Monster AC MV HD THAC0 #AT Damage SA SD A L
Griffon 3
12, Fl 30 1d4/1d4/2d8 Nil
Hobgoblin 5 (C, D mounted) 7 13 3 Weapon Nil Nil N
Kender 8 1+1 19 1 1d6 Sp. Nil LE
Kender 9 1 LN/CN
5 6 1 19 1d4 Sp. Sp.
(Hugon Barker) 3 1d6 Sp. CG
Lamia Noble 6 6 3 17 1 1d3/1d3/1d6 Sp. Sp. CE
Leopard, Snow 5 9 10+1 11 1 2d6 Sp. Nil N
Lizard, Subterranean 8 15 17 3 1d6 Nil N
Man, Bandit 8 12 3+2 15 1 1d6 Nil Sp. NE
Man, City Guard 10 12 6 17-19 1 1d6 Nil Nil N
Man, Farmer 12 1d4 1 Nil N
Man, Highseeker 8 12 2 19 1 1d8 Nil Nil
8 2 19 1d8 Nil Nil CG
Master 4 12 1d8 Nil CG
Councilor 8 12 7 13 1 1d6 Nil Nil LG
Man, Holy Guardian 10 12 5 15 1 1d4 Nil Nil N
Man, Hunter 10 12 4 17 1 1d6 Nil Nil LG
Man, Nightshade 9 12 2 19 1 1d4 Nil Nil CG
Man, Plainsman 10 12 4 17 1 1d4 Nil Nil CG
Man (Raven-eye) 8 12 2 19 1 1d4 Nil Nil N
Man, Refugee 10 12 3 17 1 1d4 Nil Nil CG
Man (Sunstar) 4 12 1 19 1 2d8/2d8/2d6/2d6 Nil Nil N
Man, Townsman 3 12 2 19 1 1d12 Sp. Nil N
Mastodon, Skeleton 5 15 1 19 1 1d10 + 2 damage Nil LE
Mummy 6 6 13 7 4 Nil CE
Ogre 9 6+3 13 1 1d8/1d8/1d3 Sp.
Pegasus 24, Fl 48 4+1 17 1 2d6 Surprise Sp. CG
(C, D mounted) 4d6 Nil N
Piercer 3 1 4 17 3 1d4 Sp. N
Pudding, Deadly (Dun) 7 12 2 19 1 1d3 Charge Nil N
Ram. Giant 7 12 8+1 13 1 Disease Nil N(E)
Rat, Giant 7 12, SW 6 2 19 1 Sp. + 5d4 Sp. CE
Roper 0 3 1d4 hp 20 1 2d4 or weapon Sp. Nil N
Satyrs 5 18 10 11 1+1 Sp. Nil CE
Shadow 77 12 5 15 1 1d4+1, sp. Sp. N
Shrieker 7 1 3+3 17 1 Nil Nil Sp. N
Skeleton 7 12 3 17 0 1d6 Nil Sp.
Skeleton Warrior 6 1 1 1d12 Sp. N
Slug, Giant 2 6 9+12 19 1 1d12 Sp. Noise N
Snake, Poisonous 8 15 12 11 1 1 Acid
Spectral Minion, 6 2+1 9 1 Poison Sp. LG
Guardian 30 19 1d8 Sp.
Spectral Minion, 2 Nil Sp. N
Philosopher 30 6 15 1 1d4 Nil LE
Spectre 2 15, Fl 30(B) 1d8 Nil N
Spider, Huge 2 4 17 1 1d6 Sp. Nil N(G)
Sprite 6 18 13 1 1d4 or 1d3 Sp. N(G)
Sylph 6 9, Fl 18(B) 7+3 19 1 Nil Sp. Nil CG
Treant 9 12. Fl 36(A) 2+2 19 1 4db/4d6 Sp. CE
Troll 0 17 0 1d4+1/1d4+1/1d8+4 Sp. Sp. N
Vulture, Giant 4 12 1 9 2 1d4 Sp. Nil N
Warthog 7 12 13 3 2d4/1d8 Nil LG
White Stag 7 3, Fl 24(D) 3 19 1 1d6/ld6/1d12 Nil Sp. LE
Wight -5 12 11 17 2 1d4 Nil Sp. CE
Will o Wisp 5 24 6+6 11 3 2d8 Sp. Sp. N
Wolf -8 12 2+2 15 1 1d4+1 Sp. Sp. N
Wolf, Dire 7 Fl 18(A) 11 1 2d4 Nil Nil NE
Wolf, Winter 6 18 3 1 2d4 Nil Nil LE
Wraith 5 18 10 19 1 1d6 Frost Nil N(E)
Wyvern 4 18 4+3 15 1 1d6/2d8 Sp. Sp. N
Zombie 3 12, FL 24(B) 9 15 1 1d8 Poison SP
8 6, Fl 24(E) 2+2 15 2 Nil Nil
6 4+4 13 1 Nil
6 19 Nil
5+3 sp.
7+7 Nil
2 Nil
Abbreviations
AC = Armor Class, AL = Alignment. #AT = Number of attacks per round, CE = Chaotic Evil, CG = Chaotic Good. HD = Hit Dice. hp = hit points,
LE = Lawful Evil, LG = Lawful Good, MV = Movement Rate, N = True Neutral, NE = Neutral Evil. NG = Neutral Good, SA = Special Attacks.
SD = Special Defenses, Sp. = Special, THAC0 = Number needed To Hit AC 0 1990 TSR, Inc All Rights Reserved.
The best-selling DRAGONLANCE® saga begins again, better than ever before!
TSR, Inc. TSR, Ltd.
POB 756 120 Church End, Cherry Hinton
Lake Geneva Cambridge CB1 3LB
WI 53147 U.S.A. United Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.
Official Game Adventure
DRAGONLANCE® Classics,
Volume 1
by Hickman, Niles, and Dobson
Table of Contents
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Much is revealed to the Dungeonmaster.
Chapter 1: The Road Travels East . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Darkness spreads over the land, and the heroes move toward an ancient city.
Chapter 2: Lost City of the Ancients . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The heroes reach Xak Tsaroth, a once-great city.
Chapter 3: Descent into Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Beneath the ruined buildings of Xak Tsaroth lies the greater city and its lost glories.
Chapter 4: Lair of the Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
A mighty dragon guards treasure and knowledge in the ancient ruins.
Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 3 5
More and greater trials lie ahead for the heroes.
Chapter 5: Que-Kiri and the Plains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
The fires of the Dragon Highlords spread.
Chapter 6: Solace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 8
Dragonmen hold sway over first home and the Last Home.
Chapter 7: The Slave Caravan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1
The wagons move toward the slave mines of Pax Tharkas.
Chapter 8: Elvenhome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 5
The heroes rest, hear songs and legends, and, learn of the Sla- Mori.
Chapter 9: To the Walls of Pax Tharkas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Through the perilous tunnels of the Sla-Mori.
Chapter 10: The Tharkadan Towers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 5
In the heart of the Dragon Highlord’s dark fortress.
Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 6 5
Though a great task has been completed, the quest beckons.
The Refugees of Pax Tharkas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 6
The plight of the refugees is explained for the Dungeonmaster.
Chapter 11: The Way . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 8
The heroes attempt to find safety and shelter for the refugees of Pax Tharkas.
Chapter 12: The Outpost Mines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 7
The heroes discover remnants of a once-mighty dwarven kingdom.
Chapter 13: Skullcap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 1
The tomb of Fistandantilus is found, and the mysteries of the Dwarfgate War revealed.
Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..89
Events to come cast their shadows, and the fate of the refugees is revealed.
Chapter 14: The Doors of Thorbardin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 1
The heroes dream dark dreams and seek a long-lost kingdom.
Chapter 15: The North Gate of the Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4
Entering Thorbardin, the heroes encounter evil and a legendary dwarf.
Chapter 16: The Honor of the Hylar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 8
The Council of Thanes meets, and the heroes receive a quest.
Chapter 17: Kalil S’rith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
The heroes seek a mystical treasure in the Kingdom of the Dead.
Chapter 18: Dark Realms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 6
Verminaard returns for the final confrontation.
Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 0
This book of the saga ends, but the path is long ahead.
Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
CREDITS: Distributed to the book trade in the United States by Random
House, Inc., and in Canada by Random House of Canada, Ltd. Dis-
Editing and Development: Mike Breault tributed to the toy and hobby trade by regional distributors. Dis-
Original Story and Design: Tracy Hickman, tributed in the United Kingdom by TSR Ltd.
Harold Johnson, Douglas Niles and ADVANCED DUNGEONS & DRAGONS, AD&D,
Michael Dobson DRAGONLANCE, PRODUCTS OF YOUR IMAGINATION, and the
Interior Illustrations: Jeff Butler, TSR logo are trademarks owned by TSR, Inc.
Jeff Easley, Larry Elmore, and
Keith Parkinson This adventure is protected under the copyright laws of the United
Original Cartography: Diesel, Dennis States of America. Any reproduction or other unauthorized use of
Karth, Elizabeth Riedel, Billy the material or artwork contained herein is prohibited without the
Clemons, and Steven Sullivan express written permission of TSR, Inc.
Songs: Tracy Hickman, Carl Smith, and
Michael Williams Permission granted to photocopy or print this product for personal use.
Additional Cartography: Sarah Feggestad
©1990 TSR, Inc. All Rights Reserved. Printed in U.S.A.
Let your mind float free, Dungeon- Raistlin is a mage gone cynical, a from other worlds lose all their
master; enter the mind of Astinus of doubter. They have survived great and powers (but these can be regained, if
Palanthus, Lorekeeper of Krynn, who terrible trials. The tests that Raistlin all goes well).
sighs as he rises from the crystal underwent to become a mage left him
globe of wisdom, weary from travel- with skin the color of gold and pupils All PC elves are Qualinesti elves.
ing the world in his spirit form, weary the shape of hourglasses—he sees the Other elves appear in later
from following the trails of history to constant, terrible effects of time. DRAGONLANCE® adventure mod-
their ends Slowly he stands, and ules.
shuffles across the floor to a table Sturm Brightblade is the son of a
piled high with parchment scrolls, He Knight of Solamnia. Now taking up The equivalent of a halfling in this
dips a quill pen into an inkpot and be- the mantle of his father, his most puis- world is called a kender. Kender re-
gins once more to scribe. sant knightly aim is to die nobly in a semble wizened 14-year-olds and,
battle against his enemies. His motto unlike halflings, they wear shoes.
. . . Darkness has fallen over poor, suf- is Perunde ocadaver—Obedience These folk have two special abilities
fering Krynn. Thus it has been since Unto Death. He is a man of military (in addition to the usual halfling abili-
the great Cataclysm, when the old bearing, of great dignity, and of ties):
world fell. Curse the High Priest of Is- power—a true knight.
tar, whose pride caused him to give or- 1. Taunt. Kender are masters at en-
ders to the True Gods! For the Gods Flint Fireforge is a fighter of the hill raging others by verbal abuse. Any
punished Krynn for this blasphemy, dwarf race, distrustful of all— creature a kender taunts must roll a
and much was forever lost. Lost were including other dwarven races (espe- successful saving throw vs. spell or
the great cities, the accumulated wis- cially the cursed Aghar, the gully attack wildly at once for 1d10 rounds
dom and knowledge of many genera- dwarves). Now of grandfatherly age, with a -2 penalty to their attack roll
tions. Lost as well was all knowledge he is but two dwarven generations re- and a +2 penalty to their armor
of the True Gods, and mankind sank moved from the great Cataclysm it- class.
into idolatry. Priests lost their power, self! His family was killed through the 2. Fearlessness. Kender are immune
and mankind lost hope for its salva- neglect of the mountain dwarves, and to fear, both magical and non-
tion. now he seeks to avenge his people. magical. They are, however, curious
about everything—a tendency that
But hope always spring from the Tasslehoff Burrfoot is a handler (I often gets them into trouble.
most modest of causes, and so it was would say thief) of the kender people,
that the lnnfellows began the salva- a halfling in size but a giant in curios- Finally, dragons have been absent
tion of Krynn. Originally there were ity. He is a treasure of odd informa- from Krynn for nearly 1,000 years.
seven: Tanis, Kitiara, Flint, Tasslehoff, tion, of useful insights, and of clever They are considered merely legends
Raistlin, Caramon, and Sturm. Five solutions to knotty problems. by all who have not personally be-
years ago they set out from the Inn of held them. Characters may be
the Last Home, seeking knowledge of These are the original Innfellows, thought foolish, or liars, if they talk
the True Gods. In five years they found but the puzzle is not yet complete. On about dragons to the wrong people.
nothing, and so all returned to the their journeys, the heroes will meet
sleepy town of Solace, the tree-city others who seek to battle the evil that Gold is worth a lot less on Krynn
built in a vallenwood grove. All re- threatens all. than on other campaign worlds.
turned save one: Kitiara the beautiful, Steel is the metal standard on Krynn;
whose whereabouts are yet unknown. Where will the heroes, armed with one steel piece (stl) is the equivalent
scant knowledge, go from here? They of one standard gp in purchasing
Tanis is the leader, a half-elf born of must hurry, else Krynn is doomed. power (i.e., on Krynn, the prices for
an elf mother who was taken by a hu- common items found in the Player’s
man turned savage in the terrible Although weary, I must keep Handbook are in stl rather than gp).
times that followed the Cataclysm. watching. I shall return to my golden But when players from other cam-
The elves took him in, and he was chair, once again gaze into the crystal paigns convert their gp to stl, their
raised in Qualinesti, elfhome. But he is globe, and let my spiritjoin the lnnfel- wealth decreases greatly. The official
ever torn between his human and el- lows on their quest. . . conversions are as follows: 1 stl = 10
ven halves, and has found the wan- gp = 20 sp = 100 cp = 2 ip (iron
derlust strong within him He has From the lconochronos of Astinus pieces) = 2 bp (bronze pieces) = 1/5
roamed the world and seen much. His of Palanthus, Lorekeeper of Krynn, pp.
heart is split between the fiery Kitiara, in the 351st year after the Cataclysm.
a human woman, and the elf maid (The most commonly given reason
Laurana. The World of Krynn for the relative values placed on gold
and steel is that, in a world as
Caramon and Raistlin are twins— There are important differences be- wracked by turmoil and conflict as
yet unlike as night and day. Caramon tween the world of Krynn and stand- Krynn, a metal that can be crafted
is bright, Raistlin is dark. Caramon is a ard AD&D® game campaigns. into weapons is much more valuable
fighter of great strength and courage; than a soft, fragile metal.)
True priests have been unknown in
Krynn for centuries. There are
priests, but they do not have spell
powers since they worship false
gods. PC priests who enter Krynn
4
The DRAGONLANCE® saga is a given for an NPC are those at the that choice the most logical, most
complex epic, filled with detail, leg- time the PCs first meet that NPC. If appealing one for your players. Only
end, and history not found in most the PCs have gone up in level since you can do this, as only you know
modules. To run this adventure prop- the first time they met this NPC, the how to best tantalize your particular
erly, you must think of it as a story, NPC should have advanced also. If group of garners. This is a test of
and try to motivate your players sub- the PCs easily overpowered an evil your skills as a DM—to keep your
tly to follow the right path. It is partic- NPC the first time they met, advance players interested and to make them
ularly important that you read the the NPC faster than the PCs. Con- believe that they are free to make
adventure several times, visualize versely, if the NPC got the better of any choice they wish.
the story, and think about the differ- the PCs, have him advance slower
ent things your players might do. No than the PCs. While reading this adventure prior
matter what, it will be necessary for to play, note the various methods
you to improvise from time to time. The supplementary NPCs (Laur- given in the text for steering way-
ana, Elistan, etc.), listed on pages ward players back into the story (the
Several enemy NPCs, members of 114-115, can be attached to the party white stag, etc.). Make a list of these
the Dragonarmies appear through- as NPCs when they are met (unless and add a number of your own. As
out this adventure. Try to make them the text says otherwise). They cannot you use each one during the adven-
have “obscure deaths” if they are be used as player characters during ture, cross it off—try not to use the
killed; if at all possible, their bodies the course of the adventures in this same method twice. Also, don’t let
should not be found. Then, when the book (though this option is available your players get the impression that
NPCs appear later, you have a later in the saga). no matter what choice they make,
chance to explain their presence. Be you’ll steer them back on course with
creative; think up an explanation for Players and PCs: Don’t feel that no harm done. Set a batch of dracon-
their “miraculous” survival. If this you and yourplayers have to march in ians on them every so often when
becomes awkward, or your players lock step with the DRAGONLANCE they stray, then let them limp back
become suspicious, then let the NPC novels! Feel free to allow your play- on track. Teach them that thinking
die, but be prepared to create a simi- ers to play the DRAGONLANCE saga things through often avoids danger-
lar (but not identical) NPC to take the with characters from other worlds. ous situations.
dead NPC’s place later in the adven- This will entail some juggling on
ture. If you are willing to do this, you your part, as certain portions of this Events and Encounters: Most of
may eliminate the “obscure death” adventure (dream cards, for exam- the occurrences within each chapter
rule entirely. ple) refer to specific characters in the of this adventure are categorized as
saga. Reassign them to the most ap- either events or encounters. Events
After Goldmoon becomes the first propriate members of your party. are triggered at specific times or
true priest on Krynn, other priests when specific conditions have been
may obtain spellcasting powers by Be sure that any PCs you allow into met. Encounters are triggered when
dedicating theselves to the worship Krynn are no more powerful than the the PCs enter a specific area.
of Mishakal or Paladine. Goldmoon’s PCs depicted on the cover of this ad- Encounters occur as soon as the PCs
Medallion of Faith will create Medal- venture. Lower their levels and strip enter the indicated area, unless oth-
lions for other true priests. them of their fancy armor, weapons, erwise noted in the text. Be sure to
and devices, if need be (if the players keep careful track of time and loca-
Sections of boxed text contain in- protest, stand firm to keep the ad- tion so you know which event or
formation that should be conveyed venture balanced). encounter to run next.
to the players. You may either read
the text to the players verbatim, or If your players decide to use the Time: Assuming that you have the
you may paraphrase it. heroes of the saga as their PCs, give DRAGONLANCE Adventures hard-
them the character cards on the back book, try to keep track of the
At certain times in the adventure, cover. Each player gets 500 stl to phases of the moons of Krynn, not-
characters may have to make an equip his character at the beginning ing how these affect the wizards of
Ability check. If such a check is nec- of the adventure (the items listed on the various Orders. (In this adven-
essary, the player rolls 1d20. If the re- the cards already belong to the PCs ture, Raistlin is a wizard of the Red
sult is equal to or less than the PC’s and don’t have to be paid for). Robes.)
appropriate ability score (Strength,
Wisdom, Dexterity, etc.), the check Try to ensure that the PCs don’t
succeeds. rise in level too fast (or the adventure
might become too easy for them). A
NPCs: Statistics and other infor- gain of one level per four chapters or
mation for NPCs are found either in so is good.
the NPC capsules (pages 116-117),
for major NPCs, or on the Combined Though this adventure follows a
Monster Statistics Chart (inside fairly set story line, part of your job is
cover), for minor NPCs. to mask this from the players. When
only one choice out of several will ad-
Keep in mind that the statistics vance the PCs along in the adven-
ture, use your wiles to subtly make
5
Hear the sage as his song descends Thus ended in thunder the Age of Dreams
like heavens rain or tears, and began the Age of Might,
and washes the years, the dust of the many stories When Istar, kingdom of light and truth, arose in the east,
from the High Tale of the Dragonlance. where minarets of white and gold
For in ages deep, past memory and word,
in the first blush of the world spired to the sun and to the suns glory,
announcing the passing of evil,
when the three moons rose from the lap of the forest,
dragons, terrible and great and Istar, who mothered and cradled the long summers of good,
shone like a meteor
made war on this world of Krynn.
in the white skies of the just.
Yet out of the darkness of dragons,
out of our cries for light Yet in the fullness of sunlight
the Kingpriest of Istar saw shadows:
in the blank face of the black moon soaring, At night he saw the trees as things with daggers, the streams
a banked light flared in Solamnia, blackened and thickened under the silent moon.
a knight of truth and of power, He searched books for the paths of Huma
who called down the gods themselves for scrolls, signs, and spells
and forged the mighty Dragonlance, piercing the soul so that he, too, might summon the gods, might find
of dragonkind, driving the shade of their wings their aid in his holy aims,
from the brightening shores of Krynn. might purge the world of sin.
Thus Huma, Knight of Solamnia, Then came the time of dark and death
Lightbringer, First Lancer, as the gods turned from the world.
followed his light to the foot of the Khalkist Mountains, A mountain of fire crashed like a comet through Istar,
to the stone feet of the gods, the city split like a skull in the flames,
to the crouched silence of their temple. mountains burst from once-fertile valleys,
He called down the Lancemakers, he took on seas poured into the graves of mountains,
their unspeakable power to crush the unspeakable evil; the deserts sighed on abandoned floors of the seas,
to thrust the coiling darkness the highways of Krynn erupted
back down the tunnel of the dragons throat. and became the paths of the dead.
Paladine, the Great God of Good Thus began the Age of Despair.
shone at the side of Huma, The roads were tangled.
strengthening the lance of his strong right arm, The winds and the sandstorms dwelt in the husks of cities,
and Huma, ablaze in a thousand moons, The plains and mountains became our home.
banished the Queen of Darkness, As the old gods lost their power,
banished the swarm of her shrieking hosts we called to the blank sky
back to the senseless kingdom of death, where their curses into the cold, dividing gray to the ears of new gods.
swooped upon nothing and nothing The sky is calm, silent, unmoving.
deep below the brightening land. We have yet to hear their answer.
6
Events from the woods on both sides of The Song of Riverwind is in the cen-
the road. Their yellow-green skin ter of this module. If Goldmoon is a
Events take place at specific times. pales against their heavy black ar- PC in the adventure, have the player
They may happen anywhere unless mor; their twisted faces glare from read the lyrics aloud or, if he or she
stated otherwise. The first event be- the evening darkness. They has natural minstrel abilities, sing
gins the adventure, then each follows crouch in a large circle about you, them with the music provided.
at its stated time in the sequence be- well beyond sword range.
low. If any PCs present at the event suf-
A stout pony struggles up onto fered any damage from previous
Event 1: The Adventure the road, sagging beneath a flabby combat, a strange thing happens: A
Begins. figure who resembles a larger ver- crystal staff falls from a fold in Gold-
sion of those who surround you. moon’s robe, rolls over to the injured
Your players stand at the location The pony rider suddenly turns his PCs, and heals their damage. If no
marked “X” on the Wilderness map head toward you and yells, “Onyx PCs suffered damage, then Gold-
(Map 1). Begin by relating the follow- demands the blue crystal staff! moon simply puts her lyre away in
ing to them: Forfeit the staff now or die!” her pack and, standing, draws forth
the staff.
The air surges fierce and sweet, Fewmaster Toede waits for no reply
carrying the clear musk smell of from the party: he has no intention of If Goldmoon is a PC, her player
the woodlands. The soft murmurs granting mercy. Roughly turning his may now take over the character and
of stirring leaves, insects, and swayback pony, he shouts, “Destroy join the rest of the PCs. When she
small animals fill the landscape. them and bring the staff to me!” He joins the party, her player should
The clear highland sky blushes then gallops into the woods. Ten hob- read the back of her character card.
with the end of day and fades into goblins attack the PCs. Then, as Riverwind offers his back-
starry sleep. This is home. ground, you should read the back of
Left to Toede’s business, the hob- his character card to your players. If
From this rock outcropping the goblins attack. Any captured hob- no one plays Goldmoon, she will fol-
valley below seems peaceful, un- goblins know only that they were low Riverwind (who is always an
touched. Dense forests of pine ordered to search the road at night NPC) and be an NPC herself for the
carpet the mountainsides, broken and find a blue crystal staff. rest of this module.
only by thick aspen woods. The
mountains, deep blue in the dis- When the combat is finished, pro- Unless the party takes some action
tance, circle the valley floor and ceed with the adventure. By now, the to join with Goldmoon and River-
form a soft highland bowl. PCs are on the road east of Solace wind, they gather their belongings,
(area 1). bow to their audience, and leave. The
Five years ago, you and your players may meet them again in
friends parted to search for a true Event 2: Goldmoon Found. Event 3.
cleric. Tonight, you meet on the
road to Solace Town and report on Roll 1d4. The result indicates how Event 3: Goldmoon Seen
your discoveries. many encounters take place before Again.
this event.
If the players are using the characters If Goldmoon does not join the party
provided in the center of this mod- Suddenly, soft music begins. Its in Event 2, the PCs may still meet her
ule, they should now read aloud the source is a slim, beautiful girl. later. Roll 1d6 every game day, add-
backgrounds written on the backs of Lyre in hand, she sits gracefully as ing 1 to the number for each day
their character cards. Notice that she plays; nearby, a large plains- Goldmoon does not meet the heroes.
Goldmoon does not begin the game man raises a flute to his lips. When the result is 6 or more, the PCs
with the party, but joins them shortly. glimpse Goldmoon and Riverwind in
Players choosing to play their own The girl’s eyes are a bright sky the distance sometime during the
characters have no stories to tell. blue; her skin is a buttery tan. day. The strange musicians pause,
Most striking of all is the flowing nod, and give the PCs a chance to
After each player reads his back- white gold of her hair. Plush white meet them.
ground, read the following: furs trim her woven cape. A single
feather folds back along the right Event 4: Reading of the
None of you have found any sign side of her head. Canticle.
of true clerics during your travels.
Her voice clear as winter air, she On a night the party is camped (your
The bushes to your left rustle. begins to sing . . . choice), pass around the Canticle of
Suddenly, dark shapes scurry the Dragon. As though around the
campfire, have each player read one
9
verse aloud, from first verse to last, 1. Solace Township behind the bar are being polished
until they finish the poem. by Otik Sandath, the barkeeper.
A warm autumn breeze rustles the He turns and waves, smiling at
Event 5: All Winds Turn great vallenwood trees of Solace. you, and motions the barmaid in
Cold. The road that wanders through the your direction.
trees blazes in the bright colors of
On the fourth morning after the ad- autumn. The richly stained build- The low murmur of voices fills
venture begins, a chill breeze begins ings of Solace rest cradled over- the inn. The bartender turns
to blow from the north. head in the boughs of the trees. thoughtfully to polish the glasses.
At a far table, near the storyteller,
Event 6: Thunderclouds. Around 500 people live in Solace, a man and a woman sit together
not counting the farmers of the out- and speak quietly. Another man
During the fifth game day, thunder- lying fields. The town is built entirely stands beside the now-silent story-
clouds hover angrily to the west, in the huge boughs of mature vallen- teller while a small boy stares
south, and north of the party. wood trees. thoughtfully into the fire.
Event 7: The Dragonarmies Solace is primarily a farming com- The barmaid steps toward you,
March. munity. It has no local government, smiles, and shows you to a table.
but is ruled by the Theocracy of Something about her seems famil-
Just after dusk on the fifth game Seekers from their central city of Ha- iar. The hair? The intelligent glint
night, the Dragonarmies begin to ven, some three days’ journey to the of her eyes.? Could this be Tika,
march and conquer all the lands to west. the little girl who swept the tavern
the south; every four hours there- floors a short five years ago? The
after, one encounter area falls into All services that adventurers ex- inn never changes, but its people
their hands. Treat areas that fall as pect from a town of this size are avail- do.
Dragonlands (as area 43). In order to able for reasonable rates. The
fall, an area must either border area exception is smithwork: Theros Iron- The people in the inn all speak in low,
43 to begin with or have bordered an feld, town smith, charges usual rates hushed tones. Any NPC the PCs ap-
area captured in the previous hour. for work on iron items, but because proach reacts, friendly 50% of the
The general trend of captured areas steel is so valuable, charges extra for time. Each reveals the following if
should direct the PCs toward Xak weapons. Because he works with pre- questioned:
Tsaroth (area 44). cious steel, Theros is the most re-
spected man in town. The barkeeper: “A magical staff! 1
If PCs are in a captured area, they bet it was forged by demons from the
see the front lines of the draconian 1a. Inn of the Last Home terrible Darken Wood. There are ter-
army approaching at a movement rible mysteries in that place, there
rate of 9. This gives them the chance Read the first description as the play- are!”
to flee the army, toward Xak Tsaroth. ers approach the inn. Read the sec-
ond if they enter, the third if the A man at a table: “Hooded men
Two regions cannot be captured by players are using the PCs provided in have been in town asking about that
the draconian army at this time: the the module. staff! An evil lot they were, too. 1 won-
Qualinesti Elflands (area 19) and the der if they were offering a reward.”
Darken Wood (22-26). Their times of The Inn of the Last Home rests cra-
trial will come later in the saga. dled high in the boughs of a val- A man by the storyteller: “A man
lenwood tree—as do all the of the Holy Guard rode through two
Encounters buildings here, for Solace is a tree- days ago asking about that staff. He
top town. Warm laughter tumbles said that anyone who had it or had
Encounters are episodes in the ad- from the inn. The worn steps wind knowledge of it should make haste to
venture that are keyed to areas on around the heavy trunk up to the Haven and meet at once with the
maps. Whenever the PCs enter an familiar, carved door. Prelate of the Temple there—but 1
area, the designated encounter takes certainly don’t want to get involved!”
place at once. Some areas have the The Inn of the Last Home never
same number; this is to create a fur- changes. The polished wooden The old storyteller: “I foresee greas,
ther sense of certainty as your play- bar curves around several living and terrible destiny in your eyes.
ers follow their journey across their branches. An old man weaves sto- There is a blue staff that you must re-
unnumbered map. If the PCs cross ries in the corner and delights the turn to Xak Tsaroth. There, in but a
from one encounter area into an- crowd gathered about him. The few days hence, you shall face your
other with the same number, simply delicate windows of stained glass greatest peril in contest for the great-
repeat the encounter. est gift given to man.”
A girl at a table: “It was probably
found in Darken Wood. 1 hear that the
11
ruins there are filled with wealth— dapples the floor of the woods, to sound a horn. They are so well
and dangers to match. No one who and sparrows and squirrels quar- concealed behind cut branches that
has entered that place has ever re- rel overhead. The musty smell of a PC would have to climb a tree to
turned to tell the tale.” fallen leaves rises through the fra- find them. Even then there is only a
grance of late wildflowers. 30% chance of discovering them. If
A boy dreams by the fire: “I saw the any draconian is spotted, all of them
white stag up near Prayers Eye Peak 4. New Haven Road attack, sounding a horn and filling
just a few days ago! If only 1 could the woods with cold, rasping battle
catch it. He who walks the paths of The Solace Stream sparkles be- cries.
the white stag is blessed, 1 hear tell.” neath an ancient stone bridge. Wa-
ter tumbles out of the forest, over If your PCs spot the draconians
2. Crystalmir Lake the rocks, and toward the and the attack takes place, the en-
Southpass that lies between the emy glides from the vallenwood
The blue of the autumn sky dark- southern Sentinel Peaks. West of trees and blocks the heroes’ retreat
ens on the deep stillness of the the bridge, the road splits in two, to Solace. A distant horn blares in
lake. The soft forests of giant val- branching to the south and the answer to their battle call. The dra-
lenwood border the serene waters west. Both roads wind among the gonmen fight to the death in an at-
on the eastern, southern, and great vallenwoods, whose boughs tempt to destroy the party.
western shores. To the north, a form a brilliant canopy over the
patchwork of fields stretches to- roadway. The hornblast is a warning to those
ward the distant purple moun- draconians who follow this party—
tains. Despite the apparent calm here, un not a call for aid. The dragonmen in-
familiar creatures lurk among the tend to remain disguised or
3. Solace East Woods trees near the fork in the road. These concealed while traveling the human
are Baaz draconians, waiting for lands. They are sure that soon their
The huge vallenwood trees tower their leader up the road (see area 6) armies will swarm across these
above soft forest paths. Sunlight fields; for now, they are searching for
the Crystal Staff, although they do
not know why.
12
5. Prayers Eye Peak These forms are 1d100x30’ away. 7. Jakanth Vale
They see the party at the same mo-
The flaming colors of fall sur- ment the party notices them. If the Trails lead deeper into the woods,
round you, and an autumn breeze heroes don’t approach, one of the fig- but even at its edge an unnatural
ripples through your hair. To the ures points in their direction; an- stillness has settled on the place.
southwest, the white-capped out- other slowly walks toward the party. The woods seem much the same,
line of Prayers Eye Peak soars in but there is a subtle difference, a
the distance. Barely visible from These are 11 Baaz draconians in heaviness in the air. Even the in-
here, a sharp crack splits the peak disguise. Hoods and black cloth sects are silent.
as though it consisted of two masks cover their faces. Heavy
hands pressed together. gloves shield their hands and thick Heavily wrapped feet tread upon this
leg wrappings cover their feet. Al- trail a short time ago. Following
When the party passes through this though it is autumn, they seem a bit these tracks will bring the heroes to a
area, there is a 30% chance that one overdressed against the cold. campsite in a glade.
of its members (determine ran-
domly) will spot the white stag. If en- As its companions join it next to The campsite smells like burned
emies pursue the heroes into this the party, the leader speaks: “Good hair. Charred bones lie in the ashes of
area, this chance increases to 80%. day to you, travelers! Please pardon the fire pit. The grass has been
the questions of an old cleric. Some stamped down around the area.
If it is spotted, the stag crashes days ago, our healing staff was stolen
through a tangle of bushes and trees, from Xak Tsaroth. Now one of our Searching the area uncovers a
emerging well ahead of the party. It flock is dying, and we desperately bright silver bracer fitted with four
stays just ahead of the heroes, a need that item to bring our brother gems (500 stl each). inside the band
flashing white form in the under- back to health. He lies yonder in the is engraved: “Firehawk, warrior of
growth, until it has led them through back of the cart. Have you heard any Que-Shu.” Que-Shu Plainsmen can
the crack in the middle of Prayers word of a blue crystal staff?” identify this as the bracer of the war-
Eye Peak. After that, it bounds at full riors whose task it is to defend the
speed into the Darken Wood (24). If the heroes claim to know noth- tribe. These bands are forged around
ing about the staff, the disguised the warriors’ arms. Death alone re-
The stag cannot be captured. If the leader signals its comrades, who step moves them.
heroes kill it, dark thunderclouds aside and allow the party to pass. If
form overhead. These hover above the heroes suggest that they have 8. Northfields
the party for seven days during which seen or heard of the staff, the dracon-
time players suffer a +1 penalty to ian leader rattles off more questions, A sea of grain sweeps across the
their Armor Class. The body of the its voice shaking slightly: Where did north flats. Stalks sag with rip-
stag disappears. they see it? How long ago? In whose end grain, ready for harvest. But
hands? If the adventurers reveal that no one is around to harvest the
6. Twin Flat they have the staff, the draconian grains or tend the crops.
leader screams and reaches for its
A clear mountain valley sprawls weapon. At the scream, the robed The few farm houses in the area
about. To the northwest and south- draconians attack, limited to their seem to have been abandoned in a
east, thick vallenwoods flash yel- lowest movement rate because their great hurry. The adventurers have
low and scarlet against the bright wings are bound. Once each round, a only a 20% chance per turn of dis-
autumn sky. To the east shimmers draconian may tear off its robes in- covering, here and there in the fields
the cool blue of the Crystalmir stead of attacking. Each has a 20% and at some farm homes, signs of a
Lake. Westward, the valley enters chance of doing this, which frees it to fierce fight. Footprints of draconians
a canyon rimmed by granite cliffs. move faster. The draconians try to surround these marks of struggle,
The valley floor itself continues to force the party back east down the but only those heroes who have met
the northeast. road. If they can drive the party into draconians can identify them, and
area 5, the draconians sound a horn. then only 60% of the time.
Some distance away, a group of If their comrades in area 4 are still
huddled men pulls a large cart alive, they sound their horn in an- All tracks lead east (to area 35).
slowly west down the Haven road. swer, then rush to close the trap. All
They sway rhythmically. Coarse, of these draconians fight to the death 9. Nearfields
heavy robes completely conceal trying to gain the staff.
their features. Here, farmers and their workers
tread through fields of grain. The
13
thick wheat falls smoothly before There is a 15% chance per turn that game hour) a troop of Holy Guard-
the flickering scythes. the heroes find a typical farmer and ians passes. Fifty percent of the time
his family moving toward the south, these troops are going away from Ha-
The workers here seem a bit ner- pulling all their belongings behind ven.
vous and speak with the PCs only them in a dogcart. On the main road,
20% of the time. “Good luck on your this chance increases to 30% in area PCs have a 30% chance of stop-
way. We want no trouble,” is all they 13 and 70% in area 14. In area 15 a ping the Guardleader. If they do, he
say. Only 20% of the time will those family can always be found traveling shakes his head and says: “Total
who have spoken say more, and if south down the main road. madness, that’s what it is! We march
they do, their thoughts are almost as up and down this rag-tag line of beg-
one: “We don’t know what is going The people flee south, intent on gars, trying to keep some kind of or-
on, but people have been disappear- nothing else. Their eyes fixed to the der. But it’s impossible. What has
ing in the night from our camps and road ahead of them, these refugees happened to the world? These peo-
homes. Now we fear all strangers. stop to talk with PCs only 20% of the ple run to Haven, but there is no es-
What terrible devil has struck our time. If they do stop, however, they cape from Haven except to the
homes?” have an interesting story: “See the Qualinesti Elfkingdom or the
smoke rising from the valley yonder? Darken Wood. Now Qualinesti has
10. Sentinel Gap Devils from the Cataclysm, they closed its border, and no man enters
were, that started the fires! Came the Darken Wood and lives.
Walls of granite soar on either side down from the north, only three days
of the narrow canyon floor. A ago, and ever since they’ve plun- “By the way, have you heard any-
chilly breeze whistles and rumbles dered and killed. Now we’re fleeing thing about a blue crystal staff?”
between the cliffs. south to the capital, to Haven. Surely
from there we can get to happier and If the heroes make known that
11. Twin Peaks Vale safer country.” they have seen or even heard of the
Crystal Staff, the guardsmen pull
The twin peaks, Tasin and Fasin, 16. Haven’s Vale them up onto horseback and escort
stand to either side of the Shadow them directly to the Council of
Canyon, overlooking the north Dust cloaks the highway, which Highseekers in area 17b.
road to the capital city of Haven. In stretches down the center of the
front of them, a lush mountain val- plain. A stream of refugees shuf- 17. Lordcity of Haven
ley echoes with the sweet sounds fles and limps southward toward
of the forest. the glistening, distant spires of Read this description when the party
Haven. nears Haven:
12. Shadow Canyon
Refugees flee down the road, stag- Six white towers rise from the
Solid granite cliffs vault high over- gering and occasionally squabbling foothills of the eastern mountains,
head, forming walls that seem top- over food. All of them are too busy or encircling the delicate architec-
less, casting deep shadows into worried to speak with the PCs. Now ture of Haven. A long file of refu-
the crevasse. The canyon floor is and then, a contingent of Seeker gees chokes the road entering the
narrow but well-traveled and clear. Guards rides up and down the lines city’s main gate.
of refugees trying to keep order (and
13-15. North Seeker looking for the Crystal Staff). Read this description once inside Ha-
Reaches ven’s gate:
All of these people have but a sin-
Green farmlands stretch between gle thought: to get to the city of Ha- The bases of delicate fluted pillars
mountain walls in a great valley. ven as fast as they can. There they are covered by swarms of people.
Farm houses and trees dot the believe the Highseekers can guide Every street surges with panic-
landscape and many well-traveled them and grant them the protection stricken refugees, milling and cry-
trails lead south to a central road. of the new gods. There they hope to ing beneath the ancient, serene
be safe from the invaders. All of the buildings.
fields in this area are abandoned. Oc-
casionally, (10% chance per turn) a The Lordcity of Haven is a glistening
fight starts on the edge of a roadside place of white marble towers
field, as 2d20 refugee men scuffle trimmed in gold. A low wall, more
over who shall steal its crops or decorative than protective, strings
fruits. together six spindly towers like a
necklace about the city.
Now and then (25% chance per
“City,” however, is a misleading
14
term for Haven: its inner circle is only and a woman, in leather armor A large hall rises to a ceiling sup-
one mile across, and only three miles and wearing an eye-patch-are ported by pillars on either side. At
across counting the homes outside less brooding than the others. the far end, nine chairs sit in a
the wall. The normal population is Though they seem rather quiet, semi-circle on the polished gran-
only about 5,000. they busy themselves with helping ite floor. Upon each chair sits a
older people find places to sit and man in clean white robes trimmed
Almost all the services one might clearing places for women with in gold. A steel girdle bands each
expect in a town of this size are avail- small children. man’s waist.
able; however, the ironsmith is in the
direct employ of the Highseekers Though most here are deep within The Council Hall is large and elegant.
and works only at their bidding. their own thoughts, adventurers can The councilors are desperate for
converse with the three people men- news of the blue crystal staff. The
Two areas may be of special inter- tioned above. draconian army to the north has of-
est to adventurers in this city: the fered not to invade if the crystal staff
Steel Tankard Tavern (17a) and the “I should leave town right now,” is returned to its place in the eastern
Councilhall of Highseekers (17b). the man in the fur cloak says. “The city of Xak Tsaroth. The council’s
Highseekers say we are safe here, but prayers to the new gods have gone
The city overflows with refugees. they have no power. Where is their unanswered and they have no stand-
All of these people are close to panic; magic? Where are their miracles? ing army; the Crystal Staff is their
they have horror stories of the in- How can they speak for gods if they last hope to save the nation.
vaders to the north. Only 5% of the have no powers?”
refugees have actually seen the dra- The council asks for the news the
conians and hobgoblins or their The forester: “The guards of the party bears. If the party has the staff
army well enough to describe them; city are looking for someone bearing and makes this known, the counci-
the rest tell obscure and greatly ex- a crystal staff. 1 wonder why? Could lors plead passionately that they be
aggerated tales about “demons to the staff preserve us from the in- allowed to take the staff. If the party
the north.” None of these people is vaders in the north?” refuses to hand over the item, the
the least bit helpful. Their only desire councilors plead with them to return
is to find safe passage from Haven to The woman: “The ways south are it to Xak Tsaroth.
the south. all blocked. The elven lands of
Qualinesti are closed—the elves turn The Crystal Staff has other ideas.
On every street corner, Holy us away. The Darken Wood may be Any councilor who touches the staff
Guardians try to keep the peace—an entered through the southern (roll 1d8 and determine randomly; it
impossible task. passes, but I’ve never heard of any- is beneath the dignity of the Master
one returning from there. That to rise and touch the staff) will be hit
Though they leap in to break up leaves the River White-rage between by a lightning bolt from the staff for
scattered fights (20% chance per the Darken Wood and Qualinesti: a 4d6 points of damage. If this hap-
turn) or help people find their way most dangerous route. Not a happy pens, the Highseekers declare the
(40% chance per turn), the most choice!” staff an evil artifact and command
pressing mission for the Guardians is that the PCs return it to Xak Tsaroth
to find the bearer of a blue crystal 17 b. Councilhall of to save the nation.
staff and bring him before the Coun- Highseekers
cil of Highseekers with all haste. 118. River White-rage
They have been told that this person In the center of the city, a hall sup-
may be the only hope for the city and ported by six towers glistens The rivers of the Haven Vale, the
its people. above the shouting crowd below. Darkwater River flowing from
Holy Guardians encircle the build- Darken Wood, and the clear wa-
17a. Steel Tankard Tavern ing, barring all entrance. ters of the Elfstream join in this re-
gion to form the frothing,
The tavern is packed shoulder to The PCs must pass the 100 Holy powerful River White-rage. The
shoulder with men and women try- Guardians before they can enter the water crashes swiftly between the
ing to forget the reason they have hall. If they do, they may address the cliffs that its current has cut into
come to the city. The heat is sti- Council of Highseekers directly. the plain. To the north, the
fling despite the bitter autumn Darkwater River pours gently
weather outside. The crowd is ee- The guardians let no one pass ex- from the deep shade of the Darken
rily quiet, each person drawn into cept those who bear news of the blue Wood trees. A path leads beside
his own thoughts and sorrow. crystal staff. They stare cautiously
Three people—a man in a fur for a moment at those who bear this
cloak, a tall man dressed in the news, then usher them before the
greens and browns of a forester, Council.
15
the Darkwater river into the however, pursue the PCs farther than altogether. The trunks of the trees
woods. To the south, the tall, the borders of their land. are gnarled and knotted, their
straight trunks of the Qualinesti bark almost black. Ahead lie
forests march into unseen dis- If asked why they have orders to deeper and deeper shadows.
tance. take the PCs into the Darken Wood,
one of the elves replies, “We have Those who enter the Darken Wood
The PCs may cross the rivers easily seen signs of unspeakable evil in the (22-26) are subject to its confusing
before they join, but the River White- land. Haven and all the Seeker lands charm. When a PC leaves the Darken
rage is impassable without some will fall unless a miracle takes place. Wood, he cannot express what he saw
kind of raft. Those trying to walk or A glorious being passed through our or experienced there, even though his
swim across must roll a successful land and said you would be coming. memory of adventures and encoun-
Strength check to swim back to the We do not know his name, but we ters there is quite clear. If the players
side of the river they started from. If have orders to take you to the edge continue, read the following:
the check fails, they are swept down of Darken Wood at his bidding.”
the river, swirling and plunging for Between the twisted shapes of the
100 feet and suffering 1d12 points of 20. The White-rage Cut trees, strange shapes flit nearby. It
drowning damage. There they must is hard to see their shape or size
check their Strength again. Repeat Here the frothing torrent of the through the dense woods.
the process until the PC succeeds or White-rage River spills between
drowns. PCs cannot be swept to the tall cliffs and funnels loudly down Unless the PCs withdraw from the
other side of the river. its course, crashing between two woods, the spirits challenge them,
soaring bluffs. asking their names. If they answer
The heroes may elect to build a falsely, then the guardian spectral
raft. This takes 1d4 hours for every Raft pilots must check both Strength minions attack. If at any time either
PC the raft is built to carry. Thus a and Dexterity once per turn here. If a before or during combat, the heroes
raft for a party of six would take 6d4 pilot fails any check, his raft splinters give their correct names or show
hours to build. on a rock in the river, casting all pas- Goldmoon’s Crystal Staff, the min-
sengers into the rapids. If this hap- ions halt any attack and let them
The river is safe for rafts, and if the pens, the raft is nearer to the pass.
heroes allow their craft to float down northern shore of the river. Use the
the river, they enter area 20. swimming rules from area 18 to de- Heroes who are allowed to pass
termine if the characters can reach hear the leader of the minions say,
19. Qualinesti Elflands the rocks on the northern shore. PCs “The Forestmaster awaits. You are
on the northern shore find paths up expected.” The shadowy spirits part
Aspen trees stand in thick clus- the cliff face into area 22. before the heroes—all but one, who
ters, their trunks only a few feet escorts them down a path to area 26.
apart. Beyond them, the forest The raft moves three hexes per
darkens. turn. If the PCs ask their escort about
the spirits, he replies, “Ages ago, be-
After the adventurers have spent 21. Magical Mountains fore the world changed, we were or-
more than one hour in the area, 15 dered to keep this land safe. That was
elves suddenly emerge from the The mountain valley runs east and our purpose. We failed. Now we re-
trees and surround the party. west between Prayers Eye Peak pent by protecting the land while we
and a second ridge of mountains. can.”
Their bows are nocked, their Tall aspens, still green well into au-
swords drawn, but the elves do not tumn, shiver in groves about the 23. Centaur Reaches
attack. Instead, they call for the party valley. The vale itself is carpeted in
to surrender. These elves have orders tall, soft grasses. Both exits from “Halt!” The broad torso of a man
to take the PCs to the centaurs of the valley, to the southwest and to suddenly rises above a head-high
area 23 for a special purpose. the east, lead into the dimmness bush. He looks down from at least
of deeper woods. two feet above eye level. His mus-
If the party fights the elves, they cular arm poises, spear in hand.
must take on the rest of the elven 22. Spirit Forest “Ye be trapped. Come with me to
army, one unit every game hour. the judge of the forest, or be
These units are identical to the first The canopy of leaves thickens; the judged by my lance and those of
unit encountered; they keep on com- sunlight dapples, dims, then fades my fellows.”
ing, wave after wave, fighting for
their homeland with cold fierceness.
They fight to the death. They do not,
16
If the heroes resist, the centaurs fight rectly to area 26 regardless of what hurtle into the air, their wings whis-
to the death. Otherwise they relieve the heroes try to direct them to do. If pering on the wind, and soar above
the party of their weapons and, pull- a PC threatens a Pegasus, the crea- the glade. PCs looking back see the
ing the PCs onto their backs, take ture bucks once in the air, causing its Forestmaster standing proudly on
them to area 26. rider to roll a successful Dexterity outcropping. He calls to them, “The
check or fall from the winged horse. greatest gift given to man awaits
The centaurs are reluctant to you. Carry the peace of my home
speak about anything to the PCs un- 26. Unicorn Grove within your hearts—soon it will live
til they have seen the Forestmaster. nowhere else.” PCs flying out of
To the adventurers’ questions they The dense oak forest suddenly Darken Wood are subject to the con-
simply reply, “The Forestmaster will opens into a forest glade. Soft fusion of leaving (see area 22). They
answer all things.” green grasses carpet the floor up a also must roll a successful Constitu-
hillside, at the top of which sits an tion check each turn or fall asleep.
24. Dryad Forests outcropping of rock. Atop this
overhang stands a majestic uni- If the PCs foolishly decide to at-
Tremendous, deep-rooted oak corn, its head raised high and tack the unicorn, he calls at once for
trees tower overhead. Though the proud, but a strange sadness in its magical forest creatures to defend
grass and brush continue under eyes. him. Roll immediately on the Ran-
them, littered with acorns and dom Encounter Chart for the Darken
twigs, it is hard to see more than a If the PCs approach the outcropping, Wood. From now until the PCs leave
few feet into the forest. the unicorn speaks with them; he can the woods, all creatures encountered
call forest creatures to his aid if PCs attack them on sight; if, however, the
Unless another creature of this forest are foolish enough to attack him. heroes are headed out of the woods,
escorts the PCs, the dryads make the creatures try simply to chase
themselves known after the heroes As the PCs approach, the unicorn them from the area.
travel more than 1/4 mile into the speaks. “I am the Forestmaster. You
area. PCs see them only briefly— have entered my Great Forest: I grant 27. Gateway Pass
long-haired women whispering in you passage and the aid of all crea-
sweet low voices to one another. tures while you remain within our The brilliant leaves float softly
They make no effort to address the borders.” From now until the PCs from the trees to the floor of the
heroes, and vanish if approached. If a leave the forest, no creature attacks canyon. The road leads peacefully
forest creature escorts the PCs, they them unless they attack first. between the spires of the Sentinel
do not see the dryads. Peaks.
At a moment of your choice, the
The Forestmaster gives the dryads Forestmaster tells the PCs: “Some 28. Gateway
their home and protection in return days ago, a great and glorious being
for their guarding this forest. They came among us. He held great wis- Smoke drifts lazily from the chim-
whisper to one another when they dom and power rare in the land to- neys of Gateway. The comfortable
see intruders and forewarn the day. He foretold your coming and left houses and shops nestle in the
Forestmaster. you a message: ‘You must fly straight arms of the Sentinel Mountains at
away across the Eastwall Mountains. the base of the Gateway Pass to
25. Starnight Canyon Within two days you must be within Solace. The smell of baking bread
Xak Tsaroth. There, if you prove wor- sweetens the autumn breeze.
Craggy canyons climb steeply thy, you shall receive the greatest gift
among the peaks of the Sentinel given to the world.’ Those were his Gateway resembles Solace in many
Mountains. Clouds race over blue- very words—‘the greatest gift given respects, except that its buildings are
green mountain glades. to the world!’ ” on the ground and the town has no
ironsmithy.
1‘he party has a 15% chance each The Forestmaster knows no more
turn to encounter pegasi in this area. of this, but he is aware of a terrible Gateway’s citizens know of no dan-
The pegasi graze calmly, untroubled force of evil that will destroy the ger from “demon men” or “evil arm-
by the party’s presence. The crea- beauty of his domain shortly. ies” and brush off such talk as tall
tures are so docile that PCs can tales. “Dragons in the night” is their
mount them. If the PCs request the help of name for stories of things that don’t
Forestmaster, he summons pegasi. exist.
Once the heroes mount them, the The beautiful and powerful animals,
pegasi bound into the sky. However, one for each PC, silently circle over-
once they are in the air, they fly di- head and land with feather gentle-
ness in the nearby grasses. They
allow the PCs to mount them, then
17
29. Westplains If the PCs kill the guards and try to 36. Que-Shu
enter the town, the entire town drives
Grassland plains sprawl for miles them out and gives them no aid or in- Read this when the heroes enter the
east of the Sentinel Mountains. formation whatsoever. Adventurers area:
Their brown grasses bend in a fall can get one of the guards to speak
wind turned suddenly cold. with them 80% of the time. If he Chill winds scatter the smoke
speaks, he says: “We don’t know from dying fires in the midst of the
30. Que-Teh what the danger is that’s on the way, village.
but we know it is coming. Our scouts
The chill wind rustles sadly have seen great fires in the north. Birds wheel over the motionless
through the silent village of Que- Many of our number have disap- village, descending slowly among
Teh. peared in the last week. But now we the huts. Everything else is still
are prepared for the enemy. There and quiet.
Signs of hurried flight are scattered are over 600 of us-who could stand
throughout the village: half-emptied against us?” They are sure that they Read this as the heroes enter the vil-
food jars, meals half finished, and can defeat any enemy; nothing will lage:
children’s rattle-beads cast aside. stop them from doing so.
Rangers have a 50% chance to find They are gone. The huts and tents
the tracks of the villagers, which lead 33. Kiri Valley of Que-Shu lie abandoned. A
straight to area 38. strange, creaking sound comes
The forest darkens and thickens from the center square of the vil-
31. The Great Crossroads beside an ancient trail. A cold, dry lage.
stillness hovers in the air. The
In the midst of a rolling plain, trees are knotted and bent. Every- The birds stare coldly into noth-
three roads converge. At their in- Things seems to watch you. ing. They perch atop a strange
tersection, a single stone pillar construction thrown together in
points the directions to Que-Teh, An evil wizard died here long ago. the center of the square. Two stout
Que-Kiri, and Que-Shu. Cold wind Only his essence remains. posts have been driven into the
swirls about the stone; a single ground by unspeakable force,
hawk circles to the east. 34. Western Que-Shu Plains their bases nearly splintered by
the impact. Ten feet above the
The ground here is trampled. A A chill, biting wind cuts across the ground, a crosspiece pole is
ranger has a 30% chance to identify flatlands. Carried on the wind lashed to the two upright posts.
some of the tracks as those of dra- from the east is the sharp smell of All the poles are charred and blis-
conians (only, of course, if he has en- burning grass. tered. Three chains, the iron of
countered the creatures before). The each cold but apparently once
draconian tracks lead east, toward 35. Northern Desolation melted, creak in the wind. Sus-
Que-Shu (36). pended from each chain, appar-
The grasslands soon turn to ently by the feet, is a corpse.
32. Que-Kiri burned stubble underfoot. For Though blackened and seared,
miles the once grassy plains are the three bodies are certainly not
Thin columns of smoke rise from charred. The ashy taste of human. Atop the dark structure, a
the chimneys of Que-Kiri. As you scorched earth laces the air. sign, roughly clawed into a shield,
approach the town, men, appar- Large, heavy creatures have tram- has been stapled to the crosspiece
ently from the town, move cau- pled the ground everywhere. with a broken sword blade.
tiously in your direction.
A ranger who has encountered dra- The PCs can find signs that the vil-
These city guards escort the PCs conians before can identify these lagers left their homes in a hurry.
through the town but do not allow prints as theirs 80% of the time. A Tracks from the village obviously
them to stay. They speak with the he- ranger also has a 20% chance to tell lead east toward the mountains.
roes but are worried about the safety that the prints first pass south, then
of their city and do not trust stran- return north. Each PC has a base 15% chance to
gers. read the writing on the shield. PCs
who have read language abilities may
add that score to the base percent-
age. The sign reads: “Know ye, my
servants, the fate of those who take
prisoners against my will. Kill or be
18
killed. Verminaard.” The corpses are hold back their armies only for fear If the PCs move south, they encoun-
those of hobgoblins. that a crystal staff will return to Xak ter the southern draconian army, one
Tsaroth while they are not watchful. unit of 1d10 + 10 Baaz per game
37. Sageway Broken Why, I do not know.” His voice be- hour. The number of units they can
comes desperate. “Do not go south, encounter is limitless.
The broken stones of an ancient for only slavery and death lie there.
roadway cut through brown Find the crystal staff, and take it to These guards have orders not to
plains. The stones lead north and Xak Tsaroth. It is our only hope.” pursue anything north of the river
south. but to attack and kill anything cross-
If the PCs cure his wounds, this ing south of the river. They have no
A close look at the road uncovers man will go with them. He has no further information.
many footprints. It seems that a great equipment at all.
number of people and heavy crea- 41. Sageway East
tures moved south along this route a 39. Oldroad Bridge
few days ago. Here in the canyons of the Foresa-
Read the following when the heroes ken Mountains, an ancient road
38. Refugees enter the area: lies broken and abandoned. Yet
the grasses and weeds growing be-
A single figure, scantly clad, scur- In the distance, an ancient bridge tween the broken stones of the
ries over the rise. He is a man—by spans the torrents of the White- road are trampled flat. A cold wind
his looks an exhausted one. Be- rate River. Several dark shapes dives out of the east.
hind him, three figures lope stead- crouch on the northern side of the
ily, tirelessly in pursuit. They are bridge, many others on its south- A ranger has a 50% chance to note
laughing, taunting their prey, wait- ern side. tracks of human plainsmen mixed
ing before closing for the kill. with other, heavier tracks. If the
When the PCs get within 300 feet of ranger has met draconians before, he
The man is 500 feet away when the the bridge, they discover that the has a 30% chance to identify their
encounter starts. The grasses of the forms are Baaz draconian guards; 4 tracks here as well.
plains are three to four feet tall and watch the north and 10-20 the south.
can easily hide the heroes. The man 42. Cursed Lands of Newsea
can run 550 feet farther before he Orders have come from their
collapses. The Baaz draconians, in- Dragon Highlord not to take any A forest of ironclaw trees
tent on their prey, do not notice the more prisoners. They will kill anyone stretches eastward to the Newsea.
PCs until they are within 50 feet— who approaches. This is all they Beneath an umbrella of branches,
not at all if the PCs take cover. know about the position and situa- the streams of the Forsaken
tion of the Dragonarmies. Mountains crawl through a
Since the PCs pose a real threat to spongy swamp. Still waters encir-
them, the draconians give up their If the heroes approach on a raft, cle islands of soggy ground. The
pursuit of the man and attack the he- the draconians leap onto them from landscape extends into the swamp
roes once they notice them. the bridge, capsizing the raft and and is darkness.
spilling both heroes and dragonmen
If they rescue the fugitive, the PCs into the river. Use the swimming Each turn there is a 15% chance that
may speak with him. He gasps from rules from area 18. the soggy ground the heroes are
exhaustion as he tells his story: “I am walking on will dead-end and the
Nightshade from the village of Que- The guards on the northern side of party must cross 1d4 + 5 feet of wa-
Teh. The dragonmen are taking all of the river are the only ones who are al- ter to get to the next section of
us south as slaves. This morning the lowed to pursue north of the river. ground. See the Random Encounter
men of my tribe held secret council, The reserves may pursue anything table for details.
chained though we were in the cara- south of the river.
van. I was chosen to escape, to go to 43. Dragonlands
Que-Shu for aid, while the rest of my 40. Southway
comrades rose against the dragonmen The flames from a thousand
and drew their attention. A tremen- The tall grasses of the southern campfires glitter in the distance
dous army of evil lies to the south. 1 bank bend oddly against the wind. on the burned plains. Nearby, sev-
have overheard them speak of a sec- Occasionally, the gleaming point eral creatures stoop about their
ond army that waits to crush the of a spear or the flash of a helm own campfire.
Seeker Lands from the north. They flickers through the grasses to the
south. The cold, fall sky is over-
cast, and thunder rumbles to the
south.
19
If a PC can move silently to within 30 44. Xak-Tsaroth spongy. All is in shadow; sun
feet of the guards, he hears them shows only a brief glimmer
speak in the common tongue. The When the adventurers enter the an- through the jungle overhead.
large draconian says, “We can crush cient city, they begin in area 44a. Use
this human scum. So why wait until the Swamp of Xak Tsaroth map. Occasionally, (1 in 6 chance per
old Verminaard gets some fancy round) ruined items jut from the un-
crystal staff? Why, he even has Khi- 44a. Swamp Ruins derbrush: broken foundation stones,
santh tied up waiting for it, when we shattered urns, ancient carvings.
could use her help out here!” The exposed roots of ironclaw
trees twist into the mud and Many creatures passed through
If the PCs move past this outpost, swamp water. Vines, trees, and this area within the last three or four
they meet the bulk of the draconian ferns block vision beyond a few hours. The tracks look faintly reptil-
army, one unit of 1d10 + 10 Baaz per feet. The ground is soaked and ian. If the adventurers have met dra-
game hour. The number of these conians before, they have a 20%
units is limitless. chance to recognize these tracks.
20
44b. Waters of the Swamp 50% losses, they retreat. braces for the wings are tied together
This group knows that the Crystal just below the dragon’s mouth. The
Green scum covers the dark mouth itself forms a funnel. If a PC
swamp water. Sour, metallic Staff is a very powerful item. It has gets inside the wicker dragon unno-
smells float on the air. been stolen from the ruins, and it is ticed, leaps up and down on the main
the one thing their leader Vermi- brace and shouts through the mouth,
The water depth is unpredictable naard fears can upset his plans. he panics the draconians and drives
(1d6 feet, roll once for every 30 feet them screaming into the jungle for
traveled). Whenever anyone enters 44e. Broken Bridge 1d6 turns. The whole structure, how-
the water, for whatever reason, roll ever, has a 30% chance to fall face-
1d6. If the result is less than 4, roll Amid drooping vines and mosses, first into the bonfire and burn
1d4 + 20 on the Random Encounter a bridge spans two sections of furiously if a PC tries this. Anyone
table to determine what creature ground. Its ornate wooden lattice- caught inside must roll a successful
rises up to attack. work, carved to resemble vines, is Dexterity check to escape the idol
broken in many places. Two and the damage from the fire. He suf-
44c. Vine Bridges hooded figures stand on the north- fers 1d6 points of damage each
ern side of the bridge. round he fails his Dexterity check.
Thick vines, woven into strong
ropes, stretch like a long spider 44f. Temple of Baaz The cage that holds the heroes is
web between two sections of land. made of bamboo. A Baaz draconian
Each end is knotted around sev- Massive ruins break the jungle un- guards it night and day. There is a
eral ironclaw trees. Slimy mosses dergrowth. Small broken towers 10% chance each daylight hour that
cover the ropes. rise through the cover of trees. the guard falls asleep next to the
Ferns and bushes sprout through cage. The chance increases to 30%
This makeshift bridge is surprisingly a flagstone plaza surrounded by each hour after sundown. Any suc-
sturdy. PCs must each roll a success- small shacks and lean-tos; a huge cessful bend bars roll breaks the bars
ful Dexterity check with a -5 penalty bonfire blazes its northern side. apart.
to cross the bridge without trouble. If Beyond the fire, set in the remain-
someone fails, he falls into the water ing half shell of a crumbled dome, 44g. Tower of Truth
below and disturbs a monster in the a huge black dragon stands, its
water (same procedure as in 44b). wings outfolded! A graceful tower, crumbling yet
still beautiful, rises from the wa-
44d. Battle of the Fallen The black dragon is only a wicker ters of the swamp. Finely carved
Ironclaw model. The draconians nearby, one and polished stonework walls still
Bozaak and seven Baaz, attack any glint beneath the jungle under-
The soaked ground slopes into unescorted intruders. If the PCs are growth.
thick swampwater. A giant iron- prisoners, their equipment is placed
claw tree has fallen here, spanning randomly in one of the six huts; the It is sad to see the remains of a capi-
the waters to another section of PCs themselves are held in a bamboo tal city brought to silence and decay.
ground. Thick green moss drapes cage.
the log. Although the wooden floors and
The Bozak draconian runs the rafters have long since rotted away, a
Behind the trees and brushes, only camp and conducts worship services carved staircase circles up the inte-
15-20 feet away, lurk six Bozak dra- before the great wicker dragon. He rior of the tower to a stone floor at its
conians. Four are on the heroes’ side orders that the PCs be held for three top. The tower provides a view of all
of the river; two are on the far side. days until Khisanth, the group’s com- the surrounding swamplands; a clus-
mander, comes to claim them. If the ter of ruins (44k) lies to the north-
These ambushers plan to capture PCs have the staff, he tells them, east.
the party and take them to their “The Crystal Staff is the greatest dan-
camp for questioning. They attack ger to our masters we know.” If they 44h. Breeding Pool
first with web spells. PCs must roll do not have the staff, the draconian
successful saving throws (with a -2 asks them if they know where it is. At A pool of black water stands amid
penalty) or be tangled in the trees be- any rate, it tells the party, “Now that the towering jungle trees. Not
hind them. After that, the draconians you are here, we only hope that you even the mighty ironclaws grow in
try to cast sleep on the party. They do not die as easily as those of Que- this water.
take all captives to their camp (44f) Shu did at our hands.”
and hold them there. Five leathery egg shells lie on the
The black dragon is a draconian shore. All of these are cracked open
If the draconians suffer more than idol woven of vines and branches. and unoccupied. Each is about two
There is an opening in the figure at feet long. Black dragon hatchlings
the base between its legs. The main
22
lurk beneath the water and rise sud- And their generous deeds. temple finds himself in area 46.
denly to attack if the PCs disturb the The gods reward us A dark and terrible stillness lies
surface of the water.
In the grace of our home. around the well. PCs who gaze into it
44i. Swamp Falls see nothing but vast blackness.
44k. Plaza of Death Rushing air, deathly cold, swells from
The soggy jungle floor suddenly below. Suddenly, a fantastic shape,
ends in a 1,000 foot cliff! Water Emerging from the dense jungle, huge and black, bursts from the well
from the swamp trickles down the a broad cobblestone street runs and unfolds its tremendous leather
stone bluff to a crashing seashore. south and north among the ruins. wings! Magical darkness (from the
The Newsea spreads to the eastern A roadway branches to the west. A ring of darkness the dragon wears)
horizon, covering what was once a large cobblestone courtyard lies covers the entire area.
fertile plain. to the east amid crumbling build-
ings. Beyond the courtyard are The dragon (named Khisanth) uses
44j. Fallen Obelisk five tall free-standing columns; no its first combat round to gain speed
trace remains of the building they in the air and circle around for a bet-
A tremendous obelisk lies beside once supported. In front of these ter attack position. PCs are suscepti-
its broken pedestal base. Strange pillars, a huge well plunges into ble to the fear a dragon generates.
spidery runes cover its surface. the earth. Vapors rise from the The dragon then attacks the heroes
The obelisk bridges two sections well. To the north of the well, a sin- from the air, hovering to avoid
of ground divided by swamp wa- gle building stands whole, al- swords and hand weapons. It bom-
ter. though time and the weather have bards the heroes with magic missile
worn its outer walls. and sleep spells (it can cast two of
The PCs have only a 15% base each). The dragon then makes two
chance to read the runes, although The heroes may enter the building to passes, using its acid breath weapon
those who have read languages abili- the north, taking them to area 46a. to sear flesh with deadly accuracy. Fi-
ties may add their score to their nally on the third pass, feeling the
chances. The runes read: The building to the north is a tem- need for the safety of its lair, it flies
ple of the ancient goddess of healing, over the well, folds its wings, and
The Great City of Xak Tsaroth Mishakal. The only entrance to the drops like a stone down the well.
Whose beauty surrounds you windowless temple is through the Deep below it, it will break out of its
Speaks to the good of its people front door—gold doors weighing dive and move toward its lair.
15,000 gpw each. They are on
counter-poised hinges so they open After this encounter takes place,
as normal doors. Whoever enters the the adventurers may explore the well
(area 45) further (see the Cavern of
Xak Tsaroth map).
23
45. The Great Well and the purpose of their quest. The The heroes may capture these dra-
statue also has the ability to recharge conians if they inflict more than 50%
The shaft plunges into darkness, the Crystal Staff. damage on them. The draconians
from which a fowl air rises. Steam know the way into the cavern
and the heavy odor of rottenness If a priest brings the Crystal Staff through the well (area 45), though
make it hard to see the bottom. into this room, the statue comes to this is helpful only to flying crea-
life and speaks to him: “Beloved dis- tures. The draconians also know
The masonry shaft of the well drops ciple, the gods have not turned away about the elevator system at 47c,
100 feet before it opens into the ceil- from man. Man turned away from the and the location of the dragon’s lair
ing of a vast cavern beneath the gods and now seeks gods who do not (70k).
swamp. On the floor of the cavern, exist. But the end of darkness nears.
some 800 feet below, lie the shat- Krynn is about to face its greatest 46e. Southern Holy Circle
tered remains of Xak Tsaroth. Much test. Men now need the truth more
of the city slid into this cavern at the than ever. You must return the truth A high, domed ceiling caps this
time of the Cataclysm. It is the most and power of the true gods to men. It circular room. Fungus creeps
preserved part of the ruined ancient is time to restore the balance. down all the walls, covering fres-
capital. The well sits directly over the cos faded beyond recognition. To
central plaza of the ruins (area 67). “To gain the power, you shall need the west, five squat figures claw at
the truth of the gods. Far below this the wall with stubby fingers, scrap-
46a. Temple Entrance temple lie the disks of Mishakal: cir- ing the frescos into a heap of wet
cular plates of platinum that are all plaster on the floor.
Double doors of tarnished gold you need to call upon my power. You
close off each end of the corridor. must recover these disks. The five Aghar gully dwarves are too
Blue oval archways rise 30 feet to busy scratching and scraping to no-
form the ceiling. A second pair of “But your way will not be easy. The tice the PCs. In common speech,
stained gold doors stands shut at disks now lie in the lair of the dragon. their leader says: “Claw, mates, claw!
the other end of the hall. Therefore, I charge your staff: if you We gots to get these here pictures off
present it boldly, never wavering, o’ the walls! I hear tell that humans
These doors weigh 15,000 gpw each. then you shall prevail. Even then, used to keep pretty treasures behind
They move on hinges and open as your journey is not complete; you walls like these. That Highbulp king
normal dungeon doors. must leave here, must search for a of ours down in the cavern-city might
true Leader of the People.” give us special favors if we bring a
46b. Mishakal’s Form pretty to him.” With a start, the
The arms of the statue are curved dwarves suddenly realize that the he-
The golden doors open into the as though they once held a long, thin roes are in the room.
central chamber of the temple. A pole. If any PC places the Crystal
tremendous dome rises high Staff in the statue’s arms, the staff “lt’s the lords, mates!” shouts the
above the delicate tile floor. It glows brightly and recharges. leader. All the dwarves drop like
seems as though time has stilled sacks to their knees. Faces pressed
in this room. In the center of the 46c. Southern Worship against the slimy floor, they grovel
circular room stands a polished Room out, whimpering, “We didn’t mean
statue of singular grace and nothin’ by it, your lordships!” They
beauty: the delicate form of a A greenish tinge covers marble jump up and head out to join the line
woman, draped in flowing robes. benches throughout the room. It of other gully dwarves (47b).
Her hair cascades about her shoul- looks as though this room has not
ders and neck, which is adorned been used in a long time. If the PCs stop them, the Aghar
by a detailed amulet. The look on beg for mercy. If the heroes promise
her face is one of radiant hope 46d. Northern Worship to spare them, the Aghar draw a very
tempered with sadness. A feeling Room crude map that shows the way down
of warmth and love abides in the into the cavern city. They advise: “Go
room. The marble benches are coated in visit our king, the great Phudge
a thin, greenish film. Opposite the Highbulp. He’ll help you right
The statue is the likeness of Misha- door, three figures crouch over a straight!”
kal, the ancient goddess of healing. dais, Their robes hide their fea-
Her power still fills the chamber. tures as they spring to attack. 46f. Northern Holy Circle
Through this statue, Mishakal will re-
veal the destiny of the adventurers In their haste to attack, the Baaz dra A circular fresco, faded and damp
conians leave the scroll they were in- with age, covers the walls of this
specting lying on the dais. 60-foot-high room. A domed ceil-
The scroll is a wizard scroll for a
10th-level lightning bolt.
24
ing vaults overhead. Fungus If they notice the heroes, these 47d. Northern Crypts
creeps down the walls. Aghar only put dirty fingers to their
lips: “Shhhh!” They run if attacked. Row upon row of dark and musty
46g. Paths of the Dead crypts line either side of a ten-foot-
47c. Going Down wide, 30-foot-high hall.
A domed ceiling caps this 60-foot-
high circular room. Vines and Hot mist rises from two large 47e. Floorless
mosses dangle from great cracks holes in the floor, one on the north
in the ceiling. Fungus covers the and one on the south. A tremen- Four archways enter a square
walls. In the center of the room dous black iron pot hangs from a room, well preserved but for one
stands an empty pedestal, the top large chain over the northern hole. exception: there is no floor. Mist
of which cannot be seen from the The chain runs around two large billows from the gaping hole
floor. On the west side of the wheels, crosses the ceiling, and where the floor once was. Only
room, just in front of the doors, a drops through the center of the about one square yard of floor re-
circular staircase, its flagstones southern hole. Two large figures mains in the northeast corner. A
slick with green film, descends crouch beside the pot. small box sits at the edge of this
into darkness. floor section.
The holes, each ten feet in diameter,
47a. Hall of the Ancestors break through the ceiling of the ca- The room is 30 feet square. The box
vern below, dropping 700 feet to contains five gems (1,000 stl total).
Dim light shines up through the area 66. Every three game turns, a
broken floor. A vast hall stretches gong sounds far below; then one of 47f. Watch Room
to the east. The ceiling, heavily re- the draconians cracks a whip and 15
inforced, stands solidly above, but gully dwarves from 47b clamber into This room has remained un-
below, the floor has fallen away in the room and scurry into the pot. touched for centuries. A green
several places. Hot mists, carrying When the pot is full—dwarf arms and film blankets everything; cor-
the odor of decay, rise through the legs sticking out, some Aghar even roded metal fittings lie where a
holes in the floor. hanging on the sides— it slowly de- banded table once stood.
scends, pulling the chain with it.
Any dwarf can tell that this floor is Within five rounds, another huge The fittings crumble at the touch.
unsafe. The holes open to a 700-foot pot, containing draconians, groans The floor is slippery; all creatures
drop straight into the lower ruins of up the chain through the southern fight here with a -3 penalty to their
the city. Anyone who weighs more hole. The machine is the Aghar idea attack rolls.
than 500 gpw and comes within five of an elevator. The two Baaz dracon-
feet of a hole’s edge runs a 25% ian overseers order the Aghar into ei- 47g. Treasury
chance that the floor below him will ther the northern pot or the southern
collapse. pot, using this crude pulley system to Six stone coffins lie in the room.
bring up their comrades. Thick fungus and slime cover
Even if a hero makes it to the edge everything in sight. A hollow
of a hole, all he sees is foul mist swirl- If the heroes attack, the overseers voice, as if from the bottom of a
ing below. panic and leap into the pot. The pot deep well, calls to you: “Who en-
sinks slowly, and PCs have a chance ters the tomb of kings?”
47b. Southern Crypts to jump aboard; however, the heavier
the pot gets, the faster it moves. You The guardian spectral minion
Crypts line the hallway. Cloaked in should warn the PCs that “the pot is watches the tombs of the kings and
foul mists, a group of squat forms falling quickly” if more than two try may not leave until relieved of duty.
files into a line. to climb aboard. He is tired of his eternal watch. If the
heroes speak kindly to this spirit, he
Many gully dwarves slouch and stoop When the second pot rises into the tells them his purpose. If someone
in line. Every three turns, a whip room, it contains six Baaz draconian tells him that the party has come to
cracks and half of these dwarves (15) troops. relieve him, he is released from his
rush through the eastern entrance to vow and departs.
the hallway. The rest move up to the These are shock troops, trained to
entrance. In one hour, the same 15 fight to the death. They do only what In each coffin lies the skeleton of a
gully dwarves that rushed out the east they are told and know nothing ex- king of ancient Xak Tsaroth. Each
end of the hall come in the west end cept the way from their quarters skeleton holds a gleaming sword
and get back in line. (64g) to their post (44e). They are not +1, the hilt at its chest, the point to-
above having a snack along the way, ward its feet.
however, and the adventurers look
pretty tasty to them.
25
no hero falls down the tunnel, the
Aghar back all the way down to area
49 and let the party pass by.
49. Sewer Junction
The slick sewer tunnel suddenly
branches downward. The corridor
continues steeply before you, but
the branching looks even steeper.
50. Sewer Branch
Moss and slimy green muck coat
the four-foot-diameter tube. Water
trickles slowly down the shaft.
51 a. Cellar Above
47h. South Temple quite some way, but there would A sewer pipe breaks through the
be no room to swing a sword. cavern ceiling only ten feet above
This 30-foot square room rises 20 the floor. What is left of the room
feet to a flat ceiling. Wall carvings, If Riverwind is with the party, he re- appears to be upside down. Ceil-
coated in a slimy green substance, members having been here before. ing rafters span the floor, and the
adore the walls. The sewer opening leads to area 48. doors hang three feet above the
rafters.
47i. Temple of the Dead 48. Sewer Entrance
A huge spider has wandered into the
The 30-foot-wide octagonal room Mosses and a slimy green film room in a search for food. It attacks
rises 60 feet to a domed ceiling. coat the walls of the three foot the first PC to slide down the sewer. It
The back wall bears a relief statue diameter sewer. fights to the death.
of the goddess Mishakal. The
arms of the statue reach down as if The walls are extremely slick. Unless 51b. Tipped Hallway
to receive something. Exits lie to the PCs have both hands free to
the north, south, and west. climb down, they have to roll a suc- What was once polished plank
cessful Dexterity check here (with a flooring covers the ceiling.
47j. North Temple -4 penalty) or slide down the shaft
to area 49. 51c. Ceiling Cooks
The ceiling has partially col-
lapsed! A four-foot-diameter Those who slide do not slide alone. Cooking utensils are scattered
sewer constructed of fitted stone Five gully dwarves are crawling up this about the room. A large wooden
apparently fell through the roof, tunnel, halfway between the junction table hangs from the floor above.
caving in the northeast corner of (area 49) and the top of the sewer. Any
the room. Now, the jagged edge of hero who slides down bowls them over If the heroes enter this room, they
the broken sewer juts through the and tumbles with them all the way see three spectral minions guardian
rubble-strewn floor. It looks as down. Since the tumble is more a gen- cooks standing on the ceiling, behav-
though a man could follow this tle slide than a fall, PCs do not suffer ing as if nothing is wrong. The cooks
tunnel downward into the dark falling damage. try to chase the adventurers out of
their kitchen.
The dwarves are irritated at the ac-
cident, but do not bother the PCs. If 51d. Bottoms Down
Broken tables and chairs sprawl
about the room. Swamp water
26
seeps through the shuttered win- ing water comes from that direction. best he can. He knows the location of
dows and collects in pools be- If any PC slides down the sewer the disks of Mishakal (area 70k) and
tween the ceiling beams below. A how to get there.
huge fireplace against the far east- shaft into this room, he launches into
ern wall receives the overflow, the rotting sacks. The sacks disinte- 55. Treasury Court
which drains down the chimney. grate in a sudden explosion of white,
Thin music and hollow laughter and the flour within them covers the The street emerges from arched
float through the hall. Overhead, PC. Although the hero suffers no buildings into a plaza. Tremen-
spirits float upside down as if sit- damage, until he cleans off the flour dous cracked and crumbling pil-
ting at tables. They laugh and everyone he meets asks him why he lars strain beneath the rock
joke. is covered in it. ceiling. Water from the street
rushes into a river flowing west
Unless they are attacked, these spec- 53b. Slidestreet from the east wall toward a steady
tral minion revelers go about their roar of water. Across the plaza
business and ignore the PCs. If the The buildings that once lined this river, blackened steel doors stand
PCs attack them, they scatter and street have toppled against one in the face of a solid, square struc-
vanish. another, forming a rough arch of ture.
marble slabs over the cobblestone
51e. Sleeping Inn street. The place is still but tense, Those who try to wade across the
like the nave of a haunted cathe- river must roll a successful Strength
Rotted cots lie in a jumble all dral. Doors and broken shop win- check (with a +5 bonus) to cross the
about the room. Water seeps in dows yawn into the street as river. Kender and dwarves do not get
through the shuttered windows, though the buildings had ex- the bonus mentioned above. Any
collecting in pools on the floor. ploded from inside. hero who fails tumbles ten feet far-
The overflow drains through the ther down stream toward the falls
southern door. 54a. Philosopher Front (area 56). He has to check again until
he succeeds or goes over the falls.
52. Chimney Down Books line the northern wall of the
room, their spines stained with The steel doors weigh 5,000 gpw
Water trickles down this chimney. green fungus. The rich, musty each and are worth 5,000 stl each in
Loose bricks provide handholds smell of rotting paper fills the Solace, Haven or Gateway. The doors
on all sides. room. are on counterpoised hinges and
open easily for the adventurers.
The chimney now descends from the The books ‘bear familiar titles: Huma
fireplace, water trickling down its in- and the Lance of Dragons, Tales of the 56. View from the Falls
side. A man could easily fit down its Greystone Wars, Chronicle of Kith-
shaft, and there are plenty of hand- Kanan, The Gods of Krynn, and Water rushes around columns and
holds in the loosened bricks to help Iconochronos, Vol. II. Why, you, As- plunges from hanging steps into a
him descend. The chimney ends tinus wrote the lconochronos. In fact, vast cavern. Overhead, mist thick-
abruptly in mid-air, 15 feet above the you’re working on Volume X right ens beneath the fading ceiling. A
sloping floor of a small cavern (area now! These books are so rotted from single shaft of light illuminates
58a). the swamp water that they crumble the vast underground area. Over
at the touch. 500 feet below, ruins litter the dim
53a. Bakery floor of the cavern. The ancient
54b. Philosopher’s Court city of Xak Tsaroth is in many
A sewer tube of fitted stone breaks states of decay: some buildings
through the ceiling of this shop. A large golden chair sags to one are almost intact, many are noth-
Water trickles from the tube onto side atop a platform at the western ing but rubble. Several waterfalls
the floor and streams out the door end of the room. Floating above pour into the cavern, and many of
to the east. On the floor directly the chair is the bright, transparent the streets are rivers, all of which
south of the slanting sewer tube sit form of a man in robes. flow into a single abyss to the
20 large rotting sacks. north. A huge chain extends from
The heroes in the room hear the the mists overhead down into a
This shop was once a bakery. The ghostly figure speak: “I am Ossamis. small courtyard below. Vines at
windows in its east wall overlook the It is my vow to answer one last ques- your feet twist over the edge and
ruins of a city street. The roar of rush- tion before 1 may leave. Ask: yours is appear to reach almost to the floor
the answer.” of the cavern.
Ossamis answers any question as
27
The vines are slippery and damp. If 58a. Northern Cavern cramped cave. The ceiling of the
a hero wants to climb down them, he small area is covered with running
must pass two Dexterity checks. A The fragments of a chimney hang water. On the floor the water falls
fall (failing the first means a fall of down five feet from the cavern through what appears to be 30-
130 feet and 13d6 points of damage; ceiling. Water trickles from the foot-tall windows laid into the
succeeding on the first but failing the chimney and from fissures in the stone floor. The glass is gone, but
second means a fall of 60 feet and surrounding cavern walls. Fifteen the ironwork of the window
6d6 points of damage) would cer- feet below the chimney, the cavern frames remains.
tainly attract the attention of the dra- floor slants sharply to the south.
conians. Curtains of woven metal strands fall
58b. Drain from the northern ends of the win-
57a. Outer Treasury dows (what had been the top before
The steepening floor of the cavern the room capsized) down to the floor
A long counter of chipped, dusty suddenly narrows into smooth, of the room below. These can sup-
marble bisects the room from east yard-wide, nearly vertical drain. port any PCs trying to climb down.
to west. Against the southern wall, Water collected from all the fis-
four ghostly forms stand at atten- sures in the cavern swirls steadily 59b. Dance on the Wall
tion, their weapons drawn. Just down the sides of the shaft.
behind the counter stands another The vast hall lies on its side. Its
long-faced ghostly form. He 58c. Down the Sink northern wall is beamed like the
speaks as you enter: “So you’ve fi- ceiling it once was; its southern
nally arrived. Kathal! Well, you’re Water splashes down the slick wall is a great, tiled floor. Now the
the last, so pay the tax!” sides of the shaft. The tunnel is ceiling and floor of the room are
chilly; the noise of the water is windowed. Water pours into the
The counter has a three-foot gap at deafening. room from the upper windows and
its eastern end, and is about four feet out through the broken lower
high. The spectral minion warriors The PCs can either fall down the ones. Mosses and fungus cover
hover around it and demand the pay- shaft (suffering 15d6 points of dam- the hall. The fungus on the floor
ment of Kathal’s taxes: 500 clay age) or they can lower themselves appears to be moving. From the
Tsarothian culli. The accountant ac- down via ropes, or “walk” down by northern ends of the overhead
cepts no other currency; payment re- bracing their backs against one side windows, curtains made of some
leases him from duty. of the shaft and their feet and hands corroded, woven metal hang
against the other side. This last limply toward the wall below.
If the PCs have no culli, the ac- method entails two Dexterity checks, Each of the three upper windows
countant orders the guards to kill one at 100 feet above 59a, and the has these drapes, but those from
them for trying to impersonate Ka- other at 50 feet above 59a. Failure of the westernmost window have
thal. either check means a fall to 59a been pulled over to an arched
(10d6 and 5d6 points of damage, re- opening in the western wall, where
57b. Vault spectively). they have been fastened. This
opening, 30 feet up the western
Hundreds of rotting sacks lie After traveling about 100 feet wall, leads to a dark corridor.
within the room. Clay tokens spill down the shaft, the PC who leads the
from their split sides. Three skele- way suddenly hears something com- The curtains easily support the
tons, two holding shovels, sprawl ing toward him: sniffling, muttering, weight of a man. Each adventurer
half-buried in the clay tokens. a loud curse or two. It is eight more who attempts to move from one cur-
Their faces grin hideously. Two al- gully dwarves, climbing up to add tain to another must roll a Dexterity
coves sit in the eastern wall; the their weight to the lifter. check or fall to the floor (3d6 points
moss-covered inscriptions above of damage from the fall) and be at-
them are difficult to make out. The dwarves grumble, move back tacked by the ten poisonous snakes
down to 59a, and let the heroes go by that live there.
The PCs have a 30% chance to read (they flatten themselves against the
the inscriptions. The northern one sides of the shaft to avoid falling
reads “Treasury,” the southern one PCS).
“Taxes.” The alcoves are both dimen-
sion door portals to the ruins of the 59a. Windows Below
Treasury Tower (area 62).
A natural shaft of smooth rock
carries a spray of water into the
28
60. Entrance to the Hall of 63. Northern Mall front of the doors, mosses cover
Justice an ancient, faded mural.
The catastrophe has marred once-
Only a dim light from above re- beautiful buildings. Moss-covered The heroes must clean off the mural
lieves the darkness in the cavern, rubble hides the carefully laid cob- before they have any idea that it is a
shining faintly on the ruins that blestones of the street. Rushing map of a city. Even if they discover
cover the cavern floor. The air is through the rubble and cobble- this, they have only a 30% chance of
heavy with moisture and heat. The stones, an icy river surges north- recognizing their current location on
facade of an ancient building juts west. There the street ends the map.
sideways from the cavern wall. Its abruptly in a chasm: mist billows
roof lies half buried in the rubble from the hole, and falling water Anyone who figures out which part
of the cavern floor to the north, its crashes somewhere below. of the mural is the cavern area can
steps now rising to the south. The discover the way to the Great Plaza
delicately carved pillars that stood The water charges out of the cavern (67), the Pillars of the Palace (70a),
in front of the building now lie bro- here. Heroes trying to cross the swift and the Treasury Tower (62).
ken amid rubble that slopes west water within 50’ of the chasm must
to a cobblestone street. Farther each roll a successful Strength check 64b. Northern Cell
west, a ring of broken stones and Dexterity check to make it
marks the foundation of a tremen- across unaided. Those who fail either Dark stains streak the walls of the
dous tower. The tower itself lies check are swept ten feet toward the 20-foot-square room. Two sodden
next to the foundation, its top bur- twisting whirlpool in the crevasse. wooden doors open to the east
ied in the cavern wall. Water pours Then they must successfully roll and south
into the cavern from several both checks again or be swept an-
places high up the walls. other ten feet toward the maelstrom. 64c. Northern Armory
Anyone who falls into the crevasse
61. Cobblestone Street drowns, unless he has a spell, potion, Ancient bronze weapons dangle
or device of water breathing, in which from broken racks on all the walls.
This cobblestone street is heavily case he finds himself at the bottom A low ceiling, heavy with mois-
damaged. Rubble is strewn about of a 1,000-foot-high cliff, floating out ture, strains on sagging beams. In
and many small fissures make into the Newsea. the center of the room, two squat
passage difficult but not espe- shapes bat their leathery wings,
cially dangerous. 64. Palace Guard Hall chattering loudly and tugging a
steel weapon between them.
62. Treasury Tower The shattered walls of the city bow
darkly above the street. Mosses The two Baaz draconians in the cen-
A broken foundation circles the and fungus cling to the ruins, as if ter of the room are arguing over a
area where a tremendous tower trying to drag the walls down. In short sword. They and their three
once stood. Two ten-foot cubes the middle of the street that runs Baaz companions stop bickering and
stand within the circle, apparently between the ruins, a river flows attack the party, fighting until death.
untouched by the catastrophe that swiftly north. A dim shaft of light
destroyed the city. Each cube has overhead centers on a great plaza 64d. Assembly Hall
an arched opening in its side. The to the south. To the east, one
openings face each other, 20 feet building seems to have held up This room is dark, but the echo of
apart. To one side, the fallen tower most admirably. Dark growth ob- your footsteps suggests that it is
lies on its side, its top buried in the scures the lettering above its dou- large. From deep in the darkness
cavern wall to the north. Inside the ble doors. comes a shrill, hiccuping sound.
hollow cylinder the tower is only
darkness. The adventurers have a good chance The hiccups come from a stone
(60%) to read these runes: “Guard- drunk Baaz draconian, lying in the
The cubes are permanent dimension ians of Justice.” northwestern corner of the room. It
doorportals both of which lead to the thinks the adventurers are its dracon-
vault of the treasury (57b). These 64a. Entry ian brothers, so they have no trouble
warp space so that they appear to be getting it to babble at them in com-
normal arched entrances into the Dark stains spot the walls. The mon tongue. It is drunk and upset:
vault. ten-foot-wide hall curves before a “The Captain an’ I was havin’ a little
set of bronze double doors. In celebration when we got a bit too cel-
29
ebrated! 1 remember that a bunch of There, under the sputtering torch- 65b. Larder
stinking gully dwarves came along light, three, dark shapes argue
and carried him off. If they let the hu- loudly. This 30-foot-square room has no
mans in on our real plan, the whole natural source of light. Wicker
thing could be ruined. I’m pretty sure “What are we waiting for?” roars the baskets are stacked against its
they dragged him off to their first Baaz draconian. “I’ll tell ya! The walls.
guildhouse west of here. I’ve got to Dragon Highlord needs this here
get a rescue party together—just as crystal staff, see? If he don’t have it Anyone who checks the room care-
soon as I’ve had a chance to sleep. . . where it be safe and sound, then fully notes a glint of metal from be-
off . . . this . . .” them humans might just be able to hind the baskets against the western
clean our noses.” wall. A cache of extra weapons: three
The draconian will sleep for at long swords of superior craftsman-
least three hours. It cannot be awak- The second Baaz replies, “If old ship (+2 to attack and damage rolls)
ened in that time. Verninaard, our high and mighty and an elven bow with a marching
Dragon Highlord, needs a staff, then quiver of 12 arrows ( + 1).
64e. Southern Cell let him get it! I don’t see why it’s so
important. Khisanth guards the only 66. Court of Reception
Dark stains streak the walls of this writings of the true gods we know
20-foot-square room. A green, about—without them the humans A thin shaft of light overhead
slimy substance coats its ceiling. can’t stop us.” dimly outlines a dismal courtyard
40 feet in diameter. Broken cob-
64f. Southern Armory “Look, all we gotta do is wait until blestone streets run east, west and
those spineless Seekers in Haven south from the courtyard; ruined
Bronze weapons, corroded and come up with the staff. Then we crush walls sag threateningly toward the
useless, hang askew from broken them and take it. What’s a few days’ streets. Against the northern wall
wall racks. wait for a little extra safety, eh?” of the courtyard, a ten-foot-tall
wicker dragon stands, bearing a
64g. Quarters These draconians are spoiling for large round metal plate sus-
a fight! They fight to the death. pended in a hole in its chest. A
Mosses drape the darkened corri- robed figure stands next to the
dor. Inky alcoves branch off to 65a. Larder Office statue. A huge black metal pot sits
both sides of the hall. A putrid in the center of the courtyard. A
smell hangs in the air. Three figures squat in the center chain rises from the pot and disap-
of the room, their wings folded flat pears above into mists.
Snorts, hisses, and whistles rise from against their backs. They seem to
the 15 sleeping draconians lying in be tossing something on the floor. The robed figure is a Baaz draconian.
many of the cells in the hall. These In the northwestern corner, a fig- Within a few minutes, a group of
fellows do not sleep well, and each ure lies bound head to toe. His eight Baaz arrives in the plaza.
hero who enters this area must be eyes glitter above the gag over his
quiet or risk awakening them. Even if mouth. Their leader nods to the robed dra-
he is trying to be silent, each hero conian by the statue, who takes a mal-
must roll a successful Dexterity “What luck,” says the largest of the let from its robes and hits a round
check to avoid awakening the sleep- three Bozak draconians, “that this lit- metal gong in the statue. Moments af-
ers. If awakened, the draconians tle morsel fell into our hands! We’ll ter the sound rocks through the ca-
have but one thought on their minds: cast our bones on the floor until one vern, the chain overhead grows taut
to kill the intruders. of us wins him. He’ll make a nice and the pot begins to rise, with the
change of diet.” eight Baaz draconians scrambling in.
64h. Mess Hall A second pot, bristling with stubby
The kender (Hugon Barker) held arms and legs, descends on a chain
Smoky torches light this large prisoner by the draconians is in seri- and passes the ascending pot. Within
room. Broken tables lie scattered ous trouble: Caught up in the middle five minutes, the descending pot
about, and a fireplace, cold with of wanderlust, a natural time of ken- bumps to a stop in the courtyard. It is
disuse, is built into the eastern der life, he felt as though he had to full of 15 gully dwarves, some having
wall. Three unbroken tables stand find out what was at the bottom of ridden down on the outside of the pot.
upright in the center of the room. the cavern. He knows nothing about
the plans of the dragonmen, or even They wait until the robed dracon-
what they are. If rescued, he gladly ian yells. “Now, you scum! Climb out
joins the party. or else!” Then they leap from the pot
and scramble from the cavern, back
to area 47c.
30
67. Great Plaza 67a. Eastern Falls Aghar. If they awaken, these Slud
clan Aghar rush toward the door and
A single column of light pierces Torrents of water from high above safety; if captured, they know (and
the overhead mists and spreads batter the rubble, hurling mists tell) about the elevator (47c, 66) but
onto a vast plaza at least 120 feet into the air, then settle into a nothing else.
across. Steady streams from the stream running west down the
eastern and western streets flow street. Vines grow up the side of 68d. Glup Room
into a large pool of water, which in the cavern next to the waterfall.
turn empties into a river chan- Fungus and water stains streak
neled down the northern street. The wet vines are very slippery. The the wall. Light flickers into the
The roar of waterfalls fades to si- adventurers must roll Dexterity room through four vertical slits in
lence, the moss-covered ruins that checks twice to climb to the ruins of the northern wall.
surround the plaza recede into the the treasury (see area 56 for details).
darkness when a low, throaty Heroes looking through these slits
noise rumbles from the entrance An escaped prisoner of the dracon- see the torch-lit room (68c).
of one of the southern buildings. ians hides, trembling, behind the
curtain of water. 68e. Welcome Room
A huge, black creature arches
like a cobra on the steps to the The woman (Sunstar) crouches in Torches sputter and smoke in
building. The plaza stills. It seems the rubble, as far from the water as sconces mounted on the eastern
as though light and air flee the she can get. Cornered, she fights wall. Darker than the smoke are
spot on which the creature stands. fiercely and to the death, unless the the slits in the southern and west-
party shows that they mean no harm. ern walls. These slits are two
The dragon (it must be a She is one of only two survivors in inches wide and four feet long.
dragon: a winged draconian her tribe, and is desperate to escape
kneels before it) speaks in a low, the dragonmen. Her cell (70g) is near The southern slits look into an empty
hissing language from the stairs. the dragon’s lair (70k). If the party is room (68d). The sound of hearty
Behind the draconian, several friendly, she joins them gladly. snoring rumbles through the western
dirty forms grovel in the moss, wall slits. The guards (in 68f) that are
turning their eyes from the glossy 68a. Alley supposed to make this a death-trap
black scales. are napping. No amount of noise in
A narrow passage, framed by this room awakens them.
The dragon Khisanth whispers fur- crumbling walls, winds through
ther to the Bozak draconian, who the vine-covered ruins and ends 68f. Guard Post
then turns and yells to the Aghar: suddenly in a door.
“Begin the search.” While the dragon With their backs to the slits in the
looks on, the search party and its dra- 68b. Scum Entrance eastern wall of the room, three
conian leader scurry off. A moment gully dwarves lean against each
later, the dragon retreats through The room is damp and chill. An other, asleep. The huge round
area 70a into its lair (70k). old and terrible quiet rules the nose of the largest bobs up and
place, as though stunned by the down with every rolling snore. His
The PCs would be seen before they past—by something unspeakable arms are folded across his chest;
could get close enough to hear the that happened here once. his notched short sword rests on
dragon’s instructions. However, the the floor well out of his reach. He
draconian’s voice carries throughout 68c. Slud Rooms leans against the second dwarf,
the plaza, saying, “Aghar slime, hear whose ears curl in cycle with his
me! If this prisoner escapes, 1 will be Brown and drying mold covers loud snoring. The feet of the third,
eaten alive for breakfast, but not be- every wall. A dull stench rises small dwarf stick out from be-
fore 1 eat you! 1 want that prisoner from beneath the lumpy, woven neath his friends, wearing two
and 1 want her now!” The draconian mats piled about the floor. Faint huge boots, their soles tattered.
cracks a whip overhead and the sounds rattle from each of these The snoring of the guards could
Aghar scatter down each of the mats. awaken a mountain.
streets. The draconian follows one of
the search groups randomly. The room is an Aghar barracks. These are crack Aghar guards! If
Thieves must moue silently to walk wakened, they try to bully any one
They are looking for an escaped among these sleeping dwarves with- trespasser but run away from more
prisoner— a Que-Shu tribeswoman out waking them. Non-thieves who than one. If they run, they go straight
who is hiding in area 67b. attempt to enter the room wake the
31
to the Highbulp’s throne room (68m), men and lift the darkness! We guard western wall. Any heroes who search
report that “an army” has broken in, the true knowledge of the gods. Un- the clothing piles find an old, stained
and ask for orders. der the eye of Khisanth, the truth is map.
safe in the secret!”
68g. Waiting Place The map shows the location of the
68i. Messy Mess sewer access (69b) and the tunnel
The streaked walls of this room lie that leads from there to the dragon’s
buried under tapestries and deco- Lukewarm, stinking glop flies lair at 70k. Crude notes on the mar-
rations almost too gaudy to be be- about the room. Bowls shatter gins of the map read, “Big treasure,
lieved. The tapestries hang against the walls, knives clatter on much goods. Old bark of a dragon
everywhere, some upside down or the floor. Gully dwarves are set- not miss if great Highbulp take his
sideways. Fraying gold cloth tling a wild argument over dinner. share!”
drapes between statues of every
shape and kind. It is the Aghar Each round a hero is in this room, he 68l. Secret Exit
idea of the good life. suffers a 70% chance that a bowl of
goo hits and splatters on him. This is Thieves of old used this exit when
Other than the obvious doors in the Aghar stew, made by throwing just they needed to get into the street
room, a secret door in the eastern about anything dead or near death quickly. The secret doors are one
wall leads to 68h. Anyone within into a pot. The stuff stinks violently, way only—out of the old guild hall.
three feet of this door will hear and keeps on stinking. It wears off in
thumping sounds against the door, 1d20 turns, but during that time other 68m. Court of the Aghar
followed by muffled growls and yells. heroes must each roll a successful
Constitution check to be able to stay Heavy, frayed gold cloth adorns
68h. Treasury within ten feet of the smelly goo. Nei- the hall. Statues line the walls, and
ther the hero or anyone with him has a carpets of every color and descrip-
A single Bozak draconian glares chance of surprising an enemy. tion form a patchwork across the
from the darkness. Its hands and floor. At the western end, a huge
feet are bound tightly, its wings The Aghar do not notice the he- throne sits, the gold leafing peel-
tied securely against its body. On roes until five rounds after they enter ing badly from its carved frame. A
either side of it, two small gully the hall. Some of them throw food at shrivelled figure, nodding be-
dwarves stand, bearing wooden the intruders, though their chances neath a tarnished crown three
spears. They prod the draconian to hit the heroes do not increase. If sizes too big for him, sits buried in
with their sticks, then jump back the heroes try to fight, the foul- robes on the throne. Four armed
as though it is not tied. Each time smelling dwarves simply run out one dwarves, their heads rattling in-
they jump, their oversized horned of the doors of the room. side their helmets, stand beside
helmets roll around atop their their king.
heads, sometimes failing over 68j. Bulp Rooms
their eyes. This is the court of the Highbulp
Grinding snores and whistles echo Phudge I, King of the Aghar. He bar-
The dwarves notice the heroes after from the dirty cells of the hallway. gains with whoever comes into his
two rounds. They try to flee the court. The guards attack only if they
room. The draconian, stripped of its If awakened, the eight aghar try to or Phudge are attacked first. Though
weapons and its uniform, is the cap- run away. If captured, they reveal Aghar generally run away from a
tain of the draconians and has awak- some valuable knowledge: They fight, when backed into a corner they
ened with a horrible hangover! know of the tunnel from 69b into the are ferocious!
dragon’s lair.
If untied, the draconian captain The Highbulp does not like dra-
uses every means it can, but mainly 68k. Highbulp Quarters conians. He feels that pickings were
its spells, to escape and regain com- easier before they came, and he
mand of its troops. A huge bed—carved, rotting posts misses the times when Aghar could
at the corners—sags in the middle go for weeks without working. Fur-
The captain tells the following, of the room. Tattered hats, some thermore, the dragonmen have
only if threatened with death or if of which sport shredded or soiled cleaned the place up far too much for
charmed: “Verminaard is our Dragon feathers, hang on racks lining the his tastes. The Highbulp knows that
Highlord! True cleric of evil, he calls western wall. Caps and loud cloth- the disks of Mishakal lie in the drag-
upon the powers of darkness to bring ing of all kinds are piled about. on’s lair at 70k; he also knows about
this land under his rule. Yet he fears the tunnel from 69b into that lair. He
one thing: the uprising of light This is the bedroom of the Highbulp offers the party guides to various
against the darkness. We guard that Phudge. There is a secret door in the places in the caverns, but he offers
which might kindle hope among no other aid.
32
69a. Delvers Welcome ken the stonework and forms 70f. Bozak Captain’s
much of the courtyard. A large Quarters
Water seeps down the walls in the archway leads into a huge dark
room, pools, then winds out the room to the east. At the back of This 20’ x 30’ room is quite spare:
southern door. A long stone the courtyard, a set of stained A bedroll lies on the floor, a pack
counter bisects the room from steel doors stands closed. These in the corner.
east to west. Behind it, another also lead east.
doorway leads north. The pack contains dried meats and a
70b. Honored Dead map showing the exact layout of the
69b. The Secret Way palace (70a-70h).
Tremendous, 40-foot-tall statues
Rivulets of water trickle down the of ancient kings stand at the 70g. Prisoner Cell
walls of the room. Although a northern and southern walls of the
great deal of water is flooding the hall. Their deeply carved features The door creaks open to reveal a
room, there seems to be only one are masked in shadows, but they man hanging limply by his wrists
or two inches of it covering the seem to watch intruders. from manacles driven into the
floor. walls. His torso is bare and
70c. First Hall stretched, showing signs of tor-
PCs who check the floor near the ture.
center of the room find a closed trap Soiled walls rise 30 feet to an
door operated by a pull ring. Add the arched ceiling. Mosses and an off- The man’s name is Raven-eye.
strengths of all PCs trying to pull the white fungus line the hall. An- Though weak, he speaks: “Our tribe
door open to find the percentage cient, man-sized statues stand was set upon by demons from the
chance of their success. throughout the chamber. north. We fought bravely. To our
shame, we still fell into their hands.
The trap door is four feet square Two Bozak draconians guard the Only two of us are left—the other is a
and opens over a four-foot-square northern end of the hall. They attack woman who escaped just a few hours
shaft 20 feet deep. There it opens the PCs on sight. ago.” He knows the way to the drag-
into a masonry tunnel half-filled with on’s lair (70k) and will join and aid
water. 70d. Palace Treasury the PCs.
If the PCs enter this area, check for Huge chests, their wood rotted 70h. Bozak Commander
a random encounter. If an encounter and split, spill their contents into
is indicated, roll 1d20 to determine the room. The door opens onto a room lit by
how many rounds later it takes place. a smoky torch. A crude desk sits
Treat a rolled encounter with Khi- There are 30,000 Tsarothian clay in the middle of the room. Sitting
santh as no encounter. culli in this room—absolutely worth- behind it, a scaly winged lizard
less. However, if a PC searches creature wearing partial armor
Water trickles into the main tunnel through the culli, he has a 30% suddenly looks up and leaps to his
through gaps in the stonework. chance of finding one of the follow- feet!
North of the access shaft, the tunnel ing: two throwing daggers +3, 1 pair
runs 30 feet to a cave-in. The tunnel gauntlets of climbing, one spellbook If badly outnumbered, this sly Bozak
extends south into the darkness, containing wizard lock, knock, and draconian surrenders, then tries to
invisibility spells, and a shield +1. lead the players through the western
Through the darkness, the tunnel doors of area 70j, insisting that it is
runs 200 feet south, then turns 340 70e. Bozak Quarters the only safe way to enter the drag-
feet east to another cave-in. Thirty on’s lair.
feet before the end of the tunnel, Cells branch north from a long
however, a shaft ascends 30 feet to a hall that runs to the east. The hall 70i. Long Hall
gate in the floor of Khisanth’s lair is silent.
(70k). Water seeps down the arching
walls of the ten-foot-wide hall. A
70a. The Pillars of the cold, musty smell rides the air.
Palace
The hall runs south into the rubble of
Broad steps lead from the great a collapsed ceiling. Steel double
plaza to a pillared courtyard. All
cracked, same, shattered, the pil-
lars support a sagging stone roof.
In places, the cavern wall has bro-
33
doors, weighing 500 gpw each, stand the mists above, spreading onto ringing sound fills the chamber.
closed on the right of the corridor. the center of the rotunda. There a The shining blue light pulses, its
These lead to area 70k. glossy black dragon straddles a power shaking the earth itself. The
pile of jewels, steel weapons, and great dragon is covered in the
70j. Hall of Sound intricate items. glow and falls, screaming, into the
light. The walls shake; pillars in
A 30-foot-high ceiling arches This is Khisanth’s lair. Khisanth, the room sway and topple. The
above the hall. Mosiac patterns known commonly as Onyx, is duty cracked ceiling begins to crum-
cover the floor with meaningless bound to keep the disks of Mishakal ble. Above the falling ceiling, the
designs. from the PCs. If she has a breath cavern walls themselves begin to
weapon or any spells left, she takes collapse.
The hall is 90-feet-long. Forty feet to the air and uses these. Otherwise,
from either end, pressure plates in she must slug it out on the ground Everywhere the PCs go in the cavern,
the floor activate a loud gong, which with the PCs. from now on, rocks tumble from the
resounds throughout the palace and wails, and water gushes under tre-
area 70k. If the PCs fail to note this If the PCs have the Crystal Staff, mendous force, into the area. All
trap and sound the gong, the dragon the PC who holds the staff while in creatures encountered are trying
pushes her head out the eastern this area hears a soft, feminine whis- desperately to escape the collapsing
doors and uses her breath weapon on per: “Retrieve the disks and strike cavern. The water level in the cavern
the party in this narrow space. She the dragon with this staff. All will be rises one foot/turn. It is up to the
then calls for draconian guards, un- well.” If the PC manages to hit the players as to how their PCs make
aware that there are none in the area. dragon with the staff, the staff ex- good their escape from the floor of
plodes on contact. Read the follow- the cavern. If they manage to escape,
70k. Court of the Balance ing boxed description if this direct them to the Temple of Misha-
happens: kal (46b) and read the Epilogue.
A vast chamber stretches before
you, 100 feet in diameter. The cir- The staff shatters as it strikes the The dragon’s horde contains the
cular room rises four stories to a dragon. Blue light bursts from the disks of Mishakal, 26,000 stl in gems,
cracked and broken translucent staff in brilliant spherical waves. a cloak of invisibility, and 1,000 pp.
dome. Dim light filters through The figure who broke the staff is The dragon wears a ring of darkness
lost in light, disappearing as a that projects up to a radius of 100
feet.
34
Start the characters at the spot the southern cities of Gateway and who ran fell among the small
marked “X” on the map. They are Que-Teh and advancing to the White- demons—man-sized but looking
moving westward on a cloudy, chill rage River. To the south, they have like their larger masters. 1 don’t
afternoon. seized the fortress of Pax Tharkas, know where they took my people
aided by treachery from within the
Great pillars of smoke rise from citadel. Even now, their slaves are I was too clever for them. 1 hid!
beyond the Sentinel Peaks—a working the Tharkadan mines. Yes, I hid!
grim sign that there is trouble in
Solace. How much of the once- 71. The Witness “When shall my people return?
mighty forest of vallenwood trees What shall become of my gar-
has fallen to fire? The grasslands Que-Kiri is almost as barren as the den?”
that stretch toward Que-Kiri—a surrounding plains. Most of the
town at the gap in the buildings are shattered and 72. The Draconians
mountains—are hot and dry. The burned, and many blackened
smoke adds an eerie touch of bodies sprawl in the empty Nine Kopak draconians still skulk in
darkness to the autumn after- streets. The air is hot and thick, the wreckage of Que—Kiri, concealed
noon. laced with the odors of ash and de- in some rubble in the center of the
cay. town. They attack the PCs at some
“Your journey is not complete; point. If the characters seek out and
you must leave here, must search Splintered timbers and listen to the old man, this attack oc-
for a true Leader of the People.” scorched stones litter the narrow curs as soon as he dies; if they do not
This strange message, spoken by streets, and smoke drifts through find the man, have the draconians at-
the statue of the goddess Misha- the abandoned town. Everything tack at any time when the party is in
kal, suggests that your mission is is dead and silent. Suddenly, a the ruined town.
far from over. Where in the vast faint groan rises from behind
world of Krynn will this search some collapsed beams. The Kapaks are overconfident
lead? from their recent victories: they toy
The groan comes from a badly with the PCs before attacking. The
Here on the barren Plains of burned old man who lies at the verge monsters emerge into plain sight
Abanasinia, the late autumn wind of death. If the PCs investigate imme- 180 feet from the PCs and then pause
bites sharply. The yellow-brown diately, they find him before he dies. a round. They lick their swords with
grass withers in the rushing cold, If they wait more than a round, how- long, reptilian tongues. (This enven-
but the feeling is much more dis- ever, they are too late. oms the blades for three rounds.)
turbing than that of a normal The next round, using their wings to
change of seasons. The old man lies under the wreck- accelerate the charge, the dracon-
age of an inn, the heavy crossbeam ians attack. They fight to the death.
In many places, the plains are pinning his legs to the ground. In ad-
marked by the tracks of crude, dition to his burns, he has lost much 73. Journeys Across the
two-wheeled carts and many blood. The man has been blinded, so Land
clawed footprints. Thousands the PCs must make noise to alert him
must have passed this way. Noth- to their presence. If the PCs decide to continue to Sol-
ing is alive here—neither the wild ace, go to chapter 6. Read the open-
animals that normally inhabit The old man is very confused and ing encounter as the party crests the
these areas nor the occasional set- frightened. His pattern of speech is pass in the Sentinel Peaks between
tler scratching a living from the jerky and halting, but he says this: Que-Kiri and Solace.
harsh land.
“Didn’t you see it? You must have If the heroes decide to spend the
Most ominous of all these signs seen it! From the north . . . they night here, begin to roll wandering
are the great black scars stretch- came from the north! From be- monster checks immediately. This
ing for hundreds of yards along tween the mountains. First the ter- reflects the growing tide of scaveng-
the ground, often through the rors that rode the great wyrms . . . ing creatures following the Dragon
charred remains of farmhouses. they came into our town and fear Highlords’ army from a distance.
Fire has gutted and collapsed filled our breasts. We fought, Treat Que-Kiri and areas just east of it
these dwellings. The thick smell of though. Yes! We fought long and as plains; the PCs reach mountains
death and decay fills the air, and hard, but still more of them came as soon as they leave the town to-
even the wind is silent. on leather wings.. . straight out of ward the west. The dragonmen have
the old legends they came, fire conquered all of the areas off the
The PCs should have no random splashing like waves over our northern and eastern edges of the El-
encounters during this trek, since homes. ven Mosiac map. If the PCs leave the
the Dragon Highlords’ army has laid map at these edges, move immedi-
waste to the area. As the PCs ap- Many fled. . . many died. Those ately to event 75: “Captured!”
proach Solace, this army is sacking
36
74. The Dragonlands dragon’s broad neck. Both drag- Within an hour of their capture,
ons bellow menacingly; their eyes the heroes are surrounded by several
At the start of this adventure, the glitter, and wisps of smoke curl hundred Kapak draconians. Their
Dragonarmies have conquered all of from their nostrils. weapons and possessions are re-
the lands on the map except moved and they are loaded into a
Qualinesti. Although folk still live in The two old red dragons and their huge wheeled cage and taken to Sol-
these areas, the Dragon Highlords two Kapak riders try to capture the ace. There they become part of the
have absolute power. If the PCs wan- heroes if at all possible, but they are caravan to the south. Go to chapter
der through these areas, let several willing to fight to the death. 7.
days pass with the usual random
encounters, then go to encounter 5: At Solace, Tika Waylan, Theros
“Captured!” lronfeld, and the elf Gilthanas are
thrown into the cage with the PCs.
All these villages and towns out-
side of Qualinesti have been cap-
tured and damaged, but most have
not been entirely destroyed. Que-
Kiri, New Ports, and Que-Teh have
been razed; no buildings stand and
no original inhabitants remain. Treat
these areas as “ruins” for random
encounters.
All other communities are in the
same shape as Solace—they have
been conquered, losing some build-
ings and some people. A few busi-
nesses and farms survive to provide
services for the Dragonarmies. The
conquerors terrorize the people: For
example, draconians may use a
farmer’s family as hostages to force
him to help feed the Dragonarmies.
Treat these areas as “towns” for ran-
dom encounter checks.
75. Captured!
This encounter returns the PCs to
their epic path if they stray or dally.
Run the encounter when the party is
in open terrain (plains or low moun-
tains) and has no place to hide.
Two specks of crimson approach
in the far northern sky. As they
rush south they grow, forming
mighty engines of death—red
dragons. The monsters dive
swiftly, and upon their backs sit
creatures who seem to be minia-
ture versionsof the terrible steeds.
The riders’ faces bear a look of ser-
pentine evil: lizardlike faces and
cold, gleaming eyes.
The dragons land less than 100
feet away. From one of the riders,
a hollow, metallic voice rings:
“Drop your weapons, puny
ones, or you shall feel the heat of
my pet in anger.” He strokes his
37
Begin this section when the heroes ace is not a ghost town. A few ble for an encounter with Kapak dra-
reach the pass in the mountains just lights twinkle in the windows of conians.
east of Solace. some of the buildings, and hu-
mans, dwarves, and elves can all Once the PCs are in the town, they
The scene bears no resemblance be seen aiding in the construction can see the remains of the inn, once
to the lofty forest that was here of the fence. They seem to be tak- lodged in the branches of a vallen-
only a week ago. The beautiful ing orders from a number of whip- wood tree, sitting somewhat awk-
and legendary vallenwood trees wielding dragonmen. Many other wardly on the ground. Not only half
have been hacked, uprooted, and bands of dragonmen are visible remains, but makeshift walls and a
burned. Only a few of the mighty poking through the brush of the kitchen enable it to be open for busi-
trees still stand among a vast ruin fallen trees. These bands are heav- ness.
of blackened branches and low, ily armed, and seem to be orga-
thick stumps. nized into patrols. Many other buildings sprawl on
the ground, most of them smashed
The elegant tree-city of Solace As darkness falls, lights begin to beyond recognition. Fires smolder
is now only a few ramshackle huts flicker in a number of buildings in here and there amid the wreckage,
on the ground amidst the wreck- town. If the PCs ask, tell them that and survivors scratch through the
age. South of the city, strange the guard patrols seem to be casual rubble in search of a few former pos-
creatures are building a tall pole and unorganized. It seems as though sessions. Moans of pain and the cries
fence. Apparently they intend to slipping by the patrol and into town of babies carry through the town.
fence in the ravaged community. would be fairly easy.
Very few healthy men remain in
In a central square cleared of In fact, the PCs can get to the Inn of town; those who survived the inva-
scorched branches and smashed the Last Home without incident, un- sion now work the mines of Pax
homes, many blackened stakes less they are downright belligerent Tharkas. Most of the inhabitants are
have been driven into the ground, toward the draconian guards. In this too old to fight, or are the widows
like a dark parody of some ancient case, use the Random Encounter ta- and children of soldiers killed in the
temple of the True Gods. war.
Unlike Que-Kiri, however, Sol- The only business other than the
inn that have survived are a large
blacksmith shop, which was always
38
on the ground, and a battered gen- of cooking. The cheery sizzling their journeys. She quietly leads the
eral store, which apparently landed can only mean that his famous conversation around to this topic,
on its side and was righted. Dragon- spiced potatoes are heating even pretending to be bored with life in
men have taken over these two now over glowing coals. town. This “boredom” disguises her
places. very real fear of the dragonmen. As
Suddenly the door of the make- the PCs talk with Tika, move directly
Frequent patrols of dragonmen shift kitchen bursts open, and the into encounter 77 below.
wander the streets of Solace, more spill of torchlight outlines the fig-
concerned with bullying lone peas- ure of Tika the barmaid. She holds 77. Unwelcome Guests
ants or carousing with their com- a steaming pan in her right hand, a
rades than with guard duty. If the PCs foaming pitcher in her left. “Sit Shortly after the conversation be-
do not start any trouble and do not down!” she orders, her loud voice gins, five Kapak draconians burst
display weapons, the draconians do out of place in the somber town. into the inn, sit down at a table near
not bother them. If, however, the PCs “Git somethin’ to eat—you look the PCs, and loudly demand service.
act belligerently or show weapons, like a pack of starved rats.” Her Tika grimaces and rises to wait on
the guards attack them: consult the voice falls as she approaches: them, doing her best to ignore their
Random Encounter table for a battle “and then we’ve got to talk.” crude behavior.
with Kapak draconians.
Tika guides the party to a table in the While the barmaid spoons pota-
If the PCs do fight the draconians rear, away from the few customers. toes from her large pan, the cloaked
in the streets, they find themselves After serving the PCs whatever they figure who was seated near the door
surrounded by over 100 Kapak rein- order, she pulls a chair to the table rises and approaches the PCs. The
forcements when the battle is over. and sits in it. She sets a heavy iron robe still covers his head and most of
The Kapaks disarm them and load pan full of steaming potatoes next to his face, but as he passes the dracon-
them into a cage of the slave cara- her, after she sees that everyone gets ians, one of them pulls the garment
van. Go to chapter 7. a portion. off to reveal a handsome elf. At once
the invaders begin to shove the un-
76. The Inn of the Last Curly auburn hair tumbles around fortunate character around, gleefully
Home Tika’s lightly freckled face. Her bullying him.
striking green eyes match her low-
Use the map of the Inn of the Last cut blouse. A fur-trimmed leather No matter what the PCs do, Tika
Home to run this encounter. The map vest actually doubles as effective has had enough of this bullying. With
is scaled for use with miniatures; if leather armor if she gets involved a scream of rage, she slams the pan
you wish you may remove it from the in unexpected trouble. She wears down on the head of one draconian,
book and place the miniatures right a gold ring on a chain around her automatically hitting him for double
on the page. neck. the normal damage.
A smoky fire struggles in the Tika is a brash young barmaid If the PCs join in, a melee obvi-
blackened stove, feebly challeng- who looks older than her 19 years. ously begins. Any dragonmen who
ing the gloom in the town. In sharp Rough living has hardened her spends a round in which PCs or
contrast to the usual lively crowd, and she presents a tough image as friendly NPCs do not attack him licks
the few patrons present are lost in protection against her sense of his blade to envenom the weapon for
their own thoughts. No one vulnerability. Indeed she has cer- three rounds.
smiles, nor does anyone seem in- tain childlike qualities: a fascina-
terested in the arrival of a few tion with magic and a fear of If the PCs do not come to Tika’s
more customers. heights. Formerly quite happy at aid, the dragonmen subdue her
the Inn of the Last Home, she now quickly and carry her out of the inn.
A thin, cloaked figure sits alone nurses a bitter hatred toward the The PCs next meet her in the cage on
at a table near the door, an un- dragonmen that have invaded her the caravan to Pax Tharkas.
touched glass of ale before him. home. She realizes that it is just a
Three old men crouch above a ta- question of time before her pa- 78. Prisoners of the Guard
ble in the back of the inn, staring tience with the brutal conquerors
silently at the dirty tabletop. The wears out and she does something Read this passage to the players after
usually bustling inn is otherwise rash and foolish. Tika has been arrested, or, if the play-
empty. ers have come to her aid, immedi-
Tika fidgets in her chair and looks ately after the melee in the inn:
One familiar note carries good over her shoulder at every sound.
cheer with it, however; the aroma She whispers that she wants to leave Heavy feet clatter outside, and ee-
drifting from the kitchen—a mix- Solace and accompany the PCs on rie torchlight flickers through
ture of onions, chives, garlic, and chinks in the doorway and wall.
mysterious herbs—shows that Suddenly the door splinters in-
Otik Sandath still rules the realm ward, and a crowd of draconians
bursts into the room.
39
Leading the band is a swagger-
ing ugly hobgoblin, the stench of
his unwashed body preceding him
by several feet. He sneers as he ad-
vances across the room, flanked
by four Kapak draconians to either
side. Beyond, dozens more of the
creatures stand in the sinister light
of their torches.
Fewmaster Toede’s wispy white
hair tops a very ugly face. His
speckled gray skin, double chins,
and pot belly all resemble those of
a vicious little toad.
Toede is a bully. He snivels and
whines around superiors but is full
of bluster and threats when he has
the upper hand. Like all bullies, he
is cowardly, but he possesses a
certain crude cunning that helps
him to stay alive and prosper.
If the heroes helped Tika fight the
draconians, Toede arrests them for
brawling. Otherwise, he sneers as he
recites charges of “trespass and ma-
licious destruction in the realm of
Xak Tsaroth,” then places the party
under arrest. If the PCs resist, 40
Kapak draconians outside the inn
swarm indoors to overcome them.
The draconians disarm the party
and seize all visible possessions ex-
cept for rings and armor. A character
has a base 50% chance to hide a
small object on his person. Make this
check privately, modifying for any
factors that seem relevant. Thieves’
tools and spell books cannot be hid-
den!
The dragonmen tie the heroes’
hands and lead them through the
rubble of Solace to an open space
that once functioned as a town
square. Tika Waylan and the elf from
the inn are brought with them. All
PCs and the two NPCs are herded
into a caged wagon.
40
Here the dragonmen load the heroes pressed, since they know that their the nearby ruins of Solace, and
onto a slave caravan and move them families have been taken to Pax ghostly figures flit among the
south. On the way, the PCs learn a Tharkas as hostages. If prodded, wagons. Several of these figures
few things and, if they are patient, they reveal this information, as well approach, and it becomes clear
benefit from a timely rescue. as the fact that they turned them- that they are draconians. They
selves in because of the hostages. pour a foul-smelling slop into
Gritty smoke drifts from a few lin- buckets in the nearby wagons.
gering fires through the clearing, The bars of the cage are much too
adding a ghostly dimness to the heavy for even the strongest charac- A fierce clatter of swords dis-
air. Many hobgoblins and a few ter to bend. The cage has two sepa- rupts the morning calm. Dry
dragonmen scramble about, load- rate locks, both of which must be screams and yelps of the dragon-
ing things onto several large wag- unfastened to open the door. men rise above the crash of metal.
ons. Beyond these wagons, the Somewhere a deep human voice
smoke lifts briefly around three 79. The Elven Stranger rings out in challenge, and the
large cages. Each is mounted on a sounds of fighting move toward
sturdy four-wheeled carriage. The heroes quickly recognize the elf the voice.
that approached them at the inn. His
The hobgoblin commander hood is thrown back, since he no Gilthanas starts at the sound of
screams his orders above the bus- longer needs a disguise, and he talks the voice. A look of alarm clouds
tle and chattering, and all of the to the adventurers. his face. “That is Theros Ironfeld,
monsters leap to obey Fewmaster elf-friend. The evil ones must have
Toede. Another group of Gilthanas was serving as a mes- learned of the aid he has given my
prisoners—mostly women and senger for the elven king at people. I fear that he will pay with
children—are dragged into the Qualinesti when he was captured his life.
clearing and roughly loaded into by the dragonmen. A feeling that
one of the cages. At the same he has failed overwhelms him, but “The dragonmen would have
time, Fewmaster Toede unlocks this does not show to outsiders. He taken me days ago, had it not been
the door of the heaviest cage. His succeeds in appearing both calm for the courage of that smith. He
escort prods the prisoners forward and confident; indeed, he is sure has smuggled elves out of Solace
at sword point and thrusts them that elves will make a rescue at- since the city fell, with no regard
behind the solid iron bars. The tempt as the caravan passes for his own safety.”
cage door shuts with a heavy Qualinesti.
clang, and Toede locks both of its The sounds of combat cease. A
locks himself. Although he provides no details, Gil- large band of dragonmen hobble
thanas suggests that fate is not al- from the mist, carrying the bleed-
Toede is assembling a caravan to ways as unkind as it appears to be. ing figure of a huge man. Under
carry prisoners to Pax Tharkas, He is friendly to the PCs and makes watchful eyes of 30 archers, the
where slaves are needed to work the an effort to cheer them up. cage door is opened and the man
iron mines. The huge cages carry the is thrown inside.
captives, while the other two wagons The caravan does not move, and
are loaded with routine supplies. The the captives are left without food or Blood from the stump of his
heroes’ possessions are loaded on water for an entire day and night. The right arm pools, on the dirty floor.
the first wagon, where Toede intends temperature at night drops alarm- Moaning softly, but apparently un-
to examine them and claim a few ingly, causing some very uncomfor- conscious, Theros lronfeld slips
items for his own. table and sleepless hours. Many toward death.
hobgoblins and draconians walk be-
The heroes’ cage also holds Gil- side the wagons. Some of them carry Any use of magical healing saves
thanas (the elf from the tavern), two bows; they shoot at characters who Ironfeld’s life, although he will be
soldiers from Solace who fought do anything suspicious. very weak (1 hp only). Without such
against the Dragon Highlords, and aid, he will become still and lifeless
Elistan—a high priest of Haven who If the PCs hatch any rash plans of one turn after he is thrown into the
believes in the false gods. Elistan will escape, Gilthanas counsels caution, wagon. One of the soldiers from Sol-
give no clue to his identity. He is an saying that the chances may be ace then shouts at the nearby dra-
intelligent and perceptive man, how- much better later. If asked what this conians, “You’ve killed him!” Then
ever, and if confronted with evidence means, he only smiles. the draconians open the cage (using
of a true cleric, he will question his the same procedure as when they
faith. At this point Tika may become 80. A Chilly Sunrise threw lronfeld in), draw out the
a player character. smith’s body, and cast it into a
As dawn colors the sky, the au- nearby pile of rubble.
All three of the heroes’ human tumn chill makes another
companions are silent and de- onslaught. Heavy mists obscure If any of the PCs uses magic to
save Theros, Gilthanas looks on with
slightly raised eyebrows. The three
captive soldiers react more obvi-
41
ously, staring wide-eyed at the healer are in the first cage), and another The war was long and bloody, leav-
and muttering about a “miracle.” supply wagon follows. Last in line is a ing scars that no treaty could heal.
force of 100 hobgoblins. Thus, when borders were agreed
81. The Wagons Roll upon and the bloodshed halted.
Two hobgoblins man each wagon. the elves of the west felt removed
A long day passes underneath a The front supply wagon contains all from their kin and wanted no part
surprisingly warm sun. Draconian of the PCs’ equipment as well as a of the ancient home of Silvanesti.
and hobgoblin guards remain on load of swords and shields. The last
watch throughout the day, but no wagon is filled with grain, “With the scribing of the Sword-
new prisoners are added to the sheath scroll, many problems of
cages. An air of waiting hangs 82. Gilthanas’s Tale the world were laid to rest. The
over the wrecked town square. King of Ergoth gave the western
Through the long night the wag- elves a magical wooded place of
As the sun drops behind the ons roll ever southward. The tow- great beauty and natural
stumps of the vallenwood forest, ering summits of Twin Peaks Pass harmony—the land that has come
the waiting comes to an end. The soon fall to the rear. Winding out to be known as Qualinesti.
square suddenly swarms with hob- of the mountains, the caravan
goblins, goblins and draconians, passes through a dark and silent “Sad was Silvanos the king,
all following the orders of the re- town—the formerly bustling com- when his eldest son Kith-Kanan
pulsive Toede. Huge elk are munity of Gateway. Obviously the chose to lead the western elves to
brought forward from the village Dragon Highlords have been at their new home. Deep was the
pens, and four of the beasts are at- work here. split between the two elven king-
tached to each wagon. doms. Silvanesti continued to fol-
South of Gateway, the plains of low the lofty ancient ways,
Darkness falls as the guards Abanasinia spread to all sides. For removed from the other peoples
form ranks before and after the several hours, the caravan makes of Krynn, while Kith-Kanan and
column, which consists of three good time across the dull flat- the Qualinesti made peace,
cage and two supply wagons. A lands, until the sound of flowing traded, and intermarried with
driver and a guard climb into the water whispers far to the south. their neighbors.
front of each and urge the elk for- Shortly, the caravan trundles over
ward. The reddish glow of twilight the only bridge to cross the “Perhaps the greatest accom-
provides one last look at the ruins mighty White-rage River. plishment of a great life was Kith-
of Solace as the caravan slips Kanan’s signing of a permanent
away to the south. Now the land rises. More trees peace with the mountain dwarves
line the ascending trail. The of Thorbardin. Sharing their
Toede rides a small, shaggy pony Elvenhome of Qualinesti lies knowledge and skills, the two peo-
along the column, shouting orders to somewhere to the west. ples built the mighty fortress of
his soldiers. He taunts the prisoners Pax Tharkas at the border of their
as he passes with tales of the “Pax Tharkas,” Gilthanas says two lands. For many centuries Pax
dungeons of Pax Tharkas and of the quietly, “That must be our destina- Tharkas was a bastion of peace
Dragon Highlord waiting to meet tion. It is bitter indeed that a mon- and safety—a symbol of the coop-
them there. His servant, a young, un- u m e n t to peace has been eration among folk of different
kempt gully dwarf named Sestun, perverted to the evil purposes of backgrounds and trades.
follows his master as best he can. slavery:’
Sestun is constantly falling down or “Even now, as we hear that the
getting splashed by mud from the If any PC questions him, Gilthanas fortress is in the hands of the dra-
passing of wagons, and he finds it im- begins the following tale: gonmen, I cannot believe that it
possible to keep up. The PCs see him has fallen to storm. Only the dark-
jog past their wagon often, his new “Long ago, in the near-forgotten est treachery from within the walls
metal helmet askew over a face dom- Age of Dreams, Kith-Kanan led could have led to this sorry out-
inated by a massive red nose. A bat- the elves to Qualinesti. The Sec- come.”
tle axe of doubtful quality swings ond Dragon War of Silvanesti had
from the dwarf’s side. brought these western elves great 83. Fight for Freedom
fame back in their ancient home.
At the front of the column But Silvanos, King of Silvanesti, Suddenly, a wavering call rolls
marches a troop of 45 Kapak dracon- felt uneasy at the rise to power of from the woods off to the west,
ians, preceding the goblins by about the Qualinesti elves. like the cry of some elegant bird.
1/4 mile. One hundred goblins follow Gilthanas stiffens, brings a finger
the draconians in a long line ending “Yet when the Kinslayer war to his lips. Another call floats from
just before the first supply wagon. with the human kingdom of Er- the east, and now the elf responds
The three cages are next (the heroes goth erupted, the king did not hes- with his own call.
itate to call upon the Qualinesti.
42
Immediately, the caravan eyes wander to the cage holding The elven rescuers free the pris-
guards begin to shriek and whim- the heroes. oners, mostly women and children,
per. The driver of the cage wagon from the other two cages, and escort
slumps forward, an arrow bristling Hoisting his dented battleaxe, them into the forest. If the PCs follow
in his neck. Quickly, the guard at he moves to the locks holding the after dispatching the goblins, they
the driver’s side draws his sword cage shut; he shatters them with have no more combat here.
and leaps to the ground; a deadly two solid blows. As the door
arrow whistles into his breast. swings open, the little gully dwarf The heroes may try to regain their
disappears into the underbrush. possessions from the supply wagon,
Fewmaster Toede gallops from which has halted immediately before
the rear of the column, screaming Although freedom lies just be- them.
to his troops to draw arms and yond the swinging cage door, the
face the unseen foe. He barrels battle outside is becoming more If they try to recover their supplies,
into his gully dwarf servant, and violent. Several elven warriors they must dispatch a detail of 16
berates the poor creature with a glide from the darkened woods, hobgoblins that has rushed back to
volley of curses. but 20 of the goblin guards have the battle. Once they have done this,
rushed to the scene as well. they may recover everything and
“On your feet, you pitiful worm, make an escape into the forest fol-
and cover my glorious retreat. Characters may leave the cage at the lowing Gilthanas. If they choose to
Above all, dog, these prisoners are rate of two per round. They can pick go elsewhere, turn to encounter 84;
not to escape!” Staggering be- up shortswords in 1d3 rounds: many though he will urge going into the
neath his weight, Toede’s horse of the guards dropped their weapons forest, Gilthanas accompanies the
carries him to the front of the when felled by arrows. The 20 gob- party.
column, where the sounds of fight- lins arrive at the rate of two per
ing are the faintest. round, and all concentrate on the Carefully laid elven traps tangle
prisoners from the PCs’ cage. draconian patrols who might want to
The little dwarf climbs to his pursue. Soon all sounds of pursuit
feet, muttering under his breath. The three warriors from Solace grow faint and disappear.
He adjusts his oversized helmet refuse to escape, because their fami-
and raises a fist in the direction of lies are imprisoned in Pax Tharkas.
his master. He still grumbles as his Gilthanas, however, joins the fray.
43
The heroes are taken into the sacred the Random Encounter table) per gins to ascend. A curtain of silvery
realm of Qualinesti. There they learn game hour. These dragonmen fight water sheds light on the secret
of a high task that may fall to them. to the death, and there is an infinite way. The path is strangely easy,
Of course, any elf PC is received supply of squadrons. If the party turning beneath the waterfall until
quite hospitably—but half-elves are goes south, run the adventure the it finally emerges under a clear au-
treated with the same suspicion as same as if they were going north or tumn sun, atop the high plateau of
humans and dwarves. east, as one day from the rescue, the Qualinesti.
southern Dragonarmy leaves Pax
Dawn lightens the woods as the Tharkas to march on Qualinesti. (See Aspen forests shiver in the noon
last sounds of pursuit fade. The Encounter 89 and 91.) The PCs brightness, the trunks reflecting
tall elf who seems to be in com- encounter an elven war party (con- in ivory whiteness. The fresh,
mand calls a halt. The escaped sisting of 40 normal elves, three el- earthy scent of moss rides the air.
prisoners and their escort of two ven fighters, and an elven mage) if A soft trail spread with evergreen
dozen elven warriors stand in a they attempt to enter Qualinesti un- needles seems to appear magi-
large clearing bright with dew and escorted. cally before Porthios as he leads
striped by the shadows of ghostly the way farther into the wood.
pines. The mage is invisible, following
the PCs closely. If combat breaks out, 86. Qualinost
Gilthanas speaks earnestly with the elves attempt to subdue and cap-
the leader of the war party, then in- ture the heroes. Gilthanas will try to After several more hours of pro-
troduces him as Porthois. stop the fight, but he does not join ei- viding a smooth path through the
Porthois then turns to the freed ther side. woods, the needle-strewn forest
prisoners and says: “People of Sol- floor ends abruptly in a deep
ace. . . you are free from the cages If the PCs move away from chasm. Rolling blankets of moss
of the Dragon Highlords. Where Qualinesti, Gilthanas goes with coat both sides of the gap; billow-
you can go I cannot say, for all the them, taking Theros lronfeld with ing mist far below suggests that
land is wracked by their evil. him. Have them meet Eben Shatter- rapid waters cut along the chasm
stone as described in encounter 92. If bottom. A narrow footbridge, sus-
“I suggest you try the south, for the party is captured and taken to pended from sturdy aspens, spans
once past Pax Tharkas you might Qualinesti, pick up the adventure as the chasm.
find safety in the realms of the described in encounter 86.
southlands. I am not sure what you Gilthanas speaks: “Qualinost is
may find there; but the heavy fist 85. The Secret Ways protected on all sides by such bar-
of our foe has battered everywhere riers. Yet 1 fear that even these will
in the north country.” The tall elf called Porthios leads be of little aid against the Dragon-
the way through the pine forest. armies.”
He turns from the mass of pris- As dawn creeps to daylight, a deep
oners to the PCs: “I would ask that roaring thunders in the far dis- Across the bridge, a few slim
you please come with me, through tance. After several hours, it is ob- towers appear through the aspens
the sacred realms of Qualinesti to vious that the source of the sound ahead. Now Porthois walks with
our capital of Qualinost. Gilthanas is a huge waterfall, plummeting bouncing steps, like travelers, and
has told me something of your from an unimaginable height. Gilthanas sees their home on the
story. I know it would please my horizon.
people to hear more.” The path westward is blocked
by a massive gray cliff of dark The dense aspen forest thins
84. Away From the Elves granite. The pines march right to out in front of the spires and
the cliff base; from there smooth arches of Qualinost. The city is
If the heroes accompany the elves, stone ascends for nearly a mile. A small by human standards; by the
skip this section. If not, here is de- fringe of green at the summit sug- same token, no humans could
tailed the state of the world in which gests that more forest lies beyond. ever build a city like this. Four
they may travel. slender towers lined with silver
Porthios leads the way through mark the four corners of the
To the north, two Dragonarmies a chuckling stream to the base of roughly square city. Between each
move south for the invasion of the falls, where a deep, clear pool of these towers, strings of slender
Qualinesti. To the south, Pax collects the outflow of the tower- arches—also silver—stretch in an
Tharkas blocks the only path. To the ing spume. Stepping nimbly from elegant chain.
west lies Qualinesti, still an elven rock to rock, the elf crosses the
stronghold. pool and enters a darkened hollow A high tower of burnished gold
that gapes behind the waterfall. dominates the city, throwing off
If the players go north, they have sunlight in a whirling, sparkling
random encounters (see Random Here, a steep stairway, cut from pattern that gives the impression
Encounter table for the next game the living rock of the cliff-face, be- of movement. Of course, the
day). Then they run into one squad of
Kapak draconians (use entry #4 on
45
tower is quite still, but the illusion The Speaker is aloof toward all but “A great and evil leader, hidden
is very realistic indeed. elves—especially cool toward the by a beast-like mask, rode the red
humans. He is not, however, hostile dragon downward beside the
Beyond the arches, the wide, or insulting. As the story grows stakes in the square. He spoke as
quartz-lined avenues of the city lie clearer, and particularly if the charac- the serpent landed: ‘I am Vermi-
dappled in the strange green forest ters fought beside Gilthanas at the naard, Dragon Highlord of this
light. Many of the city buildings are Inn of the Last Home, the Speaker’s realm. I have need of all mortal be-
made of quartz, too, and of aspen attitude warms up, but only slightly. ings in the great work of the
beams inlaid with silver and gold. If Tanis is with the heroes, the Dragon Highlords. Those who
The buildings are tall and slender, Speaker recognizes him, but is very obey shall serve me. Those who do
blending gracefully with the many cool toward him. not shall feel my wrath!’
aspens that fill the city.
A pair of gilded doors swings si- “Then the dragon breathed
And everywhere, there is frantic lently open into a chamber that flame upon my fellows . . .” Gil-
activity. Female elves and elf- looks much bigger than the out- thanas’s voice trails off, and he
children either rush about carry- side of the tower. The huge room gestures toward Theros Ironfeld.
ing large bundles toward the has a white marble floor and walls. “A kind of madness came over
central tower, or scamper toward Many windows admit the sunlight me, and had not this man re-
houses, empty-handed. The adult and fresh air. Many elves stand strained me, I too would have been
males are all armed and alert, there expectantly. burned into nothingness. He
graceful bows and slim long risked his life for me, and indeed,
swords ready to meet any foe. The tallest elf is dressed in a re- suffered the loss of his arm for the
splendent yellow robe, and his crime of protecting a frightened
Any elves in the party immediately hair is tinged with silver. He steps elf.”
realize that this hustle and bustle is forward eagerly, opening his arms
very much out of place. Because of to embrace Gilthanas and Gilthanas then relates his acquaint-
the screen of warriors around them, Porthios. ance with the heroes; he mentions
the PCs do not attract attention right any priest spells that he has seen
away. Soon, however, an elf-child “My sons! I thought 1 would used.
spots a dwarf PC, if one is present (if never meet you in this world
not, a human will do) and, shrieking again!” For a moment, joy rises in The Speaker becomes more polite
hysterically, flees to his mother. his voice, then his manner be- toward the PCs if they do nothing to
Soon all activity ceases as the citi- comes serious. “Gilthanas, what deserve otherwise. If they mention
zens gawk at the procession of PCs of your raid?” priest spells, he acts impressed, say-
and elf warriors. ing that it has been more than a cen-
“Lord Speaker, my father,” says tury since such knowledge has been
Gilthanas and Porthios have been Gilthanas solemnly, “I have failed. held by the children of men. He does
talking quietly. Now Gilthanas We traveled with all stealth south- not volunteer anything about elven
turns: “I know you are all tired and ward as was planned; yet fate had magic; if the PCs persist in question-
need a well-deserved rest. I ask us meet a northbound army of the ing him on the subject, however, he
that first you accompany us to the Dragon Highlord. I was struck tells them that all the elven priests
Tower of the Speaker, where you upon my head and fell into a ra- disappeared to the south at the time
will meet the Speaker of Suns, my vine, thinking that to be the end of of the Cataclysm.
father. As soon as possible we will my days upon the face of Krynn.
see you to comfortable quarters “It was the worst of times, the
and refreshment.” “Some time later I awoke and Great Sundering,” claims the
found tracks leading northward to Speaker. “We keep what we know
All of the elves are moving in Solace. Thinking to free my war- in memory and song. It was then
the general direction of the lofty riors who may have been taken that a great darkness fell, but now,
golden tower. Porthios and Gil- prisoner, I followed. I found that as our poet will tell you, the dark-
thanas start off in that direction. Solace has been taken and its val- est of the gloom is lifting.”
lenwood forest razed.”
87. The Speaker of Suns At this time, the court poet steps for-
A gasp rings through the coun- ward and recites the Canticle. Read
The following council occurs in the cil chamber at the thought of the the Canticle to your players or have
Tower of the Speaker. At first, the he- mighty forest leveled. Gilthanas your players read it aloud. After the
roes are only spectators as the elves lowers his eyes and speaks his recital, the Speaker makes the fol-
conduct business. At any time, of next words with difficulty. “I found lowing statement:
course, a PC may have something to my companions in the square, tied
say; this should be worked into the to stakes made from the fallen
description. trees. A large red dragon soared
above them. I watched the people
of Solace forced into a large circle
around the captives.
46
“Travelers, I shall have a place pre- 89. A High Council cruel might of the Dragon
pared for you while you are among Highlord.
us. Follow my daughter, and she As twilight descends over Qualinesti,
shall see you comfortably tended. Laurana rouses the heroes from their “Still a third Dragonarmy
After you have had a chance to slumber and asks them to attend a poises against us here.” Now the
wash, eat, and sleep, I shall send council in the Hall of the Sky. This Speaker’s staff strikes sharply on
for you. Time is indeed short.” “hall” turns out to be the central the narrow pass of Pax Tharkas.
square of Qualinost, where a cluster “We have learned from captives
An exceptionally beautiful el- of stars is just appearing overhead. that the Dragon Highlord would
ven maiden moves forward from As the heroes arrive on the scene, like to see the race of elves driven
the onlookers. She curtsies read the following. At the same time, from Krynn; and they have nearly
slightly toward the Speaker before allow the players to look at the Elven succeeded with respect to our kin
blessing the weary travelers with a Mosiac map. of Silvanesti.”
smile like a spring sunrise. Her
beauty seems greater as she The entire population of The heroes may wish to say some-
moves closer; yet a child-like air Qualinesti seems to be gathered thing here, as the Speaker pauses.
about her belies the wisdom in her around the wide square. The war- Allow them to speak, and answer
eyes. riors are in the center ring, around questions if you feel they are appro-
the Speaker and several of his priate. Eventually, work the conver-
She glides toward the gilded chief lieutenants; the other men, sation around to the speaker again,
doors and they part for her, almost women, and children are more dis- as he continues.
as if a gentle gust of wind per- tant, but still observing the pro-
suaded them to open. She leads ceedings. “Here, in the depths of Pax
the way into the sun and leaf- Tharkas, work the warriors of Sol-
speckled streets of Qualinost. A path opens through the crowd ace, Haven, and the other north-
to the center of the circle, and the ern lands. Why would they slave in
88. Laurana of Qualinost Speaker looks up with a cool stare the mines, gaining iron for the
as the heroes of Xak Tsaroth enter forges of the Dragon Highlords?
Laurana is a very spoiled little girl. his sight. “Forgive our somber
In childhood, she and Tanis were “be- air,” he says slowly. “These are “Because also here,” and the
trothed,” although it is uncertain how heavy times, and we face the be- Speaker’s staff strikes Pax
seriously the half-elf takes this child- ginning of a long and lonely road. Tharkas with a vengeance, “are
hood vow. If Tanis is with the party, their women and children—
she fawns on him, showing all of the “Look, if you will, upon our situ- hostages lest the warriors can dis-
signs of an adolescent crush. If he is ation.” The Speaker gestures to a play the rage and hatred that they
not with the PCs, this affection detailed mosaic on the ground. must feel against their villainous
should be directed at a male PC elf The colors and shapes seem to masters. This was the reason for
from Qualinesti, if at all possible. represent a map of some kind. As Gilthanas’s mission only a few
She tends to sulk when she does not the circle of elves draws back, the short days ago. He and his band
get her way; she is skillful at using land of Qualinesti and its sur- were to enter Pax Tharkas by a
her good looks and charm to her ad- roundings are displayed entirely. hidden route—the Sla-Mori—
vantage. known only to the elves. They
“Here and here,” the Speaker would free the hostages and lead
Destiny has an important role for says, tapping the end of his staff the slaves in a revolt, escaping to
Laurana in this saga, and she will be against the northern communities the south and drawing the Dragon-
called upon to grow up in a hurry. By of Solace and Haven. “Two huge army in pursuit.
highlighting her immaturity at this armies of the Dragon Highlord
point, you can increase the dramatic Verminaard have gathered. Even “The humans can reach safety
effect of her growth upon your play- now they prepare to invade the an- and elude the dragonmen, for the
ers. This little girl possesses an in- cient Elvenhome of Qualinesti. mountainous route contains many
ner strength that will one day lead There is no way we can stand secluded valleys where they can
armies! against the might of such hordes. hide. Yet they will never have a
moment of freedom unless some
Laurana takes the PCs to a pleas- “Our only choice is to flee means of rescue is offered.
ant, sun- dappled grove of aspens Qualinesti to the west, and hope to
that flourishes in the heart of the city. bring our people safely to some “It is our belief that you should
Clear springs furnish fresh water, and land in that unknown region.” The accept this heavy task. Gilthanas
many mossy beds seem to invite Speaker pauses to let his remark has offered to accompany your
sleep. Pears, apples, and peaches all sink in; for it is indeed stunning to party and show you the ways of the
grow in profusion, and Laurana think of the elves of this fabled Sla-Mori, even the room of the
urges the heroes to eat their fill. wood—elves who have lived here Great Chain—the quickest en-
since the Age of Dreams—forced
from their ancestral home by the
48