49
The Knights of Solamnia were once the The Oath and the Measure Should a Lord Knight fall in battle, another
greatest order of chivalry in all the history of must step forward and take his place. Should
Krynn. Now, their entire way of life hangs in The goals of the Knights have not changed in the Warrior Lord be lost, then shall each Lord
precarious balance between the code of the last 1,800 years. The Knights subscribe Knight separately command his own brigade
honor that once was and the truth of what the to two codes: The Oath and The Measure. until such time as a Knightly Council can be
world has become. The Oath is “Est Sularus oth Mithas” (liter- called.
ally, “My Honor is my Life”).
The Origin of the Knights Pertaining to the Knightly Council
The Measure is a 37-volume set of laws
The Knights came into being nearly 2,000 that defines what honor means. The Measure Such councils shall be convened as required
years before the War of the Lance, during the is complicated and exacting; only a brief by the Measure. They must include three
Age of Dreams, rising like a phoenix from the summary of its law is given here. It is impor- Lord Knights, one from each of the Orders of
ashes of the empire of Ergoth. tant to remember that exact and unques- Knights. If any order cannot provide a Lord
tioned adherence to the law was the goal of Knight, then a Knight may stand in his stead
Vinas Solamnus, commander of the the Knights. so long as there is at least one Lord Knight
Emperor’s Palace Guard, set forth on his presiding.
emperor’s orders from the capital city of The greatest problem facing the Knights
Daltigoth to squash the rebellion brewing in now is that the spirit of the Oath has left Councils shall convene for the following
the northeastern reaches of the empire. How- them. Only the rigid, unbending shell of the purposes: to determine strategies of war; to
ever, Solamnus, who was a true and honor- Measure remains. If the Knights can be assign orders for war and battle; to select the
able man, found that the rebellion was well brought to understand that honor does not lie Warrior Lord prior to a battle; to hear charges
justified. Solamnus called his troops together in the aged and dusty codes of the Measure, of unknightly conduct; to honor those who
and presented the case of the people. Any but in the heart of the true Knight, then they have performed valiantly on the field of
knights who believed in the cause of the can unite against the Dragonarmies and honor; for settlement of questions concerning
rebels were entreated to stay. Those who did avoid certain doom. the Measure.
not were given leave to return to Daltigoth.
Even though his men knew that doing so The following are excerpts from the Mea- Knightly Orders and the Measure
meant exile and possibly death, most chose sure of Knighthood, compiled from the writ-
to stay with Solamnus. ings of Vinas Solamnus and his successors. The Order of the Rose takes its Measure from
The excerpts given here are sufficient for deeds of wisdom and justice. Examples of
Thus began the War of Ice Tears. Although purposes of this adventure. deeds befitting the Measure of the Rose: tak-
Ergoth was in the grip of the most terrible ing compassion on the less fortunate; sacri-
winter ever chronicled, Solamnus and his The Oath governs all a Knight is and ficing one’s life for the sake of others; taking
dedicated army of knights and frontier nobles does. It is his life’s blood, it is more sacred no thought to one’s own safety in defense of
marched on Daltigoth and laid siege to it. to him than life itself. the Measure and its honor; protecting the
Solamnus personally led daring raids into the lives of fellow Knights: seeing that no life is
city. Within two months, the capital fell as a The Measure of a Knight is taken by wasted or sacrificed in vain.
revolt of the people forced the emperor to how well he upholds the Oath. We judge
sue for peace. a Knight against the Measure and by the The Order of the Sword takes its Measure
Measure. The Measure of the Rose deals from affairs of courage and heroics. Exam-
As a result, the northeastern plains of with holy wisdom among the Knights. ples of acts befitting the Measure of the
Ergoth, from the Vingaard Mountains to the The Measure of the Sword deals with the Sword: facing evil without regard to personal
Estwild gained its independence. The grateful discipline of Honor among Knights. The suffering; accepting the challenge of combat
people of that region chose Vinas as their Measure of the Crown deals with the dis- for the honor of the Knighthood; defending
king and named their new country Solamnia ciplines of Loyalty and Obedience. the honor of a fellow Knight in good standing;
in his honor. Although it never attained any protecting the defenseless and weak.
great power during the rest of that Age, Pertaining to the Order of Knights in Battle
Solamnia became synonymous with honesty, The Order of the Crown takes its Measure
integrity, and fierce determination. Knights who take the field in defense of from affairs of loyalty and obedience to
honor and the realm follow the order set forth authority of the greater Knighthood through
Vinas knew that those who followed him by the Measure. Armies are made up of three its High Councils and commanders. Exam-
as rulers of Solamnia might not be as honor- brigades, each commanded by a Lord Knight ples of acts befitting the Measure of the
able as he. Thus, he organized the Knights of from one of the three Orders of Knights. All Crown: unquestioned obedience to those
Solamnia. Through wars with bordering armed persons operating under the protec- whose authority is righteously maintained in
states, the Third Dragon War and Solamnia’s tion and command of the Knights will be part the Knightly Councils; dedication to the
subsequent rise to power during the Age of of one of these three brigades. ideals of the Measure; loyalty to brother
Might, the Knights of Solamnia remained true Knights of all Orders; and all other acts that
to the Oath and Measure established by the The army is commanded by a Warrior cause the strengthening of loyalty among the
great and long-dead king. Lord, one of the three Lord Knights com- Knights.
manding the brigades. The Warrior Lord is
chosen by majority consent of the three Lord No Knight found wanting in the Measure of
Knight brigade commanders and must exem- any Order shall command Knights on the
plify the highest ideals of the Knighthood. field of battle nor council with them until
Recognition of the Warrior Lord is to be made repented of his unknightly deeds.
openly in Knightly Council.
50
Changing of the Guard; PCs Take Charge The Morale of the Knights MR = 12, 10, or 9: Knightly Council
Player characters may be chosen to lead the The Knights of Solamnia are seriously The leadership of the Knights is called into
Knights of Solamnia should replacement of demoralized by the time the adventurers question. Any PC who has exhibited heroic
their leadership become important. The arrive (current Morale Rating is 13, down conduct will be put forward to replace one of
process for replacing a leader is as follows: from the Knights’ normal 17). For BAT- the brigade commanders.
TLESYSTEM rules purposes, use the follow-
1. The leader must relinquish his command: ing system for determining base morale at MR = 8: Desperate Attempt
This may be done either with the Knight’s the beginning of any Sortie; also use the
consent or forced through a Knightly same system for determining certain events One of the Lord Knight brigade commanders
Council. If a Knight in leadership position according to the Events of Honor listed attempts to command his entire brigade to
is found wanting in the supreme qualities below. No morale additions can bring the enter the field of battle. Any brigade with
of the Knighthood, then he may not com- morale of the Knights higher than their origi- cavalry will be first to leave. This reflects the
mand and another must be elevated to nal 17 nor can any subtraction bring the desperation the Lord Knights feel as the
command. morale of the Knights lower than 8. morale of the Knights slips. Their reasoning
seems to be that things will only get worse so
2 A new leader must be selected: No Knight Morale Modifiers for Solamnic Knights best to attack now. With BATTLESYSTEM
may nominate himself for the office in rules, run the Knights Breakout Sortie using
question; his case must be given by Heroic Actions (+ 1 to +5) the appropriate brigade of Knights and sol-
another Knight in good standing. Non- diers. Otherwise, the entire brigade disap-
Solamnics may not participate in this The Knights’ morale increases with every pears with the exception of one soldier
process. victory or whenever the PCs perform a heroic returning to tell the tale of how they were
action. The amount of increase depends on trapped between thousands of monsters and
3 The general Knighthood must consent: the act. These include, but are not limited to, crushed as between two rocks.
The Knighthood must make a morale the following:
check. For purposes of this roll only, use Knight NPCs
the following rules for morale determina- +1 For every enemy unit destroyed or
tion: if a PC is nominated, subtract any routed from the battlefield. During this adventure, the morale of the
morale modifiers due to heroic PC action. Knights is of supreme concern. The NPC
if no PC is nominated, then do not include +2 Whenever a PC becomes commander of Knights encountered should be no more
heroic PC action modifiers for this roll. If the forces at the tower. adventurous than the PCs. Take the same
the Knights fail their morale check, the precautions with them as the players do with
PC’s nomination is accepted and the PC +3 For every victory in a Sortie or battle. their PCs. The Knights will not normally vol-
becomes the leader of the unit or brigade +3 Risking one’s life for another. unteer for hazardous assignments and will
in question. +5 Unselfishly sacrificing one’s life for oth- probably be reluctant to help the PCs.
Knights never allow themselves to be ordered
The Knights always nominate ld3 NPC ers. about by anyone but their superiors.
Knights for any position in addition to any PC
nominations. The consent of the Knights Non-Heroic Actions (-1 to -2)
(step 3) is carried out for each nominatee in
turn. If consent is given to more than one These acts lower the morale of the Knights.
person, then step 3 is repeated until only one
character has the consent of the Knights. If -1 Unwise PC actions
step 3 is repeated more than seven times, Violations of the Measure
then the Knightly Council is declared unde- Unwise commands
cided and the function of command is rele- Disobedience to commanders
gated to the unit’s commander until the
council may meet again. (Units fall under - 2 Each sortie in which the Knights suffer a
brigade commanders temporarily; brigade defeat
commanders fall under the Warrior Lord.)
This severely limits the effectiveness of the Events of Honor
unit until the situation is remedied.
Events of honor occur according to the
PCs who become commanders of units Knights’ Morale Rating. If the morale of the
are not required to stay with the unit, but Knights reaches 8 to 12, follow the instruc-
unless they are with the unit when a battle tions below. Also, the Morale Rating of the
takes place, their unit is considered out of Knights affects how well they defend the
command for BATTLESYSTEM™ rules pur- tower. If the BATTLESYSTEM rules are not
poses. used for this adventure, then the Morale Rat-
ing of the Knights automatically determines
the outcome of battles as described in the
Events section of Chapter 11.
51
This adventure centers around events at the Interactive Narrative lets your players learn Event 37: Wheeling Birds
High Clerist Tower at the Westgate Pass the adventure background and clues neces-
south of Palanthas. The heroes must make sary for a successful adventure; it also lets On day 20 of month 1, wheeling kingfishers,
their way there from the coast of Southern them feel that they are active participants in a portent of war, are seen in the general
Ergoth to Palanthas. There is much they the story. This method quickly transports the direction of Solamnia.
must learn along the way. characters hundreds of miles directly into the
heart of the adventure. Event 38: Fizban Returns
Obscure Death
Starting with Encounter 84, read the On day 30, the ancient wizard Fizban meets
Beginning with this chapter, some characters boxed text to the players. Most encounters the party and urges the heroes toward Palan-
may die permanently. Whenever this hap- give the heroes several choices of where to thas. There might the adventurers find
pens, it is noted; that character may die in go next. Read the options, ask the players to answers to their many questions. Besides, he
that or later encounters. The character will choose one (majority rules), then move on to wants to visit an old friend and needs some-
not reappear later in the story. Beginning the text for that encounter. Remember to one to help him with his baggage.
with this chapter, no PC is subject to the mark off the number of days each journey
obscure death scenario. If a PC dies in this or takes on the Adventure Clock (on the next Event 39: Haunted Knights
later adventures-say goodbye! page). Keeping track of time is very impor-
tant in this adventure, as it is quite possible On day 40 (day 12, month 2), the party
Adventure Goals and Goal Artifacts that the PCs may not get to the High Clerist encounters 20 war-weary Knights of Solam-
Tower on time. nia returning home after serving at the High
The PCs must reach at least one Adventure Clerist Tower. They advise the PCs to get to
Goal and recover at least one Goal Artifact. Wilderness Adventuring The encounters the tower with all speed.
Adventure Goal A is a part of the Crown of have enough information to help you run an
Yarus (Encounter 92 or 96); Goal B is learn- overland adventure. Use the Adventure Event 40: A Hard-riding Messenger
ing about the 33rd piece (Encounter 16); Clock (on the next page), the Random
Goal C is keeping the Orb and Dragonlances Encounters Chart, and the Events in Chapter On day 50 (day 22, month 2), the party
(Encounters 88 and 95). Each Adventure 10 to role-play the journey and still get the meets a Knight riding with a dispatch from
Goal has a corresponding Goal Artifact heroes to the war on time. The five pieces of the commander at the High Clerist Tower.
(pages 58-59). Without a Goal Artifact, the information listed in Encounter 84 will help The Knight tells them the message is an
Whitestone forces face overwhelming odds at the PCs decide where to go. urgent request for aid before the tower is
the Tower of the High Clerist. overwhelmed by the Dragonarmy. Ignore this
Event 36: The Whitestone Council Event if the PCs are already at the tower.
Journeying
This occurs only if the PCs are on Sancrist on Event 41: Impressed into Service
This chapter offers two options for running day 15 (month 1). The Council decides to
the journey from Southern Ergoth to the High take the Orb and Dragonlances from the On day 60 (day 4, month 3), a relief force of
Clerist Tower: Interactive Narrative and heroes for further study. This Event may be Solamnic Knights impresses the heroes into
Wilderness Adventuring. avoided by leaving Sancrist Isle before day the cause of the High Clerist Tower.
15 or by stealing the weapons and Orb back
after they are taken.
52
Interactive Narrative sea. The Dragonlances need to get into 85. Crystyn
action. While the players are deciding
84. The Solamnic Seas where to go, read the following to them. A continuous white mist laces the trees
and ground in delicate splendor. Towering
A gentle breeze wafts over the shore. The Three ships are ready to sail. Their cap- mountains stand dark against the brilliant
quiet life of the Solamnic outpost, far tains are known to the Knights as good night sky.
from the war, belies the trouble and fear and honest seamen. One great gull-
of its people. Here and there, knights winged ship stands ready to ply the seas Mark one day off the Adventure Clock for
canter their horses down the roughly cob- to Sancrist, home in exile of the Solamnic every Wilderness Map hex the PCs pass
bled streets. Knights. Another stands ready for a jour- through. It takes five days to explore a hex
ney to Crystyn. The third captain is risk- casually and four weeks to explore carefully.
At this point the players must decide where ing the treacherous Chislev Break If the players explore a hex (even casually),
to go. Ships at the outpost are setting sail for between Northern and Southern Ergoth to read the following:
Paianthas, Caergoth, Crystyn, and Sancrist sail to Caergoth in southern Solamnia. He
Isle. The PCs can also go overland to East- is impatient to return and fight with his Struggling through dense forest, you sud-
port (on Southern Ergoth’s eastern shore) comrades. denly come upon the remains of an
and catch a ship to Caergoth from there. ancient tower Most of the tower was
These ships are small merchant vessels (see destroyed in some long-past conflict, but
The PCs’ priorities right now are to find DMG, p. 53) with hull values of 1d10 + 20. a broken ring of stones still stands.
out how to operate the Orb and Dragon-
lances and to get to the war before it’s too Cast Your Fate! If the players enter the tower they find a
late. Remind the players of this and give wand of fire (10 charges), a ring of fire resis-
them the following information from the Sail for Sancrist? Read Encounter 84A; tance, and a ring ofprotection +3. The play-
Knights: mark 7 days off the Adventure Clock; go to ers do not find more of these items if they
Encounter 86 return to Crystyn.
1. The Council of Whitestone on Sancrist Sail for Crystyn? Read Encounter 84C; mark
may have advice on the Orb and Dragon- 1 day off the Adventure Clock; go to Random Encounters on Crystyn are in the
lances. Encounter 85 1 d10 + 34 range on the Random Encounter
Sail for Caergoth? Read Encounter 84B; Chart on the next page.
2. Sailing to Caergoth is the fastest way to mark 12 days off the Adventure Clock; go to
reach the war. Encounter 95 Roll 1d4 when the players wish to leave
Journey overland to Caergoth? Go to Crystyn. The result is the number of days
3. Crystyn reportedly has treasures and Encounter 90 they wait for a boat to bring them back to the
weapons for those bold enough to search outpost. Mark the number of days off the
the misty isle. 84A: Sail for Sancrist Adventure Clock and return to the “Cast Your
Fate” section of Encounter 84.
4. Overland to Eastport is a long journey but The ship weighs anchor at evening tide,
safer than the sea voyages. Rumors cutting pink salt spray with its bow. For 86. Thalan Bay
abound at the outpost of terrible devasta- several days you course through the
tion to the north, along the route to East- waters of Krynn. At last, Sancrist is seen Towering mountains form one side of
port. on the horizon. Thalan Bay, the harbor of Sancrist Isle.
Deep, lush forests ring the harbor and
5. Time is of the essence. The Dragonarmy 84B: Sail for Caergoth hold Castle Wistan. home in exile of the
controls almost all of Ansalon and the- Solamnic Knights. Here also is the fabled
forces of good are backed against the The ship weighs anchor and heaves to Whitestone Glade where the council of
north and east. On the fifth day you’re free peoples will soon gather.
Adventure Clock buffeted and driven back by terrible
Each [ ] = 1 day storms. The rocky shores of southern and You are told that an ancient race of
northern Ergoth foam death white to the gnomes lives in the mountains of Never-
Month 1 Su MO Tu We Th Fr Sa south and north. The grim captain stands mind. They hold many answers for those
determined watch; his will alone, it with technical questions, although the
Week 1 [1] [2] [3] [4] [5] [6] [7] seems, gets you through. Now, under answers are not always intelligible.
Week 2 [ 8] [ 9] [10] [11] [12] [13] [14] cold grey skies, you see the towering
Week 3 [15] [16] [17] [18] [19] [20] [21] walls of Caergoth. Thalan was once a great port and sent
Week 4 [22] [23] [24] [25] [26] [27] [28] ships to Tarsis, Istar, Palanthas, and even
84C: Sail for Crystyn Silvanost. Regular routes exist only to
Month 2 Su Mo Tu We Th Fr Sa Palanthas and Caergoth nowadays.
The ship weighs anchor at first light,
Week 1 [1] [2] [3] [4] [5] [6] [7] sprays of blue winter sea foaming about Vessels found here are small merchant ships
Week2 [8] [9] [10] [11] [12] [13] [14] its bow. Come evening, the hulking grey (hull values of 1d8 + 28). Encounters are in
Week 3 [15] [16] [17] [18] [19] [20] [21] mist of your goal is on the horizon. The the 1d12 + 7 range on the Random
Week 4 [22] [23] [24] [25] [26] [27] [28] captain drops anchor and you row ashore Encounter Chart.
in a longboat. Nothing can be seen but
Month 3 Su MO Tu We Th Fr Sa the grey mists. Cast Your Fate!
Week 1 [1] [ 2] [3] [4] [ 5] [6] [ 7] Sail for Palanthas? Mark off 25 days; go to
Week 2 [8] [ 9] [10] [11] [12] [13] [14] Encounter 96.
Week 3 [15] [16] [17] [18] [19] [20] [21] Attend the Whitestone Council? Mark off 2
Week 4 [22] [23] [24] [25] [26] [27] [28] days; go to Encounter 88.
Month 4 Su MO Tu We Th Fr Sa
Week 1 [1] [2] [3] [4] [5] [6] [7]
Week 2 [8] [9] [10] [11] [12] [13] [14]
Week 3 [15] [16] [17] [18] [19] [20] [21]
Week 4 [22] [23] [24] [25] [26] [27] [28]
53
Inquire of the Knights of Solamnia? Mark off in Palanthas. Draconian emissaries have dreds of years, to our knowledge. Our
2 days; go to Encounter 87. charmed the Palanthians with lies while cause is desperate enough that I am
Climb Mount Nevermind? Mark off 4 days; building their armies. Now only the High requesting that you go into the tower that
go to Encounter 89. Clerist Tower protects the most covered is forbidden to us. Within, I am told, is the
fleet of ships in ail Ansalon. Unless the ancient wealth of the High Clerist. Perhaps
87. Castle Uth Wistan Westgate Pass is held our cause is it can be used in our cause. Now you must
doomed. hasten for time is short.”
The spires of Castle Wistan rise above the
forest canopy. Many Knights have set up “Yet there is worse than that. My The PCs may take the following items if they
camp on the castle grounds. There is a Knights waste themselves in pointless con- agree to aid the Knights: plate armor +4
flurry of activity and a sense of great tests of power; my position is threatened (human sized); plate armor +3 (dwarf sized);
urgency. by commanders in the field; my orders are shield of missile protection +1; cloak of invisi-
questioned and even disobeyed! The bility, longsword +3; and a shortsword +2.
Read the following only if this is the first time Knighthood is dead unless an exemplar of
the PCs have been here. honor and strength comes to us and Lord Gunthar’s castle is a medium-sized
renews our faith. castle with a curtainwall (a high, fortified wall
As you approach the camp, guards hail that surrounds a castle). The castle is in
you and ask your business. You are quickly “There are three commanders at the excellent condition and fully functioning.
escorted to Lord Gunthar Uth Wistan. tower, Lords Aurik, Michael, and Joeffrey.
Lord Aurik is commander but is far in his Tents and portable pavilions stand
Gunthar sits straight and proud in his years and lacks the wisdom he once had. encamped all around the castle, forming a
great high-backed throne. A good and Lord Alfred has great sense in battle but sea of color from the castle moat to the for-
noble leader, he is desperately trying to is indecisive. Lord Jeoffrey is motivated est. There are three distinct camps (one for
keep the Knighthood intact. He wishes to by his own ambition-watch him with each Order of the Knights) and tempers often
speak to you alone and dismiss the atten- care. flare up. Encounters in this area will be in the
dants. ld12 + 6 range on the Random Encounter
“We will give you what we can spare Chart. Knights act according to the guide-
As they leave, Gunthar’s demeanor from our armory if you agree to aid our lines given on pages 50 and 51.
changes. He slumps forward with a sigh. cause. I would that you journey to Palan-
thas with a writ to Astinus and urge him to The Knights can offer no further aid and
“I was told of your coming. I fear for all strongly encourage the PCs to head toward
free people in Ansalon. The Dragonarmies once again plead our case before the Sen- Palanthas and the tower as quickly as pos-
have pressed across the Solamnic Plain ate. Then go to the High Clerist Tower. sible.
and only now have we discovered our folly Another writ I give you to gain entrance
into the tower-it is our holy place and the
troops will allow no one in without my per-
mission. None have entered there for hun-
Random Encounters Table 1: Random Encounter Checks 16 1-6 Peasants
17 1-6 Knights of the Rose
In addition to the set Encounters and Area Check Range 18 1-10 Knights of the Sword
Events, the following Random Encoun- 19 20 Pilgrims
ters can occur at your discretion. You Kender Forests 1/3 Turns 1d6 + 3 20 1-8 Gully Dwarves
can alter the frequency or omit them 21 1-4 Army Archers
altogether if the party is seriously weak- Vingaard 1 / H o u r 1d8 + 3 22 1-6 Cavalry
ened. Properly run, Random Encounters Mountains 1/2 Hours 1dl0 + 3 23 1-8 Bozak Draconians
can add flavor and excitement to the 24 2-12 Kapak Draconians
game. Palanthian Plains 1/4 Hours 1d20 25 2-20 Baaz Draconians
Greater 1/3 Turns 1 1 2 + 7 26 1-6 Sivak Draconians
Use the following tables to set up a 1/3 Turns 1d20 + 12 27 1-3 Blue Drabons
Random Ehcounter. Table 1 contains a Wilderness 1/2 Hours 2d10 + 17 28 2-40 Hobgoblins
list of all the areas that might be Cities and Villages 1/3 Turns 1d10 + 34 29 1-4 Peasants
explored during the adventure. Next to Battle Plains 1/3 Turns 1 d 1 2 + 3 7 30 2-12 Army Troops
each area is a column labeled “Check.” Dragon Occupied 31 1-6 Ogres
This shows how often you should check Ancient Ruins 32 1-20 Vultures
to see if a Random Encounter occurs in Clerist Tower 33 1 Death Knight and 16 Warriors
that area. For example, “1/3 hours” 34 1-6 Baaz Draconians (drunk)
means that you should make a Random Fable 2: Random Encounters 35 1 Groaning Spirit (Banshee)
Encounter check once every three game 36 2-12 Wraiths
hours while in that area. To make a Ran- 1 1-20 Baaz Draconians 37 2-12 Spectres
dom Encounter check, roll 1d10. If the 2 2- 16 Kagonesti Elves 38 2-12 Baaz Draconians
result is a 1, a Random Encounter takes 3 1-8 Kagonesti Elves 39 1-6 invisible Stalkers
place. 4 1 White Stag 40 1 Lurker Above
5 1 Kender 41 1-6 Phantoms
Next, look at the column marked 6 1-4 Kender 42 1-100 Rats, Ordinary
“Range.” Roil the die listed and add the 7 4-40 Kender 43 1 Shadow
modifier beside it. Look up the resulting 8 2-40 Peasants 44 1 Spectral Minion (Philosopher)
number on Table 2 to find the Random 9 1-1 2 Pilgrims 45 2-40 Spectral Minions (Reerlers)
Encounter that takes place. The statis- 10 2-40 Army Troops 46 2-12 Spectral Minions (Berserkers)
tics for monsters encountered are given 11 2-20 Army Archers 47 2-12 Spectral Minions (Warriors)
in the Combined Monster Statistics Chart 12 4-24 Cavalry 48 2-12 Bodaks
on the back cover of this book. 13 1 Kingfisher 49 1-8 Willo-o-Wisps
14 1-20 Knights of the Sword
15 4-40 Peasants
54
Cast Your Fate! Record that the PCs have reached Adven- The gnomes are the technologists of Krynn.
ture Goal C. If the PCs stay on Sancrist for six They love intricate and mechanical things so
Attend the Whitestone Council? Mark off 2 more days, run Event 37. much that they make everything four times
days; go to Encounter 88 larger and ten times more complex than
Climb Mount Nevermind? Mark off 4 days; Cast Your Fate! needed. As a result their devices seldom
go to Encounter 89 work right (average failure rate of 70%).
Go to the ships of Thalan Bay? Mark off 2 Go to Castle Wistan? Mark off 2 days; go to
days; go to Encounter 86 Encounter 87 The gnomes can give advice on the Drag-
Climb Mount Nevermind? Mark off 4 days; onlances or the 0rb. Read the boxed descrip-
88. Council of Whitestone go to Encounter 89 tion only if the PCs have the item. After
Go to the ships of Thalan Bay? Mark off 2 reading any pertinent sections, read the final
The dense forest opens to reveal a great days; go to Encounter 86 section of boxed text.
circular meadow. Lush grass and cool,
clean air greet you as you enter the glade. The Council of Whitestone consists of both Dragonlance: The Weaponsmith Guild
seated and unseated members. Seated mem- goes into emergency session and a spe-
A slab of white gemstone rises at a bers may vote in the Council’s decisions and cial delegation is in negotiation with the
slight angle from the center of the glade; include Lord Gunthar, Duncan Hammerrock Metalsmith Guild over which guild has
the fabled and holy Whitestone. It is here (Master of Ergoth king), Serdin MarThasal jurisdiction in this matter.
that Paladine last touched the world. (Duke of Vingaard Keep), and Gnosh
(Gnome Representative of the Collective An officious-looking gnome reports:
Read the following only if this is the first time Guilds). Unseated members may not vote in “The traditional Dragonlance did terrific
the PCs have been here. Council but may voice their concerns. Many damage to dragons and was allegedly
members of all races take part in Councils as indispensable during the last dragonwar,
As you watch, delegates from all the free unseated members. especially since they used the larger ver-
lands of Ansalon enter the grove and sit sion which was mounted on good dragons
around the Whitestone. The glade fills The council is unable to decide on a although the footman’s model such as
with elves, dwarves, kender, and humans. course of action. The elves demand that the you have was hardly something to take
Lastly do the Knights of Solamnia enter Orb be returned to them and are prepared to lightly, especially if you are a dragon . . .”
with Gunthar standing before the seated go to war to regain it. The dwarves are skep-
assembly. tical of the worth of a Dragonlance not forged “Anyway. Well, there is only one ques-
by the Hammer of Kharas. They demand tion our guild has, to wit, that your Drag-
“Lords and Ladies, I call the White- possession of Huma’s Tomb and sole right to onlances were not forged by the Hammer
stone Council. May our discussions yield forge and wield the lances. The Knights and of Kharas, which is an important part,
fruit in these evil times.” other humans want the lances and Orb to go according to legend, of the proper forging
to the High Clerist Tower and Palanthas, and any other method runs the risk of the
The meeting begins with an account of respectively. None of the delegates trusts the lance breaking upon first use as indicated
your travels and discoveries. A silence others, nor are they willing to work together. by our studies in the fields of . . . Ahem.
greets the end of the tale. That’s all we know about Dragonlances, I
89. Mount Nevermind think.”
It is the last moment of peace at the
meeting. The glen erupts into a confusion For three days you climb the craggy Dragon Orb: Many guilds argue over the
of shouting voices. mountainsides. The terrain is devoid of Orb (including the Curtainmakers Guild)
life until you come to the trail’s end. but finally Gnarl reports.
. . . send these lads and their new-
found weapons to Palanthas! Let them A small gnome stands in the mouth of “The Dragon Orb or Orb as it has
prove the mettle of their weapons and a huge tunnel. His name is Gnarl and he come to be known in these latter days
valor! proudly tells the history of the tunnel’s after the original loss of the Orbs which
lighting system. At first, metal rods run- occurred around the time of the Cata-
. . . the Orb of Icewall belongs to the ning the length of the tunnel were heated clysm-the reason for which, I point out,
Qualinesti Elves. We demand its immedi- until they emitted a brilliant white light. has not yet been satisfactorily explained
ate return!” The tunnel was bright but passersby were by the Cataclysm Section of the Cartogra-
roasted by the heat. Cold coils were phers Guild with whom I have a particular
. . . tales of the Dragonlance are placed between the rods to offset the bone to pick . . .
known to all, yet are these true Drag- heat. This eased the temperature prob-
onlances? Perhaps the gnomes could lem, but resulted in billowing fog. The “Anyway. In any event, the Orb has
study them . . .” gnomes put a large fan at the far end to properties that none of our guilds has
blow the fog out. The tunnel is now hot been able to discover, despite the fact that
. . . like the Orb in the High Clerist and cold and foggy and windy all at the Orb seems to constantly form a num-
Tower! This Orb must not leave Sancrist! once-but at least it is lighted. This is a ber of runic symbols on its surface and in
Not until we understand its great powers courtesy to visitors since gnomes could its translucent interior. The Orb was made
and dangers can we dare . . .” see in the dark all along. by the most powerful wizards of the Age
of Dreams and was originally designed to
“ . . . so I see no reason why we kenders Gnarl takes you inside and several control dragons during the time of the last
shouldn’t take care of it. We have never committees of gnomes handle and inves- dragonwar by somehow taking control of
lost anything as far as I can recall . . .” tigate all your possessions. You learn first the device through a mental process that
hand of the gnomes’ improvement on we do not understand . . . That’s all we
The Council comes to no conclusion. stairs (they use catapults) and finally know about Orbs.”
Indeed, the elves are ready to declare war have an audience with the collective guild
on the Knights, while the dwarves care- leaders to discuss your equipment. You The gnomes say they can tell you no more
fully fuel the argument on both sides. The seem to recall Fizban saying that there about your equipment than they have already
kender taunt both sides to keep tempers never was a gnome who could finish a explained. Somehow you manage to escape
hot. sentence. with most of it.
Still, the general mood seems to be
against you. If you return here the Orb
and lances might be taken from you. Swift
departure is advised by Gunthar.
55
Encounters inside a gnomish kingdom are As you move toward the crown, the 94. The Warship
almost always (90%) with gnomes. The other tower grows dark and transforms. You are
10% are in the 1d12 + 7 range on the Ran- standing atop a great tower with a battle The great warship offers you a chance to
dom Encounter Chart (only ld4 monsters breaking against its fortified walls. A hone your skills in battle. The Palanthian
encountered each time). shadowy figure places a crown atop a troops offer you their best weapons to
skull. Rays of light fly from the skull, take with you into battle.
Cast Your Fate! dealing death to the enemies below. Scat-
tered bones gather to the skull and a The PCs may take the following equipment:
Attend the Whitestone Council? Mark off 4 great bishop of good stands before you in medium shield +2, two-handed sword +2,
days; go to Encounter 88 brilliant robes. banded armor +2, chain mail armor +3, battle
Inquire of the Knights? Mark off 4 days; go axe +2.
to Encounter 88 Abruptly, the scene disappears. You
Go to the ships of Thalan Bay? Mark off 4 are standing in the midst of the barren The PCs also meet the same soldier they
days; go to Encounter 86 plain. Yet all is not as it was. An arc of saw at the inn in Eastport. He strikes up a
stained platinum fitted with mud-dulled conversation with them
90. Southern Forest jewels is half buried in the ground. There
is no doubt that this is one-third of the “What a job, eh!” he says. “The Senate
The gnarled forest resists your every step. crown you saw on the tower dais. sends us out to find rare plants. Praise
It is as though a power has been awak- Paladine we have found them and are now
ened by your trespass and now tries to The players now possess one-third of the returning home.
hold you back. Yet, after four days, you Crown of Yarus (Adventure Goal A; see page
reach the eastern edge of the woods. 58). “I’11 bet you’re heading for the war.
Well, you could do worse than come to
The plains stretch endlessly before If the crown is discovered here then the Palanthas and help those poor crazed
you under a chill sky. It will take some sea captain in Encounter 96 does not have it. Solamnics! They are out at their holy
time to cross that empty expanse to East- Conversely, if the PCs already have the tower, getting the draconians all stirred
port, yet the only alternative is to fight crown piece from the sea captain then it is up. They’re gambling our safety as though
your way back through the forest. not found here. it were a game of Khas and I sincerely
doubt they have the 33rd in their pocket.
Cast Your Fate! Encounters here are in the ldl0 + 34
range on the Random Encounter Chart. “Haven’t heard of the 33rd, eh? Well,
Return to the Solamnic outpost? Mark off 4 it’s an old legend of the Clerist Tower. Old
days; go to Encounter 84 Mark off three days, then play Encounter Yarus, the last High Cleric of the place,
Venture onto the Dead Plains? Mark off 5 93. loved Khas and seldom lost. It was said
days; go to Encounter 91 that he had a 33rd Khas piece, one more
93. Eastport than the game calls for, that he could
9 1. The Dead Plains of Ergoth bring onto the board to magically elimi-
A strong salty breeze beckons to you nate his opponent’s pieces.
Dried grass on the western plains soon from over a last line of hills. Barren plains
becomes barren wasteland. There is no have given way to scattered farmlands “That’s a miracle and I doubt the
game and even water is now scarce. and now the outpost of Eastport lies Knights have any left.”
below.
One day, as sunset turns the blue sky The ship is a Warship with a hull rating of 35
to brilliant orange, you see a tower sud- The dirt streets are wet and muddy and a crew complement of 50. Go to
denly appear to the north, glowing in the near the great docks. The small harbor Encounter 100.
day’s last light. The shimmering, ghostly provides some protection for the fishing
shape looks more and more solid as the boats that bob like toys in the storm- 95. Caergoth Citadel
light fades. It seems to be too ephemeral roughened waters.
to survive in the harsh light of day. Read the first boxed section only if this is the
At dock stands a massive Palanthian first time the PCs have been here. The sec-
Cast Your Fate! warship, proof that the Palanthian fleet ond boxed section may be read each time
still maintains her great and ancient war- the PCs enter Caergoth.
Continue toward Eastport? Mark off 2 days; ships, the only warships in Ansalon to
go to Encounter 93 survive the Cataclysm. The great cliffs of Caergoth rise from the
Divert to the ghostly citadel? Mark off 1 day; sea in breath-taking splendor. The gleam-
go to Encounter 92 A nearby inn is full of troops from the ing towers of the citadel crown the cliffs.
ship. They jostle about with riotous aban- People hurry through the streets, impa-
92. Ghostly Citadel don. You strike up a conversation with tient at even the slightest delay. There are
one of the soldiers. He urges you to take many ships, heavily laden and all bound
Rushing madly across the darkening passage on his ship. It’s leaving at dawn for distant shores.
plain, you reach the great tower. Its form and is the only craft capable of taking you
is hazy and hard to see. off Ergoth in this weather. As you travel through the city, you
happen upon a group of wizards. Their
The great doors open before you. Cast Your Fate! response to you is most perplexing.
Within, broad steps rise to a softly glow-
ing dais. A brilliant crown of woven plat- Return to the Solamnic Outpost? Mark off 7 “We were worried that you would not
inum strands set with jewels is atop the days; go to Encounter 84 come in time. We fear for the Knights at
dais. Sail with the Palanthians? Mark off 17 days the High Clerist Tower. They are involved
and Adventure Goal B; go to Encounter 94 with powers far beyond their ken!
“That great tower was built during the
Age of Dreams. Most peculiar is that its
construction was planned around one
central object-a dread Dragon Orb!
56
“Little is known of the Orbs save they He gives you a velvet bag. Within is an 98. Thelgaard
were wrought by the mightiest of our arc of platinum fitted with delicate jewels.
order! We would not dare to use an Orb. The smell of smoke fills the air. The city
Yet we fear an Orb still remains in the The remainder of the journey passes surrounding Thelgaard Keep is a burning
tower. If it is used by the Knights-woe without incident. Soon your ship passes ruin. Yet the castle still stands. Far to the
unto them!” the Gates of Paladine and anchors in the east, the towers of Solanthas can be seen.
magnificent harbor of Palanthas! Great armies clash on the plain between
The wizards leave you as quietly as the castle and the distant citadel. The bru-
they came. Tell the players that they now possess a par tal war continues.
of the Crown of Yarus (see page 103). Note
The great city is emptying as its peo- that the PCs have reached Adventure Goal A, You are soon halted by a guard and
ple flee to the west. then go to Encounter 100. taken to the commanding officer of the
watch. He hears only half your tale before
There is little else for you here. A ship 97. Southlund taking you before the Lord Regenald,
is ready to sail to Palanthas. Perhaps the Warrior Lord of Thelgaard. You tell him of
battles at Thelgaard and Solanthas could Bitter winds sweep from the north down your journeys.
most benefit from your aid. You could the Solamnic plain. Brittle twigs of brush
always take the western roads overland to shiver over the slushy ground on either “Your aid is desperately needed to the
Palanthas from either of these cities. side of the road. north. Look upon this map of Solamnia.”
Note that the PCs have reached Adventure You have traveled north for several Show the players a map of Solamnia as you
Goal C. days. Now the road forks to the northeast read the following.
(toward the Solamnic plain) and to the
Cast Your Fate! northwest (along the west side of the Vin- “Here, between Thelgaard and Solanthas,
gaard Mountains). is where we have stopped the advance of
Sail for Palanthas? Mark off 13 days; go to the Blue Wing of the Dragonarmy. The
Encounter 96 Read the following boxed text only if this is Dragonarmy started its move from Daar-
Journey north toward Solanthas? Mark off 7 the first time the PCs have been here. gard Keep. The northern force pressed
days; go to Encounter 97 swiftly across the plain to Vingaard Keep,
From the northeast, a single line of figures taking it in a few weeks. The southern
96. Sea Voyage can be seen approaching. Armored branch, supported by fresh troops from
knights on horses stop warily as they near Lemish, quickly moved to cut off Solan-
On the long sea voyage, you come to you. After exchanging greetings they give thas from outside help. It was between
know the captain of the ship. A hearty you news of the wars. Solanthas and Thelgaard that the Dragon
salt, the captain does his best to care for Highlord met her first real resistance.
your needs. “The armies to the northeast are doing
well enough,” says Markus, a mercenary “Our armies are giving a good fight to
One night he invites you into his cabin knight lately in the service of the Solam- those terrible dragons and draconians.
for supper. “I have word of where you be nit Knights at Solanthus. “It’s the army at Much of the Dragon Highlord’s might is
goin,’ and would like to tell you a tale. Palanthas that has ‘em worried stiff. Sure concentrated here. Yet too late do we dis-
enough the war may well be lost unless cover the flaw in our plan.
“My mother was a disciple of the reli- they get some help up there mighty
gion of the Clerist Tower. 0’ course, this quickly.” “Here, at the High Clerist Tower, is the
was many years after the place had small contingent we placed to guard the
become naught but a home for ghosts The mercenaries are tired of war and pass. Yet we have news that the northern
and the like. Still, she felt the spirit of the offer you the use of excess armor they branch of the Dragonarmy has marched
Old Ones and from time to time went to have picked up. “Where you’re goin’ from Vingaard Keep and is moving toward
worship in the temple-not that the you’ll need it more than we.” the tower. Our armies here are engaged in
Knights liked it! They don’t allow a soul fierce battle-we cannot aid the tower.
into their edifice, not even themselves, so The PCs receive the following: plate armor +3 Our northern brothers have only a tenu-
I hear. (human-sized), plate armor +2 (dwarf-sized), ous hold on the very gates to Palanthas.
longsword +3, dwarven battleaxe +3.
“Still, I remember when she would tell “Should Palanthas be lost, then so
me about the great temple and the time Cast Your Fate! shall its fleets. Without them, we have lit-
she managed to give those Solamnics the tle hope of sustaining ourselves in this
slip and get in. Said she cried at the altar Go west to Palanthas? Mark off 7 days; go long war.
for the beauty of the temple. Then angels to Encounter 99
came and led her to the heart of the tower. Go east to Solanthas? Mark off 1 day; go to “Please take this writ to Palanthas. If
Encounter 98 the Palanthian armies come to our aid we
“There she saw a piece of the Yarus Return to Caergoth? Mark off 7 days; go to have a chance to hold our free lands.”
Miter, the Crown of the High Clerist. She Encounter 95
lifted it up and heard voices crying out in Encounters here are in the 1d20 + 12 range.
her head! She didn’t remember more and You should encourage your players to avoid
awoke outside the tower with the crown this area, leading them instead to where they
still in hand. The thing cut deep into her are more needed: Palanthas and the High
flesh. She carried the scars to her final Clerist Tower.
rest, she did. She said the spirits had told
her to keep the piece safe from evil until If you are using the BATTLESYSTEM™
the miter could be united and again crown rules for this adventure and the PCs become
the dead to save the living. involved in battles between the Whitestone
forces and the Dragonarmies, select repre-
“She left it to me and if all I gather is sentative units from Appendix 4 and use ter-
true, it is better that you have it than I. I’d rain layouts from the BATTLESYSTEM
be grateful if you would return it to the Scenario book. Again, the players should
tower.” understand that they are needed urgently at
the High Clerist Tower.
57
99. Coastlund tormented spirits came from within. Yet Tower (read the boxed text aloud). Roll twice
he was confident that Yarus would win in if the players reached Adventure Goal A-
The days pass as you travel through the the end. My ancestor said Yarus must once for each remaining piece of the Crown.
small settlements and towns lacing the have had the 33rd piece. On a duplicate roll, roll again. Note the loca-
foothills west of the Vingaard Mountains. tion of each artifact.
The towns and countryside are overflow- “The 33rd piece was a legend of old
ing with refugees from the Solamnic Yarus. A game of Khas has 32 pieces. Artifact Placement Table
plains who are now trapped between the When asked how he always won, Yarus
mountains and the sea. would smile and say he had a 33rd piece. Die Boxed Artifact
It was said that Khas pieces from previous Roll Text Location
In one small town, an innkeeper hap- games returned unseen and swayed the 1D 118. Altar of the Orb
pens to overhear your destination. “Par- game in his favor. 2E 145. The Eternal Halls
don me, but an elder of our town had an 3F 148. Treasury
ancestor who was a steward in the Clerist “Now the Knights of Solamnia guard 4G 163. Nest of the Kingfisher
Keep. Would you want to speak with him the Tower and only those who can slip 5H 161. Grim Watch
before you leave ? He might be able to tell past their watchful eyes can find the way 6I 146. Iron Golems
you about the 33rd piece! He is but a into the inner chambers. The Tower’s
day’s travel up the mountain.” treasury at the end of the Eternal Hall has Only the artifacts that correspond to Adven-
never been plundered because of the ture-Goals reached are in the -Tower.
Note that the PCs have reached Adventure guards and the terror. The southern
Goal B. entrance leads straight to the heart of the Artifact A
tower. My ancestor also mentioned a stair
Cast Your Fate! that ascended the height of the structure. “The Cataclysm struck the Tower felling
That is the end of my knowledge of the the High Clerist as he sat playing Khas.
Climb the mountain to the elder? Mark off Tower.” His great crown, which held his life, was
15 days; read both following boxed sections; sundered into three pieces and taken by
go to Encounter 100 You bid farewell and depart for the his spirit guardians to places of safe keep-
Continue on to Palanthas? Mark off 13 days; journey down the mountain. The day is ing. First one piece, then another. Only
read only the second section of boxed text; still chilly despite the impending spring. two of the pieces do I see . . .”
go to Encounter 100 You continue your journey northward for
nine more days until you at last come Artifact B
A light rain begins to fall as you journey around the northern end of the impass-
up the mountain. The last rays of sun able Vingaard mountains. The great “Indeed there was a 33rd Khas piece; a
stream through a break in the clouds, Gates of Paladine stand on either side of wizard of crystalline steel whose powers
bathing the scene in orange light. the bay’s entrance while four days to the were said to be connected with the
south gleams the city of Palanthas. Knights of Solamnia of old. It was
A simple cottage sits at a bend in the secreted in the Tower long ago.”
road, just as the innkeeper said. Inside you 100. Palanthas
find an old man. The years have lined his Artifact C
face and whitened his thin hair, but his The great Cityhome of Palanthas majesti-
eyes are bright and clear. That night, to cally cradles the Bay of Branchala in her “The Tower of the High Clerist was built
the constant rattle of the rain, he tells you outswept arms. Spires of gleaming white most oddly. There was once a Dragon Orb
his tale. pierce the blue sky. In the bay sits the There although to what purpose it existed,
greatest fleet on Krynn: mighty warships none new understand.”
“My ancestor was there at the time of with their low hulls, merchant ships with
the Cataclysm. His tale has been passed tall rigging, fishing craft, and many Artifact D
down the generations in my family. Now I smaller boats. It is a city without equal,
tell it to you. untouched by the Cataclysm. Streets “Even as the Cataclysm destroyed the
paved in close-fitted stone are lined by land, it was placed carefully on a dais at
“The tower is a deceptive building. In statues of ancient heroes. Wide steps of
times of peace, one could walk from the white granite rise to colossal pavilions the base of a great shaft surrounded by
base of the tower to its uppermost supported by fluted columns. It is a city welded doors.”
reaches without ever being hindered in from a different age.
one’s passage. Yet, those who knew the Artifact E
ways of the tower could activate its mar- The Library of Palanthas is a huge
velous defenses and make it a terrible building on the east of the main square. “A guardian in the Tower brought it with
fortress of war. his last breath to a Hall of Eternity that
Your request to see Astinus is greeted looked infinitely far in all directions.”
“Lord Yarus was the Lord High Clerist with skepticism until Astinus comes to
of the Knights of Solamnia in those greet you. He alone has seen your deeds Artifact F
times-the last of the Lord High Clerists. A and recorded them. Though he can only
good man and the most powerful cleric of see events in the past, his visions of his- “It was placed in the most secure place of
his time. Yarus and his bitter enemy, tory may aid in your quest. the tower, with all the other precious gems
Kurnos, Bishop of Sargonaas, often played and treasures, suspended over a great
Khas in Yarus’s chambers. They played Astinus has much information to give the shaft.”
before the throne of Yarus, high above the PCs about the Adventure Goals they have
Council Chamber in the uppermost reached and the tower artifacts connected to
reaches of the tower. those goals.
“So it was on the day of the Cata- The Goal Artifacts in the Tower corre-
clysm. Kurnos was there with Yarus when spond to Adventure Goals the PCs reached.
the world came to an end. My ancestor For each Goal, read the matching boxed text.
was outside the tower and could not get Then roll 1d6 and check the Artifact Place-
back in. Sounds of battle and horror and ment Table to learn the item’s location in the
58
Artifact G
“It was lifted into the high places of the
Tower and locked away.”
Artifact H
“In Yarus’s own chambers, under the
guardianship of loyal and wondrous ser-
vants, was it set”
Artifact I
“In the depths of an endless hall was a
room watched over by iron and wizardry.
Here was it secured.”
When all these preparations are completed,
finish by reading the following.
Much to your dismay, Astinus’s advice is
the only aid this city offers. Complacent in
their glory, the citizens do not believe that
the Dragonarmy will trouble Palanthas.
The Senate has been taken in by the
assurances and smooth words of the dra-
conian emissaries. Corruption is rife and
the army can be bought into service if
enough money is offered. You feel sure
that the Dragonarmy will crush the city
unless the people are brought to their
senses soon.
You travel south to the Clerist Tower
under cloudy skies. Rain soon pelts you,
turning the road into a muddy morass.
Palanthas is a focal point for all the good in
man as well as the bad. The beauty of the
city, the vast knowledge stored in her library,
and its culture and history contrast sharply
with the Senate’s corruption and the compla-
cence and indifference of the populace. The
Palanthians believe that the war, like the Cat-
aclysm, will pass them by. They deride the
Knights of Solamnia for drumming up sup-
port for the war. Only a great shock will bring
them to their senses.
The army of Palanthas could be bribed
into action with approximately 80% of the
treasure in the High Clerist Tower.
Proceed to Chapter 11.
59
This chapter is divided into Encounters Event 43: Bogus Pilgrims Event 45: Battle of the Clerist Wall
(keyed to Areas) and Events (keyed to time (Month 2, day 21) (Month 3, day 6)
counted on the Adventure Clock). The order
of Events and Encounters depend upon As Event 42 above except that these pilgrims If you’re using the BATTLESYSTEM™ rules,
player actions. Keep track of both time and have been infiltrated by 4d4 Baaz draconians run the Sortie “Battle of the Clerist Wall” on
location to know which Event or Encounter in pilgrim guise in an attempt to gain entry to page 116. Otherwise, read the following
to run next. the Tower preparatory to the main force’s boxed section to your players, then deter-
attack. The Baaz break away from the pil- mine the results using the Simplified Battle
Encounters for this chapter are keyed to grims inconspicuously. In addition to any- Resolution Chart (page 112).
the Westgate Pass map as well as some of thing they can learn about the defenses of
the interiors of buildings on the map of the the Tower, they will also attempt assassina- They have returned! Once again the
High Clerist Tower. Encounters occur as soon tion of Solamnic leaders if the opportunity armies of draconians and kobolds raise
as the PCs enter an Encounter Area. Begin presents itself. clouds of dust from their swollen ranks.
this chapter with Encounter 101. Their weapons flash and glint in the dis-
Event 44: Juggernaut tance as they close again on the Tower.
Events (Month 2, day 24)
Now, to the horror of the Knights,
Event 42: Pilgrims at the Gate If you are using the BATTLESYSTEM™ rules, great blue dragons appear overhead! One
(Month 2, days 7, 14, 21, and 28) run the Sortie “The Juggernaut Comes” as dragon rakes the walls with its lightning
detailed on page 116. Otherwise, read the breath while two other dragons, laden
Robed pilgrims have come to worship at the following boxed section to your players then with nearly a dozen draconians each, start
Tower. Though attired similarly to disguised determine the results using the Simplified dropping them onto the outer wall! The
draconians encountered in earlier travels, Battle Resolution Chart on page 112. attack is more furious than ever and fear
these are true worshipers. The Knights allow of the dragons keeps many of the brave
them to use the temples on Level 2 (see The sound of distant thunder rolls across Knights down behind the bastions, unable
Chapter 12) but insist that they go there only the plain. Soon the lookouts on the bat- to fight!
during daylight hours. They camp outside the tlement walls cry out, pointing to the
perimeter of the Tower’s curtain wall. south. Event 46: The Challenge
(Month 3, day 9)
These quiet people are dedicated wor- The normally sharp line of the horizon
shipers of Kiri-jolith, Habbakuk, or Mishakal. is obscured by a cloud of dust rising from A single knight approaches the gates of
They are not sociable and mind their own the distance. The Dragonarmies are the Tower. His black armor glistens in the
business. attacking the pass! pale sunlight despite the dust that coats
his leggings. He stops 100 feet in front of
These pilgrims approach the gate and hail A solid wall of draconians and kobold the gate and hails the sentry.
anyone on watch. They say they are seeking archers crashes across the plain under
to worship their gods at the temples of the bow fire from the defenders. Their ranks “Lord Knights of Solamnia! I, Vindar of
great Tower. The Knights are used to this break against the wall; their arrows cas- Khurman, seek Harus of the Knights. He
and, even in time of war, usually allow them cade onto the top of the curtainwall. The has done me injustice and I claim the
access without question. battle is joined! right to single combat with him as is my
right by your Measure. If you be men of
honor, then I stand ready to fight!”
60
There is one knight named Harus among the The central Tower is flanked by eight sur- Areas 19A, B, and C on the Extended Terrain
Knights. This Harus is but a young Knight, rounding towers connected by a curtain Layout on the foldup map are the camps of
1st level at best, whose father had the same wall. You can see Solamnic Knights pac- the mercenaries under the command of the
name and is now dead. It should be made ing out their watch on the eight octagonal Sword, Crown, and Rose, respectively. These
apparent that Harus is no match for the great battlement towers. East of the curtain soldiers are loyal to their Order and are
Vindar (see Heroes and Commander Statis- wall, a newer set of walls reaches to the grimly determined to do their duty as best
tics in Optional BATTLESYTSTEMTM Rules on eastern canyon wall. A stream runs they can. Soldiers encountered in each Area
page 114). Harus will be near the majority of through multiple portcullises and under are predominately those associated with the
the PCs when word reaches them of this these walls and buildings. The rain- order of Knights that commands them (sol-
event and requests that a PC take his place. soaked banners of the Knights hang from diers from other orders are encountered only
Harus is the only child of his father, whose the eight outer towers. No banner flies 5% of the time).
lands are well behind the lines of the Dragon- from the great Tower.
army. His mother now awaits him in Palan- 103. Battlements of the Keep
thas. If he should die, so will his line; his Three separate encampments are
mother would never be able to reclaim her spread north of the Tower. Dark figures Read the first section of boxed text when the
lands. (The Measure allows for honorable move among the tents. PCs are below the wall; read the second
substitution in single combat.) when they are atop the battlements.
Flashes of light roll through the clouds
If no one takes his place, Harus will refuse overhead. Thunder rocks the canyon The curtain wall of the Tower rises 120
the combat. The act shames the Knights and walls and the rain becomes a downpour. feet over the canyon floor. Parapets with
lowers their Morale by 2. If a PC fights Vindar, merlon teeth stand atop the stone
then the Knights’ Morale goes up by 2. If the Use the picture of the Tower on the foldup machicolation, defying any siege. Now
PC defeats Vindar, then Morale goes up by map to help describe its environs. and then, a dark silhouette of a guard
another 1. No NPC Knight of Solamnia will paces slowly overhead.
offer to stand in Harus’s stead. Only a PC The rain will be snow in the higher eleva-
may do so. tions from where the PCs have just come, Chill wind whips your cloaks as you
making the canyon impassable for 14 days. stand atop the great wall of the Tower.
Event 47: Nightfog Beyond the wall, the Solamnic Plain
(Month 3, Nights 9, 10, 11, and 12) Huddled against the western cliff face, stretches to the southern horizon, its
well-worn tents of every size and descrip- brown grasses shivering in the wind.
A blinding fog comes at night. Any PC who is tion stand in neatly spaced rows. Within the walls, makeshift camps of
awake during the night sees lights high in the peasant refugees huddle in the court-
Tower and hears a voice calling to them. 102. Encampments yards. Above it all, the gray Tower of the
There is a 75% chance that the PC will under- High Clerist stands in the softly moaning
stand what the voice is saying. “The answer These camps belong to recruited mercenar- wind.
is within. The time is come. Make haste!” ies who have joined in the service of the
This continues for four nights or until the PCs Knights. The Knights are billeted in the The machicolations of the curtain wall and
enter the Tower. Knights’ Spur (Encounters 106 to 109). the great walls surrounding the Tower court-
yards form a network of walkways connect-
Event 48: Battle of the Reaper The soldiers are dispirited-and feel they ing all eight small towers with the battlements
(Month 3, day 13 or Final Battle) have good reason to be. PCs attempting to as well as providing access to the Tower
communicate with any of these soldiers must itself.
If you are using the BATTLESYSTEM rules, make a Charisma Check. If the check is
run the Sortie “Battle of the Reaper” on page failed, the soldier either hurriedly excuses In preparation for defense, the Knights
116. If not, refer to the Simplified Battle Res- himself or directs the PC to the commanders have installed makeshift ladders and wooden
olution Chart (page 112) to determine the in the Knights’ Spur. Successful Charisma stairways that rise from the courtyards to the
outcome of the battle, then go to the Epi- Checks mean that the NPC trusts the PC and battlement walls. These can be dropped or
logue. speaks openly with him. One of the following kicked down to prevent their use by an
is disclosed in each such encounter (roll enemy attempting to gain the walls. Ladders
Encounters 1d6): and stairs climb up the backsides of the cur-
tain wall and the walls that connect the cur-
101. Westgate of Solamnia 1. There is a great deal of discord among the tain wall to the Tower.
Knights. The Measure has become a
A bitter southern wind snatches at your noose by which all, Knights and soldiers The Tower has its own defensive mecha-
clothing. Dark clouds boil over the pass alike, may be hung. nisms, only a few of which are known to the
as you make your way down the muddy Knights. Each wall connecting the curtain-
canyon road. The peaks of the Vingaard 2. The legends of the Tower’s wealth and wall to the Tower has an archway. A hidden
Mountains disappear into the low, grey power are told by all the people of this lever in each of the eight Towers activates a
clouds. Chill rain falls as you make your region. A few have tried to sneak in but mechanism that releases the stone arch of
way down the winding canyon. were captured and tried by the Knights. the connecting wall. This not only fills the
passage with stone (making it impossible to
The passage bends; suddenly the 3. Lord Alfred seems undecided as to how to get to the next courtyard) but also breaks the
Tower of the High Clerist appears. Over- proceed. The other Knights look to him connecting wall, making it impossible to
looking the rolling plains of Solamnia for guidance but he seems unable to cross from the top of the curtainwall to the
beyond, the Tower walls run from one reach a decision. keep. Each lever is constantly manned by
canyon wall to the other, completely bar- three Knights who will activate the mecha-
ring access to Palanthas. The walls rise 4. Lord Aurik is a fine gentleman full of tales nism if the Dragonarmy takes control of the
120 feet above the bedrock spur on of the ancient, valiant days of the Knights. curtainwall.
which they are built, yet even this pales A strange gleam comes to his eye when
beside the Tower that rises more than he tells them. Also, the Tower floors have defensive
1,000 feet high. mechanisms (see Chapter 12).
5. Lord Michael is keen on charging into bat-
tle but sees this conflict as a means to
satisfy his own ambitions. He seems not
to hold to the Measure.
6. Unearthly music and laughter have been
heard from the Tower at night.
61
104. Great Gates The stream runs under the spur through The low grasses in this area provide no cover
an aqueduct, baffled by a series of to those who approach the Tower.
Black ironwood gates, 50 feet tall, stand portcullises. Arrow slits open into the aque-
firmly against the armies of the plains duct from the first level of the spur. The main 111. Virkhus Hills
beyond. Banded with steel plates, locked gates of the spur are made of iron barred
by bolt and magic, these gates seal the from the inside. They require one melee Foothills roll along the mountains to the
courtyards from intruders. round to open. horizon. The road winds through the hills
past scorched homes and abandoned
There is an opening mechanism located The spur is a courtyard; there are build- farmhouses.
behind a concealed panel in the courtyard. ings to the north of the main curtain wall. A
The gates, as the Tower itself, are 75% magic large, wide staircase in the east section leads Baaz scout this area. A group of 2d10 are
resistant. Opening the gates using the mech- inside. For defense, the iron gates close encountered 30 minutes after the PCs enter
anism takes only five segments (30 sec- before two portcullises. One wall is lined with the area. The Baaz try to capture them and
onds). arrow slits. take them to Bakaris (Encounter 113) or kill
them if capture is impossible. The Baaz are
105. Refugees 107. Council of Knights cloaked as pilgrims.
The refugees in the courtyard are all men Faded banners hang in the great hall, 112. Draconian Patrols
(the Knights insisted that the women and their emblems in shadow. The great arch
children go to Palanthas long ago). They stay of the ceiling rises overhead into sooty The grasses and trees are burned here.
because of their desire for vengeance on the darkness. To the west, a simple dais rises Dark shapes move in the black land-
Dragon Highlord’s army. These peasants are from wide steps. Three great chairs stand scape.
a silent and grim lot, yet they are willing to there, each bearing the crest of one of the
speak with characters who make a Charisma Knightly Orders. Regular patrols begin here. Roll in the Dragon
Check at -5. They will tell one of the follow- Occupied Lands range on the Random
ing per conversation (roll 1d6): All Knightly Councils are held here. A total of Encounter Chart. Any PCs in this area have
62 attend Councils: 24 full Knights and 38 an encounter every turn (10 melee rounds).
1. A couple of the more adventurous men Knights-in-training. At least 1d20 + 40 full Any captured PCs or major NPCs are taken
have tried to get closer to the Tower. They and in-training Knights attend any Council to Bakharis. Otherwise, the draconians
have all come back somewhat shaken (minus 10 for each unit lost in battle). attempt to kill the intruders to prevent them
and none dared actually enter the Tower. from returning to the Tower.
The Knights claim that it is holy ground. 108. Rooms of Lords
Singing and wild laughter has been heard 113. Army of the Blue Lady
from the Tower. The cold stone rooms are clean but spar-
ely furnished. A fur-covered cot is in the Dark tents rustle on the black, ravaged
2. Before the Cataclysm, much of the king- far room while a desk and chair stand in landscape. The sounds of an army pre-
dom’s wealth was kept in the Tower. the middle of this one. A single, war-torn paring for war greets your ears. Rows of
banner hangs from the wall. tents stretch to the horizon. Thousands of
3. Yarus, the last cleric of the Tower, was draconians, kobolds, and men are ready-
most powerful. It was said that he never These rooms belong to the Lords who com- ing for an attack on the Tower.
lost a game he didn’t choose to lose. His mand the armies: 25A are Aurik’s rooms,
name struck fear into the armies of evil. 258 are Alfred’s rooms, and 25C are PCs stand an 80% chance of being noticed
Michael’s rooms. There is a 25% chance of each melee round (modified for hiding in
4. Yarus and Kurnos, bishop of evil, were finding these NPCs in their rooms at any shadows, invisibility, etc.). Roll in the Drag-
both lost during the Cataclysm and no given time. When present they will be (roll on Occupied Lands range on the Random
man knows their fate. The Tower sealed d%) sleeping (l-40), passing judgment on a Encounter Chart if the PCs are noticed.
itself and since that time only worshipers soldier (41-50) writing dispatches (51-70)
have entered the edifice and then only as or making battle plans (71-00). PCs who escape this area know the
far as the temple rooms on the Second strength and makeup of the enemy forces. If
Level. 109. Map Room they successfully spy on a unit commander
or higher, they learn when the next attack will
5. A tale is told of a villain who entered the Makeshift racks hold hundreds of rolled be and which forces will be used.
Tower to do harm. He entered an endless maps; dozens are spread across a large
hall and is said to walk there still. oak table in the center of the room. Captured PCs and high-ranking NPCs are
brought to the great tent of Bakaris, assistant
6. The Tower was not always known as the These maps show the area around the Tower to the Dark Lady. Bakaris will seek to demon-
Tower of the High Clerist. When it was first and many other parts of Ansalon. The maps strate his power and demoralize his enemy.
built it was called Dragondeath. show the army of the Dragon Highlord cut- He will cold-bloodedly kill any high ranking
ting off all routes south. The size of the forces NPCs and strip any PCs of their armor and
The refugees follow the Knight’s instruc- farther south are, however, unknown and not weapons. He has a 50% chance to find magi-
tions, although many think the Knights have marked on the map. cal items hidden on a PC; he takes those (roll
fallen from the true Order of Solamnus. separately for each item).
Though they do not like the Knights, they 110. Wings of Habbakuk
hate the armies of the Dragon Highlords The PCs are bound, gagged, put on
even more. Flat grasslands run south from the horses (together with the bodies of any
tremendous walls of the Tower as the NPCs), and led to the Tower gates at night by
106. Knights’ Spur canyon mouth suddenly widens onto the a unit of draconians. Bakaris bids them
plains. Below the flat land, the Virkhus farewell with, “Take these back to the
The Knights’ Spur sits east of the great Hills roll into the distance. vaunted Knights of Solamnia. Say that we
outer wall of the Tower and blocks access to shall soon tread on the bodies of all within
the Westgate Pass beyond. Consisting of the walls.”
three levels plus Towers, its defense is not
as well planned as the Tower’s, yet it is still
formidable.
62
63
Vinas Solamnus built Dragondeath, the Massive carved desks of polished oak F. Food Storage and Pantry
Tower of the Westgate Pass, during the Age sit in the center of the room with several
of Dreams. Its origins are shrouded in mys- chairs placed carefully about. A great Huge kegs and bins line the walls of this
tery, although legend holds that the Tower chandelier hangs from the ceiling and room. Grain is scattered across the floor.
was built according to the prophecies of unbroken mirrors run from floor to ceiling The bins contain vegetables and fruit, all
Solamnic clerics for some unexplained pur- on opposite sides of the room. On the fresh although it has no aroma
pose. stone wall behind the desks hangs a bril-
liant banner of a kingfisher. This food is edible as in Area D.
The center Tower is octagonal with
smaller towers at each of its eight points, all There are abbeys on Levels 8, 9, and 10. The G. Guard Quarters
set inside an octagonal curtain wall. large area was the main worship room while
the annexes were used for council and medi- There are two cots per 10 foot square area in
The letters for most Encounters corre- tation. the room. Each has a locked chest at its foot.
spond to the Area titles (A for Abbey, for Any treasure is randomly distributed among
instance). Letters I, 0, and S are not used. The Book of Habbakuk, an ancient work the chests.
of the Age of Might, rests upon the stand.
Tower Defenses Any neutral or evil character who touches H. Grand Hall
this book is struck by a flamestrike. (The
During times of peace, the Tower was open book is immune to all fire-based attacks.) A Frescoes cover the ceiling in brilliant
to all. Worshipers could enter the main gates good cleric who reads this book (one week to detail. Banners hang stiffly from the
to the lower courtyards and then climb the do so) gains half the difference between his rafters. Statues of ancient Knights are
stairs to Level 2 to worship in the temples. current experience points and those needed found in the hall, while scenes of their bat-
Those with state business would take one of for the next higher level. This effect only tles are immortalized overhead.
the two stairs on Level 2 up past Levels 3, 4, occurs once per cleric.
and 5 to the upper courtyards of Level 6. The statues are of Solamnic Knights from the
Levels 6 through 12 held ballrooms, dining B. Bedroom Age of Might. The banners are from their
rooms, guest suites, offices, abbeys, and campaigns.
public council chambers. Most notable were A simple cot stands against the wall.
the great ballrooms of Levels 6 and 7 and the Clothing is carefully hung on pegs in the J. Jail Cells
Knights’ Hall on Level 11 whose chamber wails.
extended up past Level 12. All were open to The key to the locked cell door is on a peg
visitors. C. Corridor outside the door. The cell is clean and unoc-
cupied.
Visitors passed the Tower’s hidden de- The clean-swept corridor runs into the
fenses that were activated in times of war. darkness. Tapestries hang at intervals in K. Kitchen
the halls.
Encounter Areas 115, 118, 122, 125, Several large wood blocks stand in the
144, and 145 contain the Tower’s main The tapestries depict events and heroes from center of the room. A huge, cold stone
defenses. Krynn’s past, including the Grey-gem of Gar- fireplace fills one wall of the room. Great
gath, Huma Dragonbane, and Vinas Solam- bronze kettles hang from the walls along-
In addition, note the following: nus. side cutting knives of every type and
description. One of the tables holds a slab
Areas AA (Guard posts): These have baffles D. Dining Hall of meat.
and arrow slits to let defenders slow the
enemy’s charge with minimal risk. The walls A great table runs the length of the room The meat is quite fresh.
contain secret doors and false doors to con- beneath dark chandeliers. Delicate porce-
fuse attackers. lain plates grace the silk tablecloth. Pol- L. Library
ished silverware flanks each setting. The
Areas AB (Floortraps): These contain false table is set with a sumptuous meal. There Floor-to-ceiling shelves line the walls of
floors released by a lever. When activated by is no aroma from the food. the room and stand in ordered ranks
retreating defenders, the floor swings down, across the floor. The shelves are filled
pivoting at the arrows on the Tower map and The food is preserved but still edible. with books.
dropping at the weighted end (indicated by
an X). Floor traps open over spiked pits that E. Elegant Quarters All the books are from before the Cataclysm
are 10 feet deep. and written in Solamnic. Most are historical
Richly woven rugs cover the floor. Finely and biographical works of the Age of Might.
Tower Interior crafted cabinets and shelves line the The largest book and the first the PCs notice
walls; divans and chairs stand about the is one on Virkhus, the Horn of Dawn. There is
The Tower of the High Clerist is one of the room. also a manuscript on the life of Yarus, High
largest buildings on Krynn. It is impossible to Clerist of Solamnia, but this work ends before
detail its every nook and cranny, but certain Everything here speaks of comfort, wealth, the Cataclysm. It mentions Kurnos and his
areas can be described generally. and power. One room in each suite contains gaming relationship with Yarus. A work on
a great bed with soft linen sheets carefully Kurnos is available detailing his life prior to
A. Abbey turned down. Not a speck of dust is seen. the Cataclysm. This gives the background
material found on page 102.
Delicate tiles cover the floor. Vibrantly
colored frescoes ornament the arched
ceiling 40 feet overhead. Polished
benches are arrayed down the length of
the hall. Many-colored lights stream
through the great stained-glass window
at the far end of the hall. There sits a great
stone stand holding a book. The columns
to either side are resplendent with delicate
carvings.
64
M. Meat Storage Three kingfishers are carved on each side of Random Treasure Location Table
the altar. The rectangular slab runs length-
Bins of salt stand at the back of the dim wise with the room. There are kneeling slabs Dice 1 2 3 4
room. Cured meats hang from hooks on on both long sides of the altar. 1 4,400 kp 800 pp plate armor +3 potionol
the rafters. extra healing
The golden door is magically locked, the 2 7,650 kp 697 pp Bow +3 armors potionol
As with all foods in the Tower, these meats password long forgotten. A knock spell is the
give off no smell and are edible. only way the heroes can open the door. polymorph self
N. Officers’ Quarters U. Servant Quarters 3 500 gpv gems 1000 gpv gems hammer +3 Dwarven Potionol
A simple wooden cot stands against one A simple frame bed filled with clean straw 24 each Treasure Finding
wall. At its foot a large chest lies shut. A stands in the corner of the room.
steel mirror hangs on one wall. 4 750 pp 7,940 sp Ring of Invisiblity Book of
There is a 25% chance that a cloth sack is
P. Prison Pit discovered under the bed. Unless treasure, its Exalted Deeds
contents are the dirty clothing of the servant
A wide, round shaft drops through the who once occupied this room. 5 8,300 sp 8,400 sp Staff of Striking Book of
floor of the octagonal stone room. A chain
ladder lies coiled on a platform that V. Walkway Infinite Spells
extends halfway over the shaft.
An overhanging walkway with a carved 6 4,200 kp 655 pp Sword -2. Dragonslayer Wand of Wonder
The platform hangs over a 30-foot-deep pit. railing looks down over the area below.
The bottom of the pit is lined with clean, 8,800 sp
fresh straw. The chain ladder overhead is Check the map to see the general area the
coiled around a rotating spindle which allows walkway overlooks. Then check that descrip- 7 8,950 sp 9,250 cp Sword of Dancing Wand of
it to be lowered into the pit. tion for more information. 10,000 sp
Q. Offices W. Potables Storage 8 6,300 ep 700 pp Mace of Disruption mass flying (*1)
3 loun stones
High desks with tall stools stand neatly Huge wooden kegs line the walls. In the
about the room. Papers are carefully center of the room stand many racks of 9 4,200 kp 570 pp Tower Map (*4) pale green, prism
arranged on the desk tops. Lanterns stand wine bottles. Necklace of
dark at each desk corner.
Most of the kegs contain water although prayer beads
The lanterns are usable and half full of oil. some contain pre-Cataclysmic wines. All are
drinkable. 10 1,000 gpv Map of Ring of Protection Tales of
R. Rotunda
X. Arrow Slits gems 22 each the maze (*3) from Lightning Virkhus (*2)
Delicate fresco paintings cover the high,
domed ceiling of the room. Images of two These traps consist of corridors of various 11 Gaunllet of 6,400 ep Sword, Cursed Berserk Codex of
kingfishers stand to either side of a great shapes and sizes, with slits along the walls.
knight, flying through the heavens dis- There is also a false iron door at the end of Fumbling 700 pp Kurnos (*2)
pelling darkness. The floor is covered by most of the corridors. (The real exit from this
a mosaic-tile map of pre-Cataclysmic access is always either a concealed or secret 1 2 Drums of Panic 850 pp Sword +5 Holy Avenger Tome of Yarus (*2)
Ansalon. Strange shadows are cast on the door.)
map. 9,000 sp
These Areas were used to entrap invaders
If the players study the shadows on the map, and eliminate them with missile fire from the * 1 Wand of Mass Flying: Uses one charge to
have them make a Wisdom Check. Success side walls. fly up to 10 creatures for 10 melee
means they realize that the darkest shadows rounds. Creatures affected fly at will dur-
cover the Dragonarmy-occupied lands, Z. Gardens ing the spell effect. Five charges.
lighter shadows cover parts of pre-Cata-
clysmic Ansalon that are now under water, Grand trees stand amid lush bushes and *2 Books in the Tower: These three works-
and the unshadowed portions are those lands ferns. The soil is patterned with pathways. Tales of Virkhus, Codex of Kurnos, and
controlled by the forces of good. Brilliant flowers stand in carefully tended Tome of Yarus-give the backgrounds of
groups. these individuals as found on page 102.
T. Temple
Tower Treasure *3 Map of the Maze: This unlabeled map
Intricate patterns are carved into the pil- traces the route from one of the entrances
lars on either side of the temple. Running Except for the main Treasury (Encounter to the Eternal Hall to the Treasury without
the length of the ceiling is a frieze carved 148) and the Goal Artifact locations passing through a single reduction tele-
into the arched stone. At the far end of the (Encounter 100), treasure is found randomly port (see Encounter 145 and foldup
temple stands a platform and a stone throughout the Tower. (Over the centuries the map). The map does not indicate the
altar. Behind this is a great golden door. local ghosts, minions, and shadows have entrance it starts at.
moved the objects about.)
*4 Tower Map: This is a highly stylized map
If a room the PCs enter is marked with a of the Tower. Mostly an art piece, it is dif-
*, it contains treasure. Roll Id12 and then ficult to read. There is only a 25% chance
ld4 to determine which treasure the PCs a PC can tell where he is on the map.
find. From there, he can describe the function
and general contents of the surrounding
rooms. (Kender get a 35% chance to use
this map.)
114. Tower Doors
The great iron portcullis is rusted yet still
very solid. Behind it is a large entrance
hall lined with alcoves containing
weather-worn carvings. At the back of the
hall, a smaller opening leads into dark-
ness.
This portcullis is counterbalanced and lifts
open easily-but with a horrible screech! The
portcullis remains open to whatever height
the PCs lift it. For every foot the PCs raise the
portcullis, there is a cumulative 20% chance
that a guard on the Tower wall notices the
intrusion into the Tower. (Raising the
portcullis 3 feet results in a 60% chance.)
Closing the portcullis also makes noise but
65
does not increase the guards’ chance of actually does know where the treasure is.) In This is a spectre waiting for prey.
hearing. If the portcullis is left open, the any event he leads the characters on the
guards notice in 1d20 turns. There is a 20% most circuitous route possible, giving the 122. Supply Shaft
chance that the Knights will figure out who PCs the “grand tour” of the Tower.
has gone into the Tower. Modify this by any Read the first description if the PCs are out-
circumstances that apply. Gully dwarves pretend to be excellent side the doors, the second if they are already
spies and the bravest of warriors. They flee in inside.
115. Dragontrap panic at the first sign of danger.
Steel doors bar your way through the 30-
The walls of the central hall are laid in a 117. Gully Dwarves and the Door foot-wide opening.
herringbone pattern. Each side wall
encloses a dark passage leading away In this octagonal room, 30 gully dwarves A great shaft extends overhead into the
from the central hall. At the far end of the lie murmuring on the floor. A great golden darkness. There are several landings at
hall, two iron grills make a portcullis with door stands before them. various levels in the Tower. Dozens of
a 3-foot-diameter hole in the center. ropes and pulleys extend from the dark-
Beyond that is an octagonal room with a These dwarves hush anyone who does more ness overhead to the floor. A platform
double golden door opposite the iron than whisper in this Area. They patiently rests on the floor, ropes attached to its
portcullis. explain that they are worshiping the great four corners. A hall opens to the east and
golden door in hopes that it will open and west.
This is the dragontrap. To make it work, a give them the great steel marble.
Dragon Orb must be activated in the central The main doors function as the portcullis in
room (Encounter Area 118). Any dragon 118. Altar of the Orb Encounter 114 except they swing open.
within range is drawn toward it, entering the
Tower through the great portcullis gate (Area Cold air falls from the darkness overhead. This shaft was used to bring supplies into
114). As the dragon gets closer, the hall nar- The room encircles a central dais. Five the Tower. Defenders can fire down on the
rows. The hall’s herringbone pattern makes it sets of doors open onto the room, an enemy as they entered the shaft.
easy for the dragon to enter but difficult to arched opening to the north. Deep dust
get out. Once this far, however, the call of the covers the floor and dais. Eight drelbs inhabit this shaft and floati
Orb becomes undeniable. overhead. They have special illusionary
Atop the dais, an ornamental pedestal movement that is 90% likely to make them
Once the dragon is in Area 115, the is covered in dust. appear to be moving away while actually
portcullis in Area 114 is dropped. The iron moving toward the PCs.
portcullis at 115a is dropped from Areas (Possible Goal Artifact Location)
115b. The dragon’s head-and the dragon’s The Goal Artifact, if it is here, is under the 123. Philosopher Minion
breath weapons-are pinned in 115c. dust on the pedestal. The shaft extends 260
Knights then attack the dragon from the side feet up to Encounter Area 147. A ghostly figure floats in the middle of the
halls, killing it easily. room.
119. Guardian of the Shaft
This method would disgust modern-day This is a philosopher minion. The minion
Knights because they have lost the spirit of Tapestries cover the walls. In the center of may be either male or female. It attacks if
the Measure. Pre-Cataclysmic Knights knew the room stands a platform covered by attacked first or if it feels that the truth of its
that evil must be defeated; they felt that dis- delicate satin pillows. Overhead, a verti- statements has been questioned.
honor came from not using all available cal shaft extends into darkness
means to accomplish this. The dragontrap The philosopher minion is floating 1 d4+ 1
was safe and sure and much honor was Standing on the platform is the shim- feet above the floor. When first encountered
earned in defeating evil dragons this way. mering figure of a huge man in armor, a it says, “I am the minion of wisdom and
large sword held across his chest. truth. Thou hast but to say ‘Speak’ and I
There is a 5% chance that any of the shall give thee wisdom.” If the PCs say
portcullis release mechanisms will not work. This is a guardian minion watching the way “Speak” the minion speaks. Each time the
into the upper reaches of the Tower. The min- minion speaks it comes one foot closer to
The portcullis at 115a is shut when the ion moves menacingly toward the PCs and the ground.
PCs enter this room. The golden doors at the asks, “In whose name do you come?” in a
far end are 100% magic resistant and have deep voice. He attacks unless the PCs answer Philosopher minions can tell the PCs a
been welded shut from the inside. “Yarus.” He will not leave this room. great deal about the Tower. If the PCs ask so
many questions that the minion touches the
116. Gully Dwarves 120. Dungeon floor, it becomes enraged and calls in eight
warrior minions. These arrive ld4 rounds
The room is in turmoil! Small, smelly fig- A dark, robed form hangs from chains at after called. The philosopher disappears
ures move hurriedly about the hall. the back of the cell. when they enter the room.
These gully dwarves have somehow found This is a pilgrim who came to worship at the What a philosopher minion says depends
their way into the Tower. The room is in total tower. He has no information but will join the on the level he or she is encountered on. Roll
disarray. There are 12 gully dwarves with one party. The pilgrim will tolerate no disrespect 1d4 and add the tower level to determine
leader. This leader is a rather dirty but or irreverence for the tower. (from the Philosopher Chart) what the minion
pompous and officious sort of fellow. He says says.
he is on a secret mission to find the wonder 121. Spectre
of the Tower, the great steel marble! He Philosopher Chart
insists that the PCs not tell anyone about this A moaning figure hangs from chains Die Philosopher’s Reply
secret mission. against the back wall of the cell. 3 Direction of one Goal Artifact*
4 Fleet of foot and swift as hare.
If any other treasures are described to
him, he responds that he knows just where Beware the marble on the stair
the treasure is and is willing to lead the PCs 5 Reflections of yourself beware,
to it. (There is only a 20% chance that he
The fetch awaits within that lair
66
6 The endless halls will you diminish, 126. Room of the Good Warriors 130. Bozak
Unless on proper path to finish
Twenty spectral minion warriors of good Three bozak are in this room. They guard
7 Of dancing minions please take care, alignment are repairing their armor and heal- fiercely any treasure that is here.
That your soul they not ensnare ing wounds at a tremendous pace. They take
no notice of characters of good or neutral 131. Lost Pilgrims
8 Direction of Goal Artifact 2* alignment but attack any evil alignment.
9 Direction of Goal Artifact l* Shadowy figures lurk in the corners of the
10 Virkhus the mighty hero of old, Each day, at midday and midnight, these room. Large hoods hide their faces above
warriors march to Area 128 to do battle with clerical robes.
Returns from death with armies untold evil minions for one hour. Unless the PCs
11 When Yarus returns to our land, somehow intercede, both sides retreat with These five pilgrims are lost in the Tower.
heavy wounds only to fight again the next They follow the PCs if offered a path out of
He has anger and power in hand day. the Tower. They know that the main treasury
12 Tower depths hold cavernous room, lies beyond the Eternal Hails on Level 5 and
127. Leader of Minions say that several of their members entered
Dragon meets Orb’s deadly doom those halls never to return.
13 Direction of Goal Artifact l* A spectral minion in brilliant armor stands
14 The Horn of Dawn does Virkhus wield, in this room with three other minions. 132. Water Creature
They seem to be in animated conversa-
Causing the dark evil to yield tion about the battle to come. A water weird lurks in the main water area of
15 Direction of Goal Artifact 2* this room. Any treasure in the room will be in
16 Yarus and Kurnos in ancient days, This is the leader of the good spectral minion the bottom of the water receptacle.
warriors. He tries to convince PCs of good
Played Khas in wizardly ways and neutral alignment to join his side in the 133. Worshipful Knights
17 Just below where Yarus slept, upcoming battle. In return, he is willing to
help the PCs as much as he can. You see the ghosts of warriors in full
Are halls where treasure is kept armor kneeling before an altar.
18 Direction of one Goal Artifact* If the battle in Area 128 is won by the
good warriors, then this leader will disclose a Ten spectral minion warriors of good align-
*On this result, read the rhyme below and portion of the shortest route to one of the ment kneel here asking forgiveness for their
give the shortest direction to the treasure. Goal Artifacts. The steps must be simple. For sins. They listen to anyone of good align-
example: go north; pass two halls; climb the ment, ignore those of neutral alignment, and
“Hear now and take heed stairs; pass two levels; go west. attack anyone of evil alignment.
This way to the treasure you need.”
128. Battleground They gladly follow anyone who can
Directions demonstrate that their quest is just. To this
Up: Over head and hair/Is the artifact’s lair Run this Encounter only during the battle end, the Knights follow the PCs to any loca-
Down: Under boot/Is your loot periods between midnight to 1 a.m. and noon tion on this level or the one below it. They act
North: North and away/Brings joy this day to 1 p.m. as party members in all respects.
South: From my mouth/Your way lies south
East: To sun’s rise/Is the way that’s wise The great domed room is suddenly 134. Room of the Evil Warriors
West: The way that’s best/Is to sun’s rest flooded with hundreds of ghostly appari-
tions. Evil minions float down the great Twenty-three spectral minion warriors of evil
124. Guardians of the Tower Way Staircase in a mad charge; spirits in bril- alignment move about the room. Some pre-
liant armor wielding ethereal swords pour pare their weapons while most regenerate
Ten guardian minions stand watch with ethe- into the lower hall. Metal rings against their wounds. They ignore those of neutral
real bows and quivers of arrows. Although metal. The battle of spirits is joined! and evil alignment but attack anyone of good
spectral, the arrows do normal damage. The alignment.
minions assume that only enemies enter this These are the minions from Encounter Areas
Area without first uttering the password (now 126, 127, and 134. To sway the battle and 135. Berserkers!
known only to them). They cease fire if the force the retreat of the evil minions, the PCs
PCs give them cause to suspect that they are must slay no fewer than 20 minions of evil. These are 2d8 spectral minion berserkers.
of good alignment. This battle may also be won by activating the They will attack anything or anyone.
worshipful Knights of Encounter Area 133
125. Guardian Arch and bringing them here. If the battle is won, 136. Groaning Spirit
the leader of the good warriors offers direc-
An alcove stands opposite the temple tions to the PCs (Encounter 127). The good There is a groaning spirit that attacks with its
door. An ornate image of a kingfisher is warriors give a victory shout and disappear, keening and then uses its other attacks to
carved into the wall, its jeweled eyes released from their quest. escape.
flashing in the darkness.
129. Shadows 137. Kender
The kingfisher holds a sword in its
claws with the hilt pointing to the left. A There are 10 shadows in this room. They Just before this encounter, check to see if
rose is set on the center of the sword and attack the PCs at once. anyone hears the sound of metal clinking
a crown of gems is over the bird’s head. lightly together.
To either side stands an iron statue of an
ancient Knight. Several (1d4+2) kender are encountered.
They say that they just wandered in and
The statues are iron golems, activated 5 seg- thought to clean the place up a bit by remov-
ments (30 seconds) after anyone enters the ing some of the more bothersome items lying
Area without opening the secret door here.
PCs must make an Intelligence Check
(with a -5 penalty) to notice that the sword
hilt is pointing the wrong way. Movingthe
sword hilt to the right opens the secret door.
The golems attack for 5 melee rounds
before returning to their original positions.
67
about. They put up a fight if the PCs attempt unless the PCs answer “Yes” or unless the teleports. (The Level 5 map shows this more
to force the items from them. The items PCs have one of the Goal Artifacts with them. clearly.)
include silverware, silver goblets, and steel Then the searchers scream hideously and
daggers. One of the kender, however, has an attack the party in an attempt to get the arti- The unmarked squares are normal tele-
accurate map showing how to get to the facts or find out where they are. ports. All who pass between the pillars of the
Eternal Halls (Encounter 145) and another unmarked teleports go to the next section
(highly inaccurate) showing how to get 144. Bowling Stairs when they try to leave. The section to which
through the Eternal Halls to the Treasury. the PCs teleport depends on the direction
The kender have a lot more “cleaning” to do Stairs circle up into the darkness. Each they were going when they passed the pillars.
and will not accompany the party. step is made of granite framing an inlaid If the PCs walk through the south side of the
slab of polished marble. teleport, for example, trace along the shaded
138. Lurking Above corridor from that side to the next blank
A successful find traps roll (with a -25% square. This is where the PCs teleport. They
Three lurkers above are waiting patiently on penalty) reveals fine hairs encircling the appear to have stepped into the next square.
the ceiling of the room. Any treasure in the entrance to the staircase. The trap is trig-
room will be directly under them. gered if anything kender-sized or larger The numbered squares transfer characters
moves through the opening. to other squares with the same number. For
139. Wraiths! example, a PC leaving square 7 transports
Once the trap is triggered, there is a time instantly to the other square 7. Square 9 tele-
Ten wraiths float in the room. delay of five segments (30 seconds), then a ports the PCs up to square 9 on Level 13.
huge ball of marble rolls out of a concealed
140. Berserker Cook door at the top of the stairs. The ball rolls on- Squares marked with arrows are teleports
to a ledge on the staircase walls and clears that also reduce the characters (and their
A crazed ghostly figure in a tall hat and the stairs by only a few inches. The ball equipment) to half size if they move in the
white apron suddenly lunges at you with a causes 5d10 points of damage to anyone direction of the arrow. A character who does
meat cleaver! crushed under it. It moves at a rate of 12”. so twice is reduced to 1/4 normal size. (The
Anyone on the stairs must move down at full character’s hit points, damage, and encum-
This is a spectral minion cook (with berserker movement rate and make a Dexterity Check brance also decrease.) Passing through these
statistics), enraged that someone in the past to determine whether they fail. It takes 1/2 teleports against the arrows enlarges the
criticized his cooking and is no longer around segment (and another Dexterity Check) to character to twice his current size but no
to apologize for the remark. get up after falling. The ball continues down larger than his original size.
the staircase to Area 144a where it enters a
141. The Revelers’ Chase teleport that teleports only the ball back to its The shaded corridors show where the PCs
niche at the top of the stairs. There are three end up when they’re teleported.
Screams and giggles echo down the hall- balls in this niche, enough to provide a con-
way. Suddenly, spectral women in gowns tinuous stream of rolling balls. If the PCs try Something unusual happens if there are
run down the hall, pursued by spectral to go up the stairs right after a ball rolls past, two shaded corridors running from the old
they will find another ball rolling toward square to the new one: PCs who are still in
These are 6d4 spectral minion revelers. They them. the old square see two images of the tele-
race through the halls following the path porting PCs. To illustrate this, picture the PCs
labeled 58. The trap may be deactivated by finding entering the maze through Area 145 in the
the loose stone at the entrance to the stair- north. The lead PCs are in the blank square
142. Hall of Mirrors case and pressing it. There is one such stone south of the entrance. If they leave to the
at each level (another find traps roll to dis- west or south, they end up in the same
The hallway here is lined with dark mir- cover this at -25 penalty). The trap must be square (follow the shaded corridors). The
rors, creating endless reflections of your deactivated before proceeding either up or remaining PCs see two images of the tele-
party. down. porting PCs. If some PCs remain at the
entrance, they see the teleporting PCs mov-
There are three fetch living in these mirrors. 145. The Eternal Halls ing one square at a time while actually being
They attack the first three party members teleported quite a distance away.
who look into a mirror. Fetch may only be Stretching as far as you can see is a room
seen in a mirror, and only by those they are with a lo-foot-high ceiling. The end of the Unless the PCs take the correct route to
attacking. room cannot be seen, only 2-foot-diame- the Treasury, they may find that they are only
ter pillars standing at the corners of the a fraction of their normal size when they
143. Searchers 10-foot-square floor sections. The pillars arrive. Each golden piece of treasure seems
are carved with ornate patterns and as big as a wagon wheel.
Dimly glowing lamps can be seen in the woven bands.
distance. They are held aloft by ethereal Characters who are reduced in size are
figures in rags, coming in your direction. The Eternal Halls guard the entrance to the restored to their normal size once they leave
Treasury. No locked doors stand between the the maze and Area 148.
These are spectral minion searchers, evil thief and the great wealth of the tower-only
creatures who have been quested to find the magic! There is also an invisible stalker who 146. Iron Golems
Goal Artifacts that the PCs are seeking. They has been trapped in here for ages. Move the (Possible Goal Artifact Location)
ask if the PCs have found the Goal Artifacts. stalker randomly starting at 62a by rolling
The searchers never stop and leave the PCs 1d4: 1 = north, 2 = east, 3 = south, and 4 = The room is lit by glowing globes set in
west. Ignore impossible results. Once the the walls. These cast an eerie green light
stalker contacts the PCs it stalks them on two iron statues standing on either side
through the halls until destroyed. of an alcove. At the back of the alcove is
a carving of a kingfisher.
While this appears to be a huge room, it is
actually a series of physically unconnected The doorways into this room are trapped and
10-foot-square floor sections connected by close five segments after someone enters the
room. Then a booming voice calls out:
The names of the Knights are three,
Give them and free the way for thee.
68
The names are Sword, Crown, and Rose, toward the ballroom (Encounter 150). These 156. Minion Cleric
not necessarily in that order. If given within minions ignore the PCs unless attacked by
five segments then the emblem of the king- them. A bright figure kneels before the altar at
fisher glows white and the teleport in the the end of the abbey’s cathedral.
alcove is activated, transporting anyone who 150. Ballroom
steps into it to teleport location 1 in the This is a cleric of Yarus, now a spectral min-
maze. Activating the teleport also opens the The great hall echoes with hollow voices. ion. He is the caretaker of the Tower and sees
doors for five segments. Sweet dance music sounds from far away. to its upkeep until Yarus returns.
Laughter floats up from a sea of spectral
If the names are not given, then the iron beings in elegant dress. Women in He knows the following:
golems attack for 10 rounds before returning evening dress float over the floor in the
to their positions. The doors then open for arms of well-dressed ghosts. There is a 1. Yarus will return. His absence was
five segments before the entire sequence madness to the scene, a reckless revelry planned. He but awaits his crown to call
begins again. that knows no bounds! him forth in time of great need.
If a Goal Artifact is here, it is in the tele- There are 120 spectral minion revelers here. 2. The tale of Yarus and the 33rd piece was
port alcove. A group of 2d6 notices the heroes and uses no folk tale. Often did Yarus call Virkhus,
their special attack on at least one PC. the greatest Knight of that time, his “33rd
147. Bloodvine Shaft piece” and said that the Knight’s Horn of
151. Dining Hall Dawn would call legends from their graves
A huge, dark shaft drops away, its sides when the 33rd piece returned.
covered with green vines sprouting from a Four ghostly figures float three feet over a
smooth, yellow trunk. table. They are ail engaged in an ani- 3. The Orb was an object of great mystery.
mated discussion. Yarus claimed that it was not understood.
This bloodthorn vine reaches into the middle The Orb never controlled dragons, it
of the shaft. It only grows to within 10 feet of Treat these as the philosopher minions in merely called them. The trick to the Orb
Level 5 and does not block access to the Encounter 123. If any touches the ground, lies in knowing where to call the dragons.
Treasury. they all disappear. However, just after one If called into a place where the dragon
has replied, one of the others totally dis- was helpless, then the dragon could be
148. Treasury agrees. A pointless argument continues for killed with little danger.
(Possible Goal Artifact Location) ld6 rounds; two minions take one side and
two take the other. This cleric can assist the PCs no further and
A great platform is suspended over the suggests that they hurry for the time of the
center of the shaft. Gleaming steel, gold, 152. Revelers! Last Battle is near.
electrum, and gems are heaped upon the
platform, along with an occasional helm, Many (4d6) spectral minion revelers are 157. Knights’ Court
shield, or sword of glowing brilliance. found in an informal gathering.
Three archways stand in the wall about The hall is silent as a tomb. Ghosts of
the platform, a great shaft creating a 153. Minion Grandee Solamnic Knights line the great hall. At
chasm between each of these and the the far end, opposite the main doors,
platform of the Treasury. An elegant ghostly figure sits on a raised three ghostly knights sit behind a great
dais. Before him stand his warriors. table.
The Treasury platform is hung by four huge
steel cables from the shaft ceiling. The PCs The warriors attack if the PCs attempt to dis- Before the table, another ghostly
must get across the 20-foot-gap to gain any turb this room in any way. Knight stands over the bones of a man in
treasure. Remember that this gap will be pro- rusting plate. No one moves. All stare sto-
portionally larger if the PCs have been 154. Will-O-Wisp ically at one another.
reduced by a reduction teleport in the Eternal
Halls. These creatures appear in the distance and These are all good warrior knights; indeed,
attempt to lead the party to the nearest revel- they were once living Knights of Solamnia.
The Treasury consists of 156,450 stl ers or other dangerous creatures. There is a 35% chance that a PC will notice
pieces, 255,260 gp, 40,000 ep, 8,000 pp, 52 that the standing spectral minion is the ghost
1,000 gpv gems, 23 5,000 gpv jewelry, 5 +3 155. Office Workers of the dead Knight on the floor.
longswords; 5 sets of +2 plate armor, 3 +3
maces; and a Book of infinite Spells. Three spectral figures float hunched over If the PCs make any disturbance in this
writing tables. They seem to be poring hall, then the Lord Knight minion calls the
149. The Grand March over ledgers and papers. party before the table. He informs them that
this is a Knightly Council of Solamnia hear-
Massive marble stairs cascade down from These spectral minion philosophers are try- ing charges against this Knight. They await
the level above. Highly polished brass ing to determine where the Goal Artifacts are the decision of the greater Council convened
railings shine in the flickering light. located. There is a 50% chance that these now in the High Council.
office workers go berserk (treat as berserker
Yet the wonder of the room is the pro- minions) each time they are asked a ques- They have been waiting for 300 years.
cessional. Spectral beings in elegant tion. If they do not go berserk, then they
clothing march endlessly down the stair- answer according to the Philosopher Chart in 158. High Council Hall
case, appearing at the top of the stairs Encounter 123.
and walking regally down. A great circular chamber rises high over-
head; light streams in from crystal win-
There are 20 reveler minions here at any one dows. Three entrances come into the hall
time. They march down the stairs and then from the east, south, and west. To the
turn either to the left or right moving north north, like the prow of a great ship, rises
down the hallways on either side of the stairs the Great Pillar of Yarus, its base a raised
dais with a huge throne. There sits a sin-
gle ethereal Solamnic Lord presiding over
the assembly.
69
Such an assembly! Ghostly Knights The platform juts into the center of the 162. High Lookout
stand on benches, yelling at each other shaft from the north wall. Five-foot-diam-
and hurling challenges at a furious rate. eter pillars rise from the platform to the The world seems much larger from this
domed ceiling of stained glass overhead. high vantage point. The plains of Solam-
Finally, the Lord Knight stands and all Multi-colored light streams through the ma to the south can be seen clearly from
quiet down. He speaks in old Solamnic, glass onto the upper section of the great here-including the camps and forma-
but his words are clear, “We cast our lot! rotunda. One of the pillars has fallen over. tions of the Dragonarmy.
Say ye for the man!” The east side of the
hall shouts, “Aye!” Then says the Lord Broad steps lead to a platform on the From the vantage point, the Dragonarmy
Knight, “Say ye against the man!” The north side of the room. There, a throne forces can be estimated to within 25%.
west side of the hall shouts “Nay!” Says stands before an ornate steel door.
the Lord Knight, “35 aye, 35 nay; We 163. Nest of the Kingfisher
reach again our impasse.” The tumult Two high-backed chairs face each (Possible Goal Artifact Location)
again breaks out in the hall. other across a large and ornate Khas
board. One chair is upright; the other was A black owl perches overhead.
These are spectral minion warriors of good. knocked over by the fallen pillar.
For the last 300 years, they have voted on This is actually a grim. It acts as the grim in
the fate of the Knight in Area 157. Their Closer examination reveals a human skele Encounter 161 in all respects.
impasse can only be broken by the vote of a ton crushed beneath the fallen pillar. The hol-
Knight of Solamnia in good standing. One or low eye sockets stare sightlessly toward the
more of the PCs should be able to vote. other chair, one skeletal arm and hand reach-
ing toward it. Seated on the upright chair is a
The case is complex. The Marshal of skeleton dressed in gleaming armor. The
Kurnos, a most evil man, had abducted a skeleton slumps in the chair,a crown of black
damsel of a noble house. The good Knight steel on its skull, the jaw fused to the hand on
pursued the Marshal into the Desert of Lost which it rests. This is the skeleton of Kurnos.
Names. Yet the Knight fell into great hardship The Crown of Kurnos is an evil artifact that
and was near death when he came upon the acts as a Book of Vile Darkness (see DMG
Marshal and the abducted girl. He struck a page 139). Placing this crown on one’s head
bargain with the Marshal that they should set is equivalent to reading the book without the
aside their differences for the sake of the time-reading requirement.
damsel and find their way out of the desert.
The Knight vowed to pursue the Marshal no This is the scene of the last Khas game
more so long as the maid was returned to her between the great clerics of good and evil,
family. All soon found their way into happier Yarus and Kurnos. Bringing either the Crown
lands. of Yarus or the 33rd Khas piece to this place
has a special effect.
Half the Knights hold that the bargain was
dishonorable. The other half say it was both If the heroes bring a piece of the Crown of
honorable and wise. A deciding vote must be Yarus to this Area, a hollow voice echoes
cast before these Knights are released from through the hall. It is Yarus pleading for the
their bondage. rest of his crown. Placing Yarus’s crown on
Kurnos’s skull results in a mild shock (ld4
If the tie is broken, the Knights grant a points of damage) to the PC. Placing the
boon to the PCs: the key to the Eternal Halls. crown on Yarus’s skull causes his skeleton to
It is this: “From the northern portal on level float upward from under and around the pil-
5; left; left; 2 ahead; left; right; 5 ahead; lar. The fallen chair rights itself before the
speak ‘crown,’ ‘sword,’ and ‘rose’; then Khas board. The cleric’s ethereal form
enter the portal to the treasure trove.” With appears. Go to the Epilogue and run the end
this they all disappear. game.
159. Grim Lynx Placing the 33rd piece on the board
This Encounter only occurs at night. causes the ghostly form of Virkhus, ancient
Lord Knight of Solamnia (see page 102), to
Curled in the center of the room is a lynx. appear. Virkhus offes himself and his troops
to the cause of good. Go to the Epilogue and
This is actually a black cat grim. Stalwart run the end game.
defenders of good, grims become ethereal
during daylight hours. If discovered by the 161. Grim Watch
PCs, it will follow them and warn of impend- (Possible Goal Artifact Location)
ing danger with its mournful call. Once day-
light breaks it returns to this location. A black dog stands in the center of the
room.
160. The Khas Room
This is a grim. It acts as the grim in
A huge platform stands atop the Pillar of Encounter 159 unless this is one of the Arti-
Yarus Iike the foredeck of some great fact locations. If an Artifact is here then the
ship. A marble railing runs around the grim is guarding it against evil but will relin-
platform between the three great spans quish it to the PCs.
that join the platform to the Tower walls.
Beyond the railing is a drop to the floor of
the High Council Hall below.
70
Epilogue the check immediately flee.These units may Epilogue 1: Fruits of Victory
not be rallied. This automatically raises the
It is not enough for the players to solve the Morale Rating of all Whitestone forces by The banners of the Solamnic Knights still
mystery of the High Clerist Tower or rally the one-half the difference between their current fly over the Tower of the High Clerist. The
Knights of Solamnia. The players must still morale and 20. Conduct the battle otherwise first major trial of the Whitestone forces
defeat the Dragonarmy. as outlined in the Final Battle Sortie. has been overcome.
Simplified Battle Resolution: The Knights’
Five events might trigger the game’s base Morale Rating increases by one-half the Yet this was a costly victory. Many
final confrontation, although only three are difference between its current value and 20. Knights have fallen in battle. The victory
possible during any one game. Each trig- Add the +3 for Orb success. All dragons and is theirs, bought with their lives.
gering event modifies the end game, which draconians are effectively removed from the
will be resolved either using the Simplified battle while the Orb is operating. Add +5 to The first blow of the War of the Lance
Battle Resolution Chart (page 112) or the represent the loss of approximately 50% of has been struck. The heads of the blue
BATTLESYSTEM™ rules Final Battle Sortie the Dragon Highlord’s forces. Add any other dragons felled here will awaken Palan-
(pages 113-120). morale modifiers that apply, then roll ld6 thas. Her armies will soon fight beside the
and add that to get the total modified Morale Solamnic Knights.
The Final Battle ends only when the Rating. Consult the Simplified Battle Results
Knights are driven from the Tower or the Chart. Apply the result and repeat the The night is not yet ended but now
Dragonarmy retreats from the battlefield (this process until a final resolution is reached. there is at least a hope of dawn.
occurs if the Dragon Highlord loses 50% or
more of her forces). You may need to repeat 4. The Legions of Virkhus Return Epilogue 2: Bitter Defeat
the Simplified Battle Resolution Chart several
times before one of the two end results is With the return of the 33rd piece to the The ruined High Clerist Tower stands in
reached. (This represents repeated attacks, board, the Legions of Virkhus, the spirits of the morning light. Thin plumes of smoke
one per day, until the battle is resolved.) valiant Knights risen from the catacombs of drift in the morning breeze and great
the Clerist Tower, join side by side with the holes now mar its once-perfect walls.
1. Sands of Time Solamnic Knights to defeat the intruders.
You have escaped but at great cost.
If the PCs are not able to reach a solution to BATTLESYSTEM rules: Run the Final Battle The armies of the Dragon Highlords now
the game before the four months of the Sortie with the following changes. All Solam- but catch breath before rushing toward
Adventure Clock runs out, then the final bat- nit forces suddenly assume the statistics of Palanthas. Seeing what they have done to
tle will begin against overwhelming Dragon- the Legion of Virkhus. Run the battle to its the tower, you shudder to think of what
army forces. conclusion. they can do to Palanthas.
Simplified Battle Resolution: Add the morale
BATTLESYSTEM rules: Run the Final Battle modifier for Virkhus’s appearance, along with You must leave quickly to reach the
Sortie as outlined. This will most likely result any other modifiers that apply, to the Knights’ Palanthian fleet before it falls to the
in the defeat of the Solamnic forces and the base Morale Rating. Roll ld6, add it to the Dragon Highlord. Whitestone and the
fall of the Clerist Keep to the Blue Dragon modified Morale Rating and check the result Knights have failed; there is little hope left
Wing. on the Simplified Battle Results Chart. Apply for Ansalon.
Simplified Battle Resolution: Determine the any resulting casualties or morale modifiers
Knights’ modified Morale Rating, add ld6 and repeat the process until the Knights are
and check the result against the Chart. driven out of the tower or the Dragonarmy
Repeat this procedure until the Tower falls (a retreats from the battle.
result of 4-8 on the Chart) or the Dragon-
army withdraws from the battle (losing 50% 5. Yarus Joins the Battle
or more of the army).
Yarus has been summoned by the PCs’
2. Military Victory retrieval of his crown and once again can
participate directly in the events of the world.
Using either BATTELSYSTEM rules or Sim-
plified Battle Resolution, if the Whitestone BATTLESYSTEM rules: Place Yarus on the
forces must surrender the Tower of the High top of the Clerist Tower and add his character
Clerist, then the Dragonarmies take it. If this to the ranks of the Whitestone forces. Run
occurs, read Epilogue 2. The players have the Final Battle Sortie otherwise as
lost the game and the Whitestone forces described.
have suffered a major defeat. Simplified Battle Resolution: Consult
Appendix 3. Add the morale modifier for
3. The Dragon Orb Is Used Yaru’s appearance, along with any other
modifiers that apply, to the Knights’ base
The heroes have to defeat the dragons in the Morale Rating. Add 1d6 and check the result
Tower. The Orb has horrible effects on draco- on the Simplified Battle Results Chart. Apply
nians, forcing a madness on them that routs any resulting casualties and morale modifiers
them from the field of battle. and repeat the process until either the
Knights are driven from the tower or the
BATTLESYSTEM™ rules: All dragons on the Dragonarmy retreats from the battle.
field immediately suffer loss of discipline
(BATTLESYSTEM case [4.6]) and charge the The Final Battle will conclude with one of
large entrances to the Tower on the first level two results: either the players will defeat the
in an attempt to get to the Orb. The dragons Dragonarmies (go to Epilogue 1) or they will
continue to fail discipline checks as long as be defeated and driven from the tower (go to
the Orb is in use. Also, all draconian troops Epilogue 2). Read the appropriate Epilogue
and commanders must make a Morale Check section to the players.
during each movement phase. Those failing
71
72
Lord Gunthar is a PC in this adventure. Any Events The buildings in Palanthas are tall and
player whose character met a heroic death well-built. The city is remarkably clean, with
during the battle at the High Clerist Tower Event 49: Background no garbage in the streets and a complete
should play Gunthar. If no characters died, absence of rats.
keep Gunthar in reserve in case a PC dies Read the first section of boxed text only if
during the adventure (in which case Gunthar the players won the battle at the High Clerist The city is poorly defended, since its
appears in Chapter 17). Tower. The secondsection of boxed text is to founders placed their faith in the command
be read only to players who lost that battle. of the sea approaches and the strength of the
Likewise, one player should play Silvart High Clerist Tower. Of course, if the Tower
(her folio is on pages 107-l10). The skill of Battle Victors has not fallen, then the city remains fairly
the player controlling Silvart will affect the secure since it still has enough ships to retain
success or failure of the adventure. This is The wounds of battle heal slowly, but you control of the nearby seas.
a challenging part, so offer it to a player are the lucky ones, alive and whole after
with good role-playing skills! This player the horrible siege of the tower. You have Since the city serves only as a meeting
should not play any other PCs, and should spent much time thinking of the brave and starting place for this adventure, it is not
regain his usual character after this adven- warriors who fell at the Tower, buying vic- detailed extensively here. Feel free to expand
ture. Be sure to read the character sheet tory with their lives. if you’d like to offer your players additional
before giving it to the player. You, as the details. Keep in mind Palanthas’s air of antiq-
referee, are primarily responsible for mak- Back in Palanthas, the atmosphere is uity and high level of culture.
ing sure that Silvart abides by the Oath. subdued. No celebrations greet the news
Whether or not Dargent (the silver dragon) of victory, for all know the respite is only Sea traffic is still heavy in Palanthas, with
took the form of Silvart previously, she temporary. several ships arriving and departing daily.
meets and travels with the PCs in this form These include merchant ships that ply the
during “Dragons of Deceit.” Dargent will Within the city awaits a bit of good dangerous trade routes between Palanthas
assume her true form only after the perver- news: a visitor from earlier adventuring. and ports in Solamnia, Ergoth, and Sancrist,
sion of the good dragons’ eggs is revealed The Kagonesti elfmaid Silvart has trav- as well as those attempting the even more
in this adventure. eled far to find you-a rare friend in this treacherous northern passage to the eastern
war-torn world! ports of Valkmord and Flotsam. Warships
Remember that player characters are no escort merchant expeditions and patrol the
longer subject to obscure deaths. If a PC dies, Battle Losers seas against the raids of pirates and the
he’s gone forever! Dragonarmy vessels that venture out of the
The long retreat has been grueling, but New Sea.
Allow your players’ decisions to affect the not panicked. The Knights have fallen
direction and course of the adventure. The back to Palanthas, well aware that there is The only commonly used overland route
PCs have a great deal of freedom in deter- little hope of holding the city against a out of the city leads to the pass guarded by
mining how they pursue the quest that is laid concerted Dragonarmy attack. the High Clerist Tower. Depending on the
before them in the first chapter. outcome of the battle for the Tower, this road
Scouts report that the Dragonarmy is may or may not be open as far as the Tower.
At the start of the adventure, the player not pressing the pursuit. The reason is In any event, beyond the Tower lies the Blue
characters have 20 Dragonlances- 0 foot- unknown. For now, the evil forces seem Wing of the Dragonarmy.
man’s and 10 mounted-unless some have content to occupy the captured tower. No
been lost or destroyed. one doubts that the assault will come The mood of the people of Palanthas is
against Palanthas, perhaps within the next relatively calm, but they are suspicious of all
Background few weeks. outsiders. Although some residents under-
stand the danger presented by the invading
This adventure begins three days after the Within the city awaits a bit of good army and appreciate the sacrifice made by
last battle at the High Clerist Tower. There are news: a visitor from earlier adventuring. the warriors at the tower, most feel that resis-
two introductions: one for players who won The Kagonesti elfmaid Silvart has trav- tance is a mistake and believe the safest path
the battle at the High Clerist Tower, the other eled far to find you-a rare friend in this lies in seeking a peaceful settlement with the
for players who lost. war-torn world! Dark Queen.
Ask the players whether they wish to Allow Silvart to meet the other players. Of course, it is too late for this route
return to Palanthas after the battle (the meet- She has the information necessary to get the now. Nonetheless, the heroes will not en-
ing with Silvart occurs wherever the PCs are). heroes on the road to Sanction and the main counter great cooperation, generosity, or
If the Tower fell to the Dragonarmy, the action of this adventure. gratitude from the bulk (80%) of Palanthas’s
heroes and all surviving defenders must citizenry.
retreat to Palanthas. This meeting can occur in any convenient
location, most likely the PCs’ lodgings or a Encounter Areas
If they are in the city, establish some lodg- place that the group frequents.
ings for the characters and tell them that they Palanthas is mapped on the next page. The
have just had time to rest from the journey, Allow the PCs to ask questions about the city is divided into five districts, each of
and are finally feeling fit and ready for action. feasibility of the different routes. If they have which is briefly explained below.
Any wounds inflicted in the previous adven- a map of Ansalon from a previous adventure,
ture have healed. they may consult it. 164. Temple District
All of the adventure beginnings require This is the only scheduled event of Chap- An impressive array of huge marble and
Silvart to visit the PCs and ask them for aid. ter 13. Allow the players to proceed on their granite buildings extends far up the side of
own from here. the western valley slope of Palanthas. As a
Although you can try to summarize general rule, the higher up a temple, the
details to move the adventure quickly onto Palanthas more important its god.
the road to Sanction, it is recommended that
you allow the players to role-play the Set in a narrow valley at the end of a long, Although none of these temples has fallen
encounter between Silvart and the other PCs, fjord-like bay, Palanthas was the only deep- into disrepair-the city fathers would not
working out the objectives among them- water port on Krynn to survive the Cata- allow that-many are preserved as little more
selves. clysm unscathed. It is a center of learning than museums. A temple of Mishakal the
and trade unmatched in the world. Healer has been claimed by clerics of that
benign goddess, and thrives as a focal point
of goodness and health. At the top of the
73
slope, the ancient temple of Paladine com- mission urged by Silvart. He will provide the In the center of the plaza, rising like a tall
mands a view of the entire city and fjord. It heroes with 1000 stl as funding for the peak to dominate the city, stands the Tower
has recently seen the return of a few clerics quest. of High Sorcery. No one approaches the
and worshipers, their numbers growing tower; it radiates a sense of fear similar to
slowly but steadily. 167. Plaza dragonfear if any approach within 100 feet.
Any PCs who try to approach will feel a
Word of the return of the True Gods is The central plaza of Palanthas is flanked by sense of physical revulsion and will not be
slowly spreading through Palanthas. two great buildings. To the north lies the able to get closer than 100 feet.
Although the same people who scoff at the palace of the Lord of Palanthas. The Lord is a
Knights still believe that the True Gods aban- kindly old gentleman who realizes that he is 168. Mercantile District
doned Krynn, the number of believers is in deep trouble in the war with the Dragon-
growing. This is due in great part to the ear- army. His powers are kept well in check by This portion of Palanthas is home to most of
lier efforts of the heroes in spreading the the city’s High Council. her citizens, and contains most of the mer-
word of the Disks of Mishakal (see Classics chant and craftsmen shops in the city.
Volume 1). To the south sprawls the vast edifice of
the Library of Astinus. Part of this library With the exception of nautical supplies, all
165. Waterfront contains works of public record, available to of the equipment listed in the Players’ Hand-
all citizens; another, larger part of the build- book is available in this district. Of course,
This is the working district of Palanthas: the ing is sealed and guarded. It is here that Asti- the conversion from gp to stl applies to all
busiest and dirtiest section of the city. Unlike nus, Lorekeeper of Krynn, writes his prices on Krynn.
many other port cities, thievery is not a great histories.
problem here; there is plenty of work and One building the PCs should be told of if
money for everyone. The work ethic is doubt- they enter this district is a small shop labeled
less encouraged by the ruthlessly enforced “Wise Wyckert: Cartographer and Surveyor.”
death penalty for those caught thieving! If they investigate the shop, they will meet
the withered old proprietor. For 50 stl, he will
The waters of the Bay of Branchala wash sell a map noting several hidden passes over
gently at the shore, for the port is well shel- the Vingaard Mountains
tered from tempests by the windings of the
fjord.
This district is crowded with inns and
warehouses as well as a few shops catering
mainly to seamen. Virtually every type of
nautical supply is available for sale here, at
the rates listed in the Players’ Handbook. If
the PCs seek a vessel to carry them to Sanc-
tion, they will find that nearly all captains
refuse to enter the New Sea. After a little
searching, however, they will be referred to
Captain Karyzzal, of the Jolly Widow. This
worthy seafarer frequents the Salty Spider
Inn. See the NPC Capsules in the DM Folio
for Karyzzal’s traits.
He will agree to carry the party into the
New Sea for 500 stl, but requires the heroes
to purchase all the provisions for a three-
month voyage (300 stl extra).
If the PCs wish to purchase a boat on their
own, they will find vessels for sale. Prices
range from 5,000 to 10,000 stl, so they need
to have a cash reserve from previous adven-
turing.
166. Nobles’ Hill
Across the valley from the beautiful Temple
District towers the height of Nobles’ Hill. This
is another region of striking marble buildings
and ornate, inspiring architecture. The build-
ings on Nobles’ Hill are all built into the
slopes of the hill, above the clutter and crowd
of the city below.
Lord Gunthar has access to a mansion on
the hill that is retained for the use of the lead-
ers of the Knights of Solamnia. Although not
one of the more spectacular structures on the
hill, it is quite adequate for the needs of the
player characters. They may choose to lodge
here, if Lord Gunthar is a PC and invites
them.
If Lord Gunthar is not a PC, he will meet
the PCs if they venture on to Nobles’ Hill
and will encourage them to embark on the
74
Through conversation with Silvart, the heroes “Three volcanoes, they call them the Event 52: Mad Boris and the Black Skull
should realize that a great secret lies con- Lords of Doom, surround the place.
cealed in the city of Sanction, in the very They’re slowly eating the city away. Lava Run this Event when the PCs have been at
heart of the territory controlled by the Queen runs in rivers right through Sanction and sea for four weeks and are out of sight of
of Darkness. there’s always smoke hanging overhead. land. This Event is shaped primarily by PC
reactions.
If this has not been made clear through “Of course, it’s a good port. The docks
role-playing, Elistan (or any PC cleric) has are sturdy and the water’s deep. Well pro- As dawn breaks one morning, whichever
the following dream: tected from the sea, too! hero is first on deck notices a tall, black sail
several miles astern of the Jolly Widow. It
Three mighty volcanoes spew smoke and “There’s certain to be a blockade, you belongs to a very fast ship; even if Captain
lava over a doomed, smoldering city. Dra- know. From what I’ve seen of those Karyzzal tries to outsail it, the other ship
conians and humans scuttle through the Dragon Highlords, they’ll be going over steadily closes in.
streets while huge army camps sprawl incoming vessels with a fine-tooth comb.
around the city’s outskirts. What are you going to tell ‘em when they If the Jolly Widow sails away at top
try to come aboard?” speed, it will take eight hours for the other
From somewhere within this vision of ship to pull alongside the heroes’ vessel. If
horror, a sparkle of light and goodness Event 51: Fizban the PCs reverse direction to confront the
strives for life. But danger is all around, other ship, it takes four hours to meet.
and aid must come quickly, or this spark This Event occurs after two weeks at sea.
will be forever snuffed. The sail belongs to a pirate vessel, the
The steady rise and fall of the vessel’s Black Skull. She is manned by a crew of
The light glistens with metallic colors: prow has grown familiar. The wind is fair, bloodthirsty minotaurs, commanded by one
copper, bronze, brass, silver, and gold. and progress steady. Mad Boris of Mithas (see NPC Capsules).
You must find it before it is too late. The Black Skull pulls alongside the PC ves-
Suddenly, a loud thump sounds from sel, regardless of evasive action. The Black
Any seafaring Palanthian recognizes the below the prow! The ship has struck Skull is a small, two-sailed ship that is
description as the city of Sanction, if the something, probably a hulk since no land highly maneuverable compared to the mer-
cleric does not figure it out for himself. is in sight. Immediately, an enraged voice chant ship. The pirates rely on their strength
calls out from below the bow, “Get this and savagery to prevail over their victims,
This chapter covers the heroes’ journey to confounded thing out of my way! I’ve got who often outnumber them.
Sanction. Separate sections detail the jour- places to go, and I can’t have every wreck
ney by sea and by land. on the high seas thundering into me! When the Black Skull has drawn along-
Move, I say!” side the heroes’ ship, the pirates drop three
Use the foldup map of Ansalon to plan the boarding ramps. Each ramp is a 4-foot-wide
course of the heroes’ journey. Make sure that As soon as a character investigates by look- plank equipped with heavy spikes in the
you note the locations of encounters shown ing over the side, read the following: end. The spikes sick into the deck of the vic-
on the map. tims’ ship, securely nailing the two ships
A ragged old man, almost hidden behind together.
There are several chances for the heroes a long white beard and an immense,
to get captured on the journey to Sanction. In floppy hat, stands in the middle of a small After the ramps are dropped, 15 mino-
each case, their captors will lock them in rowboat. He shakes his fist angrily at the taurs charge across to the PCs’ ship, five
chains, throw them into a darkened and larger vessel. across each ramp. Because of the narrow-
heavily locked hold, and sail directly to ness of the planks, the pirates must cross
Sanction. Once the characters arrive in “Get out of my way, you idiots! I’ve got single file. Five minotaurs are left behind to
Sanction, go directly to Event 59 in Chapter important things to do! Move, or I’ll ram man the Black Skull.
15. you again!”
These pirates usually defeat the crews of
To Sanction by Sea With that outburst, the old man is at the merchant ships they prey on. They usu-
his oars and laboriously backs the row- ally take no prisoners. However, if at least
The journey to Sanction by sea takes eight boat several feet away from the ship. four minotaurs are slain, the others realize
weeks.Do not use random encounters while Then he sends it forward again, to thump that they are up against some tough opposi-
the player characters are at sea. resoundingly against the side of the ship. tion. In this case, they attempt to capture all
This time, the hull of the rowboat splits surviving PCs for delivery to the Dragon
Events and water begins to pour in. Highlords in Sanction.
Event 50: The Captain’s Tale “Take that!” he calls, standing again. If the pirates are overcome by the heroes
Water washes around his skinny legs as and the Black Skull is searched, the charac-
This Event occurs if the PCs book passage his boat rapidly sinks. “Now move, before ters find:
aboard the Jolly Widow. Captain Karyzzal, in I get really tough!”
a thoughtful mood, lights his pipe and speaks • Four chests of jewelry, gems, and coins,
quietly. His boat is by now completely awash
and the water has risen to his waist. with a total value of 4,000-32,000 (4d8 x
“Sanction, now that’s a port I haven’t 1,000) stl
docked in for years! I don’t even know for This, of course, is Fizban the Fabulous. If the
sure it's still there—they don't call that the heroes do not pull him aboard their vessel, • A charter, signed by the Dragon Highlord
City of Doom for nothing.” Fizban goes down with his rowboat, leaving
his huge hat floating on the surface. (He does Ariakus, commissioning Mad Boris to
If the PCs show any further interest or ask not die, however.) If he is pulled aboard the scourge the seas in the name of the
questions, the captain continues. If not, he ship, he will accompany the heroes for the Queen of Darkness, and promising a
will not reveal the rest of this information dur- adventure. (“I was on my way to Sanction large reward for any important prisoners
ing the voyage. anyway-lucky thing for you!“) returned to Ariakus in Sanction
• A ring of fire resistance and 2 rings of pro-
tection +2
• Assorted battle axes and swords, all non-
magical
The heroes can take over the Black Skull
if they wish. The ship is much faster than
their own, and by showing the charter to the
vessels blockading the approaches to Sanc-
75
tion, the heroes gain passage to the port. rising out of the water onto their tails and The Black Skull can easily outrun the
(The charter does not mention that the Black backing away from the heroes’ vessel. warship, if she tries. If the PCs are aboard the
Skull is manned by minotaurs.) Jolly Widow or their own vessel, they have a
If a speak with animals spell is used, they 75% chance of being able to outrun the war-
Event 53: Dragon Flyover communicate intelligently about the treach- ship.
erous whirlpool.
Run this Event after the heroes have been at The draconians make every effort to
sea for about six weeks. If the heroes ignore all of these warnings, capture the PCs if they catch up with them.
the ship is soon caught in a swirling current They use the same tactics as the Black
The evening sun glints off a speck in the that draws her in toward the foaming hole. Skull, except that five boarding ramps are
sky to the east. Gradually, the speck The character manning the helm of the ship lowered.
moves closer, becoming recognizable as must now make a Wisdom Check with a -3
the sleek form of a soaring blue dragon. It penalty. If the PCs outrun the warship, a flight of
glides lower as it nears the vessel, making 12 Sivak draconians takes off from the war-
a soaring pass about 50 feet overhead. If the check is successful, the ship can be ship and attacks the PCs’ vessel. If the Sivaks
steered away from the whirlpool at the last gain control of the upper deck of the ship,
After its single pass, the dragon (an average possible minute. If the check is unsuccessful, they will tear down the sail so the warship
young adult of 36hp) turns and glides over the vessel is pulled onto the rocks and can catch up. If the Sivaks are defeated, the
the ship again. If the heroes make no hostile smashed. PC ship can make Sanction harbor six hours
moves, the monster flaps its wings and before the warship, but as soon as the war-
slowly gains altitude as it continues on its When their ship is destroyed, each PC ship arrives, the heroes will be the object of a
westward course. must make a saving throw versus breath major manhunt.
weapons in order to be cast ashore alive.
If the PCs attack, however, the dragon Failure means that the character goes down On the other hand, the heroes may try to
responds in kind, using breath weapon, with the ship. talk their way through the blockade. If they
teeth, and claws to get at the insolent carry Boris’s charter for the Black Skull, they
humans. Even if cast ashore, the heroes will have are let through. If they do not have the char-
lost all their possessions, including weapons ter, Gistar demands the reason for the ship’s
Encounters by Sea and armor, and will have to begin the adven- journey to Sanction. Any reason that sounds
ture anew, at a considerable disadvantage threatening to the Highlords, should the PCs
169. Gates of Paladine (see Encounter 176). be foolish enough to use one, causes an
immediate attempt to seize all the characters
The mouth of the Bay of Branchala narrows 171. Scrag Patrol and the vessel. If the PCs claim to be carry-
to a few miles here. Beyond, the vast emp- ing a cargo to Sanction, the captain checks
tiness of the great ocean beckons. This narrow bottleneck leading into the New to make sure that the cargo is aboard. If the
Sea is guarded by some of the Dragon High- heroes claim that they are picking up a cargo
The Gates of Paladine are towering cliffs lords’ most disgusting minions. Although not at Sanction, Gistar demands a written order
that close in to form a bottleneck entrance. actually serving the Queen of Darkness, the signed by a Dragon Highlord. Gistar is not
Atop each cliff is a battery of five gnomish marine trolls (scrags) guarding this approach clever enough to detect a forgery.
catapults, designed for superior range. Each have a deal with the Dragon Highlords: The
catapult can throwing a rock the size of a scrags may plunder all ships not in the ser- Any other explanation for the mission
small house; a direct hit is enough to sink vice of the Highlords. must sound plausible to the suspicious,
any vessel on Krynn. humorless, and ill-tempered captain. If it is
Groups of four scrags swim back and not, his boarding party tries to capture the
The defenses have a fatal flaw: The cata- forth across the channel. If a ship sails over- heroes and take them to Sanction in chains.
pults’ range does not quite reach the middle head, they grab on, then slowly climb up her
of the channel. There is a path about 300 hull, two on each side. When they reach the To Sanction by Land
yards wide through which an enemy fleet gunwales, they climb over and attack the
could sail with perfect impunity, out of range crew. The scrags receive a +1 to their chance The journey over and from Palanthas takes
of the weapons on either shore. to surprise the crew. If two scrags are slain, about eight weeks, assuming the party sets a
the survivors attempt to leap overboard. good pace. (Use the Random Encounter
Of course, the gnomes have told no one Chart on the next page as they journey.)
of this flaw. They are busily, and unsuccess- 172. Highlords’ Blockade
fully, working to correct it and see no need to If the heroes are captures, they are taken
worry the Lord of Palanthas. This narrow channel is well-guarded by to Sanction as prisoners. Their guards are
Dragon Highlord Ariakus’s persona1 fleet. whatever type of creatures captured them,
Friendly vessels, such as the PCs’ ship, This Encounter may be avoided if the heroes and they will be tied with ropes. Characters
pass unmolested. sail through this gap at night (33% chance, trying to escape can make a Dexterity
unless they declare an intent to wait for dark- Check once per day, with a -10 penalty
170. Whirlpool ness) and make a special effort to hug the applied to the character's Dexterity score. If
coastline. Otherwise, day or night, they are the check succeeds, then the bonds are bro-
If the heroes travel around this point without accosted by one of the Highlord’s mighty
making a wide circuit out to sea, this warships. ken and the character can escape or free his
whirlpool may draw their vessel to her fellow PCs. If the check fails on a roll of 16 or
doom. Even an experienced captain will not These huge warships are not particularly higher, the captors notice the attempt and
know of this phenomenon, since it is of fast, but will launch a fiery ball of oil from a secure that character much more tightly.
recent origin. catapult as a signal that the heroes’ ship After this , no further escape attempts by that
should stop. If the PCs elect to run the block- characters will succeed.
As the ships draws near, a group of por- ade, the Highlord’s ship will make a lumber-
poises surfaces, blowing and squawking ing pursuit. If the characters are brought to Sanction
noisily. They turn and head out to sea, stop- as prisoners, go to Chapter 15, Event 59, as
ping and circling back if the characters do The crew of the warship includes 12 soon as they arrive.
not follow. Sivak draconians, 20 Baaz draconians, 10
minotaurs, and 30 seamen. The seamen
If the heroes persist in sailing into the remain on board their warship; all the mon-
whirlpool, the porpoises grow more frantic, sters make a boarding attempt. The captain
of the warship, commanding any boarding
party in person, is Nefarik Gistar (see NPC
Capsules).
76
Events by Land 173. Vingaard Mountains 174. Vingaard Keep
Event 54: The Lost Goatherd This range of lofty, rugged peaks is still This fortress is garrisoned by a small force of
locked in the icy cloak of winter. The high the Knights of Solamnia and is besieged by a
This Event occurs a few days after the PCs ridges of the range are heavy with snow, and detachment of the Blue Wing. The camps of
leave Palanthas, ideally in a barren, snow- avalanches are common. The only well- the surrounding monsters sprawl across the
bound portion of the Vingaard Mountains. known pass through the range is the gap plains, creating a virtually impenetrable ring
guarded by the High Clerist Tower and this is around the fortress.
A frail old man, his long beard bristling effectively sealed by the large enemy army
beneath a huge, floppy hat, walks in cir- camped on the southern approach. If the heroes move into these camps, they
cles in a narrow clearing. Suddenly, he encounter hundreds of hobgoblins and Kapak
looks up and speaks. “Sorry to bother If the heroes purchased the map from draconians. There is also a 25% chance that
you, but have you seen my goat? It was Wise Wyckert in Palanthas, they can select a 1-6 blue dragons are with this force.
here just a minute ago, but it seems to secret, unguarded pass across the moun-
have wandered off. You wouldn’t mind tains. Vingaard Keep is holding out, although
helping me look, would you? Thank you the forces of evil control the surrounding
so much! Now his tracks. . . hmmm, I As long as the characters travel through a countryside and even the top of the fortress.
know he left some tracks. . . .” pass, they are not caught in an avalanche, The stone gates are so solid and specially
although they have a 66% chance per day of designed to defend against attack from
This is the Fabulous Fizban, wizard extraordi- seeing one. If they attempt to blaze their own above that even the airborne forces of the
naire (see the NPC Capsules). Of course, he trail, however, they run a 20% chance per dragons have not been able to penetrate the
has no goat and no tracks can be found. hour of causing an avalanche. In this case, interior of the castle.
Regardless of the PCs’ actions, Fizban fol- each PC must make a Dexterity Check to
lows them, muttering absently about the avoid being swept into the snowslide. If the 175. The Plains of Solamnia
goat. “Perhaps it went this way. In fact, I think check fails, the character takes 3-18 points
I hear it!” of damage. This vast plain is one of the broadest on
Ansalon and offers little cover to the traveler.
This is the only scheduled Event if the Crossing the mountains through a pass The winter’s snow cover has begun to melt,
heroes travel by land. The other occurrences requires four days of travel time; trailblazing and brownish grass pokes through in many
of their journey depend on where they go. across the high ridges takes six days. places. The rivers are swollen and treacher-
ous; the heroes have a 10% chance per mile
Encounters by Land If the PCs decide to travel to the High of riverbank traveled to discover a suitable
Clerist Tower and sneak past the army ford.
The Encounters listed here describe the camped there, they encounter virtually
many lands that the heroes might travel unlimited numbers of hobgoblins, goblins, None of the settlers who farmed the plains
through on the way to Sanction. Use a gener- Baaz, and Kapaks. Smaller numbers of hill remain. The occasional farms and towns
ous number of encounters from the Random giants, ogres, Bozaks, and Sivaks are also have usually been razed, although in a few
Encounter Chart to spice up the journey. present, as well as human mercenaries. The places groups of draconians or hobgoblins
enemy camp completely blocks the valley, have moved into dwellings after the original
Random Encounter Chart and guards are maintained at all times. owners fled or were butchered.
In addition to the set Events and En- Table 1: Random Encounter Checks 176. Caergoth
counters in this adventure, you may
choose to include random encounters. Area Check Range This forbidding fortress rises above a sheer
You can alter the frequency if you cliff that looms over a sheltered harbor. An
choose, or omit them altogether if the Mountains 1/4 hours d8 outpost of the Knights of Solamnia, Caergoth
party is seriously weakened. Properly Plains 1/3 hours d10 + 3 has sent most of its fighting men to aid in the
run, random encounters can add flavor Forest 1/3 hours d8 + 5 defense of Thelgaard.
and excitement to the game. Estwilde 1/4 hours 310 + 7
The few soldiers and the peasants left
Table 1 lists the areas in the adven- Table 2: Random Encounters behind are very suspicious of strangers. The
ture. The “Check” column shows how regent, ruling in place of the absent lord, is
often you should check for a random 1 1-16 Winter wolves Lord Kenneth Dergonne. Under the guise of
encounter. For example, “1/3 hours” 2 2-8 Hill giants maintaining order, he is quick to throw
means that you should make a random 3 2-12 Ogres “wrongdoers” into his dungeon. It is Lord
encounter check once every three game 4 4-40 Buffaloes Kenneth’s intent to secure a solid grip on his
hours for that area. To make a random 5 1-2 Wooly rhinoceroses ill-gotten throne, so that when the rightful
encounter check, roll 1d10; on a 1, a 6 3-12 Hobgoblins ruler returns, Kenneth will be strong enough
random encounter takes place. 7 3-34 Goblins to retain his position.
8 1-6 Giant eagles
Next, look at the“Range” column. 9 1-8 Giant spiders Characters who persuade Kenneth that
Roll the die listed and add the modifier 10 1-8 Huge spiders they can help him achieve his objective
beside it. Look up the resulting number 11 1-6 Dire wolves might find themselves with positions of
on Table 2 to find the random encounter 12 1-8 Baaz draconians responsibility in the usurper’s forces.
that takes place. The statistics for the 13 1-6 Kapak draconians
monsters encountered are on the Com- 14 2-12 Wild boars 177. Thelgaard
bined Monster Statistics Chart on the 15 3-18 Giant bats
inside cover. 16 1 Bulette This is another battle scene. The mighty
17 1-8 Minotaurs Thelgaard Keep holds the left flank of the
Knights’ tenuous southern line. The rest of
the force holds a thin position across the
open gap to the Mountains of Garnet.
77
Although the Dragon Highlords’ armies ing taverns and brothels. No attempt at a successful guerilla war for several
outnumber the Knights and possess the aid maintaining order is made by the draconian months.
of a skillful mobile defense, fighting the commanders of units that visit Lemish, so
monsters only when the dragons are anarchy usually prevails. If the heroes enter Estwilde, they will
involved elsewhere. Despite the thin nature encounter Windsound’s band within a few
of the lines here, both sides guard the front 181. Dargaard Mountains days. The guerrillas will observe the PCs’
carefully. Any attempts by PCs to pass progress from the moment they enter Est-
through here result in encounters both with This range of forbidding peaks is marked by Wilde. If Warren is convinced that the heroes
suspicious Knights and bloodthirsty Kapak a sheer spine of granite, several thousand are enemies of the Dragonarmy, he will offer
draconians. feet high, that cuts down the center of the any aid he can to the PCs. If Warren believes
range. There is not a single pass or path that the heroes ar ein the service of the
178. Solanthus across the entire length of the range. If the Dragon Highlords, his band attempts to kill
heroes try to cross, even a thief must make the PCs.
This formerly mighty fortress has been numerous climb walls rolls, trailing a rope so
reduced to rubble by the Highlords’ armies. that others can climb behind. Assuming the If friendly relations are established, War-
Once a strong outpost of the Knights of PCs do not fall to their deaths, crossing the ren speaks privately to the PCs about his
Solamnia, Solanthus is now solidly under the mountains takes at least two weeks. brother, Nathan, who was captured with sev-
control of the evil forces. eral dozen other fighters months ago. He has
The western slopes of the range and the heard that the prisoners are being tortured
No walls remain standing, nor have any of nearby plains are home to most of Krynn’s for the entertainment of Dragon Highlord Ari-
the above-ground buildings escaped dam- hobgoblins. War parties of 10-40 of these akus, who is surely the most evil man on
age. The subterranean network of chambers brutish monsters are frequently encountered. Krynn.
and passages survives intact, and a few The fortress in the southern reach of the
resisters still live and fight underground. range is a shabby pile of rock by most stan- The most valuable piece of aid that the
dards. Nonetheless it represents the pinnacle guerrillas can give the PCs is the location of a
The ruins are garrisoned by several hun- of architectural accomplishment of all the hidden pass leading over the Doomrange and
dred goblins and a few dozen Bozak draconi- goblin races. right into Sanction itself. If the heroes take
ans. Because of their position behind the this pass, they will avoid all draconian patrols
battle lines, their attention is directed at the Dargaard Keep, at the northern tip of the and guardposts in this range.
renegades beneath the castle, ignoring the range, is steadfastly avoided by the hobgob-
possibility of attack from without. lins. It and the surrounding region are ruled 184. The Doomrange
by Lord Soth (see the Appendices). Soth has
179. Garnet a personal guard of three banshees and all Unlike the mountains farther north, the peaks
types of undead are common around and of this range show no sign of snow. Instead,
The dwarven kingdom of Garnet seals the throughout the keep. The fortress’s appear- fiery lava bursts from many of the moun-
flank of the Solamnic defenses. Unlike most ance is one of decay and death; the stench of tains, and a cloud of steam and ash hangs in
other races of dwarves on Krynn, the Garnet- rot and foulness is heavy in the air here. the air. The range contains dozens of volca-
ian dwarves have cooperated and aided their noes, but the most awesome are the three
human allies in the war against dragonkind. 182. Throtyl Lords of Doom that surround Sanction.
Unfortunately, the dwarves cannot field a This region is an extension of the Solamnic The mountain range is cut by two wide,
very large force, so their participation is lim- Plain but is inhabited almost exclusively by easily traversable passes, both leading
ited to an aggressive defense of their home- nomadic tribes of hobgoblins. Their crude directly to Sanction. Each is heavily
land. They will provide aid to any friends of and dirty tent communities are scattered guarded by 4d10 Kapak or Baaz draconi-
the Knights who pass through their kingdom. throughout the area. As in the Dargaard ans. These forces are concealed in such a
Mountains, war parties of 10-40 hobgoblin way as to lure unwary travelers into the
180. Lemish warriors are common here. Unlike their clutches of the guards before the travelers
mountain-dwelling kin, however, the Throtyl even realize they have been discovered.
This is a kingdom of humans who have cast war parties have a 33% chance of being They can summon reinforcements from all
their lot with the forces of evil during the cur- mounted on worg wolves. directios with horns if an intended victim
rent war. The fortress and the surrounding somehow gets away.
Darkwoods are dangerous to all save the The nomadic communities consist mainly
minions of the Dragon Highlords. Although of females and young since all males of fight- The only way the PCs can penetrate this
technically allies of the Dragonarmies, the ing age have been conscripted into the range without encountering these ambushes
humans of Lemish are used as little more Dragon Highlords’ armies. The war parties, is to follow the secret pass known to Warren
than servants, subject to the whims of dra- however, are made up of army troops. Windsound, as explained in Encounter 183.
conian masters.
183. Estwilde
The primary function of the Lemishite
forces is the conquest of the dwarven This barren, dry region is a high plain inter-
kingdom of Garnet. Every attack upon the spersed with frequent mountain ranges.
dwarves has been repulsed with heavy Inhabitants are uncommon. The few known
losses. The Lemish forces have now col- waterholes are guarded by small groups
lapsed, exhausted, into a holding action. (3-18) of Baaz draconians with orders to
Their objective is to prevent the dwarves control the movement of “undesirables.”
from breaking through the Darkwoods
and threatening the flank of the main The primary group of undesirables is the
Dragonarmy advance across the Plains of band of freedom fighters led by Warren
Solamnia. Windsound (see NPC Capsules). This band
is made up of 50 men and women whose
Characters traveling through the Dark- homes and communities have been overrun
woods will encounter many types of mon- by the Dragonarmies. They roam the
sters. The city of Lemish is currently a wilderness of Estwilde, attacking draconi-
primary center of recreation for the Dragon ans and other evil troops whenever they get
Highlords’ troops. The formerly pleasant a good opportunity. They have been waging
town has become a collection of filthy, brawl-
78
Sanction Overview Hundreds of buildings, some small NPC Parties Encounter Table
and some immense, crowd in the narrow
Sanction is a nightmarish place, wedged valley floor near the harbor. All look filthy, D10 Roll # NPC Groups
under the three active volcanoes known as and many are in ruins. Ramshackle
the Lords of Doom. Lava flows continually dwellings crowd together so closely that it 1-2 0
from each Lord, hot red rivers that snake is impossible to tell where one ends and
through the city and boil into the black another begins. 31
waters of Sanction Harbor.
On the higher ground to the east of 42
A pall of ash and smoke hangs in the air; the city, several army camps sprawl over
sunshine is a thing of the past in Sanction. the rocky ground. Hundreds of tents tes- 53
The low, smoky clouds reflect the heat from tify to the many troops bivouacked here.
the lava rivers. Day or night, winter or sum- Above the camps, three huge edifices 64
mer, the temperature of the city hovers squat, looming over the rest of the city.
around 100 degrees. They have the look of temples, with 75
imposing columns, gaping doorways, and
During the day, the grayish-brown sunlight strategic positions that command the 86
that makes it through the heavy clouds illumi- entire city. One temple rests on the slopes
nates a twilight city. At night, the city looks of each of the three mountains. 97
truly hellish as the lava glow is reflected by
the clouds, casting the scene in a blood-red, The streets of Sanction are seldom deserted, 10 8
fiery light. Much of the city has been ruined or but are never very crowded either. Many
destroyed by the volcanoes. The rivers of lava races can be found here. About half the The racial makeup of the population is
are gradually widening, every day taking occupants lived here before the coming of
another inch of ground as they cut their blis- the Dragonarmies and have attempted to reflected on the Sanction Population Table
tering beds. This is truly a City of Doom. survive under their new lords. These shop-
keepers, sailors, and innkeepers move (roll 1 d100). To determine the nature of the
When the PCs first come within sight of furtively about their business, showing obvi-
Sanction, read the following description. If ous fear of the evil troops. folk encountered on a street at any given
they arrive by sea, this happens as their ship
draws within a mile or two of the port. If they The other half of the city’s occupants are time, re-roll any results in the l-20% range,
come over the mountains, they pass through a the soldiers and minions of the Highlords.
dense and smoky layer of cloud at higher ele- They walk arrogantly through the city, often since natives tend to stay inside as much as
vations, emerging at 500 feet above sea level. drunk, and always eager to bully the unfortu-
nate citizens. possible.
A low pall of thick gray clouds seems to
smother the mountain valley. This ceiling Use the NPC Parties Encounter Table any Sanction Population Table
is supported by the walls of three mighty time to determine how many groups of NPCs
volcanoes rising at the edge of the city. the PCs see on the streets of Sanction. D100 NPC Type Number
Fiery lava rivers flow down the mountain 01-40 Sanction natives of NPCs
slopes, burning paths through the city.
41-60 (human) (1-6)
61-66 Human mercenaries (2-12)
67-70 Goblins (3-18)
71-77 Hobgoblins (2-12)
78-81 Baaz draconians
82-84 Kapak draconians (1-8)
85-88 Bozak draconians (1-8)
89-92 Sivak draconians (1-4)
93-95 Minotaur seafarers
96-97 (1-4)
Ogres (1-8)
98 Trolls (1-6)
99 Hill giants (1-3)
00 Red Watch Sivaks* (1-6)
Clerics of Takhisis (1-6)
(2-12)
79
80
81
*Red Watch Sivaks are the personal body- the ground, fatally stabbed, while two of are from Warren Windsound’s band of guer-
guards of the Dragon Highlord Ariakus. They the mercenaries crumple with crushed rillas. Warren’s brother Nathan is among
are easily recognized by their blood-red uni- skulls. Outnumbered now, the ogres turn them.
forms. They walk arrogantly through the and lumber up the street, while the
streets, and all other NPCs give them a wide humans clean their swords and go on Event 58: The Army Marches
berth. Hit points = 40 + 1d4. about their business. Six bodies lie in the
street, ignored by passersby. This Event occurs when the PCs have spent a
Unless you have a reason for deciding differ- week in Sanction. Instead of one incident,
ently, all NPCs in a group are of the same Event 56: Bullying Bulls this series of occurrences takes one day.
race. A human is found with other humans,
an ogre with other ogres, etc. This Event occurs shortly after Event 55. In the morning, the streets are unusually
quiet as Ariakus’s soldiers gather in their
It is not always necessary to describe any The door to a dingy, unnamed tavern camps. There is a great deal of activity as
NPCs on the street with the heroes. It is prob- bursts open. Six minotaurs stagger out tents are struck and units formed.
ably enough to describe which races the PCs into the street, cursing and shouting.
see walking along the streets. Only roll for For the entire afternoon, columns of
racial types when the PCs have a specific " a pox on all human scum!" growls troops march from the camps through the
need to know. the leader, belligerently eyeing everyone center of Sanction and up the mountains
on the street. People quickly move away. toward the north pass. All types of draconi-
Another race, not listed on the chart, lurks ans, ogres, trolls, hill giants, goblins, hob-
in the underground reaches of Sanction. The minotaurs bully the PCs, insulting the goblins, and humans make up the units.
These are the Shadowpeople (pages 96-97). appearance and feeble fighting qualities of
The heroes can only meet the Shadowpeople humans. If the heroes try to avoid the band, The entire affair is very well organized,
in Event 62. the minotaurs press them to the limit, even the camps emptying from south to north with
pushing the heroes around. Any female PCs no bunching up or confusion as the columns
If the heroes disguise themselves as Drag- are selected as “companions” by the mino- fall into line. Each commander seems to
onarmy mercenaries, they can walk about taurs, who attempt to pull them away. know his unit’s place. Nor is there a gap in
Sanction unmolested. They will be bullied by the line; the town of Sanction is effectively
the draconians, ogres, and other large mon- If a fight breaks out, the minotaurs suffer cut in half for six hours-unless the heroes
sters, but they treat all human mercenaries a -2 penalty to all to hit rolls (they are very wish to try breaking through a column of
this way. Violent resistance to this bullying is drunk). No other NPCs will attempt to inter- enemy troops!
not unusual. vene.
The troops are on their way to reinforce
Because of the wide variety of units in the Event 57: High Cleric of Darkness the armies on the plains of Solamnia. Sanc-
evil army, virtually any kind of standardized tion is much emptier after they depart; cut
insignia will allow the PCs to pass as merce- This Event occurs on the second day the the number of NPCs encountered in half and
naries. Of course, displaying the crests of the heroes are in Sanction. double the proportion of encounters with
Knights of Solamnia or other recognizable native humans.
symbols of the forces of good will result in an A commotion up the street is drawing a
immediate attack by all evil troops on the large crowd. Apparently, some kind of Events in Captivity
street. procession is moving down the avenue,
the mob parting quickly before it. Use Events 59 through 62 only if the PCs
If the heroes are captured at any point, arrive in Sanction as prisoners or are cap-
proceed to Event 59: Audience. If captured A column of huge Sivak draconians, tured while in Sanction.
NPCs escape and are recaptured, precau- clad in blood-red uniforms that allow their
tions against a second escape attempt will be large wings to spread easily behind them, Event 59: Audience
increased. In this case, the Shadowpeople marches in disciplined file down the cen-
will not be able to rescue the PCs (see Event ter of the street. Immediately following the If the prisoners are captured outside the city,
62). draconians rolls an ornate chariot. As the they are brought immediately to the Temple
red-robed troops pass, the unfortunates of Luerkhisis. If they are taken prisoner inside
Events pulling the chariot move into view: several the city, a patrol of three Bozak and 12 Sivak
dozen filthy and pathetic men. Scars draconians comes to take custody of them.
Events 55 through 58 should be run while the made by cruel whipstrokes mark the back Their hands are securely bound before being
characters are free and venture at least occa- of each. taken to the temple.
sionally onto the streets. See Events 59
through 62 if the heroes are captured. The red-armored charioteer stands The procession is marched across any
with a bearing both arrogant and cruel, as necessary bridges, the PCs taking damage if
Event 55: Streets of Sanction if the rest of the world is his plaything. they fail their saving throws (see Encounter
The grotesque mask of a Dragon Highlord 19 1). Immediately before the great iron
This Event occurs right after the heroes exaggerates his intimidating presence. doors to the Temple of Luerkhisis, their
arrive in Sanction, on any road in the city. It Next to him stands another masked High- bonds are double-checked by the guards.
is representative of the atmosphere in Sanc- lord. This one is shorter, and clad in glis- Then the prisoners are taken inside.
tion. tening blue armor.
The huge black doors swing slowly open.
A party of ogres swaggers down the cen- “Hail the Highlord Ariakus!” rasps the Beyond is a vast audience chamber, lit in
ter of the street, rudely pushing everyone lead draconian, and the crowd mutters the hellish glow from a series of blood-
else out of the way. Suddenly, the clash of the name, half in awe and half in terror. red, glowing columns. At the far end of
steel rings out; a group of human merce- the hall, flanked by dozens of ogre guards,
naries faces the monsters, refusing to The procession includes 20 Sivak draconians is a huge man dressed in the sinister
budge. of the Red Watch, 30 slaves, the Dragon mask of a Dragon Highlord. He sits upon
Highlords Ariakus and Kitiara, and another an immense throne.
In seconds, chaos reigns as the ogres file of 20 Red Watch Sivaks. The Red Watch
attack with their brutal clubs, bellowing is Ariakus’s personal bodyguard. The slaves “Bring the prisoners to me!” rings
savagely. The humans fight well, how- powerfully through the hall, echoing like
ever, cutting skillfully with longswords the tolling of a funeral bell.
and daggers. Quickly, four ogres drop to
82
This is the Dragon Highlord Ariakus, ruler of Do not tell the players details of their NPC Encounters
the Dragonarmies and second in command treatment. Instead, say that one PC (choose
to the Queen of Darkness herself. randomly) has been removed from the cell. Encounters between the heroes and residents
For eight hours, the other heroes hear crack- of Sanction can have various outcomes. The
Ariakus immediately suspects the PCs of ing, crackling, and snapping noises, assorted members of the Dragonarmy are almost uni-
treachery and spying, at the very least. The screams and cries. Tell the unfortunate char- versally hostile and belligerent. As a rule, the
group is questioned about the Knight’s plans, acter that the experience is horrible beyond heroes are not suspected of being more than
the whereabouts of the elves, why the PCs words and that the shock of the torture wipes a group of human mercenaries in some army
are in Sanction, and so on. You may wish to out all memory of what actually happened. If unit.
create some questions appropriate to your a PC claims that he will not scream and beg
adventure. for mercy, allow a Constitution Check with a The only way to generate a little conver-
-8 penalty to see if the hero can remain sation with the humanoids is an offer, and
If any of the PCs shows signs of cooperat- silent. deposit of cash, to join one of the many gam-
ing, Ariakus has them removed to a comfort- bling games common in the taverns.
able interview chamber (Area L2 on the map The character is eventually returned to
on page 89). Here they are questioned in a the cell. Although no wounds are visible, the The human natives of Sanction regard the
friendly, conversational fashion by the High- hero has only 2 to 12 hit points left. The tor- heroes with suspicion and fear. These people,
lord. ture has an additional effect on the character: who lived in Sanction before the coming of
He must save throw versus paralyzation the Highlord’s armies, own nearly all the tav-
Regardless of the outcome of these inter- whenever he faces Sivaks of the Red Watch.
views, all the prisoners are turned over to the If the save fails by less than 7, the character erns, inns, and shops in the city. If the heroes
elite draconian guards of the Red Watch. attacks the Sivaks in true berserker fashion, look for a specific type of shop that is on the
Continue with Event 60. fighting to the death. If the save fails by 7 or list, let them find it. If they happen to wonder
more, the character freezes in place, shiver- what is on a particular street, roll d100 a few
Event 60: Transport to the Prison ing in terror, incapable of any action until the times and check the table to come up with
Sivaks are no longer in sight. This effect lasts some shops.
The draconians of the Red Watch replace the as long as the PCs are in Sanction.
character’s rope bonds with chains, unless Random Business Table
they are already chained. Then they chain After half the characters have been tor-
the entire group together in a long line. A tured, proceed to Event 62. D100 Type of Business
number of Sivaks equal to half the number of 1-31 Inn
PCs (rounded up) escorts the party from the Event 62: The Shadowpeople 32-35 Food market
Temple of Luerkhisis to the Temple of 36 Blacksmith
Duerghast. This Event occurs in the middle of the night, Moneylender
when the Red Watch guard activity is at a 37 Brewer
The other monsters in the city give the minimum. 38 Vintner
procession a wide berth, for the uniform of 39 W ainright
the Red Watch is feared by the evil forces. A soft scrape sounds from the back of 40-41 Stable
your cell. A dull, flickering light suddenly 42-44 Leatherworker
The heroes have a chance to escape here, spills into the chamber from a hole that 45 W eaver/tailor
if they are bold (and lucky). A character can has miraculously appeared in the wall. 46-48 Stonemason
break free of his chains with a successful Cloaked in a huge robe, a tall figure can 49-51 Sailmaker
bend bars/lift gates roll, or a successful open be seen in a narrow doorway that has 52-53 Carpenter/shipwright
locks roll (thieves only). The chains do 1d6 opened in the solid wall. The figure beck- 54-59 Net/rope maker
damage. PCs who are still chained can par- ons you to follow it. 60-63 Mapmaker/surveyor
ticipate in the fight, with a -4 penalty to all 64-65 Brothel
attack rolls. The Shadowpeople have come to free the 66-70 Embalmer
heroes. The figure in the door remains for 71-73 Apothecary
The Sivaks of the Red Watch fight to the one round. If the heroes do not follow, it 74-76 Astrologer
death. No other NPCs come to their aid, as closes the door and leaves. If attacked, it 77 Potter
the elite Sivaks are hated even among the turns and flees, leaving the door open behind 78-80 Armorer
Dragonarmies. If the heroes succeed in their it. 81-85 W eaponsmith
escape, a manhunt begins within 1d6 hours. 86-90 Scribe
If the heroes follow peacefully, the figure 91 Jeweler
If the characters do not escape during this is joined by several others of its kind, each 92 Physician
march, they are taken into the imposing carrying a dully glowing torch. They lead the 93-94
black edifice known as the Temple of heroes through the underground 95-98 Tentmaker
Duerghast. Continue with Event 61. passages to the Shadowhall in the 99-00 Officer’s club
Temple of Huerzyd, described in
Event 61: Dungeons of Duerghast Encounter H11 in Chapter 16.
This Event occurs if the heroes reach the This ends the Events for char-
Temple of Duerghast as prisoners. They are acters who have been captured.
taken to the lower level of the temple, split
into two groups, and locked in two cells Sanction Encounters
labeled D15 (see page 87). The draconians
do not know about the secret doors. Use the following encounters to
describe the various parts of the
If the heroes do not escape within the first city of Sanction that the heroes
12 hours of captivity (via the secret door), seek to examine.
the Sivaks of the Red Watch begin to torture
them. One at a time, the PCs are taken to
room D14. There they are subjected to all
manner of horrible treatment.
83
Warehouses are noted on the map and are Human NPC Reaction Table Encounters
stocked with military supplies of all kinds D20 Reaction
(food, weapons, wagons, uniforms, etc.) until 1-3 Hostile, refuses to deal with PCs 185. Docks
Event 58. After this they are virtually empty. 4-5 Sullen and uncommunicative
6-7 Insulting, greedy Sanction’s waterfront is as filthy as port as
The proprietors and human native cus- 8 Businesslike but silent can be found on Krynn. All sorts of vile char-
tomers encountered at these businesses 9-11 Cold but professionally polite acters lurk here, and the inns and streets host
greet the heroes with varying levels of enthu- 12 Cautiously helpful countless bloody fights every day.
siasm, ranging from helpful to downright 13-14 Talkative but trite and foolish
rude. Use the Human NPC Reaction Table to 15 Fearful but helpful The smell of rot is oppressive, and the
determine the response a native of Sanction 16-17 Friendly and helpful humidity at the harbor makes it very uncom-
has to the PCs. 18 Old-timer, talks about Shadowpeople fortable.
and “good old days” 186. Central Slum
19 Tells PCs of hidden pass to north
20 Tells PCs that Temple of Luerkhisis These small, close-packed areas teem with
thieves and the drunken troops of the High-
was the start of Sanction’s corrup- lord’s army. Although the inns in this area are
tion and the heart of its evil small, they tend to be crowded.
Sanction Slum Flowchart The ramshackle buildings are rude and
look temporary. The entire slum area is criss-
Use this flowchart to chart the PCs’ path crossed with a maze of winding alleys and
through Sanction’s slums. When the party twisting walkways.
first enters a slum, roll 1 d 10; they start out
at the box with this number. If the heroes try to go through a slum dis-
trict, use the Sanction Slum Flowchart on
The lines between the boxes represent this page to describe their path. Each box on
the narrow alleys through the slums. the flowchart represents an intersection of
Empty boxes represent an intersection of several alleys.
several alleys. Describe the directions of
paths leading out of these intersections 187. Northern Slum
and let the PCs choose a new alley. There
are also some boxes marked Dead End; This Area is as dense as the central slum, but
the PCs must turn back at these. does not have as many inns and brothels. It
is much less likely to be visited by the min-
Shaded boxes indicate intersections at ions of the Highlord’s army.
which PCs encounter a group from the
“Human NPC Reaction Table.” In the cen- There are many more hungry children
tral slum, reroll any results in the l-20 and unfortunate residenths here than in the
range. In the northern slum, use the result other slums. This district is much quieter
indicated. than any other part of Sanction. (Use the
Sanction Slum Flowchart to describe the
heroes’ path through here.)
If the heroes go into an inn or shop, the
crowd is mostly native humans. When using
the NPC Reaction Table, add +1 to the d20
roll (treat 21 as 20).
188. Southern Army Camp
This camp is home to the Highlord’s goblin,
hobgoblin, and human troops. Like the other
troops in Sanction, these are reserve units.
After Event 58, the camp is struck and the
Area deserted.
Until the troops move out, this camp is
filthy and raucous. The bored troops often
gamble and fight. Commanders seldom
come here, preferrng the decadent comfort
of their establishments in the city.
Each tent houses a dozen troops of one of
the three races. There is only a 25% chance
at any time that any of the troops are in the
tent. If a tent is occupied, d12 of its residents
are present.
The troops keep clothing and second
weapons in their tents, but little else. Troops
are armed in Sanction, and no soldier trusts
his fellows enough to leave valuables in the
tent.
Pitched on the slopes of the southern vol-
cano, the camp is uncomfortably hot.
84
189. Eastern Army Camp up without risk.
Area 192a marks the location of the
This small camp is home to the formidable
heavy units of the Highlord’s reserve army: secret tunnel entrance to the Temple of
Ogre, minotaur, troll, and hill giant troops. Luerkhisis. Each character gets one find
secret doors roll to locate it. A success
Each tent in his camp houses six of one means that the hero notices the crudely dis-
type of monster. There is only a 20% chance guised tunnel mouth 500 feet up the moun-
that any tent is occupied (d6 monsters pre- tain slope.
sent). In atmosphere and culture it is very
similar to the southern army camp. 193 Temple of Huerzyd
Humans are bullied unmercifully in this This temple is the smallest of the three and
camp unless they prove a match for the bul- shows few outward signs of activity.The
lies (on a d6, l-2 = ogres, 3-4 = minotaurs, 5 Highlord’s clerics and troops usually ignore
= trolls, and 6 = hill giants). this temple, as they feel an uncomfortable
sense of danger here.
190. Northern Army Camp
Huerzyd is the Shadowpeople’s center in
Baaz, Kapak, Bozak, and Sivak draconians Sanction. They can reach any other part of
camp here. This camp is much cleaner and the city through their network of tunnels from
quieter than the others. They regard non-dra- here (see page 83). (Huerzyd is described in
conians with hostility. The heroes are ignored more detail in Chapter 16.)
if they ask information.
194. Temple of Duerghast
The tents are occupied 50% of the time by
d12 draconians. If occupied, roll d4 to deter- This forbidding edifice is a tall, black fortress.
mine draconian type: 1 = Baaz, 2 = Kapak, 3 High walls surround it and two solid iron
= Bozak, 4 = Sivak. gates seal the only two entrances (except the
Shadowpeople’s tunnels).
191. Lava Streams and Bridges
Ariakus uses Duerghast as a prison and
The rivers of molten rock flow slowly through torture chamber. He comes here occasionally
the City of Doom. They mean near-certain to be entertained by the suffering of some
death for any creature unfortunate enough to unfortunate captive. (Duerghast is described
fall into one. in more detail in Chapter 16.)
The lava flows about one foot per turn. 195. Temple of Luerkhisis
The rock rivers have a crust of superheated
rock that breaks if anything heavy (100 gpw Luerkhisis is the focus of the power of the
or more) lands on it. The crust is a brownish Queen of Darkness on Krynn. It contains the
gray, although at night it glows red. Brightly throne of Ariakus, her most powerful servant,
glowing crimson lava bubbles through the as well as the good dragon’s eggs, the
crust. Any character touching the surface objects of the heroes’ quest.
takes 6d6 points of fire damage. A successful
save versus breath weapons halves this. A The temple is guarded by Sivak draconi-
character falling onto or becoming immersed ans of the Red Watch. Trespassers must fight
in the river takes maximum damage (36 1 to 3 Red Watch bands of 2-8 Sivaks each
points) each round. before reaching the temple. lnvisibility or
move silently might help avoid these encoun-
Even standing next to the lava is danger- ters. (Luerkhisis is described in Chapter 16.
ous. Each round a character stands at the The PCs’ mission should eventually bring
edge of a lava river or lake, he takes d6 them to this evil place.)
points of fire damage. A save versus breath
weaopns negates this damage.
At several places (shown on the map)
solid stone bridges cross the lava rivres.
Characters on the bridges must save versus
breath weapons every round or take d4
points of damage.
192. The Lords of Doom
These volcanoes soar to 4,000 feet; in the
hollow crater at each summit is a pool of
bubbling lava. The same risks of standing
next to the lava rivers apply to characters at
the summit of any of these mountains.
The ridges extending from the summits
are extremely steep, but characters without
special skills or even ropes can still climb
them. A thief must lead the way on the slopes
between the ridges. He must make a suc-
cessful climb sheer surfaces roll every 200
feet (failure means a fall of l0-100 feet). If
he trails a rope, other characters can climb
85
This chapter describes Encounter Areas in Level I H3. Storerooms
the temples of Huerzyd, Duerghast, and
Luerkhisis. There are no scheduled Events in The Shadowpeople do not use the upper These rooms held the supplies used by the
the chapter; the story develops from the PCs’ level of the temple. A number of scavenging temple’s inhabitants many years ago. The
exploration of the temples. Some of the creatures have moved in here. Also, a party western and middle storerooms contain
Events in Chapter 15 occur in these temples. of draconians is on guard duty here; Ariakus crates and barrels that at one time held food
has not figured out the secret of the temple, and drink. Each container has been opened
After the characters have reached the but he suspects illicit activity. and emptied by scavengers. The eastern
Altar of Corruption in Luerkhisis, however, a room contains scrolls, quills, clerical robes,
chain of events propels them toward a spe- There is a 50% chance of a random and other tools of scholarship.
cific destination. These events are described encounter every turn spent on the first level.
in Passage from Darkness, the closing event If an encounter is indicated, roll 1d6: H4. Monks’ Chamber
of the chapter.
Roll Encounter This large common room sheltered several
The Temple of Huerzyd 1 2-12 Giant rats dozen monks and clerics. The rotted remains
2 1-6 Carrion crawlers of straw mats on the floor provide the only
This is the oldest of the temples in Sanction, 3 2-24 Giant centipedes clues to the room’s purpose.
originally built before the Cataclysm in honor 4 3-30 Stirges
of the True Gods. it is the only temple that 5 2-12 Baaz draconians H5. Dining Hall
has not been perverted to evil purposes. 6 1-6 Sivak Red Watch draconians
This is the room where the monks took their
It looks plain and unassuming on the out- H1. Altar Room meals. Several long wooden tables flanked
side, unlike its two counterparts. Its white by low benches run the length of the room.
stone walls somehow remain clean in this This immense chamber is dedicated to six of Several large clay ovens, as well as some
smoky city. the ancient gods of Krynn, each portrayed by rusted pots, line the far wall. A small cistern
a giant granite statue. Paladine occupies a in the northeast corner has collected some
Huerzyd is the bastion of the Shadowpeo- central position; immediately to his side stagnant water.
ple in Sanction. Although they rarely venture stands the benign Mishakal.
above ground, their community thrives on H6. High Cleric’s Chambers
the lower levels of the temple. Subterranean H2. Cells
passages connect the temple to most other This formerly opulent office once quar-
locations in Sanction. These are small meditation cells, once used tered the high priest of the temple. Soft
by the temple’s monks and clerics. Each chairs and colorful tapestries in the outer
contains some trash and rubble, but nothing office have faded and rotted to the point of
of value. worthlessness. A large desk in the center
86
of the office contains some old writing them. Unless the heroes successfully detect H10. Mushroom Farms
instruments. traps they do not notice the trigger. When
someone sets foot on a trap’s trigger, two These rooms are filled with an incredible
The inner chamber contains a large bed blocks of stone weighing several tons each variety of thriving fungi, the Shadowpeople’s
and several more chairs, also rotted. drop into the corridor on both sides of the food. Warm drafts of volcanic air keep the
Beneath the bed is a secret compartment, party, completely blocking passage. chambers warm.
located by a roll to find secret doors. It con-
tains a scroll with three cure serious wounds The Shadowpeople telepathically inter- H 11. Shadowhall
spells on it. view trapped characters. The heroes are told
to lay down their weapons and attend a All adults gather here for conferences when
H7. Library Council of the Shadowpeople. The Shadow- important matters are afoot. The arrival of
people’s ESP powers let them detect any the heroes warrants a meeting. Only during a
This dusty and dark room was once the tem- intent of betrayal. Creatures of great Council can the Revered Ancient One come
ple’s library. Nearly all the books and scrolls patience, the Shadowpeople simply wait until into existence (see page 101).
are gone; bare shelves, a few empty tables, the heroes are ready to agree to their terms.
and some unused candles are all that is left. If the PCs prove themselves enemies of
When the characters are released, the the Highlord, the Shadowpeople provide
H8. Secret Door traps are raised two feet; the heroes must them with all the information (secret doors in
crawl out under the gaze of 20 warriors. temples, locations of guard posts, etc.), and
The Shadowpeople built this secret door to other aid they can give.
keep the Highlord’s minions from finding the H9. Clan Caverns
entrance to the temple’s lower level. Because The Temple of Duerghast
of the crude work, PCs get a +1 to all rolls for Each of these caverns is the home of d20+30
detecting it. Shadowpeople. Despite the crowded condi- Duerghast is a forbidding structure of black
tions, the rooms are clean and airy. Sophisti- granite. It was built as a temple to one of the
Level II cated vents bring in fresh air, and each room false gods commonly worshipped after the
has a well and a small hole leading deep into Cataclysm. Since the clerics of this god
The lower level is the center of the Shadow- the volcano for sanitary necessities. decided that their deity enjoyed displays of
people’s labyrinth. From here, tunnels lead to violence and bloodshed, the temple has an
the other parts of Sanction. The only encoun- arena and torture chambers. It has served
ters on this level are with Shadowpeople; very well as Ariakus’s prison.
there is a 33% chance per turn of encounter-
ing 3-18 warriors. Guard patrols are frequent here; all ran-
dom encounters are with these. Check once
The traps (marked with Xs) on this level per turn with a 33% chance of an encounter.
are designed to confine intruders until the Roll 1d6 to determine the encounter.
Shadowpeople determine what to do with
87
Roll Encounter D7. Practice Room A low brazier flickers with a dull, smoky
1 1-2 Red Watch Sivaks fire in the center of the room, giving off a
2 1-6 Baaz draconians The guards practice with their weapons in nightmarish red glow.
3 1-6 Kapak draconians this large room. There is a 33% chance that a
4 1-4 Bozak draconians group of guards are in here. The room is built D15. Maximum Security Cells
5 1-4 Red Watch Sivaks of black stone and unfurnished except for
6 1-4 Ogres torch sockets in the walls. The PCs are taken to these cells if they expe-
rience Event 61 from Chapter 15. Thick
Level I D8. Armory stone walls separate the cells, and the doors
are double-locked. The Red Watch comman-
D1. Gates of Duerghast This room is locked, but the Red Watch com- ders keep one of the keys needed to open
mander’s key opens it. Within are stacked 36 these cells; the Torture Master has the single
Each of these two gates is made of two spears, 24 long swords, 24 shields, 12 Red copy of the key to the second lock.
heavy iron slabs, 4 inches thick, 10 feet wide, Watch uniforms, and a locked chest. The PCs
and 20 feet high. The huge winches that cannot get this key, but if they pick the lock The Shadowpeople have carved the
open them are in the nearest tower. The they find a long sword +2, a shield +2, and a secret doors with great care, but a normal
gates are open during the day and closed at shield +1. roll to find secret doors can locate them.
night.
D9. Monstrous Altar D16. Torture Master’s Chambers
D2. Walls
The only room with any religious significance This opulent apartment is decorated in the
Each of these walls is made of smooth black in the temple, this chamber contains a statue most garish fashion imaginable. Bright red
granite (-10% to climb sheer surfaces rolls) of a hideous god that looks like a cross and purple tapestries line the walls and a
and rises to a height of 40 feet. The walls are between an octopus and a spider. A low dais, huge canopy bed dominates one end of the
20 feet wide at the base and 10 feet wide at stained brownish red, is before the statue. room. A locked chest containing 800 stl and
the top. A 3-foot battlement encloses the top This room is not used anymore. 2,000 stl worth of gems, sits in one corner;
of the wall. The only way onto the wall, short the Torture Master has the key.
of climbing or flying, is through a tower. D10. Entrance to Lower Level
The Torture master is a bloated little hob-
D3. Towers The door to this hallway is locked (again, a goblin, puffed up with his own importance.
Red Watch commander’s key or picking will He is a coward and a sneak. He will go to any
These tall structures are made of the same open it). A long staircase descends from the lengths to save himself if his life is endan-
stone as the walls. Each is 80 feet high. Each west end of the room. gered.
is 60 feet square at the bottom and narrows
to 30 feet square at the top, where a battle- Level II The Temple of Luerkhisis
ment surrounds the platform.
D11. Guardroom Luerkhisis is the largest temple in Sanction,
A staircase leads from ground level to the and is the headquarters of the Dragon High-
doors opening on to the walls, and from there This room is always guarded by four Red lord Ariakus. He is constantly surrounded by
to a trapdoor leading to the platform. The Watch Sivaks. The locked doors at either end members of his elite Red Watch unit of
doors to the tower are locked and must be are barred iron gates. Sivaks.
picked or opened with a key (carried by the
leaders of the Red Watch guard patrol). D12. Cells Luerkhisis is the center of the power of the
Queen of Darkness on Krynn. The lower level
D4. Arena Cages Each of these dingy cages is a 10-foot by 10- once held the first altars used in the unholy
foot cube of stone and iron, with not even a worship of the evil gods. Now it contains the
The narrow corridors surrounding the arena mat for the inmates. Four listless male pris- key to the good dragons’ Oath and the secret
lead into many small, bare cages. Iron bars oners languish in four separate cells (deter- of the origins of the draconian race.
and gates seal each of them. One of the mine randomly). If freed, the prisoners will
cages holds an immense tiger, eventually not fight with the heroes, but make every Random encounters are frequent in
intended to die for Ariakus’s amusement. effort to escape. Luerkhisis. The following chart applies to all
Temple levels. There is a 33% chance of a
D5. Arena D 13. Morgue random encounter every turn.
The arena is filled with sand. A grandstand Prisoners who die under torture or from lack Roll Encounter
rises up the slope of the mountain to the rear of food are brought here and left to rot. The 1 1-6 Red Watch Sivaks
of the arena. Twelve rows of benches, capa- stench in the room is vile. In addition, five 2 1-10 Red Watch Sivaks
ble of seating a total of about 600 people, ghasts subsist on the corpses. Although they 3 1-3 Clerics of Takhisis
surround an ornate center ringside box. The do not attack draconians, they eagerly 4 Small juvenile red dragon
seats is raised above the arena by a 12-foot- assault any warm-blooded prey entering the 5 Medium juvenile blue dragon
high wall. room. 6 Large adult white dragon
D6. Guard Barracks D 14. Torture Chamber Level I
Each of these rooms is sleeping quarters for This room contains every type of device L1 . Audience Hall
a dozen Baaz or Kapak guards permanently for inflicting pain known to the macabre
stationed in the city. The rooms are plain and imagination of Ariakus. The secret door at This vast room is flanked by smooth marble
crude, containing nothing of value. Roll for a the far end leads to a gallery where the columns and is bare of any decoration. At
random encounter (with the usual 33% Highlord often comes to watch the “festivi- the far end rests a huge granite throne. This
chance) each time the heroes examine one ties.” is the audience hall of the Dragon Highlord
of these rooms. Ariakus. It is illuminated by flaring torches
that cast everything in a brilliant reddish
light. The secret door at the back of the hall
is locked and Ariakus has the only key.
88
L2. Interview Rooms reserve army to march to Vingaard and shield +3. A suit of feather armor +1 also
destroy it. hangs from the wall.
These two rooms are virtually identical,
except that one is decorated in blue and the Concealed in a false bottom in the desk Of course, there is a trap. The door is
other in red. Each is lushly appointed with are a ring of protection +1, a ring of fire resis- double locked, and needs the key Ariakus
soft carpeting, brilliant golden chandeliers, tance, a wand of negation with three charges, carries as well as the key in the secret door
and soft chairs and pillows. The rooms are and a small key to the Treasure Room. of his desk. All attempts to pick the locks
consciously designed to put their occupants are at -10% due to the sophisticated mecha-
at ease. The bedroom is the ultimate in deca- nism.
dence. Mirrors line the walls and ceiling and a
Ariakus prefers to question prisoners who huge bed with a white canopy towers in one Unless a thief finds and removes both
show signs of cooperating in an interview corner. A tapestry depicting a great five- traps, a failed attempt to pick either lock
room. There is always time to send them to headed dragon with heads of green, white, drops the 30-foot x IO-foot section marked
the dungeons later. The secret door connect- blue, red, and black hangs on one wall. on the map into a 20-foot deep pit lined with
ing the two rooms is concealed behind a Behind the tapestry is a mirror of life trap- poisoned spikes. Those falling into the pit get
tapestry; Ariakus has the only key. ping. 3d6 of damage and must save versus poison
(with a +5 bonus because the poison is old)
L3. Conference Room L5. Treasure Room or die immediately.
This chamber is splendidly appointed with a This chamber contains the vast treasures L6. Observation Tower
large mahogany table and 20 plush arm- assembled by Ariakus from all over Krynn.
chairs. Several silver chandeliers light the Coins of steel and platinum, in uncountable Each tower has several peepholes from
room softly. An unlocked cabinet holds 12 numbers, fill dozens of chests. Gems and which Ariakus’s spies watch the city. The
bottles of fine wine, two bottles of equally fine jewelry well in excess of 10,000,000 stl fill towers are otherwise identical to the two in
brandy, and 20 long-stemmed crystal another 10 chests. All the chests are open, Duerghast.
glasses. revealing their contents to any visitors.
The tower to the west has a secret door
L4. Ariakus’s Apartments Paintings and tapestries adorn the walls; connecting the temple to the Shadow-
sculptures rest on marble pedestals that are people’s tunnels.
This three-room suite shows the Highlord’s themselves worth a small fortune. Four
taste for luxury. The outer room, decorated in chandeliers, enchanted with continual light L7. Highlord’s Library
black silk, matches the description of the spells, keep the room illuminated. One
interview rooms. Next there is a small office entire wall is devoted to weaponry, and dis- This lushly furnished room contains hun-
with papers and writing implements. The plays a long sword +4, 10 spears +3, a long- dreds of books and scrolls. Many tomes on
desk’s drawer is locked and protected with a bow +3, a dwarven throwing hammer +3, a military tactics and strategy, the history of
poison needle trap; it holds orders for the crossbow of speed, and 10 arrows +3. Stand- Krynn, and the geography of the world before
ing before the wall are two sets of human- the Cataclysm highlight the collection. None
sized plate mail +3, each adorned with a of the scrolls is magical.
89
L8. Gateway to Evil L17. Hall of Learning L22. Egg Rooms
This is the top of the staircase leading to the This room is the large chamber where the These rooms hold the eggs of the good drag-
lower level, the true center of the Dragon- clerics of Takhisis perform their studies and ons, readily recognizable by their metallic
army’s evil. Four Sivaks of the Red Watch are learn the ways of their vile goddess. Three colors. Each room contains the eggs of one
on guard here at all times. clerics are always here, studying tomes at type of dragon. In order from east to west are
the table in the center of the room. If they get the rooms of the gold, silver, bronze, copper,
L9. Secret Entrance a chance to raise an alarm, 10 more clerics and brass dragon eggs. There are about
from each of the two meditation cells arrive 1,000 eggs of each color in these rooms.
A secret door in this corridor leads to the tun- in two rounds (see the Random Encounter
nel (L15) that goes from a high ridge on the Chart for these clerics’ statistics). The chanting is louder as the PCs pass
peak of Luerkhisis (Area 192a on the map) these rooms. Now, the word “Takhisis” is rec-
to the temple. The Shadowpeople built the The near end of the room is a library, ognizable as a central ingredient of the chant.
door; the Highlord and his troops do not containing tables, chairs, and bookshelves.
know it exists. Simple lanterns, enchanted with continual L23. Altar of Corruption
light spells, provide light. The books here
L10. Dining Room are texts describing a wide variety of activi- This is the chamber where the chanting is
ties, nearly all of them evil. Books on tor- coming from. As the heroes reach the door-
The Highlord’s troops stationed in the temple ture, sacrifice, oppression, and other sorts of
eat their meals here. Several long wooden cruelty are readily apparent. Each is way, describe the scene:
tables and benches run the length of the embossed with Takhisis’s emblem of the
chamber. five-headed dragon. Two hooded figures flank a small, slime-
covered altar. They stare at an object on
L11. Kitchen The north end is a combat training facility. the altar in rapt concentration, uttering a
Staves, several maces, and a few hammers low, droning chant. Also staring at the
This is a large and immaculate kitchen. Dra- rest on a rack against the north wall. object on the altar, a sinuous red dragon
conians prepare both Ariakus’s elegant looms over the two humans.
meals as well as the more mundane fare of L18. Clerical Meditation Cells
the draconian troops. Several large ovens Straining for a better view, you see
and a counter holding every conceivable These are the plain rooms where the clerics that on the altar sits a silver dragon egg.
type of cooking device are the main features of Takhisis eat, sleep, and ponder the ways of
of the room. evil. Ten clerics occupy each, unless called The chanting has reached a climax,
forth by an alarm from room L17. for the hooded figures pause. Suddenly, a
L12. Storage drop of saliva from the red dragon’s
L19. Red Watch Deathguard hideous maw drops onto the egg.
This room contains the foodstuffs used in the
preparation of the temple’s meals. Flour, The door to this chamber is locked. Within Immediately, the silvery egg becomes
fruit, dried vegetables, and all sorts of spices the room wait eight members of the Red black and slimy. Like some poisonous
are stored here in quantity. Also, a wooden W atch, sworn to defend to the death the tumor, the egg begins to grow, changing
icebox chills several cuts of fine meat and 24 secret of the temple. shape and writhing as if in agony.
bottles of rare wine.
L20. Cell of Sorrow The egg becomes huge and begins to
L13. Red Watch Barracks split apart. Instead of the silver dragon
In this room is chained the unfortunate cop- that should emerge, however, many
This is the barracks of the guards detailed to per dragon Cymbal (see page 100). The squirming, lizard-like creatures begin to
duty in the temple. Forty bunks line the Highlord has convinced him that the future of spill forth.
walls. The bunks are occupied by l-10 Red his race, in the form of the good dragons’
Watch Sivaks if the PCs enter. eggs, depends on Cymbal preventing intrud- The egg has just spawned several
ers from gaining access to the eggs. Conse- dozen miniature Sivak draconians.
L14. Slave Quarters quently, Cymbal tries to prevent anyone
except a Dragon Highlord or draconian from If the heroes interrupt this procedure before
In this locked room are the 30 slaves who passing through his room. the draconians emerge, the egg still goes
pull Ariakus’s chariot. They were all freedom through the birthing process (4d12 2-foot
fighters in Estwilde and they yearn for an Cymbal is not very bright, but if he can be high Sivaks emerge). The three watchers
opportunity to escape. They will be coura- forced to understand the realities of the situa- continue to stare at the egg unless distracted
geous and helpful if the heroes offer them a tion, he will try to help the PCs carry their by a loud noise or an attack.
chance to regain their freedom. message to the Isle of Dragons.
Although not trained as a fighting unit, L21. Dens of the Corrupters
they look to Nathan Windsound as their
leader. These large chambers are the lodgings
(going from north to south) of Wyrllish,
L15. Luerkhisis Passage Dracart, and Harkeil (see pages 121-122),
the three NPCs responsible for corrupting the
This passage leads to the secret door in Area good dragons’ eggs. The rooms are currently
192a on the Sanction map. empty, although they look lived in and
recently visited. Each is relatively plain, with
L16. Shadowpeople’s Passage a bed, table, chair, and a painting of the five-
headed dragon.
This passage leads to the Shadowpeople’s
network of tunnels beneath the city. A low chanting (from Area L22) is audible
as the heroes enter this Area.
90
If the corrupters are attacked, they fight to One of the Shadowpeople warriors races Some of the shadow warriors attack the
the death. The baby Sivaks have 2 HD and to the PCs, telepathically signaling the neces- Sivaks, but most strike at the pursuing dra-
cause only 1 to 2 points of damage with each sity of rapid escape. Images of hundreds of conians on the bridge. Only twelve Sivaks
of their three attacks. They also suffer a -2 enraged draconians fill the characters’ minds. make it to the blocking position on the
penalty on all attack rolls because of disori- bridge. The rest of the draconians become
entation. After 10 rounds, 40 Red Watch Sivaks, embroiled with the shadow warriors, except
200 Kapaks, and 200 Baaz stream down the for 20 Kapaks that break free to pursue the
If the player controlling the silver dragon stairs. Because of their hasty retreat, the characters along the bridge.
does not realize the significance of what has Shadowpeople warriors are not able to close
just happened, you should tell him that he their secret door, and the draconians dis- The shadow warrior escorting the heroes
has just obtained enough evidence to free the cover it and charge through. sends a last message: “Please, for the sake of
good dragons from their Oath. us all, reach the cavern of the Old One!” (he
The corridor behind the secret door winds means the small cave at the end of the
This process is repeated every day. The downward for some 3,000 feet, twisting and bridge). Then he soars off the bridge to join
various kinds of draconians are created curving back toward the heart of the volcano. his comrades in battle.
through the corruption of the good dragons’ The characters should hear sounds of armed
eggs-eggs that the Queen of Darkness has pursuit as they flee with the shadow warrior. Since this encounter is the heroes’ major
sworn to protect in return for the good drag- Finally, the corridor ends in the Cavern of ground battle in Sanction, it should be tough!
ons’ Oath not to interfere with the war. Fire. If they seem to be handling it with little diffi-
culty (remember, they should have a silver
Passage from Darkness 197. Cavern of Fire dragon on their side now), you can have a
medium juvenile blue dragon emerge from
This section allows the heroes to take a The cavern is a hot, fiery chamber within the the tunnel to join the draconians in the fight,
direct and magical route to the conclusion of volcano. The floor is specked with pools of or you could have some more draconians
the adventure, but only if they have discov- lava, gouts of flaming gas, and hot but hard- break free to pursue the PCs.
ered the secret locked within Luerkhisis. Do ened rock. The bridge has no railings and is
not use this section if the PCs have made 20 feet wide. The bridge descends from 700 198. Cavern of the Old One
enemies of the Shadowpeople. feet above the cavern floor at the entrance to
300 feet above the floor at the exit. A fall The cave at the end of the bridge is the home
Encounters from the bridge will be fatal to anyone who of the Revered Ancient One (page 101 ), hon-
cannot glide or float down. Even if a charac- ored leader of the Shadowpeople. The cave
196. Pursuit ter glides to the bottom, he takes 3d6 points mouth is protected by a barrier that allows
of fire damage per round (half damage if he the Revered Ancient One to decide who
The passage is through the Shadowpeople’s saves versus breath weapons). passes through. All the heroes and
secret door, marked as Encounter L24. The Silvart/Dargent are allowed into the cave.
route leads downward, into the heart of the When any monster or character within
volcano Luerkhisis. If the heroes can reach three feet of the edge of the bridge is hit in The Old One cannot be seen or touched,
the Cavern of the Old One (Encounter 198), combat with an attack roll of 18, 19, or 20, but it is here. The darkness in the cave can-
the Revered Ancient One will se that they are he must make a successful Dexterity Check not be dispelled by the PCs.
safely transported to the Isle of Dragons. or be knocked off the edge. (All draconians
are Dex 11.) No light of any kind reaches the cave, yet
Ariakus senses the PCs’ intrusion at the the atmosphere is relaxing. A soothing
Altar of Corruption, and he immediately dis- When the heroes are one-third of the way touch reaches into your minds: “You have
patches troops to kill them. The troops will along the bridge, the draconians emerge into done very well, but you are not yet fin-
not take prisoners. At the same time, several the cavern. The Red Watch Sivaks immedi- ished. Rest, and I shall send you where
Shadowpeople warriors emerge from the ately launch themselves into the air, soaring you must go.”
secret door leading to L24, climb the stairs to to a point beyond the characters on the
room L8, and fight to the death in order to bridge. At the same time, from a location A deep sleep falls over you, and you
prevent the draconians from moving down high up the wall of the cavern, a fight of 40 breathe easily. The dreams, when they
the stairs. This delays pursuit for 10 rounds. shadow warriors glides into the air. come, are pleasant.
91
This chapter begins in a place of beauty and If the heroes explain the deception being The dragons will wait two days if the PCs
peace: The Isle of Dragons. If the heroes con- wrought by the Queen of Darkness in Sanc- must get Dragonlances in Palanthas, but they
vince the good dragons to join in the war tion, the good dragons are freed from their accept no other delays of their vengeance.
against the Dragonarmy, the heroes will ride Oath and make immediate preparations to
good dragons as steeds, carrying mounted join the war. If the PCs do not explain this, the Event 65: Return to Palanthas
Dragonlances. The chapter climaxes with an good dragons imprison them on the island;
aerial battle between the PCs and a force of they are free to walk around, but unable to Run this Event if the heroes return to Palan-
evil dragons. leave. thas to get the Dragonlances.
The Isle of Dragons lies several hundred Dragon Steeds The mighty serpents crouch expectantly,
miles to the north of Ansalon, and it is here their huge wings slowly fanning, limbering
that the powerful magic of the Revered If the good dragons join the war, several offer themselves for the journey. Suddenly, iron
Ancient One has sent the PCs. themselves as steeds to the heroes. Of muscles flex and the dragons leap into the
course, Silvart/Dargent will not ride a dragon; air!
Events it is up to her player to decide if she will carry
a hero on her back. Swiftly the ground falls away. The sad-
Event 63: Awakening dles seem secure, but the effect is still
Allow each player to roll on the following dizzying. The dragon glides out over the
This Event occurs immediately after the table to determine which type of dragon wave-tossed ocean, soaring steadily to
heroes are teleported by the Revered Ancient steed offers himself to each PC. the south. Necks and tails extended to
One. When the characters arrive, read the streamline their flight, the good dragons
following description: Dragon Steed Determination Table are eager to join the war.
You awaken slowly, feeling well rested and Roll Dragon Age and Color The heroes find that riding dragons is the
refreshed. Your wounds are healed and 1-12 Old brass easiest and most exhilarating way to travel.
the scene surrounding you is unexpect- Very old brass In less than a day they reach Palanthas-a
edly pleasant. 13-20 Ancient brass trip that would take several weeks by ship.
21-27 Old bronze
Soft grass covers the loamy earth. Very old bronze The landing in Palanthas is dramatic. Peo-
Trees of birch and pine tower on all sides. 28-37 Ancient bronze ple run screaming from the mighty serpents
All your companions are nearby. 38-46 Old copper and their riders. An armed force of Solamnic
47-54 Very old copper Knights confronts the dragons and their rid-
A metallic glint in the forest catches 55-63 Ancient copper ers as they land. The Knights are suspicious,
your eye. An awesome shape emerges 64-71 Old silver but know that dragons of these colors have
abrubtly into the clearing. It is a dragon, 72-75 Very old silver never been seen with the Dragon Highlords’
the largest you have ever seen. Its bearing 76-83 Ancient silver armies.
is not hostile so much as puzzled. Its 84-89 Old gold
scales are the color of burnished gold. 90-91 Very old gold Nonetheless, it takes much persuasion to
92-95 Ancient gold convince the Knights and the people that
As the characters adjust to their surround- 96-98 their intentions are peaceful and their drag-
ings, more dragons enter the clearing. Any 99-00 ons good. Once this is accomplished, the
hostile acts on the part of the PCs will be heroes are told that ten mounted Drag-
dealt with by the use of the paralyzing gas Each player rolls a d8 to determine dragon onlances were delivered to Palanthas by a
breath of several large silver dragons. If size: 1-2 = small; 3-7 = medium; 8 = huge. ship from Ergoth. One is given to each rider,
things get testy, Fizban walks out of the trees and is carefully attached to the lance mecha-
and tries to calm everyone; the dragons set- It is important to remember that dragons nism on the saddle.
tle down and listen when he speaks. are intelligent and proud. They do not toler-
ate being treated as servants or beasts of Event 66: Dragons to War!
The dragons entering the clearing include burden by their riders.
all age categories except the young and very This Event occurs as soon as the PCs have
young. The dragons’ colors are gold, silver, Stored on the Isle of Dragons since the mounted Dragonlances (after Event 65 or
bronze, brass, and copper. last Dragon War is a collection of saddles, after Event 64 if the heroes brought Dragon-
once used to carry the Knights of Solamnia lances with them to the Isle of Dragons).
The first dragon to enter the clearing is into battle on dragonback. These saddles are
Aurumnus, a huge ancient gold dragon. In brought out for the heroes’ use. Read both sections of boxed text only if
the absence of Paladine, Aurumnus is the this is the PCs’ first ride on dragonback. Read
leader of the good dragons. Aurumnus tells the PCs that he knows only the second boxed text if the PCs trav-
that a number of Dragonlances are in Palan- eled to Palanthas in Event 65.
Event 64: Confrontation thas. If the heroes do not have enough Drag-
onlances to outfit themselves, Aurumnus The mighty serpents crouch expectantly,
The heroes are surrounded by an assortment suggests that the characters and their mounts their huge wings slowly fanning, limbering
of suspicious an angry dragons. Aurumnus travel there to outfit for war against the evil themselves for the journey. Suddenly, iron
selects Silvart/Dargent for particular rebuke, dragons. muscles flex and the dragons leap into the
chastising her for bringing the PCs here. air!
“Remember the Oath,” he growls, “we must Hearing of Takhisis’s treachery and the
honor our word!” horrible fate of the eggs has ignited a The air is filled with glistening metallic
burning hatred in the hearts of the good colors as hundreds of dragons launch into
The dragons begin to debate the heroes’ dragons. They are determined to storm flight. Mighty wings flap thunderously as
fate: should they be killed, imprisoned on the Sanction and recover their eggs. Most of the dragons strain upward.
island, or warned and returned to Ansalon? the dragons (about 200) will head to Sanc-
Discuss all points of view; imprisonment tion. They ask the PCs to join them and
gradually wins out. The heroes must interrupt provide air cover and reconnaissance
the dragons’ debate to make their case. If the while the riderless dragons invade the
PCs mention the eggs, the good dragons pay Temple of Luerkhisis. The PCs may go
rapt attention. The dragons believe the story along with the dragons or they may decide
unless the PCs greatly distort the facts. to go elsewhere with their steeds (see
Event 67 if the PCs decide not to return to
Sanction).
92
Swifly the ground falls away. The Dragons on Krynn also have the ability to Epilogue
saddles seem secure, but the effect is perform a “wingover” maneuver. To do a
dizzying. The dragons move out over the wingover, the dragon stalls, drops 100 feet, The winds from the northern sea now carry
wave-tossed ocean, soaring steadily and turns up to 120 degrees. The dragon the balmy promise of summer. The snow has
southeast. Necks and tails extended to must climb on the round before the wingover retreated to the highest peaks of the moun-
streamline their flight, the good dragons is performed. tains and green is once again the color of the
are eager to exact their vengeance. plains.
Dragons maneuver normally when carry-
The flight to Sanction takes two days, includ- ing passengers. When mounted Dragon- What has proven to be one of the most
ing necessary stops. lances are used in a charge, however, they terrible winters in the history of Krynn has
do not inflict double damage on their victims. finally passed. The destruction wrought by
The dragons head toward the Temple of the war remains, and many fields will lie
Luerkhisis. Their immediate concern is the A wide shield made of evil dragon scales fallow through the growing season, for
rescue of their eggs. They will not hesitate in comes with each dragon saddle. The shield there is no one to tend them. Yet in other
their attack on the Temple, reasoning that gives a rider protected by it +2 to the saving places, which the evil forces have not yet
delay means more eggs lost to perversion. throw against an evil dragon’s breath despoiled, crops will grow; the food will
They attack every creature within the Tem- weapon. In addition, the character takes only again be plentiful.
ple, except Cymbal if he is still there. half damage if he fails the saving throw and
no damage if the save is successful. The war goes on. Vingaard, Solanthas,
Once in Sanction, the riderless dragons Thelgaard, and all the other battlefields on
dive at the Temple entrance. Gold, silver, and The mounted Dragonlances are designed war-torn Krynn continue to be stained with
bronze dragons polymorph into bats and to swivel upward and away when they strike the blood of the wounded and dying. The
speed toward the eggs. The other good drag- a target in the air. They cannot be used to might of the Dragonarmies is vast, and their
ons land at the entrance and lumber into the attack a creature lower than the path of the numbers seemingly endless.
Temple. Several dragons stop at the doorway attacking dragon-in other words, the dragon
and use spells, breath weapons, and natural carrying the Dragonlance must fly under the But, for the first time, there is a chance of
weaponry to prevent evil ground troops from target. defeating the Dragon Highlords on the field
entering. of battle. The unstoppable force of an evil
The heroes find themselves in a fight with dragon and rider has met its match with the
The heroes’ duty is to guard the airways all twelve evil dragons (three red, nine blue) return of the good dragons.
and warn of any approaching evil forces. Ari- that Ariakus has at his command. The red
akus has not been idle since the PCs’ intru- dragons will attack the most powerful good Certainly the road to victory will be long
sion into his domain. Realizing that trouble dragons, leaving the blues to handle the rest. and hard. But from the lowest ranking page-
might come soon, he called in reinforce- There are more evil dragons than PCs on boy serving the Knights of Solamnia to the
ments. He now commands nine average- good dragons, so several blues will circle the generals and heroes who hold the fate of the
sized old blue dragons and three battle, waiting to take the place of a dead or world in their hands, there is a growing feel-
average-sized very old red dragons, in addi- defeated dragon. No good dragon reinforce- ing that the war might eventually end in tri-
tion to several hundred draconians and ments arrive until the 2 1st round of the aerial umph.
assorted humanoid monsters. The evil drag- battle (it takes them that long to secure the
ons take flight to challenge the PCs and their Temple and the egg rooms). Two heavy cata- The long journey to victory may have
mounts as the Temple is being invaded. Read pults with a range of 36” (1080 feet) are finally begun.
the following to the players: emplaced on either side of the Temple of
Leurkhisis. They can fire at aerial targets at This ends the second book of the DRAG-
The thrill and fear of battle grips you as an altitude of 16” (480 feet) or lower. Ten ONLANCE® adventure. In victory or defeat,
the good dragons invade the Temple far Kapak draconians attend each catapult. the heroes have taken the war into the skies
below you. Draconians, ogres, and mino- They fire if a good dragon defeats his oppo- and have met the evil minions of the Queen
taurs are swept aside like leaves in the nent or breaks free of the fight. of Darkness on their own terms. Certainly,
dragons’ enraged charge through the the combination of good dragons and
Temple doors. Several bronzes hold the The evil ground troops are wiped out soon potent Dragonlances gives the forces of
entrance against the evil hordes. after the good dragons reemerge from the good an opportunity to stem the tide of evil
Temple. Sanction is once again in the hands that has hitherto swept the face of Krynn.
The streets of Sanction are also the of its natives and the Dragonarmy has suf-
site of bloody battle as the human natives fered a disastrous defeat with the loss of the If any Player Characters met an
and shadow warriors, emboldened by the city and the capture of the Altar of Corrup- untimely end during this adventure, the
dragons’ attack, fight back. More shadow tion. players may roll up new characters to fight
warriors glide down upon bewildered dra- with the armies of good. These characters
conians. The citizens of Sanction are Event 67: Battle in the Air can be Knights of Solamnia, stalwart
exacting their revenge! dwarves, or perhaps even a renegade elf
If the PCs do not accompany the dragons to from the wilds of Ergoth. The campaign
Suddenly, you hear the roar of other Sanction, they still have an aerial combat. has grown beyond those few heroes who
dragons. Below you a flight of blues and Let the PCs decide where they wish their started adventuring together at the Inn of
reds soar upwards. Your dragons roar mounts to take them. They encounter the 12 the Last Home in Solace, and the party of
challenge and a whirling, confused aerial evil dragons (described in Event 66) in the PCs can grow to meet the needs of each
melee is joined! air over land. This Event occurs whenever campaign setting.
and whenever you wish.
Running the Aerial Battle If you have TSR’s BATTLESYSTEM™
The evil dragons are flying at 500 feet Fantasy Combat Supplement, you can set
Consult the DMG for the rules of aerial com- when the PCs spot them. The PCs surprise up any number of battles as scenarios using
bat. Allow creatures that fly at half their max- the evil dragons on 1-3 on a 1d6 because the the BATTLESYSTEM rules. As the war rages,
imum speed to maneuver at one class better evil dragons do not expect aerial opponents. sharp encounters are fought throughout
than their listed maneuver class. A dragon Also, add 1 to the chance of surprise for each Ansalon. Of course, the PCs and their dragon
flying at less than half its maximum speed 300 feet of altitude. (See Event 66 for aerial steeds can journey to different areas to help
stalls and drops 100-600 feet before it can combat rules.) fight these battles, but other good dragons
recover. have returned to Ansalon, and many of the
Knights of Solamnia will soon learn to ride
them into war. The PCs have begun to turn
the war in favor of the forces of good.
93
Baaz Draconians Bozak Draconians Draconians
Frequency: Uncommon Frequency: Uncommon Draconians, or dragonmen, are the basic
No. Appearing: No. Appearing: troops of the Dragon Highlords. Their origin
Armor Class: 2-20 Armor Class: 2-20 is unknonwn to anyone in this part of Krynn.
Move: 4 Move: 2 They first appeared with the coming of the
Hit Dice: 6 "/[ 15"] / 18" Hit Dice: 6"/[15"]/18" Dragonarmies.
THAC0: 2 THAC0: 4
Percent in Lair: 19 Percent in Lair: 17 All draconians have wings, but only Sivaks
Treasure Type: 5% Treasure Type: 15% can fly. Draconians have three movement
No. Attacks: No. Attacks: U rates: walking, running on all fours while
Damage: J, K, L, U Damage: 1 or 2 flapping their wings, and gliding or flying.
Special Attacks: 1 or 2 Special Attacks: 1-8 or 1-4/1-4 They must use all four limbs and have their
Special Defenses: 1-8 or 1-4/1-4 Special Defenses: Spell use wings free to use the second movement rate.
Magic Resistance: None Magic Resistance: +2 saves Draconians prefer to charge this way, carry-
Intelligence: Intelligence: 20% ing their weapons in their teeth. They can
Alignment: None Alignment: High glide from any height up to four times greater
Size: 20% Size: Lawful Evil than the height they launch from.
XP Value: Average XP Value: Medium (6 feet+)
Lawful Evil (Chaotic) 175 + 4/hp See the separate Baaz, Bozak, Kapak, and
M (5½ feet) Sivak entries.
81 + 1/hp
Fetch
Frequency: Very rare
No. Appearing: 1
Armor Class:
Move: 4
Hit Dice: 6”
THAC0: 9
Percent in Lair: 11
Treasure Type: 100%
No. Attacks: Nil
Damage: 2
Special Attacks:
Special Defenses: Special
Magic Resistance: Drains two levels/hit
Intelligence: Visible only to victim
Alignment: Normal
High
Size: Chaotic Evil
XP Value: Medium
650 + 10/hp
Baaz are the smallest of their species and the Bozak are magic-users and have a higher
easiest to pass off as humans. They are also resistance to magic than other draconians.
the most plentiful of the draconians and are Bozak can cast magic spells as fourth-level
common ground troops. At the bottom of the magic-users. They are devoted to the pur-
draconian social ladder, they often tend to be poses of the Dragon Highlords. They never
chaotic in nature and self-serving when they show mercy once they attack. However, they
can get away with it. will not destroy an opponent if they believe
their case can be advanced by sparing the
Baaz are often encountered in disguise. life.
They can conceal their wings under robes
and, wearing a large hood and mask, can When a Bozak reaches 0 hit points, its
pass through civilized lands as spies. Dragon scaly flesh suddenly dries and crumbles from
Highlords often use the Baaz in this manner its bones. The bones then explode, doing 1d6
just before an invasion. points of damage to anyone within 10 feet
(no saving throw).
When a Baaz reaches 0 hit points, it turns
into a stone statue. Anyone hitting the statue
must make a Dexterity Check at -3 or his
weapon sticks in it. The statue crumbles to
dust after 1-4 melee rounds. Its armor and
weapons are unaffected; any stuck weapons
may be retrieved.
95
Fetch are harbingers of death. Existing on These carnivorous great white bears mainly
the fringes of the Abyssal Plane, these crea- eat fish. However, any other prey that stum-
tures may only reach into our world through bles into an ice bear’s path is likely to be
reflective surfaces (mirrors, calm pools, consumed as well. While they are colored
etc.). like polar bears, ice bears resemble cave
bears in their size and ferocity.
They appear as haggard and deathly pale
imitations of the person gazing into the sur- Ice bears and thanoi have developed an
face. The fetch appears to be standing imme- unusual cooperative relationship. Although
diately behind the person gazing at his occasionally seen in small groups of their
reflection. own kind, most ice bears are found with the
walrus-men. Ice bears have an uncanny abil-
Fetch attack twice per melee round, using ity to track prey over snow and ice, and the
an exact replica of the weapon of its victim thanoi use them for tracking, sharing any
(the fetch’s weapon disappears if it is killed). reward with the bears. If no new snow has
Fetch are always invisible, even while attack-
ing, to all but the victim. Thus, the victim is fallen, an ice bear has a 100% chance to fol-
-2 to hit and +2 to AC when attacking the low a trail one day old or newer. For each day
fetch. Others are -4 to hit the fetch since they since the trail was made, subtract 10%. Sub-
cannot see it. tract another 10% for every inch of new snow.
Roll once per day. If successful, the ice bear
Ice Bears follows the trail for the entire day, otherwise
the trail is lost forever.
Frequency: Uncommon Kapak
No. Appearing: 1-4
Armor Class: Frequency: Uncommon Shadowpeople
Move : 6 No. Appearing: 2-20
Hit Dice: 12” Armor Class: 2 Frequency: Rare
THAC0: 6+2 Move: 6”/[ 15”]/18” No. Appearing: 2-40
Percent in Lair: 15 Hit Dice: 3 Armor Class: 2
Treasure Type: Nil THAC0: 17 Move: 12”/18”
No. Attacks Nil Percent in Lair: 15% Hit Dice:
Damage: 3 (claw/claw/bite) Percent in Lair: 3+1
Special Attacks: l-8/1-8/2-l 6 Treasure Type: K, L M 100%
Special Defenses: Hugs for 2-12 No. Attacks: 1 Treasure Type: Nil
Magic Resistance: Immune to cold Damage: l-4 + poison No. of Attacks: 1
Intelligence: Standard Special Attacks: Acid pool Damage:
Alignment: Semi-intelligent Special Defenses: None Special Attacks: 1-8
Size: Neutral Magic Resistance: 20% Special Defenses: See below
XP Value: Large (12 feet +) Intelligence: Magic Resistance: See below
975 Alignment: Average Intelligence: Standard
Size: Lawful Evil Alignment: Very
XP Value: Size: Neutral (good)
M (6 feet) XP Value: Medium
105 +3/hp 175
Kapaks havre venomous saliva, which para- The Shadowpeople are a race of mammals
lyzes for 2-12 turns any creature failing a that has dwelled in Sanction since the city
save vs. poison. They often lick the blades of was founded centuries before the Cataclysm.
their weapons (commonly shortswords) Their existence has always been rumored,
before combat, envenoming them for three but never proved to the satisfaction of schol-
rounds. It takes one round to poison the ars.
blade again after the venom wears off.
Shadowpeople dwell almost exclusively
Kapaks are larger than Baaz, and often underground and suffer greatly in the light of
bully and abuse their smaller cousins. (The the sun. Under an overcast, such as always
Dragon Highlords try to keep different types exists in Sanction, Shadowpeople in daylight
of draconians separated.) suffer a -2 penalty on all attack rolls. The
penalty is increased to -4 under bright sun-
When a Kapak reaches 0 hit points, its light.
body immediately turns to acid and spreads
into a lo-foot-diameter pool on the ground. A long membrane connecting their arms to
Any character within this pool takes 1d8 their flanks is the primary distinguishing
points of damager per round from the acid. characteristic of the otherwise humanoid
The acid dissolves other materials at the rate Shadowpeople. They are covered in dark,
of one inch per round. Use the Saving Throw smooth fur. The membrane gives them the
Matrix for Magical and Non-Magical Items. ability to glide through the air. They can glide
All the Kapak’s items become useless. a distance equal to 10 times the height from
which they leapt to glide.
96
Sivak Uncommon A Sivak also changes shape when slain,
2-20 assuming the form of the creature that killed
Frequency: it. This death shape lasts for three days, then
No. Appearing: 6”/(15”]/18” the body decomposes into black soot. If its
Armor Class: 6 slayer is larger than the Sivak, or not human-
Move: 15 oid, the Sivak bursts into flame, causing 2-8
Hit Dice: 10% points of damage to all within 10 feet (no
THAC0: Q saving throw).
Percent in Lair: 3
Treasure Type: The fact that Sivaks change shape upon
No. Attacks: 1-6/1-6/2-12 death may be conveniently used to explain
Damage: None the apparent demise of characters (the
Special Attacks: +2 to saves obscure death scenario).
Special Defenses: 20%
Magic Resistance: High Spectral Minions
Intelligence: Neutral Evil
Alignment: Large (9 feet) Frequency: Very rare
Size: 350 +6/hp
XP Value: No. Appearing: 1-40+
Armor Class: 2
Move: 30”
Hit Dice: Varies
THAC0: Varies
Percent in Lair: 100%
Treasure Type: Nil
No. Attacks: 0, 1, or 2
Damage: Varies
Special Attacks: See descriptions
Special Defenses: +1 or better to hit
Magic Resistance: 20%
Intelligence: Standard
The Shadowpeople have a close, clannish Alignment: Varies
culture. The young are cared for by whatever
adults happen to be nearby. There are two Size: M
classes of adults: warriors and councilors.
The warriors patrol the underground tunnel XP Value:
network used by the race, and defend the
clan against intrusion. The councilors meet Berserker: 900 + 14/hp
regularly to educate the young and make the
important decisions about the survival and Guardian: 900 + 14/hp
future of the race.
Philosopher: 525 + 8/hp
Shadowpeople have a primitive language
of squeaks and growls, but they are much Reveler: 525 + 8/hp
more likely to use their advanced ESP abili-
ties to communicate. This ESP accounts for Searcher: 525 + 8/hp
the Shadowpeople’s low armor class: In
combat they are able to anticipate the W arrior: 900 + 14/hp
enemy’s actions and so defend against him.
They cannot be surprised by any sentient Sivaks are the most powerful draconians yet
creature. discovered, and are used on both the battle-
field and as spies in Ergoth, Palanthas, and
In combat, shadow warriors employ a the High Clerist Tower, where people have
wickedly curved hook both to attack and become suspicious of the robed Baaz.
restrain opponents. Once an enemy has been
struck by the hook of a shadow warrior, the Sivaks normally attack with two wicked-
enemy suffers a -2 penalty on all attack rolls edged swords but are also dangerous with
and sustains an additional d8 of damage their claws. In addition, they attack with long,
every round until one or the other combatant armored tails. They can only use this attack
is dead or the fight ends. when in draconian form.
Although the councilors have none of the Sivaks are shapeshifters, capable of
combat abilities of the shadow warriors, they changing their form under two conditions.
have another ability: The creation of the When they slay a humanoid of their own size
Revered Ancient One in its secluded cavern or smaller, they may take the form of their
(see NPC Capsules). The Revered Ancient victim. The Sivak does not gain the memo-
One can only function while the Council of ries, experiences, or spell use of its victim
the Shadowpeople is in session. and, like all draconians, radiates magic. Its
appearance and voice are exact matches of
its victim. The Sivak may change back to its
normal shape, but after doing so may not
polymorph again without finding another vic-
tim.
97
Spectral minions are the spirits of humans or gluttonously.
demihumans who died before they could ful- Revelers have a special ability-tempta-
fill powerful vows or quests. Like ghosts,
spectral minions do not fully exist on the tion. This means that any PC seen by the rev-
Prime Material Plane. Even in death, spectral elers is surrounded by their madly laughing
minions are bound to the vows and quests forms. The PC must save vs. spells or be
upon them in life. Every day they must relive hypnotized by them. The PC falls into a deep
the events leading to their deaths, trying to sleep and slumps to the floor. Other PCs see
fulfill their quests. that PC’s spirit essence step from his body
and he revels with the spectral minions until
Outdoors, spectral minions must stay either the group of revelers is defeated or 1d6
within 1,000 yards of where they died. turns have passed. For every turn the PC rev-
Indoors, they must stay in the corridor or els, he suffers a temporary one-level reduc-
room where they met their death. On very tion following the reveling. This reduction is
rare occasions where the quest was to per- cumulative. The PC regains one level every
form an act over an area, they are free to four hours after awakening.
roam within the area stated in the quest.
Spectral minions’ speed gives them a +1 on Searchers: These armed (broadswords) min-
initiative rolls. ions of evil stalk the halls of the Tower of the
High Clerist, forever searching for the Khas
Spectral minions can only do damage if game pieces.
they died holding a weapon. Their weapon is
a part of them. Unless otherwise noted, 50% Warriors: Both good and evil warrior minions Thanoi are protected by a tough leathery
of all spectral minions have weapons. Those wander the Tower of the High Clerist. They skin and a thick layer of fat. They can swim
that do have weapons have swords, unless fight a battle with each other every day, nei- in arctic waters with no danger of suffering
otherwise noted. They disappear forever if ther side gaining an advantage, both sides from the cold. In fact, thanoi are immune to
their vows or quests are fulfilled or if a grimly determined to win. Spectral minions all forms of cold, both natural and magical.
remove curse is cast upon them. can do no permanent damage to other min- This immunity has its disadvantages: a
ions, thus these battles are truly eternal con- thanoi loses one Hit Die per week while
When very powerful people become spec- flicts. Only the PCs’ intervention can turn the exposed to a warm (above freezing) climate.
tral minions, their hit points and level remain tide. Thanoi also take an extra points of damage
the same. per die from fire-based attacks.
Thanoi (Walrus Men)
Spectral people look like the people they Although large and clumsy-looking, a
were before they died, but they are almost Frequency: Uncommon thanoi can maneuver its bulk surprisingly
transparent. No. Appearing: 1-20 well. Their clawed feet let them keep a good
Armor Class: 4 pace over ice or snow.
There are six types of spectral minions in Move: 9”/1 5”
the High Clerist Tower, although they cannot Hit Dice: 4
be readily distinguished by appearance THAC0: 17
alone. Percent in Lair: 25%
Treasure Type: Individuals M; Lair C
Berserkers: Some agents of evil in the Tower No. Attacks: 1 or 2
were driven into a berserker frenzy when the Damage:
Cataclysm came upon the world. Though Special Attacks: Weapon tusks (1-8)
quested to find the Khas game pieces, they Special Defenses: None
have rebelled against the task and have not Magic Resistance: Immune to cold
hope of ever being freed from their charge. Intelligence: Standard
They will communicate with adventurers only Alignment: Below average
5% of the time. Size: Lawful evil
XP Value: Large (8 feet)
Guardians: At Yarus’s death, these minions 120
were quested to guard the ways of the Khas
pieces. They require a password, known only Thanoi are a bizarre blend of the human and
to Yarus, to allow non-minions past their walrus races. The creatures have huge,
posts. Guardians are of good alignment; padded feet, stocky arms with fingers capa-
harming them would be evil. ble of holding a weapon or throwing a spear,
and faces much like walruses’. Two huge
Philosophers: Over the centuries, philoso- tusks grow from a thanoi’s mouth, jutting
pher and reveler minions have fallen back wickedly downward. The beast may use
into the ways of their lives. Philosophers love these to attack (1-8 points of damage each),
libraries and books and can spend decades or it may use a weapon, gaining a strength
studying the nuances of a single book. bonus of +2 to damage only.
Philosophers can be of any alignment. When
more than one is encountered, they are often A group of thanoi always has a leader of 5
debating each other heatedly, to the exclu- hit dice. This leader is usually the meanest
sion of any interruption. They usually attack and most agressive of the band. The walrus-
only if their honesty is questioned. men are a vicious race, enjoying the torment
of other creatures; often thanoi kill for the
Revelers: These minions revel through the sheer joy of it. Their primary food is the fish
Tower halls. When encountered, they are that are trapped in the ice-covered lakes on
engaged in one of the following (roll 1d6): lcewall Glacier. They are not above eating
dancing madly through the halls; laughing carrion, bear meat, or any other protein that
in groups and drinking spectral ale; chasing fate sends in their direction.
members of the opposite spectral sex; play-
ing parlor games: playing music; dining
98