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Published by archangel777, 2022-08-29 14:16:57

DLC1 - Classics Volume 1

DLC1 - Classics Volume 1

An additional 250 Theiwar, led by selves. If Arman Kharas is with the as wide at the top, inside which an en-
a 7-HD savant and a 6-HD student sa- party, the guards behave with defer- tire city has been carved (see map).
vant, live on the upper level. They at- ence and offer to escort the party to
tack the party only if the PCs venture their destination. If the heroes are The city can be reached only by
upstairs. without Arman Kharas, the guard cable-boat (another dwarven inven-
leader orders then to surrender their tion). The cable-boat leads to Level 1
The First Road of Thanes (lower weapons. If they refuse, the guards of the Life-Tree.
level) leads on toward the Hylar re- attack, and are joined by an addi-
gions. The Second Road of Thanes tional 1d10 guards every five rounds If the characters should comman-
leads southeast to the city of the until the party surrenders, is cap- deer a boat and try to visit any of the
Theiwar. Arman insists on traveling tured, or is killed. other cities that line the Urkhan Sea,
the First Road. If the party should de- they are attacked by a dragon turtle.
part the North Hall of Justice on the If the characters are captured, they
Second Road, they encounter a war are held in the prisoner block in the 255. The Life-Tree of the
party of 1d10 Theiwar led by a 5-HD Guardian Halls for 24 hours before Hylar
commander after 1d4 turns. Every being brought to the Council of
1d4 turns thereafter, they encounter Thanes. A working transport shaft provides
another party, each with 1d6 more passage up the Life-Tree. Hundreds
Theiwar than the previous one, until 252. Guardian Halls of Hylar dwarves clog the shafts.
they turn back, are killed, or are cap- Most of them have never seen a non-
tured. The Guardian Halls (see map) control dwarf before, and they gawk as the
passage through the dwarven strangers pass. Young children make
250. Road to the West realms. The Gate Blocks at either rude remarks. Riding the transport
Warrens side are normally open, but they can shaft is quite safe, though the charac-
be shut in case of invasion. Guards in ters may feel otherwise as they look
After many long hours of travel, the block control who passes down the long shaft.
the Road of the Thanes opens up through. A large dungeon holds
into a large, natural cavern. The those who are caught crossing into The dwarven city is illuminated by
cavern teams with life—huge the wrong kingdom. a species of glowing coral that works
mushrooms, strange fungi, and as a continual light spell.
other odd plants. If the heroes were captured in the
farms, they spend 24 hours in one of If the characters are currently pris-
This area is called the West Warrens. the prison cells, and then the guards oners, they are taken to a dungeon
The northern section, where the take them to the city of the Hylar. If block on level 17 of the city (area “C”
characters enter, is a wilderness. the heroes are with Arman Kharas, on the map). If the characters are
Much of the land in the Warrens is un- they pass through the Guardian Hall with Arman Kharas, they are taken to
der cultivation: Farmers from sev- without incident. a well-appointed inn (area “B”) on
eral of the dwarven kingdoms raise level 28 (the home of the very rich
food here. 253. The Sixth Road of and powerful) in the Kings Gate just
Thanes outside the Court of Thanes (area
251. The West Warrens “A”).
This dwarven highway is in working
The wilderness of fungi gives way order. An endless chain of cars trav- If the characters are free, they can
to greater order. Here are fields of els along the metal tracks, pulled by wander around the dwarven city
mushrooms, carefully fenced in. a strange dwarven engine. while waiting for the meeting of the
Dwarven farmers labor in the Council of Thanes on the following
fields. Cars full of mushrooms and Either in chains or in the company morning.
fungi, pulled by stunted ponies, of Arman Kharas, the characters
travel on dirt roads heading south. board a car and are pulled slowly 256. Audience With the
along the road. The ride lasts about Council of Thanes
Four shriekers are located at the half an hour.
northern edge of the farms. They be- The Council of Thanes rules Thor-
gin to cry out when the party ap- 254. Docks bardin. Each of the nine dwarven
proaches. A patrol of 40 Hylar kingdoms is theoretically entitled to
soldiers, wearing chain mail and car- The ride ends at one of the Hylar an equal seat on the council. In prac-
rying war hammers, arrives in 1d6 wharfs (see map). The wharfs give ac- tice, this is not the case. The Neidar
rounds. Their leader calls for the cess to the Urkhan Sea. Looking out (Hill) dwarves split with the dwarves
party to stop and identify them- at the sea, the PCs’ attention is drawn of Thorbardin during the Dwarfgate
to an amazing sight: the Life-Tree of Wars, and so their seat is empty. The
the Hylar. seat of the Kingdom of the Dead is
also vacant. The Kingdom of the
The Life-Tree is truly one of the High King has been vacant for over
wonders of the world. It is an im- 300 years—since the time of Derkin.
mense stalactite, half a mile high and The NPC Capsules of the Thanes of

99

Thorbardin provide some back- asked to leave the room so that the and asks them to take it to the Valley
ground on the six Thanes that are Council can make its decision. of Thanes and leave it in the tomb of
present. Kharas. He tells them that the helm
The Council’s debate lasts an hour, will be of help to them in their quest.
The Thanes are Hornfel (Hylar), then the heroes are invited back in.
Bluph (Aghar), Gneiss (Daewar), Hornfel speaks. Hornfel raises his hand, and two
Realgar (Theiwar), Rance (Daergar), dwarves enter the chamber. One car-
and Tufa (Klar). Hornfel is the father “It is true that you humans ries a drum, the other a scroll. They
of Arman Kharas; he is sympathetic brought the Cataclysm upon the chant the Song of Kharas (see Ap-
to the heroes’ plight. Realgar is an world, and it is true that the Neidar pendix).
agent of Verminaard; he sees this as made war on Thorbardin. But dark
an opportunity to have the Theiwar times are here again, and ancient 257. Leaving the Kingdom
rule Thorbardin. grudges must not control our des- of the Hylar
tiny.
To run the Council meeting, first If the heroes do not agree to the
have Arman Kharas (if present) intro- “Here, then, is the decision of quest, they are imprisoned in the
duce the heroes to the Council and the Council—that whosoever re- dungeon on level 17 of the Life-Tree
introduce the Thanes to the heroes. covers the hammer of Kharas, that and left to rot.
Then have the heroes present their person will the dwarves of Thor-
case and make their request. Hornfel bardin befriend. If you agree to If they agree, Arman begs his fa-
listens with interest, but Realgar be- our terms, and bring the hammer ther to allow him to accompany the
gins to speak with hatred about the to us, then your people may pass. heroes. Hornfel agrees. Arman and a
hill dwarves and men that brought on party of Hylar guards escort the he-
the Cataclysm and the Dwarfgate “There is one other condition— roes away. Eben stays behind as a
Wars. that one of your party remain here hostage.
as a hostage for your safe return.”
Have each player roll an Intelli- The trip out of the Hylar city is the
gence check with a -5 penalty to In- Hornfel names Eben as the hostage same as the journey in. The party
telligence. Any who succeed feel that to be kept (this is Realgar’s idea, but takes a cable-boat across the Urkhan
Realgar’s speech patterns are very the heroes should not know this). If Sea to the Eighth Road of Thanes.
similar to those of Verminaard. In the heroes refuse the quest, they are The trip down the Eighth Road is by
fact, Realgar is being telepathically imprisoned. If they agree, Hornfel car. The journey ends several hours
controlled by the Dragon Highlord. tells them that the hammer lies later at the Guardian Hall complex
somewhere in the Valley of Thanes, that adjoins the Valley of the
During Realgar’s tirade, tell the burial ground of the dwarves. If the Thanes—where all the dead of Thor-
players that the Theiwar Thane heroes have the helm of Grallen, bardin are buried.
seems to be swaying the Council Hornfel thanks them for its return,
against them. Finally, the discussion
is finished, and the characters are

100

The final kingdom of the dwarves is wind whines about the hillocks, Rathkar’s story takes hours to tell,
Kalil S’Rith, the Valley of the Thanes. seeming to carry the groans and and he mumbles. His sin was that he
Here are buried the dwarven dead. laments of dying warriors. A freez- never told his wife that he loved her.
Those of royal lineage are entombed ing rain begins, soaking the
in cairns; commoners are interred in ground and limiting vision to 100 If the party does not listen or
humble graves in the stony plain. yards. refuses to forgive, Rathkar attacks.
He commands 21 skeletons and 19
If the heroes posses the helm of 259. Tomb Mounds of the ghasts. None of the undead can leave
Grallen, its wearer suddenly realizes Thanes this hex: they are turned as undead
that he has the power to turn undead two levels higher (e.g., the skeletons
as if he were a 12th-level priest. Carved tombs, pitted and worn, re- are turned as ghouls and the ghasts
place the simpler cairns. The wind as mummies). If destroyed, Rathkar
Encounters and rain raise a mournful howl. regenerates, but this takes seven
years.
258. The Valley of the 259a. Tomb of Rathkar
Thanes 259b. Spectral Tomb
A rotting figure limps down from a
The sun seems a strange sight af- large tomb. Its arms are out- The undead here hate all life and at-
ter many hours underground. stretched and it is mumbling. Be- tack to destroy all intruders. One
Ahead lies a dreary, barren valley hind it trail dwarven undead. spectre, two mummies, and eight
between soaring mountains. Eve- ghasts are present. They can leave
rywhere, desolate mounds in the This is the mummy of Rathkar, who the mound for one turn only, and
naked earth form burial cairns. cannot rest until forgiven by 77 men then are teleported back to their
Far away, in the heart of the valley, who listen to his entire life story. He graves for the rest of the day.
there is a small patch of green. Ris- has been forgiven by 31 so far.
ing from it, forming a stony pinna- 260. The Garden
cle, is an awesome tomb. The
A green oasis surrounds a lake at the
valley’s center. Stone tombs, cov-

101

ered with ice from the freezing rain, suggests that they do so. the elevator shaft fill with webs.
fill the oasis. As soon as the heroes Once the arch is rebuilt, it be- * Eight doors (pick at random) are
enter the oasis, the rain ends and the hidden behind illusionary walls.
sun comes out. Overhead, looming comes a teleportal leading to They can be found only by touch.
above the lake, is a giant floating encounter 261. Saying the phrase, “I * Every time the heroes choose a di-
rock crowned with a castle—the mourn for Kharas” activates it. rection, they may (50%) move oppo-
Tomb of Derkin. site the way they think they are
The Floating Tomb moving.
One tomb stands empty before the * Everything radiates magic.
heroes. On the opposite shore of the Derkin’s Tomb was built before the
lake is a ruin. Cataclysm. Upon his death, Kharas Evenstar is basically a peaceful,
carried Derkin to his final rest, and though world-weary dragon, amused
260a. Tomb of Grallen here Kharas met his own doom. at the heroes’ struggle. It enjoys con-
fusing people by changing shape
Regardless from which direction Shortly thereafter, Evenstar, the when not observed. It does not reveal
they approach, Grallen’s tomb gold dragon, arrived in exile to guard that it is a gold dragon until noted in
stands before the heroes. A 15-foot the hammer of Kharas. Evenstar, us- the text, it reveals only that it is the
obelisk stands on the lake shore. Be- ing hidden knowledge, wrenched the guardian of the tomb. It does not use
hind it is a statue of an armored tomb from the earth and set it in the its powers to cause death.
dwarf, arms spread, bare head sky. He then filled the tomb with
thrown back. There are Hylar carv- magical perils. Yet his magic was not If a hero falls down the shaft or off
ings that read: “Raised to honor all danger, for Evenstar loves beauty the tomb, he gets to roll a Dexterity
Prince Grallen, hero of the final as- and light and adorned the castle with check (with a -4 penalty to Dexter-
sault on the fortress of Fistandanti- these things too. ity) to catch himself; if he fails, he
lus.” suffers 1d6 points of damage for
Derkin’s Tomb is 400 feet above each level fallen. At the bottom of
If the players have the helm of Gral- the ground. It is built in several levels the shaft there is a net that break the
len, it speaks to its wearer, saying, in the rock on which it floats. Sheer fall, but at the cost of 2d6 additional
“Bless you, for my brow has been cliffs separate the levels. Consult the points of damage. If a character falls
cold these long winters.” Derkin’s Tomb map as the players ex- off the tomb and does not catch him-
plore the tomb. self, he falls to the lake below, result-
When placed on the statue, the ing in a total of 20d6 points of
helm turns to stone and the statue The tomb has a feeling of age and damage.
speaks. “What you seek is above. Its wonderful craftsmanship about it.
only entrance is across the lake. Say Each room is more exquisite than 261. Reception Tower
‘I mourn for Kharas’ and step through the last. Even the halls and shafts are
the unbroken arch.” The statue then decorated with brilliant murals. At A duplicate of the teleport arch from
crumbles. If the heroes keep the any moment it seems the beauty will area 260b is here. As the last hero ex-
helm, the wearer must roll a success- come to life. (It frequently does its from the teleport, there is a flash
ful saving throw vs. spell once per through the magic of Evenstar’s ring of light and the arch vanishes behind
turn or throw the helmet to the of telekinesis.) him. There is a trap door in the roof
ground. The helm vanishes once here but no ladder.
dropped. Every six turns, a muted gong
sounds throughout the tomb. 262. Lower Gallery & Stairs
260b. Broken Gateway
How to Run this Adventure This wooden walk is weakened in
The ruins across the lake are over- several places. There is a 10%
grown with lilies, jasmine, and snap- The tomb has only one occupant: chance it breaks. Each character
dragons. The ground is carpeted with Evenstar. He uses his spells and abili- must roll a successful Dexterity
petals. In the ruin’s center stands an ties to challenge the heroes. To play check or fall ten feet.
arch broken in the center. Nine frag- this section, first review the rules
ments are scattered about it. about dragons in the Monstrous Evenstar can cast grease on the
Compendium, read the description of stairs, causing the PC on that part of
If the heroes search the area, they Evenstar in NPC Capsules, and study the stairs to topple back into the oth-
find the nine fragments and a stone the map of Derkin’s Tomb. Sug- ers. This causes all affected heroes to
plaque engraved in Hylar script. It gested uses for Evenstar’s spells are receive 1d6 points of damage.
reads, “I wait and watch; he will not noted in the encounters.
return. Alas, I mourn for Kharas.” 263. Hall of Enemies
Evenstar casts guards and wards
The heroes must fit together the as soon as the heroes enter the tomb. The booty of victory—the weapons,
nine pieces to rebuild the arch. When This has the following effects: armor, and shields of Derkin’s
the pieces are put in place, they mag-
ically merge together until the arch * All doors are wizard locked.
is unbroken again. If the heroes do * Corridors fill with a misty violet va-
not think to rebuild the arch, Arman por that reduces sight to ten feet.
* Inner stairwells, the Spiral Way, and

102

defeated enemies, is stored here. 269. Banquet Hall down the shaft to the ground 500 feet
Evenstar may use his ring of telekine- below (receiving the maximum 20d6
sis to make things appear to move. Long tables are lined with fine foods. points of damage).
Fruits and sweets are spread in the
264. Upper Galleries centers of the tables. The room is 273. Elevator Shaft
filled with the aroma of good cook-
This is a stone walkway. At the top of ing. This is a square shaft filled with
the stairs a voice (magic mouth) cries webs. Ice chips fall from the shaft and
out in Hylar, “Defilers, begone! Dis- Upon closer examination, the food evaporate as they strike the floor.
turb not the sleep of the ageless.” is found to be made of precious
The passage slopes upward to the metal, gems, and jewels, worth thou- 274. Ruby Tower of Singing
north past several archways. sands of stl. Making the best choices, Light
each person might be able to take
Evenstar may decide to cast trans- 2,000 stl worth. “Kharas” warns The room at the tower’s base holds
mute rock to mud and dancing lights against theft here. crystals and colored bits of glass.
here. From above comes the sound of
In the center of the room is a tall heavenly chimes. The tower itself is
265. Votive Cells chair, a reading table, and a book. Ly- flooded with a rainbow of light danc-
ing on the book is a pair of ruby- ing on the walls and crystal chimes
These are bare, stone cells. colored spectacles. The book is a ringing in the wind.
history of Derkin, written in an ob-
266. Overlook scure tongue. 275. Shrine of Reorx the
Forge
From this overlook, the PCs can see The spectacles have the properties
the ruins to the east. In the distance of infravision, comprehend lan- On the altar are three items and a
to the west is another exit from the guages, and read magic. They also tapestry that reads, “Take if in need.”
valley. South are the nests of giant act as a gem of seeing. They can be Any who enter the shrine are filled
vultures in caves. To the north, the worn for up to four hours a day with- with a feeling of anticipated battle.
snow-shrouded peaks of the moun- out ill effects. If worn longer, they The three items are a potion of extra
tains are covered by a huge army give the wearer a splitting headache healing, a scroll with a remove curse
crawling down into the valley. The (-4 penalty to THAC0). and a prayer spell, and a necklace
enemy is coming. (This sight can be with three prayer beads—bless, cure,
seen from every overlook in the 270. Grand Overlook and karma. Evenstar can identify the
tomb.) beads.
See encounter 266 for what can be
267. Fountain of Time seen here. The floor here is rotted; 276-278. Histories of
there is a 10% chance per 50 pounds Derkin
In the center of this room is a moss- that a character falls through. Falling
covered fountain. Lying against the characters get a Dexterity check to These three chambers tell the story
fountain is a white-bearded, sleeping catch themselves; failure results in a of Derkin’s life, creations, and battles
dwarf. He meets the general descrip- 20-foot drop to the support beams through dioramas and trophies.
tion of Kharas. This is Evenstar. If the below for 2d6 points of damage. They include his triumph over Bone-
heroes awaken him, he appears crusher the Ogre and his final battle
dazed. He has trouble understanding 271. Grand Promenade fought atop Mount Skull. Evenstar
that time has passed and he wants to may use his ring of telekinesis to
know where his hammer has gone. This corridor is lined with shallow make things come to life or use danc-
He had stopped for a drink after bury- niches holding granite statues of no- ing lights to lure party members to
ing Derkin and that’s all he remem- ble dwarves. The pits drop the lead the elevator shaft.
bers. (If any heroes drink from the PCs 20 feet.
fountain, roll dice as if checking for 279. Unseen Danger
an effect, then look relieved and say Evenstar can cast stinking cloud in
that they made it.) “Kharas” agrees this area. This room is filled with red light from
to go with the heroes. After encoun- the level above. A hammer pendu-
ter 273 he slips away or changes 272. Tipping Path lum swings 30 feet overhead. This
form. room has a red glass partial floor that
See the diagram on the map. This is invisible in the light of the tower. It
268. Antechamber bridge is lined with crossbars sup- appears that the room opens onto
ported by a central metal beam. the shaft. The real floor is a network
These walls are marbled and mir- When the party crosses the bridge, it with gaps. Invisible, overhead swing-
rored, making the room seem larger. flips to vertical once more than half ing logs strike (THAC0 15) at any-
the total party weight crosses the
midpoint. Characters may catch hold
of a crossbar by rolling a successful
Dexterity check; if they fail, they fall

103

thing above three feet tall. Any PC 30 feet high, and the fountain spouts the hammer falls to the invisible
who is struck by a log suffers 2d4 nearly to the ceiling. If a player de- floor of area 279.
points of damage and has a 15% cides to look closely, have him roll an
chance of being knocked into a hole Intelligence check. If he is success- Once the heroes obtain the ham-
in the floor (he must then roll a suc- ful, he sees a small wooden platform mer, see the “Raging Ember” section
cessful Dexterity check or fall 550 bobbing at the top of the fountain. at the end of this chapter.
feet to the ground). PCs who walk This platform has a permanent levi-
across the glass floor without check- tate spell on it, but it can only sup- 286. Watch Tower
ing the floor in front of their feet have port 20 pounds. On the platform is a
a 50% chance of stumbling upon a potion of superheroism and a wand of This three-story tower contains two
hole (successful Dexterity check or a frost with only three charges left. The ballistae and ammunition. Bunks,
long fall, as above). On the far side of command word (“O.G.“) is written in kegs of oil, and a gong are above. A
the room is a brass ladder leading up. runes on the wand. wooden ladder leads up to the stee-
ple.
280. Courtyard 284. Vestibule
287. Test of Determination
From this flagstone courtyard, the This room is filled with an obscuring
heroes can see sights as described in smoke that slowly dissipates once Wind fills this room, moaning up
encounter 266. The cap of the large the door is opened. A broken phial from the shaft. Swaying in the wind
ruby tower bears a sharp spike. In the lies on the floor. across this pit is the remnant of a
center of the courtyard, beside a rope bridge. Now only a single strand
hole, lies a 16-foot-long flagpole with On the floor before the second set remains with several boards still at-
a lance tip. This a crude model of a of doors is the corpse of a dwarf. He tached. A hand-over-hand crossing
dragonlance. An inscription on the wears the signet ring of Kharas. This requires three successful Dexterity
wall of the Pilgrim’s Hostel (area 281) is the true Kharas. If Evenstar is mas- checks. To tightrope walk, roll two
reads: querading as Kharas, it admits that it successful Dexterity checks (with a
is just the guardian of the tomb and -4 penalty to Dexterity) or one
Lances did great Huma seek has been testing them. It does not climb walls check (for rogues only)
To forge upon the dragon’s peak change into a dragon. with a -20% penalty.
With silver arm and silver pool
And Hammer did he forge wyrm’s Beneath Kharas’s heel are the re- 288. Robbers’ Trap
mains of a small scorpion; he was ig-
doom. nobly stung to death. A stone phial A fountain of flame is in the center of
attached to his belt contains a fluid this room. Set in the wall is a door
281. Pilgrim’s Hostel that forms an obscuring cloud of with a lever beside it.
smoke, 40 feet by 40 feet by 20 feet,
This is a refuge for visiting pilgrims. when poured on the ground. This room is trapped to dispose of
A ramp circles a fountain, providing robbers. The trap is activated by
two tiers of stone cells. Here is the 285. Ruby Chamber of the moving the lever or opening the door
gear and plate mail +1 of Kharas. Hammer (it only opens outward). When acti-
vated, a block of stone drops across
282. Lonely Vigil This room is hot, lit with a sanguine the double-door entrance to the
light streaming through crimson room, and the room’s ceiling begins
This tower is dark. A set of stairs spi- windows. Only a narrow balcony to drop, causing the flame to spread
ral up around a water-filled cistern to thrusts over the shaft that opens to out. It drops to head height in one
a balcony. The stairs are covered with the distant lake below. round and then descends one foot
webs and broken in several places. A per round. By the time the ceiling is
careless hero may fall 10-30 feet. Hanging from a slender thread, a four feet from the floor, the flame
mighty bronze hammer swings back fills the room. The ceiling stops two
Evenstar may use a phantasmal and forth. Every hour it strikes one of feet above the floor and then rises
force spell to make the cistern appear the gongs thrusting out from the one foot per round until it is at its
to release a flood of water for 3d4 walls. original height of ten feet.
points of damage.
As the PCs reach this room, Even- The flame causes 1d4 points of
At the top of the tower is a wooden star casts an invisible cylindrical wall damage per round. Everyone in the
cylinder containing a magical scroll of force over the swinging hammer. room suffers this damage while the
with flame arrow, fire shield, and The hammer may now be retrieved ceiling is four feet high or lower (a to-
haste spells. only by finding some way to sever tal of four rounds).
the cord and catch it, climbing up to
283. Dilemma it from below, or by waiting for the The door with the lever is only a
end of the spell. false door. The exit from this room is
In this tower is a gushing fountain. A a concealed stone panel.
ramp leads downward. The room is Using a crystal and mirror or the
ruby glasses to focus the red-tinted
sunlight burns the cord through and

104

289. Derkin’s Final Peace Ember bellows, “Prepare to die!” dle. At the last moment, the horses
and takes flight. If needed, review the feather fall gently to the ground.
In the center of this room is a bier dragon rules in the Monstrous Com-
holding the coffin of Derkin. The lid pendium and Ember’s NPC Capsule Behind, the fledglings circle the
is carved to resemble Derkin. In this in the Appendix. Ember does not at- tower in confusion. The tomb shud-
room are statues of servants and a tack Evenstar intentionally. It circles ders, crumbling, until the spike
golden anvil that weighs 800 and breathes, then claws and bites as breaks, tossing Ember’s broken form
pounds. Several sealed chests hold it glides the next two rounds. Then it earthward. Then the tomb slowly
resplendent garments and furs worth climbs, banks, and swoops to sinks.
5,000 stl. On a stand is Derkin’s breathe again. Finally, it dives for
golden plate mail +3, helm, and double claw damage and then lands The army starts a mile away from
shield with the avenging flame em- to fight and cast spells. the party, but it moves a mile a turn.
blem. The armor is cursed for any The heroes must flee or be captured.
who steal it—it becomes AC 10 at a Evenstar does not help unless Em-
critical moment in battle. Also here ber causes Evenstar damage or As the heroes near the Guardian
is a two-handed bronze war axe +2 harms any part of the tomb. If this Hall out of the Valley of the Thanes,
and a ring of protection +2. happens, Evenstar flies into a rage shadows glide past as a party of eight
and attacks. Kapak dragonmen drop from the
Raging Ember cliff top. From the mouth of the tun-
The hammer does not use its spe- nel rides a Bozak astride a subterra-
This encounter occurs when the he- cial abilities. If thrown off the tower, nean lizard.
roes enter area 280 with the Hammer Evenstar has it after the fight.
of Kharas (if the heroes avoid this
area after obtaining the hammer, this If the heroes use the flagpole as a
battle occurs at any overlook they heavy lance (dmg 3d6) to set against
enter or when they reach the ground. Ember’s dive, it causes double dam-
Adjust the circumstances of the fight age. Ember can avoid the lance if it is
accordingly). If Evenstar is not with seen in time.
the heroes, he is waiting for them as
Kharas. A shadow crosses his face Evenstar suggests that the lance
and he looks skyward. There on the be used if the heroes do not think of
tower’s cap perches Ember, the red it.
dragon. Verminaard is not astride
Ember. Evenstar shakes his head at When Ember is reduced to 5 or
those who draw weapons. fewer hit points, it screams in a final
death cry, takes to the air, tries to fly
In a voice that is a hissing roar, Em- away, falters, and tumbles backward
ber speaks, “So Old One, you con- onto the spike on the tower cap.
sort with my enemies! More, you
hide behind their puny forms! Step War horns sound from the valley
aside, they are mine! Nothing holds below. The army approaches. Even-
back my claw now!” star collapses and changes to
Kharas. He is aging and the tomb
Evenstar smiles, “Begone, child! trembles. He speaks, “1 have com-
Do not tempt my anger. Do you de- pleted at last my fateful mission, and
sire death so?” now the end is upon me. Take the
hammer—let it not fall into the ene-
Ember’s lips curl in a cruel snarl. my’s hands! Flee to the Thanes and
“No, Old One! It is you who tempt fail not.”
fate! 1 know the Oath; by the power of
your word you are bound! Not even He encourages Arman to guard
the terror of the dragonlance could the hammer and fulfill his destiny. He
bind one so well. Come, Evenstar, gives the heroes six horse statuettes.
show these puny mortals what com- They are to throw these to the
pany they keep, or has the Council ground and cry “Branchala Guide
stripped you of your pride too?” Me!” The statuettes become living
horses for three turns (move 24), and
The dwarf’s face clouds with an- can be used three times.
ger; his form swells, taking on a
golden hue, stretching and growing As the heroes mount to flee, a rau-
until there stands a golden dragon. cous screeching is heard. Six young
Ember laughs in derision. Evenstar dragons, Ember’s brood, are heading
turns to the heroes and tells them for the tomb. If the horses have been
Ember is right, it may not interfere. activated, they rear and then leap off
the side of the tomb. Any riders must
roll Dexterity checks; failure means
that the hero is hanging from the sad-

105

Events scouts encountered, the main body If a Daergar patrol attacks, each
of the Dragonarmy is ten rounds be- turn there is a 10% chance that an
Event #5: Escape hind the heroes. If not delayed, the identical patrol joins the hunt.
army pursues the heroes onto the
This event takes place immediately Ninth Road of the Thanes. This in- Encounters
after the heroes leave Derkin’s Tomb. creases the frequency of random
encounters in these tunnels to one The South Hall of Justice once
As the great tomb crumbles, you check every two rounds. served a role similar to that of the
see the mass of the approaching North Hall, but it is now controlled by
Dragonarmy giving chase. Your In describing the Great Hall, note the Daergar. It is also occupied by
horses gallop away, but your pur- that the roof is supported by pillars Verminaard and his forces. Once the
suers grow ever closer! that are cracked and fragile. Pulling heroes have entered the Ninth Road
down a pillar takes one round of tug- of Thanes from the Guardian Hall,
There is a 10% chance per turn that a ging by a combined Strength of 45. If the only route leads to the South
scouting patrol of eight Baaz dracon- three pillars are pulled down, the Hall. This is a very critical part of the
ians comes within 1d6 x 10 yards of ceiling collapses. It takes the Drag- adventure, and it must be carefully
the heroes and charges to the attack. onarmy six turns to dig through and run.
resume pursuit.
Remember that the magical steeds The enemy forces should be in hot
last for only three turns, and that Event #6: The Hunt pursuit of the adventurers. Empha-
they can be regenerated only twice. size the urgent nature of their flight
Then the heroes must proceed on This region is controlled by the from the Theiwar and the Dragon-
foot. The Dragonarmy has occupied Daergar kingdom, currently allied army. If the heroes are cornered at
most of the Valley of the Thanes. Dra- with the Theiwar and with Vermi- any point, the enemy will call for
conians swarm over the northwest- naard. In addition to normal random them to surrender. If the heroes sur-
ern parts of the valley; the only encounters, check three times (need- render, they are escorted under
escape route for the heroes is in the ing a 1 on 1d6) to see if the party heavy guard to the Temple of Stars
direction of the Guardian Hall lead- encounters a Daergar patrol, consist- (encounter 299). Their weapons are
ing to the Ninth Road of Thanes. ing of 12 Daergar. The patrol always taken from them, but they are not
begins 1d6 x 10 yards behind the he- bound.
The Gateway block leading into roes. If encountered, the patrol gives
the Great Hall block to this road is chase. If the heroes are not captured, they
cracked and broken. Regardless of should end up in the Prison (encoun-

106

ter 290), where they meet Eben and moves on, one of the heroes looks 294. Cricketherds
Berem. From there, Eben should back and sees Berem stand, look
urge them to go north to leave this confused, and run off in another di- Here, a group of six Daergar tend
complex. They must enter the Tem- rection. their herd—20 giant cave crickets
ple of Stars to escape, and there the grazing on fungi and garbage. Their
final scene takes place. After the prisoners are freed, no sudden chirping has a 2 in 6 chance
enemies appear for ten rounds. The of drawing a random encounter.
290. Prisoners of the heroes can follow Eben, who claims
Daergar to know the way out, find another 295. Curtained Alcove
way out, or stand and fight. Vermi-
As soon as the heroes cross the draw- naard has ordered his forces to cap- As the party passes through this
bridge in the King’s Wall, they hear ture the heroes alive. If captured, the block, they see a curtained alcove off
terrible cries coming from the next heroes are brought to the Temple of to one side. Inside is a pretty lady,
block. The next block is a dwarven the Stars (encounter 299). If the he- dressed in rags, chained to the wall.
prison guarded by 20 Daergar, who roes retreat or follow Eben, the en- (She is really a lamia noble. Oops.)
are outside the cell area. Once the emy forces them in the direction of
Daergar are defeated, entering the encounter 299. 296. Survival of the Fittest
cell complex is easy.
291. Invasion of the Daergar The heroes can slip by if they move
There are 100 prisoners held here, quietly. If there is a commotion, the
but only 20 Hylar, ten men, and five Enemy troops have entered the monsters turn on the party.
kender are in shape to fight. There South Hall of Justice through the
are enough Daergar weapons to Seventeenth Road of Thanes. Wher- 297. Petrified Remains
equip all fighters. ever this encounter occurs, a party of
25 Theiwar, 25 Baaz draconians, and Here are the petrified remains of a
Eben is found in one of the cells, a Kapak draconian riding a subterra- mastodon. I f t h e b o n e m a s t e r
along with an old man. Eben is very nean lizard attacks the party. Their (encounter 293) has followed the
glad to see the party; he says that af- objective is to capture the PCs or to party, he animates the skeleton,
ter the heroes left on the quest, there force them into the prison cell block which cannot be turned while the
was a raid on the Hylar city and he (encounter 290). bonemaster is alive. (HD 13, hp 52,
was kidnapped by Daergar. Eben’s AC 4, THAC0 8, AT 2d8(x2)/2d6(x2))
clothes are torn and he has bruises, Special Encounters
but he is not actually hurt. The other The Final Battle
prisoners confirm that he was The following special encounters can
brought into the prison by Theiwar take place anywhere in the South This is the climax of the first book of
guards, beaten, and thrown into the Hall complex. You may use some, the DRAGONLANCE® saga. Read
cell. In fact, Eben is here only to lead none, or all of these to help guide the the following section carefully. Al-
the party to Verminaard so that the adventure. Normal random encoun- though this situation is extremely
Dragon Highlord can recover the ters can be used in addition to or in dangerous, it can be survived, if the
hammer of Kharas. Verminaard ar- stead of these encounters. heroes think and act intelligently.
ranged Eben’s placement here There is a lot of role-playing here; try
through his puppet, Realgar. 292. Warning to understand the needs and objec-
tives of all the NPCs before begin-
Eben says he saw the Daergar Impaled on a staff is a grotesque, ning play.
commander’s maps and thinks he tusked skull. There is a 50% chance
can find the way out of the kingdom. that there is a spiked spring trap hid- 298. Doorway to Despair
If permitted to guide the party, he den here (2d6 points of damage).
leads them to the final encounter in a If none of the PCs experienced the
roundabout fashion. Each turn after the heroes pass, full dream of event #2 and #3, elimi-
there is a 10% chance of a magic nate the deja vu aspects of the follow-
The old man in Eben’s cell has mouth shouting, “Intruders!” ing description, but try to give the
forgotten how to talk and is slow to players a feeling of dread nonethe-
understand. He has evidently been 293. Bonemaster less.
here for a very long time; his beard
and hair are waist-length and his This rogue dwarf has a few assistants No matter which way the heroes
clothes are in tatters. His long beard gnawing bones clean. He designs come upon the final encounter, they
conceals a strange gem implanted in weapons, armor, and tools from the find themselves heading down a
his chest. This is Berem Everman bones. He is able to animate bones; strangely familiar corridor. . . .
(see the NPC Capsules). He follows there are 20 Theiwar skeletons
the party until the next fight. At that nearby. He uses the skeletons and his The way ahead of you dims, as if
time, regardless of dice rolls, he suf- helpers to cover his escape. the light of your torches and lan-
fers an evidently mortal wound and
falls to the ground. When the party

107

terns is being sucked up by the the army of the Dragon Highlord At this point, remember the spe-
grim dwarven halls. Your sur- enter. They part, and from behind cial powers of the hammer of Kharas
roundings take on the feeling of a them strides Verminaard, clothed (see Magical Items in the Appendix).
dream, as if you are sleepwalking. in black armor. He steps up onto a It can possess its wielder and person-
An awful feeling of deja vu creeps balcony over the central pit, and ally act to make events come out to
up into your soul . . . for you were laughs with sinister joy. “Welcome its satisfaction. Give the players a
here once before, in a dream. to despair!” he shouts. chance to save themselves, but if
they fail, the hammer can take an ac-
Memories of your nightmare in In addition to all items and spells in tive role.
the Mind of Evil flood back, for the Verminaard’s NPC Capsule, he wears
corridor stretching into the next a ring of protection +3, a ring of pro- Verminaard laughs as the hammer
dwarven block is the corridor in tection vs. normal missiles, and a of Kharas is taken from you. The
your dream! brooch of shielding. He has cast resist hammer-wielder says to you, “You
fire on himself. If the heroes attempt are fools to resist my master! He
If characters try to go in another di- to attack, he shrugs it off. The will reward me richly; you will see
rection, they encounter parties of Daergar fire a flight of darts to warn your folly when 1 am made gover-
Daergar and draconians that fight to the heroes. nor of this land!”
either capture them or force them
into the final encounter. If the heroes entered the Mind of “Hold your tongue, lackey,”
Evil in events #2 and #3, have them snarls Verminaard. “You are sim-
299. The Final Battle review their dream cards and remind ply a pawn, and you will serve your
them of the details of shifting and betters! Bring me the hammer!”
This encounter takes place in the changing to become more and more
Temple of Stars (City Block 12). Re- like the dream. Sturm and Laurana The traitor is outraged and protests,
view the map block carefully to place feel that this is not where their but Verminaard exerts his will and
all the participants in it. In locations dreams took place. the unwilling lackey moves closer to
2 and 4, the ceiling has caved in, Verminaard. But as he reaches the
blocking the passage so that the Verminaard speaks again. “Word Dragon Highlord, the hammer sud-
party must enter the main temple has reached me that Ember has denly begins to glow. The Daergar
area (center of block). been slain! For that you will pay are awed and fall to their knees. The
dearly! You thought to best me by traitor passes from the influence of
If the party was captured previ- gaining the hammer of Kharas, but Verminaard to the influence of the
ously, they are brought into this cen- I was in control all along. I permit- hammer.
tral area. Their weapons are piled ted you to retrieve what I could
nearby. If the party did not release not. Now I have you and the ham- Verminaard is livid at the disobedi-
Eben from the prison, he is brought mer, and with it I shall command ence, and he demands again that the
in to stand by Verminaard, appar- the dwarven kingdoms. To show traitor bring him the weapon. But the
ently a prisoner too. you how futile has been your traitor is fully under the hammer’s
struggle, one of your own will control, and says, “With this ham-
The great hall north is barred by a bring the hammer to me.” mer, 1 control the dwarven realms,
locked golden gate. Suddenly, the not you!” He throws the hammer at
face of Verminaard, ten feet tall, His gaze sweeps over the party mem- Verminaard, automatically hitting
appears in mid-air, and a tele- bers. Ask each player in turn if he will for maximum damage. The hammer
pathic voice booms in your heads. voluntarily take the hammer to Ver- rebounds and lands at the edge of the
“Finally! You are mine!” The doors minaard. If all refuse (as they pit. The Daergar begin to chant the
fling open and nearly 200 Daergar should), Eben Shatterstone reveals name of the traitor as he bends to
rush in, weapons at the ready. himself as the traitor. Take Eben’s pick up the hammer.
character card back from the player
Verminaard laughs. “So now who has been running him and have But at that moment, Verminaard
you know what lies beyond the Eben tell the party that, indeed, he casts spiritual hammer, hitting the
doorway of dreams. Nothing can works for Verminaard. If Eben is not traitor automatically for maximum
save you now!” with the party, Verminaard can at- damage, and keeps him from retriev-
tempt to telepathically control any- ing the hammer. Each round there-
A horn sounds from behind the one with a Wisdom of 10 or less. The after, Verminaard strikes again for
golden gates and the image fades. person he attempts to control gets a maximum damage, slowly crushing
The Daergar cower as a light mag- saving throw vs. spell to resist. If all the hapless traitor.
ically shines on the gates. Sud- resist, Verminaard has his personal
denly, the gates are flung open. A guard retrieve the hammer. Battle Royale
party of four warriors, four dracon-
ians, two ogres, and an ettin, all Now the heroes have a chance to
wearing the uniforms of officers in break free. There is one Theiwar for
each hero in the party; they must be

108

overcome before the heroes can re- yet over!” he cries. But when he lifts Death of a Hero
cover their weapons, if they were the hammer, he cries out in pain and
captured earlier. suffers 15 points of damage. He can- Regardless of actual battle events,
not hold the hammer and flings it Arman Kharas receives a fatal wound
The Daergar soldiers are only con- away. Verminaard continues to fight, in this fight. As the final enemies flee
cerned with who possesses the ham- but when he is down to his last few hit or die, a faint whisper is heard from
mer. Its influence keeps them from points, he says, “You shall not have the crumpled form of Arman. There
being active in the battle. If the he- the satisfaction of taking me alive,” is no saving him; he seems to have
roes liberated the prisoners earlier, wraps his cloak around himself, and been poisoned.
the prisoners fight an equal number steps into the pit, falling to his death
of Daergar. The heroes must defeat without a sound. If the heroes attempt to aid him, he
Verminaard’s guard and the Dragon shakes his head and says, “No, I am
Highlord himself to win. Once Verminaard is dead, the undone. No aid will save me. Take
Daergar flee and Verminaard’s guard the hammer to my father; he will un-
Once the traitor is dead, Vermi- suffers -1 penalties to their attack ify the kingdom. Tell him not to
naard tears a dragon-headed neck- rolls, damage rolls, and saving mourn, I have served the Wheel well.
lace from around his neck and throws. I know I am not Kharas, but I have
throws it into the pit, crying, “Come, driven the darkness back.”
oh mighty Queen! Send me your ser-
vant so that your child may be And with his final words, he dies.
avenged!” Silence follows, and then
from the pit arises a horror—a
fireshadow! The fireshadow resem-
bles a wraith-like dragon outlined by
pale green fire.

The fireshadow first attacks one of
the prisoners with its ray of oblivion,
disintegrating him. Next, it strikes a
Daergar, converting him into dark
flame. The heroes must defeat the
fireshadow and the dark flame
Daergar, in addition to their other
foes.

If the heroes do not think to re-
trieve the hammer and use it against
the fireshadow, it glows and rings
out. The hammer allows only Eben,
Arman, Tasslehoff, Flint, or Cara-
mon to pick it up. The fireshadow au-
tomatically attacks any person
holding the hammer. The hammer
can dispel the fireshadow if it hits the
creature. The hammer arcs through
the monster and it fades away, but
then the hammer falls at Vermi-
naard’s feet.

If the heroes entered the Mind of
Evil in their dreams, suddenly they
sense the mind of Elistan among
them. Hope floods into their souls,
and they gain a +2 bonus to their at-
tack and damage rolls and a -2 bo-
nus to their ACs for the remainder of
this battle. Verminaard staggers
back under the mind of Elistan; he
suffers a -2 penalty to attack and
damage rolls and a +2 penalty to his
AC.

Verminaard, reeling, stoops to
pick up the hammer. “You may think
you have won, but this battle is not

109

Endgame If the Heroes Return Too at their head is Elistan, risen
Late again.
If the heroes fail to defeat Vermi-
naard in the final battle, then the A vision out of nightmares greets Elistan lifts his hand, and the
forces of darkness triumph. The he- you as you approach the refugee people fall silent. “Welcome!” he
roes almost certainly are captured. camp. For where there were once cries, and another great cheer
The hammer of Kharas falls into the 800 living souls, now there is only erupts from the crowd.
hands of evil, and the Theiwar Thane death and destruction. Men,
takes the throne of Thorbardin. The women, and children are strewn “We must leave quickly, ere the
forces of evil prevail. This concludes about like rag dolls. The wagons Dragonarmy reaches our camp.
the adventure in despair—though are smashed; the fragile lean-tos But now that you are here, we
the heroes may yet escape to fight are burned. Mixed with the refu- know that safety and freedom are
again. gees are the r e m a i n s o f not far away.”
draconians—the defenders of the
If the heroes defeat Verminaard camp fought bravely to the end As the refugees quickly pack their
and recover the hammer of Kharas, a and took many enemies with few belongings, Elistan takes the he-
party of Hylar dwarves led by Hornfel them. roes aside. If the heroes entered the
arrives shortly after Arman Kharas’s Mind of Evil in events #2 and #3 in
death. He asks the heroes to give him You have returned too late. The chapter 14, Elistan says, “Thank you
the hammer. Dragonarmy has won yet another for bringing hope into the Mind of
victory. Your quest to find safety Evil. Thanks to you, I was able to
If the heroes give Hornfel the ham- for these people has come to stave off the dark forces and attack
mer of Kharas, he hails them as the naught . . . but the battle for Krynn Verminaard at the critical moment. I
saviors of Thorbardin, and he grants is not yet over! witnessed your final battle, then
them and all their companions safe awoke at the death of Verminaard to
passage through the kingdom. Each While in Dragonarmy-occupied terri- bring news of your victory to the peo-
character who survived is made an tory, the characters have an encoun- ple. We have awaited your coming,
honorary War Leader (equivalent to a ter with eight Baaz draconians once and now know that freedom is in our
knighthood) and a citizen of Thor- every four game turns, in addition to grasp.”
bardin. normal random encounters.
If the heroes did not enter the Mind
If the heroes refuse Hornfel’s re- Twenty refugees led by Laurana of Evil, Elistan says, “I was con-
quest, the hammer uses its powers to managed to escape, carrying the sumed by the darkness of Vermi-
take over its wielder, who is forced to body of Elistan. They make their way naard. My strength and faith were
hand it to Hornfel. Hornfel treats the to Northgate and are found there. El- barely enough to keep me free. But
heroes the same as if they gave him istan revived shortly after the heroes Verminaard’s death freed me, and I
the hammer voluntarily. defeated Verminaard. He has told the awoke to bring news of your victory
story of the final battle to the survi- to our people. We have awaited your
It is vital that the hammer end up vors. coming, and now know that freedom
in the hands of Hornfel, for this is the is at last in our grasp.”
only device that can forge Continue with the final scene
dragonlances. The players, of course, below—but the final feast is dimmed Passage Through
should not learn this until much with sorrow, and the ending of this Thorbardin
later. saga is not a happy one. Instead of re-
maining at Southgate, the few surviv- The survivors of the 800 refugees fol-
Possession of the hammer of ing refugees elect to accompany the low the characters into Northgate
Kharas allows Hornfel to declare heroes south to Tarsis. and through the long halls of the
himself King of Thorbardin. As King, dwarven kingdom to Southgate, its
he can assert authority over the Because the players failed in their southern exit. (For mapping pur-
Theiwar and Daergar, and once again mission, they lose 50% of the experi- poses, Southgate is identical to
open Thorbardin to the outside ence points they earned in this ad- Northgate except for the compass di-
world. venture. rection.)

Rescue of the Refugees If the Heroes Return in Time Hornfel, now wearing the crown of
the High King, comes to Southgate
At this point, determine how much As you approach the refugee to welcome the refugees. “We greet
time remains before the Dragon- camp, a mighty cheer goes up. you, the first humans to pass through
army reaches the refugee camp. Ask The survivors of Pax Tharkas are our kingdom in many centuries. For
the players whether they want to happier than they have been in the courage of your leaders, and for
travel quickly or slowly back to the many a day. Men, women, and their contribution to at last reuniting
camp. Quick travel takes one day children rush to greet you . . . and the dwarves of Thorbardin, we are
from the South Hall; slow travel pleased to grant you the land outside
takes two days. Do not tell the play-
ers how much time is left!

110

the Southgate as a refuge until dark- huge dwarven gate is open, a sign to take his place. The first battle
ness lifts from Krynn.” of safety and refuge. has been won, but the war con-
tinues.
The land is able to support the sur- Everywhere there is peace and
viving refugees, and it will be a long rejoicing. Children and parents Perhaps in Tarsis answers can
time before the Dragonarmy re- alike dance in the glade’s soft be found. Why have dragons re-
unites under another leader. For the grasses. Music fills the air. The turned to Krynn? What is the
time being, the refugees are safe. sunset is impossibly rich and bril- power of the Dragon Highlords?
The Council of Freedom elects to re- liant. How can they be defeated?
main here, while the heroes, accom-
panied by Elistan, go south to the It is a time of peace and rejoic- And somewhere in the world is
seaport of Tarsis to arrange passage ing, for this is the marriage of the key to the dragonlance—for if
for the refugees to lands free of the Goldmoon and Riverwind. Cele- the hammer of Kharas was no
menace—if, indeed, such lands bration is in the air. And, as the myth, then the dragonlance may
exist. sun sets, a line of dwarves, carry- also exist. If they can be found,
ing torches, winds its way down perhaps the tide can be turned,
The characters should remain with from Southgate to attend the and you can take back the stolen
the refugees for a few weeks, to re- feast. Elistan calls the people to- northlands.
cover from their trials and receive gether.
the level advancements they have Here ends the first book of the
earned by training with dwarven The Wedding Song (in the Appendix) DRAGONLANCE® saga. Knowledge
masters and rescued veterans. was written for the feast of this mar- of the true gods has returned to trou-
riage. You can perform it or read it bled Krynn, and with knowledge,
If the characters saved the refu- aloud. Elistan conducts the wedding hope.
gees, they each receive a bonus of service, and when the two are joined,
1,000 experience points in addition shouts of jubilation are everywhere. The second book of the
to any other points earned in the ad- The feast lasts long into the night. DRAGONLANCE epic tells of the he-
venture. And late, around the campfire, the roes’ role in the Great War, and of the
Canticle of the Dragon may once discovery of the dragonlances. Many
The heroes have several meetings again be recited. old mysteries are solved, but new
with Hornfel, and they attend the fu- ones arise.
neral of Arman Kharas. The dwarves The Story Ends. . .
gladly furnish the heroes with what- In the third book of the saga, it is
ever supplies and equipment (no Late at night, you join your com- shown how the will of one man can
magical items) they need for their panions on a ridge, looking south. change the fate of the world—for
quest southward. The plains of Tarsis stretch to the good or ill— and reveals the final
flat horizon. Somewhere to the mysteries and fate of the dragons of
During this period, Riverwind and south the shining city of Tarsis Krynn.
Goldmoon decide to marry. This is stands, somewhere its towers
the occasion for a great feast—the fi- gleam in the sunshine, and its
nal event of this story. ships set sail for lands free of tyr-
anny.
The Wedding of
Goldmoon and Riverwind Verminaard is dead, but soon
another Dragon Highlord will arise
Autumn warmth fills the glade of
trees. Behind you, the shadow of
the great mountain looms. The

111

Dream Card—Sturm Dream Card—Sturm

Fierce draconian warriors attack, and you are consumed with Fierce draconian warriors attack, and you are consumed with
battle-lust! You draw your sword and strike about you, cutting battle-lust! You draw your sword and strike about you, cutting
down your enemies. down your enemies.

Great elation fills your heart as you see Kitiara, the great love Great elation fills your heart as you cut down the draconians
of your life, fighting at your side! You know that you are unbeat- surrounding you. You look around to see where you are needed.
able, and that victory is in your grasp. Magically, a wall rises before you, and you hear guards crying
that the draconians are preparing to breach the wall. A huge
You realize suddenly that if you strike the golden lock with blue dragon appears in mid-air, demoralizing all who face it. You
your sword, Elistan will be freed and Verminaard forever de- know that you are the only one who can defeat the dragon. You
stroyed. But you must act now, for Verminaard is moving to take start toward the wall as trumpets sound the retreat.
Elistan with him into the darkness!
But you cannot go forward. Fear such as you have never
As you lunge forward, you hear Kitiara cry for help. You turn known stabs into your heart. You know that if you confront this
and see her sorely beset by draconians. Without your help, it is monster you will die.
obvious she will die. You hesitate, torn between your duty and
your love. You turn away, shaking and ashamed. Behind you, the wall is
breached and the draconian hordes pour through. The dragon
At that moment, a draconian drives a spear deep into your lands.
chest. Your last, blood-dimmed sight is of Kitiara dying at the
hands of the draconians. You do not resist as you are trampled by hordes of draconians
pouring through the battlements. Bitterly despairing, you die a
©1990 TSR, Inc. All Rights Resewed. coward.

Dream Card—Goldmoon ©1990 TSR, Inc. All Rights Reserved.

Out of the darkness come fierce warriors-members of your Dream Card—Laurana
own Que-Shu tribe, murdered by draconians! You see their ex-
pressionless faces, and you realize that they are lost to evil. Fierce draconian warriors attack, and you are consumed with
battle-lust! You draw your sword and strike about you, cutting
You fight because you must, but tears run down your cheeks down your enemies.
as you cut down people you loved dearly. Despair, guilt, and hor-
ror oppress your soul. Yet you fight on. Around you, your com- But the draconian hordes are endless, and around you there is
rades die, one by one. You feel that the True Gods have death. Sturm falls beside you, draconians hacking at his body.
abandoned you. You look around and see the horror. You falter.

Suddenly you know what you must do. You step forward, and Voices shout at you, asking you what to do. Another voice
with a mighty blow shatter the glass case. Elistan steps out, cries for you to take command. Everyone’s eyes are on you; ev-
looks at you and then at Verminaard. His eyes become cold, ex- eryone is yelling your name, calling for help.
pressionless. You scream, and reach your hand out to him, ig-
noring the blows that fall upon you. Elistan reaches down to But you don’t want to help. You want to be told what to do. You
you, grabs the amulet around your neck, and tears it from you. want to be helped. Finally, you can’t stand it any more. You
throw down your weapons and run out of the room into the dark-
You collapse, weak and bleeding from the sword-thrusts in ness. You run farther, only to find that the darkness grows . . .
your body. As you die, you see Elistan’s white robes turn to scar- and you cannot stop running.
let as he disappears into the void with Verminaard.
©1990 TSR, Inc. All Rights Resewed.
©1990 TSR, Inc. All Rights Resewed.
Dream Card—
Dream Card—Riverwind Tika, Gilthanas, and other Warriors

Out of the darkness come fierce warriors-members of your Fierce draconian warriors attack, and you are consumed with
own Que-Shu tribe, murdered by draconians! You see their ex- battle-lust! You draw your sword and strike about you, cutting
pressionless faces, and you realize that they are lost to evil. down your enemies.

You fight because you must, but tears run down your cheeks You are determined to prove yourself in this battle, yet things
as you cut down people you loved dearly. Despair, guilt, and hor- start to go wrong. You stumble and accidentally trip Sturm, who
ror oppress your soul. Yet you fight on. Around you, your com- falls under the flashing blades of the draconians. You jostle
rades die, one by one. Raistlin just as he is about to unleash a spell. Your friends are
yelling at you to get out of the way, to leave them alone.
You see Goldmoon before you, fighting to reach Elistan as
your own tribesmen stab her. You are bleeding from your many Panicked, you look around. Enemies you thought you killed
wounds, yet you shrug off the pain and fight your way toward are standing up and attacking. Soon you are fighting through
Goldmoon. tears of frustration.

Your legs and arms grow strangely heavy, and you can’t seem You fight on, stubbornly, but your mistakes get worse and
to get closer to Goldmoon, no matter how hard you try. Despair worse. Suddenly, you see a huge, armored back—a draconian!
and anguish stab into your heart as you see her fall, mortally You stab deeply, and your aim is true. You wipe tears from your
wounded by her own tribesmen. eyes, and, too late, realize that you have stabbed Caramon!

©1990 TSR, Inc. All Rights Reserved. You drop your sword and do not resist as the draconians stab
you. You die, falling across Caramon’s body.

©1990 TSR, Inc. All Rights Reserved.

112

Dream Card—Tasslehoff and other Rogues Dream Card—Caramon

Suddenly, battle rages all about you as draconian hordes attack! Fierce draconian warriors attack, and you are consumed with
Your companions can take care of these monsters—only you battle-lust! You draw your sword and strike about you, cutting
can free Elistan! Carefully, you make your way to the crystal down your enemies.
cage, and inspect the small golden lock. What luck! The lock is
childishly simple. You stand together with your brother Raistlin. His magic pro-
tects you as you slay enemies all around you.
You pull out a lockpick and go to work. But the lock doesn’t
yield. You try again, but you find that this simple lock resists You are fearless in your attack, but see your friends, one by
your best techniques. You hear the sounds of combat behind one, overwhelmed by the draconian hordes. Yet you stand, and
you, and see your friends begin to die under the onslaught of the you and Raistlin are able to move toward the caged Elistan.
draconians.
But suddenly the magical spell protecting you dissipates! You
You know that you can stop the slaughter if you can just open turn to see Raistlin, now dressed in black robes, leaving you for
this simple, simple lock! Your hands begin to bleed from tearing Verminaard. Your beloved brother has abandoned you, and you
at the lock in bitter frustration. are bereft. You call his name, but a fierce pain in your back re-
minds you of the battle.
Finally, ignoring your better judgment, you try to force the
lock open, but you trigger a very simple trap you knew was there You have been stabbed in the back, and you cannot see your
all along. As the small, poisoned needle enters your hand, you killer. You pitch forward, dying: your last thoughts are of your
realize that your quest is doomed. As the poison courses brother, forever lost to evil.
through your body, you know that this is the end.
©1990 TSR, Inc. All Rights Resewed.
©1990 TSR, Inc. All Rights Resewed.
Dream Card—Flint
Dream Card—Raistlin and other Wizards
Verminaard signals, and a horde of mountain dwarves—your
A horde of draconians attack, but you know that your spells will sworn enemies—rushes to the attack. The battle-lust sings in
protect you. The magic has never been more strong within you, your heart as you realize that your revenge is at hand!
and you know that today you are capable of feats far beyond
what you thought possible. Victory is at hand! But there seems to be an infinite supply of the foul creatures,
and you and your fellows are slowly overwhelmed. “I led them
Suddenly, you have a vision of yourself dressed in black into this fate,” you think. “I am the oldest and thus responsible.”
robes, feared and respected, rich and powerful. Before you, Despair and guilt enter your heart as you see your dearest
opened, is the Book of the Magius, in which all the knowledge of friends perish at the hands of your enemies. There Tasslehoff
mages throughout time is contained. All you have to do is walk dies, trying to rescue Elistan; there Tanis dies: there Caramon
through a door in front of you. You look at your companions, dies.
and then at the book. How pitiful they look; how doomed!
All is hopeless. You keep fighting, now much weaker, as the
Without another glance, you stride through the door, noticing mountain dwarves continue their assault. You hardly feel the
as you do so that your red robes turn black. axes cutting into your body. The loss of blood makes you
weaker, and finally you fall. Your last thoughts are of your
©1990 TSR, Inc. All Rights Reserved. friends.

©1990 TSR, Inc. All Rights Reserved.

Dream Card—Priests except Goldmoon

A horde of draconians attacks at Verminaard’s signal. You call
on the True Gods for support, then lay about you, hoping to de-
stroy as many of the vermin as possible.

The draconians continue to attack, no matter how many are
killed. Despair enters your heart as you realize that you and your
companions cannot survive.

Suddenly you know what you must do. You step forward, and
with a mighty blow shatter the glass case. Elistan steps out,
looks at you and then at Verminaard. His eyes become cold, ex-
pressionless. You scream, and you reach your hand out to him,
ignoring the blows that fall upon you. Elistan reaches down to
you, grabs the amulet around your neck, and tears it from you.

You collapse, weak and bleeding from the sword-thrusts in
your body. As you die, you see Elistan’s white robes turn to scar-
let as he disappears into the void with Verminaard.

©1990 TSR, Inc. All Rights Reserved.

113

DRAGONLANCE® logo

CUT OUT CARDS Supplemental Character Cards

tika Waylan 5th-Level Human Fighter gilthanas 5th-Level Elf Fighter/4th-Level Mage

(3rd-Level Thief) S T R 12 D E X 16 C O N 12 T H A C 0 16
I N T 14 W I S 10 C H R 13 AL CG HP 26
STR 14 D E X 16 C O N 13 T H A C 0 16
INT 9 W I S 12 C H R 14 AL NG HP 30 AC 2 (Chain mail, shield, Dex bonus)
Weapons Long sword +1
AC 8 (Leather armor)
Weapons Short sword Long bow, 20 arrows
Equipment Selected by player
Dagger Languages Qualinesti Elf, Silvanesti Elf,
Frying pan (1d8)
Equipment Selected by player Common
Languages Common, Plainsman Spell Use 3 1st-Level and

2 2nd-Level per day

See the back of this card for more information. See the back of this card for more information. 5th-Level
Human Fighter
Laurana—NPC 4th-Level Elf Fighter Eben Shatterstone—NPC

STR 13 DEX 17 CON 14 THAC0 17 S T R 14 D E X 13 C O N 8 T H A C 0 16
INT 15 WIS 12 CHR 16 AL CG HP 28 I N T 15 W I S 7 C H R 15 AL CN HP 28

AC 0 (Chain mail +1, shield, Dex bonus) AC 4 (Chain mail and shield)
Weapon Short sword Weapons Long sword
Equipment Selected by player
Languages Common, Qualinesti Elf, Dagger
Equipment Selected by player
Silvanesti Elf Languages Common

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

Elistan—NPC 7th-Level Human Priest

S T R 13 D E X 12 C O N 12 T H A C 0 16
I N T 14 W I S 17 C H R 16 AL LG HP 40

AC 5 (Chain mail)
Weapon W ar hammer
Equipment Selected by player
Languages Common, Seeker, Qualinesti
Elf
Spell Use None until Medallion of Faith

gained

See the back of this card for more information.

Gilthanas appears young, but his eyes reveal his true matu- Tika is the daughter of a thief. She grew up fast and tough,
rity. He moves nimbly and quietly. but inside she remains vulnerable. At the age of 15, she
tried to rob Otik Sandath, owner of the Inn of the Last
He is the brother of Laurana and Porthios, and he is the Home, but she was caught in the act. Otik felt sorry for her
son of the Speaker of Suns. He is unsure of the wisdom of and offered her a job, which she eagerly accepted. She
Tanis and Laurana’s relationship. grew to love Otik as a father.

Gilthanas served as a messenger and spy in the occu- Tika looks older and seems more worldly than she truly
pied lands. While in Solace, he was captured by dracon- is. Her father left her a ring, which she wears on a necklace;
ians, along with the other heroes. After their rescue by it doesn’t seem to be magical, she just keeps it for senti-
elves, Gilthanas elected to accompany the heroes in their mental reasons. She hates the Dragonarmy and the loath-
desperate mission to free the captives from Pax Tharkas. some draconians. She is fond of Caramon and fascinated
by magic.

Eben Shatterstone was born to wealth and comfort. His Laurana is the daughter of the Speaker of Suns and sister
father, a minor noble, sent Eben to the finest teachers. to Gilthanas and Porthios. She has been spoiled all her life,
Eben grew to be a handsome, charming, and proud man. both for her royal lineage and her beauty. Her heart is
good, though. She is used to getting her own way, but she
But the family wealth was lost through poor manage- can be diplomatic when she has to.
ment, excessive taxes, and bad luck. Eben was forced to
become a wandering adventurer. He is proud of his past In childhood, she and Tanis were “pledged,” though she
and ashamed of his current condition. He longs for wealth took this more seriously than he.
and the chance to rebuild his family’s fortune.
Although Laurana is immature, she possesses great in-
Eben is charming and friendly, but he tends to dominate ner strength. It remains to be seen whether trials and dan-
conversations. He is a capable fighter, but he does not hesi- ger will destroy her or forge her into a person to be
tate to run if the odds aren’t in his favor. reckoned with.

Elistan was once a Seeker priest and worshiped false gods.
When the Dragonarmy took Haven, he was captured and
brought to Pax Tharkas. There he met Goldmoon, a fellow
prisoner. When she used magic that had not been seen for
centuries, Elistan realized that her gods were the true
ones.

He refused to join Verminaard’s cause, and he suffered
greatly for it. Then he was rescued along with the refugees
of Pax Tharkas. Goldmoon shared with him the knowledge
of the True Gods and he became a cleric of Paladine, the
highest god of good.

Elistan now devotes his life to the service of Paladine
and the welfare of his people. Although a man of peace, he
fights to defend his people.

©1990 TSR, Inc. All Rights Resewed.

Verminaard Spells: He was forced to swear to the oath
he despised, then banished to the Ka-
Dragon Highlord 1st Level: sleep, detect magic lil S’rith (Valley of the Thanes) to
2nd Level: web, mirror image guard the tomb of Derkin, where
8th-Level Lawful Evil Cleric 3rd Level: haste Kharas and the hammer were buried
after the Dwarfgate Wars.
Strength 14 Intelligence 12 Fewmaster Toede
Dexterity 10 Wisdom 16 T’holoth took the name of Evenstar
Constitution 15 Charisma 18 Hobgoblin Subcommander in his exile, since his light was
THAC0 16 Hit Points 50 dimmed by banishment from his fel-
AC 1 Movement 12 4th-Level Lawful Evil Fighter lows.

Spells: Strength 16 intelligence 8 Evenstar arrived to find the tomb
Dexterity 10 Wisdom 11 defenseless. Using the knowledge of
1 st Level: cause fear, cause light, wounds Constitution 16 Charisma 6 his kind, he wrested the tomb mound
(x2), command (x2) THAC0 17 Hit Points 25 from the earth and set it in the sky. He
2nd Level: hold person (x2), resist fire, si- AC 8 Movement 12 then crafted defenses—some magical
lence 15 ft. radius, spiritual hammer and some mundane—and filled the
3rd Level: cause blindness, dispel magic, Carries a short sword, dagger, and a tomb with peril.
prayer shield. Wears leather armor.
4th Level: cause serious wounds (x2) In his loneliness, Evenstar used his
Toede’s wispy, white hair tops a very magic to create life, beauty, and laugh-
Wears plate mail +2. ugly face. His speckled gray skin, dou- ter to share the tomb with him. In his
Carries Nightbringer, a mace +2. On a ble chins, and pot belly all resemble longing, he adorned the castle with
successful hit, the victim must roll a suc- those of a vicious little toad. those things which brought him joy.
cessful saving throw vs. spell or be
blinded for 2d6 turns (+4 penalty to AC, Toede is a bully. He snivels and Evenstar has the special ability to
lose shield and Dexterity bonuses to AC). whines around superiors, but he is full polymorph at will, and he changes
If a character of good alignment tries to of bluster and threats when he has the shape frequently for pleasure. He of-
hold Nightbringer, he must roll a success- upper hand. Like all bullies, he is cow- ten changes into the form of Kharas,
ful saving throw vs. spell, with a -2 pen- ardly, but he possesses a certain crude and he always does so whenever any-
alty, or be permanently blinded. cunning which helps him to stay alive one enters the tomb searching for the
and prosper. hammer. Other forms he chooses in-
clude a beautiful elven maiden named
Verminaard’s face is concealed be- Evenstar (T’holoth) Serinda, a galeb duhr, an eagle, a
hind the grotesque mask of a Dragon pony-sized dog, an Aghar, and a pini-
Highlord—a vicious, almost machine- Ancient, Huge Gold Dragon cus. If attacked by tomb robbers, he
like visor that has a pair of wicked assumes the form of a wemic, but re-
horns curving from the forehead. He Lawful Good Hit Points 96 tains his gold dragon characteristics.
wears shiny blue plate mail and a bil- AC -8 Movement 12, Fl 42
lowing blue cape. Standing well over Evenstar, however, is not a fighter,
six feet tall, Verminaard presents an #AT 3 (C) but a poet and dreamer. He discharges
imposing image of evil. Damage 1d10+8/ his duty faithfully, testing all who seek
HD 20 1d10+8/6d6+8 the hammer until he finds those with
Verminaard is dedicated to the ruth- Fire & Gas Breath bravery and knowledge of the True
less destruction of good in all its THAC0 5 Gods. Then shall he be released, to re-
forms. No shred of conscience dis- Spell Use turn to his own people.
turbs him in his quest for power.
Spells: Fizban the Fabulous
He now controls all of the lands on
the Abanasinian peninsula from the Magical: 1st Level: dancing lights, grease Eccentric Mage, Level
Seeker kingdoms to the Plains of De- 2nd Level: pyrotechnics, stinking cloud
rgoth, and he works continually to ex- 3rd Level: phantasmal force, delude Unknown
tend his power. 4th Level: fire charm, illusionary wall
Fizban is a mage of indeterminate
Priest: 1st Level: cure light wounds level. He appears to be senile, but was
obviously once a wizard of great
Ember (Pyros) T’holoth was exiled by his people for power. He seems to lead a charmed
speaking out against an oath sworn by life. Although he always appears be-
Ancient, Huge Red Dragon all good dragons after the Cataclysm. fuddled and absent-minded, the
His punishment was to serve as the things Fizban does always turn out for
Chaotic Evil Hit Points 88 guardian of the hammer of Kharas un- the best—but never in the way ex-
AC -7 Movement 9, Fl 30 til an ancient prophecy was fulfilled: pected.

#AT 3 (C) “When the power of the gods re- Play Fizban for comic relief—even
Damage 1d10+8/ turns, then shall the hammer go forth to to his apparent death, which happens
HD 17 1d10+8/3d10+8 forge once again the freedom of in this adventure. His true nature and
Fire Breath THAC0 5 Krynn.” purpose will be revealed in future
Spell Use DRAGONLANCE® adventures.

116

Berem Everman patriarch of the Kytil clan, Thane and power to be feared.
prelate to the Hylar council. Fiercely Realgar has nine spells: affect normal
The Hunter loyal to his people, Arman is a dwarf
with a vision and looks forward to the fires, blink, charm person, ESP invisibil-
5th-Level Neutral Good Ranger day when his people can return to the ity, paralyzation, repulsion, shadow
light. magic, and wall of fog. He also has a cloak
Strength 12 intelligence 15 of protection and a rod of beguiling.
Dexterity 12 Wisdom 11 Even though his name means “sec-
Constitution 13 Charisma 13 ond” or “lesser” Kharas, he believes Rance, War Chieftain and Thane of the
THAC0 16 Hit Points 37 he is the true reincarnation of Kharas, Daergar, is an angry and vicious fighter
AC 10 Movement 12 greatest hero of the Hylar. He searches who plays dirty at every opportunity. He
for a way he can prove his legacy and is a dangerous dwarf, but his temper and
Immune to all fire, acid, poison, magic, become the first King of Thorbardin lack of control keep him from being the
disease, and petrification. Automatically in hundreds of years. leader he thinks he is. He has a fearsome
regenerates any form of damage at a rate war club, encrusted with teeth, that
of 1 hit point per round. Thanes of Thorbardin causes double damage. His strength is
18 (75).
Berem has a long, white beard and Once, a mighty king reigned over the
long, dirty hair. But beneath the con- nine dwarfrealms—now, the Council of Gneiss, leader of the Daewar, is a war
cealing whiskers is the face of a Thanes rules Thorbardin. Six Thanes sit chieftain who administers his realm with
middle-aged man. on the Council: Hornfel of the Hylar, a professional hand. He is calm and
Realgar of the Theiwar, Rance of the steady, but not an inspiring leader. His
Imbedded in Berem’s chest, hidden Daergar, Gneiss of the Dawear, Tufa of people admire and respect him, but do
by his beard, is a dull gray stone the the Klar, and Bluph of the Aghar. Three not love him.
size of a fist. It is this mysterious stone thrones have been taken from the Coun-
that gives him his great recuperative cil Hall: the throne of the Neidar (7th Tufa, Thane of the Klar, is a modest,
powers and makes him immortal. Kingdom), vacant since the Dwarfgate though respected man. He rules the Klar,
Wars; the throne of the Kingdom of the a tribe of hill dwarves inside Thorbardin.
Berem is nearly 400 years old, but Dead (8th Kingdom), which is considered Since the war with the Neidar, the Klar
he has been imprisoned away from to be a kingdom though without repre- are at the bottom of the dwarven caste
the world for so long that he has sentation; and the throne of the High system, considered fit only for the most
forgotten how to speak. Only slowly King, vacant since the time of Derkin. menial of work. He works to improve the
does his speech return. lot of the Klar. He is allied with Hornfel,
All the dwarfrealms agree that a strong but does not wish the Klar to be puppets
Berem serves a larger purpose in king is needed, but none can agree on of anyone.
the great scheme of things. For now, whom it should be. The Hylar and their
he should remain a mystery. allies seek a peaceful solution, but the Bluph, Thane and Highbluph of the
Theiwar and their allies seek victory by Aghar of Thorbardin, has great dignity
Arman Kharas whatever means they can. and feels himself destined to be the first
Aghar King of Thorbardin. Although ac-
7th-Level Lawful Neutral Dwarf Fighter The political division of the tually no less stupid than the average
dwarfrealms is as follows: the Hylar are Aghar, Bluph is considered to be a ge-
the oldest, the leaders. The Daewar and nius by his people. He is much-beloved
Aghar support them, and the Klar tend to and a great hero to the Aghar.
follow their lead. Against the Hylar are
Strength 16 Intelligence 11 the Theiwar and Daergar, both of the de-
Dexterity 10 Wisdom 6 rro race. Recently, the Theiwar were con-
Constitution 17 Charisma 9 tacted by agents of Verminaard, and an
THAC0 14 Hit Points 69 unholy alliance has sprung up between
AC 2 Movement 6 the derro races and the Dragon
Highlords. Each side plans to double-
Wears chain mail +2. Carries small cross the other at the first opportunity,
shield and footman’s mace. Also carries but Realgar is unaware that Verminaard
a miner’s pack with 100 feet of rope, can control him.
hammer and chisels, sand, 12 spikes, a
diamond (10 stl), a water skin, and iron Hornfel, Thane and prelate of the Hy-
rations. lar, is the father of Arman Kharas, and is
loved by his people. He is a cautious
A coarse black beard falls to the mid- leader and a veteran of wars. He is con-
dle of Arman’s muscular chest. A vinced that the days of dwarven isolation
braid marking noble blood hangs must end, and that Thorbardin must
from beneath a leather skullcap to the open its doors to the outside.
right of his troubled face. His features
are worn, but the fire in his dark eyes Realgar, a derro savant, believes him-
shines brightly. His left hand is cal- self destined to become King of Thor-
loused and bruised and his thumb is bardin, and he pursues his goal with all
scarred. Over his armor he wears a available means. His alliance with Vermi-
leather jerkin tied at his knees. naard is only the latest vehicle for his am-
bition. He wants the dwarves to become a
Arman Kharas is the son of Hornfel,

117

Blue Crystal Staff stack together. Each of the plates is ruption against undead and creatures
engraved on both sides. from the netherworld. It turns un-
(The Crystal of Mishakal) dead as a 12th-level priest.
Anyone of Lawful or Neutral Good
This staff is carved from a single alignment may examine the disks. This artifact is intelligent (Int 11,
piece of blue crystal. It is about five Others suffer 4d6 points of damage Ego 11), and can control anyone who
feet long and has a two-inch- each time they try to touch or read touches it if their Intelligence and
diameter shaft. The ornamentally the disks. Wisdom scores total less than 22.
bladed head of the staff bears a gem
in its center. Priests who read this book gain It has the following special abili-
knowledge of the True Gods of good: ties, at 20th-level of magic use:
Although Riverwind does not re- Paladine (rulership), Majere (medita-
member, a manifestation of the god- tion and control), Kiri-Jolith (war and Detects evil as a paladin.
dess Mishakal gave him the staff. It is battle), Mishakal (healing), Habba- Gives wielder immunity to fear,
an intelligent artifact of Lawful Good kuk (seas and animals), and Bran- both normal and magical.
alignment with an Ego of 10. It can chala (elves, forests, and music). Cannot be affected by 1st- to 4th-
be used only by those of its align- level magic.
ment; others who try to wield it suffer Any priest who worships these It can cast prayer once per day.
4d6 points of electrical damage. gods may receive spells as per stand- It provides protection from normal
(Though a Lawful Good person may ard AD&D® game rules. The book missiles once per day.
then wield the staff to heal the dam- tells how to worship these gods and It can act as a potion of fire giant
age it caused.) The staff has the fol- gain true priest abilities. strength once per day.
lowing powers: It can cure serious wounds once
The Hammer of Kharas per day.
Strikes as a staff of striking (1d3 It can inspire magical awe in all
charges per use) The hammer of Kharas is a mighty ar- dwarves and derro.
tifact. It is the only hammer that can The hammer chooses when to acti-
Casts any of the following priest forge a dragonlance, and it is impor- vate any of its abilities.
spells (two charges per level of spell tant to the ultimate success of the he-
cast): roes. It is vital that this artifact not Helm of Griffon Mane
remain in the hands of the heroes! It
1st Level: command, cure fight must end up in the hands of Hornfel, Discovered by Tasslehoff in the ruins
wounds, remove fear Thane of the Hylar and father of Ar- of Xak Tsaroth, the helm was given
3rd Level: continual light, cure man Kharas. to Flint. It is of dwarven make and fits
blindness, cure disease, remove only dwarves. It is decorated with a
curse The hammer appears to be a war horse’s mane. Since Flint has always
5th Level: cure critical wounds, hammer +2, but twice normal size. It claimed that he is allergic to horses,
raise dead causes 2d4+2 points of damage on a he insists that the mane is from a grif-
7th Level: restoration, resurrec- successful hit. It cannot be lifted by a fon.
tion person with a Strength of less than
Teleports (at its own discretion, us- 12, and anyone with a Strength of The helm of griffon mane subtracts
ing 15 charges) less than 18/50 has a -2 penalty to 1 from the AC of any dwarf who
Deflects dragon breath in a 10’ ra- his attack roll. wears it.
dius (10 charges per use)
The hammer acts as a mace of dis- Medallion of Faith
The staff holds up to 20 charges at a
time. It regains one charge per day When this relic is first found, it is
from the combined influences of known to have only one power: To
Krynn’s three moons, but it can be re- create another medallion when a
charged immediately and com- good priest enters the worship of the
pletely at the statue of Mishakal (area True Gods.
46b). Once the PCs complete the
quest for the disks of Mishakal, the It has other powers that are un-
staff becomes part of the statue known to the PCs at first, but the DM
again. may reveal each when the need
arises. A power may be revealed
The Disks of Mishakal through divine guidance, a dream,
an omen, or any other method the
These are platinum disks 18 inches DM can think of.
in diameter. Each disk is 1/16 inch
thick. There are 160 of these plates Bless — Once per day.
in all. A bolt passes through one side Protection, 10’ radius—Once per
of the plates, allowing each to swivel day, lasts as long as the priest con-
out and be viewed while keeping the centrates.
Slow Poison — As long as the me-

118

dallion is worn, it will sustain a poison
victim in a semi-comatose state for
up to one day.

Detect Evil — The medallion glows
a pale blue and chimes when
touched to an evil object or person.

Staff of Magius

This item is useable only by mages.
The first set of abilities is known to
the user automatically. The second
set may be discovered when casting
certain spells.

The staff functions as a ring of pro-
tection +3. It can strike as a +2 mag-
ical weapon and causes 1d8+2
points of damage. Once per day it
can invoke a feather fall and a contin-
ual light spell.

In the hands of a mage of 6th level
or higher, the staff of Magius can en-
hance spells cast by the mage. It dou-
bles the duration of spells involving
light, air, or mind influence. It main-
tains spells that require concentra-
tion for one round after
concentration ends. It also adds +2
points of damage per die to any spell
cast.

Tika’s Ring

To Tika, this ring (worn on a neck-
lace) is but a memento of her father.
She has not yet discovered its true
uses. In times of stress, she slips on
the ring, asking her father for guid-
ance. Unbeknownst to Tika, this acti-
vates the ring.

This is both a ring ofprotection +2
and a ring of fire resistance.

Wyrmslayer

This two-handed sword +1 causes
double normal damage when used
against a dragon or draconian. It is
immune to the imprisoning effect
that occurs when a Baaz turns to
stone. Whoever holds Wyrmslayer by
the hilt gains a +3 bonus to all sav-
ing throws vs. breath weapons and
against any spells cast by dragons or
draconians.

Wyrmslayer has a drawback, in
that it emits a loud buzzing noise
when within 30 feet of a dragon (not a
draconian). This buzzing always
wakes a sleeping dragon.

119

In addition to the set encounters and Chapter 1 - Chapter 4 Chapter 5 - Chapter 10
events in this adventure, the follow-
ing random encounters can occur at Table 1: Encounter Checks Table 1: Encounter Checks
the DM’s discretion. You can alter the
frequency if you choose, or omit Area Check Range
them altogether if the party is seri- Town
ously weakened. Properly run, ran- Plains 1/3 Turns 1d6 Area Check Range
dom encounters can add flavor and Forest 1/3 Turns 1d4
excitement to the game. HilIs/Mtns 1/6 Hours 1d12+2 Town 1/3 Turns 1d8+2
Marsh Ruins 1/6 Hours 1d8+6
Use the following sets of tables to Ruins 1/4 Hours 1d12+3 Plains 1/4 Hours 1d8 + 8
set up random encounters. Each set Darken Mountains 1/3 Turns 1d4+15
of tables is to be used with a certain Wood 1/6 Hours 1d12+6 Sla-Mori
part of the adventure (listed accord- Pax 1/3 Turns 1d6+19
ing to chapter numbers). Within each 1/3 Hours 1d12 + 12 Tharkas
set of tables, Table 1 contains a list of
all the areas that might be explored 1/3 Turns 1d12+10
during that part of the adventure.
Next to each area is a column labeled 1/3 Turns 2 d 4 + 2 3
“Check.” This shows how often you
should check to see if a random Table 2: Creatures Table 2: Creatures
encounter occurs in that area. For
example, “1/3 Hours” means that 1. 3d10 Townsmen 1. 2d6 Townsmen
you should roll a random encounter 2. 3d4 Baaz 2. 2d4 Baaz
check once every three game hours 3. 1d10 Plainsmen 3. 1d4 Wild Dogs
when in that area. Roll 1d10; if the re- 4. 1d4 Elves 4. 2d6 Kapaks
sult is a 1, a random encounter takes 5. 2d10 Townsmen 5. 3d6 Goblins
place. 6. 1d6 Holy Guardians 6. 2d12 Giant Centipedes
7. The White Stag 7. 266 Baaz
Next look under the column la- 8. 2d4 Giant Eagles 8. 3d6 Hobgoblins
beled “Range.” Roll the die listed and 9. 1d4 Giant Boars 9. 1 Wyvern
add the modifier (if any) beside it. 10. 4d4 Wild Dogs 10. 1d3 Trolls
Then look on Table 2 to find the ran- 11. 1d10 Baaz 11. 3d10 Elk
dom encounter that corresponds to 12. 1d8 Bozaks 12. 1d6 Wights
that number. The statistics for each 13. 1d12 Huge Spiders 13. 2d4 Dire Wolves
creature are listed on the Combined 14. 2d6 Ogres 14. 1d3 Griffons
Monster Statistics Chart on the in- 15. 2d6 Wraiths 15. 1d6 Giant Rams
side cover of this adventure. 16. 2d4 Trolls 16. 2d10 Zombies
17. 1d3 Will o’wisps 17. 2d4 Carrion Crawlers
18. 1d6 Poisonous Snakes 18. 1 Wraith
19. Khisanth 19. 2d6 Soldier Bees
20. 1d10 Bozaks 20. 2d6 Baaz
21. 1 Catoblepas 21. 2d4 Kapaks
22. 1d10 Black Dragon Hatchlings 22. 3d4 Hobgoblins
23. 1d6 Poisonous Snakes 23. 3d8 Goblins
24. 2d6 Wraiths 24. 2d4 War Dogs
25. 1d12 Griffons 25. 1d4 Aghar Dwarves
26. 1d6 Treants
27. 2d4 Satyrs

28. 1d12 Centaurs
29. 1 Brownie
30. 10d10 Sprites
31. 1 Sylph

120

Chapter 14 - Chapter 18

Chapter 11 - Chapter 13 Table 1: Encounter Checks

Area Check Range
Dergoth
Table 1: Encounter Checks Plains

Area Check Range 1/4 Hours 1d8

Mountains 1/3 Hours 1d10 Hylar 1d6+6
Kingdom 2/Hour
Hopeful

Vale 1/3 Hours 1d10+1 Empty 1/4 Hours 1 d 6 + 8
Halls
Dergoth
Warrens 1/2 Hours 1d10+11
Plains 1/4 Hours 1d10+7
Dark
Skullcap 1/3 Turns 1 d 1 0 + 1 4
Realms 1/3 Hours 1d10+18
Steam
Valley of
Tunnels 1/4 Turns 1 d 1 0 + 2 1
the Thanes 1/2 Hours 1 d 6 + 2 6

Table 2: Creatures Table 2: Creatures

1. The White Stag 1. 1d12 Neidar Dwarves
2. 1d20 Giant Eagles
2. 2d4 Bozaks 3. 1d4 Elk
3. 2d6 Kapaks 4. 1d3 Cave Bears
4. 2d4 Hunters (Men) 5. 1d6 Dire Wolves
6. The White Stag
5. 3d4 Ogres 7. 1d12 Neidar Dwarves
6. 2d8 Wolves 8. 1d12 Neidar Dwarves
7. 2d6 Warthogs 9. 2d20 Bandits (Men)
8. 3d10 Hylar Dwarves 10. 1d3 Snow Leopards
9. 3d6 Hylar Dwarves 11. 2d4 Winter Wolves
10. 1d10 Aghar Dwarves 12. 2d10 Baaz
11. 1d3 Giant Badgers 13. 2d10 Ogres
14. 3d6 Wolves
12. 1 Galeb Duhr 15. 1 Ghost
13. 2d4 Giant Spiders 16. 1 Ghast
14. 4d6 Theiwar Dwarves 15. 1d4 Vi- 17. 2d10 Shadows
18. 1 Spectre
olet Fungi 19. 2d4 War Dogs
16. 2d4 Ropers 20. 1d4 Wraiths
17. 1d4 Deadly Puddings (Dun) 21. 2d10 Aghar Dwarves
22. 1d4 Violet Fungi
18. 1d4 Giant Slugs 23. 2d10 Kender Prisoners
19. 2d10 Cave Crickets 24. 1d3 Green Slime
20. 2d4 Klar Dwarves 25. 4d10 Giant Rats
26. 3d6 Piercers
21. 1 Cave Cricket 27. 2d4 Shriekers
22. 1 Kender (Lost) 28. 1 Giant Slug
23. 1 Lamia Noble 29. 2d10 Aghar Dwarves
30. 2d10 Aghar Dwarves
24. 3d4 Ogres 31. 2d10 Aghar Dwarves
25. 1 Ettin
26. 2d4 Wild Dogs
27. 5d6 Skeletons
28. 1 Subterranean Lizard
29. 3d4 Giant Vultures

30. 1d8 Ghasts
31. 1d3 Mummies
32. 1 Spectre

121

Draconians Baaz are often encountered in dis- Kapaks
guise. They conceal their wings un-
Draconians, or dragonmen, are the der robes and, wearing large hoods Kapaks are distinguished by their
special troops of the Dragon and masks, pass though civilized venomous saliva. They often lick
Highlords. they are more predictable lands as spies. their weapons before attacking.
than humans and more apt to follow
orders than the ogres and goblins When a Baaz reaches 0 hit points, Kapaks are larger than Baaz, and
that make up the bulk of the army. it turns into a stone statue. the per- they often bully and abuse their
Draconians are not affected by son who struck the death blow must smaller cousins. Because of the Kap-
dragon awe, indeed they seem to roll a successful Dexterity check aks’ venomous nature, the Dragon
seek out evil dragons. (with a -3 penalty) or his weapon is Highlords employ them as assassins
stuck in the statue. The statue crum- as well as combat troops. Kapaks are
Draconians move either by walk- bles to dust in 1d4 rounds, freeing sly and conniving, seeking to lure
ing upright, gliding down from the weapon. The Baaz’s weapon can prey into traps and tripping foes to
heights (for a distance four times be picked up. gain an advantage.
greater than the launching height),
or running on all fours while flapping The paralysis induced by a Kap-
their wings. This latter form of move- ak’s poison lasts for 2d6 turns if the
ment is their fastest, and it kicks up victim fails his saving throw vs. poi-
an intimidating dust cloud on the son. Weapons licked with poison re-
battle field. main poisoned for only three rounds.

While units of draconians are often When a Kapak reaches 0 hit
found in evil human armies, they re- points, its body instantly dissolves
main aloof from other races. They into a ten-foot-wide pool of acid. All
answer directly to Takhisis, the within this area suffer 1d8 points of
Queen of Darkness, regardless of the damage each round they remain in
command structure of the army they the pool. The acid evaporates in 1d6
are in. rounds. All items the Kapak was car-
rying are useless.
The statistics for the three types of
draconians encountered thus far are
in the Combined Monster Statistics
Chart on the inside cover of this ad-
venture.

Bozaks

Bozaks are magic wielders, able to
cast spells as 4th-level mages. They
are cruel and cunning warriors, spar-
ing a life only if it directly benefits
them. Their favorite spells are burn-
ing hands, enlarge, magic missile,
shocking grasp, invisibility, levitate,
stinking cloud, and web.

When a Bozak reaches 0 hit points,
its scaly flesh shrivels and crumbles
from its bones in a cloud of dust.
Then the bones explode, causing 1d6
points of damage to all within ten
feet (no saving throw).

Baaz

Baaz are the smallest and most plen-
tiful of all draconians. They are the
Dragon Highlords’ common ground
troops. At the bottom of the dracon-
ian social order, Baaz often tend to
chaotic in nature and self-serving
when they can get away with it.

122

The Dwarves of leave the leadership of Thorbardin to The Klar
the Hylar, but they take an active in-
Thorbardin terest in public safety and public The Klar are hill dwarves who lived
works projects. inside Thorbardin at the time if the
There are seven major races of Dwarfgate Wars. Following the wars,
dwarves in the lands of Krynn: the The Daergar the Klar were deprived of property
Hylar, the Theiwar, the Daewar, the and persecuted terribly for their sup-
Daergar, the Neidar, the Klar, and the The Daergar are derro who split off posed sympathy for the Neidar (in
Aghar. from the Theiwar many hundreds of fact, many Klar fought with bravery
years ago. Their culture has flour- in the war). Now they serve the
The Hylar ished, and now they are powerful in wealthy dwarves of Thorbardin in
Thorbardin. They are, if possible, menial roles. After centuries of suf-
The Hylar are mountain dwarves, the even more evil and dangerous than fering, they long for someone to de-
oldest and most noble of the dwar- their Theiwar cousins, favoring mur- liver them from their plight.
ven races of Thorbardin. Most of the der, torture, and thievery to get their
great dwarven kings have been Hylar, way. Their leader is always the most The Aghar
including both Derkin and Kharas. powerful warrior of the Daergar king-
Even in the dark days since the Cata- dom, “elected” in a bloody combat The ludicrous Aghar, or gully
clysm, the Hylar retain great influ- against all rivals. dwarves, are the lowest members of
ence. Most Hylar live in the famous the dwarven caste system. Other
Life-Tree, an incredible feat of dwar- The Neidar dwarves and humans find them com-
ven engineering. The Hylar invented ical for their stupidity (few can count
many of the mechanical devices for The Neidar are the hill dwarves who higher than two) and their incredible
which the dwarves are justly famous. lived outside Thorbardin at the time egos. They work at dirty, menial
of the Cataclysm. Based on old trea- tasks, but that is all they are qualified
The Theiwar ties, they felt they had the right to to do.
seek refuge in the underground king-
The Theiwar are derro, a strange, de- dom, but Thorbardin could not ab- The Kingdom of the Dead
generate dwarven race. They hate sorb all the Neidar. Thus came about
light and suffer from nausea in sun- the tragic Dwarfgate Wars, which pit- The dwarves venerate their dead,
light. Nevertheless, their dreams are ted cousin against cousin. Hatred be- and they consider the kingdom of
of world conquest and domination. tween the Neidar and the dwarves of the dead to be the eighth kingdom of
Of the dwarven races, they are the Thorbardin continues to this day. Thorbardin. This has little practical
most concerned with spells and effect on politics, as you might ex-
magic—most of their leaders are sa- pect, but it says a lot about dwarven
vants with spellcasting powers. thinking on the afterlife. Dwarves
use a variety of divination methods
The Theiwar consider themselves to speak with their ancestors—some
the highest of the dwarven king- are valid and work fairly well, but
doms, and they seek to wrest leader- others are merely superstitious non-
ship of Thorbardin away from the sense.
Hylar. They look forward to winning
by whatever means are closest to The High King
hand.
The last dwarven kingdom is that of
The Daewar the High King of the Dwarves. The
high throne has been vacant since
The Daewar are mountain dwarves, the days of Derkin. No one has yet
like the Hylar. They are justly re- managed to claim it, though many
spected, and many important lead-
ers have come from their midst. The
Daewar are great soldiers, and they
were a t t h e f o r e f r o n t i n the
Dwarfgate Wars. In peacetime, they

123

Fireshadow but a mace of disruption affects it as a them. The weapons and the spectral
vampire. The hammer of Kharas de- minions disappear if the minions’
The Combined Monster Statistics stroys a fireshadow on a successful vows or quests are fulfilled or if a
Chart, on the inside cover of this ad- hit. spell is cast to remove their curse.
venture, contains the statistics for
these dreaded creatures. Fireshadows are immune to fire- Spectral minions appear as they
based attacks. The dark flame did in life, but they are almost trans-
Fireshadows are creatures from causes 1d6 points of damage to all parent. While spectral minions are
the lower planes. They can be sum- within ten feet (no saving throw, but hard to tell apart, they seem to fall
moned by an evil priest of 8th level or fire-resistance effects apply). into distinct categories.
higher, with the permission of his de-
ity. The fireshadow’s most feared en- Guardians: These minions were
emy is the light of day, which will de- quested to guard some area or ob-
Fireshadows are made of dark, stroy it within 1d4 rounds. ject. Usually they require only a pass-
cold, green flame. they can assume word or signal to allow a person to
any shape specified by their sum- Spectral Minions pass safely. Unfortunately, everyone
moners. who knew the password is usually
The statistics for spectral minions long since dead. Guardians are al-
The dark flame works like green are given in the Combined Monster ways honest and good spirits endeav-
slime: It converts flesh to dark flame Statistics Chart on the inside cover of oring to complete their assigned
on contact at the rate of 1d8 hit this adventure. task. Once the password is given,
points per round. The spread of dark they are freed of their responsibility.
flame on flesh can be stopped by a Spectral minions are the spirits of
cure spell or by holy water (cures 1d6 humans or demihumans who died Philosophers: Philosophers love
+ 1 points per vial). before they could fulfill powerful libraries and books. They can spend
vows or quests. Even in death, spec- decades studying the nuances of a
If a begin is completely converted tral minions are bound to the vows or single book. They usually attack an
to dark flame, the fireshadow can ab- quests placed upon them when they intruder only if their honesty is ques-
sorb it or control it as a smaller were alive. Every day they must re- tioned. Philosophers can be of any
fireshadow with the statistics the live the events leading to their alignment. Often they are found in
creature had before conversion. Ab- deaths, trying to fulfill their mis- groups of two or more, engaged in
sorption restores 1d20 points of sions. heated debates.
damage to the creature.
Outdoors, spectral minions must
The fireshadow has a special at- stay within 1,000 yards of where they
tack called the ray of oblivion. Every died. Indoors, they must stay in the
other round it can use this ray to in- corridor or room in which they met
flict 16 points of damage to all in the death. On very rare occasions, when
area of effect. A successful saving the quest was to perform an act over
throw vs. breath weapon will cut the an area, they are free to roam within
damage in half. If this damage slays a the area.
target, its body is disintegrated. The
ray is five feet wide and 130 feet Spectral minions can inflict dam-
long, and it comes from the crea- age only if they died holding weap-
ture’s mouth. ons. Such weapons become part of

A fireshadow cannot be turned,

124

Sing verses 1,2 and chorus then sing verses 3,4,5, and chorus

3). The grasslands are fading, 4). The grasslands are fragile, 5). The grasslands are faded,
The summer wind dies, As yellow as flame, And autumn is here.

He comes back, the darkness The chieftain makes mockery The girl joins her lover,
Of stones in his eyes, Of Riverwind’s claim, The stones whistle near,

He carries a blue staff He orders the people The staff flares in blue light
As bright as a glacier: To stone the young warrior: And both of them vanish:
The grasslands are fading, the summer winds die. The grasslands are fragile, as yellow as flame. The grasslands have faded, and autumn is here.

125

126

the Song of kharas

Three were the thoughts of Then was Kharas among us, But the stalwart in heart is
those in Thorbardin the Keeper of Kings, strong as a stone,
In the dark after Dergoth when The Hand on the Hammer, And bold and unbending his
the ogres danced. Arm of the Hylar. mind to the better:
One was the lost light, the At the gleaming grave site of The Hammer of Hylar was firm
limping darkness gold and garnet in the halls.
In the caves of the kingdom Three sons of the thane he Denying all discord, all doubt
where light crumbles. buried thereunder. and division,
One the despair of the While Derkin saw dark upon He turned from intrigue, from
Dwarfthane Derkin dark in the runnels, the wild tunnels,
Gone to the gloom of the Out to the open, one oath
tower of Glory. In the halls of the nation saw swearing
One the world, weary and nooses and knives, That time nor treachery shall
wounded ever tarnish
Down to the deep of the Killers and kingmakers came The Hammers return in a time
Darkling’s waters. to Kharas of great troubles.
With agate and amethyst,
Under the heart of the Under the heart of the
highland, asking allegiance. highland,
Under the heart of the
Under the ceiling of Under the ceiling of
stone, highland. stone,
Under the wane of the Under the ceiling of Under the wane of the
world's glory, stone, world’s glory,
Home under home. Home under home.
Under the wane of the

world's glory,
Home under home.

127

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