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[Adventure’s Title]

Introduction
inhabitants of Krynn. Krynn dwarves have all the
normal abilities of dwarves given in the Player’s
Handbook.

The World of Krynn Adventuring in Krynn


There are several important differences between DRAGONLANCE® modules stress a strong
the world of Krynn and standard AD&D® game story line. A successful adventure in Krynn has
settings. The DM should make this information the feel of an epic novel, a sweeping story in
available to players unfamiliar with Krynn which the player characters are active
participants. These adventures also stress a value
system based on strong principles. The most
Currency important of these principles are as follows:
Steel not gold, is the most precious metal on • Persevering forces of good can triumph over
Krynn and is the basic unit of currency. One steel evil.
piece (stl) has the equivalent purchasing power of • Good actions have good consequences; evil
one gold piece in a regular AD&D campaign. A actions have evil consequences.
gold piece is the equivalent of a silver piece. • Truth and justice must be promoted over
deceit and injustice.
Priests
Centuries ago the Gods inflicted a cataclysm on The Moons of Krynn
Krynn as punishment for the arrogance of it’s The positions of Krynn’s moons play an
inhabitants. The cataclysm removed all important part in this adventure. The Moon
knowledge of the true Gods and also took away Tracking and Chart following on this module
all priest abilities. The existence of the true Gods should be used to note the locations of the moons
was rediscovered during the war of the lance, and and their influence upon the spellcasters of the
true priests now wear a medallion of faith bearing Krynn.
the symbol of their God. All PC priests in this Each of the three Orders of the High Sorcery
adventure have the usual abilities including receives its powers from one of the moons.
spellcasting and turning undead Wizards of the White Robes get their powers
from Solinari, Black Robe wizards get theirs
Elves from Nuitari, and Red Robe wizards get theirs
There are three types of Elves common to Krynn. from Lunitari. Each face of the moon has an
The fair-skinned and light-haired Sylvanesti are effect on the magic of that class of wizard.
intolerant and suspicious of all other races. The
Qualinesti elves are slightly smaller and darker Moon Phase Effects Table
Saving Additional Effective
than the Sylvanesti. Their society is less
Moon Phase Throw Spells Level
structured, and they are friendly toward other Waxing Normal +1 Normal
races and enjoy a generally co-operative High Sanction +1 +2 +1
relationship with humans. Kagonesti are Waning Normal 0 Normal
muscular nomads, fierce and self-reliant. Krynn Low Sanction -1 0 -1
Elves have all the normal abilities of elves given Only wizards of 6th level or higher and with INT
in the Player’s Handbook of 15 or greater receive high sanction bonuses.
Others default to the waxing bonuses. The
Dwarves additional spells can be of any level that the
wizard can cast.
The three most common types of dwarves on
Krynn are mountain, hill, and gully dwarves. Moon Alignment Effects Table
Both mountain and hill dwarves are stubborn and Saving Additional Effective
strong – willed, though hill dwarves are less Alignment Throw Spells Level
sophisticated and somewhat gentler. Gully Sol. with Lun. +1 +1 +1
dwarves are considered to be stupid, filthy, and Nuit. with Lun. +1 +1 +1
repulsive creatures, shunned by all civilized Sol. With Nuit. +1 0 Normal

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[Adventure’s Title]

All three moons. +2 +2 +1

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Scribed this Second Majetag, Fleurgreen, 354 AC

For one more time my hand is bound to scribe the events that
even now are taking place somewhere on the face of Krynn.
The orb of time, a gift from an “old” friend Raistlin Majere,
takes my spirit through time and space so that I can evidence
the events that will ripple the river of time.
Centuries have passed since the gods punished mortals for
the arrogance of the King Priest. Then, some years in the
past, as famine and disease fell upon the world, mortals saw
clearly that the weary gaze of the gods was lifted from their
fates. The Knights of Solamnia, an order of holy warriors
devoted to the service of the God Paladine and his sons have
fallen from grace, both from Gods and mortals.
Dragons, tales told to children at night, have returned to
wreck havoc and plunder the tortured continent of Ansalon in
the Name of Her Majesty the Dark Queen.
A company of unlikely heroes: a brave and valiant Knight,
Sturm Brightblade; a half-elf caught between two worlds and
two women, raised in internal struggle and anger, Tanis Half-
Elven; a grumbling but fatherly grizzled old dwarf, Flint
Fireforge; Tassleholf Burrfoot, a kender who learns fear and
sorrow through the loss of loved ones; a pair of planesmen,
the chieftain’s daughter Goldmoon, and her betrothed
Riverwind, a far hunter for the tribe of Que-Sue, brought back
hope and the evidence of the True Gods; and finally the
Majere twins, a good hearted giant of a man, Caramon, and
his brother Raistlin, a dark-souled mage, so much alike yet so
far different, raised by their half-sister Kitiara, a
swordswoman, a mercenary of great skill but few moral
sensitivities. They would be destined to change the outcome
of the last and most destructive Dragonwar, through a
number of difficulties and a series of epic acts that would be
sang among the bards of Ansalon throughout time.
The threat now has waned and the people have started to
find faith in the True Gods. Although the Dragonarmies have
not been entirely defeated the disorder that followed the end

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The Adventure
The PCs will have the rest of the day to rest and
recuperate and of course to continue southwards
for Lemish.
The next noon the PCs reach Lemish and after
How the Story should having some trouble with the suspicious guards
they gain entrance to the inner city. While they
run search for the Battle Hall Inn they will be
followed by the secret police that Despot Nelthis
This is the most likely course of actions the is using inside his capital, this of course will not
players will follow during this adventure in order befall to their attention.
to successfully conclude the story line. Inside the Battle Hall Inn the party must earn
As this adventure begins Despot Nelthis a the trust of the resistance’s leader Sigrid. After
dangerous and cruel warlord from the their success on that the PCs will be guided to an
“Kingdom” of Lemish is planning to raise a force underground passage that leads to the dungeons
gathering the deserters from the disordered of Nelthis' palace. There they must find their way
Dragonarmies. Kitiara’s chief spy, a dark elf, to the wizard's laboratory and “persuade”
Numinthalas, has already infiltrated the court of Zarapham to cooperate. Zarapham of course will
Lemish and learned about Nelthis’ plan. Kitiara not have the same opinion and he will try to use
of course is not happy about Nelthis’ act and the players to conclude his summoning
wishes to “persuade” all the remaining deserters experiment using the PCs as “components”. After
to rejoin and form a new army under her sole his successful conjuration of the Demon Lord
command. “Scarr”, he tries to teleport away but with no
Numinthalas fled the court of Lemish in order apparent affect. The wizard’s laboratory has been
to reach Solanthus and contact with the spy affected by a barring spell that will not allow
network planted by the Dragonarmies. On his anyone but the caster to escape by magical
road to Solanthus agents appointed by Nelthis means. The wizard of course is none other but
himself tracked Numinthalas. By the time they Raistlin Majere who has taken interest in
plan to attack him the PCs confront the agents of punishing a renegade wizard who poses danger
Nelthis near a small cottage in the northern for the magical stability in Krynn. After their
borders of Lemish. After defeating the assassins “healthy” encounter with one of the major NPCs
the PCs meet with Numinthalas and he directs of Krynn the players will try to flee the castle
them to the city of Lemish and pleads to them to believing to have successfully concluded their
stop the encroachment of evil. Of course this mission. While they wonder through the castle
helps him to buy time and reach Solanthus in corridors they meet with Numinthalas who
time to inform Kitiara, he will use the PCs to guides them out through the front gates of the
delay Nelthis’ plan. Of course this will not be castle where the battle has already begun. Then,
obvious to the PCs until the end of this module. they witness Nelthis death at the hands of the
The next morning the PCs meet with an aged Blue Dragon Highlord, and as they try to escape
Cleric of Paladine Father Rence. He joins the the chaos, Skie swoops and attacks from above.
party in their missions only as a fatherly image In a final heroic act Father Rence flamestrikes
and will protect them as much as he can in a Skie and buys time for the PCs to flee and
riddled manner as one that befits the power of the survive the battle, while the Dragon Highlord
True Gods. During the next day the PCs takes over Lemish.
encounter a squad of Draconian slave-lords on After that the PCs will travel north to the city
their way to Lemish. After releasing the captives of Solanthus and inform the government and the
will learn that the slaves were going to be used appointed Knight Commanders for the recent
for the dark experiments of Zarapham, there they events in Lemish.
meet with Delmir a member of the underground
resistance that exists in Lemish. If they have not
learned about the Battle Hall inn this is a good PCs of the Adventure
opportunity to know where they can find help The following comprehensive list of the PCs and
inside the city. their stats is given for quick reference.

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NPCs of the advantage of this the Despot’s power is growing


to a point that in the near future he will wield
Adventure power enough to claim a commanding position
among the evil forces.
The following comprehensive list of the NPCs Unfortunately for him the eyes of the Dragon
and their stats is given for quick reference. Highlords (namely the Blue Lady) have taken
notice of his treachery. This will be his undoing.
Kitiara Uth Matar The Dagger of Venom contains poison type F
(injected, immediate, Death/0).
Human Female, 16th level Fighter
The Blue Lady
Age 36; THAC0 2; #AT 7/2; SF special; Type P; Numinthalas
Dmg (1d6/1d8)+4 (short sword); AC -4 (Dragon Silvanesti Elf Male, 7th/7th level Fighter/Thief
Plate Armor +3, DEX 18); hp 76; MV 12; SA Spy of the Blue Lady
See bellow; SD See bellow; SZ M; AL LE; ML Age 173; THAC0 14; #AT 1; SF 3; Type S; Dmg
n/a; MI Dragon Plate Armor +3, Mageripper, (1d8/1d12)+1 (long sword); AC 7 (DEX 17); hp
Spear +3, Ring of Spell Storing. 39; MV 12; SA See bellow; SD See bellow; SZ
S14, D18, C14, I13, W7, Ch14 M; AL CE; ML n/a;
Personality: Scheming, ambitious, perfectionist. S16, D17, C12, I15, W10, Ch15
Notes: Kitiara has recently witnessed the defeat Personality: Remorseful, spiteful.
of the Dragonarmies and she has suffered her Notes: A former member of the Wildrunners
personal loss. Scheming and preparing to launch devoted to guard the forest of Sylvanesti. Early in
a campaign against the Northern Solamnic his carrier Numinthalas was a guardian and
strongholds, she tries to fulfill her lost dream of protector but the fate that awaited him was much
becoming the emperor of Ansalon. Kitiara is darker. After the nightmares he experienced that
highly motivated by her personal feelings and Cyan Bloodbane infested in the enchanted forest
her vicious ambition. To her eyes Despot Nelthis of Sylvanesti he grew jealous and envy nested in
is just another traitor in the plots of the Dark his heart. After the crimes he committed against
Queen, who should be exterminated when his people. Numinthalas plans and seeks revenge
resources become available. upon his kin. This is the main reason he joined
Kitiara is a specialist in the use of the short the Dragonarmies.
sword. Thieving Abilities: PP 75%; OL 57%; F/RP
Mageripper is a short sword +2, granting an 60%; MS 75%; HS 63%; HN 30%; CW 84%; RL
extra attack each round, making the first two 55%, Backstab x3, Thieves’ Cant.
attacks before the roll of initiative like a scimitar
of speed. The ring of spell storing contains: Cure
Critical Wounds, Word of Recall.
Raistlin Majere
Human Male, 26th level Wizard of the Black
Robes
Despot Nelthis Master of Past and Present
Human Male, 17th level Fighter Age 28; AC -4; hp 48; MV 12; SZ M; AL CE;
Despot Nelthis of Lemish ML n/a; MI Staff of Magius, Dragon Orb.
Age 41; THAC0 –1(primary), 1(secondary); #AT S10, D16, C10, I18, W14, Ch15
7/2; SF 3; Type S, P; Dmg (1d8/1d12)+7 (long Personality: Cynical, ambitious.
sword), (1d4/1d3)+6 (dagger); AC -3 (Chain Notes: To narrate the background of this NPC
Mail +5, DEX 17); hp 78; MV 12; SA See would require almost the narration of the history
bellow; SZ M; AL NE; ML n/a; MI Chain Mail of Krynn itself. The Archmage is an enigmatic
+5, Long Sword +3, Dagger of Venom +3. persona. Under normal circumstances he would
S18/56, D17, C12, I14, W12, Ch11 not concern himself with just a renegade wizard
Personality: Backstabbing. in faraway Lemish. Yet sometimes his
Notes: The Despot of Lemish is a cruel and sentimental moods lead to actions, rather
ambitious warlord. Luckily for him, after the War unfitting to his ambitious nature.
of the Lance, the fleeing troops of the defeated Such a powerful NPC, of course, should not be
Dragonarmies have taken shelter in his used without consideration in any storyline. He
desolated heaven of criminals, Lemish. Taking is included in this adventure in order to give a

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hint of the power of magic and its special flavor undercover resistance of Lemish. She is an easy
on Ansalon. going and caring character that now sees the
leadership of the resistance as the will of
Father Rence Mishakal and her duty to aid and bless the weak.
Special Abilities: Animal friendship, bless,
Human Male, 7th Priest of Paladine endure cold/heat, resist cold, chant, silence,
Age 93; THAC0 18; #AT none; AC 10; hp 19; stoneshape, water walk, holy word.
MV 6; SA Spells; SD Spells; SZ M; AL NG; ML Spells: 1st Lvl: Cure light wounds x3, Bless,
14; MI Medallion of Faith. Light.
S5, D6, C6, I14, W16, Ch16 2nd Lvl: Slow Poison, Silence 15-foot radius,
Personality: Irritating (fatherly), Grumpy. Chant.
Notes: Father Rence is an aged cleric of 3rd Lvl: Create food &Water, Prayer
Paladine, who discovered the faith in the True
Gods late in his life. Short sighted and rather
irritating with his fatherly manners Father Rence Zarapham
is a man who lives through out his true fate. Human Male, 9th level Renegade Wizard
Being guided by Paladine himself Father Rence Age 50;THAC0 18; #AT 1; SF special; Dmg
has survived many unpleasant circumstances by varies; AC 4 (Armor spell, ring of protection +2;
sheer luck. This same luck brings him to the hp: 27 SA spells; SD stoneskin spell (9 chares);
footsteps of the characters and follows them in SZ M; AL NE; ML 14; MI Amulet against
his own unique way to the end of this adventure. detection and location, ring of protection +2.
Spells: Father Rence will not use any spells S14, D10, C15, I16, W13, Ch10
during the course of the adventure except some Personality: Deranged, sadistic, and cruel.
minor healing or if otherwise stated by the Notes: Zarapham is the perfect model for the
description in the adventure. renegade wizards that exist in the world of
Kitiara is a specialist in the use of the short Krynn. Outside the Orders of High Sorcery has
sword. turned to his former master’s work. Being afraid
Mageripper is a short sword +2, granting an to take the test fear that his horrible dreams will
extra attack each round, making the first two be revealed Zarapham fled using the stolen
attacks before the roll of initiative like a scimitar amulet from his master’s collection. Taking
of speed. The ring of spell storing contains: Cure advantage of the Dragonwar Zarapham hide out
Critical Wounds, Word of Recall. in Lemish and after helping Nelthis taking the
leadership of Lemish he found the place he
Sigrid needed to continue his foul experiments. In this
module an escaped slave reports after several
Human Female, 5th Priest of Mishakal coincidences to Dalamar, Who by now is an
Age 32; THAC0 18; #AT 1; SF special; Dmg: apprentice to Raistlin Majere and he his master
varies; AC 10; hp 25; MV 12; SA Spells; SD about the existence of the wicked sorcerer.
Spells; SZ M; AL NG; ML 16; MI Medallion of Zarapham resides in the tallest tower in the
Faith castle of Lemish.
S12, D13, C14, I13, W15, Ch16 Spells: 1st Lvl: Magic missile, detect magic,
Personality: Kind, caring, friendly, and light, unseen servant.
optimistic. 2nd Lvl: Darkness 15' radius, ray of
Notes: Sigrid was born in the city of Lemish enfeeblement, flaming sphere.
some thirty years ago and she was raised by her 3rd Lvl: Protection vs. good 10' radius, lightning
uncle and aunt. She lost her family from a bolt, slow.
disease that spread from the forest swamp and 4th Lvl: Confusion, Polymorph other.
her mother passed her to her aunt. During the 5th Lvl: Teleport.
Dragonwar, Sigrid learned about the Goddess
Mishakal and rushed to join her priesthood
ranks. The faith brought by the young
plainswoman inspired many who have suffered
the loss of beloved ones. Sigrid one month ago
lost her beloved Eric to the draconian forces that Jump Start
inhabit the forest and so she took his place in the “All is not what it seems…”

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Justarius, Master of the Red Robes Goblins (10): THAC0 20; #AT 1; SF 5; Type
P/B; Dmg 1d8/1d4+2 (spiked club); AC 7
Episode 1 (studded leather armor, wooden square
bucklers); HD 1-1; hp 5 each; MV 6; SA
The PCs begin the adventure on the road heading See bellow; SZ S; INT 7; AL LE; ML 10.
north towards Solanthus. They are two days Personality: Aggressive, cowardly.
worth distance from their destination, travelling Notes: The clubs have bone spikes dipped into
through the Swamp Forests of Lemish. dunk. The dunk infects wounds, which take twice
The DM should read aloud the following boxed as long to heal. If a victim fails a constitution
text to the PCs: check he contracts a debilitating disease for 3d6
It is a pleasant day as you walk through the days (half strength, constitution and dexterity).
wooded countryside, soaking up sunshine that
filters through the leaves overhead. The Goblin Chief, with another 5 of his kin, aim
The forest is clamoring around you as the blows at the elf, named Numinthalas; three
birds in the trees, call to each other and small goblins are scattered around the cottage. The last
animals chirp shrilly at your passing. The one has already rode a riding horse and flees the
gentle scraping of armor as you walk is the battle. The peasant family residing in the cottage
harshest sound you‘ve heard all day. has already fled, and will return a little after the
The first encounter will take place in these end of the battle. The PCs can join in and appear
peaceful surroundings. It is provided to “jump to affect the outcome, but the end should be the
start” the characters into action and the main plot same; two criteria must be met before this
of the adventure. The DM should give some time encounter ends.
to the party to react to their surroundings and • First, regardless of the PCs’ skill, the
enjoy the pleasure of simplicity. If the PCs attackers somehow manage to wound
respond let them role-play and then follow on. Numinthalas.
As if to underscore the nature’s calmness, • Second, the players should have a chance to
the clash of arms and the cries of wounded notice the fleeing goblin only when it is too
men suddenly drift through the forest. late, if they notice it at all. This is essential in
Without hesitation you rush through the order to throw the players to the direction of
wooded landscape and the scene that follows is Lemish.
that of an utter chaos. A lone man is During the battle, the PCs are allowed a WIS
surrounded by goblinkin, struggling to keep check at –6 penalty. Anyone who succeeds
away the attackers swarming around him. notices the goblin earlier, as it tries to escape,
From what you can see, at least two of the otherwise, later on, Numinthalas informs the
creatures have met their fortune at this man’s party of the incident. If they try to pursue, they
sword. As for himself, he is furiously swinging will find that chasing a horse with such a
his weapon at six goblins; clearly upon him, lightweight rider is more than a match for their
several wounds can be seen that give hints of feet.
his current condition.
Just a few feet behind him you can Episode 2
distinguish, among the trees, a small cottage
The elf will be at such a condition, after the
surrounded by some of the humanoids, having
battle, that the players have to carry him to the
already set it on fire.
nearby cottage and treat his wounds. When this
happens, give them time to speak among
Goblin Chief: THAC0 19; #AT varies; SF themselves and the peasants residing in the
10; Type B; Dmg 3d4/3d6 (pole tri-flail); cottage.
AC 5 (chain mail armor); HD 2+2; hp 13;
MV 9; SA See bellow; SZ M; INT 9; AL Calen (Male), Sharil (Female), Torin
LE; ML 12. (Son): 0-level humans; peasants.
Personality: Aggressive, bullying.
Notes: The tri-flail may either be swung When they decide to seek the recuperating elf the
inflicting three attacks simultaneously or span to DM should read the following text:
attack all within reach.

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The elf lies on the straw bed, wan and a renegade, wizard outside the Order of the
listless. Though most of his wounds seem to be Robes. Nelthis counts on much help from him
superficious, he is obviously very weak. As you and depends on his advice. Should you be able
have gathered around him, he smiles and to enter the Castle and persuade the wizard to
speaks: leave Nelthis employment, that would throw
“I’m glad you were able to save me”, he him back several days on his plans.
says with a ghost of a smile. Concern tinges his
This should not sound easy and by all means it is
voice. “I owe you a favor, but I must ask you
not. The players should think of asking the name
one more.” He stops, eyeing you as if he wants
of the resistance leader. While the elf can say that
your approval to continue.
he met the former Cleric in an Inn, “The Battle
“Since I know I can trust you, I beseech
Hall Inn”, the name is not known to him because
you to stop the goblin that escaped, before it
the resistance leader did not reveal her name to
reaches his master. I would go myself, but I
him.
must restore my strength and travel to
The characters by now should have made up their
Solanthus and warn the leaders of the
minds concerning the mission and begin to plan,
incoming menace. If time were not a
or to discuss alternate possible solutions. When
consideration, I would explain the whole story
all discussion ends the players should leave the
about what is beginning to stir in the south.
cottage and travel southwards following the
However time and speed of the essence, and so
runaway goblin. One day later Numinthalas
I suggest that you won’t interrupt me while I
departs for Sanction and arrives there sometime
explain to you the situation.”
before the end of this adventure.
“Here is what happened. I was hired by
Aeric Firebrand, one of the council of
Solanthus, to investigate rumors of the
gathering and the quantity of the renegade Hoping Prophet
troops that had fled the Dragonarmies in
“Faith, Duty, and Honor are key.“
Lemish. There, through several bribes and
Elistan Chosen Prophet of Paladine.
contacts I made, I entered the resistance,
which is lead by a very brave woman and
former Cleric of Mishakal. With her Episode 1
assistance I have discovered that Despot Describe the following scene to the PCs
Nelthis, ruler of Lemish, has made a pact with sometime after they leave the small forest cottage
the Dragonarmies in order to lead an attack and begun travelling south towards Lemish.
and destroy Solanthus. I managed to steal a As you have given in to your thoughts and
horse and I galloped until yesterday. That was travel southwards towards the Capital of
when I discovered I was being followed. After Lemish, out from nowhere an old man dressed
managing to outride the goblins, my horse’s in almost tattered white robes jumps out from
leg got injured and they gained on me. The the nearby trees, almost surprising he rushes
rest you know.” towards your place shooting and waving his
Numinthalas is in reality a Dark Elf (not a drow). small walking cudgel. “You… how dared you
An evil elf exiled from Qualinost, he found what scare an old man?” he ask with a grizzled look
he sought in the service of the Blue Lady upon his aged face. “Didn’t your parents ever
(Kitiara). He is trying to make the players to told you not to wander around in dark
assist him in order to escape and travel to forests”. Obviously the old man is short
Sanction while he covers his trails and sends the sighted and has approached you in close
party to distract Despot Nelthis. quarters trying to figure out who you are.
“I could not ask you to stop the schemes of Then he turns over to the two dwarfs and yells
a man as powerful as Despot Nelthis, and by at them: “…and what about you two little
the true Gods I won’t. But there is something ones, you shouldn’t eat to much and you
you can do. Although a skillful warlord, should even shave yourselves”.
Despot Nelthis has one major flaw which you This encounter is provided to amuse and
can take advantage of. His personal introduce Father Rence to the PCs. Father Rence
Companion and trusted advisor is Zarapham, statistics and personality are given in the NPC

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chapter and from this encounter he will


personally accompany the “lost children” to Spawns of Darkness
wherever they go since they need his guidance. “…they are not natives of Krynn, Caramon, and
Of course as the DM you must give the PCs a full yes Tika, of course they would kill us….”
out view on the personality of Father Rence and After destroying several Draconians.
make the players understand his personality. Play Raistlin Majere.
out Father Rence as much as you can and try to
use his clerical abilities in such a way that the
PCs will not make out what he really is. (i.e.
when the PCs make their first night encampment,
Episode 1
let Father Rence take care some of their wounds The following encounter will take place on the
using his herbs in a combination with his clerical second day of this adventure, while the PCs
healing abilities: cure light wounds and similar continue their journey through the swamp forests
spells). of Lemish. You should play out the following
narrated text and try to show out to the PCs the
bad conditions that the prisoners are in.
As you make your way through the murky
Episode 2 waters of the forest, you have already noticed
Sometime before the party rests and while they the difference of the terrain in this part of the
are gathered around the campfire Father Rence wooded landscape. Covering the air around
will speak directly to the player controlling Sorsa you is a thick and foul smell reaches your nose
Truesilver: as it emerges from the swampy ground. A
A long time ago, even before the last slight mist is covering your footsteps and the
Dragonwar there was a Knight of great Honor whole atmosphere makes you and your
and Courage, all the virtues of knighthood he animals uneasy. Then suddenly some distance
had and a love that surpassed mortal borders. ahead of you, you can distinguish the sound of
Guided by his strong faith and the powers of wheel carts and the grunting voice of
the Triumvirate he banished evil from this something or someone not human. Then you
land. It is known since his time that “Evil can distinguish the low moaning of a human
turns upon itself, and good redeems its own”. voice.
This of course is a small note on the deeds of Give time to the PCs to react and discuss the
Huma Dragonsbane a famous Knight Of overhead encounter with the Draconians, let them
Solamnia who banished the Dark Queen, discuss any possible solutions they think they can
Takhisis from Krynn. This small text is provided find and le them attack by their own accord. This
in order to give some hints to the players: encounter should be difficult cause the PC will be
• First, valiant deeds are rewarded are blessed severely outnumbered from the creatures.
by the True Gods of Krynn Baaz, Draconians (8): THAC0 19; #AT
• Secondly, evil turns upon itself because, it 2(claw/claw) or by dented short sword;
cannot exist in co-operation with itself. Dmg 1d4/1d4 or 1d6;Type S or P; AC 4
The players of course will be puzzled by this (scales); HD 2; hp 10 each; MV 6, run 15,
small cryptic advice which by this time and glide 18; SD See bellow; SZ M; INT 11;
according to their idea on Father Rence would be AL NE; MR 20%; ML 13.
out of character. On the other hand Father Rence Personality: Weak minded, sadistic when
is still a cleric of Paladine and knows much about drunk.
the history of Krynn (don’t forget his old age Notes: Immediately after death the creature
enables him to have lived much of the late history turns into solid stone trapping the weapon
of Krynn. that dealt the killing blow, unless a DEX
Father Rence will avoid any other conversation check at –3 penalty is passed by the
on his small story telling that this are bed time wielder. This can also be avoided if the
stories told to children. final hit comes by a bludgeoning weapon.
Bozak, Draconian (1): THAC0 17; #AT 2
(claw/claw); SF 3; Type S; Dmg
(1d4/1d4;); AC 2; HD 4; hp 21; MV 6, run
15, glide 18, fly 6 (E); SA spells; SD See

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[Adventure’s Title]

below; SZ M; INT 14; AL LE; MR 20% straps of torn cloth. The hideous appearance
ML 13. of the draconic creatures catches you by
Personality: Cautious. surprise, as they turn around with a lightning
Notes: When killed a Bozak’s flesh turns to reflex. They hiss and gnarl at you, while the
dust, the bones begin to vibrate then largest one, acting as the leader, directs the
explode causing 1d6 points of damage to smaller ones towards your place. Another one
all within 10 feet. They also save at a +2 starts some sort of spellcasting in a short
to saving throws vs. spells. distance.
Spells: They can cast spells as 4th lvl wizards
(3) 1st, (2) 2nd. The Baaz draconians serving as foot soldiers
st
1 : Magic Missile, Enlarge, Shocking grasp. charge into the fray of the melee, while the
2nd: Web, Invisibility. Bozak casts a magic missile spell. The Shivac
Shivak, Draconian (1): THAC0 15; #AT 3 flies and on the following round swoops to attack
(claw/claw/bite) or by 2-handed sword; with a +3 attack bonus on the PC who seems to
SF 3/10; Type S; Dmg 1d6/1d6/2d6 or be the strongest.
1d10 +2; AC 1; HD 6; hp 32; MV 6, run This encounter should not be easy for the PCs
15, glide 18, fly 24 (C); SD See bellow; except if they get lucky blows on the
SZ L (9 feet); INT 14; AL NE; MR 20%; commanding draconians. You should not check
ML 14. for morale until either the Bozak or the Shivac
Personality: Commanding, vicious. have been defeated. After a failed morale check
Notes: Shivaks can shapechange into the the draconians will flee the battle using their fast
form of the humanoid they have just running statistic.
killed. They can change back at will but Run the battle until the draconians have been
cannot change into the same humanoid defeated or the players get killed.
form. When they die they shapechange
into the form of their slayer, they retain Episode 2
this death shape for 3 days and beyond As you open the last caged cart and the last
that time their form bursts into flames and heart-beating peasant throws himself out of
is reduced to black soot. If the slayer was the cage, you turn around and witness a sight
not humanoid or was larger than the that makes you wonder about which condition
Shivak the body bursts into flames was better for these wrenched souls. They lie
immediately causing 2d4 points of down on the murky waters and start to shrivel
damage to all within 10 feet. as their rags soak. The few clothing that
The draconians are a slave escorting squad. They covers their bodies is not surely enough to
travel lightly equipped, and they are tired and protect them from nature’s cruelty. The
hungry. The group is led by the Bozak who also younger ones have nested in the embrace of
is the wizard of the group. When this encounter their parents and stare at you with a blank
breaks out the Baaz will be on the flanks of the 3 expression carved in their face.
carts. The Bozak and the Shivak will be leading Before you manage to react, you see Father
the group southwards. Rence kneeling over a small family offering
As you come through a narrow passage some of his food. Then a lone man stands up
between two large willow trees you witness a and speaks at you “Thank you brave souls.
horrible sight. May the True Gods guide your steps and
Three large caged carts are carrying watch over your souls in this world. I am
several men and women dressed in breech Dorkam and I was born in the city of Lemish.
clothes, and tattered robes. When they take To my good luck my parents fled the town
notice of you, they scream and shout. Pleading several years ago and I was raised in
for help the human men and women seem to Solanthus with the virtue of good as my first
have lost all hope until you arrived. priority. How can we be of your assistance for
Guarding the carts you see the twisted the kindness you have showed? As you can see
humanoid forms of scaled lizard like creatures we cannot offer much in steel but your
with stubby tails and sharp claws, clad in long lordship may be in need of some information
tattered cloaks and parts of their exposed or we can even carry some message you
scaly arms and legs are partially covered with require to Solanthus.

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[Adventure’s Title]

To continue to this episode the players must of points if they decide to rest overnight and treat
course have successfully defeated the draconians their wounded.
in the previous encounter and freed the prisoners If you don’t want to run the rest of the day any
from their prisons. When they get and the last further ask the PCs to describe how they plan to
prisoner out from the caged cell let the players camp in the swampy grounds and follow on.
talk and converse with the former slaves about Remember that a Cavalier will not tolerate dirt
how they became prisoners and where they were over her shiny armor. She is of course the shiny
heading towards. The prisoners also know several and valiant knight Sorsa Trusilver and she must
rumors that can be helpful for the PCs, although lead by example.
they will speak of those only if they are asked
directly. Among the peasants is a man who lived
in the city of Lemish and once was a member of Knock, Knock
the city’s resistance, this man is Dorkam a minor " What spell is his casting?" Tanis asked Raistlin
NPC described later on. "Can you understand?
Following are the rumors the PCs will learn once The young mage listened intently. Suddenly
they engage in conversation with the frightened Raistlin's eyes opened wide "NO!" He
peasants. shrieked, pulling on the old
• Something dark is brewing in Lemish sire, I magician's robe to break his
tell ya the truth….. concentration. But it was too late.
• I have heard of a dark wizard in Lemish my Fizban said the final word and
lord, they say he is cruel and evil. pointed his finger at the lock of the
• There are Dragons in the service of Despot door.
Nelthis, my wife and I have seen them fly "FIREBALL!!!!"
overnight Extract from Dragons of Autumn Twilight.
• I think they are hiring mercenaries in Lemish,
something about raising an army, I don’t
really know….
While the first two rumors are correct the third is
an outright lie nesting in the hearts of the
fugitives. The fourth rumor is provided to give
the players a good hint on how to pass through
the front gates of Lemish.
Peasants (12): THAC0 20; #AT 1(by
weapon; AC 10; HD 1-1; hp 3; MV 12;SZ
M; INT 9 -12; AL NG; ML 7
Personality: Pessimistic, humble.
Notes: The peasants are exhausted and few of
them are ill. They will not fight except if the
young ones are threatened.
Their movement is halved due to starvation and
exhaustion.
Delmir; hm; F4: THAC0 17; #AT 1(by
weapon; AC 10; HD 4; hp 25 (12
currently); MV 12; SZ M; INT 12; AL
LG; ML 10
Personality: Good-hearted, Respecting,
loyal.
Notes: Dorkam is a middle-aged warrior who
has fought in the last Dragonwar in the
side of good, now he is wandering warrior
posed with the forces of good.
After any conversation the players have they
must continue their journey to Lemish as soon as
possible. It will not cost the PCs any victory

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