Sunteți pe pagina 1din 38

Official Game Adventure

Dragons of Despair
by Tracy Hickman

TABLE OF CONTENTS PROLOGUE


THE TALE A massive chair floats amid soft white
The history unfolds, wherein the heroes join in the story of the world of Krynn. light. The gold of its delicately carved
frame gleams warmly. To the right of the
Chapter 1: The Road Travels East . . . . . . . . . . . , . . . . . . . . . . . . . . . . . . . . . . . . . 2 chair, an ornate stand strains beneath a
Wherein darkness spreads over the land, and your players move toward the ancient huge crystal globe. To the left of the
city chair, another stand holds a large book.
Chapter 2: Lost City of the Ancients . . . . . . . . . . . . . . . . . . . . . . . , . . . . . . . . 12 Between the stands, an old man in bril-
Xak Tsaroth, the great city, appears before you, swallowed by swamp. liant white robes nods on a glistening
Chapter 3: Descent into Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 throne. One hand rests on the globe,
Beneath the buildings of Xak Tsaroth lies the greater city and its lost glories. while the other lies poised on the book.
Chapter 4: Lair of the Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 The face looks as though the eyes
Khisanth herself, known also as Onyx, lies in the heart of the ruins, hoarding both closed only a moment ago. Yet the man
treasure and knowledge of the old ways. does not move, nor does the thoughtful
E p i l o g u e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 expression change. For this is Astinus
Here the curtain falls on this part of the epic. Yet the tale continues: here greater of Palanthus, Lorekeeper of the World.
deeds to come cast their shadows. Astinus ranges across the face of
the world, searching out the bravest
APPENDICES deeds of men, recording the acts of
Here are the tools of the story. That which is new is explained, as are encounters greatness otherwise left unsung. This is
by fate alone. the historians historian: Astinus is
there as history happens.
Appendix 1: Rate of Exchange Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Yet the man has never left this
Appendix 2: Treasures and Tomes . . . . . . . . . , . . . . . . . , . . . . . . . . . . . . . . . . . . 29 chair.
Appendix 3: Monsters and Men. . , . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 You, Dungeonmaster, are the spirit
Appendix 4: Random Encounter Tables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 of Astinus. You look upon your mortal
Appendix 5: Canticle of the Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 body and again bid it farewell. For the
greatest age in the history of this world
called Krynn is about to unfold. You
note its passage, walking unnoticed
among the greatest of heroes, seeing
history through the eyes of men and
Original Concept: Tracy Hickman creatures, good and evil, feeling what
Editor: Michael Williams they feel.
Design Staff: Tracy Hickman, Harold Johnson, Douglas Niles, Carl Smith, Now turn from the chair. Leave
Michael Williams your mortal self again. Take up your pol-
Product Design: Bruce Lewis, Elizabeth Riedel ished staff. Walk softly into the light.
Cover Art: Clyde Caldwell Remember all.
Interior Art: Jeff Easley
Cartographer: Diesel At the end of this book is the technical
Canticle by Tracy Hickman and Michael Williams information needed to play the adven-
Song by Tracy Hickman, Carl Smith, and Michael Williams ture. Refer to these sections to become
Special Thanks to Larry Elmore, Jeff Grubb, Gali Sanchez, Garry Spiegel, familiar with the new world of Krynn and
Dave Sutherland all of its wonders.

Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd.

Distributed to the toy and hobby trade by regional distributors.


Distributed in the United Kingdom by TSR (UK) Ltd.

This module is protected under the copyright laws of the United States of America. Any reproduction of other unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of TSR, Inc.

ADVANCED DUNGEONS & DRAGONS, AD&D, and PRODUCTS OF YOUR IMAGINATION are trademarks of TSR, Inc.

* 1984 TSR, Inc. All Rights Resewed.

TSR, Inc. TSR (UK) Ltd.


POB 756 The Mill, Rathmore Road
Lake Geneva, Cambridge CB 14AD
wi 53147 United Kingdom
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION
Printed in U.S.A.
ISBN 0-88038-086-l 9130

Permission granted to photocopy or


print this product for personal use.
Chapter 1: The Road Travels East
Dragons of Despair is the first in the epic the true gods in search of other, less demand- However, if your players insist on bring-
DRAGONLANCE series of modules. You ing gods (which do not exist). These pseudo- ing other characters into this game, review
may play this module by itself or as part of the clerics use the same combat table as true clerics them carefully and keep in mind the differ-
grand DRAGONLANCE campaign. but have no spell abilities. PC clerics brought ences mentioned in this prologue.
Dragons of Despair is designed for a into Krynn from other campaigns lose their All PC elves are Qualinesti Elves in this
party of 6-8 player characters, levels 4-6. spell-casting abilities at once. Never fear: it is world. Other kinds of elves exist, but they
Encourage a good balance of character classes the goal of this adventure to regain these abili- come into the DRAGONLANCE story in later
in the party the adventure demands the ties. modules.
skills of each class. The equivalent of a halfling in this world
DRAGONLANCE contains a story. Play- 3. No dragons have existed in Krynn for over is called a Kender. Kender look like wizened
ers generally will spend the first part of their 1000 years. As a result, most people in this 14-year-olds and, unlike halflings, they wear
play gathering information about their quest. world smile when dragons are mentioned, shoes. These folk have two special abilities (in
This information will direct them to the believing they are only folktales to frighten addition to the usual halfling abilities):
sunken city of Xak Tsaroth, where the dun- children. Few believe that dragons ever did
geon part of the adventure takes place. exist; almost nobody believes that they exist 1. Taunt. Any creature the Kender taunts
Much about the world of Krynn will be now. must save vs. Spells or attack wildly at once
new to both you and your players. There are for 1-10 rounds at a -2 penalty to hit and a
three important differences between standard Your adventures in Krynn begin with Event 1 +2 penalty to their armor class. Kender are
AD&D campaigns and this universe: below. As the world and history open before masters at enraging others by verbal abuse.
them, PCs face events (keyed to times) or
encounters (keyed to places). Events and 2. Fearlessness. Kender are immune to fear,
1. Gold has no value in this world. Each place
encounters will confront them at all stages of either magical or non-magical. They are,
has its own currency and its own values for
the adventure, and more than likely lead however, curious about everything: a ten-
trade (these are explained in Appendix 1).
them to Xak Tsaroth (area 44) and an under- dency that often gets them into trouble.
What one country values may be worthless in
standing of their important quest.
another.
Players may wish to use PCs from the The text of the module refers to player
DRAGONLANCE story, detailed on character characters in various shorthand forms: PCs,
2. Clerical spells have not existed for nearly cards in the center of the module. It is gener- adventurers and/or heroes. Read boxed text
300 years. Some people still call themselves ally an advantage for players to use these char- sections aloud to your players.
clerics, still belong to worshipful orders; how- acters rather than bring their own into the Welcome to Krynn, and to the fantastic
ever, all of these have turned their backs on campaign. world of DRAGONLANCE!

3
Events If the players are using the characters provided Left to Toedes business, the hobgoblins
in the center of this module, they should now attack. Any who are captured know only that
As opposed to encounters, which take place in read aloud the backgrounds written on the they were ordered to search the road at night
specific areas, events take place at specific backs of their character cards. Notice that and find a blue crystal staff.
times. They may happen anywhere unless Goldmoon does not begin the game with the When the combat is finished, proceed
stated otherwise. The first event begins your party, but joins them shortly. Players choosing with the adventure. By now, the PCs are on
adventure, then each follows at its stated time to play their own characters have no stories to the road east of Solace (area 1).
in the sequence below. tell.
After each player reads his background Event 2: Goldmoon Found. Roll 1d4. The
Event 1: The Adventure Begins. Your players run the following encounter: result indicates how many encounters after the
stand at the location marked X on the Wil- beginning of the game this event takes place.
derness Map. Begin by relating the following None of you have found any sign of true
to them: clerics through all your travels. Suddenly, soft music begins. Its source is a
The bushes to your left rustle. Sud- slim, beautiful girl. Lyre in hand, she
The air surges fierce and sweet, carrying denly, dark shapes scurry from the woods slides gracefully to sit; nearby, a large
the clear musk smell of the woodlands. on both sides of the road. Their yellow- plainsman raises a flute to his lips.
The soft murmur of stirring leaves, of green skin pales against their heavy black The girls eyes are a bright sky blue,
insects, and of small animals fills the land- armor; their twisted faces glare from the her skin a buttery tan. Most striking of all is
scape. The clear highland sky blushes with evening darkness. They crouch in a large the flowing white gold of her hair. Plush
the end of day and fades into starry sleep. circle about you, well beyond sword range. white furs trim her woven cape. A single
This is home. A stout pony struggles up onto the feather folds back along the right side of
From this rock outcropping the valley road, sagging beneath a flabby figure her head.
below seems peaceful, untouched. Dense much the same, although larger, than Her voice clear as winter air, she
forests of pine carpet the mountainsides, those who surround you. The pony rider begins to sing . . .
varied only by thick aspen woods. The suddenly turns his head toward you and
mountains, deep blue in the distance, cir- yells, Onyx demands the blue crystal
The Song of Riverwind is in the center of this
cle the valley floor and form a soft high- staff! Forfeit the staff now or die!
module. If Goldmoon is a PC in the adven-
land bowl.
ture, have the player read the lyrics aloud or, if
It is a wonder that any beautiful
Fewmaster Toede (Hobgoblin Lord). AL he or she has natural minstrel abilities, sing
places are left in the world. Before the Cat-
LE; MV 12; hp 22; HD 4; #AT 1; Dmg 1- them with the music provided.
aclysm, the days were calm and ordered;
6; can leap up to 30 If any PCs present at the event have taken
nothing was unexpected. Now the world is
any damage from previous combat, a strange
changed: its change has taught two great
10 Hobgoblins [Advanced Troop]. AL LE; thing happens: a crystal staff falls from a fold
lessons.
MV 9; hp 2, 3x3, 5, 3x6, 7,9; AC 5; HD in Goldmoons robe, rolls over to the injured
First, no beauty not even that in
1+1; #AT 1; Dmg 1-8 PCs, and heals their damage (see Treasures
this valley is safe. All the riches of the
and Tomes for the limits and effects of the
past could not protect the ancient peoples.
Toede waits for no reply from the party: he has staff). If no PCs have taken damage, then
Gold has no value in the world now: it is
no intention of granting mercy. Roughly turn- Goldmoon will simply put her lyre away in her
too soft for swords or armor. Steel is the
ing his swaybacked pony, he shouts, Destroy pack and, standing, draw forth the staff.
most valued metal of all, though each
them and bring the staff to me! then gallops If Goldmoon is a PC, her player may now
small kingdom has its own currency and
into the woods. take over the character and join the rest of the
exchange.
PCs. When she joins the party, her player
Secondly, no magic lasts forever: true
should read the back of her character card.
clerics cannot be found, nor have clerics
Then, as Riverwind offers his background,
with miraculous powers been known to
you should read the back of his character card
exist since the time of the Cataclysm
to your players. If no one plays Goldmoon,
nearly 300 years ago.
she will follow Riverwind (who is always an
Five years ago, you and your friends
NPC) and be an NPC herself for the rest of
parted to search for a true cleric. Tonight,
this module.
you meet on the road to Solace Town and
Unless the party takes some action to join
with Goldmoon and Riverwind, they gather
their belongings, bow to their audience, and
leave. If players avoid Goldmoon and
Riverwind, they may meet them again in
Event 3.

Event 3: Goldmoon Seen Again. If Gold-


moon does not join the party in Event 2, the
PCs may still meet her later. Roll 1d6 every
game day, adding 1 to the number for each
day Goldmoon does not meet the heroes.
When the result is 6 or more, the PCs glimpse
Goldmoon and Riverwind in the distance
sometime during the day. The strange musi-

4
cians will pause, nod, and give the PCs a Around 500 people live in Solace, not count- Otik Sandath (Innkeeper). AL LN; MV
chance to meet them. ing the farmers of the outlying fields. The 12; AC 10; HD 1; hp 6; #AT 1; Dmg 1-4
town is built entirely in the huge boughs of
Tika Wayland (Barmaid). AL NG; MV
Event 4: Reading of the Canticle. On one of mature Vallenwood trees. These trees grow to
12; hp 16; AC 9; HD 3; #AT 1; Dmg 1-6
the nights the party is camped (your choice), their full size very quickly.
(with pan)
pass around the Canticle of the Dragon found Solace is primarily a farming community.
at the end of this book. As though around the It has no local government but is ruled by the 5 Townspeople. AL var.; MV 12; hp 3, 4,
campfire, have each player read one verse Theocracy of Seekers from their central city of 5, 2x8; AC 10; HD 1; #AT 1; Dmg 1-4
aloud, from first verse to last, until they finish Haven, some three days journey to the west.
The people in the Inn all speak in low hushed
the poem. As in all Seeker communities, Solace uses the
tones. Any NPC the PCs approach will react
Emas exchange system for money as well as
friendly 50% of the time. Each will reveal the
Event 5: All Winds Turn Cold. On the fourth trading in goods. Precious metals, other than
following if questioned:
morning after the adventure begins, a chill silver, have no use here: bricks of gold may
The barkeeper: A magical staff! I bet it
breeze begins to blow from the north. prop open doors or hold down papers.
was forged by demons from the terrible
All services that adventurers expect from
Darken Woods. There are terrible mysteries in
Event 6: Thunderclouds. During the fifth a town of this size are available for reasonable
that place, there are! Och, what an evil
game day, thunderclouds hover angrily to the rates. The exception is smithwork: Theros
place.
west, south, and north of the party. Ironfeld, town smith, charges usual rates for
A man at a table: Hooded men have
work on iron items but, because steel is so
been in town asking about that staff! An evil
Event 7: The Dragonarmies March. Just after valuable, charges extra for weapons. (See
lot they were, too. I wonder if they were offer-
dusk on the fifth game night, the dragonar- Appendix 1 for trade values of steel and of
ing a reward.
mies begin to march and conquer all the lands Emas in this culture.) Because he works with
A man by the storyteller: A man of the
to the south; every 4 hours thereafter, one precious steel, Theros is the most respected
Holy Guard rode through two days ago asking
encounter area falls into their hands. Treat man in town.
about that staff. He said that anyone who had
areas that fall as Dragonlands (as area 43). In
1a. Inn of the Last Home it or had knowledge of it should make haste to
order to fall, an area must either border area
the Capital of Haven and meet at once with
43 to begin with or have bordered a captured Read the first description as the players
the Prelate of the Temple there but I cer-
area in the previous hour. The general trend of approach the Inn. Read the second if they
tainly do not want to get involved!
captured areas should direct the PCs toward enter. the third if the slavers are using the PCs
The Old Storyteller: I foresee great and
Xak Tsaroth (area 44). provided in the module.
terrible destiny in your eyes. There is a Blue
If PCs are in a captured area, they see the
Staff which you must return to Xak Tsaroth.
front lines of the draconian army approaching The Inn of the Last Home rests cradled There, in but a few days hence, you shall face
at a movement rate of 9. This gives them the high in the boughs of a Vallenwood tree your greatest peril in contest for the greatest
chance to flee the army toward Xak Tsaroth. as do all the buildings here, for Solace is a gift given to man.
Two regions cannot be captured by the treetop town. Warm laughter tumbles A girl at a table: It was probably found
draconian army at this time: the Qualinesti from the Inn. The worn steps wind around in Darken Wood. I hear that the ruins there
Elflands (area 19) and the Darken Wood (22- the heavy trunk up to the familiar, carved are filled with wealth and dangers to
26). Theirs is another story, to be told in door. match. No one who has entered that place has
future DRAGONLANCE modules.
ever returned to tell the tale.
The Inn of the Last Home never changes. A boy dreams by the fire, I saw the
Encounters The polished wooden bar weaves about white stag up near Prayers Eye Peak just a few
several living branches. An old man weaves days ago! If only I could catch it. He who
Encounters are those episodes in the adven- stories in the corner and delights the crowd walks the paths of the white stag is blessed, I
ture which are keyed to areas on the map. gathered about him. The delicate windows hear tell.
These encounter areas are bordered by dotted of stained glass behind the bar are being
lines on the map. Think of them as a kind of polished by Otik Sandath, the barkeeper. 2. Crystalmir Lake
large dungeon room: whenever the PCs He turns and waves, smiling at you, and
cross the dotted border into an area, the desig- motions the barmaid in your direction. The blue of the autumn sky darkens on the
nated encounter takes place at once. Some The low murmur of voices fills the deep stillness of the lake. The soft forests
areas have the same number: this is to create a inn. The bartender turns thoughtfully to of giant Vallenwood border the serene
further sense of uncertainty as your players polish the glasses. At a far table, near the waters on the east, south, and west shores.
follow their journey across their unnumbered storyteller, a man and a woman sit together To the north, a patchwork of fields
map. If the PCs cross from one encounter area and speak quietly. Another man stands stretches toward the distant purple moun-
into one with the same number, simply repeat beside the now-silent storyteller while a tains.
the encounter. small boy stares thoughtfully into the fire.

1. Solace Township The barmaid steps toward you, smiles, and 3. Solace East Woods
shows you to a table. Something about her
A warm autumn breeze rustles the great seems familiar. The hair? The intelligent The huge Vallenwood trees tower above
Vallenwood trees of Solace. The great road glint of her eyes? Could this be Tika, the soft forest paths. Sunlight dapples the
that wanders through the trees blazes in little girl who swept the tavern floors a floor of the woods, and sparrows and squir-
the bright colors of autumn. The richly short five years ago? The Inn never rels quarrel overhead. The musty smell of
stained buildings of Solace rest cradled changes, but surely its people do. fallen leaves rises through the fragrance of
overhead in the boughs of the trees. late wildflowers.

5
4. New Haven Road of the party. It stays just ahead of the heroes, a they see it? How long ago? In whose hands? If
flashing white form in the undergrowth, until the adventurers reveal that they have the staff,
The Solace Stream sparkles beneath an it has led them through the crack in the mid- the draconian leader screams and reaches for
ancient stone bridge. Water tumbles out of dle of Prayers Eye Peak. After that, it bounds his weapon. On his scream, the robed draco-
the forest, over the rocks, and toward the at full speed into the Darken Wood (24). nians attack, limited to their lowest move-
Southpass that lies between the south Sen- The stag cannot be captured. If the ment rate (6) because their wings are bound.
tinel Peaks. West of the bridge, the road heroes kill it, dark thunderclouds form over- Once each round, a draconian may tear off his
splits in two, branching to the south and head. They hover above the party for 7 days, robes instead of attacking. Each has a 20%
the west. Both roads wind among the great during which time players must add +1 to their chance of doing this, which frees him to move
Vallenwoods, whose boughs form a bril- armor class. The body of the stag disappears. faster. The draconians try to force the party
liant autumn canopy over the roadway. back east down the road. If they can drive the
6. Twin Flat party into area 5, the draconians sound a
horn. If their comrades in area 4 are still alive,
Despite the apparent calm here, unfamiliar they sound their horn in answer, then rush to
creatures lurk among the trees near the fork in A clear mountain valley sprawls about. To
close the trap. All of these draconians fight to
the road. These are draconians, waiting for the northwest and southeast, thick Vallen-
the death trying to gain the staff.
their leader up the road (see area 6) to sound a woods flash yellow and scarlet against the
horn. They are so well concealed behind cut bright autumn sky. To the east shimmers 7. Jakanth Vale
branches that a PC would have to climb a tree the cool blue of the Crystalmir Lake. West-
to find them. Even then there is only a 30% ward, the valley enters a canyon rimmed Trails lead deeper into the woods, but even
chance of discovering them. If any draconian by granite cliffs. The valley floor itself con- at its edge an unnatural stillness has settled
is spotted, all of them attack, sounding a horn tinues to the northeast. on the place. The woods seem much the
and filling the woods with cold, rasping battle Some distance away, a group of hud-
same, but there is a subtle difference, a
cries. dled men pull a large cart slowly west down heaviness in the air. Even the insects are
the Haven road. They sway rhythmically. silent.
8 Baaz Draconians. AL LE; MV 6 [15] Coarse, heavy robes completely conceal
18; hp 3,6, 2x9, 10,2x12, 16; AC 4; HD their features.
2; #AT 1 or 2; Dmg 1-8 or 1-41 1-4; turn to Heavily wrapped feet have followed this trail a
stone and crumble apart on death short time ago. Following these tracks will
These forms are from 30-3000 (1d100xl0) lead the heroes to a campsite in a glade.
If your PCs spot the draconians and the attack away. They see the party at the same moment The campsite smells like burned hair.
takes place, the enemy glides from the Vallen- the party notices them. If the heroes dont Charred bones lie in the ashes of the fire pit.
wood trees and blocks the heroes retreat to approach, one of the figures points in their The grass has been stamped down around the
Solace. A distant horn blares in answer to their direction; another slowly walks toward the area.
battle call. The dragonmen fight to the death Party. Searching the area uncovers a bright sil-
in an attempt to destroy the party. ver bracer fitted with 4 gems (500 gpv each).
The hornblast is a warning to those dra- 1 Baas Draconian Leader. AL LE; MV Inside the band is engraved: Firehawk, war-
conians who follow this party not a call for 6[15]/18; hp 12; AC 4; HD 2; #AT 1 or rior of Que-Shu. Que-Shu Plainsmen can
aid. The dragonmen intend to remain dis- 2; Dmg 1-8 or 1-4/1-4; turn to stone and
identify this as the bracer of the warriors
guised or concealed while travelling the crumble on death whose task it is to defend the tribe. These
human lands. They are sure that soon their bands are forged around the warriors arms.
armies will swarm across these fields; for now, 10 Baaz Draconians. AL LE; M V 6 [ 1 5 ] Death alone removes them.
they are searching for the Crystal Staff, 18; hp 2, 3, 5, 6, 2x8, 2x9, 10, 11; AC 4;
although they do not know why. HD 2; #AT 1 or 2; Dmg 1-8 or 1-4/1-4; 8. Northfields
turn to stone and crumble on death
5. Prayers Eye Peak A sea of grain fields sweeps across the north
These are draconians in disguise. Hoods and flats. Stalks sag with ripened grain ready
black cloth masks cover their faces. Heavy for harvest. Yet nobody is around to har-
The flaming colors of fall surround you,
gloves shield their hands and thick leg wrap- vest the grains or tend the crops.
and an autumn breeze ripples through
pings cover their feet. Although it is autumn,
your hair. To the southwest, the white-
they seem a bit overdressed against the cold.
capped outline of Prayers Eye Peak soars in The few farm houses in the area seem to have
As his companions join him next to the
the distance. Barely visible from here, a been abandoned in a great hurry. The adven-
party, the leader speaks: Good day to you,
sharp crack splits the peak as though two turers have only a 20% chance per turn of dis-
travellers! Please pardon the questions of an
hands were pressed together. covering, here and there in the fields and
old cleric. Some days ago, our healing staff
was stolen from Xak Tsaroth. Now one of our some farm homes, signs of a fierce fight. Foot-
prints of draconians surround these marks of
While the party passes through this area, flock is dying, and we desperately need that
there is a 30% chance that one of its members struggle, but only those heroes who have met
item to bring our brother back to health. He
(determine randomly) will spot the White draconians can identify them, and then only
lies yonder in the back of the cart. Have you
Stag. If enemies pursue the heroes into this 60% of the time.
heard any word of a blue crystal staff?
area, this chance increases to 80%. Ail tracks lead east (to area 35).
If the heroes claim to know nothing
about the staff, the disguised leader signals 9. Nearfields
1 White Stag. AL LG; MV 24; hp 77; AC his comrades, who step aside and allow the
-5; HD 10; #AT 3; Dmg 1-12/1-6/1-6 party to pass. If the heroes suggest that they
Here, farmers and their workers tread
have seen or heard of the Blue Crystal Staff,
through fields of grain. The thick wheat
If it is spotted, the stag crashes through a tan- the draconian leader rattles off more ques-
falls richly before the flickering scythes.
gle of bushes and trees, emerging well ahead tions, his voice shaking slightly: Where did

6
10-20 Farmers. AL var; MV 12; AC 10; killed. Now were fleeing south to the capital,
HD 2; #AT 1; Dmg 1-6 to Haven. Surely from there we can get to hap- Six white towers rise from the foothills of
pier and safer country. the eastern mountains. Glistening with
The workers here seem a bit nervous and speak gold, they encircle the delicate architecture
with the PCs only 20% of the time. Good 16. Havens Vale of Haven. A long file of refugees chokes
luck on your way. We want no trouble, is all the road entering the citys main gate.
they say. Only 20% of the time will those who Dust swims on the highway, which
have spoken say more, and if they do, their stretches down the center of the plain. A
thoughts are almost as one: We dont know Read this description once inside Havens
stream of refugees shuffles and limps
what is going on, but people have been disap- gate:
southward toward the glistening, distant
pearing in the night from our camps and spires of Haven.
homes. Now we fear all strangers. What terri- The bases of delicate fluted pillars are cov-
ble devil has struck our homes? ered by a swarm of people. Every street
Refugees flee south down the road, stagger- surges with panic stricken refugees mill-
10. Sentinel Gap ing, occasionally squabbling over food. All of ing and crying beneath the ancient, serene
them are too busy or worried to speak with the
Walls of granite soar on either side of the PCs. Now and then, a contingent of Seeker
narrow canyon floor. A chilly breeze whis- Guards rides up and down the lines of refu-
tles and tumbles between the cliffs. gees trying to keep order (and looking for the The Lordcity of Haven is a glistening place of
Crystal Staff). white marble towers trimmed in gold. A low
wall, more decorative than protective, strings
11. Twin Peaks Vale 2-20 Refugees. AL var; MV 12; AC 8-10; together six spindly towers like a necklace
HD 1-3; #AT 1; Dmg 1-4 or 1-6 about the city.
The twin peaks, Tasin and Fasin, stand to City, however, is a misleading term for
either side of the Shadow Canyon All of these people have but a single thought:
Haven: its inner circle is only 1 mile across,
overlook the north road to the capital city to get to the city of Haven as fast as they can.
and only 3 miles across counting the homes
of Haven. In front of them, a lush moun- There they believe the Highseekers can guide
outside the wall. The normal population is
tain valley echoes with the sweet sound of them and grant them the protection of the only about 5.000.
the forest. Newgods. There they hope to be safe from the Almost all the services one might expect
invaders. All of the fields in this area are aban- in a town of this size are available: however,
doned. Occasionally, (10% chance per turn) a the ironsmith is in the direct employ of the
12. Shadow Canyon fight starts on the edge of a roadside field, as Highseekers and works only at their bidding.
2d20 refugee men scuffle over who shall steal
Seeker Emas are the coins of the city.
Solid granite cliffs vault high overhead, its crops or fruits.
Two areas may be of special interest to
forming walls that seem topless, casting Now and then (25% chance per game
adventurers in this city: the Steel Tankard
shadows into the crevasse which are broken hour) a troop of the Holy Guard passes. 50% Tavern (17a) and the Councilhall of
only for one hour each day at noon. The of the time these troops are going away from
Highseekers (l7b).
canyon floor is narrow but well traveled Haven.
The city overflows with refugees.
and clear.
1 Guardleader. AL CG; AC 2; MV 12; 2-20 Refugees. AL var; MV 12; AC 8-10;
HD 5; #AT 1; Dmg 1-8 HD 1-3; #AT 1; Dmg 1-4 or 1-6
13-15. North Seeker Reaches
10 Holy Guards. AL CG; AC 4; MV 12;
HD 4; #AT 1; Dmg 1-8 All of these people are close to panic; they
Green farmlands stretch between moun- have horror stories of the invaders to the
tain walls in a great valley. Farm houses
PCs have a 30% chance of stopping the north. Only 5% of the refugees have actually
and trees dot the landscape and many well
Guardleader. If they do, he shakes his head seen the draconians and hobgoblins or their
traveled trails lead south to a central road.
and says: Total madness, thats what it is! army well enough to describe them; the rest
We march up and down this rag-tag line of can only tell obscure and greatly exaggerated
There is a 15% chance per turn that the heroes beggars, trying to keep some kind of order. tales about demons to the north. None of
find a typical farmer and his family moving But its impossible. What has happened to the these people are the least bit helpful. Their
toward the south, pulling all their belonging world? These people run to Haven but there only desire is to find safe passage from Haven
behind them in a dogcart. On the main road, is no escape from Haven except to the to the south.
this chance increases to 30% in area 13 and Qualinesti Elfkingdom or the Darken Wood. On every street corner, Holy Guardians
70% in area 14. In area 15 a family can always Now Qualinesti has closed its border, and no try to keep the peace an impossible task.
be found traveling south down the main road. man enters the Darken Wood and lives.
By the way, have you heard anything 10 Holy Guards. AL CG; AC 4; MV 12;
2-20 Refugees. AL var; MV 12; AC 8-10; HD 4; #AT 1; Dmg 1-8
about a blue crystal staff?
HD 0-3; #AT 1; Dmg 1-4 or 1-6
If the heroes make known that they have
The people flee south, intent on nothing else. seen or even heard of the crystal staff, the While they leap in to break up scattered fights
Their eyes fured to the road ahead of them, guardsmen pull them up onto horseback and (20% chance per turn) or help people find
these refugees only stop to talk with PCs 20% escort them directly to the Council of their way (40% chance per turn), the most
of the time. If they do stop, however, they Highseekers (area 17b). pressing mission for the Guardians is to find
have an interesting story: See the smoke ris- the bearer of a blue crystal staff and bring him
ing from the valley yonder? Devils from the 17. Lordcity of Haven before the Council of Highseekers with all
Cataclysm, they were, that started the fires! haste: they have been told that this person
Came down from the north, only three days Read this description when the party nears may be the only hope for the troubled city and
ago, and ever since theyve plundered and Haven: its people.

7
17a. Steel Tankard Tavern until the PC makes a check or drowns. PCs
A large hall rises to a ceiling supported by cannot be swept to the other side of the river.
pillars on either side. At the far end, nine The heroes may elect to build a raft. This
The tavern is packed shoulder to shoulder
chairs sit in a semi-circle on the polished takes 1d4 hours for every PC the raft is built to
with men and women trying to forget the
granite floor. Upon each chair sits a man m carry. Thus a raft for a party of six would take
reason they have come to the city. The heat clean white robes trimmed in gold. A steel
is stifling despite the bitter autumn 6d4 hours to build.
girdle bands each mans waist: The river is safe for rafts, and if the heroes
weather outside. The crowd is eerily quiet,
each person drawn into his own thoughts allow their craft to float down the river, they
and sorrow. Three people a man in a fur 1 Master of the Highseekers. AL CG; MV enter area 20.
cloak, a tall man dressed in the greens and 12; AC 8; HD 7; hp 35; #AT 1; Dmg 1-8 19. Qualinesti Elflands
browns of a forester, and a woman in 8 Highseeker Councilors. AL CG; MV 12;
leather armor and wearing an eye-patch hp 25, 26, 17, 22, 26, 16, 15, 16; AC 8; Aspen trees stand in thick clusters, their
are less brooding than the others. Though HD 5; #AT 1; Dmg 1-8 trunks only a few feet apart. Beyond them,
they seem rather quiet, they busy themsel-
The Council Hall is large and elegant 50 x the forest darkens, growing more and more
ves with helping older people find places
30, and 30 high. The councilors are desper- dense.
to sit and clearing places for women with
small children. ate for news of the blue crystal staff. The dra-
conian army to the north has offered not to After the adventurers have spent more than
invade if they return the crystal staff to its one hour in the area, elves suddenly emerge
2-20 Refugees. AL var; MV 12; AC 8-10; place in the eastern city of Xak Tsaroth. The from the trees and surround the party.
HD 1-3; #AT 1; Dmg 1-4 or 1-6 councils prayers to the Newgods have gone
unanswered, they have no standing army: the 15 Elves. AL LG; MV 12; hp 17 each; AC
Though most here are deep within their own crystal staff is their last hope to save the 5; HD 2+2; #AT 1; Dmg 2-9 [sword] or 1-6
thoughts, adventurers can get conversation nation. [arrow]
with the three people mentioned above. The council asks for the news the party
I should leave town right now, the bears. If the party has the staff and makes this Their bows are necked, their swords drawn,
man in the fur cloak says. The Highseekers known, the councilors plead passionately that but the elves do not attack. Instead, they call
say we are safe here, but they have no power. they be allowed to take the staff. If the party for the surrender of the party. These elves have
Where is their magic? Where are their mira- refuses to hand over the item, the councilors orders to take the PCs to the centaurs of area
cles? How can they speak for gods if they have plead with them to return it to Xak Tsaroth. 23 for a special purpose.
no powers? The crystal staff has other ideas. Any If the party fights the elves, they must
The forester: The guards of the city are councilor who touches the staff (roll 1d8 and take on the rest of the elven army, one unit
looking for someone bearing a crystal staff, I determine randomly: it is beneath the dignity every game hour. These units are identical to
wonder why? Could the staff preserve us from of the Master to rise and touch the staff) will the first unit encountered; they keep coming,
the invaders in the north? be hit by a lightning bolt from the staff for wave after wave, fighting for their homeland
The woman: The ways south are all 4d6 points of damage. If this happens, the with cold fierceness. They fight to the death.
blocked. The elven lands of Qualinesti are Highseekers declare the staff an evil artifact They do not, however, pursue the PCs farther
closed the elves turn us away. The Darken and command that the PCs return it to Xak than the north border of their land.
Wood may be entered through the southern Tsaroth to save the nation. If asked why they have orders to take the
passes, but Ive never heard of anyone return- PCs into the Darken Wood, one of the elves
18. River White-rage
ing from there. That leaves the River White- replies, We have seen signs of unspeakable
rage between the Darken Wood and evil in the land. Haven and all the Seeker
Qualinesti: a most dangerous route. Not a The rivers of the Haven Vale, the Darkwa- lands will fall unless a miracle takes place. A
happy choice! ter River flowing from Darken Wood, and glorious being passed through our land and
the clear waters of the Elfstream have said you would be coming. We do not know
joined in this region to form the frothing, his name, but we have orders to take you to
17b. Councilhall of Highseekers
powerful River White-rage. The water the edge of Darken Wood at his bidding.
crashes swiftly between the cliffs that its
In the center of the city, a hall supported current has cut into the plain. To the 20. The White-rage Cut
by six towers glistens above the shouting north, the Darkwater River pours gently
crowd below. Holy Guardians encircle the from the deep shade of the Darken Wood Here the frothing torrent of the White-
building, barring all entrance. trees. A path leads beside the Darkwater rage River spills between tall cliffs and fun-
river into the woods. To the south, the tall, nels loudly down its course, crashing
straight trunks of the Qualinesti forests between two soaring bluffs.
The PCs must pass the Holy Guardians before
march into unseen distance.
they can enter the hall. If they do, they may
address the Council of Highseekers directly. Raft pilots must check both strength and dex-
The PCs may cross the river easily at the fords terity once per turn here. If a pilot fails any
100 Holy Guardians. AL CG; MV 12; AC (see map), but anywhere else is impassable check, his raft splinters on a rock in the river,
4; HD 4; #AT 1; Dmg 1-8 without some kind of raft. Those trying to casting all passengers into the rapids. If this
walk or swim across must make a strength happens, the raft is nearer to the north shore
The guardians let no one pass except those check to swim back to the side of the river they of the river. Use the swimming rules from 18
who bear news of the blue crystal staff. They started from or be swept down the river, swirl- above to determine if the characters can reach
stare cautiously for a moment at those who ing and plunging for 100 feet and taking 1d12 the rocks on the north shore. PCs on the north
bear this news, then usher them before the points of drowning damage. There they must shore find paths up the cliff face into area 22.
Council. check their strength again. Repeat the process The raft moves 2 miles per turn.

8
21. Magic Mountains If the heroes resist, the centaurs fight to the 26. Unicorn Grove
death. Otherwise they relieve the party of
The mountain valley runs east and west their weapons and, pulling the PCs onto their The dense oak forest suddenly opens into a
between Prayers Eye Peak and a second backs, take them to area 26. forest glade. Soft green grasses carpet the
ridge of mountains. Tall aspens, still green floor up a hillside, at the top of which sits
8 Centaurs. AL CG; MV 18; hp 18, 28, an outcropping of rock. Atop this over-
well into autumn, shiver in groves about
the valley. The vale itself is carpeted in tall, 21, 13, 24, 20, 19, 16; AC 5(4); HD4; #AT hang stands a majestic unicorn, its head
soft grasses. Both exits from the valley, to 2; Dmg 1-6/1-6 raised high and proud, but a strange sad-
the southwest and to the east, lead into the ness in its eyes.
The centaurs are reluctant to speak about any-
dimness of deeper woods.
thing to the PCs until they have seen the
Forestmaster. To the adventurers questions If the PCs approach the outcropping, the uni-
22. Spirit Forest they simply reply, The Forestmaster will corn speaks with them; he can call forest crea-
answer all things. tures to his aid if PCs are foolish enough to
The canopy of leaves thickens: the sunlight attack him.
dapples, dims, then fades altogether. The 14. Dryad Forests Forestmaster Unicorn. AL CG; MV 24;
trunks of the trees are gnarled and knot- hp 60; AC 2 HD 10; #AT 3; Dmg 1-81 1-81
ted, their bark almost black. Ahead lie Tremendous, deep-rooted oak trees tower 1-20
deeper and deeper shadows.
overhead. Though the grass and brush
As the PCs approach, the unicorn speaks. I
continue under them, littered with acorns
Those who enter the Darken Wood (22-26) are am the Forestmaster. You have entered my
and twigs, it is hard to see more than a few
subject to its confusing charm. When a PC Great Forest: I grant you passage and the aid
feet into the forest.
leaves the Darken Wood, he cannot express of all creatures while you remain within our
what he saw or experienced there, even borders. From now until the PCs leave the
though his memory of adventures and Unless another creature of this forest escorts forest, no creature attacks them unless they
encounters there is quite clear. If the players the PCs, the dryads make themselves known attack first.
continue, read the following: after the heroes travel more than mile into At a moment of your choice, the Forest-
the area. PCs see them only briefly long- master tells the PCs: Some days ago, a great
haired women whispering in sweet low voices and glorious being came among us. He held
Between the twisted shapes of the trees,
to one another. They make no effort to great wisdom and power rare in the land
strange shapes flit nearby. It is hard to see
address the heroes, and vanish if approached. today. He foretold your coming and left you a
their shape or size through the dense
If a forest creature escorts the PCs, they will message: You must fly straight away across
woods.
not see the dryads. the Eastwall Mountains. Within two days you
must be within Xak Tsaroth. There, if you
Unless the PCs withdraw from the woods, the 1-6 Dryads. AL N; MV 12; AC 9; HD 2; prove worthy, you shall receive the greatest
spirits challenge them, asking their names. If #AT 1; Dmg 1-4; charm spells gift given to the world. Those were his very
they answer falsely, then the Spectral Minions words the greatest gift given to the
attack. If at any time either before or during The Forestmaster gives the dryads their home world!
combat, the heroes give their correct names and protection in return for their guarding The Forestmaster knows no more of this,
and/or show Goldmoons blue crystal staff, this forest. They whisper to one another when but he is aware of a terrible force of evil which
the Minions halt any attack and let them pass. they see intruders and forewarn the Forest- will destroy the beauty of his domain shortly.
12 Spectral Minions. AL CE; MV 30; hp master. If the PCs request the help of Forestmas-
17x3, 18x2, 19x2, 14x2, 10x2, 12; AC 2; ter, he summons pegasi. The beautiful and
HD 3; #AT 1; Dmg 1-8; 20% magic resist 25. Starnight Canyon powerful animals, one for each PC, silently
circle overhead and land with feather gentle-
Heroes who are allowed to pass hear the leader ness in the nearby grasses. They allow the PCs
of the minions say, The Forestmaster awaits. Craggy canyons climb steeply among the
to mount them, then hurdle into the air, their
You are expected. The shadowy spirits part peaks of the Sentinel Mountains. Clouds
wings whispering on the wind, and soar above
before the heroes all but one, who escorts race over blue-green mountain glades.
the glade. PCs looking back see the Forest-
them for about mile down a path to area master standing proudly on outcropping. He
26. The party has a 15% chance each turn to calls to them, The greatest gift given to man
If the PCs ask their escort about the spir- encounter Pegasi in this area. The Pegasi graze awaits you carry the peace of my home
its, he replies: Ages ago, before the world calmly, untroubled by the partys presence. within your hearts soon it will live nowhere
changed, we were ordered to keep this land The creatures are so docile that PCs can mount else. PCs flying out of Darkenwood are sub-
safe. That is the Purpose. We failed. Now we them. ject to the confusion of leaving (see area 22).
repent by protecting the land while we can. They also must make a constitution check
23. Centaur Reaches 1-12 Pegasi. AL CG; MV 24/48; AC 6; each turn or fall asleep.
HD 4; #AT 3; Dmg 1-8/1-8/1-3 If the PCs foolishly decide to attack the
unicorn, he calls at once for magical forest
Halt! The broad torso of a man sud-
Once the heroes mount them, the Pegasi creatures to defend him. Roll immediately on
denly rises above a head-high bush. He
bound into the sky. However, once they are in the Random Encounter Chart for the Darken
looks down from at least two feet above eye
the air, they fly directly to area 26 regardless of Wood. From now until the PCs leave the
level. His muscular arm poises, spear in
what the heroes try to direct them to do. If the woods, all creatures encountered attack them
hand. Ye be trapped. Come with me to
PCs threaten a Pegasus, the creature bucks on sight; if, however, the heroes are headed
the judge of the forest, or be judged by my
once in the air, causing its rider to check his out of the woods, the creatures try simply to
lance and those of my fellows.
dexterity or fall from the winged horse. chase them from the area.

9
27. Gateway Pass The City Guards escort the PCs through the Read this as the heroes enter the village:
town but do not allow them to stay. They
The brilliant leaves float softly from the speak with the heroes but are worried about
trees to the floor of the canyon. The worn the safety of their city and do not trust stran- They are gone. The huts and tents of Que-
road leads peacefully between the spires of gers. Shu lie abandoned. A strange, creaking
the Sentinel Peaks. sound comes from the center square of the
10 City Guards. AL var; MV 12; hp 11, village.
10, 3,6, 2, 8x2, 9,4, 5; AC 8; HD 2; #AT The birds stare coldly into nothing.
28. Gateway
1; Dmg 1-6 They perch atop a strange construction
If the PCs kill the guards and try to enter the thrown together in the center of the
Smoke drifts lazily from the chimneys of
town, the entire town drives them out and square. Two stout posts have been driven
Gateway. The comfortable houses and into the ground by unspeakable force,
gives them no aid or information whatsoever.
shops nestle in the arms of the Sentinel their bases nearly splintered by the impact.
Adventurers can get one of the guards to
Mountains at the base of the Gateway Pass
speak with them 80% of the time. If he Ten feet above the ground, a crosspiece
to Solace. The smell of baking bread
speaks, he says: We dont know what the pole is lashed to the two upright posts. All
sweetens the autumn breeze. the poles are charred and blistered. Three
danger is thats on the way, but we know it is
Gateway resembles Solace in many respects. coming. Our scouts have seen great fires in the chains, the iron of each cold but appar-
Its buildings are, however, on the ground and, north. Many of our number have disappeared ently once melted, creak in the wind. Sus-
unlike Solace, the town has no ironsmithy. in the last week. But now we are prepared for pended from each chain, apparently by the
Gateways citizens know of no danger the enemy. There are over 600 of us who feet, is a corpse. Though blackened and
from demon men or evil armies and could stand against us? They are sure that seared, the three bodies are certainly not
brush off such talk as tall tales. Dragons in they can defeat any enemy, and that nothing human. Atop the dark structure, a sign,
the night is their name for stories of things will stop them from doing so. roughly clawed into a shield, has been sta-
that dont exist. p l ed t o t he c r os s p i ec e wi t h a b r o ke n
33. Kiri Valley
swordblade.
29. Westplains
The forest darkens and thickens beside an
Grassland plains sprawl for miles east of ancient trail. A cold, dry stillness hovers in The PCs can find signs that the villagers left
the Sentinel Mountains. Their brown the air, and the trees are knotted and bent. their homes in a rush. Tracks from the village
Everything seems to watch you. obviously lead east toward the mountains.
grasses bend in a fall wind turned suddenly
cold. Each PC has a base 15% chance to read
An evil wizard died here long ago. Only his the writing on the shield. PCs who have read
30. Que-Teh essence remains. language abilities may add that score to the
base percentage. The sign reads: Know ye,
34. West Que-Shu Plains my servants, the fate of those who take pris-
The chill wind rustles sadly through the
oners against my will. Kill or be killed. Vermi-
silent village of Que-Teh.
A chill, biting wind cuts across the flat- naard. The corpses are those of hobgoblins
lands. Carried on the winds from the east is
Signs of hurried flight are scattered through- the sharp smell of burning grass. 37. Sageway Broken
out the village: half-emptied food jars, meals
half finished, and childrens rattle-beads cast The broken stones of an ancient roadway
aside. Rangers have a 50% chance to find the 35. North Desolation
cut through brown plains. The stones lead
tracks of the villagers, which lead straight to north and south.
area 38. The grasslands soon turn to burned stub-
ble underfoot. For miles, the once grassy
31. The Great Crossroads Any close look at the road uncovers many
plains are charred. The ashy taste of
footprints. It seems that a great number of
scorched earth laces the air. Large, heavy
In the midst of a rolling plain, three roads people and heavy creatures moved south
creatures have trampled the ground every-
converge. At their intersection, a single where. along this route a few days ago.
stone pillar points the directions to Que-
teh, Que-kiri, and Que-Shu. Cold wind 38. Refugee
swirls about the stone; a single hawk circles A ranger who has encountered draconians
before can identify these prints as theirs 80%
A single figure, scantly clad, scurries over
of the time. This ranger also has a 20% chance
the rise. He is a man by his looks an
The ground here is trampled. A ranger has a to tell that the prints first pass south, then
exhausted one. Behind him, three figures
30% chance to identify some of the tracks as return north.
lope steadily, tirelessly in pursuit. They are
those of draconians (only, of course, if he has laughing, taunting their prey, waiting
encountered the creatures before). The draco- 36. Que-Shu
before closing for the kill.
nian tracks lead east toward Que-Shu (36).
Read this when the heroes enter the area:
32. Que-Kiri The man is 500 away when the encounter
Chill winds scatter the smoke from dying starts. The grasses of the plains are 3 -4 tall
Thin columns of smoke rise from the chim- fires in the midst of the village. and can easily hide the heroes. The man can
neys of Que-kiri. As you approach the Birds wheel over the motionless village, run 550 further before he collapses. The dra-
town, several men, apparently from the descending slowly among the huts. Every- conians, intent on their prey, do not notice the
town, move cautiously in your direction. thing else is still and quiet. PCs until they are within 50 not at all if
the PCs take cover.

10
3 Baaz Draconians. AL LE; MV 6[15] about the position and situation of the dra- 43. Dragonlands
18; hp 8x2, 11; AC 4; HD 2; #AT 1 or 2; gonarmies.
Dmg 1-8 or 1-4/1-4; turn to stone and If the heroes approach on a raft, the dra- The flames from a thousand campfires glit-
crumble on death conians leap onto them from the bridge, cap- ter in the distance on the burned plains
sizing the raft and spilling both heroes and Nearby, several creatures stoop about their
Since the PCs pose a real threat to them, the dragonmen into the river. Use the swimming own campfire.
draconians will give up their pursuit of the rules from area 18.
man and attack the heroes if they notice them. The guards on the north side of the river
are the only ones who are allowed to pursue 1 Bozak Draconian Guardleader. AL LE;
Nightshade the Refugee. Human F4; AL north of the river. The reserves may pursue AC2; MV 6[15]/18; HD4; hp23; #AT
LG; S16; 110; Wl2; D17; C15; Chl3; MV anything south of the river. 1or2; Dmg 1-8 or 1-4/ 1-4; spells; explodes
12; hp 21[6 now]; AC 10; #AT 1; Dmg 1- on death for 1d6. Spells:
40. Southway 1st Level: charm person; magic missile;
2
shield
If they rescue the fugitive, the PCs may speak The tall grasses of the south bank bend 2nd Level: invisibility; mirror image
with him. He gasps from exhaustion as he tells oddly against the wind. Occasionally, the
his story: I am Nightshade from the village gleaming point of a spear or the flash of a 2 Baaz Guards. AL LE; MV 6[15]/18; hp
of Que-Teh. The dragonmen are taking all of helm flickers through the grasses to the 12, 6; AC 4; HD 2; #AT 1 or 2; Dmg 1-8 or 1-
us south as slaves. This morning the men of south. The cold fall sky is overcast, and 4/1-4; turn to stone and crumble on death
my tribe held secret council, chained though
we were in the caravan. I was chosen to escape, 6 Hobgoblins. AL LE; MV 9; hp 5x4, 6, 7;
to go to Que-Shu for aid, while the rest of my If the PCs move south, they encounter the AC 5; HD 1+1; #AT 1; Dmg 1-8
comrades rose against the dragonmen and southern draconian army, one unit per game
drew their attention. A tremendous army of hour. The number of units they can encounter If a PC can move silently to within 30 feet of
evil lies to the south. I have overheard them is limitless. the guards, he hears them speak in Common
speak of a second army that waits to crush the Tongue. The large draconian says, We can
Seeker Lands from the north. They hold back 10-20 (1d10+10) Baaz Reserves (one unit). crush this human scum. So why wait until old
their armies only for fear that a crystal staff ALLE; MV 6[15]/18; hp 14 each; AC Verminaard gets some fancy crystal staff?
will return to Xak Tsaroth while they are not 4; HD 2; #AT 1 or 2; Dmg 1-8 or 1-4/1-4; Why, he even has Khisanth tied up waiting for
watchful. Why, I do not know. His voice turn to stone and crumble on death it, when we could use her help out here!
becomes desperate. Do not go south, for If the PCs move past this outpost, they
These guards have orders not to pursue any
only slavery and death lie there. Find the crys- meet the bulk of the draconian army, one unit
thing north of the river but to attack and kill
tal staff, and take it to Xak Tsaroth. It is our per game hour. The number of these units is
anything crossing south of the river. They have
only hope. limitless.
no further information.
If the PCs cure his wounds, this man will
go with them. He has no equipment at all. 41. Sageway East 1 1-20 (1d10+10) Baaz Footmen (one unit).
AL LE; MV 6[15]/18; AC 4; HD 2;
39. Oldroad Bridge Here in the canyons of the Forsaken Moun- #AT 1 or 2; Dmg 1-8 or 1-4/1-4
tains, a lonely ancient road lies broken and
Read the following when the heroes enter the abandoned. Yet the grasses and weeds 44. Xak-Tsaroth
area: growing between the broken stones of the
road are trampled flat. A cold wind dives When the adventurers enter the ancient city,
they begin from area 44a below. Use the
In the distance, an ancient bridge spans
Swamp map.
the torrents of the White-rage River. Sev-
eral dark shapes crouch on the north side of A ranger has a 50% chance to note tracks of
the bridge, many others on its south side. human plainsmen mixed with other, heavier
tracks. If the ranger has met draconians
before, he has a 30% chance to identify their
When the PCs get within 300 feet of the tracks here as well.
bridge, they discover that the forms are draco-
nian guards; 4 watch the north side and 10-20 42. Cursed Lands of Newsea
the south.

A forest of Ironclaw trees stretches east-


4 Baaz Draconian Guards. AL LE; AC 4;
ward to the Newsea. Beneath an umbrella
MV 6[15]/18; HD 2; hp 12, 6, 9, 9;
of branches, the streams of the Forsaken
#AT 1 or 2; Dmg 1-8 or 1-4/1-4; AL LE;
Mountains crawl through a spongy swamp.
turn to stone and crumble on death
Still waters encircle islands of soggy
ground. The landscape extends into the
10-20 (1d10+10) Baaz Reserves. MV
swamp and its darkness.
6[15]/18; hp 12 each; AC 4; HD 2;
#AT 1 or 2; Dmg 1-8 or 1-4/1-4; turn to
stone and crumble on death Each turn there is a 15% chance that the soggy
ground the heroes are walking on will dead-
Orders have come from their dragonlord not end and the party must cross 6-10 feet (1d4+5)
to take any more prisoners. They will kill any- of water to get to the next section of ground.
one who approaches. This is all they know See random encounter table for details.

11
44a. Swamp Ruins These ambushers plan to capture the party unt i l K hi s ant h, t he p r i es t s co m m a n d e r ,
and take them to their camp for questioning. comes to claim them. If the PCs have the staff,
The exposed roots of the Ironclaw trees They will attack first with web spells. PCs he tells them, The crystal staff is the greatest
twist into the mud and swamp water. must save at -2 or be tangled in the trees danger to our masters we know. If they do
Vines, trees and ferns block vision beyond behind them. After that, the draconians try to not have the staff, he asks them if they know
a few feet. The ground is soaked and sleep the party one at a time. They take all where it is. At any rate, he tells the party,
spongy. All is in shadow: the sun shows captives to their camp (44f) and hold them Now that you are here, we only hope that
only a brief glimmer through the jungle there. you do not die as easily as those of Que-Shu
overhead. If the draconians take more than 50% did at our hands.
losses, they retreat. The black dragon is a draconian idol
Occasionally, (1 in 6 chance per round) ruined This group does know about the crystal woven of vines and branches. There is an
items jut from the underbrush: broken foun- staff: that it is a very powerful item, has been opening in the figure at the base between its
dation stones, shattered urns, ancient carv- stolen from the ruins, and is the one thing legs. The main braces for the wings are tied
ings. their leader Verminaard fears can upset his together just below the dragons mouth. The
Many creatures passed through this area plans. mouth itself forms a funnel. If a PC gets inside
within the last three or four hours. The tracks 44e. Broken Bridge the wicker dragon unnoticed, leaps up and
look faintly reptilian. If the adventurers have down on the main brace and shouts through
met draconians before, they have a 20% the mouth, he panics the draconians and
Amid drooping vines and mosses, a bridge drives them screaming into the jungle for 1d6
chance to recognize these tracks.
spans two sections of ground. Its ornate
turns. The whole structure, however, has a
44b. Waters of the Swamp wooden latticework, carved to resemble
30% chance to fall face-first into the bonfire
vines, is broken in many places. Two and burn furiously if a PC tries this. Anyone
Green scum covers the dark swamp water. hooded figures stand on the north side of
caught inside must check his dexterity to
Sour, metallic smells float on the air. the bridge.
escape the idol and the damage from the fire.
He takes 1d6 damage each round he fails his
The water depth is unpredictable (1d6 feet 2 Baaz Draconian Guards. AL LE; MV dexterity check.
per 30 feet traveled). Whenever anyone enters 6[15]/18; hp 12,8; AC4; HD2; #AT 1 The cage that holds the heroes is made of
the water, for whatever reason, roll ld6. If the or 2; Dmg 1-8 or 1-4/1-4; turn to stone bamboo. A Baaz draconian guards it night
result is less than 4, roll 21-24 (1d4+20) on the and crumble on death and day. There is a 10% chance each daylight
random encounter table (Appendix 4) to hour that the guard will fall asleep next to the
determine what creature rises up to attack. 44f. Temple of Baaz cage. The chance increases to 30% each hour
after sundown. Any successful bend bars/lift
44c. Vine Bridges gates breaks the bars open.
Massive ruins break the jungle under-
growth. Small broken towers rise through 44g. Tower of Truth
Thick vines, woven into strong ropes,
the cover of trees. Ferns and bushes sprout
stretch like a long spider web between two
through a flagstone plaza surrounded by A graceful tower, crumbling yet beautiful,
sections of land Each end is knotted small shacks and lean-tos; a huge bonfire
a r ou nd se ve ral ironclaw trees. Slimy rises from the waters of the swamp. Finely
blazes at its far north side. Beyond the fire, carved and polished stonework wall still
mosses cover the ropes.
set in the remaining half shell of a crum- glint beneath the jungle undergrowth.
bled dome, a huge black dragon stands, its
This makeshift bridge is surprisingly sturdy. wings outfolded!
It is sad to see the wake of the Cataclysm: a
PCs must check their dexterity at -5 to cross
capital city brought to silence and decay.
the bridge without trouble. If they fail, they The black dragon is only a wicker model. The Although the wooden floors and rafters
fall into the water below and disturb a mon- draconians nearby attack any unescorted have long since rotted away, a carved staircase
ster in the water (same procedure as in 44b). intruders. If the PCs are prisoners, their circles up the interior of the tower to a stone
44d. Battle of the Fallen Ironclaw equipment is placed randomly in one of the floor at its top. The tower provides a view of
six huts; the PCs themselves are held in a bam- all the surrounding swamplands: a cluster of
boo cage. ruins (44k) lies to the northeast.
The soaked ground slopes into thick
swampwater. Here, a giant Ironclaw tree 44h. Breeding Pool
Bozak Draconian Priest. AL LE; MV
has fallen, spanning the waters to another
6[15]/18; hp 23; AC 2; HD 4; #AT 1 or
section of ground. Thick green moss
2; Dmg 1-8 or 1-4/1-4; spell casting abili- A pool of black water stands amid the tow-
drapes the log.
ties; explode on death. Spells: ering jungle trees. Not even the mighty
1st Level: charm person, magic missile, ironclaws grow in this water.
Behind the trees and bushes, only 15-20 shield
away, lurk six Bozak Draconians. Four are on 2nd Level: invisibility; mirror image
the heroes side of the river, two on the far Five leathery egg shells lie on the shore. All of
these are cracked. Each is about two feet long.
side. 7 Baaz Draconians. AL LE; MV 6[15]
Dragon hatchlings lurk beneath the water and
18; hp 8x2, 9, 5, 11, 10, 3; AC 4; HD 2;
6 Bozak Draconians. AL LE; MV 6[15] rise suddenly to attack if the PCs disturb the
#AT 1 or 2; Dmg 1-8 or 1-4/1-4; turn to
surface of the water.
18; hp 18, 23, 20, 15, 17, 27; AC 2; HD stone and crumble on death
4; #AT 1 or 2; Dmg 1-8 or 1-411-4; spell 5 Black Dragon Hatchlings. AL CE; MV
casting abilities; explode on death. Spells: This priest runs the camp and conducts wor- 12/24; hp 6 each; AC 3; HD 6; #AT 3;
1st Level: magic missile; shield, sleep ship services before the great wicker dragon. Dmg l-41 l-413-18; acid breath attacks for
2nd Level: darkness 15; web He orders that the PCs be held for three days 6 hp each)

13
44i. Swamp Falls 44k. Plaza of Death Khisanth, an ancient, huge black dragon.
AL CE; MV 12 124; hp 64; AC 3; HD 8:
The soggy jungle floor suddenly ends in a Emerging from the dense jungle, a broad #AT 3; Dmg 1-4/1-4/3-18; AL CE; acid
1,000 foot cliff! Water from the swamp cobblestone street runs south and north breath. Spells:
1st Level: charm person (x2), magic mis-
trickles down the stone bluff to a crashing among the ruins. A roadway branches to
seashore. The Newsea spreads to the east- the west. Here, the fluted columns and sile (x2), shocking grasp (x2), sleep (x2)
ern horizon, covering what was once a fer- relief carvings of buildings sag wearily. A
tile plain. large cobblestone courtyard lies to the east The dragon uses its first combat round to gain
amid crumbling buildings. Beyond the speed in the air and circle around for a better
courtyard are four tall free-standing attack position. PCs are susceptible to the fear
44j. Fallen Obelisk a dragon generates (see Monster Manual, p.
columns: no trace remains of the building
they once supported. In front of these pil- 30). The dragon then attacks the heroes from
A tremendous obelisk lies beside its bro- lars, a huge well plunges into the earth. the air, hovering to avoid swords and hand
ken pedestal base. Strange spidery runes Vapors rise from the well. To the north of weapons. It bombards the heroes with magic
cover its surface. The obelisk bridges two the well, a single building stands whole, missile and sleep spells. The dragon then
sections of ground divided by swamp although time and the weather have worn makes 2 passes, using its 64 hit point breath
water. its outer walls. weapon each time: acid breath sears flesh
with deadly accuracy. Finally, on the third
pass, feeling the need for the safety of its lair,
The PCs have only a 15% base chance to read The heroes may enter the building to the it flies over the well, folds itself in its wings,
the runes, although those who have read lan- north, taking them to area 46a. and drops like a stone down the well. Deep
guages abilities may add their score to their The building to the north is a temple of below, it will break out of its dive and move
chances. The runes read: the ancient goddess of healing, Mishakal. The toward its lair.
only entrance to the windowless temple is After this encounter takes place, the
The Great City of Xak Tsaroth through the front doors gold doors weigh- adventurers may explore the well further, as in
Whose beauty surrounds you ing 15,000 gpw each. They are on counter- area 45 below.
Speaks to the good of its people poised hinges so they open as normal doors.
And their generous deeds. Whoever enters the temple finds himself in
The gods reward us area 46.
In the grace of our home. A dark and terrible stillness lies around
the well. PCs who gaze into it see nothing but
vast blackness. Rushing air, dead cold, swells
from below. Suddenly, a fantastic shape, huge
and black, bursts from the well and unfolds its
tremendous leather wings! The dragon has
arrived. Darkness, cast by the dragon, covers
the entire area.

14
TANIS GOLDMOON

5th Level Half Elf Fighter 5th Level Human Cleric

STR 16 (Dmg +1; wgt +350; Door 1-3; Bars 10%) STR 12 (wgt +100; Door 1-2; Bars 4%)
INT 12 (Lang: Q. Elf, Hill Dwarf, Plainsman) INT 12 (Lang: Plainsmen, Hill Dwarf, Q. Elven)
WIS 13 WIS 16 (Magic Adjustment +2)
DEX 16 (React +1; Def -2) DEX 14
CON 12 (Sys. Shock 80%; Res. 85%) CON 12 (Sys. Shock 80%; Res. 85%)
CHA 15 (Loyalty +15%; Reaction +15%) CHA 17 (Loyalty +30%; Reaction +30%)
AL NG AL LG

AC =4 AC =6
HP = 35 00000/00000 00000/00000 000000/00000 00000 HP = 19 00000/00000 00000/0000

TASSLEHOFF BURRFOOT

4th Level Kender Thief


RIVERWIND

STR 13 (wgt +lOO; Doors 1-2; Bars 4%) 5th Level Human Ranger
INT 9 (Lang: Kenderspeak)
WIS 12
STR 18/35 (Hit+1: Dmg+3: wgt+1000: Door 3: Bars 20%)
DEX 16 (Attack +l; Def -2; see below) INT 13 (Lang: Plainsman, Q. Elf, Hill Dwarf
CON 14 (Sys. Shock 88%; Res. 92%) WIS 14
CHA 11 DEX 16 (Attack +1; Def -2)
AL N CON 13(Sys. Shock 85%; Res. 90%)
CHA 13 (Reaction +5%)
AC = 5 AL LG
HP = 15 00000/00000/00000
AC =5
Pocts Locks Traps Quiet Hides Hears Climb Reads
HP = 34 00000/00000 00000/00000 00000/00000 0000
50% 47% 40% 43% 40% 20% 73% 15%

CARAMON STURM BRIGHTBLADE

6th Level Human Fighter 6th Level Human Fighter

STR 18/63(Hit+2; Dmg+3; wgt+1250; Door 4; Bars 25%) STR 17 (Hit+1; Dmg+1; wgt+500; Door 1-3; Bars 13%)
INT 12 (Lang: 3; None yet mastered) INT 14 (Lang: 4; Q. Elf; Plains; Solamnic; S. Elf)
WIS 10 WIS 11
DEX 11 DEX 12
CON 17 (hp Adjust +3; Sys shock 97% Res. 98%) CON 16 (hp Adjust +2; Sys Shock 95%; Res. 96%)
CHA 15 (Loyalty +15%; Reaction +15%) CHA 12
AL LG AL LG

AC = 6 AC = 5
HP = 36 00000/00000 00000/00000 00000/00000 00000/0 HP = 29 00000/00000 00000/00000 00000/0000

RAISTLIN FLINT FIREFORGE

3rd Level Human Magic-user 4th Level Dwarf Fighter

STR 10 (Door 2; Bars 2%) STR 16 (Dmg +1; wgt +350; Doors 1-3; Bars 10%)
INT 17 (Lang: 6; Q. Elf, Magius, see below) INT 7 (Lang: Hill Dwarf)
WIS 14 WIS 12
DEX 16 (Attack +l; Def -2) DEX 10
CON 10 (Sys shock 70%; Resur 75%) CON 18 (hp Adjust +4; Sys shock 99%; Res. 100%)
CHA 10 CHA 13 (Reaction +5%)
AL N AL NG
AC = 5
AC = 6
HP = 8 00000/000
HP = 42 00000/00000 00000/00000 00000/00000 00000/00000 00
Spell use: 2 1st level and 1 2nd level per day.
Equipment: Blue Crystal Staff (known properties: heals on touch, Equipment: leather armor +2, longsword +2 (dmg 1-8/ 1-12), bow and
does extra damage when used as a weapon), leather armor, a sling +1, quiver with 20 arrows (dmg 1-6), 2 daggers (dmg 1-41 1-3), pack (as
pack (as selected by player) selected by player)

I am a princess of the Que-Shu tribe. Riverwind is my guardian and


I have wandered through forest and wilderness for five years:
my betrothed. We seek to discover the nature and use of this staff.
Through Qualinesti west of the Kharolis Mountains, through the For-
Some months ago, Riverwind went to my father and asked for
ests of Kith-Kanan, all the way to the sea. I found no trace of heal-
my hand. Father had another marriage in mind for me and
ers-not even tales of them-in my travels. Still, the gods of good
demanded that Riverwind prove his worthiness by bringing back the
must exist: their signs are everywhere. The White Stag led me on
magic of the Forsaken Lands.
good paths, the wheeling bird foretold war, and the thunderclouds
For months I had no word, no sign of him. Then Riverwind
warned me of danger. These are the handiwork of the good gods. But
returned. My fathers plan was spoiled, so he claimed the staff was not
I found no cleric to the west.
magical and ordered Riverwind stoned in the village. As the stones
fell upon him, I ran to his side. At that moment, the staff blazed and
we suddenly found ourselves on the plains west of the village. We
search for proof that the staff holds powerful and good magic. Until
we know how to control the staff, we cannot return to my tribe.
Equipment: leather armor, small shield, hoopak (treat as combina-
tion bullet sling [dmg 2-5/2-7] and +2 jo stick [dmg 1-6+2/1-4+2]),
dagger (dmg 1-41 1-3), pack (as selected by player)
Equipment: leather armor, small shield, longsword +2, shortbow and
quiver of arrows, hunting knife +1, pack (as selected by player)
Ive almost forgotten all the places Ive been in five years. I wanted to
make a map for our travels, but you know how it goesmore travel-
I am a warrior of the Que-Shu tribe. I have loved Goldmoon for many ing than mapping. To the north and west the world has changed more
turns of the sun. terribly than we thought. A sea lies to the north where solid plains
I remember little of what happened to me after I reached the once were. Where Ergoth, the great ancient Empire, once stood,
Forsaken Lands. Everything rises as dark dreams: a black swamp, a theres nothing more than islands.
well, a kind and shining lady, a leather-winged creature of evil. How Now I return to Solace and find it run down, ruled by some
much of this happened and how much was madness, I cannot say. bunch of rootheads in Haven who call themselves the Seekers. They
Months later I somehow returned, bleeding, crazed with fever claim to be a theocracy in search of a god. You figure that out. The
and visions. I presented the staff, but the council scorned it. Some- way I see it, things have gotten worse since theyve been in power.
how the staff helped us escape in a flash of sunlight. Now we seek
control of its power.

Equipment: ring mail armor, small shield, longsword (dmg 1-8/1-


Equipment: chain mail armor, two handed sword +3 (dmg 1-10/3- 12), spear (dmg 1-6), dagger (dmg 1-4/1-3), pack (as selected by
18), dagger (dmg 1-4/ 1-3), pack (as selected by player)
player)

I saw the northern lands when I crossed the sea, escorting our friend
Kitiara. Once past the seas we parted-she went east and I went west. The travels of me and my brother Raistlin took us over the Kharolis
I searched for a holy man, but I also sought my birthright. Range, though we moved to the southwest, beyond the realms of the
For you see, I know only that my mother fled the northlands Elves. We searched for the fabled Towers of High Sorcery. Deep in
when I was young. She carried all my dead father had left her: his the dark mists that always seem to cover that land, we found those
sword and his ring. From them I know that he was once a Knight of towers that have long been hidden to men. They appeared out of the
Solamnia. So I journeyed north to take my fathers place in that good mists.
and just order. But the Solamnic Knights have fallen into disfavor
with the people there, and no trace of the order remains. Thus my
past remains a mystery.

Spellbook:
Equipment: studded leather armor, small shield, 2 hand axes +1 (dmg) 1st Level: burning hands, charm person, comprehend languages,
1-6/1-4), dagger (dmg 1-4/1-3), pack (as selected by player) detect magic, hold portal, magic missile, push, sleep, Tensers
Floating Disc.
I have searched for unseen things these past five years and to avenge 2nd Level: audible glamer, darkness 15, detect invisible, ESP,
the wrongs done to my people. I have little to show for either. invisibility, mirror image, web.
Years ago, the Kingdom of Thorbardin in the Southern Kalthax Equipment: Staff of Magius (+3 protection, +2 to hit [dmg 1-81, con-
Mountains housed all the dwarves. We Hill Dwarves lived above tinual light [1 /day], feather fall [1 /day]), pack (as selected by player)
ground and produced the food for the Mountain Dwarves in the
kingdoms below. They gave us fine metalwork in return. But when At the Towers of High Sorcery, my brother Caramon and I passed
the Cataclysm came and we rushed for the safety of the underground great tests set by the spirits of long-dead sages and wizards. The tests
city of the Mountain Dwarves, they closed the gates, leaving us to the wore heavily upon me. Now I see the world through these hourglass
wrath of the gods. eyes, and much of my health has left me. Yet the magic within me
I searched for the Great Doors into the underground city, but now might give us greater aid.
the mountains had changed. Gully Dwarves caught me, but I As we departed that place, I recalled the words of an ancient
escaped, slaying many of the sorry creatures. Curses on the Mountain sage: Use your powers well, he said, for the time is at hand when
Dwarves and their cousins in the Gully! your strength must rebalance the world.
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 Riverwinds 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.
45. The Great Well Krynn is about to face its greatest test. Men 5 Gully Dwarves (Glup Clan Aghar). AL
will need the truth more than ever. You must CN; MV 12; hp 3, 9x2, 10, 16; AC 8; HD
The shaft plunges into darkness, from return the truth and power of the true gods to 2; #AT 1 or 2; Dmg 1-6 or 1-4/1-4
which a foul air rises. Steam and the heavy men. It is time to restore the balance.
To gain the power, you shall need the
odor of rottenness make it hard to see the
truth of the gods. Far below this temple lie the The Aghar are too busy scratching and scrap-
bottom.
Disks of Mishakal: circular plates of platinum ing to notice the PCs. In common speech,
that are all you need to call upon my power. their leader says: Claw, mates, claw! We gots
The masonry shaft of the well drops 100 feet You must recover these disks. to get these here pictures off o the walls! I
before it opens into the ceiling of a vast cavern But your way will not be easy. The Disks hear tell that humans used to keep pretty trea-
beneath the swamp. On the floor of the cav- now lie in the lair of the dragon. Therefore I sures behind walls like these. That Highbulp
ern, some 800 feet below, lie the shattered charge your staff: if you present it boldly, king of ours down in the cavern-city might
remains of Xak Tsaroth. Much of the city slid never wavering, then you shall prevail. Even give us special favors if we brings a pretty to
into this cavern at the time of the Cataclysm. then, your journey is not complete; you must him. With a start, the dwarves suddenly real-
It is the most preserved part of the ruined leave here, must search for a true Leader of the ize that the heroes are in the room.
ancient capital. The well sits directly over the People. Its the lords, mates! shouts the leader.
central plaza of the ruins (area 67). The arms of the statue are curved as All the dwarves drop like sacks to their knees.
though they once held a long, thin pole. If Faces pressed against the slimy floor, they
46a. Temple Entrance any PC places the crystal staff in the statues grovel out, whimpering, We didnt mean
arms, the staff glows brightly and recharges. nothin by it, your lordship! and join the
Double doors of tarnished gold close off line of other gully dwarves (47b).
each end of the corridor. Blue oval arch- If the PCs stop them, the Aghar beg for
ways rise thirty feet to form the ceiling. A 46c. South Worship Room mercy. If the heroes promise to spare them,
second pair of stained gold doors stand the Aghar draw a very crude map that shows
shut at the other end of the hall. A greenish tinge covers marble benches the way down into the cavern city. They
throughout the room. It looks as though advise: Go visit our king, the great Phudge
this room has not been used in a long time. Highbulp. Hell help you right straight!
These doors weigh 25000 gpw each. They
move on hinges and open as normal dungeon 46f. Northern Holy Circle
doors.
46d. North Worship Room
A circular fresco, faded and damp with
46b. Mishakals Form age, covers the walls of the 60 tall room. A
The marble benches are coated in a thin,
domed ceiling vaults overhead. Fungus
greenish film Opposite the door three
Golden doors open into the central cham- creeps down the walls.
figures crouch over a dais. Then robes hide
ber of the temple. A tremendous dome
their features as they spring to attack.
rises high above the delicate tile floor. It
seems as though time has stilled in this
46g. Paths of the Dead
room. In the center of the circular room In their haste to attack, the draconians leave
stands a polished statue of singular grace the scroll they were inspecting lying on the
and beauty: the delicate form of a woman, dais. A domed ceiling caps this 60 tall circular
draped in flowing robes. Her hair cascades room. Vines and mosses dangle from great
about her shoulders and neck, which is 3 Baaz Draconians. AL LE; MV 6[15]/ cracks in the ceiling. Fungus covers the
adorned by a detailed amulet. The look on 18; hp 8x2, 12; AC 4; HD 2; #AT 1 or 2; walls. In the center of the room stands an
her face is one of radiant hope tempered Dmg 1-8 or 1-4/1-4; turn to stone and empty pedestal, the top of which cannot
with sadness. A feeling of warmth and love crumble on death be seen from the floor. On the west side of
abides in the room. the room, just in front of the doors, a circu-
The scroll is a magic users scroll for a 10th level lar staircase, its flagstones slick with green
lightning bolt. film, descends into darkness.
The statue is the likeness of Mishakal, the The heroes may capture these draconians
ancient goddess of healing. Her power still if they inflict more than 50% damage on
fills the chamber. Through this statue, Misha- them. The draconians know the way into the 47a. Hall of the Ancestors
kal will reveal the destiny of the adventurers cavern through the well (area 45) though this
and the purpose of their quest. The statue also is helpful only to flying creatures. The draco- Dim light shines up through the floor. A
has the ability to recharge the blue crystal nians also know about the elevator system at vast hall stretches to the east. The ceiling,
staff. 47c, and the location of the dragons lair heavily reinforced, stands solidly above,
(70k). but below, the floor has fallen away in sev-
Mishakal, Goddess of Healing. C25; AL
eral places. Hot mists, carrying the odor of
LG; MV 24/48; AC -3; hp 355; HD 25;
46e. Southern Holy Circle decay, rise through the holes in the floor.
#AT 2; Dmg 3-24
A high domed ceiling caps this circular
If a cleric brings the blue crystal staff into this Any dwarf can tell that this floor is unsafe.
room. Fungus creeps down all the walls,
room, the statue comes to life and speaks to The holes open to a 700 drop straight into the
covering frescos faded beyond recognition
him: Beloved disciple, the gods have not lower ruins of the city. Anyone who weighs
To the west, five squat figures claw at the
turned away from man. Man turned away more than 500 gpw and comes within 5 of a
wall with stubby fingers, scraping the fres-
from the true gods and now seeks gods who do holes edge runs a 65% chance that the floor
not exist. But the end of darkness nears. below him will collapse.

20
Even if a hero makes it to the edge of a When the second pot rises into the room, 47h. South Temple
hole, all he sees is foul mist gathered below. it contains draconian troops.

47b. Southern Crypts 6 Baaz Draconians. AL LE; MV 6[15]/ The 30 square room rises 20 to a flat ceil-
18; hp 16 each; AC 4; HD 2; #AT 1 or 2; ing. Wall carvmgs, coated in a slimy green
Dmg 1-8 or 1-4/1-4; turn to stone and substance, adorn the walls:
Crypts line the hallway. Cloaked in foul
mists, a group of squat forms file into a crumble on death
line. These are shock troops, trained to fight to the 47i. Temple of the Dead
death. They do only what they are told and
Many gully dwarves slouch and stoop in line. know nothing except the way from their quar- The 30 wide octagonal room rises 60 to a
Every 3 turns, a whip cracks and half of these ters (64g) to their post (44e). They are not domed ceiling. The back wall bears a relief
dwarves rush through the eastern entrance to above having a snack along the way, however, statue of the goddess Mishakal. The arms
the hallway. The rest move up to the entrance. and the adventurers look pretty tasty to them. of the statue reach down as if to receive
In 6 turns, the same 15 gully dwarves that something. Exits lie to the north, south,
47d. Northern Crypts
rushed out the east end of the hall come in the and west.
west end and get back in line.
Row upon row of dark and musty crypts
30 Gully Dwarves (Glup Clan Aghar). AL line either side of a 10 wide, 30 tall hall. 47j. North Temple
CN; AC 8; MV 12; hp 2; hp 10 each; #AT
1 or 2; Dmg 1-6 or 1-4/1-4 The ceiling has partially collapsed! A 4
47e. Floorless
If they notice the heroes, these Aghar only put diameter sewer constructed of fitted stone
dirty fingers to their lips: Shhhh! They run apparently fell through the roof, caving in
Four archways enter a square room, well
if attacked. the northeast corner of the room. Now, the
preserved but for one exception: there is
jagged edge of the broken tunnel juts
no floor. Mist billows from the gaping hole
47c. Going Down through the rubble-strewn floor. It looks as
where the floor once was. Only about a
though a man could follow the tunnel
square yard of floor remains in the north-
downward into the dark quite some way,
Hot mist rises from two large holes in the east corner. A small box sits at the edge of
but there would be no room to swing a
floor, one on the north and one on the this floor section.
sword.
south. A tremendous black iron pot hangs
from a large chain over the northern hole.
The room is 30 square. The box contains 5 If Riverwind is with the party, he remembers
The chain runs around two large wheels,
gems (1,000 gpv each). having been here before. The sewer opening
crosses the ceiling, and drops through the
leads to area 48.
center of the southern hole. Two large fig- 47f. Watch Room
ures crouch beside the pot. 48. Sewer Entrance
The room has remained untouched for
The holes, each 10 in diameter, break centuries. A green film blankets every- Mosses and a slimy green film coat the
through the ceiling of the cavern below, drop- thing; corroded metal fittings lie where a walls of the 4 diameter sewer.
ping 700 feet to area 66. Every 3 game turns, a banded table once stood.
gong sounds far below; then, one of the dra- The walls are extremely slick. Unless the PCs
conians cracks a whip and 30 gully dwarves have both hands free to climb down, they
The fittings crumble at the touch. The floor is
from 47b clamber into the room and scurry have to check their dexterity (adding 8 to the
slippery: all creatures fight here at -3 to their
into the pot. When the the pot is full dwarf roll) or slide down the entire shaft to area 49.
to hit chance.
arms and legs sticking out, some Aghar even Yet those who slide do not slide alone.
hanging on the sides it slowly descends, 47g. Treasury Five Gully Dwarves are crawling up this tun-
pulling the chain with it. Within 5 rounds, nel, halfway between the junction (area 49)
another huge pot, containing draconians, Six stone coffins lie in the room. Thick and the top of the sewer. Any hero who slides
groans up the chain through the southern fungus and slime cover everything in sight. down bowls them over and tumbles with
hole. The machine is the Aghar idea of an ele- A hollow voice, as if from the bottom of a them all the way down. Since the tumble is
vator. The draconian overseers order the deep well, calls to you: Who enters the more a slide than a fall, PCs do not take fall-
Aghar into either the northern pot or the tomb of priests? ing damage.
southern pot, using this crude pulley system 5 Gully Dwarves (Glup Clan Aghar). AL
to bring up their comrades. CN; MV 12; hp 6, 9x2, 12, 16; AC 8; HD
1 Guardian Spectral Minion. AL CG; MV
30; hp 16; AC 2; HD 3; #AT 1; Dmg 1-8 2; #AT 1 or 2; Dmg 1-6 or 1-4/1-4
2 Baaz Draconian Overseers. AL LE; MV
6 [15]/18; hp 12, 14; AC 4; HD2; #AT The spirit guards the tombs of the priests and The dwarves are irritated at the accident, but
1 or 2; Dmg 1-8 or 1-4/1-4; turn to stone may not leave until relieved of duty. He is do not bother the PCs. If no hero falls down
and crumble on death tired of his eternal watch. If the heroes speak the tunnel, the Aghar back all the way down
kindly to this spirit, he tells them his purpose. to area 49 and let the party pass by.
If the heroes attack, the Overseers panic and If someone tells him that the party has come 49. Sewer Junction
leap into the pot. The pot sinks slowly, and to relieve him, he is released from his vow and
PCs have a chance to jump aboard; however, departs.
The slick sewer tunnel suddenly branches
the heavier the pot gets, the faster it moves. In each coffin lies the skeleton of a king
You should warn the PCs that the pot is fall- downward. The corridor continues steeply
of ancient Xak Tsaroth. Each skeleton holds a
ing quickly if more than two try to climb before you, but the branching looks even
gleaming sword +1, the hilt at its chest, the
aboard. steeper.
point toward its feet.

21
50. Sewer Branch 51e. Sleeping Inn Astinus, wrote the I c o n o c h r o n o s . I n f a c t ,
youre working on Volume X right now!
Moss and slimy green muck coat the 4 Rotted cots lie in a jumble all about the These books are so rotted from the swampwa-
diameter tube. Water trickles slowly down room. Water seeps in through the shut- ter that they crumble at the touch.
the shaft. tered windows, collecting in pools on the
floor. The overflow drains through the 54b. Sages Court
southern door.
51a. Cellar Above
A large golden chair sags to one side atop a
52. Chimney Down platform at the west end of the room.
A sewer pipe breaks through the cavern
Floating above the chair sits the bright
ceiling only 10 above the floor. What is
Water trickles down the chimney. Loose transparent form of a man in robes.
left of the room appears to be upside
bricks provide handholds on all sides.
down. Ceiling rafters span the floor, and
the doors hang 3 above the rafters. 1 Sage Spectral Minion. AL CN; MV 30;
The chimney now descends from the fire- hp 15; AC 2; HD 3; #AT 0; 20% magic
place, water trickling down its inside. A man
resist
1 Huge Spider. AL N; MV 18; hp 14; AC could easily fit down its shaft, and there are
6; HD 2+2; #AT 1; Dmg 1-6 + poison plenty of handholds in the loosened bricks to
The heroes in the room hear the ghostly
help him descend. The chimney ends figure speak: I am Ossamis. It is my vow to
This spider has wandered into the room in a abruptly in mid-air, 15 above the sloping
answer one last question before I may leave.
search for food. It will attack the first PC to floor of a small cavern.
Ask: yours is the answer.
slide down the sewer. It will fight to the death.
53a. Bakery Ossamis answers any question as best he
can. He knows the location of the Disks of
51b. Tipped Hallway
A sewer tube of fitted stone breaks Mishakal (area 70k) and how to get there.
through the ceiling of this shop. Water
What once was polished plank flooring 55. Treasury Court
trickles from the tube onto the floor and
covers the ceiling.
streams out the door to the east. On the
floor directly south of the slanting sewer The street emerges from arched buildings
51c. Ceiling Cooks tube sit 20 large rotting sacks. into a plaza. Tremendous cracked and
crumbling pillars strain beneath the rock
Cooking utensils are scattered about the This shop was once a bakery. The windows in ceiling. Water from the street rushes into a
room A large wooden table hangs from its east wall overlook the ruins of a city street. river flowing west from the east wall
the floor above. The roar of rushing water comes from that toward a steady roar of water. Across the
direction. plaza river, blackened steel doors stand in
The sewer shaft is 4 wide. If any PC the face of a solid, square structure.
3 Spectral Minion Cooks. AL CE; MV 30; slides down it into this room, he launches into
hp 17, 10, 16; AC 2; HD 3; #AT 1; Dmg 1 the rotting sacks. The sacks disintegrate in a
hp; 20% magic resist Those who try to wade across the river must
sudden explosion of white, and the flour
make a strength check (subtracting 5 from the
within them covers the PC. Although the hero
If the heroes enter this room they see three roll) to cross the river. Kender and dwarves do
takes no damage, until he cleans off the flour
cooks standing on the ceiling, behaving as if not get the bonus mentioned above. Any hero
everyone he meets asks him why he is covered
nothing were wrong. The cooks will try to who fails tumbles 10 feet further down stream
in it.
chase and scare the adventurers out of their toward the falls (area 56). He has to check
kitchen. 53b. Sidestreet again until he succeeds or goes over the falls.
The steel doors weigh 1,500 gpw each
51d. Bottoms Down and are worth 15000 gp each in Solace, Haven
The buildings that once lined this street
or Gateway. The doors are on counterpoised
have toppled against one another, forming
hinges and open easily for the adventurers.
Broken tables and chairs sprawl about the a rough arch of marble slabs over the cob-
room. Swamp water seeps through the blestone street. The place is still but tense,
56. View from the Falls
shuttered windows and collects in pools like the nave of a haunted cathedral. Doors
between the ceiling beams below. A huge and broken shop windows yawn into the
fireplace against the far eastern wall street as though the buildings had Water rushes around columns and plunges
receives the overflow, which drains down exploded from inside. from hanging steps into a vast cavern.
the chimney. Thin music and hollow Overhead, mist thickens beneath the fad-
laughter float through the hall. Overhead, 54a. Sage Front ing ceiling. A single, dim shaft of light
spirits float upside down as if sitting at spreads into the vast underground area.
tables. They laugh and joke. Over 500 feet below, ruins litter the dim
Books line the north wall of the room,
floor of the cavern. The ancient city of Xak
their spines stained with green fungus
Tsaroth is in many states of decay: some
The rich, musty smell of rotting paper fills
20 Spectral Minions. AL CE; MV 30; hp buildings are almost intact, many are
17 each; AC 2; HD 3; #AT 0; Dmg 0; AL the room.
nothing but rubble. Several waterfalls
CE; 20% magic resist pour into the cavern, and many of the
The books bear familiar titles: Huma and the streets are rivers, all of which flow into a
Unless they are attacked, the minions go Lance of Dragons, Tales of the Greystone single abyss to the north. A huge chain
about their business and ignore the PCs. If the Wars, Chronicle of Kith-Kanan, The Gods of extends from the mists overhead down into
PCs attack them, they scatter and vanish. Krynn, and Iconochronos, Vol. II. Why, you, a small courtyard below.

22
The vines are slippery and damp. If a hero 58a. North Cavern Curtains of woven metal strands fall from the
wants to climb down them, he must pass two northern end of the window (what had been
dexterity checks. A fall from here would not The fragments of a chimney hang down 5 its top before the room capsized) down to the
only be terribly damaging (20d6) but would from the cavern ceiling. Water trickles floor of the room below. These can support
certainly attract the attention of the draconi- from the chimney and from fissures in the any PCs trying to climb them.
ans. If the heroes climb down the vines, the surrounding cavern walls. Fifteen feet
first PC who descends about 100 feet suddenly below the chimney, the cavern floor slants 59b. Dance on the Wall
hears something coming toward him: snif- sharply toward the southwest.
fling, muttering, a loud curse or two. It is The vast hall lies on its side: its northern
more Gully Dwarves, climbing up to add their wall, beamed like the ceiling it once was,
weight to the lifter. 58b. Drain
its southern wall a great, tiled floor. Now
the ceiling and floor of the room are win-
8 Gully Dwarves (Glup Clan Aghar). AL The steepening floor of the cavern sud- dowed. Water pours into the room from
CN; MV 12; hp 1, 6, 7, 9, 10x2, 11, 12; denly narrows into a smooth, yard-wide the upper windows and out through the
AC 8; HD 2; #AT 1 or 2; Dmg 1-6 or 1-4/ vertical drain. Water, collected from all the broken lower ones. Mosses and fungus
1-4; fissures in the cavern, swirls steadily down cover the hall. The fungus on the floor
the sides of the shaft. appears to be moving. From the north end
The dwarves will grumble, move back down of the overhead windows, curtains made of
the vines, and let the heroes go by. some corroded, woven metal hang limply
58c. Down the Sink
toward the wall below. Each of the four
upper windows has these drapes, but those
57a. Outer Treasury Water splashes down the slick sides of the
from the westernmost window have been
vertical shaft. The tunnel is chrlly, the pulled over to an arched opening in the
noise of the water is deafening. west wall, where they have been fastened.
A long counter of chipped, dusty marble
bisects the room from east to west. Against This opening, 30 up the west wall, leads
the south wall, four ghostly forms stand at 59a. Windows Below to a dark corridor.
attention, their weapons drawn. Just
behind the counter stands another long- A natural shaft of smooth rock carries a 10 Poisonous Snakes. AL N ; MV 15 ; hp 9
faced ghostly form. He speaks as you enter: spray of water into the cramped cave. The each; AC 6; HD 2+1; #AT 1; Dmg 1 hp +
So youve finally arrived, Kathal! Well, ceiling of the small area is filled with water. poison (does 3d4 points damage)
youre the last, so pay the tax! The floor, however, is made of solid
masonry stonework. Indeed, the water falls The curtains easily support the weight of a
Clerk Spectral Minion. AL CN; MV 30; through what appears to be a 30 tall win- man. Each adventurer who attempts to move
hp 18; AC 2; HD 3; #AT 0; 20% magic dow laid into the stone floor. The glass is from one curtain to another must make a dex-
resist gone, but the ironwork of the win- terity check or fall to the floor (3d6 damage
dowframe remains. from the fall) and be attacked by the snakes.
4 Guardian Spectral Minions. AL CE; MV
30; hp 9,11, 16,17; AC 2; HD 3; #AT 1;
Dmg 1-8; 20% magic resist

The counter has a 3 gap at its east end and is


about 4 high. The spectral minions hover
around it and demand the payment of
Kathals taxes: 500 clay Tsarothian Culli. The
accountant accepts no other currency; pay-
ment releases him from duty.
If the PCs have no Culli, the accountant
orders the guards to kill them for trying to
impersonate Kathal.

57b. Vault

Hundreds of rotting sacks lie within the


room. Clay tokens spill from their split
sides. Three skeletons, two holding shov-
els, sprawl half-buried in the clay tokens.
Their faces grin hideously. Two alcoves sit
in the east wall; the moss-covered inscrip-
tions above them are difficult to make out.

The PCs have a 30% chance to read the


inscriptions. The northern one reads Trea-
sury, the southern one Taxes. The alcoves
are both dimension doors to the ruins of the
Treasury Tower (area 62).

23
60. Entrance to the Hall of Justice

Only a dim light from above scatters the


darkness in the cavern, shining faintly on
the ruins that cover the cavern floor. The
air is heavy with moisture and heat. The
facade of an ancient building juts sideways
from the cavern wall. Its roof lies half bur-
ied in the rubble of the cavern floor to the
north, its steps now rising to the south.
The delicately carved pillars that stood in
front of the building now lie broken amid
rubble that slopes west to a cobblestone
street. Further west, a ring of broken
stones marks the foundation of a tremen-
dous tower. The tower itself lies next to the
foundation, its top buried in the cavern
wall. Water pours into the cavern from sev-
eral places high up the walls.

61. North Cavern Falls

Water thunders down from an opening


high up the cavern wall. Gleaming only
faintly in the gloomy light, it tumbles over
the rubble and forms a river on the cobble-
stone street, rushing out of sight.

62. Treasury Tower

A broken foundation circles the area where


a tremendous tower once stood. Two 10 again or be swept another 10 toward the 30% chance of recognizing their current loca-
cubes stand within the circle, apparently maelstrom. Anyone who falls into the crevasse tion on the map.
untouched by the catastrophe that drowns, unless he has a spell, potion, or Anyone who figures out which part of
destroyed the city. Each cube has an arched device of waterbreathing, in which case he the mural is the cavern area can discover the
opening in its side. The openings face each finds himself at the bottom of a 1000 cliff, way to the Great Plaza (67), the Hall of Justice
other, 20 apart. To one side, the fallen floating out into the Newsea. (70a) and the Treasury Tower (62).
tower lies on its side, its top buried in the
64. Palace Guard Hall
cavern wall to the north. Inside the hollow 64b. North Cell
cylinder of the tower is only darkness.
The shattered walls of the city bow darkly
Dark stains streak the walls of the 20
The cubes are permanent dimension doors, above the street. Mosses and fungus cling
square room. Two sodden wooden doors
both of which lead to the vault of the treasury to the ruins, as if trying to drag the walls
open to the east and south.
(57b). These warp space so that they appear to down. In the middle of the street that runs
be normal arched entrances into the vault. between the ruins, a river flows swiftly
north. A dim shaft of light overhead cen- 64c. North Armory
63. North Mall ters on a great plaza to the south. To the
east one building seems to have held up Ancient bronze weapons dangle from bro-
most admirably. Dark growth obscures the ken racks on all the walls. A low ceiling,
The catastrophe has marred once- beautiful
lettering above its double doors. heavy with moisture, strains on sagging
buildings. Moss-covered rubble hides the
carefully laid cobblestones of the street. beams. In the center of the room, two
The adventurers have a good chance (60%) to squat shapes bat their leathery wings, chat-
Rushing through the rubble and cobble-
stones, an icy river surges northwest. There read these runes: Guardians of Justice. tering loudly and tugging a steel weapon
the street ends abruptly in a chasm: mist 64a. Entry between them.
billows from the hole, and falling water
crashes somewhere below. Dark stains spot the walls. The 10 wide 5 Baaz Draconians. AL LE; MV 6[15]/
hall curves before a set of bronze double 18; hp 6, 7, 9, 11, 12; AC 4; HD 2; #AT 1
The water charges out of the cavern here.
doors. In front of the doors, mosses cover or 2; Dmg 1-8 or 1-4/1-4
Heroes trying to cross the swift water within
an ancient, faded mural.
50 of the chasm must check both strength The two draconians in the center of the room
and dexterity in order to make it across are arguing over a shortsword. Nevertheless.
unaided. Those who fail either check are The heroes must clean off the mural before they and their other three companions will
swept 10 toward the twisting whirlpool in the they have any idea that it is a map of a city. stop bickering and attack the party, fighting
crevasse. Then they must make both checks Even if they discover this, they have only a until the death.
24
64d. Assembly 64h. Mess Hall even what they are. If rescued, he will join the
party.
The room is dark, but the echo of footsteps Smoky torches light this large room. Bro- 65b. Larder
suggests that it is large. From deep in the ken tables lie scattered about, and a fire-
darkness comes a shrill, hiccuping sound. place, cold with disuse, is built into the
This 30 square room has no natural source
east wall. Three unbroken tables stand
of light. Wicker baskets are stacked against
upright in the center of the room. There,
1 Bozak Draconian (Drunk). AL LE; MV its walls.
under the sputtering torchlight, three dark
6[15]/18; hp 15; AC 2; HD 4; #AT 1 or
shapes argue loudly.
2; Dmg 1-8 or 1-4/1-4; magical spells;
Anyone who checks the room carefully will
explodes for 1d6 damage on death. Spells:
-3 Baaz Draconians. AL LE; MV 6[15]/ note a glint of metal from behind the baskets
1st Level: charm person, magic missile,
18; hp 11, 13x2; AC 4; HD 2; #AT 1 or 2; against the west wall. A cache of extra weap-
push
Dmg 1-8 or 1-4/1-4; turn to stone and ons: three long swords of superior craftsman-
2nd Level: darkness 15, web
crumble on death ship (+2 to hit and damage) and an elven bow
The hiccups come from a stone drunk draco- with a matching quiver of 12 arrows (+1).
What are we waiting for? roars the first dra-
nian, lying in the northwest corner of the conian. Ill tell ya! The Dragonlord needs
room. He thinks the adventurers are his draco- 66. Court of Reception
this here crystal staff, see? If he dont have it
nian brothers, so they will have no trouble where it be safe and sound, then them
getting him to babble at them in common humans might just be able to clean our A thin shaft of light overhead dimly out-
tongue. He is drunk and upset: The Captain noses. lines a dismal courtyard 40 in diameter.
an I was havin a little celebration when we The second draconian replies, If old Broken cobblestone streets run east, west
got a bit too celebrated! I remember that a Verminaard, our high and mighty Dra- and south from the courtyard; ruined walls
bunch of stinking gully dwarves came along gonlord, needs a staff, then let him get it! I s ag t hr eat eni ng l y t owar d t h e st r e e t s.
and carried him off. If they let the humans in dont see why its so important. Khisanth Against the northern wall of the courtyard,
on our real plan, the whole thing could be guards the only writings of the true gods we a 10 high wicker dragon stands, bearing a
mined. Im pretty sure they dragged him off know about without them the humans large round metal plate suspended in a
to their Guildhouse west of here. Ive got to cant stop us. hole in its chest. A robed figure stands next
get a rescue party together just as soon as Look, all we gotta do is wait until those to the statue. A huge black metal pot sits
Ive had a chance to sleep. . .off. . .this. . . spineless Seekers in Haven come up with the in the center of the courtyard. A chain rises
The draconian will sleep for at least 3 staff. Then we crush them and take it. Whats from the pot and disappears above into
hours. He cannot be awakened in that time. a few days wait for a little extra safety, eh? mists.
These Draconians are spoiling for a fight!
64e. South Cell They will fight to the death. 1 Baaz Draconian. AL LE; MV 6[15]/
18; hp 16; AC 4; HD 2:# AT 1 or 2; Dmg
Dark stains streak the walls of this 20 65a. Larder Office 1-8 or 1-4/1-4; turn to stone and crumble
square room. A green, slimy substance
on death
coats its ceiling.
Three figures squat in the center of the
room, their wings folded flat against their Within a few minutes a group of 8 draconians
64f. South Armory backs. They seem to be tossing something arrive in the plaza.
on the floor. In the northwest corner, a sin-
8 Baaz Draconians AL LE MV 6 [15]/
gle short figure lies bound head to toe. His
Bronze weapons, corroded and useless, 18; hp 2, 3, 5x2, 8x2, 9, 12; #AT 1 or 2;
eyes glitter above the gag over his mouth.
hang askew from broken wall racks. Dmg 1-8 or 1-4/1-4; turn to stone and
crumble on death
3 Bozak Draconians. AL LE; MV 6[15]/
64g. Quarters Their leader nods to the robed draconian by
18; hp 22, 23, 17; AC 2; HD 4; #AT 1 or
the statue, who takes a mallet from his robes
2; Dmg 1-8 or 1-4/1-4; magical spells;
and hits a round metal gong in the statue.
Mosses drape the darkened corridor. Inky explode on death. Spells:
Moments after the sound rocks through the
alcoves branch from both sides of the hall. 1st Level: magic missile; shield, sleep
cavern, the chain overhead grows taut and the
A putrid smell hangs in the air. 2nd Level: darkness 15; web
pot begins to rise, 8 draconians scrambling in.
Hugon Barker, the Kender. T3; AL CG; A second pot, bristling with stubby arms and
15 Baaz Draconians. AL LE; MV 6 [15]/ S11; I13; W9; D15; C 10; Ch13; AC 5; legs, descends on a chain and passes the
18; hp 14 each; AC 4; HD 2; #AT 1 or 2; MV 9; hp 14; Dmg 1-4 ascending pot. Within 5 minutes, the
Dmg 1-8 or 1-4/1-4; turn to stone and descending pot bumps to a stop in the court-
crumble on death What luck, says the largest draconian, yard. It is full of gully dwarves, some having
that this little morsel fell into our hands! ridden down on the outside of the pot.
Snorts, hisses, and whistles rise from the Well cast our bones on the floor until one of
sleeping draconians lying in many of the cells us wins him. Hell make a nice change of 15 Gully Dwarves (Glup Clan Aghar). AL
in the hall. These fellows do not sleep well, diet. CN; MV 12; hp 8 each; AC 8; HD 2; #AT
and each hero who enters this area must be The Kender held prisoner by the draconi- 1 or 2; Dmg 1-6 or 1-4/1-4
quiet or else awaken them. Even if he is trying ans is in serious trouble: caught up in the mid-
to be silent, each hero must check his dexterity dle of wanderlust, a natural time of Kender They wait until the robed draconian yells.
to succeed. If awakened, the draconians have life, he felt as though he had to find out what Now, you scum! Climb out or else! Then
but one thought on their minds: to kill the was at the bottom of the cavern. He knows they leap from the pot and scramble from the
intruders. nothing about the plans of the dragonmen, or cavern through area 59b and 58.

25
67. Great Plaza 67a. East Falls 68d. Glup Clan Rooms

A single column of light pierces the over- Torrents of water batter the rubble, hurl- Fungus stains and water streak the wall.
head mists and spreads onto a vast plaza at ing mists into the air, then settle into a light flickers into the room through four
least 120 feet across. Steady streams from stream running west down the street. vertical slits in the north wall.
the east and west streets flow into a large Vines grow up the side of the cavern next
pool of water, which in turn empties into a to the waterfall. Heroes looking through these slits see the
river channeled down the north street. The torch-lit room (68e).
roar of waterfalls fades to silence, the moss- The wet vines are very slippery. The adventur-
68e. Welcome Room
covered ruins that surround the plaza ers must check their dexterity twice (once half-
recede into the darkness when a low, way up and again at the top) to climb to the
throaty noise rumbles from the entrance of ruins of the treasury (area 56). Torches sputter and smoke in sconces
one of the southern buildings. mounted to the east wall. Darker than the
67b. West Falls
A huge black creature arches like a smoke are the slits in the south and west
cobra on the steps to the building. The walls. These slits are only 2 inches wide,
A wall of water dives from an opening in but they are 4 feet long.
plaza stills: it seems as though light and air
the west cavern, filling the streetm the set-
flee the spot on which the creature stands.
tling quickly into an east-running stream. The southern slits look into an empty room
The dragon (it must be a dragon: a
winged draconian kneels before it) speaks (68d). The sound of hearty snoring rumbles
An escaped prisoner of the draconians hides,
in a low, hissing language from the stairs. through the western wall slits. The guards (in
trembling, behind the curtain of water.
Behind the draconian, several dirty forms 680 that are supposed to make this a death-
Sunstar, Que-Shu Survivor. F2; AL CG; trap are napping. No amount of noise in this
grovel in the moss, turning their eyes from
S11; 110; W12; D13; C13; Ch15; MV 12; room awakens them.
the glossy black scales.
hp 8; AC 8; #AT 1; Dmg 1-4
68f. Guards Post
The woman crouches in the rubble, as far
The dragon whispers further to the draconian, from the water as she can get. Cornered, she
who then turns and yells to the Aghar: Begin Their backs to the slits in the eastern wall
fights fiercely and to the death, unless the
the search! While the dragon looks on, the of the room, three gully dwarves lean
party shows that they mean no harm. She is
search party and its draconian leader scurry one of only two survivors in her tribe, and is against each other, asleep. The huge round
off. A moment later, the dragon retreats desperate to escape the dragonmen. Her cell nose of the largest bobs up and down with
through area 70a into its lair (70k). (70g) is near the dragons lair (70k). If the every rolling snore. His arms are folded
across his chest; his notched short sword
party is friendly, she joins them gladly.
Khisanth (Onyx), an ancient, huge black rests on the floor well out of his reach. He
68a. Alley leans against the second dwarf, whose ears
dragon. AL CE; MV 12/24; hp 64; AC 3;
HD 8; #AT 3; Dmg 1-4/1-4/3-18; acid curl in cycle with his loud snoring. The feet
breath. Spells: A narrow passage, framed by crumbling of the third, small dwarf stick out from
walls, winds through the vine covered beneath his friends, wearing two huge
First Level:charm person (x2), magic
ruins and ends suddenly in a door. boots, their soles tattered. The snoring of
missile (x2), shocking grasp (x2), and sleep
the guards could awaken a mountain.
(x2)
68b. Scum Entrance
7 Gully Dwarfs (Slud Clan Aghar). AL 3 Gully Dwarves (Bulp Clan Aghar
CN; MV 12; hp 2, 3, 5, 6, 8x2, 9; AC 8; The room is damp and chill. An old and Guards). AL CN; MV 12; hp 7, 10, 12;
HD 2; #AT 1 or 2; Dmg 1-6 or 1-4/1-4 terrible quiet rules the place, as though AC 8; HD 2; #AT 1 or 2; Dmg 1-6 or 1-4/
stunned by the past by something 1-4;
1 Bozak Leader. AL LE; MV 6[15]/18; unspeakable that happened here once.
These are crack Aghar guards! If wakened,
hp 15; AC 4; HD 4; #AT 1 or 2; Dmg 1-8 they try to bully any one trespasser but run
or 1-4/1-4; magical spells; explodes on 68c. Slud Clan Rooms
away from more than one. If they run, they go
death for 1d6 damage. Spells: straight to the Highbulps throne room
1st Level: charm person, magic missile, Brown and drying mold covers every wall,
(68m), report that an army has broken in,
push and a dull stench arises from beneath the and ask for orders.
2nd Level: darkness 15, web lumpy woven mats piled about the floor.
Faint sounds rattle from each of these 68g. Waiting Place
The PCs would be seen before they could get mats.
close enough to hear the dragons instruc- The streaked walls of the room lie buried
tions. However, the draconians voice carries The room is an Aghar barracks. Thieves must under tapestries and decorations almost
throughout the plaza, saying, Aghar slime, move silently to walk among these sleeping too gaudy to be believed. The tapestries
hear me! If this prisoner escapes, I will be dwarves without waking them. Non-thieves
hang everywhere, some upside down or
eaten alive for breakfast but not before I eat who attempt to enter the room wake the sideways. Fraying gold cloth drapes
you! I want that prisoner and I want her Aghar. If they awaken, the dwarves rush between statues of every shape and kind. It
now! The draconian cracks a whip overhead toward the door and safety; if captured, they is the Aghar idea of the good life.
and the Aghar scatter down each of the know (and will tell) about the elevator (47c,
streets. The draconian follows one of the 66) but nothing else. Other than the obvious doors in the room, a
search groups randomly. 15 Gully Dwarves (Slud Clan Aghar). AL secret door in the north end of the east wall
They are looking for an escaped pris- CN; MV 12; hp 3, 6x2, 7x3, 8x2, leads to 68h. Anyone within three feet of this
onera Que-Shu tribeswoman who is hiding 10x3, 12, 13x2, 15; AC 8 HD 2 #AT 1 or 2; door will hear thumping sounds against the
at area 67b. Dmg 1-6 or 1-4/1-4 door, followed by muffled growls and yells.

26
68h. Treasury 10 of the smelly hero. Neither the hero nor This is the court of the Highbulp Phudge I,
anyone with him has a chance of surprising an King of the Aghar. He bargains with whoever
A single draconian glares from the dark- enemy. comes into his court. The guards attack only if
ness. His hands and feet are bound tightly, The Aghar do not notice the heroes until they or Phudge are attacked first. Though
his wings tied securely against his body. On 5 rounds after they have entered the hall. Aghar generally run away from a fight, when
either side of him, two small gully dwarves Some of them throw food at the intruders, backed into a corner they are ferocious!
stand, bearing wooden spears. They prod though their chances to hit the heroes do not
Phudge Highbulp, King of the Aghar. AL
the draconian with their sticks, then jump increase: the Aghar are too busy dodging
CN; MV 12; hp 16; AC 8; HD 2; #AT 1 or
back as though he is not tied. Each time bowls themselves. If the heros try to fight, the
2; Dmg 1-6 or 1-4/1-4
they jump, their oversized horned helmets foul-smelling dwarves simply run out one of
roll around atop their heads, sometimes the doors of the room. 4 Highbulp Guards (Bulp Clan Aghar).
falling over their eyes. AL CN; MV 12; hp 4, 6, 7, 13; ACs; HD
68j. Bulp Clan Rooms
2; #AT 1 or 2; Dmg 1-6 or 1-4/1-4
The dwarves notice the heroes after only 2 The Highbulp does not like draconians. He
Grinding snores and whistles echo from
rounds. They try to flee the room. The draco- feels that pickings were easier before they
dirty cells off the hallway.
nian, stripped of his weapons and his uni- came, and he misses the times when Aghar
form, is the captain of the draconians and has could go for weeks without working. Further-
8 Gully Dwarves (Bulp Clan Aghar). AL
awakened with a horrible hangover! more, the dragonmen have cleaned the place
CN; MV 12; hp 3, 6, 8, 10x2, 11, 12, 13;
up far too much for his tastes. The Highbulp
2 Gully Dwarves (Bulp Aghar Guards). AL AC 8; HD 2; #AT 1 or 2; Dmg 1-6 or 1-41
knows that the Disks of Mishakal lie in the
CN; MV 12; hp 9, 11; AC 8; HD 2; #AT 1
dragons lair at 70k; he also knows about the
or 2; Dmg 1-6 or 1-4/1-4
If awakened, the Aghar try to run away. If cap- tunnel from 69b into that lair. He will offer
1 Bozak Draconian (Captain of the Draco- tured, they reveal some valuable knowledge: the party guides to various places in the cav-
nians). AL LE; MV 6[15]/18; hp 33; they know the tunnelway from 69b into the erns, but he offers no other aid.
AC 2; HD 4; #AT 1 or 2; Dmg 1-8 or 1-41 dragons lair.
1-4; magical spells, explode on death for 69a. Delvers Welcome
68k. Highbulp Quarters
1d6 damage. Spells:
1st Level: charm person, magic missile, Water seeps down the walls in the room,
push A huge bed carved, rotting posts at each
pools, then winds out the south door. A
2nd Level: darkness 15, web corner sags in the middle of the room.
long stone counter bisects the room from
Tattered hats, some of which sport shred-
If untied, the draconian captain uses every east to west. Behind it, another doorway
ded or soiled feathers, hang on racks lining
means he can, but mainly his spells, to escape the west wall. Caps and loud clothing of all
and regain command of his troops.
kinds are piled about.
The captain tells the following only if
69b. The Secret Way
threatened with death or if charmed: Vermi-
naard is our Dragonlord! True cleric of evil, he This is the bedroom of the Highbulp Phudge.
calls upon the powers of darkness to bring this There is a secret door in the west wall. Any Rivulets of water trickle down the walls of
land under his rule and that of his brothers. heroes who search the clothing piles find an Although a great deal of water is
old, stained map. flooding the room, that on the floor seems
Yet he fears one thing: the uprising of light
The map shows the location of the sewer to be only a few inches deep.
against the darkness. We guard that which
might kindle hope among men and lift the access (69b) and the tunnel that leads from
darkness! We guard the true knowledge of the there to the dragons lair at 70k. Crude notes PCs who check the floor near the center of the
gods. Under the eye of Khisanth, the truth is on the margins of the map read, Big trea- room find a closed trap door operated by a
safe in the secret night! sure, much goods. Old bark of a dragon not pull ring. Add the strengths of all PCs trying
miss if great Highbulp take his share! to pull the door open to find the percentage
68i. Messy Mess
chance of their success.
68l. Secret Exit The trap door is 4 square and opens over
Lukewarm, stinking glop flies about the
Thieves of old used this exit when they needed a 4 square shaft 20 deep. There it opens into
room. Bowls shatter against the walls,
to get into the streets quickly. The secret doors a 5 diameter masonry tunnel half-filled with
knives clatter on the floor. Gully dwarves
are one way only out of the old guild hall. water.
are settling a wild argument over dinner.
If the PCs enter this area, check for a ran-
68m. Court of the Aghar dom encounter. If an encounter is indicated,
8 Gully Dwarves (Bulp Clan Aghar. AL roll 1d20 to determine how many rounds later
CN; MV 12; hp 3,6, 8, 10x2, 11, 12, 13; it takes place. Treat a rolled encounter with
Heavy, frayed gold cloth adorns the hall.
AC 8; HD 2; #AT 1 or 2; Dmg 1-6 or 1-41 Khisanth as no encounter.
Statues line the walls, and carpets of every
1-4 Water trickles into the main tunnel
color and description form a patchwork
through gaps in the stonework. North of the
across the floor. At the west end, a huge
Each round a hero is in this room, he suffers a access shaft, the tunnel runs 30 to a cave-in.
throne sits, the gold leafing peeling badly
70% chance that a bowl of goo will hit and The tunnel extends south into the darkness.
from its carved frame. A shrivelled figure,
splatter on him. This is Aghar stew, made by Through the darkness, the tunnel runs
nodding beneath a tarnished crown three
throwing just about anything dead or near 200 south, then turns east 340 to another
sizes too big for him, sits buried in robes
death into a pot. The stuff stinks violently, cave-in. Thirty feet before the end of the east
on the throne. Four armed dwarves, their
and keeps on stinking: it wears off in 1d20 branching tunnel, however, a shaft ascends 30
heads rattling inside their helmets, stand
turns, but in that time other heroes must feet to a grate in the floor of Khisanths lair
beside their king.
check constitution to be able to stand within (70k).

27
70a. Pillars of the Palace 70g. Prisoner Cell 70k. Court of the Balance

Broad steps lead from the great plaza to a The door creaks open to reveal a man A vast chamber stretches before you, 100
pillared courtyard. All cracked, some shat- hanging limply by his wrists from manacles in diameter. The circular room rises four
tered, the pillars support a sagging stone driven into the walls. His torso is bare and stories to a cracked and broken translucent
roof. In places, the cavern wall has broken stretched, showing signs of torture. dome. Dim light filters through the mists
the stonework and forms much of the above, spreading onto the center of the
courtyard. A large archway leads into a Raven-eye, Que-Shu Warrior. F2; AL CG; rotunda. There, a glossy black dragon
huge dark room to the east. At the back of S14; 112; W9; D14; Cl2; Chl2; MV12; straddles a pile of jewels, steel weapons
the courtyard, a set of stained steel doors hp 16; AC 9; #AT 1; Dmg 1-4 and intricate items.
stand closed. These also lead east.
The mans name is Raven-eye. Though weak,
he speaks: Our tribe was set upon by demons This is Khisanths lair. Khisanth, known com-
70b. Honored Dead
from the north. We fought bravely. To our monly as Onyx, is duty bound to keep the
shame, we still fell into their hands. Only two Plates of Mishakal from the PCs. If she has a
Tremendous, 40 statues of ancient kings of us are left the other is a woman who breath weapon or any spells left, she takes to
stand at the north and south walls of the escaped just a few hours ago. He knows the the air and uses these. Otherwise, she must
hall. Their deeply carved features are way to the dragons lair (70k) and will join and slug it out on the ground with the PCs.
masked in shadows, but they seem to aid the PCs.
watch intruders. Khisanth (Onyx), an ancient, huge black
70h. Bozak Commander
dragon. AL CE; MV 12/124; hp 64; AC
70c. First Hall 3; HD 8; #AT 3; Dmg 1-4/1-4/3-18; acid
The door opens onto a room lit by a smoky breath. Spells:
Soiled walls rise 30 to an arched ceiling. torch. A crude desk sits in the middle of First Level: charm person (x2), magic
Mosses and an off-white fungus line the the room. Sitting behind it, a scaly winged missile (x2), shocking grasp (x2), sleep (x2)
hall. Ancient man-sized statues stand lizard creature wearing partial armor sud-
throughout the chamber. denly looks up and leaps to his feet! If the PCs have the crystal staff, a voice gives
them special instruction: any PC who holds
1 Bozak Draconian Commander. AL LE; the staff while in this area hears a soft, femi-
Two draconians guard the north end of the MV6[15]/18; hp30; AC 2; HD 4; #AT nine whisper: Retrieve the disks, and hit the
hall. 1 or 2; Dmg 1-8 or 1-4/1-4; magical spells; dragon with this staff. All will be well. If the
2 Bozak Draconian Guards (AC 2; MV explodes on death for 1d6 damage. Spells: PC manages to hit the dragon with the staff,
6[15]/18; hp22, 23; AC 2; HD 4; #AT 1st Level: charm person; magic missile; the staff explodes on contact. Read the follow-
1 or 2; Dmg 1-8 or 1-41 1-4; magical spells; shield ing boxed description if this happens:
explode on death for 1d6 damage. Spells: 2nd Level: invisibility; mirror image
1st Level: magic missile; shield, sleep If badly outnumbered, this sly draconian sur- The staff shatters as it strikes the dragon.
2nd Level: darkness 15; web renders, then tries to lead the heroes through Blue light bursts from the staff in brilliant
70d. Palace Treasury the west doors of area 70j, insisting that it is spherical waves. The figure who broke the
the only safe way to enter the dragons lair. staff is lost in light, disappearing as a ring-
ing sound fills the chamber. The wall of
Huge chests, their wood rotted and split, 70i. Long Hall
shining blue pulses, its power shaking the
spill their contents into the room.
earth itself. The great dragon is covered in
Water seeps down the arching walls of the the glow and falls, screaming, into light.
There are 30,000 Tsarothian clay Culli in this 10 wide hall. A cold, musty smell rides The walls shake; pillars in the room sway
room absolutely worthless. However, if a the air. and topple. The cracked ceiling begins to
PC searches through the Culli, he has a 30%
crumble. Above the falling ceiling, the
chance of finding one of the following: two The hall runs south into the rubble of a col- cavern walls themselves begin to collapse.
throwing daggers +3, 1 pair gauntlets of lapsed ceiling. Steel double doors, weighing
climbing, one spellbook containing wizard 500 gpw each, stand closed on the right of the
lock, knock, and invisibility spells, and a corridor. These lead to area 70k. Everywhere the PCs go in the cavern, from
shield +1. now on, rocks tumble from the walls, and
70j. Hall of Sound water gushes under tremendous force into the
70e. Bozak Quarters
area. All creatures in all encounter areas will,
A 30 high ceiling arches above the 20 from now on, be trying desperately to escape
Cells branch north from a long hall that wide hall. Mosaic patters cover the floor the collapsing cavern. PCs run a 15% chance
runs to the east. The hall is silent. with meaningless design. per turn of being hit by falling ceiling debris
for 1d12 damage. The water level in the cav-
70f. Bozak Captain The hall is 90 long. Forty feet from either ern rises 1 foot per turn. If the heroes manage
end, pressure plates in the floor activate a loud to escape, direct them to the Temple of Misha-
gong, which resounds through the palace kal(46b) and read the Epilogue that follows.
This 20 30 room is quite spare: A bed-
area. If the PCs fail to note this trap and sound
roll lies on the floor, a pack in the corner.
the gong, the dragon pushes her head out the The dragons horde contains the Disks of
east doors and uses her breath weapon on the Mishakal (see Appendix 4), 56 200 gp gems, a
The pack contains dried meats and a map party in this narrow space. She then calls for cloak of invisibility, and 1000 pp. The dragon
showing the exact layout of the palace (70a- draconian guards, unaware that there are wears a ring of darkness which projects up to a
70h). none in the area. radius of 100.

28
Epilogue
The beautiful statue of a goddess towers The day ends as you and your fellow heroes
If the PCs break the staff, escape the cavern, above you in the hall. In her hands lies a trudge back over the Forsaken Mountains.
and return to area 46b, read the boxed perfect carved likeness of the blue crystal The plains below stretch to the east. Dark
description at right. If the heroes have taken staff. At the foot of the statue, a lone fig- clouds flash in the westbut not only
the Disks and destroyed the dragon without ure stirs. dark clouds: even viewed from this great
having the Crystal Staff, allow them to make distance, the billowing darkness far across
their way out of the cavern as best they can: do the plains is clearly something else. Smoke
not read the box at right. If the players are The lone figure is the person who broke the climbs into the autumn sky, rising from the
going to continue with Dragonlance 2: staff. He or she lies here unharmed, all hit forests of Solace.
Dragons of Flame, read them the box on points restored. The staff is now part of the
the far right. statue, but a platinum version of the medal-
lion around the statues neck now adorns the
neck of the PC who broke the staff.

APPENDICES

Appendix 1: Rates of Exchange Appendix 2: Treasures and Tomes The Disks of Mishakal

The coinage of Krynn is unlike that of other Crystal of Mishakal These are platinum disks 18 inches in diame-
AD&D worlds. The value of items varies (The Blue Crystal Staff) ter. Each disk is 1/16 inch thick. There are 160
from realm to realm. Steel, not gold, is the of these plates in all. A bolt passes through
standard measure of value. This staff is carved from a single piece of blue one side of the plates, allowing each to swivel
There are seven trade metals: steel, gold, crystal. It is about 5 feet long and has a 2-inch- out and be viewed while keeping the stack
silver, copper, iron, platinum, and bronze. diameter shaft. The ornamentally bladed together. Each of the plates is engraved on
The intrinsic value of the metal (usually steel) head of the staff bears a gem in its center. both sides.
measures the value of a realms coinage. Although Riverwind does not remember, Anyone of Lawful or Neutral Good align-
When computing experience, 1 steel = 1 XP, a manifestation of the Goddess Mishakal gave ment may examine the plates. Others take
no matter where that steel is acquired. him the staff. It is an intelligent artifact of 4d6 points of electrical damage each time they
These abbreviations are used: stl (steel Lawful Good alignment and has an Ego of 10. try to touch or read the disks.
piece), gp v (gold p iece value in AD&D It can only be used by those of its alignment; Clerics who read this book gain knowl-
game), gpw (gold piece weight as in AD&D others who try to wield the staff take 4d6 edge about the ancient Gods of Good: Pala-
game), gp (gold piece), sp (silver piece), cp points electrical damage. A Lawful Good per- dine (rulership), Majere (meditation and
(copper piece), ip (iron piece), pp (platinum son may use the staff to heal the electrical control), Kiri-Jolith (war and battle), Misha-
piece), and bp (bronze piece). damage it has caused. The staff has the follow- kal (healing), Habakuk (seas and animals),
In the Seeker Lands, where this adven- ing powers: and Branchala (elves, forests, and music).
ture takes place, the standard steel coin is an Any cleric who worships these gods may
Emas (em). Gold has no monetary value. 1. Strikes as a staff of striking (1-3 charges per receive spells as per standard AD&D rules.
In the lands conquered by the Dra- use). The book tells how to worship them and gain
gonlords, no coinage is used; the gpw of the 2. Casts any of the following clerical spells (2 true clerical abilities.
metal is used for exchanges. Steel is the basic charges per level of spell):
metal, but gold does have some value. 1st level: command, cure light wounds, Medallion of Faith
remove fear
SEEKER LANDS: 1 steel Emas equals: 3rd level: continual light, cure blindness, This is the symbol of those who worship the
50 sp, or 10 cp, or 2 ip, or 2 pp, or 5 bp. cure disease, remove curse true gods. Each medallion magically creates
5th Level: cure critical wounds, raise dead another medallion of faith for clerics of any
DRAGON LANDS: 1 gpw of steel equals: 7th level: restoration, resurrection. good alignment who profess faith in the old
10 gp, or 20 sp, or 100 cp, or 2 ip, or gods of good. The created medallion bears the
1/5 pp, or 2 bp. 3. Teleports (at its own discretion, using 15 symbol of the god that the cleric professes,
charges). regardless of which symbol the original bears.
If a character enters Dragonlord-occupied ter- The medallions have no further powers,
ritory carrying 10 em (worth 500 sp in the 4. Deflects dragon breath weapon in a 10 but they serve as symbols of faith. True believ-
Seeker Lands), it becomes worth only 200 sp, a radius (10 charges per use). ers wear them at all times, although never
60% decrease in value. It will accordingly openly.
have much less purchasing power. The staff holds up to 20 charges at a time. It
regains one charge/day from the combined
influences of Krynns three moons, but it can
be recharged immediately and completely at
the statue of Mishakal (46b). Upon comple-
tion of the Quest for the Disks of Mishakal,
the staff becomes part of the statue again.

29
Appendix 3: Monsters and Men event, the statue crumbles to dust within 1-4 almost total inability to put two thoughts
rounds after the draconians death, freeing together, the Aghar have excellent memories
DRACONIANS (DRAGONMEN) of all that they see and hear. This makes them
any weapon stuck in it. While a weapon is
stuck in a dead Baaz, it cannot be used. Note a great source of raw, untapped information.
Baaz Bozak that only the body of the Baaz turns to stone
and then crumbles; armor and weapons it car-
FREQUENCY: Uncommon Uncommon ries are unaffected and may be used by others SPECTRAL MINIONS
#APPEARING: 2-20 2-20 after the draconian turns to dust.
ARMOR CLASS: 4 2 FREQUENCY: Very Rare
Bozak. The magic-users of their kind, Bozak
MOVE: 6"[15"]/18" 6"[15"]/18 #APPEARING: 1-40+
Draconians have higher resistance to magic
HIT DICE: 2 4 ARMOR CLASS: 2
than other dragonmen (see their saving throw
% IN LAIR: 5% 15% MOVE: 30" (Restricted: see below)
modifier). Bozak also cast magic spells as
TREASURE TYPE: J, K, L U HIT DICE: 3 (also see below)
fourth level magic users. They are deeply ded-
# ATTACKS: 1 or 2 1 or 2 % IN LAIR: 100%
icated to the purposes of the Dragonlords and
DAMAGE/ATTACK: 1-4/1-4 1-4/1-4 TREASURE TYPE: Nil
never show mercy once they start to attack.
SPECIAL ATTACKS: None Magical spells # ATTACKS: 0 or 1 (see below)
They are, however, very intelligent and will
SPECIAL DEFENSES: None +2 to saves DAMAGE/ATTACK: By weapon type
not destroy an opponent if they believe that
MAGIC RESISTANCE: 20% 20% (see below)
their cause would be furthered by sparing his
INTELLIGENCE: Average High SPECIAL ATTACKS: None
life.
ALIGNMENT: Lawful Evil Lawful Evil SPECIAL DEFENSES: +1 or better
When the Bozak die, their scaly flesh
(some Chaotic) weapon to hit
suddenly dries and crumbles from their
SIZE: M (5') M (6+) MAGIC RESISTANCE: 20%
bones. The bones then explode, doing 1d6
PSIONIC ABILITY Nil Nil INTELLIGENCE: Average
points of damage to anyone within 10 of
Attack/Defense Modes: Nil Nil ALIGNMENT: Variable
them.
X.P.: 81+1/hp 175+4/hp SIZE: M
PSIONIC ABILITY: Nil
AGHAR (GULLY DWARVES)
Draconians, or dragonmen, are the basic Attack/Defense Modes: Nil/Nil
troops of the dragonlords. Their origins are FREQUENCY: Rare X.P.: 120+3/hp
unknown to anyone in this section of Krynn. #APPEARING: 1-4 (2-20)
Of the four known types of draconians, two ARMOR CLASS: By armor type Spectral Minions are the spirits of humans or
appear to the party during this part of the MOVE: 12 demihumans who died before fulfilling pow-
adventure. HIT DICE: Varies (1-4) erful vows or quests they had undertaken.
All draconians have wings, but neither % IN LAIR: 45% Spectral minions do not exist fully on the
the Baaz nor the Bozak can truly fly for more TREASURE TYPE: 25% J Prime Material Plane. Even in death, they
than one round. All draconians have three # ATTACKS: 1 or 2 remain bound to their vows or quests: every
movement rates: walking; running on all DAMAGE/ATTACK: By weapon type day, they must relive the events leading to
fours while pushing through the air with or 1-4/1-4 (fist/bite) their deaths, trying to complete their mission.
wings; and gliding. To move at the second rate SPECIAL ATTACKS: None Outdoors, spectral minions must stay within
of speed, they must use all four limbs and SPECIAL DEFENSES: Save at 2 levels higher 1,000 yards of the spot where they died
have their wings free to move. Draconians MAGIC RESISTANCE: Standard (indoors, within the fateful corridor or room).
prefer to charge this way, carrying their weap- INTELLIGENCE: Low Because of their speed, spectral minions have
ons in their teeth. They can glide from any ALIGNMENT: Chaotic Neutral a +1 on initiative rolls.
height, and glide a distance 4 times greater SIZE: S (3'-5') Spectral minions do combat damage only
than the height from which they launch. PSIONIC ABILITY: Nil if they died holding a weapon. The weapon
Attack/Defense Modes: Nil/Nil becomes a part of the spirit. Unless otherwise
Baaz. These draconians are generally the X.P.: 14+1/hp; 28+2/hp; 50+3/hp; 85+4/hp noted, only 50% of them have weapons.
smallest of the species, and thus the easiest to Those that do have swords unless otherwise
pass off as humans. As the bottom of the dra- Aghar are the lowest class in the Dwarven noted.
conian social order, they serve all other ranks caste systemindeed, most Mountain Remove curse dispels spectral minions
of dragonmen. However, because of a quirk in Dwarves say that they arent even part of any permanently. They also disappear forever if
their origins, these draconians often tend to caste. These raggedly clothed dwarves vary in someone fulfills their vow or quest.
be chaotic in nature and very self-serving skin color from parchment to mottled to olive. When very powerful people, such as high
when they can get away with it. Their hair is as unkempt as their clothing. level paladins, become spectral minions, they
Baaz are often encountered in disguise. Their health is generally bad and their bodies retain the number of hit points they had
They can conceal their wings under robes and, bear sores, scars and callouses. before they died.
wearing a large hood and mask, can pass Though humans think they are comical, Spectral minions are barely visible
through civilized lands as spies. Dragonlords Aghar are a disgusting race whose motto is because they are colorless and transparent.
often use the Baaz in this manner just before do anything, no matter how mean, to sur- They look very much as they did before death.
an invasion. vive. Occasionally, a decent, moral Aghar can
When a Baaz reaches 0 hit points, he be found, but those are very rare. Aghar
turns at once into what appears to be a stone believe that magic is a sham that deserves to
statue. If a PC deals this statue a blow with a be exposed.
melee weapon, he must make a dexterity Gulley dwarves generally tend toward
check at -3 or his weapon will be stuck in the weak constitution and low intelligence but
still-hardening statue of the draconian. In any have above average dexterity. Despite their

30
Appendix 4: Random Encounters This creature stays just ahead of the PCs, lead- 20. 1-10 Bozak Draconians. AL LE; MV
ing them toward the best path. The stag dis- 6[15]/18; AC 2; HD 4; #AT 1 or 2;
Random encounters occur on a roll of 1 on appears completely after traveling 3-6 (1d4+2) Dmg 1-8 or 1-4/1-4. Spells: 1st Level:
1d10, at the frequency noted in Table 1 below hexes on the wilderness map. charm person, magic missile, shield; 2nd
according to the terrain being traveled Level: invisibility, mirror image
through. If an encounter is indicated, deter- 8. 2-8 Eagles, Giant. AL N; MV 3/48; AC
21. 1 Catoblepas. AL N; MV 6; AC 7; HD
mine the distance according to Table 1(1 = 10 7; HD 4; #AT 3; Dmg 1-6/1-6/2-12
6+2; #AT 1; Dmg 1-6 + stun; gaze causes
yards). Then roll to generate a number in the These eagles wheel high overhead, then fly off
death
Monster Range defined for that terrain, and toward the worst possible direction for the
use that numbered description from Table 2 party to take. 22. 1-10 Hatchling Black Dragons. AL CE;
following. Use Table 3 for all encounters in the MV 12/24; hp 6; AC 3; HD 6; #AT 3;
9. 1-4 Boars, Giant. AL N; MV 12; AC 6;
Darken Wood. Dmg 1-4/1-4/3-18
HD 7; #AT 1; Dmg 3-18
23. 1-6 Snakes, Poisonous. AL N; MV 15;
Table 1: Encounter Type and Frequency 10. 4-16 Dogs, Wild. AL N; MV 15; AC 7;
AC 5; HD 4+2; #AT 1; Dmg 1-3 + poison
HD 1+1; #AT 1; Dmg 1-4
Towns: Check once every 3 turns. Dis- The dogs attack 40% of the time, or if they are 24. 2-12 Wraiths. ALLE; MV 12/24; AC 4;
tance 1-6, Monster Range 1-6 (1d6). attacked. After half of the pack is killed, the HD 5+3; #AT 1; Dmg 1-6 + one level drain
Plains: Check 4 times per day. Distance rest run away.
1-100, Monster Range 3-14 (1d12 + 2) Table 3: The Darken Wood
11. 1-10 Baaz Draconians. AL LE; MV
Forest: Check 6 times per day. Distance
6[15]/18; AC 4; HD 3; #AT 1 or 2;
1-10, Monster Range 4-15 (1d12 + 3) Encounters in this area take place on a roll of
Dmg 1-8 or 1-4/1-4
Hills/Mtns.: Check 4 times per day. Dis- 1-2 on Id6. Check for encounters every 4
tance 1-20, Monster Range 7-18 (1d12 + 6) 12. 1-8 Bozak Draconians. AL LE; MV game hours (6 times per game day); if one
Marsh: Check 8 times per day. Distance 6[15]/18; AC 2; HD 4; #AT 1 or 2; takes place, roll 2d4 and consult the table
1-4, Monster Range 13-24 (1d12 + 12) Dmg 1-8 or 1-4/1-4. Spells: 1st Level: below. Unless otherwise noted, creatures will
Ruins: Check once every 3 turns. Dis- magic missile, shield, sleep; 2nd Level: question the PCs: if the PCs give them their
tance 1-6, Monster Range 11-22 (1d12 + 10) darkness 15, web true names or show the crystal staff, the crea-
When they take 50% losses, they retreat. tures escort them to the Forestmaster Unicorn.
Table 2: Random Encounter Listing
13. 1-12 Spiders, Huge. AL N; MV 3/*12;
2. 1-12 Griffons. ALN; MV 12/30; AC 3;
1. 3-30 Townsmen. AL var; MV 12; AC 8; AC 4; HD 2+2; #AT 1; Dmg 1-6 + poison
HD 7; #AT 3; Dmg 1-4/1-4
HD 1; #AT 1; Dmg 1-4
14. 2-12 Ogres. AL CE; MV 9; AC 5; HD Attack and fight to the death 20% of the time
These folk are simply about their business in
4+1; #AT 1; Dmg 1-10 (70% if the party is on horseback).
town.
These are troops of the Dragonlords, guarding
3. 1-20 Treants. AL CG; MV 12; AC 0; HD
2. 6-12 Baaz Draconians. AL LE; MV 6[15]/ a path. Their orders are to ask about the crystal
12; #AT 2; Dmg 4-24/4-24
18; AC 4; HD 3; #AT 1 or 2; DMG 1-8 or staff, and to prevent passing down the path at
1-41 1-4. all costs. 4. 2-8 Satyrs. AL N; MV 18; AC 5; HD 5;
These creatures wear robes and search for the #AT 1; Dmg 2-8
15. 2-12 Wraiths. ALLE; MV 12/24; AC 4;
Crystal Staff. They say they are of the Brother- These practical jokers try to lure the PCs into
HD 5+3; #AT 1; Dmg 1-6 + one level drain
hood of Tsaroth, from whom the staff was net traps, drop water on them from the
These are the spirits of evil persons who died
stolen a few weeks ago. If a fight begins, the branches above, taunt them from across a cov-
at the time of the Cataclysm.
Baaz fight to the death. ered pit. Use your own imagination to come
16. 2-8 Trolls. AL CE; MV 12; AC 4; HD up with other tricks.
3. 1-10 Plainsmen. AL CG; MV 12; AC 7;
6+6; #AT 3; Dmg 5-8/5-8/2-12
HD 2; #AT 1; Dmg 1-6 5. 1-12 Centaurs. AL CG; MV 18; AC 5(4);
These are in the service of the the draconian
These quiet people are moving south and HD 4; #AT 1 or 2; Dmg 1-10 or 1-6/1-6
army. Their mission is to kill whatever they
west, away from the dragonarmies.
see. 6. 1 Brownie. AL LG; MV 12; HD ; AC 3;
4. 1-4 Elves. AL CG; MV 12; AC 5; HD 2+1; #AT 1; Dmg 1-3
17. 1-3 Will-o-wisps. AL CE; MV 18; AC -8;
#AT 1; Dmg 1-10 The brownie tries to steal the staff and take it
HD 9; #AT 1; Dmg 2-16
This is a trading party. They are cool and aloof to the Unicorn. If he is successful, the Forest-
Spawned at the time of the Cataclysm, these
to the PCs. master returns the stolen item.
creatures try to lead the PCs in the worst possi-
5. 2-20 Townsmen. AL var.; MV 12; HD 1; ble direction and then attack. 7. 10-100 Sprites. AL N(G); MV 9/18; AC
#AT 1; Dmg 1-4 6; HD 1; #AT 1; Dmg 1-4
18. 1-6 Snakes, Poisonous. AL N; MV 15;
Sprites try to sleep the party with their arrows.
6. 1-6 Seeker Guards. AL CG; MV 12; AC AC 5; HD 4+2; #AT 1; Dmg 1-3 + poison
If they succeed, a party of centaurs passes by
4; HD 4; #AT 1; Dmg 1-8
19. 1 Huge, Ancient Black Dragon (Khi- shortly and takes the PCs to the Forestmaster.
Seeker Guards are under orders to take anyone
santh). See statistics in Encounter area
who knows anything about the Blue Crystal 8. 1 Sylph. AL N(G); MV 12/36; AC 9;
70k.
Staff to Haven and the Highseeker himself. If HD 3; #AT 0; Dmg nil
Khisanth will stay in flight at this encounter.
they are involved in a fight, the guards strug- The sylph will not appear before the party.
She attacks only 20% of the time (100% if the
gle bravely until losing half their number; She will try to lead them by voice to the
PCs attack her). She uses her natural fear abil-
then they retreat, seeking reinforcements. Forestmaster.
ity, and then one breath weapon if forced into
7. 1 Stag, White. AL LG; MV 24; AC -5; combat. She swoops away before taking any
HD 10; hp 77; #AT 3; Dmg 1-12/1-6/1-6 significant damage.

31
Hear the sage as his song descends Thus ended in thunder the Age of Dreams
like heavens rain or tears, and began the Age of Might,
and washes the years, the dust of the many stories When Istar, kingdom of light and truth, arose in the east,
from the High Tale of the Dragonlance. where minarets of white and gold
For in ages deep, past memory and word, spired to the sun and to the suns glory,
in the first blush of the world announcing the passing of evil,
when the three moons rose from the lap of the forest, and Istar, who mothered and cradled the long summers of good,
dragons, terrible and great shone like a meteor
made war on this world of Krynn. in the white skies of the just.

Yet out of the darkness of dragons, Yet in the fullness of sunlight


out of our cries for light the Kingpriest of Istar saw shadows:
in the blank face of the black moon soaring, At night he saw the trees as things with daggers, the streams
a banked light flared in Solamnia, blackened and thickened under the silent moon.
a knight of truth and of power, He searched books for the paths of Huma
who called down the gods themselves for scrolls, signs, and spells
and forged the mighty Dragonlance, piercing the soul so that he, too, might summon the gods, might find
of dragonkind, driving the shade of their wings their aid in his holy aims,
from the brightening shores of Krynn. might purge the world of sin.

Thus Huma, Knight of Solamnia, Then came the time of dark and death
Lightbringer, First Lancer, as the gods turned from the world.
followed his light to the foot of the Khalkist Mountains, A mountain of fire crashed like a comet through Istar,
to the stone feet of the gods, the city split like a skull in the flames,
to the crouched silence of their temple. mountains burst from once-fertile valleys,
He called down the Lancemakers, he took on seas poured into the graves of mountains,
their unspeakable power to crush the unspeakable evil, the deserts sighed on abandoned floors of the seas,
to thrust the coiling darkness the highways of Krynn erupted
back down the tunnel of the dragons throat. and became the paths of the dead.

Paladine, the Great God of Good Thus began the Age of Despair.
shone at the side of Huma, The roads were tangled.
strengthening the lance of his strong right arm, The winds and the sandstorms dwelt in the husks of cities,
and Huma, ablaze in a thousand moons, The plains and mountains became our home.
banished the Queen of Darkness, As the old gods lost their power,
banished the swarm of her shrieking hosts we called to the blank sky
back to the senseless kingdom of death, where their curses into the cold, dividing gray to the ears of new gods.
swooped upon nothing and nothing The sky is calm, silent, unmoving.
deep below the brightening land. We have yet to hear their answer.

9130XXX1501 32

S-ar putea să vă placă și