The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

AD&D - DLC2 - Classics Volume 2 (Lvl 8-12)

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Capn_Ragnar, 2022-11-14 01:25:36

AD&D - DLC2 - Classics Volume 2 (lvl 8-12)

AD&D - DLC2 - Classics Volume 2 (Lvl 8-12)

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

Alfotost the Sprite Bakaris, Lieutenant to Kitiara Wears Dragonarmor plate + 1, carries spear
+3, shortsword +2, and two daggers
Warden of the Borders 10th-Level Fighter
Kitiara is the Blue Lady of the Dragon High-
Neutral Good Hit points 10 Strength 16 Dexterity 12 lords. She rules over all the Blue Dragon-
Intelligence 10 Constitution 15 armies and reigns over their conquered
Armor Class 6 Movement 9”/18” Wisdom 14 Charisma 13 territories with a tempestuous hand.
THAC0 12 Hit Points 55
No. Attacks 1 Damage by weapon Armor Class 1 Movement 12” Kitiara’s early history is recounted in DL5,
Dragons of Mystery, and those interested are
Hit Dice 2 THAC0 16 referred there.

Becomes invisible Kitiara has a wild spirit and often goes
through drastic mood swings in short peri-
Alfotost is the leader of the sprites in North- Wears plate armor +1, carries two- handed ods of time. She is driven by her emotions,
ern Kagonesti. They are also called Wardens, sword of life stealing +2, and two daggers most notably her thirst for adventure and
as they protect the woods from vile creatures (poisoned) power. It was, perhaps, this side of her that
and malicious intent. Alfotost is the 43rd appealed to Tanis, who found the strictures
leader since the task was given them by the Bakaris is the second in command to Kitiara. of elven society too monotonous for his
silver dragons of Foghaven, long before the He is a skilled mercenary who also rose human side.
Cataclysm. He is true to his word and honest through the ranks by whatever means was
in his dealings. most expedient. He met Kitiara early in her The heroes know nothing of Kitiara’s life
career and knew that she was going places. after they parted five years ago to search for
Aliona, Leader of the Youngbloods He arranged it so he could go with her. A the True Gods. Kitiara traveled north across
healthy respect exists between the two of the New Sea with Sturm Brightblade. It was
5th-Level Elven Fighter them. They trust each other as much as is an uneasy alliance at best, as Kitiara loved to
politically healthy and have developed a tease the dour Sturm. The knight was much
Strength 15 Dexterity 14 friendship of sorts. relieved when Kit went in search of her
Intelligence 15 Constitution 14 father’s family.
Wisdom 10 Charisma 16 Bakaris’s unshaven and sloppy appear-
THAC0 16 Hit Points 31 ance belies a keen tactical mind. He loves a Kit never found them. Instead, she found
Armor Class 5 Movement 12” fight and glories in the thrill of battle. the Dragonarmy building in the Khalkist
Mountains. Here was an opportunity! Know-
Bensoldi the Hermit ing that in such a place one either manages
or dies, she quickly learned the ropes. She
Wears studded leather +1, carries a sword +1 6th-Level Magic-User was in her element. In only a few years she
and a dagger +2 stood second in power only to Ariakas, the
Red Emperor of Krynn.
Aliona is a young elf, as they reckon their Strength 9 Dexterity 9
years, and is leader of the Youngbloods, a Intelligence 18 Constitution 17 Now Kitiara and her second in command,
faction of young Qualinesti who feel them- Wisdom 14 Charisma 12 Bakaris, command the Blue Dragonarmy in
selves superior to the haughty, overbearing THAC0 19 Hit Points 29 the westward campaign. She holds unques-
Silvanesti. The Youngbloods raid Silvanesti Armor Class 3 Movement 12” tioned dominion over the northern half of the
lands, disrupt Silvanesti hunting, and encour- Estwilde and all of Nordmaar. She has
age Kagonesti elves to escape. The Young- Wears bracers of defense (AC 3), and carries pressed across the northern Solamnic plains
bloods wanted to fight the Dragonarmies a dagger +3 from Dargaard Keep to Vingaard and now
when their people went into exile, but now presses to take Palanthas, the jewel of west-
raid their cousins out of boredom. Spells: ern Ansalon. Only the High Clerist Tower and
Level 1: Read magic, sleep, charm, protec- its pitiful defenders frustrate her efforts.
Aliona, like most Youngbloods, grew up on tion from evil
tales of Gilthanas and, to a lesser degree, Level 2: Rope trick, wizard lock Kitiara is cool and cunning one moment,
Tanis. They believe the Qualinesti would be Level 3: Lightning bolt, suggestion full of rage the next. Yet her emotions are
better off if Gilthanas were the heir instead of held in check by her superior intellect. She
Porthios. does, however, often fall prey to her own sen-
timentality and will rein in a direct attack
Aurik Archuran (Lord of the Rose) Bensoldi is a native of Palanthas, far to the against her former companions if she recog-
north, and an associate of Astinus, the scribe nizes them. This does not mean that she will
12th-Level Fighter of Krynn. Bensoldi left Palanthas to wander allow them to spoil even the least of her
many years ago, and settled in the mountain plans. She may warn them out of her way,
Strength 16 Dexterity 15 vales of Ergoth before the civilized elves but feels that one warning should be suffi-
Intelligence 17 Constitution 17 arrived. cient. She will avoid killing her ex-compan-
Wisdom 11 Charisma 13 ions if possible; if not, she will shrug and get
THAC0 10 Hit Points 58 Bensoldi is a kindly soul who does not wish the deed over with.
Armor Class 0 Movement 12” to hurt any living creature. He will use his
spells only if attacked, and prefers flight to Kitiara’s only apparent weaknesses are her
Wears plate armor +1, carries a shield, and fighting. He makes very good candies with feelings for her former companions and her
longsword +2 arrogance. These weaknesses might be
special properties from tree sap. Each candy exploited in the future to obtain important
cures two points of damage and acts as a information from her.
neutralize poison spell.
Kitiara is 5’9” tall with black hair and
The tradition of the Knighthood runs deep in Blue Lady (Kitiara) deeply tanned skin. Her crooked smile and
Aurik’s ancestry and colors all his thinking. flashing brown eyes can unsettle even the
Unfortunately, he is unbending in his adher- 12th-Level Fighter, Dragon Highlord most hardened man. She has the strength of
ence to the Measure. His age has not tem- an accomplished warrior and the striking
pered his judgment with the wisdom a Lord Strength 14 Dexterity 18 beauty of a temptress. She is not to be dealt
Knight should have. Intelligence 13 Constitution 14 with lightly.
Wisdom 7
THAC0 10 Charisma 14
Armor Class -3 Hit Points 65
Movement 12”

99

Cymbal, a Copper Dragon Spells: The Gray Wraith was the guardian of the Sil-
ver Arm now worn by Theros Ironfeld. The
Chaotic Good Hit points 40 Level 1: Charm person, hold portal, detect Wraith, actually a spectre, is cursed to pur-
magic, read magic sue the thief until one or the other of them is
Armor Class 1 Movement 9"/24" Level 2: Web, mirror image, ray of enfeeble- destroyed. To that end it has two special abil-
ment ities: It cannot be turned while in the pres-
No. Attacks 3 Damage 1-4/1-4/5-20 Level 3: Dispel magic, slow ence of the Silver Arm, and its piercing
Level 4: Polymorph other scream may create fear in the owner of the
Hit Dice 8 THACO 13 Arm. The Gray Wraith is faultless in its track-
ing and tireless in achieving its mission.
Acid and Slow Gas Breath

Cymbal is a medium adult copper dragon Wears chain mail +2, carries shield +1 and
who has been imprisoned by Takhisis. He longsword +2
guards the approach to the good dragons’
eggs. The Queen has managed to convince Feal-Theas is a slender, unusually dark- Harald Haakan, Ice Folk Chieftain
him that anyone passing through his room skinned elf. His armor and shield are of
without orders from the Highlord Ariakus is gleaming black, and his dark eyes seem to 14th-Level Lawful Good Fighter
intent on the destruction of the eggs. glow with the fire of madness.
Strength 18/54 Dexterity 10
Cymbal has some doubts about this expla- Feal-Theas has sold out his race and his Intelligence 13 Constitution 15
nation, but ignores them; it would certainly lands in return for promises of great power Wisdom 14 Charisma 14
drive him mad to discover that he had been from the Dragon Highlords. Any elves with Hit Points 88
used to further the cause of evil. the party remind him of his treachery, incit- THAC0 5 Movement 9”
ing him into a berserk rage when attacking Armor Class 1
them (Feal-Theas gets a +2 to hit elves).
Dargent, a Very Old Silver Dragon
Despite his treasonous nature, Feal-Theas
Lawful Good Hit points 70 is not afraid to die. He will stand his ground Wears chain mail +2; carries shield +1 and
courageously, using spells and his longsword Frostreaver (+4 battle ax)
intelligently.
Armor Class -1 Movement 9"/24"

No. Attacks 3 Damage l-4/1-4/5-30 Harald is the fierce and proud leader of the
people of the Ice Reaches. His face is framed
Hit Dice 10 THAC0 10
by a flowing mass of red hair and a long
Paralyzing Gas Breath Fizban the Fabulous beard of the same color. A large nose pokes
out from this mass of hair; the eyes above
Spells: Fizban is a powerful wizard of indeterminate are a deep, icy blue. Harald is a huge, heavy-
Level 1: Read magic, sleep level. His powers are apparently hampered set man, nearly seven feet tall and weighing
Level 2: Invisibility, wizard lock by his befuddled mental condition, as his over three hundred pounds. His clothing is
Level 3: Protection from normal missiles spells often result in spectacular failures. made of pure white furs.
Level 4: Minor globe of invulnerability Play him for laughs, but invoke the obscure
Level 5: Magic jar death scenario in situations where he appears Harald takes his duties as chieftain very
to die. seriously. Everything he does is motivated by
Dargent is the silver dragon who was left as his concern for the Ice Folk. He is supersti-
caretaker of Foghaven Vale when the good Fizban does not use spells to attack or oth- tious and distrusts anything he does not
erwise obstruct the enemy, although he understand, including most forms of magic.
dragons took their Oath not to interfere with appears to try. However, if a PC seems sure Quick to anger, Harald is also quick to admit
the affairs of men. She made her lair beneath to die, Fizban will try to cast a spell to save mistakes. Often, however, the victim of the
Foghaven Keep and watched over the Vale, the PC’s life, if possible. He can cast any mistake is no longer capable of accepting the
Huma’s Tomb, and the Stone Dragon, driving magic-user spell.
off those who sought to enter it. Her resolve apology.
to guard and not interfere was shaken by the Nefarik Gistar, War Galley Captain Harald has been gravely disturbed by the
increasing successes of the Dragon High-
lords. Finally she left her abode to wander 6th-Level Human Fighter appearance of minotaurs and other evil
among the places of men and elves, using creatures in the Ice Reaches in recent
her natural and magical abilities to mask her Strength 14 Dexterity 10 months. The thanoi are an ancient enemy of
presence. Intelligence 16 Constitution 11 his race, but their increasingly aggressive
Wisdom 12 Charisma 15 behavior has contributed to his concern. For
Dargent wants mankind to rediscover the THAC0 16 Hit Points 31 many months, his warriors have returned
Armor Class 5 Movement 12” from hunting trips with reports of having
Dragonlances and use them against the evil seen a great white serpent soaring high
dragons. While she cannot act directly, Dar- Wears studded leather +I and uses a ham- above the glacier, flying to and fro from Ice-
gent sees nothing wrong with meddling in mer +I wall Castle. Harald senses an evil master
human and elven affairs so they discover the plan behind these events, and thus he is
Dragonlances on their own. Gistar is a ruthless captain who will go far in very suspicious of strangers, and cautious in
the evil forces. He runs a tight ship and
For purposes of the magicjar spell, Dar- enforces strict discipline; as a result, his all endeavors.
gent has Wisdom and Intelligence at 17. troops perform well in combat situations.

Feal-Theas, Dragon Highlord of the White He is dedicated to the cause of evil, and Harkunos the Boar
Wing not susceptible to bribery. Any attempts at
bribery result in immediate arrest.
7th-Level Chaotic Evil Elven Fighter/Magic- Neutral Evil Hit Points 48
User Armor Class 6 Movement 12"
No. Attacks 1 Damage 3-18
Hit Dice 7 THAC0 13

Strength 18/35 Dexterity 17 The Gray Wraith
Intelligence 13 Constitution 10
Wisdom 11 Lawful Evil Hit Points 52 Harkunos (the Thunderer) is a huge wild boar
THAC0 13 Charisma 8 Armor Class 2 Movement 15"/30" that stalks the Kagonesti forest. It is seven
Armor Class -2 Hit Points 33 No. Attacks 1 Damage l-8 feet high at the shoulder and has a nasty
Movement 9” Hit Dice 7+3 THAC0 13 temperament. It is hunted by all three groups
Level Drain of elves.

100

Michael Jeofrey (Lord of the Crown) tle. In exchange for knowledge of the True She views other elven race as lesser than her
Gods, he will provide the party with a Frost- own.
reaver before the heroes continue their quest.
8th-Level Fighter

Ogmag, an Ogre Mage

Strength 12 Dexterity 14 Mad Boris, Captain of Black Skull
Intelligence 14 Constitution 16
Wisdom 14 Charisma 16 Chaotic Evil Hit Points 45 Lawful Evil Hit Points 42
THAC0 14 Hit Points 46 Armor Class 6 Movement 12" Armor Class 4 Movement 9"/ 15"
Armor Class 0 Movement 12” No. Attacks 2 Damage 2-8/1-4 No. Attacks 1 Damage 1-12
Hit Dice 5+3 THAC0 13 Hit Dice 5+2 THAC0 15
Spells

Wears plate armor, carries shield, longsword Mad Boris is the ruthless minotaur captain of Ogmag is the keeper of the road through
+3, lance the pirate vessel Black Skull. He has a char- Gateway Pass. He was an advisor of Storm-
ter to plunder in the name of the Highlord ogre’s who got on the hill giant’s bad side
Lord Michael’s outward appearance is that of Ariakus, and enthusiastically goes about his and was cast out. He lives in the vale and has
a model Knight who follows every letter of trade. a good idea of the situation on both sides of
the Measure. Only rarely does he allow his the mountains.
true self to show through his gleaming armor. Alfred Markenin (Lord of the Sword)
Michael is a cunning and ruthless leader who Ogmag makes his living by preying on
uses the many convoluted strictures of the 10th-Level Fighter travelers. He is usually in his polymorphed
Measure to further his ambitions. He sees the form (an old human hermit). He invites the
campaign at the High Clerist Tower as an unwary in to dinner and then poisons them.
opportunity to improve his position among
the Knights. If that means slandering or Strength 15 Dexterity 12 Revered Ancient One
destroying the reputation of those around Intelligence 10 Constitution 15
him, so be it. Seldom does anyone ever see Wisdom 14 Charisma 13 Shadowpeople’s Leader
this side of this Lord Knight. THAC0 12 Hit Points 59
Armor Class 2 Movement 12”

Captain Karyzzal W ears plate armor +1, carries two-handed The Revered Ancient One has no physical
sword +2, lance, bow, and quiver of 20 attributes, and consequently no statistics. It
Lawful Good Hit Points 8 arrows is the focal point of the mental energies of
Armor Class 10 Movement 12” the Shadowpeople. It dwells in a cave in the
No. Attacks 1 Damage 2-8/1-4 Lord Alfred is the wisest of the Lord Knights heart of the volcano Luerkhisis. It has the
Hit Dice 1 THAC0 13 present at the Tower of the High Clerist. He abilities to cure serious wounds and teleport
sees the tactical situation clearly and recog- an unlimited number of times per day, but
Captain Karyzzal is a grizzled seafarer who nizes that the low morale of the Knights will only while the Council of the Shadowpeople
has a surprisingly pleasant manner. He bring about their defeat more surely than is in session.
abhors the spreading reign of the Dragon-
armies and yearns for his younger days any army. Yet despite the clarity of his Sleet, an Ancient White Dragon
when he might have done something about vision, Alfred lacks the courage to take a
it. Now he will do his utmost to aid the PCs stand and oppose his peers. Although a Chaotic Evil Hit Points 56
skilled warrior and leader, he hates war and Armor Class 3 Movement 12"/30"
in their quest, even to the point of sacrificing would avoid it at almost any cost. The loss No. Attacks 3 Damage 1-4/1-4/2-16
his life. of life appalls him yet he feels powerless to Hit Dice 7 THAC0 14
stand up and correct the many problems he Cold Breath
sees.
Raggart Knug, Ice Folk Cleric

10-Level Lawful Good Cleric Merathanos of the Silvanesti Sleet’s Treasure Pile:
6th-Level Elven Fighter/Mage 3,000 pp; 24,000 gp; 12,000 ep; 40,000 sp
Strength 8 Dexterity 9 Wand of fireballs (2 charges)
Intelligence 12 Constitution 9 Strength 17 Dexterity 13 Potions, 2 doses apiece: gaseous form, invisi-
Wisdom 15 Charisma 8 Intelligence 16 Constitution 15 bility, healing, speed
THAC0 13 Hit Points 33 Wisdom 9 Charisma 13 Ring of fire resistance
Armor Class 5 Movement 12” THAC0 16 Hit Points 348 10 +2 arrows
Armor Class 5 Movement 12” Rope of entanglement
Orb of Dragonkind

Wears leather armor +2, carries shield and Sleet is the mount of Feal-Theas. She cannot
mace cast spells, but attacks savagely with her
breath and other natural weapons. While she
The frailty of this old man is well concealed Spells: is not very intelligent, Sleet’s animal cunning
by bulky furs. Only his face, thin and wrin- Level 1: Charm (x2), sleep, light makes her dangerous. She will use only two
kled, betrays his age. His eyes sparkle with Level 2: Ray of enfeeblement, web breaths in combat, saving the third to make
wisdom and humor, and his voice is kindly. Level 3: Slow, water-breathing her escape, if necessary.

Raggart is descended from a long line of Merathanos wears chain mail +2 and carries If reduced to half her hit points, Sleet will
clerics pledged to await the return of the True a longsword + 1, She also carries a longbow leap through the waterfall and freeze it solid
Gods to Krynn. He is familiar with the sym- and quiver of 20 arrows, all tipped with with her third breath. It will take the heroes at
bols that represent the True Gods-including venom (save vs. paralyzation or be paralyzed least one turn to hack through the mass of
the medallion that will be worn by any PC for 1-10 rounds). ice, and by that time Sleet will have fled up
cleric-and will herald the discovery of a her escape tunnel and reached the exit onto
spellcasting cleric as a sign that the True Merathanos is a leader of House Wood- the glacier.
Gods have returned. shaper, but she excels at the hunt. She uses
her spells in hunting for her people, but more
The Revered Cleric of the Ice Folk is the often does without them for the thrill of the
only person who can craft the Frostreavers, chase. She is well aware of her skill, and is
though he may not wield the weapons in bat- haughty, proud, and used to getting her way.

101

Lord Soth (The Black Rose Knight) Virkhus (The Horn of Dawn) Level 2: Augury x 2, hold person x 3, resist
fire, silence 15’ radius x 3, spiritual hammer
Deathknight Undead Knight Returned x3
Level 3: Animate dead, continual light x 2,
Strength 18/99 Dexterity 14 Strength 18/99 Dexterity 14 cure blindness, dispel magic x 3, prayer,
Intelligence 10 Constitution 17 Intelligence 8 Constitution 14 remove curse x 3
Wisdom 9 Charisma 17 Wisdom 10 Charisma 17 Level 4: Cure serious wounds x 8, divina-
THAC0 12 Hit Points 59 THAC0 1 Hit Points 135 tion, lower water, protection from evil 10’
Armor Class 0 Movement 12” Armor Class -2 Movement 12” radius x 2
Level 5: Commune, cure critical wounds x 2,
W ears plate armor +3, carries two-handed W ears plate armor +5, carries two-handed dispel evil x 2, flame strike x 3, insect plague,
sword +2 sword +2 raise dead
Level 6: Animate object, blade barrier x 2,
Soth was an ancient Lord Knight of Solamnia Virkhus was the Lord Knight of the Rose in conjure animals x 2, heal, word of recall
at Dargaard Keep. Through his own acts, he the Tower of the High Clerist at the time of Level 7: Earthquake x 2, holy word
called a terrible doom upon himself and his the Cataclysm. He was Yarus’s closest friend
associates, including his loyal Knights. and confidant. Yarus, Lord High Cleric of the Knights of
Solamnia, was the most powerful man in
Now does he brood in the dark castle, with Virkhus was a defender of the weak and an Solamnia. His forefathers had been of the
groaning spirits singing a never-ending dirge untiring foe of evil and injustice. Some knew Order of the Crown since the days of Vinas
of his folly. He is a dark soul. The Blue Lady him as Yarus’s “33rd piece,” a term that Solamnas. He sat in his great Tower in the
has made some contact with him that brings referred to the Knight’s ability to influence Westgate Pass south of Palanthas.
him into this war of men and dragons on the great events in favor of the good.
side of evil. Yarus was not concerned for his power but
Virkhus uses the Horn of Dawn to call his for the good works he could perform. Ever
He casts wall of ice at will, generates fear in troops. These are the Legion of Virkhus who and always was he an opponent of evil. Thus
a five-foot radius, and has innate power to were the most fearsome warriors known in it might seem strange that he befriended his
detect magic and detect invisibility. He can the land. Before each battle, Virkhus would greatest enemy.
dispel magic twice per day. Once per day he sound this horn to call his troops forth.
can use any one of the power word spells, a Kurnos was the greatest tyrant remaining
symbol of pain or fear, and generate a 20d6 The fate of Virkhus is unknown, although during the Age of Might. Himself a prisoner of
fireball. he disappeared at the time of the Cataclysm. Yarus, he was treated more like a guest than
someone taken in battle.
The heroes would do well to avoid this Warren and Nathan Windsound
Knight until they are better prepared. Both men found diversion in games of
Khas. They amused themselves for hours,
5th-Level Human Fighters playing games that lasted weeks. Their final
game continued for over four months with
Thunderbane, Son of Stormogre neither gaining the advantage. They were
playing when the Cataclysm came.
Neutral Evil Hit Points 48 Strength 15 Dexterity 10
Armor Class 4 Movement 12” Intelligence 14 Constitution 11 A great pillar in the Hall of Yarus fell as
No. Attacks 1 Damage 2-l6 Wisdom 13 Charisma 15 they played. It struck Yarus from behind,
Hit Dice 8 THAC0 12 THAC0 16 Hit Points 30 crushing his body and pinning one hand at
Hurls Rocks Armor Class 5 Movement 12” his side. Thus did Yarus find himself power-
less and dying.
Carries longsword +1 (Warren only)
Kurnos, sitting placidly in his chair despite
Thunderbane wears a cloak of protection +3 These are twin brothers from Estwilde. They the destruction, looked silently for a moment
and a brooch of shielding; he carries three fought together, leading a band of guerrillas at Yarus, then smiled. Slowly rising to his
javelins of lightning against the Highlord’s occupation forces, feet, Kurnos swept all the pieces to his side
until Nathan’s capture several months ago. of the board. “Your men are mine! I have
Thunderbane is the son of Stormogre Now Warren carries on the fight as sole com- won!”
(ruler of Daltigoth) and is foul-tempered and mander of the guerrillas, while Nathan sweats
mean-spirited. Thunderbane enjoys his posi- under the whip as one of the Highlord’s per- With his free hand, Yarus gestured: All his
tion, and is a bully and a tyrant; he hunts sonal chariot slaves. Khas pieces disappeared from the board.
creatures that have escaped his mines or With this gesture, Yarus died. Yet as the fire
offended him. He knows that his father will Lord High Cleric Yarus burned in Kurnos’s eyes, Yarus’s voice filled
kick off soon, either in war or of his own the domed hall: “I will return to finish our
greed, and is content to wait for that happy 23rd-Level Cleric game when the 33rd piece is come.”
day. Thunderbane has two equally repulsive
brothers, Hammerfall and Strokelightning, Strength 15 Dexterity 14 Kurnos, refusing to accept defeat, called
who have similar stats. Intelligence 17 Constitution 10 his minions into the Tower. Only a few of the
Wisdom 21 Charisma 13 valiant souls within escaped before Kurnos
THAC0 9 Hit Points 85 sealed the Tower. He set them to searching
Armor Class -2 Movement 12” the Tower to find either the spirit of Yarus or
the 33rd piece. Kurnos sat down again in his
Wears plate armor +3; carries shield + 1 massive chair and waited.

Spells: And there, still waiting, did Kurnos die.
12 lst-level, 12 2nd-level, 11 3rd-level, 12 Yet was the vengeance of Kurnos tem-
4th-level, 10 5th-level, 7 6th-level, 3 7th- pered by the justice of Yarus. The spirits of
level the Tower opposed the searching spirits of
Kurnos. Their battle goes on to this day,
awaiting those whom Yarus foresaw coming
to call him back from the dead.

Selected for this day:
Level 1: Bless x 3, cure light wounds x 5,
detect magic x 3, sanctuary

102

Crown of Yarus Dragonlances Frostreavers

The Crown of Yarus is an artifact that dates to Dragonlances are ancient artifacts created A Frostreaver is a heavy battle axe +4 made
the time of the Cataclysm. Broken when to defeat the evil dragons at the end of the out of ice taken from a secret location on Ice-
Yarus was struck by a falling pillar, the three early Dragonwars. There were 20 surviving wall Glacier where tremendous pressure,
pieces of the crown were scattered about the Dragonlances hidden inside the Stone exerted for centuries, has created ice of
Tower of the High Clerist. Some came under Dragon of Ergoth, ten each of the two types. extraordinary density. When it is specially
guard, others fell into forgotten rooms and In addition, more Dragonlances are being treated by the Ice Folk, using the oil of the
places. forged for the current Dragonwar. thanoi among other things, a blade of excep-
tional strength is created.
This was unfortunate, for it is only through There are two types of Dragonlances:
the power of the crown that Yarus could re- mounted and footman’s. Each is made of Only the Revered Cleric of each tribe of Ice
enter the world and finish the game that the same silvery metal, and gives off a Folk possesses the knowledge needed to cre-
bound so many souls to the Tower. healthy silver glow. The head is sharpened to ate the Frostreavers. Each blade requires an
a fine edge, and small barbs protrude from entire month of work, so these are rare and
The crown is made of intricately laced pol- the sides. valuable weapons.
ished steel fitted with diamonds (10,000
The footman’s lance is 8 feet long, while The weakness of the blade is its nature;
gpv). the mounted lance is double that length. The temperatures above freezing cause the ice to
Anyone who puts the crown on must save footman’s lance can be cast as a spear at a melt, rendering it worthless. Even though the
-2 to hit. The mounted lance is heavier and ice is superhard and very dense, one day at a
vs. spells. If the save fails, the person hears often has a shield guard attached. temperature above freezing will cause it to
voices and suffers the effects of a fear spell. soften and become useless as a weapon. In a
The person has the urgent need to remove A footman’s lance does 1d6 damage ver- very hot environment, this softening occurs
the crown. If the save succeeds, then the PC sus normal foes and 1d8 against larger than in only three hours.
hears the distant voice of Yarus calling, say- man-sized targets. Against any dragon it
ing, “Come, noble one, come to me and fit inflicts damage equal to the hit points of the Because of its weight, a Frostreaver can
me with my rightful crown. Journey (give wielder. (A 14-hit point fighter causes 14 only be wielded by a character with a
directions).” Give the shortest possible points of damage.) The weapon is always +1 Strength of 13 or greater.
directions to the Khas room (Encounter 77) to hit (unless thrown).
in terms such as “up,” “down,” “left,” “right,”
“forward,” etc. This even works in the Eter- The mounted lance does 3-9 versus nor-
nal Halls (Encounter 62). These directions mal foes and 3-18 against larger than man-
continue for one turn before the character sized targets. Against any dragon it inflicts
must make another save as above. As long damage equal to the hit points of the wielder
as the PC continues to save, the directions and his mount. (A 15-hit point fighter on a
continue. 40 hit point dragon causes 55 points of
damage). The mounted lance is too large for
If the crown is placed on Yarus’s skull, it horse cavalry and is used almost exclusively
slowly floats off the floor, followed by Yarus’s by riders on dragonback. If not used
scattered bones. All settle with great serenity mounted, the lance does damage to dragons
into the form of a skeleton seated at the Khas as normal against large opponents. This
board. A moment later, a ghostly blue aura weapon is always +2 when the wielder is
surrounds the bones. See the entry on Yarus mounted, and has normal chances to hit and
in the NPC Capsules for clues to subsequent damage when unmounted.
events.

103

Glasses of Arcanist Orb of the Silver Dragon Any character who gazes into the Orb and
speaks the command words immediately
These magical lenses are set in solid plat- The three Orbs are fragile, etched crystal knows the Orb’s three secondary functions
inum frames. The frames are so narrow that globes 10 inches in diameter. They were and may inform the party of these even if
the glasses will only fit on a halfling or an elf. used long before the Cataclysm to destroy charmed. The Orb’s three secondary abilities
evil dragons-at least, this is the legend that are cure serious wounds three times per day,
The Glasses of Arcanist were designed by has trickled down through the centuries. This cast continual light at will, and detect magic
the mage Arcanist several centuries before is all the PCs know about the Dragon Orbs. at will. Whenever the Orb is used, check to
the Cataclysm and have lain unused in the They have no idea how the Orbs work. see whether the character has saved vs.
secret library for nearly 200 years. spells and whether the Orb has summoned
Dragon essences imprisoned in the Orbs any evil dragons. No one who activates the
The glasses enable their wearer to read all are the source of their power. The Orbs’real Orb learns its primary function (summon
writings, rendering a perfect translation of function is to summon evil dragons so they dragons) or of the charm effect.
any topic in any language. Magical scrolls can be destroyed. Any character attempting
and spellbooks can also be read using these to use the Orb must place his hands on the Detect magic and detect evil spells show
glasses. surface, gaze into it, and speak the com- positive results if cast on the Orb or any
mand words (Argentum Commandares) charmed character. No NPC will voluntarily
Unfortunately, some concepts will be inscribed on its surface. The globe expands use an Orb except in the most dire of circum-
impossible for the reader to grasp despite the to 20 inches in diameter. stances.
glasses’ perfect translation. Therefore, make
an Intelligence Check for each paragraph or You should secretly roll a saving throw vs. For purposes of dispelling, treat the charm
section of writing that is read using the spells for the character using the Orb. If the effect as if the spell was cast by an 11th level
glasses. If the check is successful, the mes- saving throw is successful, any evil dragons magic-user.
sage is understood. If the check fails, the within 10-40 miles (roll 1d4) hasten to the
message is garbled: One word in the mes- Orb. Roll percentile dice to determine The Silver Arm
sage is significantly changed for each num- whether there are any dragons within range:
ber that the check fails by. The Silver Arm of Ergoth was forged by
01-20 Summons a blue dragon dragon, elf, man, and dwarf during the time
Thus, on a check result of 17 for a charac- 21-30 Summons a red dragon of the creation of the original Dragonlances.
ter of Intelligence of 12, five words will be 31-00 No dragons in range This artifact is able to wield the Hammer of
garbled. The message “The hobgoblin army Kharas to create a perfect Dragonlance. Only
assembles before Pax Tharkas at dawn-pre- These dragons viciously attack any non-evil with pure dragonmetal, the Silver Arm, and
pare an ambush to meet them a mile down creatures they find near the Orb. If the cam- the Hammer can true Dragonlances be
the valley” might become “The elephant paign situation does not specify the location crafted.
army assembles before Pax Tharkas last of nearby dragons, there is a 33% (a 1 or 2
year-prepare a banquet to meet them a on a d6) chance that 1 to 3 dragons will The Silver Arm also acts as a ring of regen-
mile down the ocean.” show up. Each dragon arrives separately, 1 eration for its owner.
to 6 turns after the previous one. Randomly
Khas (Krynnalian Chess) determine the ages, sizes, and colors of the Singing Statue
summoned dragons unless campaign con-
Khas is Krynn’s version of chess. It is played siderations dictate a certain result (white This item appears to be a hollow statue of the
with the same types and numbers of pieces dragons while the party is on the glacier, for healer goddess Mishakal that is made of
as chess (eight pawns, two rooks, two example). beaten gold. If water is poured into the hole
knights, two bishops, and one king and at the top, the statue begins to hum a varied,
queen on each side), but is played on a If the character fails the saving throw, no peaceful tune. The statue has the following
hexagonal field with each troop starting in dragons are summoned, but the character is properties when “singing”: It acts as a chime
opposing corners of the board. charmed by the evil dragon essense within of opening against any locked or held door; it
the Orb. Tell the player secretly that his char- prevents undead from approaching within 20
The Solamnic Knights believe that the acter has been charmed but will act normally feet of its wielder; once per day it heals l-6
game reflects battles that are currently being unless told otherwise. points of damage to any person within 10
fought somewhere in the world. Indeed, leg- feet.
ends tell that great battles have been won or Although the dragon in the Orb knows
lost because of a Khas game being played nothing about the current state of affairs in
elsewhere. Krynn, it will guide the charmed character so
as to aid the cause of evil. This is done subtly
Yarus’s board is 3 feet across and made of so that the other PCs suspect nothing until a
finest carved ivory inlaid with polished blue critical point is reached (for example, if the
and cream marble. The pieces themselves PCs are attacked by evil creatures who stand
are intricately crafted blue and cream a good chance of killing or capturing the
granite.
party). Then the charmed character(s) will
turn against the party if it appears that doing
so will swing the battle over to the side of
evil.

104

Dream Card #1 Dream Card #2

Tasslehoff Burrfoot ?-Level Kender Thief Theros lronfeld 3rd-Level Human Fighter

Languages: Common, Kenderspeak Str 17 Wis 16 Con 13 THAC0 18
Int 12 Dex 12 Cha 9 AL NG
HP 27

Thief Skills: Pick pockets 70%, open locks 67%, find traps 60%, move AC 2 (chain, shield +2)
silently 72%, hide in shadows 64%, hear noise 30%, climb walls 81%,
read languages 35%

Weapons Hammer (2-5/1-4), spear (1-6/1-8)

Kender Traits Equipment Smithy tools, rope, as selected by player
Taunt: Kender are masters at enraging others though verbal abuse.
Any creature that understands the taunting kender must save versus Languages Qualinesti Elf, Common, Solamnic
spells or attack wildly for l-10 rounds at a -2 penalty to hit and -2 to
its armor class. See back of card for more information.
Fearlessness: Kender are immune to fear, including magically induced
fear. They are curious about everything, and the combination of traits
often gets them into trouble.

Porthios of the Qualinesti 7th-Level Elf Fighter Silvart of the Kagonesti 4th-Level Elf Fighter/9th-Level Thief

Str 18(45) Wis 10 Con 16 THAC0 14 Str 13 Wis 13 Con 15 THAC0 16
Cha 17 Int 15 Dex 17 Cha 18
Int 14 Dex 15 AL LG HP 65 AL CG HP 34

AC 0 (chain +2, shield +2) AC 5 (Leather armor, Dex bonus)

Weapons Longsword +3 (4-11/4-15), dagger +3 (4-11/4-15) Weapons Obsidian dagger (1-4/1-3), Hunting club (1-6/1-3)

Equipment as selected by player Equipment Medicine bag with medicines to cure light wounds, cure
serious wounds, and cure diseases once a day.

Languages Common, Qualinesti Elf, Silvanesti Elf

Languages Kagonesti Elf, Silvanesti Elf, Qualinesti Elf, Common

See back of card for more information.

See back of card for more information.

Vanderjack the Sellsword 10th-Level Human Fighter

Theodenes the Gnome 5th-Level Gnome Fighter

Str 17 Wis 9 Con 18 THAC0 12
Int 13 Dex 13 Cha 10
AL N HP 80 Str 15 Wis 6 Con 17 THAC0 16
Int 17 Dex 10 Cha 14
AL CG HP 39

AC 0 (plate mail +2)

AC 3 (chain mail, ring ofprotection +2)

Weapons Lifecleaver, a sword +2, nine lives stealer (3-10/3-14), dag- Weapons Guisarme (2-8/-8), bardiche (2-8/3-12), trident (2-7/3-12)
ger + 1 (2-5/2-4)

Equipment Ring of feather falling and as selected by player Equipment Bag of holding, singing statue, climbing gear as selected

Languages Common, Silvanesti Elf, Solamnic Languages Gnome, Common, Solamnic, Ergothic, Qualinesti Elf

See back of card for more information. See back of card for more information.

105

Dream Card #2 Dream Card #1

You have been magic jarred. Your spirit is safe inside a ruby gem, and the You are troubled by bad dreams that torment you but stop shy of wak-
individual who has possessed you is not interested in hurting you or your ing you. You are standing on a mountain, looking over a great statue
party. The spirit now in your body is that of a silver dragon named Dargent. of a dragon. Something tells you that the dragon is very important,
that it holds a great treasure. Looking to the south, you see a path
Dargent is interested in guiding the party to the Knights’ outpost past filled with evil creatures in the service of the Dragon Highlords. Drag-
Foghaven Vale. There is a great treasure there that she wishes you to ons fill the air and swoop down on you. You run toward the Dragon
find. She does not wish to reveal herself to the party or have her actions Statue, but find it receding as you approach. The evil dragons are
known, so pretend you still are who they think you are. almost upon you, breathing fire and ice.

As a silver dragon, you have the following spells: Level 1: Read You awaken in a cold sweat. Nothing is amiss.
magic, sleep; Level 2: Invisibility, wizard lock; Level 3: Protection from
normal missiles; Level 4: Minor globe of invulnerability; Level 5: Magic ©1993 TSR Inc All Rights Reserved.
jar (in use).

You know the tongues of Common, Silver Dragon, Gnome and
Kagonesti Elf. All knowledge of your former self is temporarily lost,
including spell use.

©1993 TSR Inc. All Rights Reserved.

Theros Ironfeld, a metalsmith by trade, wandered into the Haven Val-
ley from far to the north several years before the first incursions of the
Dragon Highlords. He dealt chiefly in weapons, and his craft was
known throughout the area, particularly among the Qualinesti Elves.

When the draconians invaded, Theros worked against them along-
side Gilthanas. The price of his rebellion was the loss of his arm to a
draconian squad. Theros was brought to Qualinesti and accompanied
the elves into exile.

in their flight, Theros discovered the Silver Arm, a magical device
that has replaced his lost limb. The Arm has many strange properties,
including aiding him in regaining lost health and aiding in his forging.

Theros is a large, gruff man of few words. He is unhappy working
with the elves, and would rather be among humans, preferably fighting
against the draconians that crippled him.

©1993 TSR Inc All Rights Reserved.

Silvart, also called Silvara, is of the Kagonesti, a group of elves that Porthios is the son and heir of the Speaker of the Suns, the leader of
rejected the civilized trappings of their eastern kindred. The Kagonesti the Qualinesti people. He is the elder brother of Gilthanas and Lau-
have no metalworking abilities and live in harmony with the land. rana.

Silvart is of a line of wise women, denoted by their fair skin and pure Unlike his siblings, Porthios has remained with his people and
white hair (most Kagonesti have dusky complexions and dark hair). helped them in their flight before the Dragonarmies. He has supported
With the coming of the Silvanesti, Silvart entered into the service of his ailing father and it was his ship that first found Harkun Bay and the
these invaders in order to discover their intentions and actions, as part Silvamori encampment.
of a network of Kagonesti spies.
Porthios is a wise leader for whom the welfare of his people is the
Silvart is a stunning beauty, but in her role as servant is usually dirt- highest goal. He resents the attention paid to his brother’s flighty
caked and savage-looking. She wishes to help her people escape the adventures while he has helped steer the ship of the elven nation. He
burden of the other elves, and the only way to do so is to bring in the has no respect for his sister, who ran off to be with the half-elf Tanis.
aid of others.
©1993 TSR Inc All Rights Reserved
Silvart is aided in her missions by her dog, Dargo, a snow-white
cooshee with 27 hit points.

©1993 TSR Inc. All Rights Reserved.

Theodenes is a respected authority on almost any subject, as is every Vanderjack is a sellsword, a mercenary who works for the highest bid-
other gnome on Krynn. Adventurous, curious, and with a deep love of der. He has served in both Solamnic and dragonarmies with less than
mechanical objects, gnomes are master tinkerers. However, there is a spectacular results, and is currently working freelance, seeking the
saying: “If you want something broken, give it to a gnome.” treasure of the Great Dragon while the armies fight.

Theodenes is good-natured, willing to help, and totally unable to Vanderjack is neither evil nor good, only greedy. A cache of gems is
learn from previous experiences. He is the ultimate handyman, and worth more to him than an entire nation. He sees himself as a well-
always carries a small bag of odd-shaped tools, each one specially respected leader, a shrewd dealer, and a master negotiator. Besides
made for some now-forgotten task. these delusions, he also tends to talk to foreigners and people of other
races by speaking very loudly, confusing language barriers with deaf-
Theodenes travels with his companion, a saber-toothed tiger kitten ness.
named Star. The kitten has 2 HD, 16 hp, and bites for 1-4 points of
damage, and is almost as big a pest as her owner. Vanderjack carries Lifecleaver, an energy-draining sword that he
says he bought off his mother on her deathbed.

©1993 TSR Inc. All Rights Reserved ©1993 TSR Inc. All Rights Reserved

106

107

The Silver Dragon

Although temporarily polymorphed into the Finally, polymorphed as Silvart, you left Your interpretation of this warning, how-
form of the elfmaid Silvart, you are really the Vale to travel among elves and men. ever, allows you to travel as the elfmaid Sil-
Dargent, a very old silver dragon. You were Although your Oath prevented you from vart, using her powers and abilities without
left as caretaker of Foghaven Vale when the directly interfering in the affairs of men, you violating the Oath. It is in this guise that you
good dragons took their Oath not to interfere were able to subtly steer a group of heroes to have made the long journey to Palanthas,
in the affairs of men and left to dwell on the Foghaven Vale, where they discovered the where you desire to meet some of the same
Isle of Dragons. secrets of the Dragonlances. Although your heroes who discovered the Dragonlances,
interference in this process was minimal, you seeking to persuade them to accompany you
You made your lair beneath Foghaven have been warned not to violate your Oath on a journey of the utmost importance.
Keep and guarded the Vale, the Stone again.
Dragon, and Huma’s Tomb against intrusion. As Silvart, you have the abilities listed on
For a long time, you drove away all who You dare not assume your dragon form the next page as well as the hit points of the
sought to enter the vale. outside of Foghaven Vale for fear of being silver dragon (70). Use the smaller number
caught violating the Oath. Of course, in elven of hit points listed for Silvart to conceal your
Gradually, your resolve to obey the Oath form you do not have the use of your breath true identity (they have no effect on play).
and maintain the sanctity of the Vale was weapons or flying abilities, but you are not Also Dargent’s THACO of 10 remains with
shaken as the Dragon Highlords gained vic- prohibited from using your spell abilities. you in your polymorphed form, should you
tory after bloody victory. The forces of good need to use it. Be careful though; a steady
were driven before the brutal hordes of the Should you again violate the Oath, the stream of successful combat rolls will make
Dark Queen on all fronts, and your heart great god of good, Paladine, has made it concealing your true identity more difficult.
grew heavy with foreboding and sorrow. clear that, at the very least, you would be
banished to the Isle of Dragons to languish
there while the forces of evil overrun the
world.

The Oath

The good dragons have taken a solemn Oath that forbids
them from entering Ansalon to aid the forces of good in the
war against evil dragonkind. This Oath was demanded by

Takhisis, the Queen of Darkness herself.
The Oath was taken because the Queen of Darkness
stole all the good dragon’s eggs: gold, silver, bronze, brass,

and copper. She holds these eggs in a
closely guarded secret location.

If the good dragons abide by the terms of the Oath,
the Queen has promised to return all the eggs unharmed
after the war has run its course and evil has triumphed.

If the good dragons interfere, however,
Takhisis has promised to destroy the eggs.
The eggs, the future of the dragon race, are the
only things that could have given the evil Queen
the leverage she needed to restrict the good dragons.
Because of their lack of opposition, the forces of evil
led by the evil dragons show every sign of eventually
conquering and laying waste to the world of Krynn.

108

Dargent, Very Old Silver Dragon to your dragon form, but the rest of the good Depending on the previous experiences
dragons could return to Ansalon to aid in the between the PCs and Dargent, the players
Alignment Lawful Good fight against evil. How to break the Oath may or may not know that your character
legally, however, remains a mystery. Perhaps (Silvart) is in fact a silver dragon. Although
Armor Class -1 the answer can be found in Sanction. the adventure is playable either way, if they
do not already know your true identity, try to
Hit Points 70 The aura of the befuddled wizard Fizban, keep the information secret until the moment
Hit Dice 10 whom the humans seem to regard with toler- arrives when you can polymorph into your
ance and good humor, awes you. You sense dragon form. This will heighten the suspense
No. Attacks 3 that there is much more to the man than any- of the adventure and provide the other play-
Damage 1-6/1-6/5-30 one has guessed. He is a puzzle that is miss- ers with quite a surprise when they least
ing many pieces-in more ways than one, it expect it.
Movement 9"/24" seems!

Breath Weapons
Paralyzing gas
Cone of frost

THAC0 10

Spells
Level 1: Read magic, sleep
Level 2: Invisibility, wizard lock
Level 3: Protection from normal missiles
Level 4: Minor globe of invulnerability
Level 5: Magic jar

For purposes of the magic jar spell, Dargent
has Wisdom and Intelligence of 17 each.

Motivations and Restrictions

A confrontation with Paladine has left you
certain that the key to the Oath lies in the
city of Sanction, at the very heart of the
lands controlled by the Dragonarmies. Yet
even in your elven form of Silvart you would
not stand a chance of entering that foul city
and getting past the many guards to find that
key to the Oath. Therefore, you have turned
to the help of the heroes you knew and aided
in the past. (Remember that Silvart has
already established a relationship with the
heroes. When you meet up with the heroes in
Chapter 13, try to refer to your previous
adventures.)

You suspect that the good dragon eggs are
hidden at Sanction; your quest leads you
there. If you could steal the eggs away from
the Queen of Darkness, perhaps the rest of
the good dragons could be persuaded to fight
against her.

While you are not certain of the exact con-
sequences, you know that if you shift into
your dragon form while bound by the Oath,
something very unpleasant is bound to hap-
pen. Paladine might not stop short of exact-
ing your death as penalty should you again
violate the Oath.

Thus you feel that you must remain poly-
morphed in the form of Silvart until you can
gain a legitimate reason to consider the Oath
broken. Without such a reason, you know
that the vengeance of Paladine will be swift
and terrible. The whole future of Ansalon
may depend on you and your friends, and
you don’t want to risk being caught by Pala-
dine again!

At the same time, the god hinted that if the
Oath were broken legally or had been violated
by Takhisis, not only could you freely change

109

Silvart, Kagonesti Elf

4th-Level Elf Fighter/l0th-Level Elf Thief

Str 13 Dex 17
Int 15 Con 15
Wis 13 Cha 18

THAC0 16

AL Chaotic Good

Hit Points 34

AC 5 (leather armor, Dex bonus)

Weapons Longsword + 1

Equipment Medicine bag containing ingredi-
ents to cure light wounds, cure serious
wounds, and cure disease once per day;

pack as selected by player (500 stl/500 gpw
maximum)

Languages Kagonesti Elf, Silvanesti Elf,
Qualinesti Elf, Common

Silvart belongs to the elven race of the
Kagonesti, a group that rejected the civilized
trappings and conflicts of their cousins the
Qualinesti and Silvanesti Elves. In Chapters 6
through 9, Silvart helped the heroes escape
from imprisonment by the feuding factions of
elves. She proved her loyalty and courage
many times during those adventures.

A stunning beauty, Silvart has left the
wilderness and learned to live in the civilized
world so that she might follow her compan-
ions to Palanthas and enlist their aid in a mis-
sion of the utmost importance.

She is accompanied by her dog, Dargo, a
snow-white cooshee. Dargo’s attributes are:

AC 5
HD 3+3
Hit Points 27
Movement 15"
Sprint 21"

No. Attacks 1
Damage 7-10

Special
Can use sprint speed when running in a
straight line.

75% chance of camouflaging herself in brush
and woodlands.

Knocks two-footed opponents off their feet
with a successful hit.

110

Lord Gunthar kept a journal detailing the fellows made their escape. Finally, the breath The cargo vessels had made good their
adventures encountered on his voyage from of a blue dragon put an end to the stand. escape, so we broke off the action and sped
the Solamnic outpost on Ergoth to Palanthas. northward. The dragonships did not pursue.
Show this to the player controlling Gunthar if W e left several footman’s Dragonlances
he is a PC. with the troops at Caergoth. I gave strictest Because of damage sustained in the battle,
orders that they be transported immediately the Regent’s Crown required immediate
We sailed from Ergoth into a gray mass of to the front. I hope that I will be obeyed. repairs, so we made a brief stop in the kender
clouds and storm. Traveling south around the port of Hylo. It was here that we were treated
elven cape, we passed up the protected From Caergoth we sailed north, still sens- to a most entertaining display of the ingenu-
channel between Ergoth and Qualinesti. It ing the winter’s ending warmth in the steady ity of that diminutive race.
pains my heart to see that large stretches of stream of storms. Three days out of Caer-
the Qualinesti Forest have been put to the goth, we encountered another display of the The Highlords had somehow managed to
torch. cancerous spread of the forces of evil: A fleet land an army on northern Ergoth, under the
of huge warships approached us from the command of a brutal hobgoblin-Toede, they
After two weeks of hard sailing, we called south, making fair speed under a good wind. called him. It was a weak force by Dragon-
at Caergoth. That forbidding fortress is still army standards, primarily goblins and hob-
held by a small band of Knights; most of its We could have outsailed them easily, save goblins, but nevertheless posed a grave
force has been sent northeast to the front. menace to the kender population.
for the loaded cargo ships that lumbered
In Caergoth, we met one Edward along with our fleet, so we turned to do bat- Toede’s force attacked the port the day
Whiterose. Poor fellow lost both of his legs in tle. Five of their warships attacked, and we after we called there, and we witnessed an
the fighting around Thelgaard. He keeps his had but six smaller vessels to stop them. unusual battle. The kender forces trooped
chin up, and had much news of the war. While the cargo ships made their escape, we
turned into the wind and met the Highlord’s through the city in chaotic fashion. I got the
He reported that Solanthas has been cap- fleet. impression they thought they were attending
tured and sacked by the Dragonarmies. a carnival. They drew up into a thin line on
From his stories, it sounds like nary a stone Fire arrows arched overhead, and our cat- the field north of the city as the evil army
is left standing. Even so, several Knights apults launched burning bundles of oily rags. came into view.
have fallen back into the tunnels beneath the The Highlord countered with forces of air-
castle and carry on the fight from there. It’s borne draconians, launched from the high And then the kender began to taunt them!
only a matter of time, I’m sure, until their masts of their vessels. Landing amid the My ears have never been treated to such a
food runs out. Still, I rejoice at this evidence Knights on deck, these draconians attacked variety of insults and verbal abuse. Of course,
of the spirit that once made the Knights savagely. Bloody fighting raged across each the hobgoblins and goblins went berserk,
great! of our ships. Three of the Highlord’s vessels attacking wildly with no sense of order. This
were completely engulfed in flames.
Edward served with a relief force sent to was all part of the plan, as the kender fell
Solanthas. They arrived in time to witness The two remaining enemy ships closed back in the center and drew the monsters
the sacking of the fortress, but made contact with a pair of ours, and boarding parties into a narrow corridor of death. The kender
with the Knights inside. Then his force was crossed to aid the draconians already aboard. attack was speedy and merciless and the
attacked by blue dragons and many draconi- In the meantime, we succeeded in driving the surrounded monsters were massacred. We
ans. They fell back toward Thelgaard, escap- draconians from the decks of our other ves- sailed before I could look more closely at the
ing the dragons at knight and knocking a few sels. Swiftly the little ships darted to the aid battlefield, but I know that the forces of evil
draconian heads in a midnight ambush. of their beleaguered comrades, but for one- were dealt a stunning defeat at the hands of
the Crimson Rose-the relief was too late. the kender that day.
In southern Solamnia, the Knights are The last of the Knights were put to the sword
mounting aggressive attacks followed by as our own vessel drew alongside; our only From Hylo, two weeks of clear and smooth
swift retreats into mountains or fortresses. satisfaction came when we put the captured sailing brought us at last to Palanthas with
Often they use diversions to draw the drag- vessel to the torch to prevent the enemy tak- our precious cargo of Dragonlances. I can
ons away from the battlefield. ing her. only hope that we have arrived in time.

It was on such a sortie that Edward lost his The ships of the Knights swarmed around
legs; the dragons did not fall for the diversion the other Highlord’s vessel. That ship was
and a sizable number of Knights were slain in lashed to my own vessel, the Regent’s
that attack. Even so, Edward tells of a dozen Crown. The crew of the Crown put up a
Knights standing in line at a deep ditch, hold- valiant defense, and aided by reinforcements
ing off hundreds of draconians while their from the rest of the fleet, we held her and
broke off contact with the Highlord’s ship.

111

Since the battle of the High Clerist Tower is a Simplified Battle Results Chart 16 Hold with minor losses: As # 15
great and complicated affair, role-playing 17 above except that losses are held
without the BATTLESYSTEM’” rules would Morale 18 to 5%.
be impossible because of the large number of Plus 19-20 Hold without loss: As #15 above
creatures involved. Roll Results 21 except that the Knights take no
losses.
If you are not using the BATTLESYSTEM 4 The Tower fails with heavy losses. 22-23 Repel with loss: The dragon forces
rules with this adventure, use this simplified The raging hordes of the Dragon- fight fiercely yet the Knights drive
resolution system for determining the out- 5-6 army break over the walls of the them from the tower. The Knights
come of battles at the High Clerist Tower. 7-8 Tower with devastating effect. The suffer 10% unrecoverable losses.
9-12 will of the Knights is broken and the Treat this as a minor victory, rais-
1. Determine Current Morale of the Knights. 13-14 Tower falls to the Dragonarmy! ing the Knights’ morale by 1.
Find the current morale of the Knights of 15 Solamnics take 50% unrecoverable Repel without loss: Same as #18
Solamnia. losses and are driven from the above except Knights incur no
Tower. Outside the Tower, the PCs losses. Knights’ morale increases
2. Add or subtract any modifiers. Use the have a random encounter (no ran- by 1.
Morale Modifiers Chart and add or sub- dom encounter check needed) Repel and inflict minor damage:
tract any modifiers that apply. These every turn in the 2dl0+ 17 range. The dragon forces are surprised by
modifiers do not change the morale of the Within the Tower, encounters con- the tenacity of the Knight’s
Knights, they are only modifiers for deter- defenses as well as their cunning.
mining the results of the simplified com- tinue to occur normally as the They retreat from the field with a
bat resolution. Dragonarmy has no interest in new respect for the Knights and a
entering the Tower. desire to bring up the rest of their
3. Determine the results of the battle: Roll The Tower falls with losses: As army for the next engagement.
1d6 and add it to the modified morale as above except that losses are held Dragon forces take no appreciable
determined in step 2. Find the result on to 35% unrecoverable. losses and the Knights’ morale is
the Simplified Battle Results Chart and The Tower falls to cunning: As raised by 2.
determine the effects of the battle. above except the Knights retreat Repel and inflict damage: Same as
from the Tower with only 25% above except that 5% of the Drago-
Return to the adventure once you have deter- losses unrecoverable. narmy forces involved are lost
mined the results of the battle. Barely hold with losses: Pressed unrecoverably.
hard from the wall in several
Morale Modifiers Chart places, the Solamnics somehow
manage to hold back the terrible
+ l Previous Dragonarmy losses: cumula- tide of evil. Yet they know that this
tive for every 10% loss. was only a portion of the Dragon-

+3 Dragon Orb success: If the Dragon Orb army that fought here today.
is used to lure a dragon to its death, Solamnics lose 10% of their force.
either in the Dragontrap (Encounter 32) Barely hold with minor losses: As
or by some other method, then this above except that the Solamnics
modifier is applied. Also negates “Drag- only lose 5% of their force.
ons in the skies” modifier. Hold with losses: The Knights
valiantly defend the wall and keep
+5 Virkhus returns and his legions join the the Dragonarmy from gaining the
battle. battlements. Solamnics lose 10% of
their forces unrecoverably but their
+5 Yarus returns and joins the battle. morale remains the same.
- 1 Previous Solamnic losses: cumulative

for each 10% loss.
- 2 Dragons in the skies.
- 5 Knights of Solamnia charge: see Events

of Honor in the Knights of Solamnia
section.

112

The Battle of the High Clerist Tower was Order of Battle
actually a series of battles conducted during
the siege of the Tower. Whitestone Forces

When using the BATTLESYSTEM™ rules, Lord Aurik Archuran
the battle is divided into a series of Sorties (Army Commander)
(scenarios) which are to be played when
indicated. Each Sortie lists time and location Lord Aurik Archuran Lord Alfred MarKenin Lord Michael Joefry
of the battle, the forces involved and their [Brigade Commander] [Brigade Commander] [Brigade Commander]
objectives, specific orders, and conditions for
withdrawal. I ROSE ELITE CAV. III SWORD ELITE CAV. IV CROWN ELITE CAV.
4 H. Cavalry 3 H. Cavalry 3 H. Cavalry
The objective of the Dragon Highlord is to Sir Errol Gerrant Lord Alfred MarKenin Lord Michael Joefry
either take the Tower or isolate the Tower and
match the army through the Westgate Pass IV ROSE CAVALRY II SWORD CAVALRY VI CROWN CAVALRY
into Palanthas. 6 L. Cavalry 4 L. Cavalry 4. L. Cavalry
Sir Gavin Tancred Sir Mather Carodoc Sir Oram Provost
Historical Background
III ROSE INFANTRY XII SWORD INFANTRY II CROWN INFANTRY
Palanthas is the only deep-water port to sur- 6 Infantry 6 Infantry 6 Infantry
vive the Cataclysm intact. It is also the center Sir Stuart Pentheus Sir Pax Garett Sir Logan Kias
of learning and art on Ansalon. This prize has
long been desired by the Dragon Highlords. IX SWORD ARCHERS VII CROWN ARCHERS
10 Arches 10 Archers
The Dark Lady led the primary thrust of Sir Alan Fowler Sir Xenos Lachian
the Blue Wing armies across the broad
Solamnic plains while Ariakas commanded recruited mobs
the Red Wing armies to the south. After Vin- 22 peasants
gaard Keep fell to the Blue Wing, the com-
bined armies of the Dragon Highlords moved DRAGON ARMY FORCES (BLUE DRAGON WING)
toward the two western exits from the plains:
One south of Thelgaard and Solanthas, the Blue Lady
other the Westgate Pass north of the High Dragon Highlord
Clerist Tower. The Red Wing was halted by [Army Commander]
the forces from Thelgaard and Solanthus; a
division of the Blue Wing was detached south Bakaris
to break the impasse. Dragon Highmaster

The Blue Wing rushed to conquer Palan- 5th 6th
thas. Only one thing stood in the Dark Lady’s BLUE FLIGHT BLUE FLIGHT
way: The Solamnic forces at the High Clerist
Tower. Only a handful of demoralized Knights [Army Com] [Army Com]
and mercenaries oppose Kitiara’s march Kotsam (Draco) Marshal Volge
toward Palanthas. This adventure will deter-
mine whether the defense of the Westgate 4th BLUE 5th BLUE 6th BLUE 2nd BLUE 8th BLUE 9th BLUE 3rd BLUE
Pass succeeds. DRAGONARMY DRAGONARMY DRAGONARMY DRAGONWING DRAGONARMY DRAGONARMY DRAGONWING
Ngith Scaan Mgagh Oorah Kreech Tsapha A. Klar Soth Doom
Setting Up
41st DRACO 51st DRACO 61st KOBOLD 3 DRAGONS 81st DRACO 91st CAVALRY 2 DRAGONS
If you intend to use the BATTLESYSTEM 24 Drac 15 Drac 15 kobold Under Dark 18 Drac 8 Cavalry Stationed at
rules for this adventure, it is a good idea to Ngopash Mgoth Ursuun Keikach Lady Shalsha Soth Vingaard
prepare in advance. 42nd DRACO 52nd DRACO 62nd KOBOLD 82nd ARCHERS 92nd CHARIOTS
15 Drac 15 Drac 15 kobold 24 Archer 8 Chariots
You need Hero and Commander Rosters Tsafang Mgatasar Euvagh Eecheik Kree S. Vindar Marantha
and Army Roster Sheets. Using the statistics 43rd DRACO 53rd ARCHERS 63rd KOBOLD 83rd CAVALRY
on the following Tables, fill out all the sheets. 15 Drac 9 Archers 25 kobold 16 Cavalry
Everything you need is on the tables below. Bung-oue Mgagh Oorah Kreech Darius
64th KOBOLD
Not every role-playing session involves a 1st OGRES 25 kobold
battle, so you may not always need the full 15 Ogres Aikeech
map of the High Clerist Tower and surround- Kern
ing battlefield. If you have space to set up the
battlefield for each play session you will be
able to keep the players on their toes since
they will not know when to expect an attack.
Since battles tend to take up the entire
night’s gaming you should try to plan your
game sessions around the battles.

113

HEROES AND COMMANDERS ROSTER HEROES AND COMMANDERS STATISTICS

COMMAND TYPE CLASS/
COMMANDER LVL
LORD WARRIOR ARMY COM AC CB HD CR hp MV THC AR M R % P P D P / P RSW BW SP DMG SM/L

ARMY OF THE ROSE BRIGADE

ARMY OF THE SWORD BRIGADE LORD AURIK FTR/12 0 0 12 12 5 8 1 2 1 0 2 5 0 7 8 9 8 10 d 8 + 2 / 1 2 + 2
SIR ERROL FTR/10
ARMY OF THE CROWN BRIGADE SIR GAVIN FTR/8 2 0 10 11 4 9 1 2 12 2 7 0 8 9 10 8 11
SIR STUART FTR/8
I ROSE ELITE CAV. UNIT 4088 4 0 12 14 2 9 0 10 11 12 12 13

IV ROSE CAVALRY UNIT 408a 4 6 12 14 2 9 0 10 11 12 12 13

III ROSE INFANTRY UNIT LORD ALFRED FTR/ 10 20 10 12 59 12 12 2 089 10 9 11 d 1 0 + 2 / 3 d 6 + 2
SIR MATHER FTR/6
III SWORD ELITE CAV UNIT 4067 2 8 1 2 1 6 31 0 1 1 1 2 1 3 1 3 14

XII SWORD INFANTRY UNIT SIR PAX FTR/6 4066 3 7 1 2 16 31 0 1 1 12 13 13 14

IX SWORD ARCHERS UNIT SIR ALAN FTR/6 4069 4 4 1 2 1 6 31 0 1 1 1 2 13 1 3 14

IV CROWN ELITE CAV UNIT LORD

VI CROWN CAVALRY UNIT MICHAEL FTR/8 0 +1 a 12 46 12 14 29 0 10 11 12 12 13 3d3;d8+3/d12 +3
SIR ORAM FTR/5
II CROWN INFANTRY UNIT 2058 2 8 12 16 31 0 11 12 13 13 14

VII CROWN ARCHERS UNIT SIR LOGAN FTR/4 404 5 2 7 1 2 1 8 3 3 0 1 3 14 1 5 16 1 6
SIR XENOS FTR/4 4 04 6 2 9 12 18 3 3 0 13 14 15 16 16
LEGIONS OF VIRKHUS UNIT

DRAGON HIGHLORD ARMY BLUE LADY FTR/12 - 3 +1 12 13 6 5 12 1 0 2 5 0 7 8 98 10 d6 + 2/d8 + 2
BAKARIS FT/10 10 9 11 d 1 0 + 2 / 3 d 6 + 2
DRAGON HIGHMASTER ARMY 10 10 11 55 12 12 27 0 a9

5TH BLUE FLIGHT ARMY MARSHAL
KOTSAM
6TH BLUE FLIGHT ARMY DRC/BAZ 4 -1 6 5 27 * 13 2 8 2 0 1 4 1 5 16 17 17 2 d 4 ; d 8 / d 1 0

4TH BLUE DRAGONARMY BRIGADE NGITH SCAAN DRC/BAZ 4 -1 4 4 17 * 15 3 0 2 0 14 15 16 17 17 2 d 4
4035 14 * 16 31 2 0 14 15 16 17 17 2 d 4
5TH BLUE DRAGONARMY BRIGADE NGOPASH DRC/BAZ

6TH BLUE DRAGONARMY BRIGADE TSAFANG DRC/BAZ 4035 19 * 16 31 2 0 14 15 16 17 17 2 d 4
BUNG-QUE DRC/BAZ 4 -2 3 3 13 * 16 31 2 0 14 15 16 17 17 2 d 4
8TH BLUE ARMY BRIGADE

9TH BLUE ARMY BRIGADE MGAGH

4 1 ST DRACO UNIT OORAH DRC/KPK 4 06 9 25 * 13 2 8 2 0 13 14 15 16 16 1d4 + poison"

42ND DRACO UNIT MGOTH

43RD DRACO UNIT URSUUN DRC/KPK 4057 28 * 15 3 0 2 0 1 3 1 4 1 5 16 16 1d4 + poison

51ST DRACO UNIT MGATSAR

52ND DRACO UNIT EUVAGH DRC/KPK 4056 22 * 15 3 0 2 0 13 14 15 16 16 1d4+poison
KERN
53RD DRACO UNIT KREECH OGR 5 - 1 6 +1 5 34 9 13 2 8 0 13 14 15 16 1d10

1ST OGRES UNIT KBL 60 14 4 6 19 3 4 0 14 1 5 16 17 17 1d4

61ST KOBOLD UNIT KEIKACH KBL 6 0 1 7 4 6 1 9 3 4 0 1 4 1 5 1 6 17 1 7 1 d 4

62ND KOBOLD UNIT EECHEIK KREE KBL 60 15 4 6 19 3 4 0 14 15 1 6 17 17 1d4

63RD KOBOLD UNIT AIKEECH KBL 60 15 4 6 19 3 4 0 14 15 16 17 17 1d4

64TH KOBOLD UNIT VINDAR FTR/9 10 10 9 6 5 12 12 2 7 0 8 9 10 9 11
SHALSHA DRC/BOZ 20 67
81ST DRACO UNIT 28 * 13 28 2 0 11 12 13 14 14 2d4

82ND ARCHERS UNIT DARIUS FTR/7 -2 -2 8 10 45 12 14 29 0 10 11 12 12 13

83RD CAVALRY UNIT SOTH DTH/KNT 0 +2 9 13 59 12 12 27 75 8 9 10 9 11

91ST CAVALRY UNIT MARANTHA BANSHEE 0 - 2 7 10 36 15 13 2 8 5 0 10 11 12 12 13 1d8

92ND CHARIOTS UNIT TSAPHA DRC/BOZ 2 0 6 9 38 l 13 28 2 0 11 12 13 14 14 1d4

2ND BLUE DRAGONWING HERO ELECTRUS B DRAGON 2 - 9 - 54 9 / 2 4 12 2 7 0 5 6 7 5 8 2d6+4d4;d12

2ND DRAGON 1 HERO THUNDERKILL B. DRAGON 2 - 8 - 48 9 / 2 4 12 27 0 7a 9 8 IO 2d6+4d4;d12

2ND DRAGON 2 HERO BLUEFLASH B DRAGON 2 - 8 - 4 8 9 / 2 4 12 27 0 7 a 9 8 10 2d6+4d4;d12

2ND DRAGON 3 HERO DOOM DRC/SIV 10 8 9 64 * 12 27 2 0 11 12 13 13 14 4 d 6

3RD BLUE DRAGONWING HERO KINDLEDOOM B DRAGON 2 - 9 - 7 2 9 / 2 4 12 27 0 3 4 5 4 6 2d6+4d4;d18

3RD DRAGON 1 HERO KNIGHTSTORM B DRAGON 2 - 8 - 6 4 9 / 2 4 12 27 0 4 5 6 4 7 2d6+4d4;d16

3RD DRAGON 2 HERO SKIE (Kit’s) B DRAGON 2 - 10 - 8 0 9 / 2 4 10 2 5 0 3 4 5 4 6 2d6+4d4;d20

* See dracoman statistics in Appendix 1

Player Character BATTLESYSTEM™ Statistics

PC MR% CB CR MV AR PPD P/P RSW SW SP

Aaron 0 +1 12 12 29 11 11 12 12 13

Elistan 0 +1 12 12 31 7 10 11 13 12

Laurana 0 +1 10 12 31 11 12 13 13 14

Sturm 00 11 12 27 8 9 10 9 11

Flint 0 0 10 9 29 78 9 8 10

Tasslehoff 0 0 9 9 34 11 10 10 14 11

Gilthanas 0 0 9 12 31 11 12 13 13 14

Derek 00 10 12 27 8 9 10 9 11

114

Master Unit Rosters

The following is the roster information required to run this siege using BATTLESYSTEM™ rules. All necessary statistics for leaders and heroes are
included in the NPC section of the adventure.

ARMY ROSTER

WHITESTONE ARMY

Army of the Rose TYP AC #FG HD/ RAT LVL RAC CLA MV SIZ MR% PPD PIP RSW BW S P AR ARM ML MLM
2 4 40 5:l 8 HUM FTR
DL W/D 4 6 40 10:1 4 HUM FTR
4 6 40 10:1 4 HUM FTR
II ROSE ELITE CAV, HCV AC #FG HD/ RAT LVL RAC CLA 12/18 C 0 10 11 12 12 13 14 +2w SPC SPC
2 3 40 5:1 8 HUM FTR
20 1-8 4 4 30 10 I 3 HUM FTR
4 6 30 10:1 3 HUM FTR
IV ROSE CAVALRY LCV 4 10 30 10.1 3 HUM FTR 18/24 C 0 13 14 15 16 16 18 SPC SPC
AC #FG HD/ RAT LVL RAC CLA 12 M 0 13 14 1 5 1 6 16 18 - SPC SPC
14 i - a 2 3 40 5:l 8 HUM FTR
4 4 30 10:1 3 HUM FTR
Ill ROSE INFANTRY INF 6 6 20 10:1 2 HUM FTR
6 10 20 10:1 2 HUM FTR
14 1 - 6 AC #FG HD/ RAT LVL RAC CLA
9 22 10 10:1 1 HUM FTR
Army of the Sword TYP -2 VAR 15 15 UND FTR VAR MV SIZ MR% PPD PIP RSW BW SP A R ARM ML MLM

DL W/D AC CLA
4 BAZ
Ill SWORD ELITE CV HCV 4 BAZ 12/18 C 0 10 11 12 12 13 14 +2w SPC SPC
4 BAZ. 18/24 C
20 1-8 AC CLA 12M 0
4 KPK 12 M
II SWORD CAVALRY LCV 4 KPK 0 1 3 14 1 5 1 6 1 6 18 - SPC SPC
4 KPK
14 1 - 6 5 9
AC CIA
XII SWORD INFANTRY INF 7 KBL 13 14 15 16 16 18 - SPC SPC 14
7 KBL
1-6 7 KBL
7 KBL
I X S W O R D A R C H E R S ARC AC CLA 0 1 3 14 1 5 16 1 6 18 - SPC spc
2
14 1 - 4 AC CLA
2 BOZ
Army of the Crown TYP 4 FTR MV SIZ MR% PPD PIP RSW BW S P AR ARM ML MLM
6 FTR
DL W/D AC CLA
2 SKW
IV CROWN ELITE CAV HCV 0 BAN 12/18 C 0 10 11 12 12 13 14 +2w SPC spc
AC CLA 24/36 C 0
20 i - a 2 12 M 0
12 M 0
VI CROWN CAVALRY LCV 14 15 1 6 17 17 18 - SPC spc

14 1 - 6

II CROWN INFANTRY INF 14 15 1 6 17 17 2 0 - SPC spc

13 1 - 6

II CROWN ARCHERS ARC 14 15 1 6 17 17 2 0 - SPC spc

1-4

[Allied Forces] TYP MV SIZ MR% PPD PIP RSW BW S P AR ARM ML MLM

DL W/D

LOCAL PEASANTS MOB 12 M 0 1 6 17 l a 20 19 20 - SPC SPC
VAR 20 4 56 - 20
10 1 - 4

L E G I O N O F V I R K H U S VAR 476- 19

3-12

Army Roster

DRAGONARMY

5th DRAGON FLIGHT

[4th Blue Army! TYP #FG HD/ RAT LVL RAC MV SIZ MR% PPD PIP RSW BW SP A R ARM ML MLM
24 20 10:1 2 DRC 18 17 17 -
DL W/D 15 20 10:1 2 DRC 17 17 -
15 20 10:1 2 DRC 18 17 17 -
41st DRACO (Baaz) INF #FG HD/ RAT LVL RAC MV M 2 0 14 15 1 6 BW SP 16 - 14 MLM
15 30 10 1 3 DRC 16 16 -
13 SPC 15 30 10:1 3 DRC 18 M 2 0 14 15 16 16 16 16 - 14 -
42nd DRACO (Baaz) INF 9 30 10.1 3 DRC 18 16 16 -
15 20 5:l 4 OGR L 14 15 13
13 SPC #FG HD/ RAT LVL RAC MV M 2 0 14 15 16 BW SP 16 - 14 MLM
43rd DRACO (Baaz) ASL 15 10 10:1 1 KBL 6 17 17 -
15 10 10:1 1 KBL 6 17 17 -
13 SDC 25 10 10.1 1 KBL 6 17 17 -
25 10 10:1 1 KBL 6 17 17 -
15th Blue Army] TYP #FG HDI RAT LVL RAC MV SIZ MR% PPD PIP RSW BW SP A R ARM ML MLM
3 SPC 1:1 DRA
DL W/D #FG HDI RAT LVL RAC MV BW SP MLM
18 40 10.1 4 DRC 18 16 15 16
51st DRACO (Kapak) INF 24 30 10:1 3 HUM 12 M 2 0 13 14 15 16 16 16 15 -
16 40 10:1 4 HUM 18/24 16 16 16 - 15
16 SPC #FG HD/ RAT LVL RAC MV M 2 0 13 14 15 BW SP MLM
52nd DRACO (Kapak) ASL 8 18 2.1 9 SKW 18/24 9 11
a 35 5:l 7 BAN 18/24 12 13 -
16 s p c #FG HD/ RAT LVL RAC MV M 2 0 13 14 15 EW SP 16 15 MLM
53rd ARCHER (Kapak) ARC 2 SIX 1:1 SPC DRA - 14 -

16 spc 0 11 1 2 1 3 1 3
1st OGRES INF
1-10 SIZ MR% PPD PIP RSW A R ARM ML
[6th Blue Army] TYP
DL W/D S0 14 15 16 19 - 11
61st KOBOLD INF
10 1-6 S0 14 15 16 19 - 11
62nd KOBOLD INF
10 1-6 S0 14 15 16 19 11
63rd KOBOLD ARC 19 - 11
10 1-6 S0 14 15 16
64th KOBOLD ARC
1-6 SIZ MR% PPD PIP RSW A R ARM ML
[2nd Blue Dragons] TYP
DL W/D SEE HEROES AND COMMANDERS
DRAGONS [Heroes] AIR
6th DRAGON FLIGHT SIZ MR% PPD PIP RSW A R ARM ML
[8th Blue Army] TYP
DL W/D M 2 0 13 14 15 - 15
81st DRACO (Bozak) ASL

spc ARC M0 13 14 15 18 - 12
82nd ARCHER

83rd CAVALRY spc C0 13 14 15 18 - 13
14 LCV
19th Blue (Reaper)] SIZ MR% PPD PIP RSW A R ARM ML
DL spc
91st CAVALRY TYP C 9 0 a 9 10 12 20
20 13 - 18
92nd CHARIOTS W/D C 5 0 1 0 11 12
LCV
1-8
CHA

17 dragons] 1-8 SIZ MR% PPD PIP RSW A R ARM ML
(3rd Blue TYP
DL SEE HEROES AND COMMANDERS
DRAGONS W/D
AIR

115

BATTLE SCHEDULE Battle of the Clerist Wall deploy in closed formation on both sides of
the road. The kobolds will almost certainly
Use the sequence of Events in Chapters 10 Time of Battle: As indicated by the Adven- rout when charged.
through 12 to determine when each of the ture Clock. See Chapter 11 for details.
following battles take place. Hidden in the hills south, east, and west of
Location of Battle: The Tower environs this location will be the 4th Dragonarmy to
The sorties listed here all occur in one of the west, the 5th Dragonarmy to the east and
two places: the approaches to the Tower of Units Engaged: the 8th Dragonarmy with the 9th Reaper
the High Clerist or among the Hills of Virkhus. Dragonarmy to the south.
Use the battle map as a guideline for setting • All Whitestone forces
up the Hills of Virkhus. • Dragon Highlord’s forces: The Dragon Highlord’s objective is to crush
the offensive and destroy the Whitestone
The large map also gives the general lay- 5th Blue Flight (all units) army.
out of the approaches to the Tower. The envi-
rons of the Tower are detailed on the Whitestone Orders: Repel the attack Special Orders: Pull out all the stops.
BATTLESYSTEM™ map. Tape this map
down to your playing surface with masking Dragon Highlord Orders: The 2nd Blue Battle of the Reaper
tape and then place your terrain features Dragonwing begin the attack with magic and (Final Battle)
around it as indicated. Place counters or fig- dragonfear to pin the wall troops while the
ures directly on this map when running the draconian forces advance. The 53rd archers Time of Battle: This battle takes place when
battles around the Tower. use arrow fire to keep resistance pinned the conditions given in the Epilogue are ful-
down while the draconian units try to scale filled. (See the Epilogue and the Adventure
The interior maps of the Tower are on the the wail. If this is successful, then the kobold Clock.)
other side of the large map. If you need to units try in support while the draconians
refer to this map during a battle, photocopy attempt to take the wall. Should this fail, the Units Engaged:
them for the purposes of running this adven- dragons land behind draconian lines.
ture. Remaining draconian assault units then • All Whitestone forces
mount the dragons and conduct drop • Dragon Highlord’s forces:
Sorties assaults on the wall in support of ground
assault units in an effort to gain a foothold on 5th Blue Flight (all units)
The Juggernaut Comes the wall. 6th Blue Flight
(Battle of Firstblood)
Should the army take greater than 50% All units except the 9th Blue Dragon-
Time of Battle: This battle is Event 9 found losses from either destruction or rout, then army
in Chapter 11. Run this battle when indi- the Dragonarmy retreats and reforms for the
cated. final attack. Treat each unit loss as 0.5%. Whitestone Orders: Hold the Westgate Pass
Thus, if more than 100 figures are either and High Clerist Tower at all costs.
Location: The Clerist Tower routed or destroyed, the Dragonarmy must
retreat. Dragon Highlord Orders: All remaining forces
Units Engaged: of the 5th and 6th Blue Flights are thrown
Special Orders: The objective for the DM is against the Tower. Assault drops of draconi-
• All Whitestone forces not to actually take the Keep, but to scare ans and dragon lightning will be employed to
• Dragon Highlord’s forces: the players. The players need to understand breach the walls and gain the Tower.
that their position is tenuous and that some-
5th Blue Flight thing must be done about the Knights’ The Dragon Highlord’s forces will press the
5th Blue Dragonarmy (all units) morale. attack until 50% of her units are routed or
6th Blue Dragonarmy (all units) destroyed.
Knights Breakout
Whitestone Orders: Repel the attack Special Orders: Pull no punches. If the PCs
Time of Battle: When the Knight’s Morale have successfully completed their quest in
Dragon Highlord Orders: The 63rd and 64th Rating reaches 8 (see pages 00 and 00) or if the Tower you should find yourself with a
kobold archer units will attempt to pin down the PCs decide to take the field. good fight on your hands. On the other hand,
movement on the top of the curtain wall in if the PCs fail at the Tower, then you must
support of the draconian advance. The 5th Location of Battle: Virkhus Hills show them the results of their failure. Good
Blue Army will then select the weakest point luck, Dragon Highlord!
of wall defense and, under cover of the 53rd Units Engaged:
draconian archers, make an attempt to scale Special BATTLESYSTEMTM Rules
the wall. • All Whitestone forces
• Dragon Highlord’s forces: The Tower of the High Clerist is a fortress
This attack will test the defenses for weak- from the ancient days of Krynn. It has a cen-
nesses. Break off attack if more than four 5th Blue Flight (all units) tral keep surrounded by a curtain wall for
units rout or if any unit takes more than 25% 6th Blue Flight defense. Although it looks rather indefensible
casualties. 8th Blue Dragonarmy (many gates and seemingly easy access to
9th Blue Dragonarmy (Reaper) the keep itself) it is a formidable fortification
when properly defended.
Whitestone Orders: The infantry will march
from the southern gate followed by the cav- Altitudes of the Tower
alry and will deploy themselves to engage
and charge the enemy. The curtain wall that surrounds the Tower is
at Medium Altitude (see BATTLESYSTEM™
Dragon Highlord Orders: The 61st, 62nd, case [ 15.11) while the inner Towers are con-
63rd, and 64th kobolds will be hasted by the sidered High Altitude (8”).
81st draconians before the engagement
occurs. The entire 6th Blue Dragonarmy will

116

Access to Walls Battlement Walls Scaling the Battlements

One Game Round (GR) of movement is The curtain wall of the High Clerist Tower and For Dragonarmy ground troops to engage
needed to move down from a wall to a court- the Tower itself are considered battlement the enemy inside the fortress, they must deal
yard (4”) and two GRs of movement to climb walls. Unless climbed via a stair, ladder, rope, with the wall around the keep. They must
up onto a wall (8”) on the internal ladders or some other means such as flying, these either go through it (by creating a breach or
and stairs that the Knights have in place. walls are impassable. breaking down a door) or go over it (either
These ladders are easily kicked down from by flying or scaling the wall).
the walls and are destroyed if this is done. Attack and Defense Modifiers for Walls
The eight inner towers may only be reached Scaling the wall may be accomplished wit
by climbing the external ladders the Knights Defenders on a battlement wall receive a grappling hooks and ropes or with ladders
have propped at the exterior of the towers. melee attack rating bonus of -4 and a (Draconian assault forces carry both.) Lad-
Climbing into a turret from the curtainwall defense rating bonus of -4 to their armor
takes 8” movement. class when attacked from below. Units atop ders require one full BATTLESYSTEM™
battlement walls may not be engaged in Game round to put into place and then may
Main Gates melee combat by troops below them unless
the attackers first scale the walls. be climbed on the following GR. Grapples
These gates may be opened from the inside may be thrown and climbed in the same GR.
by any unit. The unit must start its move- Melee Weapon Troops: Melee troops on top
ment adjacent to the door and take the entire of a battlement wall may drop objects onto In either case, it takes one GR to climb to
GR to release the lock mechanism and open troops beneath them. Normally these objects the top of a ladder or grapple. Units that
the gate. are rocks that do 1d4 points of damage.
These attacks receive the -4 AR bonus for climb ladders or grapples are at the top of the
Special Defenses attacking from above. This is that unit’s wall but not yet on the wall at the end of their
attack for the round. movement phase. They may engage in
The Knights are only partially aware of the melle with any units opposing them on the
defensive mechanisms of the Tower but can Missile Fire Modifiers: Archery units on top top of the wall. Units ending their movement
use the ones they know about to good advan- of the walls are entitled to the AR bonus for at the top of a grapple or ladder may be fired
tage. There are many arches that connect melee (-4) when firing on units within 2 at, without benefit of cover, by missile-firing
the curtain wall with the Tower. Defenders inches of the wall’s base. In addition, the fol- units on or beyond the wall they are attempt-
can cross the tops of these walls to reach the lowing rules apply: ing. On the following turn any unop-
curtain wall. The section of wall directly over possed wall assault units may move onto and
the arches is trapped, but can be released by 1. When firing up: altitude affects range. The along their wall at their normal movement
the defenders. This causes the span over the curtain walls are medium altitude (4”) rates.
arch to fall, completely blocking the access and the towers are high altitude (8”). Add
between the courtyards and between the cur- the height difference (between target and Ladders may be pushed away from the
tain wall and the Tower. Each of these sec- attacker) in inches to the horizontal dis- wall by any figure. One figure may push one
tions may be dropped separately. tance to determine the range for the mis-
sile attack. For example: a unit of kobold ladder away from the wall per GR, but may
Should the Knights take up positions inside archers is firing up at defenders on the not perform any other action that round.
the Tower, then the Knights inside the Tower curtain wall of the Tower (4” above the Grapples ropes may be cut during an end of
gain a -5 to their AR and a +8 to their field of battle). The kobolds are 10” from Game Round phase in which there is no
defense. This is because of the defensive the base of the wall. Their range for mis-
structures inside the Tower. The Knights will sile fire is 14” (10” from the wall base +4” attacking unit remaining on the rope.
not enter the Tower unless their situation is for the height of the wall). Only one figure may climb a ladder or
extremely desperate.
2 . When firing down: altitude affects accu- grapple rope at a time. If a figure becomes
Dragonlances racy. Measure the from the base of the engaged in melee when climbing, It stops on
wall to the target with no height modifiers. the ladder or rope. Only the climbing figure is
There are 30 Dragonlances available, enough However, add 1 to the AR of any elevated engaged; the other figures in the unit are not
to arm three units of 10:1 ratio troops. These unit for every 2 inches of altitude. Thus, engaged. Units attempting to scale a wall
are all footman’s lances. See the Magic Items archers firing from a low-altitude wall automatically go to open formation (without
appendix for more information on Drag- would incur no addition while archers fir- movement penalty).
onlances. ing from a medium-altitude wall would
add 2 to their AR and units at high altitude Figures on a grapple Suffer a +6 to their
Only troops trained in the use of the Drag- would add 4. attack roll due to the instability of the grapple
onlances will be able to use them effectively Exception: If the target is within close rope as a fighting platform. Figures on a lad-
against dragonkind. If the troops using the range of the weapon then the AR penal- der suffer a +2 to their attack roll for the
lances have not been trained in them during ties for height are ignored. For example:
the course of the adventure, then treat the an archer unit on a medium altitude wall same reason.
Dragonlances as + 1 lances doing 1d6/1d8 (4”) is firing on an approaching draconian Units other than Assault Units may climb
damage. Assault Unit that is 6” from the wall. If the
archer unit has longbows (short range of ladders after they have been placed by
Siege Wall Defense 7”) then the AR penalty for height is Assault Units. Missile firing units may not fire
ignored. If the archers are using short missiles while climbing ladders. Only Assault
Future BATTLESYSTEM™ supplements will bows (short range of 5”) then the draconi- Units may use grapples for scaling walls.
address the official rules of siege combat and ans would be at medium range and the
defense. Until those rules are available, use AR penalty would apply. Units Dropping onto Walls
the following special rules for purposes of
these battles. Draconian units that are flown over a wall
may glide onto it and engage defending
troops in melee combat. The draconian com-
mander has the option of landing troops
either immediately in front of or immediately
behind defending troops on the wall. Troops
landing behind the defender’s lines get a -2
to the attack roll for attacking the rear of the
formation but do not immediately disengage
defending troops. Attackers landing immedi-
ately in front of defending troops get no
attack bonus but force the defending troops
to disengage immediately from the wall.

117

Wall Breaches and Gates Units that have gone turtle down may not waiting units within the command radius of
be fired at with missile weapons using direct either a brigade or army commander. Out-
Siege walls may only be damaged by siege fire unless the attacker is at a higher altitude of-command draconian units cannot
equipment, magic, certain large creatures than the turtle down unit. Units that are turtle mount.
(ogres in this adventure), and breath down may be fired at with missile weapons
weapons. The curtain wall of the High Clerist using indirect fire. Terrain
Tower (as with the stone of the rest of the
building and the rock on which it is built) is A unit may decide to go turtle down on its The stream running through the map costs
75% magic resistant. Knock spells fall under own (to avoid missile fire, for example). Units 1/3 movement as per obstacle rules in the
this 75% resistance. The damage done by that elect to go turtle down, however, must BATTLESYSTEM booklet. Draconians who
spells is found in the Siege Attack Values make a Morale Check. If failed, then the unit
Table (page 109 of the DUNGEON MAS- routs away from its position. Otherwise the are moving on all fours suffer no penalty for
TER™ Guide ).. unit goes turtle down. Units routed this way crossing the stream as their wings and
may not try to turtle down until the next momentum carry them over.
It takes 100 points of damage to create a Game Round.
breach in the curtain wall surrounding the Gliding Draconians
keep. It takes 50 points of damage to open Mounting Cavalry and Air Assault
holes in the keep’s wall or any of the gates. Draconians may glide a distance up to four
The breach in the wall will be 30’ wide (1” on Cavalry units and draconian Assault Units times greater than the height they launch
the BATTLESYSTEM™ scale). Place magic may change from mounted to dismounted from.
markers to delineate the position of the and vice versa under certain circum-
breach. Troops must pay Rough Terrain stances. Draconian Gliding Distance
movement penalties (see BATTLESYSTEM
rules Table 14) to pass through a breach. Mounting requires one full movement Level Maximum
phase. A unit that begins its turn in base-to- of Launch Glide Distance
The gates of the curtain wall are of magical base contact with an enemy unit may not Low (30 feet) 4 inches (120 feet)
iron wood and take 70 points of damage attempt to remount on that turn. Medium (120 feet) 16 inches (480 feet)
before breaking. Broken gates are treated as High (240 feet) 32 inches (960 feet)
obstacle terrain. Draconian Assault Units may mount one
figure on a dragon at a time. When draconians attempt to glide onto a
Charging from the Tower wall, subtract the height of the wall from the
General Dismounting Rule launch height. The draconians can be up to
It is possible to mount a charge from within four times the height difference away from
the Tower. The gates must be opened and Dismounting takes place at the beginning of the wall and still be able to glide onto the
remain open throughout the round in which the movement phase. It costs cavalry 1/2 wall. For example, draconians that launch at
cavalry attempts to leave the Tower. The their infantry movement rate to dismount. 120 feet toward a wall 30 feet high are 90
frontage of the cavalry must not exceed the Dismounting assault troops suffer no move- feet higher than their target and may be up to
width of the gate. ment penalty. 360 feet (90 feet times 4) away when they
launch.
Units and the Width of the Wall Dismounting from Non-Intelligent Mounts
(Horses) Dragon Movement
A unit may be on the wall despite the fact
that the unit is wider than the wall. Units on If the dismounting cavalry wishes to retain its Dragons moving at full speed have a Maneu-
the wall may only be one rank deep. The mounts, at least one out of every four units verability Class of E (30 degrees per Game
only exception to this is draconian air must hold the mounts for the units engaging Round). By slowing to half speed their
assaults. in combat. For example: 10 Solamnic cav- maneuverability improves to class D (60
alry units dismount and want their horses to degrees per GR). Very young and young
Routing Within a Fortress remain nearby so that they may later adult dragons have one class better maneu-
remount. Three units must not engage the verability (class D at full speed and class C,
Whenever a rout takes place outside a enemy but must hold the mounts, leaving 90 degrees per round, at half speed). Drag-
fortress (on the field of battle), normal BAT- seven units to fight in melee. If the dismount- ons that move less than half their full move-
TLESYSTEM rules apply. Units inside a ing cavalry is willing to lose their mounts, ment stall and lose one altitude level during
fortress also rout normally when the rout is then all units may engage in melee. If a unit their movement.
as a result of melee combat. holding horses becomes engaged in melee,
the horses rout from the field and may not be Dragons on Krynn may perform a
If a unit inside a fortress routs due to mis- recovered by either side until the battle is wingover. This maneuver requires the dragon
sile or magical attack (including dragonawe) over. to climb one altitude level the round before
while in command, that unit must immedi- the wingover is performed. When doing a
ately make a second morale check. If the Draconian Assault and Command Status wingover, the dragon stalls, loses one altitude
second check fails, then the unit routs nor- level, and turns 120 degrees.
mally. If the second check succeeds, then the Draconians prefer to combine ladder and air
unit has the option of going “turtle down.” assaults when attacking a wall. Draconians Dragons are exempt from the rule lowering
drop down from flying dragons while ground their maneuver rating when mounted. Drag-
A unit that goes turtle down hides behind forces attack the same section of wall. This ons suffer no penalty for having riders.
hard cover. Turtle down units may not per- often results in draconians clearing a foothold
form any further action until the rally phase atop the siege wall and overcoming the Minimum Air Movement
of the following turn or until they are engaged defense.
in melee combat. Turtle down units automat- Dragons on Krynn must maintain a minimum
ically rally during the rally phase and are no However, since a dragon may only carry movement of 6” in order to maintain their
longer considered turtle down. one figure of draconians (10 draconians) at flight level. Otherwise they are required to
a time, this often means that part of a sin- drop one flight level whenever their air move-
If a unit that was previously turtle down is gle unit will be assaulting a wall while the ment drops below 6”.
subsequently engaged in melee combat, that other part is out of command behind the
unit immediately rallies and engages the battle lines awaiting its turn. The Dragon
enemy. Turtle down units fight melee at a -4 Highlord should always attempt to keep the
to their attack.

118

Higher Flight Levels Dragonawe and Rout Morale and Orders of the Knights

The BATTLESYSTEM™ rules give three alti- The awe of the dragon only affects those who The Whitestone forces are demoralized at the
tudes for flying creatures: low ( 1”), medium are aware of the dragon’s presence. All units beginning of the game. The reasons for this
(4”), and high (8”). However, the curtain wall in these battles will know of the dragons’ demoralization as well as how the morale of
of the Tower is at medium altitude (4”) and presence since other units will shout about the Knights and their armies can change
the tall towers are at high altitude (8”). the attacking dragons, horses will be skittish, through the PCs’ actions are all detailed in
etc. the Knights of Solamnia section, in which is
For these scenarios, the battlefield the system for determining the base morale
extends up to a height of 16”. This is double Units that are forced to save against drago- of the Whitestone forces. This base morale
the BATTLESYSTEM rules high altitude. nawe are only required to save once per should be substituted for the morale nor-
Creatures flying higher than this altitude dragon during any one battle. Once a unit mally determined for a unit as outlined in
have disengaged and left the battlefield as saves against a certain dragon, it need not BATTLESYSTEM rules case [4.1].
per BATTLESYSTEM rules case [ 15.1]. check its morale again for the awe of that
dragon so long as the current engagement In addition to determining the base morale,
To designate the altitudes of flying crea- continues. Mark on the unit’s roster when it this system also indicates specific com-
tures, you may have to use two altitude saves against a dragon and which one. If that mands that NPC Solamnic Lords will give
markers. Add the heights on the markers to unit encounters that same dragon again in a under the given morale conditions. If an NPC
get the total altitude of the creature. For future battle, however, the unit must again Solamnic Lord is in charge of an army and
example: a dragon with a medium and a low save until successful. the morale condition of the Knights indicates
altitude marker on it would be flying at a an order, that NPC Lord will give the order
height of 5”. If the dragon is flying over the Undead Reaction to Natural Awe and Fear and the battle proceeds as indicated. All bat-
curtainwall of the tower (the wall has a height tles will be conducted with the orders given
of 4”) then the dragon is at low (1”) altitude Soth and his knights, Yarus, and Virkhus and unless the PCs somehow manage to take
for archers on the wall trying to fire at it. (See his legion are all undead. Undead always control of the army.
earlier missile fire sections for altitude modi- save vs. natural awe or fear effects of other
fiers.) creatures. They are still subject to magical Command Orders for Dragon Highlord
fear (e.g., fear spells).
Flying into Solid Objects (Walls & Tower) As DM, you will act as the Dragon Highlord.
Raise Water on the Stream Running the tremendous battles that take
If through miscalculation or magic a dragon place requires a considerable amount of
flies into a solid object such as the canyon A reversed lower water spell cast on the work. You might try to enlist the aid of some
wall or a part of the Tower, then the following stream will swell the stream into a wall of additional garners who are not currently
occur: water 3” to either side of its usual bed. Units playing PCs in the game. They may be able,
of small-sized creatures will automatically be for example, to take the part of brigade com-
1 . The dragon stops and may move no far- washed from the battlefield in the area of the manders and move the units in their brigade
ther this round. effect. Units of medium size are allowed a for you. This will not only speed up the play
Morale Check; if successful, then the unit but enhance everyone’s enjoyment of the
2 . The dragon is stunned and immobile for may make no other action in the current game.
the remainder of the round. Game Round and must on the following
round immediately move out of the area of Recovering Casualties
3. The dragon receives damage in hit points effect before any other movement may take
equal to its movement in inches during place. Units failing the check are swept off It is important to remember that only one-
the round in which it hit the wall. the field of battle as if they routed. Units third of units “killed” or routed from the
larger than medium sized are treated as battlefield are actually dead. Two-thirds of
4 . The dragon also receives any applicable medium units but allowed a +2 to their the units are simply disorganized and may
falling damage. Morale Check. be recovered (see case [ 16.1] of the BAT-
TLESYSTEM rules).

Thus, the Dragon Highlord may take a ter-
rible beating in the first two sorties and still
have plenty of fight left for the final battle.
The same may be said for the Whitestone
forces.

Dragonarmies will only take important PCs
or NPCs prisoner, preferring to kill the
remaining prisoners outright unless they can
be charmed into changing sides.

119

Role-Playing BATTLESYSTEM™ Game Any help you can recruit to help you speed
Options up your side of the battle means all the more
enjoyment you players will get out of the
The BATTLESYSTEM rules are for a minia-
tures game of battle in a fantasy setting. This game. With practice, a single round of BAT-
is a great deal different than the role-playing
your players may be used to. Try to enhance TLESYSTEM game combat for these scenar-
the role-playing aspects of what is happening ios can be played in as little as 15 minutes.
on the battlefield. Your players may be (You can kill a lot of draconians in those min-
expecting to hear the cries of warriors, see utes!)
the flash of metal on metal, and smell the
smoke. Use your own descriptions of the bat-
tle to enhance the image.

Three-dimensional representation of the
field will also help your players to visualize
the battle. These scenarios can be played
with the pieces in the BATTLESYSTEMMinia-
tures Rules book, but any miniatures you can
add to the field will help you create the pic-
ture. “The Art of Miniatures Gaming,” Appen-
dix IV in the BATTLESYSTEM Miniatures
Rules book, has many hints on creating the
setting.

120

Kitiara 14th-Level Human Fighter

Str 15 Wis 18 Con 11 Str 14 Wis 7 Con 14
Int 13 Dex 12 Int 13 Dex 18 Cha 14
THAC0 9 AL LE Cha 15 THAC0 10 AL LE HP 65
HP 88

AC -2 (Plate mail +4) AC -3 (Dragonarmor Plate +2, Dex Bonus)

Weapon Mace +3 Weapons Shortsword +2; spear +3;
dagger + 1

Spells: 11 First Level; 11 Second Level; Equipment Kitiara has access to virtually
10 Third Level; 10 Fourth Level; 9 Fifth unlimited funds and supplies, so she will be
Level; 7 Sixth Level; 3 Seventh Level outfitted with anything and everything the
situation demands
Instead of assigning specific spells for most
levels, assume Ariakus can use any desired spell
of first through fifth level. His sixth- and seventh-
level spells are as follows:

Sixth: Aerial servant, animate object, blade barrier, conjure animals,
harm, word of recall

Seventh: Astral spell, destruction, earthquake

Lord Soth Death Knight Harkiel Huge, Old Red Dragon

Str 18/99 Wis 9 Con 17 AL Chaotic Evil Hit Points 66
Int 10 Dex 12 Cha 17 Armor Class -1 Movement 9"/24"
AL CE HP 59 #Attacks 3 Damage 1/8/1 -8/3-30
THAC0 12 HD 11 THAC0 10

AC 0 (Plate armor +3)

Weapon Two-handed sword +3 Spells
First: Enlarge, detect magic
Magic Resistance 75% Second: Invisibility, mirror image
(If percentile roll is 11 or less, spell Third: Slow, phantasmal force
rebounds against caster)

Special Abilities Continually generate fear
(5’ radius); create wall of ice at will; innate
detect magic and detect invisibifity; dispel magic
2 times per day; can use any power word spell once per day;
generate 20-hit dice fireball; use symbol of pain or fear

All magical effects at 20th level of ability

Mount Nightmare

Wyrllish 10th-Leuel Human Cleric Dracart 10th-Leuel Human Magic-User

Str 12 Wis 15 Con 14 Str 8 Wis 13 Con 11
Int 14 B9 Cha 5 Int 16 Dex 12 Cha 7
THAC0 14 AL LE HP 38 THAC0 19 AL LE HP 21

AC 10 (no armor) AC 10 (no armor)

Weapon none Weapon None

Spells: 6 First Level; Second Level; 3 Third Spells:
Level; 3 Fourth Level; 2 Fifth Level 4 First Level; 4 Second Level; 3 Third Level;
Fourth Level; 2 Fifth Level

121

Kitiara is the older sister of Caramon and Raistlin. After long wander- Ariakus is the personification of ambitious evil. A reasonably compe-
ings, she has found her niche with the forces of evil in the Dragon tent fighter in his younger days, he cast aside the study of war when he
W ars. Her keen military ability, a gift from her warrior father, has discovered the pure evil of the Dark Queen, Takhisis. His life has been
enabled her to progress swiftly though the ranks of the Dark Queen’s dedicated to her service, and he has risen in power correspondingly.
forces until reaching the rank of Dragon Highlord.
Ariakus is now the highest of the Dragon Highlords, answering only
Although observers have noted that Kitiara seems to have ice water to Takhisis herself. His power is immense and has led to the develop-
in her veins when it comes to combat, she is a hot-tempered woman ment of his only real weakness: arrogance. Ariakus is so confident of
and wreaks horrible vengeance on those who displease her. his supreme abilities that he has a tendency to be careless in estimat-
ing the strengths of his enemies. He does not give them credit for their
Determined to control her own destiny, Kitiara has made a con- abilities and consequently his plans often contain weaknesses that a
scious choice between good and evil. She feels that her skills and tal- clever opponent can capitalize on.
ents will enable her to carve a niche for herself in the Dark Queen’s
world, and she remains untroubled by matters of morality.

©1993 TSR, Inc. All Rights Reserved. ©1993 TSR, Inc. All Rights Reserved.

An unusually intelligent and evil dragon, Harkiel has been appointed If Ariakus is the personification of evil, Lord Soth is the undead version
by the Dark Queen to preside over the foul draconian creation of the same. A burning hatred for all things living has long ago wasted
process. Harkiel bears a fanatical and undying hatred for all that is any memories of humanity he once held. A Knight of the Rose prior to
good-good dragons in particular. She thus tends to the corruption of the Cataclysm, Lord Soth committed a long series of vile crimes
the good dragon eggs with enthusiasm. before the end of his life, including the murder of his wife and cow-
ardice at a time when he might have prevented the Cataclysm.
If confronted with a situation in which her aims are frustrated,
During the Cataclysm, his second wife and young child were slain by
Harkiel is likely to go berserk. When engaging in combat, she is very the gods as punishment for Soth’s crimes, and he sank into bleak
likely to fight to the death; if the opponent is a good dragon, she is cer- despair. Withering to a hopeless end, he has become animated in his
tain to do so. present hideous form.

©1993 TSR, Inc. All Rights Reserved. ©1993 TSR, Inc. All Rights Reserved.

Dracart performs the magical incantations required to corrupt the Wyrllish is a devout cleric of Takhisis. He has dedicated his life to the
good dragon eggs. Together with Harkiel and Wyrllish, he goes Queen of Darkness and has found his niche as the clerical controller of
through the daily ritual in the chamber underneath the Temple of the perversion of the dragon eggs in the depths of the Temple of
Luerkhisis. Luerkhisis.

Dracart despises all that is good. His life is dedicated to the cause of An ugly and misshapen man, Wyrllish wishes to have nothing to do
evil and he serves enthusiastically. Like Wyrllish, he never emerges with the world of men. He remains in his subterranean chamber, eating
from the underground chamber where he wreaks his foulness. and drinking only what he needs to survive, completely immersing
himself in his work. It is he who sets the pace of the chant that corrupts
the eggs.

©1993 TSR, Inc. All Rights Reserved. ©1993 TSR, Inc. All Rights Reserved.

122



Astinus of Palanthas, the renowned historian, spent many years collecting The dragon of evil were the dark force in
legends and stories concerning the early history of the world of Krynn, from those days making war upon the other races
which he created his famous scroll set, The Iconochronos. to enslave them many and horrible were the

The material presented here was drawn from the pages of that great tome, wars of those centuries but always the drag-
translated in to a form more appropriate for the modern reader. ons were beaten back

The Creation of the World The Races of the World Tragedy struck the other races as well. the

Before the beginning there was Chaos. Many races were created from the spirits. great kin-slayer wars between elves and
Then the Gods appeared from Beyond, First were the elves, most favored by the humans lasted for fifty years until a peace
Gods of Good. Elves are the Shapers of the
bringing Good, Evil, and Neutrality into exis- world, who possess good magic to bend could be negotiated. The Swordssheath scroll
tence. nature to their will. They have the longest life ended the kin-slayer war, but many elves
span of all the spirits -although they change left Silvanesti to seek new homes. they trav-
Reorx, the Forging God, struck his ham- the world, they themselves change very little.
mer amidst the Chaos. Chaos slowed and the eled, and founded the nation of Qua-
sparks from his hammer became the stars. The human race are most favored by the linesti.
The Gods then created the spirits of all the Gods of Neutrality, although the souls of men
races that would eventually people the new are coveted both by the Goods of Good and The human empire of Ergoth was the
worlds born in the Great Forging. These spir- of Evil. Men can choose most freely between
its were the Children of the Gods. Good and Evil. Their shorter time in the greatest kingdom of that age. Founded on
world is spent in striving for power and ideals of peace and justice, it became corrupt
The Gods began to quarrel over these spir- knowledge. They are quick to think and to and oppressive. Vinas Solamnas, head of the
its. The Gods of Good wanted to nurture the act-often without considering the conse- imperial guard led an army to the east to
spirits in the paths of righteousness and quences. Thus men give the world motion. quash a rebellion, but found that the rebellion
share with them dominion over the universe. was justified. He joined and rebels and com-
The Gods of Evil sought to make the spirits The race of ogres is most favored by the manded the army that won freedom for the
their slaves, to do their every bidding. The Gods of Evil. In the beginning, the ogres were
Gods of Neutrality sought a balance: to give the most beautiful of the races, but they eastern states of Ergoth. He created the
the spirits freedom to choose for themselves could think only of their hungers. They were Order of the knights of Solamnia to protect
whether they would serve Good or Evil. easily enslaved by their needs, and their
beauty vanished as their hungers devoured the freedom of the people.
And so the All-Saints War raged among the them. The ogres are selfish and cruel; they
heavens. The Good and Neutral Gods com- delight in inflicting pain and suffering upon Ergoth was divided into independent states
bined forces to keep Evil from a final victory. the weak. and the nations of Istar, Solamnia, and Good-
lund were born.
Then spoke the HighGod from Beyond, The HighGod created the fourth class of
who decreed the Balance of the World. The beings: the animals. He created them with a The knights of Solamnia ruled justly for
Gods of Good, Evil, and Neutrality would balance of Good, Evil, and Neutrality, and many centuries , and peace settled over the
each be allowed to bestow one gift upon the they were born of the world itself. Dragons land.
spirits. are the lords of the animal kingdom. As with
all other beings, they are free to choose Then came the third Dragonwar, the most
The Gods of Good gave the spirits physical among the alignments of the gods. terrible challenge of the peace of the world. It
life and form. Thus, the spirits gained control lasted nearly three hundred years.
over the material world and became more The Age of Dreams
like the Gods themselves. The Goods of Huma Dragonbane, a knight of solamnia,
Good hoped the spirits would bring peace The Age of Dreams was the first age of the studied with a holy man and prayed to the
and order to the worlds, and lead them along world of Krynn. It is shadowed in myth and Gods for aid. His quest for aid took him to
the path to righteousness. song, and little is known of the earliest days many lands. In his travels, he met a silver
of the world. dragon in human form, who fell in love with
The Gods of Evil decreed that these physi- him. The silver dragon gave Huma the secret
cal beings would hunger and thirst, and have This Age began when the world was cre- of the Dragonlance. Paladine, the greatest of
to work to satisfy their needs. The Gods of ated and ended when recorded history all the Gods, came down to Krynn in mortal
Evil hoped that through hunger and suffering began, about two millennia ago. The most form to aid Huma. Huma drove the dragons
they could subjugate the races. comprehensive record of those days is con- from Krynn, and battled Takhisis, Queen of
tained in the Lifescroll of Song compiled by Darkness, with the aid of Dragonlance
The Gods of Neutrality gave the spirits the the bard Quevalin Soth. He drove the dragons from the world and
gift of free will, to choose freely between
Good and Evil. Thus did they preserve the In those days was founded the first elf- cast them into darkness
Balance of the World. realm, Silvanesti, and construction of Kal- Thus ended the third Dragonwar, and with
thax, the great kingdom of the dwarves, was
And so the Gods created the world of begun. the banishment of the Dragons, the Age of
Krynn as a dwelling place for the spirits. The Dreams came to an end.
HighGod decreed that each could choose his
or her own way through life. Then would
come death, the passage from Krynn to the
next state of existence.

124

The Age of Might But the peoples of Krynn did not under- Slowly, Krynn began to recover from the
stand the lessons the Gods taught. They did Cataclysm, but soon reports of a greater evil
The Age of Might was the golden age of not see that their pride had brought catastro- were heard. Warlords in the north were con-
Krynn. It lasted nearly one thousand years phe. They saw only the wrath of the Gods. quering the lands of the ancient nation of
and was a time of power, glory, peace, and Believing themselves abandoned, people Istar. Armies were on the march again. The
achievement. turned from the worship of the True Gods and broken forces of the scattered people were
searched for other gods. Men came to wor- no match of the strange forces allied to these
Following the banishment of the dragons, ship false gods and clerics lost the power to new “highlords.”
the ogres, now without their powerful allies, work magic. Everywhere the people of Krynn
overestimated their own strength and turned on their champions. Even the once- Soon, the people of the north knew the ter-
attacked the dwarves of Kal-thax. The Ogre noble Knights of Solamnia lost favor because rible truth. The Highlords had allies out of
W ars lasted nearly a hundred years, and they could not undo the Cataclysm. nightmares. The dragons had returned to
ended with the total defeat of the ogres and Krynn!
their enslavement by the other races of Chaos reigned throughout Krynn in the
Krynn. Although bands of renegade ogres shadow years that followed the Cataclysm. The Dragons of Krynn
lurked in the mountains and occasionally The dwarves of Thorbardin, blaming humans
attacked settlements, the ogres as a nation and all other races for the tragedy, shut their Dragons have not appeared in the world of
were completely dead. doors of their kingdom against all, including Krynn for over a thousand years, not since
their own kin on the outside. The wizard Fis- the end of the Age of Dreams. Indeed, most
Ergoth, weakened by its fragmentation into tandantilus, the most powerful mage of his people of Krynn, except for scholars and wiz-
independent states, declined as a major time, led the armies of hill dwarves an d ards, believe that dragons are but children’s
power. The nation of Istar took its place as humans in the Dwarfgate War. When his tales.
the dominant political power on the continent defeat became certain, he loosed a spell of
of Ansalon. such destructive power that both armies were The origins of dragons seems to stretch
destroyed. back to the forging of the world itself. Drag-
The independent kender states united with ons came into being not from the stars, as
Istar in a treaty known as the Kendermeld. And so the doors to Thorbardin were shut, did men and elves, but from the very essence
Silvanesti also joined the Empire of lstar in and their location lost in the changed land. of the world itself. Thus the dragons are the
the Treaty of Elfmeld. Under heavy pressure The elves also withdrew from contact with life force of Krynn become flesh.
from neighboring states, the Dwarf kingdom humanity, and the lands of Silvanesti and
of Kal-thax agreed to the Dwarfmeld. Finally, Qualinesti were shut to all but a few out- Dragons allied themselves with the forces
Solamnia and Ergoth submitted to the Great- siders. of good, evil, and neutrality, as did all other
meld. The Empire of Istar had created the races, according to their natures.
first government to rule all Ansalon. Those were shadow years. False gods were
better than no gods at all, and a variety of Three Dragonwars were fought during the
The glory of lstar had now triumphed. An faiths sprang up. Ancestor worship was com- Age of Dreams. In the final Dragonwar, a
unlimited future of peace was at hand. The mon among the peoples of the Plains. The young Knight of Solamnia named Huma was
forces of evil seemed to have been com- scholars of Haven and Solace founded the given the secret of the Dragonlance. Flying a
pletely banished-dragons were no more and Seeker movement, initially a gathering of silver dragon, he battled the dragons in the
the power of the ogres had been broken. And seekers after the old truths-or at least new skies. When the battle was over, the evil
in the 959th year of the Age of Might, the truths that might work. In time, the intellec- dragons had been defeated. To preserve the
High Kingpriest of lstar decided to rid the tual Seeker movement turned into a political balance, the dragons of good and neutrality
land of even the vestiges of evil by summon- movement, an the Seeker Theocracy came departed the world.
ing one of the Gods to do his bidding... to power in Abanasinia. The adopted “new”
gods and abandoned the search for truth. After the Cataclysm, reports of dragons
The Cataclysm was the result. increased. Soon, the lords of the land came
Poverty was now everywhere, for much of to know that myth had become reality: Drag-
The Cataclysm the wealth of ancient times had vanished in ons had returned to Krynn.
the Cataclysm. Gold, the precious metal of
The Gods were angered at the pride of the history, was all too common and useless for What brought these dragons back to the
High Kingpriest, as a parent is angered by a everyday living. Steel became the metal of world? None could say. The dragons them-
willful child. The Gods may sometimes give value throughout most of the continent of selves seemed to be in the service of the
aid, but must be approached with humility Ansalon, for it was useful and practical. strange Dragon Highlords. None knew how
instead of pride. And so they determined to Soon, coins of steel became the basic trade the Highlords acquired dragons, but all knew
teach the people of Krynn a lesson, since it is material. that the dragons and their allies had created
a parent’s duty to correct a child’s willful the most formidable single army ever to
behavior. The elves remembered the times long past, march across the face of Ansalon.
but the short memories of humans caused
A fiery mountain was flung from the heav- the ancient world to be largely forgotten The wise saw an ever greater mystery. If
ens to destroy the city of Istar. The very face within a few generation. Dragons were the dragons of evil were stalking the land,
of the land was changed. Mountains were thought to be simply creatures of myth, fit where then were the dragons of good? There
raised up and land sank into the sea. Thus only to frighten children. The idea that clerics were a few reports of good dragons being
did the Gods punish the behavior of their could once work spells was blasphemy in the sighted, but they refused to fight against their
children, and so did they hope that their chil- Seeker Theocracy. People were imprisoned evil cousins. Why did they refuse? It was not
dren would return to the paths of righteous- and sometimes burned for such claims. until the strange quest of the Heroes of the
ness. Lance was far advanced that the reasons
started to become clear...

125

The gods of Krynn came from beyond out of THE GODS OF GOOD Mishakal, the Healer
Chaos to forge the universe during the Age of
Starbirth, as told in the Tale of the Creation. Paladine, the Celestial Paladin Other Names: Ka-mel-sha, the Healer in
The origin of the gods is unknown, although the Home (Tarsis), Mesalax (Thorbardin),
it is believed that they came from a different Other Names: Draco Paladin (Ergoth), Meshal (Icewall), Mishas (Ergoth), Quen-
sphere of existence. All of the facts of the Skyblade (Goodlund), E’li (Silvanesti), esti Pah (Silvanesti), Quen (Qualinesti),
Age of Starbirth are now heavily obscured in Thak (Thorbardin), The Great Dragon Skymistress (Goodlund), the Blue Lady
myth and legend, especially since the Cata- (Solamnia) (Balifor, Highlo)
clysm, when knowledge of the True Gods Symbol: The Silver Triangle; also the Symbol: Blue infinity sign
departed from Krynn. Pinetree (Silvanesti) or Anvil (Thorbardin) Colors: Sky blue
Colors: Silver, white Sphere of Influence: Healing, knowledge,
All the information here was gleaned from Sphere of Influence: Rulership and fertility
the Disks of Mishakal, which were found by guardianship
the Innfellows in the ruins of Xak Tsaroth. If a Mishakal is found in nearly every known civi-
person reads the Disks with the proper Many believe that the ancient Huma was lization of Krynn.
devout attitude, he can become a true spell- actually Paladine in mortal form when he
using cleric. Clerics of Krynn wear a Medal- drove the dragons from the land during the Habbakuk, the Fisher King
lion of Faith engraved with the symbol of the Age of Dreams. Paladine’s constellation tra-
god they follow. These medallions have only ditionally guards the Gate of Souls, keeping Other Names: The Blue Phoenix (Ergoth,
one power -they magically duplicate them- the dragons from returning to Krynn. Silvanesti, Qualinesti), Skylord (Balifor,
selves when a new cleric comes into being. Goodlund)
The new medallion bears the symbol of the Majere Symbol: Blue bird, also blue phoenix
god the new cleric follows-regardless of the (Ergoth)
symbol on the original. Other Names: Manthus (Ergoth), Mantis Colors: Deep blue, white
of the Rose (Qualinesti), Matheri (Sil- Sphere of Influence: All animal life and
Only the gods themselves know their true vanesti) the sea
names, and certainly do not disclose them to Symbol: Copper Spider, also the Single
mortals. The names given here were in com- Rose (Qualinesti, Silvanesti) and the Man- Branchala, the Bard King
mon use during the years following the great tis (Solamnia)
Dragonlance Wars in the different cultures on Colors: Copper, red Other Names: Songmaster (Goodlund),
the continent of Ansalon. The list is by no Sphere of Influence: Meditation, control, Astra (Qualinesti), Astarin (Silvanesti),
means complete. and thought Bran (Ergoth)
Symbol: Bard’s harp, flute (Goodlund,
There are twenty-one known gods of Majere is the favored god of monks. he is Qualinesti, Silvanesti)
Krynn: seven gods of Good, seven of Evil, said to give his followers symbols that, when Colors: Yellow, green
and seven of Neutrality. All the known gods cast upon the ground, become insects that Sphere of Influence: Elves, kender,
are represented in the heavens. Six gods of fight for their owner. forests, music
Good and six gods of evil make up the
zodiac. Six gods of Neutrality are represented Kiri-Jolith Branchala appears in the form of whatever
by the wandering stars (planets). The people he is visiting. He is considered the
remaining three gods-of White, Black, and Other Names: Corij (Ergoth), Kijo (Thor- highest god of the elves and kender.
Red magic-are represented by the three bardin), Jolith (Kharolis)
moons that orbit Krynn. Symbol: Bison’s horns, also horned battle Solinari
ax (Thorbardin, Kharolis)
Colors: Brown, white Other Names: Solin (Ergoth), White-eye
Sphere of Influence: War and battle (Goodlund, Balifor), God’s Eye (Thor-
bardin), Ivory Disk (Highlo)
Kiri-Jolith is a god of war, but not of battle- Symbol: White circle or sphere
lust. He is the favorite god of paladins and Colors: White, silver
good-aligned fighters. His constellation Sphere of Influence: Good magic
seems to threaten that of the Queen of Dark-
ness in the night sky. Solinari is the white moon of Krynn. The
influence of good magic waxes and wanes
according to its position in the heavens.

126

THE GODS OF EVIL W orshippers of Chemosh generally wear Reorx, the Forge
white skull masks and black robes.
The Queen of Darkness Other Names: None
Zeboim Symbol: Forging Hammer, Dwarven
Other Names: Dragonqueen (Istar, Sil- Hammer (Thorbardin)
vanesti, Ergoth), She of the Many Faces Other Names: Rann (Ergoth), Zyr (Tar- Colors: Slate gray, red
(Highlo), Mai-tat (Tarsis), Nilat the Cor- sis), Zebir Jotun (Icewall), Bhezomiax Sphere of Influence: Dwarves, weapons,
ruptor (Icewall), Tamex the False Metal (Thorbardin) technology
(Thorbardin), Takhisis (Dragonarmies) Symbol: A turtle-shell pattern
Symbol: Black crescent Colors: Green, red Humans tend to portray this god as a
Colors: Black Sphere of Influence: The sea, undead sea paunchy squire to Kiri-Jolith, but dwarves
Sphere of Influence: Night, evil dragons, races and gnomes hold him as the highest of the
hatred gods. Reorx forged the universe with his
The name for Zeboim translates as “Sea hammer. He also forged the Greystone of
The Queen of Darkness is worshipped by the Queen” in both Tarsis and Ergoth. Zeboim is Gargath and is thus the father ofgnomes,
dragon highmasters, the draconians, and unknown to most dwarven races. dwarves, and kender.
allied humans.
Hiddukel Chislev
Sargonnas
Other Names: None Other Names: None
Other Names: Argon (Istar, Ergoth), The Symbol: Broken merchant’s scales Symbol: The feather
Firebringer (Highlo), Misal-Lasim (Tar- Colors: Red, bone white Colors: Brown, yellow, and green
sis), Gonnas the Willful (Icewall), Sarg- Sphere of Influence: Demons, damned Sphere of Influence: Nature
onax the Bender (Thorbardin), Kinthalas souls
(Silvanesti), Kinis (Qualinesti) Chislev is nature incarnate. He/she is served
Symbol: A stylized red condor, also a red Hiddukel is a deal maker who trades in souls. by a large number of animated wooden crea-
fist He controls all ill-gotten wealth in the world, tures who carry out his/her wishes in the
Colors: Red, black which he uses to corrupt greedy men. He is known world. .
Sphere of Influence: Deserts, volcanoes, the patron of evil businessmen.
vengeance, fire Zivilyn
Nuitari
Morgion Other Names: The World Tree, the Tree of
Other Names: None Life (Qualinesti, Silvanesti)
Other Names: H’rar (Ergoth, Istar), Gor- Symbol: A black circle or sphere Symbol: A great green or gold tree, some-
mion (Tarsis), Morgi (Icewall), Morgax the Colors: Black times a Vallenwood
Rustlord (Thorbardin) Sphere of Influence: Black magic Colors: Green, gold
Symbol: A hood with two red eyes, also Sphere of Influence: Wisdom
an upside-down ax (Thorbardin), or a Nuitari is the black moon of Krynn. Its exis-
rat’s claw (Highlo) tence is known only to astrologers, naviga- Zivilvn is said to exist in all times and lands.
Colors: Deep brown, black tors, magic-users, and others who watch the and possess all the wisdom of all the planes
Sphere of Influence: Disease, decay, heavens closely, for it is known only when it of existence. He is the counterpart to Gilean,
plague blots out the stars and planets. The influence the god of knowledge.
of black magic waxes and wanes according
Morgion’s followers meet in dark places of to its position in the heavens. Shinare
worship, and are very secretive in all things.
THE GODS OF NEUTRALITY Other Names: Winged one, Gold master,
Chemosh Walking Liberty
Gilean Symbol: The griffon’s wing
Other Names: Aeleth (Ergoth), Dron of Colors: Gold, silver, brown
the Deep (Tarsis), Chemos Joton (Ice- Other Names: Gilean the Book, Grey Sphere of Influence: Money, wealth
wall, Khemax (Thorbardin) Voyager, the Sage, the Gate of Souls
Symbol: A yellow skull Symbol: An open book Shinare is a favorite god of the dwarves, and
Colors: Black, sickly yellow Colors: Gray is the patron god of merchants and com-
Sphere of Influence: All undead Sphere of Influence: Knowledge merce.

Gilean holds a book, the Tobril, which con- Lunitari
tains all the knowledge possessed by all the
gods. All truth is contained in that single Other Names: Luin (Ergoth), Red-Eye
tome-but portions of it are sealed. (Goodlund), Night Candle (Thorbardin)
Symbol: Red circle or sphere
Sirrion, the Flowing Flame Colors: Red
Sphere of Influence: Neutral magic, illu-
Other Names: The Alchemist, The Fire- sionist magic
master
Symbol: Multi-colored fire All neutral magic and illusionist spells are
Colors: Bright reds, yellows governed by Lunitari, the red moon. The
Sphere of Influence: Flame influence of neutrality and illusion waxes and
wanes with the position of the red moon in
the heavens.

127

Out of the darkness of dragons, Then came the time of dark and death
out of our cries for light as the gods turned from the world.

in the blank face of the black moon soaring, A mountain of fire crashed like a comet through Istar,
a banked light flared in Solamnia, the city split like a skull in the flames,
a knight of truth and of power,
mountains burst from once-fertile valleys,
who called down the gods themselves seas poured into the graves of mountains,
and forged the mighty Dragonlance, piercing the soul the deserts sighed on abandoned floors of the seas,

of dragonkind, driving the shade of their wings the highways of Krynn erupted
from the brightening shores of Krynn. and became the paths of the dead

Paladine, the Great God of Good Thus began the Age of Despair.
shone at the side of Huma, The roads were tangled.

strengthening the lance of his strong right arm, The winds and the sandstorms dwelt in the husks of cities,
and Huma, ablaze in a thousand moons, The plains and mountains became our home.
banished the Queen of Darkness, As the old gods lost their power,
banished the swarm of her shrieking hosts we called to the blank sky

back to the senseless kingdom of death, where their curses into the cold, dividing gray to the ears of new gods.
swooped upon nothing and nothing The sky is calm, silent, unmoving.
deep below the brightening land. We had yet to hear their answer.

Thus ended in thunder the Age of Dreams Then to the east, to the Sunken City
and began the Age of Might, scarred in its loss of blue light,

When Istar. kingdom of light and truth, arose in the east, came the Heroes, the Innfellows. heirs to the burdens,
where minarets of white and gold out of their tunnels and their arching forests,
out of the lowness of plains, the lowness
spired to the sun and to the sun’s glory. of huts in the valleys,
announcing the passing of evil,
the stunned farms under the warlords and darkness.
and Istar, who mothered and cradled the long summers of good, They came serving the light,
shone like a meteor
the covered flames of healing and grace.
in the white skies of the just.
From there, pursued by the armies,
Yet in the fullness of sunlight the cold and glittering legions, they came
the Kingpriest of lstar saw shadows: bearing the staff to the arms of the shattered city,
At night he saw the trees as things with daggers, the streams where below the weeds and the birdcall.
blackened and thickened under the silent moon.
He searched books for the paths of Huma below the vallenwood, below forever.
below the riding darkness itself,
for scrolls, signs, and spells
so that he, too, might summon the gods, might find a hole in the darkness called to the source of the light,
drawing all light to the core of light,
their aid in his holy aims, to the first fullness of its godly dazzle.
might purge the world of sin.

128

































GILTHANAS IS THE SECOND-BORN OF THE SPEAKER OF SUNS, LEADER OF THE LAURANA IS THE ONLY DAUGHTER OF THE SPEAKER OF THE SUNS, LEADER OF THE
QUALINESTI PEOPLE. WHILE HIS ELDER BROTHER PORTHIOS LEARNED THE IMPOR- QUALINESTI PEOPLE. SPOILED AND PAMPERED AS A CHILD, SHE WAS SEEN AS A
TANT TASKS OF GOVERNING, GILTHANAS HAS ACTED AS A MESSENGER, SPY, AN FRAGILE FLOWER COMPARED TO HER BROTHERS PORTHIOS AND GILTHANAS. BUT
ADVENTURER FOR HIS PEOPLE. HE WAS CAPTURED, ALONG WITH HIS CONTACT BENEATH THAT BEAUTIFUL FLOWER IS A STRONG-WILLED, INDEPENDENT ELF-
THEROS IRONFELD, BY THE DRACONIANS WHEN THEIR ARMIES OVERRAN SOLACE MAIDEN.
VALE. FREED WITH THE INNFELLOWS, GILTHANAS CHOSE TO ACCOMPANY THEM
INSTEAD OF GOING INTO EXILE WITH HIS PEOPLE. HER GREATEST SHOW OF WILL HAS BEEN HER FEELINGS FOR TANIS, A HALF-ELF
WARRIOR RAISED IN QUALINOST AS HER FRIEND. SHE CARED FOR TANIS DEEPLY,
GILTHANAS IS A HANDSOME ELF, EVER-YOUNG BUT WITH EYES OF DEEP MATU- DESPITE THE OBJECTIONS OF HER FATHER AND BROTHERS. SHE ACCOMPANIED
RITY. IN THE SERVICE OF HIS PEOPLE HE HAS LEARNED TO MOVE SILENTLY, KEEN, TANIS AND THE INNFELLOWS WHEN HER PEOPLE FLED INTO EXILE.
EARED AND SHARP-EYED. WHILE VERY CHARMING, HE RESERVES HIS ATTENTIONS
FOR ELVEN LADIES, AS HE RECOGNIZES THE GULF BETWEEN ELF AND MAN. TANIS WAS LOST IN A FIRE IN TARSIS. IN THE WEEKS THAT FOLLOWED,
LAURANA SHED MUCH OF HER IMMATURITY, SHOWING THE CAPABLE WILL AND
THIS ATTITUDE HAS BROUGHT HIM INTO CONFLICT WITH HIS SISTER LAURANA, INNER STRENGTH THAT RUNS IN HER BROTHERS. SHE HAS FOUND THAT THE
WHO HAS FALLEN FOR THE HALF-ELF TANIS. THOUGH TANIS WAS LOST IN A FIRE WORLD OUTSIDE IS VERY DIFFERENT FROM HER NATIVE, NOW-LOST QUALINOST,
IN TARSIS, THE GULF BETWEEN THE SIBLINGS REMAINS. AND SHE HAS CHANGED ACCORDINGLY, THOUGH SHE HAS NOT LOST THE VIRTUES
OF YOUTH—OPTIMISM, LOVE, AND A HAPPINESS THAT DEFIES THE EVIL AROUND
™ and ©1993 TSR, Inc. All Rights Reserved. HER.

DEREK CROWNGUARD, LORD OF THE ORDER OF THE ROSE, IS THE LEADER OF ONE ™ and ©1993 TSR, Inc. All Rights Reserved.
OF THE THREE ORDERS OF THE KNIGHTS OF SOLAMNIA. HE HAS ATTAINED HIS
POSITION BY HIS SKILL WITH THE SWORD, HIS QUICK MIND, AND HIS RIGID ADHER- ELISTAN WAS ONCE A SEEKER PRIEST, MEMBER OF A FAITH THAT WORSHIPPED THE
ENCE TO THE DOCTRINE OF THE KNIGHTS. FALSE GODS THAT BECAME COMMON FOLLOWING THE CATACLYSM. HIS NO-EXIS-
TENT DEITIES WERE OF LITTLE VALUE WHEN THE DRAGONARMY TOOK HAVEN. AS
DEREK IS DOUR, QUIET OF VOICE, BUT EXPECTS TO HAVE HIS OPINION HEARD A CAPTIVE, ELISTAN MET GOLDMOON, CLERIC OF THE TRUE GODDESS MISHAKAL.
AND HIS ORDERS FOLLOWED. HE IS STEADFAST IN HIS BELIEF IN THE ORDER AND HE RECOGNIZED THE TRUE FAITH IN HER POWERS.
IN THE ULTIMATE TRIUMPH OF GOOD OVER EVIL.
ELISTAN WAS BROUGHT BEFORE VERMINAARD, A DRAGON HIGHLORD, AND
DEREK FEELS HE CAN IMPROVE THE POSITION OF THE KNIGHTS (AND HIMSELF) TORTURED WHEN HE WOULD NOT JOIN THE CAUSE OF EVIL. HE WAS RESCUED BY
BY TAKING AN ACTIVE ROLE AGAINST THE DRAGON HIGHLORDS RATHER THAN THE INNFELLOWS AND HELPED LEAD THE REFUGEES TO SAFETY. AT THIS TIME,
FALLING BACK TO CASTLES AND ISLANDS. TO THAT END, HE SET OUT TO LOCATE ELISTAN ACKNOWLEDGED THE TRUE GODS AND, WITH GOLDMOON'S AID, BECAME
THE DRAGON ORB, AN ARTIFACT OF GREAT POWER USED TO DEFEAT THE DRAGONS A FOLLOWER OF PALADINE, ALSO CALLED DRACO PALADIN, AND THE CELESTIAL
LONG AGO, AND RETURN IT TO SANCRIST. HIS COLLEAGUE LORD GUNTHAR OF PALADIN.
THE CROWN HAS SADDLED HIM WITH AARON, A CHEERFUL KNIGHT OF GUN-
THAR'S ORDER. THEIR JOURNEY TOOK THEM TO TARSIS AND A RAGTAG GROUP ELISTAN IS A DEVOTED FOLLOWER OF PALADINE AND IS DEDICATING HIS LIFE TO
OF ADVENTURERS LED BY A PSEUDO-KNIGHT NAMED STURM. AIDED BY THE SPREADING HIS FAITH AND FIGHTING THE EVIL AROUND HIM. ALTHOUGH A MAN
PARTY, DEREK RECOVERED THE ORB. OF PEACE, HE DOES WHAT IS NEEDED FOR HIS CAUSE.

™ and ©1993 TSR, Inc. All Rights Reserved. ™ and ©1993 TSR, Inc. All Rights Reserved.

FLINT FIREFORGE IS THE ELDEST MEMBER OF THE PARTY. HIS FATHER FOUGHT IN AARON TALLBOW COMES FROM A LONG LINE OF SOLAMNIC KNIGHTS OF THE
THE DWARFGATE WAR BETWEEN THE HILL DWARVES AND THE MOUNTAIN ORDER OF THE CROWN AND IS A NATIVE OF SANCRIST ISLE. HE HAS DEVOTED HIS
DWARVES OF THORBARDIN, AND FLINT GREW UP HEARING OF THE MOUNTAIN LIFE TO THE PERFECTION OF HIS ARCHERY SKILLS AND IS RECOGNIZED AS ONE OF
DWARVES' TREACHERY. HE LEFT HIS NATIVE HILLS TO SEEK HIS FORTUNE, BUT THE FINEST BOWMEN AMONG THE KNIGHTS.
PLANNED TO RETURN ONE DAY.
AARON IS AN EASY-GOING AND PLEASANT PERSON, WITH A READY LAUGH AND
IN HIS TRAVELS, FLINT WAS CAPTURED BY GULLY DWARVES WHO HELD HIM PERVASIVE GOOD HUMOR. HE IS TALL AND LEAN AND WEARS HIS FLOWING RED
PRISONER FOR THREE YEARS. ESCAPING TO HIS OWN LAND, FLINT FOUND THE HAIR AND MUSTACHES IN THE MANNER OF THE KNIGHTS. HIS FRIENDLY SMILE
DWARVES HAD ABANDONED THE AREA. THE DWARF WANDERED, EVENTUALLY SET- AND GOOD NATURE HAVE MADE HIM WELL-LIKED BY FELLOW KNIGHTS AND LAND-
TLING IN SOLACE AND LIVING AS A TINKERER. HOLDERS ALIKE.

THE ELVES OF QUALINOST RESPECTED HIS WORK, AND IT WAS THERE HE MET GUNTHAR, THE LORD OF AARON'S ORDER, REQUESTED THAT AARON ACCOM-
TANIS THE HALF-ELVEN. TANIS WAS THE LEADER OF THE INNFELLOWS IN THE DES- PANY LORD DEREK OF THE ROSE IN A QUEST TO LOCATE THE DRAGON ORB OF
PERATE FLIGHT FROM THE DRAGONARMIES, BUT HE IS NOW GONE, LOST IN A FIRE ICEWALL, A GREAT ARTIFACT USED IN THE ANCIENT DRAGONWARS TO DESTROY
IN TARSIS. FLINT'S OTHER FRIEND IS THE LIGHTHEARTED TASSLEHOFF BURRFOOT. THE DRAGONS. GUNTHAR FELT THAT AARON'S NATURE MIGHT TAKE THE EDGE
OFF DEREK'S PERSONALITY. IN THEIR QUEST, AARON AND DEREK ENCOUNTERED A
FLINT IS CYNICAL BUT BRAVE AND HONEST. HE UNDERSTANDS OTHER DWARVES PARTY OF ADVENTURERS ALREADY WORKING AGAINST THE DRAGONS. WITH
BETTER NOW, BUT HAS A NEW HATRED: BOATS. THEIR HELP, THE ICEWALL ORB WAS RECOVERED.

™ and ©1993 TSR, Inc. All Rights Reserved. ™ and ©1993 TSR, Inc. All Rights Reserved.

TASSLEHOFF BURRFOOT LEFT THE HOMELANDS OF THE KENDER AS A CHILD TO STURM BRIGHTBLADE IS THE SON OF A SOLAMNIC KNIGHT, AN ANCIENT ORDER
ACCOMPANY HIS PARENTS. WHEN HE REACHED ADULTHOOD, HE WANDERED OFF OF THE NORTHERN KINGDOMS. WHEN THE ORDER WAS THREATENED, STURM'S
ON HIS OWN, AS IS THE KENDER TRADITION. FATHER SENT HIS WIFE AND YOUNG SON SOUTHWARD FOR SAFETY. WHEN STURM
REACHED ADULTHOOD, HE RECEIVED HIS FATHER'S LEGACY: HIS SWORD AND RING,
TAS WAS HIT HARD BY KENDER WANDERLUST, AND IT WAS SEVERAL YEARS BOTH INSCRIBED WITH THE SYMBOL OF THE ROSE. HE ADVENTURED WITH THE
BEFORE HE ARRIVED IN SOLACE VALE. HE CARRIED WITH HIM THE NECCESSITIES INNFELLOWS FOR A SHORT TIME BEFORE JOURNEYING NORTH TO TAKE HIS
OF KENDER SURVIVAL: A CASE FILLED WITH OUTDATED MAPS, HIS HOOPAK SLING, FATHER'S PLACE AMONG THE KNIGHTS. HE FOUND THE KNIGHTS SPLIT BY INTER-
ROPE, FOOD, AND A BAG OF ODD ITEMS HE HAD "ACQUIRED" IN HIS JOURNEYS. NAL TURMOIL AND FLED BEFORE BEING TESTED FOR THE KNIGHTHOOD.
TAS, LIKE MOST KENDER, HAS THIEVING ABILITIES, THOUGH KENDER PREFER TO
CALL THEMSELVES "HANDLERS." TAS "BORROWS" ITEMS NOT OUT OF GREED, BUT STURM HAS ADOPTED THE IDEALS OF THE KNIGHTS AND THE SOLAMNIC
INSATIABLE CURIOSITY. MOTTO "OBEDIENCE UNTO DEATH." HIS GREATEST DESIRE IS TO DIE A WARRIOR'S
DEATH, FIGHTING THE FORCES OF EVIL. HE IS A MAN OF GREAT DIGNITY, FEAR-
TAS FIRST ENCOUNTERED FLINT WHEN HE "BORROWED" ONE OF THE DWARF'S LESSNESS, AND HONESTY, DEEPLY CONCERNED FOR THE WELFARE OF OTHERS.
BRACELETS WITHOUT ASKING, AND THEY BECAME FAST FRIENDS (IN TAS'S OPIN- STURM HAS ADMITTED TO THE PARTY THAT HE IS NOT A "TRUE" KNIGHT, BUT
ION). TAS IS GOOD-NATURED, HAS GREAT ENERGY AND A QUICK WIT, AND HAS THAT HE WISHES TO BE RECOGNIZED AS ONE BY HIS ACTIONS FOR GOOD. LORD
KEPT THE PARTY'S SPIRITS UP DURING THE LONG FLIGHT BEFORE THE DRAGON- DEREK, FOR ONE, IS UNIMPRESSED.
ARMIES. TAS IS ALSO IMMUNE TO THE EMOTION OF FEAR, AS ARE ALL KENDER.
™ and ©1993 TSR, Inc. All Rights Reserved.
™ and ©1993 TSR, Inc. All Rights Reserved.

CUT OUT CARDS Character Cards

Laurana 5TH LEVEL ELF FIGHTER Gilthanas 5TH LEVEL ELF FIGHTER/6TH LEVEL ELF MAGIC-USER

STR 13 WIS 12 CON 14 THAC0 16 STR 12 WIS 10 CON 12 THAC0 16
INT 15 DEX 17 CHR 16 AL CG HP 30 INT 14 DEX 16 CHR 13 AL CG HP 25

AC 0 (CHAIN MAIL +1 AND SHIELD, DEX BONUS) AC 1 (CHAIN MAIL AND SHIELD +1, DEX BONUS
Weapons SHORT SWORD +2 (3-8/3-10) Weapons LONGSWORD +1 (2-9/2-13)

DAGGER (1-4/1-3) LONGBOW AND QUIVER OF 20 ARROWS
(1-6/1-6)
Equipment AS SELECTED BY PLAYER; 500 STL/
Abilities SPELL USE: 4 1ST-LEVEL, 2 2ND-LEVEL,
1000 GPW MAXIMUM
2 3RD-PER LEVEL-PER DAY
Languages COMMON, QUALINESTI ELF,
Languages COMMON, QUALINESTI ELF,
SILVANESTI ELF
SILVANESTI ELF
See back of card for more information.
See back of card for more information.
Elistan 9TH LEVEL HUMAN CLERIC
Derek Crownguard 9TH LEVEL HUMAN FIGHTER
STR 13 WIS 17 CON 12 THAC0 16
INT 14 DEX 12 CHR 16 AL CG HP 49 STR 17 WIS 11 CON 16 THAC0 12
INT 12 DEX 13 CHR 12 AL LG HP 70
AC 4 (CHAIN MAIL AND SHIELD)
Weapons MACE +2 (4-9/3-8) AC 3 (CHAIN MAIL +2)
Equipment AS SELECTED BY PLAYER; 500 STL/ Weapons HALBERD +1 (2-11/3-13)

1000 GPW MAXIMUM DAGGER (1-4/1-3)

Abilities SPELL USE: 6 1ST-LEVEL, 6 2ND-LEVEL, Equipment AS SELECTED BY PLAYER; 500 STL/

4 3RD-LEVEL, 2 4TH-LEVEL, 1 5TH-LEVEL 1000 GPW MAXIMUM

Languages COMMON, QUALINESTI ELF, SEEKER Languages COMMON, ERGOTHIC, QUALINESTI

SOLAMNIC

See back of card for more information. See back of card for more information.

Aaron Tallbow 8TH LEVEL HUMAN FIGHTER Flint Fireforge 7TH LEVEL DWARF FIGHTER

STR 15 WIS 10 CON 12 THAC0 14 STR 16 WIS 12 CON 18 THAC0 14
INT 14 DEX 18 CHA 16 AL LG HP 49 INT 7 DEX 10 CHR 13 AL NG HP 70
AC 1 (PLATE MAIL +1 AND SMALL SHIELD)
AC -1 (CHAIN MAIL AND SHIELD +1, DEX BONUS) Weapons 2 HAND AXES +1 (2-7/2-5)
Weapons LONGSWORD (1-8/1-12)
DAGGER (1-4/1-3)
LONGBOW +1 WITH FOUR ARROWS +2 (3-8/3-8)/
QUIVER OF 20 NORMAL ARROWS (1-6/1-6) Equipment AS SELECTED BY PLAYER; 500 STL/

Equipment AS SELECTED BY PLAYER; 500 STL/ 1000 GPW MAXIMUM

1000 GPW MAXIMUM Languages COMMON, HILL DWARF

Languages COMMON, ERGOTHIC, HYLO KENDER, See back of card for more information.

QUALINESTI ELF, SOLAMNIC Tasslehoff Burrfoot 8TH LEVEL KENDER THIEF

See back of card for more information. STR 13 WIS 12 CON 14 THAC0 19
INT 9 DEX 16 CHR 11 AL N HP 34
StUrm Brightblade 10TH LEVEL HUMAN FIGHTER AC 5 (LEATHER ARMOR, DEX BONUS)
Weapons HOOPAK: COMBINATION BULLET SLING
STR 17 WIS 11 CON 16 THAC0 12
INT 14 DEX 12 CHR 12 AL LG HP 74 (2-5/2-7) AND +2 JO STICK (3-8/3-6)
DAGGER (1-4/1-3)
AC 3 (CHAIN MAIL +2)
Weapons TWO-HANDED SWORD +3 (4-13/6-21) Equipment THIEVES' TOOLS, LEATHER MAP

DAGGER (1-4/1-3) CASE AS SELECTED BY PLAYER; 500 STL/
1000 GPW MAXIMUM
Equipment AS SELECTED BY PLAYER; 500 STL/

1000 GPW MAXIMUM

Languages COMMON, QUALINESTI ELF, SOLAMNIC

See back of card for more information. See back of card for more information.

Name AC MV HD hp #AT Dmg SA S D A L THAC0 Book

Men 8 12” 1-4 V1 1-6 NO N o N V M-66
Men, Archers 4 12” 3 V2 1-6/1-6 NO
Men, Cavalry ???? 12”/[15”] 4 V1 1-8 No N o V 18 M - 6 6
Men, Peasant 9 12” 2 V1 1-6 No
Men, Pilgrim 9 9” 2 V1 1-4 No NO V 18 M - 6 6
Men, Troops 4 12” 4 V1 1-8 No
Merchant 9 9” 1 V1 1-6 No N o V 20 M-66
Minotaur 6 12” 6+3 V2 2-8/1-8 NO
Moon Dog 2/0/-2 30” 8+16 V1 3-12 Yes N o N G 20 M-69
Nightmare -4 15”/36” 6+6 V3 2-8/4-10/4-10 No
Nixie 7 6”/12” 1/2 V1 by weapon Yes N o V 18 M-66
5 9” 4-1 V1 by weapon or 1-10 No
Ogre 4 15” 8+4 V4 3-12/3-12/3-12/3-12 Yes N o LN 20 M-69
Oliphant NA 9” NA NA NA NA Yes
Phantom 5 6” 6 V1 2-8 Yes Yes C E 13 M-71
Porcupine, Giant 7 12” 1/2 v1 1-3 Yes
Rat, Giant 7 15” 1/4 V1 1 No Yes N G 2 M2-92
Rat, Ordinary 0/2/4 12” 12 V1 6-36 Yes
Remorhaz 2 3”/12” 6-12 V3 1-4/1-4/9-16 Yes Yes N(E) 13 M-74
Scrag 9 12” 1 V1 1-6 No
Seamen 7 12” 3+3 V1 2-5 Yes N o N 20 M-74
Shadow
Shadowpeople 2 12”/18” 2+2 V1 1-6 Yes N o C E 15 M - 7 5
2 6” 9+12 V1 weapon (1-8) Yes
Warriors 6 12” 3+2 V 1-6/1-3/1-3 Yes N o N 12 M 2 - 9 6
Skeleton Warriors
Snow Leopard 2 30” 10 V2 1-10/1-10 No Yes V NA M2-100
Spectral Minion 2 30” 10 V1 1-10 No
2 30” 5 V1 1-4+revel Yes Yes N 13 M - 7 9
Berserker 2 30” 4 V NA NA No
Guardian 2 30” 6 V NA NA No N o N(E) 20 M-81
Reveler 2 30” 9 V1 1-10 No
Philosopher 4 3”*12” 4+4 V1 2-8 Yes No N(E) 20 M2-105
Searcher 6 18” 2+2 V1 1-6 Yes
Warrior 6 9”/18” 1 V1 by weapon Yes Yes N 9 M-82
Spider, Giant 8 12” T7 27 1 2-9 Yes
Spider, Huge 7 24” 3 V 1 or 2 2-8 or 1-3/1-3 No Yes C E 13 M-67
-5 24” 10 77 3 1-12/1-6/1-6 No
Sprite 8 3”/18” 1+1 V1 1-3 Yes N o N 20 DLC2-00(DL9)
Spy 2 10” 4+4 V2 2-9/2-9 No
Stag, Normal 4 18” 3+6 V3 1-6/1-4/1-4 Yes Yes C E 16 M - 8 6
Stag, White 7 12” 1 V1 1-6 No
Stirge 4 9”/15” 4 V2 1-8/1-8 No No N(G) 16 DLC2-00(DL9)
Stone Guardian 4 12” T5 V1 2-9 Yes
Taers 6 12” 5+5 40 3 2-5/2-5/1-10 Yes Yes N(E) 10 FF-79
Tarsian Men 6 3”/24” 1+1 V1 1-2 No
Thanoi 4 12” 3+3 V1 NA Yes Yes N 16 M - 6 0
Thieves -8 18” 9 V1 2-16 Yes
Tiger -5 24” 10 77 3 1-12/1-6/1-6 No Yes C E 12 DLC2-00
Vulture, Ordinary 6 18” 3+3 V1 2-8 No
Water Weird 5 18” 6 V1 2-8 Yes Yes L G 12 D L C 2 - 0 0
Will-o-Wisp 5 12” 10 V1 2-12 Yes
White Stag 4 12”/24” 5+3 V1 1-6 Yes Yes C E 16 D L C 2 - 0 0
Wolf, Dire 6 15” 4+4 V2 1-6/1-6 Yes
Wolf, Winter Yes V NA DLC2-00
Wooly Rhinoceros
Wraith Yes LE N A DLC2-00
Yeti
Yes V 12 DLC2-00

N o C E 15 M-90

N o N 16 M-90

Yes N(G) 19 M-92

N o LE 19 PH-26

N o N 16 M-92

Yes L G 10 DLC1-00

N o N 13 M-92

Yes N 15 M2-115

Yes N 15 M 2 - 1 1 7

N o LN 20 M-68

Yes LE 15 DLC2-00

N o C E 18 PH-26

N o N 13 M-94

N o N 18 M2-125

Yes C E 13 M - 1 0 0

Yes C E 12 M-101

Yes L G 10 M-92

N o N E 16 M-101

N o N E 13 M-101

N o N 10 M-82

Yes LE 15 M - 1 0 2

Yes N 15 M - 1 0 3

Abbreviations

AC = Armor Class, AL = Alignment, #AT = Number of attacks per round, CE = Chaotic Evil, DMG = Damage, FF-(X) = Found in Fiend Folio, Page (X), HD = Hit Dice, hp = hit points,
LE(C) = Lawful Evil with Chaotic tendencies, LG = Lawful Good, M-(X) = Found in MONSTER MANUAL II, page (X), MV = Movement Rate, N = Neutral, N (C) = Neutral with Chaotic
tendencies, N(E) = Neutral with Evil tendencies, NA = Not Applicable, NE = Neutral Evil, NG = Neutral Good, SA = Special Attacks, SD = Special Defenses, THAC0 = Base number to hit
AC 0 (does not include racial, strength, or weapon bonuses), V = Varies

CLASSICS VOLUME II

by Grubb, Hickman, and Niles

YOU HOLD IN YOUR HANDS THE SECOND ING THE STONE DRAGON AND THE
TOMB OF HUMA! JOIN THE HEROES,
IN A SERIES OF ALL-IN-ONE REPRINTS OF SILVARA, AND THEROS IRONFELD ON
THE EPIC ADVENTURES OF THE
THEIR JOURNEY INTO THE
DRAGONLANCE® SAGA. HEART OF THE HIGHLORDS’
THIS BOOKLET COMPRISES REALM, THE CITY OF SANC-

THE ADVENTURES PREVIOUS- TION. INCLUDED ARE CHAR-

LY PUBLISHES AS DL6 DRAG- ACTER CARDS FOR THE
ONS OF ICE, DL7 DRAGONS APPROPRIATE HEROES AND
OF LIGHT, DL8 DRAGONS OF OTHER CHARACTERS, AS WELL
WAR, AND DL9, DRAGONS AS A TWO-SIDED, TWO-
OF DECEIT. COLOR MAPSHEET FOR USE
WITH THE ADVENTURE.
THIS 128-PAGE ADVENTURE
TAKE UP THIS BOOK, THEN,
BOOKLET CONTAINS EVERY-
THING NECESSARY TO PLAY ADVENTURER, AND CONTINUE THE
THIS PORTION OF THE EPIC CAMPAIGN .
DRAGONLANCE SAGA!
RELIVE THE EXCITEMENT OF DISCOVER-


Click to View FlipBook Version