DL1 Dragons of Despair
DL1 Dragons of Despair
DL1 Dragons of Despair
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Heath Page (Order #31387307)
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Official Game Adventure
Dragons of Despair
by Tracy Hickman
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~ II ODU C T I OF YOUII IMAGINATION' "
Printed in U. S. A.
ISBN 0·88038·086· 1 9130
Heath Page (Order #31387307)
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I. Solace Township The barmatd ~rep~ wward you, ~mile~. and 3. Solace East Woods
shows you to a table. Something about her
A waJm autumn breeze rustles the great seems famd1ar The half> The intelltgcnr The huge Vallenwood trees tower above
Vallenwood trees of Solace The great road glint of her C)es? Could thLS be Tika. the soft forest paths Sunlight dapples the
that wanders through the trees blazes m lmlc 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: muSt)' smc:ll of
stained buildings of Solace rest cradled changes, but surely its people do. fallen leaves rises through the fragrance of
overhead tn the boughs of the uccs late: wtldflowcrs
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Heath Page (Order #31387307)
4. New Haven Road of the pany. It stays just ahead of the heroes. a they see it? How long ago? In whose hands? If
flashing white form in the undergrowth, unci I the adventurers reveal that they have the staff,
The Solace Stream sparkles beneath an it has led them through the cra.ck in the mid- rhe draconian leader screams and reaches for
dle of Prayers Eye Peak. After that, it bounds his weapon. On his scream, the robed draco-
ancient stone bridge. Water rumbles out of
the forest, over the rocks, and toward the at full speed into the Darken Wood (24). nians arrack, limited to their lowest move-
The stag cannot be captured. If the ment rate (6*) because their wings are bound.
Southpass that lies berween Lhe south Sen·
tine! 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 rwo, 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 • I to their chance of doing this, which frees him to move
armor class. The body of the stag disappears. faster. The draconians try to force the party
Vallenwoods, whose boughs form a bril·
Iiane autumn canopy over the roadway. back east down the road. lf they can drive the
6. Twin Flat party inro area 5. the draconians sound a
hom. If their comrades in area 4 are still aJive,
Despite the apparent calm here, unfamiliar they sound their horn in answer, then rush to
creatures lurk among the trees ncar the fork in A clear mountain valley sprawls about. To
dose the uap. 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 aurumn sky. To the east shimmers 7. Jakantb VaJe
branches that a PC would have to climb a tree the cool blue of the CrystaJmir Lake. West·
to fmd 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 vaJiey floor itself con· at its edge an unnatural stillness has settled
is spotted, aJI 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 baule Some distance away. a group of hud- same, but there is a subtle difference, a
cries. dled men pull a large can 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 "( I~ •11 Coarse, heavy robes completely conceaJ
18"; hp 3. 6, 2x9. 10, 2xl2, 16; AC4; HD their features.
2; #AT I or 2; Dmg 1·8 or 1-4 / 1-4; turn to Heavily wrapped feet have followed this traiJ a
scone and crumble apart on death short time ago. Following these tracks will
These forms are from 30-3000' (ldlOOxlO ..) lead the heroes to a campsite in a glade.
If your PCs spot the draconians and the attack away. They see the pany 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 don't Charred bones lie in the ashes of the fire pit.
wood rrees 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 direwon: another slowly waJks coward the area.
battle caJI. The dragonmen fight to the death party. Searching the area uncovers a bright sil-
in an anempt to desuoy the party. ver bracer fined with 4 gems (~00 gpv each).
The homblast is a warning to those dra· 1 Baaz Draconian Leader. AL LE; MV Inside the band is engraved: "Firehawk, war-
conians who follow this party- not a call for 6 ..(15"]118 .. ; hp 12 ; AC4;H02;#AT I or rior of Que-Shu." Que-Shu Pla.insmen can
aid. The dragonmen mtend to rematn 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; MV 6 •p ~ *]/ Death alone removes them.
they are searching for the Crystal Sraff, l8":hp2,3.5.6,2x8.2x9, 10,ll;AC4;
although they do not know why. HD 2; IIAT I or 2; Dmg 1-8 or 1-4/1-4; 8. Northfields
rum to stone and crumble on death
5. Prayers Eye Peak A sea of grain fields sweeps across the north
These are dracontans in disguise. Hoods and flats. StaJks sag with ripened grain, ready
black cloth masks cover their faces. Heavy for harvest. Yet nobody is around to har·
The flammg colors of fall surround you.
gloves shield their hands and thick leg wrap- vest the grains or rend the crops.
and an autumn breeze ripples through
pings cover their feet. Although it is autumn,
your hair. To the southwest, the whJte· they seem a bit overdressed against the cold.
capped outline of Prayers Eye Peak soars in As his companions join him next to the The few farm houses in the area seem to have
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 rurn of dis-
travellers! Please pardon the questions of an
hands were pressed together. old clc:nc. Some: days ago, our healing staff covering, here and there in Lhe fields and
was stolen from Xak Tsaroth. Now one of our some farm homes, signs of a fierce fight. Foot·
flock is dying, and we desperately need that prints of draconians surround these ma.rks of
While the party passes through this area,
there is a 30% chance Lhat one of its members item to bring our brother back to health. He struggle, bur only those heroes who have met
(determine randomly) will spot Lhe White lies yonder in the back of the can. Have you draconians can identify them, and then only
Stag. If enemies pursue the heroes inw this heard any word of a blue crystaJ staff?" 60% of the time.
If the heroes claim to know nothing All tracks lead east (to area 35).
area, this chance 1ncreases tO 80%.
about the staff, rhe disguised leader signals 9. Neadid ds
I White Stag. Al LG; MV 24 •; hp 77; AC his comrades, who step aside and allow the
-:>; HD 10; IIAT 3; Dmg 1-12/i-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-
gle of bushes and trees, emerging well ahead tions, his voice shaking slighrly: Where did falls richly before the flickering scythes.
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10-20 Farmers Al var; MV 12•. AC 10. ktlled. Now we're fleetng south to the capttal,
HD 2,11AT I. Dmg 1-6 to Haven. Surely from there we can get to hap· S~Jcwhne towers nse from the foothills of
pier and safer country." the eastern moumams Glistemng with
The workers here seem a bit nervous and speak
gold, they enwcle the delicate architecture
wnh the PCs only 20% of the time. "Good 16. Haven's Vale of Haven. A long file of refugees chokes
luck on your way. We want no trouble." is all the road entering the city's main gate.
they say Only 20% of che time wtllthose who Dust swims on the h1ghway, which
have spoken say more. :tnd if they do. theu stretches down the center of the plam. A
thoughts are almost as one· "We don't know Stream of refugees shuffles and limps Read thts descripuon once instde Haven's
what is gotng on. but people have been disap- gate·
southward toward the glistenmg. diStant
pearmg 10 the mght from our camps and sptres of Haven.
homes. Now we fear all strangers. What tern- The bases of delicate fluted pillars are cov-
ble devil has struck our homes?" ered by a swarm of people. Everr Street
10. Sentinel Gap Refugees flee south down the road, stagger- surges wuh pantc-smcken refugees mill-
ing, occasionally squabbling over food All of ing and crymg beneath the anCient, serene
them are too bus) or worned to speak wnh the buildings.
Walls of granite soar on either side of the PCs. Now and then, a tonungem of Seeker
narrow canyon floor. A chilly breeze whts- Guards rides up and down the lines of refu-
tles and tumbles between the cliffs. gees trying ro keep order (and looking for the The Lordcity of Haven ts a glistening place of
Crystal Staff). white marble towers trimmed in gold A low
wall, more decorative than protewve. ~tring~
ll . Twin Peah Vale 2-20 Refugees Al var; MV 12 •; AC 8-10; together SIX sptndly towers like a necklace
HD 1-3: #AT 1. Dmg 1-4 or 1-6 about the cny
The twm peaks. Tasin and Fasm. stand to "Cit):· however. IS a misleadmg term for
etther stde of the Shadow Canvon and All of these people have but a smgle thought:
Haven ns mner ctrcle IS onlv I mile acro~s.
overlook the nonh road to the ca(>Ual cny to get to the cit) of Haven as fast as the) can.
and only 3 mtles across coun'ung the homes
of Haven In front of them. a lush moun- There the)' believe the Htghseekers can gutde
outStde the wall The normal populauon 1s
tam valley echoes with the sweet sounds of them and grant them the protecnon of the only about ~.000
the forest. Newgods. There they hope to be safe from the Almost all the services one might expen
invaders. All of the fields in thts area are aban- in a town of thts size are available; however,
doned. Occasionally, {10% chance per turn) a
12. Shadow Canyon the ironsmith is in the direct employ of the
fight startS on the edge of a roadside field, as Highseekers and works only at thetr biddtng
2d20 refugee men scuffle over who shall steal
Seeker Emas are the coins of the Cit~
Solid granne cltffs vault high overhead. ns crops or fruits.
Two areas may be of special mterest to
formtng walls that seem topless. casung Now and then (2)% chance per game
adventurers tn this my: the Steel Tankard
shadows IntO the crevasse which are broken hour) a troop of the Holy Guard passes. 50% Tavern (I ~a) and the Counctlhall of
onl) for one hour each day at noon The of the time these troops are gomg away from Htghseekers ( l"b)
canyon floor IS narrow but well traveled Haven. The Cit)' overflows with refugees
and clear.
I Guardleader. AL CG; AC 2; MV 12 •; 2-20Refugees Alvar;MVI2 •. AC8-IO;
HD 5; #AT I; Dmg 1·8 HD H. IIAT I, Dmg 1-4 or 1-6
13-15. North Seeker Reaches
10 Holy Guards. Al CG: AC 4; MV 12";
HD 4; liAT I; 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 10 a great valley. Farm houses PCs have a 30% chance of stopping the north. Only~% of the refugees have actu:ally
and trees dot the landscape and man)' well Guardleader. If they do. he shakes hts head seen the draconians and hobgoblins or thetr
traveled tratls lead south to a central road and says: "Total madness. that's what it is! army well enough to describe them. the rest
We march up and down thts rag-tag line of can only tell obscure and greatly exaggerated
There ts a 15% chance per turn that the heroes beggars. trying to keep some kmd of order. tales about "demons to the north" None of
find a t)ptcal farmer and his famtly movtng But it"s imposstble What has happened to the these people are the least bn helpful Theu
10ward the south. pulltng all their belongtng world? These people run to Haven but there only dcme ts to find safe passage from Ha\en
behmd them m a dogcan. On the mam road. ts no escape from Haven except to the to the ~outh
thts chance tncreases to 30% in area 13 and Qualmesti Elfkingdom or the Darken Wood. On cVCC)' street corner. Hoi) Guardtans
70% m area 14 In area 15 a family can always Now Qualinesti h:tS closed ItS border, and no try to keep the peate -an imposstble t~k
be found uavelmg 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; IIAT I, Dmg 1-8
about a blue crystal staff'"
HD 0·3: #AT I; Dmg 1-4 or L-6
If the heroes make known that they have
The people flee south, intent on nothmg cl<e ~een or even heard of the crystal staff. the Whtle the>· leap m to break up scattered fights
Thetr eyes fixed to the road ahead of them. guardsmen pull them up onto horseback and (20% chance per turn) or help people find
these refugees onl) stop to talk wHh PCs 20% escort them directly to the Council of thetr way (40% chance per turn), the most
of the time. If they do stop. howe\'er. they Htghseekers (area 17b) pressmg mtsston for the Guardians IS to find
ha,·e an interesting stor)" "See the smoke ns- the bearer of a blue cC)·stal staff and bnng htm
mg from the valley yonder? Devils from the 17. Lordcity of Haven before the Counctl of Htghseekers wtth all
Cataclysm. the)· -..ere. that staned the fires' h:tSte· they have been told that thts person
Came down from the north. only three days Read this description when the pan~· nears may be the only hope for the troubled cny and
ago, and ever since they've plundered and Haven: its people.
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17a. Steel T ankard Tavern until the PC makes a check or drowns. PCs
A large hall rises ro 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
with men and women crying to forget the takes ld4 hours for every PC the raft is built to
granite floor. Upon each chair sits a man in carry. Thus a raft for a party of six would take
reason they have come to the city. The hear clean white robes trimmed in gold. A steel
is stifling despire the bitrer autumn 6d4 hours to build.
girdle bands each man's 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 rheir craft to float down the river, they
and sorrow. Three people- a man in a fur I Master of the Highseekers. AL CG; MV enter area 20.
cloak, a rail man dressed in the greens and 12•: AC 8; HD 7; hp 35; #AT I; Dmg 1-8 19. Qualinesti Elflands
browns of a forester, and a woman in 8 HighseekerCouncilors. ALCG: MV 12";
leather armor and wearing an eye-parch - hp 25. 26, 17 , 22, 26, 16, 15. 16; AC 8; Aspen trees stand in thick clusrers, their
are less brooding than the others. Though HD S; IIAT I; Dmg l-8 trunks only a few feet apart. Beyond them,
they seem rather quiet, the)' busy themsel- the forest darkens. growing more and more
ves with helping older people find places The Council HaJJ is large and elegant - 50' x
30', and 30' high. The councilors arc desper- dense.
to sit and clearing places for women with
small children. ate for news of the blue crystal staff. The dra-
conian army ro the north has offered nor ro After the adventurers have spent more chan
invade if they return the crystal staff ro 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; IIAT 1; Dmg t-4 or 1-6 council's prayers ro rhe Newgods have gone
unanswered. they have no standing army: the 15 Elves. AL l.G: MV 12 w; hp 17 each; AC
Though mosr here are deep wirhin 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, advenrurers can get conversation nauon. [arrow]
with the three people memioned above. The council asks for the news the party
"I should leave town righr now," the bears. If the party has the staff and makes chis Their bows are nocked, their swords drawn,
man in the fur cloak says. "The Highseekers known, rhe councilors plead passionately that but the elves do not attack. Instead, they call
say we are safe here, bur 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 spcctal purpose.
no powers?" The crystal staff has other ideas. Any lf the party fights the elves, they must
The forester: "The guards of the city are councilor who touches the staff (roll IdS and take on the rest of rhe 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 lighrning bolr from the staff for wave after wave, fighting for their homeland
The woman: "The ways sourh are all 4d6 points of damage. If this happens, the with cold fierceness. They fight ro the death.
blocked. The elven lands of Qualinesri are Highseekers declare rhe staff an evil anifact They do not, however, pursue the PCs farther
closed - the elves rurn us away. The Darken and command that the PCs return it to Xa.k than rhe north border of their land.
Wood may be entered through the southern Tsaroth to save rhe nation. If asked why they have orders to take the
passes, but I've never heard of anyone return- 18. River White-rage PCs into the Darken Wood, one of the elves
ing from there. Thar leaves rhe River White- replies, "We have seen signs of unspeakable
rage between rhe 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 rake 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 char irs
In the center of the city, a hall supported current has cut into the plain. To the 20. The White-rage Cut
by six rowers glisrens 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 Darkwatcr rage River spills between tall cliffs and fun-
river into the woods. To the south. the tall. nels loudly down its course. crashing
The PCs must pass the Holy Guardians before straight trunks of the Qualinesti forests between two soaring bluffs.
they can enter the hall. If they do, rhey may march into unseen distance.
address the Council of Highseekcrs direct!)'· Raft pilots must check both strength and dex-
The PCs may cross the river easily at the fords terity once per rurn here. If a pilot fails any
100HolyGuardians. ALCG; 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 inro the rapids. Jf this
walk or swim across must make a strength happens, the rafr is nearer ro 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 crysral sraff. They started from or be swept down the nver, swirl· above to determine if the characters can reach
stare cautiously for a moment at those who ing and plunging for 100 feet and raking 1d 12 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.
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Heath Page (Order #31387307)
21. Magic Moun cains If the heroes resist. the centaurs fight to the 26. Unicorn Grove
death. Otherwise they relieve the party of
The mountain vaJiev runs east and west thetr weapons and. pulling the PCs onto thctr The dense o:~k forest sudden I> opens into a
between Pr:l)ers Eye Peak and a second backs. take them to are2 26 forest glade Soft green grasses carpet the
ndge of mountaiOs. Tall aspens. still green floor up a htllstde. at the top of whtch sns
wdl into autumn, shtver tn groves about 8 Centaurs. AL CG. MV 18"; hp 18, 28. an outcropptng of rock Atop thts O\'er·
the valley. The vale uself ts carpeted 10 tall. 21, 13. 24, 20, 19. 16; AC ~(4); HD 4; #AT hang stands a maJesuc untcorn. us head
soft grasses. Both exits from the vaJiey, ro 2; Dmg 1-6/1-6 ratsed high and proud. but a mange sad-
the southwest and to the east. lead into the ness in t!S eyes
dimness of deeper woods The centaurs are reluctant to speak about any-
thing to the PCs until they have seen the
Forescmaster. To the adventurers' questions Lf the PCs approach the outcropptng, the unt·
22. Spirit Forest the) stmply reply. "The Forcstmaster wtll corn speaks with them, he can call fore~t crea-
answer aJI th10gs." rures to hiS a1d tf PCs are fooltsh enough to
The canopy of leaves thtckens: the sunlight attack htm
dapples. dims. then fades altogether. The 24. 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 1-8/1-8/
ted. thetr bark almost black. Ahead lie Tremendous, deep-rooted oak uees tower 1-20
deeper and deeper shadows. overhead. Though the grass and brush
As the PC~ approach. the un1corn speaks ''I
continue under them. lntered wtth acorns
Those who enter the Da.rken Wood (22-26) are am the Forestmaster You have entered m\·
and rwtgs. It ts hard to see more than a few
subJect to ics confusmg charm When a PC feet imo the forest. Great Forest I grant rou passage and the aid
leaves the Darken Wood. he cannot express of all creatures whtle )'OU rematn wtthtn our
what he saw or expenenced there, even borders" From now until the PC.~ leave the
though his memoq of adventures and Unless another creature of this forest escons forest, no creature anacks them uniC\~ the)
encounters there is quite clear. If the players the PCs, the dryads make themselves known attack first .
conunue. read the followmg· after the heroes travd more than 1/• mile tntO Ac a moment of your chotee. the Fore-st·
the area. PCs see them only briefly - long- master tells the PCs: "Some days ago. a great
lkrween the twisted shapes of the uecs, haired women whispenng in sweet low votces and glonous betng came among us. He held
to one another The)' make no effort to great wiSdom and power rare 10 the land
str20ge shapes fln nearby. It is hard to see
thctr shape or stze through the dense address the heroes, and vanish if approached. today. He foretold your comtng and left you a
If a forest creature escortS the PCs. they wtll message 'You must fly suatght awa) across
woods.
not see the dryads. the Easrwall Moumams. Wuhtn two days you
must be withan Xak Tsaroth. There, af you
Unless the PCs withdraw from the woods. the 1-6 Dryads. AL N; MV 12"; AC 9: HD 2: prove worthy. )'OU shall receive the greatest
splfltS challenge them, askmg their names. If #AT 1: Dmg 1-4; ch:um spells gift given to the world' Tho~e were ha~ vCC)'
they answer false!). then the SpectraJ Mtntons words - 'the greatest gift gtven to the
auack . If :u an} time en her before or dunng The Forestmaster g1ves the dryads thetr home world'!'
combat. the heroes gtve thetr correct names and protecuon 10 return for thetr guard10g The Forest master knows no more of thts.
and/or show Goldmoon's blue crystaJ staff. thiS forest. They whtsper to one another when but he 15 aware of a terrible force of evtl which
the M1010ns haJt any attack and let them pass. they see intruders and forewarn the Forest· will destroy the beauty of hts domam shonlv
12 Spectral Minions. AL CE; MV 30"; hp master. If the PCs request the help of Forcstmas-
17x3. 18x2, 19x2, 14x2. 10x2. 12; AC 2; rer, he summons pegasi. The beautiful and
HD 3, #AT I; Dmg 1·8. 20% magtc restst 25. Starnight Canyon powerful anamals. one for each PC. silently
circle overhead and land wath feather geode-
Heroes who a.re aJiowed to pass hea.r the leader ness in the nearby grasses. They allow the PCs
of the mimons sa). "The Forestmaster awans. Cr2ggy canyons cltmb steeply among the to mount them. then hurdle toto the air. thetr
You a.re expected " The shadowy spiritS part peaks of the Semmel MoumaJns. Clouds wmgs whtspenng on the wtnd. and ~ar above
before the heroes- all but one. who escorts r2ce over blue-green mountain glades.
the glade. PCs looktng back sec the l'orest·
them for about 112 mtle down a path to area master standtng proudly on outcropping He
26. The part)' has a I~% chance each turn to calls ro them, "The greatest gift gaven to man
If the PCs ask thetr escort about the spir- encounter Pegasi in this area. The Pegasi graze awaitS you - carry the peace of mr home
ItS. he replies: "Ages ago. before the world calmly. umroubled by the parry's presence. wtthin your hcarrs- soon it wtllltve nowhere
changed. we were ordered to keep thiS land The creatures are so doCile rbat PCs can mount else." PCs fly1ng out of Darkenwood are sub-
safe That is the Purpose We faded. Now we them. ject to the confuston of leavtng (see area 22).
repent by protecung the land while we can" The) also must make a constttuuon check
23. Ceot2ur Reaches 1-12 Pegas1 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 fooltshlr decide to auack the
unicorn, he calls at once for magacal forest
"HaJt!" The broad torso of a man sud- creatures to defend hrm. Roll immediately on
Once the heroes mount them, the Pe~tasi
denly rises above a head-high bush. He bound imo the ~ky. However. once they are tn the Random Encounter Chan for the Darken
looks down from at least rwo feet above eye the air, they fly directly to a.rea 26 regardless of Wood. From now unul the PCs leave the
level His mtlSCula.r arm poises. spear in woods. aJI creatures encountered auack them
what the heroes try to direct them to do. If the
hand "Ye be tr2pped Come with me to on sight, tf. however. the heroes are headed
PCs threaten a Pegasus, the creature bucks
the JUdge of the forest. or be judged by my once in the atr, caus10g ttS rider to check hts out of the woods. the creatures If) simpl) to
lance and those of my fellows." dexterity or fall from the winged horse. chase them from the area.
9
Heath Page (Order #31387307)
The Cny Guards escort the PCs through the
town but do not allow them to stay They
The bnlliant leave) float 5<>ftlr from the
trees to the floor of the can von: The worn
<p<'ak wnh the heroes but are womed about
the sucty of thctr c~t}· and do not tru<t man· I The\ arc gone . The huts and tents of Que-
Shu he abandoned . A strange. crea.kmg
roo~d k;~d~ p<'acefulh bet,.,e~n the sp~res of gcrs.
sound comes from the center ~uare of the
the Scntmd Pcab . 10 Cuy Gua.rds. AL va.r. MV 12 ~. hp II, village
10, 3 6. 2, 8x2 . 9. I.~; AC 8; HD 2 II AT The btrds stare coldly tmo nmhmg
28. G:ucwa) I Dmg 1-6 They perch atop a mange construcuon
If the PCs ktll the guards and try to enter the thrown together tn the center of the
Smoke dnfts l:mly fwm the chunncvs of town. the enure town dnves them out and square Two stout posts have been dnven
Gatcwa\·, The comfortable hou~es ·and gtves them no atd or tnformauon whatsoe\·er tntO the ground by unsp<'akablc force.
(hop' n~stlc in the arm\ of the Scnttnel Advcnturel'o can ftC! one of the guard< to thetr bases nearly sphntercd b) the imp a< t
\1ount.un< at the base of the Gato. av Pa<\ <peak with them 80 of the ume If he Ten feet abo\c the ground. 2 crO$$ptece
to "iolacc. The (me II of baking bread \pcalcs. he <ay' ~·c don t know ""hat the pole ts lashrd to the two upnght pom All
'wcctcm the autumn breeze. d.mgcr IS that·s on the way. but we know u IS the poles arc charred and bltstered Three
comtng Our scouts have seen great fires tn the ch2.1ns, the tron of each cold but appar-
Gatewa\ resembles Soliilc tn man) respcn' ently once melted, creak 10 the wtnd Sus·
It~ butldtngs arc. however. on the ground and .
north. Many of our number have dtsapp<'ared
tn the last week But now we arc prepared for p<'nded from each cham. apparently by the
unltkc Solace. the town ha..' no tronsmnh\ feet, ts a corp\e Though blackened and
Gateway's ciuzcm knov. of no dan~tcr the cntm} There are over 600 of us - who
could ~tand agatnst us> The)· are sure that <cared. the three bodies are ccrtatnl) not
from "demon men" or "evil armies" :and human Atop the dark structure, a sign.
bru<h off such talk .u tall t.llcs Dragons 10 tht"\' can defeat an~ cnem), and that nothtnA
wtll stop them from doing so rough!) clawed into a shield, has been m-
the night L( thctr name for stones of thing' plcd to the nosspiecc with a broken
that don t exiSt 33. Kiri VaUey swordbladc.
29. Westplains
The forest darkens and thickens be~ide an
anctent tratl A cold. dry sullncss hover~ tn The PCs can find ~•ftns that the vtllagers left
Grassland platns spr:awl for miles east of theu homes m a rush Tracks from the vtllagc
the au. and the trees are knoucd and bent.
the Semmel Mountains. Their brown obvtousl) lc:ad cast toward the mountams.
gras<c) bend tn :1 falt ..·ind turned suddenh Evcry·thing <cems to watch you .
Each PC has a base I)% chance to read
cold. · the wrmng on the ~hteld PCs who have read
An evil wtz:ud dted here long ago Onl~ his
c\<encc rcmatns lwgullge abiluies ma\· add that score to the
30. Que·Teh base p<'rcemagc The stgn reads: "Know ye
34. West Que-Shu Plains my serva~ts. the fate of those who rake pns·
The chill wind rustles sadl) through the oners agamst my wtll K1ll or be ktlled Vcrmi·
<ilcnt nllage of Que·Teh naard "The corpses are those of hobgoblins
A chtll. butng wind cuts across the Oat·
lands Carned on the wmds from the east is
37. Sageway Broken
Stgns of hurried Otght are <<attered through- the sharp smell of bummg grass
out the village: half·cmpticd food JUS. meals
half fimshcd. and children's rattle· beads c:m The broken stones of an anctent roadwa)
astdc Ran~ters have a ~0% chance to find the 35 Nonh Desolation cut through brown plains. The stones lead
tracks of the vtllagcn, whtlh lead stratght to nonh and ~outh
area 38 The grasslands <oon turn to burned stub-
ble underfoot For mtlcs. the once grassy
3 I . The Great Crossroads Any cJo,c look at the road uncovcf\ man)
platns arc charred. The a_sh> taste of
l
footprints It \ecms that a great number of
<o<orchcd earth lues the au. Large heny people and hcav\· crearures moved south
In the midst of a rolling plato , three roads creatures have trampled the ground everv·
converge. At thetr tntcrsenion, a smgle where. · along thts route a fo. dns ago.
stone ptll:u potnts the dtrccuons to Que-
38. Refugee
teh. Que-km. and Que·Shu Cold wmd
swtrls about the stone a <tngle hawk circles A ranger who has encountered dracomam
before can tdcnufy these prints as thetrS 80% A single figure. <undy clad. <curnes over
to the east.
of the umc Thts ranger al\0 has a 20% chance the ri<c He ts a man - by ht< looks an
10 tell that the pnnts first p:ass \Outh. then
Inc ground here t< trampkd . A ranger ha< a exhausted one lkhind htm, three fifurcs
return north lop<' stcadtl). urele<slr in pursuu. The) a.rc
30% chance to identifr some of .the uack<o :a<
those of dracon•ans (onl~. of course. if he ha_< laughmg , taunung their prer. w-aiting
36. Que-Shu before closmg for the kill.
cnwuntc:red the creatures before). The draco·
man track< lead e.ut toward Que-Shu (36).
Read thts when the heroes enter the area:
32. Que-Kiri The man is ~00 ' away when tht' encounter
Chtll. winds <cattcr the smoke from dytng starts. The gra_<\cs of the platns 2rc 3' ·I' tall
Thin columns of smoke ri\c from the chtm· and can east!) htde the heroes The man can
fires tn the mtdst of the village
ruo .~)O '_funher before he collapses. The dra-
nc)s of Que-ktri . A\ )'OU approach the B~rds wheel over the mouonlcss vtllage,
to,.,n. several men , app:ucntl~ from the d~endmg slow!) among the huts Every·
comans. mtcnt on the1r pre~·. do not noti<c the
PCs unul the) are wuhin )0' - not at all af
tO'II.O, move cautiously in your direction thmg else is mil and quiet
the PCs ta.kc cover
10
Heath Page (Order #31387307)
3 Baaz Dracomans AL LE, MV 6 "(I 5 ")/ about the position and situauon of the dra- 43. Dragonlands
18": hp 8x2. II, AC 4. HD 2,11AT I or 2: gonarmies.
Dmg 1-8 or 1-•H 1-4 turn to stone and If the heroes approach on a raft, the dra- The flames from a thousand campfires gln-
crumble on death conians leap omo them from the bndge. cap- ter 10 the dtStance on the burned pla1ns.
sizing the raft and spilling both heroes and Nearby. several crearurcs stoop about their
Since the PCs pose a real threat to them, the dragonmen IntO the river Use the sw1mmmg own campfire
dracontans will gtve up thetr pursun of the rules from area 18.
man and anack the heroes tf they nouce them. The guards on the nonh s1de of the nver
are the only ones who are allowed to pursue I Bozak Draconian Guardleader. AL LE:
Nightshade the Refugee Human F4: Al north of the river. The reserves may pursue AC 2: MV 6 "II 5 *)/ 18 *; HD 4; hp 23; IIAT
LG; Sl6: 110; Wl2, 017: Cl5. Ch13: MV anything south of the river. lor2, Dmg 1-8 or 1-4 / 1-4; spells; explodes
12•: hp 21 (6 now); AC 10: IIAT 1: Dmg 1- on death for ld6. Spells:
40. Southway 1st Level: charm person: magic m1ssi/e;
2
shield
If they rescue the fugiuve, the PCs may speak The tall grasses of the south bank bend 2nd Level: invisibiliry: mirror image
with h1m He gasps from exhausuon 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. ALLE; MV 6·p~·Jil8", hp
ofQue-Teh. The dragonmen are taking all of helm flickers through the grasses to tfu: 12, 6; AC4: HD 2; IIAT I or 2; Omg 1-8 or 1-
us south as slaves. Thts morning the men of south. The cold fall sky is overcast. and 4/ 1-4: rum to stone and crumble on death
my tribe held secret council. chained though thunder rumbles to the south.
we were in the caravan. I was chosen tO escape. 6 Hobgoblins. AL LE: MV 9"; hp ~x4. 6, 7;
to go to Que-Shu for aid. while the rest of my If the PCs move south, they encounter the AC ~; HO 1•1: #AT 1: Dmg 1-8
comrades rose agamst the dragonmen and southern draconian arrny. one un11 per game
drew the1r auenuon. A tremendous army of hour. The number of unics they can encounter If a PC can move silently to w1thin 30 feet of
evtl hes to the ~uth I have overhe:ud them is limitless. the guards. he hears them speak m Common
speak of a second army that watts to crush the Tongue The large draconian sa)'S. "We can
Seeker Lands from the north They hold back 10-20 (1dl0•10) Baaz Reserves (one unu) crush thiS human scum. So why wait unril old
their armtes onl) for fear that a crystal staff AL LE; MV 611)")/18": hp 14 each. AC Verminaard gecs some fancy crystal staff>
will return to Xak Tsaroth while they are not 4: HD 2: #AT I or 2: Dmg 1-8 or 1-4 / 1-4. Wh). he even has Khuanth tied up wanmg for
watchful Why. I do not know" Hts vo1ce turn to stone and crumble on death n, when we could use her help out here'"
becomes desperate "Do not go south, for If the PCs move past thiS outpost. the~
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
thmg north of the nver but to attack and kill
tal staff. and take u to Xak Tsaroth It is our per game hour. The number of these unus 1S
an)'thing crossing south of the river They have
only hope" limitless.
no further information.
If the PCs cure hts wounds. thu man w1ll
go with them He has no equtpment at all. 41. Sageway East I 1-20 (ld 10•10) Baaz Footmen (one unn)
AllE: MV 6"(1~*]/18", AC 4: HO 2,
Here in the canyons of the Forsaken Moun- fiAT I or 2: Dmg 1-8 or 1-4/1-4
39. Oldroad Bridge
tains. a lonely ancient road lies broken and
Read the followmg when the heroes emer the abandoned. Yet the grasses and weeds 44. Xak-Ts:uoth
area: growing between the broken stones of the
road are trampled flat. A cold wind dives When the advenrurers enter the anc1e01 city.
out of the east. they begin from area 44a below. Usc the
In the distance, an ancicm bridge spans Swamp map.
the torrentS of the White-rage River. Sev-
eral dark shapes crouch on the nonh side of A ranger has a )0% chance to note tracks of
the bridge, many others on ics south side. human plainsmen mixed with other, heavier
tracks. Lf the ranger has met draconians
before. he has a 30% chance to identify thetr
When the PCs get wtthm 300 feet of the tracks here as well.
bridge. they discover that the forms are draco-
nian guards: 4 watch the nonh stde and 10-20 42. Cwscd Lands of Newsea
the ~uth
A forest of lronclaw trees stretches east.
4 Buz Dracoman 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
fiAT I 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 Sull waters enctrcle 1slands of soggy
ground. The landscape extends tnto the
10-20 (1dl0•10) Buz Reserves. MV swamp and itS darkness.
6"(15")/18"'; hp 12 each; AC 4; HD 2;
fiAT I or2. Dmg 1-8or 1-411-4; turnto
stone and crumble on death Each rurn there is a I~% chance that the soggy
ground the heroes are walktng on w1ll dead-
Orders have come from their dragonlord not end and the pany must cross 6-10 feet ( ld4·~)
to take any more pnsoners. They will kill any- of water to ger to the next section of ground .
one who approaches. This is all they know See random encounter table for details.
II
Heath Page (Order #31387307)
chapteR 2: lost City o~ the ancients
13
Heath Page (Order #31387307)
44t. Swamp Falls 44k. Plaza of Death Khtsamh, an anctent, huge black dragon
AL CE, MV 12./24•; hp 64; AC 3. HD 8;
The soggy JUngle floor suddenly ends 10 a Emcrgmg from the dense jungle. a broad liAT 3. Dmg 1-4/t-4/3-18; AL CE. aCid
I .000 foot cliff! Water from the swamp cobblestone: street run~ south and nonh breath. Spells:
tmklcs down the swne bluff 10 a crashmg among the ruins. A roadway branches to 1st Level: charm person (x2), magic mis-
seashore The Newsca spreads to the east- the west Here. the fluted columns and sile (x2), shocking grasp (x2), sleep (x2)
ern honzon, covering what was once a fer- relief carvmgs of budd1ngs sag wearily. A
ule plam large cobblc:stone courtyard ltes to the east The dragon uses Its first combat round to gain
amid crumblmg buildings Beyond the speed in the :ur and circle around for a be1ter
courtyard are four tall free-standing anack posn1on PCs arc susceptible to the fear
44j. Fallen Obelisk a dragon generates (sec Monster Manual, p.
columns· no trace remains of the builcling
they once supported . In front of these pil- 30) The dragon then attacks the heroes from
A tremendous obehsk ltes bes1dc Its bro- lars. a huge well plunge~ 1mo the earth. the a1r. hovenng to avoid swords and hand
ken pedestal base. Strange sp1def) runes Vapors nse from the well. To the nonh of weapons. It bombards the heroes With mag1c
cover liS surface The obeltSk bndges rwo the well, a s1nglc butld1ng stands whole. missile and sleep spells. The dragon then
sewons of ground divided by swamp although umc and the weather have worn makes 2 passes, usmg Its 64 hu pomt breath
water Its outer walls. weapon each time: acid breath scars 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 emer the bu1lding to the
the runes, although those who have re<Jd l:m- u flies over the well folds irself in its wings.
north. talung them to area 46a and drops like a stone down the well Deep
guages ab1ltues may add thw score to their The building to the north IS a temple of
chances. The runes read: below, u will break out of its dive and move
the ancient goddess of hcalmg. MtShakal. The toward its laJC
only emrancc to the w1ndowlcss temple is After thtS encounter takes place, the
The Grear Cuy of Xak Tsaroch through the front doors- gold doors wcigh-
Whose bcaury surrounds rou adventurers may explore the well funher. as tn
mg 15.000 gpw each. They arc on counter- area 45 below
Speaks ro rhe good of 1cs people' poised hinges so they open as normal doors.
And cheu generous deeds. Whoever enters the temple finds h1mself in
The gods reward us area 46.
In rhe grace ofour home. A dark and terrible stillness ltes around
the well. PCs who gaze into It sec nothing but
vast blackness. Rushmg atr, dead cold, swells
from below. Suddenly. a famasucshapc. huge
and black. bursts from the well and unfolds its
tremendous leather w1ngs 1 The dragon has
arnved Darkness. cast b~ the dragon. covers
the enure area
14
STR 16 (Dmg •1; wgt ·3~0; Door 1-3 ; Bars 10% ) STR 12 (wgt •100; Door 1-2; Bars4% )
INT 12 (Lang: Q. Elf, Hill Dwarf, Plainsman) INT 12 (Lang: Plainsmen. Hill Dwarf. Q. Elven)
WIS 13 W IS 16 (Magic Adjustmcm •2)
OEX 16 (React •I; Def ·2) DEX 14
CON 12 (Sys. Shock 80%; Res. 8~%) CON 12 (Sys. Shock 80%; Res. 8~%)
CHA 15 (Loyalty •15% ; Reacuon ·15%) CHA 17 (Loyalty ·30% ; Reaction ·30%)
Al NG Al LG
AC-4 AC·6
HP•35 00000/00000 00000/00000 00000/00000 00000
------------------------------,
TASSLEHOFF BURRFOOT I
HP· 19 00000 I 00000 00000 I 0000
I
4th Level Kender Thief ·---------------- - - - -- ---- ----- ~
I RIVERWIND
STR 13 (wgt •100; Doors 1-2; Bars 4%)
5th Levd Human Ranger
INT 9 (Lang: Kcnderspeak)
WIS 12
DEX 16 (Attack • I; Def -2; see below) STR 18/35 (Hit• I ; Dmg·3 ; wgt·IOOO; Door 3; Bars 20%)
CON 14 (Sys. Shock 88%; Res. 92%) INT 13 (Lang: Plainsman , Q. Elf. Hill Dwarf)
WIS 14
CHA II
AL N DEX 16 {Attack •I ; Def -2)
CON 13 (Sys. Shock 85% ; Res. 90%)
AC·5 CHA 13 (Reaction •5%)
AL LG
HP•I 5 00000100000 I 00000
AC•5
Poets Locks Traps Quiet Hides Hears Climb Reads
HP.34 00000100000 00000/00000 00000/00000 0000
50% 47% 40% 43% 40% 20% 73% 15%
STR 18163(Hit•2; Dmg•3; wgt·l250; Door4 ; Bars 25%) STR 17 (Hit•!; Dmg•l : wgr•500; Door 1-3; Bars 13%)
INT 12 (Lang: 3; None yet mastered) INT 14 (Lang: 4; Q. Elf; Plains; Solamnic; $. Elf)
WIS 10 WIS II
OEX II DEX 12
CON 17 (hpAdjust •3; Sysshock 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 00000100000 00000/00000 0000010 HP•29 00000/00000 00000100000 0000010000
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 ro discover the nature and use of this staff. Through Qualinesti west of the Kharolis Mountains, through the For·
Some months ago, Rivcrwind went to my father and asked for esrs of Kith· Kanan, all the way ro rhe sea. l found no trace of heal·
my hand. Father had another marriage in mind for me and crs- nor even tales of them-in my travels. Still. the gods of good
demanded that Riverwind prove his worthiness by bringing back rhe must exist : their signs are everywhere. The White Srag 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 h1m. Then R1verwind warned me of danger. These are the handtwork of the good gods. But
returned. My father's plan was spoiled. so he claJmed the sraff 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 sraff 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(ueat as combina·
tion bullet sling [dmg 2-5 / 2-71 and •2 jo scick [dmg 1-6•2/1-4•2)),
dagger (dmg 1-4 / 1-3), pack (as selected by player)
Equipment: leather armor, small shield, longsword •2, shonbow and
quiver of arrows, hunting knife •I, pack (as selected by player)
I've almost forgotten all the places I've been in five years. I wanred to
make a map for our navels. but you know how it goes-more travel·
I am a warrior of rhe Que-Shu tribe. I have loved Gold moon for many ing than mapping. To the norrh and west the world has changed more
rurns of the sun. terribly than we thought. A sea lies to the norrh where solid plains
I remember little of what happened ro me after I reached the once were. Where Ergoth. the great ancienr Empire. once stood.
Forsaken Lands. Everything rises as dark dreams: a black swamp, a there's nothing more than ISlands.
well, a kind and shining lady, a leather-winged creature of evil. How Now I return ro Solace and find it run down, ruled b)• 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 our. The
and visions. l presented the staff, but the council scorned it. Some- way I sec it. things have gotten worse since they've been in power.
how the sraff helped us escape in a flash of sunlight. Now we seck
comrol of irs power.
I saw the nonhero lands when I crossed che sea. escorting our friend
Kitiara. Once pasr rhe seas we parred- she went easr and I went west. The rravels of me and my brother Raistlin took us over rhe Kharolis
I searched for a holy man , but I also sought my birrhrighr. Range. though we moved tO the southwest. beyond rhc realms of the
For you sec, I know only that my mother fled the norrhlands 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 mtsts 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 rowers that have long been hidden to men. They appeared out of the
Solamnia. So I journeyed norrh to take my father's place in that good mists.
and just order. Bur the Solamnic Knights have fallen into disfavor
with the people there, and no trace of the order remains. Thus my
past remains a mystery.
Spell book:
Equipment: studded leather armor, small shield, 2 hand axes •I (dmg 1st Level: bummg hands, charm person, comprehend languages,
1-611·4). dagger (dmg 1-4 / l-3), pack (as selected by player) dececr m2gic. hold portal, magic missile. push. sleep, Tenser's
Floacing Disc.
I have searched for unseen things these pasr five years and to avenge 2nd Level: audible glamer. darkness 15'. decccc invisible. ESP.
the wrongs done ro my people. I have linle ro show for either. invisibility, mirror image. web.
Years ago, the Kingdom ofThorbardin in the Southern Kalrhax Equipmen t: Scaff of Magius (•3 protection. •2 to hit [dmg 1-8] , con-
Mountains housed all the dwarves. We Hill Dwarves lived above tinual lighc [ 1/ day]. feather fall[l l day)). pack (as selected by player)
ground and produced rhe food for the Mountain Dwarves in the
kingdoms below. They gave us fine metalwork in return . Bur when At the Towers of High Sorcery, my brother Caramon and I passed
the Cataclysm came and we rushed for the safery of rhe underground great tests set b}• 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 J 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 rhe Great Doors into the underground city, bur 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 rime' is at hand when
Dwarves and their cousins in the Gully! your strength must rebalance rhe world."
AUDANTE ·~· Em Ej D Em 1
G Em
t) -JJ .. .., I
Tt I. Grass - lands are end - less. And sum - mer sings on. And Gold moon the prince - ess loves
2. Grass - lands are wav - ing. The sky's nm IS gray. The chief - rain sends Riv- er - wind j
..... ..., • ...,, ~ ----1
~
-.-- ~ O;
<to
F r F---
G Bm G Em G D Em
a poor man's son . Her fa - rher the chief - rain makes long roads be - - rween them: the grass - lands are
east and a - way. ro se2rch for strong rna - gic at lip of the morn - ing the grass - lands are
~ ~ 4; _a.
Q.
- I D l. Em 2. Em CHORUS c G D
CMAP I
H I
-.
~ ~
j- o·
t) •
A
+
.... ...
end - less. And sum - mer sings on. 2. The Oh Riv - er - wind where have you gone? - -
ing. The sky's rim is 2. gray.
.. W".t\' -
,. . ~ 4:
,/ +I - p_
~:
I
c G D D Em D Em
.. .
sun - rise. but the sun ris - es o - ver rhe moun - rains a - lone. 3. The au - rumn is here.
.....
I I
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 aurumn is here.
He comes back, the darkness Tbe chieftain makes mockery The girl joins her lover.
Of stones in his eyes, OfRiverwind's claim, The stones whistle near.
He carries a blue staff He order:s 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.
20
Heath Page (Order #31387307)
Even if a hero makes u to the edge of a When the second pot rises inro the room, 47h. South Temple
hole, all he sees is foul mist gathered below. it contains draconian troops.
6 Baaz Draconians. AL LE; MV 6 "[ 1~ ")/ The 30' square room rises 20' to a flat ceil-
47b. Southern Cryprs
18"; hp 16 each; AC4; HD 2; #AT I or 2; ing. Wall carvings. coated in a slimy green
Dmg l-8 or 1-4/1-4; turn to scone and substance. adorn the walls
Crypts line the hallway. Cloaked m foul
mists, a group of squat forms file into a crumble on death
line. These are shock troops, uained co fight co the 47i. Temple of the D ead
death. They do only what they are cold 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 rums. a whip cracks and half of these ters (64g) w their post (44e). They are nor domed ceiling. The back wall bears a relief
dwarves rush through the eastern entrance tO aoove 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 lO them. of the statue reach down as if to receive
In 6 turns. the same 1 ~ gully dwarves that 47d. Northern Crypts something. Exits lie co the north. south,
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 cryprs
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 "; hd 2; hp 10 each; II AT
I 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 w their lips: "Shhhh!" They run apparently fell through the roof. caving in
Four archways enter a square room, well
if anacked. 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 through the rubble-mewn floor. It looks as
47c. Going Down where the floor once was. Only about a though a man could follow the tunnel
square yard of floor remains in the north- downward imo the dark quite some way.
Hot mist rises from rwo large holes in the cast corner. A small box sirs 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 1ron pot hangs
from a large chain over the northern hole Jf Riverwind is with the party, he remembers
The room is 30' square. The box contains 5
The chain runs around two large wheels, having been here before. The sewer openmg
gems (1,000 gpv each).
crosses the ceiling, and drops through the leads to area 48.
center of the southern hole. Two large fig- 47£. Watch Room
ures crouch beside the pot. 48. Sewer Entrance
The room has remained untouched for
The holes, each 10' 10 diameter, break centuries. A green film blankers 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 co area 66. Every 3 game turns. a banded table once srood.
gong sounds far below; chen, 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
mto the pot. When the the pot is full- dwarf roll) or slide down the entire shaft co 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 berween 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 rumbles 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 (Giup Clan Aghar). AL
to bring up their comrades. CN; MV 12"; hp6. 9x2. 12, 16; ACS; HD
I Guardian Spectral Minion. AL CG; MV
30"; hp 16; AC 2; HD 3; #AT I; Dmg 1-8 2; #AT I 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; HD 2; II AT The spirit guards the tombs of the priests and The dwarves are irritated at the accident. but
I or 2; Omg 1-8 or 1-4/1-4; rurn co stone may nor 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. 10 area 49 and let the party pass by.
If the heroes attack, the Overseers panic and If someone tells him that the parry has come 49. SewerJuncrion
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
downward. The corridor conunues steeply
You should warn the PCs that "the pot is fall- of ancient Xak Tsaroth. Each skeleton holds a
before you, but the branching looks even
ing quickly" if more than rwo cry to climb gleaming sword •1. the hilt at irs chest, the
steeper.
aboard. point coward its feet.
21
Heath Page (Order #31387307)
50. Sewer Branch 5le. Sleeping Inn Astinus. wrote the Jconochronos. In fact,
you're 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-
drameter rube 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. Sage's Court
southern door.
5la. CeiJar Above
A large golden chair sags to one side a10p a
52. Chimney Down plarform at the west end of the room.
A sewer pipe breaks through the cavern Floating above the chair sirs the bright
ceiling only 10' above the floor. What is transparent form of a man in robes.
Water trickles down the chimney. Loose
left of the room appears ro be upside
bricks provide hand holds on all sides.
down. Ceiling rafters span the floor. and
the doors hang 3' above the rafters. I Sage Spectral Minion . AL CN; MV 30~;
The chimney now descends from the fire· hp 15; AC 2; HD .>; #AT 0; 20% mag1c
place, water trickling down irs inside. A man reSISt
I Huge Spider AL N; MV 18w: hp 14: AC could easily fit down its shaft. and there are
6; HD 2•2; IIAT I; Dmg 1·6 ·poison plenty ofhandholds in the loosened bricks to The heroes in the room hear the ghoStly
help him descend. The chimney en.ds figure speak: " I am Ossamrs. It is my vow to
This spider has wandered into the room in a abrupt!)· in mid-air. 15' above the slopmg answer one last question before I may leave.
search for food. lc will attack the first PC tO floor of a small cavern. Ask: yours is the answer."
slide down the sewer. It will fight ro the death. Ossamis answers any question as best he
53a. Bakery
can. He knows the location of the Disks of
5lb. Tipped HaUway Mishakal (area 70k) and how 10 get there.
A sewer rube of fined stone breaks
What once was polished plank flooring through the ceiling of this shop. Water
trickles from the rube onto the floor and 55. Treasury Court
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
5lc. Ceiling Cooks tube sit 20 large rotting sacks. into a plaza. Tremendous cracked and
crumbling pillars main beneath the rock
Cooking utensils are scattered about the This shop was once a bakery. The windows in ceiling. Water from rhe srreet rushes into a
room. A large wooden table hangs from its east wall overlook the ruins of a city srreet. river flowing wesr from the east wall
the floor above. The roar of rushing water comes from that roward 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 imo this room , he launches into
hp 17, 10, 16: AC 2; HD 3; IIAT I; Dmg I the roning sacks. The sacks disintegrate in a
hp: 20% magic resist Those who try 10 wade across the river must
sudden explosion of white, and the flour make a strength check (subtraning 5 from the
within them covers the PC. Although the hero roll) to cross the river. Kender and dwarves do
If the heroes enter this room they see three 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 meers asks him why he is covered who fails tumbles 10 feet further down sueam
nothing were wrong. The cooks will try to in it.
chase and scare the adventurers out of their roward the falls (area %). He has to check
kitchen. 53b. Sidestreer again until he succeeds or goes over the falls.
The steel doors weigh 1,500 gpw each
5ld. Bon oms Down The buildings that once lined this meet and are worth 15000 gp each in Solace. Haven
have toppled against one another, forming or Gateway. The doors are on counterpoised
hinges and open easily for the adventurers.
Broken rabies 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,
like the nave of a haunted cathedral. Doors 56. View from the f alls
shuHered windows and collects in pools
berween the ceiling beams below. A huge and broken shop windows yawn inco the
fireplace: against the far eastern wall meet as though the buildings had Water rushes around columns and plunges
receives rhe overflow, which drains down exploded from inside. from ha.nging 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 From ing ceiltng. A single, dim shaft of light
spiritS float upside down as if sitting at spreads imo the vast underground area.
tables. They laugh and joke. Books line the north wall of the room , Over 500 feet below, ruins litter the dim
their spines stained with green fungus. floor of the cavern. The ancient city ofXak
The rich, musty smell of rotting paper fills Tsaroth is in many states of decay: some
20 Spectral Minions. AL CE; MV 30"; hp buildings are almost intact. many are
17 each; AC 2; HD 3; IIAT 0; Dmg 0; AL the room.
nothing but rubble. Several waterfalls
CE; 20% magic resist pour imo the cavern, and many of the
The books bear familiar titles: Huma and che Streets are rivers, all of which flow into a
Unless they are attacked, the minions go Lance of Dragons. Tales of che Greyscone single abyss to the north . A huge chain
about their business and ignore the PCs. If the Wa~. Chronicle of Kich-Kanan, The Gods of extends from the misu overhead down into
PCs anack them, they scatter and vanish. Krynn, and lconochronos, Vol. II. Why. you, a small courtyard below.
22
Heath Page (Order #31387307)
The vmes are slippery and damp If a hero 58a. Nonh Cavern Cunains of woven metal mmds fall from the
wants to cl1mb down them. he must pass two nonhern end of the window (wh:~.t had been
dextemy checks. A fall from here would not The fragments of a ch1mney hang down ~' tts top before the room caps1zed) down to the
only be ternbly damaging (20d6) but would from the cavern ceiling. Water trickles floor of the room below These can support
cenainly auract the attention of the draconi- from the chimney and from fissures in the any PCs trying 10 chmb them .
ans If the heroes climb down the vmes, the surrounding 'avern walls. Fifteen feet
first PC who descends about 100 feet suddenly below the ch1mney. the cavern floor slants 59b. Dance on the Wall
hears somethmg coming toward h1m: sn1f- sharply toward the southwest
fl1ng. muuenng. a loud cu~e or two It IS The vast hall lies on its s1de· Its nonhern
more Gully Dwarves, climbtng up to add thw wall , beamed ltke the ceiltng It once was.
we1ght to the l1fter 58b . Drain
Its wuthern wall a great, uled floor Nov.
the cetltng and floor of the room are wan·
8 Gull) Dwarves (Glup Clan Aghar) Al The steepen10g floor of the cavern sud- dowcd Water pours into the room from
CN. MV 12 • hp I. 6. ~. 9. 10x2. II. 12. denly narrows IntO a smooth, yard-w1de the upper wtndows and out through the
AC 8. HD 2,11AT I or 2: Dmg 1·6 or 1-4 / vemcal dram Water, colleCled from all the broken lower ones. Mosses and fungus
1-4. fissures m the cavern, sv.1rls steadily down cover the hall. The fungus on the floor
the s1des of the shaft appears to be moving. From the north end
The dwarves will grumble. move back down of the overhead windows. cunams made of
the vines, and let the heroes go by. some corroded, woven metal hang ltmpl~
58c. Down the Sink
tow:~.rd the wall below Each of the four
upper"' mdows has these dr:~.pes. but those
57a. Outer Treasury Water splashes down the slick sades of the from the "'esternmost w10dow have been
venicaJ shaft The tunnel IS chlllv; the pulled over to an arched open10g 10 the
notSC of the water IS deafenmg · we~t wall where they have been fastened
A long counter of chipped. dusty marble
b1sects the room from east to west Agamst Thts opentng. 30' up the west wall . leads
the south wall , four ghostly forms stand at 59a. Windows Below to a dark corndor
attenuon. their weapons drawn Just
bc:hmd the counter nands another long· A natural sh:~.ft of smooth rock c:~.rries a 10 Potsonous Snakes. AL N. MV 15 "; hp 9
faced ghostly form. He speaks as you enter. spray of water IOtO the uamped cave. The each: AC 6. HO 2•1: fiAT I: Dmg I hp •
"So you've finally arrived, KathaJI Well, ceiling of the small area is filled with water. poison (does 3d4 points damage)
you're the last, so pay the tax!" The floor, however, IS made of solid
masonry stonework Indeed. the water falls The cunams easil) support the we1ght of a
Clerk SpeClral Mmion. AL CN. MV 30", through what appears to be a 30' tall win· m:~.n Ealh adventurer who auempts tO move
hp 18. AC 2. HD 3: IIKf 0: 20% magac dow l:~.id anto the stone floor The glass is from one cunain to another must make a dex-
resist gone. but the 1ronwork of the win- temy check or fall to the floor (3d6 damage
dowframe remams. from the fall) and be 2tt2cked by the snakes
4 Guardaan Spectral Mm1ons AL CE. MV
30", hp9. II , 16. 17; AC2, HD 3,11AT I,
Dmg 1·8. 20% magic res1st
57b. Vault
ChapteR 4:
6o. Entrance to the Hall ofJustice
24
Heath Page (Order #31387307)
64d. Assembly 64h. Mess Hall even what rhey 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 chat it is large . From deep in the ken tables lie scattered abour, and a fire-
darkness comes a shriJJ, hiccuping sound. place, cold with disuse, is built into the
This 30' square room has no narural source
east wall. Three unbroken tables stand
upright in the cenrer of the room . There. of light. Wicker baskets are stacked againsr
1 Bozak Draconian (Drunk). AL LE; MV irs walls.
6 w[ 15 w)/18 -; hp 15; AC 2; HD 4; II AT I or
under the sputtering torchlight, three dark
shapes argue loudly.
2: Dmg 1·8 or 1-4 / 1-4: magical spells;
explodes for ld6 damage on death. Spells: Anyone who checks the room carefully will
·3 Baaz Draconians. AL LE; MV 6 "[15 w)/ nore a glint of metal from behind the baskets
1sr Level : chum pe-rson , magic missile, 18"; hp 11, 13x2: AC 4; HD 2; II AT 1 or 2;
push against the west wall. A cache of extra weap·
Dmg 1-8 or 1-4/1-4; rurn ro srone and ons: rhree long swords of superior craftsman·
2nd Level: d:ukness 15 ·. IVeb
crumble on death ship (•2 ro 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 comer of the conian. 'Til tell ya! The Dragonlord needs
room. He thinks the adventurers are his draco- 66. Court of Reception
this here crystal staff, see? If he don't have it
nian brothers, so they will have no trouble where it be safe and sound, then them
gening him ro babble ar them in common humans might just be able to clean our A thin shaft of lighr overhead dimly our-
tongue. He is drunk and upsec: "The Captain noses." lines a dismal couttyard 40' in diameter.
an' I was havin' a little celebration when we The second draconian replies, "lf old Broken cobblestone streers run east , west
got a bit roo celebrated! I remember that a Verminaard, our high and mighty Dra- and south from the counyard; ruined walls
bunch of stinking gully dwarves came along gonlord. needs a staff. then let him get it! I sag threateningly toward rhe streets.
and carried him off. If they let the humans in don' t see why it's so importanr. Khisanrh Against the northern wall of the couttyard.
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
ruined. I'm pretty sure they dragged him off know about - without them the humans large round metal place suspended in a
to their Guildhouse wesr of here. I've gm to can'r srop us." hole in irs chest. A robed figure stands nexr
get a rescue party together - just as soon as " Look, all we gorra do is wait unciJ those to rhe sratue. A huge black metal pot sits
I've 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. Whar's fr?m the pot and disappears above inro
hours. He cannm be awakened in thar rime. a few days' wait for a little extra safery, eh?" miSts.
These Draconians are spoiling for a fight!
64e. South Cell They will fighr to the death. I Baaz Draconian. AL LE; MV 6 ..[15 .. )/
18 •; hp 16; AC 4; HD 2: II AT I or 2; Dmg
Dark stains streak the walls of this 20' 65a. Larder Office 1·8 or 1-4/1-4; rurn ro stone and crumble
square room. A green, slimy substance on death
coats its celling. Three figures squat in the center of the
room , their wings folded flar againsr their Within a few minutes a group of 8 draconians
64f. South Armory backs. They seem to be rossing somerhing arrive in the plaza.
on the floor. In the northwest corner, a sin- 8 Baaz Draconians AL LE; MV 6"(15 ..]/
gle shott figure lies bound head ro roe. His
Bronze weapons, corroded and useless, 18 "; hp 2, 3. 5x2, 8x2, 9. 12; #AT I or 2 ;
eyes glitter above rhe gag over his mouth. Dmg 1-8 or 1-4/1-4; turn to stone and
hang askew from broken wall racks.
crumble on death
3 Bozak Draconians. Al LE; MV 6 "[15 ..]I Their leader nods to the robed draconian by
64g. Quanecs 18": hp 22. 23. 17; AC 2; HD 4; IIAT I 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 srarue.
Mosses drape the darkened corridor. Inky explode on death . Spells: Momenrs afrer the sound rocks through the
alcoves branch from both sides of the hall. 1st Level: magic missile; shield. sleep cavern , the chain overhead grows raut 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 srubby arms and
15 Baaz Draconians. AL LE; MV 6 -[ 15'..)1 Sl1; 113: W9; Dl~ ; C 10; Chl3: AC 5; legs. descends on a chain and passes the
18"; hp 14 each; AC 4; HD 2; IIAT 1 or 2; MV 9 .. ; hp 14; Dmg 1-4 ascending pot. Within 5 minutes, rhe
Dmg 1·8 or 1-4/1-4: ruro to stone and descending pot bumps to a stop in rhe courr·
crumble on death "What luck," says the largesr 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.
Snoru, hisses. and whistles rise from rhe We' ll cast our bones on the floor umiJ one of
sleeping draconians lying in many of the cells us wins him. He'll make a nice change of 15 Gully Dwarves (Giup Clan Aghar). AL
in rhe hall. These fellows do not sleep weU, 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· I 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 silem, each hero musr check his dexrerity dle of wanderlust, a natural time of Kender They wait umil rhe robed draconian yells.
to succeed. If awakened, the draconians have life, he felt as though he had to find our what "Now, you scum! Climb our or else!" Then
but one thoughr on their minds: to kill the was at the bottom of the cavern. He knows they leap from rhe por and scramble from the
intruders. norhing about the plans of the dragonmen. or cavern through area 59b and 58.
25
Heath Page (Order #31387307)
67. Great Plaza 67a. East Falls 68d . Glup Clan Rooms
A single column of light pierces the over- Torrents of water bauer the rubble, hurl- Fungus stains and water streak the wall.
head mtsts and spreads onto a vast plaza at tog mists toto 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. verrical slits in the north wall.
the cast and west streets flow tmo a largt' Ymes grow up the side of the cavern next
pool of water. which tn mrn empties tmo a to the waterfall. Heroes looking through these slits sec the
river channeled down the north meet. The torch-lit room (68e).
roar of waterfalls fades co silence, the moss- The wet vines arc very slippery. The adventur-
68e. Welcome Room
covered ruins that surround the plaza ers must check their dexterity twice (once half-
recede tnto the darkness when a low, way up and again at the top) to climb to the
ruins of the treasury (area 56). Torches spuuer and smoke in sconces
throaty noase rumbles from the entrance of
mounted to the cast wall. Darker than the
one of the southern buildings 67b. West Falls smoke arc the slits in the south and west
A huge black creature arches like a
cobra on the steps to the butlding. The walls. These slits arc only 2 inches wide,
A wall of water dives from an opening in but they arc 4 feet long .
plaza sttlls: it seems as rho ugh light and air the west cavern, filling the street. then set-
flee the spot on which the crearurc stands. tling quickly into an cast-running stream.
The dragon (it must be a dragon: a The southern slitS look imo an empty room
(68d). The sound of hearty snoring rumbles
wtnged dracontan kneels before it) speaks An escaped prisoner of the draconians hides,
in a low. hissing language from the stair,. through the western wall slits. The guards (m
trembling. behind the curtain of water. 68f) that are supposed to make this a dcarh -
Behind the draconian. several dirty forms
Sunstar. Que-Shu Survivor. F2: AL CG: trap arc: napping. No amount of noise: in this
grovel in the moss. turning their eyes from
Sll; 110: Wl2; 013; C13; Chl5: MY 12•; room awakens them.
the glossy black scales.
hp 8; AC 8: #AT I; Omg 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 fightS fierce!)· and w rhc death, unless the Their backs to the slits in the eastern wall
the search 1" While the dragon looks on. the party shows that they mean no harm . She is of rhe room. three gully dwarves lean
search parry and as dracontan leader scurry one of only rwo survivors in her tribe, and is against each other. asleep. The huge round
off. A moment later. the dragon retreats desperate to escape the dragonmcn. Her cell nose of the largest bobs up and down with
through area 70a into ars lair (''Ok). ("Og) is near the dragon's lair (70k). If the every rolling snore. His arms arc folded
across his chest; his notched short sword
parry is friendly. she joins them gladly.
Khtsanth (Onyx), an ancient. huge black restS on the floor well out of his reach. He
dragon ALCE; MYI2" /24";hp64; AC3 , 68a. Alley leans against the second dwarf, whose cars
HD 8: #AT 3; Omg 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 rhird, small dwarf stick out from
First Levcl:charm person (x2). magic walls. winds through the vine covered beneath his friends. wearing two huge:
missile (x2). shockmg ~rasp (x2). and sleep ruins and ends suddenly in a door. boots. their soles tattered. The snoring of
(x2) the guards could awaken a mountain.
68b. Scum Entrance
7 Gully Dwarfs (Stud 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;
H02;11AT I or2; Dmg 1-6or 1-4 / 1-4 rernble quiet rules the place, as though AC 8: HO 2; #AT I or 2; Dmg 1-6 or 1-4/
stunned by the past - by something 1-4:
I Bozak Leader. AL LE. MY 6 "[ 15 •]/18 *: unspeakable that happened here once.
These arc crack Aghar guards! If wakened,
hp 15; AC 4 ; HO 4, IIAT 1 or 2; Dmg 1-8 they try ro bully any one trespasser but run
or 1-4/J-4; magical spells: explodes on 68c. Slud Clan Rooms
away from more than one. If they run, they go
death for ld6 damage. Spells: maight to the Highbulp 's throne room
1st Level: charm person. magte miSSile, Brown and drying mold covers every wall. (68m), report that "an arm>•" 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. W..iting Place
The PCs would be seen before they could get mats.
close enough to hear the dragon's tnstruc- The streaked walls of rhc room lie buried
tions. However, the dracoman 's votcc carncs The: room ts an Aghar barracks. Thieves must under tapestries and decorations almost
throughout the plaza, saying. "Aghar slime, move silenrly to walk among these sleeping too gaudy to be believed. The tapestries
hear me! If this prisoner escapes. I wtll be dwarves without waking them. Non-thieves
hang everywhere. some upside down or
eaten alive for breakfast but not before I eat who aucmpr to enter the room wake the sideways. Fraying gold cloth drapes
you! I want rhat prisoner and I want her Aghar. If they awaken. the dwa.rves 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 scauer 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 (Siud Clan Aghar). AL secret door in the north end of the cast 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
oner-a Que-Shu tribcswoman who as htding 10x3.12, 13x2, 15: AC 8 HO 2 #AT I or 2; door will hear thumping sounds against the
ar area 67b Dmg 1-6 or 1-4 /1-4 door, followed by muffled growls and yells.
26
Heath Page (Order #31387307)
68h. Treasury 10' of the smelly hero. Neither the hero nor This is the court of t:he Highbulp Phudge I,
anyone with him has a chance of surprising an King of t:he Aghar. He bargains with whoever
A single d~conian glares from t:he dark· enemy. comes into his coun. The guards anack only if
ness. His hands and feet are bound tightly. The Aghar do not notice the heroes umil they or Phudgc are attacked first. Though
his wings tied securely against his body. On 5 rounds afrer they have entered the hall. Aghar generally run away from a fight, when
eit:her side of him, £WO small gully dwarves Some of them t:hrow 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 nor
increase: the Aghar are too busy dodging Phudge Highbulp, King of the: Aghar. Al
the: draconian with their sticks, then jump CN; MV 12 H; hp 16; AC 8; HD 2; #AT I or
back as though he is not tied. Each rime bowls themselves. If t:he heros rry ro fight , the
2; Dmg 1-6 or 1-4 / 1-4
t:hc:y 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 thetr eyes. ALCN: MV 12•: hp4 , 6. 7. 13; AC 8: HD
68j. Bulp Clan Rooms
2; #AT I or 2; Dmg 1-6 or 1-4 / 1-4
The dwarves notice the heroes after only 2 The Highbulp does not like dra.conians. He
Grinding snores and whistles echo from
rounds. They try to flee the room . The draco· feels t:hat pickings were easier before they
diny cells off the: hallway.
nian, suipped 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. Funher-
awakened with a horrible hangover! 8 Gully Dwarves (Bulp Clan Aghar). Al
CN; MV 12•; hp 3. 6, 8, 10lC2, 11, 12, 13 ; more, the dragonmen have cleaned the place
2 Gully Dwarves (Bulp Aghar Guards). Al AC 8; HD 2; #AT I or 2: Dmg 1-6 or 1-4/ up far too much for his tastes. The Highbulp
CN; MV 12•; hp9. ll ; AC8; HD 2; IIAT 1 1-4 knows that the Disks of Mishakal lie io the
or 2; Dmg 1-6 or 1-4 / 1-4 dragon's lair at 70k: he also knows about the
If awakened, the: Aghar try to run away. If cap- runnel from 69b into that lair. He will offer
I Bozak Draconian (Captain of the D~co cured, they reveal some valuable knowledge: the pany guides to various places in the cav-
nians). AilE; MV 6•1!5.]/18•; hp 33; they know the tunnelway from 69b into the erns, but he offers no other aid.
AC 2 ; HD 4; #iJ I or 2; Dmg 1-8 or 1-4/ dragon's lair.
1-4; magical spells, eJCplode on death for 69a. Delvers Welcome
ld6 damage. Spells: 68k. Highbulp Quarters
1st Level: chum person, m:1gic missile, Water seeps down rhe walls io the room,
push A huge bed- carved, rotting poses at each
pools. then winds out the: south door. A
2nd Level: d:zrkncss 15 ', web corner- sags in the middle of the room.
long stone counter bisectS t:he room from
Tanered hats, some of which spon shred-
If umic:d , the draconian captain uses every east to west. Behind it, another doo£Way
ded or soiled feathers, hang on ra.cks lining leads north .
means he can. but mainly his spells, to escape: the west wall. Caps and loud clothing of all
and regain command of his uoops. kinds are piled about.
The captain tc:lls the following only if 69b. The Secret Way
t:hreatened with death or if charmed: " Vermi-
naard is our Dragonlord! True cleric of evil, he This is the bedroom of the Highbulp Phudgc:.
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 the room . Alt:hough a great deal of water is
Yet he: fears one: thing: the uprising of light old. stained map. flooding rhe room, that on the floor seems
againsr rhe darkness. We guard t:hat which The map shows t:he location of the sewer to be only a few inches deep.
mighr kindle hope among men and life the access (69b) and the runnel that leads from
darkness! We guard the uue knowledge of the rhere to t:he dragon's lair at 70k. Crude notes PCs who check the floor near the center of the:
gocls. Under the eye of Khisanth , the truth is on the: margins of the map read, "Big trea- room find a closed t~p door operated by a
safe 10 the secrer night!" sure. much goods. Old bark of a dragon not pull ring. Add t:he 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.
681. Secret Exit The trap door is 4' square and opens over
lukewarm , stinking glop flies about t:he a 4' square shaft 20' deep. There it opens into
room. Bowls shaner against the walls. Thieves of old used this eJCit when t:hey needed
to get into the meers quickly. The secret doors a 5' diameter masonry tunnel half-filled with
knives claner on the floor. Gully dwarves water.
are settling a wild argument over dinner. are one way only - out of the old guild haJJ.
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 ld20 ro determine: how many rounds later
CN; MV 12•; hp 3, 6, 8, 10x2. II, 12 , 13; it takes place. Treat a rolled encounter with
Heavy. frayed gold cloth ado rns the hall. Khisant:h as no encounrer.
AC 8: HD 2; #AT I or 2; Dmg 1-6 or 1-4/
Statues line the walls. and carpets of every Water trickles into the main tunnel
1-4 color and description form a patchwork through gaps in the stonework. Nonh of the
across t:he floor. At the west end, a huge access shaft. the tunnel runs 30' to a cave-in.
Each round a hero is in this room. he suffers a throne sics, the gold leafing peeling badly
70% chance that a bowl of goo will hit and The runnel extends south mro the darkness.
from irs carved frame. A shrivelled figure, Through the darkness. the tunnel runs
splaner on him. This is Aghar stew, made by
nodding beneath a tarnished crown three 200' south, then turns east 340' to another
t:hrowing just about anything dead or near
sizes too big for him, sits buried in robes cave-in. Thiny feet before the end of the east
death into a pot. The sruff srinks violently, on the t:hrone. Four armed dwarves. their
and keeps on stinking: it wears off in ld20 branching tunnel , however, a shaft ascends 30
heads carding inside t:heir helmets. stand feet to a grate in the floor of Khisamh 's lair
rums, but in that Lime ot:her heroes must
beside their king. (70k).
check constitution ro be able to srand wirhin
27
Heath Page (Order #31387307)
70a. Pillars of the Palace 70g. Prisoner Cell 70k. Courr 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 counyard. All cracked. some shat- hanging limply by his wrists from manacles in diameter. The circular room rises four
tered, the pillars suppon a sagging srone driven into the walls. His rorso is bare and stories to a cracked and broken translucent
roof. In places, the cavern wall has broken stretched, showing signs of rorrure. dome. Dim light filters through the mists
the stonework and forms much of the above, spreading onto the center of the
counyard. A large archway leads into a Raven-eye. Que-Shu Warrior. F2; Al CG; rorunda. There, a glossy black dragon
huge dark room to the east. At the back of Sl4: 112 ; W9; Dl4 ; C12 ; Ch12; MV12•: straddles a pile of jewels. steel weapons
the counyard , a set of stained steel doors hp 16; AC 9; #AT I; Dmg 1-4 and intricate items.
stand closed. These also lead east.
The man 's name is Raven-eye. Though weak ,
70b. Honored Dead he speaks: "Our tribe was set upon by demons This is Khisanth's lair. Khisanth, known com-
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 nonh 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 10 the dragon's lair {70k) and will join and slug it our on the ground with the PCs.
masked in shadows. but they seem to aid the PCs.
watch intruders.
70h. Bozak Commander Khisanth (Onyx), an ancient, huge black
dragon. Al CE; MY 12"/ 24 *; 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' w an arched ceiling. torch. A crude desk sits in the middle of First Level:charm person {xl), magic
Mosses and an off-white fungus line the the room. Sitting behind it, a scaly winged missile (xl), shocking grasp (xl). sleep (xl)
hall . Ancient man-sized starucs 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
I Bozak Draconian Commander. AL LE; the staff while in this area hears a soft, femi-
Two draconians guard the nonh end of the MV 6"[15 "]/ 18 "; hp 30; AC 2: HD 4; #AT
hall. nine whisper: "Retrieve the disks, and hit the
l 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 ld6 damage. Spells: PC manages to hit the dragon with the staff,
6"[15 ")118 ": hp22 , 23; AC2: HD4; #AT 1st Level : charm person; magic missile; the staff explodes on comacr. Read the follow-
1 or 2: Dmg 1-8 or 1-4/ l-4 ; magical spells; shield ing boxed description if this happens:
explode on death for ld6 damage. Spells: 2nd Level: invisibility; mirror image
1st Level: m:~gic missile; shield, sleep If badJy 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 dragon's lair. staff is lost in light. disappearing as a ring-
Huge chests, their wood rotted and split, 70i. Long HaJJ ing sound fills the chamber. The wall of
spill their contents into the room. shining blue pulses, its power shaking the
earth itself. The great dragon is covered in
Water seeps down the arching walls of the the glow and faJis. screaming, into light.
There arc 30,000 Tsarothian clay Culli in this 10' wide: hall. A cold. musry smell rides
room - absolutely wonhless. However, if a The walls shake; pillars in the room sway
the air. and topple. The cracked ceiling begins 10
PC searches through the Culli , he has a 30%
chance of finding one of the following: two crumble. Above the falling ceiling, the
The hall runs south into the rubble of a col- cavern walls themselves begin to collapse.
throwing daggers •3, I pair gaunrlecs 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 10 area 70k. Everywhere the PCs go in the cavern, from
shield •1. now on . rocks rumble from the walls, and
70j. Hall of Sound water gushes under tremendous force into the
70e. Bozak Quarrers
area. All creatures in all encoumer 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 I d 12 damage. The water level in the cav-
70f. Bozak Captain The hall is 90' long. Forty feet from either ern rises l 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-
This 20'x 30' room is quite spare: A bed- gong. which resounds through the palace kal (46b) and read the Epilogue that follows .
roll lies on rhe floor. a pack 10 the corner. area. If the PCs fail to note this trap and sound
the gong, the dragon pushes her head out the The dragon's horde contains the Disks of
east doors and uses her breath weapon on the Mishakal (sec 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 ofinvisibility, and 1000 pp. The dragon
showing the exact layout of the palace {70a- draconian guards, unaware that there are wears a ring ofdarkness which projects up to a
70h). none in the area. radius of 100'.
28
Heath Page (Order #31387307)
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 perfeet carved likeness of the blue crystal The plains below stretch to the east Dark
description at right If the heroes have taken staff. At che foot of the starue, a lone fig. clouds flash in the west - but not only
the Disks and destroyed the dragon without urc stirs. dark clouds: even viewed from this great
havmg the Crystal Staff. allow them to make distance. the billowmg 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.lf the player~ arc The lone figure tS the person who broke the climbs into the autumn sky. rising from the
going to conunuc with Dragonlance 2: staff. He or she lies here unharmed, all hit forests of Solace.
"Dragons of Flame," read rhem the box on points restored. The staff is now pan of the
the far right. statue, but a platinum version of the medal-
lion around the statUe's 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 Mishalul
The coinage of Krynn as unlike that of other Crystal of Mishakal These arc platinum disks 18 inches in diame-
AD&D'" worlds. The value of items varies (The Blue Crystal Staff) ter. Each disk is 1!.6 inch thick. There are 160
from realm to realm. Steel, not gold, is rhc of these plates in all. A bolt passes rhrough
standard measure of value. This staff as carved from a single piece of blue one side of the plates. allowing each to swivel
There are seven trade merals: 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 realm's coinage. Although Riverwind docs not remember, Anyone oflawful or Neutral Good align-
When computing experience, I steel • I XP. a manifestation of the Goddess Mishakal gave ment may examine the plates. Others take
no marrer where that srcel is acquired. him the staff. It is an imclligem anifan of 4d6 points of clenrical damage each time they
These abbreviations arc used: sri (steel Lawful Good alignment and has an Ego of 10. try to touch or read the disks.
paece), gpv (gold piece value an AD&D h 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 (salver piece). cp points electrical damage. A Lawful Good per· dine (rulershap). Majere (medttation and
(copper piece). ip (iron piece). pp (platinum son may use the staff to heal the elecuical control), Kiri-Jolith (war and baule), Mi.sha-
piece). and bp (bronze piece) damage it has caused. The staff has the follow- kal (healing), Haba kuk (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 I Strikes as a scaffofscrikmg ( 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 comage 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 levcl.command. cure lighr wounds, Medallion of fai th
remove fear
SEEKER LANDS: I steel Emas equals: 3rd level: conrinuallight. 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 d1sca.sc. remove curse true gods. Each medallion magically creates
Sth Level· cure critical wounds, raise dead another medallion of faith for clerics of any
DRAGON LANDS: I gpw of steel equals: 7th level: restoration, resurrecrion. good alignmem 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 /~pp, or 2 bp. 3. Telepons (at its own discretion. using IS symbol of the god that the cleric p rofesses,
charges) regardless of which symbol the original bears.
If a character enters Dragonlord-occupaed ter- The medallions have no further powers.
ritOry carryang 10 em (worth 500 sp in the 4. Deflects dragon breath weapon in a 10' but they serve as symbols offaith. True believ-
Seeker Lands). it becomes wonh only 200 sp. a radius ( 10 charges per use). ers wear them at all times. alrhough neve r
60% decrease an value. It will accordingly openly.
have much less purchasing power. The staff holds up ro 20 charges at a time. It
regains one charge/day from the combined
influences of Krynn's 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
Heath Page (Order #31387307)
Appendix 3: Monsters and Men event, the statue crumbles to dust within 1-4 almost total inability to put rwo thoughts
rounds after the draconian's death, freeing together, the: Aghar have: excellent memones
DRACONlANS (DRAGONMEN) any weapon stuck 1n 11 While a weapon IS of all that they sec: and hear. Th1s makes them
stuck m a dead Baaz, It cannot be used Note a great sourcc:·of raw, untapped mformauon
Ba:ll Boz:Lk that only the body of the Baaz turns to stone:
and then crumbles; armor and weapons 11 car-
FREQUENCY: Uncommon Uncommon nes are unaffected and may be used h)· others SPECTRAL MINIONS
#APPEARING· 2-20 2-20 after the dracoman turns to dust.
ARMOR CLASS 4 1 FREQUENCY: V~ry Rat~
Bozak. The: magtc-users of their kind . Bo1ak
MOVE· 6"[1:>*}118" 6"[0"}118" #APPEARING: 1·40·
Draconians have: higher resistance: to magic ARMOR CLASS· 2
HIT DICE: 1 4 than other dragonmen (sec: their saving throw
%IN lAIR H6 IH6 MOVE· 30 "(R~smcced: s~e below)
modtfier) Bozak also cast mag1c spells as
TREASURE TYPE }. K. L u fourth level magtc users They are dc:c:pl) ded-
HIT DICE 3 (also se~ below)
# A1TACKS: 1 Of 2 1 Of 2 % IN LAIR· 100%
ICated to the purposes of the Dragon lords and
DAMAGE/ A1TACK 1-411-4 1-4/J-.S TREASURE TYPE: N1l
never show mercy once: they start to attack II ATIACKS· 0 or I (see bdow)
SPECIAl A1TACKS· Non~ Mag1cal spdl~ They are. however, \Cry incelligent and w1ll
SPECIAL DEFENSES: Non~ •2 co saves DAMAGE/ A1TACK: By weapon cype
not demoy an opponent if they believe that (see below)
MAGIC RESISTANCE: 20% 20%
thetr cause would be furthered by sparing h1~
INTElLIGENCE: Av~r.~g~ H1gh SPECIAl A1TACKS None
ltfe
AUGNMENT. Lawful £\·1l Lawful Ev1l SPECIAL DEFENSES: ·1 or betcer
When the Bozak d1e, their scaly flesh
(som~ Chaonc) w~apon co hu
suddenly dnc:s and crumbles from thc:H
SIZE M (5' :t') M (6 ·) MAGIC RESISTANCE: 20%
bones. The: bone:~ then explode. domg ld6
PSIONIC ABIUTY Nil Nil INTElLIGENCE A\·~rage
pomts of damage: to anyone wtthln 10' of
Attack/Defense Modes Nil Nil ALIGNMENT- Vanab/e
them
X P.: 81-llhp 1-5 -4/hp SIZE: M
PSIONIC ABILITY: Nil
AGHAR (GULLY DWARVES) Attack/ Defense: Modes: Nil/Nil
Draconians, or dragonmen. are the baste
troops of the dragonlords Thear ongms arc: FREQUENCY Rar~ X.P. 120• 3/hp
unknown ro an}one 10 thts <c:nton of Krynn . IIAPPEARING I-4 (2-20)
Of the four known types of draconians. two ARMOR CLASS BJ armor rypc: Spectral Mmtons are the spmts of humans or
appear ro the party during thts pan of the MOVE. 12" demihumans who dted before: fulfilling pow-
adventure. HITOICE V:w~s(J ..J) erful vows or quests they had undertaken.
All dracontans have: w10gs, but nc:tther %IN lAIR· 4~% Spectral m101ons do not exist fully on the
the Baaz nor the: Bozak can truly fly for more TREASURE TYPE: 15%) Prime Material Plane. Even in death, they
than one round. All dracontans have three: II ATTACKS· 1 or 2 remain bound m their vows or quests: every
movement rates: walkmg, running on all DAMAGE/ AITACK By weapon rype day. they must relive the evenu leading to
fours while: pushtng through the au wnh or 1·411-4 (fisclbu~) their deaths, trymg to complete thetr mtSSion .
w10gs. and glid10g . To move: at the: second rate SPECIAL A1TACKS None Outdoors. spectral mmions must stay wtthin
of speed. the)· must usc: all four ltmbs and SPECIAl DEFENSES Save ar 2 levels higher 1.000 yards of the spot where they dted
have thetr wings free: to move: Dracomans MAGIC RESISTANCE Scand:ud (mdoors. wHhtn the fateful corrtdor or room)
prefer to charge thts way. carrymg thear weap- INTElliGENCE: Low Because of thetr speed, spectral mimons have:
ons 10 their teeth They can glide from any ALIGNMENT- Ch:~oric N~ucral a •I on imuauve rolls.
height, and glide a dtstance 4 times greater SIZE: 5(3'-5') Spectral min tons do combat damage only
than the height from which they launch. PSIONIC ABILITY: Nil if they died holdmg a weapon The weapon
Attack/Defense: Modes· Nil!Ntl becomes a part of the spirit. Unless otherwise:
B:~az These: dracontans are general!) the X P. · 14 • Ilhp 28 •2/hp, 50 ·3/hp, 85 4 /hp noted, only 50% of them have: weapons
<mallest of the spectes. and thus the c:astest 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 sene: all other ranks caste system tndeed. most Mountain R~move curse dispels spectral mtnions
of dragonmen. However. because: of a quirk 10 Dwarves say that they aren't even part of any permanently. They also disappear forever if
their origins, these: dracon1ans often tend to t.:ute. These: raggedly clothed dwarves vary 10 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 the:} can get away wuh 11. Thctr hatr IS as unkempt as their clothmg. level paladtns. become spectral min tons, they
Baaz are often entountc:red in disgu1se Thetr health IS generally bad and thetr bodtes retain the number of hit pomts the)' had
They can conceal thetr w10gs under robes and. bear sores. scars and callouses before: they died
weanng a large hood and mask. can pass Though humans thmk they are comtcal . Spectral m1n1ons arc: barely vts1ble
through c1vilizc:d lands as sp1es Dragonlords Agh:u are a d1sgusung race whose mono IS because they are colorless and transparent.
often use the: Baaz 10 thts manner JUSt before: "do anything, no matter how mean. to sur- They look very much as they did before death .
an tnvas1on. VIve." Occasionally, a decem, moral Agharcan
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 magtc IS a sham that desel'\c:s to
statue If a PC deals th1~ ~tatue a blow wuh a be: exposed.
melee weapon , he: must make a dextc:rny Gulley dwarves general!)• tend toward
check at · 3 or htS weapon w1ll be: stuck 1n the weak constituuon and low Jntelltgente but
still-hardening statue of the draconian In any have: above average dexterity. Despttc: thc:H
30
Heath Page (Order #31387307)
Appendix 4: Random Encounters This creature stays just ahead of the PCs. lead- 20. 1-10 Bozak Dracon1ans. AL LE; MY
ing them toward the best path. The stag dis- 6"[15")118"; AC 2; HD 4; #AT I or 2;
Random encounters occur on a roll of I on appears completely after traveling 3-6 ( Id4•2} Dmg 1-8 or 1-4 / 1-4 . Spells: 1st Level :
ldiO, at the frequency noted in Table I below hexes on the wilderness map. charm person. magic missile. shield: 2nd
according to the terrain being traveled Level: invisibility. mirror im2ge
through. If an encounter is indicated, deter- 8. 2-8 Eagles, Giant. Al N; MV 3"/48"; AC
21. I Catoblepas. AL N; MV 6"; Ac 7; HD
mine the distance according to Table I (I • • I 0 7; HD4 : #AT 3; Dmg 1-611-6/2- 12
6· 2; #AT I: 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
usc that numbered description from Thble 2 pany to take. 22. 1-10 Ha!Chling Black Dragons. Al CE:
following . Usc 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 / l-4 /3-18
HD 7; #AT I; 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: HD4•2; #AT I ; Dmg 1-3 ·poison
HD I· I; #AT I; Dmg 1-4
Towns: Check once every 3 turns. Dis- The dogs attack 40% of the time, or if they are 24. 2-12Wraiths. ALLE; MV 12"/ 24"; AC4:
tance 1-6 •, Monster Range 1-6 (I d6). attacked. After half of the pack is killed. the HD 5·3: #AT I; Dmg l-6 • one level drain
Plains: Check 4 times per day. Distance rest run away.
1-100", Monster Range 3-14 (ldl2 • 2) Table 3: The Darken Wood
II . 1-10 Baaz Dracon1ans. AL LE: MV
Forest: Check 6 times per day. Distance 6 "115 ")/18": AC 4; HD 3; #AT I or 2;
1-10", Monster Range 4-15 (ldl2 • 3) Encounters in this area take place on a roll of
Dmg 1-8 or 1-4 /1-4 1-2 on ld6. Check for encounters every 4
Hills/ Mms.: Check 4 times per day. Dis-
tance 1-20", Monster Range 7- 18 (ldl2 • 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")118"; AC 2; HD 4; #AT I or 2; takes place, roll 2d4 and consult the rablc
1-4". Monster Range 13-24 (ldl2 • 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
ranee 1-6", Monster Range 11-22 (1dl2 • 10) darkness I j •• ~vt:b true names or show the crystal staff, the crea-
When they take 50% losses. they retreat. tures cscon them to the Forest master Unicorn.
Table 2: Random Encounter Listing 13. 1-12 Spiders. Huge. ALN; MV 3"/*12"; 2. 1-12 Griffons. AlN ; MV 12"/30"; AC3;
I. 3-30Townsmen. ALvar: MV 12"; AC8; AC 4; HD 2•2; #AT I; Dmg 1-6 • poison HD 7: IIAT 3: Dmg 1-4/ 1-4
HD I; #AT I; Dmg 1-4 14 . 2-12 Ogres. AL CE: MV 9"; AC 5: HD Actack and fight to the death 20% of the time
These folk arc stmply about their business in 4·1: #AT 1: Dmg 1-10 (70% if the parry IS on horseback).
town. These are troops of the Dragon lords. guarding
3. 1-20 Treants. AL CG; MV 12 ": AC 0; HD
2. 6-12 Baaz Draconians. Al LE; MV 6" 1!5)/ a path. Their orders are to ask about the crystal 12; IIAT 2: Dmg 4-24/4-24
18"; AC 4; HD 3: #AT I or 2; DMG 1-8 or staff. and to prevent passing down the path at
1-4 / 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 I; Dmg 2-8
15. 2-12Wraiths.AllE;MVI2"/24";AC4:
Crystal Staff. They say they are of the Brother- These practical jokers try to lure the PCs into
HD 5•3; #AT I; Dmg 1-6 · onclcveldrain net traps , drop water on them from the
hood of Tsaroth, from whom the staff was These are the sp1rits 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. ered pit. Usc your own imagination to come
Baaz fight to the death.
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: IIAT 3: Dmg 5-8/5-8/2-12
HD 2; #AT I; Dmg 1-6 5. 1-12 Centaurs. AlCG; MV 18"; AC 5(4);
These are in the: service of the the draconian HD 4: #AT I or 2; Dmg 1-10 or 1-6/ 1-6
These quiet people arc moving south and army. Their m1ssion is to kill whatever they
west, away from the dragonarmies. sec. 6. I Brownie. ALLG; MV 12"; HD 1 h; AC 3;
4. 1-4 Elves. ALCG: MV 12"; AC 5: HD 2·1; #AT I ; Dmg 1-3
17. H Will-o-wisps. AlCE; MV 18": AC-8; The brownie tries to steal the staff and take it
#AT I; Dmg 1-10 HD 9; #AT I; Dmg 2-16
This is a trading pany. They are cool and aloof to the Unicorn. If he is successful, the Forest-
Spawned at the time of the Cataclysm. these master returns the stolen item.
to the PCs. creatures try to lead the PCs in the wotst possi-
5. 2-20 Townsmen. Al var.; MV 12": HD I; ble direction and then attack. 7. 10-IOOSprites. ALN(G): MV 9"/18": AC
#AT 1; Dmg 1-4 6; HD I; #AT I; 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 rhey succeed, a pany of centaurs passes by
4; HD 4; #/J I; Dmg 1-8 19. I Huge. Ancient Black Dragon (Khl- shortly and takes the PCs to the Forestmaster.
Seeker Guards arc under orders to take anyone samh) See starisucs in Encounter area
who knows anything about the Blue Crystal 8. 1 Sylph. AL N(G); MV 12"/36"; AC 9;
70k. HD 3; #AT 0: Dmg nil
Staff to Haven and the Highseekcr himself. If Khisanth will stay m flight at this encounter.
they arc involved in a fight, the guards mug- The sylph will not appear before the pany.
She attacks only 20% of the rime (I 00% if the She will try to lead them by voice to the
glc bravely until losing half their number; PCs auack her). She uses her natural fear abil-
then they retreat, seeking reinforcements. Forestmaster.
ity, and then one breath weapon if forced into
7. I Stag, White. AL LG; MV 24"; AC -5; combat. She swoops away before taking any
HD 10; hp 77; #AT 3; Dmg 1-1211-6/ 1-6 significant damage.
31
Heath Page (Order #31387307)
cant1cle o~ the ORaqon
Hc:u the sage as hiS song descends Thus ended in thunder the Age of Dreams
like heaven's ram or tears, and began the Age of M1ght.
and washes the years. the dust of the man} stories When !star. kingdom of ltght and truth. arose in the cast.
from the High Talc of the Dragon lance where mmarets of white and gold
For in ages deep. past memo(}· and word, spired to the sun and to the sun's glory.
in the flt'St blush of the world announc1ng the passtng of ev1l.
when the three moons rose from the lap of the forest, and !star, who mothered and cradled the long summers of good.
dragons. terrible and great shone ltke a meteor
made war on this world of Krynn. in the white sk1es of the just.
Thus Huma. Knight of Solamnia, Then came the ume of dark and death
Lightbringcr, 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 lstar,
to the stone feet of the gods. the city spl1t ltke a skull 1n the flames,
to the crouched silence of their temple. mountains burst from once-ferule valleys.
He called down the lanccmakcrs. he took on seas poured IntO the graves of mountains.
thetr unspeakable power to crush the unspeakable evil. the deserts sighed on abandoned floors of the seas.
to thrust the coilmg darkness the h1ghways of Krynn erupted
back down the tunnel of the dragon's throat. and became the paths of the dead
Paladinc. the Great God of Good Thus began the Age of Despair.
shone at the s1dc of Huma. The roads were tangled.
strengthening the lance of his strong right arm. The wmds and the sandstorms dwelt in the husks of cities.
and Huma, ablaze 10 a thousand moons. The plains and mountatns 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 lcingdom of death, where their curses IntO the cold, div1ding gray to the cars of new gods.
swooped upon nothing and nothing The sky IS calm. silent. unmovtng.
deep below the bnghtenmg land We have yet to hear the1r answer.
9130XXX1501 32
Heath Page (Order #31387307)
Heath Page (Order #31387307)
1984 TSR, Inc. All Rights Reserved
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