Random encounteps Table 1: Random Encounter Checks 27. Id8 + 4 Revenants
28. Id8 + 4 Revenants
In addition to the set encounters and events Location Check Range
in this adventure, the following random Jelek (Enc. #10) I/Turn ld20+40 29. Draconian Patrol (1 Aurak; Id4 Sivak
encounters may occur. % u may alter the fre- ldl2+4Baaz)
quency if you choose or omit them altogether Army (Enc. #2 & 4) I/Turn ldl2+40
if the party is seriously weakened. Taman Busuk 1/4 Hours ld20 + 28 30. Draconian Patrol (1 Aurak; Id6 Bozak
Test of Valor 1/3 Turns 2d8 +10 ldlO + lOKapak)
Use the following tables to set up a random Test of Wisdom 1/3 Turns ld2O + 5
encounter. Table 1 contains a list of all the Test of Heart 1/3 Turns ldlO 21
areas that might be explored during the
adventure. Next to each area is a column 31. lQo Dandits
labeled "Check." This shows how often you 32. Id6 + 4 Displacer Beasts
should check to see if a random encounter
occurs in that area. For example, "1/3 Turns" Table 2: Random Encounters 3334.. Id4 + 8 Harpies
means that you should make a random Id4 + 8 Harpies
encounter check once every three turns while 1. Id8 + 4 Wraiths
in that area. To make a random encounter 2. Id3 Dreamwraiths 35. Id6 + 2 Nightmares
check, roll Id 10. If the result is a 1, a random 3. Id4 Dreamwraiths
encounter takes place. 4. Id8 Shadow 36. Id4 + 2 Griffons
5. Id4 Dreamwraiths
Next look at the column marked "Range." 6. Id4 + 3 Will-o-Wisps 37. Id6 + 4 Giant Stags
Roll the die listed and add the modifier beside 7. Id8 + 4 Drelb
it. Look up the resulting number on Table 2 to 8. ldlO +10 Wraiths 38. 1 White Stag
find the random encounter that occurs. The 9- Id8 + 4 Will-o-Wisps
statistics for the encounter are given in the 10. Id8 + 8 Wights 39. Id6 + 6 Dire Wolves
Combined Monster Statistics Chart. 11. Id4 Fetch
40. ldlO Slaves (Men—Escaped)
In some areas it is possible to have a random 12. Id6 + 3 Invisible Stalkers
encounter with a major NPC. When this 13. Id8 Bandits 41. Id8 + 2 Sivak Draconians
occurs, select an appropriate NPC from the 14. Id4 Beholders
Masters of the War section. Backgrounds for 15. Id4 Gas Spores 42. Id6 + 6 Baaz Draconians
these NPCs are found in the Masters of the 16. Id8 + 4 Drelb
War section. 17. Id8 Fetch 43. Id6 + 8 Bozak Draconians
18. Id4 Crimson Deaths
19. Id6 Groaning Spirits 44. Id8 + 4 Kapak Draconians
20. Id3 Coffer Corpses
21. Id8 Shadows 45. Id4 + 2 Bloodsea Minotaurs
22. ldlO Spectres
23. Id8 + 8 Wights 46. Id4 + 2 Bloodsea Minotaurs
24. ldlO + 4 Will-o-Wisps 47. Idl2 + 3 Ogres
25. Idl2 + 8 Wraiths
26. Id8 + 4 Piercers 48. 2d6 Wemics
49. 2d4 Sivak Draconians
50. Major NPC Encounter
51. ldlO Slaves (Men—Escaped)
52. 2d6 Bandits (Men)
53. Id6 + 1 City Guards (Men)
54. 2d4 City Guards (Men)
55. Id4 Merchants (Men)
56. 2d4 Merchants (Men)
57. Id8 Mercenaries (Men)
58. 2d6 Mercenaries (Men)
59. Id4 Patrons (Men)
60. Id6 Patrons (Men)
Qame Clocks
Use the following clocks to keep track of time during this adventure. The Daily Clock and Turn Clock will be reused so mark in pencil.
Adventure Clock Daily Clock Turn Clock
EachQ = 1 turn (10 minutes) EachQ = 1 combat round
Each[ ] - 1 day
Month 1 Su Mo Tu We Th Fr Sa Use this clock to keep track of time within a day. Use this clock to keep track of time within a
Week 1
Week 2 [ 1] [ 2] [ 3] [ •] [ 5] [ 6] [ 7] •6:00 am •• •• •• •• •• 1st min. • • • • • • • • • •
Week 3 [ 8] [ 9] [10] ['I] [12] [13] [14] •7:00 am
Week 4 [15] [16] [17] [18] [19] [20] [21] 8:00 am 2nd min.
[22] [23] [24] [25] [26] [27] [28] 9:00 am • • •• ••• •• •• 3rd min. ••• •J ••• ••• •• ••• ••• ••• ••• ••J
•• •• • • • 4th min.
Month 2 Su Mo Tu We Th Fr Sa 10:00 am J j
Week 1 11:00 am
Week 2 [ 1] [ 2] [ 3] [ •] [ 5] [ 6] [ 7] 5th min.
Week 3 [ 8] [ 9] [10] [11] [12] [13] [14] 12:00 pm ••• ••• • • • • 6th min. ••• ••• ••• ••• ••• ••• ••• ••• ••• •••
Week 4 [15] [16] [17] [18] [19] [20] [21] 1:00 pm •• •• •• •• 7th min.
[22] [23] [24] [25] [26] [27] [28] 2:00 pm
3:00 pm
8th min.
Month 3 Su Mo Tu We Th Fr Sa 4:00 pm •• •• •• •• •• ••• 9th min. ••• ••• ••• ••• ••• ••• ••• ••• ••• •••
Week 1 5:00 pm • • • • 10th min.
Week 2 [ 1] [ 2] I 3] [ •] [ 5] [ 6] [ 7]
Week 3 [ 8] [ 9] [10] [11] [12] [13] [14] 6:00 pm
Week 4 [15] [16] [17] [18] [19] [20] [21] 7:00 pm
[22] [23] [24] [25] [26] [27] [28]
8:00 pm •••••••••• •••••••••• •••••••••• •••••••••• •••••••••• a••••••••••
Month 4 Su Mo Tu We Th Fr Sa 9:00 pm
Week 1 10:00 pm
Week 2 [ 1] [ 2] [ 3] [ *] [ 5] [ 6] [ 7]
Week 3 [ 8] [ 9] [10] [H] [12] [13] [14] 11:00 pm
[15] [16] [17] [18] [19] [20] [21] 12:00 am
Week 4 [22] [23] [24] [25] [26] [27] [28]
1:00 am
2:00 am
3:00 am
4:00 am
5:00 am
Official Game Adventure
Dragons of Truth
by Tracy Hickman
TABLE OF CONTENTS
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Wherein the tale is told and the use of the text is expounded.
The Fates of the Dark Queen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Wherein the course of all that has gone before dictates the destiny that the heroes now face.
Events: An Overview of the Tale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Chapter 12: Land of Dark Empires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Wherein the adventurers set out across the desolation of the occupied lands and begin their
quest to penetrate the heart of the Dragon Empire.
Chapter 13: Dark Passages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Wherein secret ways may offer passage beyond the defenses of the Queen . . . if the passage
can be survived.
Chapter 14: Glitterpalace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Wherein the gods test the character of the Heroes. Their choices may affect the fate of the
world to come.
Epilogue: The Gates of Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Wherein the Heroes find the city before them and the fate of Krynn is in their hands.
Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30-40
CREDITS Distributed to the book trade in the United States by Random
House, Inc., and in Canada by Random House of Canada, Ltd.
Editing: Mike Breault Distributed to the toy and hobby trade by regional distributors.
Development: Mike Breault Distributed in the United Kingdom by TSR UK Ltd.
Cover Art: Clyde Caldweli ADVANCED DUNGEONS & DRAGONS, AD&D, TALIS‚ FIEND
Interior Art: Diana Magnuson FOLIO, DRAGONLANCE, PRODUCTS OF YOUR
Cartography: Dave S. LaForce IMAGINATION. and the TSR logo are trademarks of TSR Inc.
Typography: Linda Bakk
Keylining: Colleen O’Malley This adventure is protected under the copyright laws of the United
States of America. Any reproduction or other unauthorized use of
the material or artwork contained herein is prohibited without the
express written permission of TSR Inc.
©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.
Permission granted to photocopy or print this product for personal use.
Printed in U.S.A. TSR Inc. TSR UK Ltd.
0-88038-318-6 POB 756 The Mill, Rathmore Road
9176 Lake Geneva
WI 53147 Cambridge CB1 4AD
United Kingdom
Notes for the dungeon Master
Dragons of Truth is the 13th module in the sent the general story line of the adventure. subtract the opponent’s AC from the attack-
epic DRAGONLANCE® series. It continues General events include such things as the PCs er’s THAC0 to get the number needed to hit.
the action of the third book of the seeing dragons overhead, volcanoes erupting) For example, a Baaz draconian has THAC0
DRAGONLANCE saga: Dragons of Spring etc. Read the Events section to give yourself an 16. If he gets into a brawl with a Kapak dra-
Dawning. overview of how the adventure is intended to conian (AC 3) then the Baaz needs a 13 or
greater on 1d20 to hit the Kapak (THAC0 16
The journey to the final goal and the PCs’ go. minus AC 3 equals 13). THAC0 numbers
possible sojourn in the Glitterpalace of Pala- Within each chapter are the chapter’s allow the DM to run combats without con-
dine are the subjects of this part of the last stantly referring to the attack tables.
quest. The events that transpire at their encounters. Encounters represent areas the
goal-the Empire City of Neraka—are the PCs may visit and occur only if the heroes visit Some of your players may have read the
subject of DL14, Dragons of Triumph. the appropriate places. DRAGONLANCE novels. Reading the novels
does not take the mystery and excitement out
All DRAGONLANCE adventures attempt For both events and encounters, those por- of your adventure, since the information
to recreate the conditions of the story with tions of the text enclosed in boxes should be related in the books is similar, but not identi-
the player characters cast in the roles of the read aloud to the players. cal, to the events and encounters in this mod-
epic’s heroes. Thus it is recommended that the ule.
module be played as part of the series using The PCs’ party must include Berem, Fiz-
the player characters provided. If players wish ban, and Waylorn (as NPCs) before they reach Indeed, players who assume the adventures
to use their own characters, however, you the Glitterpalace. Fizban is met in Event 7 to be exactly the same as the story will soon
should allow them to do so, taking care that unless he is already with the party. Berem and find themselves in trouble! The adventure
the party is as balanced as the party included Waylorn, if not already with the party, should recreates the conditions surrounding the story
in this module. be met as random encounters within the first and leaves the decision-making and role-
few days of adventure. playing up to the players. Do not try to have
Though this adventure is a part of the epic the adventure turn out the same way it did in
DRAGONLANCE saga, sufficient informa- Occasionally an Ability Check is called for the novels. Allow your game to have its own
tion is given so that you can play it without against one of the character’s abilities: feeling, trends, and conclusion.
having previously played the other modules in Strength, Wisdom, Dexterity, etc. To make an
the series. Ability Check, roll 1d20 and compare it with The DRAGONLANCE story is a complex
the appropriate ability score. If the number saga. To run it well, read the module carefully,
The obscure death rule is suspended for all rolled is less than or equal to the ability score, anticipate your players’ actions, and think of
characters in this adventure. The only excep- the action succeeds; if greater than the ability ways to motivate them to stay within the
tions to this are Paladine and the Queen of score, the action fails. framework of the adventure. Let the players
Darkness. These NPCs cannot be killed, but explore their surroundings, but draw them in
they may be defeated. In the monster and character statistics, you the direction desired by using tantalizing
will see the term THAC0 followed by a num- information. Do not be afraid to improvise to
Each chapter is divided into a series of ber. THAC0 is an acronym for the phrase “To make the adventure more enjoyable for your
encounters. Those parts of the adventure that Hit Armor Class 0 (zero).” This is the mini- players.
are governed primarily by the time at which mum number that the creature or character
they take place are called events. These repre- needs to hit an opponent of AC 0. For attacks
against opponents of other Armor Classes,
There are several important differences The World of Krynn The equivalent of halflings on Krynn are
between the world of Krynn and standard kender. Kender resemble wizened 14-year-
AD&D® game worlds. While players who far—Mishakal, goddess of healing, and Pala- olds and (unlike halflings) wear shoes.
have played previous DL modules are familiar dine, leader of good, the Celestial Paladin.
with these differences, new players should be All PC clerics brought into the campaign must Steel is the most valuable metal in the
made aware of this information. be of good alignment and follow one of these world of Krynn while gold is fairly common
two faiths. and of little worth.
True clerics have been unknown on Krynn
since the Cataclysm, a mighty catastrophe that All PC elves in the adventures are One steel piece (stl) is the equivalent of one
changed the face of Krynn. Most clerics have Qualinesti elves, unless their character cards gp in a normal AD&D campaign. One gold
no spellcasting abilities, as they worship false say otherwise. PC elves from other worlds are piece on Krynn is the equivalent of one sp in a
gods. True clerics of good, including Gold- also Qualinesti. Several other elven races exist standard campaign.
moon and Elistan, wear a medallion bearing and are detailed in DL7, DL10, and DL12.
the symbol of their god or goddess. Only two PCs who enter Krynn from other campaigns
of the true gods of good have been revealed so All PC dwarves are hill dwarves, unless their may be allowed to trade their gold pieces for
character cards say otherwise. PC dwarves steel-though they will find their personal
from other worlds are also hill dwarves. Other wealth greatly reduced!
dwarven races were introduced in DL4.
2
In this section, you can determine your ver- The fate Number the Council Chamber and must have a
sion of the true history of the Dark Queen’s Dragonlance. Waylorn must pass into the por-
ouster from into the world of Krynn. The fate number determines which of the tal with the Dark Queen and seal the portal
three tests in the Glitterpalace leads to the from the other side.
There are actually several different true his- diamond gem. This test will have an alternate
tories of how the Queen of Darkness came and encounter where the diamond can be found. 3. Sacrifice Self to seal the Void: This is
what will throw her back into the abyss. Only This alternate encounter should clue the PCs essentially the same as ending #2, except that
one of these will be the actual ending to your to how to end the DRAGONLANCE epic. it is a PC who must drive the Queen back into
DRAGONLANCE® game campaign. Each her lair and keep her at bay while the gate is
ending has a number. The number that cor- The finale set up for the end of the epic is shut. Fizban, although Paladine, may not
responds to your version is the fate number for one of the following six. Your fate number interfere directly but may direct those of the
your campaign. In this adventure, the fate (found above or in the Glitterpalace) deter- world who can affect the course of history.
number determines which of the alternate mines which of these endings occurs in DL14,
encounters in the Glitterpalace are run and the conclusion of the DRAGONLANCE® To succeed, the character must be in the
which holds the diamond gem required to saga. Council Chamber with a Dragonlance. The
escape the Glitterpalace. This number also character must then present the Dragonlance
determines the ultimate challenge the PCs 1. Fizban/Paladine vs. the Queen of Dark- forcefully (as though a cleric performing a
face in DL14, Dragons of Triumph, the finale ness: Fizban is revealed as Paladine and only turn undead action) and force the Queen back
of the DRAGONLANCE saga. his direct intervention can seal shut the gate to through the portal. Once on the other side,
the Abyss. Thus he must make his way down the PC may close the portal behind him.
How to determine the fate number for your into the depths of the tower with the aid of
campaign depends on whether your PCs enter the PCs. If he uses his tremendous power too The effects of barring Takhisis’s direct pres-
the Glitterpalace. If they do, the TALIS™ cards early, then the Queen of Darkness is alerted to ence from the world are the complete disunity
drawn there not only open the doors to the his presence and has time to prepare her and dispersal of the Dragonarmy into petty
different tests, but also establish the fate defense. tribes and wandering groups.
number for the epic’s finale.
To succeed, Fizban must be brought into 4. Berem/Paladine Seals the Gates: Fizban
If the PCs do not enter the Glitterpalace, the Council Chamber of the temple and there is just a crazy old man. Paladine has taken the
follow the procedure outlined below to deter- defeat the Queen of Darkness. There is a base form of Berem to reclaim the soul of Berem’s
mine the fate number. Players missing the 100% chance that he is able to do this. How- sister from the temple. Once this is done, then
Glitterpalace are at a distinct disadvantage ever, every spell he casts reduces his chance of he can use his power to seal the gate.
because they do not have the benefit of the success by a percentage equal to twice the total
guidance and knowledge from these adven- spell levels. Success in this ending is achieved in the
tures. For this reason, the players should be same way as in ending #1, substituting Berem
subtly encouraged to enter the Glitterpalace. For example, if Fizban casts a 9th-level spell for Paladine.
to get the PCs out of a terrible fix, his chance
determining the fate Number of defeating the Queen of Darkness is 5. Berem and His Sister: This is the end of
decreased by 18% and is now only 82%. If the story given in the novels. In this version,
The TALIS card deck (from DL12) has six Fizban then also had to cast a 5th-level spell, Berem Everman takes the green gemstone
suits of cards. The PCs draw a card in Chapter the base chance would be reduced by 10% down into the depths of the temple of Takhisis
14 to determine the ending of the campaign. more to 72%. Because of the phenomenal and replaces it into the foundation stone. This
If they do not go to the Glitterpalace, then energies required to push the Queen back reunites his soul with that of his sister and
you must draw a card to determine the ending onto her own plane of existence, Fizban only makes the temple once more a holy place.
for the players. gains back 10% toward his chance of success Through this act, the gate through which the
for each day during which he casts no spells. Queen of Darkness came is shut forever and
There are six possible endings. These corres- her influence much diminished in the world.
pond to the six suits of the TALIS card deck. If Continuing with the above example, if Fiz- The Dragonarmies turn on one another and
you do not have the TALIS card deck, then ban, now with a 72% chance of success, casts disperse to strongholds scattered across
substitute the following random rolls for no spells for an entire day, his chances then go
determining the card drawn. Be sure to write up to 82%. The nature of this climactic battle Krynn.
down the card’s number next to its suit for use is such that all those present in the Council To succeed, Berem Everman must be
in the other areas of the tests. Chamber are aware of the outcome. Should
Fizban fail, the troops in the hall rush the brought to the foundation stone in the depths
TALIS Card Deck Table of the temple and press his bare chest and its
Party. gem into the stone.
Roll 1d6 for Suit of Card Drawn 2. Waylorn/Huma Returns from the Past:
6. Death of the Gem: Contrary to the the
Roll 1 Suit Test Enc # Alternate Fizban is just a crazy old wizard. Waylorn, on version in the books, placing the gem in the
the other hand, is the resurrected Huma of foundation stone does not seal the gate.
1 Waves Wisdom (43) 43X legend. He alone possesses the secret needed Rather, it permanently opens the gate. It is for
to drive the Queen of Darkness back into the this reason that the Queen of Darkness has
2 Beast Wisdom (43) 43Y Abyss and seal the gate. Huma must be been looking for the green gemstone man.
brought to the gate and there use a
3 Flames Heart (44) 44X Dragonlance to drive the Queen of Darkness To succeed, the PCs must discover the gem’s
4 Earth Heart (44) 44Y into the Abyss and keep her at bay while the true purpose and destroy it. To do this, the
gate is shut behind him, thus sacrificing him- PCs must bring Berem to the Hidden Treasury
5 Winds Valor (45) 45X self for the good of the world. and break the gem with the stones there.
6 Fates Valor (45) 45Y To succeed, Waylorn must be brought to
* This is the fate number of your game.
3
This module is both an exciting, stand-alone is a good place to stop your sessions. they currently appear. Tell the players that
campaign and a set-up for the end of the When the PCs end the last test, however, these are indeed their PCs but for a few
entire DRAGONLANCE® saga. moments they will be playing the parts of the
you should go to the Epilogue and complete Council of Whitestone.
Read the contents of this adventure thor- the adventure there.
oughly. You may wish first to just scan the The lord of the council stands to address
major divisions of the adventure or read those It is a good idea to end each session with a the assemblage.
parts that interest you most. Then go back and description of the next area the PCs will be
read the entire module in detail. entering. This gives your players something to At this point, have each of the players read
look forward to in the next session. their sections in order, starting with number 1
Before starting the adventure you should and ending with number 8. When they have
bring the players to kalaman. This you may flow of events finished, read the following.
wish to run as an overland adventure using the
maps from DL5. Otherwise you may just wish This section details the events of this part of The harsh words of fire and war seems out
to use a standard plot device and say that, the DRAGONLANCE saga. Read through of place on so pleasant a spring day. All
“After many months, your weary characters at these events to get a feeling for the flow of his- eyes turn to the heroes.
last come together in the Port of Kalaman.” tory within which the PCs find themselves.
Inform the players that they now may take the
Alternatively, if you are not using the Events occur at certain times within the parts of their characters. They are to either
DRAGONLANCE adventures as a unified adventure, while Encounters occur when the adopt one of the plans presented or suggest a
campaign, you may wish to simply read the PCs venture into certain areas. Unlike pre- plan of their own. As the referee, you have to
game start and begin the adventure as given vious DRAGONLANCE adventures, how- judge the merits of any alternate plans the PCs
below. ever, all of the events that occur in the course suggest. These plans must be geared to the
of the adventure are detailed here rather than objective of bringing down the Dragon
Begin the adventure with Event 1. At the within each chapter. Use the Game Clock (on Empire. The Lords of the Solamnic Knights
conclusion of this event, the PCs are at the the inside module cover) to keep track of time and the Whitestone representatives will grant
front lines (Encounter 1). Follow the direc- during the adventure and to determine which any reasonable assistance, so long as it does
tions there and begin the adventure. event is about to take place. Encounters are not involve any resources other than those
listed within each chapter in the usual man- listed in the different plans presented to the
Overview of the adventure ner. PCs.
The players’ goal should be to cross the lands Whenever an event is indicated, use your When a plan has been presented and
occupied by the Dragon Empire and get to best judgment to decide if the PCs can be agreed to, read the following:
Neraka. Along the way, however, several affected by (or even know of) the event. For
opportunities will present themselves for the example, an event that has a blue dragon fly- The Solamnic Knights guide you as far as
PCs to enter the Glitterpalace, famed home of ing over Neraka on the fourth day would not the forward lines of the war. Within days
the god Paladine. A hidden goal for the play- be noticed by PCs who were in underground you arrive there with all your equipment.
ers is to enter this mysterious palace, partici- caverns at the time. If an event affects the PCs,
pate in its tests, and gain the knowledge they then run that event as outlined. “We have arranged to have you tele-
need to defeat the Dark Queen. ported behind the enemy lines with your
Also, events have different effects depend- equipment. This is as much assistance as
Some players may elect not to go to the ing on the PCs’ position. For example, the we can give you to cross the lines of the
Glitterpalace and concentrate too strongly on explosion of a volcano would be a bad experi- Dragon Highlords. We are also rather
the goal of Neraka. Present the players with ence for someone above ground, but might be pressed for time as we believe the
opportunities to go to the Glitterpalace, devastating for anyone under ground where Highlords are preparing another attack.”
encourage them to enter, but do not force the magma was flowing.
them in. The mages are summoned and you dis-
event 1: Starting the Game appear in a flash of magic and light. You
The adventure ends with the PCs either reappear deep behind the lines of the
making it to the plains west of Neraka (west- Game Start: Start by distributing the Council Dragonarmy.
ern section of Area 28) on their own without Cards (on page 37) that contain the script sec-
entering the Glitterpalace or with them tions. Give each player at least one card and Have the players select a hex one to three
enduring the tests of Paladine and awakening double up if you have any remaining. Then hexes away from the border between
in Godshome. (There is, of course, a third read the following: Encounter Areas 1 and 2 on the Surface Map
ending-the death of all PCs.) of the Taman Busuk. This is the location at
The fresh breeze from the bay drifts cool which they reappear. At this point, the PCs
adventure Pacing over the great port city of Kalaman and are in Encounter Area 1. Begin normal play.
across a balcony in the great central palace.
Start your adventure as explained above. Let Within, the curtains to the great round event 2: The Watchful Lands
the adventurers take their course, but if the council hall drift lazily with the ebb and
PCs enter the Glitterpalace, try to end the ses- flow of the air. Occurs: Daily
sion just as they go through one of the doors in
the Nexus Room to their first test (see Chapter The great doors to the south open, The lands of the Dragon Empire are watched
14, Encounter 42). admitting those unlikely heroes who have
served throughout the struggle on Krynn.
Once the PCs start the tests, they should be
able to play through one test in one or two Take a moment to describe the characters as
four-hour sessions of play. The end of each test
4
carefully, especially with the Whitestone Dragons’ Situation -50% outposts are based in the hexes labeled 14, 21,
forces pressing so closely to their black temple On ground +30%*** and 22.
at Neraka. Spotted last turn -15%
Before 8 a.m. -15% The outposts have a base 70% chance of
There are two states of readiness on the After 6 p.m. spotting the PCs each turn they are within
Taman Busuk: Patrol and Alarm. Which state three hexes. The ground modifier does not
of readiness exists greatly influences the * This modifier (if applicable) is listed apply to these outposts. All other modifiers
encounters there. Creatures encountered under the encounter description of the listed above do apply, however.
while the Alarm is raised are twice as suspi- encounter area.
cious and cautious as when the land is merely Determine the results as above. If the roll is
in the Patrol state. Also, encounters with ** This modifier depends on how well the within 5% of the modified base, then the out-
troops increase in frequency as they actively PCs have disguised themselves. post sends a patrol to investigate. This patrol
search for those who caused the alarm. *** This modifier applies if the PCs were consists of one Aurak draconian and a troop of
spotted by the dragons on the previous turn. 20 Kapak draconians if the Taman Busuk is
Two different groups patrol this area: Having seen the PCs once, the dragons are only under Patrol status. (If the PCs are spot-
Dragon Flights and ground outposts. better able to track them. ted, a runner is sent to Neraka to put the evil
forces on Alarm status. The runner moves four
Dragon Flights: Flights of dragons of all When the modified base percentage has been hexes per hour.) If the area is already under
evil colors patrol from Neraka and various out- found, roll percentile dice and check the Alarm status, a full complement of one
posts from dawn to dusk, while watcher out- results against the following to determine the Aurak, three Sivaks, and 50 Baaz is dis-
posts scan the skies and lands by night. In the reaction of the dragon flight. patched to deal with the PCs. Both types of
area of this adventure, only the blue dragons patrols move at the rate of two hexes per hour
fly and all troops encountered are of the army Dragon Reaction: If the PCs are spotted, how to the area where the PCs are and challenge
of the Blue Lady...Kitiara’s force. the dragon flight reacts depends on the current their right to be in this area.
defensive status of the Taman Busuk.
Each flight consists of three huge and If the Taman Busuk is already under Alarm
ancient blue dragons and their riders. These If the roll by the dragon flight is within 5% of status, a wand of fireball is fired into the air to
riders are 12th-level fighter mercenaries on the modified base, (e.g., if the required percent- attract the attention of any dragon patrols
special service for the Queen. age is 30% then any roll from 25% to 35%) within 20 miles.
then the dragon fight lands to investigate.
The dragons leave Neraka at 6:00 a.m. each Captured PCs are taken to the caravan
morning and fly along the route noted on the If the check is more than 5% above the routes (see Chapter 12, Encounter 8) and
Surface Map of the Taman Busuk. The loca- modified base (e.g., if the above roll was placed aboard a slave caravan with their weap-
tion of these flights depends on the time of higher than 35%) then the dragons do not yet ons and armor stored in the rear wagon.
day. The letters A-M along the dotted lines spot the PCs.
indicate the dragons’ position each hour from event 3: Storm Clouds
6:00 a.m. until 7:00 p.m. When two letters If the check is more than 5% below the to the South
are together in the same hex, the flight has modified base (e.g., if the above roll was less
landed for lunch. than 25%) then the PCs are spotted. If the Occurs: Day 1, 10:00 AM
Taman Busuk is still under Patrol status then
Anytime a flight of dragons comes within the dragon flight attempts to fly to Neraka as In the Taman Busuk, great dark clouds gather
five hexes of the PCs, check to see if either quickly as possible with the news. The flight on the distant horizon to the south in the
party spots the other. There is a 5% cumula- moves at a speed of four hexes per hour to direction of Neraka. Their billowing fury is
tive chance per turn that a PC notices the Nereka without a break or stop. The moment lanced with flashes of lightning, though the
dragons while they are within five hexes. If the they arrive at Neraka, the status of the lands distant thunder cannot be heard.
PCs are actively searching the skies, this turns to Alarm status.
chance is 25% cumulative per turn. Anyone event 4: Wheeling Birds
watching the skies, however, may not move If the Alarm status is already in effect, then to the North
more than 1/2 of their normal movement as the dragon flight discharges one lightning
walking and watching the clouds requires breath into the atmosphere to signal the loca- Occurs: Day 1, 2:00 PM
more caution than just walking. tion of the PCs to ground troops. It takes 10
turns for a ground patrol to arrive (see below Wheeling dark specks can be seen to the north
The dragon flights also check once per turn for the composition of patrol). The dragons where the armies are engaged. Any PC mak-
while they are within five hexes of the PCs. circle overhead out of missile weapon range ing an Intelligence Check with a -7 penalty is
There is a base 100% chance that a dragon until the troops arrive and then join in a com- able to discern these specks as vultures.
flight spots any person or group of persons bined attack. The dragons in flight are
and sounds the alarm. This base chance is required to check each turn to maintain their event 5: The White Stag
modified as follows: sighting of the PCs. It is possible for the PCs
to move to better cover and lose the dragons, Occurs: Day 2, 6:00 PM
Dragon Sighting Modifier Chart but the ground forces still search the area
where the PCs were last seen. The ground here is trampled flat by many
Description clawed feet. Suddenly your eyes come to
PCs’ Situation Modifier ground Patrols and Outposts rest on the form of a great white stag, lying
-listed modifier* in a pool of its own blood. Its dark eyes
Terrain -10% to -70%** These stations watch over the Dark Queen’s seem to be pleading with you.
Disguise -10% per hex domain from the ground, especially at night
Distance +20% since the dragons prefer not to fly then. The
Flying
5
Have the players roll for surprise. Regardless event 7: fizban the fabulous it is time or if you think they need it to get out
of the result, tell them that they see the brush of a particularly sticky situation.
some 10 feet behind the stag shake. If the PCs Occurs: Day 3, 4:00 PM
investigate, they find a snow-white baby deer The doors open easily onto brilliant white
hiding hesitantly in the brush. This fawn This event only takes place if Fizban is not light. Those who enter this white light go at
allows the PCs to touch and even carry it if with the party to begin this adventure. once to Chapter 14 and the Glitterpalace.
they move in the direction of Godshome
(Encounter 29). If not, then the deer escapes Have the players roll for surprise. Regard- event 9: dragon Messengers
and begins moving in the direction of less of the result, tell them that they hear a tre- Return to Neraka
Godshome, magically slipping free regardless mendous snort that seems to come from just
of any restraints placed on it by the PCs. the other side of a rise before them. If the PCs are in the Taman Busuk, they
occasionally see the messengers, returning to
The stag is dying. It is currently at 0 hit The hulking form of a great gold dragon the Temple of Darkness after delivering the
points and its wounds are so poisonous that it lies basking in the spring sun. Next to him message in Event 6 to all Highlords. They
is swiftly sinking into death. sits an old man doing the same thing, his return singly over a period of three days in the
head pillowed on the dragon’s flank. following order:
Anyone who looks into the eyes of the white
stag must make an Intelligence Check at -4. If A battered and shapeless hat rests over Messenger Day From
not successful, the person gets the feeling that the old man’s face to shield his eyes from Green 1st SE
the stag is trying to communicate with them the sun. A long, white beard flows out 2d SW
and distant words seem to form in his head, from under the hat. Booted feet stick out Black 2d NW
although the meaning of the words is not from beneath long, mouse-colored robes.
clear. White 3d NE
The terrible snorting sound is repeated 4th N
Those who succeed hear words form in their as the dragon snores. The old man, snoring Red
heads in a deep and beautiful voice: in his own wheezy way, seems not to
notice. Blue
“My child...the world...take him to
Godshome. There will your efforts be The gold dragon and the wizard may now join Each messenger comes bearing an identical
the party and NPCs. Their backgrounds are message, signed by the Highlord of each of
rewarded...and your path made more explained in the Masters of the War Section. the armies. The message reads:
clear. Fizban may or may not be a major factor in the
conclusion of this campaign, depending upon “We harken and obey the Dark Will. We
event 6: dragon Messengers Fly which finale has been chosen. arrive within the week. Your servant.”
Out from Neraka
event 8: The golden door Each in his turn lands his dragon in the
Occurs: Day 3, Noon square that surrounds the Dark Temple.
Occurs: Every other day after Day 6
PCs who are within sight of Neraka see the sil- PCs within sight of Neraka witness the lone
houetted forms of many dragons rise from the Once per two days (after Day 6), at the discre- dragons approaching according to the above
center of the city and spread out in all direc- tion of the DM, a golden door magically schedule. If they are between the battle lines
tions. These are not flights of dragons, but presents itself along the path of the PCs. This to the north and Neraka, the blue dragon and
single dragons with highly ornamental har- is an entrance to the Glitterpalace. Just how it its messenger ride overhead. If this happens,
nesses. Their riders’ armor glints in the morn- presents itself is largely up to you. The follow- then allow the PCs an Intelligence Check to
ing sun. ing are guidelines. notice the baton carried by the rider.
One of the dragons flies directly toward the If the PCs are Flying: A great white cloud PCs near the battle lines may notice the
battle lines. If any PCs are in the path of this shines in the sun. It appears to change into a lone messenger taking off from the command
flight, have them make an Intelligence Check floating, white palace with a huge golden area of the blue Dragonarmy.
at -4. If they succeed, they see that the figure door. The door begins to open and bright
is carrying a baton of some type. The dragon is white light streams forth. event 10: Tremors
blue.
The PCs may fly into this door, but their Occurs: 1-4 times per day after Day 4
In the hollow of the baton is a message that mounts will not enter.
reads: Tremors are caused by the impending erup-
“Her Dark Majesty commands your presence If the PCs are on the Ground: A small, tion of one of the Lords of Doom, the volca-
and those of your personal legion to attend plain building is off to one side of the path. noes that surround the Neraka area. Use the
her. Arrive at the Temple of Neraka within The building has a golden door in a casement following procedure if the PCs are within
two weeks or feel her wrath.” of white marble. seven hexes of a volcano when this event
occurs. Ignore this event otherwise.
Any PCs near the Dragonarmy camp at the If the PCs are in Tunnels: A golden door in
battle lines note a single blue dragon descend a marble frame is built into a wall in the tun- When a tremor is indicated, roll 1d10. The
into the commander’s camp. nel. result is the round in which the tremor reaches
peak intensity. On the Tremor Effects Table,
These are the doors to the Glitterpalace start with Round 1 on the table and run each
(Chapter 14). They do not appear suddenly round of the tremor until reaching the num-
(unless required to by circumstances). The ber rolled, then go back down to Round 1. For
doors have a tendency to appear at opportune example: if you roll a 3, then the PCs experi-
times for the PCs. It is up to you to have them ence Rounds 1 through 3 in order, then back
appear in the path of the PCs when you think to Round 1. In other words, this tremor lasts
five rounds in the order 1, 2, 3, 2, 1.
6
Tremor effects equal to his AC plus 2d6. Stone and harder remains active throughout the adventure.
objects only protect against half of this dam- Roll 1d6 for the strength of the explosion.
Round 1: First rumblings come from afar, age. In the wilderness, each character receives
almost too faint to be heard. 2d10 points of damage. This indicates the number of hexes affected by
Round 2: Rumblings build. PCs feel dizzy. Round 8: The noise is deafening. Rising dust the blast: 1 = volcano hex only; 2 * volcano
All attack rolls this round suffer a -1 penalty. obscures vision beyond 100 feet. All attack hex and all adjacent hexes; 3 = all hexes
Round 3: Rumbling sounds are more notice- rolls are made with a -12 penalty. A Dexterity within two of the volcano hex; etc. Those
able and the ground is visibly swaying. All Check with a -4 penalty is needed to remain within the affected area of the exploding vol-
attack rolls this round suffer a -2 penalty. If standing. Damage from falling debris is the cano take damage. Subtract the PCs’ distance
underground or in a building, small chunks of same as in Round 7. Great rents in the earth (in hexes) to the volcano from the blast
the ceiling begin to fall. Each character in the open and crevasses form. A character who fails strength rolled above. This is the number of
area receives damage equal to his AC minus 7 a Dexterity Check with a -4 penalty falls into a d10s rolled for damage inflicted upon each
points. Ignore damage less than 0. A character crevasse, suffering 1d6 points of damage. character by the explosion. For example, a vol-
who is in cover under a sturdy object (such as a Each crevasse is 1d10 feet deep. cano explodes with a blast strength of 3. The
wooden table) receives no damage. In streets, PCs are two hexes away from the volcano when
chunks of nearby buildings fall and cause the Buildings have a 15% chance of collapsing it explodes. The PCs take 1d10 (3-2 = 1)
same amount of damage. in this round. Anyone within when a building points of damage from the blast.
Round 4: Rumbling sounds are now loud; an collapses suffers 1d20 points of damage. Each
Intelligence Check is required to understand character must immediately make a Dexterity The area of the explosion becomes desolate
anyone who is yelling. A character under- Check with a -4 penalty or be buried in the and covered by a fine grey ash. Each turn a PC
ground or in a building receives damage equal rubble. A character may dig himself out of the is in the area, he ‘must make a Constitution
to his AC minus 5. Ignore damage less than 0. rubble with three consecutive successful Check. Failure means that his Constitution
A character under a sturdy object (such as a Strength Checks. Each of these three checks drops by one. If his Constitution drops to 0,
wooden table) receives no damage. takes two rounds. Others may help dig a bur- he becomes unconscious and begins suffering
Round 5: Rumbling sounds are louder. Same ied character out. For each person assisting, damage at the rate of 1d10 per turn. If the PC
checks apply as above to understand shouted the buried character subtracts 4 from each of is taken out of the area of the explosion, he
orders. All attack rolls are made with a -4 pen- his Strength Check rolls. recovers one Constitution point per hour. Any
alty. A character underground or in a building Round 9: The noise remains deafening. Ris- hit points lost must be regained in the usual
receives damage from falling debris equal to ing dust obscures vision beyond 50 feet. All manner.
his AC. Wooden objects now only protect attack rolls are made with a -15 penalty. A
against half of this damage. Stone and harder Dexterity Check with a -8 penalty is needed to Following the initial explosion, lava pours
objects offer full protection. In the wilderness, remain standing. Damage from falling debris from the mountain and flows down its sides
each character receives 1d6 points of damage is the same as in Round 7. Crevasses are now creating great lava streams down to the edges
from falling trees, rolling rocks, and sudden 2d10 feet deep (normal falling damage). of the blast area. While traversing this area
upheavals of earth. Buildings have a 20% chance of collapsing there is a 65% chance per turn of encounter-
Round 6: Rumblings grow louder. Commun- (see Round 8 for effects on characters). ing lava streams (-10% per hex away from the
ication by voice is impossible. Attack rolls are Round 10: The noise remains deafening. Ris- volcano). The streams run straight from the
made with a -8 penalty. A Dexterity Check ing dust obscures vision beyond 10 feet. volcano to the edge of the blast area. Lava
with a + 4 bonus is required to remain stand- Attacks are impossible. A Dexterity Check streams are 7d6 feet across (-1d6 per hex away
ing. A character underground or in a building with a -15 penalty is needed to remain stand- from the volcano). The lava flow causes 1d6
receives damage from falling debris equal to ing. Damage from falling debris is the same as points of heat damage per turn to any charac-
his AC plus 1d6. Wooden cover offers no pro- in Round 7. Crevasses are now 2d20 feet deep ter within 30 feet. For every five feet closer, it
tection and is crushed under debris. Stone and (normal falling damage). Buildings have a inflicts an extra 1d6 points additional damage
harder objects offer full protection. In the wil- 30% chance of collapsing (see Round 8 for (e.g., a character within 15 feet receives 4d6
derness, each character receives 2d6 points of effects on characters). points of damage per turn). Those who are in
damage from falling trees, rolling rocks, and contact with the lava receive 7d6 points of
sudden upheavals of earth. event 11: Lords of doom erupt heat damage per turn plus 2d10 points of
Round 7: The noise is overwhelming. The additional damage per round. Special fire and
ground bucks and sways. All attack rolls are Occurs: 1-3 times per day after Day 4 heat protections may lessen or eliminate this
made with a -10 penalty. A Dexterity Check is damage.
needed to remain standing. A character While the PCs are in the Taman Busuk, the
underground or in a building receives damage ten volcanic mountains (Area 9A-9J) explode, Characters on the ancient road (see
one per day. Which volcano explodes is deter- Encounter 20) experience severe tremors (roll
mined randomly. Once a volcano explodes, it until a result greater than 4 is obtained) on the
Tremor Effects table in Event 10:
7
Chapter 12: Land of dark empires
This is a time of great trial. Great Whitestone up toward a cold sun. The ground is soft extend far into the distance, seeming to
armies are gathering around Kalaman. Their and spongy beneath your feet. cover the entire floor of the vale.
objective now is a desperate one. As the flying
citadels besiege their cities, they feel that they Run random encounters normally in addition This is the rear area of the Dragonarmy. Those
have but one hope left: if Neraka can be to any Dragonarmy patrols that may be approaching within one mile (one hex) of this
brought down, then perhaps their command encountered. The locations of these patrols location have a 30% chance of running into a
will be disrupted enough to enable the are listed in Event 2. It is important to keep patrol. This patrol consists of 15 Sivak dracon-
Whitestone forces to end the reign of terror. these patrols and troop movements in mind at ians polymorphed to look like low-level
all times to determine when the PCs might human fighters.
The PCs, however, may find a different encounter them.
way. Through the tests of Paladine in this They attack viciously and try to capture any
adventure they will discover a more subtle way There is a 10% chance on any given turn PCs who receive more than 20 points of dam-
to bring about the downfall of the Dragon that the PCs find a depression, gully, or rock age. These guards are aware of the search for
Highlords. large enough to provide cover from searching the gemstone man and try to take him at all
eyes. These gullies offer 3d20 percent cover if costs if they notice that he is with the party.
This adventure reveals their wilderness trek something is looking for the PCs. Travel across
through the devastation of the dragon- these areas is at standard rates. Captured characters are relieved of all
captured lands and towns. Even in these dark weapons and armor and taken to the nearest
lands, there are both helpers and traitors. While traveling on the plains, the PCs find Dragon Highmaster, Bakaris is on the western
Hidden ways kept secret from the Dragon very little in the way of food. Only those food- battle line, Kitiara is in the central battle line,
Highlords lead to the heart of the Dragon s&s the PCs have with them, can obtain and Toade is on the northeastern battle line.
Empire: the magical roads of the buried past, from Dragonarmy supplies, or purchase in See the Masters of the War section (page 30)
Godshome with its Misted Veils, and even the Jelek or Neraka will sustain them. for their backgrounds and reactions.
skies ridden by dragons and citadels.
2. dragoncamp Captured PCs are taken to the smithy and
encounters placed in leggings and chains. A successful
Dark banners fly over tents and sheds‚ flut- bend bars check at -5% is required to break
1. Taman Busuk tering in the breeze. A constant clatter and these bonds without tools. Berem, if discov-
ring of armor can be heard. Rows of tents ered, is placed separately in a steel wagon and
The sodden plains stretch into the dis- guarded by six Aurak draconians. All captives
tance. Pale green chutes of grass struggle 8 are placed in a slave caravan to be taken to
Neraka as slaves (see Encounter 8 for details).
If the PCs somehow manage to get past the 4. Battle Plain 8. Caravan Routes
guards, there is a 10% chance per turn that
someone in the camps questions them. Most The full fury of pitched battle goes on Wide‚ muddy roads wind their way across
assume that they are mercenaries who are not before you. the plain. Their surfaces are impressed
yet outfitted with official gear. If the PCs ask with the prints of thousands of travelers.
for the commander’s tent, they will be As the PCs enter this area, roll once on the fol-
directed to the nearest pavilion as above. lowing table to determine encounters. Roll Caravans pass these roads at regular intervals.
again each time the PCs move into another There is a 30% chance per four-hour period
If the PCs search any tent, there is a 20% hex in this area. Thus a group of PCs who that a caravan is encountered. Each person,
chance that they find something. If so, roll on walked into this area three hexes would have other than slaves or prisoners, who is going
the following table. to roll three times on the following table. toward Neraka has a Writ. This document,
which describes the person bearing it, allows
Looting Table Encounters on the Battle Plain them access to some part of Neraka. There is
only a 3% chance that a Writ discovered on a
D12 Roll Item Description D6 Roll Encountered person gives them access to the temple itself;
1 Slave Rags 1 1d8 + 5 Baaz vs. 1d4 Knights * there is a 10% chance that it allows them into
2 Rations for Four Days 2 1d6 + 3 Auraks vs. 2 Knights * the inner city at a specific color location (the
3 Banner (Blue Army) 3 1d6 + 5 10th-level Fighters vs. city is divided into sections by Dragonarmy
4 Dragonarmy Uniforms (1d4 sets) * 3 Knights * color); the rest allow passage only to the outer
5 500 gems (1,500 gp each) 4 1d8 + 6 Sivaks vs. 4 Knights * city of Neraka.
6 Rations for Three Days 5 1d8 + 8 Bozaks vs. 4 Knights *
7 Writ of Passage ** 2 Dying Whitestone Officer ** Roll randomly on the following table to
8 -2 Cursed Plate Mail *** determine the type of caravan encountered.
9 +2 Plate Mail *** * The Knights encountered do not join the
10 +4 Plate Mail *** PCs and insist on returning to their units. Caravan Type Table
11 Mounted Dragonlance These Knights are 5th- to 8th-level fighters
12 Footman’s Dragonlance (1d4 + 4). D6 Roll Caravan Type
1 Slave Caravan
* There is a 30% chance for each PC that one ** Pleads with the PCs to fulfil their mis- 2 Supply Caravan
set fits him. sion and leave the battle area. 3 Supply Caravan
Prisoner Caravan
** This scroll gives passage for a Dragon- It should become obvious to the players i Supply Caravan
army soldier to enter Neraka. The Writ is out that continuing in this direction is hopeless. 5 Dragonarmy Reinforcements
of date, however, and gives permission to 2
enter only the inner city of the blue army. 5. glitterpalace entrance
After determining the type of caravan, check
*** There is a 15% chance for each PC that There is a Glitterpalace entrance here. See the following descriptions for more details.
this exactly fits them. Even if it is not an exact Event 8 for details. If the PCs enter, go to
fit, there is a 25% chance that a PC is able to Chapter 14, Encounter 41. All caravans make camp at approximately
get into it. 5:00 p.m. each day and break camp at 6:30
6. guide Cairns a.m. When encamped, guards are set around
Remember that the PCs must pass more the perimeter.
guards when they try to leave the camp. A strange pile of stones stands to one side
of your path. Two notched rocks stand on Slave Caravan: This is made up of three
Those attempting to move past the battle top of the pile of stones. One of these rocks large wagons: one in the lead position and
lines (north of Area 1 on the map) encounter has the symbol of an eye on it. two at the rear. Between these are strung 3d10
the full army in conflict with Whitestone + 20 slaves. All of these slaves are emaciated
forces. Each turn the PCs move off the map This cairn acts as a directional sight. By sight- and barely able to walk. If freed in this envi-
past the battle lines increases their chance of ing down the notch with the eye carved in it, ronment without protection, food, and water,
being caught by 10%. the PCs can see the nearest Glitterpalace they will almost certainly die.
entrance (Event 8).
3. No Mans Land The lead wagon is a steel cage that holds
7. Khalkist Range prisoners and slaves who are still dangerous
Trees stretch their dying black limbs into and able to fight. There are 1d4 - 1 people in
the cold sky. The grass beneath them is The towering peaks of the Khalkist Moun- the cage if the caravan is heading toward
burned to brittle stubble underfoot. A tains jut with a green-tinted grey into the Neraka, none if it is heading away. Those
thick black soot covers everything. sky. Their jagged edges cut like a cold and found in the cage are 7th-level fighters, but
forbidding slash across the sky. they have neither weapons nor armor.
This land was the site of past battles between
Whitestone and Dragonarmy forces. In the Passage through these peaks on foot is impos- The remaining two wagons at the back of
direction of Area 4, faint shouts, cries, and sible. the caravan contain supplies for the group.
clashing steel can be heard coming from a line There are food rations and bedding sufficient
of dust that stretches across the horizon. to supply the draconians and give pitiful sus-
tenance to the slaves. If the draconians are
killed or driven off, there are enough supplies
to enable the slaves to return to their homes.
The entire caravan is guarded by 30 Baaz
9
draconians under the leadership of three contain food, smithy and armorer supplies, this, the chance of someone turning them in
Aurak draconians. If encamped, they build a and large tents. Use the Looting Chart from to the garrison is increased by 5%.
large bonfire and run a guard watches of Encounter 2 to decide what the PCs find in the
10 Baaz per shift. wagons or in any encampments of this group. This is not to say that no one is willing to
help the PCs. There is a member of the Hid-
Slaves in the caravan know 1d4 rumors to The rear guard is 100 yards behind the den Light (the underground movement that
tell the PCs (see the Rumors section, page 36). column. This comprises 10 Baaz draconians aids the Whitestone cause) here in the town.
with short bows. He is the butcher, Darallan Suebban. He con-
Supply Caravan: This caravan is made up tacts the heroes two turns after they enter
of 1d12 + 5 large wagons pulled by work- 9. Well of fire town. He has been helping prisoners escape
horses. These wagons are filled with foodstuffs from Neraka, but can do little for the heroes
and supplies. Some of the wagons (1a) con- Light‚ lazy wisps of smoke drift into the sky here. He can, however, give the PCs the code
tain 1d6 passengers each. These are trades- from the peak of the fire mountain‚ now name of his counterpart in Neraka, a person
men, slavers, and concubines. There is a 10% sleeping. he calls “Maelstrom.” All he knows is that
chance per wagon that one of these people is Maelstrom works in the Red Inner City and
friendly to the PCs. Friendly characters can There are 10 volcanoes on this map. Occasion- that he can often be found in the Hair of the
tell the PCs 1d6 of the rumors from the ally one of them explodes into activity. Which Troll tavern.
Rumors section. volcano explodes is randomly determined and
is always preceded by an earth tremor. The Darallan can also supply the PCs with
The caravan is guarded by nine Baaz dra- effects of these explosions and tremors are details of the layout of the city as follows:
conians under the direction of one Kapak dra- explained in the Events section.
conian. When encamped there are three Darallan glances about and then quickly
guard watches of three Baaz each throughout When dormant, however, a volcano can be squats down, his finger rapidly tracing in
the night. These draconians are not aware of climbed and the interior of the cone entered the dirt as he speaks.
the Dark Queen’s search for Berem. They may down to the lava dome. Climbing a volcano is
be swayed into believing that the PCs have hard work (movement slowed to 1/4 of nor- “The city is surrounded by a wall with
somehow been separated from their unit if the mal) and the cone of the volcano offers only a the main gate on the north and lesser gates
caravan is heading toward the front. They will 10% chance of finding concealing cover on leading to various sections of the city. The
be suspicious, however, if the PCs are any given turn. Each volcano cone is 500 + city is divided into five sections, one for
attempting to get to Neraka, as all traveling in, (1d8 x 100) feet tall. each Dragonarmy. The white and black
that direction should have a Writ. sections are to the northwest and northeast
The steaming lava dome is 100 + (1d4 x 50) of the city, respectively. The green section
Roll 1d6 on the Looting Table from below the cone of the volcano. Those reaching is in the southwest. The red section is on
Encounter 2 for objects that may be found in this dome go to Encounter 33 in Chapter 13. the south. This is the section of Ariakas,
these wagons or the encampment. the emperor, although he seems to have
10. Jelek abandoned his palace in favor of the tem-
Prisoner Caravan: This comprises four large ple. The blue section is to the southeast
wagons. The last wagon in the caravan carries A squalid grey town stands on the dusty between the black and red sections. A
supplies. The first three are steel cages with plain. Muddy roads run into the town like lesser gate leads into each color section,
locked doors. Inside each of these are 1d4 pris- worn-out arteries. but both the main gate and the lesser gates
oners. These are Whitestone army officers of are heavily guarded at all times and access
various ranks. All are beaten badly and This depressed town has been under the occu- is strictly controlled.
despondent. One of these officers tells the pation of the Dragon Highlords for many
PCs 1d4 rumors. years. The people are listless and have no hope “The main avenue beyond the Queen’s
of ever being freed of tyranny. gate spirals in toward the temple at the
This caravan is guarded by 30 Baaz dracon- center of the city. This avenue is crossed by
ians under the direction of one Aurak dracon- Within the town is a garrison of 50 Kapak gates between each of the city’s sections.
ian who carries the keys to the cages. Three draconian troops under the leadership of one Thus an invading army must either break
watches of 10 draconians each are set when- Sivak. They rule the town and regular patrols through the outer walls or pass through a
ever the caravan makes camp. of five Kapaks can be encountered in the series of gates. It is a death maze.
streets at any hour of the day or night.
Dragonarmy Reinforcements: Not a pleas- “The outer city is also divided into sec-
ant or welcome sight, this is a brigade of While the people in this town have no love tions, but it is not as strictly controlled.
mixed draconian and human mercenary for the Dragon Empire, they see no point in The Hair of the Troll tavern is located in
troops. There is an advanced guard of 12 Baaz aggravating their sorry situation. They sell and the Green Outer City.”
draconians that precedes the rest of the troops trade with the PCs but do not offer them any
by 100 yards. The commander of the brigade assistance other than the advice that they get Darallan quickly stands and wipes away
is a deathknight mounted on a nightmare. out of town as quickly as possible. There is a his tracing with his booted foot.
Behind him rides a contingent of 30 banshees base 5% chance that any townsperson tells the
on chariots. draconians if he finds out that the PCs are not In addition to this, Darallan’s spy network has
part of the Dragonarmy. If the PCs try to con- given him 1d4 of the rumors from the Rumor
One hundred yards behind these are three vince the villagers to join them, fight the section. He tells the PCs to leave town quickly
units of troops. The first two units are headed Dragon Empire, or directly give aid to the as there are many here who would betray them
by an Aurak unit commander and the last by a PCs’ quest, the townspeople will become to the Dragonarmy.
human commander (8th-level fighter). The angry or frightened. Each time the PCs do
first two units consist of Baaz draconians while
the last unit contains 3d-level human fighters.
There are 50 members of each unit.
After these are five supply wagons. These
10
11. Low hills These are the contingents that guard the moat (see following paragraph). While climb-
direct access to the heart of the empire. The ing among the spikes, a character gains a +4
While in these low rolling hills the PCs can PCs cannot see the 100 wemic that are within bonus to his Armor Class. He also attacks at a -
find 10% cover. Mud and rocky terrain slow the structure, nor can they see the 20 wraiths 4 penalty, however.
movement to 3/4 of normal speed. that live in the stone of the wail.
Anyone falling into the moat falls on set
12. grasslands The guard wemics ask any who approach for spikes. These are wooden spikes one inch in
their Writ of Passage and inspect all wagons diameter with sharpened points, spaced one
These are the grasses of the high plains. They and effects of anyone entering this way. There foot apart. The spikes are three feet tall. Any
grow at a phenomenal rate and are approxi- is a base 70% chance that the wemics find character falling on them takes 1d8 + his AC
mately six to eight feet high. anyone hiding in a wagon or using some other in damage. A character must make a Dexterity
ruse (disguise, forged papers, etc.). Check in order to pull himself off these spikes.
These grasses offer excellent protection
(40%) as those in them cannot see farther If the wemics discover something they do 15. geysers
than three feet in front of them. The constant not like, they attempt to detain the PCs in
waving of the grass also makes it difficult for their dungeon until a slave caravan arrives. When the PCs are outside this hex, use the
an outside observer to notice movement on There is a base 20% chance that such a caravan frost boxed description. When the PCs enter
the plains. However, this also makes the grass- comes within four hours (+10% cumulative the hex, use the second boxed description.
lands popular with wilderness predators and for each four-hour period that passes).
prey alike. Double the possibility for random Detained characters are stripped of their In this direction, a perpetual fog seems to
encounters. Roll 1d8 + 27 on Table 2 (on the weapons and armor. If the PCs are put on a shift across the ground. Every now and
module cover) to determine the type of slave caravan, go to Encounter 8. then, puffs of cloud rise from the fog layer,
encounter. Movement is at 1/2 the normal only to drift back down into the general
rate through the thick grasses. If the PCs fight the wemics, the lich first milkiness of the horizon.
calls out the wraiths and then the rest of the
13. Neraka forests wemics to back them up. Thirty wemics Low cone-shaped mounds are scattered
charge across the bridge and then the portcul- about the damp ground. Rolling white
There is 50% concealment (-2 to AC) while in lis is closed and the bridge drawn up. An addi- clouds billow from the mounds to form the
these woods. Movement through these woods tional 50 wemics mount the battlements and thick fog bank that envelopes you.
is at 3/4 normal rates, except for elves, fire down upon the PCs with longbows (they
dwarves, and kender, who suffer no loss of fire without regard for their comrades battling While in this area, the fog created by the gey-
movement in this terrain. the PCs). If necessary, the lich also uses his sers’ heat obscures all vision beyond 10 feet.
considerable magic to aid the battle. This lich All missile weapons fired beyond that distance
14. guarded Pass has the following spells for this day: suffer a -5 penalty to the attack roll.
The steep canyon is suddenly blocked by a 1st-Level Spells: burning hands, detect Each geyser hole is 1d4 + 2 feet in diameter
curtain wall. Battlements are arranged magic, feather fall, hold portal, down the entire depth of the shaft. All of the
atop the wall and a single, open turret magic missile shafts are 100 + 1d20 feet deep. The sides of
looks down on the arched gate. The wall the shafts are smooth and wet with moisture.
itself is 30 feet high. Great spikes six inches 2d-Level Spells: darkness 15’ radius, detect ‘Beat these as slippery surfaces, as described in
in diameter protrude from the wall 20 feet good, mirror image, web, wizard the Dungeoneer’s Survival Guide in the
above the ground, as though to stop some lock Climbing section. The bottom of every shaft is
terrible onslaught. Before the walls is a a narrow bottleneck over a pool of boiling
moat 10 feet wide and 10 feet deep across 3d-Level Spells: fireball (x2), dispel magic, water that occasionally erupts into a geyser. A
the narrow canyon. A single, dark figure lightning bolt (x2) character immersed in this water receives 3d8
sits in a great throne in the open turret, points of damage each round.
looking down on the drawbridge. 4th-Level Spells: dig, dimension door, fum-
ble, wall of fire, wall of ice PCs who climb down these shafts find
Standing to either side of the lowered themselves in Encounter Area 38 (Chapter
drawbridge before the moat are two crea- 5th-Level Spells: Bigby’s interposing hand, 13).
tures that appear half-man and half-lion. cloudkill, teleport (x2), wall of
Each wears dull black armor and a helmet force Each geyser follows its own timetable for
and carries a spear. eruptions. Some eruptions occur at random
6th-Level Spells: control weather, legend lore, intervals, while others occur regularly. Each
The wall is actually a building 30 feet tall and globe of invulnerability time the PCs encounter a new geyser, roll on
30 feet across. The fortifications described are the following table to determine that geyser’s
duplicated on both sides of the wall. The lich 7th-Level Spells: mass invisibility, power word eruption schedule.
(on the throne) appears on whichever side is stun, reverse gravity
being approached. The gate opening is 10 feet
wide and a tunnel runs directly through to the 8th-Level Spells: antipathy, Serten’s spell
opposite drawbridge. In the walls at the center immunity
of this tunnel are iron doors that open into the
fortification. 9th-Level Spell: meteor swarm
The large spikes protruding from the wall are
designed to stop larger creatures from charg-
ing the wall. They are placed three feet apart
and may be climbed by anyone who can reach
the wall. Characters may attempt to jump
over the spike-filled moat and catch one of
these to climb up the wall. A Dexterity Check
must be made to successfully catch a spike.
Failure means the character has fallen into the
11
Geyser Eruption Table 17. griffons aerie terity Checks until he either succeeds or
reaches the bottom. Each failed check means
D6 Duration Your are at the base of a great cliff. There is that the PC slides 20 more feet and receives
Roll Eruptions 1 Min. a sudden flurry of movement in the nearby 1d6 more points of damage. A successful
1 Regular—Every 4 minutes 1d4 Min. brush and a squawking cry. Just as sud- check halts the PC’s slide.
2 Roll 1 on d6 each round 1 Min. denly‚ the movement stops.
3 Roll 1 on d4 each 2 rounds 1d3 Min. Wise PCs rope themselves together for
4 Roll 1 on d8 each round 1 Min. Behind this brush, the PCs discover a fledg- greater safety during the climb. If they are
5 Roll 1 on d4 each round 1 Min. ling griffon. It is obviously too young to be roped together, then when a PC slips, the PCs
6 Regular-Every 30 minutes out of its nest. on either side of him also roll Dexterity
Checks. If both of them succeed, no one falls.
If a character is in the shaft of a geyser when it Should the PCs look overhead, they will see If either fails his check, the PC next to him
erupts, the character will be shot out of the in the craggy peaks the outlines of a nest some rolls a Dexterity Check to see if he can halt his
geyser. The character is thrown into the air to a 300 feet overhead. comrades’ falls. This continues until one PC
height equal to his AC plus 10 feet. The char- on either side of the falling PCs succeeds at a
acter suffers 3d8 points of damage from the The climb to the nest is up a rock face which Dexterity Check. A PC who slips and is caught
boiling water and also receives any falling is almost smooth in many spots. Treat as a by a comrade suffers 1d3 points of damage.
damage that applies. slightly slippery surface from the Dun-
geoneer’s Survival Guide for purposes of Note that a PC may voluntarily fail this
16. highlords encampment climbing. Dexterity Check to slide down the glacier as a
form of movement (they receive 10d6 points
Use the first section of boxed text if this Within 1d10 turns, the parent griffons of damage per 100 feet). If they slide more
encounter occurs before Event 9. Use the sec- return. If the griffons get the idea that the PCs than 100 feet, however, it may be difficult for
ond section of boxed text if encountered after are trying to harm their fledgling, they attack them to stop at the bottom and they could
Event 9. and fight until dead. If, however, they get the end up in the glacier lake.
idea that the PCs are trying to return the
In the distance‚ dark banners flutter fledgling to its nest, then the griffons are most Falling into the glacier lake is mainly just a
grateful and offer whatever aid they can to the very cold bath. However, characters who do
against the sky. Tents sprawl from the cen- PCs, including their services as mounts. They not dry off right away (change into dry
ter of the encampment. To one side‚ four know the location of Neraka but are not famil- clothes) suffer 1d4 points of damage from the
dragons lie resting on the ground. iar with its defenses or the schedules of its air cold for each of the following six rounds. (The
patrols-they simply avoid the area. DM may also want to apply the optional hypo-
This is an encampment of a Dragon Highlord thermia rules in the Dungeoneer’s Survival
en route to Neraka. Which Highlord is Should the PCs use these griffons as air Guide rule book.)
encountered depends upon which area the mounts, each griffon can carry up to three
camp is in. characters. You should plot the track of the The clouds drift below you as you reach the
griffons flight and note where they may be top of the glacier. Craggy cliffs form a
Location Highlord Dragon intercepted by Dragonarmy air patrols. crown around the top of the glacier bowl.
16A Ariakas Red Here‚ at the cap of the glacier‚ a second
16B Lucien White 18. glacier small lake is formed in the ice.
16C Toede Green
16D Salah-Kahn Black Read the first description at the bottom of the A stream of water leads from this lake toward a
glacier. Read the second description at the top cave in the eastern mountain face adjacent to
These dragons are all ancient and huge. One of the glacier. the glacier. Go to Encounter 19 if the PCs fol-
of the dragons is the personal mount of the low this stream.
Highlord. The other three are the mounts of A lake of crystal blue water lies at the base
the Highlord’s guardian wing. of a vast glacier. The ice runs up a great 19. Icefall
canyon into the mist-shrouded peaks of
There are four tents in the camp: one large the Khalkist Mountain Range. The water of the stream trickles into the
tent (30 feet in diameter) and three smaller mouth of a huge ice cave.
tents (15 feet in diameter). The larger is occu- This water is drinkable and there are fish here
pied by the Highlord. Use the Looting Table that may be caught and eaten. If the PCs enter the cave, they encounter the
from Encounter 2 to determine what may be following:
found there. The glacier face is sheer and 400 feet high
and climbing it is not a simple matter. Move- Great frozen waves of ice coat the walls,
The ground here is trampled and the smol- ment up the glacier face is at 1/4 normal floors, and ceilings of the room. Huge ici-
dering remains of a bonfire can be seen. climbing movement. Each PC must check cles hang down from the ceiling like an
four times on the climb to see if he slips: at inverted forest of pine trees. Their columns
If the ground is examined, the claw marks of 1/4 way up the glacier, 1/2 way up the glacier, obscure sight beyond a few feet. Along the
dragons are also seen. The encampment is 3/4 way up the glacier and at the glacier top. ceiling, great fissures rake the ice as rivulets
obviously small, but the presence of dragons of water flow along the cavern’s roof.
indicates some powerful persons. When the party first reaches each of these
points, each PC must roll a Dexterity Check.
A failed check means that the PC slides 20 feet
down the face of the glacier (suffering 1d6
points of damage). The PC keeps rolling Dex-
12
Though every indication should be given oth- wagons of dwarven ale. the Dragonarmies. Know is the roll required
erwise‚ the ceiling is perfectly safe. It is the The camp consists of a single fire with five to understand the significance of anything.
floor that is dangerous. The floor ice has been For example‚ the dragon soldiers may be told
tents about it. In addition to 24 horses still by one of the PCs that they are actually spies
undermined by the constant stream of water harnessed to the three wagons, there are eight coming to invade the temple of the Queen
from the top of the glacier into one of the additional cavalry horses for the troops. There but unless the soldier makes a successful roll‚
magical roads that crisscross this entire area. are 12 regular soldiers (8th-level human fight- he laughs it off as a very stupid joke. A suc-
The water runs into holes in the ice underfoot. ers) here in armor and an officer (10th-level cessful check‚ however‚ means that the truth
If the PCs examine the floor ice carefully, they human fighter). All of these soldiers possess has penetrated. If this would normally cause
find that it is thin and could give way. signed and properly sealed authorizations to the soldier to recognize an enemy‚ then not
enter the blue inner city quarter of Nereka. only does he attack‚ but there is also a 4 in 6
While the PCs are in this area, roll 1d20 The officer has authorization to enter the tem- (roll 1d6) chance that he also immediately
each round. If the result is greater than 10, the ple itself. sobers. Anyone shouting that the PCs are ene-
ice floor has collapsed under a PC (determine mies causes the other to make a check on
randomly). The PC falls 10 feet to an ice chute Inside the fallen tent, unseen as yet, is the the Know column to see if the facts penetrate.
and starts to slide down the chute. commander of this brigade: a rather drunken Even drunken and unknowing soldiers fight
cleric of the Dark Queen. This man is 10th by their comrades’ sides if they are attacked.
This is the entrance to the ice chute level and has authorization to visit any part of
(Encounter 39, Chapter 13). Go to that the temple of the Queen. All the soldiers and the cleric are at Step 4
encounter if the PCs enter the ice chute. drunkenness.
Right now the soldiers’ minds are fogged by
20. ancient Road the ale they have procured. They are so far The three wagons hold only huge casks of
gone that they would mistake anyone who spirits. These are highly valued by the mer-
A cracked and broken cobble stone road entered their camp for one of their own and chants and lords of Neraka, bringing 100 gp
can occasionally be seen under the grasses would welcome them, offering a drink with per gallon. There are 500 gallons in each of
of the plain. every third sentence, whether previous drinks the huge wagons save the last which has been
were accepted or not. These people are more drained of three gallons.
Every now and then sections of this old road than willing to give anything they have to the
appear through the grasses and dirt of the PCs (including their passports into the city, Each of these wagons is drawn by a team of
plain. These sections are 4d100 feet long and weapons, armor, etc.) in the spirit of good eight large work horses. In their rush to enjoy
are separated by by 1d100 feet of grassy plain. Dragon Empire fellowship, as long as the PCs a little privilege, the soldiers have not yet
are willing to drink with them. If the PCs unharnessed horses from their traces. The
These sections of road appear to be just use- refuse to drink with them, they become more horses are still hot and cannot travel more
less relics unless a PC tries to cross onto the outraged with every refusal. After the third than two hexes before having to be rested. If
road from the side. These are actually roads of refusal, they draw swords and challenge the they are forced to travel more than five hexes‚
the ancients that were given special protection PCs to a fight.
spells by wizards prior to the Cataclysm. An there is a 30% cumulative chance per addi-
invisible tube encases these roads, but is now For every drink the PCs take, they must tional hex traveled that they collapse. If so,
only noticeable over the exposed sections. make a Constitution Check with a cumulative there is a 60% chance that they die.
These tunnel walls act as a combination major -2 to the roll. Each time they fail, they move
globe of invulnerability and wall of force. from one step of drunkenness to the next. The soldiers sober immediately if they see
Refer to the following table for the effects of their wagons moving off.
These tubes of magical protection are this drunkenness.
totally invisible and permanent, They only 22. Citadel flight
stop entry and attacks from the sides of the Drunkenness Table
road; the ends of the broken roadway sections A single grim town juts from the cliff face
can be entered normally. Step Hit AC Give Tell Know of the mountain range. About its base are
+1 several scattered tents‚ their flaps whip-
The ends of these road sections dive into the 1 -1 +2 11 4 ping in the rising wind.
ground and the PCs can see that they continue
on as tunnels (these are the tunnels in Area 2 -2 +3 22 3 This appears to be a simple tower fortifica-
31, Chapter 13). 3 -3 +4 33 2 tion. It is‚ however‚ much more. This ancient
4 -4 tower is being converted into a flying citadel
21. drunken Camp 441 by the Dragon Empire. The process involves
finding an ancient fortress or building and
The sounds of hoarse laughter and shout- Step is the level of drunkenness. then installing the magical devices by which it
ing roll across the plains from a group of Hit is the penalty to the drunk’s attack rolls. is elevated and controlled.
squat‚ ugly tents. As you watch‚ one of the AC is the penalty to the drunk’s AC when
tents falls suddenly to the ground. This is attacked. The remains of an ancient road lead up to
immediately followed by a tremendous Give, Tell, and Know are all resolved by roll- this tower. Tents flank the road near the tower.
roar of laughter. ing 1d6 for the PC/NPC involved. If the There is no movement around the tents as all
result is the number shown or lower, then the who are here are working within the tower and
This is a camp of drunken dragon soldiers of effect takes place. Give means that the PC/ there is no reason to post a guard this far
the Queen’s own guard. They are returning NPC must give away one piece of equipment behind the lines. There is‚ however‚ ample
from the front lines and are starting their rev- randomly asked for by another PC/NPC. Tell evidence of people. The remains of the main
elry a bit early, having captured three great means that the PC/NIX must tell something camp fire still smolder‚ smoking with the
significant about themselves. In the case of
PCs, they will say something that might give
away the fact that they are not on the side of
13
charred remains of a meal. Footprints dot the and three feet apart. Each highly ornate speaks the direction he wishes the citadel to
area. Rangers have a 65% chance of determin- pedestal holds a shining black crystal travel and it does so. The PC need only think
ing that these prints were made by both globe. Between the pedestals are two circu- of it once and the citadel continues to move in
humans and draconians. lar depressions cut into the platform. that direction until the PC either removes a
These depressions are of the same black hand or foot from its position or commands
The tents themselves contain draconian material as the globes. another direction. When the controlling PC
armor, ration supplies, weapons (scimitars), and removes a hand or foot, the citadel slows to a
bedrolls. There are sufficient supplies for the 15 On the ceiling above the platform is a halt at its current altitude and stays there until
draconians who work here. Two tents contain the glowing circle. given another command.
nonmagical belongings of a human mage and a
human cleric of the Dark Queen. This is the control area for the flying citadel. A flying citadel must remain above ground.
To operate the device, a character need only If a citadel is taken to ground level and con-
The approaches to the tower are stand with his feet in the circular depressions tinues to move, roll 1d6 and consult the
unguarded. Use the following description if and place both hands on the globes. When Tremor Effects table. The tremor only lasts for
the PCs go to the gate. this is done, a curtain of light acting as a wall one round. For example, if a 4 is rolled, the
of force descends with sudden brilliance from tower (and those occupants not protected by
The massive drawbridge crosses a dry the circle carving in the ceiling. This wall the wall of force) suffers one round of Round 4
moat. Its chains creak in the wind. From encompasses the platform, thus protecting tremors and then stops moving. The tower
the tower can be heard a gentle chorus that those within it. The ceiling inside the circle may be refloated if commanded to go up. Col-
seems to beckon you through the great begins to glow softly and strange symbols lisions with other citadels results in a 1d10 roll
black gate. The chorus is calming and appear there. The character is then in control on the Tremor Effects table.
seems to bring determination to your soul. of the tower’s flight.
While flying, the character in control suf-
These voices are caused by the gods of good to When the PCs enter the room, the magical fers no fatigue, as a special levitate spell sup-
lead the PCs into this place. These sounds levitation device is installed but the tower has ports him.
diminish only when the PCs leave the tower or not yet been pulled from the ground. A char-
capture it and journey in it over the plains of acter standing in the depressions and touching The symbols on the ceiling change as the
Neraka. the globes must think or speak any direction. citadel moves. This is a map of the territory
The tower and its environs then begin to move within five miles of the citadel. It also registers
23. entry hall in the stated direction (including down). the location of any other flying objects or crea-
When this first happens, the tower shakes as tures. Additionally, the PC at the controls can
The great drawbridge on the west leads to a though wracked by a tremor. Characters inside see through all the walls of the room as if they
large entry way. Ancient carvings depict the wall of force are not affected by this were transparent.
dragons fighting in the skies. tremor. How long the tremor lasts before the
tower breaks free depends upon the direction 26. The great hall
In the center of the entry, a spiral stair- the tower moves.
case both rises up into the tower and down Dusty air is lit in columns by light from the
into the earth. Beyond that, to the east, an Tower Breaks Free narrow windows and from the holes in the
alcove leads to a great set of wooden dou- beamed ceiling. Along the floor are long
ble doors that exit to the south. Direction Die Roll Other Effects blue banners bearing a lightning symbol.
See Flight below
This is the high tower stair (Encounter 24). UP 1d4 No movement There are five Sivak draconians in this room. If
Anyone who successfully listens at the dou- East 1d10 the PCs have been noisy in coming here, then
* the draconians are hiding in the rafters. They
ble doors hears draconians muttering on the West 1d6 have polymorphed themselves into the like-
other side. They are speaking in common, dis- Move 1d10 feet nesses of escaped slaves. They claim to be from
cussing the fact that the banners they are lay- North 1d8 No movement Neraka and know secret ways into the city.
ing out are essential to getting into Neraka. Move 1d10 feet They agree to go back with the PCs and show
south 1d8 them only if the PCs offer them more than
24. high Tower Stair 5,000 steel pieces. If the PCs cannot come up
Down 1d10 with this amount, they settle for whatever the
The staircase leads up 100 feet to the Wind PCs have. They bide their time until there is
Captain’s Chair (Encounter 25) and down 50 * The tower moves into its flight mode at an opportunity to surprise the PCs and cap-
feet to the Wings of Stone (Encounter 27). ground level, skimming across the plains, rip ture them.
ping through the draconians’ encampment
25. Wind Captains Chair and still shaking from rubbing the ground. If their disguise is detected, the draconians
See Flight below for effects. return to their natural form and scream horri-
Spiral stairs lead up to the small top room bly as they attack. This screaming alerts 10
of the tower. A rusty iron ladder leads up Consult the Tremor Effects table (on page draconians working down in the Wings of
to what appears to be the roof. The circular 7) to determine the effects of the tower’s trem- Stone section (Encounter 27). None of these
walls are without windows. ors. For example, if the controlling PC draconians are armed and thus use their claws
A raised platform in the center of the thought or spoke “west,” and the die roll was and teeth to attack.
room supports two pedestals three feet tall 6, then for the next six rounds, increasingly
bad tremor results, starting with Round 1 and
moving up through Round 6 result before the
tower breaks free of the surrounding rock and
becomes a flying citadel.
Flight: The flying citadel is reasonably easy
to control. The controlling PC just thinks or
14
27. The Wings of Stone 6th-Level Spell: flying citadel * stars of night are reflected from its surface.
In addition, Zarapham has a scroll with a The mirror-like black surface reflects the
A vast chamber spreads below you. The
blank darkness of dungeon cells patch the delayed blast fireball readily at hand. night sky above. Inexplicably, the stars
walls at intervals all around the room. You * This spell must be cast simultaneously by overhead shine in it even in the brightness
are standing at the top of a stone staircase of the noonday sun.
that curves down toward a light in the cen- a magic-user and a cleric (these spells have just
ter of the floor below. Two dark figures been cast by Zarapham and Ophar when the There are actually two locations for God-
huddle about this light while other figures PCs enter Area 27). Over six months and no shome: 29A and 29B. The former is a version
move about the shadows of the dungeons. less than 40,000 stp are expended on the of Godshome that has an entrance to the Glit-
required material components. terpalace in the center of its great circle (see
The source of the light is a large crystal Event 8 for details). The latter Godshome has
that sits upon a squat stone pillar in the Tactics: Zarapham and Ophar combine no such doorway. It is at this second God-
center of the room. From the comers of the their talents to their best mutual advantage shome (29B) that the PCs awaken after com-
ceiling, four flying buttresses converge (as long as Zarapham feels it is in his best pleting the tests of Chapter 14 (see Epilogue).
atop the pulsating crystal. interest to do so). Zarapham begins with
lightning bolt while Ophar casts silence, 15-ft Anyone who inspects the mountain bowl
This crystal is the magical device that pulls the radius over the party. The following round, must make an Intelligence Check. If he suc-
tower from its stone roots and turns it into a Zarapham casts rope trick while Ophar keeps ceeds, he notes that the constellations of the
flying citadel. up the attack with flame strike. Should a third Queen of Darkness and the Valiant Warrior
round ensue, Zarapham climbs the rope. (Paladine) are missing. If Paladine is standing
The two figures have just finished their incan- Ophar then either blinds a character or casts in the bowl (regardless of who he appears to
tations over the device to activate it. They are a another silence, 15-ft radius if necessary. The be) then the person who succeeded at his
cleric of the Dark Queen and a wizard. following round Zarapham casts either wall of Intelligence Check realizes that Paladine’s
force or wall of ice to hinder the PCs while constellation has appeared in the bowl.
The creation of citadels requires the com- Ophar climbs the rope. Once both cleric and
bined spell-casting abilities of a cleric and a magic-user are up the rope, Zarapham uses The Glitterpalace exit in the center of the
magic-user. Such spells are unknown on the scroll with delayed blast fireball (delay is slab of stone (in Area 29A) leads to Encounter
worlds other than Krynn. one round) and ducks into the interdimen- 41 in Chapter 14. Encourage the PCs to enter
sional area of the rope trick just before the the Glitterpalace if they have not yet been
The cleric’s name is Ophar Jolianus. He is fireball explodes. there.
11th level and a loyal minion of the Queen of
Darkness. His home is in Neraka and his There are 12 cells in this room. There is one There are two other exits from Godshome.
assignment is to assist in the creation of cita- Kapak draconian in each of these cells. They One is to the northeast and the other to the
dels. He has the following spells. leap into battle against any intruders. southeast. Both of these are small openings
1st-Level Spells: curse (x2), cure light three feet in diameter that run through a wall
Since the device is activated, anyone in the of rock 100 feet thick and high. The floors of
wounds (x3), light, cause fear Wind Captain’s Chair who causes the tower to these tunnels are covered in mud.
2d-Level Spells: hold person, know align- pull from the ground also causes the crystal to
emit great pulses of energy. These pulses The exits from either Godshome lead to the
ment, silence, 15-ft radius (x2), spiritual inflict 3d10 points of damage and paralyze Misted Vales (Encounter 30). Do not let the
hammer (x2) anyone in the room for 1d10 rounds (no sav- PCs leave Godshome if they have completed
3d-Level Spells: animate dead, continual ing throw). the Tests of the Gods in the Glitterpalace
light (x2), cause blindness (x3), dispel (DL14 begins in Godshome for these charac-
magic 28. Plains of Neraka ters).
4th-Level Spells: cure serious wounds, pro-
tection from good, 10-ft radius, tongues Clouds boil darkly over the dread plain of 30. Misted Vales
5th-Level Spell: flame strike (x2) Neraka. Before you, couched in the encir-
6th-Level Spell: flying citadel * cling teeth of the volcanic mountains, a Scrubby oak trees claw up into the mists.
The wizard’s name is Zarapham, attached cracked and broken land surrounds a Smells of warm earth and sagebrush per-
as a free wizard to the Blue Army and cur- sprawling, squalid city. In the midst of vade the fog as you make your way through
rently assigned to citadel creation. He is a shambling houses, tents and lean-tos, the the veiled canyons.
magic-user of 12th level and more loyal to dark line of the city wall can be seen. A
his own needs than to those of the Queen tall, twisted structure of black sits at the These mists are magical. They allow anyone to
of Darkness. If presented with a better city’s heart. Your goal is in sight, the heart pass through them, but only those allowed by
offer, he will change sides. of the Dark Empire: Neraka and the Tem- the gods are permitted to find the way to God-
1st-Level Spells: burning hands, hold portal, ple of the Dark Queen. shome. After the last PC has left Godshome,
magic missile (x2) none of them will be able to discover the way
2d-Level Spells: audible glamer, darkness, 29. godshome back. It will be as though the opening to
15-ft radius, detect invisibility rope trick Godshome had disappeared.
3d-Level Spells: fireball, Leomund’s tiny Pillars of rough-hewn stone stand in a per-
hut, lightning bolt (x2) fect circle about the polished black floor of In addition, all good and neutral characters
4th-Level Spells: dimension door, fear, a small valley between the mountains. The gain a +2 bonus to any attack rolls made in .
minor globe of invulnerability, wall of ice the mist and a +2 bonus to their Armor Class.
5th-Level Spells: cloudkill, teleport (x2),
wall of force
15
Chapter 13: dark Passages
This chapter details the PCs’ journey on a smooth dirt, but you cannot seem to touch arrows encountered, the greater the slope and
treacherous and dangerous path that snakes it-some force prevents you from feeling elevation change.
through volcanic shafts under the Neraka the dirt surface. At irregular intervals in
Plain. It eventually surfaces in several places the distance, the smooth semicircle of the While on the unbroken sections of road,
around Neraka. The encounters in this chap- ceiling is broken by a tumble of jagged nothing can attack into or out of the sides of
ter are shown on the Dark Network map. stone as though the invisible supports the road. At the same time, there is no cover
holding the roof had given way. The tun- anywhere along the unbroken sections. The
In the days before the Cataclysm, the peo- nel continues beyond these broken areas. collapsed areas between offer considerable
ple who inhabited this region were kind to the cover, but the ceilings in these areas are
wizards who passed by. Because of this kind- As the magical tunnel is only in force so long unsafe. Roll 1d100 when the PCs first enter an
ness, the wizards cast spells of protection upon as the road remains in good repair, those unsafe area and roll again each turn they
the roads and buildings. When the Cataclysm places where the road broke down over the remain there. If the result is less than 25%,
came, these roads and buildings were buried centuries have suffered from some collapse then consult the Rock Slide Table.
but the spells continued to protect them. but are still passable. (Encounter 20 describes
Though the spells did not hold up in some identical roads above ground.) Rock Slide Table
places, they nevertheless formed an under-
ground network that could be traveled by the The underground roads are far more intact D100 Description THAC0 DMG Passage
brave. This can be used to travel unnoticed than those above ground. Sections of good
into the heart of the Dragon Empire. tunnel are 1d10 hexes long at the end of which 1-10 Collapse * 0 5d10 Blocked
is encountered a break in the road. These
encounters breaks are 1d100-foot-long stretches of jum- 11-13 Major Slide 5 4 d 1 0 F r e e
31. The dark Network bled rock.
14-15 Rockfall 10 3d8 Free
Read the following if the players decide to The underground roads also travel verti-
investigate the broken road sections. cally. The arrows next to the roads indicate the 16-20 Minor Slide 13 2d4 Free
direction of slope-a ball dropped on the road
The broken section of road you are on rolls in the direction of the arrow. For each 21-25 Small Rocks 15 1d4 Free
slopes down beneath the ground ahead. arrow on the map, that section drops 10 feet.
Ancient cobblestones‚ cracked and bro- If the characters are moving in the direction * If the passage is blocked, the PCs may be
ken‚ are underfoot. The roof above you is opposite the arrows, then the road climbs 10 able to dig themselves out. Anyone involved in
feet for every arrow they pass. The more a collapse must immediately make a Dexterity
Check to avoid being buried in the rubble.
16 Anyone buried suffers 1d6 points of damage
for every round they remain buried. The col-
lapse occurs 1d20-10 feet from the center of
the party (negative numbers are in front of the turn after leaving the lava dome. Hit points normal tunnel (Encounter 31). Both driftings
center of the party, while positive numbers are are regained normally. take two turns.
behind the center) and extends for 1d10 feet
about this point. For example, if the 1d20 roll The heat makes all warm-blooded creatures The damage caused by proximity to the
is a 6, subtracting 10 leaves -4. The center of fight at a -2 penalty to their attack rolls after magma is as follows:
the collapse is four feet forward of the center fighting for three rounds.
of the party. The 1d10 roll is then made to Near (within five feet): 1d4 per turn (save
determine how much of the tunnel collapses. Certain of the volcanos (A, C, D, E, F, and vs. breath weapon for 1/2 dmg)
If the result is a 5, then a total of five feet of G) contain entrances to magical underground Touch: 2d6 per round (save vs. breath
tunnel falls (2½ feet on either side of the cen- roads that are visible only from the lava dome weapon for 1/2 dmg)
ter of the collapse). surface. These run back down into the In Lava: 8d6 per round (no save)
ground. If the PCs go down to the lava dome Two fire resistance spells cast on one charac-
Use the Excavation and Mining sections of on one of these volcanos, read the following: ter totally negates the effects of the lava and
the Dungeoneer’s Survival Guide rule book to the character may even swim in it.
determine how long it takes the PCs to dig out To one side of the lava dome‚ a perfectly
the passage. If you do not have the Dun- smooth circular tunnel runs down into the 35. River of fire
geoneer’s Survival Guide, use the following earth. There appears to be a road at the
substitute rules. end of the tunnel. The current of the lava lake pulls you
toward a tunnel entrance at the far end of
To move rock and clear a passage, treat the This is an entrance to the underground net- the lake. The roof and walls of the tunnel
material blocking the tunnel as very soft and work of tunnels. Use the Dark Network map appear perfectly smooth. A dull red glow
loose. Each PC can dig out 30 cubic feet of to determine what the PCs encounter. punctuated by flashes of white flame
material in an hour. The passageway is 10 feet reflects off the gleaming tunnel walls.
high and 10 feet wide. In the example given 34. fire Lake
above, five feet of tunnel collapsed and there This is a river of magma that is coursing down
is 500 cubic feet of very soft material to dig out Unless coming from a magma tunnel, those an ancient roadway (identical to the roadways
(assume that the tunnels are only 10 feet journeying through this area encounter in Encounters 20 and 31). Like the other
under ground and thus the collapsed material increasing heat from the moment they enter. underground roadways, there are unsafe sec-
is only 10 feet deep). If all the PCs dig, it tions where the road has given way to rock
would take them about two hours to clear this A great cavern boils with searing heat and slides and possible collapse (although the tun-
tunnel. The time to reach a buried comrade red light. The black ceiling seems to waver nel is not blocked because the material has
depends on how deeply buried he is. in the heat-charged air. Before you is a melted away). Use the rock slide mechanism
brimstone beach cluttered with many and Rock Slide Table in Encounter 31 to check
Any rock slide causes rocks and boulders to black rocks. Beyond that, a roiling sea of for rock slides.
fall. The falling rocks attack each PC (use the magma bubbles and froths in the cavern.
listed THAC0). A character who is hit The effects of the safe and unsafe areas are
receives the damage listed. Have the PCs make Wisdom Checks. Those quite different those in from normal tunnels.
who succeed see black rocks floating in the The magma in this tunnel flows in the direc-
32. Tunnel Light magma. They are similar to those scattered tion of the arrows indicated on the Dark Net-
about the brimstone beach. They all appear to work Map. The lava flows slowly and takes one
These locations are where the tunnels break be floating in the same direction. turn to travel one hex on the map. The PCs
onto the surface. The PCs can enter the Dark can double this speed if they think to make
Network here. This peculiar lava rock, forged in the under- paddles from the lava rock (swords and other
ground furnace of Krynn itself, has the forged weapons will melt in the intense heat if
33. Brimstone unique property of being light, brittle to the used as paddles).
strike of steel and very resistant to the transfer
Each Area 33 connects to an Area 9 in Chapter of heat. Indeed, these stones become only A Dexterity Check must be made under the
12 (and on the Taman Busuk map). Read the warm to the touch while in the lava lake. following circumstances
following if the PCs decide to explore any of
the volcanoes they encounter. Each character can fashion 10 cubic feet of * When there is a rockfall (check for each
this stone per turn. The stone can be worked character).
You are on the rim of a volcano, looking into the form of a crude boat or nearly any-
down at the hot, steaming lava dome thing described by the players. It is half as * When an unsafe area is first encountered,
inside the volcano’s cone. The air has an heavy as a similar construct made from wood the piloting character must make a Dexterity
unpleasant sulfur smell. Wisps of smoke and cannot be fashioned into anything Check. If he fails, the craft has struck an obsta-
swirl up from the cracks in the dome. smooth or refined in any detail smaller than cle. Each character (including the pilot) in the
six inches. While in the magma, 10 cubic boat then makes a Dexterity Check to avoid
Those who explore the dome must make a inches of the rock dissolve per turn. falling into the magma.
Constitution Check or suffer the loss of 1
point of Constitution. This check is repeated Any rocks pushed out onto the surface of Certain precautions (such as tying oneself
each turn. A PC whose Constitution drops to the magma lake float into the heat-wavering down in the boat), negate the need for a Dex-
zero goes unconscious and receives 1d8 points distance and disappear. Depending on which terity Check. However, if the pilot of the craft
of damage each turn thereafter. The Constitu- Area 34 the PCs are in, the rocks either drift failed his Dexterity Check to avoid an obsta-
tion points are regained at a rate of one per into a lava-filled tunnel (Encounter 35) at the cle, there is a 10 % chance that the craft slowly
far end of the lake, or they drift to shore near a rolls over. This takes five segments. Those
loose in the boat may make a Dexterity Check
(no adjustments) to walk around the craft to
17
the other side without damage‚ but those tied If the PCs have rope, a PC can jump into means the PC slips 20 feet (and receives 1d6
to the craft could be in trouble. the tunnel (while the boat is close enough) points of damage) and then makes a second
and use the rope to hold the boat steady while check. If the second check is also failed, the
Unsafe areas are as subject to collapse and the others jump out. Without rope, the boat PC plummets to the lava lake beyond the falls
must make several trips around the vortex’ and suffers full falling damage and 8d6 points
rock slides here as on the other roadways. In before all the PCs can get out. Each trip takes of damage per round while in the lake (but he
addition to the damage from falling rocks, 20 rounds (so PCs can jump out on the 10th, can swim to the rock wall in two rounds).
magma is splashed onto each character (2d6 30th, 50th etc. rounds). A Dexterity Check is
points of damage). The collapse of the cavern necessary each round, as outlined above, to If the PCs’ craft went over the falls, it is out
ceiling dams up the flow of the river for 1d8 see whether the craft moves closer to the vor- in the middle of the lava lake, slowly heading
rounds. The surface of the magma river rises tex (keep an accurate, round-by-round record for the tunnel. If the PCs act quickly, they can
one foot per round before the magma breaks of the craft’s position). catch the boat at the tunnel entrance.
through the obstruction and begins to flow
again, The rush of such dammed up magma Neither grappling hooks nor loops of rope 38. geysers Root
moves twice as fast as normal for three turns. will find any purchase on the smooth walls of
the cavern and tunnel. If PCs can fly or The hot pool of a geyser bubbles amid
36. fire Storm employ other magical means to get to the tun- slimy limestone rock formations that sur-
nel, they can use a rope to pull the craft to the round a hole in the ceiling. Warm, moist
The tunnel suddenly opens onto a large tunnel only if each end of the rope has a com- air fills your lungs. Stalactites and stalag-
cavern, the top of which is hidden from bined Strength of 24 pulling on it. mites stick out like bizarre teeth.
your sight by sulphurous smoke. Before
you, the river of heat meets its end...and PCs who fall into the lava and try to swim Geyser root caverns can be reached from some
you may meet yours as well. Here the river suffer 8d6 points of damage per round and are of the ancient roads and from the surface. Use
swirls in a great circle that spins slowly near sucked toward the center of the vortex just as if the procedures described in Encounter 15 to
the edges, but faster as you near the center. they were in a boat (but swimmers make determine when and to what effect geysers
The center is a white-hot funnel leading Strength Checks to try to reach the tunnel). erupt. The water in the geyser pool is boiling
down to certain doom. No ledges break hot and inflicts 3d8 points of damage to any-
the smooth walls of the cavern, but a tun- If the boat is pulled into the central funnel, one falling in it.
nel can be seen across the cavern, 10 feet it capsizes and sinks. Each PC suffers 10d6
above the surface of the vortex of lava that points of damage while in magma within 10 39. Ice Chute
is even now drawing you toward it. feet of the funnel.
This underground area can be reached only
The river of lava has brought the PCs to within 37. firefall from the westernmost Area 38 or Area 19.
50 feet of the central downspout before they
can react. The tunnel across the cavern is their The slowly moving river of fire suddenly The walls and floor here are very slippery
only chance of escape. To reach it in their flows into a great, rough-walled cavern and Characters who fall into the chute proceed
boats, the PCs must maneuver against the fans out quickly over a broad lake of lava. toward Area 40. The speed at which the char-
pull of the vortex. The tunnel is 70 feet out One hundred feet ahead of you, the lake acters travel through the ice chute increases as
from the center of the vortex (20 feet farther seems to end in a glowing crescent. Beyond they slide down the slick surface. Each turn,
than the PCs). The swirling of the vortex will the crescent, you see the other side of the have the players roll Dexterity Checks. A
move the PCs in line with the tunnel in 10 cavern with a tunnel leading out. The tun- failed Dexterity Check means that the PC
rounds, but will also try to pull the PCs into nel and the surface of the lava beyond the receives 2d4 points of damage sliding down
the center (and away from the tunnel). glowing crescent are far below the lava lake the chute. If a player says he is trying to slow
you are now on. You realize that the glow- his rate of descent, have him also roll a
Each round, the pilot of the craft must ing crescent is the top of a lavafall and you Strength Check each turn. Success means that
make a Dexterity Check. If he fails, the craft is are being swept toward it. his character suffers only half damage if he
pulled 10 feet closer to the center. If he suc- failed the Dexterity Check that turn.
ceeds, then the craft moves no closer to the The lava is flowing 25 feet per round, so the
center and he rolls a second Dexterity Check. PCs have about four rounds to react to their The PCs careen down the twisting ice chute
If the second check succeeds, the PC has predicament. The walls of the cavern are 30 for 10 turns before finally catapulting into
piloted the craft so skillfully that he has actu- feet from the PCs and they can reach either Area 40 (3d6 points of damage, Dexterity
ally moved it 10 feet farther away from the wall if the pilot makes two successful Dexter- Check for half damage).
center of the vortex. The PCs’ craft must be 70 ity Checks in the next four rounds. The walls
feet away from the center in the 10th round in are rough enough to climb, if the PCs can 40. Ice Cavern
order for the PCs to jump into the tunnel. The somehow reach them.
craft is only close enough for jumping during Your torchlight glances off the icy teeth of
one round and only two PCs can jump in that The falls are 300 feet high. PCs who go over the cavern. Sections of rock near the far
round. Anyone who jumps must roll a Dexter- the falls receive 30d8 points of damage in the end break through the ice.
ity Check. Success means he is safely in the churning, white-hot froth of the magma and
tunnel; failure means he has fallen into the then receive 8d6 points of damage each round There is a tunnel (Encounter 31) in the rocky
lava, but he is close enough to the boat that he in the lava after landing. PCs who climb to the section of this cavern opposite the ice chute
can be dragged into it after one round (and bottom of the falls must make Dexterity (Encounter 39).
8d6 points of damage). Checks at 200 feet and at 100 feet above the
bottom of the falls. A failed Dexterity Check
18
Chapter 14: glitterpalace
41. entrance to him before going on to the next phrase. first three words of Phrase 7. Since there is
only one phrase to be read in sequence at this
Vast cathedral walls of crystal arch over- Chamber Song Table speed, the referee immediately roles 1d20
head. You stand on a platform at one end again. The result is a 12 and he then reads the
of a huge hall. The floor of the hall is of Speed Movement Phases words first three words of Phrase 12. This continues
translucent white marble. A milky light until Flint reaches the end of the hall. If Flint
pulses beneath its surface. At the far other Value Equivalent per Step per Step says he is going to move a little slower, the DM
end of the hall, twin doors of shining plati- might decrease the dwarfs speed to 11. Now
num reach from floor to ceiling. 14 Running 1 1 the DM rolls 1d20 and reads two complete
phrases in a row before rolling randomly again
This hallway is the entrance to the audience 13 1 2 for another phrase.
chamber of Paladine. Each footstep a PC takes 12 1 3
in the hall at a normal walking pace causes a Eventually the players should learn by trial
portion of a song to be heard (only by the per- 11 Jogging 2 All and error just how quickly they should walk.
son walking). If all are walking, then all hear 10 3 All Only full steps cause the floor to sing; smaller
the song. steps or shuffling feet do not bring on the
9 4 All music. Use the following chart to determine
The first step that they take starts the mes- how many steps each PC takes before reaching
sage on page 20. Roll 1d20 to determine the 8 Walking All All the end of the 100-foot long hall.
first phrase that the PCs here. Immediately
ask each PC how he intends to move down the 7 4 All
hall, offering options such as running, jog-
ging, or taking a single step. 6 3 All
Assign a value from 1 (slowest) to 14 (fast- 5 Slow Steps 2 All
est) to the player’s movement according to the
guidelines on the table below. The Number 4 1 All
of Phrases per Step is the number of phrases
you read before randomly rolling 1d20 for the 3 13
next phrase. The Number of Word per Step is
the number of words of each phrase you read 2 12
1 Single Step 1 1 Number of Steps to Walk the Hall
Example: Flint the dwarf thinks that the floor Race Steps Max. Messages
looks suspicious, but is anxious to get on with 34 steps 1 + 14 steps
the adventure. He says he is going to run Human 68 steps 3 + 8 steps
down the hall as fast as he can. The DM Dwarf 41 steps 2 + 1 steps
assigns a value of 12 to the dwarfs speed (for Kender 34 steps 1 + 14 steps
humans it is 14 but the dwarf moves slower Elf 68 steps 4 + 8 steps
than the rest of the party). The DM rolls 1d20 Gnome 34 steps 1 + 14 steps
for the first phrase and gets a 7 result. The DM Half Elf
says, “As each of your footfalls hits the floor a
great chorus sings.” Then the DM reads the The message-song repeats after the final line,
stopping when the PCs reach the far door.
19
(1) To those who (2) tread these (3) hallowed take double the normal falling damage ing: twisting passages and inverted rooms and
halls, (because of the speed the card is moving). If stairs.
the PC holds onto the card until it flashes into
(4) And walk the ways or warring good, the wall, then the door appears as above, but The twisted passages are marked with cross-
(5) the tests await (6) the fated ones, the PC holding the card appears in the scene hatchings on the map. These corridors appear
(7) the seven gems (8) of gods to win. on the door as though painted into the card. to be normal passages from one end to the
(9) Blue wisdom (10) of the waters’ test, This PC has gone through the door and is other. Those moving through them encounter
(11) the opal winds (12) of valor, waiting in limbo until the other PCs enter no strange feelings or unusual experiences.
(13) red heart, (14) black past, (15) cold either this door or one from another test. However, a spatial distortion is taking place in
these corridors that twists the space from one
water’s flame, Refer to the following table to find the end to the other. Effectively they allow a per-
(16) and future’s cloudy eye (17) will win. meaning of the drawn cards (ignore the “D6 son in a normal room to pass into an inverted
(18) Clear truth and (19) blessings grace your Roll” column if you have a TALIS card deck). room or stair without noticing any real change
(20) quest then to fulfill. If you do not have a TALIS card deck, roll in the gravity. This is a natural phenomenon
against the table to determine which TALIS of this particular area and is therefore not sub-
42. Nexus Chamber card suit is depicted on the card. The first card ject to detect magic, dispel magic, or spells of
drawn determines the fate number for the that ilk.
The platinum doors open to reveal a huge finale to your campaign (see the Fates of the
circular room. The domed ceiling over- Dark Queen section for a complete explana- The inverted rooms and passages seem per-
head glows with a diffuse white light. In tion of the fate number). This card also deter- fectly normal to the PCs, but gravity here
the center of the room, circular steps lead mines which test (and which alternate ending functions in reverse.
up to a wide dais. Atop the dais is a railing to the test) holds the diamond fate gem.
of polished steel and a huge throne, over The floors of this bizarre construction are
100 feet tall and carved of white marble. Fate Number Determination covered with water. Due to the strange spatial
Four depressions in the shapes of gems are relationships between the rooms and the
cut into the base of the throne. D6 Roll Suit Test Enc. Alt. reversed gravity, water is constantly flowing
43X down both the normal and the inverted stairs.
This room is the nexus for all the tests of the 1 Waves Wisdom 43 43Y The direction of the flow of this water is indi-
gods. It is here that the PCs must return the 44X cated by the arrows on the map.
four gems found in the tests and place them in 2 Beast W i s d o m 4 3 44Y
the throne to complete the tests. 45X The areas that are shaded on the map of this
3 Flames Heart 44 45Y test are subject to reverse gravity spells.
Each depression is shaped differently and
accepts only one of the gems the PCs will find 4 Earth Heart 44 43a. Water Cell
in the tests. The PCs find a gem for each of the
three tests. The test that corresponds to the 5 Winds Valor 45 A rushing sound fill the 10-foot-square
fate number of your campaign also contains a cell you find yourself in. You are standing
second gem-the diamond fate gem (see the 6 Fates Valor 45 in two-foot-deep water that swirls about
following table and text for how to determine your feet. The iron gates that block your
your fate number). As each card is drawn, only those cards that way are eaten thin by rust. Outside the
represent a new suit become a door. Cards of a cell‚ dark water moves down the corridor.
When the PCs place all the gems in their suit that has already been drawn have no mag-
proper places, they have completed the tests ical effects. The cell gates are brittle; a bend bars/lift gates
of the gods. Go to the Epilogue. roll with a + 50% bonus breaks the portcullis
Once each suit has had one card drawn, all bars in a shower of rusting flakes.
The entrance to the tests is through a the remaining cards from the deck vanish.
TALIS” card deck. Anyone who mounts the In one of the cells (determine randomly)
dais finds a small deck of TALIS cards there. From this central area, all three test areas there is a gnome who says his name is Gni-
(If you have the TALIS cards from DL12, let may be visited. In each test area there is at paralanishimarilish...well, humans call him
the players draw a card.) The cards are face least one doorway back to this room. Gnip for short. He sits on a sodden wood
down so that only the backs show. When the stool, holding a dripping wet parchment
top card is drawn, it tries to leap out of the Each time the PCs successfully complete a clasped to a board as he sketches with a damp
PC’s hands. Have the PC make a Dexterity test, they are healed of all wounds upon charcoal. His sketch is smudged beyond all
Check to determine if he holds onto the card. returning to this room. PCs who die in a test recognition although the gnome insists that it
are found alive and waiting here when the rest is a highly detailed technical drawing.
If the card flies out of his hand, it flies of the group completes the test.
around the dais, always keeping its face The gnome does not want to be bothered.
toward the PC who drew it. With each revolu- 43. Test of Wisdom A mad wizard put him in this cell months ago
tion, the card doubles in size until it is the size and the gnome decided that he would spend
of a door. Then the card lands on the wall at After stepping through the door to this test, his time most profitably by designing a much
floor level, flashes brilliantly, and changes each PC appears in a separate cell (see improved gnomish version of the cell. He is
into a door. The door depicts the same scene as Encounter 43A on the map for this test). Any not yet done with his design and wants to
was on the face of the card. PC who was trapped in the picture on the door remain in his cell until finished.
(when the card flew off and turned into the
If the PC holds onto the card, he flies up door) is here as a prisoner in one of the cells. If At some point in his discussion with the
with it and begins circling the dais 10 feet off there are more PCs than cells, then some of PCs, Gnip gives them one piece of advice: “If
the floor. The PC may release the card and the cells have two prisoners. you are on a test then remember that it is a
This building was built in the cone of a vol-
cano by a renegade gnome. The area has only
one exit-up. Yet the direction of up may well
be a relative term in this building.
There are two strange features of this build-
20
wise one who can determine the truth when Gnomish Weapon Attributes 43g. Bedroom
the very appearance of things lies.”
Name Rng Dmg Spd Oops Effect A carefully made canopied bed sits in the
43b. guard Post middle of the room. A map is on a table to
Netflinger 10 1d4 4 5 0 % w e b one side‚ held down by a glass object.
This guard room is flanked by two raised
platforms on either side of the arch. The Bolachucker 15 1d6 4 3 0 % w e b The map is a confused scrawl without mean-
water cascades into the room from a stair- ing (but the PCs do not know that). The glass
case at one end of the room and runs out Flasklobber 25 fire 4 60% fire object, however, is a special magical device. It
the opposite archway. Three large, muscu- looks like a water-filled glass egg. Inside it is a
lar clay statues stand on each of the raised Rng is the range of the weapon in feet. figure of a woman. The figure always faces up
platforms. There appears to be a niche Dmg is the weapon’s damage. and is unaffected by the reverse gravity areas.
behind each statue. Spd is the weapon’s speed factor.
Oops is the percentage chance of malfunction. 43h. dining Room
These are six clay golems. They do not allow
the PCs to pass. They attack the PCs from the Damage from a flask of oil is as detailed in the A long table is laden with delicious fruits
platforms, but do not go into the water as it DMG under Grenade-like Missiles. Web is as and cooked meats.
causes them to dissolve. per a web spell.
This magical food bloats those who eat it.
Splashed water inflicts 1d10 points of dam- Each time a gnomish weapon is used there Anyone who eats this food must save vs. spell
age to these golems and they suffer 10 points is a chance that it malfunctions. This “Oops” at a -10 penalty to the roll, or else begin to
of damage every round they stand in the number must be rolled against before each stuff his mouth. An affected PC will fight
water. The mere threat of being splashed by use. If the PC rolls below this number then anyone who tries to stop him from eating the
water makes the golems cower. Though they the weapon has malfunctioned and does not wonderful meal. Ten minutes later he finds
cannot communicate vocally, they are willing operate. A second Oops roll is then made. If that he is growing fatter. Each PC eating here
to give up anything in the area (including the the second roll also fails then the weapon dis- gains 20 + 1d20 pounds of flab. His armor no
Gem of Wisdom) if the PCs stop splashing charges against its wielder with full effect. longer fits and he has to remove it.
water on them.
43e. anteroom Fortunately, the PC returns to normal after
In the niche behind one of the golems 1d12 turns.
(determine randomly) is the Gem of Wisdom. Water flows lazily onto this landing from a
This is what the PCs need to get out of this side corridor before cascading down the 43i. Trophy Room
test. Now they must escape from this steps. A low platform opposite the stairs
dungeon. (only after Encounter 43t). rises to a doorway inches above the water. Many torches blaze high to light the lofty
ceiling of this room. Their light glances off
43c. Circular Stair 43f. Sitting Rooms the polished surface of a 50-foot-tall statue
of a gnome. The entire surface of the
Rushing water cascades down the circular Two guardian daemons are arguing at the statue shines with a metallic gleam.
steps in a steady torrent. Mosses drape the other end of the hall. “I never!” says the
walls, swaying as their tips drag in the one on the left, “I am always most diligent This statue commemorates the gnome who
water below. in my guard work. Asleep indeed!” built this place. The statue is entirely plati-
num and 100% magic resistant. It is far too
The stone is slippery and a Dexterity Check “You were too. You snored and nearly big to fit through any of the doors. It also has a
must be made during any combat in this area. crisped me!” says the other. curse placed on it so that anyone who tries to
A failed check means that the PC has lost his sell it finds the buyer suddenly filled with sus-
footing and fallen. “Snore! You want to talk about habits? picion and unwilling to make a deal. You may
What about that belching of yours?” inform the PCs that the statue is easily worth
43d. Weapon Locker over one million steel pieces. The statue is also
These guardian daemons have been sum- immune to physical attacks.
The walls of this water-soaked room are moned here to protect a treasure. Neither of
hung with the most bizarre assortment of them knows or cares what the treasure is. The 43j. Throne Room
weapons imaginable. Swirling water two fact that the magician did not think that
feet deep moves through the room and out either could guard the treasure alone has An ornate throne sits on a dais raised two
an archway. made these two most quarrelsome. feet above the level of the water. The water
rushes into the room from a circular stair-
The weapons in this room are of gnomish The daemons notice the PCs if they make case opposite the throne.
design. They include the following: any sudden moves or noise as they pass into
the hall. The daemons prefer to use their
breath weapons (cone of fire at 30-foot range),
but will melee if necessary.
The guardian daemons hesitate one round
if the PCs make a comment about either one
of them. They would rather argue than guard
and the PCs may get past without a fight if
they can keep the argument going.
21
43k. grand Stair gnomish names detail the entire history of bottom of a great lava flue. High overhead
their family, their names do get rather long. in the throat of the volcano‚ black clouds
A 30-foot-wide staircase descends into the whirl. The sound of thunder rocks the
darkness below. Water cascades down the All of the books are in order except for one stones under your feet. The wind from the
stairs in a foaming white waterfall. titled Secret Ways of the Gully Dwarves. If storm is tremendously violent‚ making it
this book is pulled from the shelf, the secret difficult to hear your fellow adventurers.
The stairs connect the throne room door opens.
(Encounter 43j) to the ballroom (Encounter This is not the way out. The PCs are standing
43L). 43p. Trap Room upside down looking from the base of a lava
dome into the heart of the volcano. The
43L. Ballroom A chest sits at the exact center of the room. reverse gravity field stops halfway between the
The walls are covered with intricate pat- PCs and the lava bubbling at the base of the
Hip deep in water, 10 dwarves stand pant- terns that seem to shift as you move. shaft. The turbulent atmosphere is the result
ing in this room. They seem exhausted as of the heating of the air and moisture leaking
they wade heavily through the water Ask the players for their PCs’ Intelligences. into this area from the surrounding fissures.
toward the platform opposite the staircase. Roll some dice. Regardless of the result tell These factors combined with the colliding
Their progress is barely noticeable. one of the players that his character notices gravity fields have created a tremendous storm
small holes all over the walls. Have everyone in the center of this shaft.
A large box adorns the platform. make a Wisdom Check. Anyone who is suc-
cessful realizes that there is a hairline crack on The walls of this shaft are cool near the
This is a magical musical box. It plays the the ceiling and floor. The crack is in the shape tower. As the PCs move higher up the wall,
same tune over and over with a one-melee- of a square 20 feet on a side. the wall gets hotter and hotter. The wall is too
round break between each repetition. hot to climb (without magical protection)
This is not a trap, but a gnomish model of a beyond 50 feet from the tower.
While the musical box is playing, an Otto’s trap. There is no danger here at all. Inside the
irresistible dance spell takes effect. This lasts chest is 5,000 gold pieces. 43t. depths of freedom
for five melee rounds. All characters in the
area are affected. The dwarves are exhausted 43q. Picture Room If this is not the fate test as described in
from the constant dancing. Encounter 42, then use this encounter. If this
A life-like portrait of a weeping elven is the test, then go to Alternate Encounter
The dwarves attack the PCs whenever the woman hangs on the wall. A sign below 43X or 43Y, as appropriate to your fate num-
musical box is not playing. the painting says “Do not touch.” ber.
43m. Chamber Any who approach the painting find that it The staircase ends at a trap door. Wisps of
gets more life-like the closer they get. Have all sulfuric smoke swirl up through the cracks
A small chamber stands at the exit from a PCs within five feet of the painting make a in the door.
circular staircase. Two exits face each other Wisdom Check to see if they notice that real
across the room. Water cascades over the tears are running down her cheeks. This is actually the way out. The inverted stair
floor and exits through both arches. here goes out onto a lava dome and out. Those
Anyone who touches the painting releases opening the trap door, however, may have a
The walls here are inlaid with carvings. the groaning spirit that has been trapped different impression. The sulfuric smoke boils
there. It attacks immediately. up into the room and only a dull red glow can
The carvings show gnomes and dwarves walk- be seen through the trap door. The glow
ing and conversing. Half of the carvings look 43r. great Tower Stair comes from sunlight shining through the
like they are upside-down. smoke.
The dark circular stair leads to regions both
43n. Great Hall above and below. The sound of thunder Anyone who lowers himself through this
rumbles constantly from above. opening passes into a normal gravity area 10
Water rushes down the wide staircase at the feet down. Ropes lowered into this area coil
end of the hall. Two doors exit to one side. The thunder actually comes from a storm around as they sit suspended between the nor-
above the magma pool in Area 43s. This stair mal and reverse gravity fields. Anyone who
43o. Library is guarded by an invisible stalker. jumps down the hole falls up into the normal
gravity area then falls back down into the
The shelves of this room are lined with The stair is 100 feet long in both directions reverse gravity area, reappearing in the open-
myriads of bound books Two doors stand from this point (goes up to Encounter 43s and ing they just jumped through.
on either side of the entry hall. down to Encounter 43T).
The reverse gravity area, however, only
All of the books in this library are filled with 43s. false dawn extends below the trap door’s five-foot-square
symbols with no spaces between them. These opening. If the PCs move out of this column,
only make sense to those who speak gnomish. You step from the long stair onto the top of they land on the lava dome in normal gravity.
This entire library is needed to write the full a squat tower jutting up five feet from the Once on the lava dome, the smoke clears and
name of the gnome who built this place. Since surrounding rock. The tower sits at the they can see where they are.
The vertical sides of the volcano throat may
be climbed. Ten feet up the throat, the PCs
22
see a cloud descend from the sky and envelope 44. Test of Valor fighters enters the room. Roll 1d6 each round. If
them. When the cloud disappears, they find the result is a 5 or 6, another group enters me hall.
that they are 10 feet up the walls of the Nexus The PCs appear at the southwest door in Area They try to press the PCs back against the throne
Chamber (Encounter 42). 44A. Once they go through the door, they dais area and block off the obvious exits?
only see the hordes of Draconians described in
43X. fizban is Paladine that encounter if they open the door again. The halls leading from this room are filled
with draconian—the only escape route is the
Substitute this encounter for 43T above if this 44h. Throne Room secret door.
test holds the fate gem of Paladine.
Flickering orange light and a hot wind 44B. Weapons Room
The bottom of the stair opens suddenly wash over the throne room from a broken
into a great chamber. A terrible darkness window on the west wall. At the far end of Twenty oil flasks, a broadsword, +3, three
and evil fills the great portal before you the hall from this window, a raised dais longswords, +2, and four battleaxes, + 2 are
and holds your attention. From its black supports a throne. A blue banner draped here on display.
depths‚ the five-headed form of a dragon behind the throne is emblazoned with the
emerges. Takhisis herself blocks your way! Kingfisher sign of the Solamnic Knights. 44c. Treasury
On the throne, in a blue tunic with the
Takhisis engages the PCs for three rounds of same symbol, a boy sits. The treasury contains 650 pp, 9,500 sp, and
combat. Then Fizban reveals himself to be 12,000 cp found in leather bags. A ring of
Paladine and attacks the queen as follows: This is the throne room of Dargaard Keep as it protection +2, a wand of wonder, and a staff
appeared when it fell to the forces of the of striking + 3 are also here.
Suddenly Fizban strides forward, shining Dragon Highlords. The boy claims to be
in a brilliant white light. The magical Sturm Brightblade, heir to the throne of Dar- 44d. drop Sphere
power from his upraised arms locks with gaard. While the boy certainly looks as Sturm
the Queen’s darkness and presses her back did years ago, Sturm was not present at the fall A short corridor leads to a landing that
across the portal. Fizban begins to weaken of Dargaard and was well into his manhood at extends over a 30-foot-diameter shaft. In
yet continues. At last the portal is sealed the time the incident actually took place. the shaft at ground level, a glass bubble
and the Queen of Darkness leaves the hangs from steel pins. The sides of the
world. Fizban falls spent to the ground. The boy appears to be about eight years bubble fit perfectly against the smooth
His body flares with sudden light and dis- old. He is quiet and polite and has an air of sides of the shaft. A ladder leads to a hole
appears. A gleaming white diamond royalty and honor about him. He explains at the top of the bubble. High overhead,
appears where his body lay. that all those he knows have gone to defend dim light can be seen.
the wall. He is the last of his house and heir to
After this encounter, any exit through which this throne-it is for him that the evil army This is an escape bubble built into the keep. A
they take the diamond and the Gem of Wis- now comes. He asks the PCs to aid his escape. group of people climb into the glassteel bub-
dom leads them to Area 42. If the PCs do not find the secret door behind ble through the hole in the top. A lever on
the throne by the time the Dragonarmy one side of the bubble retracts the pins hold-
43Y. Waylorn is huma Returned breaks into the room, he leads them to it. ing it and it drops freely down the shaft. The
falling sphere compresses the air under it, cre-
Use the first section of boxed text from Anyone looking out the broken window ating a gradually increasing resistance. This
Encounter 43X. Takhisis again fights for three sees the following: slows the descent until the bubble nears the
rounds before you read the following: bottom of the shaft. There the operator
A sea of draconian troops extends as far as releases the lever and the pins spring out again
Suddenly the light of knowledge dawns on the smoke and fires permit. The wall and stop the bubble.
Waylorn’s face. He raises his hands above below has fallen to the draconians‚ who
his head and a beautiful Dragonlance of pour over it like rats. They cross the court- The bubble stops with an exit one foot
ancient work and design appears. Charg- yard and are entering the central keep you above the top of the bubble.
ing forward, he presses the Queen back are in.
and vanishes with her into a black nothing- The exit is designed to fit flush with the
ness. Both are gone, leaving only a white In moments these forces are at the doors. The sides of the shaft. The door is steel and opens
diamond in their place. western-most doors of this room are held by a via an inset handle. The door can be locked
heavy oak bar, yet it will not hold long. The from the other side with three steel rods.
All exits from this room return the PCs to Area shouts of human mercenaries in the Dragon-
42, if they take the diamond and Gem of Wis- army come from the other side of the door. The draconians discover this area 1d6 + 10
dom with them. Upon arriving there, the PCs Axes thud against the strong wood. rounds after the PCs leave the bubble. They
fmd Waylorn well and with a clear memory. send 15 Kapak draconians gliding down to
He knows now that he is Huma and that he The first splintering of the wood takes place find Sturm. These are followed (in 1d6 + 10
alone can drive the Dark Queen back into the 1d4 rounds after the PCs arrive. Through this rounds) by the group detailed in Area 44A.
Abyss as he did once so long ago. two-foot-wide hole, the PCs can see the corri- They descend using rope. If the steel door is
dor beyond filled with evil troops. The splin- locked, however, the evil troops are delayed
tering of wood continues for 1d8 rounds after for three hours before opening it.
which the door sunders.
The bubble retains the compressed air
Once the door is broken, a group of 1d6 + 14 under it. If released, the bubble rises 1d10 +
Kapak draconians and 1d8 + 5 l&h-level human 15 feet, completely blocking the shaft. It takes
four days to get past this barrier.
23
44e. Main Tombs or has killed the person who answered in the 44j. Junction
affirmative. Any other answer causes the reve-
Artistically sculpted stonework blends nant to reply, “Follow me.” The revenant The narrow tunnel branches in two direc-
with with the natural caverns here. Broad leads the PCs to Area 44s to be taken before tions here.
steps descend from a platform to the the court of the revenant king. PCs who refuse
smooth dirt floor. A steel door stands at to follow are attacked by the revenants, but This tunnel maintains a 1d3 + 2 foot diame-
the back of the platform. Three tunnels go these attacks are to subdue as per the rules ter all down its course.
off to the north, south, and east. found in Unearthed Arcana.
44k. east Crypts
Several large crypts are scattered about If the PCs open a crypt, the revenants lay
the cavern. Dust lies heavily in the carving still until a PC comes close enough to be The stalacites on the ceiling stand poised
on their lids, obscuring the details. touched. A revenant then grabs the PC and over the cavern floor like gigantic daggers.
asks its question, “Are you the one?” Once The floor is littered with huge crypts down
These tombs are those of ancient Solamnic one of the revenants is thus awakened, all the its entire length.
Knights who once served in Dargaard Keep. revenants here emerge from their crypts.
Each of these crypts holds four revenants.
The lid carvings, if blown clear of dust, 44g. Brightblade Crypts They do not awaken unless their crypts are
reveal the names of some of these Knight fam- opened (as in Area 44F) or until the caryatids
ilies. The following are typical of Solamnic Great statues line the walls of this hallway. sound the bells in Area 44P. There are 28 reve-
family names: The eyes of the statues seem to follow you. nants here.
Strongbow Swift arrow Steele These statues are normal and the eyes are fig- 44L. Southern fissures
Coldedge Firehilt Oakshield ments of the PCs’ overactive imaginations.
Ironforge Justman Mordanus A howling moan resounds through the
Truelance Trueheart Corilainus 44h. argot Brightblade tunnel ahead of you. The tunnel twists and
Solanius Vurtainus Palatinius turns‚ restricting vision to only a few feet.
Faded frescoes cover the walls of this room.
These are the resting dead. Their bones lie In the frescoes‚ vast armies collide and As the PCs venture down this tunnel, they
quiet within their tombs. fight wars long since settled. in the center encounter three successive fissures.
of the room‚ a single crypt stands.
44f. North Tombs These fissures are 1d6 + 4 feet across.
The carving on the end of the crypt identifies Across the first fissure, the tunnel continues
The cavern extends north from a large the occupant as Argot Brightblade. onward. Past the second fissure is a small
opening on the south, ending in an edifice cavern. In this cavern stand four figures lean-
of stone worked directly to the wall. Letters The top surface of the crypt is quite unu- ing on spears. These are revenants who are
over the stone proclaim the name “Bright- sual. It is inscribed with a detailed image of a pretending to have died standing here. Each
blade .” Between the southern opening TALIS™ card. This crypt is a transit point to PC that passes them hears a whisper. Have
and this great tomb, four large crypts another test. If the PCs open this tomb, they each PC roll an Intelligence Check. Any who
intervene. are engulfed in white light streaming from the are successful hear the whisper to say “Are you
crypt. They may enter another test by walking the one?”
Behind the crypts is a tunnel four feet in into the light. But PCs who move to another
diameter that leads to Area 44j. The tomb to test in this way do not go through the Nexus When the PCs turn around, they find
the north has a large doorway blocked by a Chamber and therefore do not regain their themselves facing the fully animated reve-
swinging gate of cross-hatched iron bands. lost hit points. Additionally, those who enter nants who are demanding an answer to their
This leads to Area 44G. the light and subsequently return to the Test question.
of Valor start here rather than back at the
There are four revenants inside each of the beginning (Area 44A). They react exactly as the revenants in Area
four crypts. These revenants remain dormant 44E If the PCs run, the revenants pursue and
until the PCs open either their crypts or the Draw a card randomly from the TALIS call their fellows into action in any area they
gateway to the Brightblade Tomb. deck. The suit of the card determines which enter. Thus if the PCs attempt to retreat into
area this gate goes to. Note that there are two Area 44R, the pursuing revenants awaken all
The revenants were knights destroyed sud- restrictions on this drawing: the card drawn the revenants there.
denly by the Cataclysm while protecting their may not be for the Test of Valor, and the card
masters. Their thirst for vengeance against drawn may not be for a test that the PCs have The tunnel continues on from the cavern to
whoever provoked this death is so great that already completed. the next fissure. After this, the tunnel breaks
they have remained all these years to deter- through a masonry wall to the main crypts in
mine who is at fault and to exact justice for 44i. Morithan Brightblade Area 44R.
these deaths. When encountered, they do not
attack immediately but one of their number Other than the name of the tomb, this loca- 44m. howling Caverns
asks the PCs: “Are you the one?” tion is identical to that in Area 44I.
The tunnel emerges from the crypt onto a
“Are you the one?” actually means “Are great gulf. Two statues at the edge of the
you the one who caused our deaths and those
of our masters?” If the PCs answer “yes,”
then the revenant attacks until it is either dead
24
rift hold hands so as to form an arch. Chart) and retain their + 4 bonus on all saving At the far eastern end of the room,
Obscure letters adorn the statues. In the throws against magical attacks. broad steps climb to a platform lit in stark
cold darkness beyond, the vague outlines brilliant light. Two crypts can be seen on
of a great mausoleum can be seen carved These columns were placed here to guard either side with a pair of thrones between
into the rock face opposite. A tremendous the entrance to the high king’s tomb east of them. Two figures, draped in shadow, sit
landing with columns can barely be made this location. They take no action until the on the thrones. Between them, a large gem
out at the limit of your torch light. The PCs come within 30 feet of the entrance to sits atop a pedestal.
wind howls furiously here, making it diffi- Area 44s. Then they animate and move to
cult for you to hear one another. block the entrance. This is the King’s Court. It is ruled by Virtus
Brightblade, long-dead Lord of Vingaard
The writing on the statues is ancient but easily If the PCs insist on moving toward the Keep and his Lady Amalthia Brightblade.
readable. It says, “Wherein lies your life entrance, the caryatid columns then attack to Both are spectres but are of neutral align-
Therein lies your honor.” Anyone who utters subdue (see Encounter 44F). If the PCs ment. Their life force remains because of the
the words of the Solamnic Creed, “My Honor approach to within 20 feet of the main doors, revenants’ burning need for justice. They are
is my Life,” causes a great span of rainbow col- the caryatids strike for damage. here to judge those brought here.
ors to form a bridge to the landing across the
gap (Area 44P). When the caryatids first move from their PCs who are brought into the hall are ush-
bases, their heads brush against the bells tied ered down the center aisle to the base of the
The prince knows this phrase, but waits for to the ceiling. These bells create an avalanche stairs. As they pass the rows of crypts, each
the PCs to utter it themselves. It seems pain- of sound so loud that the stones of the walls opens slowly and eight revenants appear from
fully obvious to him. If the PCs are stumped, and ceiling shake. This alarm awakens and each crypt they pass (a total of 64 revenants).
he provides the phrase, but seems suspicious summons the revenants from the other areas. These are also joined by the revenants from
of the PCs henceforth. The revenants from Areas 44F and 44K arrive Area 44R. Once all are in attendance, then the
within 1d4 + 3 rounds, while those from Area spectre of Virtus speaks.
44n. North Caverns 44R arrive within 1d4 + 5 rounds. They react
as stated in Area 44F. “Are you the one?” he asks. But unlike the
A wide gap stands between you and a land- revenants, Virtus elaborates on his question.
ing in the distance. The wind screams in 44q. Processional hall “Are you the one who brought fire from the
fury through the fissure. skies and destroyed our lands? Are you the
Iron statues 15 feet tall stand silently in one who caused such pain and death?”
The distance across the gulf here is 30 feet to alcoves‚ on each side of you. Their
reach the overlook at Area 44O. stern faces gaze down on you; their iron If the PCs answer yes, then the spectre and
swords rest against massive chests. his lady float down to the PCs and attack
44O. North Overlook them. All the gathered revenants also attack.
The statues are hollow and contain nothing.
Raging wind buffets you on the point of an If the PCs answer no, then the spectre
overlook. Your torch wavers in the wind, 44R. ancient Crypts Amalthia asks the PCs to relate their deeds to
barely illuminating the immediate area. prove their answer. The players should then
You can just see what’ appears to be a land- Tall masonry walls rise up to a cavernous relate why they should not be judged guilty by
ing off to your right and the vague outlines ceiling. Huge stalactites hang over the this tribunal.
of a building to the left. roofs of massive mausoleums.
If the tales and explanations given by the
A tunnel runs back from this landing to These are the tombs of those close to the royal players are sufficient in your judgment to con-
another crevasse 30 feet across. This in turn house. The central tomb houses the Duke and vince the dead lord and lady, then Virtus
leads to a tunnel that breaks into the northern Duchess of Heathercleft—an ancient Duchy lowers his head and ponders a moment. Then
part of Area 44P northeast of Vingaard. he asks the PCs “Who, then, is the one?”
44p. Caryatid Colonnade Eight revenants lie in the four tombs sur- Listen carefully to the players’ response. If
rounding the Heathercleft tomb. These were the PCs give a convincing argument as to who
Rows of 14-foot-tall columns support the the guardians of the Duke and Dutchess who was responsible for the Cataclysm, the dead
ornate ceiling of this vast room. Hundreds were killed during the Cataclysm. They are lord listens attentively. If their response is half
of bells of all shapes and sizes hang from treated as those in Area 44F. hearted or vague, then there is a 30% chance
this ceiling. Wide halls run off to the south that Virtus rises up in anger, saying that he
and north. A thick steel door stands closed 44S. Kings Court believes the PCs are responsible and are lying
at the east end of the colonnade. to him. If they continue in this way, then Vir-
Huge crypts, four to each side of you, lay in tus judges them guilty and all attack the PCs.
These columns are caryatid columns of twice ranks down the hall. Eight pillars of light
the normal size. There are 16 of them here. shine down on them, draping deep, stark If the PCs’ response is convincing, and they
They have twice the normal hit dice and hit shadows down their sides. The fitted stone mention present-day organizations or beings
points (see Combined Monster Statistics walls of this room work into and around the (e.g., Kitiara, Dragonarmies, Takhisis, etc.),
natural stone of the cavern. The jagged teeth the dead lord commands all the revenants to
of stalactites hang ominously overhead. fight this evil. The revenants march out the
exit toward Area 44P and leave the crypts to
search for those connected with “the one.”
Virtus then gives the PCs the Gem of Valor
from the pedestal next to his throne.
25
If no particular person or organization is else the world is lost.” Verminaard (DL2)
named‚ then the dead lord again bows his With that, they both disappear into the Raggart Knug (DL6)
head and speaks: “We may do battle with Harald Haakan (DL6)
those responsible, we shall forever remain void leaving a white diamond. Feal-Thas (DL6)
here searching for the justice of our release. Black Boris (DL9)
You may go.” With that, he dismisses the After this encounter, any exit through which Captain Karyzzal (DL9)
PCs, motioning them toward Area 44U. they take the diamond and the Gem of Valor Warren Windsound (DL9)
takes them back to Area 42. Nefarik Gistar (DL9)
Any attempt to forcibly take the Gem of Revered Ancient One (DL9)
Valor results in the spectres and revenants 44y. Berem is Paladine Lord Soth (DL9)
attacking the PCs, although this may not pre- Alhana Starbreeze (DL10)
vent the PCs from taking the gem. Use the description from Area 43X. The Lorac Caladon (DL10)
Queen fights for three rounds before you read Loralon (DL10)
44T. Kings Treasury the following: Kiiren (DL10)
Tarak (DL10)
In this room there are six pieces of jewelry Berem calls out. Suddenly his gem shines Maquesta Kar-Thon (DL12)
(6,400 gp each), 3,300 stp, 5,000 pp, Solam- brilliantly and his eyes are filled with pur- Silver Fox (DL12)
nic plate armor + 2, and a longsword, +4. pose. “In this guise have I chosen to come, Badger (DL12)
Takhisis Return to your own realms!” Tiera Lengstrien (DL12)
44U. South exit With these words he walks forward, the Bas Ohn-Koraf (DL12)
Queen of Darkness cowering before him. Fritzen Dorgaard (DL12)
Read this only if this test does not hold the Both disappear into the darkness, leaving a Blue Wizard (DL12)
fate gem (i.e., if neither 44X or 44Y is the fate diamond. Zebulah (DL12)
of your campaign); If this test does contain the Apoletta (DL12)
fate gem, go to 44X or 44Y, whichever is After this encounter, any exit through which
appropriate. the PCs take the diamond and the Gem of As the PCs move through this area, they
Valor takes them back to Area 42. Berem is encounter the dead spirits of the NPCs. It is
There is a tapestry on the wall of this other- waiting there and says nothing of his actions. up to the PCs to deal with the deaths of these
wise bare room. The tapestry depicts the people and continue on to their goal despite
great throne you saw when you first 45. Test of the heart the depression and hopelessness presented
entered the Glitterpalace. here.
Great moors extend as far as the eye can see.
This is the throne of Paladine. If the PCs enter The city of Kalaman sits on the horizon. Many 45b. entry
this room with the Gem of Valor, then the tap- familiar NPCs are found as skeletal corpses on
estry glows brighter and brighter until its light the ground. You stand on a high plateau under a velvet
is unbearable. At that point the PCs appear blue night sky with cold stars shining down
back in the Nexus Chamber. Without the This section of the adventure requires some on you. In the distance, tall cliffs fall away
gem, the tapestry does nothing. It cannot be preparation on the part of the referee. Make a from the plateau. A strange purple glow
removed or damaged. list of NPCs that the PCs have met during from below these cliffs shines up and fades
their DRAGONLANCE® adventures. These into the night sky.
44x. Sacrifice Self NPCs should be characters whom the PCs
know are dead, or whose current locations are All the ground lies in shadow. Its
Substitute this encounter for 44U if this alter- unknown to the PCs. parched surface is cracked but even, bro-
native is the fate of the PCs’ quest (i.e., if this ken occasionally by vast jagged boulders.
alternative corresponds to the fate number for Next to each name, jot down something the There is an unnatural silence here.
your campaign). PCs did that may have caused the NPC’s
death. This thing must clearly be the fault of A single figure can be seen across a
Use the description from Area 43X (chang- the PC even if you have to stretch the circum- chasm east of where you appeared. The
ing the room description to that of 44U). The stances. figure seems somehow familiar but is mov-
Dark Queen fights for three rounds before ing quickly out of sight behind boulders.
The following is a sample list of some NPCs
you read the following. who might fit the above criteria. The Two more land bridges at the southern
DRAGONLANCE module the PC appeared end provide exits to the southeast and
Suddenly, the young prince strides for- in is listed in parentheses. west. The bridge leading southeast seems
ward, a Dragonlance magically appearing to join the plateau where you saw the fig-
in his hands. The light streaming from NPC List from the DRAGONLANCE Saga ure. Intervening boulders obscure details
him is too bright to bear as he presses the beyond the bridges.
darkness back. The Queen reels back Fewmaster Toade (DL1)
through the portal. As he reaches the por- Otik Sandath (DL1) Those who approach the cliffs and look down
tal, his last words come back to you: Forestmaster Unicorn (DL1) see the following:
Phudge Highbulp (DL1)
‘The gate may only be closed from the Raven-Eye (DL1)
other side. As I do, so must you do also, Sunstar (DL1)
Eben Shatterstone (DL2)
26
The cliffs below you disappear into a dis- The slab faces north and south. On the north Stopped warriors always say something to
tant purple glow. The glow seems to hurt side of the slab is the face of a card (draw ran- the effect of: “Why do you stop us? Do you
your eyes as you stare into it. The distance domly from the TALIS™ card deck) that not see that this cause is a hopeless one? We
down is difficult to determine. depicts a place the PCs have never been. On are beaten. You are beaten. None can win
the south side is a card that shows an upside- against such darkness and hate.”
The cliffs drop down roughly 1,000 to down female kender with a scepter standing
1,500 feet before ending in a jagged bot- in ivy. This is a reversed card of Earth (#8) in Players must roll saving throws vs. magic for
tom. Apparently the entire plateau area is the TALIS card deck. any PCs who listened to the failed warriors. If
somehow suspended over the distant glow. they succeed, then the PCs are able to with-
Those who approach either side of this slab stand the effects of the hypnotic words. If they
The stars overhead contain the constellations will find that the carvings become transpar- fail, then the PCs are overcome with despair.
of the Queen of Darkness and the Celestial ent, showing objects behind the lines of the
Paladin-constellations long missing from drawings. The north face shows the test area PCs who are overcome with despair drop
the skies of Krynn. associated with the card that was drawn. The their weapons and join the southward proces-
southern side shows a bog that exists some- sion. They repeat the litany of hopelessness
The distant purple glow is actually 30 miles where in this area. A brightly shining pavilion when questioned and do not want to go with
distant. Those falling into it see a surface start can be seen beyond the boulders at the far end the party. Only a dispel magic or a convincing
to take shape amid the terrible blankness. of the bog. speech about hope and courage can break this
They hit the ground 10 feet away from where despair. This speech must be composed by a
they fell off, taking 15d6 points of falling Those who attempt to touch the face of the player and must be original (arguments previ-
damage. This is a great loop that brings falling slab find that it is no longer there. By touch- ously used on other PCs do not work again).
objects almost back to where they started ing the slab they are teleported to the area pic- There is a base 30% chance that this works.
from. tured. The southern face always teleports to The DM may apply modifiers to this base
the identical slab in Area 45I. chance if he thinks the player has earned
The figure on the bridge is that of someone them. If a player makes an astounding speech
the PCs once knew. This is a dreamwraith 45d. West Moor about hope and faith, then a +70% bonus to
manifestation of this person. The figure is the base chance would not be out of order—
stooped and shuffles through Areas 55E and Use the first boxed text if the PCs enter this but it would have to be a fantastically inspir-
55F to 55G. PCs who hurry after him are able area from the southern end; use the second if ing speech.
to catch him without much difficulty. When the PCs enter from the northern end.
approached, the figure has his back turned These warrior maintain their lethargic state
toward the PCs. When he turns around, the A huge mound of rock in front of you until the PCs try to stop them or attempt to
PCs see that his face is hideously disfigured— stands almost 100 feet high. A line of inspire hope in them. The speeches of faith and
a mask of death. His skin is white and drawn weary soldiers moves toward this rock from hope that work so well on PCs have an enraging
tightly over his skull. His eyes are sunken and the northern end of the plateau, winding effect on the NPCs. Those within hearing (1d10
glazed over. its way through the scattered boulders on + 3) immediately attack the PCs. On every
the plain. The soldiers disappear behind round after the first, there is a 30% chance that
“Why have you done this to me?” he asks. the rock mound. 1d4 more warriors become enraged and join in
He then recites what was done to him by the the frey. These warriors do not pursue, however,
PCs, claiming that deed caused this fate. He A huge mound of rock disgorges troops in and the PCs can easily escape.
speaks bitterly and without hope. unkempt armor and ill-used weapons.
About 200 soldiers mill about the edge of a The huge mounds at both ends of the pla-
45B. Overlook precipice to the north and stare mournfully teau are actually continuous teleports. The
in that direction. Many of them sigh and, warriors walk into the southern mound and
The vast rock bridge ends in a gap more bowing their heads as if under some great walk out of the northern.
than 400 feet across to the cliffs beyond. burden, form a line of dejected souls that
Though boulders atop the cliffs north of winds its way through scattered boulders 45e. east grove
here obscure the details of the plateau in and disappears behind another huge rock
that direction, a faint white aura seems mound to the south. Gnarled trees claw up into the night sky.
emanate from something in that direction. The purple light that shines from below
These are the Soldiers of Failure. They are gives a weird, skeletal appearance to the
The sounds of a slow march drift here doomed to move ever in the direction of
from the west. Looking east, you see that a home, never leaving the site of their failure. 45f. Rock Bridge
crumbling bridge of stone still spans the
distance from a plateau east of you to the Included in this march are any PCs who A jagged span of stone arches into the dis-
cliff face on the north. There appears to be have died during the course of this epic. All in tance from where you stand.
no direct route from here to the bridge. this procession appear to be malnourished and
almost skeletal. 45g. Bog
45C. Portal
If the PCs try to talk with any of these sol- While walking across this bog, the PCs sink to
A single slab of stone 10 feet tall and four diers, one or two of the warriors stop and a depth (in inches) equal to 16 minus twice
feet wide stands on a dais at the edge of the speak with them. There is a 10% cumulative
plateau. chance per round they talk that they just sigh
heavily and walk off.
27
their AC. Treat negative numbers (those with Each successful attack by one of these skele- Holding the diamond and the Gem of the
AC higher than 8) as not sinking at all. Do not tal figures (THAC0 16) temporarily drains Heart places the PCs back at Encounter 42.
count the magical bonuses of armor or Dexter- one point from the PC’s Constitution. If a Berem is waiting there.
ity bonuses into the AC. A PC with plate PC’s Constitution reaches zero, then he suc-
armor and shield (AC 2) sinks 12 inches (16- cumbs and sinks slowly into the bog (dead 45Y. destruction of the gem
4=12)‚ while a wizard with no armor (AC 10) until the PCs reach the Nexus Room).
has no trouble keeping up on top of the bog Add the following to the description of 45L.
(16-20=-4). PCs must make a Constitution Check for
each hex they enter. If they fail their checks, A brilliant anvil stands opposite the gem
45h. Night Span they succumb to depression and cannot con- pillar on the other side of the throne. A
tinue for 10 rounds. woman sits on the throne‚ weeping.
A wide stone bridge‚ its mortar loosened
and its side rails fallen‚ spans the gulf A slab located at the southern edge of this This is the spirit of Berem’s sister. She explains
between two tall cliffs. Only the strange area is identical in shape to that found in Area that her tears are for her brother. Should he
purple light shining from the depths of the 45C, but its faces are blank and it does not replace the gem, then the door may be
gulf can be seen below. teleport. opened for greater evil. He must destroy the
stone on the anvil to stop the evil.
This bridge is 100 feet long and 20 feet wide 45K. final gulf
and is perfectly safe for travel. Berem throws himself chest down upon the
A gulf of 100 feet separates you from the anvil. Then read the following:
45i. The great Moor white pavilion. The shining rays from its
surface bathe in a halo of white light. Berem suddenly goes limp and dies. As his
This rolling moor is covered in a thick, last breath escapes, he rolls over to show
green blanket of mist. The mist collects in 45L. Citadel the gemstone of his chest crushed on the
watery depressions, weaving amongst the anvil. The dark sky is suddenly ablaze with
gently undulating ground. Mosses cover A long‚ gentle slope of meadow leads up to dawn. Outside the pavilion, grass grows
the landscape and an occasional boulder a white pavilion. Past the open doorway and flowers bloom. Berem and his sister
stands like a tombstone from the moor. are a pedestal and a throne. Upon the ped- disappear with the light of dawn. In the
Shining over the boulders in the distant estal rests a red gem. place of Berem is a diamond gemstone.
north is a pavilion surrounded by brilliant
white light. This is the Gem of the Heart. Behind the Holding both the diamond and the Gem of
throne is a golden doorway that leads back to the Heart places the PCs back at Encounter
The moor seems somewhat spongy to walk on the Nexus Chamber (Encounter 42). If this 42. Berem is waiting there.
but easily supports the weight of the PCs. test corresponds to the fate number for your
After the PCs have moved two hexes across campaign, go instead to either Encounter 45X
this area‚ read the following: or Encounter 45Y, whichever is appropriate
for the finale of your campaign.
You notice motion in the pools of mist
about you. Dark shapes slowly rise from 45X. Berem and his Sister
the watery depths. Their skeletal counte-
nances grin horribly. Their words rise up to Add the following to the description of 45L:
you‚ softly at first‚ but then louder and more
insistent‚ “Join us! Join us!” On the opposite side of the throne from
the pedestal, a pillar of rock stands. As you
Among these skeletal figures are at least 1d4 get closer, the details of this pillar begin to
NPCs that the PCs recognize as former com- resemble those of a beautiful woman.
panions. There are 1d6 + 4 of these appari-
tions. Berem hangs his head in shame, looking
alternately as if he wants to run to her or
These figures try to stop the PCs from con- flee. Suddenly the woman speaks:
tinuing on. They mindlessly pull and drag the
PCs toward the shallow pools from which they “Come, Berem. All is forgiven. Let us
came. walk the heavens together and shut the
door on this world’s misery.”
Berem goes to the woman and holds her.
The dark sky is suddenly ablaze with
dawn. Outside the pavilion, grass grows
and flowers bloom. In the place of Berem
and the woman is a diamond gemstone.
28
46. awakening Know that the balance must be. If the Now our blessing goes with you. Your fate
darkness hides the lamp, the lamp does is in your hands‚ yet shall our influence
A fresh breeze washes gently over the not die. Seek for the good amid the evil. guide your decisions. Choose for your-
mountains in the as the day dawns. A rosy selves the paths you take. May your choices
glow blankets the encircling peaks to the Know that man’s will swings the bal- be wise for the sake of the world.
east while stars glitter in the deep blue ance. When you choose your destiny, the
overhead. The towering mountain crags destiny of the world is decided. Choose This blessing, now intoned, gives the players
stop abruptly at the edge of the polished your path wisely. the following benefits for the rest of the
surface of a circular stone that mirrors the DRAGONLANCE® saga:
star-studded sky. Silent obelisks stand Read only one of the following sections of
about its perimeter, surrounding a group boxed text-the section corresponding to the * Fortuitous Meetings: In cases where
of figures lying peacefully in the center of fate number found in this adventure. friendly help might be available (e.g., if a
this peaceful place. member of the underground has a chance of
Fate Number 1 being in the same tavern with the PCs) and
This is Godshome. The pillars represent the the PCs are in need of help, then that help is
gods of Krynn. Greatness walks among you. If the mage there.
be no wizard‚ then his power is of us.
The PCs awaken to find themselves on the Spend not his strength until he comes * Presence: When the PCs are hiding, the
circular stone. Voices address the PCs from the before the Queen. chance of being noticed is halved. In cases
pillars. where the PCs do wish to be noticed, the
Fate Number 2 chance is doubled.
Welcome, heroes of Krynn! The gods of
good greet you and offer words of hope The madman walks the world twice. If the * Sincerity: PCs receive a +10% bonus
and caution. Now is the time for all to pre- lance be in his hand, he will again do the when checking to see if an NPC believes
pare for the final assault against the dark- deed. He seals the gates in the council of them. This works on both good and evil
ness that oppresses Krynn. evil. NPCs.
Even now, mighty armies of good con- Fate Number 3 * Dragonlances: Two footman’s Dragon-
verge on the plains of Neraka. The lances appear beside the PCs as the blessing is
haughty armies of the Dragon Highlords The lance may close the gate. If a life is for- bestowed. The PCs may need these to defeat
will not allow a siege, so there is to be a feit to save the world‚ it is not lost in vain. the Dark Queen.
titanic battle on the plains west of that With the lance through the portal may a
most evil of cities. hero destroy evil.
Your presence is required at Neraka. Fate Number 4
Contact the Whitestone forces and decide
where your talents would be best used: The stoneman walks in disguise. If taken
leading the armies of good or quietly before the Queen shall his nature be
entering the city and destroying the source revealed. In the council chamber shall he
of the evil plaguing Krynn. Each of you prevail.
must decide which way you choose to aid
this final battle. Fate Number 5
Now the gods pronounce a blessing on the The stone-hearted one holds the key. If the
PCs through the highest level cleric available. foundation is found‚ then the souls can be
This blessing enjoins them to ignore the one. His fate lies far below evil councils.
temptations that they will experience, for the
gods of good will continue to bless them and Fate Number 6
guide them so long as they are true to their
mission and calling-. The life-giving stone threatens peace. If
the stone is taken whole‚ then shall the
“Hear me now, mortals of Krynn, and Queen rejoice. And anvil on high shall
receive the council of the creators. The end crush its power.
of your journey is now before you, but the
road is uncertain and treacherous. Read the following to all after reading the
proper section above.
Know that good redeems its own. If the
blessed are true, then shall the might of
the gods go with them. Go with the hopes
of many.
Know that evil consumes its own. If the
temptress entangles you, then you are lost.
Deny all temptation to renounce your
quest.
29
ariakas (emperor of dragons) Toede Bakaris (Blue dragon Lieutenant)
23d-Level Cleric/10th-Level Fighter 8th-Level Hobgoblin Fighter 11-Level Fighter
Strength 15 Dexterity 12 Strength 16 Dexterity 10 Strength 16 Dexterity 12
Intelligence 13 Constitution 11 Intelligence 8 Constitution 16 Intelligence 10 Constitution 15
Wisdom 18 Charisma 15 Wisdom 11 Charisma 6 Wisdom 14 Charisma 13
THAC0 9 Hit Points 88 THAC0 14 Hit Points 49 Hit Points 58
Armor Class -2 Movement 12” Armor Class 4 Movement 9” THAC0 10 Movement 12”
Armor Class 2
Wears plate mail + 4, carries mace + 3 and Wears scale mail +1, carries bastard sword Wears plate mail +1, carries two-handed
shield +1, sling, and shield sword of life stealing +2, two poisoned dag-
Ariakus is the personification of ambitious Toede is the Dragon Highmaster in charge of gers
evil. A competent fighter in his younger days, Balifor. He gained his rank by surviving when
he cast aside the study of war when he discov- his superiors did not. He is a slothful, cow- Bakaris is a handsome, young lieutenant in
ered the pure evil of the Dark Queen. His life ardly bully, full of bluster and threats when he the service of Kitiara. He is the second in com-
has been dedicated to her service, and he has has the upper hand, but a sniveler and whiner mand of the Blue Dragonarmy, yet he is more
risen in power correspondingly. around superiors. devoted to Kitiara than to the rest of the Drag-
onarmy.
Ariakus is now the highest of the Dragon He possesses a crude cunning, and is quick
Highlords, answering only to Takhisis. His to escape when the going gets tough. He is a Bakaris originally came from the area of the
power is immense and has led to the develop- backstabber and shamelessly shifts blame to Estwilde where his wild spirit and fearsome
ment of his only weakness: arrogance. Ariakus others. He resents Kitiara greatly and may temper caused problems for him. The dark-
is so confidant of his supreme abilities that he take risks to outshine her in the eyes of his ness of his heart and his constant lust for plea-
has a tendency to be careless in estimating the superiors. sure are his greatest weaknesses.
strengths of his enemies. He does not give
them credit for their abilities, and conse- Berem everman
quently his plans often contain weaknesses
that clever opponents can capitalize on. Salah-Kahn (Black dragon highlord) 6th-Level Ranger
13th-Level Fighter
Strength 12 Dexterity 12
Lucien (White dragon highlord) Strength 17 Dexterity 17 Intelligence 15 Constitution 13
Intelligence 14 Constitution 12
12th-level Fighter Wisdom 6 Charisma 8 Wisdom 11 Charisma 13
THAC0 8 Hit Points 70 THAC0 16 Hit Points 44
Armor Class -3 Movement 12” Armor Class 10 Movement 12”
Strength 14 Dexterity 13 Wears no armor, carries short sword and two
Intelligence 15 Constitution 9 daggers
Wisdom 14 Charisma 7
THAC0 10 Hit Points 59 Wears chain mail +5, carries two-handed Berem was first encountered in DL4 as a
Armor Class -2 Movement 12” sword +3 crazed old man. He shaved his beard and now
appears younger, but still weathered. There is
Wears plate mail +4, carries sword of life Salah Kahn always hides his face behind a 10% chance that any PC (except Kronn or
stealing +4 and shield wrapped black cloth. This is more than just Serinda) notices something familiar about
mystique, for Khan has no face. His features him. He speaks little and avoids socializing
Lucien is the most crafty and political of the were destroyed in a long-ago duel with a wiz- with others.
Highlords. His emotionless face belies noth- ard, leaving nothing but gaping holes.
ing of the fevered mind constantly working to Berem is a hunted man and only seeks to
enhance his position and power. Though Kahn believes in carving his way to the top remain free and unnoticed. He is both fearful
quiet, he is quick to seize on any opportunity with stealth and ruthlessness. None who stood of and fascinated by the Dragon Highlords.
that could better his position. His greatest in his way long survived. His skill is great and He is aware of his inability to die, but will not
weakness is that his preoccupation with his vengeance terrible. His greatest weakness reveal this to others. He faces his trials with
manipulating others often causes him to mis- is rage which, when set afire, makes him reck- the sullenness of an unwilling martyr. The
judge their motivations. less and unthinking. threat of capture by the Dragon Highlords
sends him into a frenzy.
Imbedded in Berem’s chest is a dull, gray,
fist-sized gem. This mysterious gem cannot be
removed and makes him immortal. When the
gem is healing him, it glows green. The Dark
Queen wants this gem and her people are
searching for the man who has it.
30
Kitiara the Solamnic Plain to the west and the symbol of pain or fear, and generate a 20-hit
Estwilde to the east. His core of 16 warrior dice fireball.
14th-Level Fighter Knights were fiercely loyal to him. Yet Seth
was troubled-his wife was barren and he was Paladine
Strength 14 Dexterity 18 thus without an heir.
Intelligence 13 Constitution 14 God of Good
Wisdom 7 Charisma 14 His desire for an heir became an obsession
THAC0 8 Hit Points 65 after he spied an elven maid bathing in a Paladine often takes a direct hand in aiding
Armor Class -2 Movement 12” nearby river. He soon discovered that the his followers on Krynn. Many believe that Pal-
maiden was traveling with a group of elven adine took the form of Huma centuries ago
Wears dragon plate +1, carries bastard sword cleric women from Palanthus to Istar. and drove the evil dragons from the face of
+3, crossbow of speed, dagger Krynn during the Age of Dreams. Paladine’s
In a complex plan, he lied to the elven constellation traditionally guards the Gate of
Kitiara is the Blue Lady of the Dragon maiden, marrying her in secret though his Souls, keeping the dragons from returning.
Highlords. She rules over all the blue Dragon- first wife still lived. This was against the law of
armies and reigns over their conquered territo- the Knights and the faith of Istar. The elven Paladine has the powers and statistics of
ries with a tempestuous hand. clerics consented to the act for dark purposes Bahamut, the platinum dragon (see page 33
of their own. of the Monster Manual).
Kitiara is the older sister of Caramon and
Raistlin. Her early history is recounted in The elven girl soon bore a son in the secret Pyrite
DL5, Dragons of Mystery, and an account of place where she was kept. Soth then murdered
how she became a Dragon Highlord is given in his first wife and claimed that she died in Ancient/Huge Gold Dragon
DL8, Dragons of War. childbirth and proclaimed the elven child as
the rightful heir to Dargaard. As soon as possi- Pyrite is a companion of Fizban the Fabulous.
Kitiara has a wild spirit and often goes ble, the elven girl was brought to the Keep to The two of them have wandered. for quite
through drastic mood swings in short periods live and care for the child. some time across the face of Krynn.
of time. She is driven by her emotions, most
notably her thirst for adventure and power. It Yet the girl had visions of the impending Pyrite is rather cantankerous and somewhat
was this side of her that appealed to Tanis doom in Istar and called upon Soth to sally senile. From time to time he laps into believ-
who found the strictures of elven society forth and stop the Kingpriest from his folly. ing he is still fighting the old Dragon Wars
monotonous. Soth began the journey, but he was stopped that ended centuries ago. He has a set of magi-
by the elven clerics. These women threatened cal wings that he wears for show, since gold
Kit has struck a bargain with Soth, the to disclose the truth of his foul deeds if he did dragons have no wings.
death knight. For his aid she has promised not turn back. Thus Soth turned from his
him Laurana’s soul. It matters little to Kitiara course and began the journey back home. Queen of darkness
that she cannot enforce such a promise. It is a
detail she will take care of-once she becomes Before his return, the Cataclysm struck and Goddess of Evil
empress of all Krynn. sundered the world into darkness. Though
much was destroyed on that day, all of Dar- Also known as Takhisis, the Queen of Dark-
Lord Soth gaard remained intact and none died there ness is worshiped. by the Dragon Highlords,
save two. The elven girl and her child stag- the draconians, and the humans of the Drag
Death Knight gered into the throne room and were crushed onarmies. She commands the evil forces from
when the great chandelier fell upon them. her temple in the heart of Neraka.
Strength 18/99 Dexterity 12
Intelligence 10 Constitution 17 When Soth at last returned, he found their Takhisis has the powers and statistics of
Wisdom 9 Charisma 17 bodies burned into the stone before his Tiamat, the chromatic dragon (see page 32 of
THAC0 12 Hit Points 59 throne; no cleansing would remove their the Monster Manual).
Armor Class 0 Movement 12” images. Thus did Soth sit upon his throne and
await his own death...yet it never came. The Young Sturm
Wears plate mail +3, carries two-handed elven women clerics were damned by the gods
sword +3 to be his servants and sing of his folly each 2d-Level Fighter
night. His Knights remain loyal, even in
Soth was an ancient Lord Knight of Solamnia death. Each night he is at Dargaard, Lord Soth This is not really Sturm, but merely a creation
at Dargaard Keep. Through his own foolish sits on his throne, listens to the song of his of Paladine’s tests. His demeanor is that of a
acts he called a terrible doom upon himself folly, and stares upon the images of the elven Knight and he lives up to all the most impor-
and his associates, including his loyal Knights. girl and child. tant codes of Knighthood.
Now he broods in his dark castle, with Laurana’s image reminds him much too
groaning spirits singing a never-ending dirge strongly of the girl for whom he lost his soul.
of his folly. He is a darkened soul. The Blue In some twisted way he desires her and
Lady has made a contract with him that brings believes that through her he may be released
him into this war of men and dragons on the from his nonexistence.
side of evil.
He casts wall of ice at will, generates fear in
The promise made him is Laurana as a a 5-foot radius, and has innate powers of
bride. detect magic and detect invisibility He cab
dispel magic twice per day. Once per day he
In the days before the Cataclysm, Lord Soth can use any one of the power word spells, a
was a Knight of the Rose whose domain
extended from Dargaard Keep well into both
31
Revenants Revenants are immune to being turned or dreamwraith
destroyed by clerics and holy/unholy symbols,
FREQUENCY: Very Rare holy water, and other religious artifacts do not FREQUENCY: Very rare
# APPEARING: 1d20 affect them. # APPEARING: 1d4
ARMOR CLASS: 10 ARMOR CLASS: 3
MOVE: 9” A revenant can regenerate 3 hit points per MOVE: Variable
HIT DICE: 8 round-limbs slither together and re-create HIT DICE: 8
% IN LAIR: 80% the revenant no matter how damaged it was. % IN LAIR: 100%
TREASURE TYPE: Nil It can also regenerate these points after reach- TREASURE TYPE: Nil
# ATTACKS: 1 ing 0 hit points except in the case of burn # ATTACKS: 1
DAMAGE: 2d8 damage. Fire is the only attack that inflicts DAMAGE: 1d10 or by weapon
SPECIAL ATTACKS: Paralyzation irreparable damage to a revenant. SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: See below Wemic MAGIC RESISTANCE: 20%
INTELLIGENCE: See below INTELLIGENCE: Of modeled creature
ALIGNMENT: Neutral FREQUENCY: Very Rare ALIGNMENT: Chaotic Evil
SIZE: M # APPEARING: 2d8 SIZE: M
XP VALUE: 1, 275 + 10/hp ARMOR CLASS: 6(5) XP VALUE: Creature mimicked +10%
MOVE: 12”
Under exceptional circumstances, some who HIT DICE: 5 + 8 Dreamwraiths are the violent creations of the
die a violent death return from beyond the % IN LAIR: 50% subconscious. These creatures can appear in
grave to wreak vengeance on their killers. The TREASURE TYPE: B many forms but in this adventure they take
Cataclysm killed the inhabitants of this region # ATTACKS: 2 claws, 1 weapon the form of the dead‚ decaying visages of
and now they seek revenge on those responsi- DAMAGE: 1d4/1d4 or weapon former friends and allies.
ble for their demise. The problem is that the SPECIAL ATTACKS: Nil
revenants are unaware of whom they must SPECIAL DEFENSES: Surprised on a 1 Dreamwraiths always attack with berserker
wreak their vengeance upon. MAGIC RESISTANCE: Standard fury‚ gaining +1 on every initiative check.
INTELLIGENCE: Average Dreamwraiths are not undead and therefore
These revenants are in most respects identi- ALIGNMENT: Neutral cannot be turned.
cal to those found in the FIEND FOLIO™ SIZE: L (7 ft. long)
tome, pages 75-76. However, these revenants XP VALUE: 200 + 7/hp
have not decomposed and have remained
trapped on this plain. Once a revenant leaves Wemics are large lion-centaurs that roam the
the area of the protected streets, the decom- far plains of Nordmaar. They have worked in
position process begins at the normal rate harmony with the government there for many
listed in the FIEND FOLIO book. years. However, they are a most pragmatic race
and saw that the victory of the Dragon
Any revenant encountered steps up to the Highlords was the most likely event. So it was
nearest PC and asks, in an earnest and desper- that great bands of wemics united together
ate voice, “Are you the One?” Should the PC under Highlord rule.
answer in the affirmative, then the revenant
tries to destroy that PC. If the answer is no, This fierce and proud race has served the
then the revenant cries out in a terrible wail- Highlords well, but their pragmatism may
ing voice that seems to shake the stones well work to sway them to the Whitestone side
around the characters. Then it asks, “Do you now that the war has turned.
know where we may find the One?” If the
answer to this question is also negative, then
the revenant again wails and then proceeds
with the same sequence for the next PC. If all
the PCs’ answers are negative, then the reve-
nant moves off without any further comment
or action.
If the answer to the second question is
“Yes,” then the revenant glares at the PC,
grips him by the shoulder, and says, “Come
with me!” It then moves by the most direct
route to Encounter 44S, where your explana-
tion of who it is they are looking for must be
given.
A revenant that is attacking stares into the
eyes of its victim. This stare requires a save vs.
magic or the victim is paralyzed with terror for
2d4 rounds.
32
Draconians, or dragonmen, are special troops AURAK they have infravision good to 60 feet, and can
of the Dragon Highlords. They are more pre- detect hidden and invisible creatures within
dictable than human forces and more apt to FREQUENCY: Rare 4”. They can also see through all illusions.
follow orders than the ogres and goblins that
make up the bulk of the army. Draconians are # APPEARING: 1-2 Auraks have several natural defenses that
not frightened by dragon awe, rather they they can invoke at will. They can turn invisible
seem to rally around the evil dragons. ARMOR CLASS: 0 once each turn until they attack. They can
polymorph self into the shape of any animal
Draconians gain + 1 to hit when within 12” MOVE: 15” their size, three times per day. But the most
of the particular evil dragon they serve. diabolical ability is to change self three times
HIT DICE: 8 per day to resemble any individual human or
Five types of draconians have been encoun- humanoid and to perfectly imitate its voice.
tered thus far: the stony Baaz, the magic- % IN LAIR: 10% This effect only lasts for 2d6 + 6 rounds.
wielding Bozaks, the poison-tongued Kapaks,
the shape-shifting Sivaks, and the ultra- TREASURE TYPE: K, L, N, V Auraks have three modes of attack. They
powerful Auraks. can generate blasts of energy from each of
# ATTACKS: 2 or 1 their hands (1d8 + 2 damage with each),
The first three types of draconians have striking targets up to 6” distant. When using
wings, but only the Sivaks can truly fly. The DAMAGE: 1d8 + 2 (x2) or spell change self, they appear to be using the
three movement rates given are for walking, appropriate weapon, but are really attacking
running while flapping wings, and gliding. SPECIAL ATTACKS: Spells & Breath with energy blasts. They also may attack with
They can glide a distance of four times the claws and fangs (1d4/1d4/1db). Three times
height they launch from. SPECIAL DEFENSES: Save at +4 per day they can breathe a noxious cloud (5-
foot range). Victims caught in the cloud must
A fifth type of draconian is introduced MAGIC RESISTANCE: 30% save vs. breath weapon for half damage or suf-
here, the mind-bending Auraks. Auraks do fer 20 points of damage and be blinded for
not possess wings and cannot fly, but they do INTELLIGENCE: Exceptional 1d4 rounds.
possess a limited dimension door ability.
ALIGNMENT: LawfulEvil Auraks can also cast two spells each of 1st to
Draconians serve many roles for the Dragon 4th-level magic-user spells. Their preferred
Highlords. Kapaks, wielding poison blade SIZE: M (7 ft.) spells include these: enlarge, shocking grasp,
and arrow, are used as assassins and archers, ESP‚ stinking cloud, blink, lightning bolt, fire
The magic-using Bozak, wielding short PSIONIC ABILITY: Nil shield, and wall of fire.
swords, are used as special forces and to com-
mand draconian squads. Sivaks form the elite XP VALUE: 1,800 + 10/hp The Auraks’ most insidious power is mind
forces, wearing heavy armor and able to swing control. They can use suggestion once per turn
two-handed swords easily. Baaz are the com- Auraks are the special agents of the Dragon at will, but they must concentrate. And once
mon soldiers, the bulk of the troops. They are Highlords. They are the most powerful of all per day they may mind control one creature of
often used to scout as they can disguise them- draconians and the most devious. equal or fewer hit dice for 2d6 rounds through
selves in robes. Finally, the Auraks are rare and unbroken concentration. Mind control lets
special generals of the draconian armies. They In natural form, Auraks appear to be 7- the caster control the actions of the target as if
are also used as special agents who can pass foot-tall, sinewy draconians with short tails it were his own body. The target may try to
undetected among humans. and no wings. save vs. breath weapon to avoid the effect.
Those who have played DL9, Dragons of Auraks cannot fly, but move as fast as other When an Aurak reaches 0 hit points, it does
Deceit, discovered that draconians are created draconians on the ground, moving 15” run- not die, but immolates itself with eerie green
by corrupting good dragon eggs. Baaz are ning or swimming. Auraks, however, do pos- flames and enters a fighting frenzy (+2 to hit
derived from brass eggs, Bozaks from bronze sess a limited ability to dimension door up to and damage). Anyone attacking it suffers 1d6
eggs, Kapaks from copper eggs, Sivaks from 6” away, three times per day at will. points of damage each round from the flames,
silver eggs, and Auraks from gold eggs. These unless a save vs. petrify is made. Six rounds
are the very eggs that the Queen of Darkness The senses of Auraks are heightened so that later, or when the creature reaches -20 hit
swore to protect in return for the good points, it transforms into a whizzing ball of
dragons’ pledge not to interfere in her war lightning, striking as a 13-HD monster and
against the peoples of Krynn. causing 2d6 points of damage to those struck.
Three rounds later it explodes with a thunder-
The corruption of the eggs is the work of an ous boom, stunning all within 10 feet for 1d4
evil triad, Wyrllish the cleric, Dracart the rounds (2d4 if underwater) and causing 3d6
mage, and the ancient red dragon Harkiel, points of damage to all within 10 feet (no save
the Bender. Through arcane spells they cause allowed). Any items within range must save
the eggs to grow and its occupants to multiply. vs. crushing blow or be destroyed.
Then Wyrllish opens the gate to the Abyss,
and souls of the Dark Queen’s minions, the
abishai, rush forth to inhabit the new bodies.
Draconians are creatures of magical origin
and when they are slain, the odd enchant-
ments that formed them create spectacular
and deadly death scenes.
33
BAAZ BOZAK KAPAK
FREQUENCY Uncommon FREQUENCY: Uncommon FREQUENCY: Uncommon
# APPEARING: 2d10 # APPEARING: 2d10 # APPEARING: 2d10
ARMOR CLASS: 4 ARMOR CLASS: 2 ARMOR CLASS: 4
MOVE: 6”/[15”]/18” MOVE: 6”/[15”]/18” MOVE: 6”/[15”]/18”
HIT DICE: 2 HIT DICE: 4 HIT DICE: 3
% IN LAIR: 5% % IN LAIR: 15% % IN LAIR: 15%
TREASURE TYPE: J, K‚ L‚ U TREASURE TYPE: U TREASURE TYPE: K, L, M
#ATTACKS: 2 or 1 # ATTACKS: 2 or 1 # ATTACKS: 1
DAMAGE: 1d4/1d4 or by weapon DAMAGE: 1d4/1d4 or by weapon DAMAGE: 1d4
SPECIAL ATTACKS: None SPECIAL ATTACKS: Spells SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: None SPECIAL DEFENSES: Saves at +2 SPECIAL DEFENSES: Acid Pool
MAGIC RESISTANCE: 20% MAGIC RESISTANCE: 20% MAGIC RESISTANT : 20%
INTELLIGENCE: Average INTELLIGENCE: High INTELLIGENCE: Average
ALIGNMENT: Lawful Evil (Chaotic) ALIGNMENT: Lawful Evil ALIGNMENT: Lawful Evil
SIZE: M(51/2ft.) SIZE: M(6ft.+) SIZE: M (6ft.)
PSIONIC ABILITY: Nil PSIONIC ABILITY: Nil PSIONIC ABILITY: Nil
XP VALUE: 81 + 1/hp XP VALUE: 175 + 4/hp XP VALUE: 105 +3/hp
Baaz are the smallest of their species and are Bozaks are magic wielders and can cast spells Kapaks are distinguished by their venomous
the most plentiful of the draconians. They are as 4th-level magic-users. Very intelligent, they saliva, which paralyzes victims for 2d6 turns if
the Dragon Highlords’ common ground are cruel and cunning warriors, sparing a life they fail to save vs. poison. They often lick
troops. At the bottom of the draconian social only if it benefits them. their weapons (takes one round) before attack-
order, these draconians often tend to be cha- ing. This venom lasts three rounds.
otic in nature and self serving when they can Their favored spells: burning hands,
get away with it. enlarge, magic missile, shocking grasp, invisi- Kapaks are larger than Baaz and often bully
bility, levitate, stinking cloud, and web. and abuse their smaller cousins. Because of
Baaz are often encountered in disguise. the Kapak’s venomous nature, the Dragon
They conceal their wings under robes and, When a Bozak reaches 0 hit points, its scaly Highlords employ these draconians as assas-
wearing a large hood and mask, can pass flesh shrivels and crumbles from its bones in a sins as well as warriors. Kapak are sly and con-
through civilized lands as spies. cloud of dust. Then the bones explode, caus- niving, seeking to lure prey into traps and
ing 1d6 points of damage to all within 10 feet tripping foes to gain an advantage.
When a Baaz reaches 0 hit points, it turns (no saving throw).
into a stone statue. The person who struck the When a Kapak reaches 0 hit points, its body
death blow must make a Dexterity Check at -3 instantly dissolves into a 10-foot-wide pool of
or his weapon is stuck in the statue. The statue acid. All within the acid pool take 1d8 points
crumbles to dust within 1d4 rounds, freeing of damage each round they remain there. The
the weapon. Its armor and weapons remain. acid evaporates in 1d6 rounds. All items pos-
sessed by the Kapak are useless.
34
Sivak
FREQUENCY: Uncommon
# APPEARING: 2d10
ARMOR CLASS: 1
MOVE: 6”/[15”/18”
HIT DICE: 6
% IN LAIR: 10%
TREASURE TYPE: Q
# ATTACKS: 3
DAMAGE: 1d6/1d6/2d6
SPECIAL ATTACKS: None
SPECIAL DEFENSES: +2 saves
MAGIC RESISTANCE: 20%
INTELLIGENCE: High
ALIGNMENT: Neutral Evil
SIZE: L (9 ft.)
PSIONIC ABILITY: Nil
XP VALUE: 350 + 6/hp
Sivaks are used both on the battlefield and as
spies. They normally attack with both claws
(1d6 points of damage each) or a wicked-
edged sword (1d10 points of damage). They
can also attack with their long, armored tails
(2d6 points of damage) when in draconian
form.
Sivaks are shapeshifters, capable of chang-
ing their form under two conditions. When
they slay a humanoid of their size or smaller,
they may take the forms of their victims. They
do not gain the memories, experiences, or
spell use of their victims and, like all dracon-
ians, still radiate magic, but their appearances
and voices are exact matches to those of their
victims. Sivaks may choose to change back to
to their normal forms, but may not poly-
morph again until they find more victims.
Sivaks also change shape when slain, assum-
ing the forms of their slayers. These death
shapes last for three days, then the bodies
decompose into black soot. If the slayers are
not humanoid or are larger than the Sivaks,
the Sivaks burst into flame, causing 2d4
points of damage to all within 10 feet (no sav-
ing throw).
35
Some of the NPCs encountered during this knows a rumor, roll 1d20 on the Rumor Chart PCs (either because of alignment, similar
adventure know rumors that relate to the PCs’ to determine the rumor he gives the PCs. You goals, etc. or because of a favorable NPC reac-
quest. These rumors may or may not be true. may also roll on the chart if the PCs encounter tion check).
If an NPC is noted in the text as one who an NPC who is favorably disposed toward the
Rumor Chart
Roll T/F Rumor Roll T/F Rumor
1 T The dragon highlords are up to 11 T Some who have gone up the glaciers
something big. Orders have been say that the road under the world is
been leaving Neraka regularly and entered there.
the caravans have been increasing.
12 T There are rivers of death and fire
2 T Sure have been a lot more caravans under the Taman Busuk. Where they lead
moving through these parts. Most none know.
head toward Neraka but few return.
13 T The Glitterpalace was once said to
3 T No one gets into the Dark Temple exist in this area. Some have seen
without a special pass. Each is its strange entrance in the most
signed by the Highlord’s own staff unexpected places.
and always describes the user.
14 T Ancient legends told of the Tests of
4 T They’ve been doing some work on a the Gods that showed survivors the
new flying citadel up in the true path to their destiny
mountains but haven’t finished yet.
15 T There are ancient signposts on the
5 T Stay away from the heart of the plains of the Taman Busuk, but no one
mountains! That’s Godshome country who follows them is ever seen again.
and no one needs to disturb the sleep
of the gods! 16 F The treasure of the dwarves is
hidden down beneath the ground and
6 T A person without proper authority can only be found by those willing
won’t get far in this territory. to risk the firey depths.
There’s a lich guarding the pass
into Neraka. No one has slipped 17 F Those who go to Godshome never leave.
past him yet!
18 F The foggy vale to the south is the
7 T Dragons fly over the entire plain home of good spirits who are now
from their bases. They look down restless for some reason.
and search for escaped slaves and
spies. 19 F The Queen of Darkness has placed
many cunning traps all about the land
8 T Not all the Dragonarmy is sitting These traps often lure spies to their
right on the front! There are deaths.
plenty of patrols that search the
plains day and night. 20 F The Queen of Darkness has given her
armies a new magic that will sunder
9 T There are strange roads under the the Whitestone forces. They await
plains-roads the Highlords have the right time to unleash this power.
not yet explored.
10 T Some who have gone into volcanoes
have claimed that there are
entrances to underground roads
there.
36
Have the players read these cards in the order given.
CUT-OUT CARDS
Card #1 Card #5
“Welcome and well met, brave and mighty
Heroes of the Lance! I, Lord Gunthar, again “A second plan involves disguising you as
greet you and welcome you. If only our time merchants. There have been many merchants
was less desperate and our need less great, passing into the Dragon Empire lands of late
we...” and this may be a good disguise for you. We
have three merchant wagons with supplies
©1986 TSR, Inc. All Rights Reserved. ready.”
©1986 TSR Inc. All Rights Reserved.
Card #2 Card #6
“A third plan involves disguising you as mem-
“Lord Gunthar, you windbag, sit and let us bers of the Dragonarmy. We have 12 uniforms
get on with this. Our problem is simple, the captured from mercenaries in the course of
solution is somewhat more difficult. The battle, but we have no knowledge of which
Highlord army is now pressed back into its units they belong to or how their command
homeland, but it has just burst through our structure works.”
lines with the use of great flying castles. You
may be our last hope in this struggle.” ©1986 TSR Inc. All Rights Reserved.
©1986 TSR Inc. All Rights Reserved.
Card #3 Card #7
“The Dragon Empire will destroy us within a
few weeks unless you can somehow manage its “Ah! Nonsense! What folly! These are the
overthrow. You must enter the heart of the greatest heroes of our age and you wish to risk
evil and bring it down. We have developed all on such contrivances? I say that stealth is
several plans for your consideration.” the best answer—soft steps by night is the way
into Neraka! Send our only hope into enemy
©1986 TSR Inc. All Rights Reserved. lands in creaking supply wagons or broadcast
their arrival on painted-up silver dragons?
Card #4 Bah!”
“The first plan involves disguising good
dragons to appear evil. We have four large and ©1986 TSR Inc. All Rights Reserved.
old silver dragons upon which we can create
the illusion that they are blue or black Card #8
dragons. These are sufficient to take you on
this mission.” “Well, whatever happens, we can only get
your group behind the enemy’s lines. It is up
to you to choose how you will make the jour-
ney.”
©1986 TSR, Inc. All Rights Reserved. ©1986 TSR Inc. All Rights Reserved.
CUT-OUT CARDS
Card #5 Card #1
Card #6 Card #2
Card #7 Card #3
Card #8 Card #4
Saga questionnaire Name
Address
Please take a few minutes to complete this questionnaire. We want
your impressions about the DRAGONLANCE® series of adventures City/State/Zip
to help us produce more of what you want. Date of Birth
1. Sex: Male Female 43210 12. What do you like most about the
DRAGONLANCE series?
2. How many years have you been playing DL1 Dragons/Despair
role-playing games? DL2 Dragons/Flame 13. What do you like least about the
DRAGONLANCE series?
o Under 1 year o 1-2 years DL3 Dragons/Hope
o 3-4 years o 5 or more years DL4 Dragons/Desolation 14. Which of the following DRAGONLANCE
books and accessories do you own?
3. In the time you have played, has your DL5 Dragons/Mystery Dragons of Autumn Twilight
interest in RPGs increased or decreased? DL6 Dragons/Ice Dragons of Winter Night
(Circle one) DL7 Dragons/Light Dragons of Spring Dawning
DL8 Dragons/War Test of the Twins
4. When you play RPGs, do you usually War of the Twins
play adventures from TSR or form DL9 Dragons/Deceit DRAGONLANCE Calendar 1985
DL10 Dragons/Dreams DRAGONLANCE Calendar 1987
another game company? (Circle one) DRAGONLANCE Miniatures
DL11 Dragons/Glory DRAGONLANCE™
5. How much time do you spend playing DL12 Dragons/Faith T-Shirts/Sweatshirts
RPGs each week (on average)? DL13 Dragons/Truth
o 0-5 hours o 6-10 hours 15. How do you feek about TSR’s role-
o 11-20 hours o More than 20 hours 8. Compared to other RPG adventures playing direction in general? Would
(from any game company) you have you like to see more connected series of
6. What other TSR® products do you own or adventures, more (or less) detail and
play? played, would you say those of the instruction for the DM? Are our adven-
Own Play DRAGONLANCE series are: tures too restrictive on players or do
players wander around aimlessly? Any
D&D® Basic Set Some of the best comments you want to make about our
D&D Expert Set RPGs, please go right ahead!
D&D Companion Set Above average
D&D Masters Set Average Thank you very much for completing this
questionnaire.
D&D Immortals Set Below average
AD&D Game Some of the worst D&D, AD&D, DRAGONLANCE, DRAGON
AD&D Gamebooks STRATEGY & TACTICS, DUNGEON, SPI, ENDLESS
ENDLESS QUEST® Books 9. Do you feel the DRAGONLANCE QUEST, ONE-ON-ONE, and TSR are trademarks owned
ONE-ON-ONE™ Gameboooks adventures came out too fast for your by TSR Inc.
CAR WARS™ Gamebooks campaign to keep up with? o Yes o No CAR WARS™ Steve Jackson Games
MARVEL SUPER MARVEL SUPER HEROES is a trademark of the Marvel
10. If all of the DRAGONLANCE adven- Comics Group. ©1986 Marvel Comics Group, a division
HEROES™ Game of Cadence Industries Corporation. All Rights Reserved.
MARVEL SUPER tures were to be cleaned up (standard- ©1986. TSR Inc. All Rights Reserved.
HEROES® Gamebooks ized format, incorporate errata,
DRAGON® Magazine
STRATEGY & TACTICS® sourcebook at beginning, etc.) and
bound into a hardback or softback
Magazine
collector’s edition book, would you be
DUNGEON™ Gaming
Magazine interested in buying it?
SPI® Games o Yes (hardback) o Yes (softback)
TSR Board Games o No
7. Please rate your overall impression (read- 11. In the first DRAGONLANCE saga
ability, playability, presentation, enjoy- questionnaire (in DL5), many of you
ment, etc.) of the following expressed interest in a
DRAGONLANCE® adventures.
DRAGONLANCE boardgame. In
4 = excellent 3 = good 2 = fair response TSR designed DL11, Dragons
1 = poor 0 = no opinion of Glory (see, we do listen to you!). We
would like your opinion of this product
(check all that apply).
Enjoyed it very much
Would like to see more
introductory boardgames
Should have been simpler
Should have been harder
Didn’t like it
Didn’t understand it
Haven’t played it yet
Haven’t bought it yet
Do not want to play boardgames
FOLD HERE Place
Stamp
Mike Breault Here
TSR Inc.
P.O. Box 756
Lake Geneva, WI
53147
FOLD HERE