors. b) Charred debris,
each encounter has Motive code letten to fur- (H.K,M.N.T,V) c) Bloodstains, d) Eerie cries
ther define the encountered monster's 34. ld6 Sea Lions ISDotted) IL.R.S)
response to the PCS. 31. 11-S2eaVDcdrayganooni(*A*,k(A,L,G,R,L:U.Q,V.R).V') 6. Ttack~A monster's tracks lead to an
36. encounter or another event; roll for type
If 6venr (C) is indicated. roll ld20 and
7. Wild Animal A wild b w t does the fol-
read that event entry on Table 4. Evenw must
be adapted to the locale of the party and sey- lowing: a) Steak something, b) Bites, etc.,
end p i b l e events are given for each entry. E)Startles as it flees. d) Feeds nearby

Omens are litcd with Rumors and Leg 8. O k t d e Path is blocked by a: a) Cliff,
ends. You should select omens that make b) Pond, c) GorgdStream, d) Marsh, e) Briar
sense in the P 6 ' current situation. You may Hedge/Reef. f) SnaglSandbar
also ~~brtitu-tOcK or legends.
9. Dragon Spoor Signs that a dragon has
taek 1:Ranbom €.vent Checks 37. Id20 Sea Elves/Mermen (B.C.D,FJ.M) been here: a) Tracks.b) Fresh kill with marks,
38. 1Sea Serpent (L,R,U) c) Clawed trees, d) Shadow in sky
TmC 39. Id12 Pricklebacks(B,R)
Am A B CDModih 40. 1d6 Ghagglers (K,L.N.P,Q.V) 10. A Pind A special feature: a) Landmark
RU~M 1.4 S.12 stone or tree. b) Ruins, c) Grave, d ) Wreckage
Wildlands 1.4 I-11 13.17 18-20 +O **MAayqubaetipciruamtesb.egruhaurdlks.s.minocWa, or ogres
ldands 1.4 S-10 12-18 19-20 + 4 11. Carnage This is a battle site; there are
MOUU ~ M* 1.S 6-11 11-19 20 +6 destroyed remains of the losers. Roll two ran-
GM*nds*' 1-3 4-12 12-18 19-20 +10 dom encountersto discoverwhat fought here.
woob 1-3 4.12 13-19 20 + I 4 tiale 3: €ncountER motivations
TOWM 1-2 3.13 13-18 19-20 *20 12. Accident Misfortune befalls the PCS:
canline 1.2 3-10 14.19 20 +24 A l l Injured returning from a fight a) Injury, b) Supplies damaged, c) Someone
CopndWntenl-4 S.13 11-18 19.20 +28 B/Z Fleeparty becomes stuck. d) Weapon breaks
OpenWaters 1-6 7.12 14.19 20 +30 C / 3 Caution and advise party
13.18 19-20 +32 D / 4 Disguised (see Event 2) 13. Stmger A stranger is encountered:
E/5 Hide when sights party
**InInclculuddesesogstreeplapnedss P/6 Spin seeking information a) Offers advice, b) Asks for help, c) Plies PCS
6 1 7 In lair, camp, hut, or outpost for information, d) Is obstinate
taek 2: Ranbom €nwuntens HI8 Guards or crom prisonen or booty
J/9 On a =ret mission 14. Shcltn A shelter is found: a) Cave, b)
1. 1-2 Wraiths (C,E,GJ.L,V) Hut, c) Fort/Hollow Tree, d) WagonlWmk
2. 3d4 Ghasw (A.E,L,N,Q.R,S,V) K/10 Intimidate party and demand bribe
3. ld4 Gargoyles (G.L,Q,V) I/11 Cause fear; attack the weakest 15. llLnaAs a rndt of food. sir, plants, or
4. 1Hag (C,E,G,P,V) insects, a character baomes ill (ld6 days). Tra-
5. 1-2 SHew1t1tHedouLinodnss((HA.,Ri.,Ss.V,v)j M/ 12 Want to steal from party vels at 1 / 4speed, -4 to hit. damage, and save
'6. 2.7 N/13 Capture party; bounty hunters
7. 1SpiritNaga(C,D,E,GJ,K.L.P) PI14 Lure or misdinct party to danger 16. Weather Change The weather changes
8. 1Black Willow (D.L.Q.V) Q/15 Decoy victims into an ambush to: a) Drirrle/sleet. b) Windy, c) Clear skies
io9.. 5d6Slins + Chid(A.D.G.H.L.N.S.V) and cool, d) Overcast/snow flurries
1~ i ~ i ~ o i ~ e(Ar,Ei .Gn .eL) R/16 Hunting for food
11. ld4 leucrona(C.D.E,P,Q,S) S/17 Stalk party and ambush when weak 17. Obmnment Mist, fog, darkness.
12. 2d4 Skyfiiers (G,R) 18. Sigh&@ The PCS sight something: a)
T/18 Bandits waylay party and plunder Shadowy figure. b) Glint of light. c) Spiral of
smoke, d) Birds take wing, e) Cloud of dust/
U / 19 Desuoy things wake, f )Rustling plants
VlZO Eat or sacrifce victims 19. Storm This storm reduces party to 1/4
movement, obscuresvision, c a w s ld4 points
13. 2-7 Forest Tner (B,E,G,M,S,U) of damage every turn caught in it; may be a
14. 1-2 Ettins (A.G,H,K.N.P) thunderstorm, a windnorm blowing grit or
thorns. or a cyclone (add Event 1Deadfall).
20. Special Event Create some special
evenw. Some examples: a) Lunar eclipse, b)
Illusion, c) Monument, d) Friendly hero

40

Chaptm 7 €ncountew
~~

43. kothas peak8 lives M odd race of birdmen called the seriesof stairs. ladders. catwalks and platforms
Kyrie. Use Bozak statistics.The can cast spells at various levels. Dark shafts fall away to diz-
This island is a rugged land with high hills as if a 3rd level druid. The Kyrie Mthe only zying depths. Some of the special encounters
and simple farms. Sheer bluffs face the ones to have ever escaped from the Arena of featured here include these:
raging sea and small f h i n g villages cling --A clockwork Juggernaut (use Undead
Death and they periodically raid the mining Beast)
to the diffs.Inland there are smallvillages camps below.They will avoid scnngers. --A mighty treadmill that makes characters
and fo&ied manor houses. Signal ~ W C K
46. kynos run in place till they drop
doc the island. A network of dusty roads -An amazing Lift. a network of buckets ru-
and unils link the habitations. This land is The major pon and capitol of minotaur
frequently visited by chill rains from the land of Mithas, is Lacynos. Its squat stone ing and descending on an endles chain
buildings sprawl along Horned Bay and -Rubber walls that makes one bounce
cut. rise into the hills. The harbor is large, pro. -lhIhpd00~ to slides and shafts
tected by M stone jerties and a break- -Floating animate crystal spheres
Pimtes of leuer repute and their families live water rcef made of sunken ships. Many The creatures in this t m r include a Gargoyle
on the marshalls, retired s m d galleys and larger marauder $ips automaron. huge furry rodents (use Wolves).
highlands. Strong fmd anchorage here. Back in a bowl in the Ochre Jellier. mechanical tendrils (we Stran-
captains, adminiatcr the land with a cruel hills is the Arena of Games. gle Weed). and a mad Minotaur who thinks
hand from their manora. There is a main pop. Lacynos is a cruel place. The only free crea. that everyrhing is a machine.
ulation ofminotaurs, but they Mrelegated to turn M minotaura and visiting dmonians
the role of a serf, working the soil and hard who Mlooked upon as potential allies. Man, Treuures of note include these:
labor. ogres, goblins, and kender serve the bullmen -Thousands of steel worth ofmetal gears and
as slaves or e n t e d n them in the Arena.
44. rnlthhs ban
The leader of the minotaurs is Chot %- -Dozens of diamond gear bearings wonh
with only occasional shrubclinging tcna- Kplin; he is detailed on an NFC card. Chot is
ciously. The eastem mountains M dor- (50-150 stl each)
mant volcanou and their heat w ~ l uthe as hot tempered as all minonun, but has a -A Ray of Light that cures disease
land. Everywhere M hot springs, bub- cruel cunning and is negotiating further alli- -A Lantern of Everburning
bling mud and geysers. The rocks M
encrusted with l i e . Most of the mino- , .MCCS with the Highlords. Chot's people pro- -Sand ofSilence that muffles sounds
taurs liw in atone
homer built in coolcaws vide naval CXDCK~SaCnd heaw ti-00~6 for the -The Neverending Ribbon, an amazing
or in the shadow ofcliffs. There are broken Dragonarmy. device that forms a tempornry road
misr fdled canyons.
The law ofthe land is the Arena of Games. 48. B€&W€P€
Minotaursofthe inner lands make their living Any who break the laws Msent the the Arena
mining ore and working the metal. Pew crops for a shon life as a gladiator. Three types of with the rubble of broken manors and vil-
p e s Mmost popular in the Arena:
grow here and most live on fuhfrom the coast -Arena battler with gargantuan serpents, lages crushed beneath fallen c l f i . The
and the bounty of the pirates. Most minotaurs stone is scorched black. Near the base of
live in dose knit family units and will only gargoylesor trained minotaurs the mountains is a 300 yard wide crater
-The Death Maze,M ever changingmaze of with a bluish boulder at its hem. Slowly
accept outsiderswho CM prove their worth by nature reclaims the land.
defeating one of their number. They are very deadly traps
loyal ro their family members. -The Pits of Dwm, duels among pits of lava Thisland hoso Giant Sand Lizards (useAumk

45. baacpnb Spine and geysers statistics without spells). and Giant Trnpdoor
Spiders. Small whirl winds blow acm the
and curl clouds about the peaks. Several of 47. Winston's tow- lands. Thox who draw too close to the crater
these mountains are dormant volcnnoes will be stricken sick (treat as Random Event
and stcpm vents periodicallyfrom cmices. doesn't appear to be a good harhr. But a
There is some snow c m r at higher alti- series of sandbm and a nurow reef make 15).
tudes, includingasmdglacier that pushes for a quiet anchonge. A mammoth. 130'
north falling into the sea. Large winged 49. Silent phns
creatures, that seem vaguely human. tide t d six sided t m r rixs from the ruins ofa
the winds offthe ridge. fori. A broken wall surroundsits base and The land is a desolate sandy plain. A gritty
wind K O U ~cxpored flesh and stone. Here
oMf inthoetamuromuinntearindsi.g ore from the lower dopes a n m p s p i d s m u n d the tower to a para- there are broken highroads and fallen tow.
They mine iron, copper pet 80feet abovethe ground. No activity is
and gold for weapons, armor and omamenta- CIS. There is little lie a b d save for
tion. sighted. Lngccurvedmetal plates on each
High in hidden vales near the mountain side focus and rcilect the light. manna of locust grazing on small patches

This mighty beacon used w shine acm Istar of g m . Among the ruins dim s h a d m
lighting the way for d UUVCII~KN. ow it lies
abandoned and avoided due w its reputation flit.
as a towerof dread with no reward. Ofgnom- Giant Lizards (use Aurplt stu) bask on the

ish construction, the interior of the tower is a ridges and me wosa the plains. Swanns of
locustsgather in bushes and narrow patches of

41

vegetation. See land encounter 14 for detpils entrance with II battery of catapults. The minotaurs or dragonkind. They protect their
on swum. but thex do not stun. wharfs are smng and in gwd repair. Stone own and honor contracts. but as a nation
buildings with wide verandas front the avoid involvement in the wars of others.
Skyfhers wheel in the sky overhead and harbor, tile roofsand colorful awningspro-
may be drawn to parties moving about during viding protection from the blazing sun. 55. kennor
the day. The land bakes by day and freezes at Many of the buildings M built into the
night. These ugly wild plains are blotted by mires
hills to provide further insulation. lb the and rocky outcroppings. Muddy sloughs
Characters may encounter ridges in the west ofthe cove terraced farmsstep up the and dwarf woods line the turgid s t r m s .
m d , that seen at a distant Mclearly burrows. Here and there are odd square hills. The
Giant worms hunt lizards here (use Sea Ser- Pirates and minotaun Mnot welcomed here plains show signs of wasteful hunting.
pent statistics). and galley will put out to drive them off. Mangy wolves and small antelope range
this land.
50. talyon 54. Safhurn Thex areo g r ~ l ~ dBsa.rbaric ogreshunt thcsc
plains beside wolves, wolverines and other
Thiswarm windy coast is a desert ofshift- This island is rugged, but cultivated. vicious predators.
Roadsofstone and terraced farmsMbuilt 56. € l b c ~ ~ $ & ~
ing sand dunes that constnndy reshape the on the sides of steep hills. Smallstands of
~~~
land. Thewreck ofan ancient city is buried wwd and fruit urngrow in valleys along
sucpms and edge the roads. On the high This forest is filled with ancient oaks and
on the sandy northern coast. Giant sand inland plains hemp and wheat are grown elms. Large shelf fungi grow on their
Ihards, the undsputed lords of the land, trunks and moss blankets the ground. The
bask on ridges. and ground in wind mills. Wind driven
water wheels lift water from the valleys to narrow paths through meander and mmbl
Use Aurak stats for the Sand Lizards. so often that someone following them
irrigate the fields. Sheep and goat are the swiftly becomes lost. There are sheltered
51. W O R I ~ S G I ~mounwns main livestock here. glades and black pools beneath the blue
canopy of leaves. The sound of muffled
Deep in caverns to the cast is a small clan of An odd highmd ofsmoothfitted stone buzzing and bird songs may be inter-
mountain dwarves. They have been isolated zigzags puob( the land. A d e n railruns
for 200 years. These mountains are s t e p and down the middle of the road and odd rupted by long moments ofsilence.
dangerous to climb. Wolverines and worse
prowl the S~OPCS. High winds strip the VegetS.. sailed wagons periodically make the cmbl- This is a spwky, eerie wwd. There Mtdes of
tion. in@,d i n g suaight from east to west and those who have slept in thesewoods and awak-
tack@ back west to cast in a zigzag pat- ened to fmd it another time.
52. Ruins OF kamhay tern.
57. m t i y shows
Here Lies the shattered ruin of the ancient These mariners are no friends of piratcs,
Sandy bluffs line the long strip of beach
city of Karthay, buried beneath the col-
lapsed cliff face. Winds howl among the that stretches for miles along the coast.
canyons of broken stone and sand stings Brambles grow alongthe bluffs crest. Odd
the flesh. This ruin swelters at midday and driftwood and old bones lie drying on the
freezes at night. To explore these ruins, beach. Occasionally the remains of camp-
one must climb over rubble and through fires are found.
Ogrefhermen scavengedong the shoreline
gullies. Once built into the side of the
58. nomnaan
mountain, someof those hidden chambers
Thiscoast is a series of high clffi and wide
This city once housed a university of great
d l e y s with stagnant backwaters along a
Ieaming. but those books have long since gravel strewn beach. There are marshlands
crumbled and blown away. Among these to the south and great pines cluster dong
ancient ruins lie many dangers and chd- the verge ofthe cliffs. Barbarianson h o r n
Ienges. CM be seen to thunder south across the
-Sandpiw, use rules in LMd encounter 21 inland rocky p l a i ~ b, earing dragon ban-
-Crumbling Walls (use Random Event 1) ners. These are not free lands.

42

-11

_I

This is still enemy territory. Squads of baa2 Manta Ray frequents this stretch. 7. South- frequented by warring pirate and minotaur
and horse mounted warrior barbarians ride em Courrain Ocean: There are luge swells .~ships. Dolphins frequent the waters and deep
south to the battles. They will detain strangers here and abundant fish and dolphins. This water Ghaeder attemm to wav,lav, shim 30%
and ifthey are determined to be enemies they area often sees squalls. of the rim;."
will be slowly executed after one day. Spotted 21. Blood Sea-The Outer Rea& The
lion prowl these plains hunting wild boars. 8. No Port Stretch: These deep coastal water here heaves in great swells. A strong cur.
59. MLkinoM waters front sheer high c l i . Koalinth and rent carries ships deeper into the heart of the
barmuda inhabit these waters. crimson sea. Storm clouds marshal in the sky.
The shorehere is a snlrmarsh at the bax ofa The sea is dyed the rusty red of blood from red
lowdiff. ?tails wind up the rcckyfpcc to a 9.The Neck: Beneath the clear water can sands stirred up from the bottom of the sea.
mpsnifirmr f o m built at the summit. be seen colorful reefs and oddly carved stone Sea Dragons have been sighted here.
?his stronghold is connected to three towers of a sunken ruin. The Neck is dangerous to 22.Blood Sea-The Tightening Ring: The
navigate due to a swift current and strong skies erupt with thunder nod lightning. slic.
beyxnlmoinngnwripollns.itsaapdplyeainrsdtihsereepnatiirr.eUspvounrmclroeseisr winds.Jellyfikh frequent these waters. ing the sky with icy rain. Treat this as the same
as Random Event 19. The current strengthens
a ruin, the rusty portcullis fallen and the 10.The C m m : Here arc deep water chan- and the helmsman must make a save vs Breath
dmwbridgc burned away Ghostly lights can nels edged by sharp reefs. Along the reefs in Weapon just to hold even, paralleling the
be ym IMvingin the towers. the shallowanchoragegrow Giant Anemones, heart of the storm. If he fails he is drawn
while Giant Eels hide in its crannies. deeper into the Blood Sea. An experienced
This ruin is desolate and apparently deserted. sailor only has a 30% chance to escape.
There is little of interest here. Of note: 11. Gwhing 'JWx Here are treacherous 23. Blood Sea-The Nightmarc Sea: The
-Hidden walkways running through the reefs and many sunken wrecks. The current storm unleashes its full fury and the helms-
here often carries the unwnry onto the reefs. man must make a save vs Rods every two turns
WdlS or the ship is struck by lightning. breaking
-A H d l of Banners that bears the crests of 12. bfidmait: This narrow run is only spars, ripping sails or causing ld6 points of
sailed by the experience mariner, for sudden damage to the ship.
the hundred clans of the plains squalls have been known to dash lesser men If it is night time when the party enters the
-The Pencdul Hall from which none awake against the island's cliffs.Jellyfiwh swim in the Blood Sea, the sounds of moaning, screaming
-The living garden, where dl the plants deceptively delightful waters and a clan of and cackling sound on the wind. Some crew
Kapoacinth lak near the cliffs. members will become hysterical. pointing at
speak and act on their own the churning waters in horror. Any who stare
-A bottomles pit said to reach to the nether 13. Choppy Wtm: White caps toss and at the waters too long will see it transform into
dance offshore here. Over 120Lacedons dwell a crawling maw of grinning faces, clawed
world in small lairs and caves dong the coast. hands and wicked horns pushing at the Pere-
The place is haunted by a Giant Whisper chon causing it to pitch and shiver.
Spider. Other creatures found here include 14.Last W a d x Prom here the ancient ruin An hour after this madness begins a red
Giant Beetles and ghostly phantoms whose of Blood Watch can be seen high on a cliff.At mist swirls up from the sea, flowing through
touch is poisonous (useJellyfish). night 1-4wuitbs may be met. doorways and oozing in portholes. When the
There are no treasures of special note. ship is covered by the mist, small red misty
IS. Ccast of G o d u n d These waters are imps form from the vapors. Soon red impkins
S a €nmunteRs are swarmingup the masts, pulling on the rig-
charming and a deep blue. Offthe coast live P ging and loosening cugo ropes. They ignore
1. Khurman Scn: This sea is plied by mer- the crew and any blows at them paw right
chant cartacks bound for Khur. Schools of clan of 30 Sirines. One or two often frequent through without effect. Giggling, screaming
salmon frequent the waters. tidd caves on the shore w comb their long and grunting they wreck h a w upon the ship.
green lwks and to sing lonely songs of those Use Wraith statistics, but only magic and
2. Bay of Balifor: Otters play in the wat rs lost at sea. The Sirinesare aware of the trouble magical bonuses hurt them and they can not
that is brewing in the Sunken Realms. If a PC Energy Drain. They can not be turned.
!off the coast. They are really part o a is especially debonair (Chr check -3) she may If the red imps are bothered by crew mem-
request that the brave hero journey with her to bers several may rum and grapple with the
Dimernesti colony of 43. Gulls circle in the the Sunken Realms to help save her world. man to either throw him down the hold, into
sky and green wood floats in the waters. She can provide each with a qunffof the elixir a cabin or overboard. Each impkin has a Str of
of water breathing, see the next chapter. 4, and they may only move a character if the
3.The Maw: There is a reddish frothy flow total Str points of the imps exceeds the cham-
from the mouth of the Gullet into the Maw. 16.Bloodbay: This bay is often frequented ten. The character is dragged I'/round for
At low tides a ship may run aground here. A by Pirate ships with 24 pirates and 2 Warriors, every point over the character's Strength. If a
Sea Serpent frequents these waters. waiting to waylay fat merchant ships. The character is thrown overboard, use the
waters M frequented by salmon, dolphin, Choppy Warm encounter N ~ S .but his Con
4. Habbakuk's N d m : The sea here is barracuda and jellyfiih. check is at -4. If a PC is thrown overboard he
abundant with salmon and swordfwh. Kelp apparently drowns. He is actually rescued by
beds grow a mile out from the shore and sea 17.Rugged Ccast: This wind tossed stretch sea elves in the next chapter.
otter and Dimemesti play among the kelp. of water is often choppy. There are three vil-
Barracuda M occasionally seen.
lages of 10d6 mermen living off the coat.
5. R a h Waters: There is a long line of
breakers here across a deep reef. Vodyanoi lair 18.Reaver's Bay: This bay leads into the
there. h e m of the ogrelands. The waters me often
choppy. Two clans of Kapoacinth lPit here as
6.Churning Reach: There is a long line of well as a monstrous undead whale (use
breakers here. Sand bars stand 500 yuds out Undead Beast stars).
from the beach littered with debris. The giant
19.Southern Blood Scn: This deep water is
often frequented by merchant and pirate
ships. Dolphins range the waters, and
Dargoneni live below.

20. Enstern BIood Sep: This deep water is

43

ChaDteR 7 €ncounteRs

If it is day and the party has not yet Pirate and Minotaur ships. Swordfish and Pirate. It is now usually neutral territoory. It is
defeated the King ofthe Deep, a dark shadow bullshark range the wafers. Colonies of Lace- rumored that the Mire, a might graveyard of
will be seen rising from the waters. The King don have been known to waylay shipsfound at ships may be found here. Jellyfish and the
will rise beneath the ship and two horrid black night in these waters. aquatic violet ochre jelly float here.
tentacles will pluck crewmen off the deck.
then it sinks back into the depths. 28. Firewater: These seas glow a crimson 40. Land Ho: These azure waters are usu-
hue at sunrise and sunset. They are often the ally a welcome sight to the voyager weary of
The helmsman must make a save vs Breath battlefield for feuding Pmtes and Minotaurs the open sea, for from here landfall on
at .2 each hour to avoid being dragged further and it is not uncommon to see a burnt hulk Saifhum and empty Kanhay CM be seen.
and only has a 15% chanceto escape this ring. drifting.
41. Mantle: Deep waters surround
24. Heart 0fDarknaS: The thunders Nm- 29. Pirates Run: These coastal waters of Saifhum's high cliffs. Skytisher plague mari-
ble takes on a distant quality. In the middle of Kothas are frequented by two varietiesof bar. nersof these waters and the natives carry slings
this am,a mighty maelstrom swirls. sucking racuda. the fish type and the vicious pirate. and crossbows to drive them off. Two giant sea
all down into the deep through its femious Both Mvoracious and offer no quarter except slugs, Nudibranchs, prowl the cliffs and sea,
maw. Ifaship still has a rudder, there is a 20% to others of their kind. sometimes climbing aboard ships at night.
chance that the helmsman can turn the ship
abroad of the whirlpool and the additiond 30. Slim Chance: The rocky coast off 42. The Sheath: These dark waters are
drag will cast the ship up and out. However, Mithas is patrolled by bullheaded men in patrolled by the mariners of Saifhum in small
one Inn encounter awaits the party. ships and bullsharks in the dark waters. carrpcks the sizeof the Perechon. with crews of
12 sailor Guards and 9 Warriors. Sea Lions
The cnsh and rumble of lightning become 31. Eye nfthe Bull: Cruel cliffs crowd this prowl the waters and Dargonesti hunt here.
but a distant chom to the N ~ U ~ N O U rSoar narrows and few arc brave enough to risk the
of water ahead. The clouds fall back to treacherous run. On the coast of Mithas are 43. Endscnpc: The water here shallows
form a mighty canopy, while ahead lies the five fortifications with two catapults each. quickly and many a ship has run aground on
maw of terror. Whirling and swirling, a which pepper any not flying the Homed flag. its sandbars. Long sea g m e s and forestsof fan
mighty maelstrom sucks all towards its Near the coast of Kothas is a treacherous cur- shaped seaweed grow in abundance here.
dark depths and none seem to exape. Sud- rent and deadly reefs. Living in these reds are These waters host Strangle Weed and Giant
denly, a trumpeting bellow splits the a bevy of Sea Hags. The Sea Hags usually hunt Anemone.
clamor and someone poinu in terror sky. in groups of 1-4 and prefer not to kill out-
ward. Bearing strong wings, there comes a right, but to capture prey. 44. Miremier: This water is clogged with
shadowy dragon. rocks and forests of kelp. Low tide uncovers
32. The Blade: The sea floor falls away to a vast salt marshes. Giant Crayfish lair here.
The dragon lookslike it has come to gloat. and deep trench in which a colony of 240 Ghagglet
Berem, not to be taken will leap overthe side. live. They hunt shipswho cross their waters in 45. last Come This rocky coast is the last
The dragon is redly Clarion who saw the ship. groups of 21-40. Ghaggler eat their prey. coast before the open seas. Ruins of ancient
pursued by the minions of evil, enter the stone forts grace the summits of its stony
Blood Sea. He is unable to help more than a 33. Eastern Courrain h:The watets bluffs. Two coveys of Sirines live in grottos by
couple and will single out the captain and her here are rough and white capped often visited the seashore and Sea Lions ravage the waves.
guard or mate to try to pick off the ship. If by high winds and squalls. The giant Sword-
Clarion suffers 30 points of damage he flees. fish cavorrs here along with deadly barracuda. 46. Deep Reach: These waters run swift
The Pc( actions can only delay the inevita. and deep around the northern end of Nord-
34.CDwin Coodt: A strong current visits maar. The air is clear and a tail wind speeds
these waters carrying ships out from shore the mariner on his way. Giant Swordfish and
toward the Northern Courrrin Ocean. Only Manta Ray leap from the water. the masters of
the muscular Bullshark seems to resiist the tug their domain.
to deeper waters.
ble. If MYhave porions of water breathing
they may save themselves. The ship is sucked 35. Northern Coumin Ocean:Thesewaters
down into the maelstrom and the characters dance merrily in the sea breeze and the water
Mthrown into the choking dark waters. They moves in slow, fluid swells. The king of this
should feel death come calling as their lungs realm is the solitary Sea Dragon.
burn and all goes black.
Actually a party of sea elves will rescue the 36. FPLC Refuge: There appear to be sev-
p q using the elixir of wafer brearhing but eral quiet bays here, but the dark waters hide
only after the party has passed out. sunken mountains and ruins of old that are
25. Razor's Edge: These waters hide many worn than any known red(doub1e damage).
dangerous reds and obstacles. Many a ship A swift current carries dl past the land and out
has been tom vaipllamgeosnofth3e5se+suIndk2e0n horrors. to the open sea of the north. Pierce sea lions
There Mtwo mermen prowl these waters in prides of 2-12.
here.
26. Western Blood Scn: These deep waters 37. Rocky Shores No safe harbor here.
Mdabbed with patches of azure where crops though many a mariner has been laired into
of seaweed float. Dolphins and Dargonesti the snaking canyons and fjords in hope of
freauent hiis water well as the shv monster
Pricklebacks. shelter. These waters M the realm of a Sea
27. N o n h m Blood Scn: These dark waters
roll endlessly onward, often frequented by Serpent.
38. Troubled Waters: This waters are

cloudy and gray A colony ofLacedons live in

the ruins offshore and mid the land at night.
39.Blood Cup: This bay has been the sight

of many blood battles between Minotaur and

encounten Settinq the time of the cataclysm. Zebulah now usesit cessfulCon check. Ifthe roll fails, the char-
to grow plants that he uses as food. The doors acter panics and takes ld6 points of
After the cataclysm, Istar was sunk to the are not locked and can be easily opened. The damage per round, until rescued.
depth of the Blood Sea. The name of the sea rods lighting the area are sticks with conrinud The intersection is the lair of a giant crafih.
comes from the thick red sand that fdls the lightcast on them. The creature will try to grab one charmer
waters. The city is now surrounded by high swimming nearby. To break free, the victim
mountains, and the buildings form a mwive Should the party listen at the door, they will (or rescuer)must make a Str check. The cray.
conglomerate of tuh and c o d mounds. In hear the shuffle of somebody walking fur- f i h will retreat to area #2 if it takes more than
some places. air pockets hive formed from tively behind the door. If a character peeks. 50% damage in hit points.
plant respiration. Sea elves have taken posses- around the door, at fim only darkness will be 4. Olb StaIRwirY
sion of the fibulous ruins. visible. Then slowly, a crouching silhouette, The spiral stairway leads down to the bot.
cloaked and hooded, and brandishing a tom of a trench in the city of Istar, 50 feet
The mPelsuom in the anter ofthe Blwd Sea wicked glistening dagger CMbe sighted, no below. Stming at 10 feet below the corri-
more than three feet away. The individual is
leach down to the center ofthe city. A giant vor- moving furtively along the walls. away from In the event the party has a way of breathing
mis a& by a demonic wind blowing fmm a the door, clumsily trying to hide in the under water, they will be able to reach a large
gaterothe Abys located at the bottom ofthe Pit shadows. It has not seen the P O behind him, stone door at the end of the stain. It opens on
because the door is concealed with an elabo- the bottom of a pitch dark trench. Twelve
ofh.Thepit standswhere the ancient temple rate illusion of i bare wall. Not even the light koalinthr arewaiting below and will attack the
will p w through the illusion. P O . If more than half are killed, the others
once stood. Mast of the water dragged down will flee. If the party capturesone of them and
through the mnelsvom is e@ed above the The creature is one of many koalinth spies interrogates him, the koalinth menaces the
sent to assassinate Zebulah. If the party P O with a quick doom, revealing that "the
city, spiraling o u d for mils.Because of the decides to wait, another silhouette will be entire army of koalinths is marching toward
seen, following the first. Unless the party Istar. and they had better release him before
strongturbulencethe onlyway toenterthe city is intervenes, up to a dozen of these spiesshould his kin avenge him." If interrogated further,
h u g h a few narrow mountain ppaer below walk pas. If the party intervenes. each spy the prisoner will say that the koalinth have
the wptcr currat. The maclstmm funnel leach remaining in the corridor should have a allied with the King of the Deep and the
tothe pit. Then quiddy spirals out at suect level. Dragonarmy
chance to attack the P O from behind. The
When the pmy was thrown overboard, the koalinth arecoming from area#4, and seeking 5. the maw Fountain
P O were rapidly dragged down into the vor-
tex and cast out above the city. Sea elves new area #2. In the middle of this chamber is a foun-
the fate they would face and were ready with Koalinth out of their natural medium are tain, its center is a s d p t u r e of a small
vials of the elixir of water breathing. But the whale, with water spouting from its vent.
charactersall passed out before they were res- hard of hearing. Anyone walking behind a The walls in the chamber are covered with
cued. The elves left the heroes in the care of koalinth out of the water has only a 1 chance white marble, carved with scenes of
Zebulah. a human mage who has been living on a d6 of being heard. Ancient Istar.
The fountain is magical. Anyonedrinking this
among the elves for years. His consort, Apo. 2. the CORal Cave elixir will be able to breathe water as long as
he does not come into contact with air for 2
letti, Lady of the Dargonesti, saw the mark of ledge overlooking a small underground turns. Thii effect can not be dispelled. When
the fated on the heroes and kept them here. lake. The rods' soft glow is reflected by a creature dries out he must make a save vs
Maquesta and her crew were put on a mft and patchesof nacre and the smallwaves of the Poison or will forget the last 2-12 days.
set to drift in the sea shipping lanes. water. Another ledge with an opening is IctlowAckislwleocisrneel.typIoatpnecellnocsioefnstcheiefalsstmhtheaelltawhcecheasslsectuoislpartrouetraae#te6ids.
located on the other side of the lake. A rotated counterclockwise. In the event the
All the party may be together in one room cable stretchesfrom one ledge to the other. SCUI~NICis rotated in the wrong direction 20
or if you desire, you may separate the most In between, a small boat has been hooked crossbow bolts are fued from a series or hidden
wounded character and place him in Area 9. to the cable. slits in the ceiling (ld4 bolts automatically hit
The boat CM be hauled back to the ledge by
This chapter is divided into two sections, pulling on the cable, as with a ferry boat.
Zebulah's Rduge and the Pit of Istar. This sec-
ond half is the role playing portion of,a Below the surface of the lake are three exits.
mighty sea battle that is brewing between the
sea elves and the forces of evil. and should They are hard to see from above due to the
either be played in conjunction with the next reflection and the cluster of corals. Any non
chapter or instead of playing out the battle. aquatic creature will have a 20% chance of
getting stuck while attempting to swim here.
Zesulah's Refucje
3. rbobeb tunnel
I . 010 6anquex hall
flooded. Each PC has a chance of swim-
light this mom. To the south, the wall ming down the stain, under the ceiling,

Jeems to have caved in. A large heap of

broken chairs and tables lie in the north-
east. n m to iset of large double doors.

hanging open. On the opposite side grow

large clumps of strange mushrooms. There
is no one else in the room.
This mom used to be a banquet hall, before

45

each chprpcter present the chamber). The tips remaining the plunge will topple and the ceil- 9. zeeuhhah'sLouncie
ofthe quarrels bear a mild hallucinatory drug ing fall. The ceiling will cause 20 points of
remains. Each victim must save VI. Poison or damage to those beneath it (mve VI Petrifyfor If there are MYwounded PCI recovering here
loose conscience.Unconsciousvictims will suf- half), The ceiling will crumble and Pcs may they will awake weak and in a daze and here
fer a "drram". All dreams start in a thick bil- dig their way out. Zcbulah leave.
lowing fog and end the same way.
Dream I : A horrid monster appearsfrom a 7. Zesulah's Room The glisteningwalls of this octagonal room
largedark pit. The F"s hands M caught in i o softly reflect the light that glows.from a
hait. and filthy slimy tentacles arc drag him dozen rods. Three large couches occupy
toward a gaping mouth. In the background. In the middle of this n rands the center of the room, around a small Iac-
huue tuda swim above M underwater cirv. made out of a huge seashell. In the west of quered table. A strangegray growth covers
w & k i n g havoc. the wall to the west. On the south wall is a
the room is located a round table with MY- small waterfall splashinginto alarm shell.
D m m 1: The PC is swimming in a dark erd dishes of gold and nacre. On a large
flooded tunnel. As he reaches a do& it slowly plate in the middle of table arc the remains If the PCS study the growth on the west wall,
of a fuh with uncommon vegetables and
opens toward another tunnel revealing an fruit. In a thin crystal flask is a green liq. describe it as the two lips of some horrible
opening to a huge VOKCX. In the swirling uid.
green waters, dark sinister shapes slither fungi creature. Actually, the growth is made
upward. A d w r is open in the west wall and a
oftwo huge spongesacting as a doorway. Any.
Dream 3: A line of warriors stand silently in kpulsatin light glows from beyond. The
a high mountain p w . They wear strange one can easily squeeze between the two
armormade of shells. One raises his hand and sound o crystal being moved is heard. spongesand exit into the corridor. Smallpipes
motions his troops ahead. Only then does the with running sea water keep the two huge
PC realize that the hand is webbed, the skin A Koalinth spy has managed to enter this area sponges permanently wet. The couches in the
greenish. and the hnir ofthe warrior, a g l e m - and is searchingthe room for information. If a center of the room ate made of similar
ing silver. PC peelu around the door, the spy will be sponges. The sponge couches help keep the
sea elves wet. The waterfall is used for bath-
Dream 4: A white whale swims toward the standing in front of the orb, perplexed. and ing.
PC. at incredible speed. With a terrifying
mar, the creature mallows its prey and all will not notice the party. io. meainc,~popolemanb zesuhh
h o m e s dark. After a few momena, light The table holds the remains of Zebulah's
ICNIIX. and the PC finds himself alone in a When the party approaches thii area, warn
deep round pit. Standing upright in a ring in last dinner. The green liquid is an magical sea. the PCs that they hear voices. If they stop and
the center of the room are two dozen shining weed wine. Anyone drinking it recovers ld4 listen, explain that the voices speak in a
lances. A light seems to radiate from them. hit points. strange elvish language. Any elf character has
The PC runs away and appears in area #5. a SO%chanceof understanding each sentence
The southwest comer of the room is sepa- spoken in the first boxed entry (see below).
Dream 5: The PC walks down spiral stairs. rated from the rest of the area by a curtain. It Non elves speaking elvish only have a 25%
is Zcbulah's wardrobe. On a shelf here is a chance. If the party waits and listens, read the
copy of the text from Astinus's Iconochronos, first boxed entry. Otherwise, read the second
concerning the Fall of Istar.
ntm.
After a moment, he reaches the surface of 8.Z€BUhh'Slaeoaaurw Male voice: "No, I think they will be fine,
dark waters, dives and continues to swim but 1still feel it was unwise to reveal our
down. Strange cries. laughters and whispers presence. You should have let them go on
can be heard all about. From a distance, a This rectangular loom contains an incredi- the raft. like you did with the others:'
voice seems to x m in elvish: "Treachery, ble bric-a-brac of flasks, tubes with bub.
treachery, they are coming! Sound the bling liquids, pots and other glass Female voice: "Perhaps you are right.
alarm!" Then a door opens on darkness and containers. In the middle of the room is a but these were so much unliie the others.
There is something about them that dis-
the PC wakes up. globe of pale blue pulsating with light, turbs me... and this impromptu arrival. I
fear this has something to do with the sea
resting on a cotal pedestal. Next to it is a dragons sighted in the south."
large scat caved of cotal.
The sphere isa Drngon Orb. A k d i n t h stands Male voice: "It must be tied to the
motionlesr in front ofthe orb, staring dumbly
at the crystal. h i jaw slack and drooling. recent agitation of the King of the Deep.
Because of the sea dragons' approach, the orb
has started pulsating. Zcbulah is unaware of Raids PIC getting more frequent and no
6. the bwnlances one so far has managed to enter his Iair.We
must fmd a way of getting through the
Beyond the panel, stairs lead down to a p w a g e . .!'
round and dark pit. The steps n m w as
they descend From the bottom. a faint WaFiet.mIatlheinvkoIicheeawrdh.i.s.KperrcienagQ: lB"KShHh!h"...

1glow seems to flicker.
Ancient MCCS~OIS of the sea elves stored 24 this new event. If the party warns him, he will
foot dragonlances left in their keeping after understand the menace and immediately
the Third Dragon War called Dragon Bane. communicate the information to the sea elves
Mter the Cataclysm, they brought them here in Istar. Zcbulah fears that the King of the
300 years ago. but have since forgotten them. Deep has prepared a full xale attack on the
city.
The circle oflanca support a plunger of aged
teak, that inturn, holds up the ceiling block.
For every IMCC removed, roll Id20 and if the
number is greater than the number of lances

46

Read the wxt entry if the party enters. 11. the O B tow€R ths p1t OF IStaR

steps descend townrd a small pool. A old The curtniar open onto a large circuk If the BAllUSYSTEM"' NICS version of the
man wwing red robsis kneeling toward Battle in Istar is used, then this section will
the water, on the last step. He Suddenly mom. Three huge crystal windows have have to be played immediately before and
stands as a beautiful elven maiden disap. been placed in the walls, allowing the most concurrentlyto the beginning of the Battle of
pCnri into the dark water. incredible sight eyer. Through the eerie
green light fdtering into the mom. large Istar. In this case, read Chapter V before play.
silver fuh can bc r e n swimming on the
other aide of the crystal panels, staring at ing rhu section.
The old man is Zebulah. He will wait for the
pprtg to come down, and fmally mal how the party with they Suddenly, they d a h 1. coaal Cava
away into the darkncsr of the sea.
they came to Istpr.Zebulah does not know a In the c a t e r ofthe loom isa large round The dolphins accompanying the party will
way he blims the table, carved of pink marble, with a tiny leave the PCs here.
out of Istar, h o m e r , city built on it. At the center ofthe table is
answer could be found in the King of the small silver fuh darting in and out of the
Deep's lair. weeds rivals the arrays of colors and shapes
Later during the conversation, Apoletta omate temple. On the side, written in of the luxurious cords. Attracted by the
common, M the following words: "Wel- light, tiny fuh play around the visitors,
emerges from the water and takes a part in the come, 0 noble visitor, to our beautiful some of them silently staring with their
conversation. Ifaheiswamedofthewargoing round eyes. others wildly dancing in the
oh at the surface, and of the party's suspicion City. Welcome to the city beloved of the tight and shadows. Two exits open on the
gods. Welcome, honored guest, to Istar!' opposite side of the cavern, between the
about a poarible war in Istar, here under the jagged edges of coral.
sea, she will send a mesaage to her kin and
order armed forces to bc reised. Aeltfthseudadednolyf ThL tower is an ancientstructurefrom the old The party may notice bubbles rising out ofthe
another sea city. It dingsto the side ofa cliff,overlooking right cord wall of this cavern. On the other
the conversation. side is a giant sea slug. It used to be the mount
merges into this MP and WPM Apoletta that a c q o n that once was a street in Istar. There of an elven lord and can obey simple orders,
koalinths have allied with the King of the M no other exits. Where the ancient temple provided it is subdued again.
Deep and Mpreparin to invade the city. stands in the small city corresponds to the
Zebulsh and the f% Apoletta M not location ofthe Pit ofIstar. One round after the party enters. the slug
will break through the wall and attack with its
schooled in WU and M in desperate need of A rune is engraved at the bPae of the win. acid spit. Each PC has a 10%chance ofspot-
dows. It is the same for dlwindows. If spoken ting a rotting elven saddle on its back. The
nasiSance in driving back evil's bmod. They by any spellcaster, the windows will fog up slug will not follow if the party exits through
will uy their bst to convince the PCI that and show a scene occurring at some location one of the northern ways for it smells foul
their dcstiny brought them here. They have around the city of Istnr. Should the PCs eyer things d w e U i beyond. If the party causes
plso heard of a dark haired land dweller who cause this to happen, the scene appearing on more than 50% damage to the slug it will
rides a dragon. Rumor says she is after some the windows will show the arrivpl of the retreat to the eastern corner, just below the
UCPNIC in the Nina Of ISW. Koalinth army, lead by none other than largeshaft. If the party keeps attacking, it will
The sctategy that is quickly developed is Highmaster k d e . The scene will vanish after flee up the shaft. If someone tries to climb
this. The enemy Mvery chaotic and Monly ld4 rounds. The m e will not function again into the saddle, it is now subdued and will
held together by charismatic, powerful lead- for a week. reespond to elvish commands. It may be ridden
ers. If those leaders can be eliminated, the
forces of the Sea Elves can triumph. While the scene of the marching koalinths to flee thisplace once the P O quest is com-
Apolcr.cn then leaves the MP to organize
the defenseof Istar. Zebulah informsthe puty appenn on the windows, the party may ask plete.
that the sea elver will attempt to lure the King any question about the army that could be The shaft opens on the central court of Istar,
of the Pit and.his minions out of the pit,,so answered by simply observing. Por cxpmple.
that the party may teach their lair.Zebulah only a few hundred feet from the pit.
thinks there must be a way of destroying the an o k r v e r could estimate the number of
creature's KCWlife source in its absence, and 2. ~ a v m osf the hanw men
of fmding a way out of Istar. If the party troop (however, the red waters M dark and
rd uxs, he in his more could be coming beyond sighting Thne two caverns are fdled with seaweed of
abandons them refuge. Prom range), their armament. their leader, their various types, including strangle weed. Each
there, the party will have to fmd away out of area contains 3 Strangle Weeds.
direction, the type of troops, etc... The pcs
thecity bytheirownmeMs(xeWlapterV).If The strangle weeds in the cavern next to
the party accepts, Zebulah mentions the Mallowed one question per round per char. area 3 hold the rotting body of a kodinth.
acter, until the scene fides. Then the answers When the party enters they hear delirious
powers ofthe magic pool in MP#5, and sue the DM would give should remain vague and laughter and lamentations. A wraith will
geso the party let a h d of dolphins help The exact informationon the koalinth battd- appear in ld4 rounds. It is the undead form of
the koalinth. It will attempt to flee,hoping to
t h m move underwater. The dolphins will ionscan b found in Chapter V,in the roster lure the party away from the secret pasage. If
help the PCs d i n g the entrance to the the party does not follow, it will surprise the
King of the Deep'slair. sheets. party from the fronds a few rounds later. The

As the party is bury o k r v i n g the mom and

the scene, a dorm k d n t h spies try to sur-
pdsc the party. If mote than halfof the koaJin-

ths M defeated, the others flee t d MP

#2.

41

Chaptm 8 €ncounta? Settincjs =:<)

a\\.

wraith can be kept at bay by brandishing a 5. the InvisieleBallet
nwse.
Light is rctlected in this chamber in a mul- The walls, floor and vault of this sinister
The cavern to the northwest contains a cavern M covered with a black s h e . No
secret passage leading to area 10. The =ret titude of colored beams; a scintillating plant thrive here, but horrors that are
panel CMonly be dicovered if all of the stran- vaguely human sham hang head down
gle weeds of this area M destroyed. By pull- spectacle. from the vault, shiverimp and moaoinn.
ing on the dead strangle weeds, the secret The King of the Deep uses this abysmal place
panel will give way. The walls &of.this cavern M covered with mul- to dorm the bodies of its dead servants. The
ticolored The party’s light source is shapes. though disgusting, M inoffensive for
3. hall OF the Black manta reflected in all directions. They are wonhlcas four rounds. During that time, they MAClO
stones. In the place dwell three large jeUyfuh. and CM be destroyedwith 6points of damage
Thii large cavern is covered with eerie They Msemi-translucent,making them 90% to each shape. On the f f i round, the slimy
plants. The large round plants let long undetectable. The creatures will slowly swim black skin around each creature rips open and
purplish tentacles drift in the water. A f i h toward the party and attack ld4 rounds after a regenerated lacedon falls out. There M 20
quietly swims among them and nibbles at they entered. such shapes hanging from the ceiling. If the
the translucent tentacles. Suddenly, a cavern is empty when the lacedons are
plant r e t m all ofits tentacles in the blink 6. kaal or the pit’s quaateas wived,theyswimouttheexittoarea8.Ifthe
Of M eye. party is visible when the lacedons M wived,
The plants M poisonous anemone. The f i h the cavern. In the middle stands a small the creatufcs immediately charge them, in
swimming among them M immune to their altar, with two glowing rods. On the oppo-
poison. There are 18anemone among the cor- attempt to paralyze as many ofthem as possi-
ds in the cavern. They Mlocated around the site side of the cavern is a large c o d chest.
six entrances, in clusters of three. In the mid- ble. Thisw a is sepnrnted from cavetn 8 with a
This place isthe lairof aspirit naga called Knnl thick coral door.
dle of the cave is a hidden manta ray. of the Pit. Kad is currently above fightingfor
the King of the Deep. UnIeu the party has 8. lacebons’ ben
When the party entersthis cavern. the three already met and destroyed him in the Battle,
anemone at the entrance will be retracted. he will return to thisarea within ld4 rounds if When the party opens the door to M a 8,
the party tampers with the c o d chest. When
Any character within 10’ of the five other K d arrives, it casts a PhirnrnUnid force to they see a crowd of 96 Iacedons. all kneeling
appear like a water naga, and then hails the
entrances will be attacked. The entrances M party. Kad will try to convince the party that around an impious and utterly ugly altar in
he is a messengerofthe elves and that they M the center of the cavern. All are bowing and
not visible unleu a FC forces the anemone to requesting the party’s help on the batdefield.
He will claim that a certain Aboofeiddah and ...groveling at the altar. A booming voice then
retract their tentacles. Any attack which causes Sseipwlnh (Apoletta and Zcbulph said with
the spies’ hobgoblin accent) have issued the comesfromthealtar“ nowstand, mysons,
8 points ofdamage to the plants will be suffc- order.
for a new mission awaits. Now has come the
ient to force the tentacles back into the plant If they fall for the trick, Kdwill C ~ O Kthe time to leave darkness and destroy all that
for ld4 round. party to the cave of the black willow ( m a #3) lives in Istar. By right, it has been yours since
or to the cave ofthe hanged men (area #2). It
If the manta my is slain, a treasure will be will choose that moment to attack the party, the cataclysml Come out and gather in the
while pushing his opponents toward the pit.”
found among the remains of many elves and deadly plants.
All 96 creatures then stand up and leave the
koalindw in its nest, of 200 steel coins and a If the party does not fall for the trick, Kad hall, swimming to area 11 and out through
small map carved on a thin slate of coral. It will attempt to cast a fightning boft and the pit. If the party intervenes, the swarm of
depicts the area of the maelstrom shaft, and retreat toward the pit (ma #12). Ifit manages undead will pursue them. However, the chase
the ledge leading to the King of the Deep’s to reach it safely, Kdwill exit the through the
lair (mas#12 and #13). It is marked ”pit to pit and rem to the bPrdefeld. will last no more than 3 rounds (the King of
hell” in area #12 with M arrow to area #13,
marked “Lair of the Twelve Beasts”. The chest has the powcr of warning its the Deep then intervenes and orders the lace.
dons up into the pit immediately;he has more
4. OchnEJelliesShaft owner when it is open. It contains various urgent need of h i troops).
unholy symbolsand 10 diamonds, each worth
Thii bleak cavern is devoid of Me. A small 100steel coins. At the bottom of the chest is a 9. haU OF the mosaics
thin nacre slate with strange words engraved
shaft opens in the cavern’s vault, leading onit. ItisanaquatiCve~onofamage‘sscroll, on a large dark pit. The walls of this
up into darkness. engraved with the runes to the following
Pive ochre jelly dwell in thii shaft leading up spells: d d n n s , XM, lightning Mt. suange rooms seem to belong to a pre-
to Istar. They M 80% undetectable in the cataclysm structure. Hundreds of mosaics
dark waters and -2 to be hit. They will not rcprcacnt scenes of Ancient Istar.
attack unless characters try to climb the shaft. If the party examines the scenes they will see
that many have been d&ed or destroyed.
It opens no more than 30 feet from the Pit of One particular mosaic, more recent and not as
fme as the others, represents what must have
Istar. been twelve minor priests of Istar. At the end
At the top of the shaft is the King of the

Deep’s lacedon legions and they will attack
any climbing the shaft, but will not pursue
them down the shaft.

48


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