DL3 Dragons of Hope

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Transcript of DL3 Dragons of Hope

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Official Game AdventureDragons of Hope

by Tracy Hickman

TABLE OF CONTENTS

Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Wherein the tale is told, and the story is explained.

Chapter 11: The Way . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6In which the heroes attempt to find safety and shelter for the refugees of Pax Tharkas.

Chapter 12: The Outpost Mines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14In which the heroes discover remnants of the once-mighty dwarven kingdom, and once again

encounter the Aghar dwarves.

Chapter 13: Skullcap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20In which the tomb of Fistandantilus is found, and the mysteries of the Dwarfgate War

revealed.

Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Wherein shadows of events to come cast their shadows, and the fate of the refugees is

revealed.

APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Here are the tools of the story. That which is new is explained, as are encounters governed by

fate alone.

Appendix 1: Monsters, Creatures, and Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Appendix 2: Character Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 and Inside CoverAppendix 3: Combined Monster Statistics Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Inside CoverAppendix 4: Random Encounter Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Inside Cover

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

Development/Editing: Michael DobsonGraphic Design: Elizabeth RiedelCover Art: Keith ParkinsonInteriors: Keith Parkinson and Larry Elmore

tributed to the toy and hobby trade by regional distributors. Distrib-uted in the United Kingdom by TSR(UK)Ltd.ADVANCED DUNGEONS & DRAGONS, AD&D, DRA-GONLANCE, and PRODUCTS OF YOUR IMAGINATION aretrademarks of TSR, Inc.

Cartographers: Dennis Kauth and Elizabeth RiedelTypography: Marilyn FavaroPoetry: Tracy Hickman

This adventure is protected under the copyright laws of the UnitedStates of America. Any reproduction or other unauthorized use of thematerial or artwork contained herein is prohibited without theexpress written permission of TSR, Inc.

© 1984 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, Inc. TSR(UK)Ltd.POB 756 The Mill, Rathmore RoadLake Geneva Cambridge CB1 4ADWI 53147 United Kingdom

Printed in U.S.A.ISBN 0-88038-088-89131

Permission granted to photocopy orprint this product for personal use.

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since the great Cataclysm. Curse the High

Priest of Istar for his pride! For in trying to

command the Gods rather than begging

humbly for their aid, he called down their

wrath. The Gods punished Krynn with fire

and flood, and much is now forever lost. The

greatest loss was the knowledge of the True

Gods. The world of Krynn has sunk into

blasphemy lo these many generations. It is said

that once all clerics had the power to cast

healing spells, but that is no longer true.

Mankind�s separation from the True

Gods has also opened the door to renewed evil

in the world. Dragons, thought to be a myth

fit only to frighten children, are once again

working their evil. They are commanded by

humans called dragon highmasters, and assisted

by strange creatures, the like of which have

never before been in this world: draconians,

they are called.

The armies of dragons, dragon

highmasters, and draconians have now

conquered much of Krynn, and soon they will

have all the land under their sway. Things

look dark. Evil may soon triumph over good.

Through my Crystal Ball, the Globe of

Wisdom, I am able to send my spirit across the

land to gather knowledge. And so I have found

a glimmer of hope.

On the day of their return to the town of

Solace, they met Goldmoon, a princess of the

Que-Shu tribe, and her lover Riverwind, a

ranger. Goldmoon held a blue crystal staff that

contained the power of healing.

The True Gods had heard the prayers of

the adventures, and had begun to act.

Five years ago, seven adventurers set out

from the Inn of the Last Home to seek the

forgotten knowledge of the True Gods. They

had great adventures, but did not find what

they sought. In time, six returned: Tanis,

Flint, Tassslehoff, Raistlin, Caramon, and

Sturm. Of Kitiara the beautiful, the love of

Tanis, nothing has been heard.

As the Dragonarmies marched, leaving

devastation in their path, the lnnfellows sought

out the Forestmaster of the Darken Wood,

who told them Xak Tsaroth, an ancient

city now fallen to evil. After terrible ordeals,

the heroes faced an enemy out of nightmare:

Onyx, a Black Dragon.

The power in the blue crystal staff was

indeed the power of the True Gods. With the

aid of the staff, the heroes destroyed the

dragon, and recovered the Writings of the

Gods. Knowledge of the True Gods had

returned to Krynn. And so Goldmoon, a

princess, became the first true cleric of Krynn.

Now armed with powerful weapons of the

spirit, the heroes returned to Solace, only to

find that draconians had overrun their

homelands, and had taken the people of the

plains to a terrible slavery in the fortress of

Pax Tharkas.

After capture and battle, after perilous

travels through thick forests and ancient

dungeons, the heroes crept into Pax Tharkas,

foiled the sinister plans of the dragon

highmaster Verminaard, and rescued over 800

slaves. Now they rush south, pursued by the

tireless draconians, seeking a passage to the

seaport of Tarsis and the hope of safety...

From the ICONOCHRONOS of Astinus of Palanthus,Lorekeeper of Krynn, in the 351st year after theCataclysm.

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“Dragons of Hope” is the third in the epicDRAGONLANCE™ series. The next module,“Dragons of Desolation,” forms the end ofthe F i rs t Book of Dragonlance: Ta les o fAutumn Twilight.

DRAGONLANCE is a story. The mod-ules in this series should ideally be played as acontinuing saga. Players are encouraged totake on the roles of the main heroes in thisepic; Character Cards can be cut out and usedby the players.

You may allow players to bring othercharacters into this adventure. If so, adjustthose characters so they conform to the worldof Krynn, which is unlike most AD&D™worlds.

If you allow players to bring their own char-acters into the epic,the DRAGONLANCEcharacters must be present either as playercharacters (PCs) or non-player characters(NPCs). The following heroes are active in thismodule: Tanis, Goldmoon, Riverwind, Cara-mon, and Raistlin. One player should alwaysplay both Goldmoon and Riverwind, one as aprimary character and the other as a hench-man NPC. The other pre-generated charactersdo not play a critical role in this module, butare important later; they can be taken by play-ers, used as henchmen, or kept as NPCs. It’s agood idea to keep the party to a manageablesize.

Three NPCs require particular attention.Laurana, Princess of Qualinost, was rescuedfrom Pax Tharkas in DL 2. In DL 6, shebecomes a PC. Although she should be in thebackground in DL 3, make sure the other PCs

There are important differences between theworld of Krynn and standard AD&D cam-paigns. Characters who adventured in DL 1and DL 2 know most of the following infor-mation. Those players and characters new tothe world should be given this background.

True clerics have been unknown in Krynnfor centuries. Most clerics do not have spellpowers, since they worship false gods. In DL1, Goldmoon became the first true cleric (withspell use) of Krynn since the Cataclysm. Gold-moon wears a Medallion of Faith bearing thesymbol of the goddess Mishakal. If a PC clericis brought in from another campaign, heshould serve the goddess Mishakal (if good)and wear a Medallion of Faith. When a newtrue cleric comes into being (Elistan, forexample, in this adventure) the Medall ion

notes for the dungeonmaster(especially Tanis and Gilthanas) are aware ofher presence.

Elistan is a false cleric of the Seeker reli-gion who was introduced in DL 2. In thismodule, he becomes the second true cleric ofKrynn. In DL 6, he becomes a PC. See hisCharacter Card and the Events section ofChapter 11.

Eben Shatterstone, the third importantNPC, is a traitor, an agent of Verminaard, thedragon highmaster. Eben is self-serving andgreedy rather than actively evil, and so hisalignment is neutral. Eben was introduced tothe party in DL 2 as the victim of a draconianat tack . The a t tack was a fake. Eben hasplanted himself on the party, and becomes aleader of the refugees. In this module, hebehaves himself and seems to be a supporterof the heroes. In DL 3, keep Eben in the back-ground, but remind the players that he isthere. Keep his future role a secret. He willreveal his true purpose soon enough!

I f you don’ t want to p lay the DRA-GONLANCE epic, you can adapt this adven-ture to your own campaign.

DRAGONLANCE is a complex saga. Torun it well, you must read this module care-fully to visualize the story, and to think ofwhat players may do. You must motivate theplayers subtly so that they follow the rightpath. Sometimes, you must improvise to keepthe story on track.

Because DRAGONLANCE is a story,both heroes and villains often figure promi-nently in later modules. If “name” charactersor villains should be killed, arrange “obscure

the World of krynnmagica l ly dupl icates i tse l f , and the newmedallion bears the sign of the god that clericworships (in Elistan’s case, the god Paladine).At this point in the DRAGONLANCE saga,only the gods Mishakal and Paladine areknown. This means that all PC clerics must beof good (preferably lawful) alignment.

A l l P C e l v e s i n t h i s a d v e n t u r e a r eQ u a l i n e s t i e l v e s . O t h e r e l v e s — t h eSylvanesti—appear in later modules.

The equivalent of a halfling in Krynn is aKender. Kender look like wizened 14-year-olds and (unlike halflings) wear shoes. SeeTasslehoff Burrfoot’s Character Card for moreinformation.

The values of gold and other trade itemsare completely different in this world. Gold isnearly worthless; steel is the main trade metal.

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deaths” for them. Their bodies should not befound. Think up a creative explanation fortheir “miraculous” survival. For example, acharacter tumbles down a 500 foot shaft tocertain death. Several modules later, the char-acter reappears with a story about how helanded on a ledge and was knocked out. Muchlater, he came to, and spent weeks recoveringand escaping. Some characters can die perma-nently. When a “name” character no longerplays a part in the story, his death can occur.Player characters brought into this adventurefrom outside can be killed normally.

The p layer characters are var ious lyreferred to as PCs, adventurers, heroes, andcompanions. Boxed sections of text are readaloud when the PCs experience that Encoun-ter or Event.

If you are playing DL 3 without havingplayed DL 1 and 2, you must provide a motivefor helping the refugees. If you have playedDL 1 and 2, no addit ional background isneeded; the story begins hours after the PCshave rescued the slaves from Pax Tharkas.

Sometimes, a character must make anAbility Check against one of his CharacterAbilities (Strength, Dexterity, Wisdom, etc.).The player rolls 1d20. If the result is equal toor less than the player’s Ability score in theappropriate area, the Check succeeds. Forexample, a PC with a Dexterity of 15 makes aDexterity Check by rolling 1d20. If the resultis 15 or less, the Check succeeds; if the result is16 or more, the Check fails.

One steel piece (stl) is equivalent to 1 standardgp in purchasing power. PCs that enter Krynnfrom other campaigns do not automaticallytrade their gold pieces for steel pieces—theymay find their personal wealth greatly altered!

The following exchange rates apply in alllands encountered in this module:

1 gpw (gold piece weight) of steel=10 gp,or 20 sp, or 100 cp, or 2 ip (iron pieces), or 1/5pp, or 2 bp (bronze pieces).

Finally, dragons have been absent fromKrynn for nearly 1,000 years. They are consid-ered merely legends by all who have not per-sonal ly beheld them. Characters may bethought foolish, or liars, if they talk aboutdragons to the wrong people.

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Much of this adventure involves leading 800refugees (not count ing leaders, PCs, and“name” NPCs) through the wilderness tosafety. Use the following rules to run the refu-gee population.

movement

The entire refugee population moving as agroup can travel one hex per hour on the wil-derness map (about 3” per game turn). Therefugees have carts and supplies that slowdown their movement. If the refugees panic(for example, during a draconian attack), theycan flee at a rate of 18” for up to 20 rounds.Panicked refugees automatically lose all sup-plies and wagons. If the refugees decide toabandon all supplies and leave behind theweak and sick, they can move two hexes perhour, or 6” per turn.

Regardless of movement rate, the refu-gees can travel no more than twelve hexes perday.

Supply

In the i r rush to escape the mines of PaxTharkas, the refugees plundered what theycould. There is one wagon for every 20 refu-gees (40 wagons total). Each wagon containsenough food to feed 20 refugees for two days(1,600 food units total) and also carries blan-kets for 20 people (800 total). Keep track ofthe total food supply. If a wagon is lost,deduct its contents from the available sup-plies.

attrition

The refugees were starved and beaten in PaxTharkas, and the cruel weather and conditionsof their escape has weakened them still fur-ther. It is likely that some of them will diebefore they reach safety. Attrition primarilyaffects the weak and ill, rather than the fewremaining fighters among the refugees. Keeptrack of losses in the refugee population.

Consult Table 1 for conditions that causeattrition.

Table 1: Refugee Attrition

Circumstance Chance

Each night spent in 80%the open withoutcoverEach day spent in 60%camp without movingEach day without 20%foodPanic or rout 100%

Attrit ion

2d10

1d10

1d10

4d20

Each time that a circumstance occurs thatmight cause attrition, roll percentile dice. Ifthe result is less than or equal to the chance ofattrition, roll for attrition as listed. Deductlosses from the total refugee population, tak-ing only 10% of any attrition losses from thefighters. Apportion losses evenly among thefive refugee camps (see POLITICS, below)unless common sense says that one campshould suffer most or all of the attrition.

Combat

The refugees are far from combat ready. Only10% of the men (80 total) have combat expe-rience, and only half of them (40) have weap-ons. Treat these as 1st level fighters. Keeptrack of the remaining fighters separately fromthe main refugee population.

The following system is used to resolvemass combat involving refugee fighters. Usenormal combat rules for smaller melees. Allcombat involving PCs or “name” NPCs usesnormal combat rules.

For mass combat, compare Total RefugeeStrength and Total Attack Strength. The TotalRefugee Strength is the sum of the remainingrefugee fighters plus 5 for every PC or “name”NPC present and fighting. The Total AttackStrength is the total number of attackers.

Then, roll percentile dice. If the result isgreater than the Total Refugee Strength, therefugees panic and flee. (See ATTRITION,above, for effects of flight. All wagons andsupplies carried by panicking refugees are lost,regardless of the outcome of combat.)

Next, determine the Combat Modifierfor each side using Table 2.

Table 2: Combat Modifiers

Circumstance Modifier

Terrain AdvantageSurpriseDefendingOutnumbered by

50% or moreMagic UseUnarmed Fighter

+20+10+20-10 for

each 50% (cum)+20 per spell-user-1 each

All modifiers are cumulative. Use commonsense when judging whether a modi f ierapplies.

Each side rolls percentile dice and addsthe Combat Modifier to the roll. ConsultTable 3 for casualties.

Table 3: Combat Losses

Modi f ied Rol l Losses Act ion

100 or more 4d20 Enemy panics80-99 3d2o Enemy retreats60-79 1d2o40-59 1d1020-39 1d610-19 1d4 You retreat

9 or less 0 Youpanic

All losses are taken from NPC fighters only.Civilians become combat casualties only if allrefugee fighters are killed. Player characters,henchmen, and “name” NPCs can only bekilled in individual melee (but remember the“obscure death” rule). Repeat this processunt i l one s ide is dest royed, surrenders,re t reats , panics, or wi thdraws. Unarmedfighters can acquire weapons from dead ene-mies.

politics

Because the heroes liberated the refugees fromPax Tharkas, they automatically have a leader-ship role in the refugee community. However,politics is part of the human condition, andthere are other leaders who also play a role.

From the time of the escape from PaxTharkas until the refugees first make camp,the heroes are completely in charge. The refu-gees will do whatever the players wish.

When the refugees make the i r f i rs tcamp, they begin to select their own leaders:the Council of Freedom. The draconians,heedless of previous status, enslaved impor-tant people. Now,those people are againasserting their authority.

The Council, once established, dividesthe refugees into five camps, each with onerepresentative. The PCs are appointed Advi-s o r s t o t h e C o u n c i l , b u t h a v e n o v o t e .Laurana, whose political and diplomatic skillsare very strong, should be the PCs’ primaryliaison to the Council.

The Council members and their campsare as follows:

ELISTAN, Leader of the Believers. He isactively friendly to the PCs, and votes accord-ing to their wishes 70% of the time. He andLaurana work closely together on matters con-cerning the party.

LOCAR, Leader of the Seekers. Locar hatesElistan, who was once a Seeker, for his newfaith. Locar wants to take control over all thecamps, preferring to lead a dying populationthan to follow a living one. He is activelyunfriendly to the PCs, and votes according to

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their wishes only 10% of the time. He worksto undermine the PCs’ role at all times. If thePCs should try to kill him or remove him byforce, Briar and Brookland both turn againstthe heroes.

BRIAR, Leader of the Plains. He is neutral tothe PCs, except for Goldmoon and Riverwind,both plainsmen. He is basically a good man,but is suspicious. Locar can influence him oncomplex matters. He votes according to thePCs’ wishes 30% of the time, but is morecooperat ive on mat ters that are s imple,straightforward, and easily explained. Politi-cal persuasion used on Briar tends to backfire.

BROOKLAND, Leader of the Woodfolk. Heis friendly to elves and half-elves, and can beswayed by Laurana. He is a good man, andonly wishes the safety of his people. He votesaccording to the PCs’ wishes 40% of the time,but cannot be stampeded into a vote withoutconsideration.

EBEN SHATTERSTONE, Leader of the FreePeoples. As a secret agent of Verminaard, heplays a complicated game. Publicly, he isfriendly to the heroes and supports them. Pri-vately, he is allied with Locar to discredit theheroes and take control of the refugee move-ment. He is very charismatic, and is workingto sway Briar and Brookland to the side ofLocar. To keep on everyones’ good side, healways votes last and votes with the majority. Ifhe is forced to break a tie, he votes accordingto the PCs’ wishes 50% of the time. If the PCsshould suspect Eben, try to kill him, or exilehim, he heads for Verminaard and does not

appear again until DL 4. The “obscure death”rule particularly applies to Eben in this adven-ture.

+20 R e f u g e e s r e a c h E n c o u n t e rArea 21

The voting tendencies of the Council mem-bers are meant to be advisory only. Not evenLocar will vote against a plan to gather food,or to build shelters for the sick. However, ifthe decision to be made is even slightly con-troversial, political intrigue comes into play.

The Council must vote on any decisionaf fect ing a l l f ive Camps. Each leader isresponsible for running his own camp, anddecisions by that leader are final. (Locar, forexample, can refuse to allow PCs access to his

camp.)

+Reaction Charisma of character trying toAdjustment persuade the Council

All political rating modifiers are cumulative.In addition, add or subtract up to 10 pointsbased on your judgement of the PCs’ pro-posal. To determine the Council’s decision,add the cumulative political reaction modifierto each Council member’s base chance to voteas the PCs wish, and roll percentile dice. If theresult is less than or equal to the modifiedchance, the Council member votes in favor ofthe PCs’ proposal.

The voting tendencies of the Council,and the reactions of any individual leader, aremodified based on the political rating of thePCs. Consult Table 4, below.

Table 4: Political Rating

Do not let these rules get in the way ofcommon sense! The polit ical intrigue andgoals of each Council member can make forvery entertaining roleplay. For most fun,encourage the players to act out the situations,and play the parts of the Council membersyourself. Encourage roleplay and active partic-ipation rather than just rolling dice.

Base Political Rating +40 experience points

Modifier Circumstance-5 Each vote taken-5 Each day in wilderness-5 Each time refugees must break

camp and move-10 Each combat

-1 (cum) Each refugee death-20 Each day without food-50 PCs use violence against any

Council member+10 Each 800 food units found by

PCS

In addition to normal experience points forcombat and treasure, each PC receives 10additional experience points for each refugeestill alive at the end of this adventure.

The adventure begins with Event 1 on thenext page. Welcome to the fantastic world ofDRAGONLANCE™!

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Each chapter is divided into Encounters (keyedto areas) and Events (keyed to time). The orderof Events and Encounters depend on playeractions. Keep track of both location and time toknow which Event or Encounter to run next.

Encounters are keyed to the WildernessMap—think of it as a large, outdoor “dun-geon” in which Encounters happen as soon asthe PCs cross an Encounter Border . Theadventure begins with Event #1 .

event #1: escape

The PCs start at the location marked “X” onthe Wilderness Map.

Your lungs ache from breathing the bittercold air. A heavy snowfall blurs the Kharo-lis Mountains to either side. Behind you isthe evil dragonarmy. Before you are nearly300 families just liberated from the dun-geons of Pax Tharkas.

Suddenly, you hear the war cries ofyour draconian pursuers behind you!

Four baaz draconians attack the PCs. Thesounds of the fleeing refugees recede south-ward into the snows. As soon as the draconiansare defeated, more screams come from thenorth within 1d6 rounds.

Unexplored canyons of sheer rock andsnow form a maze before you—and theeverpresent shock t roops of the dra-gonarmy pursue you relentlessly as youplunge headlong into the snowstorm.

If the PCs stay where they are, another party ofdraconians attacks. Each time the PCs areattacked after remaining in place, one moredraconian than before attacks.

If the PCs flee south, they are attackedagain, but this t ime by one less draconianthan before. Each 1d4 turns, they are attackedagain, but by one less each time. Finally, thesounds of pursuit stop and the sounds of therefugees get closer.

After 1d6 turns, the characters catch upto the fleeing refugees.

Wind-driven snow attacks 800 huddledforms as they trudge wearily through themountain pass. The refugees move slowly,p u s h i n g t h e i r h e a v i l y l a d e n w a g o n sthrough the snow and ice.

event #2: the first night

This Event occurs the first time the refugeesstop for the night.

A few campfires flicker in the snow-cov-ered wilderness. Around them are gath-ered tired, weak, and scared families.Several refugees ask you to attend a meet-ing of the leaders of the people.

This is the formation of the Council of Free-dom. Introduce the Council, using the infor-m a t i o n i n T H E R E F U G E E S O F P A XTHARKAS on Page 4. The Council begins bythanking the PCs for their valiant help, andoffers them a non-voting advisory role. If the

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PCs argue for vot ing membership, Locarexplains that the people are more likely to fol-low known leaders than strangers. (Locar’sopposition to the PCs should be revealedgradually.) It is apparent that Elistan is thePCs’ best friend on the council. Laurana offersto be the PCs’ primary liaison to the CouncilRemind Gilthanas’ player about his sister’sdiplomatic skills.

Once the Council is set up, all politicalrules are in effect.

The Council then discusses what must bedone to ensure safety for the refugees. It isclear that the dragonarmies will attack soon.The PCs’ experience with draconians showsthat the refugees must move quickly. Elistansuggests that a way south be found. TheKharolis Mountains lead into a valley, site ofthe ancient Dwarfgate Wars. Somewhere inthat valley are the gates to the Kingdom ofThorbardin, home of the mountain dwarves.The only escape from the valley is through thedwarven kingdom—yet no one knows where itcan be found!

The Council requests that the PCs helpfind a temporary resting place for the refugeesand the gates to the dwarven kingdom. Oneclue is known: that the location of the dwar-ven gates might be found somewhere in thetomb of Fistandantilus, rumored to be deepunderneath a mountain shaped like a skull.

event #3: elistan is called

This Event takes place following the firstm e e t i n g o f t h e C o u n c i l . G o l d m o o n ( o ranother PC cleric) suddenly has a vision of

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Elistan clothed in the robes of a priest of Pala-dine. He carries the Disks of Mishakal and isbringing the Word to all the world. This visionlasts only a moment. The cleric has a strongfeeling that Elistan must read the Disks ofMishakal, recovered by Goldmoon in DL 1,right away. This vision takes place whether ornot Elistan was converted to the worship ofPaladine in DL 2.

If the cleric speaks with Elistan about thedisks, he appears mildly interested and says hewill look at them later. That night, he takesthe disks and stays up all night. The nextmorning he emerges refreshed and with newpower and determination. Overnight, he hasbecome a 7th level cleric of Paladine. Fromthis point on, use Elistan’s Character Card.

A a n c i e n t , h u g e , s c a r r e d r e d d r a g o nappears overhead. Its great wings sendgusts of wind to mark its passing. The dra-gonmaster Verminaard is clearly visible onits back. The dragon wheels overhead,then swoops to attack.

event #4: changing weather (Day 2,Turn 1)

The dawn breaks clear and cold. The snow-laden clouds have moved off to the east,leaving a chill blue sky.

For the next seven days the weather is clear.

event #5: dragonarmies Breakthrough

If the characters sealed the gates of PaxTharkas in DL 2, the dragonarmies take fourdays to get over the wall. If the characters didnot seal the gates in DL 2, the dragonarmiestake two days to organize pursuit. If you didnot play DL 2, assume that the gates were nots e a l e d . W h e n t h e d r a g o n a r m i e s b r e a kthrough, this Event takes place.

In the distance, clouds of snow rise fromthe ground as though kicked up by sometremendous wind. Soon, the glint of weap-ons and armor can be seen. The dragonar-mies have escaped Pax Tharkas!

The dragonarmies invade the wi ldernesslands. They are cautious, and their advance isdisorderly. They are highly suspicious of a trapand slow to a movement rate of 10 “when theyfirst see any PCs or refugees.

The dragonarmy occupies one EncounterArea every four game hours. In order for anArea to fall, it must border an Encounter Areapreviously occupied by the dragonarmy. Thedragonarmies cannot occupy Encounter Areas18 (Snow Passage), 20 (Hopeful Vale), 31(The Bog), or 32 (Skullcap) at this time.

If the dragonarmy and the refugees are inthe same Encounter Area, 50 baaz draconiansattack the camp once per day.

If PCs enter an Encounter Area occupied

by the dragonarmies, double the normalnumber of Random Encounters. In addition,the PCs encounter parties of 8 baaz draconiansonce every 6 game turns.

event #6: dragons

This Event occurs after Event #5. There is a10% cumulative chance, checked every sixhours, that this Event happens. It can happenseveral times. Each time the Event takes place,start checks over again.

NPC CapsuleVerminaard, Dragonmaster of the

Red Wing

C8; AL LE; S14; 112; W16; D10; C15;Chl8; MV 12”; hp 50; AC 1

Spells:1st Level: curse, cure light wounds(x2), detect good, cause fear2 n d L e v e l : h o l d p e r s o n , c h a n t ,augury, snake charm, spiritual ham-m e r3rd Level: animate dead, cause dis-ease, prayer4th Level: cause serious wounds, cureserious woundsW e a r s p l a t e m a i l + 2 . C a r r i e sNightbringer mace +3. On a success-ful hit, victim must save vs. spells orbe blinded for 2-12 turns (-4 to AC,lose shield and Dexterity bonus toAC). If character of good alignmenttries to hold it, must save vs. spells at -2 or be blinded permanently.

Verminaard’s face is concealed behind thegrotesque mask of a Dragonmaster—avicious, almost machinelike visor that has apair of wicked horns curving from the fore-head. He wears shiny blue plate mail and abillowing blue cape. Standing well over 6ft. tall, Verminaard presents an imposing-image of evil.”

Verminaard is dedicated to the ruth-less destruction of good in all its forms. Noshred of conscience disturbs him in hisquest for power.

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Ember (Pyres), ancient, huge red dragon

Spells:1st Level: sleep, detect magic2nd Level: web, mirror image3rd Level: haste, slow4th Level: polymorph self, wall of fire

Verminaard and Ember make two passesagainst the refugees. Verminaard casts spellsand Ember uses his breath weapon. They donot land. At tacks made against PCs areresolved normally; attacks against the refugeescause 1d6 casualt ies. Once the attacks aremade, the great dragon flies off. If Vermi-naard or Ember are killed, they must meet an“obscure death.”

event #7: fizban found

This Event takes place only if the PCs enterEncounter Area 17 before they enter Encoun-ter Area 19.

A strange, ragged old man is just ahead ofyou. He wears a long beard and a floppyhat. He seems to be deeply involved inconversation with a large tree. The treedoes not seem to be responding. As youwatch, the old man gets very frustratedthat the tree is not answering.

NPC CapsuleFizban the Fabulous

Fizban is a magic-user of indeterminatelevel. He appears to be senile, but wasobviously once a sorcerer of great power.He seems to lead a charmed life. Althoughhe always appears befuddled and absent-minded, the things Fizban does alwaysturn out for the best—but never in the wayexpected.

Fizban should be played for comicrelief for now. Only Raistlin has a sensethat F izban might be someth ing morethan he seems.

Fisban never attacks, and only castsspells as noted in this adventure. His truenature and purpose wil l be revealed infuture modules.

Fizban welcomes any invitation to join theparty, since he has nothing better to do. Evenif the party doesn’t invite him to tag along, hewill follow anyway.

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event #8: the final Battle

When the dragonarmies occupy all EncounterAreas in Event #5, they pause for two days toconsol idate the i r conquests- then advanceonce more. They take one Encounter Areaevery 12 hours, saving Encounter Area 21 forlast. If the refugees have not escaped by then,the dragonarmies find them. Each hour, 100baaz draconians attack until all refugees andPCs die, flee, or are captured. If this happens,the PCs have failed. If you plan to play DL 4after completing this adventure, make a noteof how much time remains before the dra-gonarmies conquer all-for this determineshow much time the PCs have to complete thenext adventure!

event #9: the Refugees encampThis Event takes place on the first night therefugees reach Encounter Area 20.

The chill of night is pushed back by a tre-mendous bonf i re in the center of thecamp. This night, at least, the people donot live in fear. The sounds of merrimentand music float over the crackle of the fire.Elistan, with quiet majesty, stands. A hushfalls over the people.

“Hear now the retelling of the GreatTale, the Canticle of our people,” he says.

Ask each player in turn to read aloud one verseof the Canticle, from first to last. Some of theverses are new; they describe the quest of thePCs to this point.

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Encounters in this chapter are keyed to theWilderness map. Whenever the PCs cross anEncounter Border on the keyed map, theEncounter takes place immediately. If the PCsenter an area with the same number morethan once, simply repeat the encounter.

1. Ice passage

Sheer walls of granite form a narrow can-yon through the snow. From the northcomes t he d i s t an t t hunde r o f s i egeengines. The south is silent, except for themournful wind.

Each turn that the PCs are in this area they areattacked by eight baaz draconians who fightuntil killed.

2. pax tharkas

The fortress of Pax Tharkas looms on thehor izon. The sounds of a great armyresound over the stone walls. A thunderingboom shakes the earth. The armies of thedragon highmaster demand passage!

Dark forms c l imb onto the wal l ,spread leathery wings, and glide down tothe canyon floor.

Eight baat draconians discover the heroesafter 3 rounds and fight until killed. PCs whotry to hide have a base 50% chance (thievesadd Hide in Shadows chance) of escaping thenotice of the draconians. Check once every 3turns.

If the PCs are discovered, the draconiansattack and also call for help; 1d4 draconiansjoin the melee every 3 rounds.

Draconians continually clamber over thewalls of Pax Tharkas. Once down, they forminto squadrons and move south down thepass.

Any captured draconians coerced intotalking (60% chance) say that the entire dra-gonarmy is inside Pax Tharkas but that it isonly a matter of t ime before they marchagainst the refugees. 6. neidar trails

3. Southern Road

The broken remains of an ancient roadwayglitter with windswept ice. Here and there,

with snow-filled runes.

old monuments of stone jut from the fro-zen ground. Their surfaces are covered

To the south, the way branches. Theroadway, mostly buried in snow, turns tothe east. To the west is a mountain passthat leaves the road. A set of footprints,short of step, follows the southwest route.

The monuments are 10 feet tall and 4 feet indiameter. The runes are written in the Thor-bardin Dwarf language. Anyone who can readDwarvish has a 70% chance of understandingthe runes. The runes tell of the ancient dwar-ven kingdom of Thorbardin and of the Roadof Kith-Kanan that linked the dwarves withtheir elven neighbors to the north.

A ranger inspecting the footprints cantell they were made by a dwarf. The footstepsare close together and can be easily followed.

4. Canyon trail

The snow-f i l led canyon s lopes gent lyupward. Footprints follow a wavering lineup the canyon floor.

These are the same tracks that were discoveredin Encounter 3

5. Spire

The canyon opens into a great mountainbowl rimmed by majestic peaks. In thecenter of the bowl, a single mountain peaktowers into the sky. The wind howls, andsnow spirals upwards.

Several canyons open into this bowl:one to the north, one to the east, andthree, filled with snow, to the south. Alone set of footprints winds from the eastcanyon to the middle canyon on the south.

These are the same tracks that were discoveredin Encounter 3.

A pine forest blankets this valley. Windingthrough the trees and up into the craggycanyons are many well-trod paths throughthe snow. In the snow are tracks that showthat something recently moved this way,dragging large objects behind it. The trailruns up into a narrow canyon.

The first time the PCs follow any of the Neidartrails, they encounter 12 dwarven axementhe Neidar (Hill) Dwarf tribe gathering wooThey are led by a dwarf named Zirkan.

Zirkan and his people do not trust stran-gers. They fight unless the heroes make it clearthey come in peace.

If the heroes convince Zirkan that theymean no harm, Zirkan offers to take themtheir village, and escorts them to EncounterArea 7.

7. kingdom of the neidar

A tribal village lies beside a frozen lake.

Wisps of smoke rise from the lodgepolebuildings and curl into the air.

This is the village of the Neidar tribe. If theheroes have made friends with Zirkan, theyare invited to stay in the guest lodge for thenight. The lodge consists of one room andfireplace.

If the heroes have not met Zirkan, theyare greeted with suspicion. The Neidar aalways ready to fight, and attack unless theheroes manage to convince the tribesmentheir good intent. There are 50 Neidar tribes-men and 100 non-combatants in the village

Since Flint is a Hill Dwarf, he is wellreceived. The Fireforge family is known to theNeidar, but Flint does not know any of theNeidar personally.

The Neidar are fascinated with fightingprowess. If a battle breaks out between theNeidar and the PCs, each dwarf retreats afthis hit points drop below 50%. After 15dwarves have retreated, the Neidar Chieftainorders the battle to cease. If the PCs agree to atruce, the chieftain praises their fighting abil-ity, and seems quite friendly.

The chieftain grants an audience to thePCs. Although cordial, he makes it clear thatthe refugees can only stay overnight. He dogrant safe passage through his kingdom. Helistens to warnings about the dragonarmy butrefuses to flee. “Better to die in battle thanlive in cowardice,” he says.

If asked about escape from the dragonar-mies, he says that the only escape is throughthe kingdom of the Mountain Dwarves, sealedoff long ago during the Dwarfgate War. Hedoes not know where the gates are, althoughhe believes that important clues lie within theTomb of Fistandantilus under Skullcap Moun-tain (Chapter 13). He says that others of histribe have tried to explore the Tomb—butnone have returned.

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Anyone who reads dwarvish has an 80% 10. honeycombchance of understanding the runes, which

If asked about food, the chieftain tellsthe PCs about Encounter Area 10 (Honey-comb). He insists that the PCs give the Neidar10% of all food gathered there. If they bringback the royal jelly, he will give them each abattle axe and a shield +1.

If Flint is with the party, the Neidarchieftain gives him a gift of a battle axe +2, ashield +1 and a suit of chain mail +3 because ofhis noble ancestry.

8. Valley of Clouds

The tall peaks of the Kharolis Mountainsdisappear in a deep rolling fog that seemsto arise from somewhere in the canyonahead.

PCs who enter the valley find themselves inthe midst of the clouds. The farther they go,the warmer the air gets. Soon, the humiditybecomes almost unbearable.

At the southern end of the valley, ventsin the earth spew forth boil ing hot steam.Anyone who falls into a vent takes 3d6 pointsscalding damage each round.

At the far end of the valley, where thevisiblity is only a few yards, PCs find the fol-lowing:

The hot, clinging mists part to reveal alarge, carved archway, over 50 ft. high.Runes are carved into the surroundingstone. The stonework is obviously of dwar-

state:

Enter ye herebyThe lands of Thorbardin

Follow the road that lies beyondInto the justice

Sheer cliffs lead into a beautiful valley. Thecliff face to the west is pockmarked withhundreds of caves.

Of the Nine Thanes below.There is a 20% chance (thieves add hear noisechance) to hear a deep buzzing sound comingfrom within.

Through the arch lies a hall that goes into themountain. The hall leads to Encounter Area

There is a 30% chance each game turn

33 of Chapter 12: Outpost Mines.that 1d10 giant worker honeybees emergefrom the caverns.

9. Southern exit

Thin clouds of vapor billow from an archcarved into the stone of the mountain.Over the arch are carved dwarvish runes.

Anyone who reads dwarvish has an 80%chance of reading these runes. They say:

Exit ye herebyThe lands of Thorbardin

Leaving on the road behind youThe justice

Of the nine thanes below

A hall leads into the arch as far as can be seen.A cobblestone road runs from the arch andturns to the southwest.

The hall leads to Encounter Area 46 ofChapter 12: Outpost Mines.

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If the heroes enter any cave, they find aswarm of giant honeybees working inside avast complex of honeycomb. In the lair are 48giant worker honeybees, 7 g iant so ld ierhoneybees, and 1 giant queen honeybee. Thebees attack intruders.

There are 2,400 food units of honey here.If the queen bee is kil led, the PCs find adeposit of Royal Jelly, the equivalent of 4potions of extra-healing with the side effect ofcure disease, worth 3,000 to 8,000 steel piecesif a buyer is found.

11. Cold Cathedral

A waterfall is frozen in mid-descent, form-ing a wall of ice over the steep ravine.

Characters can climb down the frozen falls bymaking a Dexterity Check.

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12. Crystal Lake

A clear lake reflects the snow-capped peaksthat surround the valley. To the southeast,the frozen meadowlands drop steeply intoa canyon. To the northwest, a canyonopens into the bowl.

13. Bridge of dirken

I f F izban the Fabulous has not yet beenencountered, run Event #7 immediately priorto this Encounter.

The h igh lands end in a prec ip ice thatdrops into a steep canyon leading south-west. On the northern edge, an ancientcobblestone road runs straight into a sheercliff face in one direction and onto a largebridge in the other.

The bridge is weathered, its stonesloose. Great arches rise out of the glacier.The bridge leads to a road on the otherside. The span of the central arch has givenway-a gap of 30 yards blocks passage overthe bridge.

The glacier drops 50 ft. and levels off.The glacier is very smooth; a climber couldeasi ly s l ide in to the canyon and theunknown lands beyond.

“Stand back!” Fizban suddenly cries,acting as if somebody just woke him up.He stares out across the bridge and thenspreads his arms wide, his sleeves floppingover his hands. “I see the way! Behold!”His hat topples over his face. “The powersI . . . uh . . . powers I . . .” He crosses his eyesat the tassle that swings in front of his face.“Uh, oh . . . yes . . . powers I bring forth!”

Wi th a f lur ry and rust le o f loosesleeves, the strange magician looses hisspell. Improbably, a bridge span appears tocover the gap, bathed in brilliant light andapparently made completely of silver andgold.

F izban’s t r iumph is shor t - l ived.Moments later, the bridge collapses com-pletely on both sides, taking the groundon which you stand with it. Fizban fallsfirst, quickly disappearing into the canyonbelow. Uncontrollably, you slide down theglacier chute. The last thing you see as youslide off at breakneck speed to the south-east is the golden span, still floating highoverhead.

The characters slide into Encounter Area 14,below.

14. Glacial Chute

Players find themselves sliding on their faces,backs, and sides; feet-first and head-first, incomplete disorder. They tumble down thechute. Each PC must make six DexterityChecks; each failure results in 1d6 points ofdamage.

If the refugees slide down the chute,total loss is 1d10 wagons (and all supplies car-ried) and 1d10 refugees.

15. Ice forest

Pine trees coated in ice sparkle in the light.Billowing clouds swirl about. The frozenremains of a stone roadway lead throughthe trees to the southwest.

The clouds cover Encounter Area 9. The roadleads to Encounter Area 17.

16. highmountain Bowls

This snow-covered valley is filled with pinetrees.

17. Ice Forest

Ice-covered pines glitter in the sun. Brokensections of an ancient road run from south-west to northeast.

This road once connected with the road inEncounter Area 15, back before the Cata-clysm. Now, the southwest route ends in asolid cliff face.

18. Snow Passage

The canyon narrows here, with huge snow-drifts piled on either side. The drifts creakand groan under their own weight, threat-ening to collapse at the slightest vibrationor sound.

Any sound louder than a whisper causes rum-bling and shaking. Small chunks of snowtumble down the cliff face.

There is a cumulative chance that an ava-lanche occurs. Score any noises made as fol-lows: Normal Voice = 1, Loud Voice = 2, Shout= 3. Noise scores are cumulative. When thetotal noise score reaches 7, an avalancheoccurs.

An avalanche hits everyone in its path.PCs and “name” NPCs take 1d10 points ofdamage. Refugees caught in an avalanche lose1d20 wagons (and supplies carried) and 1d20people.

On the f i rs t occas ion that PCs enter anyEncounter Area 18, run the following section.If the PCs have already met Fizban, he disap-pears shortly before this section is run. SeeEvent #7 for details of Fizban the Fabulous.

As you enter the canyon, you see a lone fig-ure scurrying in the distance, busy at sometask. It seems to be an old man making asnow fort. Beside him is an immense wallof snowballs.

The snow fort is shaped like a small igloo,about 4 feet high and 5 feet in diameter.Inside, it seems significantly larger-in fact, itis large enough to hold one more than anynumber of people who enter it.

The old man is, indeed, Fizban the Fab-ulous, absent-minded sorcerer. He introduceshimself, whether or not he has already met theparty. He talks in a very loud voice, causingthe canyon walls to rumble ominously, but hisvoice never adds to the avalanche noise score.

He explains that he is building a “secretdefense” against the dragonarmies. He urgesthe PCs to bring the refugees through the can-yon to safety.

If the refugees enter the canyon, the darkshapes of draconians appear jus t behindthem! A major force of nearly 1,000 foot sol-diers charges the party!

An avalanche does not occur until therefugees are safely through the canyon andpast the snow fort. Fizban tells the PCs to waituntil the refugees are safely past the smallfort, then says, “Now for my secret defense!”He points with pride at the immense wall ofsnowballs. “We’ll throw them at the enemy!”he says with glee, and then does so.

Of course, the thrown snowballs do notstop the draconian advance. But, as the snow-balls are taken from the wall, the overhang ofsnow over the pile becomes dangerously frag-ile. It creaks and rumbles, and then begins tocollapse.

“Hurry! Into the fort!” Fizban cries asthe wall collapses.

The avalanche crests over the snow fortand decimates the oncoming army. All attack-ers perish. When the heroes emerge, they findnothing but silence. Most of the draconiansare buried under huge snowdrifts. However,enough short swords are found to equip all thefighting refugees with weapons.

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19. Southern Bowl

Several canyons lead into the gently slop-ing valley before you. The biting windmoans through the t rees.

20. hopeful Vale

A valley 5 miles wide, carpeted in greatevergreen trees, lies before you. In themiddle of the valley is a wide clearing con-taining a frozen freshwater lake.

Tracks of game animals are every-where. Loose and broken timber is scat-tered about. The howling winds are nowjust a gentle breeze.

Regardless of Political Reaction rolls, the refu-gees make camp here. Enough food is availa-ble for the refugees to gather at least 800 foodunits per day. On the first night in this valley,run Event #9.

21. West Branch

The canyon walls broaden into snowyplains to the east. A river runs down fromtwo mountain canyons and through thecenter of the valley into the plains.

22. fallen forest

A hardwood forest provides some shelter,yet there is something peculiar about thesewoods.

The western edge of the woods are normal.Toward the east, however, the forest changes.Trees lean toward the west. The eastern side ofthe trees have burn marks of increasing severity.

During the final stages of the DwarfgateWar, the wizard Fistandantilus cast a devastat-ing spell that destroyed the Dergoth Plain andmuch of the forest that once covered it.

23. Blackened Wood

Blackened and scarred tree trunks can beseen through the snow. The trees all seemto have fallen in the same direction.

These trees are also part of the devastationcaused by Fistandantilus. The refugees canfind shelter here for a night against the windand cold. However, this position cannot bedefended against the dragonarmy.

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24. South Road

The plain of Dergoth stretches south. Afew miles away is a tower next to a hugestone slab. Next to them are the faint trac-ings of a road leading south. Beyond thetower are rolling hills dusted with snow. Inthe distance, purple mountains l ine thehorizon.

A solitary stone tower stands in the lonelyplain. A single door of iron hangs twistedand open.

Next to the tower, about 100 feetaway, is a giant black slab of stone. Oncerunes were carved across its face, but theyhave worn smooth over the centuries andcan no longer be read.

The tower is a hollow stone cylinder 100 feethigh and 100 feet in diameter. A 10 feet widespiral staircase leads to a platform at the top.

On the platform, a steel framework sup-ports a huge glass lens, now chipped and pit-ted at the edges. It is mounted so that the lenscan be rotated as well as tilted. A smallerframe just to the right holds a second, smallerlens that is fixed at about eye level.

A hammer symbol is engraved on thefloor of the tower behind and slightly to theleft of the large lens. To the left of the hammeris an engraving of a sunset. An arrow isengraved in the base of the frame perpendicu-lar to the plane of the lens. An arrow is alsoengraved along the tilt axis of the large lens.

This strange device has two purposes:showing the location of the gate to the dwar-ven kingdom and revealing the writing on themarble slab.

If the arrows on the plane and tilt axes ofthe lens are aligned to point to the hammermark, a character looking through the smallerlens sees the magnified image of a sheer cliffface. This is actually the Dwarfgate, but thereare no landmarks or clues to help locate it.

If the large lens is aligned so that thearrows point to the sunset marks when it isactually sunset, a ringing sound comes fromthe lens. A brilliant red shaft of light appearsand illuminates the stone slab. Glowing let-ters of gold appear where the light strikes. Asthe sun slowly sets, the shaft of light movesslowly down the slab, illuminating the mysticwriting line by line. The runes are written in adialect of dwarvish easily read by anyone whocan reads dwarvish. They state:

In the time of DerkinLord Thane under the mountain

Did the world sunderAnd darkness fall upon Krynn.Look now upon the plain of war

Whereon many brothers slew brotherAnd surged as a tide of death

To take that which was not theirsFrom those who were cold of heart

Look on as did FistandantilusMagician past his age,

Through the Eye of ElarAt the Gates of Thorbardin

Sealed now and forever againstLove and life.

Now only Fistandantilus holds the keyBuried with him far below.

26. Way of the Warrior

Powdery snow blows in gusts across theancient stones of a southern road.

Scattered about are relics of the DwarfgateWar-here a rusted he lm, there a brokenweapon. All found items are rusted beyonduse and have no value.

27. Winterfruit Grove

Here, the dead forest comes alive withstrange, copper-leafed trees.

These are Winterfruit trees, which bloom andgive fruit in the winter. The fruit of these treesis unusually nourishing; PCs can gather 2,400food units here. Although there is food, thereis no safety against the dragonarmy here.

28. Trampled Plain

The mountains march north on either sideof this 3-mile wide valley.

About a mile away is a dark spot inthe snow.

The dark spot is a party of eight baaz draconi-ans lying dead in the snow. They have beenstripped of valuables and weapons. Surround-ing the corpses are large footprints of creatureswho are not draconians.

If the PCs do not turn back, they areattacked by a party of 1d10 ogres. Every 1d6turns that the PCs remain in this area, they areattacked by a new group of ogres—each groupconsisting of 1d4 more ogres than the previousone.

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29. hills of Blood

Snow-capped hills roll in seemingly end-less procession to the horizon. There is nowind here, yet the moaning and rushingsounds of wind are heard.

30. Battle Plain

Here, the flat plain shows scars of theDwarfgate War. The blasted heath is punc-tuated by the rusting hulks of ancient, bro-ken war machines. The wind howls acrossthe plain.

Rusted, broken swords, shields, andarmor litter the plain, obscured by sandand drift ing snows.The great iron warmachines stand draped in ice, a monu-ment to destruction.

There is nothing of value here.

31. the Bog

that you can see only a few feet ahead.

Clouds of vapor rise from the warm surfaceof the swamp and fill the area with a thick,chilling fog. Brown reeds clog the area so

The characters hear the distant clatter ofswords and faint battle cries in every direction.Sometimes the sounds seem very far away,other times they appear to be very close.

The waters of the swamp are surprisinglywarm to the touch. If PCs enter the swamp,the sounds of the battle seem to get closer.Wi th in 1d10 rounds af ter PCs enter theswamp, ghostly spirits (spectral minions-seeAppendix) rise out of the swamp to fight eachother. They ignore the PCs for 1d6 turnsunless attacked. Thereafter, one spectral min-ion attacks the PCs. Each round the PCsremain in the swamp, one more spectral min-ion attacks. No more than 2 spectral minionsattack any PC at any one time. This processcontinues until the PCs leave the swamp or arekilled.

32. Skullcap

skull are gaping caverns leading into the

A great mound of rubble rises from theswamp. Its craggy features resemble a skullhalf buried in the bog. The eye holes of the

m o u n d .

Any exploration of Skullcap leads directly toChapter 13: Skullcap.

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Prologue: The dwarven kingdom of Thor-bardin once controlled this entire region.Outposts—small cities—were built in conven-ient caverns. When the gates of Thorbardinwere sealed forever during the Dwarfgate War,those small outposts were left to fend forthemselves. Only one of the outposts sur-vived, but even that is inhabited now only bythe ludicrous Aghar dwarves...

Use the Steam Caverns Map on pages 16 and17 for this chapter.

33. northern entrance

Giant statues, now broken, line the hall.

Clouds of warm steam pour from a carvedopening in the mountain wall. A corridor60 feet wide runs deep into the mountain.

The broken statues are of dwarven heroes,long dead. There is nothing special aboutthem. The corridor runs 600 feet southeast toEncounter Area 34. The air grows warmer fur-ther down the corridor, becoming uncomfort-ably hot. The Northern Entrance connects toEncounter Area 8, Chapter 11.

34. Junction

The steam grows hotter and thicker here.Three corridors intersect at this point: oneleads northwest, one east, and one south-west. To the east, the steam gets denser andhotter and a distant hissing sound is heard.

All three corridors are 60 feet wide. Giant,broken statues line the way. The ceiling is 100feet overhead.

35. Southern Route

A corridor runs southwest 600 feet andthen turns southeast for 600 feet. As youtravel down this corridor, the temperaturechanges from uncomfortably hot to com-fortably cool. The clouds of steam thin anddisappear.

36. Eastern Road

A corridor runs east 280 feet, then turnssoutheast and runs 50 feet. The clouds ofsteam become thicker and hotter. Vision isl imi ted to 10 feet regard less of l ightsource.

The heat quickly grows unbearable. If charac-ters take off armor and winter garb they canprogress normally. If characters do not, theylose 1 point of Constitution every round theyremain in the area. If a character’s Constitu-tion reaches zero, he faints and does not reviveuntil brought to a cooler location. Lost Consti-tution points return after 1d10 rounds in acooler environment.

37. Steam Caverns

Natura l vents in the ear th b las t for thsteam. The roar of the escaping steam isdeafening. A maze of stalagmites and sta-lagtites covers a huge cavern.

Characters cannot see farther than 10 feetregardless of light source. Infravision cannotbe used. For each 5 feet characters travel in thesteam, there is a 1/3 chance (1 or 2 on 1d6) thattheir path is blocked by either a steam vent ora stalagmite.

Lurking in the cavern are 10 ogres, a van-guard of Verminaard’s army searching for therefugees. They wandered into this cavernthrough the south entrance and, l iking thewarmth, have decided to stay for a while.They attack the heroes, trying for surprise,and fight until killed.

Constitution penalt ies (as in Area 36)also apply here.

38. the Steam City

Al though th is c i ty once he ld over 1 ,000dwarves, now only 200 Aghar dwarves livehere. The Steam City is a fine example ofdwarven architecture, consisting of traditional“map blocks” grouped together to build acommunity. (Dwarven architecture is dis-cussed in detail in DL 4, Dragons of Desola-tion.) Now, most of the city has fallen intoruin. Each “map block” is described in oneEncounter section. The players should not tryto explore the entire city. If the players shouldstray off course, improvise encounters with theAghar society, such as it is.

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Out of the darkness of dragons,out of our cries for light

in the blank face of the black moon soaring,a banked light flared in Solamnia,

a knight of truth and of power,who called down the gods themselves

and forged the mighty Dragonlance, piercing the soulof dragonkind, driving the shade of their wings

from the brightening shores of Krynn.

Paladine, the Great God of Goodshone at the side of Huma,

strengthening the lance of his strong right arm,and Huma, ablaze in a thousand moons,

banished the Queen of Darkness,banished the swarm of her shrieking hosts

back to the senseless kingdom of death, where their cursesswooped upon nothing and nothingdeep below the brightening land.

Thus ended in thunder the Age of Dreamsand began the Age of Might,

When Istar, kingdom of light and truth, arose in the east,where minarets of white and gold

spired to the sun and to the sun’s glory,announcing the passing of evil,

and Istar, who mothered and cradled the long summers of good,shone like a meteor

in the white skies of the just.

Yet in the fullness of sunlightthe Kingpriest of Istar saw shadows:

At night he saw the trees as things with daggers, the streamsblackened and thickened under the silent moon.

He searched books for the paths of Humafor scrolls, signs, and spells

so that he, too, might summon the gods, might findtheir aid in his holy aims,

might purge the world of sin.

Then came the time of dark and deathas the gods turned from the world.

A mountain of fire crashed like a comet through Istar,the city split like a skull in the flames,

mountains burst from once-fertile valleys,seas poured into the graves of mountains,

the deserts sighed on abandoned floors of the seas,the highways of Krynn erupted

and became the paths of the dead.

Thus began the Age of Despair.The roads were tangled.

The winds and the sandstorms dwelt in the husks of citiesThe plains and mountains became our home.

As the old gods lost their power,we called to the blank sky

into the cold, dividing gray to the ears of new gods.The sky is calm, silent, unmoving.We had yet to hear their answer.

Then to the east, to the Sunken Cityscarred in its loss of blue light,

came the Heroes, the Innfellows, heirs to the burdens,out of their tunnels and their arching forests,

out of the lowness of plains, the lownessof huts in the valleys,

the stunned farms under the warlords and darkness.They came serving the light,

the covered flames of healing and grace.

From there, pursued by the armies,the cold and glittering legions, they came

bearing the staff to the arms of the shattered city,where below the weeds and the birdcall,

below the vallenwood, below forever,below the riding darkness itself,

a hole in the darkness called to the source of the light,drawing all light to the core of light,

to the first fullness of its godly dazzle.

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39. eastgate

The corridor leads into a wide courtyard.Before you is a wide gate, obviously thework of master builders. In front of thegate is a strange sight: a single Aghardwarf standing guard in the middle of thegate. His helmet is falling over his eyes andhe is having considerable difficulty keep-ing his oversized halberd from falling tothe ground.

The dwarf guard is supposed to guard againstintruders, but he has a rather loose idea howthis is to be accomplished. As the charactersapproach, he calls out in his most challengingsqueaky voice, “Halt! Answer me before I letyou pass! Are you supposed to come into thiskingdom?” If the answer is “Yes,” he lets theparty pass without question.

Once the guard has dec ided that theparty can pass, he asks, “Are you here to seethe great secret treasure of the Aghar?” If theanswer is “Yes,” he offers to lead the heroes tothe Aghar Highphulph, Lord of Phulph ClanAghar. If the heroes ask what the “great secrettreasure” is, the Aghar won’t tell them, sinceit’s a secret.

This map block consists of the GreatGate and var ious shops and s torehouses,mostly empty. All stairs lead nowhere. TheAghar leads the heroes directly to EncounterArea 40.

40. Court of the thanes

You walk down a wide corridor with largecolumns on either side. The guard opensdouble doors that lead into a huge court.At the far end, a semicircle of thrones sitson a raised dais. On one of the thrones sitsanother Aghar dwarf—this one wearing acrown three sizes too big and il l-f itt ingrobes. The guard whispers , “Don’ t beafraid. It ’s just His Magnificence, theHighphulph!”

The Highphulph welcomes the heroes in hissqueaky voice. He asks them if they have cometo see the great secret treasure. If the heroesanswer “yes,” he leads them to a small templeroom (key “A”). In the center of the room is agreat monolithic slab of black stone. Beforethe stone is a circular dais of white stone. Goldletters are carved around the edge. Unfortu-nately, t h e A g h a r c a n n o t r e a d ( t h eHighphulph admits this with some embar-rassment) and so have no idea what to do next.

The inscription is written in an old dia-lect of dwarven, readable by anyone whoknows that language. It says, “Let him standand ask, he who would receive knowledge.” Ifany person stands on the dais and asks a ques-tion in dwarven, fiery letters appear on theslab.

All questions must be about dwarvishmatters, or else the answer will always be,“What has this to do with the Dwarves ofThorbardin?” If asked about Skullcap, theDwarfgates, or Fistandantilus, the device willtell the story of Fistandantilus. (Read the Pro-logue to Chapter 13.)

The device will answer only three ques-tions per day.

The Highphulph is ecstatic that he hasfinally found out how to use the great secrettreasure. He asks the heroes what boon he canoffer them, and provides anything within rea-son. (The Aghar are poor and stupid. Theycannot provide very much.) He offers to allowthe heroes and all the refugees come live in hiskingdom forever. (If the PCs propose this tothe Council of Freedom, the leaders of theWoodfolk and the Plainsmen bitterly opposeliving underground with (ugh!) Aghar.) Hecan provide up to 400 food units, all unpleas-ant to the taste.

The rest of Encounter Area 40 consists ofroyal chambers (squalid) temples (mostly use-less) and storerooms (filled with garbage).

41/42. Walls of the City

The great wall forms a defensive perimeterabout the ancient city. Storerooms and bar-racks, both empty, are about. There are stairsthat once went somewhere, but no longer. Pitslead deep into the earth. Any dwarf with theparty recognizes them as the Pits of Reorx (godof the dwarves), a religious feature common toall dwarven settlements.

There is nothing here of value or particu-lar interest.

43/44. Residences

These blocks form the residential area of thedwarven community. Now, most of the housesare empty. The ones inhabited by Aghar areeasi ly found by the i r smel l . Sta i rs leadnowhere.

45. Short Passage

This passage is identical to Encounter Area 36,except shorter. It leads to Encounter Area 37.

46. Southern Routes

The corridor is filled with swirling steammists.

The two corridors join and run southeast1,300 feet to the southern exit (EncounterArea 9, Chapter 11.)

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prologue: Following the Cataclysm, thehil l dwarves and men of the Xak Tsarothregions fled southward seeking refuge in thekingdom of the mountain dwarves. This king-dom, known as Thorbardin, could not sup-port the hundreds of thousands of refugees,and so closed the gates against them.

48. Eye of the dead

Disorganized and without leadership,the refugees proved no match against theorganized and motivated forces of Thorbar-din.

Then came Fistandantilus.Fistandantilus was an ancient magic-user

of the Age of Might that preceded the Cata-clysm. Magic at that time was despised as an“impure” profession. Wizards, both greatand small, became outcasts. Yet Fistandanti-lus foresaw a time when magicians wouldagain be important in Krynn. He knew notwhen... but when the time came, he swore, hewould be there.

The years came and went, but the day ofmagic’s reign did not come. Eventually, Fis-tandantilus used magical means to prolong hislife, until there was nothing left of him exceptthe magic. It was in this form that he greetedthe Cataclysm. It was in the rabble at Thorbar-din’s gates that he saw his chance to regain thepower he had lost.

He built a magical fortress at the roots ofa mountain, and formed a great army to takeThorbardin. The battle raged across the valley.And, when h is defeat looked cer ta in , h isvengeance knew no bounds. He loosed themost powerful magic he knew, and both thearmies of his enemy and of his own were con-sumed. His mountain fortress was blasteduntil only the shattered and glazed form of agiant skull remains—Skullcap.

Deep beneath Skullcap, legend has it,are the remains of Fistandantilus and the pathto the gates of Thorbardin...

47. Jaws of death

The mouth of the skull-shaped mountain,80 feet above the swampy plain, forms acavern leading deep into the mountain.

Rubble is piled 50 feet high before the cavern.It can be climbed easily. The remaining 30feet is made of the glassy black material thatcovers all of Skullcap.

The surface of Skullcap is blue-black, asthough burned and melted by tremendousfires. It is now icy cold to the touch, andimpossible to climb normally (Climb Wallspenalty of 50%). Ropes or other devices mustbe used.

Jagged stalactites and stalagmites formthe “teeth” of the skull. Once inside the cav-ern, characters see the following:

Stalactites and stalagmites form grotesquerows of teeth. At the back of the opening,a natural tunnel descends into the moun-tain.

The tunnel is made of the same fused blackrock as the outside of Skullcap. After 20 feetof gentle downward slope, the angle of thetunnel changes to a 70 degree incline-toosteep and smooth to walk. Characters can useropes and spikes to descend, or they can slidedown the smooth tunnel. The tunnel leads toEncounter Area 51. Climbing the tunnel from

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the bot tom is the same as c l imbing thesmooth exterior of the mountain.

The eye sockets of the skull-shaped moun-tain form caverns leading deep within.

Both these caves are identical. At the back ofeach is a small tunnel leading down at a 70degree angle. However, they are not made outof the fused glassy material, and handholdsare available for an easy descent.

Both tunnels lead to the same place: ametal framework overlooking Encounter Area60. There are no handholds down; charactersmust tie a rope to the metal framework andlower themselves to the floor, or use equiva-lent means.

49. Rubble Crater

A large crater forms the top of Skullcap.The crater is filled with rubble. Strangeand tortured shapes of stone twist skyward,obscuring the bottom of the bowl. A poolof water has collected at the bottom.

If characters explore the bottom of the bowl,they find a 20 feet wide shaft descending at a60 degree angle. It can be climbed slowly andwith some difficulty. After 70 feet, the ceilingand walls become smooth and glassy.

The shaft leads to the upper ledge ofEncounter Area 50. The pool of water has anoutlet at the bottom 5 feet wide; it leads to thewaterfall at Encounter Area 50.

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50. Shadowlair

surrounded by water, is a small island, onwhich are piled gems and weapons.

The sound of rushing water fills this largecavern. A waterfall pours into a large poolcovering the cavern floor. In the middle,

The cavern is 100 feet across. A pool of watercovers the cavern f loor f rom the ex i t toEncounter Area 60 to the lower platform(Encounter Area 50a). Behind the lower plat-form is a small tunnel (Encounter Area 75)that serves as the drain for the pool.

A waterfall empties into the pool fromthe bowl above (Encounter Area 49). At thelevel of the waterfall is an upper platform(Encounter Area 50b). A 5 foot wide ledge atthe level of the upper platform goes aroundthe entire edge of the cavern.

On the upper platform, beside the water-fall, resides a shadow dragon.

The shadow dragon, an ancient, hugemember of its race, was bound by Fistandanti-lus long ago to guard this fortress as long asFistandantilus remained alive on this earth.The shadow dragon, who can speak, informsanyone it has not yet eaten of this fact.

The shadow dragon prefers to rest on theupper platform and wait for adventurers toraid his store of treasure. Then he attacks,using breath weapon and spells first.

The shadow dragon has an Intelligence of18 and speaks Common, Hill Dwarf, Moun-tain Dwarf, and all dragon tongues. It has thefollowing spells:

Level 1: darkness, phantasmal forceLevel 2: blindness, fog cloudLevel 3: continual darkness, suggestionLevel 4: confusion, shadow monsters

The treasure consists of the following:

900 pp, 21 500-gpv gems, 3,000 stl, 1 suitof chain mail +2, 2 potions of clairaudi-ence, boots of levitation.

51. Lords� hall

F a d e d t a p e s t r i e s , d e p i c t i n g m e n a n ddwarves at war, line the walls.

52. Generals� Way

Ancient dust fills the corridor. Stains streakthe metal finish on each of the doors.

These doors are oak covered with silver, worth1,000 stl each.

53-57. Empty Rooms

Broken furniture is strewn about.

The room is otherwise empty. There is nothingof value here.

58. Brass Buttons

On a broken table is an old tunic with brassbuttons on it.

A spectre appears if the brass buttons are dis-turbed.

59. Priesthood West

This room is empty.

60. Great Stairwell

A great central stairway descends deep intothe mountain. Torn by the same terribleforces that long ago ravaged Skullcap, theiron framework that once supported thesestairs is now twisted and wrenched. Over-head, the ceiling is shattered, revealing theiron frame that once held it.

The stairwell is 60 feet in diameter. A 10 feetwide staircase circles down about 20 feet toEncounter Area 71 (Twisted Iron). The domeabove leads to Encounter Area 48.

61. armoury

A grey hemisphere shimmers in the centerof the room. Armor s tands g leamingagainst the walls.

Anyone who enters the room can see into thehemisphere. Read the following:

A gleaming metallic dragon is frozen inmid-flight, its mouth gaping open. Belowit, a goblin is also frozen, this one in mid-stride as though fleeing for its life.

If a non-magical piece of iron or steel touchesthe grey hemisphere, it vanishes like a poppedsoap bubble. Nothing else wil l break thespell. The instant the hemisphere vanishes,the temporal stasis that holds the two crea-tures breaks. Wi th one lunge, the brassdragon snaps up the goblin and devours himin a single bite. Then he notices the party.

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The brass dragon is understandably con-fused, since it has been frozen for 350 years.Shocked by the changes, it pauses. If the char-acters attack first, it will fight back, but if theydo not, it asks them what has happened.

The brass dragon’s name is Blaize. Hewas part of the attacking force during theDwarfgate War, and the last thing he remem-bers is Fistandantilus casting a spell. He doesnot know anything about the disappearanceof dragons from the world, or about the recentreappearance of the evil dragons. When thecurrent state of the world is explained, he doesnot have any idea why the good dragons havenot entered the fray.

Blaize is a bit of a braggart, and loves totalk about his great feats in the War.

The dragon is very interested in the his-tory of the current war. He tells the charactersthat he will seek out good dragons, if anyremain, to help their cause. In the meantime,he offers to accompany the heroes for the timebeing. He can f i t through double doors,though not through single ones.

Blaize remains with the party until one ofthree events: Verminaard and Ember attack(see Event #6), the heroes battle the shadowdragon (Encounter Area 50), or the currentadventure ends (Epilogue).

If Blaize fights the shadow dragon, runcombat normally until the shadow dragon isdead.

If Blaize fights Verminaard and Ember,he flies up and engages the red dragon. WhenEmber uses h is breath weapon, the brassdragon flees and Ember pursues. Blaize fliestoward the nearest mounta in and weavesamong the sandstone cliffs (see cover paint-ing). Both weave out of sight...and no onereturns. Verminaard and Ember do not reap-pear in this adventure.

Blaize is a small, adult brass dragon, andhas the following spells:

Level 1: magic missile, protection from evil,sleepLevel 2: continual light, web

The armoury contains the following trea-sure: 3 suits of plate mail, 3 shields +1, 2 jave-lins of lightning, and 2 cloaks of protection +2.

62. West Guards hall

This room is empty.

63. arrowsilt

Six wraiths are in each of these rooms. They arearmed with bows and arrows and fire throughthe slits at anyone in Encounter Area 64.

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64. Gateway

The iron doors are bowed inward, yetr e m a i n s h u t A h a l f - i n c h s l i t i s o p e nbetween the doors.

Any character checking the walls discovers thearrow slits. If anyone opens the doors at thenorth end, the wraiths close the doors at thesouth end and begin firing.

65-66. trashed halls

These rooms are empty.

67. Guardians

The doors open to reveal a once-plushroom, now in rags. Golden double doors atthe far end of the room are closed. Shad-owy forms lurk about.

These are harmless spirits of the fine lords andladies who once feasted in this hall, but diedduring Fistandanti lus’ defeat. They ignoreany attack and do not fight back.

68. Ballroom

An immense hall stretches into darkness.Shadowy figures swing and sway to a musicthat cannot be heard.

Most of the dancers are harmless spirits likethose in Encounter Area 67. However, theroom contains 5 apparitions—skeletal forms

in tattered uniforms—once generals in thearmy of Fistandantilus. They move to attack.

69. altar

A skeleton lies draped over a low altaralong the far wall. Its armor is rusted, but agleaming sword lies next to the figure, stillgrasped in its hand. A rolled parchment is

This is the skeleton of a good warrior who diedin battle here. It is not animated in any way.The armor is useless, but the sword is a vorpallongsword +3. The scroll shows general detailsof the mountain forest before its destruction.It shows that a gatehall once extended fromthe north side of the mountain to what is nowEncounter Area 64. The map shows that thecentral stairwell was the only way to reach thelower levels. The chambers of Fistandantilusare marked on the map. They appear to bedirectly below the bottom of the staircase. Thechambers can be reached only through a hugecubic room that is not described on the scrollmap.

70. East Priests� Room

This room is empty.

71. twisted Iron

The stone steps circle down about 20 feet,and then stop. The shaft once occupied bystairs is torn and blasted. A tangled meshof twisted iron framework hangs down intothe cold darkness below.

All the floors between the first and the bot-tom of this staircase were gutted by Fistandan-tilus’ final spell. Nothing remains but rubble.Most of this shaft, in fact, is now made of thesame glazed material as the exterior of Skull-cap.

The iron framework hanging in the dark-ness once supported the center of the fortress. Itnow hangs suspended from the top seven floorsof the collapsed area, and hangs freely down toa depth of 270 feet. By fate, one end of theframe was imbedded in the wall 10 feet abovethe cavern entrance at Encounter Area 72.

Although the frame looks dangerous, it isactually well secured. Climbing down, how-ever, is torturous work at best. There is a 20%chance per turn that the characters’ movementcauses the entire structure to sway. Each personnot secured by rope or other means must makea dexterity check. Failure means that characterslips and falls. Falling characters roll a seconddexterity check, this one at -5 to dexterity, tocatch onto another part of the frame. If the sec-ond check fails, the character falls to the bot-tom, taking normal falling damage.

Blaize cannot climb down or fly downthe shaft. He offers to wait until the charactersreturn.

72-73. Crevasse Climb

Here, the blast caused a deep fissure in therock. A l though the f issure is made ofglazed stone, cracks in the stone make con-venient handholds.

The tunnel rises steeply for 150 feet and thendescends slightly to Encounter Area 74.

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74. drain

This is where water f rom the tunnel a tEncounter Area 50 runs out. The tunnel con-tinues west.

75. Waterway

The water from the tunnel at Encounter Area50 washes down.T h e t u n n e l c a n n o t b eclimbed without magical aid.

76. Collapsed

Once, there were additional levels here.Now, only the edges of the floors remain,edges glazed smooth, jutting from thewalls of the shaft.

Ropes can easily be secured on these ledges. Ifcharacters try to climb from ledge to ledgewithout ropes or equivalent aid, they mustmake a dexterity check each ledge or fall to thebottom.

77. Shifting Corridors

At the bottom of the shaft, a tangle of jag-ged stone and iron forms a steep mound.In the center of the mound, a narrow fun-nel leads down to the top of an iron frame-work that was once a dome. Beneath thedome is a rubble-strewn floor.

C l i m b i n g i s e a s y h e r e . I f t h e r u b b l e i ssearched, broken bones and skulls are found.

As soon as characters reach the ironframework, they are attacked by 3 SkeletonWarriors. Unlike the FIEND FOLIO® descrip-tion, these warriors are controlled by their cir-clets at a distance of more than 240 feet. Theyare still enslaved by Fistandantilus’ powerfulmagic, and attack the adventurers until deador the adventurers flee. While attacking, theybeg the heroes to recover the circlets that bindthem and free them from their servitude. Ifthe characters succeed in recovering the cir-clets and give them to the warriors, the war-riors instantly disappear. PCs should receivefull experience points for such a noble act, as ifthey actually defeated the creatures.

78. Man With a key

A skeleton in once-fine robes slumps over astone table in the center of the room. A setof rusted keys on a ring hang at its side.

Neither the skeleton nor the key ring are mag-ical. The keys (there are seven) are the “Keysof the Guardian,” and will be valuable later.

79. Locker

This room is empty.

80. Crystal Maze

You are standing on a balcony overlookinga 70 feet square room that is 60 feet fromfloor to ceiling. The balcony you are on is10 feet from the ceiling. Across from youand on the wall to either side are identicalbalconies—four total, including the oneyou occupy. Beneath you is a second set offour balconies, each 20 feet above thefloor. Four archways exit the room from thefloor level. The room is brightly lit by aglobe in the ceiling.

But none of this is as impressive as thecreature in the middle of the room: a hydraconstructed entirely of metal. As you enterthe room, it grinds slowly into motion. Oneof its twelve heads turns toward you whileanother spews flame against the ceiling!

The Iron Hydra is a mechanical construct. It isAC 0 and hits as a 12 HD monster. Its breathweapon does 6d6 (save for half damage). Eachhead can attack once per round, doing bitingdamage of 2d8. Each head takes 20 hp todestroy; the entire monster can withstand 100hp before stopping.

Once, all 12 heads could breath fire threetimes each per day. Now, in the western room,only three heads function, and in the easternroom only one head functions. Both creaturesexpend one breath against the ceiling in warn-ing.

Both the eastern and western rooms areactually magical mazes. The “open room” theadventurers see is the product of two spells:permanent invisibility and permanent illu-sion. Actually, there are three floors of walls,ceilings, stairs, and shafts-a maze of crystalto trap the unwary.

The actual room contents can be seenonly if a magic-user casts both detect invisibil-ity and detect illusion (only one will not suf-fice), or detect magic against a 20th levelspell.

The invisible walls of the maze resist thehydra’s firebreath. If the proper route is fol-lowed, adventurers can walk through eachlevel of the maze to the appropriate exit,descend to the next level, and thus depart themaze. If a character walks into the shaded areaof the map, he falls into the pit, taking fallingdamage, and is attacked by the hydra. If a

character walks into an area not protectedfrom the hydra by a wall, the hydra firstflames and then attacks with 1d4 heads.

In addition to the iron hydra, the room isa lso occupied by three inv is ib le s ta lkers(detect invisibi l i ty also detects them) whoattack any person not carrying one of the Keysof the Guardian (Encounter Area 78). If Fis-tandantilus is finally destroyed, they vanish.

The maze occupies 3 levels. The exitfrom the maze is on the 4th level underneaththe balcony.

81. West entrance

A grotesque statue of a man with a singlehuge eye stares at the staircase. A set ofgolden double doors stands on either sideof the statue.

The giant eye seems to follow the characters asthey move about the room. I f they movetoward the west doors, the statue appears tosmile. If they move toward the east doors, thestatue appears to frown. It does nothing else.

If the statue is attacked, it falls and shat-ters. The head continues to function as long asit remains intact.

82. Wrong turn

This room is lit by dim red globes on theceiling. In the center, a large stone statueof a dwarf stands. Its legs are planted onthe floor, its hands press against the ceil-ing. Another set of golden doors is behindthe statue.

The stone walls have scorch marks on them. Ifthe golden doors are opened, a smaller room isrevealed. There is nothing in it.

Once, long ago, there was a fireball traphere, but it was long since exhausted.

83. traproom

This room appears identical toArea 82, including stone statue.

Encounter

This room has an antigravity spell and a stonegolem operating in it. There is only one way tot rave l through i t w i thout ac t iva t ing thegolem.

When Fis tandant i lus wished to passthrough this chamber, he entered through thedoor and was immediately pulled to the ceil-ing by antigravity. To avoid hitting the ceiling,he grasped an invisible stone ladder to theright of the door. Once on the ceil ing, hewalked along the west wall to the other door,

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where the antigravity spell reversed his orien-tation, and used the stone ladder to lowerhimself to the floor.

There is a 10 foot wide band of antigrav-ity that begins in front of both the north andsouth doors, and travels along the west wall. Ifcharacters do not grab the invisible stone lad-der, they fly up and hit the ceiling for 1d6 fall-ing damage.

Any object that weighs more than 50 lbs.that enters any normal gravity area in the roomimmediately activates the stone golem. Thestatue attacks all moving creatures in the room,whether in the antigravity areas or not. Thegolem senses its prey by movement: if all char-acters stand still, the golem ceases its attack.After one round, the golem returns to its origi-nal position, and characters can move safely.However, if anyone moves back into the normalgravity areas, the golem is reactivated.

84. east entrance

This area is identical to Encounter Area 81.The only difference is that the statue smiles atmovement toward the east door and frowns atmovement toward the west.

85. pressure pot

This room is empty except for stone doubledoors in the middle of both end walls.

Four sets of double doors separate this hallfrom Encounter Area 88. Signs of the finalblast of Fistandantilus streak the walls here.

Each set of double doors is wizard locked,and can be opened only with a knock spell orwith the Keys of the Guardian.

The shadowy figures in the alcoves (twoin each segment of corridor) are statues of theremaining six faces of Nuitari. Each statueradiates magic . As the characters movethrough the corridors, they pass through themagic fields between the statues. The magiceffects, described below, can be preventedeither if a dispel magic spell is cast, or if theKeys of the Guardian are inserted in a smallkeyhole at the base of each statue.

The first pair of statues represent Mightand Wealth. The magic field polymorphs anyweapon passing through it into wood. Theweapons return to normal if they are passedthrough the field in the opposite direction(when exiting, for example).

The second pair of statues representYouth and Passion. The magic field casts acharm person on anyone passing through,with the specific effect that charmed charac-ters cannot harm Fistandantilus.

The third pair of statues represent Deathand Chaos. The magic field casts dispel magicon anyone and anything passing through.There is no keyhole in the base of thesestatues.

If the stone door at the south end is opened, afireball trap is sprung, causing 10d6 damageto everyone in the room.

86. alcove

A statue stands in the shadows of an alcovewhere the two corridors meet. Double

doors made of iron face north.

The iron doors are wizard locked and can beopened only by a knock spell or by the Keys ofthe Guardian (Encounter Area 78).

The statue is of Nuitari, the god of darkmagic, in his aspect of Knowledge. This is oneof the Seven Faces of Nuitari. A magic spella l lows F is tandant i lus to see any v is i torsthrough its eyes so that he cannot be sur-prised.

87. Rites of Passage

The iron doors open to reveal a short corri-dor 20 feet wide to a second set of irondouble doors. On either side, alcoves con-tain statues draped in heavy shadow.

88. Chambers of fistandantilus

The ceiling, once a dome of marble, is nowshattered. Huge stone blocks l itter thefloor and block the opening above. In thecenter of the room, a metallic object shinesbrightly.

The metallic object is actually three circlets—the controllers of the skeleton warriors atEncounter Area 77.

The circlets lie next to the broken skull ofa human lying among shattered bones in apile of rubble in the center of the room. If thecharacters approach within 20 feet of theskull, the following occurs:

The broken skull rises into the air, the dustfrom the rubble swirling up in a howlingwind and forming about it in the roughshape of a man!

This is the demilich form of Fistandantilus. Ifthe characters do not attack it, after threerounds it settles back into dust. It does notmove from the spot where it stands, and doesnot stop the passing of the adventurers into

25

the next chamber.Recovering the circlets is not considered

an attack.

89. treasure Junction

A 20 foot archway opens on both the westand east sides of this hall into brilliantly littreasure rooms. An iron door to the northstands closed.

The doors to the north are wizard locked, andcan be opened only with a knock spell or theKeys of the Guardian.

If characters look through the archways,they see Encounter Areas 92 and 93. Read thedescriptions of those areas if requested.

The archways are actually teleports. Thewest archway leads directly to Encounter Area90; the east archway leads to Encounter Area91.

The only way into the treasure rooms isby using a dispel magic, which calms the tele-porter for the duration of the spell, or byinserting the Keys of the Guardian in a secretkeyhole (discover as a normal secret door).

90. West Cages

Rows of cages contain the skeletal remainsof those once trapped here.

Anyone entering the great archway leading toEncounter Area 92 suddenly finds himself inEncounter Area 89.

91. East Cages

Rows of cages contain the skeletal remainsof those once trapped here.

Anyone entering the great archway leading toEncounter Area 93 suddenly finds himself inEncounter Area 89.

92. West treasure

sure of Fistandantilus. A shining dwarvenhelm adorned with large gems is promi-

A dome of brilliant white light illuminatesthe room. Piled about the floor is the trea-

nent in the pile.

The treasure consists of: 3,000 stl, 2,000 gp,8,000 pp, 52 800-gpv gems, 12 pieces of jew-elry worth 1,000 stl each, a set of dwarvenplate mail +3, and the Helm of Grallen.

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The Helm of Grallen is a dwarven helmset with large gems (1,000 gpv each). Theenchantment of the Helm is that if the wearershould be killed, his soul is instantly magicjarred into one of the gems.

The Helm was made for Grallen, Princeof the Mountain Dwarves and son of the greatdwarven king, Derkin, when he rode off tofight Fistandantilus in the Dwarfgate War.

Anyone who puts on the helmet activatesthe magic jar spell, and must save vs. magic at-4 or the soul of Grallen possesses the wearer.The wearer’s life force is transferred to thegem.

If this happens, Prince Grallen immedi-ately bows to the characters, and tells the fol-lowing story:

I am Gra l len, Pr ince of the Mounta inDwarves, killed by the forces of evil in theDwarfgate War.

By means of this magical helm, I havesurvived these centuries that my tale andfate may be told.

I rode forth on the morning of the lastbattle in the great charge of Thane Hylardwarves. We came from the Northgate ofThorbardin across the Dergoth Plain. Mytroop assaulted the mountain home of theDark Wizard here. My brothers foughtwith courage and valor; many fell withhonor at my side.

Yet when the tide of battle turned inour favor, and I confronted the wizard inhis lair, he smiled, and a great magicrushed from his being: a flame of powerand horror that broke through stone andsteel.

Thus, in h is rage and despai r , hedestroyed both his allies and his enemies.

Thus did I die.Now I beseech thee, return my soul to

the Kingdom of the Hylar in Thorbardin,tell my story to the Council of Thanes, andgive me a proper resting place in the Valleyof the Kings.

Grallen stands silently after his story is told.H e e x p l a i n s h o w t o f i n d t h e N o r t h g a t eentrance to Thorbardin if asked, and draws amap on request. He answers any other ques-tions put to him to the best of his ability.

Once all questions have been asked andanswered, Grallen activates the magic jaragain and switches his life force back into thegem. The wearer of the helm becomes normalagain, though is disoriented and cannot fightfor 1d6 game turns.

93. East treasure

A globe of brilliant white light illuminatesthe room. Piled about the floor is the glit-tering treasure of Fistandantilus. Bromi-nent among the treasure is a dwarven mapcase.

The mapcase contains a map showing theroute from Skullcap to the gates of Thorbar-din.

In addition to the map, there are 3,000stl, 2,000 gp, 5,000 pp, 42 500 gpv gems, and12 pieces of jewelry worth 1,000 stl each.

94. access

The double door open into a square room

with great archways on either side. Eacharchway leads to a 10 foot deep alcove.

The western alcove is a teleport to and fromthe south alcove in Encounter Area 92. Theeastern alcove is a teleport to and from thesouth alcove in Encounter Area 93.

26

Page 29: DL3 Dragons of Hope

The adventure ends when the heroes find asa fe t empo ra r y home f o r t he r e fugees(Encounter Area 21) and discover the route tothe doors to the dwarven kingdom in thedepths of Skullcap. When those conditionsare met, go directly to the Epilogue.

Tonight is a time for feasting and celebra-tion—the first moments of happiness inpeace in many long days. For the refugeesof Pax Tharkas have found at least tempo-rary safety from the advancing dragonar-mies, and you have discovered informationleading to the long-lost doors to the dwar-ven kingdom of Thorbardin.

Tomorrow you adventure once more,but tonight the Council of Freedom toastsyour success. Even dour Locar, the Seekerleader, praises you tonight. And Elistan, atrue cleric and good friend, pledges youthe support of the people.

You accept the cheers of the refugees,and drink the newly-made mead aroundthe warm campfires. In spite of great dan-gers to come, tonight there is... hope.

The next DRAGONLANCE™ adventure iscalled “Dragons of Desolation,” and coversthe search for the doors to Thorbardin and thewonders of the dwarven kingdom inside. Thatadventure concludes the First Book of DRA-GONLANCE.

If you plan to play that adventure, usethe information in the Events section of Chap-ter 11 to calculate how much territory the dra-gonarmies have occupied and how much timeremains before they reach the Hopeful Vale.When you begin DL 4, your players have thatmuch game time to get the refugees to safety.

Also note whether the heroes recoveredthe Helm of Gral len from Skullcap. TheHelm has many powers, and will be of uselater.

Blaize, the brass dragon, departs if he hasnot already done so. Fizban remains with the

Party.If you do not plan to play DL 4, use the

following optional ending to this adventure:

The adventurers leave the camp the nextmorning to discover the doors to the kingdomof Thorbardin. They travel for several daysi n t o t h e m o u n t a i n s t o t h e s o u t h o f t h eDergoth Plain (run random encounters asappropriate).

But the landscape changed greatly in thedays of the Cataclysm. The heroes discover thegate to Thorbardin—but it is buried undertons of rock. There is no hope of refuge there

However, nearby, the mountain is split asif someone cut it in half. Next to a sheer cliffface is a narrow path...a path to freedom onthe far side of the mountains.

It takes the heroes several days to escortthe refugees through the mountain passes tosafety, but soon they reach a new horizon—one free of the encroaching dragonarmies!

Fizban and Blaize both depart when therefugees cross through the mountains, if thehave not done so already.

Tracy Hickman, Series Concept

Harold Johnson, Director of Design

Margaret WeisJ. Jeffrey GrubbLarry ElmoreBruce NesmithGarry SpiegleLaura Hickman

Douglas NileMichael DobsonElizabeth Riedel

Carl SmithRoger Moore

27

Page 30: DL3 Dragons of Hope

BAA2

FREQUENCY: Uncommon# APPEARING: 2-20ARMOR CLASS: 4MOVE: 6”/[15”]/18”HIT DIE: 2% IN LAIR: 5%TREASURE TYPE: J, K, LATIACKS: 1 or 2DAMAGE/ATTACK: 1-4/1-4SPECIAL ATTACKS: NoneSPECIAL DEFENSES: NoneMAGIC RESISTANCE: 20%INTELLIGENCE: AverageALIGNMENT: Lawful EvilSIZE: M (5 1/2 ft.)PSIONIC ABILITY: Nil

Modes: Nil/NilXP: 81 + 1/hp

draconians (dragonmen)

Draconians, or dragonmen, are the basictroops of the dragon highmasters. Their ori-gins are unknown to anyone in this section ofKrynn. Three types of draconians have beenencountered so far.

All draconians have wings, but the typesencountered so far can truly fly for no morethan one melee round. All draconians havethree movement rates: walking, running onall fours while flapping their wings, and gli-ding. They must use all four limbs and havetheir wings free to use the second movement

rate. Draconians prefer to charge this way, car-rying their weapons in their teeth. They canglide from any height for a distance of 4 timesgreater than the height f rom which theylaunch. Draconians move at a rate of 8” insnow or ice.

Baaz: These draconians are generally thesmallest of the species, and thus the easiest topass off as humans. At the bottom of the dra-conian social order, they serve all other ranksof dragonmen. However, because of a quirk intheir origins, these draconians often tend tobe chaotic in nature and self-serving whenthey can get away with it.

28

BOZAK

FREQUENCY: Uncommon# APPEARING: 2-20ARMOR CLASS: 2MOVE: 6”/[15”]/18”HIT DIE: 4% IN LAIR: 15%TREASURE TYPE: UATTACKS: 1 or 2DAMAGE/ATTACK: 1-4/1-4SPECIAL ATTACKS: Spell useSPECIAL DEFENSES: +2 saving throwsMAGIC RESISTANCE: 20%INTELLIGENCE: HighALIGNMENT: Lawful Evil (some Chaotic)SIZE: M (6 ft. +)PSIONIC ABILITY: Nil

Modes: Nil/NilXP: 175 + 4/hp

Baaz are often encountered in disguise.They can conceal their wings under robes and,wearing a large hood and mask, can passthrough c iv i l ized lands as sp ies. Dragonhighmasters often use the Baaz in this mannerjust before an invasion.

When a Baaz reaches 0 hit points, heturns at once into what appears to be a stonestatue. If anyone hits the stone form of theBaat with a melee weapon, he must make aDexterity Check at -3 or his weapon is stuck inthe draconian. The statue crumbles to dustafter 1-4 melee rounds have passed. Anyweapons s tuck in the draconian are thenfreed. Only the body of the Baaz turns to

Page 31: DL3 Dragons of Hope

KAPAK

stone and then crumbles. Any armor or weap-ons it carries are unaffected.

FREQUENCY: Uncommon# APPEARING: 2-20ARMOR CLASS: 4MOVE: 6”/[15”]/18”HIT DIE: 3% IN LAIR: 5%TREASURE TYPE: K, L, MATTACKS: 1DAMAGE/ATTACK: 1-4 +poisonSPECIAL ATTACKS: Acid poolSPECIAL DEFENSES: NoneMAGIC RESISTANCE: 20%INTELLIGENCE: AverageALIGNMENT: Lawful Evil

Bozak: Bozak draconians are magic-users,and have a higher resistance to magic thanother draconians (see their saving throw modi-fier). Bozak can cast magic spells as fourthlevel magic-users. They are quite intelligentand very devoted to the purposes of thedragon highmasters. They never show mercyonce they attack. However, they wil l notdestroy an opponent if they believe their causecan be advanced by sparing the life.

When a Bozak reaches 0 hit points, hisscaly flesh suddenly dries and crumbles from

his bones. The bones then explode, doing 1d6points of damage to anyone within 10 ft. (nosaving throw).

Kapak: Kapak draconians are distinguishedby their venomous saliva, which paralyzes anycreature failing a save vs. poison for 2-12turns. They often l ick the blades of theirweapons (commonly shor tswords) beforecombat, envenoming them for 3 rounds. AKapak takes 1 full round to poison the bladeagain after the first venom has worn off.

Kapaks are larger than Baaz, and fre-quently bully and abuse their smaller cousins.The dragon highmasters endeavor to keep dif-

29

ferent types of draconians separated in orderto prevent trouble.

When a Kapak reaches 0 hit points, hisbody immediately turns to acid and spreadsinto a 10 ft. diameter pool on the ground.Any character in the area where the Kapakdied takes 1d8 points of damage per roundfrom the acid. The acid dissolves other materi-als at the rate of 1 in. per round. Use the Sav-i n g T h r o w M a t r i x f o r M a g i c a l a n dNon-Magical Items in the DMG. All itemspossessed by the Kapak become useless.

Page 32: DL3 Dragons of Hope

DWARF, GULLY (AGHAR DWARF) SPECTRAL MINIONS

FREQUENCY Rare# APPEARING: 1-4 (2-20)ARMOR CLASS: By armor typeMOVE: 12”

FREQUENCY Very Rare# APPEARING: 1-40+

I-LIT DICE: Varies (1-4)% IN LAIR: 45%TREASURE TYPE: 25% J# ATTACKS: 1 or 2DAMAGE/ATTACK: By weapon type or 1-4/1-4 (fist/bite)SPECIAL ATTACKS: NoneSPECIAL DEFENSES: Save at 2 levels higherMAGIC RESISTANCE: StandardINTELLIGENCE: LowALIGNMENT: Chaotic NeutralSIZE: S (3-5 ft.)PSIONIC ABILITY: Nil

ARMOR CLASS: 2MOVE: 30 “(Restricted; see belowHIT DICE: 3 (also see below)% IN LAIR: 100%TREASURE TYPE: Nil# ATTACKS: 0 or 1 (see below)DAMAGE/ATTACK: By weaponbelow)SPECIAL ATTACKS: NoneSPECIAL DEFENSES: +1 or betterh i tMAGIC RESISTANCE: 20%

Modes: Nil/NilXP: 14 + 1 /hp; 28 + 2/hp; 50 + 3/hp; 85 + 4/

h p

INTELLIGENCE: AverageALIGNMENT: VariableSIZE: MPSIONIC ABILITY: Nil

Modes: NIL/NIL

XP: 120 + 3/hp

Aghar are the lowest class in the dwarven castesystem—indeed, most Mountain Dwarves saythat they aren’t part of any caste. These rag-gedly clothed dwarves vary in skin color fromparchment to mottled to olive. Their hair is asunkempt as their clothing. Their health isgenerally bad, their bodies bear sores andscars, and they smell.

Though humans often find the Agharcomical, they are a disgusting race whosemot to is , “Do anyth ing, no mat ter howmean, to survive.” Occasionally, a decent,moral Aghar can be found, but those areextremely rare.

Gully dwarves tend to have weak consti-tutions and low intelligence, but have above-average dexterity. Despite their almost totalinabil i ty to put two thoughts together, theAghar have excellent memories. This makesthem a great source of raw information.

An average Aghar cannot count higherthan two.

Spectral Minions are the spirits of humans ordemihumans who died before fulfilling pow-erful vows or quests they had undertaken.Spectral minions do not exist fully on thePrime Material Plane. Even in death, theyremain bound to their vows or quests: everyday, they must relive the events leading totheir deaths, trying to complete their mission.Outdoors, spectral minions must stay within1,000 yards of the spot where they died;indoors, within the fateful corridor or roomBecause of the i r speed, spectra l min ionsreceive a +1 on initiative rolls.

Spectral minions do combat damage onlyif they died holding a weapon. The weaponbecomes a part of the spirit. Unless otherwisenoted, on ly 50% of them have weapons.Those that do have swords unless otherwisenoted.

Remove curse dispels spectral minionspermanently. They also disappear forever ifsomeone fulfills their vow or quest.

When very powerful people, such as highlevel paladins, become spectral minions, theyreta in the number of h i t po ints they hadbefore they died.

Spect ra l min ions are bare ly v is ib lebecause they are colorless and transparent.They look very much as they did before death.

30

Page 33: DL3 Dragons of Hope

Raistlin 5TH LEVEL HUMAN MAGIC-USER tasslehoff Burrfoot 6TH LEVEL KENDER

(HALFLING) THIEF

SPELL BOOK 1ST LEVEL: BURNING HANDS,

CHARM PERSON, COMPREHEND LANGUAGE,

DETECT MAGIC, HOW PORTAL, MAGIC MISSILE,

PUSH, READ MAGIC, SLEEP, TENSER’S

FLOATING DISC

2ND LEVEL: AUDIBLE GLAMER, DARKNESS I5’

RADIUS, DETECT INVISIBILITY, ESP, INVISIBIL-

ITY, KNOCK, MIRROR IMAGE, WEB, WIZARD

ABILITIES Languages: COMMON, KENDERSPEAK

Thie f Sk i l l s : PICK POCKETS 55%, OPEN LOCKS 52%, F IND

TRAPS 45%, MOVE SILENTLY 47%, HIDE IN SHADOWS 37%,

HEAR NOISE 20%, CLIMB WILLS 92% .

Kender Talents: Taunt: KENDER ARE MASTERS AT ENRAGING

OTHERS BY VERBAL ABUSE. ANY CREATURE THE KENDER TAUNTS

MUST SAVE VS. SPELLS OR ATTACK WILDLY AT ONCE FOR I-I0

ROUNDS AT A -2 PENALTY TO HIT AND A +2 PENALTY TO ARMOR

CLASS.L O C K Fearlessness: KENDER ARE IMMUNE TO FEAR, INCLUDING MAGI-3RD LEVEL: PHANTASMAL FORCE, TONGUES CAL FEAR. THEY ARE CURIOUS ABOUT EVERYTHING: A TENDENCY

THAT OFTEN GETS THEM INTO TROUBLE.

tika waylan 5TH LEVEL HUMAN FIGHTER (Formerly 3rd Level

STR I4 WIS I2 CON I3 THAC0 I 6HUMAN THIEF)

INT 9 DEX I6 CHR I4 AL NG HP 30

AC 8 (LEATHER ARMOR)

WEAPONS SHORT SWORD (I-6/I-8)

DAGGER ( I -4 / I -3 )

HEAVY FRYING PAN (I-8/I-8)

EQUIPMENT AS SELECTED BY PLAYER; 500

STL/ I000 GPW MAXIMUM

ABILITIES Languages: COMMON, PLAINSMAN

Thief Skills: PICK POCKETS 40%, OPEN LOCKS

38%, F IND TRAPS 30%, MOVE SILENTLY 27%,

HIDE IN SHADOWS 20%) HEAR NOISE 15%, CLIMB

W A L L S 8 7 % ,See back of card for more information.

Laurana - npc 4th LEVEL ELF FIGHTER

STR I3 WIS I2 CON I4 THAC0 I6INT I5 DEX I7 CHR I6

AC º (CHAIN MAIL +I AND SHIELD, DEX BONUS

WEAPONS SHORT SWORD (I-6/I-8)

EQUIPMENT AS SELECTED BY PLAYER,

500 STL/ I000 GPW MAXIMUM

LANGUAGES COMMON, QUALINESTI ELF,SYLVANESTI ELF

See back of card for more information.

Gilthanas 5TH LEVEL ELF FIGHTER/4TH LEVEL ELF MAGIC- USER

STR I2 WIS I0 CON I2 THAC0 I5INT 14 DEX I6 CHR I3 A L C G H P 1 9

AC 2 (CHAIN MAIL AND SHIELD, DEX BONUS)

WEAPONS LONGSWORD +I (I-8/I-I2)

LONGBOW AND QUIVER OF 20 ARROWS (I-6/I-6).

EQUIPMENT AS SELECTED BY PLAYER; 500 STL/

I000 GPW MAXIMUM

ABILITIES Languages: QUALINESTI ELF,

SYLVANESTI ELF, COMMON

Spell Use: 3 IST LEVEL, 2 2ND LEVEL PER DAY

SPELL BOOK IST LEVEL: SLEEP, DETECT MAGIC

MAGIC MISSILE. READ MAGIC

2ND LEVEL: LEVITATE, WEB See back of card for more information.

Eben Shatterstone - npc 5th LEVEL HUMAN FIGHTER

STR I4 WIS 7 CON 8 THAC0 I6INT I5 DEX I3 CHR I5 AL CN HP 28

AC 4 (CHAIN MAIL AND SHIELD)

WEAPONS LONGSWORD (I-8/I-12)

DAGGER ( I -4 / I -3 )

EQUIPMENT AS SELECTED BY THE PLAYER; 500

STL/I000 GPW MAXIMUM

LANGUAGES COMMON

See back of card for more information.

Elistan - npc 7th LEVEL HUMAN

CLERIC

STR I3 WIS 17 CON I2 THAC0 16INT I4 DEX I2 CHR I6 AL LG HP 40

AC 5 (CHAIN MAIL)

WEAPONS WAR HAMMER (2-5 /I-4)

EQUIPMENT AS SELECTED BY THE PLAYER; 500

STL/I000 GPW MAXIMUM

ABILITIES Spell Use: 5 IST LEVEL, 5 2ND LEVEL,

3RD LEVEL, 14TH LEVEL.

LANGUAGES COMMON, SEEKER, QUALINESTI ELF

See back of card for more information.

Page 34: DL3 Dragons of Hope

Gilthanas IS A HANDSOME ELF. HE APPEARS YOUNG, BUT HIS EYES

REVEAL HIS TRUE MATURITY. HE MOVES NIMBLY AND WITH QUIET SKILL.

HE IS BROTHER TO PORTHIOS AND LAURANA, AND SON OF THE

SPEAKER OF SUNS. HE KNOWS ABOUT TANIS AND LAURANA, BUT IS HES-

ITANT ABOUT THEIR RELATIONSHIP.

GILTHANAS SERVED AS A MESSENGER AND SPY IN THE OCCUPIED DRA-

GONLANDS. WHILE VISITING SOLACE, HE WAS CAPTURED BY DRACONI-

ANS. IT WAS IN CAPTIVITY THAT HE MET THE OTHER HEROES. AFTER

THEIR RESCUE BY ELVES, GILTHANAS ELECTED TO ACCOMPANY THE

HEROES IN THEIR DESPERATE MISSION TO FREE THE CAPTIVES FROM PAX

THARKAS, RATHER THAN FLEE QUALINOST WITH HIS PEOPLE.

GILTHANAS IS BRAVE AND CHARMING, WITH A LOVE OF ADVENTURE.

INSPITE OF THE TRAGEDIES HE HAS WITNESSED, HIS OPTIMISM AND LOVE

OF LIFE ARE INTACT.

Eben Shatterstone WAS BORN TO WEALTH AND COMFORT. HIS FATHER, A

MINOR NOBLE AND LANDOWNER, SENT EBEN TO THE FINEST TEACHERS,

AND THE BOY GREW UP TO BE A HANDSOME, CHARMING, AND PROUD

MAN.

BUT THE FAMILY WEALTH WAS LOST THROUGH POOR MANAGEMENT,

EXCESSIVE TAXATION, AND BAD LUCK. EBEN LOST HIS HERITAGE, AND

WAS FORCED TO BECOME A WANDERING ADVENTURER. HE IS PROUD OF

HIS PAST, BUT ASHAMED OF HIS CURRENT CONDITION. HE WANTS

WEALTH AND THE OPPORTUNITY TO REBUILD HIS SHATTERED FAMILY

FORTUNES.

EBEN IS CHARMING AND FRIENDLY, BUT TENDS TO DOMINATE CON-

VERSATIONS. HIS PRIDE FREQUENTLY GETS IN HIS WAY. HE IS A CAPABLE

FIGHTER, BUT PREFERS TO “FIGHT AGAIN ANOTHER DAY” IF THE ODDS

ARE TOO GREAT. HE THINK SHE’S SUPERIOR TO MOST PEOPLE AND THAT

HE'S IRRESISTABLE TO WOMEN... BUT HE'S WRONG ON BOTH COUNTS.

9 1 3 1 X X X 1 5 0 1

Tika Waylan IS THE DAUGHTER OF A THIEF. SHE GREW UP TOUGH AND

FAST, BUT INSIDE REMAINED VULNERABLE. AT THE AGE OF 15, SHE TRIED

TO ROB OTIK SANDATH, PROPRIETOR OF THE INN OF THE LAST HOPE,

BUT WAS CAUGHT IN THE ACT. OTIK’S FIRST INCLINATION WAS TO HAVE

HER ARRESTED. INSTEAD, HE OFFERED HER A JOB. SHE ACCEPTED TO KEEP

OUT OF JAIL, BUT GREW TO LOVE OTIK AS A FATHER.

TIKA LOOKS OLDER THAN HER 19 YEARS. SHE SEEMS MORE WORLDLY

THAN SHE IS. HER FATHER, WHO ALSO KNEW SOME ILLUSIONIST TRICKS,

LEFT HER A RING THAT SHE WEARS ON A NECKLACE, BUT THE RING

DOESN’T SEEM TO BE MAGICAL. HER FAVORITE FIGHTING TECHNIQUEIS

TO BASH SOMEONE WITH AROUND, HEAVY OBJECT. SHE HATES THE DRA-

GONARMIES FOR DESTROYING THE ONLY HOME SHE EVER KNEW. SHE IS

FOND OF CARAMON, BUT IS ANNOYED THAT HE STILL THINKS OF HER AS A

KID. SHE IS FASCINATED BY MAGIC.

Laurana IS THE DAUGHTER OF THE SPEAKER OF SUNS AND SISTER TO GIL-

THANAS AND PORTHIOS. SHE GREW UP WITH GREAT PRIVILEGE, NOT

ONLY AS A PRINCESS, BUT ALSO AS AN EXCEPTIONALLY BEAUTIFUL ELF-

MAID. SHE BECAME VERY SPOILED IN CHILDHOOD, BUT HER HEART IS

GOOD. SHE IS USED TO GETTING HER OWN WAY, AND IS SKILLED IN

USING HER GOOD LOOKS AND CHARM TO ADVANTAGE. SHE IS A SKILLED

DIPLOMAT.

IN CHILDHOOD, SHE AND TANIS WERE “PLEDGED," ALTHOUGH SHE

TOOK THEIR RELATONSHIP MORE SERIOUSLY THAN DID HE. SHE STILL HAS

FEELINGS FOR TANIS.

ALTHOUGH LAURANA IS IMMATURE, SHE POSSESSES GREAT INNER

STRENGTH AND THE POTENTIAL FOR GREATNESS. THE TRIALS AND DAN-

GERS SHE FACES WILL CALL OUT HER INNER STRENGTH AND CAUSE HER TO

GROW INTO A MATURE, CAPABLE, WOMAN. HOWEVER, IN HER MATURITY

SHE WILL NOT LOSE THE VIRTUES OF YOUTH-OPTIMISM, LOVE, AND AN

INNER BELIEF IN LOVE AND HAPPINESS.

Elistan WAS ONCE A SEEKER PRIEST AND WORSHIPPED FALSE GODS.

W H E N T H E D R A G O N A R M Y T O O K H A V E N , H E W A S C A P T U R E D A N D

BROUGHT TO PAX THARKAS. HE MET A FELLOW PRISONER, GOLDMOON,

A CLERIC OF THE GODDESS MISHAKAL. WHEN SHE USED THE LONG-LOST

HEALING MAGIC, HE KNEW SHE HELD THE TRUE FAITH.

HE WAS BROUGHT BEFORE VERMINAARD AND TORTURED WHEN HE

WOULD NOT JOIN THE DRAGON HIGHMASTER CAUSE. HE WAS RESCUED

ALONG WITH THE REFUGEES OF PAX THARKAS, AND BECAME A LEADER

ONCE AGAIN—BUT WITH A DIFFERENCE. GOLDMOON SHARED WITH HIM

KNOWLEDGE OF THE TRUE GODS, AND HIS FAITH WAS CHANGED. OVER-

NIGHT, THROUGH DEEP PRAYER, HE BECAME A TRUE CLERIC IN THE SERV-

ICE OF PALADINE, THE HIGHEST GOD.

ELISTAN NOW DEVOTES HIS LIFE TO THE SERVICE OF PALADINE AND

THE WELFARE OF HIS PEOPLE. ALTHOUGH A MAN OF PEACE, HE DOES

WHAT IS NEEDED FOR HIS CAUSE.© 1984 TSR, Inc. All Rights Reserved.

Page 35: DL3 Dragons of Hope

NAME AC MV

Apparition 0 24�Bear, Cave 6 12�Bee, Giant (Queen) 5 12�/30�Bee, Giant (Soldier) 5 12�/30�Bee, Giant (Worker) 6 9�/30�Demilich -6 S

Draconian, Baaz 4 6”/[15”]/18”

Dragon, Brass (Blaize) 2

Dragon, Red (Ember) -1Dragon, Shadow -2

Dwarf, Aghar (Gully) 8

Dwarf, Neidar (Hill) 4

Eagle, GiantElk (Herd Animal)

GhostGreen Slime

Kender (Halfling)

Men (Bandits)Moon Dog

OgrePhantomPiercer

Rat, GiantShadow

Shadow Mastiff

ShriekerSkeleton Warrior

Snow LeopardSpectral Minion

SpectreStone Golem

Trapper

Violet FungiWhite Stag

Wolf, Winter

Wraith

12”/24”

9 ” /24 ”

18”/24”

12”

6”

7 3 ” /48 ”7 15”

0 / 8 9”9 0”

7 9 ”8 12”

V 30”5 9”

N / A 9”3 1”

7 12 ” / / 6 ”7 12”

6 18” (9”)

7

2

1”

6”

6 12”

2 30”2 15”/30”

5 6 ”

3 3”7 1”

-5 24”

5 18”

4 12”/24”

HD

86+68+64+23+1

S27

116+6

21-4

10

5+3

7+3

N/A1 2

43

3+34

9+123+2

102

1-41-4

8+164+1

N/A1-41

3

3

3

6

hp #AT

V 1V 3V 0V 1V 150 SV 1/2

DMG

S1-8/1-8/1-12

N/A1-4 + poison1-3 + poison

S1-8;1-4/1-4

48 3 1-4/1-4/4-1688 3 1-8/1-8/3-3050 3 2-5/2-5/3-12V 1,2 1-6 or 1-4/1-4V 1 1-8, or by weaponV 3 1-6/1-6/2-12V 1 2-12V 1 SV 0 0V 1 1-6, or by weaponV 1 1-6V 1 3-12V 1 1-10 or weapon

N / A N / A N/AV 1 V

1-4 1 1-3V 1 2-5V 1 2-8V 0 060 1 1-8(SM)/1-12(L)V 3 1-3/1-3/1-61 5 1 1-8V 1 1-8+S60 1 3-2472 4 SV 1-4 S77 3 1-12/1-6/1-6V 1 2-8V 1 1-6

SA

NoYesNoYesYesYesNoYesYesYesNoYesYesNoYesYesYesNoYesNoYesYesYesYesYesNoYesYesNoYesYesYesYesNoYesYes

SD AL THAC0 BOOK ABBREVIATIONS

Yes CE 12 F-12

No N 13 M-9

No N N/A M2-17

No N 15 M2-17

No N 16 M2-17

Yes NE 9 M2-32

Yes CE 16 DL 3-30

No CG 13 M-31

No CE 10 M-33Yes NE 13 M2-58

Yes C N 16 DL 3-30

Yes LG V M-35

Yes N 1 5 M-36

No N 16 M-51

Yes LE 10 M-42

Yes N 1 6 M-47

Yes LG V M-50

No NE V M-66

Yes NG 12 M2-92

No CE 15 M-75

Yes V N/A M2-100

No N V M-78

No N(E) 20 M-81

Yes CE 1 6 M-86

Yes N(E) 1 5 M2-84

No N N/A M-87

Yes N(E) 10 F-79Yes N 1 6 M-60

Yes CE 16 DL 3-30

Yes L E 1 3 M-89

Yes N 1 2 M-48

No N 9 M-95

No N 16 M-42

Yes LG 10 M-92

No N/E 13 M-101

Yes LE 15 M-102

AC = Armor ClassAL = Alignment#AT = Number of

attacks per roundCE = Chaotic EvilCG = Chaotic GoodCN = Chaotic NeutralDL 3-(X) = Found In

DL 3, page (X)DMG = DamageF-(X) = Found In

FIEND FOLIO,

page (X)HD = Hit Dicehp = hit pointsLE = Lawful EvilLG = Lawful GoodLN = Lawful NeutralM-(X) = Found in

MONSTERMANUAL I, page (X)

M2-(X) = Found inMONSTERMANUAL II, page (X)

MV = Movement RateN = True NeutralNE = Neutral EvilNG = Neutral GoodS = SpecialSA = Special AttacksSD = Special DefensesTHAC0 = Base number

to hit AC 0V = Varies

RANDOM ENCON T E R CH A RT

In addition to the set Encounters and Eventsin this adventure, the following RandomEncounters can occur at your discretion. Youcan alter the frequency if you choose, or omitthem altogether if the party is seriously weak-ened. Properly run, Random Encounters canadd flavor and excitement to the game.

Use the following tables to set up a Ran-dom Encounter. Table 1 contains a list of allthe areas that might be explored during theadventure. Next to each area is a columnlabeled �Check.� This shows how often youshould check to see if a Random Encounteroccurs in that area. For example, �1/3 hours�means that you should make a RandomEncounter check once every 3 game hourswhen in that area. To make a RandomEncounter check, roll 1d10. If the result is 1, aRandom Encounter takes place.

Roll 1d10 again, and add the result to thenumber in the column labeled �Range.� Thenlook on Table 2 to find the Random Encounterthat has the same number. The statistics foreach creature are listed on the CombinedMonster Statistics Chart, above.

Table 1: Random Encounter Checks

Area Check Range

Hopeful Vale 1/3 Hours +1Mountains 1/3 Hours +3Dergoth Plains 1/4 Hours +8Skullcap 1/3 Turns +15Steam Tunnels 1/4 Turns +21

Table 2: Random Encounters

2. 1-12 Neidar (Hill) Dwarves3. 1-20 Giant Eagles4. 1-4 Elks5. 1-2 Cave Bears6. 1 Moon Dug7. 1 White Stag

This creature stays just ahead of theparty, leading them toward the bestpath. The stag bounds out of sight anddisappears immediately after traveling3-6 hexes on the wilderness map.

8. 1-12 Neidar Dwarves9. 1-12 Neidar Dwarves10. 2-20 Men (Bandits)11. 1-2 Snow Leopards12. 2-8 Winter Wolves13. 2-20 Baaz Draconians14. 2-20 Ogres15. 1 Moon Dog16. 1 Ghost17. 1 Phantom18. 2-20 Shadows

19. 1 Spectre20. 2-8 Shadow Mastiffs21. 1-4 Wraiths22. 2-20 Aghar Dwarves23. 1-4 Violet Fungi24. 2-20 Kender (Halfling) Prisoners25. 1-3 Green Slime26. 4-40 Giant Rats27. 3-18 Piercers28. 2-8 Shriekers29. 1 Trapper30. 2-20 Aghar Dwarves31. 2-20 Aghar Dwarves32. 2-20 Aghar Dwarves

Page 36: DL3 Dragons of Hope

Goldmoon, A PRINCESS OF THE QUE-SHU TRIBE, FELL IN LOVE WITH

RIVERWIND, A POOR MAN'S SON. THE CHIEF, HER FATHER, DEMANDED

THAT RIVERWIND PROVE HIMSELF BY UNDERTAKING A QUEST FOR MAGIC

AND POWER.

RIVERWIND RETURNED WITH A CRYSTAL STAFF FROM THE FORBIDDEN

LANDS. GOLDMOON'S FATHER REFUSED TO BELIEVE THE STAFF WAS

MAGIC, AND ORDERED RIVERWIND STONED TO DEATH. GOLDMOON

RUSHED TO HIS SIDE, AND THE STAFF TELEPORTED THEM TO SAFETY.WITH THE AID OF THE INNFELLOWS, THEY DISCOVERED THE ANCIENT,

TRUE GODS, AND GOLDMOON BECAME A TRUE CLERIC.GOLDMOON IS PURE OF HEART AND COMPLETELY IN LOVE WITH HER

BETROTHED, RIVERWIND. SHE IS A CLERIC OF MISHAKAL, THE GODDESS

OF HEALING. SHE IS BRAVE, DUTIFUL, AND DEEPLY RELIGIOUS. SHE

MOURNS FOR HER PEOPLE�ALL MURDERED BY VERMINAARD�AND

LONGS FOR THE PEACE OF THE PLAINS SHE ONCE KNEW.

Riverwind, A FAR HUNTER FOR THE QUE-SHU TRIBE, HAS ROAMED FAR

ACROSS THE LAND AND HEARD MANY STRANGE TALES. HE LOVED THE

PRINCESS GOLDMOON, BUT SHE WAS BETROTHED TO THE SON OF THE

VILLAGE CLERIC. RIVERWIND GAVE CHALLENGE, AS WAS HIS RIGHT, AND

ACCEPTED A BETROTHAL QUEST. HE FOUND A BLUE CRYSTAL STAFF IN

THE CITY OF XAK TSAROTH, BUT GOLDMOON'S FATHER, ENRAGED ,

REFUSED TO ACCEPT IT, AND ORDERED RIVERWIND STONED TO DEATH.

GOLDMOON RUSHED TO HIS SIDE, AND BOTH WERE SAVED BY THE MIRA-

CLE OF THE STAFF. NOW, THEY ARE THE ONLY SURVIVORS OF THE QUE-SHU, FOR THE DRAGON ARMIES DESTROYED ALL.

RIVERWIND IS A MAN OF FEW WORDS AND QUICK ACTION. AN IMPOS-

ING FIGURE OF A MAN, HE IS THE SUBJECT OF MUCH ATTENTION WHER-

EVER HE GOES. HE IS A BORN LEADER (THOUGH HE DOESN'T REALIZE IT),

AND SEES HIS ROLE AS SERVICE TO THE CAUSE OF GOOD. HIS LOVE FOR

GOLDMOON IS ABSOLUTE.

Flint Fireforge, A GRANDFATHERLY DWARF, IS THE OLDEST. HIS FATHER

FOUGHT IN THE DWARFGATE WAR, WHEN THE HILL DWARVES SOUGHT

REFUGE IN THE DWARFREALM OF THORBARDIN. FLINT GREW UP HEARING

STORIES OF THE TREACHERY OF THE MOUNTAIN DWARVES. HE LEFT THE

HILLS TO SEEK HIS FORTUNE, BUT PLANNED TO RETURN AND SAVE HIS

PEOPLE.

HE WAS CAPTURED BY GULLY DWARVES, AND HELD PRISONER FOR

THREE YEARS. WHEN HE ESCAPED, HE RETURNED HOME, BUT THE

DWARVES HAD MOVED ON. HE WANDERED, MAKING A LIVING AS A TIN-

KER, AND EVENTUALLY SETTLED IN SOLACE.WHILE VISITING QUALINOST, WHERE HIS WORK WAS IN DEMAND, HE

MET TANIS, AND RECOGNIZED A KINDRED SPIRIT. FLINT HAS A DEEP

REGARD FOR THE INNFELLOWS, BUT HAS A SPECIAL BOND WITH TANIS.HE HATES AGHAR, AND IS DEEPLY SUSPICIOUS OF ALL OTHER DWARVEN

RACES EXCEPT HIS OWN. HE IS BRAVE, BUT VERY CYNICAL.

Tasslehoff Burrfoot LEFT THE HOMELANDS OF THE KENDER AS A CHILD TO

ACCOMPANY HIS PARENTS, WHO WERE GREAT WANDERERS. WHEN HE

REACHED ADULTHOOD, HE WANDERED OFF ON HIS OWN, AS MANY KEN-

DER DO.

TAS WAS HARD HIT BY WANDERLUST, AND IT WAS SEVERAL YEARS

BEFORE HE ARRIVED IN SOLACE, CARRYING EVERYTHING NECESSARY TO A

KENDER'S SURVIVAL: A CASE FULL OF PRE-CATACLYSM MAPS (TAS LOVES

MAPS), A COIL OF STRONG ROPE, HIS HOOPAK SLING, AND ANOTHER BAG

FULL OF ODDS AND ENDS HE HAD �ACQUIRED��FOR TAS, LIKE MOST

KENDER, IS A �HANDLER.� (THE TERM �THIEF" IS CONSIDERED IN POORTASTE.)

HE MET FLINT WHEN HE �ACCIDENTALLY� ACQUIRED AN ARMBRACE-

LET FLINT HAD MADE. TAS HAS UNSTOPPABLE CURIOSITY (ANOTHER

KENDER CHARACTERISTIC), A QUICK WIT, GREAT ENERGY, AND A GOOD

SENSE OF HUMOR. KENDER DO NOT FEEL THE EMOTION OF FEAR.

Tanis WAS BORN OF AN ELF-MAIDEN WHO WAS TAKEN BY HUMANS

TURNED SAVAGE IN THE SHADOW YEARS FOLLOWING THE CATACLYSM.

SHE ESCAPED TO QUALINOST, WHERE SHE DIED IN CHILDBIRTH. THE

ELVES OF QUALINOST RAISED THE BOY, BUT DID NOT FULLY ACCEPT HIS

TAINTED HERITAGE. TANIS BECAME A WANDERER, NEVER FEELING QUITE

AT HOME UNTIL, AFTER YEARS OF TRAVEL, HE SETTLED IN SOLACE. THERE

HE MET THE PEOPLE WHO WERE TO BECOME THE INNFELLOWS.LAURANA HAS LOVED TANIS FOR MANY YEARS, BUT THE HALF-ELF'S

HEART IS TORN BETWEEN THE ELF MAID AND THE HUMAN WOMAN

KITIARA, HALF-SISTER TO CARAMON AND RAISTLIN. KITIARA LEFT SOL-

ACE TO TRAVEL NORTH, BUT DID NOT RETURN�HER FATE IS UNKNOWN.TANIS IS TORN BETWEEN HUMAN AND ELF, AND FEELS AT HOME

NOWHERE. HE IS A TRUE FRIEND AND A KIND MAN, BUT DARK MOODS

AND DEPRESSIONS AFFLICT HIM. HE IS A NATURAL LEADER, A DEADLY

FIGHTER, AND A HERO IN THE TRUEST SENSE OF THE WORD.

Caramon, A FIGHTER OF GREAT STRENGTH AND COURAGE, IS RAISTLIN'S

TWIN AND KITIARA'S HALF-BROTHER. THE TWINS ARE MIRROR-IMAGES

OF ONE ANOTHER�CARAMON IS CHEERFUL AND PERSONABLE, BUT RAIS-

TLIN IS DARK, MYSTERIOUS, AND FRAIL.THE TWINS' MOTHER WAS SICKLY, AND DIED WHEN THEY WERE VERY

YOUNG. KITIARA, SEVERAL YEARS THEIR SENIOR, RAISED THEM. CARA-

MON DEVELOPED INTO A FINE FIGHTER, AND A GOOD AND DECENT MAN,

ALTHOUGH SOMETIMES A BIT NAIVE.

HE FEELS RESPONSIBLE FOR HIS FRAIL TWIN, BUT DOES NOT UNDER-

STAND RAISTLIN. CARAMON IS FRIENDLY AND TRUSTING, AND ENJOYS

PEOPLE VERY MUCH. LATELY HE HAS BEGUN TO NOTICE THAT TIKA

WAYLAN HAS MATURED FROM A FRECKLE-FACED KID INTO A GOOD-

LOOKING WOMAN.

Raistlin, A MAGIC-USER, IS CARAMON'S MIRROR-IMAGE TWIN AND

KITIARA'S HALF-SISTER. THE MOTHER OF THE TWINS WAS SICKLY, AND

DIED WHEN THEY WERE YOUNG. KITIARA RAISED THEM.

ONE DAY, RAISTLIN SAW A VILLAGE ILLUSIONIST, AND CAME HOME

ABLE TO DO THE TRICKS HE SAW. KITIARA, RECOGNIZING HIS GIFT,

ENROLLED HIM IN A MAGIC SCHOOL. HE ASTOUNDED HIS TEACHERS WITH

HIS TALENT, BUT THEY WORRIED THAT HIS PRIDE AND AMBITION WOULD

OVERWHELM HIM.HE LEFT THE SCHOOL TO SEEK OUT A GREAT TEACHER. THE TEACHER

PUT HIM TO TERRIBLE TESTS THAT INCREASED HIS ABILITY BUT LEFT HIM

WITH GOLDEN SKIN, A WEAK CONSTITUTION, AND HOURGLASS EYES

THAT SEE DEATH ALL AROUND HIM.

RAISTLIN IS NOT FOND OF PEOPLE AND PREFERS TO KEEP HIS OWN

COUNSEL. HE HAS A STRONG SENSE OF JUSTICE.

Sturm Brightblade IS THE SON OF A SOLAMNIC KNIGHT�AN ORDER

THAT FELL INTO DISREPUTE AS THE NORTHERN KINGDOMS DECAYED. HIS

FATHER SENT HIS MOTHER AND THE YOUNG STURM AWAY TO SAFETY.

WHEN STURM REACHED ADULTHOOD, HE RECEIVED HIS FATHER'S LEG-

ACY�THE SWORD AND RING OF THE KNIGHTS. WHEN THE INNFELLOWS

LEFT SOLACE, STURM TRAVELED NORTH TO TAKE HIS FATHER'S PLACE IN

THE KNIGHTS OF SOLAMNIA. HE SEARCHED IN VAIN. NO TRACE OF THE

ORDER COULD BE FOUND.

IN SPITE OF THAT, STURM HAS ADOPTED THE IDEALS OF KNIGHTHOOD,

AND BELIEVES IN THE SOLAMNIC MOTTO, OBEDIENCE UNTO DEATH. HIS

DEEPEST GOAL IS TO DIE BRAVELY IN BATTLE AGAINST EVIL. HE IS A MAN

OF MILITARY BEARING, OF GREAT DIGNITY, OF ABSOLUTE FEARLESSNESS

IN THE FACE OF DEATH. HE IS HONEST, FORTHRIGHT, AND DEEPLY CON-

CERNED FOR THE WELFARE AND SAFETY OF OTHERS. HIS GREATEST WISH

IS TO BECOME A KNIGHT OF SOLAMNIA.

© 1984 TSR, Inc. All Rights Reserved.

Page 37: DL3 Dragons of Hope

CUT OUT CARDS

goLdmoon 7TH LEVEL HUMAN CLERIC

S T R 1 2 W I S 1 6 C O N 1 2 T H A C 0 1 6

I N T 1 2 D E X 1 4 C H R 1 7 A L L G H P 2 9

tanis 7TH LEVEL HALF-ELF FIGHTER

S T R 1 6 W I S 1 3 C O N 1 2 T H A C 0 1 4

I N T 1 2 D E X 1 6 C H R 1 5 A L N G H P 5 5

AC 4 (LEATHER ARMOR +2, DEX BONUS)

WEAPONS LONGSWORD +2 (1-8/1-12)LONGBOW, QUIVER WITH 20 ARROWS (1-6/1-6)

DAGGERS (1-4/1-3)

EQUIPMENT AS SELECTED BY PLAYER;

500 STL/1000 GPW MAXIMUM.

LANGUAGES COMMON, QUALINESTI ELF,

HILL DWARF, PLAINSMAN

See back of card for more information.

AC 8 (LEATHER ArMOR)

WEAPONS SLING +1 AND 20 BULLETS (2-5/2-7)

EQUIPMENT MEDALLION OF FAITH

AS SELECTED BY PLAYER; 500 STL/1000 GPW

MAXIMUM

ABILITIES Spell Use: 5 IST LEVEL, 5 2ND LEVEL,

3RD LEVEL, 1 4TH LEVELLANGUAGES: COMMON, PLAINSMAN, HILL DWARF,

QUALINESTI ELF

See back of card for more information.

riverwind 7TH LEVEL HUMAN RANGER

STR 18/35 W I S 1 4 C O N 1 3 T H A C 0 1 4

I N T 1 3 D E X 1 6 C H R 1 3 A L L G H P 4 2

AC 5 (LEATHER ARMOR AND SMALL SHIELD, DEX

BONUS)

WEAPONS LONGSWORD +2 (1-8/1-12)

SHORT BOW, QUIVER OF 20 ARROWS (1-6/1-6)DAGGER +1 (1-4/1-3)

EQUIPMENT AS SELECTED BY PLAYER, 500 STL/1000 GPW MAXIMUM

LANGUAGES COMMON, PLAINSMAN,QUALINESTI ELF, HILL DWARF

caramon 8TH LEVEL HUMAN FIGHTER

STR 18/63 W I S 1 0 C O N 1 7 THAC0 14

I N T 1 2 D E X 1 1 C H R 1 5 A L L G H P 5 2

AC 6 (RING MAIL ARMOR AND SMALL SHIELD)

WEAPONS LONGSWORD (1-8/1-12)SPEAR (1-6/1-6)

DAGGER (1-4/1-3)

EQUIPMENT AS SELECTED BY PLAYER;500 STL/1000 GPW MAXIMUM

LANGUAGES COMMON, PLAINSMAN

See back of card for more information.

See back of card for more information.

raistlin 5TH LEVEL HUMAN MAGIC-USER flint fireforge 6TH LEVEL DWARF FIGHTER

S T R 1 0 W I S 1 4 C O N 1 0 T H A C 0 2 0

I N T 1 7 D E X 1 6 C H R 1 0 A L N HP 15S T R 1 6 W I S 1 2 C O N 1 8 T H A C 0 1 6

I N T 7 D E X 1 0 C H R 1 3 A L N G H P 6 0

AC 5 (STAFF OF MAGIUS, DEX BONUS)

EQUIPMENT STAFF OF MAGIUS (+3 PROTECTION,

+2 TO HIT, DAMAGE 1-8, CAN CAST CONTINUAL

LIGHT AND FEATHER FALL ONCE PER DAY.) ASSELECTED BY PLAYER, 500 STL/1,000 GPW MAXI-

MUM.

ABILITIES Languages: COMMON, QUALINESTI ELF,

MAGIUSSpell Use: 4 1ST LEVEL, 2 2ND LEVEL, 1 3RD LEVEL

PER DAY.

AC 6 (STUDDED LEATHER ARMOR AND SMALL

SHIELD)

WEAPONS 2 HAND AXES +1 (1-6/1-4)DAGGER (1-4/1-3)

EQUIPMENT AS SELECTED BY PLAYER;

500 STL/100 GPW MAXIMUM

LANGUAGES COMMON, HILL DWARF

See back of card for more information.

See back of card for more information.

sturm brightblade 8TH LEVEL HUMAN FIGHTER tasslehoff burrfoot 6TH LEVEL KENDER

(HALFLING) THIEFS T R 1 7 W I S 1 1 C O N 1 6 T H A C 0 1 4

I N T 1 4 D E X 1 2 C H R 1 2 A L L G H P S T R 1 3 W I S 1 2 C O N 1 4 T H A C 0 1 9

I N T 9 D E X 1 6 C H R 1 1 A L N H P 2 4

AC 5 (LEATHER ARMOR, DEX BONUS)

WEAPONS HOOPAK: TREAT AS COMBINATION

BULLET SLING (2-5/2-7) AND +2 JO STICK (1-6/1-4)DAGGER (1-4/1-3)

EQUIPMENT THIEVES� TOOLS, LEATHER MAP CASEAS SELECTED BY PLAYER, 500 STL/1000 GPW

MAXIMUM

See back of card for more information.

AC 5 (CHAIN MAIL)

WEAPONS TWO-HANDED SWORD +3 (1-10/3-18)DAGGER (1-4/1-3)

EQUIPMENT AS SELECTED BY PLAYER; 500 STL/1000 GPW MAXIMUM

LANGUAGES COMMON, QUALINESTI ELF,

SOLAMNIC

See back of card for more information.

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Dragons of Hopeby Tracy Hickman

• BOOKS • MODULES • MINIATURES

The DRAGONLANCE saga continues!You have freed 800 refugees from the

depths of Pax Tharkas, but now the armies ofthe dragon highmaster Verminaard pursue youthrough the wilderness.

There is only one hope for you—to find thegates to Thorbardin, the ancient kingdom of themountain dwarves, sealed long ago in theDwarfgate War. The problem is that nobodyknows where it is, or if it still exists!

Through the snow-covered Kharolis Moun-tains, across the Dergoth Plain, haunted withthe ghosts of ancient armies, and to the incredi-ble mountain known only as Skullcap, yousearch for the answer that will save the refugeesof Pax Tharkas . . . and yourself!

“Dragons of Hope” is the exciting thirdpart of the First Book of Dragonlance, an epicquest through the world of Krynn, threatenedby the domination of the inhuman draconians.This adventure can be played as part of a sepa-rate adventure, or as part of the great quest thatspans the entire DRAGONLANCE story.

An adventure for Character Levels 6-8