Dragonlance - Classics Volume 3

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Transcript of Dragonlance - Classics Volume 3

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Official Game Adventure

DRAGONLANCE® Classics,Volume 3

Table of ContentsPrologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Wherein the tale is told and the story expounded thus far.

The Fall of Silvanesti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Wherein is recounted the fall of the mighty elven lands through the fears of one king.

Chapter 1: Griffon’s Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Wherein the Heroes of Legend are pursued across the great southern plains.

Chapter 2: The Bleeding Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Wherein beauty twists upon itself and nightmare tendrils reach.

Chapter 3: Hollow Glory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Wherein the streets of the most ancient elven capital flood with the unwaking dream.

Chapter 4: The Web of Shadow & Night . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22Wherein is found the Tower of Stars, from which the nightmare is spun.

Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27Wherein the truth awakens at last, and the acts performed in the fear of night are

accounted for in the waking morn.

Interlude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Wherein the next step of the adventure is introduced.

Chapter 5: The Prophecy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29Wherein the Heroes’ journey through enemy lands is described.

Chapter 6: Flotsam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37Wherein a ship is sought but fate is met.

Chapter 7: The Blood Sea of Istar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43Wherein the Heroes venture out upon the Haunted Sea to confront their destiny.

Chapter 8: Istar of the Deep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50Wherein the wonders and horror of ancient lstar are revealed.

Chapter 9: Friends in Need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55Wherein old friends and allies are captured by their foes.

Chapter 10: A Hidden Refuge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57Wherein the Heroes must overcome despair and deceit to capture the key to victory.

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Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60Wherein there is a sad parting with old friends and new, and the dawning of a new

day.

Interlude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61Wherein the next step of the adventure is introduced.

Events: An Overview of the Tale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62Wherein the timed Events of the adventure are described.

Chapter 11: Land of Dark Empires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66Wherein the adventurers set out across the desolation of the occupied lands and begin

their quest to penetrate the heart of the Dragon Empire.

Chapter 12: Dark Passages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73Wherein secret ways may offer passage beyond the defenses of the Dark Queen...if

the passage can be survived.

Chapter 13: Glitterpalace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76Wherein the gods test the character of the Heroes. Their choices may affect the fate of

the world to come.

Epilogue: The Gates of Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85Wherein the Heroes find the city before them and the fate of Krynn in their hands.

Interlude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86Wherein the final step of the adventure is introduced.

Events: An Overview of the Tale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87Wherein the timed Events of the adventure are described.

Chapter 14: The Neraka Plains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92Wherein a shattered land of fire and smoke separates the Heroes from their goal.

Chapter 15: Neraka . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96Wherein the Dragonarmies gather in the city, preparing for the arrival of their queen.

Chapter 16: The Temple of Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103Wherein the Highlords gather for ceremony, competing for dominance at the right

hand of Takhisis, Queen of Darkness. The stage is set.

Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108Wherein the Heroes’ long quest reaches its conclusion.

Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110Wherein are given the supplements to the tale-rumors, game clocks, random

encounters, magical items, monster descriptions, NPCs, PC cards.

CreditsRandom House and its affiliate companies have worldwide distributionrights in the book trade for English-language products of TSR, Inc. Dis-tributed to the book and hobby trade in the United Kingdom by TSR Ltd.Distributed to the toy and hobby trade by regional distributors.

Editor: Mike BreaultOriginal Design: Tracy Hickman, Harold Johnson, Bruce Heard, andDouglas NilesCover Art: Clyde Caldwell and Jeff EasleyInterior Art: Diana Magnuson, George BarrCartography: David Sutherland, David LaForce, Steven SullivanTypography: Angelika LokotzKeylining: Paul Hanchette

The DRAGONLANCE® Series Design Team

Tracy Hickman, Series ConceptHarold Johnson, Director of DesignMargaret Weis; Douglas Niles; Jeff Grubb; Linda Baak; Larry Elmore;Mike Breault; Bruce Nesmith; Michael Dobson; Garry Spiegle; CarlSmith; Laura Hickman; Roger Moore

ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEON MASTER,and DRAGONLANCE are registered trademarks owned by TSR, Inc.The TSR logo is a trademark owned by TSR, Inc. All TSR characters,character names, and the distinctive likenesses thereof are trademarksowned by TSR, Inc.

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 the expresswritten permission of TSR, Inc.

©1994 TSR, Inc. All Rights Reserved. Printed in U.S.A.

2Permission granted to photocopy orprint this product for personal use.

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Notes for the Dungeon Master

DLC3 is the third, and final, compilation of theoriginal DRAGONLANCE® modules. This vol-ume contains the newly revised adventures firstpublished as DL10 (“Dragons of Dreams”),DL12 (“Dragons of Faith”), DL13 (“Dragons ofTruth”), and DL14 (“Dragons of Triumph”).DL11 is not included here, as it is a war gamesimulation of the DRAGONLANCE series.

In DL6, “Dragons of Ice,” the original partyof heroes was separated into two groups dur-ing the destruction of the city of Tarsis. Lau-rana, Sturm, Flint, Tasslehoff, and others fledsouth, then traveled northward. They leftbehind their friends, not knowing if they weredead or alive. DL6 through DL9 detailed theadventures of these heroes.

This adventure starts out following thegroup of heroes left behind in Tarsis—Tanis,Caramon, Raistlin, Tika, Goldmoon, andRiverwind. It begins as they flee from Tarsis.About two-thirds of the way through this vol-ume, the two groups of PCs are reunited toface the final battles.

All DRAGONLANCE adventures attempt torecreate the conditions of the novels with theplayer characters cast in the roles of theepic’s heroes. Thus, it is recommended thatthe adventures be played using the playercharacters provided (in the “PCs” section ofthe Appendix). If players wish to use theirown characters, however, allow them to doso.

Obscure Death

In the DRAGONLANCE epic, some NPCheroes and villains figure prominently in lateradventures. If such “Name” characters asFizban or Kitiara, for example, should beslain, invoke the “obscure death” rule. Thisrule states that the circumstances surround-ing the death of an important character shouldbe confused and the body not recovered.Later, the hero or villain can reappear, usuallywith a story of how he or she was miracu-lously saved.

This is true of NPCs only. The obscuredeath rule does not apply to player charac-ters. If a PC dies in this or later adventures—say good- bye!

Events and Encounters

Each chapter in DLC3 begins by listing sev-eral Events that occur at the times indicated,regardless of the actions of the PCs. Eventsare governed primarily by time.

Following the Events comes the listing ofEncounters, each representing areas the PCscan visit. Encounters are governed primarilyby location. An Encounter occurs only if thePCs enter the appropriate area.

For both Events and Encounters, the textenclosed in boxes should be read aloud to theplayers.

Ability Checks

Occasionally, an Ability Check is called foragainst one of the character’s abilit ies:Strength, Wisdom, Dexterity, etc. Roll 1d20. Ifthe number rolled is less than or equal to theability, the action succeeds; if greater than theability, the action fails.

The Novels

Some of your players might have read theDRAGONLANCE novels. Reading the novelswill not take the mystery and excitement out ofyour adventure; the information related in thebooks is similar, but by no means identical, tothe events and encounters in this module.

Indeed, players who assume the adventuremodules to be exactly the same as the storymight soon find themselves in trouble! Theadventure attempts to re-create the condi-tions surrounding the story, while leaving thedecision-making and role-playing up to theplayers. Do not feel obligated to have theadventure turn out the same way it did in thenovels. Allow your game to have its own feel-ing and texture.

Remember that the DRAGONLANCE storyis a complex saga. To run it well, read theadventure carefully, anticipate your player’sactions, and think of ways to motivate playersto stay within the boundaries given in this vol-ume. Let the players explore the setting—donot lead them around by the nose. Instead,try to draw them in the direction desired byusing tantalizing information. Do not be afraidto improvise to make the adventure moreenjoyable for the players.

The World of Krynn

There are several important differencesbetween the world of Krynn and the standardAD&D® 2nd Edition campaign. New playersshould be made aware of this information.

True clerics have been unknown on Krynnsince the Cataclysm, a mighty catastrophethat changed the face of Krynn. Most clericshave no spellcasting abilities, since they wor-ship false gods. True clerics of good, includ-ing Goldmoon and Elistan, wear a medallionbearing the symbol of their god or goddess.Only two of the true gods of good have so farbeen revealed—Mishakal, goddess of healing,and Paladine, leader of good, the CelestialPaladin. All PC clerics brought into the cam-paign must follow one of these two faiths.

All PC elves here are Qualinesti elves.All PC dwarves are hill dwarves.The equivalent of halflings on Krynn are

kender. Kender resemble wizened 14-year-olds.

The values of gold and other trade itemsare completely different in this world than infamiliar campaigns. Steel is the main trademetal, and 10 gold pieces are worth only onesteel piece. PCs who enter Krynn from othercampaigns can trade their gold pieces forsteel.

Finally, dragons had been absent fromKrynn for nearly 1,000 years and have onlyrecently returned as conquerors. The onlydragons most people have seen are red,green, black, blue, and white dragons-allcreatures of evil. Stories exist that once therewere dragons of good-copper, bronze, brass,silver, and gold. Only the PCs have met someof these good dragons.

A Note to the DM New to theDRAGONLANCE SeriesEven if you have never played any of theother adventures in the DRAGONLANCEseries, you can still start out with the adven-tures contained in this volume. Options in thefirst chapter are provided that give you andyour players some knowledge of the historyand events in the story to date.

Time: Because events are linked to time, itis important that you keep a record of the dayand time of day. You may choose the time atwhich an event occurs, unless a specific timeis listed in the text.

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Wherein the most ancient kingdom of elvesmet its doom.

Review of the Elven Chronicle

Note to the DM: This section reviews thebackground history of elves. If you are alreadyfamiliar with this information, proceed to thesection titled “The Tragedy of Lorac.”

It is said that, after the All-Saint’s War, thegods of Krynn peopled the world with theraces of elves, men, and ogres. The elveswere favored by the gods of good and weregranted a long span of life and great powers.

The elven races are collectively called Col-inesti, “people of the morning,” in the ancienttexts. The races are now more commonlyknown by their subracial names: the ancientSilvanesti, the outcast Qualinesti, the wildKagonesti.

The eldest of the established subraces isthe Silvanesti. Theirs was the first race toemerge from the Age of Dreams as a unifiedcivilization. They take their name from theirfirst leader, Silvanos.

The Silvanesti have endured for over 3,000years, surviving wars with dragonkind as wellas the Kinslayer War against humans. The Sil-vanesti have become firmly set in their waysand traditions.

The Silvanesti are a fair-skinned race. Theireyes are blue or brown, and their hair colorranges from light brown to blonde to white.They prefer wearing loose garments, flowingrobes, and capes.

In lifestyle, the Silvanesti differ greatly fromtheir brethren. Long years in a safe empirehas stratified the various crafts into a rigidsystem of castes, or houses. At the top of thesystem is House Royal, the descendants ofSilvanos, who rule the land. Beneath them isHouse Cleric, once a religious order, but nowmainly concerned with the keeping of recordsand lore.

Beneath these two Houses are those of thecraftsmen and guilds. The House Protector(the Wildrunners) serves as the army of theSilvanesti.

The Qualinesti, or “Western Elves,” are elvesoriginally from the western edges of Silvanesti.The enmity between the two races is strong.

In the days of the ancient Dragon Wars, thewestern borders of Silvanesti were underassault from the forces of the Dragonarmies.The elves of western Silvanesti excelled inbattle. Many were members of the Wildrun-ners, and cross-class war training preventedthe stratification that typified Silvanesti life inthe interior of the nation.

Relations between the western provincesand the central Houses deteriorated until, withthe issuing of the Swordsheath Scroll, thewestern elves were granted independence.The Qualinesti founded their own realm hun-dreds of miles to the west of ancient Silvanesti.After they left, the Gardeners of Silvanostgrew the Hedge, a region of dense under-brush, to prevent western invaders from enter-ing their lands.

The Tragedy of Lorac

Excerpted from the DRAGONLANCE Chroni-cles, Volume Two, “Dragons of Winter Night.”

The Creation of the Dragon Orbs

During the Age of Dreams, when wizardswere respected and revered upon Krynn,there were five Towers of High Sorcery. TheseTowers were centers of learning and of powerfor the mages of Krynn. Here were housedgreat libraries of spell books and magical arti-facts. Here all mages desiring to rise to higherlevels came to take the grueling Tests.

Here, also, the mages came together towork their greatest magic. Toward the end ofthe Second Dragon War, when the world itselfseemed doomed, the highest of the mages ofall three Orders (good, neutral, and evil) mettogether in the Tower of Palanthas and cre-ated five Dragon Orbs to help defeat thedragons. All but one of the orbs were takenfrom Palanthas and carried to each of theother four Towers.

As Istar rose during the Age of Might togreater and greater glory, the Kingpriest oflstar and his clerics became increasingly jeal-ous of the power of the mages. As times grewmore and more evil, the priests placed theblame for the evil upon wizards. The Towersof High Sorcery became natural targets. Mobsattacked the Towers. For only the secondtime in their history, the wizards of all theOrders came together to defend the last bas-tions of their strength.

When it became clear that the battle washopeless, the wizards themselves destroyedtwo of the Towers. The blasts devastated thecountryside for miles around. Only three Tow-ers remained—the Tower of Istar, the Tower of

Palanthas, and the Tower of Wayreth.The terrible destruction frightened the King-

priest. He granted the wizards passage fromthe Towers of lstar and Palanthas if theywould leave the Towers undamaged.

Before the Tower at lstar was abandoned,an elf named Lorac Caladon arrived at theTower to take the Tests. During the Test theDragon Orb spoke to Lorac’s mind. The orbforesaw a dreadful calamity. You must notleave me here in Istar, the orb told him. If so, Iwill perish and the world will be lost.

Lorac took the orb away with him, hidden ina small bag. Some might say that this greatlord of the elves stole the orb. He maintained,however, that he was rescuing it. The Towerswere abandoned. The mages fled to the Towerat Wayreth. All knowledge of the Dragon Orbsperished during the wars against the mages,which became known as the Lost Battles.Lorac kept the orb hidden in Silvanesti.

Then came the Cataclysm. The Silvanestielves survived it far better than others in theworld. The Silvanesti heard tales of the suffer-ing of others, particularly of their cousins, theQualinesti. There were some among the Sil-vanesti who said they should go to the aid oftheir brethren.

But Lorac, their ruler, refused. After all, hetold his people, what did they expect, livingas they did among humans? Many agreedwith Lorac, and the Silvanesti withdrew intotheir forest. None passed their borders forcenturies.

Then a new evil arose. Dragon Highlordssent emissaries to Lorac, promising to leaveSilvanesti untouched if he promised to leavethem alone in turn. Lorac agreed. He hadlived in the world long enough to expecttreachery, however.

Thus, when the Dragonarmies attacked Sil-vanesti, the elves were prepared. Loracordered his people to sail to safety. Then hedescended to the chambers beneath theTower of the Stars where he had secreted theDragon Orb.

Lorac knew, even as he rested his fingerson the globe, that he had made a terriblemistake. He had neither the strength nor thecontrol to command the magic. But, by then,it was too late. The orb had captured himand held him enthralled.And now, it is the most hideous part of his

nightmare—to know that he is dreaming, yetunable to break free.

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The major portion of this adventure deals withthe elf king, Lorac, Speaker of the Stars, whois being held prisoner by a Dragon Orb and bythe green dragon, Cyan Bloodbane. Cyan hasbeen whispering nightmares into Lorac’smind. These nightmares have become realityfor the once-beautiful kingdom of Silvanesti.

At the beginning of DL6, the heroes wereunder siege in the city of Tarsis, which wasbeing attacked by the Dragonarmies. It washere in Tarsis that the party of heroes wassplit.

Chapter One offers you several options forrunning the companions’ journey from Tarsisto the Nightmare Borders of Silvanesti.

If You Have Never Played aDRAGONLANCE Adventure Before:

Read the Game Start boxed text to yourplayers, followed by the Quick Start boxedtext. Then proceed to Encounter 8 of thischapter and begin the game.

If You Have Played DL6,You Have Two Choices:

1. You can use the Quick Start narrativetext to describe the companion’s journeyacross the Plains of Dust. This option allowsyou to go right to the heart of the adventure.

2. You can run the Wilderness Adventure.

Read the Adventure Start boxed text to theplayers and begin the adventure with Encoun-ter 1: The Fall of Tarsis.

If the players are using the DRAGONLANCEseries characters, give them the charactercards at the back of this book.

Game Start

Read this section to your players if they havenot played DL6. Follow this by reading theQuick Start boxed text as well.

The world of Krynn teeters on the brink ofchaos. First came the Cataclysm. Man’spride called down destruction from thegods over 300 years ago. The might andthe glory that was Krynn passed away inthat instant. Civilization was plunged intodarkness.

Then came the dragons. Awakenedfrom their millennia-long sleep, they nowravage the land under the command ofDragon Highlords, whose highly trainedarmies are bringing the continent of Ansa-Ion under their domination.

Yet there is hope. The gods have endedtheir centuries-long silence. A tribal prin-cess of the plains has restored the light

and knowledge of the true gods. The heal-ing arts—once lost—are now knownagain, and a small number of true clericswalk the land. They are eager to spreadthe truth, yet fearful that their knowledgemight perish with them in an instant.

But not all bend quietly to the will of theDragon Highlords. You are among thosewho have fought the tyrants with yoursword and shield, your magic and prayers.Your efforts have brought you to this city,where you had hoped to gain passageover the seas. Yet this once-fabled sea-port is now landlocked, the harbor de-stroyed by the Cataclysm. You and yourcompanions have come to the Red DragonInn to determine what to do now.

So far, nothing has been able to stopthe advance of the Dragonarmies. Thereare rumors of magical weapons that mightaid your cause—powerful lances that slaydragons and mystical orbs that enable theuser to control the monsters. But no oneknows where to find these weapons. Some-where in this gloomy city, you must find aray of hope.

But even as you and your friends dis-cuss your plans, Tarsis is attacked! Flightsof dragons appear in the skies, draconi-ans fill the streets.

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Quick Start

Read this if players have played DL6 or as acontinuation of the Game Start above.

ing a losing battle. Agree to aid me, and Iwill save you!”

Four huge griffons alight, their powerfultalons striking the stone near you.

Your rest in Tarsis was all too short. Out-side the inn, you hear the shrill screams ofdragons. The chill air is filled with thesmell of burning and the cries of death.Through the windows of the Red DragonInn, you see draconians glide down intothe streets. Then the inn itself explodes.You seem to remember falling....

A bitter wind rushing into your faceawakens you. You are now flying high overfrost-covered plains on the backs of grif-fons. Leading this flight of winged creaturesis the elven princess, Alhana Starbreeze.Glancing fearfully behind, you can see darkspecks in the sky-pursuing dragons! Yet,even as you watch, the dragons fall farbehind. Looking ahead, you see a line oftrees stretching to either horizon.

“The borders of my homeland,” Prin-cess Alhana tells you. “The ancient elvenkingdom of Silvanesti.”

The griffons circle down among thetree-lined border. The beasts appear ner-vous and frightened. They allow you todismount on an ancient elven road, then,the moment you have recovered yourbelongings, they leap into the air and flyto the west, leaving you in the companyof Alhana Starbreeze.

Adventure Start

Read this if you have played DL6 and want torole-play through the trek across the Plains ofDust.

You have left the refugees from PaxTharkas in the dwarven kingdom of Thor-bardin, the safest place for them until thewars are over. True safety will be achievedonly when the Dragonarmies are defeated.Your purpose in coming to the port of Tar-sis was to obtain passage for the refugeesto a safe place far across the sea.

But, in Tarsis, you find only bitter disap-pointment. The Cataclysm caused the seato recede 40 miles, leaving the port citylandlocked. Beached ships still lie scat-tered about the ancient bay.

Events

If using the Quick Start to begin this adven-ture, skip to Event 2.

Event 1: Griffons of Alhana(Whenever any PC drops to 0 hp or with a “1”on 1d6 rolled each day.)

Alhana and her griffons stay for 1d4+2 com-bat rounds before leaving again. During thistime, the griffons protect the PCs while theymount. If the PCs refuse to take Alhana up onher offer, the griffons leave immediately.

Event 2: Dragonwing(Check the PCs’ position daily. Ignore thisevent if the PCs have gone with Alhana.)

Each day, the Dragon Highlord, Kitiara,launches a search for the PCs. This searchbegins at the PCs’ last known location. Fromthat area, six flights of dragons take to theair-three to the east and three to the west.

For each of the dragon flights, roll on theappropriate part of the table below to deter-mine which hex that flight patrols. The direc-tions given are from the PCs’ last known loca-tion. Each flight gets one roll for every daysince the PCs were last spotted. (If it’s beenthree days since the PCs were last spotted,roll 1d6 three times for each flight, checkingon the following table each time.) Continuerolling until either all the rolls have beenmade (the flights return without success) orthe PCs are spotted.

Dragon Search Table

Eastward DragonsD6 Roll Hex Searched

1-2 Northeast3-4 East5-6 Southeast

Westward DragonsD6 Roll Hex Searched

1-2 Northwest3-4 West5-6 Southwest

If a flight of dragons enters the same hex asthe PCs, there is an 80% chance that the PCsare discovered (then read the following text).

On great soaring wings, the dragons wheeloverhead. Their eyes glint cruelly. After atime, they turn and fly swiftly west.

As referee, you can press draconian takeoverof lands (see Event 3) toward the last knownlocation of the PCs. Note that such takeoverdoes not begin until the third day after the fallof Tarsis.

Event 3: Draconians

counter Areas 2 and 3 smaller by three hexesevery day and Encounter Area 7 larger. Thehexes occupied must be adjacent to hexesthat were occupied on the previous day, start-ing at the indicated arrows on the WildernessMap. The general flow of the occupationforces should thus start from the west andmove toward the east, pressing the PCs in thedirection of Silvanesti. Use Encounter 7 fordescriptions and options for players.

Event 4: Capture Attempt(Once per day after Day 10)

In the distance, you see dragons again,but this time they are coming straight foryou! There seems to be no escape! Dra-conians with swords clenched in theirteeth cling to the backs of the dragons.The draconians leap from their terriblemounts, gliding on their leathery wingsdown on top of you!

(Each day, starting on Day 4)

These are 1d8+8 Kapak draconians, whoattempt to capture—not kill—the party. Thosecaptured have all their weapons taken fromthem, although they are required to carrytheir own armor, equipment, and supplies.The draconians then try to march the PCsback to Tarsis. The draconians grumble aboutthis, since they would prefer to kill the PCshere and now, but they have strict orders tobring them back alive.

Eventually Alhana tries to rescue the PCswith her griffons. The PCs should be allowedenough time to escape, but not sufficient timeto regain their weapons.

Encounters

1. Tarsis the Beautiful

A great shadow falls over you. A voice aspure and distant as the stars speaks. “Idesperately need your help. You are fight-

You sit in the musty common room of theRed Dragon Inn—not a particularly funnyname, considering what you have beenthrough these last few months.

Now this! You have traveled long milesover frost-hardened plains in search ofescape from the dragon forces, only to findthat the great seaport of Tarsis is land-locked! The ancient maps were wrongagain. The ships of the harbor now liefrozen in mud. There is no escape this way.

Several of your friends have gone intothe heart of the city, having discoveredknowledge of ancient and marvelous mag-ical devices called Dragon Orbs. Nowyour friends are searching the ancientlibraries located in Tarsis, hunting for theknowledge of where these Dragon Orbsmight be found and how they can be usedagainst the Dragonarmies.

You tried asking the townspeople forhelp, but everyone stares at you suspi-ciously. You have been able to pick upsome news, however.The draconian ground forces expand their ter-

ritory, occupying three large hexes on theWilderness Map per day, thus making En-

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At this point, give each of the players one ofthe following rumors, determined randomly:

1. The elves of Silvanesti passed throughthis place a few years ago. There weren’tmany at first, but the numbers increased.Many believe the elves were leaving theirhomeland.

2. Since the Cataclysm, none except theelves of Silvanesti themselves dare cross theborders of that elven kingdom with hope ofreturning among living men.

3. Dragon Orbs, fabled and magical devicesof great power, still exist. One of them islocated in the Ice Wall far to the south, andone is said to be located in Silvanesti.

4. Dragon Orbs were said to be able to con-trol dragons. With these devices, the war nowbeing waged might well be won in a singleblow!

5. There are draconians, emissaries of theDragon Highlords, who daily attend the citycouncil’s meetings and advise caution andrestraint.

6. Alhana Starbreeze, princess of Silvanestiand daughter of the Speaker of Stars, hasrecently arrived here in search of aid. She istrying to hire mercenaries to mount an expe-dition to her homeland. The city councilturned down her petition. No one has seenher since.

7. The Silvanesti realms to the east werethe most beautiful in Krynn. Great and mar-velous was their magic and their craft.

8. A gold dragon was seen flying over Sil-vanesti just after the elves departed. Somebelieve that the gold dragon lives there now.(FALSE RUMOR)

9. There were many Dragonlances, but onlyone had the power to rid the world forever ofevil. This was Huma’s Lance, which was givento the Speaker of Stars to keep.

10. It is said that he who casts coins fromhis purse into the river the elves call Thon-Thalas will see his own future reflected in itssurface.

After distributing the rumors, continue byreading the following aloud:

Your musings are suddenly shattered. Adistant blast of thunder shakes dust fromthe beams above. More explosions followin rapid succession, each blast comingnearer to you. Hurrying to the window, yousee a terrible sight. Driven wild by panic,people clog the streets. Hundreds of draco-nians are gliding into the courtyard beyond.Suddenly the roof above you explodes!

Within two melee rounds, 1d6+4 Baaz draco-nians rush the door of the inn from the out-side. Every five rounds thereafter, an addi-tional 2d6 Bozak draconians join them. Thedraconians are hindered in their attacks bythe fires and chaos generated by the dragons.Therefore, they are limited to a movement of6 while still in the city.

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Several (1d4+4) rounds after the PCsengage in combat, read the following boxedtext aloud:

Suddenly, amid the carnage, a shadowfalls over you. Fearfully, you look up.Through the smoke, you see griffons spi-raling down past the flights of dragons inthe sky. Four of the griffons land next toyou. Astride one of them sits a beautifulelven woman. Her tone is urgent.

“Quickly! I can carry you to safety,unless you prefer to stay here and die!”

Alhana Starbreeze has arrived with her grif-fons. She offers the PCs a chance to escape.She stays for 1d4+2 rounds before leavingeither with or without the players.

If the PCs accept Alhana’s offer, the griffonshold the draconians at bay long enough forthe PCs to grab their equipment and mountthe beasts. The griffons then leap into the skyand fly eastward. The griffons obey onlyAlhana. Go to Encounter 2A.

If the PCs choose not to go with Alhana, con-tinue as follows:

The griffons depart as quickly as theycame. The draconians jeer and close inbattling ferociously, for now they cansmell victory.

The PCs must now fight their way out of thecity. Use the Random Encounter Chart todetermine encounters inside the city after itsfall. PCs discovered by the draconians aresubject to capture or summary execution byany draconian patrols. You should, of course,give the PCs a sporting chance of escapeshould such an unfortunate event occur.

2. The Plains of Dust

Your footfalls crack the brittle crust ofsnow that covers the plains. Here andthere, brown stalks of grass quiver in thebiting wind. There is little shelter to befound—and less food.

Check the PCs’ provisions. It takes one fullday to cross a hex on the Wilderness Map. Foreach day after two days that the PCs do nothave food, subtract 1 point of Constitution.This loss of Constitution is temporary, and aplayer suffering such a loss regains 3 points ofConstitution for each day he eats properlythereafter, up to his original Constitution. Anyeffects of such Constitution loss (i.e., hit pointadjustments, system shock survival, resurrec-tion survival, etc.) are in effect. When a char-acter reaches a Constitution of 0, he lapsesinto unconsciousness and dies.

Food can be obtained on the plains, butonly in certain areas (see Encounter 3). Askthe PCs each day the direction in which they

want to travel. Be sure to check for randomencounters and any Events that might bescheduled to take place.

2A. Griffon Flight(If the PCs have just left Tarsis with Alhana,use the first boxed description. Otherwise,use the second.)

The griffons soar into the bone-chillingair. The wind rippling over their greatwings cuts through your wrappings andinto your joints.

The plains beneath you seem to be anunending carpet of blowing snow. In thedistance, you see smoke rising from theburning city of Tarsis. Heading towardyou from its ruins are three dark specks—dragons!

You climb onto the backs of the grif-fons. The creatures leap into the air again,barely noticing the burden that they carry.

The griffons cover six hexes on the large mapduring one day’s flight. They cannot covermore ground during that time without rest.Any dragons following them are pressing ashard as they can to keep up, yet do not closeor engage. Eventually the dragons fall behindand disappear from sight.

Each night, the PCs must make camp. Ittakes three days to reach the borders of Sil-vanesti, and they camp for two nights on theway. The PCs can use this time to learn fromAlhana something about the fate of her king-dom and her people. She should also use thistime to convince them that a Dragon Orb andDragonlances are in Silvanesti.

For each day spent riding the griffons,mark one day off the Event Clock and movethe PCs’ position six hexes nearer Silvanesti.Run appropriate Encounters during that time.The PCs should be moving toward Encounter8 .

The PCs can leave the griffons if theychoose. Note their positions on the Wilder-ness Map and continue running Encountersand Events as listed.

3. Plainsfruit

Small bushy plants can be seen juttingfrom crags in the frozen plain. Thankfully,you recognize plainsfruit—an edible plantthat tastes delicious when picked fresh.

These plants provide nourishment, as long asthe PCs eat them fresh. Those who eat themcan restore 3 points to their Constitution ifany points were lost due to starvation. Thiseffect occurs only once per day.

If the PCs pick the fruit and carry it off, thefruit spoils within one day. At this time, thefruit gives off a noxious odor and the tasteturns foul. The only creature capable of eat-ing the spoiled fruit is a gully dwarf!

In addition, the horrible smell attracts ran-domly encountered monsters. Add 1 to any

random encounter checks on any day the PCscarry the rotten fruit. It takes a full day for thesmell to leave the PCs’ clothing.

4. River Torath

Winding slowly across the great frozenplain is the River Torath. Its surface iscrystal white, frozen over from the winterchill.

Roll dice each time a PC crosses the river.Shake your head and tell the PC that the icecrackles under his feet but he manages tocross safely. Do this for each PC who crossesthe river, then go to Encounter 2.

5. King’s Road

Great pillars of broken stone form a seriesof tremendous arches that march east-ward across the plain. Looking aboveyou, you see that the arches support somesort of huge platform, now broken andcrumbling. The stone is molded, not cut,obviously elven work.

This is the ancient King’s Road-an elevatedhighway. Once, long ago, the marvelous car-riages of the Silvanesti Elves traveled here.The Cataclysm destroyed all that, however,and now all that remains is the skeleton of itsglory. The road is broken and too far abovethe ground to be of much use, but it doesserve as a guide to the ancient kingdom ofSilvanesti.

6. Northern Dragonwing

Toward the west, you can see a cloud ofsnow blur the horizon. The distant soundof clashing armor and metal occasionallypierces through the wail of the chill wind.

These are the armies of the Dragon High-lords, who are now moving to take over thisland.

Should the PCs remain in this area for overone hour, begin rolling random encounterchecks every game turn. If an encounter isindicated, it is with a draconian patrol. Thearmy is gaining on the PCs.

7. Borders of the Forest(If the PCs are with Alhana, read the firstboxed section. Otherwise, read the second.)

To the east, a sea of green treetops can beseen in the distance, extending to thecloud-shrouded horizon. This is Sil-vanesti—fabled and forbidden home ofthe elves.

Suddenly, the griffons start to descend.Within moments, you land on the edges ofthe great wood near where the King’sRoad dropped down to enter the land.

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A dark line of trees can soon be seenalong the horizon. Silvanesti! Accordingto legend, only Silvanesti elves returnfrom beyond the wall of trees.

Soon you stand staring in wonder at thedark and forbidding forest. A flicker oflight and movement attracts your eye.Alhana Starbreeze steps from the woods.“What took you so long?” she asks. “Growweary of the way? Come, we have workto do.”

8. The River Thon-Thalas

A great river flows slowly through thewoods. Huge trees form a vast canopy highabove the 100-foot-wide waterway. Silveryleaves flutter down to rest on the water’stranquil surface. The temperature of the airis warmer than in the plains. It is, however,not a pleasant warmth. The air seems stag-nant, as if spring was slowly rotting.

If any elves or half-elves are present in theparty, give them Rumor 10 from Encounter 1above. You should now give the rumors listedin Encounter 1 to those present, if you havenot already done so.

If Alhana has not already done so, sheexplains her reasons for needing the PCs’help. She also insists that the PCs perform theCasting of Coins into the waters before theyproceed.

Casting of Coins: This is a vital part of theadventure and deals with the goal and finaloutcome of this adventure—to free the realmfrom this terrible nightmare. To do this, KingLorac Caladon must either be awakened fromthe dream or killed.

When the PCs cast coins, they are deter-mining the means they will use to awakenLorac.

Simulate the casting of coins into the watersby having three of the players each toss onecoin onto the playing surface. (The party as agroup gets one toss only.) Each coin must beof a different denomination. Let the coins lieundisturbed while you read the followingboxed text:

In the ripples of the water below, you seewithered trees bleeding from horriblecracks in their bark. Dark and loathsomecreatures move in the dense and mangledbrush.

A twisted tower stands among the wind-ing streets of a tortured city. Within sitsthe Elf King upon his throne. His mouthgapes in a silent scream. Shadows shiftbehind him.

Reading the Coins: Heads represents “X” andtails represents “0.” Read the results from thehighest denomination to the lowest and findthe result in the following paragraphs. Note

the action that will awaken Lorac, as given inthe Epilogue, and then read the proper sec-tion of boxed text below.

0 0 0—Damage by Kin(Mark goals 1, 5 & 6)

A weeping elfwoman draws her sword andstrikes the king He bleeds yet all aroundhim fades into mist. The vision ends.

about him vanishes. The vision ends.

0 0 X—Power of the Gods(Mark goals 2, 5 & 6)

A woman standing before the king raisesher hands. There is a blinding flash. Theking falls from his throne, and the evil

0 X 0—Conscience of the King(Mark goals 3, 5 & 6)

The king stirs fitfully on his throne, asthough he hears voices trying to awakenhim. A man in tattered robes, chained to awall, can barely be seen in the distance.His voice cannot possibly be heard acrossthe void, yet his words seem to reach thesleeping king. Lorac awakens with a cry,and the evil around him vanishes. Thevision ends.

0 X X—Love of AlhanaMark goals 4, 5 & 6)

A sobbing elfwoman falls at the feet of theking. Her tears drop on his robe and herhand touches his arm with the lightness ofa feather. The king screams as the worldabout him crumbles. The vision ends.

X 0 0—Damage by Kin(Mark goals 1, 5 & 6)

A sobbing elfwoman raises her weaponabove the king, then strikes. Her blowcauses him to bleed. He awakens, and theworld dissolves around him. Suddenly rip-ples cross the water. A figure of lightstands over the king. In a blur of motion,the king falls lifeless, and the walls crum-ble slowly about you. The vision ends.

X 0 X—Power of the Gods(Mark goals 2, 5 & 6)

A woman surrounded by light points herfinger at the king. The air wavers, her lightsplits the darkness and awakens the kingas the world about him fades. Suddenly,ripples cross the water. Beside the king isseen a glowing orb filled with both dark-ness and light. It falls to the floor andshatters as the hall fills with evil. The kingawakens, and the evil crumbles into dawn.The vision ends.

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X X 0—Conscience of the King(Mark goals 3, 5 & 6)

The king stirs fitfully upon his throne asthough he hears voices trying to awakenhim. A man in tattered robes, chained to awall, can barely be seen in the distance.His voice cannot possibly be heard acrossthe void, yet his words seem to reach thesleeping king. Lorac awakens with a cry,and the evil around him vanishes. Sud-denly, ripples cross the water. A figure oflight stands over the king. In a blur ofmotion, the king falls lifeless and the wallsslowly crumble about you. The visionends.

X X X—Love of Alhana(Mark goals 4, 5 & 6)

A weeping elfwoman falls at the feet ofthe king. Her tears drop onto his robe andher hand brushes his arm, her touch lightas a feather. The king screams as theworld around him crumbles. Suddenly,ripples cross the water. Beside the king isseen a glowing orb filled with both dark-ness and light. It falls to the floor andshatters as the hall fills with evil. The kingawakens, and the evil crumbles into dawn.The vision ends.

9. Bridge of Dreams

A great bridge of stones arches over thestill waters of the Thon-Thalas. Deadleaves spin across its silent surface. Green

into the woods.

vines hang down from the forest canopyoverhead. Beyond lies a road, winding

There appears to be nothing unusual aboutthe bridge. It can be crossed without incident.However, the moment the PCs either losesight of the bridge or lose sight of someonewho can see the bridge, they find that theyhave crossed into the Bleeding Forest (Chap-ter 2, Encounter 11).

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Held in thrall by the Dragon Orb and the greendragon, Cyan Bloodbane, Lorac is trapped inan unending dream. It is his nightmare thatshapes the land. Cross the border, and youenter Lorac’s tortured dreams!

Whenever the PCs lose sight of the Bridgeof Dreams (as explained in Encounter 9),they have crossed the Borders of Sanity.Within these borders, the once beautiful landof Silvanesti has turned into a living night-mare. Directions are meaningless inside itsborders. Only certain areas are still recogniz-able and retain their significance. These areconnected by previously existing roads andpaths that can still be seen in the dream. Fol-lowing the paths is dangerous...leaving themis even more dangerous!

Starting the Chapter: Players crossing theborder enter the lands of Silvanesti at one ofthe Encounter 10 areas. Roll 1d6 on theDreammap Chart when the PCs cross theborder to determine where the PCs enter.

Conditions in the Land: Layers of noxiousgreen fog cover Silvanesti. The land itselfseems to be in a perpetual twilight, neitherdaylight nor darkness. Once straight and

lovely trees are now twisted into torturedshapes. Everything that lives here lives inpain.

Becoming Lost: As long as the PCs can tracea line of sight back to a numbered Encounterlocation, they can leave the paths and roadsand advance into the woods—either singly orin a group—without becoming lost.

A PC is considered lost if any of the follow-ing happens:

1) PCs who enter the woods and cannottrace a line of sight back to the last numberedencounter location, either by their own sightor by looking at someone who can see thelast location, are lost. The length of this visualchain of reference is limited only by the num-ber of PCs available. Note, however, thatvisual contact is broken when any PC movesmore than 1d20+30 feet from the PC he isusing as reference. Thus visual chains cannotbe very long before either forcing the PCs tobreak visual contact with the last Encounterarea or returning to it,

2) If PCs attempt magical or flying move-ment and cannot trace a line of sight back asindicated above.

Effects of Being Lost: Whenever PCs becomelost, use the following procedure:

1) Roll 1d12 and multiply the result × 2.This is the number of turns the PCs must walkbefore they reach another road or Encounterarea.

2) Make the appropriate number of randomencounter checks as required. Run the ran-dom encounter as described.

3) Roll 1d12 on the Dreammap Chart todetermine where the PCs come out of thewoods.

Dreammap Chart

Roll Location Roll Location1 11A 7 122 11B 8 13A3 11C 9 16A4 11D 10 155 11E 11 14B6 11F 12 12

Distances Between Encounter Locations: Alldistances are distorted in the dream, but thePCs do retain some perception of motion andthe passing of time. Distances between loca-

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tions are expressed in terms of the time ittakes the PCs to wander between locations.The paths between locations all wind confus-ingly through the woods, making it impossi-ble for the PCs to know which way is northuntil they reach their next Encounter location.

It is important to note that, when runningthis and later sections of the adventure, theterrain being described is not the actual ter-rain of the area but the terrain as the PCs per-ceive it. The PCs might actually travel manymiles in the “real world,” yet only perceivethemselves moving a short distance. ThePCs’ perception of time is equally distorted.They might believe that only minutes havepassed when, in reality, it has been days. Trueperception returns to them only when theyhave penetrated the dream and awakenedKing Lorac.

Effects of the Dream: There are three levelsof the dream, each successive level beingrepresented by Chapters 2, 3 and 4.

The first level (Chapter 2) takes place inthe forest lands surrounding the elven capitalcity of Silvanost. While in this area, the PCs’perceptions of space, time, and reality ofthings around them are distorted. To survive,the heroes must continually attempt to findout what is real and what is illusion.

In the second level of the dream (Chapter3), it is now the individual PC who mustattempt to distinguish between what is realand what is illusion.

Finally, in the third level (Chapter 4), thePC must not only deal with the distortion ofthings happening to him, he must deal withthe distortion of his own abilities and what heperceives about himself!

Primary PCs and Illusory (Secondary) PCs:In this level of the dream (Level 1), all thecharacters who start this adventure as PCsare Primary PCs. Primary PCs are actuallypresent at each Event or Encounter beingdescribed. In later levels of the dream, thosePCs who are Primary in an Encounter vary.

Illusory PCs are player characters who arenot actually present for the Encounter butappear as life-like apparitions of the dream.In this level of the dream, Laurana, Sturm,Tasslehoff, and the other Heroes of the Lanceare illusory PCs. Illusory PCs should be playedby their original players.

PCs will also encounter dreamwraith ordreamshadow PCs (explained more fully inLevel 2 of the dream). Dreamwraith or dream-shadow PCs are designated by the symbol

Due to the subconscious presence of thePCs’ minds in the dream, illusory PCs and

PCs cannot be disbelieved into nonexis-tence. Disbelief checks against them (seebelow) have no effect.

The Basic Rules of Disbelief: For purposes ofthis adventure, the following rules should beused regarding the disbelief of illusions. Theserules apply for Chapters 2, 3, and 4. Alwaysgo through the disbelief procedure and makethe dice rolls even if you know that the targetis real. You must keep the players guessing!

Disbelieving an illusion requires a period ofconcentration. If a player states that his PC istrying to disbelieve an illusion, follow thesesteps:

1) Ask the player how long his PC concen-trates on the suspected illusion. This shouldbe stated in melee rounds.

illusion also works, but only on an individualillusion. Each group of dreamwraiths anddreamshadows is counted as a separate illu-sion. Since the illusions are generated by2lst-level magic, they are nearly impossiblefor characters of this level to dispel.

2) Determine the modifier for the check. Effects of Disbelief: An illusion that is suc-Compare the duration of concentration time cessfully disbelieved cannot harm the PC.indicated by the player to the following chart Illusions most often encountered in thisto determine a concentration modifier for the adventure are illusory PCs, dreamwraiths,roll. and dreamshadows.

Concentration Modifiers for IllusionRemember that illusory and dreamshadow

PCs never succeed at a disbelief check.

Time1 round2 rounds3 rounds4-6 rounds7-9 rounds1-3 turns4-6 turns1+ hours

Modifier+ 1+ 2+ 3+4+5+6+ 7+ 8

Physical Damage in the Dream: The actualphysical damage that a PC suffers fromattacks during the dream depends uponwhether the creature attacking is real or illu-sory.

Real creatures strike for real damage. Thedamage from these creatures is handled inthe usual way.

During this period of concentration, the PCcan perform no other actions. It is the unbro-ken period of concentration that determinesthe modifier. Note that the available concen-tration time of any PC is very limited if theillusion attacks the PC who is trying to con-centrate.

Illusory creatures strike for illusory dam-age. This damage at the first level of thedream is equal to 1 hit point of real damageper 4 hit points of illusory damage.

Note: While in the dream, the PCs believeillusory damage to be actual and thereforedrop to the ground as though lifeless afterreceiving what they believe to be sufficientdamage.

A PC who has suffered damage from anillusion cannot try to disbelieve it (see “Physi-cal Damage” below).

3) Determine the Disbelief Number. Addthe Intelligence of the PC to the concentrationmodifier, then subtract the Dream Level Mod-ifier (see below) as well as any other modi-fiers you feel should apply. Add 1 for everyother person present who has made a suc-cessful disbelief against the particular illusionin question. The result gives you the DisbeliefNumber.

During the adventure, a PC who hasreceived sufficient hit points of damage(either real or illusory) is dead. Only afterother PCs successfully end the Nightmare ofLorac (see the Epilogue) is the illusory dam-age apparent for what it is. Illusory damagecannot be disbelieved after it is countedagainst the PC. You should keep track of realdamage and illusory damage for each PCseparately.

Dream Level Modifier Chart

Dream Level Modifier1 -102 -153 -20

4) You then secretly roll 1d20. If the resultis higher than the Disbelief Number, then thePC thinks the object is real. Note: Illusory anddreamshadow PCs always fail their checks,regardless of their rolls. Only Primary PCscan successfully disbelieve.

Illusory Special Damage: Spells cast by illu-sory mages cause illusory damage (seeabove), unless the special attack is disbelievedbefore the attack in initiated. The same holdstrue of monsters that have special attacks,such as a dragon’s breath weapon. Thus, afireball cast by an illusory Fizban causes thesame amount of illusory damage as a realspell. An illusory cockatrice can turn a PC intoillusory stone until the dream is ended.

A disbelief check can be performed onlyonce by a single character against any oneillusion per hour or whenever another PC inthe group makes a successful check. The illu-sion is either discovered by the character orelse it is believed. For purposes of play, thePC who meets up with a group of draconiansis allowed only one check against the entiregroup, not against individual draconians.

Damage to Illusory PCs: These PCs are thedreamworld manifestations of the subcon-scious mind of the PC. Wherever the real PCis at the time, even though a thousand milesaway, his mind is drawn into the dream whilehe sleeps. Therefore, illusory PCs also sufferdamage from the dream but on a muchsmaller scale than Primary PCs.

Detect illusion spells do work in this dream,but they must be cast separately for the spell-caster and for each other person who is togain the benefit of the spell’s effect. Dispel

The real characters of Illusory PCs receiveonly 1/10th of the real damage received bytheir illusory forms in the dream. If an illusoryLaurana suffers 10 real damage points or 40illusory damage points, the real Laurana(wherever she is) suffers only 1 point of actualdamage. (Remember, 4 il lusory damagepoints equal 1 real damage point in thedream.)

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Real PCs who are not Primary PCs (e.g.,Laurana, Sturm, Tasslehoff, and so on, theHeroes who are not really in this adventure)return to the dream each time they sleep untiltheir illusions die in the dream. When thisoccurs, the illusory PC no longer comes backinto the dream. The details of how illusoryPCs enter and participate in the dreamworldshould be kept secret from the players. Keepthem guessing as to whether their PCs arereally there and suffering damage, or not.

Dreamshadows: These are described in the“Monsters” section of the Appendix. Dream-shadows take on the forms and characteris-tics of the creatures they represent. A dream-shadow gorgon has the statistics of a real gor-gon, except that the dreamshadow gorgoninflicts illusory damage rather than real dam-age, and its turn-to-stone attack is also illu-sory (although just as debilitating until thedream ends).

Dreamshadows are listed by the name ofthe creature they represent in the text but witha special symbol to tell you that the crea-ture is illusory. A real gorgon in this adventurewill be listed as “gorgon” while a dream-shadow gorgon will be listed as “ gorgon.”

Whenever you see a monster, rememberthat any damage or special damage done bythe illusory creature is also illusory.

Events

Event 5: Friend or Foe(10% chance per day; +2% cumulative chanceper day spent in the dream.)

This event happens with increasing frequencythe longer the PCs remain in the dream. Roll1d12 on the following table to determine whois encountered in such an event.

1 Laurana 7 Lau rana2 Sturm 8 S t u r m3 Flint 9 F l i n t4 Tasslehoff 10 Tasslehoff5 Gilthanas 11 Gilthanas6 Elistan 12 Elistan

If an illusory PC is encountered, that PC stayswith the party for as long as he can survive inthe dream. Note: Creatures of the dream usu-ally concentrate on destroying illusory PCs asquickly as possible.

Each illusory PC can be seen by the playersonly one at a time. Thus, there cannot be twoillusory Lauranas in the same party at thesame time. If a roll would indicate such anoccurrence, reroll. Such is not the case, how-ever, for dreamcreatures. There can exist asmany dreamcreatures in the dream as rollswould indicate. (See “Monsters” in the Appen-dix for the description of dreamwraiths.)

Bring illusory PCs into the game in a realis-tic manner. At the time the encounter is rolled,the Illusory PC could be sleeping, lost andwandering, caught in a trap, a prisoner ofthose in the next encounter, walking towardthe PCs out of a fog, searching for the PCs, oralready fighting the next encounter.

Event 6: Verminaard(morning of day 2)

hidden beneath the hideous mask. He

The dim light of dawn filters green throughthe pervading fog, outlining a huge manclad in armor and dragonhelm. His pow-erful muscles are drawn taut, his face is

looks familiar.

The dead Dragon Highlord Verminaard hascome to the party for aid. He offers to helpthe party because he, too, is trapped in thisgreat nightmare and wants only to escape.

Verminaard is actually a dreamshadowemissary of the green dragon, called up fromthe memories of the PCs. XVerminaard will, infact, lead them along the most direct route tothe Gate of the Citadel (Encounter 19). Heaccompanies the party into the city as a sec-ondary PC, only to turn on them once insidethe gates. As a dreamshadow under directcontrol of the dragon, he can discern which ofthe PCs in the city are the Primary PCs ineach dream and, unlike most dreamshadowenemies, he seeks to destroy them himselfonce inside.

If the PCs attack Verminaard, he uses allof his powers to defeat them. His attacks are,however, illusory. ( Verminaard’s statisticscan be found in the “NPCs” section of theAppendix).

Event 7: Otherself(Evening of day 2)

Shadowy forms, vaguely seen in the sicklygreen light of the dying day, move out ofthe tortured woods.

These forms are horrible dreamshadow mani-festations of the PCs themselves. Roll 2d4 todetermine the number of dreamshadowsencountered in this event. Determine ran-domly which dreamshadow PCs are repre-sented. Each #PC has the face, clothing, andequipment of the real PC, but he appears tobe near death from starvation and thirst. Eachhas 1d4 hp remaining.

The PCs state that they have been fightingday and night and have gone without food orgood water for weeks. When first encoun-tered, they beg the PCs for food and water. Ifthe PCs give them food and water, the PCsmention that a great tool for good can befound “in the Ancient Tower that holds theWoods.” The PCs give specific directions asto how to reach the Tower (Waylorn’s Tower),then they leave peacefully.

If the PCs deny the PCs food or water, thePCs become enraged and attack the real

PCs, claiming that the PCs are actually dreammanifestations of the real characters.

If Verminaard is with the party, the PCsattack him immediately. They stop theirattack only if the real PCs interpose them-selves between the PCs and Verminaard.

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Event 8: Waylorn Dream(Night of day 2)

Only one of the PCs has this dream (chooserandomly). Take him (or her) aside and readthe following aloud quietly:

An ancient tower stands before you. It hasno doors. An old man dressed in glowingrobes walks in front of the tower. He firsttakes seven steps to the north, then sevensteps to the west, then seven steps to theeast, then seven more steps north. As hefinishes, the entire tower splits wide open,revealing trees growing inside and a wealthof riches amid the trees.

Event 9: Night of Elements(Afternoon of day 5)

The greenish fog of the land swirls aboutyou. Leaves rustle in the tortured trees.As the fog begins to lift, you see rollingblack clouds overhead. Lightning lancesthrough the thunderheads. They take on agreenish tinge and then begin to whirlabout in a vortex.

Air, earth, and fire elementals rise up,one after the other, to hinder the party in theirjourney. All these creatures have 16 Hit Dice.

First, an air elemental begins to form in thedarkening clouds overhead. It attacks theparty. Since it is in the wilderness, it is unin-hibited by height or confinement restrictions.

Three rounds after the air elementalbegins to form, a fire elemental tries toencircle the party with flame by setting thewoods on fire. This blaze rapidly becomes aninferno fanned by the air elemental. Theblaze reaches its height at about the sametime the air elemental makes its full-strengthattack.

The fire is 1d20+4 yards across and inflicts1d8+5 points of damage per round to anyoneattempting to cross it, plus any incidentaldamage caused as the PCs themselves catchfire, 1d4+4 points for 1d4 rounds [thereafteror until the fire is put out. This is also in addi-tion to any attacks made by the fire elemen-tal, but the fire elemental does not attackunless the #earth elemental is defeated.

As soon as the area is ringed by fire, anearth elemental pushes up through the

ground. It attacks the PCs until the air ele-mental makes its full-strength attack, then allof the elementals subside and retreat, leav-ing behind burning embers in the charredwoods.

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Event 10: Cyan Sky(Evening of day 10)

You hear a terrible sound approachingthrough the dim green mists. It is thesound of creaking tendons and huge,leathery wings. Fear closes a cold handaround your heart. The horrible soundsgrow louder and louder. Frantically, youstare up into the treetops, but the mistobscures everything. Suddenly, a greatdarkness forms amid the greenish fogabove.

Cyan Bloodbane, the green dragon of Sil-vanesti, decides that it is time he dealt withthese characters directly. His purpose is not tokill the party, but to inflict damage and slowthem down. Cyan plans for the dreamwraithsand dreamshadows to trap the PCs in his

dream. He does not use his breath weapon,but he does cast spells. Cyan’s damage andattacks are for full damage. He prefers toattack the PCs from the air. This keeps himout of reach of the party’s melee weapons.

Event 11: The Brood(Chance of encounter: 30% + 5% per day afterday 6.)

The greenish fog swirling on the groundbegins to take substance and form! Onlythe flash of wet scales or the dim redglimmer of eyes can be seen as severalcreatures crawl quickly beneath the fogcover toward you.

There are 1d6 dragonbrood per day (i.e.1d6 on day 7, 2d6 on day 8, etc.). They arethe nightmare creations of Cyan Bloodbane,who has sent them out to hunt down the PCs.

The dragonbrood do not cross rivers orenter the water. They do not pass the gates ofthe city. (See the Combined Monster Statis-tics Chart on the cover for their stats.)

Encounters

10. The Winding Road

Dead and brittle thistle vines cross theroad in a tangled pattern. Black leavesrustle along the roadway that twists andturns among black and bleeding trees. Agreen, noxious light penetrates the fogoverhead, and green fog writhes in layerson the ground. You can see only a fewyards. The road twists out of sight in eitherdirection.

The sap oozing from the bark of the trees hasthe consistency and appearance of blood.

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This is a real condition for these trees, notillusory. The trees have been shaped byLorac’s twisted vision.

These areas are clear and have no setencounters with monsters. PCs can find resthere, though they should beware of wander-ing creatures.

11. The Bleeding Forest

Note: Several of the Encounter 11 locationpoints on the Dreammap have letters follow-ing their numbers (e.g., 1 la, 11 b, etc.). Theseare used with the Dreammap Chart in deter-mining where PCs can find the road afterbecoming lost, as well as where the PCs firstenter the wood.

All around you are the trees of fabled Sil-vanesti—hideously changed. The soul ofevery tree appears to be trapped in tor-ment, imprisoned within the trunk. Thetwisted branches of the tree are the limbsof its spirit, contorted in agony. The grasp-ing roots claw the ground in hopelessattempts to flee. The sap of the living treeflows from huge gashes in the trunk. Therustling of its leaves is a cry of pain andterror. The trees of Silvanesti weep blood.

Should the PCs become lost in this wood (seethe earlier “Becoming Lost” section fordetails), they might have several randomencounters before they return to the road orany other set Encounter location. Followingare guidelines for some of the encounters thatthe PCs might have while lost in this wood.Feel free to improvise.

• Dryad: Any encountered dryads areessentially the same as those detailed inEncounter 14.

• Elf, Siivanesti: These are most often seenat a distance. The elves moving through theforest carry lanterns that look a great deallike the light of a will-o-wisp. If encountered,there is a 90% chance that the PCs see theelves this way first as opposed to stumblingupon the elves’ hidden encampment in theforest. If the PCs follow the lights, they are ledto the elves’ encampment within 1d6 turns.

These elves are essentially the same asthose in Encounter 13.

• Groaning Spirit: These are the spirits ofthe elven clerics who remained behind in themistaken belief that they could gain truepower from the Dragonarmies. Their spiritsare condemned by Cyan to patrol the land,bringing death to any who now move amongthe dream.

• Kech: These creatures were once friendsof the elves. Now, because of the constanttorture of the dream, they have become sav-age, attacking all with a ravenous vengeance.

• Will-o-Wisp: These lights dance throughthe forest. They lead the PCs to the nearestdeadly Encounter.

12. Tower of Shalost

The tortured wood suddenly ends at theedge of a huge clearing. This clearing isnot filled with the green fog that coversthe rest of the land. Instead, wild flowersgrow amid tall green grass covering thehill in the clearing’s center. A great,strange-looking tower stands atop thehill. The only ornamentation is the battle-ment that runs around the top. The maintower rises 200 feet into the air, then asecond, thinner tower extends upward anadditional 30 feet. It is capped by a crys-tal cone. The base of the tower is 100 feetacross.

There is a feeling of peace here, al-though tracks through the glade indicatethat the dark creatures of the surroundingwood do wander here.

This is the tower that holds the great druidWaylorn Wyvernsbane. Waylorn was put tosleep in a magical grove here over a thousandyears ago at the beginning of the Age ofMight. This was, of course, long before theCataclysm that changed the face of the world.The elves, fearing Waylorn might still escapeand cause trouble for them, built the toweraround the grove.

The outside of the tower is smooth. On thefar side of the tower from where the PCs firstenter the glade, a stone ladder is cut into theouter wall. The ladder leads up to the parapetat 12A. This can be climbed easily by any ofthe PCs, but they must climb single file.

Climbing the exterior of the tower itselfrequires a thief using his climb walls ability(with a check every 10 feet). There are nowindows in the tower. There appears to besome sort of clear crystal capping the struc-ture.

There are no ground entrances to this tower.The stone itself is 80% magic resistant.

12A. Top of the Tower

From the walkway that encircles the topof the tower, you look out over the sur-rounding forest. Noxious green mistshang over the forest; they seem to darkentoward the east. Gray clouds fill the sky.Peering east through the mists and theclouds, you can barely make out the darkoutlines of the city of Silvanost—and thepalace of King Lorac.

Looking down at the floor of the tower,you see that there is a five-foot-diameteropening in the stone tile at each of thefour compass points. Each of these open-ings is sealed by a silver-steel door. Thereare no handles. To all appearances, thedoor can be opened only by operatingsome mechanism that slides the doorback into the stone floor. The only deco-ration on the doors are elvish letters. Theletters are identical on each door.

The smaller tower rises to a height of 30feet. It is capped by a crystal dome. Thereis no door into this small tower. However,there is a series of steel rings attached ateight points around the smaller tower,about four feet off the floor.

If the players read the elvish inscription, theyfind the following, written in ancient Com-mon:

T’ward the Lands of KnighthoodT’ward the Sunset Elves

T’ward the Sunrise Land of BalifBack to Where lstar Delves

Turn the Tower Round AboutOpen Doorways Long Held Shut

Pass Them Right and Me You’ll MeetElse the Baser Natures Greet

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First Combination

The only access down into the main tower isthrough a large, combination-lock type mech-anism that runs from this level—Level 12A—down through floors 12B, 12C, 12D and 12E(see the diagram of the tower).

The central, smaller tower rotates easily.The large rings that surround the tower serveas handholds. The referee should roll an Intel-ligence Check for anyone who does anythingwith the rings. Success means that the PC hasdiscovered that the tower rotates.

When the tower is rotated, it turns a steelplate in the floor. The plate has a squareopening cut into it that is exactly the sameshape and size as the compass-point silver-steel doors the PCs see on the floor.

Rotating the central tower turns the steelplate so that either the northern, southern,eastern, or western door in the upper flooropens. The opening in the plate is normallystationed between two of the openings in theupper floor, thus all four openings appearclosed.

This locking device is, of course, trapped.The traps can be deactivated only by dialingthe correct opening on each level. On Level12A, for example, the opening in the platemust be turned so that it appears under thenorthern door. If it appears under any otherdoor, the trap is activated (see “Trap,” Level12B). Roll 1d4 to randomly determine whichdoor opens first, with 1 = N and 2 = E, etc.

If the opening appears under any door butthe northern one, and the PCs go through thatdoor, the trap is sprung. The PCs can deacti-vate the trap by continuing to move the toweruntil the opening appears under the northerndoor. This also works to deactivate the trapson the other levels—if the first door openedisn’t the correct one, the PCs can continue toturn until the correct one opens.

There are two ways for the PCs to figure outwhich door is the correct one on each level.They can either correctly decipher the elvishinscription mentioned earlier, or they can usethe trial-and-error method, trying the doorsas they open and checking to see if the trap issprung. The former method is much less dan-gerous.

If one of the players states that his PC istrying to figure out the inscription, you couldallow him an Intelligence Check with a -10penalty. (Or, if your players’ PCs are reallygetting chewed up by the traps, you couldallow them each an Intelligence Check out ofthe goodness of your heart.) If the check issuccessful, the PC realizes that the propercombination (to avoid the traps and to grantaccess to Level 12F) is north, west, east,north.

All of the doorways, once opened, lead to afive-foot-deep square shaft. A stone laddercut into the outer wall of the shaft allows thePCs access to the next, lower level of thetower—Level 12B—25 feet below Level 12A.The shaft opens into the ceiling of the hallbelow.

12B. Second Combination

A 10-foot-wide by 20-foot-high corridorcircles around the inner core of the tower.Steel rings are set into the inside wall. Thewalls and the ceiling are made of roughlyhewn stone, making it seem like a cave.

Here, too, are four openings that lead down tothe next level. All are blocked by a steel plate,exactly as in the level above.

If the PCs have rotated the steel plate onLevel 12A to the northern door, they have thecorrect combination. The PCs can then try todial the next door.

Trap: If the PCs have hit the wrong combina-tion, they are confronted by an elementalgrue—a chaggrin.

The moment a PC touches one of the ironrings, the chaggrin flashes into existence nextto one of the four openings leading down tothe next level. The chaggrin remains on thislevel, even if the PCs climb up or down. Redi-aling the previous floor’s combination doesnot make the grue disappear.

When the chaggrin appears, the overheadplate on the previous level suddenly begins tospin. The plate spins for 10 melee rounds. Oneach of these rounds, each PC can attempt tojump up from the stone ladder through thenearest opening in order to escape. Theattempt requires a Dexterity Check with a -15penalty.

Getting into position to jump from the topof the stone ladder requires one round doingnothing but climbing the ladder. Only oneperson can be on the ladder at a time.

After the plate stops spinning, it comes torest with the opening at one of the four exitsleading up. Roll 1d4 with 1 = N, 2 = E, etc., todetermine which door it stops at.

Any failed attempt to jump through theopening results in 1d6+10 points of damage.In addition to this damage, a PC who fails thejump is knocked off the ladder and falls 25feet to the floor of the corridor.

PCs can try to stop the plate’s rotation witha sword or other object. Nonmagical objectshave no chance to stop the plate’s rotation,and there is a 35% chance that they breakwhen struck by the plate.

Magical items do stop the plate. Unfortu-nately, the item jams the plate shut in theclosed position. The plate remains stuck untilthe item can be worked loose. If a PC wants toremove the object, add the PC’s Strength andDexterity scores together and then roll per-centile dice against this total. If the percentilenumber rolled is less than or equal to thistotal, then the item comes loose and the plateslides to an open position above the PC’shead. Otherwise, it remains jammed shut.

PCs can dial a combination for the nextfloor (it takes one PC one round to dial, doingnothing else) and escape downward. How-ever, the chaggrin is still on this level, waitingfor them when they return.

If the chaggrin is killed, its remains vanish

from this corridor. It does not reappear at thistime, even if the iron rings are moved again.

Once the chaggrin is dead (or if the PCsmanaged not to spring the trap), the PCs canrotate the wall on this level to try for the cor-rect door to reach the next level—Level 12C.The correct door is the western one. Roll 1d4with 1 = N, 2 = E, etc., to determine whichopening the plate slides to first. If the PCs failto get the western door, the chaggrin reap-pears on this level the moment the PCs touchthe rings on the next level—Level 12C. Thechaggrin waits for the PCs to return to thislevel.

Note: All levels must be turned to the correctcombination or the door at Level 12E doesnot open. There is only one grue on a level ata time.

12C. Third Combination

Another corridor circles around the coreof the tower. Mist fills the corridor, makingit difficult to see.

The general dimensions of this hallway andthe access shaft to it are the same as Level12B. The mist obstructs vision beyond 20feet.

Trap: If the PCs missed the correct door onthe level above, an ildriss swirls into existencenext to one of the four lower openings themoment a PC touches an iron ring. The over-head access plate spins as described in 12B.If the chaggrin was killed earlier, it now reap-pears on Level 12B.

There are four openings leading down tothe next level—Level 12D. The same type ofrings can be found on the inner wall and canbe used to rotate the plate. The door onceagain opens over a five-foot-square shaft atany of the four locations. The correct doorhere is the eastern one. This deactivates thetrap and prevents the monster from appear-ing in Level 12D. Roll 1d4 with 1 = N, 2 = E,etc., to determine which opening the plateslides to first.

12D. Fourth Combination

A familiar corridor circles the inner wall ofthe castle. This one is very dry. Scorchmarks scar the walls and black soot cov-ers the ceiling.

Black iron rings are bolted to the inner wallthat rotates about its axis just as the otherinner walls do. The same familiar four open-ings leading downward are also present, eachblocked by a steel plate.

Trap: Unless the door opened on Level 12Cwas the eastern door, a harginn appears ran-domly next to one of the four downward open-ings on this level as soon as any PC touches

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the rings. As in 12B, the plate for the open-ings overhead spins. If the ildriss on the levelabove was killed earlier, it reappears on Level12C and waits to attack the PCs.

The plate on this level must be turned tothe north to deactivate the trap below andcorrectly open the final door.

12E. Final Combination

If the PCs dialed the proper (north) combina-tion on the floor above, then use the firstdescription. Otherwise, use the second.

The cavernous walls glisten with mois-ture. The same familiar four openingsleading downward are blocked by wetsteel doors.

The stone ladder leads down to a pool ofshallow water that covers the floor of thecavern hall.

If the PCs entered this level through the cor-rect access (north), then they can check theopenings on the floor.

Trap: If the PCs missed the combination onthe level above, a varrdig forms over one ofthe exits the moment any PC touches thewater. This also causes all the plates on allthe levels above to spin as described in 12B,including the floor plates below the feet of thePCs on this level.

The referee should note which PCs arestanding on the doors when the plate beginsto spin. Any PCs standing on a door that sud-denly opens are tossed to the floor, sufferingthe same damage as described in 12B. Thosestepping on a rotating floor plate suffer thesame damage. In addition, the PCs suffer a -2penalty to all attacks due to the slippery floor.

Your path leads you suddenly into a smallcommunity of elves. Their eyes are thoseeyes of the haunted.As in the other levels, once the trap is

sprung, the harginn on Level 12D reappears(if it was killed earlier) on that level and waitsto attack the PCs when they try to return.

If the varrdig is killed, both it and the waterdisappear. The plates continue to spin as in12B.

There are none of the familiar iron rings onthis level. Four plates are placed in the floor.

Note: The floors above must be set to north(12A), west (12B), east (12C), and north(12D) for the PCs to enter Level 12F. If thePCs have set the first four plates correctly, thesouthern door is standing open. There is noway the PCs can adjust the plates on levelsabove from the ground floor. The PCs mustreturn to the various levels to perform theadjustments. At this time, they must fight anygrues that have reappeared.

When the southern access opens, the PCslook down into the top of a leafy green tree. Acool summer breeze wafts up from the brightlylit opening below. The PCs can climb downinto the upper boughs of the tree, and from

there down to the floor of Encounter area12F.

12F. Grove of Waylorn

Perpetual sunlight illuminates the silverbark and golden leaves on the trees thatgrow abundantly here. Brilliant flowersbloom among them. In the center of thetrees, the soft grass rises slightly. Herestands a bier of crystal. The body of aman lies on it. He is dressed in leatherarmor of the finest make. His flowing hairand clean-shaven face show no sign ofthe passing of time.

If the players make any noise or touch theman, he awakens as if from a peaceful slum-ber. He identifies himself as Waylorn Wyverns-bane. If the PCs say anything about dragons,the man appears startled, and then claimsthat he is actually Huma, come back to stopthe terrible dragons.

Waylorn thanks the PCs for freeing him andpresents them with the Diviner of Life (see theAppendix). As he is instructing them in thediviner’s use, he gets a faraway look in hiseye and says that he foresees the day whenthis instrument will be able to tell them truth-fully how much life they have left to them, forit never registers illusions.

Waylorn agrees to come with the PCs. Asstated in the “Player Characters” section ofthe Appendix, he is eager to fight dragons.

If the PCs do not take Waylorn with them,he bids them farewell. After they are gone, heleaves the tower and wanders the land,undoubtedly meeting the PCs again.

13. Land of the Ancestors

There are 1d20+5 elves here, 1d6 of themwomen. There are no children. Their village isa collection of crude lean-tos and huts, allclustered as far from the woods as the smallclearing allows.

These elves refused to leave their home-land with their brethren. They live with thenightmare every day. They fight the evil anyway they can, but they believe that only byentering the gates of the city can the night-mare be brought to an end.

They have tales about what happens tothose who pass the gates. Each one whoenters the city walks his own path. The night-mare grows more horrible. Terrors walk thetortured streets. No two people who havepassed the gate tell the same tale about whathappened within, though they swear theywere never parted.

The elves cannot help the PCs. All of theirwarriors are engaged in defending what littlethey have left.

14. Dryads

A lone woman sits at the base of a tree,sobbing her heart out.

The woman is a dryad. When she sights thePCs, she flees into the woods. There are1d6+5 dryads hidden there.

The dryads lived for many centuries as

Dryads are usually kind creatures. Now, how-ever, their woods are under attack. They con-

caretakers of the trees in the Silvanesti lands.

sider all intruders to be enemies. They use alltheir cunning and charm to capture thosewho enter the woods.

The dryads release any PCs they havecharmed if they are persuaded that the PCsare here to save the forest. The dryads directthe PCs to the Tower of Shalost (Waylorn’sTower), telling them that a great man ofancient times lives there.

15. Brotherhood of Night

Your path leads you suddenly into a smallcommunity of elves. Their eyes are thoseof the haunted.

To all appearances, these elves are similar tothose in Encounter 13. They are, in fact, illu-sions of the dream. They are actually mino-

This appears to be a collection of 1d6+6elves in a small village as described inEncounter 13. They ask the PCs to stay withthem and to attend their nightly prayers to thegodselvesgods.

of good. If the PCs question this, theclaim that they never worshiped false

If the PCs agree, they are taken to whatappears to be a huge, ancient temple. Inside,the PCs find a gigantic statue of a bull. Within1d4 rounds, the statue suddenly “comesalive.” The illusion of the temple and the elvesdisappear. The PCs find themselves in themiddle of six minotaurs and a gorgon. Theminotaurs have no idea that their gorgon isonly an illusion. All attack until dead.

16. Swampmire

If the PCs enter this from an Encounter area,use the first boxed description. If they enterfrom a swamp area, use the second.

The ground descends suddenly into brack-ish, black water. Gnarled roots twist in themuck. Bizarre crystal formations jut fromthe water. In the far distance, a strangemelody floats on the sickly green fog.Indistinct voices can be heard singing.

You wade waist deep in the still waters.You can still hear the song in the distance,its lyrics sounding maddeningly just be-yond your hearing.

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The PCs probably get lost in the swamp.There is also a 25% chance per turn ofencountering a will-o-wisp in the swamp. Thesong seems to come from the lights of thewill-o-wisp.

16A. Catoblepas

A huge, hulking form rises silently up outof the black, still waters.

This is a catoblepas, an apparition of thedream. Its gaze does death damage, which isillusory.

16B. Crystal Death

The area underfoot is covered with threecrystal oozes. A few (1d4) rounds after this

encounter, a crystal rises up out of the waterand attacks the PCs as well.

16C. Fetch

The still water ripples with reflections asyou move through it. You see your ownface. It is drawn with fatigue and filledwith sorrow.

There are 1d6 fetch in the water. Determinewhich characters the fetch have come forrandomly.

17. Raging Tears

Black, rotting leaves drift past, each strik-ing the surface of the river with a sob. Thedark water reflects the tortured trees andthe green, boiling fog overhead.

The Thon-Thalas is a majestic river of won-drous beauty outside of the dream. Within thedream’s borders, however, it becomes ter-rible.

Though the river moves slowly (movementrate of 3), the current will eventually take thePCs to the city of Silvanost—if they survive.

The PCs can build a raft. This takes 1d4 hoursfor every PC the raft must carry. Thus, a raft fora party of six requires 6d4 hours to build.

Roll random encounter checks as usualwhile on the river. Few of the creatures en-countered can fly. All creatures appear on theriver banks.

The river is roughly 150 yards wide. Every100 yards, the PCs’ raft is swept 2d20 yardscloser to the nearest shore. A Strength Checkmade by a PC controlling the boat halves thatdistance.

The river is controlled by the dream; whena random encounter occurs along the river-bank, there is a 2 in 6 chance that the currentshifts to carry the PCs into shore, directlytoward the monster. The river can make up tosix such current changes, one per round.

17A. River of Tears

The clear waters of the Thon-Thalas windamong the trees. A beautiful boat standstied to the landing.

The boat is abandoned. The PCs can board itand take it down the river. As the PCs movedownr iver , however, the Thon-Thalaschanges.

The cool waters generate a cold deeperthan the Abyss itself. The silver of the treebark glows with an eerie reflection of thewater. The beautiful leaves falling aboutyou turn black with rot. Even your boatchanges! Its former elegance now appearscracked and worn, its fittings loose andleaky. Reddish muck oozes up betweenthe floorboards like blood oozing from awound.

Even though it appears unsafe, this craft iscapable of taking the PCs down the river toSilvanost.

17B. Crossing of Tears

Here, the thick black waters of the Thon-Thalas slow. Its stillness mirrors the over-hanging canopy of gray sky and twistedtrees. Strange voices seem to cry in painall around you. Dark shapes shift beneaththe water’s mirror-like surface.

In the water are 1d6 fetch. They try to pushor pull the heroes into the water before attack-ing. PCs must roll successful Dexterity Checksor fall in. PCs in the water suffer a -4 penaltyto their attack rolls and a +2 penalty to theirArmor Class.

17C. Tears Meeting

Ahead, the wailing of many elves floatstoward you, mingled with the sound ofrushing waters. As you round a bend, yousee this river joining another. Amid theswirling froth of the waters, several figuresdance and sing on top of the waves.

These are 1d4+4 groaning spirits. They havebeen condemned to dance upon the waterand relive the pain they inflicted on the living.(Because of the constant twilight condition ofthis land, none of the groaning spirits cankeen.)

The current sweeps the players towardthese creatures as detailed above. The ban-shees attack any PCs that approach within 20feet of them.

17D. Tears Parting

The chill black waters split here, as theyenter the bleeding woods. The darkness iseven more oppressive beneath the trees.Wind whistles through the leaves andseems to whisper from the right-hand pas-sage. You cannot understand the words,but they seem to be calling to you.

The words cannot be interpreted. The PCsmust declare which fork-the right or the left—they take if they are floating down the river.

17E. Terror of Tears

The water begins to move more swiftlynow, boiling and surging around you.

The water now tries to keep the PCs in thecenter of the river. The current becomesstronger; by the end of the next turn, the riveris a froth of rapids. If the PCs are still on theriver, read the following:

Fantastic shapes rise out of the foamingwater, surrounding the boat. Three greatdragons, formed out of the shifting, thun-dering water, scream cruelly at you.

Three water elementals in the form ofdragons rise up and attack the boat, easilyupsetting it. The PCs must fight the elemen-tals and get to shore before drowning.

PCs trying to swim to shore must roll a suc-cessful Strength Check with a -5 penalty. AllPCs should also subtract their natural (non-magical) Armor Class from their roll. Thosewho fail are swept 100 feet down the river,suffering 1d12 points of drowning damage.They then check against Strength again toreach shore.

18. Silvanost

A sagging pier juts out into the deathlycold waters of the river. Thrusting upthrough the layers of fog are two great pil-lars, standing at the corners of the pier.Beyond, a road of cracked stones leadstoward the silhouette of a large city.

19. The Gate of the Citadel

As the gate swings open, green fog andsmoke pour out down the road. Inside, yousee constantly shifting streets and buildings.The great blackness of the Tower of Starsclaws its way into the deep gray sky. Wel-come to Elvenhome.

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At this level of the dream, each PC must nowtry to distinguish between reality and illusion.

It will appear to a PC as if all his friends arewith him, but only a few of the PCs in a givenEncounter are really there. All others are pre-sent as images in the dream. Only the DMknows which PCs are suffering real damage.PCs might watch their companions die horri-bly, only to see them return in anotherEncounter. This takes effect when the playersenter the City Wall of Silvanost (Encounter20).

From time to time during the dream, char-acters who were separated from the PCsappear. These are illusory PCs. This is theevidence of King Lorac’s subconsciousattempting to fight the mind-web being spunby Cyan. Once an illusory PC is killed in thedream, he or she does not reappear.

The fact that these illusory characters arenot real should be kept from the PCs who arereally present. Let them believe that thesecharacters were actually here.

There are three types of PCs in the dream.Primary PCs are the PCs who are actually in aparticular Encounter. Illusory PCs are PCs whoare not physically present in Silvanesti butwho, nevertheless, share the dream (Sturm,Laurana, Tasslehoff). Dreamshadow PCs areany of the PCs who appear to be in the Encoun-ter and who might be playing in the Encounter,but who are not actually present.

Perceptions in the Dream

The individual PCs now perceive events andencounters differently.

Randomly divide the PCS (both Primary andIllusory) into five groups. Number each groupand note which PC is with which group.

You will be running different storylines foreach group. The PCs can be Primary Charac-ters in one and dreamshadows ( ) in another.

The Citadel Nightmare Chart should beprepared ahead of time. The chart consists offive separate tracks for Encounters, all ofwhich lead the PCs to the final Encounter—the Tower of the Stars (Chapter 4). All of thetracks start with Encounter 20. Between thatEncounter, which enters the city of Silvanost,and the tower (Encounter 25), the PCs must

go through four Encounters. This does notinclude Encounter 21, which occurs fourtimes for each group—in between the otherEncounters (they use the streets of Encounter21 to get from one Encounter to the next).

To prepare the Citadel Nightmare Chart,determine the sequence of Encounters fromEncounter 22 through Encounter 24 for eachof the groups (Encounter 21 is the same for allgroups). Write these Encounters in the appro-priate column on the Citadel Nightmare Chart.

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Each group plays through the Encountersin the sequence you have selected. The PCswho are in the group are the Primary PCs forthat Encounter. All of the other PCs (both Pri-mary and Illusory) are also present but onlyas #PCs. Do not tell the players which PCsare Primary and which are dreamshadows.

There are certain Encounters that all orseveral of the groups will play. (You can runone Encounter several times.) Variations forthese Encounters are given. After determin-ing which Encounters take place and in whatorder, you need to determine which variationsto use.

Each Encounter lists at least five variations,A through E. For every Encounter listed, writedown one of the letter variations. Thus, thewhite stag might be killed by evil creatures forGroup 1, while the same stag is alive and outto kill Group 2 when they come across theEncounter.

Make these preparations ahead of time. Besure to familiarize yourself with the sequenceof Encounters and how they are to be run.

Running the Level II Dream

Use the following procedure for running thedream:

1) Determine which track to take theEncounter from: For each group, roll 1d10,then take the first Encounter in that columnthat has not already been chosen.

2) Recap previous events: Remind theplayers of what has occurred previously inthis track to give them some idea of wherethey are in the dream. For example, if Raistlindied during a confrontation with a dragon,ment ion that as you recreate the lastEncounter played in this column. You shouldalso give the players some indication as tohow they perceive their own health in thistrack.

3) Run the Encounter: Keep track of thereal and illusory damage to PCs using thedamage form.

4) Go on to the next Encounter: Roll 1d10to determine the next Encounter played. If allthe Encounters in a column have been played,roll again to determine which track to usenext. Once all of the Encounters in allcolumns have been played, go on to En-counter 25. Keep track of which PCs are withwhich group since this is important in the finalchapter.

Damage in the Dream

Only those PCs who are Primary PCs in adream track actually suffer damage. The

PCs, being phantoms of the dream, onlyappear to receive damage.

Keep True Damage and False Damageseparate by using the PC Damage Form. Thislists spaces down the left hand column whereyou can write the names of the characters. Tothe right of this are six columns.

The first column is labeled True Damage.This is where you record any damage inflictedupon a PC in his own track. The remainingcolumns are for recording False Damage that

the PC might appear to sustain as a PC.Write the name of the PCs in the space at

the left, followed by their current hit points asthey enter this part of the dream. Determinewhich track each PC is on in the dream andplace an X in that column next to his name.This reminds you that damage caused on thattrack must be recorded in the True Damagecolumn.

the PC has fallen unconscious or not.

True Damage applies to all tracks. Thus if aPC suffers True Damage of 5 points, add thatnumber to the damage in each of the othertracks for purposes of determining whether

track, he immediately disappears from alltracks.

Healing in the Dream: Characters can behealed of True Damage in their own tracks.To continue the example above, Raistlinmight regain the 5 hit points he lost in histrack through healing. This, of course, carriesthrough all the tracks (he regains 5 hit pointsin each). He can also be healed of damage intrack D, but this counts in that track only.

them to mul t ip ly the number of spel ls

Spell Use: Mages must memorize theirspells before entering this level of the dream.Once they have selected their spells, tell

For example: Raistlin receives 5 points ofdamage during an Encounter. This Encounterwas on Raistlin’s own B track and thus thedamage is True Damage. The DM records thedamage in the True Damage column, and ineach of the tracks as well. The next Encountertakes place on the D track. Raistlin suffers 25points of damage from a fireball spell. Sincethis damage was on the D track, it is recordednext to his name in the D column. Since 25 +5 points of damage exceeds Raistlin’s hitpoints coming into the dream, Raistl inappears to die in the D track. He does notappear in any further encounters in track D.However, he has suffered only 5 points ofdamage in the other tracks and is still “alive”there.

When a character appears to die in his own

selected by 6. Thus, if Raistlin chose twolight spells, he now has 12. The same is trueof clerical spells. They can use only theiroriginally chosen number of spells in eachtrack, however. Thus, Raistlin can use onlytwo light spells in his true track (track B).But he can use two light spells in each of theother tracks as well.

Note to the DM: Silvanesti is a nightmare.Dreamwraiths and monsters should attackthe PCs with all the fervor they can muster.Dreamshadow PCs should appear to die likeflies. This will no doubt distress many of yourplayers. It’s supposed to! However, if the play-ers soon get the idea that their charactersmight have only died in someone else’sdream, they will find this to be a bizarre andchallenging place.

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Encounters

20. Screaming Gate(All tracks)

Begin each of the different tracks with the fol-lowing text. Read this text the same way eachtime so the players get the idea that they arereliving the same Encounter.

As you enter the gate, the terrible scream-ing stops. The gate slams shut behindyou, blocking the way back. Ahead, yousee twisted streets winding into the thick,green fog. The buildings on either sideseem to lean over, threatening you. Anumber of dark figures are approachingyou. They bear a great burden on theirshoulders and sway as they walk.

20A. Prisoners of Silvanost

The dark figures are eight elves, forced tocarry a great chair. On this chair sits a dream-wraith dressed in ornate robes. The figure’shood turns toward the PCs—and they seethere is no head within its folds! The elvestrudge toward the PCs, paying no attention tothem. When they get near the PCs, the dream-wraith calls out:

“Lorac Caladon, dead king of dead elves,bids you welcome. None who look upon thisrealm shall leave again.” The dreamwraithresumes his seat and the elves start to carryhim back down the city streets.

If attacked, the dreamwraith frees thechained elves and orders them to fight thePCs. The elves do so, but in a slow, dream-like manner.

If the PCs kill this dreamwraith and free theelves, they stare vacantly for a few moments,then give grateful thanks to the party. Theelves have been living in the dream for solong that they simply assumed the PCs werejust one more illusion.

The elves have learned about navigating inthe dream. One of them, an elf namedTarakanthis (or Tarak), volunteers to lead thePCs to the Tower of Stars but no farther. ThisNPC is faithful and true (see the “NPCs” sec-tion of the Appendix). Tarak leads the PCsdown the most direct Encounter path to theirdestination. Roll 1d6. If odd, the PCs can skipone Encounter on their way. If even, they canskip two.

20B. Elfkiller

Run this as Encounter 20A, except the figureswho carry the chair are elves. An ornate boxcovered with jewels and bright platinum fit-tings rests on the chair. If attacked, the elvesdrop the chair and fight, but they flee into theruins after only 1d6 rounds of fighting.

The box is locked. It contains a beholderthat immediately attacks the PCs if they openthe box. An Icon of Truth is also in the box(see the “Magical Items” section of theAppendix for details).

20C. Emissaries of the King

Run this as Encounter 20A. The figures areelven women who are carrying a coffin. Thewomen drop the coffin at the sight of the

PCs and flee screaming into the ruins. Thereis a 30% chance that the coffin breaks openwhen it hits the ground.

Inside the coffin is the dead body of one ofthe PCs. The eyes are open, staring sight-lessly into the sky. The mouth gapes in asilent scream. A hollow voice issues from theunmoving lips, “Despair! For this is the realmof madness!” The figure inflicts 1d6 points ofdamage on anyone who is within three feet ofit.

20D. The Forgotten Elves

Seven elves are discovered carrying the bodyof one of their heroes out of the city. Theseelves are suspicious of the PCs. They havelived in the dream a long time and suspect thePCs of being part of it. Thus, when they firstnotice the PCs, they lay down the body anddraw their swords to prepare for an attack.

If the PCs manage to convince the elvesthat the PCs are real and have come to help,then one of the elves gives the followingspeech:

Beware, for the dream is like a whirlpool.The closer you come to the center, theworse it gets. In the forest, you knew thefriends around you were real. Here, yourbest friends might be only shadows castby the dreams of your mind.

We come into the city often on missionssuch as this. Each time we see our friendsdie horribly, only to find them alive whenwe emerge from the gates. Yet sometimeswe enter and some of our number actuallydie.

Such, apparently, was the fate of the elvenhero whose body they bear. He was discov-ered by his fellows outside the locked door tothe tower-dead.

These elves must give proper rites to theirdead and cannot help the PCs. They tell them,however, that one of their number can befound somewhere inside the city.

20E. Bearer of Death

The figures of eight elves carrying an ornatebox enter from the PCs’ right and cross totheir left. These elves do not stop for thePCs unless the PCs attack. If attacked, theelves fight until dead.

The box is not locked. If no one opens it,the box opens by itself in 1d4 rounds. A

para-elemental (smoke) emerges, minglingwith the sooty fog as it attacks the PCs.

21. Twisted Streets

Use this Encounter to get PCs from oneEncounter to the next.

The street buckles beneath your feet as ittwists its way past sagging buildings.Each building’s facade has been horriblytransformed into the face of its formeroccupant. Every home screams silently atyou from gaping doorways. Each shopwatches you from glassy-eyed windows.

The players must pass through these streetsin order to reach the Tower of Stars. There aremany branching streets, but all lead to thenext Encounter. Each group of PCs nowmoves to the Optional Encounters (22through 24) on the Citadel Nightmare Chart.This means that each group might or mightnot experience each Encounter. Once each ofthe groups has passed through two Encoun-ters, go to Encounter 25 in Chapter 4.

The great silhouette of the Tower of Starscan be seen in each Optional Encounter fromthe streets. After each Encounter, the Towerseems to grow larger.

Roll 1d12. The result is the number of turnsof street travel on from one Encounter to thenext. Check for random encounters while thePCs are moving through the ruined streets.

22. Life as Usual

Suddenly, the sound of haunting music isheard. The sad sound of a lute wails anancient children’s song. The sound comesfrom the end of the lane.

Any who proceed see the following:

The mist-shrouded courtyard is sur-rounded by broken walls of jagged stone.A wooden gate is set into the wall at thefar end of the courtyard.

The courtyard is filled with elves. Theirclothing is torn and ragged.

In the center of the courtyard stands ascaffold. A figure, its head shrouded in ahood, kneels on the scaffold. The prisoneris bound hand and foot; his head lies on agreat block. Another hooded figure standsnext to the prisoner, a great axe poisedabove the prisoner’s neck.

Elven children run and play, their laugh-ter echoing hollowly against the walls.Adult elves go about their affairs or standin groups talking casually. All seem un-aware of the execution. The melancholysound of a lute floats through the mists.

If the PCs make no attempt to stop the execu-tion or remove the hoods, the execution takesplace. When the prisoner’s head falls from thebody, the hood comes off. The executioneralso removes his hood at that time. ThisEncounter has five variations.

The number of elves present in the court-yard is 1d10+6 in all of this Encounter’s vari-ations.

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22A. Sturm’s Justice

The executioner is a crazed apparition ofSturm Brightblade. His prisoner is Lord

Gunthar. Gunthar is bound hand and foot.Sturm attacks any PCs who try to stop him.

This causes the elves to attack the party. IfSturm is defeated, the elves flee into the

mists.If the PCs free Gunthar, he thanks them.

Then his armor begins to glow and he floatsup into the air, calling down, “In the heart ofthe darkness, your strengths become yourweaknesses. Beware lest you fall into thedream and never awaken.”

22B. The Golden Victim

Run this as Encounter 22A, except the execu-tioner is tKitiara and the prisoner is Lau-rana.

22C. Twin Prisoners of the Elves

Run this as Encounter 22A, except the execu-tioner and the prisoner are both real elves.They are held prisoner here by elves, whosurround them. The elves allow the PCs tomove into the center of the square, but theydo not allow the PCs to leave.

Only when the PCs are in the square do theelves reveal their terrible nature, and then

only if the PCs attempt to escape or stop theexecution. The PCs have to fight their way outof this one.

22D. Slaughterhouse

Run this as Encounter 22A, except that theelves watching the execution are weeping in

despair.All of the elves are held in thrall by the

executioner, who is King Lorac. This is dis-covered only if his hood is removed. The pris-oner is either Laurana or Wilthanas.

Lorac attacks the PCs on sight and forcesthe elves—against their will—to attack aswell. The reluctant elves suffer a –4 penaltyto their attack rolls. This represents their will-ful resistance. If the king is killed, all attacksby the elves stop. In their joy, they open thegates at the other side of the square.

22E. Death of a King

Run this the same as Encounter 22A, exceptthat the prisoner is King Lorac Caladon, ascan be readily seen if the hood is taken fromhis head. The executioner is the PC whoremoves the mask from the executioner.

If the king dies here at the hands of theexecutioner, then all of the elves in thesquare vanish into the mists, as does the exe-cutioner. If the PCs manage to rescue the

king, he speaks with them, answering threequestions as best he can before disappearinginto the mists.

23. Madmen

The sounds of weeping clash with wildlaughter, all coming from the side alleys.Suddenly you are set upon by elves goneinsane.

Roll 3d6 every time you run this Encounter todetermine how many of these elves attack.This makes the Encounter different for eachgroup.

24. Innocence

A great stone pillar stands in the center ofthe street. Carrion birds wheel in the skyoverhead, circling the top of the pillar. Afigure hangs suspended from the top ofthe pillar by manacles attached to hiswrists. Tortured cries echo across the city.

The pillar is 100 feet tall and its sides aresmooth, although riddled with cracks. Thebirds circle 10 feet from the figure, occasion-ally swooping in to brush against it.

24A. Loralon,the Conscience of the King

The figure is Loralon, the once-great clericof Silvanesti, who has been drawn into thenightmare. The King seeks his cleric’s for-giveness and help, but at the same time pun-ishes him for leaving.

Loralon begs the PCs to rescue him. Hehangs just below the top of the pillar. Themanacles around his wrists are steel. He issuspended from the manacles. If simplyreleased, he falls 100 feet to the street below,suffering 10d6 points of damage from the fall.

The pillar itself is slick, requiring a thief’sclimb walls check with a penalty of +20% onthe roll. This check should be made at 25, 50,and 75 feet off the ground.

Circling the pillar are eight giant vultures.They attack anyone who gets within 30 feet ofthe top.

If the PCs successfully rescue Loralon, hetells them all that he knows about Lorac Cal-adon (see the “NPCs” section of the Appendixfor details). Loralon accompanies the PCs ifthey ask.

24B. Pillar of Virtue

The pillar is Loralon. The figure suspendedfrom the pillar is King Lorac Caladon, whohas been driven mad. Lorac calls a quasi-elemental lightning to attack the PCs.

If Lorac is freed, he attacks the players. Ifby some chance he is actually brought beforeLorac, he makes every attempt to kill the realking, though this means destroying himself.

The pillar— Loralon—speaks to the mindof any PC who gets within 10 feet. The onlyway he can be freed is for the PCs to end thedream. He answers questions as best he canand offers what knowledge he has for the useof the PCs.

Circling the pillar are eight giant vultures.They attack anyone who gets within 30 feet ofthe top.

24C. Groaning Spirit

The figure chained to the top of the pillarappears to be an elfmaid at first sight, but it isactually a groaning spirit. The birds circlingover her head are actually Itdrelbs.

Due to the height of and distance to the pil-lar, the true nature of the *groaning spirit canbe discovered only by magic or by a PC com-ing within 30 feet of the groaning spirit. The

spirit attacks only if discovered. If sheattacks, the drelbs also attack. There is onlya 20% chance the groaning spirit uses herkeening attack in the twilight.

24D. Siren Song

The figure chained to the top of the pillar is asirine named Kiiren, who was pulled from theThon-Thalas river by dreamwraiths. She ischained here and has been tortured. She hascome to know the difference between thedream and reality, however. She does nottrust the PCs until they convince her that theyare real and not apparitions of the dream.

If Kiiren is released, she accompanies thePCs on their quest.

24E. Repentant General

The figure on the pillar is an elven general,who once commanded the armies of Sil-vanesti. He has long since forgotten his nameand is now a raving maniac, near death. Thebirds flying around him are actually six

guardian spectral minions, all armed withswords, who attack the party.

If freed, the elven general dies, yet withhis dying breath he relates the story of theDark-Night Child (see Lorac’s part of the“NPCs” section in the Appendix).

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This part of the adventure takes place in theTower of the Stars, the source of the dream.

At this level, the PCs have to deal with thedistortion of their own reality—their statisticsare inverted. Thus, their strengths becomeweaknesses and their weaknesses becomestrengths. This effect occurs in addition to theeffects already listed in previous chapters.This new, effect begins as the PCs enter theTower of Stars (Encounter 25).

Shadowweb chart

Keep the PCs in the same groups and tracksas in Chapter 3. This continues through thischapter’s Encounters until all the PCs reachEncounter 34, the conclusion of the adven-ture. At that time, all Primary PCs are reunitedin Lorac ’s Throne Room for the f ina lencounter.

Inversion of Statistics

To invert each character’s stats, use the fol-lowing simple conversion to dramatize theeffects of Lorac Caladon’s dream upon thePCs.

THAC0s and Saving Throws: These statis-tics are now changed for each PC. A warriorgroup character, for example, now uses thewizard sections for THAC0 and saving throws(see Table 53 in the Player’s Handbook [PHB]and Table 46 in the DUNGEON MASTER®Guide [DMG]).

The various character groups exchangestatistics. Priests switch stats with Rogues,and Warriors switch stats with Wizards.

Special Adjustments: Due to the magicalnature of this area, the following adjustmentsmust be made by priests, rogues, and wiz-ards.

Priests: Subtract their Wisdom from 20.Compare the result against Table 5 on page17 of the PHB and use the now modifiedChance of Spell Failure for the character. Forexample, if a cleric had a wisdom of 16, theresult would be 4. The PCs’ chance of spellfailure in the Tower is 45%. There is now a45% chance of failure for any spell cast by thecleric in the tower.

On any roll against the Turning UndeadTable (page 67, DMG), invert the table-skeletons are now turned on the line for “Spe-

cial” undead (and vice versa), zombies arenow turned on the line for liches (and viceversa), and so on.

Rogues: On any roll against a thieving abil-ity, all successes are counted as failures andall failures are counted as successes. Simplelocks and traps are now become deadly oppo-nents.

Wizards: Wizards now cast spells at onelevel higher than normal. This is due to themagical nature of the Dragon Orb. This couldmean that a mage gains the ability to cast aspell higher than those he currently knows. Ifso, the PC may choose any one spell fromthat level. The orb magically communicatesthe spell to his mind. The spell, however, doesnot remain with the PC once the dream hasended.

All of these effects disappear when (if) Loracis awakened from his dream.

This avenue leads directly to the great doorsof the tower. As of this moment, all three lev-els of the dream come into play. Invert thecharacter’s abilities. With this Encounter,most character classes find themselvesunable to perform even the simplest tasks.

All groups come to this Encounter afterthey have passed through the city, but eachgroup should perceive this Encounter in a dif-ferent way (use the five variations that fol-low).

25A. The Columns are Stone Golems

Each of the stone columns is twisted into thehorrible shape of an agonized male elf. Threeof these are actually stone golems (markedwith an “A” on the map). The golems attackafter the PCs have passed the first one.

Once they have fought the golems, thePCs find the door into the tower is locked but

Encounters

25. Locked Door of the Tower

not trapped. When it is unlocked, the PCs cango on into the next section.

25B. The Door is a Mimic

The streets lead into a wide avenue linedwith stone columns. The roof the columnsonce supported has long since crumbled.Here and there amid the rubble lie skele-tons of elves. The end of the avenue isobscured by layers of thick fog.

At the far end of the avenue, rising outof the noxious green fog, looms the blacksilhouette of the Tower of Stars. Oncebeautiful, its now seems twisted and tor-mented.

The great door to the Tower of Stars animateswhen someone attempts to open it. It is amimic, blocking the real door. Only when themimic is destroyed is the true door discov-ered and available to be unlocked.

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25C. The Lock is Trapped

The lock is trapped with a poisoned needlethat reduces the PC victim’s remaining hitpoints to 0. The trap works only once, thenthere is no longer enough poison to harmanyone else who touches it. The PC affectedis allowed a saving throw vs. poison for halfdamage (he retains half his remaining hitpoints). The lock remains locked until either asuccessful open locks check is rolled or theproper key is inserted. Only the Primary NPCAlhana Starbreeze has the correct key (theKey to Qualinost; the “Magical Items” in theAppendix). All Alhanas have similar keys,but those do not work.

25D. Skeletons Rise From the Ruins

The skeletons in the courtyard rise up andattack the party. All of these creatures hit as ifthey were using swords +4 (these becomerusty normal swords once the skeletons aredefeated). There are 1d6+10 skeletonsattacking. If the PCs defeat the skeletons,they find the door locked but not trapped.

25E. Succession of Doors

Once the door is unlocked, the PCs find thatthe door leads into a 30-foot-long corridorthat ends in another locked door. There are asuccession of 1d6+4 such corridors, all end-ing in locked doors.

As soon as the PCs open the third door, asmoky mist inside the corridor takes theshape of six mihstu. These creatures slamshut the outer door and lock it, then they seepthrough other locked doors to attack the PCs.

Only by passing through all of the doorscan the PCs reach the next Encounter.

Each group must now face three testsbeyond the locked doors of the great tower.Two of the Encounters are your choice, thethird is mandatory (Encounter 33). As DM,you should choose those Encounters (from27 through 33) that will be most difficult foreach group of players.

Use Encounter 26 (following) to move thegroups between Encounters.

26. Twisted Halls

The corridors of molded rock slant andtwist like the bowels of a dragon. Theonce beautrfully crafted shapes have beenwrenched into a seemingly endless suc-cession of agonized stone.

The halls lie between the Encounter areas ofthe Tower. Players encounter 1d10+3 corri-dors or rooms before coming to the next trackencounter on the Shadowweb Chart.

The sizes and shapes of these corridors androoms are completely up to you. Vary thecorridors and rooms (or at least their order)from one group to the next.

Roll for random encounters every 60 feet.Use the random encounter chart in this book-

let to determine the type and number of crea-tures encountered.

27. Crystal Dragons

No matter what direction the PCs take, the airin this corridor gets colder and colder. Soon,ice begins forming on the walls until the wallsthemselves can no longer be seen through thethick, white frost. The PCs then enter the fol-lowing area:

The cavern-like walls are lined with elveswho might appear to be sleeping if itweren’t for the frigid whiteness of theirskin and the frost that coats them. War-riors dressed in heavy furs and elvenrefugees lie huddled together in frozendeath.

The sinuous figure of a white dragonlurks in the shadows of her lair. Her wingsare tucked back and her neck is arched.The monster hisses at you from the top ofan imposing pile of gold, jewels, andstrange, glowing devices. A clear crystalorb is directly in front of the dragon. Stand-ing next to the orb is the black cloaked fig-ure of a Dragon Highlord. At the far end ofthe ice cave, a waterfall cascades out of acrack in the wall.

This Encounter has three variations, as out-lined in the following text. In all variations, thewaterfall is an illusion. Any PCs who passthrough it find themselves entering a windingco r r i do r t ha t t akes t hem to t he nex tEncounter.

27A. The Dragon is a Polymorphed PC

The Dragon Highlord’s hand rests on an orbthat glows with a brilliant non-light. The

Dragon Highlord, if unmasked, is discoveredto be Lorac Caladon. At sight of the PCs, hecommands the dragon to attack.

The dragon is a polymorphed illusory PC,who talks to the PCs and tries to convincethem that it is really their fellow adventurer,now being forced to attack them against itswill. The dragon does attack them, however,forcing them to fight. If the dragon is slain, itreverts to the form of the PC that was suppos-edly polymorphed.

While the dragon is talking, the DragonHighlord grabs the orb and tries to escapebeyond the waterfall. If the PCs follow him, hevanishes.

27B. The Dragon is an Iron Golem

Run this the same as Encounter 27A, exceptthat the dragon is actually an iron golem. Itis incapable of speech and attacks the PCsinstantly.

27C. The Dragon Highlord is a Lich

Run this the same as Encounter 27A, exceptthat the dragon is actually dead. The DragonHighlord is a lich version of Lorac. The lichhas the following spells:

1st Level: charm person, comprehend lan-guages, detect magic, feather fall, magicmissile

2nd Level: continual darkness, detect invisi-bility, invisibility, mirror image, web

3rd Level: dispel magic, fireball (x2), light-ning bolt, protection from normal mis-siles

4th Level: dimension door, fire trap, fumble,polymorph other, wall of fire

5th Level: animate dead, Bigby’s interposinghand, feeblemind, telekinesis

6th Level: control weather, death fog, legendlore, repulsion

7th Level: delayed blast fireball, reverse grav-ity

The lich is capable of destroying the entireparty of PCs in their current weakened condi-tion. However, Lorac’s subconscious still hassome control of his own mind. He allows thelich incarnation of himself to fight for only fiverounds or until all of the PCs are killed. Thenhe escapes back through the waterfall anddisappears.

28. Evil Elves

A single, bleeding figure drags itselftoward you down the hallway. In the dis-tance, you can hear harsh shouts and seethe torch lights of pursuers.

28A. The Figure is a Primary NPC Elf

The figure is the elf, Tarak. If he was with thePCs, he refused to accompany them throughthe tower doors. He tells them that he laterchanged his mind and entered after them.

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Within 1d4 rounds, eight elves arrive withtorches in their hands. They claim that Tarakis actually a demon in disguise and that hehas already killed many elves. The PCs mustdecide who is real.

28B. The Figure is Lord Soth

Run this as Encounter 28A, except that thefigure only appears to be Tarak. In truth, it is

Lord Soth. If discovered, Seth attacks for1d6 rounds before attempting to flee (see the“NPCs” section of the Appendix.)

28C. The Pursuing Figures are PCs

Run this the same as Encounter 28A, exceptthat the pursuing figures are PCs. Theyattack the party on sight.

29. Dragonlances

Stairs lead you up to a great platform.Dim green light comes from what appearsto be a pair of giant glass eyes staringdown at you from the ceiling. You areamazed to see Dragonlances standing oneither side of a doorway on the far side ofthe platform. In the center of the platformlie the broken remains of a great bronzestatue. Curled upon the floor in the door-way is a single, dark figure.

29A. The Dragonlances are Cursed

The figure in the doorway is that of Dargentin her Silvart form. The lances on the wallappear to be normal Dragonlances, but theseare cursed and sentient. They attack the

party at will, starting by slaying Silvart.The lances attack as though wielded by a

10th-level warrior (THAC0 11) and cause 40points of damage against Silvart.

The lances also try to form a barrier at theexit, preventing the PCs from leaving. ThePCs must spend one full round in combat withthe blocking lances and then gain initiative inorder to jump through them. If the PCs loseinitiative, they can try to jump through againonly if they fight one more round.

29B. The Figure is Silvart Gone Mad

This at first appears to be Silvart. However,this is a dream manifestation of a crazed

Dargent, who suddenly turns against theparty on a roll of 1 on a d6. Check once perturn or when any subsequent battle with thelances ensues. (See the “NPCs” section of theAppendix for details on Silvart.)

29C. The Figure is Takhisis

The Queen of Darkness grows from theprostrate form, filling the platform. Her fiveheads writhe to the attack.

This is not the actual Queen of Darkness,but a creation of the tortured mind of KingLorac. Assume that the PCs’ attack causedamage to Takhisis but basically have no

The queen’s spells are as follows:1st Level: magic missile, protection from good2nd Level: darkness 15’ radius, web3rd Level: fireball, lightning bolt4th Level: polymorph other, wall of fire5th Level: contact other plane, cloudkill

30. Towers in Solamnia

effect (they cannot hope to defeat her). Tak-hisis attacks with her breath weapons (onebreath of each of the evil dragon types) andmagic for 1d6+4 rounds before appearing toflee back to her demonic plane. This apparitionconcentrates her fire on PCs and NPCs, butshe does not leave the Primary PCs untouched!

You step out into a great courtyard. Dawn’slight bursts red beneath the clouds. Toyour right stands the main portion of whatappears to be the High Clerist’s Tower. Toyour left, a great wall looms between youand the grassy plains beyond.

Two great stone staircases ascend thebattlements of the wall. Beyond the wall,you can hear familiar harsh trumpets andthe clash of steel. The Dragonarmies!They have come in full force and areabout to assault the wall! Within momentsthey will be pouring into the courtyard!

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The courtyard leads up to the battlements.There are no other figures on the wall. If thePCs do not mount the wall within five rounds(it takes one round to climb the stairs), theattacking army reaches the top of the walland begins firing arrows down on the PCs.

If the PCs mount the wall, they look downover a great plain that is a seething mass ofenemies! The enemy is planting four laddersagainst the walls, one per round. Each ofthese ladders can be kicked down, but onlyafter the PCs gain initiative over enemy fig-ures they encounter on the ladder. Any ladderkicked down takes two rounds to be replaced.

After 1d4+2 rounds of fighting, a large fig-ure swoops down and attacks the PCs (what itis depends on the variation of this Encounter).This figure first calls on the PCs to surrender,telling them that the fight here is hopeless.

The figure even lands on the wall, leavingitself open to attack in its arrogance. If thisfigure is defeated, then all the other figures inthe encounter flee in terror and the gates fromthe courtyard open. Fog wells up from theplain and, regardless of which exit is taken bythe PCs, they find themselves back in the cor-ridors of the Tower of Stars.

30A. The Attacking Figures are Elves

The figures coming up the wall are elves.The huge figure flying down toward the wall isa griffon with King Lorac on its back. All ofthese elves are armed with bows and arrowsas well as swords.

30B. The Attacking Figures areDraconians

The figures scaling the wall are draconians.The large figure is the blue dragon, Skie,with Kitiara, the Dragon Highlord, on hisback.

30C. The Attacking Figures areSkeletons

The figures scaling the wall are skeletons.The large figure is a fantastic skeletal dragonwith a skeleton Dragon Highlord on its back(use Verminaard’s statistics in the “NPCs”section of the Appendix).

31. Endless Halls of the Dead Kings

A thick, wooden door blocks the end ofthe corridor. The muffled sounds of hoarsescreaming come from the other side.

The door is locked but not trapped. Once thePCs open the door, read the following:

The door opens on twisting corridors ofobviously dwarven design. Other doorscan be seen at various places along thecorridor, each marked with a distinctivedwarven rune. Overhead are mirrors,

fixed at intervals in the ceiling directlyabove the dwarven runes and above eachdoor. The sound of screaming stops. Youhear broken sobs and whimpers echoingthrough the hallways.

When they enter this door, the PCs find them-selves in a maze of corridors that all have dis-tinctive dwarven markings and runes carveddeeply into the stone walls (see the diagram).Anyone in the party who speaks dwarven canexplain that the symbols on the doors areactually letters in the dwarven alphabet. Thesymbols cut on the floor are numbers.

Roll 1d4 to determine which doorway (Athrough D, at the cardinal points of the com-pass) the PCs use to enter the maze. Thedoorway still leads the PCs back to the halls(Encounter 26) between Encounters as longas one Primary PC is still on the other side ofthe door or can still see through the door. Assoon as all Primary PCs lose sight of thatdoor, the passage back vanishes.

The actual exit from this maze depends onwhich version of this maze is being experi-enced by the PCs.

In all versions, be sure to roll for randomencounters.

The continuing sound of sobbing comesfrom a groaning spirit, who is trapped in themaze. The spirit is beautiful and pleads withthe PCs to help her escape the maze. Shepromises not to harm them if they help her.She gives them the clue to escaping the mazelisted under the appropriate maze description(this depends on which maze a particulargroup of PCs is experiencing).

You should make it clear to the PCs thatthis is indeed a groaning spirit (albeit a con-trite one). It is up to them whether they believeher or not. She remains true to her wordunless the PCs attack her first. Roll 1d10 todetermine at which numbered spot in themaze she is found.

In addition to the groaning spirit, there isone other encounter in the maze. Roll 1d10for this encounter; it occurs at the spot givenin the chart below. Which encounter it isdepends on which Encounter variation thisparticular PC group is experiencing (see thedescriptions after the chart).

Encounter Location Chart

Roll Location Roll Location1 A 6 F2 B 7 G3 C 8 H4 D 9 J5 E 10 K

Note that locations A through F indicate sidedoors out of the maze. The encounter occursjust inside the door. If E or F is rolled, youchoose at which of the two possible locationsthe Encounter occurs.

31A. Mirrors are the Exit

There is a Primary NPC minotaur wanderingthis maze. This minotaur longs for the opensea. He has worked himself up into such afrenzy that he attacks anything that moves. Ifthe PCs calm him down and offer him a wayout, he helps them. He knows the clue to theriddle of the maze.

One of the mirrors overhead conceals theexit from this maze. All that is required to findit is to break that mirror. When this happens,green fog pours down and the PCs find them-selves again in the halls of the Tower of Stars.Breaking any other mirror reveals only bareceiling. Note that the sound of breaking glassimmediately draws the minotaur!

Determine which mirror is the exit by firstrolling 1d6. If the result is odd, the mirror isabove a side door; if it’s even, the mirror isabove one of the 10 numbered spots in themaze. Then roll 1d10; the result correspondsto either a numbered spot in the maze or aside door (consult the Encounter LocationChart; reroll results greater than 6). Either the

groaning spirit or the minotaur knows thefollowing clue to what is happening here, butneither one can figure it out.

“Seek out the (number or letter)With downward looks castingShatter illusionsWhile you are reflecting.”

31B. The Right Door is the Exit

The two will-o-wisps in this maze attempt tomislead the PCs. Failing that, they attackthem.

One side door from this maze allows thePCs to exit. Roll 1d10, ignoring numbersgreater than 6, and consult the EncounterLocation Chart to determine its location. It islocked, as are all doors in the maze. Onceopened, green fog pours in, swirling aroundthe PCs. Moments later it clears, revealing thehallways of the Tower of Stars. (The otherdoorways will not open.)

The groaning spirit knows the followingclue, which can also be found scrawled inCommon language on one of the walls in themaze (location, your choice):

“Find the (letter location)Make no delayOpen the one doorThat takes you away.”

31C. The Right Symbol is the Exit

At the second Encounter location, the PCsfind duplicates of themselves. These dupli-cates are starving to death. With their dyingbreaths, they explain that they have beentrapped here for uncounted years. These are

PCs and each has only 1 hit point. They willnot go with the party.

The exit from this maze is found by stand-ing on the proper number symbol on the floorof the maze and naming that number aloud.When this is done, green fog swirls up and

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fills the corridor. When it clears, the PCs findthemselves back in the corridors of the Towerof Stars.

Both the groaning spirit and the dyingPCs know the following clue:

“Find the (number location)For that is the bestSpeak symbol’s nameTo continue your quest.”

32. The Arena

You enter a great arena. In the center ofthe dirt floor, several dark figures aretaunting and attacking something in theirmidst.

The exit from this circular arena is on the farside. The arena is 160 feet across.

32A. The Evil Stag

The figures are six elves, each of whom isthrown aside and killed. The creature theywere attacking is the White Stag. This

stag’s eyes burn with red fire. The stagimmediately attacks the PCs.

32B. Figures are Zombies

The figures are 30 zombies that have killedthe White Stag and are devouring it. Whenthey see the PCs, they turn and attack them.

32C. Minotaur’s Justice

The figure being attacked is an elfmaid whowas caught in the dream as she returned toher home. She is being attacked by six

minotaurs. The stands of the arena are filledwith cheering minotaurs.

Under no circumstances do the minotaursin the stands attack the PCs if they try to res-cue the elfmaid. The minotaurs enjoy agood fight. The elfmaid comes with the PCs, ifthey win. She suffers from amnesia and givesneither information nor help. Tarak does notknow her.

33. The Gemstone Man(Mandatory Encounter)

You enter a great rotunda. The warpedglass of the dome overhead casts ripplesof green light on the floor. Two robed menare locked in combat. Suddenly, there is abrilliant, blinding flash of light, and one ofthe figures slumps to the floor.

The only exit is the door on the far side fromthe entrance, 80 feet away. Before the PCsleave, the dying figure speaks:

“Harken back to the Thon-Thalas. Theriver never lies when the coins are cast.The vision shows how to awaken Loracand end the nightmare.”

33A. Fizban of Death

The dying figure on the floor appears to beBerem, the Gemstone Man (see the “Player

Characters” and “NPCs” sections of theAppendix). The victorious figure is a crazed

Fizban, who attacks the PCs for 1d4+6rounds before attempting to escape. For pur-poses of this encounter, use the statistics andspells of the lich in Encounter 27C for Fizban’spowers.

Once Fizban has fled, Berem tells the PCsthe clue, then he dies.

33B. Fizban Deadat the Hands of Raistlin

The dying figure is Fizban, apparently mur-dered by Raistl in. This Raistl in wearsblack robes and attacks the party with all hispower, targeting on Raistlin first.

33C. Madman of the Gem

The dying figure is Fizban, apparently mur-dered by Berem. This Berem has all of thequalities of the real Berem (see the “PlayerCharacters” and “NPCs” sections of theAppendix), but he is crazed and attacks theparty. He wields a sword +2, nine livesstealer.

Berem cannot be destroyed. The PCshave to find some way to stop him or get pasthim.

34. The Throne of the King

Shifting green mist writhes through thegreat hall. In the center of the hall, illumi-nated from above by a single shaft ofghastly white light, stands the throne ofKing Lorac.

The king’s body is emaciated. His righthand rests on a great globe of crystal thatglows with swirling colors of light anddark.

Surrounding Lorac’s throne are the sin-uous bodies of five huge, green dragons.Each dragon’s head hovers near the tor-mented king, murmuring the nightmares.The dragons’ whispers echo across thehall.

There is only one dragon. The others aredragons. The dragons immediately separate

in an apparent attempt to surround the PCs asthey enter.

As if the dragons aren’t shocking enough,all PCs from all tracks enter the room at thesame time. There are Primary and IllusoryPCs and NPCs, as well as PCs. For example,Raistlin enters from his true track. He sees

another Raistlin enter from track A, anotherfrom track C, etc. (assuming Raistlin’s truetrack is B). Any PCs or PCs who died duringthe adventure are not present.

The keys to the PCs’ success here lies indetermining which of the PCs are real andwhich dragon is real.

Do not tell players which group containstheir PCs. You can give players clues byrecapping previous Encounters. If the playerhas been alert, he has already figured outwhich group contains his PC.

At this point, turn over control of all incar-nations of any PC (both Primary and PCs) tothe player running that PC. If he has figuredout which one is real, then he can use the illu-sions to protect his PC.

Choose one of the green dragons to beCyan. The other dragons suffer damage, bothreal and illusory. Illusory dragons disappearwhen defeated. If the PCs kill Cyan, his bodyremains. Note: Cyan suffers damage that isboth illusory and real from PCs and PrimaryPCs.

Cyan defends the throne. Since he is thespinner of the nightmares, the dragon candistinguish the Primary PCs from the PCs.

The PCs can try to end the dream at thesame time they fight the dragons (see theEpilogue for how to end the dream). If Loracis awakened, the illusory dragons vanish andCyan tries to flee by leaping through the largewindow behind the throne.

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The Long Dawn that the hold of the orb is broken and Loracawakens.

No Epilogue is provided for PCs who fail onthis mission. If the PCs fail, they have diedand thus have written their own epilogues!

To succeed, the players must awaken LoracCaladon, Speaker of Stars, from his night-mare-ridden sleep. The ways to draw Loracfrom his dreamstate are listed below. Two ofthese always work. The third choice wasdetermined by the coin toss the PCs madewhen they entered Silvanesti.

Damage by Kin

Should Lorac be struck by Alhana for anykind of actual damage, the king awakens.This action must have been foretold by thecoin toss to work. If not, the king does notreact. Alhana’s touch does not work either.(You can use the chart under the “Love ofAlhana” section, below, here if you wish.Invert the statistics.)

The Power of the Gods

Goldmoon, Loralon, and Waylorn are all trueclerics. Either of the following clerical spellscan be used to awaken Lorac from his dream:dispel magic (against 21 St-level magic) orremove curse (saving throws apply; Loracsaves with a 6+ on 1d20. A successful savingthrow means the orb retains control.)

If this option was not determined by the cointoss, these spells have no effect on Lorac.

Loralon: The Conscience of the King

Loralon was a cleric from Silvanesti beforethe Cataclysm. Loralon’s memory might endthe dream.

If Loralon, or any of the PCs, recites toLorac the tale of the Dark-Night Child, thenLorac awakens from his dream. This actionmust have been determined by the coin toss.

The Love of Alhana

If Alhana, beloved daughter of Lorac, simplytouches the king, she has a chance of awak-ening him. The more gentle the touch, themore successful is the attempt. Use the fol-lowing to determine success:

Type of Touch Saving ThrowLoving touch/tears 6Gentle touch 8Ordinary touch 12Rough touch/grab 15Striking blow/slap 18Weapon damage * 20

* Each time Lorac is damaged, check for arandom encounter.

This action must have been determined bythe coin toss. You must decide into which ofthe above categories Alhana’s touch fits,given the situation. A successful savingthrow on Lorac’s part means, in this case,

Breaking the Orb

If the orb is hurled to the floor, there is thepossibility it shatters. Simply removing theorb from Lorac’s hand does not break thebond.

For every 6 points of nonmagical damagethe orb suffers, check to see if it shatters byrolling 1d20. The orb shatters on a roll of 18+.Magic cannot harm the orb.

Whenever the orb finds itself under attack,it reacts through the dream. Check for a ran-dom encounter each round the orb is struck.

Breaking the orb ends the dream.

Death of the King

If Lorac dies, the dream disappears. Thus, theorb reacts to attacks against Lorac just as itreacts to attacks against itself. Check for arandom encounter each round that Lorac isstruck.

Killing the king always ends the dream.In the first chapter, the PCs determined

which of the above actions would work by thecoin toss. The last two always work. Breakingthe orb, however, means that the PCs nolonger have the orb. The death of the king is atragic act. Given the situation in the tower,however, these two are probably going to bethe most difficult to achieve.

When the dream is ended, the throne roomis suddenly plunged into utter darkness. ThePCs have to find their own light. When theydo, they discover that only they themselves—the Primary PCs—are in the hall. All dream-wraiths, dreamshadows, and illusory PCshave disappeared.

Recalculate the True Damage suffered bythe PCs and inform the players of their actualstatus.

Note: Any real monsters that were not slainstill remain. Nothing attacks the PCs at thistime, however.

Read the following boxed section aloud toyour players. If Lorac is still alive, he talks tothem. If Lorac has died, insert the words inparentheses.

Suddenly, the apparitions of the dreamdisappear. You find yourself in a vast hall.Though it is still filled with green mist, thehorror that was here is gone. As you lookaround, you see your companions arealso in this room.

(The spirit of) King Lorac Caladon sitsupon his throne in a dazed silence, staringaround the hideously changed throneroom. The scars of the dream are still vis-ible. He turns to look at you. His eyesreflect a sorrow deeper than the Abyss.

“My pride, my weakness...” he mur-murs. “I wanted to save my nation. Nowmy pride is turned against me, my great-est fears become reality.

“I have taken so much from the land ofmy ancestors,” he says softly. “I havemuch to return.

“I give myself to the land. Bury mybody in the soil. As my life brought thiscurse, so, perhaps, my death will bring ablessing.”

So passes the spirit of Lorac Caladon,Speaker of the Stars.

Current State of Silvanesti

The terrible nightmare that the Dragon Orbinflicted on the realm is now ended. Its effectson the land and creatures here are not. Forthe elves, the nightmare continues.

Al l s t ructures remain contor ted anddeformed. The green mists still cling to theground. The trees still bleed from gashes intheir bark. Further adventuring in the towerand Silvanost profit the PCs little.

Before the PCs leave, Alhana insists theytake the following gifts (refer to the “MagicalItems” section of the Appendix): a brooch ofImog, a golden circlet, a fIute of wind danc-ing, and the swords Redeemer and Mantooth(Wyrmsbane and Wyrmslayer).

The griffons return when the dream ends.They take the PCs northward, where they canhope to find passage home. To the west, theDragonarmies are still searching for them.

Impress upon your players the need to gonorth. If they decide to go north, the griffonstake the PCs to the entry point of Chapter 5.

Wrapping up the Adventure

Finish by reading this text:

Lorac’s funeral was held the next day.According to his last wish, he was buriedin the ground outside the gates of the city.This barbaric custom shocked the elves,yet Alhana could not deny him his dyingwish.

You journey onward, traveling the onlyroute open—north, hoping to find pas-sage back home, hoping once more tosee the friends whose presence in thedream only made the sting of theirabsence sharper.

The land of Silvanesti is still a torturednightmare. But one tree’s beautiful greenleaves stand in splendid contrast to theblack desolation of the forest around it. Itsways in the chill wind, singing soft musicas it spreads its limbs to shelter Lorac’sgrave from winter’s darkness, waiting forspring.

It will be long before the elves can healtheir beloved homeland. Yet that one treewill ever stand as a symbol of their hope.

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The next six chapters (Chapters 5 through10) take the PCs from Silvanesti to the BloodSea of Istar and beyond. The following notesare provided as aids to the DM in running thispart of the adventure.

Random Events

Tables of random events for these chapters arein the “Random Events” section of the Appen-dix. The DM can use these to add excitementto the adventure (or you can ignore them ifyour party is getting enough excitement with-out them). These tables include randomencounters, events, and omens. Omens aremysterious happenings that might providewarnings to the PCs. The DM should adapteach event, encounter, or omen so that it suitsthe current situation of the PCs.

Each day you should roll for the chance ofa random event on the table for the locale. Ifan event is indicated, you decide whether itoccurs during the day or at night. You cancreate your own events to reflect commonoccurrences on the road or you can run morethan one event a day.

To create some variation in events, alter anevent if it comes up twice or replace it with anevent you have not used yet.

Synopsis of the Story

This synopsis highlights the key steps of theadventure. Players can go in any of a numberof directions, so this is provided to insure thatthe story progresses toward its climax. If thePCs stray too far from the course of the adven-ture, the DM should get them headed in theright direction by providing helpful informa-tion from strangers, through omens, by warn-ings of places to avoid, or increasing attacksfrom Dragonarmy patrols.

1.) The adventure begins with the PCs trav-eling the road from Silvanesti by night toavoid draconian patrols. Their first encounterhas them rescue two new PCs, Kronn andSerinda, and possibly Waylorn, if he is notalready with the party.

2.) The PCs should be directed towardGoodlund for information and shelter. Thisdirection might come from Kronn, from anencounter with the disguised silver fox andrebels, or from a stranger or spy.

3.) The PCs should learn of the Oracle’sprophecy and seek her for advice. Adven-tures result from searching for the way to theOracle and perhaps being misled to the DairlyPlains.

4.) Once the PCs learn their ultimate pur-pose, they should be directed to Flotsam tohire a ship. The cost to hire a ship is exorbi-tant and PCs should be provided with rumorsabout where or how they might acquire theneeded funds. Opportunities include explor-ing the Dairly Plains east of Goodlund whereseveral ruins exist, visiting the dangerousislands of Elian, said to hold a city of won-ders, raiding the treasury of the DragonHighmaster, stealing into the Ogrebondstronghold, and playing in a high-stakescard game.

5.) During the journey and while at Flot-sam, the PCs should have the opportunity tomeet possible allies and featured villains,including Toede, the rebels, Sevil, Gilden-tongue, and Kitiara.

6.) At Flotsam the PCs should be con-cerned with finding a boat to hire and avoid-ing the guards. They should be drawn intodiscovering the secret goal of the Dark Queen.

Other activities also occur during this time:• Toede tries to find and capture the PCs.• The rebels try to aid the PCs.• Berem tries to avoid the PCs.• Sevil aids the PCs if it suits him, or mis-

leads them if he discovers their identities.• Kitiara uses spies to sniff out strangers

and then delays them with misdirection.• Gildentongue seeks to discover the PCs’

purpose and sends them into danger.7.) If Kitiara’s ruse does not work, or the

PCs return to Flotsam after following the ruse,Berem is kidnapped by Sevil. Encourage thePCs to locate and rescue him.

8.) The storm that has been threatening forweeks arrives with all its elemental fury.

9.) With Berem in tow, the PCs flee andshould reach the Perechon. Under cover ofthe storm, they should evade any pursuit.

10.) Direct the PCs toward the maelstrom.Perhaps Kitiara discovers them and gives

chase, or they receive a plea for help in a seaencounter, or they seek the key to the DarkQueen’s defeat.

11.) PCs should eventually be called on toaid the sea elves in defeating the evil forces.

12.) After the battle, word should reach thePCs about the following: Maquesta and friendswere captured by pirates, Berem was sightedheaded toward Mithas, and the Perechon waswashed ashore on Karthay. PCs should beencouraged to take appropriate actions. Dur-ing this time Lady Lengstrien and the BlueWizard should join the party as escapedslaves. All paths eventually lead to Karthay.

13.) The PCs should explore the gnometower, thinking that Berem is there. HereKitiara and Skie are unmasked and trap thePCs in the tower. They then fly north afterBerem. Persuade the PCs to pursue Kitiara ifthey do not do so on their own.

14.) The final confrontation between Kitiaraand the PCs should occur after a mad chase.Victory seems in Kit’s lap, but Berem makesan unexpected escape.

Note: Many of the maps for Chapters 5through 10 are on the black and white side ofthe large, fold-out mapsheet. The Blood Seaand Environs map is on the inside cover ofthis book.

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How to Start

The events chronicled in this chapter beginabout a month after the player charactersawakened Lorac Caledon, the elfking. Leav-ing Alhana Starbreeze behind to mourn herfather and to rebuild Silvanesti, the heroesjourneyed north to Balifor. Discovering theyare now in enemy-held lands, they seek pas-sage on a boat to the free lands. But theymust proceed cautiously, so as not to drawthe attention of the conquerors.

You might want to create a small adventureto bring them to this point (Encounter Area40). If they find a boat to cross the Bay ofBalifor, it should wreck in a storm or beattacked and hulled by a shadowy dragon(see Event 26).

Note that Serinda and Kronn are met inEvent 1, the start of this adventure. With theparty is the NPC druid, Waylorn Wyverns-bane. It is important that this characteraccompany the party. If he was not with thePCs at the end of Chapter 4, he joins thembefore they leave Silvanesti.

The party starts the adventure in EncounterArea 40. This is done to move the adventureswiftly along.

Events

Event 12: Friends in Need(This event occurs in the early evening on thefirst day of the adventure.)

The journey from Silvanesti has been longand tiresome. You leave that nightmareland to reawaken to the song of spring.But it remains shadowed, its king givinghis life to renew the earth.

The land around you has fallen to theconquering armies of the Highlords andtheir draconian minions. Freedom is athing of the past, safety but a fleetingshadow. Hard times are at hand, andevery man might sell his brother. Elvesand their kin are hunted and any resis-tance seems useless. Your only hope is toraise sufficient funds to board ship to thefree western lands.

This eve’s journey is interrupted bysudden shouts and the sound of a battleahead.

Some 200 yards down the road, where a clus-ter of trees forms a pool of shadow, a struggleis taking place. If the PCs listen they hear avoice swearing in Silvanesti Elf.

A hobgoblin patrol of 20, lead by a Bozak,has discovered Kronn and Serinda hiding inthe trees and is attempting to capture them.So far each has suffered 1d8 points of dam-age, and there are four dead hobgoblins.

This group carries only 2d20 coppers pluscredit vouchers for Port Balifor worth eightsteel. They know little, but are under orders tostop strangers and capture any who seemodd.

Event 13: Traveling

The Dragonarmy has orders to detain anywho appear odd and to bring them to Flotsam(area 49) for questioning. They are also hunt-ing elves and rebels. Most of the army tries tocapture elves and rebels to gain the higherreward for living criminals.

The heroes have to either travel by night orassume disguises. If they travel during the day,they encounter 1d4 patrols (see Event 12) perday. If the PCs have no disguises, theseencounters automatically turn into battles inwhich the patrol tries to capture the PCs. Thefollowing are the chances that the PCs areallowed to pass if they are in disguises.

Farmer garb = 40%Merchants = 50%Entertainers = 60%Dragon soldier garb = 65%

(PCs are asked for orders)Soldiers w/prisoners = 75%

Event 14: A Warning

If the PCs are still on the road after three daysand have not turned toward Goodlund, runthis event.

Half a mile ahead, the road runs throughboggy land and a squad of draconiansoccupies the road, questioning a smallmerchant party.

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The patrol consists of 20 Baaz and a humanleader (see Men, Warrior on the CombinedMonster Statistics Chart in the Appendix).They are consulting with a small weasel-likefellow as they examine the merchants andtheir cargo. Suddenly they haul a man off awagon and disarm him, then the merchantsare handed a poster and waved on.

The PCs can remain in hiding or questionthe merchants as they pass. The merchantshave no love of draconians and show PCs theposter or drop it as they pass. These are justeight common men trading in pelts and pot-tery.

The poster says the following:

REWARD!for capture of elves

and their kinCaptured: 15 steel

Dead: 1 steel

If the PCs rescue the captured man, his nameis Erewan, a rebel, and he takes the PCs tomeet the Fox, Encounter 49B.

Event 15: Kender Catch

When the party enters Goodlund (areas 45-48) for the first time, read the encounterdescription and then run this event at night-fall.

This evening is overcast and gray. A chillwind howls. You move beneath the moon-less sky with dim light by which to pickout your path.

Shortly after nightfall a dragon is sighted. Heapproaches from the northeast, remainingout of missile range. He wheels in the wind asif searching the ground and then moves on.

Waylorn counsels that they seek shelterdeeper in the woods. This night the woodsappear black and twisted. The moan of thewind and the creaking and rustling of thetrees make it difficult for the PCs to hear eachother.

Once in the woods, a small figure breaksfrom the brush and runs off down a trailtoward Kendermore (area 46). He seemsinjured, for he runs with a limp. He is actuallythe bait for an ambush and he tries to get thePCs to chase.

If the PCs pursue they eventually find himcollapsed, lying face down on the ground.This is a trap. It’s a straw dummy lying atop acovered pit. In front of the pit, hidden byleaves, is a lo-foot-wide net. When someonefalls into the pit (dmg 1d4 – 1), the net issprung and snares those standing on it. Theperson falling in the pit is tangled in a tarpand cannot get free.

This is a kender ambush and should bemade to seem ominous. They stay out of thelight, throwing water and dropping cloaksover light sources from the trees overhead.Using pikes and throwing rotten squash, theyherd the remaining PCs beneath some

weighted nets and capture them. PCs who arecaptured are bound, gagged, and blindfolded.

If the kender are discovered or the PCs donot follow the bait, but track it later, they findthe kender camp. The kender camp in thebranches of trees, using small hammocks andfires in clay pots. There are 30 kender andone leader. They are wary of strangers andtake them to Kendermore (area 46) only ifthey surrender their weapons.

Go to Event 16 for the journey to Kender-more.

Event 16: A Tiring Trip

This journey should be run swiftly with noencounters on the way, unless the party isfree to lend a hand. The kender take the PCsalong a forest track to a small boat on theBristle River (area 45). They sail down to thefork and then pole up the Willow to Kender-more in one day.

If the PCs were captured, they are thrownacross the backs of some ponies and carriedto the riverboat. This is an unpleasant trip forthe PCs as they are bounced around andjabbed by branches, or dropped in puddles ofwater. The entire trip is made in ominoussilence.

Event 17: A Strange Welcome

This occurs when the PCs enter Kendermore(area 46). If they came of their own will, theyare led through to a hall escorted by guards.

If they are brought here as prisoners, theyare carried to the hall and dumped on thefloor. When their blindfolds are removed, theyare momentarily blinded by the bright light.Laughter and applause fill the room.

This room is filled from wall to wall andfloor to ceiling with giggling, nudgingkender. Obviously some sort of feast hall,there are long tables, benches, and ornatepillars strewn about. The hall is 30 feettall. Despite the gaiety, you notice thatmany kender have weapons drawn andready. Three grim-looking kender in floor-length vests approach.

At first the PCs are accused of being merce-naries or spies of the Highlords and tauntedwith dire threats. If Kronn is with them andspeaks for the PCs, the kender swap good-natured barbs with him about his choice ofcompanions. They demand that he prove heis who he says. The kender are just havingsome fun at the party’s expense.

After several minutes, or if it is pointed outthat there are elves with the party, a tallkender with graying hair leaps down from achandelier and shouts, “Enough! Forgive ourpoor manners! Welcome to Kendermore! Wel-come back, son!”

This is Kronin Thistleknot, marshall of Ken-dermore and Kronn’s father. He orders a feastof roast pig, wine, bread, cheese, dried fruits,fish, and vegetables.

The PCs’ weapons and gear are returned,though some items are missing and somepieces are not theirs. You should inform Kronnthat he can eventually “re-borrow” (i.e., stealback) all of the PCs’ gear before they leave.

The feast is swiftly set forth and all but thePCs have a grand time. The feast is very infu-riating, for things keep appearing and disap-pearing before the PCs. They find kender chil-dren and women tugging at them and lookingin their pockets while kender males slap themon the back. This should be played as a com-edy of thefts and returns.

Rumors can be gathered during the feast,selecting either from the rumor chart or thefollowing:

• Draconian patrols rarely come here.• Ogres patrol the area and have killed sev-

eral kender.• The ruins of Kendermore are rich in trea-

sures and dangers, and are an interestingplace to visit if the PCs would like a guide.

The Prophecy: At some time during theevening, Kronin casually mentions a warninghe received from the Oracle of the Woods.She foretold that a band of heroes gifted bythe gods would pass through Kendermore. Hewas told to tell them they would be wise toseek her out. He wonders if the PCs have seenany such heroes?

The Oracle is said to have the ability toread the plans of Fate and can show the bestpaths to take. Kronin does not remember theway to the Oracle, nor does anyone else here.There is one, Master Spry, who might besought for directions. He lives atop Springfallsat the source of the Bristle River.

The Gift: At the end of the feast, a woman,dangling bare feet from atop a pillar, suggeststheir guests be given a gift. All the kenderagree and there is a shouting, giggling discus-sion. It is decided the gift is to be a compan-ion to go along with them and return with thestory of their great adventure.

Kronin chooses Kronn to go. Kronn is bothcheered and jeered. He is tossed about byseveral kender, dumped in the punch bowl,and finally rolled down the carpet to the PCs’feet. The feast is over.

Event 18: Kronin’s Council

Kronin is a wise kender, as kender go, andmight be sought for advice. Below are hisresponses to typical questions:

Where can the heroes hire a ship? The onlyport with free ships is Flotsam (area 49). Hehas heard of someone known as the BlackCaptain, who is said to be fair and close-lipped.

How much might a ship cost? He thinksseveral thousand steel in these tough times.

Where might they find such money? He isunsure. He has heard of two ruins in the DairlyPlains (Legends 2 and 5; see the “Rumors,Legends, & Omens” in the Appendix) and ofa valley of gems in the Ogrelands (Legend19). Or they might try to steal from the High-lord’s treasury.

How do they reach Flotsam? It is four daysjourney overland to the west. Or they cantravel to the coast in one day and hail a ship,

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or he offers to help them catch a small pirateship.

What should they beware of overland?Watch out for ogres and the Shirgrenth. Hegives them a ring to identify them to a friendof his named the Fox.

If they decide to attack the pirates. Kroninsays there is a secret cove that pirates oftenuse at Norreach (area 50) and gathers 15kender to go with him and the heroes.

Event 19: An Eerie Feeling

As the PCs prepare to leave Kendermore,they get the eerie feeling that someone iswatching them. There is an invisible spy,Gildentongue the Aurak, who is also search-ing for the Oracle. He follows at a distance.

Event 20: Searching for Spry

Kronn does not know Master Spry, but helearns the way to Springfalls (area 47) andcan guide the party there. Kronn recognizesmany of the kender snares and warningsalong the way and knows them to be mostlyharmless. You should take Kronn’s playeraside and explain this to him. Kronn can doas he wishes with this knowledge, just let theplayer know when they are encountered bynodding at him.

The journey to Springfalls is fairly unevent-ful, but run three of the small kender encoun-ters listed under Goodlund (Encounters 45 &48) .

Event 21: Master Spry

Sitting behind a rock in the clearing is anelderly kender with spectacles, fishing in apool. He is surly and does not like to have hisfishing interrupted, even though there are nofish in the pool.

If questioned, he answers in a rude androundabout fashion: “Yes, the Master’s homeis at the top of the cliff,” “How would I know ifhe’s home, I haven’t been there.” This fellowis Marigold Featherwhistle Spry, but does notadmit it. He wants to be left alone.

The cliff is slick and dangerous. To climb tothe top requires three successful DexterityChecks with a -2 penalty. Using a rope elimi-nates the penalty. If a check is failed, thecharacter falls. On a second successful Dex-terity Check with a -4 penalty, he catcheshimself on a branch for 1d4 points of dam-age. Otherwise he falls into the pool (2d4points of damage).

The old kender does not appreciate themscaring the fish, and wonders aloud why theydo not use the ladder behind the waterfall.This ladder is slick and requires one DexterityCheck to use. It exits through a tunnel at thetop.

When the PCs return from the house, Spryadmits he is the one they are looking for. “Iwould not live up there—too dangerous!” Hetells them the way to the Oracle if theypromise to leave him alone.

The way to the Oracle, he says, is to followthe river east to a divided tree. Then turn due

north until they come to a dog-headed rock.Then go southwest until they come to thestony pointing finger. From there they mustcross the Teeth of Despair, enter the Gap, andpass the Guardian. There is the Oracle’scave.

These directions lead the PCs in a circle,bringing them back past the pool and a halfmile to the north. It is evening by the timethey return and Spry is gone.

Event 22: The House

The top of the pinnacle is swept by a coldwind and there are patches of ice and snow.Spry’s house sits on a spur of rock and isreached by a rickety old rope bridge.

This house has been abandoned for yearsand is now a taer lair, home to two taers.(Spry lives in a cave.) The house is in disre-pair. Doors are warped and ajar.

PCs studying the house see a shadowy fig-ure moving about on the first floor. If the PCsdecide to search Spry’s house, the taerretreats, making sounds as he goes whichshould convince the PCs that Spry is here.

The small house has a porch with a ricketyrailing in front. Anyone stepping onto theporch (the only way into the house) has a10% chance of breaking through the floor-boards and falling into the pool far below(3d4 points of damage). Inside, the house is asingle room with several pieces of broken fur-niture and tattered remnants of decorations.

The two taers wait until at least one charac-ter has stepped into the house before attack-ing.

Event 23: The Path to the Oracle

The Berries

Before you, an odd rocky formation pointsa stony finger to the southwest. At itsbase a tired oak grows in the midst of astand of briars and weeds near a smallhillock. Large golden berries hang fromvines wound around the oak.

A path through the briars can be discernedfrom a tree. If the PCs try to cut their waythrough, they encounter four patches of tan-glevines (AC 7; dmg 1 d4+ 1 /round; hp 20).

The berries grow high in the tree and canbe picked by climbing the tree or standing onthe hillock and using a bladed weapon. Thehillock is a giant slug. It attacks when a PCsteps on it or when the PCs have the berries.

The Teeth of Despair

Now it starts to drizzle and the groundbecomes slippery. After 300 yards, have thePCs make a surprise roll. If not surprised, theyspot a figure behind a tree, unmoving. If sur-prised, they stumble face to face with thecorpse of a man pinned against the tree by aspiked sapling trap. It is the weasel-facedman from Event 14.

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The next 100 yards are full of traps everyfew feet; if the PCs look for them they canavoid them. If they do not look, there is a 1 in4 chance each round that someone blundersinto another spiked sapling (2d6), pungistakes (1d4), or spiked pit (2d4). A wolfhowls if a PC is wounded.

The rain starts to fall heavily and the partyis pursued by 20 wolves who close to attack ifthe party stops for more than three rounds. Ifattacked, the party can lure wolves into thepits by rolling a successful Dexterity Check tostep out of the way in time, or a StrengthCheck to throw a wolf into a trap. The wolvesflee once they have lost half their number.

The Gap

The black maw of a tunnel opens in the cliffface ahead. This tunnel turns to the left after100 feet and goes into a boxed valley.

Just around the bend are four weary ogresand their leader. If they hear the partyapproach, they retreat to the valley and set anambush for the PCs. If surprised, three ogresrush the party while two throw darts.

If the ogres hear the party, they use a dead-fall log to surprise the party first (saving throwvs. petrification or the party’s first rank suffers2d6 points of damage). Then two ogres usedarts to pin the remainder of the party in thecave while the other three rush those hit bythe log.

The Guardian

The valley is 100 yards wide. In the oppositecliff is a cave entrance, 50 feet above theground. The valley is barren except for a leaf-less, lightning-struck tree 10 yards in front ofthe cave. This is really a living black willow.There is a hollow cavity at its base, shelterfrom the storm. The tree waits to attack onePC when the others are distracted.

A faint glow of a fire can be seen within thecave. High winds in the valley make it dan-gerous to levitate. The cliff imposes a –40%penalty to climbing attempts.

The Oracle

The cave is filled with an obscuring, shiftingmist. As PCs explore the mists they find thechambers seem endless, filled with illusionsof danger, such as:

• A dancing light of a man that leads to a10-foot-deep pit

• Doors that vanish when touched• Voices of friends calling out• Dead comrades who seek to harm the

PCs

No harm results from these illusions. After awhile the PCs reach the central chamber.

Before a bubbling cauldron from which mistpours sits a bulky figure in shadow. This is theOracle, an ogress (use Hag stats on the Com-bined Monster Chart). She is a hideous oldthing who speaks in riddles and vagaries. Ifattacked she can double her size and use agiant broom to sweep the offenders out the

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mouth of the cave, actually only 50 feet away.Or if she is in real danger she shrinks to thesize of a mouse and escapes.

The Oracle agrees that the PCs are the onesof whom she spoke, but she casts their for-tunes only for a price. She accepts the goldenberries or a magical item. (Give vague hintsabout upcoming events in the adventure.)

At the end of the reading she gives a finalwarning that the choice for good or ill istheirs. Then fear creeps across her face andshe says “Evil comes this way. T’will be myundoing.” She vanishes and the mists clear.

The PCs find themselves in a bare cavewith the entrance but 50 feet away.

Event 24: Looking Back

As the heroes leave, a PC looks back. He seesa man standing beneath the devil tree. Thereare two flashes of light from within the cave,and after a moment a hawk flies out.

This was Gildentongue seeking the Oracle.Failing to get the answers he sought, heattacked her and then fled as a hawk.

Event 25: Hailing a Ship

When PCs are in a coastal hex, there is a 1 in4 chance that they sight a ship per day. Tohail the ship, they must build a bonfire or sig-nal in some manner. On a roll of 1 on 1d6, theship does not respond, otherwise it drawsclose and puts a longboat ashore. Use themap of the pirate ship and the descriptions inthe next chapter in Flotsam. The ship’s cap-tain asks for a fee of 100 steel per person totake the characters to Flotsam.

Event 26: Dragon Strike

If the PCs take a boat to Flotsam, this eventoccurs one hex away from the port.

All day clouds have filled the skies. Nowas the sky darkens to night it looks as ifyou are facing a nasty squall.

If the PCs stole a pirate ship, the ship runsaground on a sandbar, 50 yards from shore.

If the PCs hired a ship, they are betrayed asthe storm closes in. The PCs are outnum-bered and taken by surprise. These pirateswant to steal their valuables and throw themover the side.

Just as things start to look grim, a shadowfalls across the ship. This is the bronze dragonClarion. In the darkness he cannot be identi-fied. Thinking this to be a pirate ship, he is seton sinking it. He maneuvers for two rounds.On the third round he fires a lightning boltnear the water line, hulling the ship.

The crew panics; the PCs can use a long-boat to escape to shore.

Event 27: Helpful Stranger

On the second day of the overland trek, theparty encounters Gildentongue disguised as

Master Spry. He is as rude as when firstencountered. He is curious about the heroes’purpose, however.

In return, he notes that if the PCs want touse his boat to reach Flotsam then they arewelcome to it. The boat is in a sea cave andhe provides directions and leaves.

The cave is at the nearest coast and indeedthere is a rickety old longboat with a sailthere.

Encounters

35. Port Balifor

Nestled beside a sheltered cove with bar-ren steppes to its back, a low stone walland a salty canal protect the town. Thisport has grown out onto the pilings of themany wharfs and piers, and half the townis built above the tidal flats. Beneath thepilings is said to be another world.

Port Balifor is a conquered town. Weaponsare forbidden, the penalty for violating thislaw is flogging (dmg = half hp + 1d12). Trou-blemakers become hunted men. The soldierscan be bribed.

Strangers in town are welcome at the Pigand Whistle tavern. The owner, WilliamSweetwater, has the face of a pig but is kind-hearted. He recommends that PCs go north toFlotsam.

The waterfront is under the control of theDragonarmy, and only their ships can comeand go freely. Characters wandering in thisarea might be forced into work details.

Beneath the wharfs is a maze of pilings andsewers frequented by thieves, scalawags, andoff-duty hobgoblins. Most anything can bebought here at 10 times normal price, butcharacters must beware discovery andbetrayal.

36. Coast of Balifor

Patrols of draconians prowl this land andthere is a 35% chance of meeting one eachday.

A patrol consists of 15 Baaz and either ahuman warrior leader on horseback or aBozak with these spells: fight, magic missile,shield, ESP and web. They question anyonethey meet.

Once the party should witness eight war-riors and 13 Kapaks executing a dozen rebels.

37. Inner Steppes

This country is empty, save for an occasionalhuddle of farms. When the PCs first enter thisland, they encounter a rough-looking warriorsitting on a saddle. He smiles wryly. His horsewas commandeered by some hobgoblins fordinner. He is a mercenary and, seeing theparty’s weapons, notes that people carryingweapons had better join the dragons or findthemselves spitted on their own swords. Hemight share a rumor or legend.

Squads of 15 hobgoblins mounted OIwolves prowl the plains during the day.

38. Steppe’s Edge

The high plains of the steppes fall off tograsslands to the east. Rugged bluffs forma wall. Blind canyons slice through thebluffs.

This ridge line is mostly abandoned. There isa 20% chance that the PCs encounter a bandof 10 bandits and a leader (use Slig stats).The bandits use a decoy of an overturnedwagon and three wounded merchants. FiveKapak bodies lie on the ground. These draco-nians are not really dead. The remaining ban-dits are hidden in grass-covered pits.

The bandits lair in a box canyon with 15others, an ogre, and three watch wolves. Theyalways post three sentries. Their treasureincludes trade goods, rations, and jewelryworth a total of 2,356 steel.

There is a 10% chance each day that thereis an earthquake in this area. Roll 1d4 forintensity: 1 = rumbling; 2 = knocked off feet; 3= 10-foot-deep crevices open; 4 = 5d6 pointsof damage to each, half if successful savingthrow vs. petrification.

39. Mellow Swath

The grasslands stretch for miles. Thespring thaw has turned patches into amuddy marshland. Flowers and trees beargarlands of white blossoms.

Occasional farms are encountered here (30%abandoned). The local folk live in terror ofsomething they call the Dark Queen’s child, agiant serpent (use Giant Sea Serpent stats).The party discovers signs of the creature’sexistence—eight-foot-wide swaths of flat-tened grass and crushed bodies.

On the third day, they sight a house. Some-one on the roof is waving a flag. There arefour women, a boy, a girl, and a terrified hob-goblin.

They try to persuade the PCs to stay, fearingthat the horror will catch them in the open.They have enough food for three days. Thatnight the serpent comes in the dark and dragsoff the hobgoblin. The snake returns eachevening and chases those who try to flee.

40. Verdant Plains

Spring has started to paint the plains ofBalifor green. There are few inhabitants,but buffalo roam the plains, herded bymen with dogs.

The PCs begin the adventure here. There is a35% chance that they find their way blockedby wild buffalo. Herders might be encoun-

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tered here, but they avoid strangers. Rewardposters are tacked to trees everywhere.

41. Grimsome Glade

The forest presses close upon itself as ifmarshaling to hold back foes. Dim lightand shadows fit beneath the canopy. Thewind sighs through the woods.

There is a 10% chance that the PCs encountera fallen log bridge that is really a black willowwith something glinting in the hollow interior.

42. Wendle Woods

The undergrowth of tangled bushesrestricts movement to narrow trails. Anoccasional hut is found huddling beneaththe mighty trees.

A band of 18 wild elves lives in the woods.There are three druidic leaders who can con-trol the elder elms in the area. These elvesgrudgingly give shelter if asked by elfkin. Thenight they do, 28 Baaz and three Bozaksattack.

43. The Break

stands a hut on stilts, smoke curling from

The forest falls away to the north andsouth, leaving a gap of broken grass-lands. A muddy road winds past clumpsof thorny bushes. A mile north of the road

its chimney.

An old hag lives in the hut with three hellcats(use Hellhound stats). She can cast two illu-sions a day and usually makes it seem thather hut can animate. She has cages, shack-les, and stocks in her hut. She does not chasepeople, but if someone comes visiting, shetries to drug them and lock them up. She hasa pouch of 20 gems (50 stl each) stuffed in ashrunken head.

44. Wendlerithing River

The waters of this river are high. Manytrees stand with their trunks awash. Dog-woods flower on the banks.

In the weeds beside the bank are two skiffsthat barely hold 10 people and their gear.Long poles can be cut to travel upriver. Sincethe PCs are not sailors, whenever they face adifficulty, the rudder man must roll a WisdomCheck. If he fails, anyone who does not roll asuccessful Dexterity Check falls overboard.

Difficulties include choppy waters, highwinds, snags, or being attacked while in theboat. A difficulty occurs once per hexside that

the PCs travel along. A giant eel might (30%)attack anyone entering the water. This river is100 yards wide and requires two successfulDexterity Checks to swim.

45. The Willow & Bristle Rivers

Running swift and darkly, this foreststream gurgles merrily through wild wood-lands. Time and again the narrow streamtumbles over shallow falls.

This area has several encounters.Kender: A patrol of 14 kender and a leader

ambushes the PCs, decoying them with onekender who acts like a frightened child stuckin a tree. He is scared of weapons and tries toget PCs to put them down. If the PCs areknown, the kender taunt them.

Crazed Buffalo: This beast charges after1d8 rounds.

Log Bridge: This bridge is rotted and has a20% chance of breaking and dropping thevictim into icy water (1d4 points of damageper round).

Snare: A piece of bright cloth or a coin liesbeneath a bush. Picking it up triggers a noosethat lifts the victim into the air.

Trap?: In the middle of a 30-foot-diameterpuddle of mud lies a coin pouch with 50 cop-per. Those exploring might slip and fall in themud. The center of the puddle is an eight-foot-deep mire, treat as quicksand. The pouchis on a pole in the mud.

46. Kendermore & the Ruins

Winter squash, grape vines, and fruit treesare all abloom. The air is filled with thehum of bees. What first seems wild is dis-covered to be carefully cultivated. Sud-denly you are surrounded by armedkender.

There are 25 kender and two leaders. Unlessthey have some business in Goodlund, thePCs are asked to turn around. If they desire tosee the chief, the kender demand the PCs dis-arm first, then escort them to Kendermore. Ifthe kender are attacked, they blow a horn.Read the following if the PCs manage to talktheir way into Kendermore.

What first appears to be a tangled forest isthe city of Kendermore.

Its gateway is a simple arbor openingonto a footbridge over a creek. Vinesgrow over the buildings with broad roofsand courtyards. Twisting stairs, ladders,and rope-ways link the rooftops.

This town is filled with curious kender. ThePCs gain an audience and are robbed blind ifthey are not careful. If a kender is confronted,he returns one item.

The ancient tomb, called the Ruins, is amammoth structure carved out of a hill ofrock. Vines drape the ruins. Dark emptyniches bespeak treasures long since pil-fered. There seem to be no entrances.

If the PCs want to explore the Ruins, they needa kender guide to find an entrance. This ruinwas once the tomb of a king. Anything thePCs find is stolen and left in the ruin beforethey manage to leave. Typical monstersencountered here include umber hulks andboring beetles that create more tunnels. Othercreatures include a gargoyle, ochre jelly, andan ettin. Encounters found here include these:

• Slides and water with leeches• Floors that collapse• A semi-intelligent beetle hive

Featured treasures here:• A diamond (500 stl)• A golden orb and cupped scepter (1,800

stl)• A wand of wonder (36 charges)• A decanter of endless water• A mirror of opposition

47. Springfalls

The forest climbs a stony hill. Risingabove the woods is a 150-foot-high stonepeak. Built on a spur of rock at the sum-mit is a small house. A silvery strip ofwater cascades down the cliff to an ice-rimmed crystal clear pool.

This is similar to the house in Event 22, but14 goblin deserters from a Dragonarmy livehere. They attack as the PCs reach the sum-mit. Mountain goats climb the steep rock andbutt climbers (use Wolf stats).

48. The Gaggle Wood

The dark giants of the forest are just bud-ding. Prickly gooseberry and gray gorsehuddle in the shadows, while songs ofbirds are a symphony within the coolrecesses of the wood.

A number of encounters might occur in thisarea (DM’s discretion).

Ogres: This group of six ogres and leader ishunting for rebels. If they spy the PCs, theytry to catch one for questioning.

Slapshot: Here is an obvious pit. Steppingto either side triggers a branch that knocksthe victim into the pit (2d4 points of dam-age).

Roots: Tangled roots trip a character (suc-cessful Dexterity Check to avoid). If he fails,he must roll a successful Wisdom Check orsuffer a sprain (half speed for two days).

Shirgrenth: The land is scorched. In theshadows is a fearsome shape with glowing

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eyes. The beast waits, watching the party.This is a dummy of hides over wicker. Withinthe beast are casks of tar, naphtha, and oil,which explode if they catch fire (4d6 points ofdamage to anyone within 60 feet).

49. Flotsam

The forest has been cruelly cut back fromthe path. The trails have been churnedinto mud by many clawed feet.

After two hours, a group of five rebels dis-guised as merchants meets the PCs and asksto travel with them. Later, they meet helmedmercenaries wearing Dragonarmy colors,actually more rebels. This is a test to see ifthe PCs fight the mercenaries when they startto get rough. If they do, the fight is endedbefore anyone is really harmed. The rebelsoffer to lead the PCs to their chief. If the PCsdo not help, they are allowed to continue afterthe rebels relieve them of their purses.

The rebels’ base is reached via a maze ofbrambles. Silver Fox is friendly, though Bad-ger growls a lot. Besides rebels, there are alsosix wolfhounds and a spotted lion trained byBadger. The rebels offer advice and mightagree to aid the PCs.

The land is hilly and cultivated. A small,dirty village sits on the edge of a shelteredbay. This is Flotsam, a collection of thecastoffs of Krynn. Rickety wharfs run outto the bay. To the east a curving hook ofland forms a stony bluff. The town’s fewrespectable buildings are built upon thatrock. This is the capital of the Highmasterof Balifor.

For more on Flotsam, see Chapter 6.

50. Norreach

This land forms a windy bluff above theSea of Istar. Once many villages dottedthe land. Now they are only empty shells,broken and overgrown.

There is a secret cove on the coast used bypirates. A pirate ship is here now with 23 pirateguards and three warriors. If the three leadersare defeated, the remaining pirates agree tosail to a destination in return for their lives.This ship travels one day before worm-riddenwood causes it to sink. If the kender help cap-ture the ship, they loot it before leaving. Thesepirates have only eight casks of brandy.

51. Wood’s Edge

Here the forest ends. The fields beyondare dressed with clusters of thorny bushes.

A hunting party of 15 sligs and a leader hidesin the grass. They want to capture charactersto carry off to feast (see Encounter 53).

52. Somber Coast

The rocky bluffs and low hills are car-peted with yellow grass. Clusters of thorntrees dot the land. Inland, large piles ofstone sporadically interrupt the flowingfields.

A pack of 18 ghouls stalks this land at night,hiding in the ancient cairns by day.

53. The Laughing Land

Here the land is a sea of grass. Valleys aremarshy and thorn bushes crest the hillsThe crowns of several hills are bare,beaten flat by many clawed feet.

Each evening the sound of stone drums beatsacross the night sky. A band of 29 sligs andtwo chiefs feasts on their latest captives,building a fire around victims tied to stakes. Ifno characters are caught, two human huntersare staked up. If the PCs rescue the hunters,the hunters just want to return home and areabrupt in their leavetaking.

54. Writhingwreck

Tall sea grasses blow in the salt breeze.When the tide is out, one can walk milesfrom shore on the tidal flats. Crabs scuttleacross the marshy ground and gulls circleabove. Clouds of midges gather.

55. The Gullet

Here are muddy, marshy flats narrowingto the mouth of the Gullet River. When thetide changes, a 20-foot-high wall of waterrushes across the flats in 30 minutes.

At low tide there are patches of quicksandthat might be blundered into. A charactersinks below the surface in 1d6+1 rounds if notaided; a sinking character must roll a suc-cessful Constitution Check each round or lose1d8 hit points.

56. Lifesbreath

Gentle rolling hills are covered by springgrasses. The river splashes noisily to thesea. Cottonwoods crowd the banks. Thebreeze fills the air with foam and wind-blown seeds.

Strangle vines grow on the riverbank.

57. Heartsblood

The river is thick and muddy. Across thesouthern grasslands the river widens butremains swift. Only bare trees line thebank.

Near the source of the river are the three-foot-tall entrances to a borer beetle hive. There are32 beetles and 16 larvae. In the hive are theremains of a warrior and his shield +1 andring of warmth.

58. The Hollow Lands

The wind moans through this land. Therugged upland plains are shrouded withgray grasses and barren trees. Bonesthrust up out of the earth.

Packs of 2d4 hell hounds hunt the land. Atnight, 2d6 ghouls join the hunt, crawling fromtheir burrows. A small shrine stands in thecenter of each hex, haunted by a wraith whowarns the PCs to turn back, their time is noton them yet.

59. Bloodwatch Ruins

Here the grasses are withered and theblossoms have fa l len. The land iswindswept rocky hills. Overlooking thesea sits an abandoned monastery.

The inhabitants of this ruin were spared thedevastation of the Cataclysm, but they weremade to watch the destruction as punishmentfor their pious pride. Now they must watch forall eternity. This ruin includes encounterssuch as:

• A maze of broken tombs• A living altar that animates• A wall that weepsTypical monsters include wraiths, ghasts,

ghosts who walk the halls, and a lonely spiritwho desires to talk unto eternity.

Treasures of the ruin include the following:• The treasury (10,000 pp)• A scroll of protection from undead• A clerical scroll: raise dead, speak with

dead, and animate dead

60. Lands End

Short grass covers the low hills and sandysoil. Gorse and briars twist through thegrass. On a northern spit of land is a largestone well.

Two spotted lions stalk this land at night;there is a 20% chance they are encountered.There are four cubs in the den (HD 3+3; dmghalf; hp 18). There is a battered old helm and

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a medallion on a chain with a 600-steel ruby,which the cubs play with.

The well appears to be bottomless. A spiritnaga lives at its bottom (100 feet down), hid-den by a continual darkness spell. Whensomeone approaches the well, it claims to bethe spirit of the wishing well. Then it tries toget the PCs to throw treasure down. If some-one climbs down, there is a secret door into atunnel up. The naga’s treasures include 6,000stl, 21 gems (worth 75 stl each), potions ofclairaudience and cloud giant strength, ascroll of transmute mud to rock, stone shape,and stone to flesh, and a bag of holding.

61. Edgewater

Long beaches of sand stretch before stonycliffs. On the beaches are the rotting hulksof wrecks. Odd tracks of a beast thatwalks upright on two-toed claws can befound on the beach.

A pair of adult vodyanoi, aquatic umber hulks,lives just off shore and hunts the beach forfood. In places the hummocks of their tunnelscan be seen. Elsewhere careful pits have beendug beneath the sand. When someone walkson one, he falls into the beast’s clutches.

62. Northern Dairly Plains

Stony hills rise from the plains. Rockycanyons and stream valleys slash throughthe hills. The ground is broken and rocky.There is a feeling of being watched.

A bizarre creature stalks these plains. By dayit is incapable of harming anyone. By night itgains solid form and hunts for someone tofeed on. (Use Death Statue stats, but its touchcauses paralysis.) In light it is AC -1 but suf-fers a -1 penalty to its attack rolls. In itsthroat is a pearl worth 2,000 steel that regen-erates the creature if exposed to moonlight.

63. Windpipe Cove

Narrow paths cross cliffs and tumbledrock. Surf crashes against the cliffs. Afaint hooting sound is heard in rhythmwith the waves.

This land hosts the Maddening Spring. Thosewho drink from it once are cured of all ills, butthose who drink again must roll a successfulsaving throw vs. poison, with a -2 penalty. Ifthe roll fails, they are driven mad for 2d6days. This madness takes many forms:

• Uncontrollable desire to giggle• Cannot stay awake• Dazed, confused, and wandering• Attack any within 30 yards

The spring is in a sea cave that hoots with thecrash of the waves. The cave has various

obstacles that require Ability Checks to cross,such as the following:

• A slippery wall to climb (Dex)• Tight space (Dex)• Poison sea urchins (dmg 1d4)• Crevice, might get stuck in (Str)• Crashing surf that knocks one over (Str)

64. Boilers Bay

The sound of crashing waves echoesacross the broken hills. Steep cliffs facethe sea. The shattered stone at its base isclouded with a mist as waved crash againstthe wall. From a distance, the tall spumesof spray look like clouds of steam.

Fourteen skyfishers lair here.

65. Eastern Coast

The cry of birds fills the air. A narrowgravel beach edges the shore.

66. Southern Dairly Plains

Spring has begun to paint this land of bro-ken hills and rugged gorges. The grass isturning green and thorny plum trees blos-som. The song of crickets fills the air.

You can run one of these encounters.Swarm: This is an army of fierce velvet

ants. Treat as the swarm in area 14, but theydo not obscure sight. Their venom causespain for 2d4 turns (-2 to attack and damage).

Carrion: The evil odor of death is carried onthe wind. The raucous call of a cowbird isheard as it chases gnats drawn to this grislyfeast, the corpse of a man or a slig.

Tomb: Through a cleft in a rock is the tombof an ancient hero. A slig spear lies here.Beneath webs on the wall are carvings of awarrior astride a dragon wielding a mightylance. In a gully outside is the shriveled formof a slig. Terror grips its face, for around itsthroat are the hands of the dead warrior.

67. Thunderhead

A thundering, booming sound echoes here.Rocky gorges and canyons split the landfrom the sea coast. There is little life here,and the few animals you see are movinginland. You feel a tug in that direction.

In the center of this land is a grotesque beastthat spins a magical net. When PCs enter thisland, they feel a desire to travel to the center.Every hour a successful saving throw vs. spell(with a -1 penalty for each hour here) mustbe rolled by each PC. Any who fail are com-pelled to move toward the center. The PC can

resist, but at best he finds himself walkingsideways, slowly spiraling in.

The heart of the land is a funnel of sandwith the feaster inside. Any caught in the fun-nel slip to the center in three rounds. Thefeaster cannot move out of the funnel. (UseUndead Beast stats, but it has two 20-foot-long flails of bone.) Its maw is many toothedand acidic (1d8 points of damage per round).

The creature has a treasure of 10,000 stl,120 gems (10d10 stl each), and a ring ofswimming.

68. Southern Coast

The seashore is edged by rocky bluffs. Offthe shore are many small islands, theirsummits covered with trees. Some ofthese islands can be reached during lowtide, if one can climb the 50-foot cliffs.

There are six islands the PCs can reach. Eachhas a clan of 2d8 taers.

69. Elian Wilds

Lush green forests mantle the island. Thecries of wildlife wings echo beneath thetrees. No paths wend through the woodsand one must cut the trail. There are over-grown blocks of stone and toppled pillarshere.

A giant black panther stalks the forest island(use Spotted Lion stats). Its roars can beheard at night. The clans of forest taer areoften its victims. There is a 20% chance thepanther hunts the PCs.

On the southern tip of the island is a gianttree hut in which an ettin lives. The ettin is slyand can imitate the cries of wild animals. Theettin has nothing of value except eight taerpelts (1d6 sp each) and 14 wolf hides (2d10stl each). The roof of his porch is a seaworthylongboat.

70. llltide Landfall

Tall, broad banyan trees stand on rootsabove a black cinder beach. Streamsmeander through the roots and cascade ina 15-foot-high waterfall from the higherinland. Broken planking and masts arewashed up here beside colorful tidal pools.

71. Claren Elian

As one proceeds north there are moreruins. The forest falls away to reveal theruins of a once-glorious city, now over-grown. Pillared courtyards crowd many-tiered buildings that tower 60 feet aboveyou. Friezes of serpents and flowers andornate statuary decorate everything. In

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the heart of the city is a 150-foot-tallbuilding. Slender crystal towers captureand focus the light onto the center palace,which sparkles like a thousand stars.

This is the ruin of Claren Elian, once knownas the Garden of Wonder. Lost to the ravagesof time, only this ruin of mystery remains.The types of encounters that can occur hereinclude the following:

l A reflecting pool that shows your heart’sdesire

• A burning mirror (1d4 points of damage)• A sweetwater spring• Moving stones and statues that change

position and shape• Pollen that makes all seem fair

Creatures that haunt this place include gar-goyles, jade serpents (use giant eels), natives(use wild elves), and a giant slug.

Treasures of note here:• A drum of warning that beats when a foe

is within 1 mile• 800 pearls (20 stl each)• Living crystal that shines in the dark for

2d8 turns• An 18-foot-tall pillar of steel (5,000 stl)• A sash of irresistible dancing

72. Misty Isle

Mist surrounds this isle. Sheer cliffs encir-cle it. Forest crowns the plateau. A mourn-ful, marrrow-chilling cry comes from over-head.

The cliffs are 80 feet tall. Skyfishers attackthose who climb.

The summit of the island is covered by aforest of giant trees and huge ferns.Immense insects dance in the air andlizards abound. A network of gorges andmarshes isolates the center of the island.Giant bony tracks of some creature arefound.

A great undead beast (see Combined MonsterStatistics Chart) lairs here.

73. Ogrelands

Grassy steppes and dark forest give wayto withered grass and thorny trees. Steephills and dusty canyons wend through thesouth. To the north are hills and witheredvegetation.

The Ogrelands host the Vale of Vipers far tothe west in a hidden canyon. The valley is200 feet deep, with groves of fruit trees and aclear lake with a marsh at one end. The stones

of the vale are diamonds (20d6 stl each), butthey are poisonous to the touch and evensoak through cloth eventually. There are 350huge snakes (Giant Eel stats), 69 giantsnakes (Giant Slug stats), and a dozen gar-gantuan serpents (Giant Sea Serpent stats)that prowl the vale.

The following encounters occur:Ogre Grave: Ogres lay their dead out on

ridge lines for the birds of prey to feast upon.Ogre Justice: A man’s corpse is hung

upside down on a cliff face, his body blisteredby the sun.

Ogre Chat: A group of five ogres tradesweapons and ale with a second group of fivewearing stone necklaces and carrying two-handed swords. The second group trades fursand gems. A battle erupts.

74. Ogrebond

walls. Patrols prowl the wastes periodi-

This is a broken land with clumps of with-ered plants. A squat fortress broods highon a steep hill; a dusty road snakes itsway up to it. A guard is mounted on the

cally.

There are three patrols of 12 ogres and fivepatrols of 12 human guards (use the Men,Guard stats). The ogre patrols guard the innerwall, the outer wall, and the gate. The humanspatrol the countryside.

This squat stone structure is 300 feet wideand 500 feet long. An outer wall stands 50feet away from the inner keep. Steep hillsidefronts the wall and spikes adorn the top. Thegate house has two large gates and a spikedportcullis. The inner wall is 30 feet thick. Afive-storey keep is attached to the rear wall. Adeep gully separates the keep from the innercourt, and two giant boars (use Buffalo stats)lair in the gully.

Special features of the fort include a gamespit that holds three black willows, the com-mander’s quarters with his pet wolverine, atreasury with 20,000 steel, and within a lockedtower room, a gateway to Neraka that can onlybe opened by the proper command phrase (noone in the fortress knows the phrase).

This is the site of a secret meeting betweenthe two ogre tribes from Kernen and Bloten.The two chieftains and their guard of nineogres each are here. Kern possesses a wickedcunning and a thirst for power. Blode is a vio-lent ogre, too stupid to be scared by anything.He does not trust Kern. His weapon is a huge,spiked club (3d6 points of damage). Kern’sogres wear dragon armor; Blade’s wearleather hides.

Sevil (see the “NPCs” section of the Appen-dix) is here disguised as a guard. He wants toruin the alliance. He helps the PCs once heencounters them, encouraging them to adopthis plan. He wants to murder some ogreguards and plant evidence that the deed wasdone by the others. Then he wants to loot thetreasury. He is sure to escape if trouble erupts,deserting the PCs.

3 6

Also here are a Dragon Highmaster, Ettel,and an Aurak draconian, Gildentongue. Thefirst meeting of the ogres is full of accusa-tions. Gildentongue uses suggestion tosmooth the discussion. A second meeting isscheduled. If Sevil or the PCs murder someogres, accusations and tempers flare, butGildentongue investigates the matter. Then hedisguises himself as one of the guards andspies until he discovers the PCs and revealstheir treachery.

If the PCs are discovered, they have to fighthalf of each chieftain’s guard and one patrolof men. They can escape via Sevil’s route (anopen postern gate) or down a well and out thesewers. Gildentongue, Kern, and Blade shouldescape alive. Once the party has fled, allUneventful Trips become Random Encoun-ters while in the Ogrelands. (See the “Ran-dom Events” section of the Appendix.)

75. Death’s Teeth

Overlooking the bay is a lonely, darktower. Across the bay is its twin. A partyof ogres camps on the shore some dis-tance from the tower and two skiffs bob inthe water.

These abandoned towers were once thehomes of two brothers who hated each other.Eventually each brother slew the other’s fam-ily. Now they live eternally. Ogres use thepromontory to watch the bay, but they do notgo near the towers.

There is a low wall around each tower; agraveyard lies to one side. There are eightghasts within the graveyard. Each tower ishaunted by five wraiths and the spectre of onebrother.

The towers are four stories tall with a roofwalk and a dungeon. Possible encounters:

• The crypt, where the spectre is unturn-able and gains a +2 bonus to all rolls

• Two animated swords (use Sea Elf stats)• Exploding dishes (ld4 points of damage

to all within 10 feet)• Doors that lock themselves• Manacles that attack to capture (AC 0;

THAC0 16; Dmg 1d6 + 1; hp 20)

This is where Ettel leads the PCs if they fol-low. She uses a scroll of protection fromundead and enters the southern tower fromthe roof.

The treasure here is 15,000 stl, but it iscursed. Anyone stealing anything finds thathe cannot speak plainly, he suffers a -2penalty to all reaction rolls, and hostile crea-tures attack him with a +1 bonus to theirattack rolls.

Six ogres, a chieftain, and two skiffs are onthe bank.

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This chapter details the environs of the run-down port of Flotsam, its personalities andtheir plots, and the story events that lead theheroes toward victory. Since many things canhappen in a city, it is important that you readall of this chapter first to become familiar withthe many facets of Flotsam, before runningthis chapter.

Events

Event 28: The Streets of Flotsam

This chapter takes place in and around theport of Flotsam, capital of Balifor and thehome of Highmaster Toede. Its narrow streetsare filthy and rat-infested. Most of the 4,000people are sailors, artisans, fishermen, mer-chants, and shop or tavern owners. Another1,500 are troops—draconians, mercenaries,sligs, hobgoblins, and ogres.

A list of common locales is provided in theencounter section. You can place the Eventsin any of these locations, or you can createyour own.

The guards of Flotsam are as slack andcorruptible as their Highmaster. They can bebribed to look the other way, unless they aredraconian. However, they detain elves and

any elfkin they discover. The town wall isfallen into disrepair, but patrols watch themain roads and ask the PCs their business. Asmall boat can slip into the harbor at nightand only has a 30% chance to draw a patrol.

If the party is traveling in disguise, use therules in Event 13 for chance of detection.Captured PCs face the following punish-ments:

Public Rowdiness = Relieved of weapons,flogged (lose half hp), placed in public stocksfor 2d6 days, and fed only gruel.

Elves or Rebels = Taken before Toede forquestioning (lose 2d8 hp) and imprisoned.

Toede Recognizes = Interrogation (lose halfhp); held to be dragon food after two days.

For random encounters in Flotsam, use theRandom Events, but most people encounteredmind their own business and avoid the PCs.

Rumors can be gained in town by nosingabout, by frequenting taverns, or by bribingguards. About half of these rumors are con-fused and unreliable. Alternatively, the PCscan seek out Sevil Rev. Though only here amonth, he is easily the most knowledgeableperson in town. There is a 10% chance eachday that a spy overhears any questioning andreports back to Gildentongue (Event 36).

There are several important NPCs who

might be met in Flotsam. These include thefollowing:

Highmaster Toede: He is lord of the cityand responsible for stopping rebel activities.He does not like the Highlord and wants toshow her up with his conquest of the sea.

Highlord Majere: Kitiara has been sent hereby the council of Highlords to act on theirbehalf in apprehending a man with a certainstone that is somehow important. She doesnot like Toede.

Ettel Rense: Kitiara’s lieutenantBeyla Donth: Kitiara’s lieutenantBlue Dragons: There are three-Skie,

Stroak, and Rumbler.Gildentongue: A golden draconian (Aurak)

and master spy for the Highlords.Sevil Draanim Rev: A man with all the

answers for the right fee.Maquesta Kar-Thon: The black captain of

the Perechon, a freebooter ship.Fritzon Dorgard: Bodyguard to Maquesta

and a real carouser and womanizer.Bas Ohn-Koraf: A brutal, brawling mino-

taur who is Maquesta’s first mate.Erewan: The leader of the town rebels.NPC entries are provided (in the Appendix)

for all but Erewan, who is detailed in thePrison (F12).

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Event 29: Patrols

A patrol might be met when approachingFlotsam, at the gates to Flotsam, wanderingthe streets, or they might respond to trouble.Here are three sample patrols; you can pickone or create your own. If the party is dis-guised, see Event 13 for the chances of dis-covery. Should any PC be caught, see Event28 for his fate.

Patrol 1: Twelve Baaz march along. If thePCs hide, there is a 10% chance that they arespotted and the draconians try to capturethem. If the PCs were walking in the open,one Baaz walks up and demands that theystate their business. Should the PCs state theyare mercenaries, he sniffs derisively anddirects them to the barracks. If the heroes actsuspiciously, the Baaz send one to follow thePCs to where they are staying.

Patrol 2: Twelve human guards and a leaderare tramping through the mud, wrapped inwet cloaks and looking miserable. If the PCshide, they are not seen. If the PCs are in theopen, they are splashed as the patrol passes.Should anyone be carrying a visible weapon,the soldiers stop and the leader orders theparty to “Drop them blades and get lost!”Those who refuse are attacked.

Patrol 3: Five human guards huddle in amuddy intersection or clearing, talking amongthemselves. There is no leader. The armor ofthe guards might fit the characters. Theguards ignore the party. Two rounds aftermeeting the guards, a rumbling croak soundsand the bulk of Toede’s amphi dragon comessplashing along behind the characters. Toedeis astride and barks “Make way for HighlordToede!” Behind at a quick trot comes hisguard of 18 sligs. The human guards arequick to leave.

If Toede sees through the heroes’ disguise,he has his dragon grab one with its tongueand leap away to interrogate the prisonerlater. Otherwise he continues on splashing allwith mud.

A scroll falls out of his saddlebag as heleaps away. It contains a message to thegreen Highlord in Neraka, written in Goblin. Itread as follows:

“Victory is nearly ours, Commander! Thesecret of the spring gives us command overthe watery domain! An alliance has beenforged with my people’s counterparts and thedragons of the deep. lstar will fall and theprize in the ancient temple will be ours!

“None can stop us now!

(Signed)“Highlord Toede”

Event 30: An Odd Aide

This event can occur at any point when thePCs have a chance to observe Toede from asafe distance.

The gross little Highmaster paces uneasilybefore his inhuman guards. Lying nearbylike a faithful hound, his obese dragonwatches through half-lidded eyes. Thenthe waiting ends as a tall draconian wear-ing a cloak and combat harness stridesforward. This dragonman is unlike anyyou have yet seen, for he bears no wingsand his skin shines golden. The two arequickly engaged in an intense conversa-tion, the hobgoblin nodding and rubbinghis hands.

This event should not lead to confrontation. Ifit does, Toede and Gildentongue escape. Theguard is comprised of 18 sligs and a leader.

Event 31: Sevil’s Services

The man known by most as Sevil is a shad-owy figure who is said to be willing to sellanything for the right price and is no friend ofthe Highlords. Few find him, but word can beleft in a friendly tavern (F6) and he finds thePCs. Sevil speaks in a hoarse whisper andbears the marks of a man who has escapedthe gallows. He acts like an old friend. Sevilmostly sells information.

Most of Sevil’s information is accurate, but20-40% of the time it contains flaws that omitdeadly obstacles. His asking price starts at100 steel and multiplies the more difficult theitem or valuable information. You have todetermine a fair price for his info. Sevil doesnot give anything for nothing.

Sevil knows all Rumors and Legends, andat your discretion might know about otherthings that happen near or in Flotsam. Heknows of the Perechon and recommends itover other ships. He knows of a high-stakescard game where someone might make somemoney (Event 40).

Sevil also has Highmaster Toede believingin him. He uses this trust to feed Toede falseinformation laced with enough truth to bebelieved.

Use Sevil to motivate the PCs and to nudgethe story along when needed. He can crop upat any time to propose tasks and keep thePCs on track.

Event 32: Recruiting Help

If the PCs decide they need help to completesome task, there are two parties they canappeal to: the rebels of the land, and Sevil,who uses mercenaries and the rebels.

To recruit the aid of the rebels, the PCsneed to leave the town or contact Erewan, ifthey know him, to get in touch with Renard.the Silver Fox. They must then persuade himthat it is in the rebels interest to help them.

Sevil charges a fee up front, but he acceptscollateral in the form of magical items orweapons that are later to be bought back.

The rebels respond one day after they havebeen contacted. Sevil responds in 12 hours.Aid that might be gained from either sourceincludes information, limited transportation, a

38

breakout (Event 38), and a delay or decoy togain the PCs an hour lead.

Event 33: Spying on Toede

Resourceful PCs can attempt to sneak intoToede’s manor to spy on him, or they mightfind him when they attempt to break into themanor. The first thing to note is that Toedeshould always escape death, even grovelingfor mercy. Renard is quick to point out thatToede’s incompetence helps the rebel causeimmensely.

If the heroes manage to spy on Toede, heshould have a strong guard of Baaz or sligsbeside him, or his amphi dragon.

Here are some typical scenes that might beobserved; pick one that suits the situation.

• Sevil selling obviously false informationabout the PCs and their location to Toede

• Toede being chastised by Kitiara for let-ting the graystone man get away.

Event 34: Crazed Rebel

If a character walks alone through Flotsam ina stolen uniform, there is a 40% chance hewill encounter a Wild Elf seeking vengeance.This NPC tries to lure the PC into an alley andattack him. There is a 30% chance that the elftries to throw a bag over the PC’s head andknock him out with a club. (He must make anattack roll, with a +4 bonus). A captured PC istaken to the Jetties (area F5).

Event 35: An Unlikely Encounter

If any single character is moving about Flot-sam, there is a 50% chance that he or shemeets a Highlord (50% of the time it is Kitiara,25% it is Ettel, and 25% it is Beyla). Theirresponse depends on the guise of the PC.

If Ettel or Beyla is encountered and the PCis dressed in a stolen uniform, they demandthe character’s name and rank and his busi-ness in the area. If the answer is unsatisfac-tory, the Highlord calls for a patrol and tries tocapture the PC for questioning. If the answeris satisfactory, the Highlord is taken with thecharacter and invites the PC back to the Inn ofSaltbreeze to share dinner and speak ofduties. If the PC is of the opposite sex, theHighlord might demand that the PC spend theevening. If the PC is not wearing a uniform,the Highlord is haughty and you should checkto see if she sees through the guise (useEvent 13).

If it is Kitiara, she responds differently todifferent characters:

Kronn and Serinda: If she sees throughtheir guise, she sets Gildentongue to followthem.

Goldmoon: She might stop and stare, butwill not do anything.

Riverwind: If he is not wearing a uniform,she bumps into him and glares at him, thenmoves on. If he is wearing a uniform, shesmiles and flirts with him, winking and nod-ding her head for him to follow. If he respondsshe invites him to the Saltbreeze.

Tika: Kitiara frowns and stares at the girl,

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chance to remember. She does not recognizeher if she wears a uniform. If Kit does notremember, she walks away deep in thought. Ifshe does recognize Tika, she says, “You arebrave to dare come so close to the dragon’sden! Do not push your luck, for your compan-ions will not always be there to protect you!”Kit then leaves.

Tanis, Caramon, or Raistlin: Kitiara seemssurprised and thinks the PC has abandonedold friends. She tries to persuade him to joinher cause. She invites him to the Saltbreeze.

If a PC threatens violence, Kit points outthat many soldiers walk the street ready torespond to her shout.

If someone agrees to accompany Kitiara tothe Saltbreeze, she plies the PC with strongdrink, asking many questions to test their loy-alties. If the character is Tanis or Riverwind,she suggests he stay the night. After a day ofgetting to know each other, she is called awayon an important mission, but she tells thecharacter to await her return. If the PC leaves,Gildentongue follows him.

Event 36: Uninvited Guest

If the PCs act in a rather conspicuous waywhile in Flotsam, Gildentongue is alerted andtries to follow them for one day to see whatthey are up to. He is a master spy and avoidsattacking anyone if he can, preferring togather valuable information. His primary mis-sion has become finding a man with a largegray gem.

Gildentongue might search the rooms ofthe heroes while they are out. He could bediscovered as he searches. Before any canreact he will use dimension door to zip to thestreet below. He then waves and flees.

Event 37: A Helpful Hint

Run this event if the players do not think tosearch the Highlord’s room for clues.

Sevil Rev sends a message to the PCs thathe possesses valuable information they mightdesire. They can meet him at midnight at thebase of the Beacon; they must make surethey aren’t followed. The information he hasfor sale is that the Blue Highlord is staying atthe Saltbreeze Inn and is often out of herroom.

Event 38: The Cavalry

If the PCs get in trouble and need to be helpedout, you can use Sevil and the rebels onceeach to help the heroes without beingrequested. After that the PCs are on theirown. If Sevil helps, he demands pay or a ser-vice for his efforts.

These two can help break PCs out of prisonusing a diversion, rescue them from suredeath, or provide timely help when needed.

Event 39: A Wild Goose Chase

If Gildentongue or the Highlords discover thatsomeone knows what they are looking for,

they create a decoy to draw the PCs awayfrom the true goal. The Highlords leak infor-mation that they almost have the goal in theirhands and a Highlord is going to leave thatevening to fly north where the quarry is hid-ing. If the PCs know of Berem, he will havedisappeared (see Event 48).

Beyla leads the party north into the Ogre-lands and if possible to Death’s Teeth (75).

Event 40: High-Stakes Card Game

If the PCs are looking to raise a small stake tobuy ship passage, they can play cards. Thegame is in the cellar of a friendly tavern. ThePCs stand a 30% chance of winning (1d10 ×100 stl), a 20% chance of breaking even, anda 50% chance of losing (1d10 × 100 stl). Toplay, the PCs must put up a stake of 1,000 stl.Their winnings are added to this, their losingsare taken from it.

Event 41: The Highlord’s Mission

town or when the party believes that Kitiara isgoing elsewhere seeking her prize.

This event occurs on the party’s third day in

The piercing shriek of a dragon echoesacross the land, and all stop to watch astwo blue dragons and their riders climbinto the graying sky. Their mighty pinionsbeat the air as they climb swiftly towardthe clouds and head north.

The Highlord has been called back to lead herforces in the campaign on the plains ofSolamnia. She and Beyla fly first to Ogrebond(area 74), where Kitiara uses the teleportnexus. Ettel remains behind with Gilden-tongue to cement the ogre alliance. Kitiaraand Beyla return in four days.

Event 42: Rumor of Hope

Run this event to delay the PCs until Kit’sreturn, if they do not follow the decoy.

Sevil Rev sends a message for the PCs tomeet him in the marketplace at the eel ven-dor’s booth at midday. He has information theparty might find interesting. Be sure to avoidsuspicion. His information for sale is Rumor20, only he knows the precise location of themeeting (Ogrebond, area 74) and that the topogre leaders will be present. He encouragesthe heroes to help break the alliance and pos-sibly steal the ogres’ rumored treasure. Heeven throws in a leaky fishing boat and an oldcaptain (use Guard stats) to take them nearOgrebond. Sevil learned the info from anoverly talkative Toede and doesn’t mind let-ting them know his connections pay.

Event 43: Return to Flotsam

If the PCs find themselves stranded on a shorefar from Flotsam, this event can be used toget them swiftly back. The Perechon showsup, either as a passing ship that can be hailed,

Or as the crew performing a daring raid tohelp the party escape. Maquesta is happy tobe of help. However, she’s low on suppliesand must return to Flotsam. Besides, herhelmsman stayed behind and she won’t riskopen water without him.

Event 44: Dark Lady’s Return

This event occurs four days after Event 41, orjust before the PCs return to Flotsam.

The sky is gray and overcast threateninga storm, but the wind has died to a lightbreeze. Overhead is heard the flap ofheavy wings approaching. Appearingfrom the cloud bank comes a dark dragonwith rider heading toward Flotsam, thewind of its passing tossing cloak and hair.The Highlord has returned!

Event 45: Friendly Help

If the PCs are ever trying to evade the guard,an event like this might happen. On a dark,narrow street a door suddenly opens and awoman’s voice urges the PCs to enter swiftly.The blond maiden locks and bolts the doorand leads the PCs out a back door. This isreally Gildentongue. In this guise, she claimsthat her parents were slain by draconians andshe wants to help.

Event 46: Raid on the Jetties

About the fourth day in town, Gildentonguediscovers the rebel hideout and Toede sendsa squad of guards, hobgoblins, and Baaz, adozen each, to raid the Jetties’ cellar in themiddle of the night. Alert the sleeping PCs tothe noise of armor clinking and let them seethe forces marshalled. If the PCs rush to thecellar, they can escape with the rebels throughthe secret tunnel.

If the PCs stay in their rooms, the soldiersburst into the cellar. After a while there isknocking on the PCs’ doors. The soldiers arelooking for rebels. If they find the PCs’ weap-ons, a young officer tells his men to detainthem for questioning. However, just as thePCs are about to be arrested, an older officerwith coppery skin enters and whispers to theyoung man. After a moment’s discussion, thesoldiers are ordered out of the room and thecharacters are left in peace. (The older officerwas Gildentongue, who wanted the PCs free.)

Event 47: The Storm

The day before the party prepares to leave, astorm unleashes its fury, flooding the streetsand making travel seem impossible. Treat itas Random Event 19. On the second day thestorm lessens somewhat, but the seas arechoppy and travel is hazardous.

If the PCs try to flee, 24 Baaz and eightogres are sent to chase them as they maketheir way to the Perechon. Any reasonabledelaying tactic should work.

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Event 48: Berem Kidnapped

This event occurs upon the party’s return toFlotsam or before Kitiara’s return to furtherdelay the heroes.

Berem, the helmsman of the Perechon, ismissing. Sevil also cannot be contacted. Sev-eral

clues can be discovered.A message from “S” to Berem is found inhis cabin asking for a meeting on thewharf.Someone saw Sevil meet a sailor andretire to a friendly tavern.Neither Sevil nor Berem has been seenleaving town.Maquesta can verify that Berem has astrange gray gem attached to his chest, ifpersuaded the matter is serious.

Sevil has indeed kidnapped Berem, once hediscovered the man was the key that every-one was looking for. He is desperate to holdonto his prize until he can negotiate with theQueen of Darkness herself.

Sevil is hiding in the sewers. He knockedBerem out, bound him, and dumped himdown a hidden cistern opening behind one ofthe entrances into the sewers. Sevil knows thesewers very well.

There is a small trail of torn cloth, trackedslime, and scraped sludge that the party canfollow with a ranger or by rolling two success-ful Intelligence Checks (by one PC). The pathleads through streams of sludge, across apool of filth, and up into a series of tunnelsthat are drier and don’t see much use. ThePCs face three challenges in their search:

The Pool: There are three ochre jellies inthe pool and a 10-foot-high slippery wall toclimb to the drier passages beyond.

Rats: The walls of the passage are riddledwith holes. Three times the PCs encounter3d4 rats (use Salmon School stats). If anyrats survive the first three encounters, the PCsface a pack of 4d10 rats as they ascend aslippery, slanting corridor.

Confrontation: The final chamber is only10 feet tall. There is an exit on the oppositeside and a rusty chain hangs from the ceilingthere. There are several small alcoves, one ofwhich is blocked by an old table propped upwith some stone. There are several cots, twolarge covered baskets and stores of freshwater and rations.

Berem is within the blocked alcove. Sevil iswaiting for the heroes and tells them to goback and leave him his prize. He has fivechampion sligs hiding in the other alcovesand two giant snakes (use Giant Eel statis-tics) in the baskets. If the PCs refuse to leave,Sevil uses spells while his guard attacks theparty. If things look grim, he retreats to theopposite passage and pulls the chain, whichreleases a load of sewage that appears toblock his escape and bury him (it doesn’t).

Event 49: The Perechon

This event details the Perechon and its crewand personalities. Use this event wheneverthe Perechon is encountered with a crew.

The Perechon is a modified two-mastedpentane. As with most ships of war on Ansa-lon’s seas, it bears both sails for swift move-ment and oar ports for quick maneuvering inbattle. However, the Perechon is special.

The entire crew of the Perechon numbers22 sailors (use Guard stats), a helmsman, aminotaur first mate, a warrior second mate, agnomish engineer, the captain, and her body-guard.

The captain of the Perechon is MaquestaKar-Thon, a black woman. Her bodyguard isFritzon Dorgard and her first mate is the min-otaur Bas Ohn-Koraf. The helmsman is themysterious Berem. These four are detailed inthe “NPC” section of the Appendix. The restof the crew are typical rogues and scoundrels,very loyal to Maquesta and the Perechon, butsuperstitious and wary of outsiders.

Berem the helmsman avoids people. He isthought to be a mute, because he refuses totalk. There is only a 20% chance that a visitoron the boat notices the gray gem embeddedin his chest. Whenever he leaves the Pere-chon, he is careful to hide this feature. He is aloner, but he is grateful to Maq and will notbetray her.

The other sailors view Berem as their luckycharm and do not look kindly upon any whoharass him. Any PC can try to get Berem tospeak by rolling equal to or less than his orher Charisma, plus reaction bonuses, on1d100.

If confronted before Maquesta, Beremadmits that he is the one the Highlord seeks,though he does not know why. If pressed henotes he is from the plains of Neraka, theheart of the Dragonarmy’s empire.

The gnome is Lendle Chafka, a 5th-levelfighter. Lendle was able to mount an ancientgnomish engine into the hoId of the Perechon.Now the war oars of the Perechon are con-trolled by a gnomish engine that gives thePerechon a maneuverability class of C, whereother similar ships only have class D or Emaneuverability. The Perechon can maintainmaximum speed while maneuvering. OnlyLendle is necessary to run the engine, leavingMaq and her entire crew to fight.

Lendle is very loyal to Maquesta. He alsohas a fondness for drink and becomes talka-tive when drunk, speaking in long, unbrokensentences while acting sly and deceiving.

Deckplans: See the diagram of the Pere-chon on the fold-out mapsheet. The num-bered locales are described here. A crow’snest tops the center mast.

1. Main Deck: The main deck is about 15feet above the waterline. Most of the dailyactivity takes place here. There is one long-boat on the deck.

2. Maquesta’s Room: This captain’s cabinis fairly austere. Maquesta and Fritz have theonly keys. Fritz’s small hammock hangs bythe door. Charts and maps are stored in acabinet divided into a hive of compartments.Two locked treasure chests hold the Pere-chon’s money.

3. Kitchen: This is the ship’s galley andlarder. Stores of freshwater and food are here.

4. Armory: Here are stored the ship’s weap-

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ons—swords, crossbows, ballista bolts, oil,armor, and the ship’s supply of brandy. Lendlehas a secret crawlway near the bow.

5. Upper Aft Deck: Here the helmsman andhis aides handle the mighty sweep of the ship.There are two ballistae that can be fitted withflaming bolts. They are hidden by tarps.

6. Upper Bow Deck: Here is the anchorchain and bowsprit. A spare anchor is storedhere.

7. Combat Turret: Mounted on a raisedplatform, with walls for protection from enemymissile fire, is a ballista hidden under a tarp.

8. Lower Deck: Here are 20 oar benchesand the covered oar hatches. The oars arestored in rafters overhead. Odd metal poleswith sleeves for the oars extend up throughthe decking from the hold. There are two trapdoors that lead to the hold.

9. Crews’ Quarters: Hammocks and duffelbags hang from hooks in here. The crewsleeps in shifts.

10. Passengers’ Cabin: This cabin hasbeen taken over by the first and secondmates. Kof claims the majority of the space,sleeping on a pile of straw on the rolling deck.

11. Passengers’ Cabin: Lendle is manythings to the crew: cook, physician, andship’s engineer. He has been allowed to com-mandeer this cabin and litter it with diagramsand drawings, pens and inkwells, and smallgizmos that spin and whir.

12. Passengers’ Cabin: This section isused as cargo space if there are no passen-gers. Only hammocks, four benches, a built-in window chest, and two tables are in thisroom.

13. Cargo Hold: Cargo is stacked to eitherside of the center beam and tied downbeneath tarps. An odd array of metal barsand gears decks the ceiling, forcing the visitorto stoop to avoid them.

14. Prison Cell: This dank cell can bebolted.

15. Storage Area: This room holds stacksof wood and a large metal furnace. It alsoholds the gnomish engine Lendle designed.The engine requires fuel when in use; it burnsa cord of wood in three turns.

Encounters

Flotsam

Flotsam (area 49) is cupped in a valley besidea sheltered harbor. Only a 10-foot-tall crum-bling wall surrounds the town; open gateswith portcullises cross the main avenues intotown. There are guard towers every 200yards. The northern section of town along thecoast is mainly occupied by the army’s bar-racks. Across the harbor a rocky peninsularises 30 feet above the water and many of thetown’s better buildings stand on that “Rock.”See the map of Flotsam on the fold-out map-sheet.

F1. Town Gates: The town gates arewatched by patrols of 12 human guards or 18hobgoblins. They can be bribed to gain pas-sage. If trouble comes, they sound a gongfrom the gate house and a second patrol

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arrives in 15 rounds. There is a separate gatein town that must be passed to enter theRock, and a patrol of eight ogres and theirleader stands guard there. They demandtwice the normal bribe and close the gate ifattacked.

F2. Guard Towers: These towers are 30feet tall. Stairs lead up to the second floorguard room and wall top, and a ladder reachesthe roof. There are small patrols of eight sligsor 12 hobgoblins posted here with a humanguard leader. They are bored and don’t expectto be attacked.

F3. The Marketplace: This is a standardmarket of canopy covered stalls and opencarts. Most supplies can be bought here, butthe asking price is twice normal. Weapons arenot available, but some thieves or a group ofdisguised guards hunting rebels might agreeto sell a weapon in a back alley at five timesnormal price.

F4. The Wharves: A fish market lines thewharf front and nets are laid out to dry. Thereare two dozen leaky fishing boats that wouldnot survive the high seas, 1d6 carracks, plus1d4+1 warships manned by mercenariesanchored in the harbor. Most fishermen mindtheir own business and don’t like outsiders.But careful questioning might bring the char-acters in contact with a captain who is willingto hire out. The typical asking price for pas-sage is 2,000 stl per person, but still might bebargained down to 1,000 per person. Thecaptains and ships of note are the Blood-hawk, Captain Rensill of the Pink Lady, theSeaFarer, the Hardtimes, the Silver Spear andthe Perechon. The mooring locations of theseships are labeled BH, PL, SF, HT, SS, and P,respectively, on the diagram of Flotsam.

The Perechon: There is a 40% chance thePerechon is not in port and won’t arrive for2d6 days. If it is, Maquesta agrees to take thePCs on only if they can pay the price. Maque-sta needs at least a week to prepare the crewand get enough supplies.

The Bloodhawk: This is really a pirate ship.Captain Maccaby, called the Scar, is morethan willing to take on passengers and asksonly half the normal rates. It is his intention toput all passengers over the side once they areout of sight of land. His crew consists of 25sailor guards and four ogres. He is a warrior. Ifthe heroes defeat the pirates, a fire breaks outon board and the PCs just manage to escapein a longboat. If the pirates defeat them, theytake all the PCs’ gold, items, and weapons,and toss the PCs overboard. (They can try toswim toward land.)

The Pink Lady: This is a rich merchant car-rack. Capt. Rensill is headed for Nordmaarwith his cargo of ore, wood, and ale. Off theshore of the Ogrelands (area 73), a stormsprings up and wrecks the ship (see SeaEncounter 22).

The SeaFarer: This ship is ridden withworm holes and barnacles, its hull is buckled,and its decks are warped. Capt. Qualoth canbe argued down to 600 steel per person. Eachhex it travels there is a 20% chance that itsinks. The party has six turns to build somemeans of escape, since the longboat is no

better. The captain refuses to leave the ship.The Hardtimes: Captain Jagger agrees to

take on passengers only if they act as addedguards. His first destination is a small villageon the coast of Ogrebond (area 74). They aretrading a few goods with the local ogre chief;weapons for the ogres, hidden in barrels ofcider. His crew includes eight human guardsand five human warriors. When he reachesthe village, the 30 ogres and three chiefsbetray him and he flees, abandoning theparty.

The Silver Spear: Lieutenant Poliandercaptains this mercenary war galley and worksfor the Highmaster. He claims to be willing totake passengers, but he intends to rendezvouswith a minotaur ship of 18 minotaurs off thecoast of area 58 and sell them into slavery.His crew consists of 24 human guards and sixhuman warriors. The galley moves at halfspeed in open waters, so it hugs the coast alot. The PCs can escape, wreck the ship, orbe rescued by the Perechon.

The pirate ship map gives the deck plans ofa typical pirate ship. Use this for the Blood-hawk as well.

F5. The Jetties: The first inn the party findsis called the Jetties, a ramshackle but friendly

inn several blocks south of the wharfs. Theprice of lodging is fair, the food edible, andpeople keep to themselves.

The cellar of the Jetties is a secret hideoutof the rebel bandits acclaimed to be heroes ofthe people. This band’s leader is Erewan theShaggy, described in the prison (F12). If thePCs prove their worth to the rebels and askfor help, Erewan can muster a group of 12thieves (use Men, Common stats). The cellaris connected to the harbor via a sewer.

F6. A Friendly Tavern: If the PCs do notchoose to stay at the Jetties, they can findanother tavern where things are not so quiet.At this inn, the PCs have to watch their gearjealously or it might be stolen. Every eveningthere is some rowdy activity-a brawl, a raidby guards, thieves in the room, a duel, anogre is assigned to the PCs’ room, etc.

F7. Highmaster Toede’s Manor: This build-ing is built out upon the Rock on the harborside. It is two storeys tall with a flat roof and asmall watch tower. The manor ground is sur-rounded by a 10-foot-high wall that attachesto the house. A metal gate is guarded by twowarriors. A small stable holds three mediumhorses and a shaggy pony. A 10-foot-tallwooden platform with a ladder leading up to it

Scale: one square = 200 ft

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has been built against the wall.Toede’s dragon, Hopsloth, lairs on the roof,

leaping there from the platform. The dragoncan enter the room down a wide flight ofstairs in the tower. There is slime all over thestairs and hall leading to Toede’s audiencechamber.

There are four sligs, a champion slig, twoogres, two Baaz and eight hobgoblins here.The ogres command the troops. The sligsguard the first floor—two on the front doorwith the champion and two on the door lead-ing to the treasury compound. The Baazguard Toede’s audience chamber on the sec-ond floor, while the hobgoblins are in thekitchen and stables.

The first floor holds the staff’s quarters andthe kitchen. The second floor holds Toede’squarters. This floor can be reached by a frontstair and a hidden rear set of stairs from thekitchen. Beyond the audience chamber is alocked room where PCs’ gear is stored if con-fiscated. A rope on the inside of the door ringsa bell on the roof, alerting Hopsloth to intrud-ers (he comes slithering immediately). Hop-sloth’s tactics are to spit acid once and thento grab someone with his tongue and attackothers with his claws and acid warts. If he suf-fers 25 or more points of damage, he crashesout a window and flees, dropping his prey.

The tower has two cells where prisoners arekept chained to walls. Also here is a chamberin which Toede has been drawing up his secretplan of attack against Sunken Istar.

Sevil Rev knows of, and sometimes uses, asecret passage into the manor through thewine cellar. This leads upstairs to the kitchen.The passage comes from an entrance in thesewers.

F8. The Highmaster’s Treasury: This trea-sury is attached to the back of the Highmas-ter’s manor. It is surrounded by a spiked, 10-foot-tall wall. A small guardhouse, mannedby four ogres, watches the gate to the com-pound. However, a tall tree grows in the com-pound and its branches can be reached by aleap (Dexterity Check with a –4 penalty) fromthe building across the street.

The courtyard is guarded by two hellhounds that hide in the shadows and attacksilently. The front door to the treasury is triplelocked; there is a window 20 feet overheadthat is barred and opens onto the entrancehall. A second door down a 30-foot hallway islocked and trapped. If the door is openedwithout turning a nearby torch sconce upsidedown, a 10-foot square section of floor opensonto a 30-foot-deep pit with 10 feet of waterat its bottom (2d6 points of damage). The pitwalls are unclimbable.

The treasury has an odd musky odor. Agiant wolverine guards the room and is hid-den in an overturned chest. There is a largelocked chest that releases a cloud of sleepgas when it is opened. Anyone who fails asaving throw vs. breath weapon falls asleepfor 2d6 turns and is captured by Toede’sguards. The room holds coins worth 25,000steel, along with gems, jewels, and metalwareworth 15,000 steel. There are also stacks ofgrain and cords of cured mahogany.

If the alarm is sounded, the guards from themanor arrive in eight turns.

F9. Inn of Saltbreeze: This is the best inn inFlotsam. It is not uncommon to find a bluedragon perched on the crest of the inn’sgabled roof. The inn sits on the seaward sideof the Rock and is quarters to many of theDragonarmy’s officers, including Kitiara andher two lieutenants.

Meals here are good but expensive; lodgingcosts five times the normal rate. Quarteredhere are 15 warriors, 23 guards, seven ogres,and the three Dragon Highlords. On guard toprotect the quarters are eight Baaz who watchthe tavern, stairs, halls, and kitchen.

The third floor contains private quarters forKitiara, her lieutenants, and four warriors. Thesecond floor hosts the remaining warriors andogres and a half dozen guards. The first floorhas a tavern in front and a kitchen, pantries,and more rooms in back. There is a backentrance and a trap door to the cellars.

The cellars hold wine and food stored inthree rooms. Behind a locked door in the wineroom, a Bozak stands an invisible guard. Thedoor leads to a tunnel down to a cave in thestony cliff where the three blue dragons lair.The Bozak’s spells include grease, magic mis-sile, shocking grasp, invisibility, and dark-ness, 15-foot radius.

Two Baaz mount a guard outside Kitiara’sroom. The room can also be reached byclimbing the wall on the cliff side, but a char-acter who falls drops 50 feet to the sea (5d6points of damage).

The table is covered with reports of the bat-tle in Solamnia, written in Solamnic. Thereare several half-filled mugs of wine. Kit’stravel wear fills the travel chest. A simplewooden comb lies atop the drawers besidethe wash basin and cracked mirror. Thelocked trap on the top drawer has a poisonedneedle in the lock. Inside lie several knives, acloak, a pouch of 50 pp and three sapphires(100 stl each), an alluring, blue velvet gown,and a locket given her by Tanis.

F10. The Beacon: On a stone jetty is abeacon tower. Atop the 50-foot tower, a watchfire is maintained by five sailors who periodi-cally replenish the supply of fish oil that burnsin the basin.

F11. The Barracks: This area is not wellfortified and is poorly guarded. However, aseparate inner town gate must be crossed toenter the barracks neighborhood. The prison(F12) lies to the north.

Any lone character wearing a stolen uni-form might be able to enter the area withoutchallenge (80%). The chance of successdrops 5% per additional person in the party. Ifthe PCs are challenged, the guard of 24 Baazis alerted. The guards are illiterate; a fakewritten order can fool them into releasing aprisoner. The PCs can neutralize the two ogreguards, but they have only three turns beforethe alarm sounds.

Lost equipment is in Toede’s quarters. Theguard is suspicious if the PCs ask the locationof the Highmaster’s quarters, and an alarmsounds after the PCs have left the gate. Thereis a drunken human warrior in the central bar-

racks compound. He might talk to a fellowofficer, giving information about the prison,the Dragonarmy, or the Highmaster’s alliancewith the beasts of the deep.

F12. The Prison: The prison is a one-storeystone building with barred windows and awide, walled courtyard. It can be reached onlythrough the barracks. A stone stair leads upto the wall top, where three gibbets hang overthe court. The cells are small and damp.Sewage troughs lead out into the corridor andinto a grate-covered pit connected to the sew-ers. A barn with stacked hay is attached tothe rear.

A nearly blind ogre jailor stands guard. Ifattacked, he retreats into the darkness of thecellblock where others suffer a -4 penalty totheir attack rolls (but he is not affected).

If a PC is imprisoned here, he shares a cellwith a hairy, insane-looking inmate. This manchases stray rats, pouncing on them and eat-ing them. This is Erewan the Shaggy, leaderof the rebels and lieutenant to the Silver Fox.He is not insane, but he is a survivalist anddoes whatever it takes to persevere. (Inmatesare not fed since they are usually quickly exe-cuted.) If the PCs break out and take Erewanwith them, he is deeply in their debt.

The other inmates of this prison includepirates and an old man who foams at themouth.

F13. The Sewers: A network of sewers andcellars lies beneath the wharf. This might pro-vide a dangerous hideout. The place is fre-quented by ochre jellies, giant scavenger bee-tles, and packs of 1dl0 rats (use SalmonSchool stats).

F14. A Hiding Place: If the heroes are onthe run from the law, they can find a place tohide under the wharfs or in the cellar of aburned-out building. This place is damp anddark. There is a 10% chance that a spy canfollow a PC back to the hideout and returnwith a double-sized patrol.

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This chapter provides details of Encounters atsea. The Events given are for use after theheroes flee Flotsam aboard the Perechon withBerem, the Highlords’ prize. You can adaptone or two of the Exploring events (50) if theheroes go sailing earlier.

Events

Event 50: Exploring the Blood Sea

You can choose one of these Events to enliveneach voyage of the heroes. You may also cre-ate your own sea Events.

A) The Albatross: A large sea bird takes tofollowing the ship, circling in the sky and act-ing as if spying on the PCs. It circles for days,veering off just before the characters have anencounter. If the PCs kill the bird (AC 7; hp3), the sailors are mortified—it is bad luck tokill a bird while at sea.

If the bird is slain, the sailors attribute alltheir misfortunes to the PCs’ action. You

might wish to add to the paranoia by havingseveral chance events occur, such as themain mast developing a crack, the food turn-ing sour, the wind suddenly dying, an epi-demic spreading on ship (Random Event 15),a sailor is lost overboard at night, and soforth.

B) Stranded: The wind dies down and thevessel is becalmed. The captain sets all able-bodied men and women to the oars (Maq isconserving the gnomish machine). Movementby oar covers two hexes per day. The weatherturns warm and the rowing is very exhaust-ing, causing a loss of 1d4 hit points per day.After two days, the crew grows discontentand there is talk of abandoning ship. Thecrew might attribute their bad fortune to theheroes, using words like “jinx” and “over-board.” The lack of winds lasts for 2d6 days.

C) Land Ho: As the evening darkens thesky, the lookout sings out, “Land Ho.” He hassighted a small, rocky island off the starboardbow. This is actually the back of an ancient

sea dragon. Sea weed and barnacles disguisethe shell. A man’s corpse is tangled amongsome of the fronds. If the PCs wait an hour,they see the “isle” slowly sink. If they goashore to explore, they see their ship sud-denly move away (in fact the island is mov-ing). After 1d6+4 rounds, the dragon raisesits long, sinewy neck to see what there is fordinner. The corpse bears a magical medallionthat always points north and adds +25% to anavigator’s chance to avoid becoming lost.

D) Abandoned Dinghy: Early one morning,the lookout sights an old dinghy adrift off thestarboard bow. The craft is abandoned andonly strands of seaweed decorate the seats.The gunwales bear claw marks. Stuffed be-neath the rear seat is a blood-stained leathervest.

E) Sea Race: The lookout sights a piece ofwreckage adrift with an injured creature cling-ing to it. This might be a mermaid, a Dimer-nesti (in human or otter form), or a Dargon-esti. The creature is in bad shape and dies in

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two days if not helped. The creature must bekept moist or it loses 1d4 hit points an hour.Communication is difficult; those able tospeak other elven languages can understandonly one-third of what is said.

This event could be played one of severalways. A growing affection might developbetween a rescuer and the victim. Or thecreature might be a thief desiring to stealmetal tools. It might be a wounded scout of itspeople with a dire message about the koalinthand sea dragon alliance. Or it might lead thePC to the wreck of a pirate ship, 30 feet down,and provide the party with three potions ofwater breathing. The treasure is 10,000 goldand metalware worth 1,500 steel. Whicheverscenario is played, the creature leaves after1d8+2 days or when a port is sighted.

F) Haunted Ship: The sky darkens and thesea turns an ugly green. The wind moans inthe rigging. A mist creeps out of the sea andthe clang of a distant bell can be heard. Sud-denly a dark ship with torn sails is sighted offthe port bow. A lonely hooded figure stands atthe helm. Three skeletons dangle from therigging.

On the ship is an insane sailor, the only sur-vivor of a voyage into unknown distant lands.He lives a lonely existence at sea, feeding onwhat little he manages to catch. The ship is infair repair, but he does a haunted ship act tokeep sailors and pirates away. Also on theship are three tamed forest taer, their furbleached white. The taer might be mistakenfor ghostly figures. If someone has fallenoverboard in choppy waters, he might havebeen rescued by the sailor, who is holdinghim as a prisoner against his will. The sailorhas no treasure except for polished bones andshells and a single beige pearl (50 stl).

G) Choppy Waters: The ship encountersheaving waters, a storm, or is attacked by ahuge monster. In each of these conditions, itis possible for a man to become seasick orfall overboard.

Each time a character takes a voyage, roll1d20 and add any Constitution bonuses. If theresult is a 5 or less, every time choppy watersare encountered, the character must roll asuccessful Constitution Check or becomeseasick for 1d10 hours. Treat the sick PC asin Random Event 15. Sailors do not becomeseasick.

In choppy waters, the chance for PCs to falloverboard is left to you. If you feel that acharacter is too near a railing and not braced,have him roll a Dexterity Check (using hisStrength bonuses as a bonus to the roll; allsailors are treated as having a Dexterity of16). If he fails, he falls overboard. A manoverboard must roll a successful ConstitutionCheck each turn or suffer 1d10 points ofdamage. If he fails three Constitution Checks,he sinks beneath the waves and drowns. Ittakes 1d6+2 turns to bring the ship about; theman overboard must roll a successful savingthrow vs. breath weapon to be sighted.

If one of the PCs falls overboard, you mighthave him rescued and later reunited with hiscomrades. Supply him with a harrowing taleof peril and sudden rescue.

H) The Mire: A thick fog blankets the sea,obscuring vision. The ship is gripped by acurrent, despite any efforts of the crew tobreak free. After half a day, a dark masslooms on the horizon and the ship crashesinto a floating hulk, suffering 10 points of hulldamage.

The ship has been snagged by the Mire, amile-wide, floating graveyard of a dozen shipsand a tangle of seaweed and debris. Thisevent should be played for horror. It takes 1d4days to repair the ship. Then the party has todiscover some means of escape. This caneither be through the aid of the Dimernesti liv-ing in a wreck, by using remove curses, or bytorching the Mire (the last is a desperate mea-sure).

This ships’ graveyard can be exploredeither by climbing from one rotting hulk to thenext or by using a small long boat. Thingsthat might be met while exploring are as fol-lows:

• Strange noises: creakings, groanings,and shrieks in the mist

• Slime tracks that cross the wrecks• Patches of strangle weed• Falling into kelp (it acts as quicksand,

see Land Encounter 55)• Falling beams, see Random event 1• Rotten decking that drops a PC 10 feet

(1d6 points of damage)

The creatures that inhabit this haunted mireinclude a giant crayfish, a giant slug, threewraiths, a ghost, a band of 14 Dimernesti andtheir two hippocampi, and 43 lacedons.

The treasure that could be found in variousships’ holds totals 400,000 copper, 60,000silver, 100,000 gold, trade goods worth 3,500stl, and gems and jewelry totaling 8,000 stl.

Event 51: Flight from Flotsam

Moments after clearing the harbor mouthand reaching the choppy waters of thebay, the alarm is sounded. Troops andsailors crowd the decks of their craft.Already, the lighter galleys are pullingfrom their slips, as the fishing boats rowfrantically aside.

A fleet of five galleys pursues the playerswithin two turns, four turns if delayed.Maquesta orders full sail, despite the storm.The pursuit lasts for several hours, until therain stops and a thick bank of fog rolls inalong the coast. After an hour, the wind diesand oars must be put into the water. Maque-sta decides to risk the fog in hopes of losingher pursuers. This game of cat and mouse isplayed by rolling 1d12 each turn and con-sulting the following paragraphs, after addingany modifiers from previous rolls (all modi-fiers are cumulative).

-2 or Less—SUCCESS! Maquesta hasslipped by the last pursuer and vanished intothe fog. (This cannot occur if the Perechon isengaged in melee.) The wind gradually risesand the Perechon escapes!

-1 to 4—Treacherous Reef If a PC is at thebow, have him spot the reef and shout a warn-ing (roll a Dexterity Check). If successful, hewarns the helmsman and the Perechon veersaway in time. If there is no PC at the bow orhe fails, the Perechon scrapes a reef and suf-fers 1d4 points of hull damage. On the thirdreef, warn the Heroes that the Perechon startsshipping water. The ship runs aground thefourth time it hits a reef. If grounded, the crewmight abandon ship or try some other ploy.They might eventually capture another shipor the haunted ship if the Perechon is lost.

If the Perechon is grappled to another ship,either both ships hit the reef or both miss. Ifthe enemy craft suffers more damage, thereis a 10% chance per point that it ran aground.

5 to 8—Close Encounter One of the pur-suers looms out of the fog and sails past. Avoice hails the ship, “ . . . Ho, on the star-board, state your name!” If the name ofanother ship from Flotsam is shouted, there isa 50% chance the pursuer veers off (-10% foreach previous Close Encounter). Add +1 tofuture rolls.

If the Perechon calls an unknown name, theship grapples and a boarding party (see undernumber 12 below) is sent across. If alreadylocked in melee, a boarding party is the auto-matic result.

9 to 11—Crashing Sound The sounds ofwood groaning and tearing on a hidden reefecho in the fog. Then come cries to abandonship. One of their pursuers has run aground.Subtract one ship and add -1 to future rolls.Once all pursuers are defeated in combat orhave run aground, the Perechon escapes.

12 or more—Boarding Party A pursuercloses with the Perechon and grapples, bind-ing the two ships together. The attacker is alight galley 80% of the time, with a crew of 15marines (use Guard stats). There is one war-ship with a crew of 25 marines (use Guardstats) and two warriors. If the marines suffer50% or more casualties, they retreat to theirship and sail away. Add -1 to future rolls.

The Perechon’s crew fights to the last man,but its speed is reduced to 4 hexes in 12hours if the crew is reduced to fewer than half.If the Perechon is captured, the major NPCsand PCs are loaded on an enemy ship thatturns toward Flotsam. However, the enemyvessel tears its hull on another wreck and thecrew abandons ship, leaving the characterslocked up. It is up to the PCs to break freeand construct a crude raft. The ship sinks inthree turns.

The PCs may be allowed to explore the seaat their leisure, but it is important to the storythat they eventually enter the Maelstrom (SeaEncounter area 24). The next three Eventsoffer three ways to get the PCs there.

Event 52: Dragon Flight

A day or two after evading pursuit, one of thePCs awakens from a dream of being scruti-nized by a dark orb with many eyes high inthe sky. All morning he has a feeling of beingwatched. He might imagine he sees eyes inthe water. Around midday, he swears he hears

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the baying of hounds and starts to watch theskies toward Flotsam anxiously. Nearevening, he sights them-a flight of bluedragons on the horizon winging toward them.

Maquesta orders the ship turned into theBlood Sea (Sea areas 21-24), where thestorm that constantly broods there mightcover them from pursuit. Undaunted, theHighlords pursue.

The dragons reach the ship after it travelstwo hexes. Kitiara demands the surrender ofthe man with the gray gem. If the PCs fail tocomply, the dragon flight attacks the ship.There are up to three dragons (if Kitiara andboth of her lieutenants are still alive). Thedragons concentrate on sinking the ship. If theship has entered the storm, the dragons are atone maneuverability class worse. They alsosuffer a -2 penalty to their attack rolls. ThePCs and their allies gain a +2 bonus to savingthrows vs. the dragons’ breath weapons.

As in the story, Berem should panic andattempt to escape the dragons. If he is unableto escape, he is swept overboard by a wave atthe last possible moment.

If the ship is hulled and Berem escapes, itdrifts and is pulled toward the Maelstrom (Seaarea 24). If the ship enters the Blood Sea, it iscaught in a current and swept toward theMaelstrom.

Event 53: The Reaver

A few days after evading pursuit, the lookoutsights a black sail on the horizon. Maquestaseems worried, even though she has beenknown to fly that sail herself. She paces, wait-ing for it to draw closer. “Is it that fatherlessscum Mandracore?” she calls. And yes, in-deed it is the Reaver.

Maquesta, though usually welcome on thepirate isle of Kothas, is at odds with the chiefof the pirates, Mandracore the Reaver (seethe “NPC” section). She knows that his ship,the Butcher, has the Perechon outmatchedand that her ship cannot survive an encounter.She orders the Perechon turned about andseeks cover in the Blood Sea.

The Reaver knows that now is the time toeliminate his competition without witnesses.He pursues with a vengeance. The Butcherhas a crew of 24 sailors (use Guard stats),nine warriors, and eight ogres with a leader.He wants to sink the Perechon and fishMaquesta out of the drink. He does not followfarther than Sea area 21. By then the Pere-chon is caught in the current of the Blood Seaand drawn to its heart.

Event 54: To Save a Comrade

The PCs receive a cryptic message from acreature of the sea (see Event 39E). It’s abouta friend they believe has drowned. Their com-rade needs the PCs to come help him and thesea folk before the evil blot of the dragonsinvades the peaceful sunken realms. The PCsneed to sail into the Blood Sea where they willbe met by friends and brought to their lostcompanion.

Encounters

Most of the sea Encounters occur in openwater that looks the same as any other open-water locale. Thus only the types of creaturesin each area, as well as some special areas,are detailed in the sea Encounters.

If the encounter is in coastal waters, checkthe description of the coastal land area. ThePCs should be able to sight land from eightmiles out. Coastal waters are plagued byreefs, sunken wrecks, and sandbars.

The color of the water varies with the depthand the presence of seaweed. Severaldescriptions and encounters common to seavoyages are provided in the following para-graphs. Descriptions A and B occur only incoastal waters.

A. Sunken Obstacle: A reef or sandbarblocks approach to the shore. During the dayit is easily avoided, but at night or in fog, asuccessful Dexterity Check by the bow manenables the ship to avoid a collision. If theship hits the obstacle, it suffers 1d4 points ofhull damage and has a 10% chance per pointof running aground. Once grounded, theymust wait for the tide to get off.

B. Wreck: Usually a shipwreck indicates thepresence of a reef or sandbar. You may createyour own adventure aboard the wreck.

C. Fog: Movement is reduced to two hexesper day. There is a 40% chance that the shipbecomes lost (the DM should pick a newlocation, up to two hexes distant from thestarting position).

D. Winds & Current: The ship mightencounter a current or strong wind that car-ries it along swiftly. The direction of the cur-rent or wind is determined by rolling 1d6.Count the direction the ship is traveling as 1and then go clockwise around the hexsides(thus 2 is to the right and 6 is to the left). Iftraveling with the current or wind, the shipmoves one additional hex. If sailing across acurrent or wind, the ship loses one hex ofmovement. If sailing against the wind or cur-rent, movement is reduced to two hexes.

E. Squalls: Squalls come on suddenly butlast for only 2d4 turns. They create choppywaters, however-see Event 50G.

There is a 10% chance that a waterspoutaccompanies a squall; treat this as in Ran-dom Event 19.

F. Ship Damage: Periodically the ship mightsuffer damage due to age or the elements.This could include a ripped sail, a snappedrope, cracked spars, or water leaking in fromworm holes or warped timbers. The shipneeds to trim sails and put into port as soonas possible. Trimming sails reduces speed tohalf normal.

Aquatic Creatures

Several of the creatures found on the MonsterChart have aquatic counterparts. The samestats can be used for both varieties, exceptthe aquatic versions can swim.

Anemone (Black Willow)-no sleep, attackparalyzes with a -2 penalty

Bullshark (Buffalo)—only 1 attack, stuns for1d4 rounds

Ghaggler (Slig)Koalinth (Hobgoblins)Kapoacinth (Gargoyle)Lacedon (Ghoul)Nudibranch (Giant Slug)Sea Lion (Spotted Lion)Vodyanoi (Umber Hulk)

Island Encounters

76. Kalpethis

Hidden in a rocky bay is Kalpethis, thepirate capital of Kothas. Low stone-walledoutposts flank the harbor entrance, protect-ing the bay with catapults. A watch isalways mounted. The town is a collectionof ramshackle wooden buildings clinging tothe side of the cliff. Their odd shapes resultfrom having been built from the wood ofplundered ships. Long rickety wharfsextend out into the bay. A network ofwooden stairs, walkways, and rope-waysconnect the buildings. In the harbor, severalsmall war galleons constantly patrol.

This is the home of Capt. Mandracore, theReaver of the Blood Sea. Several hundredpirates and their families live here when notout raiding. Outsiders are not welcome, andMaquesta can visit only when Mandracore isnot here. Justice here lies with the strong andswift of sword. Constant troublemakers eitherbecome leaders of the pirates or dance a jigon the gibbet.

77. Kothas

This island is a rugged land with high hillsand simple farms. Sheer bluffs face theraging sea and small fishing villages clingto the cliffs. Inland there are small villagesand fortified manor houses. Signal towersdot the island. A network of dusty roadsand trails links the island’s communities.This land is frequently visited by chillrains from the east.

Pirates of lesser repute and their families live onthe highlands. Strong marshals, retired cap-tains, administer the land from their manors.There are many minotaurs, but they are rele-gated to the role of serfs who work the soil.

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78. Mithas

This wind-scoured rock is a barren landwith only occasional shrubs clinging tena-ciously. The eastern mountains are dor-mant volcanoes; their heat warms theland. Everywhere are hot springs, bub-bling mud, and geysers. The rocks areencrusted with lime. Most of the mino-taurs live in stone homes built in coolcaves or in the shadows of cliffs.

Minotaurs of the inner lands make their livingmining ore and working the metal. Few cropsgrow here. Most of the inhabitants live on fishand the bounty of the pirates. Minotaurs livein close-knit family units. They accept onlythose outsiders who can prove themselves bydefeating one of the minotaurs. They are veryloyal to their family members.

79. Dragon’s Spine

High winds rip through the narrow passesand mountain peaks here. Several ofthese mountains are dormant volcanoes;steam vents periodically from crevices.There is some snow cover at higher alti-tudes, including a small glacier thatpushes north into the sea. Large wingedcreatures that seem vaguely humanoidride the winds off the ridges.

Minotaur mines dig ore from the lower slopes ofthe mountains. They mine iron, copper, andgold for weapons, armor, and ornamentation.

High in hidden vales near the mountainpeaks lives an odd race of birdmen called thekyrie (use Bozak stats). They can cast spellsas 3rd-level druids. The kyrie are the onlyones to have ever escaped from the Arena ofGames (see area 80). They periodically raidthe mining camps.

80. Lacynos

Lacynos is the major port and capitol ofthe minotaur land of Mithas. Its squatstone buildings sprawl along Horned Bayand rise into the hills. The harbor is large,protected by two stone jetties and a break-water reef made of sunken ships. Manysmall galleys and larger marauder shipsfind anchorage here. Back in a bowl in thehills is the Arena of Games.

Lacynos is a cruel place. The only free crea-tures are minotaurs and visiting draconians,who are looked upon as potential allies. Men,ogres, goblins, and kender serve the bullmenas slaves or entertain them in the arena.

The leader of the minotaurs is Chot Es-Kalin; he is detailed in the “NPCs” section ofthe Appendix. Chot is as hot-tempered as allminotaurs, but he has a cruel cunning and is

negotiating alliances with the Highlords.Chot’s people provide naval expertise andheavy troops for the Dragonarmy.

The law of the land is the Arena of Games.Any who break the law are sent to the arenafor short lives as gladiators. Three types ofgames are most popular in the arena: battleswith gargantuan serpents, gargoyles, ortrained minotaurs; the Death Maze, an ever-changing maze of deadly traps; and the Pits ofDoom, duels among pits of lava and geysers.

81. Winston’s Tower

The long sandy beach with rocky penin-sula doesn’t appear to be a good harbor.But a series of sandbars and a narrow reefmake for a quiet anchorage. A mammoth,130-foot-tall, six-sided tower rises fromthe ruins of a fort. A broken wall sur-rounds the tower’s base. A ramp spiralsaround the tower to a parapet at the top.No activity is sighted. Large curved metalplates rest on each side of the parapet.

This mighty beacon was used to shine acrossIstar, lighting the way for all travelers. Now itlies abandoned, avoided because of its repu-tation as a place of dread. Of gnomish con-struction, the interior of the tower is a seriesof stairs, ladders, catwalks, and platforms atvarious levels. Dark shafts fall away to dizzy-ing depths. Some of the special encountersfeatured here include the following:

• A clockwork juggernaut (use UndeadBeast stats)

• A treadmill that makes characters run inplace until they drop

• An amazing lift-a network of buckets ris-ing and descending on an endless chain

• Rubber walls that make one bouncearound crazily

• Trap doors that lead to slides and shafts• Floating animated crystal spheres

The creatures in this tower include a gargoyleautomaton, huge furry rodents (use Wolfstats), ochre jellies, mechanical tendrils (useStrangle Weed stats), and a crazy minotaurthat thinks that everything is a machine.

Treasures of note include thousands of steelworth of metal gears and bars, dozens of dia-mond gear bearings, worth 50-150 stl each, aray of light that cures disease, a Lantern ofEverburning, Sand of Silence that mufflessounds, and the Neverending Ribbon, anamazing device that forms a temporary road

82. Beakwere

These wind-sheltered plains are litteredwith the rubble of broken manors and vil-lages crushed beneath fallen cliffs. Thestone is scorched black. Near the base ofthe mountains is a 300-yard-wide craterwith a bluish boulder at its heart. Slowlynature is reclaiming the land.

This land hosts giant sand lizards (use Aurakstats without spells) and giant trap door spi-ders. Small whirlwinds blow across the barrenlandscape. Those who get within 10 yards ofthe crater are stricken ill (treat as RandomEvent 15 in the Appendix).

83. Silent Plains

The land is a desolate sandy plain. Agritty wind scours exposed flesh andstone. Here are broken highroads andfallen towers. There is little life abroadsave for swarms of locusts grazing onsmall patches of grass. Among the ruinsdim shadows flit.

Giant lizards (use Aurak stats without spells)bask on the ridges and race across the plains.Swarms of locusts gather in bushes and nar-row patches of vegetation.

Skyfishers wheel in the sky overhead. Theymight be drawn to parties moving about dur-ing the day. The land bakes by day andfreezes by night.

Characters might encounter ridges in thesand; when seen close up, these are clearlyburrows. Giant worms live here. Normallythey hunt lizards, but they’re not aboveputting a little variety into their diet (use SeaSerpent stats).

84. Tailyon

This warm, windy coast is a desert ofshift ing sand dunes that constantlyreshape the land. The wreck of an ancientcity is buried on the sandy northern coast.

Giant sand lizards, the undisputed lords of theland, bask on ridges. Use Aurak stats for thesand lizards (no spells).

85. Worldscap Mountains

These are snowcapped, windy mountains,cut by rugged gorges and twisting fjords.Trees grow to about 1,000 feet above sealevel.

The three highest peaks are Worldscrown,Cloudpainter, and Shattersky. This is Ansa-Ion’s highest mountain range.

Deep in caverns to the east is a small clanof mountain dwarves. They have been iso-lated for 200 years. These mountains aresteep and dangerous to climb. Wolverinesand worse prowl the slopes. High winds havestripped the vegetation away.

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86. Ruins of Karthay

Here lies the shattered ruin of the ancientcity of Karthay, buried beneath a col-lapsed cliff face. Winds howl among thecanyons of broken stone and sand stingsthe flesh. This ruin swelters at midday andfreezes at night. To explore the ruin, onemust climb over rubble and through gul-lies. Once built into the side of the moun-tain, some of the city’s hidden chambersand passages are now exposed.

This city once housed a university of greatlearning, but the books have long since crum-bled and blown away. Among the ancient ruinlie many dangers and challenges:

• Sand pits• Crumbling walls (as Random Event 1 in

the Appendix)• Deadly gases that explode when a door is

opened (treat as a 4-HD fireball)• Sand storms (use Random Event 19 in

the Appendix)• A huge maze stalked by giant lizards• A library of ashes• The Hall of Ancestors, through which the

past can be viewed.

Creatures that frequent this ruin includeumber hulks, borer beetles, wolverines, giantlizards (use Aurak stats without spells), andgiant horned toads (use Amphi Dragon statswithout special abilities).

Treasures reputed to lie here include theWell of Knowledge (saving throw vs. poison-if failed, 2d10 points of damage; if successful,as a legend Lore spell), small quartz spheresthat glow with light, a magical wall with livingpaintings that talk to viewers and tell bizarrestories, magical spelling bees that can eachcast one spell (1st-level wizard spell) andthen die.

87. Sea Reach

This is a safe, sheltered bay. Stone jettieswith watchtowers at their ends protect theentrance with a battery of catapults. Thewharfs are strong and in good repair.Stone buildings with wide verandas frontthe harbor; tile roofs and colorful awningsproviding protection from the blazing sun.Many of the buildings are built into thehills to provide further insulation. To thewest of the cove, terraced farms step upthe cliff face.

Pirates and minotaurs are not welcome here.Galleys sail out to drive these marauders off.

88. Saifhum

This island is rugged but cultivated. Roadsof stone and terraced farms are built ontothe sides of steep hills. Small stands ofwood and fruit trees grow in valleys alongstreams and roads. On the high inlandplains, oats and wheat are grown andground in windmills. Wind-driven waterwheels lift water from the valleys to irri-gate the fields. Sheep and goats are themain livestock here.

An odd road of smooth-fitted stonezigzags across the land. A wooden railruns down the middle of the road. Strange,sailed wagons periodically travel alongthe road, sailing straight from east to westand tacking back west to east in a zigzagpattern.

These mariners are no friends of pirates,minotaurs, or dragonkind. They protect theirown and honor contracts, but they avoidinvolvement in the wars of others.

89. Kernen

These ugly, wild plains are blotted bymires and rocky outcroppings. Muddysloughs and dwarf woods line the turgidstreams. Here and there are odd squarehills. The plains show signs of wastefulhunting. Mangy wolves and small ante-lope range this land.

These are ogrelands. Barbaric ogres huntthese plains, along with wolves and othervicious predators.

90. Elderglade

This forest is filled with ancient oaks andelms. Large shelf fungi grow on the trunks,and moss blankets the ground. The nar-row paths meander and recross so oftenthat someone following them swiftlybecomes lost. There are sheltered gladesand black pools beneath the blue canopyof leaves. The sounds of muffled buzzingand bird songs are interrupted by longmoments of silence.

This is a spooky, eerie wood. There are talesof those who have slept in these woods andawakened to find themselves in another time.

91. Sandy Shores

Sandy bluffs line the long strip of beachthat stretches for miles along the coast.Brambles grow along the bluff’s crest.Odd driftwood and old bones lie drying onthe beach. Occasionally the remains ofcampfires are found.

Ogre fishermen scavenge along the shoreline.

92. Nordmaar

This coast is a series of high cliffs andwide valleys, with stagnant backwatersalong a gravel-strewn beach. There aremarshlands to the south. Great pinescluster along the verge of the cliffs. Bar-barians on horses can be seen to thundersouth across the inland rocky plains.They bear dragon banners. These are notfree lands.

This is enemy territory. Squads of Baaz andhorse-mounted warrior barbarians ride southto the battles. They detain strangers. If theseare determined to be enemies, they are exe-cuted after one day. Spotted lions prowl theplains, hunting wild boars.

93. Valkinord

The shore here is a salt marsh at the baseof a low cliff. Trails wind up the rocky faceto a magnificent fortress built at the sum-mit. This stronghold is connected to threetowers by long walls. Upon closer exami-nation, it appears that the entire structureis a ruin. The rusty portcullis has fallenand the drawbridge has burned away.Ghostly lights can be seen moving in thetowers.

This ruin is desolate and apparently deserted.Of note are hidden walkways running throughthe walls, a Hall of Banners that bears thecrests of the hundred clans of the plains, thePeaceful Hall from which none awaken (treatas a permanent sleep spell), the living gar-den, where all the plants speak and act ontheir own, and a bottomless pit (100 feetdeep).

The ruin is patrolled by a giant whisper spi-der. Other creatures found here include giantbeetles and ghostly phantoms whose touch ispoisonous (use Jellyfish stats).

There are no treasures of special note.

Sea Encounters

These Encounter descriptions are keyed tothe circled numbers (in the sea areas) on theBlood Sea & Environs map.

1. Khurman Sea: This sea is plied by mer-chant carracks bound for Khur. Schools ofsalmon frequent the waters.

2. Bay of Balifor: Otters play in the watersoff the coast. They are really part of a Dimer-nesti colony of 43 members. Gulls circle inthe sky and green wood floats in the waters.

3. The Maw: There is a reddish frothy flowfrom the mouth of the Gullet into the Maw. Atlow tides a ship might run aground here. Asea serpent frequents these waters.

4. Habbakuk’s Necklace: The sea here isrich with salmon and swordfish. Kelp beds

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grow a mile out from the shore. Sea ottersand Dimernesti play among the kelp. Bar-racuda are occasionally seen.

5. Restless Waters: There is a long line ofbreakers here across a deep reef. Vodyanoilair there.

6. Churning Reach: There is a long line ofbreakers here. Sand bars littered with debrisstand 500 yards out from the beach. A giantmanta ray frequents this stretch.

7. Southern Courrain Ocean: There arelarge ocean swells here and abundant fishand dolphins. This area often has squalls.

8. No Port Stretch: These deep coastalwaters front sheer high cliffs. Koalinth andbarracudas inhabit these waters.

9. The Neck: Beneath the clear water canbe seen colorful reefs and the oddly carvedstone of a sunken ruin. The Neck is danger-ous to navigate because of a swift current andstrong winds. Jellyfish frequent these waters.

10. The Crown: Here are deep-water chan-nels edged by sharp reefs. Along the reefs inthe shallow anchorage grow giant anemones,while giant eels hide in the reefs’ crannies.

11. Gnashing Teeth: Here are treacherousreefs and many sunken wrecks. The currenthere often carries the unwary onto the reefs.

12. Mistelstrait: This narrow run is sailedonly by the experienced mariner, for suddensqualls have been known to dash lesser menagainst the island’s cliffs. Jellyfish swim in theclear waters. A clan of kapoacinth (aquaticgargoyles) lairs near the cliffs.

13. Rough Water: Whitecaps toss anddance offshore here. Over 120 lacedons(aquatic ghouls) dwell in small lairs andcaves along the coast.

14. Last Watch: From here the ancient ruinof Blood Watch can be seen high on a cliff. Atnight 1d4 wraiths can be met.

15. Coast of Goodlund: These waters are adeep blue. Off the coast lives a clan of 30sirines. One or two often frequent tidal caveson the shore to comb their long green locksand sing songs of those lost at sea. The sirinesare aware of the trouble that is brewing in theSunken Realms. If one is especially takenwith a PC (this requires a successful Cha-risma Check with a -3 penalty), she mightrequest that the brave hero journey with herto the Sunken Realms to help save her world.She can provide each PC with a quaff of anelixir of water breathing (see Chapter 8).

16. Bloodbay: This bay is often frequentedby pirate ships with 24 pirates and two war-riors. These marauders are waiting to waylayfat merchant ships. The waters are frequentedby salmon, dolphins, barracudas, and jelly-fish.

17. Rugged Coast: This wind-tossedstretch of water is often choppy. There arethree villages of 10d6 mermen living off thecoast.

18. Reaver’s Bay: This bay leads into theheart of the Ogrelands. The waters are oftenchoppy. Two clans of kapoacinth lair here, aswell as a monstrous undead whale (useUndead Beast stats).

19. Southern Blood Sea: This deep wateris often frequented by merchant and pirate

ships. Dolphins range the waters, and Dar-gonesti live below.

20. Eastern Blood Sea: This deep water isfrequented by warring pirate and minotaurships. Dolphins frequent the waters, and deepwater ghagglers (aquatic sligs) waylay 30% ofthe ships that pass through here.

21. Blood Sea—The Outer Reach: Thewater here heaves in great swells. A strongcurrent carries ships deeper into the heart ofthe crimson sea. Storm clouds marshal in thesky. The sea is dyed the rusty red of bloodfrom red sands stirred up from the sea bot-tom. Sea dragons have been sighted here.

22. Blood Sea—The Tightening Ring: Theclouds erupt with thunder and lightning, slic-ing the sky with icy rain. Treat this as Ran-dom Event 19 in the Appendix. The currentstrengthens and the helmsman must roll asuccessful saving throw vs. breath weaponjust to hold even, paralleling the heart of thestorm. If he fails, the ship is drawn deeper intothe Blood Sea. An experienced sailor has justa 30% chance to escape.

23. Blood Sea—The Nightmare Sea: Thestorm unleashes its full fury. The helmsmanmust roll a successful saving throw vs. rodevery two turns or the ship is struck by light-ning, breaking spars, ripping sails, or causing1d6 points of hull damage to the ship.

If it is nighttime when the party enters theBlood Sea, the sounds of moaning, scream-ing, and cackling are on the wind. Some crewmembers become hysterical, pointing at thechurning water in horror. Any who stare at thewater too long see it transform into a crawlingmass of grinning faces, clawed hands, andwicked horns pushing at the ferechon, caus-ing it to pitch and shiver.

An hour after this madness begins, a redmist swirls up from the sea, flowing throughdoorways and oozing in portholes. When theship is covered by the mist, small red impsform from the vapors. Soon red impkins areswarming up the masts, pulling on the rig-ging, and loosening cargo ropes. They ignorethe crew; any blows aimed at them passright through without effect. Giggling,screaming, and grunting, they wreck havocupon the ship. Use wraith statistics, but onlymagic and magical bonuses hurt them, andthey cannot energy drain. They also cannotbe turned.

If a red imp is bothered by a crew member,several turn and grapple with the man tothrow him either down the hold, into a cabin,or overboard. Each impkin has a Strength of4; they can move a character only if the imps’total Strength points exceeds those of thecharacter. The character is dragged one footper round for every point the imps’ combinedStrength exceeds his. If a character is thrownoverboard, use the choppy waters encounterrules (see Encounter 50G), but his Constitu-tion Checks suffer a -4 penalty. If a PC isthrown overboard, his comrades think he hasdrowned. He is actually rescued by sea elvesin the next chapter.

If it is day and the party has not yet defeatedthe King of the Deep, a dark shadow risesfrom the waters. The king rises beneath the

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ship and two horrid black tentacles pluck onecrewman each off the deck. The monster thensinks back into the depths.

The helmsman must roll a successful sav-ing throw vs. breath weapon with a -2 penaltyeach hour to avoid being dragged farther intothe center of the maelstrom. He has only a15% chance to escape this ring.

24. Heart of Darkness: The thunder’s rum-ble takes on a distant quality. In the middle ofthis area, a mighty maelstrom swirls, suckingall down into the deep through its ferociousmaw.

If a ship still has a rudder, there is a 20%chance that the helmsman can turn the shipabroad of the whirlpool and the additionaldrag casts the ship up and out. However, onelast encounter awaits the party.

The crash and rumble of lightning becomebut a distant chorus to the tumultuousroar of water ahead. The clouds fall backto form a mighty canopy, while ahead liesthe maw of terror. Whirling and swirling, amighty maelstrom sucks all toward thedark depths from which there seems to beno escape. Suddenly a trumpeting bellowsplits the clamor, and someone points interror skyward. A shadowy dragon is seenflying toward the ship!

The dragon looks as though it has come togloat. Berem, not to be taken, leaps over theside. The dragon is really Clarion, who sawthe ship, pursued by the minions of evil, enterthe Blood Sea. He is unable to help more thana few people. He singles out the captain andher guard to try to pick off the ship. If Clarionsuffers 30 points of damage, he flees.

The PCs’ actions can only delay theinevitable. If they have potions of waterbreathing, they can save themselves. Theship is sucked down into the maelstrom andthe characters are thrown into the chokingdark waters. They should feel death comecalling as their lungs burn and all goes black.

Actually a group of sea elves rescues theparty using elixirs of water breathing, but onlyafter the party has passed out.

25. Razor’s Edge: These waters hide dan-gerous reefs and obstacles. Many a ship hasbeen torn apart on these sunken horrors.There are two villages of 35 + 1d20 mermenhere.

26. Western Blood Sea: These deep watersare blotted with patches of azure seaweed.Dolphins and Dargonesti frequent this water,as do shy pricklebacks.

27. Northern Blood Sea: These dark watersroll endlessly onward, often frequented bypirate and minotaur ships. Swordfish andbullsharks range the waters. Colonies of lace-dons (aquatic ghouls) have been known towaylay ships at night in these waters.

28. Firewater: These seas glow with a crim-son hue at sunrise and sunset. They are oftenthe battlefield for feuding pirates and mino-taurs; it is not uncommon to see a burnt hulkadrift here.

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29. Pirates Run: These coastal waters ofKothas are frequented by two varieties of bar-racudas—the fish type and the pirate type.Both are voracious and offer no quarterexcept to others of their kind.

30. Slim Chance: The rocky coast offMithas is patrolled by bullheaded men inships and bullsharks in the dark waters.

31. Eye of the Bull: Cruel cliffs crowd thesenarrow waters; few are brave enough to riskthe treacherous run. On the coast of Mithasare five fortifications with two catapults each.These pepper any ships not flying the Hornedflag. Near the coast of Kothas is a treacher-ous current and deadly reefs. Living in thesereefs is a colony of sea hags. The sea hagsusually hunt in groups of 1d4 and prefer notto kill outright, but to capture prey.

32. The Blade: The sea floor falls away to adeep trench that is home to a colony of 240ghagglers. They prowl about in groups of1d20+20, hunting ships that cross their waters.

33. Eastern Courrain Ocean: The watershere are rough and white-capped, often vis-ited by high winds and squalls. The giantswordfish cavorts here, along with deadlybarracudas.

34. Craklin Coast: A strong current per-vades these waters, carrying ships out fromshore toward the Northern Courrain Ocean.Only the muscular bullshark seems to resistthe tug to deeper waters.

35. Northern Courrain Ocean: Thesewaters dance merrily in the sea breeze andthe water moves in slow, fluid swells. The kingof this realm is a solitary sea dragon.

36. False Refuge: There appear to be sev-eral quiet bays here, but the dark waters hidesunken mountains and ruins of old that areworse than any known reef (double damage).A swift current carries all past the land andout to the open sea of the north. Fierce sealions prowl these waters in prides of 2d6.

37. Rocky Shores: No safe harbor here,though many a mariner has been lured intothe snaking canyons and fjords in hope ofshelter. These waters are the realm of a seaserpent.

38. Troubled Waters: These waters arecloudy and gray. A colony of lacedons lives inthe ruins offshore and raids the land at night.

39. Blood Cup: This bay has been the siteof many bloody battles between mjnotaursand pirates. This is now usually neutral terri-tory. It is rumored that the Mire, a graveyardof ships, can be found here. Jellyfish andaquatic violet ochre jellies float here.

40. Land Ho: These azure waters are usu-ally a welcome sight to the voyager weary ofthe open sea, for from here Iandfall onSaifhum and empty Karthay can be seen.

41. Mant le : Deep waters surroundSaifhum’s high cliffs. Skyfishers plaguemariners of these waters; the natives carryslings and crossbows to drive off the birds.Two giant sea slugs—nudibranchs—prowl thecliffs and sea, sometimes climbing aboardships at night.

42. The Sheath: These dark waters arepatrolled by the mariners of Saifhum in smallcarracks the size of the Perechon. Each ship

has a crew of 12 sailor guards and nine war-riors. Sea lions prowl the waters and Dargon-esti hunt here.

43. Endscape: The water here gets shallowquickly. Many a ship has run aground on thelocal sandbars. Long sea grasses and forestsof fan-shaped seaweed grow in abundancehere. These waters are host to strangle weedsand giant anemones.

44. Miremier: This water is full of rocks andclogged by forests of kelp. Low tide uncoversvast salt marshes. Giant crayfish lair here.

45. Last Coast: This rocky coast is thelast landfall before the open seas. Ruins ofancient stone forts grace the summits of itsstony bluffs. Two coveys of sirines live ingrottos by the seashore; sea lions wallow inthe waves.

46. Deep Reach: These waters run swiftand deep around the northern end of Nord-maar. The air is clear and a tail wind speedsthe mariner on his way. Giant swordfish andmanta rays leap from the water, the mastersof their domain.

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Encounter Setting

After the Cataclysm, lstar sank to the depthsof the Blood Sea. The name of the sea comesfrom the thick red sand is suspended in thewater. lstar is now surrounded by high moun-tains, and the buildings form a massive con-glomerate of ruins and coral mounds. Seaelves have taken possession of the fabulousruins.

The maelstrom in the center of the BloodSea leads down to the center of the city. Thegiant vortex is caused by a demonic windblowing from a gate to the Abyss located atthe bottom of the Pit of Istar. The pit occupiesthe spot where the ancient temple once stood.Most of the water dragged down through themaelstrom is expelled above the city, sprawl-ing outward for miles. Because of the strongturbulence, the only way to enter the city isthrough a few narrow mountain passesbeneath the swift current.

When the PCs were thrown overboard, theywere rapidly dragged down into the vortexand cast out above the city. The sea elvesknew the fate they would face and were readywith vials of the elixir of water breathing. Thecharacters all passed out before they wererescued. The elves left the heroes in the careof Zebulah, a human mage who has been liv-ing among the elves for years. His consort,Apoletta, Lady of the Dargonesti, saw themark of the fated on the heroes and keptthem here. Maquesta and her crew were puton a raft and set adrift in the sea shippinglanes.

All the party can be together in one room,or you can separate the most wounded char-acter and place him in area 9.

This chapter is divided into two sections—Zebulah’s Refuge and the Pit of Istar. The lat-ter is the role-playing portion of a mighty seabattle that is brewing between the sea elvesand the forces of evil. Encounter areas inZebulah’s Refuge are designated with a “Z,”while those in the Pit of lstar begin with a “P.”

Zebulah’s Refuge

Z1. Old Banquet Hall

A dozen small rods fixed in the walls softlylight this room. To the south, the wallseems to have caved in. A large heap ofbroken chairs and tables lies to the north-east, next to a set of double doors that ishanging open. On the opposite side growlarge clumps of strange mushrooms.There is no one else in the room.

This room used to be a banquet hall beforethe Cataclysm. Zebulah now uses it to growmushrooms for food. The doors are not lockedand can be easily opened. The rods lightingthe area are sticks with continual Light caston them.

Should the PCs listen at the door, they hearthe shuffle of somebody walking furtively onthe other side. If a character peeks around the

door, he sees a crouching silhouette, cloaked Anyone walking behind a koalinth out ofand hooded, no more than three feet away.The individual is moving furtively along the

the water has only 1 in 6 chance of beingheard.

walls, away from the door, clumsily trying tohide in the shadows. It has not seen the PC,because the door is concealed with an elabo-rate illusion of a bare wall. Not even the lightpasses through the illusion.

The creature is one of many koalinth spiessent to assassinate Zebulah. If the partydecides to wait, another silhouette is seen,following the first. Unless the party attacks,up to a dozen of these spies walk past. If theparty acts, each spy remaining in the corridorattacks the PCs. The koalinth are comingfrom area Z4, seeking area Z2.

22. The Coral Cave

The corridor stops abruptly on a narrowledge overlooking a small undergroundlake. The rods’ soft glow is reflected bythe small waves of the water. Anotherledge with an opening is located on the farside of the lake. A cable stretches fromone ledge to the other. In between, a smallboat is hooked to the cable.

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The boat can be hauled back to the ledge bypulling on the cable, as with a ferry boat.Below the surface of the lake are three exits.They are hard to see from above, because ofthe reflection and the cluster of corals. Anynonaquatic creature has a 20% chance of get-ting stuck while attempting to swim throughone of these exits.

23. Flooded Tunnel

The lower part of this corridor is dark andflooded.

Each PC has a chance of swimming down thestairs, under the ceiling, and back up on theother side with a successful ConstitutionCheck. If the roll fails, the character panicsand suffers 1d6 points of damage per rounduntil rescued.

The intersection is the lair of a giant cray-fish. The creature tries to grab one characterswimming nearby. To break free, the victim(or a rescuer) must roll a successful StrengthCheck. The crayfish retreats to area 22 if itsuffers more than 50% damage.

24. Old Stairway

A spiral stairway leads down to the bot-tom of a trench in the city of Istar, 50 feetbelow. The lower 40 feet of the passage isflooded.

In the event the PCs have a way of breathingunder water, they can reach a large stone doorat the end of the stairs. It opens onto the bot-tom of a pitch-dark trench. Twelve koalinthsare waiting below and attack the PCs when thedoor is opened. If more than half are killed, theothers flee. If the party captures one of themand interrogates it, the koalinth menaces thePCs with a quick doom, revealing that “theentire army of koalinths is marching towardIstar, and the elven scum had better prepare todie.” If interrogated further, the prisoner saysthat the koalinths have allied with the King ofthe Deep and the Dragonarmy.

25. The Magical Fountain

In the middle of this chamber is a fountainwhose center is a sculpture of a smallwhale. Water spouts from its blow hole.The walls in the chamber are covered inwhite marble, carved with scenes ofancient Istar.

The fountain is magical. Anyone drinking thiselixir can breathe water as long as he doesnot come into contact with air for two or moreconsecutive turns. This effect cannot be dis-pelled. When a creature dries out, he mustroll a successful saving throw vs. poison or heforgets the last 2d6 days.

A secret panel conceals the access to areaZ6. It opens only if the small whale is rotatedclockwise. It closes if the sculpture is rotatedcounterclockwise. In the event the sculptureis rotated in the wrong direction, 20 crossbowbolts are fired from a series of hidden slits inthe ceiling (1d4 bolts automatically hit eachcharacter present in the chamber). The tips ofthe quarrels bear a mild sleep poison. Eachvictim must roll a successful saving throw vs.poison or lose consciousness for 1d4 turns.

Z6. The Dragonlances

Beyond the secret panel, stairs lead downto a round and dark pit. The steps narrowas they descend. From the bottom, a faintglow seems to flicker.

Ancient ancestors of the sea elves stored 24footman’s Dragonlances here. These were leftin their keeping after the Third Dragon War.After the Cataclysm, they brought them here300 years ago, but have since forgotten them.The circle of lances supports a plunger ofaged teak that holds up the ceiling block.

For every lance removed, roll 1d20. If thenumber rolled is greater than the number oflances remaining, the plunger sinks down andthe ceiling falls. The ceiling collapse causes20 points of damage to those beneath it (suc-cessful saving throw vs. petrification for halfdamage). The ceiling crumbles and PCs candig their way out in 1d4 turns,

27. Zebulah’s Room

In the middle of this room stands a bedmade out of a huge sea shell. In the west-ern half of the room is a round table withseveral golden dishes. On a large plate inthe middle of the table are the remains ofa fish with unusual vegetables and fruit. Athin crystal flask holds a green liquid.

A door in the western wall is open, anda pulsating light glows from within. Thesound of crystal being moved is heard.

A koalinth spy has managed to enter this areaand is searching the room for information. If aPC peeks around the door, the spy is standingin front of the orb in room 28, perplexed, anddoes not notice the party.

The table holds the remains of Zebulah’sdinner. The green liquid is a magical seaweedwine. Anyone drinking it recovers 1d4 hitpoints of damage.

The southwestern corner of the room isseparated from the rest of the area by a cur-tain. Here is Zebulah’s wardrobe. There’snothing the PCs can use, unless they needsome drab cloaks and other clothes.

28. Zebulah’s Laboratory

This rectangular room contains an incred-ible array of flasks, tubes with bubblingliquids, pots, and other glass containers.In the middle of the room is a globe ofpale blue, pulsating with light, that restson a coral pedestal. Next to it is a largeseat carved of coral.

The sphere is a Dragon Orb. A koalinth standsmotionless in front of the orb, staring dumblyat the crystal. Because of the sea dragons’approach (for the upcoming battle), the orbhas started pulsating. Zebulah is unaware ofthis new event. If the party warns him, heunderstands the menace and immediatelycommunicates the information to the seaelves in Istar. Zebulah fears that the King ofthe Deep has prepared a full-scale attack onthe city.

Z9. Zebulah’s Lounge

If there are any wounded PCs recovering here,they awaken weak and dazed. They hearsomeone leave as they return to conscious-ness.

The glistening walls of this octagonalroom softly reflect the light that glowsfrom a dozen rods. Three large couchesoccupy the center of the room, clusteredaround a small, lacquered table. A strangegray growth covers the wall to the west.On the southern wall is a small waterfallsplashing into a large shell.

If the PCs study the growth on the westernwall, describe it as the lips of some horriblefungoid creature. Actually, the growth is madeof two huge sponges acting as a doorway.Anyone can easily squeeze between the twosponges and enter the corridor outside theroom. Small pipes with running sea waterkeep the two huge sponges permanently wet.The couches in the center of the room aremade of similar sponges. The sponge coucheshelp keep the sea elves wet when they meetZebulah here. The waterfall is used for bathing.

Z10. Meeting Apoletta and Zebulah

When the party approaches this area, warnthe PCs that they hear voices. If they stop tolisten, explain that the voices speak in astrange elvish language. Any elven characterhas a 50% chance of understanding each sen-tence spoken in the first boxed entry (seebelow). Non-elves speaking elvish have onlya 25% chance. If the party waits and listens,read the first boxed entry. Otherwise, read thesecond entry.

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Male voice: “No, I think they’ll be fine, butI still feel it was unwise to reveal our pres-ence. You should have let them go on theraft, like you did the others.”

Female voice: “Perhaps you’re right,but these were so much unlike the others.There is something about them that dis-turbs me. And this impromptu arrival...Ifear this has something to do with the seadragons sighted in the south.”

Male voice: “It must be tied to the recentaggression of the King of the Deep. Raidsare getting more frequent and no one sofar has managed to enter his lair. We mustfind a way to get through the passage....”

Female voice whispering: “Shhh...wait,I think I heard...KreeaQUEKH!”

Read the next entry if the party enters.

On the opposite side of the room a dozensteps descend toward a small pool. Anold man wearing red robes is kneeling bythe water, on the last step. He suddenlystands as a beautiful elven maiden disap-pears into the dark water.

The old man is Zebulah. He waits for the PCsto come down. He greets them and revealshow they came to Istar. Zebulah does notknow a way out of Istar, but he believes theanswer could be found in the King of theDeep’s lair (the Pit of lstar).

later during the discussion, Apolettaemerges from the water and takes part in theconversation. If she is warned of the wargoing on at the surface, and of the party’ssuspicion about a possible war in lstar, shesends a message to her kin and orders armedforces to be raised. At the end of the conver-sation, another sea elf suddenly emerges intothis area and warns Apoletta that koalinthsallied with the King of the Deep are preparingto invade the city.

Zebulah and the fair Apoletta are notschooled in war. They are in desperate needof assistance in driving back evil’s brood.They try their best to persuade the PCs thatdestiny brought them here to help in this con-flict. They have also heard of a dark-hairedland dweller who rides a dragon. Rumor saysshe is after some treasure in the ruins of Istar.

A vague strategy is quickly developed. Theenemy is very chaotic, held together only bycharismatic, powerful leaders. If those leaderscan be eliminated, the forces of the sea elvescan triumph.

Apoletta then leaves the area to organizethe defense of lstar. Zebulah informs the partythat the sea elves will try to lure the King ofthe Deep and his minions out of the pit, sothat the party can reach the lair. Zebulahthinks there must be a way of destroying thecreature’s secret life source in its absence;here also he believes the PCs can find a wayout of lstar. He begs them to invade the lairduring the battle; it’s lstar’s only hope. If the

PCs refuse, he abandons them in his refuge.From there, the PCs will have to find a wayout of the city by their own means. (Withoutthe PCs’ raid on the lair, the sea elves aredefeated in the battle, Istar is overcome, andthe PCs must flee from the victorious legionsof evil.)

If the party accepts, Zebulah mentions thepowers of the magical fountain in area 25. Healso suggests the PCs let a band of dolphins(one for each character) help them travelunderwater. The dolphins bring the PCs to theentrance to the King of the Deep’s lair (areaP1).

Z11. The Old Tower

The curtains open onto a large, circularroom. Three huge crystal windows havebeen placed in the walls, allowing a mostincredible view. Through the eerie greenlight filtering into the room, large silverfish can be seen swimming on the otherside of the crystal panels, staring at theparty. Suddenly, they dash away into thedarkness of the sea.

In the center of the room is a largeround table, carved of pink marble, with atiny city built on it. At the center of thetable is an ornate temple. On the side,written in common, are the followingwords: “Welcome, 0 noble visitor, to ourbeautiful city. Welcome to the city belovedof the gods. Welcome, honored guest, toIstar.”

This tower is an ancient structure from the oldcity. It clings to the side of a cliff, overlookinga canyon that was once a street in lstar. Thereare no other exits. Where the ancient templestands in the small city corresponds to thelocation of the Pit of Istar.

A rune is engraved at the base of each ofthe windows. If the word is spoken by anyspellcaster, the windows fog up and show ascene occurring at some location around thecity of Istar. Should the PCs ever cause this tohappen, the scene appearing on the windowsshows the arrival of the koalinth army, led bynone other than Highmaster Toede. The scenevanishes after 1d4 rounds. The rune does notfunction again for a week.

As the party is busy observing the roomand the scene, a dozen koalinth spies try tosurprise the party. If more than half of thekoalinths are defeated, the others flee towardarea 22.

The Pit of Istar

P1. Coral Cave

If dolphins accompanied the party, they leavethe PCs here.

The brilliant flashes from a multitude ofsmall silver fish darting in and out of theweeds rivals the arrays of colors andshapes of the luxurious corals. Attractedby the light, tiny fish play around the visi-tors, some of them silently staring withtheir round eyes, others wildly dancing inthe light and shadows. Two exits open onthe opposite side of the cavern, betweenthe jagged edges of coral.

The PCs might notice bubbles rising out of thecoral wall to their right. On the other side is agiant sea slug. It used to be the mount of anelven lord and can obey simple orders, pro-vided it is subdued again.

One round after the party enters, the slugbreaks through the wall and attacks with itsacid spit. Each PC has a 10% chance of spot-ting a rotting elven saddle on its back. Theslug does not follow if the party leavesthrough one of the northern ways, for thesepassages smell foul to it. If the party causesmore than 50% damage to the slug, it retreatsto the eastern corner, just below the largeshaft. If the party keeps attacking, it flees upthe shaft. If someone tries to climb into thesaddle, the slug is now subdued and respondsto elvish commands. It can be ridden to fleethis place once the PCs’ quest is complete.

The shaft opens onto the central court oflstar, only a few hundred feet above the pit.Once the slug has broken through the coralwall, the PCs can see a third passage fromthis area. This one leads directly to area P3,bypassing the P2 areas in the other passages.

P2. Caverns of the Hanged Men

These two caverns are filled with seaweed ofvarious types, including strangle weed. Eacharea contains three strangle weeds.

The strangle weeds in the P2 cavern far-thest from area P3 hold the rotting body of akoalinth. When the PCs enter, they hear deliri-ous laughter and lamentations. A wraithappears in 1d4 rounds. It is the undead formof the koalinth. It tries to flee, hoping to lurethe party away from the secret passage. If theparty does not follow, it attacks the partyfrom the fronds a few rounds later. The wraithcan be kept at bay by brandishing a noose.

The cavern to the northwest contains asecret passage to area P10. The secret panelcan be found only if all of the strangle weedsin this area are destroyed. By pulling awaythe dead strangle weeds, the secret panel isrevealed.

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P3. Hall of the Black Manta

This large cavern is covered with eerievegetation. The large, round plants letlong, purplish tentacles drift in the water.A fish quietly swims among them and nib-bles at the translucent tentacles. Sud-denly, a plant retracts all of its tentacles inthe blink of an eye.

The plants are poisonous anemones. The fishswimming among them are immune to theirpoison. There are 18 anemones among thecorals in the cavern. They are located in clus-ters of three around the six entrances. In themiddle of the cave is a manta ray hidden inthe sand of the floor.

When the party enters this cavern, the threeanemones at the entrance have retracted theirtentacles. Once all the PCs are through theentrance, these anemones spread out theirtentacles, blocking the entrance. Any charac-ter who gets within 10 feet of an entrance isattacked. The entrances are not visible unlessa PC forces the anemones to retract their ten-tacles. Any attack that causes 8 or morepoints of damage to the plants forces the ten-tacles back into the plant for 1d4 rounds.

If the manta ray is slain, treasure is foundamong the remains of many elves and koa-linths in its nest. This consists of 200 steelcoins and a small map carved on a thin slateof coral. It depicts the area of the maelstromshaft, and the ledge leading to the King of theDeep’s lair (areas P12 and P13). It is marked“Pit of Death” in area P12, with an arrow toarea P13, marked “Lair of the 12 Beasts.”

P4. Ochre Jelly Shaft

This bleak cavern is devoid of life. A smallshaft opens in the cavern’s vault leadingup into darkness.

Five ochre jellies dwell in this shaft, whichleads up to Istar. They are 80% undetectablein the dark waters; PCs suffer -2 penalties totheir attack rolls when trying to hit the jellies.They do not attack unless characters try toclimb the shaft. It opens no more than 30 feetfrom the Pit of Istar.

At the top of the shaft is the King of theDeep’s lacedon legions. They attack anyoneclimbing the shaft, but they do not pursuedown the shaft.

P5. The Invisible Ballet

Light is reflected here in a multitude ofcolored beams—a scintillating spectacleof undersea wonder.

The walls of this cavern are covered with mul-ticolored crystals that reflect the party’s lightsource in all directions. These crystals are

worthless stones. In this cavern dwell threelarge jellyfish. They are semi-translucent,making them 90% undetectable. The crea-tures slowly swim toward the party and attack1d4 rounds after the PCs enter.

P6. Kaal of the Pit’s Quarters

This area has been carved from the stoneof the cavern. In the middle stands a smallaltar with two glowing rods. On the oppo-site side of the cavern is a large coralchest.

This place is the lair of spirit naga called Kaalof the Pit. Kaal is currently above fighting forthe King of the Deep. It returns to this areawithin 1d4 rounds if the party tampers withthe coral chest. When Kaal arrives, it casts aphantasmal force to appear as a water naga,and then it hails the party. Kaal tries to con-vince the party that it is a messenger of theelves, who are requesting the party’s help onthe battlefield. It claims that a certain Aboolei-ddah and Sseipoolah (Apoletta and Zebulahsaid with the spies’ hobgoblin accent) haveissued the order.

If they fall for the trick, Kaal escorts theparty to the hall of the black manta (area P3).It chooses that moment to attack the PCs,pushing its opponents toward the deadlyplants.

If the party does not fall for the trick, Kaalcasts a lightning bolt and retreats toward thepit (area P12). If it manages to reach P12safely, Kaal leaves through the pit and returnsto the battlefield.

The chest has the power of warning itsowner when it is opened. It contains variousunholy symbols and 10 diamonds, eachworth 100 steel coins. At the bottom of thechest is a thin nacre slate with strange wordsengraved on it. This is an aquatic version of amage’s scroll, engraved with the runes to thefollowing spells: darkness, scare, and light-ning bolt.

P7. Lacedons’ Regeneration Chamber

The walls, floor, and vault of this sinister

vaguely humanoid hang head down fromthe vault, shivering and moaning.

cavern are covered with a black slime. Noplants thrive here, but horrors that are

The King of the Deep uses this awful place toreform the bodies of its dead servants. Theshapes, though disgusting, are harmless forat least four rounds. During that time, theyare AC 10, and each one can be destroyedwith 6 points of damage. On the fifth round,the slimy black skins around five of the crea-tures rip open and a regenerated lacedon fallsout of each of the five cocoons. There are 20such shapes hanging from the ceiling; fivemore break out each round until they’re allfree. If the cavern is empty when the lacedons

5 3

are revived, they swim out the exit to area P8.If the PCs are visible when the lacedons arerevived, the creatures immediately chargeand try to paralyze as many of them as pos-sible. This area is separated from cavern P8by a thick coral door.

P8. Lacedons’ Den

When the PCs open the door to area P8, theysee a crowd of 96 lacedons, all kneelingaround an ugly altar in the center of the cav-ern. All are bowing and groveling at the altar.A booming voice comes from the altar:“...now stand, my children, for a new missionawaits. Now has come the time to leave dark-ness and destroy all that lives in Istar. Byright, it has been yours since the Cataclysm!Come out and gather in the pit.”

All 96 creatures rise and start swimming toarea P11 and out through the pit. If the PCsintervene, the swarm of undead pursuesthem. The chase lasts no more than threerounds, as the King of the Deep intervenesand orders the lacedons up into the pit imme-diately; he has more urgent uses for histroops.

P9. Hall of the Mosaics

The center of this circular chamber opensonto a large, dark pit. The walls of thisstrange room seem to belong to a pre-Cataclysm structure. Hundreds of mo-saics represent scenes of ancient Istar.

If the PCs examine the scenes, they see thatmany have been defaced or destroyed. Oneparticular mosaic, more recent and not asfine as the others, represents what seem to be12 minor priests of Istar. At the end of themosaic, a gigantic monster seems to leapfrom their heads. It has horrible tentacles,claws, pincers, and a repulsive mane.

The pit in the center of the room containsthousands of bones, victims of the lacedonsover the centuries of struggle for the city. TheKing of the Deep keeps the bones here toeventually restock his reserves of undeadcreatures.

A coral door shuts the exit to area P8. It ispossible to see through this door betweensome interstices of coral.

P10. Howwan’s Grave

In the middle of this cavern lies a large stonesarcophagus. This is the grave of an elvenlord who died while attempting to defeat theKing of the Deep. He was the owner of thegiant slug in area P1. After slaying the lord,the monster ordered its minions to build theelf a grave. Then the King of the Deepenchanted the stones and called the lord’sspirit from the dead. The elven lord is now aspectre, under the control of the monster.

When the party enters this area, the spectrecomes out of the grave. It glares at the PCsand says, “Fools! You have come too far into

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the demon’s den; soon you will meet yourdeaths. I once undertook your mission, andnow I have been banned from the decency ofa true death. Beware, for he...” Suddenly, theghostly form twists, shrivels, and moans inagony. The spectre now appears as animpressive monarch, neither a man nor anelf, glowing in sparkling armor and brandish-ing a sword of light. The King of the Deep hastaken control of Howwan and now adds,“Come now and join me. Your destiny lies notwith the elves, but with the ultimate power.Abandon your foolish plan to destroy me.

“Come up the pit and lead my hordes for-ever....” The figure then heads up the smallshaft in the chamber. Should the PCs be fool-ish enough to follow the spectre, they comeup in the middle of the battle and have to fightthe King of the Deep directly.

If the party attacks the spectre, the creaturetries to flee in the direction of the pit (areaP12). Should the party destroy the spectre, itcries out, “You have destroyed the King of theDeep! But all is not over yet, for I curse you alland your descendants. My hordes are now freeand will roam the undersea and torment all lifeforever....” The King of the Deep isn’t dead, buthe is trying to fool the PCs into believing theyhave succeeded in their mission.

P11. The Sea Hags’ Den

Three green, horrible old women standaround a table, upon which lies theremains of a dead elven warrior. On hisface is an expression of terror. His leatherarmor has been torn open and his coralsword lies in a corner of the cavern.

One of the hags utters a blood-chillingshriek and brandishes a thin wooden rodin her webbed hand. In a croaking voiceshe reads some runes on the side of theitem and the wand produces a small flashof light followed by a fizz. A few bubblesfloat up. The three creatures then burstout laughing in gut-wrenching shrills.

The three creatures are sea hags. They draggeda dead elven officer from the battlefield down totheir den. They have found some coral coinsand a wand of fire, which does not work underwater. The creatures do not spot the PCs at thedoor. Shortly after the PCs’ arrival, the hagsstart fighting for the magical item.

There are two exits to this cavern-one to thenorthwest leading to the northwestern pass ofIstar, several miles away (this is the way out).The second exit opens directly onto the Pit oflstar. The swirling vortex in area P12 can beeasily seen from the party’s position.

P12. The Pit of lstar

A huge whirlpool roars in the shaft.Despite the inhuman strength of the vor-tex, dark and sinister shapes can be seenswimming and slithering upward. On thesouthern side of the pit is a narrow ledgethat disappears behind the swirling massof water. Nothing can be seen beyondthis.

About 120 feet above the pit is the King of theDeep. The PCs should be barely able to seeits shape from their position. The silhouettesswimming up the center of the funnel arelacedons.

The narrow ledge on the southern side ofthe pit leads to area P13 (the lair of the Kingof the Deep). Each PC stepping onto theledge must roll a successful Dexterity Checkto avoid being dragged away by the swirlingcurrents. Using spikes and ropes should givethe PCs a +2 bonus to their checks. Charac-ters who lose their footing are pulled into thevortex (unless held by a rope), with a 90%chance of being thrown up and out of the pit,1d100 feet away from the King of the Deep.

The other 10% of the time, the victim isdragged into the plane of the Abyss and isconsidered lost.

P13. Lair of the King of the Deep

Upon leaving the ledge, you enter themouth of a huge cavern. On the northernside are 12 thrones. On each sits the pet-rified shape of a man. Each shape hasglowing eyes and seems to be staringstraight ahead. In the middle of the caveis a large depression. A thick bed of darkalgae grows there.

The petrified statues (see the death statuesentry in the “Monsters” section of the Appen-dix) are the creators of the King of the Deep.The King of the Deep is immediately aware ofthe party’s presence in its lair. It can controlthe death statues while commanding itstroops on the battlefield. The statues wearplate mail armor covered with a thin coat ofdust and lime. If the party approaches within20 feet of a death statue, all 12 stand up andhurl their maces. The weapons are not ham-pered by water resistance because of theirdemonic nature. The death statues close inand try to push the PCs back out of the lairand into the pit.

To destroy the King of the Deep, the PCsmust destroy all 12 of the death statues.

The Bat t le Above

If the PCs somehow manage to get entangledin the battle raging above the streets of Istar,you must give them the feeling of being insidethe swirling, chaotic confusion of a vast,three-dimensional battle. Everywhere are seaelves, dolphins, fish of all varieties (fightingfor both sides in the conflict), sea horses,dragons, draconians, barracudas, lacedons,koalinths, sea hags, and other creatures thatdefy description. Controlling the action is thevastly evil being known as the King of theDeep.

If the PCs are in the battle, have Apolettaswim up after five rounds, with a sea elfescort, and beg the PCs to raid the King of theDeep’s lair, or else all will be lost. After deliv-ering this speech, Apoletta and her escortspeed off to aid in the battle. If the PCs remainaboveground, or if they go into the lair andlater reappear in the battle, Zebulah findsthem. He angrily urges them to complete theirtask, for that is the only way they can help thesea elves. Then he too swims off or is sweptaway in battle.

Everywhere, the PCs should find sea elvesgiving ground, falling before the onslaught ofthe King of the Deep’s overwhelming forces.As Zebulah said, the only way for the PCs tohelp is to invade the king’s lair and look for asolution.

Ending Chapter 8

The elves win the Battle of lstar when theparty manages to destroy the King of theDeep’s life force (in area P13). If the partyfails to destroy the creature, the sea elveslose the battle and the survivors flee Istar. Inboth cases, the party should be able to leavethrough the tunnel from area P11.

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Event 55: Leave Taking

If the sea elves were victorious in the battleagainst the forces of the King of the Deep,they praise the PCs as heroes and throw agrand party, feasting on strange dishes of thedeep. The PCs can stay as long as they like,but rumors (in the Appendix) should motivatethem to move on. The elves help the PCs withany needed supplies. Apoletta gives them acarved shell with a pledge of alliance to theleaders of the free nations of the surfaceworld.

If the elves lose the battle, scouts find thefleeing PCs and take them to the sea elf lead-ers in exile. These leaders feel the PCs failedin their task, but they also feel a debt of honorthey will fulfill by helping them to return to theland.

Elven scouts have learned several thingsthat might prove of interest to the heroes:

• The body of the master of the koalinthscould not be found after the battle.

• The dolphins report that the PCs’ friendswere captured by the Reaver. The villainfed the crew to the fish.

• Fish report a strange man with a glowingstone in his chest who walked beneaththe waves. The fish were frightened bythe strange creature, or else they wouldhave turned him from his path, which ledstraight to the shore of Mithas, isle of thebullmen!

• The PCs’ craft somehow managed to stayafloat. It was flung out of the maelstromand was last seen drifting toward Karthay.

The heroes must decide where they will go.There are two ways you can get the PCs totheir goal. First, you can allow them to jour-ney undersea, crossing volcanic mountainranges and mud flats, over trenches, throughkelp jungles, and up coral reefs. You will haveto create any adventures they have on theway there. Alternatively, several of the Dar-gonesti in dolphin form could carry the heroesto the shore of their desire.

Event 56: Pirate Hold

At the pirate port of Kalpethis (area 76), theheroes are welcomed with awe at their tales.They are brought drinks and dry clothes. Ifthe PCs mention Maquesta or the Perechon,there is chuckling, and some mention thatshe’ll be glad to see them. The pirates escortthe PCs to her.

Maquesta is in a building dug into the cliffface. With her are Fritz and a badly beatenKof (half hit points). Maq looks up in surprise.Then with a snarl she springs at the PCs andpushes them aside. With a guffaw, the piratesslam the door shut, locking everyone into theroom with her.

After some biting remarks, Maq calmsdown and explains things. Her rivalry withMandracore has come to a head. But he madethe mistake of bringing his prizes back toKothas to show them off before he killedthem. She has strong allies in town, and Man-dracore has been forced to agree to a Trial by

Arms, if Maq could find some champions inseven days. Her time was about up and noneof her allies were willing to commit.

The heroes are pretty much forced into therole (it’s either fight or die). The rules are sim-ple. Two equal teams of six or more areassembled. They enter a nearby ruined townfrom opposite sides. The winners are the oneswho walk out alive (only those from one sidecan walk out). There is added spice to thisgame-if Maquesta wins, she becomes thenew chieftain of the pirates. However, sheexpects Mandracore to cheat now that hemust fight. The heroes are allowed any gearthey own, except magical wands.

The Battlefield: Create a battle site withseveral blocks of ruined buildings. Next,place the following encounters somewhere onthe map:

• Six covered pits (10 feet deep; 1d6 pointsof damage)

• Two crumbling walls (may push over;2d6 points of damage, half if a successfulsaving throw vs. petrification is rolled)

• One chasm (20 feet deep, bridged by alog)

• One geyser (erupts every 2nd turn; 2d6points of damage)

• One dust cloud (10 × 10 yards; explodeswhen ignited, 3d6 points of damage)

• One patch of oil (30 × 10 yards, two suc-cessful Dexterity Checks to cross; other-wise fall in and slip)

Both teams might discover these featureswhile exploring during the battle.

The Foes: Mandracore’s team seems equalin size to the party, but he has planted severalreinforcements:

Mandracore—see “NPCs”Karllung—IllusionistSlig championTwo ogresThe rest are pirate warriors (enough to

bring Mandracore’s group to the number inthe PCs’ party)

There are three pirate warriors and a spottedlion already hiding in the ruins. Also in thearea are four minotaurs, who are fightingbecause they fear Mandracore, but they mightbe persuaded to betray him.

Foes’ Tactics: Mandracore’s philosophy isto divide and conquer, using the chasm or acrumbling wall to split up the party. His teamcan use three secret doors, placed beforeplay. Mandracore uses decoy and ambushtactics. He might even have Karllung use hisimproved phantasmal force to make the PCsthink they have defeated all of their foes.

Special Rules: To climb onto roofs or intobuilding rafters requires a Dexterity Check. Tohide successfully requires a Wisdom Check.

If the party should win, Maquesta isawarded the chieftainship and her allies flockto crew her new ship. Should Maquesta hearof the Perechon or Berem surviving, shewants to set out immediately on a rescue mis-sion. She insists on a raid on Mithas (area 78)first, as she hears Lendle is there.

Event 57: Welcome to Mithas

This event can be played either of two ways:the first if the PCs travel here directly, and thesecond if Maq brings them from Kothas.

It should be clear to the PCs that they areentering unfriendly territory and cannotexpect to just walk in and have their demandsmet. Their best bet is to sneak into townunder the cover of night.

If the PCs try to sneak into town, they cangrab a human slave or a minotaur guard totry to get information on the whereabouts oftheir friends. The character is either terrifiedor defiant, but he says that they might findtheir friends in the gladiator pits of the arena(area 80).

The arena is guarded by many minotaurs.Eventually an alarm is sounded and they facethe minotaur patrols described below.

If the PCs just walk into town, have a patrolof 10 minotaurs try to arrest them, with eightmore minotaurs arriving each turn after afight starts. They use nets to capture charac-ters. Anyone arrested is stripped of all gearand taken before Chieftain Chot.

Chot Es-Kalin is the chieftain of the mino-taurs (see his NPC entry in the Appendix). Athis court is a squad of 12 Baaz, eight Bozaks,and an Aurak leader (Ciildentongue, if he’sstill alive), who is negotiating further details ofan alliance. Also present is Chot’s own body-guard of eight minotaurs.

Chot asks the PCs their business. If PCs tellhim, he notes that he usually doesn’t dealwith humans. But he is a sporting sort andwould be willing to give them what they wantif they can succeed at a little contest he has inmind. If they refuse, he relegates the weakerPCs to slavery and the stronger ones to thearena.

The Aurak is smooth-tongued and glib,chuckling at the heroes’ fate, but whisperingto Chot that he should not underestimatethem.

A patrol of 16 draconians, led by a mino-taur, takes the PCs off to prison for theevening. As the heroes are herded into theircell, one of the Bozaks winks at them andhisses that they never can tell who theirfriends might be.

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Event 58: Reunited

In the cell already is Lendle Chafka, his nosered from a bad cold. If Maq did not bring thePCs, she and Fritzon are also prisoners here.

Maq shares the story of how she, with thehelp of some allies, defeated the Reaver. Thenshe sailed here with a new crew, Kof, and Fritzto rescue Lendle and Berem. Unfortunatelyshe ran into a bit of bad luck. Kof is on theship anchored in a hidden cove.

Berem is not in the cell. Lendle tells a longstory of how he was fished out of the sea byminotaurs and brought here as a slave. Beremwas already here somehow. He seemed to befriendly with a draconian and concoctedsome tale of knowing the way to a fabuloustreasure on ruined Karthay. The minotaursbought the tale and hauled Berem off to leadthem to it.

While the party is comparing stories, thereis a commotion at the door. The door opensand a minotaur guard hauls a veiled lady in asshe hisses, spits, and swears in Solamnia.Next a tall, quiet man is roughly shoved in.He goes to the lady and tries to hold her back.The Aurak peers in the door and hisses, “Yourfate shall be the same as these wretches,lady.” Then the door is closed.

These two are the Lady Lengstrien and theBlue Wizard. They are at first haughty andunapproachable, but as the evening wears on,the wizard apologizes for the lady and talkswith the PCs. See the NPC entries (in theAppendix) for these two characters.

The night passes uneventfully. There is nochance of escape, for the door is triple barredfrom the outside.

Event 59: Maze of Death

The next morning, all the prisoners are fed abreakfast of gruel and then they are led off tothe arena. Lendle is separated from the group.

A haughty Chot explains the rules of thecontest. He shows them Lendle hangingabove a spiked pit by a rope tied around hishands overhead. Chot holds a snarling rat bythe scruff of its neck. He drips pig blood onthe rope where it is tied to a post and thensets the rat free. He figures they have about30 rounds to make it through his little trappedmaze and grab the rope before it is gnawedthrough. If the PCs succeed, they gain theirfreedom; if they fail, their fate will be thesame as Lendle’s. He starts the contest with atrumpet blast. Lendle looks desperate.

A squad of draconians leads the PCs downsome stairs and to the start of the hiddenmaze. They are handed a half-hour glass.Just before they are locked in, one Bozakwhispers to a PC that he left them some weap-ons inside. The PCs find all their gear piled atthe start of the maze.

The characters have three rounds to getready and have an additional 35 rounds tocomplete the obstacle course that lies beforethem. Lady Lengstrien and the Blue Wizardhelp them win or lose with no hint of any ulte-rior motives. The course has eight obstacles.Remember that the PCs have to get just one

character to Lendle to rescue him; if the PCswait until everyone is through an obstaclebefore moving on to the next one, they’llprobably be too late.

1. Blades: Three blades scythe across thecorridor ahead (1d8 points of damage). Theirswings are synchronized every two rounds.PCs can either run past in groups of three,rolling successful Dexterity Checks to avoiddamage, or they can try to jam the bladessomehow. On the far side is a lever that, whenpulled, stops the blades for one round.

2. Juggernaut: In a 200-yard-long hall is abridge over a pool of acid. A living juggernautrolls out of a secret room behind the PCs (AC0; MV 9; HD 20; hp 100; THAC0 5; dmg 3d6).As the juggernaut chases the PCs, the bridgeslowly raises on their side. To leap the bridgeacross the 10-foot-wide pool takes a success-ful Dexterity Check. The acid damage is 1d8points per round. Someone can leap onto thejuggernaut (Dexter i ty Check wi th a -2penalty) and blind the creature, which thencrashes into the pit and can be used as abridge.

3. Chimney: Here is a narrow, 50-foot-tallrock chimney that must be climbed (roll asuccessful Dexterity Check; failure meansfalling to the bottom for 3d6 points of damageand having to try again). Only one characterper round can climb the chimney.

4. Shaft: Here is a narrow, 30-foot-deepshaft. To climb down requires a DexterityCheck for each character and takes a roundeach. The room below holds five feet of water,which means only 2d6 points of falling dam-age if the Dexterity Check fails. If the PCswant to jump down, four characters can jumpeach round, but each suffers 2d6 points ofdamage.

5. Flooding Room: There is a false door inthe bottom of the shaft. If the door is tried, theroom begins to flood with water. There is asealed trap door under the water that can beopened with a total of 25 Strength points.Swimming PCs must roll successful Constitu-tion Checks each round or suffer 1d6 pointsof damage.

6. Shark Pool: When the trap door isopened, everyone is sucked down a chuteinto a 50-foot-wide pool. PCs must roll suc-cessful Constitution Checks or they arestunned for one round. There are two bull-sharks in the pool. A passage leaves theroom from the opposite side.

7. Missiles: Up a flight of stairs is a roomwith a checkerboard pattern. There are holesin the right wall. Each of the black spaces inthe first row triggers six arrows to be fired(THAC0 12; dmg 1d6). The rest of the spacesare clear, but every space in the last row alsofires six arrows. The spaces are five feet wideand can be leaped with a successful DexterityCheck.

8. Chasm: Time should be almost up. Theparty’s path is blocked by a 15-foot-widechasm. A rope is tied to the base of a pole oneach side of the chasm. It takes two rounds tocross the rope.

9. Last Dash: About 100 yards lie betweenthe edge of the chasm and Lendle; this takesone round to cross. If the PCs are too slow,Lendle falls but manages to grab onto theedge and hold on for three rounds. The pitdamage is 5d6.

Chot is pleased with the heroes’ victory.With a chortle he informs them, once all havearrived, that they will make excellent gladia-tors for future battles in the arena. He has nointention of letting them go.

At this point a Bozak steps forward andprotests that this is unfair, the PCs won. Chotand his guard of eight minotaurs, three Baaz,and the Aurak are amused, laughing at thecreature’s foolishness. The Bozak seemsindignant and says that he’ll just have to takeactions into his own hands. To everyone’samazement, he transforms into the bronzedragon Clarion and attacks.

In the following chaos, or after the battle,the heroes can flee to the safety of Maq’sboat. The lady and her wizard are anxious togo with them. You can create any encountersyou want them to face in their flight. Clarionshould escape after he makes sure that thePCs get away.

From here, the heroes’ journey should leadthem to Karthay and the first event of the nextchapter. You may use a sea event on the waythere.

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The Events in this chapter take place on theisland of Karthay.

Event 60:The Wreck of the Perechon

Riding at anchor in the bay is one of the small,swift galleys used by minotaurs. It appears tobe crewless, and several longboats pulled upon the shore seem to confirm this.

Resting on a sandbar, listing to one side, isthe Perechon. Its hull is unbreached. Onlyshattered shafts remain of its two masts. Itlooks salvageable, with a little effort.

If the PCs had the sea elves bring them toKarthay, they see Maquesta’s borrowed shipsail into the harbor. With her are Fritz, Kof,and Lendle, plus Lady Lengstrien and theBlue Wizard. Maq can share the tale of slay-ing Capt. Mandracore and becoming chief ofthe pirates. She briefly tells of rescuing Lendleand his two fellow prisoners from the mino-taurs.

If the PCs first visited Mithas and rescuedLendle, the Lady, and the Wizard, they meetMaq, Fritz, and Kof here, having followed amysterious minotaur galley heading north.

There is no one on the minotaur ship. Atrail seems to lead inland.

Event 61: Night Fires

After a day’s journey, this Event occurs.

About evening of the first day, you sight somecampfires. Approaching cautiously, you find aminotaur camp. Sailcloth tents have beenbuilt as shelters from the wind; fires are ringedwith stone. The minotaurs become uneasy asthe evening darkens.

This camp has 13 minotaurs, though the fullnumber is not readily apparent. They do notlike this haunted land and are easily pan-icked. This group is waiting for their chieftainand his guards and Berem to return from theruins. There is a 20% chance each round thatanyone sneaking into camp is discovered. Ifattacked, the minotaurs rally around thecampfires. If things look grim, they flee.Should they reach the bay, they sneak out tothe pirate ship. Then they wait for the returnof their leader.

In the camp are three casks of mead, 50days’ rations, and a sack of 100 steel. Oneminotaur has a worthless treasure map toMisty Island.

If the party attacks, Lady Lengstrien andthe Wizard should help, possibly saving some-one from a sneak attack.

Event 62: Doom from Below

On the second day of travel inland, this Eventoccurs.

Sand and locusts have stripped the land bare.There is only an occasional sand lizard, thesize of a stag, striding across the dunes. Youhave just encountered one of these beasts

basking. He stares at you, licking his reptilianlips. Suddenly, he raises his head and looksaround. In a flurry of sand, he digs into theground, burying himself.

The sand lizard was responding to theapproach of a giant sand worm. If the charac-ters pay attention, they feel the ground trem-ble. They might even see the telltale wave ofsand rippling toward them. The sand worm(use Sea Serpent stats) erupts in the midst ofthe group, causing all to roll Dexterity Checkswith a -2 penalty to stay on their feet. Crewmembers are treated as having Dexterities of12.

The lady should appear a likely target ofthe worm so she can be saved. She expressesher thanks and admiration through the wiz-ard.

A mile farther, the characters find theremains of three minotaurs, earlier victims ofthe worm. There is no sign of Berem.

Event 63: Subterfuge

On the evening of the second day, you sight atower standing on a steep hill several milesaway. Lendle Chafka, the gnome, is excitedand says that it is of gnomish design. Whattreasures might it contain, he wonders.

Camping for the night, Lady Lengstrien goesoff to “meditate” (she actually contacts theQueen of Darkness to scry Berem’s location).Later she holds a private council with the wiz-ard. This is their plan:

The Dark Queen confirms that Berem isnearby. The lady and the wizard want to delaythe party while they go capture Berem. Tothis end, when the party approaches thetower, the wizard secretly casts improvedphantasmal force, showing Berem enteringthe tower. (The wizard asks the others whatBerem looks like before he cast this spell.)There is a 20% chance that a PC noticessomething odd.

The lady stays at the front of the party,while the wizard moves slowly to maintain theillusion. They want to lure the party into thetower and activate its automatic defenses,trapping the party while they escape.

Event 64: Chafka’s Tower

The tower is five storeys tall (90 feet high).Each of the first three floors are 20 feet high;the last two are 15 feet high. Like all gnomishmachines, this tower is full of gears, pulleys,wheels, bells, and levers without purpose.

Every machine has a chance (on 1d10) tomalfunction, noted as “(M#).” Thus an itemthat has “(M3)” has a 30% chance of mal-functioning, 1-3 on 1d10. Whenever an itemis used, roll for a malfunction; if one occurs,check below for the effect.

Roll Effect1 Mechanism too fast, snaps shut on

PC (Dmg 1d4)2 Mechanism too slow (crash for dmg

1d6)3 Mechanism stuck, restarts suddenly

(1 on 1d6, per round)4 Mechanism too strong, moves twice

as far as needed (dmg 2d6)5 Repeats action rapidly6 Smolders & smokes, obscures vision7 Red hot, treat as heat metal8 Breaks so it can’t be used

Whenever levers, wheels, or buttons aretoyed with, use the following table for effects:

Roll Effect1 Jet of steam (dmg 1d6)2 Noise sounds3 Something breaks off4 Clothing is caught by machine5 Something starts up6 Something flies across room7 Sparks8 Oil pools; might ignite with sparks

Each floor is linked by a series of stairs andcatapult/slidepole shafts. The stairs vanish orbecome traps when the alarm is activated.Each shaft (M2) works only one way, thougha lever can change its direction. To go down,one slides down a pole. To go up, one grabsthe pole and is launched by a hydraulic cata-pult. If a shaft goes two levels, there is a valvedoor in between that should slide open whenapproached. The poles are greasy and requirethe PC to roll a successful Strength Check,with a -3 penalty, to stop from sliding.

There are several automatons in the towerthat perform various duties. They all have thesame stats (AC 0; MV 15; THAC0 10; hp 50).

The following descriptions are keyed toareas noted on the Gnome Tower map (on thenext page).

1. Entrance: The tower entrance is on thethird level and is reached by climbing a seriesof collapsible stairs up the wall. The door isfeatureless metal with no handles. There is abell chain hanging to one side. If the chain ispulled, there is the sound of clanging, snap-ping metal and one door opens outward, wideenough for a kender, and stops. The hingesare badly rusted and snap if pulled with a totalof 35 Strength points or more. Each PCpulling must roll a successful Dexterity Checkor suffer 3d6 points of damage when the doorflies open.

2. Entry Hall: This hall is lined with metallicpillars; a door to the right is ajar. Trumpets,cymbals, and bells sound whenever anyonetalks. After the alarm is sounded, if a charac-ter gets within 10 feet of a pillar (M3), itsprouts tentacles and tries to seize an item.The item is then passed by pil lars anddropped through a slot into the room labeled“storage.”

3. Moving Stairs: Here is a mechanicalstairway that moves upward (M4). Anyonestepping on the stairs is swiftly lifted to thenext floor. If the alarm has been sounded,

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these stairs move at high speeds and no onecan walk down them. If they break, a mass oftwisted metal blocks the shaft.

4. Cellar Shaft: This shaft leads down toLevel 1. The shaft seems to end in a metalplate one floor down, but this is a valve. Whenthe valve snaps shut, it cuts any ropes thePCs are using.

5. Machinery Room: This room is filled witha jumble of noisy, shuddering machines.Shaft “b” leads up to Level 4. These machinesare steam-driven by subterranean heatedwaters.

Destroying machines results in scaldingsteam (1d8 points of damage) and a +1 bonusto malfunction chances.

There is a trash chute near shaft “b.” Anautomaton appears to pick up anything fallingdown the chute; it throws the item into a fur-nace (2d6 points of damage per round).

6. Arrow Slits: This hallway is lined witharrow slits. When the alarm is activated, acrossbow bolt fires every time someonepasses a slit (THAC0 14).

7. Ramp Stairs: These are stairs up toLevel 5. When the alarm is activated, theyturn into a greased ramp when stepped on.Characters slide down into a lo-foot-deep pitof goo (1d6 points of damage).

8. Kitchen: Shaft “b” comes up from Level1. There is a trash chute here. When the PCsenter this room, an automaton activates andstarts to throw flour everywhere. After awhile, it chases characters around with a pep-per shaker. There is a fireplace here with asmall chimney.

9. Dormitory: When a door to this room isopened, an automaton bursts out of thecloset. It tries to catch characters and dumpthem down the trash chute in room 8.

10. Study: This room has a small table andstool of metal, as well as a shaft leading downto Level 2. Diagrams litter the table. Lendlefinds them particularly interesting and can’tseem to take enough along. Under one tableis a metal chest with a rusty lock. There is anote attached saying, “Lost key, but press onside and will open.” There is a hidden buttonon one side, but when pressed, a small springbreaks out. The lock is AC 0, with 8 hp.

Inside the chest is an iron cobra (AC 0; HD1; hp 4; THAC0 18; dmg 1d3+poison). Theyears have diluted its poison so it causes afumble effect for 1d4 days. The chest holdsthree pearls worth 250 steel each.

11. Workshop: This room is full of noise. Aconveyor belt feeds through one wall into thelaundry. Shaft “c” leads down from Level 4,while shaft “d” leads up to Level 5. There is avalet automaton here. It does one of twothings, either seizing characters and lockingthem in a guest room, or throwing charactersonto the conveyor belt.

12. Guest Rooms: Empty; metal doors (hp30).

13. Laundry: Laundry is fed into a hot pooland beaten by a water wheel (1d4 points ofdamage per round). Then it is lifted out anddumped into the drying tunnel. PCs throwninto the pool knock a box of soap in the water,and suds fill the room.

room, a gust of hot air buffets the PCs. Each14. Drying Tunnel: Upon entering this

must roll a successful Dexterity Check or elsestumble into the drying tunnel. This tunnelspins and hot air buffets the character (roll asuccessful Constitution Check each round orsuffer 1d4 points of damage). To escape thetunnel requires a successful Dexterity Checkwith a -2 penalty.

down the laundry chute. The chute is tooAll garments pulled off the victim are thrown

steep to climb. The ladder becomes red hot ifthe alarm rings.

16. Den: There is a draped stone tablehere. Beneath the cover a crystal hemisphereis fastened. It works as a crystal ball when thecommand word “Chafka” is spoken. This isLendle’s last name and he might talk to him-self. If so, the PCs see where Berem is.15. Quarters: This is a bedroom. Shaft “d”

leads up from Level 2. There is a metal ladderup to a trap door in the ceiling. A fireplacewith a large chimney rests against one wall.Behind a curtain is a narrow closet; whensomeone steps inside he is instantly drenchedwith icy water.

This shaft has a valet function and doessomething whenever used. Roll 1d4 for effect.

Roll Effect1 Metal hands pull off boots and stick a

nightcap on feet, cannot get free with-out help

2 Metal hands tear off belt and shoveslippers into mouth

3 Metal hands slide tight shirt over body4 Metal hands rip off clothes, stick a pipe

and brush in mouth and douse withcold water. They then throw the victimonto the broken bed (1d4 points ofdamage)

17. Watchwalk: This place is harmless untilthe alarm is activated. Any ropes thrown overthe side are cut. The metal walls are -50% toclimb and strong winds cause anyone flyingor levitating to roll a successful saving throwvs. petrification each round or crash into thewall for 3d6 points of damage. The doorcauses 1d4 points of shock damage eachtime it is touched. It requires a total of 25Strength points to open.

18. Rooftop: On the rooftop is a garden, abell, a flagpole, a chimney, and a trap door.

The garden is overgrown and has stranglevines and giant puffballs. The puffballsexplode into a stinking cloud for 1d4 roundsif there is a loud noise.

The bell is the tower alarm. When rung, itactivates the defense mechanisms and locksall of the doors.

The wood of the flagpole is rotted. If it istouched, it topples, causing 1d8 points ofdamage to one PC within 10 feet.

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The chimney is big enough for a kender.

Event 65: Betrayal

When the party reaches the top of the tower,the lady insists that she sees someone hidingin the garden. While this is being searched,she “stumbles” and rings the alarm, activat-ing the tower’s defenses. While all rush aboutto see what is happening, she and the wizardstep away from the PCs.

ion to die. She started climbing the mountainwith Berem in tow. The PCs might be able tostop her, if they hurry (go to Event 67 oncethe PCs emerge from the cave).

His treasure includes 10,000 ep, 8,000 stl,1,000 pp, 4 potions (climbing, extra-healing,speed, and neutralize poison), boots of strid-ing and spr ing ing, a wand of f i re (32charges), and a scroll of protection fromdragon breath.

Event 67: Desperate Chase

Alarms ring, bells chime, and horns hoot.Above it all comes the sound of a mock-ing laugh. Lady Lengstrien and her wizardhave retired to one edge of the roof and itis she who mocks the party. “The timehas come to end this charade,” she says.“For I know where the gemstone man is,and I shall get him!” With a gesture fromher dainty hand, the Blue Wizard is sud-denly twisted and deformed. His size dou-bles, triples, and more. Wings sprout fromhis back as he transforms into a bluedragon.

Lady Lengstrien doffs her veil and wig andreveals her true identity (Kitiara) as sheswiftly mounts. She bids farewell to her com-rades, saying that this is for the best, nownone will be harmed. Before the PCs canreact, Skie lifts into the air with the beat ofmighty wings.

Skie and Kitiara head off to the west. If thePCs follow (after somehow getting down fromthe tower), Event 66 occurs after an eight-hour march.

Event 66: Dragon Den

You see the mouth of a cave bored intothe mountain ahead of you. From the sizeof the entrance, the chamber inside mustbe huge! Dragon claw marks score therock outside the cave mouth. There arebrand-new scorch marks, as if from fire orlightning, blackening the entrance.

The chamber beyond the cave mouth is thelair of Clarion, the bronze dragon. It is 40 feettall and 100 feet in diameter. Water cascadesdown the far wall into a pool; side rooms canbe seen behind stony pillars. Coins litter thefloor. A tunnel in back leads out through aside entrance.

In the center of the chamber, Clarion liesdying of poison. If he finds the PCs to befriends, he asks them to bring him the neu-tralize poison potion from a side room.

Initially wary, Clarion use his repulsionbreath when two or more characters enter thecave. He uses his last breath as lightning onlyif the PCs attack him. If Clarion is helped, heoffers his treasure for the PCs’ aid. Clarionalso tells the PCs that Kitiara was here min-utes ago. After a sneak attack with a poi-soned knife. Kitiara took Berem and left Clar-

You emerge from the cave and look upthe mountain. A narrow trail winds backand forth up its flanks. You can see theDragon Highlord halfway up the trail,dragging Berem behind her. At the top ofthe mountain, a blue dragon bugles awarning.

Kitiara is escaping with Berem! The PCs muststop her before she reaches Skie perchedatop the cliff. High winds in the valley presenta risk that anyone flying or levitating crashesinto the mountain (roll a successful savingthrow vs. petrification each round or suffer3d6 points of damage).

Kitiara is 300 yards away from Skie; it willtake her 10 rounds to reach the top. If thecharacters are unhindered, they can overtakeKitiara in six rounds, gaining 50 yards eachround. Every round the PCs are delayed,attacking or crossing an obstacle, is a roundin which they gain no ground on Kitiara.

Skie tries to delay the characters by drop-ping boulders (2d8 points of damage, startingwith a -8 penalty to his attack roll, but gain-ing a +1 bonus each round the PCs climb). Hecasts spells when the party gets within range.On the third round that the PCs climb, Skiebreathes lightning once on the cliff to causean avalanche (3d8 points of damage to eachPC climbing, successful saving throw vs. pet-rification for half damage). It takes two roundsto cross the rock slide.

One character can try to ride Clarion in thehigh winds. He can use only one-handedweapons, and when attacking from drag-onback, he must roll a successful DexterityCheck after each attack or slip. If a characterslips, he must roll a successful StrengthCheck to pull himself back up; failure meanshe falls and suffers 3d6 points of damage androlls 50 yards down the mountainside. Clarionhas only one breath and 30 hp left. It takesClarion four rounds to reach the cliff top. Hedoes not pursue Skie if the blue dragon andKitiara flee.

If Kitiara suffers 45 points of damage, shestaggers and Berem wrenches free. Stum-bling, he pitches off the trail and falls to hisdeath (or so it seems to the PCs). Kit is res-cued by Skie.

If Kit reaches the top, it takes her tworounds to mount and fly away. Should Kitiaraescape with Berem, they fly out to sea. Oncethey are 500 yards out, Berem wrenches freeand plummets to his “death” in the sea.

Event 68: A Farewell, For Now....

Once Berem has died, Kitiara wings far abovethe PCs for one last taunt from dragonback.

So fate has turned its back this time?Well, enough! Be glad that I have no fur-ther quarrel with you. You are worthyopponents, why not join me? Together, wewould be invincible! I await your answerwhen next we meet. Farewell! For now....

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If Berem fell to his “death” at the base of thecliffs, one of the PCs spots him and sees thathe still moves, if but feebly. Encourage thePCs to believe that if they move swiftly andcure Berem, he will yet live.

If Berem fell to his “death” in the ocean,then this event occurs when they return to thePerechon. Dolphins leap and cavort in thewaves. One is Apoletta, and she tries to getthe PCs to meet her in an isolated place wherethe others cannot see her change shape. Shesaw Berem fall, and she sent some fish friendsto see if they could help. If the charactersdesire, she will have the body brought tothem.

To everyone’s amazement, when Berem isbrought, he is found to be barely alive andcan be saved if the PCs cure him immedi-ately.

If some other ruse was used to save Berem,then he remains alive and well.

Once Berem is saved, you should give thePCs a chance to rest and plan what they willdo next. Either Apoletta, Zebulah, or thebronze dragon Clarion counsels the PCs toseek out the King of All Good Dragons. Onlyhe has the wisdom to see the Dark Queen’splan in its entirety. If they can find his domainand prove themselves worthy, he can advisethem on how to bring about Takhisis’s defeat.The Good Dragon King lives in a place calledthe Glitterpalace, which is said to be manyplaces and yet none. The best starting point isto seek the Earth Dragon, the keeper of thesecret to the Gate. Legend last mentions hisappearance on an island far to the north.Whoever is counselling the PCs suggests thatthey travel to Port Kalaman, where rumorsfrom all over Krynn can be heard. Perhapssomeone there has a more recent story of theGood Dragon King.

The characters can wait for Maquesta tocomplete repairs on the Perechon (3d6 days).Then she transports them as far as Port Kala-man, where they can hire another ship. Orthey can appeal to the sea elves to let themdrink the elixir of water breathing and havethe sea elves take them to a shore near Kala-man.

The characters have survived their mostdifficult ordeal so far. From here, victory isnearer, if they prove worthy. Proceed on to theInterlude on the next page.

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The journey to the final goal and the PCs’possible sojourn in the Glitterpalace of Pala-dine are the subjects of this part of the lastquest. The events that transpire at their goal-the Empire City of Neraka—are the subject ofthe final section of this adventure.

The PCs’ party must include Berem, Fizban,and Waylorn (as NPCs) before they reach theGlitterpalace. Fizban is met in Event 75,unless he is already with the party. Berem andWaylorn, if not already with the party, shouldbe met as random encounters within the firstfew days of adventure.

The Fates of the Dark Queen

In this section, you can determine your ver-sion of the true manner of the Dark Queen’souster from the world of Krynn.

There are actually several different true his-tories of how the Queen of Darkness came toKrynn and what will throw her back into theabyss. Only one of these will be the actualending to your DRAGONLANCE game cam-paign. Each ending has a number. The num-ber that corresponds to your version is thefate number for your campaign. In this adven-ture, the fate number determines which of thealternate encounters in the Glitterpalace arerun and which holds the diamond gemrequired to escape the Glitterpalace. Thisnumber also determines the ultimate chal-lenge the PCs face in the grand finale to theentire DRAGONLANCE saga, which beginswith Chapter 14.

Follow the procedure outlined below todetermine the fate number for your cam-paign. Players who skip the Glitterpalace areat a distinct disadvantage because they donot have the benefit of the guidance andknowledge from these adventures. For thisreason, players should be subtly encouragedto enter the Glitterpalace.

Determining the Fate Number

There are six possible endings. These aredescribed in the following paragraphs. Todetermine which one applies to your cam-paign, you can either choose the one you feelbest fits your players and campaign, or youcan roll 1d6. Either way, remember this num-ber. Do not tell your players the informationrevealed here! They should be able to piece ittogether as events unfold toward the grandfinale.

The fate number determines which of thethree tests in the Glitterpalace leads to thediamond gem. This test will have an alternateencounter where the diamond can be found.This alternate encounter should clue the PCsto how to end the DRAGONLANCE epic.

The finale set up for the end of the epic isone of the following six. Your fate numberdetermines which of these endings occurs inthe conclusion of the saga (starting withChapter 14).

1. Fizban/Paladine vs. the Queen of Dark-ness: Fizban is revealed as Paladine and onlyhis direct intervention can seal shut the gateto the Abyss. Thus he must make his way intothe depths of the tower with the aid of thePCs. If he uses his tremendous power tooearly, then the Queen of Darkness is alertedto his presence and has time to prepare herdefenses.

To succeed, Fizban must be brought intothe Council Chamber of the temple and theredefeat the Queen of Darkness. There is abase 100% chance that he is able to do this.However, each spell he casts reduces hischance of success by a percentage equal totwice the spell’s level.

For example, if Fizban casts a 9th-levelspell to get the PCs out of a terrible fix, hischance of defeating the Queen of Darkness isdecreased by 18% and is now only 82%. IfFizban also has to cast a 5th-level spell, thebase chance would be reduced by 10% moreto 72%. Because of the phenomenal energiesrequired to push the queen back onto her ownplane of existence, Fizban gains back only10% toward his chance of success for eachday during which he casts no spells.

Continuing with the above example, ifFizban, now with a 72% chance of success,casts no spells for an entire day, his chancegoes up to 82%. The nature of this climacticbattle is such that all those present in theCouncil Chamber are aware of the outcome.Should Fizban fail, the troops in the hall rushthe party.

2. Waylorn/Huma Returns from the Past:Fizban is just a crazy old wizard. Waylorn, onthe other hand, is the resurrected Huma oflegend. He alone possesses the secret neededto drive the Queen of Darkness back into theAbyss and seal the gate. Huma must bebrought to the gate and there use aDragonlance to drive the Queen of Darknessinto the Abyss and keep her at bay while thegate is shut behind him. He thus sacrificeshimself for the good of the world.

To succeed, Waylorn must be brought tothe Council Chamber and he must have aDragonlance. Waylorn must pass into theportal with the Dark Queen and seal the por-tal from the other side.

3. Sacrifice Self to Seal the Void: This isessentially the same as ending #2, exceptthat it is a PC who must drive the queen backinto her lair and keep her at bay while thegate is shut. Fizban, although Paladine, can-not interfere directly but can direct those ofthe world who can affect the course of history.

To succeed, the character must be in theCouncil Chamber with a Dragonlance. Thecharacter must then present the Dragonlance(as though a cleric performing a turn undeadaction) and force the queen back through theportal. Once on the other side, the PC canclose the portal behind him.

The effects of barring Takhisis’s direct pres-ence from the world are the complete disunityand dispersal of the Dragonarmy into pettytribes and wandering groups.

4. Berem/Paladine Seals the Gates: Fizbanis just a crazy old man. Paladine has takenthe form of Berem to reclaim the soul ofBerem’s sister. Once this is done, he can usehis power to seal the gate.

Success in this ending is achieved in thesame way as in ending #1, substituting Beremfor Paladine.

5. Berem and His Sister: This is the endingof the story given in the novels. In this ver-sion, Berem takes his gemstone down intothe depths of the temple of Takhisis andreplaces it into the foundation stone. Thisreunites his soul with that of his sister andmakes the temple once more a holy place. Bythis act, the gate through which the Queen ofDarkness came is shut forever and her influ-ence is much diminished in the world. TheDragonarmies turn on one another and dis-perse to strongholds scattered across Krynn.

To succeed, Berem Everman must bebrought to the foundation stone in the templedepths to press his bare chest and its geminto the stone.

6. Death of the Gem: Contrary to the end-ing in the books, placing the gem in the foun-dation stone does not seal the gate. Rather, itpermanently opens the gate. It is for this rea-son that the Queen of Darkness has beenlooking for the gemstone man.

To succeed, the PCs must discover thegem’s true purpose and destroy it. To do this,the PCs must bring Berem to the Hidden Trea-sury and break the gem with the stones there.

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Before starting this adventure, you shouldbring the players to Kalaman. This you maywish to run as an overland adventure fromwherever the PCs end up after Chapter 10. Orthey may get to sail into Kalaman on the Pere-chon. You may just decide to use a standardplot device and say, “After many months,your weary characters at last reach the portof Kalaman.”

Begin the adventure with Event 1. At theconclusion of this event, the PCs are at thefront lines (Encounter 1 in Chapter 11). Fol-low the directions there and begin the adven-ture.

Overview of the Adventure

The players’ goal should be to cross the landsoccupied by the Dragon Empire and get toNeraka. Along the way, however, severalopportunities present themselves for the PCsto enter the Glitterpalace, famed home of thegod Paladine. A hidden goal for the players isto enter this mysterious palace, participate inits tests, and gain the knowledge they need todefeat the Dark Queen.

Some players may elect not to go to theGlitterpalace and concentrate too strongly onthe goal of Neraka. Present the players withchances to go to the Glitterpalace, encouragethem to enter, but do not force them in.

This portion of the adventure ends one oftwo ways: either the PCs reach the plains westof Neraka (the western section of area 121)without entering the Glitterpalace, or theyendure the tests of Paladine and awaken inGodshome. (There is, of course, a third end-ing—the death of all PCs.)

Adventure Pacing

Start your adventure as explained above. Letthe adventurers take their course, but if thePCs enter the Glitterpalace, try to end the ses-sion just as they go through one of the doorsin the Nexus Room to their first test (seeChapter 12, Encounter 135).

Once the PCs start the tests, they should beable to play through one test in one or twofour-hour sessions of play. The end of eachtest is a good place to stop your sessions.

When the PCs end the last test, however, goto the Epilogue and complete the adventurethere.

It is a good idea to end each session with adescription of the next area the PCs will beentering. This gives your players somethingto look forward to in the next session.

Flow of Events

This section details the Events of this part ofthe saga. Read through these Events to get afeeling for the flow of history within which thePCs find themselves.

Events occur at certain times within theadventure, while Encounters occur when thePCs venture into certain areas. Unlike previ-ous parts of this adventure, all of the eventsthat occur in Chapters 11 through 13 aredetailed here rather than within each chapter.

Use the game clock to keep track of time dur-ing the adventure and to determine whichEvent is about to take place. Encounters arelisted within each chapter in the usual manner.

Whenever an Event is indicated, use yourbest judgment to decide if the PCs can beaffected by (or even know of) the Event. Forexample, an Event that has a blue dragon fly-ing over Neraka on the fourth day would notbe noticed by PCs who were in undergroundcaverns at the time. If an Event affects thePCs, then run it as outlined.

Also, an Event’s effect sometimes dependson the PCs’ position. For example, the explo-sion of a volcano would be a bad experiencefor someone above ground, but it would bedevastating for anyone under ground wherethe magma was flowing.

Event 69: Starting the Adventure

Start by telling the players that after theircharacters reached Kalaman, they were sum-moned to appear before the renowned Coun-cil of Whitestone. The folk of this council arecharged with somehow rescuing Ansalonfrom the grip of the Dragonarmies. Read thefollowing after getting the PCs to the council’smeeting place.

The fresh breeze from the bay drifts coolover the great port city of Kalaman andacross a balcony in the great centralpalace. Within, the curtains to the greatround council hall drift lazily with the ebband flow of the air. You sit at a large tablein this ornate chamber; facing you acrossthe table are the gathered wise folk of theCouncil of Whitestone.

Lord Gunthar, the lord of the council,stands to address you.

“Welcome and well met, brave andmighty Heroes! I, Lord Gunthar, againgreet you and welcome you. If only ourtime was less desperate and our need lessgreat, we....”

“Gunthar, you old windbag,” interruptsthe councilor to Gunthar’s right. “Sit andlet us get on with this. Our problem issimple, the solution is somewhat moredifficult. The Highlord army was pressedback into its homeland, but it has justburst asunder our lines with these greatflying castles. You Heroes may be our lasthope in this struggle.”

A f e m a l e c o u n c i l o r s t a n d s a n daddresses you: “The Dark Queen’s forceswill destroy us in a few weeks unless yousomehow manage her overthrow. Youmust enter the heart of the evil and bring itdown. We have thought long about howyou might reach the Dark Queen’s base ofNeraka.”

“One means is to disguise good dragonsas evil ones. We have four large, old silverdragons upon whom we can create theillusion that they are blue or blackdragons. They might be able to fly youmost of the way to the Dark Queen’s homecity.”

The second councilor speaks up:“Another method is to disguise yourselvesas merchants. There have been manymerchants passing into the DragonEmpire of late, and this may be a gooddisguise for you. We have three merchantwagons with supplies ready.”

Lord Gunthar adds, “A third possibilityis to disguise yourselves as Dragonarmysoldiers. We have 12 uniforms capturedfrom mercenaries, but we do not know towhich units they belonged or how theircommand structure works.”

“Ah, nonsense and folly!” sputters anelderly councilor. “These are great Heroes,and you wish to risk everything on suchcontrivances? I say that stealth is theanswer—soft steps by night into Neraka.Send our only remaining hope into enemylands in creaking wagons or on painted-up silver dragons? Bah!”

Lord Gunthar sighs. “Well, we have triedto make what preparations we could. It isup to you to choose how best to attemptyour journey. But go to Neraka you must,or 1 fear that all will soon be lost!”

These harsh words of fire and warseems out of place on so pleasant a springday. All eyes turn to you.

Inform the players that they can either adoptone of the plans presented or they can sug-gest a plan of their own. As the referee, youhave to judge the merits of any alternativeplans the PCs suggest. These plans must begeared to the objective of bringing down theDragon Empire. The Lords of the SolamnicKnights and the Whitestone representativesgrant any reasonable assistance, so long as itdoes not involve any resources other thanthose listed in the different plans presented tothe PCs.

When a plan has been presented andagreed to, read the following:

Solamnic Knights guide you as far as theforward lines of the war. Within days youarrive there with all your equipment.

“We have arranged to have you tele-ported behind the enemy lines with yourequipment. This is as much assistance aswe can give you to cross the front lines ofthe Dragon Highlords. We are pressed fortime as we believe the Highlords forpreparing another attack.”

The mages are summoned and you dis-appear in a flash of magic and light. Youreappear deep behind the lines of theDragonarmy.

Select a hex within the valley shown asEncounter Area 94 on the Surface Map of theTaman Busuk. This is the location at whichthe PCs reappear. At this point, the PCs are inEncounter Area 94. Begin normal play.

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Event 50: The Watchful Lands

Occurs: Daily

The lands of the Dragon Empire are watchedcarefully, especially with the Whitestoneforces pressing so closely to their black tem-ple at Neraka.

There are two states of readiness on theTaman Busuk: Patrol and Alarm. Which stateof readiness exists greatly influences theencounters there. Creatures encounteredwhile the Alarm is raised are twice as suspi-cious and cautious as when the land is merelyin the Patrol state. Also, encounters withtroops increase in frequency as they activelysearch for those who caused the alarm.

Two groups patrol this area: Dragon flightsand ground outposts.

Dragon Flights: Flights of dragons of allevil colors patrol from Neraka and variousoutposts from dawn to dusk, while watcheroutposts scan the skies and lands by night. Inthe area of this adventure, only the bluedragons fly and all troops encountered are ofthe army of the Blue Lady...Kitiara’s force.

Each flight consists of three huge andancient blue dragons and their riders. Theseriders are 12th-level fighter mercenaries onspecial service for the queen.

The dragons leave Neraka at 6:00 AM eachmorning and fly along the route noted on theSurface Map of the Taman Busuk. The loca-tion of these flights depends on the time ofday. The letters A-M along the route indicatethe dragons’ position each hour from 7:00AM (letter A) until 7:00 PM (letter M). Whentwo letters are together, the flight has landedfor lunch.

Any time a flight of dragons comes withinfive hexes of the PCs, check to see if eitherparty spots the other. There is a 5% cumula-tive chance per turn that a PC notices thedragons if they are within five hexes. If thePCs are actively searching the skies, thischance is 25% cumulative per turn. Anyonewatching the skies, however, cannot movemore than ½ of their normal movement, aswalking and watching the clouds requiresmore caution than just walking.

The dragon flights also check once per turnwhile they are within five hexes of the PCs.There is a base 100% chance that a dragonflight spots any person or group and soundsthe alarm. This base chance is modified asfoIlows:

Dragon Sighting Modifier Chart

PCs’ Situation ModifierTerrain –listed modifier *Disguise –10% to 70% **Distance –10% per hexFlying +20%

Dragons’ SituationOn ground –50%Spotted last turn +30% ***Before 8 AM –15%After 6 PM –15%

* This modifier (if applicable) is listed underthe description of the Encounter area.

** This modifier depends on how well thePCs have disguised themselves.

*** This modifier applies if the PCs werespotted by the dragons on the previous turn.Having seen the PCs once, the dragons arebetter able to track them.

When the modified base percentage has beenfound, roll percentile dice and check theresults against the following to determine thereaction of the dragon flight.

Dragon Reaction: If the PCs are spotted,how the dragon flight reacts depends on thecurrent defensive status of the Taman Busuk.

If the roll by the dragon flight is within 5% ofthe modified base, (e.g., if the required per-centage is 30%, then any roll from 25% to35%), then the dragon flight lands to investi-gate.

If the check is more than 5% above themodified base (e.g., if the above roll washigher than 35%), then the dragons do not yetspot the PCs.

If the check is more than 5% below themodified base (e.g., if the above roll was lessthan 25%) then the PCs are definitely spotted.If the Taman Busuk is still under Patrol status,then the dragon flight tries to fly to Neraka asquickly as possible with the news. The flightmoves at a speed of four hexes per hour toNeraka without a break or stop. The momentthey arrive at Neraka, the status of the landschanges to Alarm.

If the Alarm status is already in effect, thenthe dragon flight discharges one lightningbreath into the atmosphere to signal the loca-tion of the PCs to ground troops. It takes 10turns for a ground patrol to arrive (see the fol-lowing section for the composition of thepatrol). The dragons circle overhead out ofmissile weapon range until the troops arrive,and then they join in a combined attack. Thedragons in flight are required to check eachturn to maintain their sighting of the PCs. It ispossible for the PCs to move to better coverand lose the dragons, but the ground forcesstill search the area where the PCs were lastseen.

Ground Patrols and Outposts

These stations watch over the Dark Queen’sdomain from the ground, especially at nightsince the dragons prefer not to fly then. Theoutposts are based in the hexes labeled 107,114, and 115.

The outposts have a base 70% chance ofspotting the PCs each turn they are withinthree hexes. The ground modifier does notapply to these outposts. All other modifierslisted earlier do apply, however.

Determine the results as with the dragonflights. If the roll is within 5% of the modifiedbase, then the outpost sends a patrol to inves-tigate. This patrol consists of one Aurak dra-conian and a troop of 20 Kapak draconians, ifthe Taman Busuk is only under Patrol status.(If the PCs are spotted, a runner is sent toNeraka to put the evil forces on Alarm status.

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The runner moves four hexes per hour.) If thearea is already under Alarm status, a fullcomplement of one Aurak, three Sivaks, and50 Baaz is dispatched to deal with the PCs.Both types of patrols move at the rate of twohexes per hour.

If the Taman Busuk is already under Alarmstatus, a wand of fire is fired into the air toattract the attention of any dragon patrolswithin 20 miles.

Captured PCs are taken to the caravanroutes (see Chapter 11, Encounter 8) andplaced aboard a slave caravan with theirweapons and armor stored in the rear wagon.

Event 71: Storm Clouds to the South

Occurs: Day 1, 10:00 AM

In the Taman Busuk, dark clouds gather onthe distant horizon to the south in the direc-tion of Neraka. Their billowing fury is lancedwith flashes of lightning, though the distantthunder cannot be heard.

Event 72: Wheeling Birds to the North

Occurs: Day 1, 2:00 PM

Wheeling dark specks can be seen to thenorth where the armies are engaged. Any PCrolling a successful Intelligence Check with a-7 penalty is able to discern these specks asvultures.

Event 73: The White Stag

Occurs: Day 2, 6:00 PM

The ground here is trampled flat by manyclawed feet. Suddenly your eyes come torest on the form of a great white staglying in a pool of its own blood. Its darkeyes seem to be pleading with you.

Have the players roll for surprise. Regardlessof the result, tell them that they see the brushsome 10 feet behind the stag shake. If thePCs investigate, they find a snow-white babydeer hiding in the brush. This fawn allows thePCs to touch and even carry it if they move inthe direction of Godshome (Encounter 122).If not, then the deer escapes and begins mov-ing in the direction of Godshome, magicallyslipping free regardless of any restraintsplaced on it by the PCs.

The stag is dying. It is currently at 0 hitpoints and its wounds are so poisonous that itis swiftly sinking into death.

Anyone who looks into the eyes of the whitestag must roll an Intelligence Check with a -4penalty. If not successful, the person gets thefeeling that the stag is trying to communicatewith him. Distant words seem to form in hishead, but the meaning of the words is notclear.

Those who succeed hear words form intheir heads in a deep and beautiful voice:

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“My child...take him to Godshome. Therewill your efforts be rewarded... and yourpath made more clear....”

Event 74:Dragon Messengers Leave Neraka

Occurs: Day 3, Noon

PCs who are within sight of Neraka see the sil-houetted forms of many dragons rise from thecenter of the city and spread out in all direc-tions. These are not flights of dragons, but sin-gle dragons with highly ornamental harnesses.Their riders’ armor glints in the morning sun.

One of the dragons flies directly toward thebattle lines. If any PCs are in the path of thisflight, have them roll a Intelligence Checkswith a –4 penalty. If they succeed, they seethat the figure is carrying a baton of sometype. The dragon is blue.

In the hollow of the baton is a message thatreads:“Her Dark Majesty commands your presenceand those of your personal legion to attendher. Arrive at the Temple of Neraka within twoweeks or feel her wrath.”

Any PCs near the Dragonarmy camp at thebattle lines note a single blue dragon descendinto the commander’s camp.

Event 75: Fizban the Fabulous

Occurs: Day 3, 4:00 PM

This event takes place only if Fizban is notwith the party to begin this adventure.

Have the players roll for surprise. Regard-less of the result, tell them that they hear atremendous snort that seems to come fromjust over the other side of a rise.

The hulking form of a great golden dragonlies basking in the spring sun. Next to himsits an old man doing the same thing, hishead pillowed on the dragon’s flank.

A battered and shapeless hat rests overthe old man’s face to shield his eyes fromthe sun. A long, white beard flows outfrom under the hat. Booted feet stick outfrom beneath long, mouse-colored robes.

The terrible snorting sound is repeatedas the dragon snores. The old man, snoringin his own wheezy way, seems not to notice.

The gold dragon and the wizard are Pyrite andFizban the Fabulous, respectively. They nowjoin the party as NPCs (Pyrite takes the form ofa nondescript human in leather armor). Fizban’sbackground is explained in the “NPCs” sectionof the Appendix; Pyrite is an ancient golddragon. Fizban may or may not be a major fac-tor in the conclusion of this campaign, depend-ing upon which fate number was chosen at thestart of this portion of the adventure.

Event 76: The Golden Door Event 78: Tremors

Occurs: Every other day after Day 6 Occurs: 1d4 times per day after Day 4

Once per two days (after Day 6), at the dis-cretion of the DM, a golden door magicallypresents itself along the path of the PCs. Thisis an entrance to the Glitterpalace. Just how itpresents itself is largely up to you. The follow-ing are guidelines.

Tremors are caused by the impending erup-tion of one of the Lords of Doom, the volca-noes that surround the Neraka area. Use thefollowing procedure if the PCs are withinseven hexes of a volcano when this eventoccurs. Ignore this event otherwise.

If the PCs are flying: A great white cloudshines in the sun. It appears to change into afloating, white palace with a huge goldendoor. The door begins to open and brightwhite light streams forth.

The PCs can fly up to this door, but theirmounts will not enter.

If the PCs are on the ground: A small, plainbuilding is off to one side of the path. Thebuilding has a golden door in a casement ofwhite marble.

When a tremor is indicated, roll 1d10. Theresult is the round in which the tremor reachespeak intensity. On the Tremor Effects Table,start with Round 1 on the table and run eachround of the tremor until reaching the numberrolled, then go back down to Round 1. Forexample: if you roll a 3, then the PCs experi-ence Rounds 1 through 3 in order, then backto Round 1. In other words, this tremor lastsfive rounds, in the order 1,2,3,2,1.

If the PCs are in tunnels: A golden door ina marble frame is built into a wall in the tun-nel.

Tremor Effects

These are the doors to the Glitterpalace(Chapter 13). They do not appear suddenly(unless required to by circumstances). Thedoors have a tendency to appear at oppor-tune times for the PCs. It is up to you to havethem appear in the path of the PCs when youthink it is time or if you think they need it toget out of a particularly sticky situation.

Round 1: First rumblings come from afar,almost too faint to be heard.

Round 2: Rumblings build. PCs feel dizzy.All attack rolls this round suffer a -1 penalty.

The doors open easily onto brilliant whitelight. Those who enter this white light go atonce to Chapter 13 and the Glitterpalace.

Event 77: Dragon Messengers Return

If the PCs are in the Taman Busuk, they occa-sionally see the messengers returning to theTemple of Darkness after delivering the mes-sage in Event 74 to all Highlords. They returnsingly over a period of four days in the follow-ing order:

Round 3: Rumbling sounds are morenoticeable and the ground is visibly swaying.All attack rolls this round suffer a -2 penalty.If underground or in a building, small chunksof the ceiling fall. Each character in the areareceives damage equal to his AC minus 7points. Ignore damage less than 0. A charac-ter who is under a sturdy object (such as awooden table) suffers no damage. In streets,chunks of nearby buildings fall and cause thesame amount of damage. Round 4: Rum-bling sounds are now loud; a successful Intel-ligence Check is required to understand any-one who is yelling. A character undergroundor in a building receives damage equal to hisAC minus 5. Ignore damage less than 0. Acharacter under a sturdy object (such as awooden table) receives no damage.

Messenger DayGreen 4Black 5White 5Red 6Blue 7

FromSESWN WNEN

Each messenger comes bearing an identicalmessage, signed by the Highlord of each ofthe armies. The message reads:

“We hear and obey the Dark Will. We arrivewithin the week. Your servant.”

Each in his turn lands his dragon in thesquare that surrounds the Dark Temple.

PCs within sight of Neraka witness the lonedragons approaching according to the aboveschedule. If they are between the battle linesto the north and Neraka, the blue dragon andits messenger ride overhead. If this happens,then allow the PCs an Intelligence Check tonotice the baton carried by the rider.

PCs near the battle lines notice the lonemessenger taking off from the command areaof the blue Dragonarmy.

Round 5: Rumbling sounds are louder.Same checks apply as above to understandshouted orders. All attack rolls are made witha -4 penalty. A character underground or in abuilding receives damage from falling debrisequal to his AC. Wooden cover now protectsagainst only half of this damage. Stone andharder objects offer full protection. In thewilderness, each character receives 1d6points of damage from falling trees, rollingrocks, and sudden upheavals of earth.

Round 6: Rumblings grow louder. Commu-nication by voice is impossible. Attack rollsare made with a -8 penalty. A successfulDexterity Check with a +4 bonus is requiredto remain standing. A character undergroundor in a building receives damage from fallingdebris equal to his AC plus 1d6. Woodencover offers no protection and is crushedunder debris. Stone and harder objects offerfull protection. In the wilderness, each char-acter receives 2d6 points of damage fromfall ing trees, roll ing rocks, and suddenupheavals of earth.

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Round 7: The noise is overwhelming. Theground bucks and sways. All attack rolls aremade with a -10 penalty. A successful Dex-terity Check is needed to remain standing. Acharacter underground or in a buildingreceives damage equal to his AC plus 2d6.Stone and harder objects protect against onlyhalf of this damage. In the wilderness, eachcharacter receives 2d10 points of damage.

Round 8: The noise is deafening. Risingdust obscures vision beyond 100 feet. Allattack rolls are made with a –12 penalty. Asuccessful Dexterity Check with a –4 penaltyis needed to remain standing. Damage fromfalling debris is the same as in Round 7. Greatrents in the earth open and crevasses form. Acharacter who fails a Dexterity Check with a–4 penalty falls into a crevasse, suffering 1d6points of damage. Each crevasse is 1d10 feetdeep.

Buildings have a 15% chance of collapsingin this round. Anyone within a collapsingbuilding suffers 1d20 points of damage. Eachcharacter must immediately roll a successfulDexterity Check with a –4 penalty or be buriedin the rubble. A character can dig himself outof the rubble with three consecutive success-ful Strength Checks. Each of these threechecks takes two rounds. Others can help diga buried character out. For each personassisting, the buried character gets a +4bonus to each of his Strength Checks.

Round 9: The noise remains deafening.Rising dust obscures vision beyond 50 feet.All attack rolls are made with a -15 penalty. Asuccessful Dexterity Check with a -8 penaltyis needed to remain standing. Damage fromfalling debris is the same as in Round 7.Crevasses are now 2d10 feet deep (normalfalling damage). Buildings have a 20% chanceof collapsing (see Round 8 for effects oncharacters).

Round 10: The noise remains deafening.Rising dust obscures vision beyond 10 feet.Attacks are impossible. A successful Dexter-ity Check with a -15 penalty is needed toremain standing. Damage from falling debrisis the same as in Round 7. Crevasses are now2d20 feet deep (normal falling damage).Buildings have a 30% chance of collapsing(see Round 8 for effects on characters).

Event 79: Lords of Doom Erupt

Occurs: Once per day after Day 4

While the PCs are in the Taman Busuk, the 10volcanic mountains (areas 102A- 102J)explode, one per day. Which volcano explodesis determined randomly (roll whichever die isappropriate for the number of unerupted vol-canoes left). Once a volcano explodes, itremains active throughout the adventure.

Roll 1d6 for the strength of the explosion.This indicates the number of hexes affectedby the blast: 1 = volcano hex only; 2 = vol-cano hex and all adjacent hexes; 3 = all hexeswithin two of the volcano hex; etc. Thosewithin the affected area of the exploding vol-cano suffer damage. Subtract the PCs’ dis-tance (in hexes) to the volcano from the blaststrength rolled above. This is the number ofd10s rolled for damage inflicted upon eachcharacter by the explosion. For example, avolcano explodes with a blast strength of 3.The PCs are two hexes away from the vol-cano when it explodes. Each PC suffers 1d10(3 – 2 = 1) points of damage from the blast.

The area of the explosion becomes deso-late and covered by a fine gray ash. Each turna PC is in the affected area, he must roll aConstitution Check. Failure means that hisConstitution drops by 1. If his Constitutiondrops to 0, he becomes unconscious andbegins suffering damage at the rate of 1d10points per turn. If the PC is taken out of thearea of the explosion, he recovers 1 Constitu-tion point per hour. Any hit points lost mustbe regained in the usual manner.

Following the initial explosion, lava poursfrom the mountain and flows down its sides,creating great lava streams down to the edgesof the blast area. While traversing this area,there is a 65% chance per turn of encounter-ing lava streams (–10% per hex away fromthe volcano). The streams run straight fromthe volcano to the edge of the blast area.Lava streams are 7d6 feet across (–1d6 perhex away from the volcano). The lava flowcauses 1d6 points of heat damage per turn toany character within 20 feet. For every fivefeet closer, it inflicts an extra 1d6 points ofdamage (e.g., a character within 15 feetreceives 2d6 points of damage per turn).Those who are in contact with the lava receive7d6 points of heat damage per turn plus 2d10points of additional damage per round. Spe-cial fire and heat protections lessen or elimi-nate this damage.

Characters on the ancient road (see En-counter 113) experience severe tremors (rolluntil a result greater than 4 is obtained) onthe Tremor Effects table in Event 78.

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This is a time of great trial. Great Whitestonearmies are gathering around Kalaman. Theirobjective now is a desperate one. As the fly-ing citadels besiege their cities, they feel thatthey have but one hope left: if Neraka can bebrought down, then perhaps their commandwill be disrupted enough to enable the White-stone forces to end the reign of terror.

The PCs, however, can find a different way.Through the tests of Paladine in this adventure,they will discover a more subtle way to bringabout the downfall of the Dragon Highlords.

This adventure reveals their wilderness trekthrough the devastation of the dragon-cap-tured lands and towns. Even in these darklands, there are both helpers and traitors. Hid-den ways kept secret from the Dragon High-lords lead to the heart of the Dragon Empire:the magical roads of the buried past, Gods-home with its Misted Veils, and even the skiesridden by dragons and citadels.

Encounters

94. Taman Busuk

The sodden plains stretch into the dis-tance. Pale green shoots of grass struggleup toward a cold sun. The ground is softand spongy beneath your feet.

Run random encounters normally, in additionto any Dragonarmy patrols that might beencountered. The locations of these patrolsare listed in Event 70. It is important to keepthese patrols and troop movements in mindat all times to determine when the PCs mightencounter them.

There is a 10% chance on any given turnthat the PCs find a depression, gully, or rocklarge enough to provide cover from searchingeyes. These gullies offer 3d20 percent coverif something is looking for the PCs. Travelacross these areas is at standard rates.

While traveling on the plains, the PCs findvery little in the way of food. Only those food-stuffs the PCs have with them, can obtainfrom Dragonarmy supplies, or can purchasein Jelek or Neraka will sustain them.

95. Dragoncamp

Dark banners fly over tents and sheds,fluttering in the breeze. A constant clatterand ring of armor can be heard. Rows oftents extend far into the distance, seem-ing to cover the entire floor of the vale.

This is the rear area of the Dragonarmy.Those approaching within one mile (one hex)

of this location have a 30% chance of runninginto a patrol. This patrol consists of 15 Sivakdraconians polymorphed to look like low-level human fighters.

They attack viciously and try to captureany PCs who receive more than 20 points ofdamage. These guards are aware of thesearch for the gemstone man and try to takehim at all costs, if they notice that he is withthe party.

Captured characters are relieved of allweapons and armor and taken to the nearestDragon Highlord. Bakaris is on the westernbattle line, Kitiara is on the central battle line,and Toede is on the northeastern battle line.See the “NPCs” section in the Appendix fortheir backgrounds and reactions.

Captured PCs are taken to the smithy andplaced in leggings and chains. A successfulStrength Check with a –1 penalty is requiredto break these bonds without tools. Berem, ifdiscovered, is placed separately in a steelwagon and guarded by six Aurak draconians.All captives are placed in a slave caravan tobe taken to Neraka as slaves (see Encounter101 for details).

If the PCs somehow manage to get past theguards, there is a 10% chance per turn thatsomeone in the camps questions them. Mostassume that they are mercenaries who arenot yet outfitted with official gear. If the PCs

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ask for the commander’s tent, they aredirected to the nearest pavilion as above.

If the PCs search any tent, there is a 20%chance that they find something. If so, roll onthe following table.

Looting Table

D12Roll Item Description

1 Slave Rags2 Rations for Four Days3 Banner (Blue Army)4 Dragonarmy Uniforms (1d4 sets) *5 500 gems (1,500 stl each)6 Rations for Three Days7 Writ of Passage **8 Cursed Plate Mail -2 * * *9 Plate Mail +2 ***10 Plate Mail +4 ***11 Mounted Dragonlance12 Footman’s Dragonlance

* There is a 30% chance for each PC that oneset fits him.** This scroll gives passage for a Dragon-army soldier to enter Neraka. The writ is outof date, however, and gives permission toenter only the inner city of the blue army.*** There is a 15% chance for each PC thatthis exactly fits them. Even if it is not an exactfit, there is a 25% chance that a PC is able toget into it.

Remember that the PCs must pass moreguards when they try to leave the camp.

Those attempting to move past the battlelines (north of area 94 on the map) encounterthe full army in conflict with Whitestoneforces. Each turn the PCs move off the mappast the battle lines increases their chance ofbeing caught by 10%.

96. No Man’s Land

Trees stretch their dying black limbs intothe cold sky. The grass beneath them isburned to brittle stubble underfoot. Athick black soot covers everything.

This land was the site of past battles betweenWhitestone and Dragonarmy forces. In thedirection of area 97, faint shouts, cries, andclashing steel can be heard coming from aline of dust that stretches across the horizon.

97. Battle Plain

The full fury of pitched battle goes onbefore you.

As the PCs enter this area, roll once on thefollowing table to determine encounters. Rollagain each time the PCs move into anotherhex in this area.

Encounters on the Battle Plain

D6Roll Encountered

1 1d8+5 Baaz vs. 1d4 Knights *2 1d6+3 Auraks vs. 2 Knights *3 1d6+5 IOth-level Fighters vs. 3 Knights4 1d8+6 Sivaks vs. 4 Knights *5 1d8+8 Bozaks vs. 4 Knights *6 Dying Whitestone Officer **

* The Knights encountered do not join thePCs; they insist on returning to their units.These Knights are 5th- to 8th-level fighters(1d4+4).** He begs the PCs to fulfil their mission andleave the battle area.

It should become obvious to the players thatcontinuing in this direction is hopeless.

98. Glitterpalace Entrance

There is a Glitterpalace entrance here. SeeEvent 76 for details. If the PCs enter, go toChapter 13, Encounter 134.

99. Guide Cairns

A strange pile of stones stands to one sideof the path. Two notched rocks stand ontop of the pile of stones. One of theserocks has the symbol of an eye on it.

This cairn acts as a directional sight. Bysighting down the notch with the eye carvedin it, the PCs can see the nearest Glitterpalaceentrance (Event 76).

100. Khalkist Range

The towering peaks of the Khalkist Moun-tains jut with a green-tinted gray into thesky. Their jagged edges cut like a coldand forbidding slash across the sky.

Passage through these peaks on foot isimpossible.

101. Caravan Routes

Wide, muddy roads wind their way acrossthe plain. Their surfaces are impressedwith the prints of thousands of travelers.

Caravans pass these roads at regular inter-vals. There is a 30% chance per four-hourperiod that a caravan is encountered. Eachperson, other than slaves or prisoners, who isgoing toward Neraka has a writ. This docu-ment, which describes the person bearing it,grants him access to some part of Neraka.There is only a 3% chance that a writ discov-ered on a person gives him access to thetemple itself; there is a 10% chance that it

allows him into the inner city at a specificcolor location (the city is divided into sectionsby Dragonarmy color). The rest of the writsgrant passage only to the outer city of Ner-aka.

Roll randomly on the following table todetermine the type of caravan encountered.

Caravan Type Table

D6Roll Caravan Type

1 Slave Caravan2 Supply Caravan3 Supply Caravan4 Prisoner Caravan5 Supply Caravan6 Dragonarmy Reinforcements

After determining the type of caravan, checkthe following descriptions for more details.

All caravans make camp at approximately5:00 PM each day and break camp at 6:30AM. When encamped, guards are set aroundthe perimeter.

Slave Caravan: This is made up of threelarge wagons: one in the lead position andtwo at the rear. Between these are strung3d10+20 slaves. All of these slaves are ema-ciated and barely able to walk. If freed in thisenvironment without protection, food, andwater, they will almost certainly die.

The lead wagon is a steel cage that holdsprisoners and slaves who are still dangerousand able to fight. There are 1d4-1 people inthe cage if the caravan is heading towardNeraka, none if it is heading away (50%chance of going in either direction). Thosefound in the cage are 7th-level fighters, butthey have neither weapons nor armor.

The remaining two wagons at the back ofthe caravan contain supplies for the group.There are food rations and bedding sufficientto supply the draconians and give pitiful sus-tenance to the slaves. If the draconians arekilled or driven off, there are enough suppliesto enable the slaves to return to their homes.

The entire caravan is guarded by 30 Baazdraconians under the leadership of threeAurak draconians. If encamped, they build alarge bonfire and run three guard watches of10 Baaz per shift.

Slaves in the caravan know 1d4 rumors totell the PCs (see the Rumors section in theAppendix).

Supply Caravan: This caravan is made upof 1d12+5 large wagons pulled by work-horses. These wagons are filled with food-stuffs and supplies. Some of the wagons(1d4) contain 1d6 passengers each. Theseare tradesmen, slavers, and concubines.There is a 10% chance per wagon that one ofthese people is friendly to the PCs. Friendlycharacters can tell the PCs 1d6 of the rumorsfrom the Rumors section.

The caravan is guarded by nine Baaz dra-conians under the direction of one Kapak dra-conian. When encamped there are threeguard watches of three Baaz each throughoutthe night. They can be swayed into believingthat the PCs have somehow been separated

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from their unit if the caravan is headingtoward the front. They are suspicious, how-ever, if the PCs are attempting to get to Ner-aka, as all traveling in that direction shouldhave a writ.

Rol l 1d6 on the Loot ing Table f romEncounter 95 for objects that can be found inthese wagons or the encampment.

Prisoner Caravan: This consists of fourlarge wagons. The last wagon in the caravancarries supplies. The first three are steelcages with locked doors. Inside each of theseare 1d4 prisoners. These are Whitestonearmy officers of various ranks. All are beatenand despondent. One of these officers tellsthe PCs 1d4 rumors.

This caravan is guarded by 30 Baaz draco-nians under the direction of one Aurak dra-conian, who carries the keys to the cages.Three watches of 10 Baaz each are set when-ever the caravan makes camp.

Dragonarmy Reinforcements: Not a pleas-ant or welcome sight, this is a brigade ofmixed draconian and human mercenarytroops. There is an advanced guard of 12Baaz draconians that precedes the rest of thetroops by 100 yards. The commander of thebrigade is a deathknight mounted on a night-mare. Behind him rides a contingent of 30banshees on chariots.

One hundred yards behind these are threeunits of troops. The first two units are headedby an Aurak unit commander and the last bya human commander (8th-level fighter).The first two units consist of Baaz draconi-ans while the last unit contains 3rd-levelhuman fighters. There are 50 members ofeach unit.

After these are five supply wagons. Thesecontain food, smithy and armorer supplies,and large tents. Use the Looting Chart fromEncounter 95 to decide what the PCs find inthe wagons or in any encampments of thisgroup.

The rear guard is 100 yards behind the col-umn. This consists of 10 Baaz draconianswith short bows.

102. Well of Fire

Light, lazy wisps of smoke drift into thesky from the peak of the fire mountainnow sleeping.

There are 10 volcanoes on this map. Occa-sionally one of them explodes into activity.Which volcano explodes is randomly deter-mined and is always preceded by an earthtremor. The effects of these explosions andtremors were explained earlier in the Eventssection.

When dormant, however, a volcano can beclimbed and the interior of the cone entereddown to the lava dome. Climbing a volcano ishard work (movement slowed to ¼ of normal)and the cone of the volcano offers only a 10%chance of finding concealing cover on anygiven turn. Each volcano cone is 500 + (1d8× 100) feet high.

The steaming lava dome is 100 + (1d4 ×50) below the cone of the volcano. Thosereaching this dome go to Encounter 125 inChapter 12.

103. Jelek

A squalid, gray town stands on the dustyplain Muddy roads run into the town likeworn-out arteries.

This depressed town has been under theoccupation of the Dragon Highlords for manyyears. The people are listless and have nohope of ever being freed of tyranny.

Within the town is a garrison of 50 Kapakdraconian troops under the leadership of oneSivak. They rule the town; regular patrols offive Kapaks can be encountered in the streetsat any hour of the day or night.

While the people in this town have no lovefor the Dragon Empire, they see no point inaggravating their sorry situation. They selland trade with the PCs but do not offer themany assistance other than the advice that theyget out of town as quickly as possible. Thereis a base 5% chance that any townspersontells the draconians if he finds out that thePCs are not part of the Dragonarmy. If thePCs try to persuade the villagers to join them,fight the Dragon Empire, or directly give aidto the PCs’ quest, the townspeople becomeangry or frightened. Each time the PCs dothis, the chance of someone turning them into the garrison is increased by 5%.

This is not to say that no one is willing tohelp the PCs. There is a member of the Hid-den Light (the underground movement thataids the Whitestone cause) here in the town.He is the butcher, Darallan Suebban. He con-tacts the heroes two turns after they entertown. He has been helping prisoners escapefrom Neraka, but he can do little for theheroes here. He can, however, give the PCsthe code name of his counterpart in Neraka, aperson he calls “Maelstrom.” All he knows isthat Maelstrom works in the red inner city andthat he can often be found in the Hair of theTroll tavern.

Darallan can also supply the PCs withdetails of the layout of the city as follows:

Darallan glances about and then quicklysquats down, his finger rapidly tracing inthe dirt as he speaks.

“The city is surrounded by a wall withthe main gate on the north and lessergates leading to various sections of thecity. The city is divided into five sections,one for each Dragonarmy. The white andblack sections are to the northwest andnortheast of the city, respectively. Thegreen section is in the southwest. the redsection is to the south. This is the sectionof Ariakas, the emperor, although heseems to have abandoned his palace infavor of the temple. The blue section is to

the southeast between the black and redsections. A lesser gate leads into eachcolor section, but both the main gate andthe lesser gates are heavily guarded at alltimes and access is strictly controlled.

“The main avenue beyond the queen’sgate spirals in toward the temple at thecenter of the city. This avenue is crossedby gates between each of the city’s sec-tions. Thus an invading army must eitherbreak through the outer walls or passthrough a series of gates. It is a deathmaze.

“The outer city is also divided into sec-tions, but it is not as strictly controlled.The Hair of the Troll tavern is located inthe Green Outer City.”

Darallan quickly stands and wipes awayhis tracing with his booted foot.

In addition to this, Darallan’s spy network hasgiven him 1d4 of the rumors from the Rumorsection. He tells the PCs to leave town quickly,as there are many here who would betraythem to the Dragonarmy.

104. Low Hills

While in these low, rolling hills the PCs canfind 10% cover. Mud and rocky terrain slowmovement to ¾ of normal speed.

105. Grasslands

These are the grasses of the high plains. Theygrow at a phenomenal rate and are approxi-mately six to eight feet high.

These grasses offer excellent cover (40%),as those in them cannot see farther than threefeet in front of them. The constant waving ofthe grass also makes it difficult for an outsideobserver to notice movement on the plains.However, this also makes the grasslands pop-ular with predators and prey alike. Double thechance for random encounters. Roll 1d8+27on Table 2 (in the “Random Encounter” sec-tion of the Appendix) to determine the type ofencounter. Movement is at ½ the normal ratethrough the thick grasses.

106. Neraka Forests

There is 50% concealment (-2 to AC) while inthese woods. Movement through these woodsis at ¾ normal rates, except for elves, dwarves,and kender, who suffer no loss of movementin this terrain.

107. Guarded Pass

The steep canyon is suddenly blocked bya curtain wall. Battlements are arrangedatop the wall and a single, open turretlooks down on the arched gate. The wallitself is 30 feet high. Great spikes sixinches in diameter protrude from the wall20 feet above the ground, as though to

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stop some terrible onslaught. Before thewalls is a moat 10 feet wide and 10 feetdeep across the narrow canyon. A single,dark figure sits in a great throne in theopen turret, looking down on the draw-bridge.

Standing to either side of the lowereddrawbridge before the moat are two crea-tures that appear half-man and half-lion.Each wears black armor and a helm andcarries a spear.

The wall is actually a building 30 feet tall and30 feet across. The fortifications describedare duplicated on both sides of the wall. Thelich (on the throne) appears on whicheverside is being approached. The gate opening is10 feet wide and a tunnel runs directly throughto the opposite drawbridge. In the walls at thecenter of this tunnel are iron doors that openinto the fortification.

These are the contingents that guard thedirect access to the heart of the empire. ThePCs cannot see the 100 wemics that arewithin the structure, nor can they see the 20wraiths that live in the stone of the wall.

The guard wemics ask any who approachfor their Writ of Passage and inspect all wag-ons and effects of anyone entering this way.There is a base 70% chance that the wemicsfind anyone hiding in a wagon or using someother ruse (disguise, forged papers, etc.).

If the wemics discover something they donot like, they attempt to detain the PCs in theirdungeon until a slave caravan arrives. Thereis a base 20% chance that such a caravancomes within four hours (+10% cumulative foreach four-hour period that passes). Detainedcharacters are stripped of their weapons andarmor. If the PCs are put on a slave caravan,go to Encounter 101.

If the PCs fight the wemics, the lich firstcalls out the wraiths and then the rest of thewemics to back them up. Thirty wemicscharge across the bridge and then theportcullis is closed and the bridge drawn up.An additional 50 wemics mount the battle-ments and fire down upon the PCs with long-bows (they fire without regard for their com-rades battling the PCs). If necessary, the lichalso uses his considerable magic to aid thebattle. This lich has the following spells forthis day:1st-Level Spells: burning hands, detect

magic, feather fall, hold portal, magicmissile

2nd-Level Spells: darkness ISfoot radius,detect good, mirror image, web, wizardlock

3rd-Level Spells: dispel magic, fireball (x2),lightning bolt (x2)

4th-Level Spells: dig, dimension door, fumble,wall of fire, wall of ice

5th-Level Spells: Bigby’s interposing hand,cloudkill, teleport (x2), wall of force

6th-Level Spells: control weather, globe ofinvulnerability, legend lore

7th-Level Spells: mass invisibility, powerword stun, reverse gravity

8th-Level Spells: antipathy, Serten’s spellimmunity

9th-Level Spell: meteor swarm

The large spikes protruding from the wall aredesigned to stop large creatures from charg-ing the wall. They are placed three feet apartand can be climbed by anyone who can reachthe wall. Characters can attempt to jump overthe spike-filled moat and catch one of theseto climb up the wall. A successful DexterityCheck must be rolled to catch a spike. Failuremeans the character has fallen into the moat(see following paragraph). While climbingamong the spikes, a character gains a +4bonus to his Armor Class. He also attackswith a -4 penalty.

Anyone falling into the moat falls on setspikes. These are spaced one foot apart. Thespikes are three feet tall. Any character fallingon them suffers 1d8 + his AC in damage. Acharacter must roll a successful DexterityCheck in order to pull himself off these spikes.

108. Geysers

When the PCs are outside this hex, use thefirst boxed text. When the PCs enter the hex,use the second boxed text.

In this direction, a perpetual fog seems toshift across the ground. Every now andthen, puffs of cloud rise from the fog layer,only to drift back down.

Low cone-shaped mounds are scatteredabout the damp ground. Rolling whiteclouds billow from the mounds to formthe fog bank that envelopes you.

While in this area, the fog created by the gey-sers’ heat obscures vision beyond 10 feet. Allmissile weapons fired beyond that distancesuffer a -5 penalty to the attack roll.

Each geyser hole is 1d4+2 feet in diameter.All of the shafts are 100+1d20 feet deep. Thesides of the shafts are smooth and wet. Treatthese as slippery surfaces for climbing. Thebottom of every shaft is a narrow bottleneckover a pool of boiling water that occasionallyerupts into a geyser. A character immersed inthis water receives 3d8 points of damageeach round.

PCs who climb down these shafts find them-selves in Encounter Area 131 (Chapter 12).

Each geyser follows its own timetable foreruptions. Some eruptions occur randomly,while others occur regularly. Each time thePCs encounter a new geyser, roll on the fol-lowing table to determine that geyser’s erup-tion schedule.

Geyser Eruption Table

D6Roll Eruptions Duration

1 Regular—Every 4 min 1 Min.2 Roll 1 on d6 each rd 1d4 Min.3 Roll 1 on d4 each 2 rds 1 Min.4 Roll 1 on d8 each rd 1d3 Min.5 Roll 1 on d4 each rd 1 Min.6 Regular—every 30 min. 1 Min.

If a character is in the shaft of a geyser whenit erupts, the character is shot out of thegeyser. The PC is thrown into the air to aheight equal to his AC plus 10 feet. The char-acter suffers 3d8 points of damage from theboiling water and also receives any fallingdamage that applies.

109. Highlord’s Encampment

Use the first boxed text if this occurs beforeEvent 77. Use the second boxed text ifencountered after Event 77.

In the distance, dark banners flutteragainst the sky. Tents sprawl from in acamp. To one side, four dragons lie rest-ing on the ground.

This is the camp of a Highlord en route toNeraka. Which Highlord is here depends onwhere the camp is.

Location Highlord Dragons109A Ariakas Red109B Lucien White109c Toede Green109D Salah-Kahn Black

These dragons are all ancient and huge. Onedragon is the personal mount of the Highlord.The others are the mounts of the Highlord’sguards.

There are four tents: one large (30 feet indiameter) and three smaller (15 feet in diam-eter). The larger is occupied by the Highlord.Use the Looting Table from Encounter 95 todetermine what can be found there.

The ground here is trampled and theremains of a bonfire can be seen.

If the ground is examined, the claw marks ofdragons are also seen. The encampment isobviously small, but the presence of dragonsindicates some powerful persons.

110. Griffon’s Aerie

You are at the base of a great cliff. Thereis a sudden flurry of movement in thenearby brush and a squawk.

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Behind this brush, the PCs discover a fledg-ling griffon. It is obviously too young to be outof its nest.

Should the PCs look overhead, they see inthe craggy peaks the outlines of a nest some300 feet overhead.

The climb to the nest is up a rock face thatis almost smooth in many spots. Treat as aslightly slippery surface for climbing.

Within 1d10 turns, the parent griffonsreturn. If the griffons get the idea that the PCsare trying to harm their fledgling, they attackand fight until dead. If, however, they get theidea that the PCs are trying to return thefledgling to its nest, then the griffons aregrateful and offer aid, including their servicesas mounts. They know the location of Nerakabut are not familiar with its defenses or theschedules of its air patrols—they simply avoidthe area.

Should the PCs use these griffons as airmounts, each griffon can carry up to threecharacters. You should plot the griffons’ flightand note where they can be intercepted byDragonarmy air patrols.

111. Glacier

Read the first description at the bottom of theglacier. Read the second description at thetop.

A lake of crystal blue water lies at thebase of a vast glacier. The ice runs up agreat canyon into the mist-shroudedKhalkist Mountains.

This water is drinkable and there are fish thatcan be caught and eaten.

The glacier face is sheer and 400 feet high.Climbing it is not a simple matter. Movementup the glacier face is at ¼ normal climbingmovement. Each PC must check four timeson the climb to see if he slips: at ¼ of the wayup the glacier, halfway up the glacier, ¾ of theway up the glacier, and just below the glaciertop.

When the party first reaches each of thesepoints, each PC must roll a Dexterity Check.A failed check means that the PC slides 20feet down the face of the glacier (1d6 pointsof damage). The PC keeps rolling DexterityChecks until he either succeeds or reachesthe bottom. Each failed check means that thePC slides 20 more feet and receives 1d6 morepoints of damage. A successful check haltsthe PC’s slide.

Wise PCs rope themselves together forgreater safety during the climb. If they areroped together, then when a PC slips, the PCson either side of him also roll DexterityChecks. If both of them succeed, no one falls.If either fails his check, the PC next to himrolls a Dexterity Check. This continues untilone PC on either side of the falling PCs suc-ceeds at a Dexterity Check. A PC who slipsand is caught by a comrade suffers only 1d3points of damage.

Note that a PC can voluntarily fail this

check to slide down the glacier as a form ofmovement (he receives 10d6 points of dam-age per 100 feet). If he slides more than 100feet, he could end up in the glacier lake.

Falling into the glacier lake is mainly just avery cold bath. However, characters who donot dry off right away (change into dryclothes) suffer ld4 points of damage from thecold for each of the following six rounds.

The clouds drift below the top of the glacier.Cliffs form a crown around the top of theglacier bowl. Here, at the cap of the glacier, asecond small lake is formed in the ice.

A stream leads from this lake toward a caveto the east. Go to Encounter 112 if the PCsfollow this stream.

112. Icefall

The water of the stream trickles into themouth of a huge ice cave.

If the PCs enter the cave, they encounter thefollowing:

Great frozen waves of ice coat the walls,floors, and ceilings of the room. Huge ici-cles hang down from the ceiling like aninverted forest of pine trees. Theircolumns obscure sight beyond a few feet.Along the ceiling, great fissures rake theice as rivulets of water flow along the cav-ern’s roof.

Though every indication should be given oth-erwise, the ceiling is perfectly safe. It is thefloor that is dangerous. The floor ice has beenundermined by the water from the top of theglacier. The water runs into holes in the iceunderfoot. If the PCs examine the floor ice,they find that it is thin and could give way.

While the PCs are in this area, roll ld20each round. If the result is greater than 10,the ice floor collapses under a PC (chooserandomly). The PC falls 10 feet and starts toslide down an ice chute.

This is the entrance to the ice chute(Encounter 132, Chapter 12). Go to thatencounter if the PCs enter the ice chute.

113. Ancient Road

A cracked and broken cobblestone roadcan occasionally be seen under thegrasses of the plain.

Sections of this road appear through thegrass of the plain. The sections are 4d100feet long and are separated by 1d100 feet ofgrassy plain.

These sections of road appear to be justuseless relics unless a PC tries to cross ontothe road from the side. These are roads of the

ancients that were given special protectionspells by wizards prior to the Cataclysm. Aninvisible tube encases these roads, nownoticeable only over the exposed sections.These walls act as a combination major globeof invulnerability and wall of force.

These tubes of magical protection are invis-ible and permanent. They stop entry andattacks only from the sides of the road: theends of the broken roadway sections can beentered normally.

The ends of these road sections dive intothe ground and continue on as tunnels (theseare the tunnels in area 124, Chapter 12).

114. Drunken Camp

The sounds of laughter roll across theplains from a group of squat, ugly tents.As you watch, one of the tents fall to theground. This is followed by a roar oflaughter.

This is a camp of drunken soldiers of thequeen’s own guard. They are returning fromthe front and are starting their revelry early,having captured three wagons of dwarvenale.

The camp consists of a single fire with fivetents about it. In addition to 24 horses stillharnessed to the three wagons, there areeight cavalry horses for the troops. There are12 regular soldiers (8th-level human fighters)here in armor and an officer (10th-levelhuman fighter). All of these soldiers possesssigned and properly sealed authorizations toenter the blue inner city quarter of Neraka.The officer has authorization to enter the tem-ple itself.

Inside the fallen tent is the commander ofthis group: a drunken cleric of the DarkQueen. This man is 10th level and has autho-rization to visit the temple of the queen.

Right now the soldiers’ minds are fogged bythe ale. They are so far gone that they wouldmistake anyone who entered their camp forone of their own. These people are willing togive anything they have to the PCs (includingtheir passports into the city, weapons, armor,etc.) in the spirit of good Dragon Empire fel-lowship, as long as the PCs are willing todrink with them. If the PCs refuse to drink withthem, they become more outraged with everyrefusal. After the third refusal, they drawswords and challenge the PCs to a fight.

For every drink the PCs take, they must rolla successful Constitution Check with a cumu-lative -2 penalty to the roll. Each time theyfail, they move from one step of drunkennessto the next. Refer to the following table for theeffects of drunkenness.

Drunkenness Table

Step Hi t AC Give Tell Know1 -1 +1 1 1 42 -2 +2 2 2 33 -3 +3 3 3 24 -4 +4 4 4 1

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Step is the level of drunkenness.Hit is the penalty to the drunk’s attack rolls.AC is the penalty to the drunk’s AC whenattacked.Give, Tell, and Know are all resolved byrolling 1d6 for the PC/NPC involved. If theresult is the number shown or lower, then theeffect takes place. Give means that thePC/NPC must give away one piece of equip-ment randomly asked for by another PC/NPC.Tell means that the PC/NPC must tell some-thing significant about themselves. In thecase of PCs, they say something that mightgive away the fact that they are not on theside of the Dragonarmies. Know is the rollrequired to understand the significance ofanything. For example, a dragon soldiermight be told by one of the PCs that they areactually spies coming to invade the temple ofthe queen, but unless the soldier makes asuccessful roll, he laughs it off as a very stu-pid joke. A successful check, however, meansthat the truth has penetrated. If this wouldnormally cause the soldier to recognize anenemy, then he attacks immediately. Anyoneshouting that the PCs are enemies causes allthe others to make a check on the Know col-umn to see if the facts penetrate. Evendrunken and unknowing soldiers fight if theyare attacked.

All the soldiers and the cleric are at Step 4drunkenness.

The three wagons hold huge casks of spir-its. These are highly valued by the merchantsand lords of Neraka, bringing 100 stl per gal-lon. There are 500 gallons in each of the hugewagons, except the last, which has beendrained of three gallons.

Each wagon is drawn by a team of eightlarge horses. In their rush to have a little fun,the soldiers have not yet unharnessed thehorses. The horses are still hot and cannottravel more than two hexes before having torest. If they are forced to travel more than fivehexes, there is a 30% cumulative chance peradditional hex traveled that they collapse. Ifso, there is a 60% chance that they die.

The soldiers sober immediately if they seetheir wagons moving off.

115. Citadel Flight

A single grim tower juts from a cliff face.About its base are several scattered tentstheir flaps whipping in the rising wind.

This appears to be a simple tower fortifica-tion. It is, however, much more. This ancienttower is being converted into a flying citadelby the Dragon Empire. The process involvesinstalling magical devices by which the citadelis controlled.

The remains of an ancient road lead up tothis tower. Tents flank the road near the tower.There is no movement around the tents, as allhere are working within the tower and they donot post a guard this far behind the lines. Theremains of the main camp fire smolder. Foot-prints dot the area. Rangers have a 65%

chance to determine that these prints arefrom both humans and draconians.

The tents contain draconian armor, rationsupplies, weapons (scimitars), and bedrolls.There are sufficient supplies for the 15 draco-nians who work here. Two tents contain thenonmagical belongings of a human mage anda human cleric of the Dark Queen.

The approaches to the tower are un-guarded. Read the following if the PCs go tothe gate.

The massive drawbridge crosses a drymoat. Its chains creak in the wind. Fromthe tower can be heard a gentle chorusthat seems to beckon you through thegreat black gate. The chorus is calmingand seems to bring determination to yoursoul.

The gods of good are trying to lead the PCsinto this place. These sounds diminish onlywhen the PCs leave the tower or capture itand journey in it over the plains of Neraka.

116. Entry Hall

The drawbridge on the west leads to alarge entry way. Ancient carvings depictdragons fighting in the skies.

In the center of the entry, a spiral stair-case both rises up into the tower anddown into the earth. Beyond that, to theeast, an alcove leads to a great set ofwooden double doors that exit to thesouth.

This is the high tower stair (Encounter 117).Anyone who successfully listens at the dou-

ble doors hears draconians muttering on theother side. They are speaking in common,discussing the fact that the banners they arelaying out are essential to getting into Ner-aka. The doors lead into area 119.

117. High Tower Stair

The staircase leads up 100 feet to the WindCaptain’s Chair (Encounter 118) and down50 feet to the Wings of Stone (Encounter120).

118. Wind Captain’s Chair

Spiral stairs lead up to the top room of thetower. An iron ladder leads up to whatappears to be the roof. The circular wallsare without windows.

A raised platform in the center of theroom supports two pedestals three feettall and three feet apart. Each highlyornate pedestal holds a shining blackcrystal globe. Between the pedestals aretwo circular depressions cut into the plat-form. These depressions are of the sameblack material as the globes.

On the ceiling above the platform is aglowing circle.

This is the control area for the flying citadel.To operate it, a character need only standwith his feet in the circular depressions andplace both hands on the globes. When this isdone, a curtain of light acting as a wall offorce descends with sudden brilliance fromthe circle carving in the ceiling. This wallencompasses the platform, protecting thosewithin it. The ceiling inside the circle begins toglow softly and strange symbols appear there.The character is then in control of the tower’sflight.

When the PCs enter the room, the magicallevitation device is installed but the tower hasnot yet been pulled from the ground. A char-acter standing in the depressions and touch-ing the globes must think or speak any direc-tion. The tower and its environs then begin tomove in the stated direction (including down).When this first happens, the tower shakes asthough wracked by a tremor. Charactersinside the wall of force are not affected by thistremor. How long the tremor lasts before thetower breaks free depends upon the directionthe tower is being told to move.

Tower Breaks Free

Direction Die Roll Other EffectsUp 1d4 See Flight belowEast 1d10 No movementWest 1d6 *North 1d8 Move 1d10 feetSouth 1d8 No movementDown 1d10 Move 1d10 feet

* The tower moves into its flight mode atground level, skimming across the plains, rip-ping through the draconians’ encampmentand still shaking from rubbing the ground.See “Flight” for effects.

Consult the Tremor Effects table (in Event78) to determine the effects of the tower’stremors. For example, if the controlling PCthought or spoke “west,” and the die roll was6, then for the next six rounds, increasinglybad tremors result, starting with Round 1 andmoving up through Round 6 before the towerbreaks free of the surrounding rock andbecomes a flying citadel.

Flight: The flying citadel is reasonably easyto control. The controlling PC just thinks orspeaks the direction he wishes the citadel totravel and it does so. The PC need only thinkof it once and the citadel continues to move inthat direction until the PC either removes ahand or foot from its position or commandsanother direction. When the controlling PCremoves a hand or foot, the citadel slows to ahalt at its current altitude and stays there untilgiven another command.

If a flying citadel is taken to ground leveland continues to move, roll 1d6 and consultthe Tremor Effects table. The tremor lasts forone round. For example, if a 4 is rolled, thetower (and those occupants not protected by

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the wall of force) suffers one round of Round4 tremors and then stops moving. The towercan be refloated if commanded to go up. Col-lisions with other citadels result in a 1d10 rollon the Tremor Effects table.

While flying, the character in control suffersno fatigue, as a special levitate spell supportshim.

The symbols on the ceiling change as thecitadel moves. This is a map of the territorywithin five miles. It also registers the locationof any other flying objects or creatures. Addi-tionally, the PC at the controls can see throughall the walls of the room as if they were trans-parent.

119. The Great Hall

Dusty air is lit by light from the narrowwindows and from the holes in the ceiling.Along the floor are blue banners bearing alightning symbol.

There are five Sivaks in this room. If the PCshave been noisy, then the draconians are hid-ing in the rafters. They have polymorphedinto the images of escaped slaves. They claimto be from Neraka and know secret ways intothe city. They agree to go back with the PCs,but only if the PCs offer them more than5,000 steel pieces. If the PCs cannot come upwith this amount, they settle for whatever thePCs have. They bide their time until there isan opportunity to surprise the PCs and cap-ture them.

If their disguise is detected, the draconiansreturn to their natural forms and attack. Thenoise alerts 10 draconians working down inthe Wings of Stone (Encounter 120). None ofthese draconians are armed and thus usetheir claws and teeth to attack.

120. The Wings of Stone

A vast chamber spreads below you.Dungeon cells appear at intervals allaround the room. You are standing at thetop of a staircase that curves down towarda light in the center of the floor below. Twodark figures huddle about this light, whileothers move in the shadows.

The source of the light is a large crystalthat sits upon a stone pillar in the centerof the room. From the corners of the ceil-ing, four flying buttresses converge atopthe pulsating crystal.

This crystal is the magical device that pullsthe tower from its roots and turns it into a fly-ing citadel.

The two figures have just finished theirincantations over the device to activate it.They are a cleric of the Dark Queen and awizard.

The creation of citadels requires the com-bined spellcasting of a cleric and a mage.

The cleric’s name is Ophar Jolianus. He is

11th level and a loyal minion of the queen.His home is in Neraka and his assignment isto assist in the creation of citadels. He has thefollowing spells:1st-Level Spells: cause fear curse, cure light

wounds (x2), light2nd-Level Spells: hold person, know align-

ment, silence 15-ft radius, spiritual ham-mer

3rd-Level Spells: animate dead, cause blind-ness, continual light, dispel magic

4th-Level Spells: cure serious wounds, pro-tection from good 10-ft radius, tongues

5th-Level Spells: flame strike (x2)6th-Level Spell: flying citadel *

The wizard’s name is Zarapham, a free wizardof the Blue Army and currently assigned tocitadel creation. He is a mage of 12th level,more loyal to his own needs than to those ofthe Queen of Darkness.1st-level Spells: burning hands, hold portal,

magic missile (x2)2nd-Level Spells: after self, darkness 15-ft

radius, detect invisibility, rope trick3rd-Level Spells: fireball, Leomund’s tiny hut,

lightning bolt (x2)4th-Level Spells: dimension door, fear, minor

globe of invulnerability, wall of ice5th-Level Spells: cloudkill, teleport (x2), wall

of force6th-Level Spell: flying citadel *

* This spell is cast simultaneously by a mageand a cleric (these spells have just been castby Zarapham and Ophar when the PCs enterarea 120). Over six months and no less than40,000 stl are expended on the requiredmaterial components.

In addition, Zarapham has a scroll with adelayed blast fireball.

Tactics: Zarapham and Ophar combinetheir talents to their best mutual advantage(as long as Zarapham feels it is in his bestinterest to do so). Zarapham begins withlightning bolt, while Ophar casts silence, 15-ftradius over the party. The following round,Zarapham casts rope trick, while Ophar keepsup the attack with flame strike. Should a thirdround ensue, Zarapham climbs the rope.Ophar then either blinds a character or castsanother silence, 15-ft radius if necessary. Thenext round Zarapham casts either wall offorce or wall of ice to hinder the PCs whileOphar climbs the rope. Once both cleric andmage are up the rope, Zarapham uses thescroll with delayed blast fireball (delay is oneround) and ducks into the interdimensionalarea of the rope trick spell just before the fire-ball explodes.

There are 12 cells here. There is one Kapakin each cell. They leap into battle against anyintruders.

Since the device is activated, anyone in theWind Captain’s Chair who causes the tower topull from the ground also causes the crystalto emit great pulses of energy. These pulsesinflict 3d10 points of damage and imposeparalysis on anyone in the room (1d10rounds, no saving throw).

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121. Plains of Neraka

Clouds boil darkly over the dread plain ofNeraka. Before you, couched in the encir-cling teeth of the volcanic mountains, acracked and broken land surrounds asprawling, squalid city. A tall, twisted struc-ture of black sits at the city’s heart. Yourgoal is in sight, the heart of the Dark Empire:Neraka and the Temple of the Queen.

122. Codshome

Pillars of rough-hewn stone stand in a per-fect circle about the polished black floorof a small valley between the mountains.The stars of night are reflected from itssurface.

The mirror-like black surface reflectsthe night sky. Inexplicably, the stars over-head shine even in the brightness of thenoonday sun.

There are actually two locations for Gods-home: 122A and 122B. The former is a ver-sion of Godshome that has an entrance to theGlitterpalace in the center of its great circle(see Event 76 for details). The latter Gods-home has no such doorway. It is at this sec-ond Godshome (122B) that the PCs awakenafter completing the tests of Chapter 13 (seeEpilogue).

Anyone who inspects the mountain bowlcan roll an Intelligence Check. If it succeeds,he notes that the constellations of the Queenof Darkness and Paladine are missing. If Pala-dine is standing in the bowl (regardless of hisform) then a PC who succeeds at his checksees Paladine’s constellation in the bowl.

The Glitterpalace exit in the center of the slabof stone (in area 122A) leads to Encounter 134in Chapter 13. Encourage the PCs to enter theGlitterpalace if they have not yet been there.

There are two other exits from Godshome.One is to the northeast and the other to thesoutheast. Both are small openings three feetwide that run through a wall of rock 100 feetthick and high. Exits lead to the Misted Vales(Encounter 123). Do not let the PCs leaveGodshome if they have completed the Testsof the Gods in the Glitterpalace (the next por-tion of the adventure starts here for them; goto the Epilogue).

123. Misted Vales

Scrubby oak trees claw up into the mists.Smells of warm earth and sagebrush pervadethe fog as you make your way through theveiled canyons.

These mists are magical. Only those favoredby the gods can find Godshome. After the lastPC has left Godshome, they cannot go back.

In addition, all good and neutral charactersgain a +2 bonus to any attack rolls made inthe mist and a +2 bonus to their Armor Class.

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This chapter details the PCs’ journey on atreacherous and dangerous path that snakesthrough volcanic shafts under the NerakaPlain. It eventually surfaces in several placesaround Neraka. The encounters in this chap-ter are shown on the Dark Network map.

In the days before the Cataclysm, thepeople who inhabited this region were kind tothe wizards who passed by. Because of thiskindness, the wizards cast spells of protectionupon the roads and buildings. When the Cata-clysm came, these roads and buildings wereburied but the spells continued to protectthem. Though the spells did not hold up insome places, they nevertheless formed anunderground network that could be traveledby the brave. This can be used to travel unno-ticed into the heart of the Dragon Empire.

Encounters

124. The Dark Network

Read the following if the players decide toinvestigate the broken road sections.

The broken section of road you are onslopes down beneath the ground ahead.Ancient cobblestones, cracked and bro-ken, are underfoot. The roof above you issmooth dirt, but you cannot seem to touchit-some force prevents you from feelingthe dirt surface. At irregular intervals inthe distance, the smooth semicircle of theceiling is broken by a tumble of jaggedstone as though the invisible supportsholding the roof had given way. The tun-nel continues beyond these broken areas.

As the magical tunnel is only in force so longas the road remains in good repair, thoseplaces where the road broke down over thecenturies have suffered from some collapsebut are sti l l passable. (Encounter 113describes identical roads above ground.)

The underground roads are far more intactthan those above ground. Sections of goodtunnel are 1d10 hexes long, at the end ofwhich is encountered a break in the road.These breaks are 1d100-foot-long stretchesof jumbled rock.

The underground roads also travel verti-

tally. The arrows next to the roads indicatethe direction of slope-a ball dropped on theroad rolls in the direction of the arrow. Foreach arrow on the map, that section drops 10feet. If the characters are moving in the direc-tion opposite the arrows, then the road climbs10 feet for every arrow they pass. The morearrows encountered, the greater the slope andelevation change.

While on the unbroken sections of road,nothing can attack into or out of the sides ofthe road. At the same time, there is no coveranywhere along the unbroken sections. Thecollapsed areas between offer considerablecover, but the ceilings in these areas areunsafe. Roll 1d100 when the PCs first enter anunsafe area and roll again each turn theyremain there. If the result is less than 25%,then consult the Rock Slide Table.

Rock Slide Table

D100 Description THAC0 Dmg Passage1-10 Collapse * 0 5d10 Blocked

11-13 Major Slide 5 4d10 Free14-15 Rockfall 10 3d8 Free1 6 - 2 0 M i n o r S l i d e 1 3 2d4 Free21-25 Smal l Rocks 15 1d4 Free

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* If the passage is blocked, the PCs can digthemselves out. Anyone involved in a col-lapse must immediately roll a successful Dex-terity Check to avoid being buried in the rub-ble. Anyone buried suffers 1d6 points of dam-age for each round they remain buried. Thecollapse occurs 1d20-10 feet from the centerof the party (negative numbers are in front ofthe center of the party, while positive num-bers are behind the center) and extends for1d10 feet about this point. For example, if the1d20 roll is a 6, subtracting 10 leaves -4. Thecenter of the collapse is four feet forward ofthe center of the party. The 1d10 roll is thenmade to determine how much of the tunnelcollapses. If the result is a 5, then a total offive feet of tunnel falls (2 ½ feet on either sideof the center of the collapse).

To move rock and clear a passage, treatthe material blocking the tunnel as very softand loose. Each PC can dig out 30 cubic feetof material in an hour. The passageway is 10feet high and 10 feet wide. In the examplegiven above, five feet of tunnel collapsedand there is 500 cubic feet of very soft mate-rial to dig out (assume that the tunnels areonly 10 feet under ground and thus the col-lapsed material is only 10 feet deep). If allthe PCs dig, it would take them about twohours to clear this tunnel. The time to reacha buried comrade depends on how deeplyburied he is.

Any rock slide causes rocks and bouldersto fall. The falling rocks attack each PC (usethe listed THAC0). A character who is hitreceives the damage listed.

125. Tunnel Light

These locations are where the tunnels breakonto the surface. The PCs can enter the DarkNetwork here.

126. Brimstone

Each area 126 connects to an area 102 inChapter 11 (and on the Taman Busuk map).Read the following if the PCs decide to exploreany of the volcanoes they encounter.

You are on the rim of a volcano, lookingdown at the hot, steaming lava domeinside the volcano’s cone. The air has anunpleasant sulfur smell. Wisps of smokeswirl up from the cracks in the dome.

Those who explore the dome must roll a suc-cessful Constitution Check or suffer the lossof 1 point of Constitution. This check isrepeated each turn. A PC whose Constitutiondrops to 0 goes unconscious and receivesld8 points of damage each turn thereafter.The Constitution points are regained at a rateof 1 per turn after leaving the lava dome. Hitpoints are regained normally.

The heat makes all warm-blooded crea-tures fight with a -2 penalty to their attackrolls after fighting for three rounds.

Certain of the volcanos (A, C, D, E, F, and

G) contain entrances to magical undergroundroads that are visible only from the lava domesurface. These run back down into theground. If the PCs go down to the lava domeon one of these volcanos, read the following:

To one side of the lava dome, a perfectlysmooth circular tunnel runs down into theearth. There appears to be a road at theend of the tunnel.

This is an entrance to the underground net-work of tunnels. Use the Dark Network mapto determine what the PCs encounter.

127. Fire Lake

Unless coming from a magma tunnel, thosejourneying through this area encounterincreasing heat from the moment they enter.

A great cavern boils with searing heat andred light. The black ceiling seems to waverin the heat-charged air. Before you is abrimstone beach cluttered with manyblack rocks. Beyond that, a roiling sea ofmagma bubbles and froths in the cavern.

Have the PCs roll Wisdom Checks. Thosewho succeed see black rocks floating in themagma. They are similar to those scatteredabout the brimstone beach. They all appearto be floating in the same direction.

This peculiar lava rock, forged in the under-ground furnace of Krynn itself, has the uniqueproperty of being light, brittle to the strike ofsteel and very resistant to the transfer of heat.Indeed, these stones become only warm tothe touch while in the lava lake.

Each character can fashion 10 cubic feet ofthis stone per turn. The stone can be workedinto the form of a crude boat or nearly any-thing described by the players. It is half asheavy as a similar construct made from woodand cannot be fashioned into anything smoothor refined in any detail smaller than six inches.While in the magma, 10 cubic inches of therock dissolve per turn.

Any rocks pushed out onto the surface ofthe magma lake float into the heat-waveringdistance and disappear. Depending on whicharea 127 the PCs are in, the rocks either driftinto a lava-filled tunnel (Encounter 128) atthe far end of the lake, or they drift to shorenear a normal tunnel (Encounter 124). Bothdriftings take two turns.

The damage caused by proximity to themagma is as follows:

Near (within five feet): 1d4 points per turn(successful saving throw vs. breath weaponfor half damage)

Touch: 2d6 per round (successful savingthrow vs. breath weapon for half damage)

In Lava: 8d6 per round (no saving throw)Two fire resistance spells cast on one char-

acter totally negate the effects of the lava andthe character can even swim in it.

128. River of Fire

The current of the lava lake pulls youtoward a tunnel entrance at the far end ofthe lake. The roof and walls of the tunnelappear perfectly smooth. A dull red glow,punctuated by flashes of white flame,reflects off the gleaming tunnel walls.

This is a river of magma that is coursing downan ancient roadway (identical to the road-ways in Encounters 113 and 124). Like theother underground roadways, there are unsafesections where the road has given way torock slides and possible collapse (althoughthe tunnel is not blocked because the materialhas melted away). Use the rock slide mecha-nism and Rock Slide Table in Encounter 124to check for rock slides.

The effects of the safe and unsafe areas arequite different from those in normal tunnels.The magma in this tunnel flows in the direc-tion of the arrows indicated on the Dark Net-work Map. The lava flows slowly and takesone turn to travel one hex on the map. ThePCs can double this speed if they think tomake paddles from the lava rock (swords andother forged weapons melt in the intense heatif used as paddles).

A Dexterity Check must be rolled under thefollowing circumstances.

* When there is a rockfall (check for eachcharacter).

* When an unsafe area is first encountered,the piloting character must roll a Dexter-ity Check. If he fails, the craft has struckan obstacle. Each character (includingthe pilot) in the boat then must roll a suc-cessful Dexterity Check to avoid fallinginto the magma.

Certain precautions (such as tying oneselfdown in the boat), negate the need for a Dex-terity Check. However, if the pilot of the craftfails his Dexterity Check to avoid an obstacle,there is a 10% chance that the craft slowlyrolls over. This takes five segments. Thoseloose in the boat can roll a Dexterity Check(no adjustments) to walk around the craft tothe other side without damage, but those tiedto the craft could be in trouble.

Unsafe areas are as subject to collapse androck slides here as on the other roadways. Inaddition to the damage from falling rocks,magma is splashed onto each character (2d6points of damage). The collapse of the cavernceiling dams up the flow of the river for 1d8rounds. The surface of the magma river risesone foot per round before the magma breaksthrough the obstruction and begins to flowagain. The rush of such damned up magmamoves twice as fast as normal for three turns.

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129. Fire Storm

The tunnel suddenly opens onto a largecavern, the top of which is hidden fromyour sight by sulphurous smoke. Beforeyou, the river of heat meets its end...andyou might meet yours as well. Here theriver swirls in a great circle that spinsslowly near the edges, but faster as younear the center. The center is a white-hotfunnel leading down to certain doom. Noledges break the smooth walls of the cav-ern, but a tunnel can be seen across thecavern, 10 feet above the surface of thevortex of lava that is even now drawingyou toward it.

The river of lava has brought the PCs to within50 feet of the central downspout before theycan react. The tunnel across the cavern istheir only chance of escape. To reach it intheir boats, the PCs must maneuver againstthe pull of the vortex. The tunnel is 70 feet outfrom the center of the vortex (20 feet fartherthan the PCs). The swirling of the vortexmoves the PCs in line with the tunnel in 10rounds, but it also tries to pull the PCs into thecenter (and away from the tunnel).

Each round, the pilot of the craft must roll aDexterity Check. If he fails, the craft is pulled10 feet closer to the center. If he succeeds,then the craft moves no closer to the centerand he rolls a second Dexterity Check. If thesecond check succeeds, the PC has pilotedthe craft so skillfully that he has actuallymoved it 10 feet farther away from the centerof the vortex. The PCs’ craft must be 70 feetaway from the center in the 10th round inorder for the PCs to jump into the tunnel. Thecraft is close enough for jumping for only oneround, and only two PCs can jump in thatround. Anyone who jumps must roll a Dexter-ity Check. Success means he is safely in thetunnel; failure means he has fallen into thelava, but he is close enough to the boat thathe can be dragged into it after one round (and8d6 points of damage).

if the PCs have rope, a PC can jump intothe tunnel (while the boat is close enough)and use the rope to hold the boat steady whilethe others jump out. Without rope, the boatmust make several trips around the vortexbefore all the PCs can get out. Each trip takes20 rounds (so PCs can jump out on the 10th,30th, 50th, etc. rounds). A Dexterity Check isnecessary each round, as outlined above, tosee whether the craft moves closer to the vor-tex (keep an accurate, round-by-round recordof the craft’s position).

Neither grappling hooks nor loops of ropefind any purchase on the smooth walls of thecavern and tunnel. If PCs can fly or employother magical means to get to the tunnel,they can use a rope to pull the craft up to thetunnel only if each end of the rope has a com-bined Strength of 24 pulling on it.

PCs who fall into the lava and try to swimsuffer 8d6 points of damage per round andare sucked toward the center of the vortex

just as if they were in a boat (but swimmerscan roll Strength Checks to try to reach thetunnel).

If the boat is pulled into the central funnel, itcapsizes and sinks. Each PC suffers 10d6points of damage while in magma within 10feet of the funnel.

130. FirefaII

The slowly moving river of fire suddenlyflows into a great, rough-walled cavernand fans out quickly over a broad lake oflava. One hundred feet ahead of you, thelake seems to end in a glowing crescent.Beyond the crescent, you see the otherside of the cavern with a tunnel leadingout. The tunnel and the surface of the lavabeyond the glowing crescent are far belowthe lava lake you are now on. You realizethat the glowing crescent is the top of alavafall and you are being swept toward it.

The lava is flowing 25 feet per round, so thePCs have about four rounds to react to theirpredicament. The walls of the cavern are 30feet from the PCs and they can reach eitherwall if the pilot rolls two successful DexterityChecks in the next four rounds. The walls arerough enough to climb, if the PCs can some-how reach them.

The falls are 300 feet high. PCs who goover the falls receive 30d8 points of damagein the churning, white-hot froth of the magmaand then receive 8d6 points of damage eachround in the lava after landing. PCs who climbto the bottom of the falls must roll successfulDexterity Checks at 200 feet and at 100 feetabove the bottom of the falls. A failed Dexter-ity Check means the PC slips 20 feet (andreceives 1d6 points of damage) and then rollsa second check. If the second check is alsofailed, the PC plummets to the lava lakebeyond the falls, suffering full falling damageand 8d6 points of damage per round while inthe lake (but he can swim to the rock wall intwo rounds).

If the PCs’ craft went over the falls, it is outin the middle of the lava lake, slowly headingfor the tunnel. If the PCs act quickly, they cancatch the boat at the tunnel entrance.

131. Geyser’s Root

The hot pool of a geyser bubbles amidslimy limestone rock formations that sur-round a hole in the ceiling. Warm, moistair fills your lungs. Stalactites and stalag-mites stick out like bizarre teeth.

Geyser root caverns can be reached fromsome of the ancient roads and from the sur-face. Use the procedures described inEncounter 108 to determine when and towhat effect geysers erupt. The water in thegeyser pool is boiling hot and inflicts 3d8points of damage to anyone falling in it.

132. Ice Chute

This underground area can be reached onlyfrom the westernmost area 131 or area 112.

The walls and floor here are very slippery.Characters who fall into the chute proceedtoward area 133. The speed at which thecharacters travel through the ice chuteincreases as they slide down the slick sur-face. Each turn, have the players roll Dexter-ity Checks. A failed Dexterity Check meansthat the PC receives 2d4 points of damagesliding down the chute. If a player says he istrying to slow his rate of descent, have himalso roll a Strength Check each turn. Successmeans that his character suffers only halfdamage if he failed the Dexterity Check thatturn.

The PCs careen down the twisting ice chutefor 10 turns before finally catapulting intoarea 133 (3d6 points of damage, DexterityCheck for half damage).

133. Ice Cavern

Your torchlight glances off the icy teeth ofthe cavern. Sections of rock near the farend break through the ice.

There is a tunnel (area 124) in the rocky sec-tion of this cavern opposite the ice chute(area 132).

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This chapter details the adventures the PCsface inside the Glitterpalace of Paladine, ifthey enter it.

Encounters

134. Entrance

Vast cathedral walls of crystal arch over-head. You stand on a platform at one endof a huge hall. The floor of the hall is oftranslucent white marble. A milky lightpulses beneath its surface. At the farother end of the hall, twin doors of shiningplatinum reach from floor to ceiling.

This hallway is the entrance to the audiencechamber of Paladine. The platinum doorsopen into area 135. Each footstep a PC takesin the hall at a normal walking pace causes aportion of a song to be heard (only by theperson walking). If all are walking, then allhear the song.

The first step that they take starts the mes-sage-song given at the end of this Encounterdescription. Roll 1d20 to determine the firstphrase that the PCs hear. Immediately askeach PC how he intends to move down thehall, offering options such as running, jog-ging, or taking a single step.

Assign a value from 1 (slowest) to 14

(fastest) to the player’s movement accordingto the guidelines on the table below. ThePhrases per Step is the number of phrases youread before randomly rolling 1d20 for thenext phrase.

Chamber Song Table

Speed Movement PhrasesValue Equivalent per Step

14 Running 11 3 11 2 111 Jogging10

23

9 48 Walking All7 46 35 Slow Steps 24 13 1

1 Single Step 1

Example: Kronn the kender thinks that thefloor looks suspicious, but he is anxious to geton with the adventure. He says he is going torun down the hall as fast as he can. The DMassigns a value of 12 to the kender’s speed(for humans it is 14 but the kender moves

slower than the rest of the party). The DMrolls 1d20 for the first phrase and gets a 7result. The DM says, “As each of your foot-falls hits the floor a great chorus sings.” Thenthe DM reads Phrase 7. Since there is onlyone phrase to be read in sequence at thisspeed, the referee immediately rolls 1d20again. The result is a 12 and he then readsthe words of Phrase 12. This continues untilKronn reaches the end of the hall. If Kronnsays he is going to move a little slower, theDM might decrease his speed to 11. Now theDM rolls 1d20 and reads two completephrases in a row before rolling randomlyagain for another phrase.

Eventually the players should learn by trialand error just how quickly they should walk.Only full steps cause the floor to sing; smallersteps or shuffling feet do not bring on themusic. Use the following chart to determinehow many steps each PC takes before reach-ing the end of the 100-foot-long hall.

Number of Steps to Walk the HallRate Steps Max. MessagesHuman 34 1 + 14 stepsDwarf 68 3 + 8 stepsKender 41 2 + 1 stepsElf 34 1 + 14 stepsGnome 68 4 + 8 stepsHalf Elf 34 1 + 14 steps

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The message-song repeats after the final line,stopping when the PCs reach the far door.

(1) To those who (2) tread these(3) hallowed halls,(4) And walk the ways of warring good,(5) the tests await (6) the fated ones,(7) the seven gems (8) of gods to win.(9) Blue wisdom (10) of the waters’ test,(11) the opal winds (12) of valor,(13) red heart, (14) black past,(15) cold water’s flame,(16) and future’s cloudy eye(17) will win.(18) Clear truth and(19) blessings grace your(20) quest then to fulfill.

135. Nexus Chamber

The platinum doors open to reveal a hugecircular room. The domed ceiling glowswith a white light. In the center of theroom, circular steps lead up to a widedais. Atop the dais is a railing and a huge,marble throne, over 100 feet tall. Fourdepressions in the shapes of gems are cutinto the base of the throne.

This room is the nexus for all the tests of thegods. It is here that the PCs must return thefour gems found in the tests and place themin the throne to complete the tests.

Each depression is shaped differently andaccepts only one of the gems the PCs will findin the tests. The test that corresponds to thefate number of your campaign also contains asecond gem—the diamond fate gem (see theInterlude preceding this portion of the adven-ture for how to determine your fate number).

When the PCs place all the gems in theirproper places, they have successfully com-pleted the tests of the gods. Go to the Epi-logue.

The entrance to the first test appears whena PC mounts the dais for the first time. (Rollrandomly to determine which of the threetests comes first.) A door shimmers into exis-tence at floor level along one of the room’swalls. After the first test is completed, thedoor for the next test (roll randomly again)does not appear until the gem (or gems) fromthe previous test is placed into its depressionin the throne.

Rushing water cascades down the circularsteps in a steady torrent. Mosses drapethe walls, swaying as their tips drag in thewater below.

Refer to the Interlude preceding this portionof the adventure for how to determine the fatenumber. This determines which test (andwhich alternate ending to that test) holds thediamond fate gem, as given below:

Fate Enc.Number Area

1 1362 1363 1374 1375 1386 138

Alt.Ending136X136Y137X137Y138X138Y

From this central Nexus Chamber, all threetest areas can be visited. In each test areathere is at least one way back to this room.

Each time the PCs successfully complete atest, they are healed of all wounds uponreturning to this room. PCs who die during atest are found alive and waiting here when therest of the group completes the test.

136. Test of Wisdom

After stepping through the door to this test,each PC appears in a separate cell (seeEncounter 136A on the map for this test). Ifthere are more PCs than cells, then some ofthe cells have two prisoners.

This building was built in the cone of a vol-cano by a renegade gnome. The area hasonly one exit—up. Yet the direction of upmight well be a relative term in this building.

There are two strange features of this build-ing: twisting passages and inverted roomsand stairs.

The twisted passages are marked withcrosshatchings on the map. These corridorsappear to be normal passages from one endto the other. Those moving through themencounter no strange feelings or unusualexperiences. However, a spatial distortion istaking place in these corridors that twists thespace from one end to the other. Effectivelythey allow a person in a normal room to passinto an inverted room or stair without noticingany real change in the gravity. This is a nat-ural phenomenon of this particular area andis therefore not subject to detect magic, dispelmagic, or like spells.

The inverted rooms and passages seemperfectly normal to the PCs, but gravity herefunctions in reverse.

The floors of this bizarre construction arecovered with water. Due to the strange spatialrelationships between the rooms and thereversed gravity, water is constantly flowingdown both the normal and the inverted stairs.The direction of the flow of this water is indi-cated by the arrows on the map.

The areas that are shaded on the map ofthis test are subject to reverse gravity spells.

136A. Water Cell

A rushing sound fills the 10-foot-squarecell you find yourself in. You are standingin two-foot-deep water that swirls aboutyour feet. The iron gates that block yourway are eaten thin by rust. Outside thecell, dark water moves down the corridor.

The cell gates are britt le; a successfulStrength Check with a +5 bonus breaks theportcullis bars in a shower of rusting flakes.

In one of the cells (determine randomly)there is a gnome who says his name is Gni-paralanishmarilish... well, humans call himGnip for short. He sits on a sodden woodstool, holding a dripping wet parchmentclasped to a board as he sketches with adamp charcoal. His sketch is smudged

beyond all recognition although the gnomeinsists that it is a highly detailed technicaldrawing.

The gnome does not want to be bothered. Amad wizard put him in this cell months agoand the gnome decided that he would spendhis time most profitably by designing a muchimproved gnomish version of the cell. He isnot yet done with his design and wants toremain in his cell until finished.

At some point in his discussion with thePCs, Gnip gives them one piece of advice: “Ifyou are on a test, then remember that it is awise one who can determine the truth whenthe very appearance of things lies.”

136B. Guard Post

This guard room is flanked by two raisedplatforms on either side of the arch. Thewater cascades into the room from a stair-case at one end of the room and runs outthe opposite archway. Three large, mus-cular clay statues stand on each of theraised platforms. There appears to be aniche behind each statue.

These are six clay golems. They do not allowthe PCs to pass. They attack the PCs from theplatforms, but do not go into the water as itcauses them to dissolve.

Splashed water inflicts 1d10 points of dam-age to these golems and they suffer 10 pointsof damage every round they stand in thewater. The mere threat of being splashed bywater makes the golems cower. Though theycannot communicate vocally, they are willingto give up anything in the area (including theGem of Wisdom) if the PCs stop splashingwater on them.

In the niche behind one of the golems(determine randomly) is the Gem of Wisdom.This is what the PCs need to get out of thistest. Now they must escape from this dungeon(only through Encounter 136T).

136C. Circular Stair

The stone is slippery and a Dexterity Checkmust be rolled during any combat in this area.A failed check means that the PC has lost hisfooting and fallen.

136D. Weapon Locker

The walls of this water-soaked room arehung with the most bizarre assortment ofweapons imaginable. Swirling water twofeet deep moves through the room andout an archway.

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The weapons in this room are of gnomishdesign. They include the following:

Gnomish Weapon AttributesName Range Dmg Oops Ef fec tN e t f l i n g e r 1 0 1d4 50% WebBolachucker 15 1d6 30% W ebFlasklobber 25 fire 6 0 % Fire

Range is the range of the weapon in feet.Dmg is the weapon’s damage.Oops is the percentage chance of malfunc-tion.Web is as per a web spell.

Each time a gnomish weapon is used, itmight malfunction. This “Oops” number mustbe rolled against before each use. If the PCrolls below this number, the weapon has mal-functioned and does not operate. A secondOops roll is then rolled. If the second roll alsofails, then the weapon discharges against itswielder with full effect.

136E. Anteroom

Water flows lazily onto this landing from aside corridor before cascading down thesteps. A low platform opposite the stairs risesto a doorway inches above the water.

136F. Sitting Rooms

Two ogres are arguing at the other end ofthe hall. “I never!” says the one on the left.“I am always most diligent in my guardwork. Asleep indeed!”

“You were too. You snored and nearlyknocked me over!” says the other.

“Snore! You want to talk about habits?What about that belching of yours?”

These ogres have been placed here to protecta treasure. Neither of them knows or careswhat the treasure is. The fact that whoeverput them here did not think that either couldguard the treasure alone has made these twomost quarrelsome.

The ogres notice the PCs if they make anysudden moves or noise as they pass into thehall. The ogres immediately wade into melee.

The ogres hesitate one round if the PCsmake a comment about either one of them.They would rather argue than guard and thePCs can get past without a fight if they cankeep the argument going.

136G. Bedroom

A carefully made canopied bed sits in themiddle of the room. A map is on a table toone side, held down by a glass object.

The map is a confused scrawl without mean-ing (but the PCs do not know that). The glassobject, however, is a special magical device.It looks like a water-filled glass egg. Inside itis a figure of a woman. The figure always

faces up and is unaffected by the reversegravity areas.

136H. Dining Room

A long table is laden with delicious fruitsand cooked meats.

This magical food bloats those who eat it. Any-one who eats this food must roll a successfulsaving throw vs. spell at a -10 penalty, or elsehe begins to stuff his mouth. An affected PCfights anyone who tries to stop him from eatingthe wonderful meal. Ten minutes later he findsthat he is growing fatter. Each PC eating heregains 20+1d20 pounds of flab. His armor nolonger fits and he has to remove it. (The PCreturns to normal size after 1d12 turns.)

136I. Trophy Room

Many torches blaze high to light the loftyceiling of this room. Their light glances offthe polished surface of a 50-foot-tallstatue of a gnome. The entire surface ofthe statue shines with a metallic gleam.

This statue commemorates the gnome whobuilt this place. The statue is entirely plat-inum and 100% magic resistant. It is far toobig to fit through any of the doors. It also hasa curse placed on it so that anyone who triesto sell it finds the buyer suddenly filled withsuspicion and unwilling to make a deal. Youmay inform the PCs that the statue is easilyworth over one million steel pieces. Thestatue is also immune to physical attacks.

136J. Throne Room

An ornate throne sits on a dais raised twofeet above the level of the water. Thewater rushes into the room from a circularstaircase opposite the throne.

136K. Grand Stair

A 30-foot-wide staircase descends intothe darkness below. Water cascades downthe stairs in a foaming white waterfall.

The stairs connect the throne room (Encounter136J) to the ballroom (Encounter 136L).

136L. Ballroom

Hip deep in water, 10 dwarves stand pant-ing in this room. They seem exhausted asthey wade heavily through the watertoward the platform opposite the stair-case. Their progress is barely noticeable.

A large box adorns the platform.

This is a magical musical box. It plays thesame tune over and over with a one-melee-round break between each repetition.

While the musical box is playing, an Otto’sirresistible dance spell takes effect. This lastsfor five melee rounds. All characters in thearea are affected. The dwarves are exhaustedfrom the constant dancing.

The dwarves attack the PCs whenever themusical box is not playing.

136M. Chamber

A small chamber stands at the exit from acircular staircase. Two exits face eachother across the room. Water cascadesover the floor and exits through botharches.

The walls here are inlaid with carvings.

The carvings show gnomes and dwarveswalking and conversing. Half of the carvingsseem to be upside-down.

136N. Great Hall

Water rushes down the wide staircase atthe end of the hall. Two doors exit to oneside.

136O. Library

The shelves of this room are lines withmyriads of bound books. Two doors standon either side of the entry hall.

All of the books in this library are filled withsymbols with no spaces between them. Thesemake sense only to those who speakgnomish. This entire library is needed to writethe full name of the gnome who built thisplace. Since gnomish names detail the entirehistory of their family, their names do getrather long.

All of the books are in order except for onetitled Secret Ways of the Gully Dwarves. If thisbook is pulled from the shelf, the secret dooropens.

136P. Trap Room

A chest sits at the exact center of theroom. The walls are covered with intricatepatterns that seem to shift as you move.

Ask the players for their PCs’ Intelligences.Roll some dice. Regardless of the result, tellone of the players that his character noticessmall holes all over the walls. Have everyoneroll Wisdom Checks. Anyone who is success-ful realizes that there is a hairline crack on theceiling and floor. The crack is in the shape ofa square 20 feet on a side.

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This is not a trap, but a gnomish model of atrap. There is no danger here at all. Inside thechest is 5,000 gold pieces.

136Q. Picture Room

A life-like portrait of a weeping elvenwoman hangs on the wall. A sign belowthe painting says, “Do not touch.”

Any who approach the painting find that itgets more life-like the closer they get. Haveall PCs within five feet of the painting roll aWisdom Check to see if they notice that realtears are running down her cheeks.

Anyone who touches the painting releasesthe groaning spirit that has been trappedthere. It attacks immediately.

136R. Great Tower Stair

The dark circular stair leads to regionsboth above and below. The sound of thun-der rumbles constantly from above.

The thunder actually comes from a stormabove the magma pool in area 136s. Thisstair is guarded by an invisible stalker.

The stair is 100 feet long in both directionsfrom this point (goes up to Encounter 136sand down to Encounter 136T).

136S. False Dawn

You step from the long stair onto the topof a squat tower jutting up five feet fromthe surrounding rock. The tower sits atthe bottom of a great lava flue. High over-head in the throat of the volcano, blackclouds whirl. The sound of thunder rocksthe stones under your feet. The wind fromthe storm is tremendously violent, makingit difficult to hear your fellow adventurers.

This is not the way out. The PCs are standingupside down looking from the base of a lavadome into the heart of the volcano. Thereverse gravity field stops halfway betweenthe PCs and the lava bubbling at the base ofthe shaft. The turbulent atmosphere is theresult of the heating of the air and moistureleaking into this area from the surroundingfissures. These factors combined with the col-liding gravity fields have created a tremen-dous storm in the center of this shaft.

The walls of this shaft are cool near thetower. As the PCs move higher up the wall,the wall gets hotter and hotter. The wall is toohot to climb (without magical protection)beyond 50 feet from the tower.

136T. Depths of Freedom

If this is not the fate test as described inEncounter 135 (for fate numbers 1 or 2), then

use this encounter. If this is the test, then goto Alternate Encounter 136X or 136Y, asappropriate to your fate number (X for fatenumber 1; Y for fate number 2), instead ofusing this encounter.

The staircase ends at a trap door. Wispsof sulfuric smoke swirl up through thecracks in the door.

This is actually the way out. The inverted stairhere goes out onto a lava dome and out.Those opening the trap door, however, mighthave a different impression. The sulfuricsmoke boils up into the room and only a dullred glow can be seen through the trap door.The glow comes from sunlight shining throughthe smoke.

Anyone who lowers himself through thisopening passes into a normal gravity area 10feet down. Ropes lowered into this area coilaround as they sit suspended between thenormal and reverse gravity fields. Anyonewho jumps down the hole falls back down intothe reverse gravity area, reappearing in theopening they just jumped through.

The reverse gravity area, however, extendsonly below the trap door’s five-foot-squareopening. If the PCs move out of this column,they land on the lava dome in normal gravity.Once on the lava dome, the smoke clears andthey can see where they are. The verticalsides of the volcano throat can be climbed.Ten feet up the throat, the PCs see a clouddescend from the sky and envelope them.When the cloud disappears, they find thatthey are 10 feet up the walls of the NexusChamber (Encounter 135).

136X. Fizban is Paladine

Substitute this encounter for 136T above ifthis test holds the fate gem of Paladine (i.e., ifthe fate number for your campaign is #1).

The bottom of the stair opens suddenlyinto a great chamber. A terrible darknessand evil fill the great portal before youand hold your attention. From the blackdepths, the five-headed form of a dragonemerges. Takhisis herself blocks yourway!

Takhisis engages the PCs for three rounds ofcombat. Then Fizban reveals himself to bePaladine and attacks the queen as follows:

Suddenly Fizban strides forward, shiningin a brilliant white light. The magicalpower from his upraised arms locks withthe queen’s darkness and presses herback across the portal. Fizban begins toweaken yet continues. At last the portal issealed and the Queen of Darkness leavesthe world. Fizban falls spent to the ground.

His body flares with sudden light and dis-appears. A gleaming white diamondappears where his body lay.

After this encounter, any exit through whichthey take the diamond and the Gem of Wis-dom leads them to area 135.

136Y. Waylorn is Huma Returned

Use the first section of boxed text fromEncounter 136X. Takhisis again fights forthree rounds before you read the following:

Suddenly the light of knowledge dawns onWaylorn’s face. He raises his hands abovehis head and a beautiful Dragonlance ofancient work and design appears. Charg-ing forward, he presses the queen backand vanishes with her into a black noth-ingness. Both are gone, leaving only awhite diamond in their place.

All exits from this room return the PCs to area135, if they take the diamond and Gem ofWisdom with them. Upon arriving there, thePCs find Waylorn well and with a clear mem-ory. He knows now that he is Huma and thathe alone can drive the Dark Queen back intothe Abyss as he did once so long ago.

137. Test of Valor

The PCs appear at the southwestern door inarea 137A. If they open that door, they seethe hordes of draconians described in thatencounter.

137A. Throne Room

Flickering orange light and a hot windwash over the throne room from a brokenwindow on the west wall. At the far end ofthe hall from this window, a raised daissupports a throne. A blue banner drapedbehind the throne is emblazoned with thekingfisher sign of the Solamnic Knights.On the throne, in a blue tunic with thesame symbol, a boy sits.

This is the throne room of Dargaard Keep asit appeared when it fell to the forces of theDragon Highlords. The boy claims to beSturm Brightblade, heir to the throne of Dar-gaard. While the boy certainly looks as Sturmdid years ago, Sturm was not present at thefall of Dargaard and was well into his man-hood at the time the incident actually tookplace. (This is not really Sturm, but merely acreation of Paladine’s tests. His demeanor isthat of a Knight and he lives up to all the mostimportant codes of Knighthood.)

The boy appears to be about eight yearsold. He is quiet and polite and has an air ofroyalty and honor about him. He explains that

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all those he knows have gone to defend thewall. He is the last of his house and heir to thisthrone—it is for him that the evil army nowcomes. He asks the PCs to aid his escape. Ifthe PCs do not find the secret door behind thethrone by the time the Dragonarmy breaksinto the room, he leads them to it.

Anyone looking out the broken windowsees the following:

A sea of draconian troops extends as faras the smoke and fires permit. The wallbelow has fallen to the draconians, whopour over It like rats. They cross the court-yard and are entering the central keep

In moments these forces are at the doors. Thewesternmost doors of this room are held by aheavy oak bar, yet it will not hold long. Theshouts of human mercenaries in the Dragon-army come from the other side of the door.Axes thud against the strong wood.

The first splintering of the wood takes place1d4 rounds after the PCs arrive. Through thistwo-foot-wide hole, the PCs can see the corri-dor beyond filled with evil troops. The splin-tering of wood continues for 1d8 rounds, afterwhich the door sunders.

Once the door is broken, a group of 1d6 + 14Kapak draconians and 1d8+5 10th-levelhuman fighters enters the room. Roll 1d6each round. If the result is a 5 or 6, anothergroup enters the hall. They try to press thePCs back against the throne dais area andblock off the obvious exits.

The halls leading from this room are filledwith draconians—the only escape route is thesecret door.

137B. Weapons Room

Twenty oil flasks, a broadsword +3, threelong swords +2, and four battle axes +2 arehere on display.

137C. Treasury

The treasury contains 650 pp, 9,500 sp, and12,000 cp, found in leather bags. A ring ofprotection +2, a wand of wonder, and a staffof striking are also here.

137D. Drop Sphere

A short corridor leads to a landing thatextends over a 30-foot-diameter shaft. Inthe shaft at ground level, a glass bubblehangs from steel pins. The sides of thebubble fit perfectly against the smoothsides of the shaft. A ladder leads to a holeat the top of the bubble. High overhead,dim light can be seen.

This is an escape bubble built into the keep. Agroup of people climb into the glassteel bub-ble through the hole in the top. A lever on one

side of the bubble retracts the pins holding itand it drops freely down the shaft. The fallingsphere compresses the air under it, creating agradually increasing resistance. This slowsthe descent until the bubble nears the bottomof the shaft. There the operator releases thelever and the pins spring out again and stopthe bubble.

The bubble stops with an exit one footabove the top of the bubble. The exit isdesigned to fit flush with the sides of the shaft.The door is steel and opens via an inset han-dle. The door can be locked from the otherside with three steel rods.

The draconians discover this area 1d6 + 10rounds after the PCs leave the bubble. Theysend 15 Kapak draconians gliding down tofind Sturm. These are followed (in 1d6+10rounds) by the group detailed in area 137A.They descend using rope. If the steel door islocked, however, the evil troops are delayedfor three hours before opening it.

The bubble retains the compressed airunder it. If released, the bubble rises 1d10+15feet, completely blocking the shaft. It takesfour days to get past this barrier.

137E. Main Tombs

Artistically sculpted stonework blendswith the natural caverns here. Broad stepsdescend from a platform to the smoothdirt floor. A steel door stands at the backof the platform. Three tunnels go off tothe north, south, and east.

Several large crypts are scattered aboutthe cavern. Dust lies heavily in the carv-ing on their lids, obscuring the details.

These tombs are those of ancient Solamnic These statues are normal and the eye move-Knights who once served in Dargaard Keep. ment is a figment of the PCs’ overactive imag-

The lid carvings, if blown clear of dust,reveal the names of some of these Knightfamilies. The following are typical Solamnicfamily names:

inations

137H. Argot Brightblade

StrongbowColdedgeIronforgeTruelanceSolanius

SwiftarrowFirehiltJustmanTrueheartVurtainus

SteeleOakshieldMordanusCorilainusPalatinius

These are the resting dead. Their bones liequiet within their tombs.

137F. Northern Tombs

The cavern extends northward, ending inan edifice of stone worked directly to thewall. Letters over the stone proclaim thename “Brightblade.” Between the south-ern opening and this great tomb, fourlarge crypts intervene.

To the east of the crypts is a tunnel four feetin diameter that leads to area 137J. The tombto the north has a large doorway blocked by a

swinging gate of cross-hatched iron bands.This leads to area 137G.

There are four revenants inside each of thefour crypts. These revenants remain dormantuntil the PCs open either their crypts or thegateway to the Brightblade Tomb.

The revenants were knights destroyed sud-denly by the Cataclysm while protecting theirmasters. Their thirst for vengeance againstwhoever provoked this death is so great thatthey have remained all these years to deter-mine who is at fault and to exact justice forthese deaths. When encountered, they do notattack immediately but one of their numberasks the PCs: “Are you the one?”

“Are you the one?” actually means, “Areyou the one who caused our deaths and thoseof our masters?” If the PCs answer “yes,” thenthe revenants attack until either they are deador they have killed the person who answeredin the affirmative. Any other answer causesthe revenant to reply, “Follow me.” Therevenant leads the PCs to area 137s to betaken before the court of the revenant king.PCs who refuse to follow are attacked by therevenants, but these attacks are to subdue.

If the PCs open a crypt, the revenants laystill until a PC comes close enough to betouched. A revenant then grabs the PC andasks its question, “Are you the one?” Onceone of the revenants is thus awakened, all therevenants here emerge from their crypts.

137G. Brightblade Crypts

Great statues line the walls of this hallway.The eyes of the statues seem to followyou.

Faded frescoes cover the walls of thisroom. In the frescoes, vast armies collideand fight wars long since settled. In thecenter of the room, a single crypt stands.

The carving on the end of the crypt identifiesthe occupant as Argot Brightblade. The cryptis a transit point to another test. If the PCsopen this tomb, they are engulfed in whitelight streaming from the crypt. They can enteranother test by walking into the light. But PCswho move to another test in this way do notgo through the Nexus Chamber and thereforedo not regain their lost hit points. Additionally,those who enter the light and subsequentlyreturn to the Test of Valor start here ratherthan back at the beginning (area 137A).

Roll 1d6. The result determines which testthe PCs go to. Note that there are two restric-tions: the number rolled cannot be for the Testof Valor, and it cannot be for a test that thePCs have already completed.

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137I. Morithan Brightblade

Other than the name of the tomb, this loca-tion is identical to that in area 137H.

137J. Junction

The narrow tunnel branches in two direc-tions here.

This tunnel maintains a 1d3+2 foot diameterall down its course.

137K. Eastern Crypts

The stalactites on the ceiling stand poisedover the cavern floor like gigantic dag-gers. The floor is littered with huge cryptsdown its entire length.

first fissure, the tunnel continues onward. Pastthe second fissure is a small cavern. In thiscavern stand four figures leaning on spears.These are revenants who are pretending tohave died standing here. Each PC who passesthem hears a whisper. Have each PC roll anIntelligence Check. Any who are successfulhear the whisper to say, “Are you the one?”

When the PCs turn around, they find them-selves facing the fully animated revenantswho are demanding an answer to their ques-tion. They react exactly as the revenants inarea 137F. If the PCs run, the revenants pur-sue and call their fellows into action in anyarea they enter. Thus if the PCs attempt toretreat into area 137R, the pursuing revenantsawaken all the revenants there.

The tunnel continues on from the cavern tothe next fissure. After this, the tunnel breaksthrough a masonry wall to the main crypts inarea 137R.

137M. Howling Caverns

Each of these crypts holds four revenants.They do not awaken unless their crypts areopened (as in area 137F) or until the cary-atids sound the bells in area 137P. There are28 revenants here.

The tunnel emerges from the crypt onto agreat gulf. Two statues at the edge of therift hold hands so as to form an arch.Obscure letters adorn the statues. In thecold darkness beyond, the vague outlinesof a great mausoleum can be seen carvedinto the rock face opposite. A tremendouslanding with columns can barely be madeout at the limit of your torch light. Thewind howls furiously here, making it diffi-cult for you to hear one another.

The writing on the statues is ancient but eas-ily readable. It says, “Wherein lies yourlife/Therein lies your honor.” Anyone whoutters the words of the Solamnic Creed, “MyHonor is my Life,” causes a great span ofrainbow colors to form a bridge to the landingacross the gap (area 137P).

The young Sturm knows this phrase, butwaits for the PCs to utter it themselves. Itseems painfully obvious to him. If the PCs arestumped, he provides the phrase, but heseems suspicious of the PCs henceforth.

137N. Northern Caverns

A wide gap stands between you and alanding in the distance. The wind screamsin fury through the fissure.

137L. Southern Fissures The distance across the gulf here is 30 feet toreach the overlook at area 1370.

A howling moan resounds through thetunnel ahead of you. The tunnel twistsand turns, restricting vision to only a fewfeet.

As the PCs venture down this tunnel, theyencounter three successive fissures. Thesefissures are 1d6+4 feet across. Across the

137O. Overlook

Raging wind buffets you on the point of anoverlook. Your torch wavers in the wind,barely illuminating the immediate area.You can just see what appears to be alanding off to your right and the vagueoutlines of a building to the left.

A tunnel runs back from this landing toanother crevasse 30 feet across. This in turnleads to a tunnel that breaks into the northernpart of area 137P.

137P. Caryatid Colonnade

Rows of 14-foot-tall columns support theornate ceiling of this vast room. Hundredsof bells of all shapes and sizes hang fromthis ceiling. Wide halls run off to the southand north. A thick steel door standsclosed at the eastern end of the colon-nade.

These columns are caryatid columns of twicenormal size. There are 16 of them here. Theyhave twice the normal hit dice and hit points(see the Combined Monster Statistics Chart)and have a +4 bonus to all saving throwsagainst magical attacks.

These columns were placed here to guardthe entrance to the high king’s tomb east ofthis location. They take no action until thePCs come within 30 feet of the entrance toarea 137s. Then they animate and move toblock the entrance.

If the PCs insist on moving toward theentrance, the caryatid columns then attack tosubdue (see Encounter 137F). If the PCsapproach to within 20 feet of the main doors,the caryatids strike for damage.

When the caryatids first move from theirbases, their heads brush against the bells tiedto the ceiling. These bells create an avalancheof sound so loud that the stones of the wallsand ceiling shake. This alarm awakens andsummons the revenants from the other areas.The revenants from areas 137F and 137Karrive within 1d4+3 rounds, while those fromarea 137R arrive within ld4+5 rounds. Theyreact as stated in area 137F.

137Q. Processional hall

Iron statues 15 feet tall stand silently inalcoves, four on each side of you. Theirstern faces gaze down on you; their ironswords rest against massive chests.

The statues are hollow and contain nothing.

137R. Ancient Crypts

Tall masonry walls rise up to a cavernousceiling. Huge stalactites hang over theroofs of massive mausoleums.

These are the tombs of those close to theroyal house. The central tomb houses theDuke and Duchess of Heathercleft—anancient Duchy northeast of Vingaard.

Eight revenants lie in the four tombs sur-rounding the Heathercleft tomb (two reve-nants in each tomb). These were the guardi-

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ans of the Duke and Duchess who were killedduring the Cataclysm. They are treated asthose in area 137F.

137S. King’s Court

Huge crypts, four to each side of you, liein ranks down the hall. Eight pillars oflight shine down on them, draping deep,stark shadows down their sides. The fittedstone walls of this room work into andaround the natural stone of the cavern.The jagged teeth of stalactites hang omi-nously overhead.

At the far eastern end of the room,broad steps climb to a platform lit in starkbrilliant light. Two crypts can be seen oneither side with a pair of thrones betweenthem. Two figures, draped in shadow, siton the thrones. Between them, a largegem sits atop a pedestal.

This is the King’s Court. It is ruled by VirtusBrightblade, long-dead Lord of VingaardKeep, and his Lady Amalthia Brightblade.Both are spectres but are of neutral align-ment. Their life force remains because of therevenants’ burning need for justice. Theypass judgment on those brought here.

PCs who are brought into the hall are ush-ered down the center aisle to the base of thestairs. As they pass the rows of crypts, eachopens slowly. Eight revenants appear fromeach crypt they pass (a total of 64 revenants).These are also joined by the revenants fromarea 137R. Once all are in attendance, thenthe spectre of Virtus speaks.

“Are you the one?” he asks. But unlike therevenants, Virtus elaborates on his question.“Are you the one who brought fire from theskies and destroyed our lands? Are you theone who caused such pain and death?”

If the PCs answer yes, then the spectre andhis lady float down to the PCs and attackthem. All the gathered revenants also attack.

If the PCs answer no, then the spectreAmalthia asks the PCs to relate their deeds toprove their answer. The players should thenrelate why they should not be judged guilty bythis tribunal.

If the tales and explanations given by theplayers are sufficient in your judgment to per-suade the dead lord and lady, then Virtus low-ers his head and ponders a moment. Then heasks the PCs, “Who, then, is the one?”

Listen carefully to the players’ response. Ifthe PCs give a convincing argument as towho was responsible for the Cataclysm, thedead lord listens attentively. If their responseis half hearted or vague, then there is a 30%chance that Virtus rises up in anger, sayingthat he believes the PCs are responsible andare lying to him. If they continue in this way,then Virtus judges them guilty and all attackthe PCs.

If the PCs’ response is convincing, and theymention present-day organizations or beings(e.g., Kitiara, Dragonarmies, Takhisis, etc.),the dead lord commands all the revenants to

fight this evil. The revenants march out theexit toward area 137P and leave the crypts tosearch for those connected with “the one.”Virtus then gives the PCs the Gem of Valorfrom the pedestal next to his throne.

If no particular person or organization isnamed, then the dead lord again bows hishead and speaks: “So that we might do bat-tle with those responsible, we shall foreverremain here searching for the justice of ourrelease. You may go.” With that, he dis-misses the PCs, motioning them toward area137U.

Any attempt to forcibly take the Gem ofValor results in the spectres and revenantsattacking the PCs, although this might notprevent the PCs from taking the gem.

137T. King’s Treasury

In this room there are six pieces of jewelry(6,400 stl each), 3,300 stl, 5,000 pp, Solam-nic plate armor +2, and a long sword +4.

137U. Southern Exit

Read this only if this test does not hold thefate gem (i.e., if neither 137X or 137Y is thefate of your campaign-these correspond tofate numbers 3 or 4, respectively). If this testdoes contain the fate gem, go to 137X or137Y, whichever is appropriate, instead ofthis encounter.

There is a tapestry on the wall of this oth-erwise bare room. The tapestry depictsthe great throne you saw when you firstentered the Glitterpalace.

This is the throne of Paladine. If the PCs enterthis room with the Gem of Valor, then thetapestry glows brighter and brighter until itslight is unbearable. At that point the PCsappear back in the Nexus Chamber. Withoutthe gem, the tapestry does nothing. It cannotbe removed or damaged.

137X. Sacrifice Self

Substitute this encounter for 137U if thisalternative is the fate of the PCs’ quest (i.e., ifthis alternative corresponds to the fate num-ber for your campaign).

Use the description from area 136X (chang-ing the room description to that of 137U). TheDark Queen fights for three rounds before youread the following:

Suddenly, the young prince strides for-ward, a Dragonlance magically appear-ing in his hands. The light streaming fromhim is too bright to bear as he presses thedarkness back. The Queen reels backthrough the portal. As he reaches theportal, his last words come back to you:

“The gate can be closed only from theother side. As I do, so must one of you doalso, else the world is lost.”

With that, they both disappear into thevoid, leaving a white diamond.

After this encounter, any exit through whichthey take the diamond and the Gem of Valortakes them back to area 135.

137Y. Berem is Paladine

Use the description from area 136X. Thequeen fights for three rounds before you readthe following:

Berem calls out. Suddenly his gem shinesbrilliantly and his eyes are filled with pur-pose. “In this guise have I chosen to come,Takhisis. Return to your own realms!”With these words he walks forward, theQueen of Darkness cowering before him.Both disappear into the darkness, leavinga diamond.

After this encounter, any exit through whichthe PCs take the diamond and the Gem ofValor takes them back to area 135. Berem iswaiting there. He claims to remember nothingof his actions.

138. Test of the Heart

Great moors extend as far as the eye can see.The city of Kalaman sits on the horizon. Manyfamiliar NPCs are found as skeletal corpseson the ground.

This section of the adventure requires somepreparation on the part of the referee. Make alist of NPCs that the PCs have met duringtheir adventures. These NPCs should be char-acters whom the PCs know are dead, or whosecurrent locations are unknown to the PCs.

Next to each name, jot down something thePCs did that might have caused the NPC’sdeath (or caused the NPC to be very unhappywith the PCs). This thing must clearly be thefault of the PC, even if you have to stretch thecircumstances.

The following is a sample listing of someNPCs who might fit the above criteria. (Skipany that you don’t recognize.)

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NPC List from the DRAGONLANCE Saga

Fewmaster ToedeOtik SandathForestmaster UnicornPhudge HighbulpRaven-EyeSunstarEben ShatterstoneVerminaardRaggart KnugHarald HaakanFeal-ThasBlack BorisCaptain KaryzzalWarren WindsoundNefarik GistarRevered Ancient OneLord SothAlhana StarbreezeLorac CaladonLoralonKiirenTarakMaquesta Kar-ThonSilver FoxBadgerLady LengstrienBas Ohn-KorafFritzen DorgaardKitiaraBlue WizardZebulahApoletta

As the PCs move through this area, theyencounter the dead spirits of the NPCs. It isup to the PCs to deal with the deaths of thesepeople and continue on to their goal despitethe depression and hopelessness presentedhere.

138A. Entry

You stand on a high plateau under a vel-vet blue night sky with cold stars shiningdown on you. In the distance, tall cliffs fallaway from the plateau. A strange purpleglow from below these cliffs shines up andfades into the night sky.

All the ground lies in shadow. Itsparched surface is cracked but even, bro-ken occasionally by vast jagged boulders.There is an unnatural silence here.

A single figure can be seen across achasm east of where you appeared. Thefigure seems somehow familiar but ismoving quickly out of sight behind boul-ders.

Two land bridges at the southern endprovide exits to the southeast and west.The bridge leading southeast seems tojoin the plateau where you saw the figure.Intervening boulders obscure detailsbeyond the bridges.

Those who approachsee the following:

the cliffs and look down

The cliffs below you disappear into a dis-tant purple glow. The glow seems to hurtyour eyes as you stare into it. The dis-tance down is difficult to determine.

The cliffs drop down roughly 1,000 to1,500 feet before ending in a jagged bot-tom. Apparently the entire plateau area issomehow suspended over the distant glow.

The stars overhead contain the constellationsof the Queen of Darkness and the CelestialPaladin-constellations long missing from theskies of Krynn.

The distant purple glow is actually 30 milesdistant. Those falling into it see a surface startto take shape amid the terrible blankness. Theyhit the ground 10 feet away from where theyfell off, suffering 15d6 points of failing damage.This is a great loop that brings falling objectsalmost back to where they started from.

The figure on the bridge is that of someonethe PCs once knew. This is a dreamwraithmanifestation of this person.

The figure is stooped and shuffles throughareas 138E and 138F to 138G. PCs whohurry after him are able to catch him withoutmuch difficulty. When approached, the figurehas his back turned toward the PCs. When heturns around, the PCs see that his face ishideously disfigured—a mask of death. Hisskin is white and drawn tightly over his skull.His eyes are sunken and glazed over.

“Why have you done this to me?” he asks.He then recites what was done to him by thePCs, claiming that deed caused this fate. Hespeaks bitterly and without hope.

138B. Overlook

The vast rock bridge ends in a gap morethan 400 feet across to the cliffs beyond.Though boulders atop the cliffs north ofhere obscure the details of the plateau inthat direction, a faint white aura seems toemanate from something in that direction.

The sounds of a slow march drift herefrom the west. Looking east, you see thata crumbling bridge of stone still spans thedistance from a plateau east of you to thecliff face on the north. There appears tobe no direct route from here to the bridge.

138C. Portal

A single slab of stone 10 feet tall and fourfeet wide stands on a dais at the edge ofthe plateau.

The slab faces north and south. The northernside of the slab has a carving that depicts aplace the PCs have never been. On the south-ern side is a carving of a female kender with ascepter standing in ivy.

Those who approach either side of this slabfind that the carvings become transparent,

showing objects behind the lines of the draw-ings. The northern face shows a test area thePCs have not seen yet (if the PCs have been toall three test areas, the carving on the north-ern face shows this plateau). The southernside shows a bog that exists somewhere in thisarea. A brightly shining pavilion can be seenbeyond the boulders at the far end of the bog.

Those who attempt to touch the face of theslab find that it is no longer there. By touchingthe slab they are teleported to the area pic-tured. The northern face teleports them toarea 138A. The southern face teleports themto the slab in area 138I.

138D. West Moor

Use the first boxed text if the PCs enter thisarea from the southern end; use the second ifthe PCs enter from the northern end.

A huge mound of rock in front of youstands almost 100 feet high. A line ofweary soldiers moves toward this rockfrom the northern end of the plateau,winding its way through the scatteredboulders on the plain. The soldiers disap-pear behind the rock mound.

A huge mound of rock disgorges troopsin unkempt armor and ill-used weapons.About 200 soldiers mill about the edge ofa precipice to the north and stare mourn-fully in that direction. Many of them sighand, bowing their heads as if under somegreat burden, form a line of dejected soulsthat winds its way through scattered boul-ders and disappears behind another hugerock mound to the south.

These are the Soldiers of Failure. They aredoomed to move ever in the direction ofhome, never leaving the site of their failure.Included in this march are any PCs who havedied during the course of this epic. All in thisprocession appear to be malnourished andalmost skeletal.

If the PCs try to talk with any of these sol-diers, one or two of the warriors stop andspeak with them. There is a 10% cumulativechance per round they talk that they just sighheavily and walk off.

Stopped warriors always say something tothe effect of: “Why do you stop us? Do younot see that this cause is a hopeless one? Weare beaten. None can win against such dark-ness and hate.”

Players must roll a saving throw vs. spell foreach PC who listens to the failed warriors. Ifthe roll succeeds, then that PC withstands theeffects of the hypnotic words. If the roll fails,then the PC is overcome with despair, dropshis weapon, and joins the southward proces-sion. He repeats the litany of hopelessnesswhen questioned and does not want to gowith the party.

Only a dispel magic or a convincing speechabout hope and courage can break this despair.This speech must be composed by a playerand must be original (arguments previously

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used on other PCs do not work again). There isa base 30% chance that this works. The DMcan apply modifiers to this base chance if hethinks the player has earned them. If a playermakes an astounding speech about hope andfaith, then a +70% bonus to the base chancewould not be out of order (but it would have tobe a fantastically inspiring speech).

These warriors maintain their lethargicstate until the PCs try to stop them or attemptto inspire hope in them. The speeches of faithand hope that work so well on PCs have anenraging effect on the NPCs. Those withinhearing (1d10+3 of them) immediately attackthe PCs. On every round after the first, thereis a 30% chance that 1d4 of these enragedwarriors succumbs to apathy, stops fighting,and rejoins the procession.

The huge mounds at both ends of theplateau are actually continuous teleportals.The warriors walk into the southern moundand walk out of the northern.

138E. East Grove

Gnarled trees claw up into the night sky. Thepurple light that shines from below gives aweird, skeletal appearance to the trees.

138F. Rock Bridge

A jagged span of stone arches into thedistance from where you stand.

138G. Bog

While walking across this bog, the PCs sink toa depth (in inches) equal to 16 minus twicetheir AC. Treat negative results (those withACs higher than 8) as not sinking at all. Donot count the magical bonuses of armor orDexterity bonuses in the AC. A PC with platearmor and shield (AC 2) sinks 12 inches (16-4=12), while a wizard with no armor (AC 10)has no trouble keeping up on top of the bog(16-20=-4).

138H. Night Span

A wide stone bridge, its mortar loosenedand its side rails fallen, spans the gulfbetween two tall cliffs. Only the strangepurple light shining from the depths of thegulf can be seen below.

This bridge is 100 feet long and 20 feet wideand is perfectly safe to cross.

138I. The Great Moor

This rolling moor is covered in a thick,green blanket of mist. The mist collects inwatery depressions, weaving amongst thegently undulating ground. Mosses cover

the landscape and an occasional boulderstands like a tombstone from the moor.Shining over the boulders in the distantnorth is a pavilion surrounded by brilliantwhite light.

The moor seems somewhat spongy to walkon but easily supports the weight of the PCs.(The pavilion is in area 138L.) After the PCshave moved two hexes across this area, readthe following:

You notice motion in the pools of mistabout you. Dark shapes slowly rise fromthe watery depths. Their skeletal counte-nances grin horribly. Their words rise upto you, soft at first, but then louder andmore insistent, “Join us! Join us!”

Among these skeletal figures are at least 1d4NPCs that the PCs recognize as former com-panions. There are 1d6+4 of these apparitions.

These figures try to stop the PCs from contin-uing on. They mindlessly pull and drag the PCstoward the shallow pools from which they came.

Each successful attack by one of theseskeletal figures (THAC0 16) temporarilydrains 1 point from the PC’s Constitution. If aPC’s Constitution reaches 0, then he suc-cumbs and sinks slowly into the bog (deaduntil the PCs reach the Nexus Chamber). AllConstitution losses are completely recoveredin the Nexus Chamber.

Each PC must roll a Constitution Check foreach hex he enters. If he fails the check, hesuccumbs to depression and cannot move forfive rounds (the apparitions get their normalattacks while the PC is motionless).

A slab located at the southern edge of thisarea is identical in shape to that found in area138C, but its faces are blank and it does notteleport.

138K. Final Gulf

A gulf of 100 feet separates you from thewhite pavilion Shining rays bathe it in ahalo of white light.

To get across the chasm, a PC must be ableto fly. If the PCs have no way to cross thechasm, a shimmering bridge of light appearsafter five rounds. This seems to be prettyunsubstantial, but it is perfectly safe. (Do nothave the bridge appear if the PCs have themeans to cross but the players can’t think ofit. Make them figure it out.)

138L. Citadel

A long, gentle slope of meadow leads upto a white pavilion. Past the open door-way are a pedestal and a throne. Uponthe pedestal rests a red gem.

This is the Gem of the Heart. Behind thethrone is a golden doorway that leads back tothe Nexus Chamber (Encounter 135). If thistest corresponds to the fate number for yourcampaign (either fate number 5 or 6), gcinstead to either Encounter 138X (fate num-ber 5) or Encounter 138Y (fate number 6),whichever is appropriate for the finale of yourcampaign.

138X. Berem and his Sister

Add the following to the description of 138L:

On the opposite side of the throne fromthe pedestal, a pillar of rock stands. Asyou get closer, the details of this pillarbegin to resemble those of a beautifulwoman.

Berem hangs his head in shame, look-ing alternately as if he wants to run to heror flee. Suddenly the woman speaks:

“Come, Berem. All is forgiven. Let uswalk the heavens together and shut thedoor on this world’s misery.”

Berem goes to this woman and holdsher. The dark sky is suddenly ablaze withdawn. Outside the pavilion, grass growsand flowers bloom. In the place of Beremand the woman is a diamond gemstone.

Holding the diamond and the Gem of theHeart places the PCs back at Encounter 135.Berem is waiting there. He says he remem-bers nothing about the events in 138X.

138Y. Destruction of the Gem

Add the following to the description of 138L:

A brilliant anvil stands opposite the gempillar on the other side of the throne. Awoman sits on the throne, weeping.

This is the spirit of Berem’s sister. Sheexplains that her tears are for her brother.Should he replace the gem, then the doormight be opened for greater evil. He mustdestroy the stone on the anvil to stop the evil.

Berem throws himself chest down upon theanvil. Then read the following:

Berem suddenly goes limp and dies. As hislast breath escapes, he rolls over to showthe gemstone of his chest crushed on theanvil. The dark sky is suddenly ablaze withdawn. Outside the pavilion, grass growsand flowers bloom. Berem and his sisterdisappear with the light of dawn. In theplace of Berem is a diamond gemstone.

Holding both the diamond and the Gem of theHeart places the PCs back at Encounter Area135. Berem is waiting there. He says heremembers nothing about the events in 138Y.

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After the PCs have completed all the tests inChapter 13 and placed the four gems in thethrone, a mist descends and all the PCs loseconsciousness. Tell the players that their PCsawaken an indeterminate time later, and readthem the following boxed text.

Fate Number 5

Awakening

A fresh breeze washes gently over themountains as the day dawns. A rosy glowblankets the encircling peaks to the eastwhile stars glitter in the deep blue over-head. The towering mountain crags stopabruptly at the edge of the polished surfaceof a circular stone that mirrors the star-studded sky. Silent obelisks stand aboutits perimeter, surrounding a group of fig-ures slowly awakening in the center ofthis peaceful place.

This is Godshome. The pillars represent thegods of Krynn. The PCs awaken to find them-selves on the circular stone. Voices addressthe PCs from the pillars.

Welcome, heroes of Krynn! The gods ofgood greet you and offer words of hopeand caution. Now is the time for all to pre-pare for the final assault against the dark-ness that oppresses Krynn.

Even now, mighty armies of good con-verge on the plains of Neraka. The haughtyarmies of the Dragon Highlords will notallow a siege, so there is to be a titanic battleon the plains west of that most evil of cities.

Your presence is required at Neraka.Contact the Whitestone forces and decidewhere your talents would be best used:leading the armies of good or quietlyentering the city and destroying the sourceof the evil plaguing Krynn. Each of youmust decide how to aid in this final battle.

Now the gods pronounce a blessing on thePCs. This blessing enjoins them to ignore thetemptations that they will experience, for thegods of good will continue to bless them andguide them so long as they are true to theirmission and calling.

“Hear me now, mortals of Krynn, andreceive the council of the creators. Theend of your journey is now before you, butthe road is uncertain and treacherous.

“Know that good redeems its own. If theblessed are true, then shall the might ofthe gods go with them. Go with the hopesof many.

“Know that evil consumes its own. If thetemptress entangles you, then you arelost. Deny all temptations to renounceyour quest.

“Know that the balance must be. If thedarkness hides the lamp, the lamp doesnot die. Seek for the good amid the evil.

“Know that man’s will swings the bal-ance. When you choose your destiny, thedestiny of the world is decided. Chooseyour path wisely.”

The stone-hearted one holds the key. Ifthe foundation is found, then the soulscan be one. His fate lies far below evilcouncils.

Read only one of the following sections ofboxed text-the section corresponding to thefate number for your campaign. Rememberthat this fate number determines how theDark Queen can be defeated. Only by themeans given under this fate number (asexplained in the Interlude to this part of theadventure) can Takhisis be finally van-quished. The speech that you read to yourplayers hints at the method the PCs must use.

Fate Number 1

Greatness walks among you. If the magebe no wizard, then his power is of us.Spend not his strength until he comesbefore the Queen.

Fate Number 2

The madman walks the world twice. If thelance be in his hand, he will again do thedeed. He seals the gates in the council ofevil.

Fate Number 3

The lance can close the gate. If a life isforfeit to save the world, it is not lost invain. With the lance through the portal, ahero can destroy evil.

Fate Number 4

The stoneman walks in disguise. If takenbefore the queen shall his nature berevealed. In the council of evil shall heprevail.

Fate Number 6

The life-giving stone threatens peace. Ifthe stone is taken whole, then shall thequeen rejoice. An avail on high shall crushits power.

Read the following to all after reading theproper section above:

Now our blessing goes with you. Your fateis in your hands, yet shall our influenceguide your decisions. Choose for your-selves the paths you take. May yourchoices be wise, for the sake of all Krynn.

This blessing, now intoned, gives the playersthe following benefits for the rest of theDRAGONLANCE saga:

• Fortuitous Meetings: In cases wherefriendly help might be available (e.g., if amember of the underground has a chanceof being in the same tavern as the PCs)and the PCs are in need of help, it isthere.

• Presence: When the PCs are hiding, thechance of being noticed is halved. Incases where the PCs do wish to benoticed, the chance is doubled.

• Sincerity: PCs receive a +10% bonuswhen checking to see if an NPC believesthem. This works on both good and evilNPCs.

• Dragonlances: Two footman’s and twomounted Dragonlances appear besidethe PCs as the blessing is bestowed. ThePCs might need these to defeat the DarkQueen.

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This is the final adventure in the epicDRAGONLANCE series. It re-creates the cli-max of the epic, perhaps as described in theDRAGONLANCE Chronicles Volume Il l :Dragons of Spring Dawning, or perhaps withone of the alternative endings presentedwithin.

In the previous chapters, the player charac-ters journeyed to the very edge of the Plainsof Neraka. If they were fortunate, the PCspassed through the Glitterpalace during thatadventure and gained valuable informationfrom the gods of good. In any event, theHeroes have before them a journey across thetwisted and shattered plain to the city of Ner-aka itself. Here they must enter the Temple ofthe Queen of Darkness, seat of the mostpotent evil upon the face of Krynn, and try togain ultimate victory for the forces of good.

Adventure Sections

The adventure is divided into a section ofEvents plus three chapters of Encounters.The chapters detail specific areas that thePCs will probably pass through during theadventure.

The Events section l ists occurrencesdesigned to take place at specific times dur-ing the adventure. In each chapter aredescriptions of Encounter areas. These arethe significant locations placed throughoutthe region described in the chapter. Encoun-ters occur only if the PCs travel to that partic-ular location. Events, on the other hand,occur at certain times during the adventure(which is why it is important to keep track oftime), regardless of the PCs’ location.

A Note on Play

As you run this portion of the adventure,remember that the enemies of the Heroes areneither stupid nor careless. This is the centerof the Dragon Empire, and as such is well andcarefully guarded.

This is one of the most complicated parts ofthe saga. It requires that you be fully aware ofthe procedures used by the Highlords for thedefense and safeguarding of their citadel.These precautions are extensive indeed, butnot impossible to overcome if the PCs arecareful.

For the Highlords’ defenses to be convinc-ing, however, you must keep them in mind atall times. The disposition of troops within andwithout the city, the procedures for entry andexit, the protocol of troops entering the gatesof the city, and the pattern of watches andguards set up throughout the city and templeall affect the actions of the PCs. You mustlearn this information and keep it in mindthroughout play. The players should feel thatthis obstacle is a challenging and dangerousone-it is up to you to make sure that theyare not disappointed. Keep in mind, however,that no situation should ever be truly hope-less in heroic fantasy role-playing. Thereshould always be a way out of a jam, if theplayers display the ingenuity and spirit to dis-cover it.

Furthermore, this is the big finish. If youhave been playing the entire series, this is theculmination of about two years of role-playingfor your players. As the big payoff, it must notcome easily. Make them work for it, and makeit fun! Your players’ memories of the entiresaga will be capped by their experience play-ing this adventure. Prepare carefully, playyour best, and pull out all the stops!

Ending the Epic

Takhisis plans to gain her ultimate triumph bypassing from the Abyss to the Council Cham-ber in her temple during the Second Councilof the Dragon Highlords. If she is successful,her armies gain renewed strength, again surg-ing over the face of Krynn.

If she can be driven back through the gate,or if the gate can be closed, she returns to theAbyss and the chaotic alliance of the Dragon-armies collapses in disorder. Your playershave only one means of accomplishing thedefeat of the Queen. This means was deter-mined in the Interlude for the previous sec-tion; refer to that Interlude if you need toremind yourself of how the saga is supposedto end.

Some of these endings require that a spe-cif ic NPC (Fizban, Waylorn, or Berem)accompanies the PCs during the adventure. Ifthe NPC relevant to your ending seems to die,

invoke the obscure death rule (have the NPCdisappear as he dies) and have the NPC rejointhe party later in the adventure with a tall taleof unlikely survival. For Berem, however, notale is necessary; when asked how he sur-vived, he merely shrugs and replies, “Justlucky, 1 guess.” He refuses to elaborate.

The Band of Heroes

Vir tual ly a l l o f the PCs f rom prev iousDRAGONLANCE adventures could take partin this conflict. If the group that started thisadventure (back in Chapter 1) has beendepleted by combat, or if players would liketo involve other, favorite player characters forthe saga’s finale, the following device is sug-gested.

The armies of Whitestone, under the com-mand of Lord Gunthar, are drawing in uponNeraka as this adventure begins. All PCs notwith the adventuring group are assumed toaccompany these armies.

The Heroes of this adventure begin at Gods-home. Arrange an encounter between one ofthe Whitestone armies and the PCs. Thisenables the parties of player characters to atlast reunite.

The players must choose which eight PCs(from either group) that they wish to makejourney to Neraka and thwart the DarkQueen’s plans. The other PCs are all assumedto fight with the armies of good against theDragonarmies.

A small party of Heroes must penetrateNeraka and try to foil the queen’s plans. Thisinformation, furnished by the gods of goodthemselves, should provide ample motivationfor holding the party to a manageable size.(The adventure is designed for eight PCs.)Certain encounters during the adventure willprove difficult for larger groups of characters.

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The events listed here all occur at the giventimes, regardless of the PCs’ location.

Following the timeline below is a listing ofrepeating events. These events occur everyday, or almost every day, at the times andlocations listed. You should pay careful atten-tion to the repeating events to make sure thattheir effects on the adventure are included.

For purposes of this adventure, sunset isassumed to occur at 8:00 PM every day, andsunrise at 5:00 AM. A condition of twilightexists for ½ hour before sunrise and after sun-set.

Timeline

Day 1Event 80: The Armies of GuntharEvent 81: Storm Clouds over Neraka

Day 2Event 82: The Dead of Neraka Awaken

Day 3Event 83: The Gates of Neraka CloseEvent 84: The Inner City is Cleared

Day 4Event 85: White and Green Armies Arrive

Day 5Event 86: Black Army Arrives

Day 6Event 87: Red and Blue Armies ArriveEvent 88: Armies of Gunthar Close on Ner-

akaEvent 89: First Council of Highlords

Day 7Event 90: Call to ArmsEvent 91: The Armies GatherEvent 92: The Battle of NerakaEvent 93: Second Council of Highlords

Repeating EventsEvent 94: Guard PostingsEvent 95: Dark RitesEvent 96: RibaldryEvent 97: NightwalkEvent 98: Caravans

Event 80: The Armies of Gunthar

This event enables the PCs to reunite so thatthe players can decide which PCs go to Ner-aka and which remain with the armies.

The event occurs as the Heroes leave Gods-home. Make a normal surprise roll for the PCs(only). If they are surprised, read the boxedtext; if not, they see the dragon approaching ahalf mile away.

A dark shadow suddenly passes over you,and massive leathery wings creak over-head. A downblast of air sweeps past. Amassive, serpentine shape comes to reston the ground 100 feet away.

Any character looking at the dragon sees thatit is silver in color, and carries one (possiblytwo) riders.

This dragon and its rider are outriders forthe armies of good that are converging onNeraka. The rider is one of the PCs from theother party of DRAGONLANCE game charac-ters or perhaps even both Flint and Tasslehoff.

The newly met PC can be turned over to aplayer to run. He knows the following piecesof information:• Armies of elves, dwarves, kender, and

humans, under the overall command ofLord Gunthar, approach Neraka from thewest, north, and southwest.

• All of the other (surviving) PCs from previ-ous adventures can be found nearby, alsoserving as dragon-mounted outriders.

• All five evil armies are converging on Ner-aka, apparently following orders that werecarried out from Neraka by dragons. Theywill reach the city before the armies ofgood catch them.

The PCs can arrange a party containingany eight (or so) PCs from the saga theywould like to include. Inform them that thearmies of good also need experienced Heroesto command troops and steady the soldiers,many of whom are raw recruits.

If they wish to take all of the PCs from thesaga, you might want to remind them that alarge group might be discovered where asmall group can pass unnoticed. Leave thefinal decision of the size of the party to theplayers, however.

Event 81: Storm Clouds over Neraka

As the day progresses, huge gray clouds col-lect over Neraka. By late afternoon, theyblacken the sky over the city. Bolts of light-ning flash through the clouds and are visiblemiles away.

Beneath the clouds, a torrential downpourshowers the city and its immediate environswith water. Thunder crashes deafeningly fromthe clouds.

The storm continues unabated for 1d6days. At night, the lightning illuminates thecity so frequently that visibility should be con-sidered practically daylight.

Event 82: The Dead of Neraka Awaken

On midnight of the first day of the adventure,all of the dead buried beneath the city awakenand arise. A horrible mix of wailing, scream-ing, and moaning erupts from the sewergrates and other openings leading to theUndercity.

The dead gradually make their way to exitsleading to the streets. This begins the firstNightwalk (see Event 97). The Nightwalk isrepeated each night until the queen isdefeated or achieves her ultimate success.

Event 83: The Gates of Neraka Close

This event occurs 1d6 hours after dawn onthe third day of the adventure. Up until thispoint, members of all races and professions

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(merchants, pilgrims, mercenaries, etc.) areallowed to pass unmolested through the gatesof the city.

After the gates close, however, no one isallowed to pass through except those with alegitimate reason in the service of the DarkQueen. Characters attempting to do so musteither be officers in the Dragonarmies or theymust possess a signed order by an officer.Their only other chance is to persuade theguards that their mission serves the interestsof the evil armies, but they were unable toobtain a pass because of unusual circum-stances.

Event 84: The Inner City is Cleared

This event occurs two hours after Event 83.All merchants of the Inner City are required toprepare for the coming armies by stockpilingas many goods as they can obtain. All privatecitizens are warned to remain in their homesor places of business. No movement into thestreets is allowed unless permission has beengranted by the Area Commander or the Cap-tain of the Guard. This permission can beobtained by submitting a written request tothe authorities via one of the guard patrolsthat now course through the city at frequentintervals.

Encounters in this portion of the city occurwith the usual frequency. However, if a ran-dom encounter is indicated, roll 1d6. If theresult is a 1 or 2, make a normal encounterroll on the Random Encounter Tables. Other-wise, the encounter is with a draconian guardpatrol of the appropriate color.

Those caught in the streets without therequired permission are taken directly to theCaptain of the Guard (Encounter 176).

At the same time as this event occurs, theDark Temple is sealed. No entry is allowed,for whatever reason, through the main gates.The Dark Pilgrims within the temple remainthere for the duration of the adventure. Theonly legitimate entry and exit from the templecan occur at the Highlord gates, where eachHighlord, and his or her retinue, is allowed toenter and leave for each of the Councils ofHighlords.

Event 85:White and Green Armies Arrive

Each of these armies marches onto the Ner-aka Plains during Days 2 and 3. Each armycamps 2d6 miles from Neraka on the night ofDay 3. The White army is due south of thecity, while the Green camps to the southeast.

The following day, the armies organize intolong columns, each following the road leadingto Neraka from the given direction. Eacharmy reaches the city at an hour equal to 8:00AM plus one hour for each mile of distance thearmy camped away from the city.

As the army draws near to the city, thetroops raise their voices in a throbbing, huskymarching song. The dragonwing of the appro-priate color, numbering about 24 dragons,soars back and forth over the column. Ban-ners and pennants flutter, distinguishing each

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unit. Only those near the fronts of the columnsare visible, as most of each column vanishesin a thick cloud of dust.

If the rainstorm still pounds Neraka, the halfmile of roadway extending outward from thecity becomes a sea of mud, slowing the armydown and delaying its arrival at the city’s out-skirts by two hours.

As the army reaches the outskirts of thecity, it splits into individual units, each ofwhich forms an encampment near the wallsof the outer city. Two hours after this, thetroops are released into the city. They pourinto the taverns and inns of Neraka for a nightof revelry and carousing. Although thesetroops are concentrated in the White andGreen sections of the city, they spread out sothat virtually all drinking establishments inNeraka have some customers this night.

Event 86: The Black Army Arrives

Following the pattern described in Event 85,the Black army approaches Neraka from thenortheast. The troops of the Black army jointheir comrades in revelry on this night.

Event 87: Red and Blue Armies Arrive

The Red army moves toward Neraka from thewest, while the Blue comes down from thenorth. Unlike the other evil armies, the dis-tance these camp from the city is not ran-domly determined. Instead, each armyspends the night following Day 5 campedeight miles from the city.

This would normally put their arrival at4:00 PM on Day 6 (6:00 if it is still raining).However, when the two armies, with trumpetsblaring and marching songs thrumming,reach the intersection 300 yards to the north-west of the city, a massive traffic jam ensues.All order vanishes from the march, andnumerous skirmishes erupt.

As the leaders attempt to restore order tothe march, members of both armies surgethrough the Emperor’s Gate into the city. For1d8 turns, this chaotic flow into the city con-tinues unabated. Anyone passing into the cityin the midst of this formation has only a 10%chance of being noticed by the gate guards.

These armies are eventually untangled anddirected to their designated encampmentareas. By nightfall, the troops of the Red andBlue armies join their comrades from theother three armies in a night of rabble-rousingthat approaches riotous proportions.

Event 88:Armies of Gunthar Close on Neraka

The armies of Whitestone emerge from theKhalkist Mountains to the north and west ofNeraka at dawn on Day 6. The advance ele-ments of these armies have been skirmishingwith the Red and Blue rearguards for over aweek. The commanders of both good and evilarmies have been holding their dragons closeto the main bodies, however, to prevent asmall skirmish from growing into a disastrousengagement before the army is ready.

Gunthar Uth Wistan, commander in chief ofthe Whitestone forces, makes his advancecautiously but quickly. Light cavalry forma-tions precede the armies and guard both theright and left flanks. The heavy cavalry-mainly Knights of Solamnia—lead each for-mation of foot soldiers, while the dragons andtheir riders bring up the rear. Because of theirexcellent mobility, the dragons can quicklyreach any sector on the armies’ flanks thatmight be threatened.

The armies close to within about eightmiles of Neraka and encamp in a giant arc tothe north and west of the evil city. The follow-ing morning they give battle (see Event 92:The Battle of Neraka).

Occasional outriders, such as the PC(s)encountered in Event 80, range far from themain body of the army. These outriders aremounted on large or huge gold or silverdragons; they have orders to run from anyfight. Their purpose is to scout, and they areto report any suspicion of enemy activitywherever they discover it.

Event 89: First Council of Highlords

The First Council of the Dragon Highlordsoccurs at sunset of Day 6 in the central cham-ber of the Dark Queen’s temple. The intent isto discuss strategy and to prepare for thearrival of the queen. The First Council is alsoa rehearsal for the Second Council on the fol-lowing night, when the queen expects to enterthe world of Krynn in all her glory.

The entry of each regiment and lord, aswell as the performance of each function onthe agenda, is handled with much fanfare.Trumpets blast and drums pound a deep cho-rus. The leader of the entire affair is the Hall-keeper, who handles the various membersdiplomatically, with stilted politeness.

The Council Chamber is divided into sixsections. Five of them have a throne for eachof the five Highlords, while the sixth containsa raised dais where the Dark Queen’s shad-owy presence is generally visible. Before theceremonial entry of the Highlords and theirhonor guards, six groups of Dark Pilgrimsenter the chamber. One group enters fromeach of the areas between the thrones.

The Dark Pilgrims mutter prayers and bless-ings upon the chamber under the watchfuleye of the Hallkeeper. Then they stand rigidlyas if in meditation for the duration of thecouncil. They do not leave until the Highlordsand their honor guards have filed out.

The Highlord with the highest status is con-sidered to be emperor of the Dark Queen’sdomain. This is currently Ariakus. The rank ofemperor can be bestowed or removed at thewhim of the Dark Queen during the Council,however, so the emperor is always eager tomove the proceedings along and get thecouncil over with.

The council is a very formalized meetingand follows a detailed ritual. The steps of theritual are as follows:

1) Entrance of the Honor Guards: EachHighlord maintains a regiment of draconiansas a personal bodyguard. These draconians

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number 77 in each regiment, and are alwaysof the maximum number of hit points for thatdraconian type.

The order of the honor guards’ entry, thename of the unit, and the type of draconians itcontains, are listed here:

Highlord Honor Guard Regiments

Enters # Name Type1 White Legion Kapaks2 Green Regiment Kapaks3 Black Guards Bozaks4 Blue Watch Sivaks5 Red Watch Sivaks

2) Entrance of the Highlords: After thehonor guards have taken up their positionsbefore the various thrones in the councilchamber, each Highlord enters from theappropriate gate. The Highlord parades slowlyaround the chamber to the enthusiasticapplause of his (or her) own honor guard,then slowly climbs the stairs to the throne.

The Highlords enter according to status,lowest ranking first. Their order is Toede(white), Salah-Khan (green), Lucien (black),Kitiara (blue), and the Emperor Ariakus (red).Each Highlord offers polite acknowledge-ments to the Highlords entering later.

As usual, Kitiara is accompanied by thedeath knight, Lord Soth, who walks one pacebehind his commander. None of the otherHighlords welcomes his presence, but thequeen tolerates it, so they do not protest.

3) The Swearing of Fealty: The Queen ofDarkness cannot fully pass into the world ofKrynn, but she appears on the central throneof the Council Chamber as a shadowy outlineof her five-headed dragon form.

At this point in the ceremony, the Highlordsand their honor guards turn toward thequeen’s throne and declare their allegiance ina unified chorus:

“All hail Takhisis, Queen of Darkness, andmistress of the world!”

Then each Highlord in turn swears his oathof fealty:

“Takhisis, my Queen, my life is yours tocommand! Should you demand it, it is yours!”

4) Spoils for the Empire: Each Highlord, inthe above order, is called upon to present agift to the emperor, at the Highlord’s option.Since the queen is nearly always watching,the Highlords use this opportunity to try tooutdo each other in the eyes of their leader.Any Highlord who can embarrass the othersbefore the queen gains increased status.

The gifts presented by each Highlord in theFirst Council are listed below.

Highlord GiftToede A chest with 1,800 stlSalah-Khan The head of a resistance leaderLucien A huge white warhorseKitiara A mounted Dragonlance

5) Dark Justice: This is the point when anymembers of the Dragonarmies are broughtforward and tried for crimes against theirQueen or their emperor.

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During the first council, several humansergeants are dragged forth by members of theRed Watch. The Hallkeeper announces thecharges: “These scum have been accused ofconcealing booty from the regimental tally!”

Ariakus then calls out: “Who accusesthem?”

“I, your Excellency!” declares a huge ogre,striding forward from one of the hallways. Theogre is the captain of the regiment, andannounces that he himself discovered thecasks of ale that these men had concealedfrom their comrades.

Ariakus ignores the protestations of inno-cence made by the panic-stricken men. Afterlistening to the captain, he pronounces sen-tence: “Take them to the dungeons! TheInquisitor shall have his way with them!” Themen are quickly dragged from the chamber.

6) Orders Issued: Ariakus then speaks tothe other Highlords, issuing military orders ofgreat importance. At the first council, theorders are as follows:

“Prepare your forces to march at an hourpast the sunrise. The forces of Gunthar drawclose upon the city. All five of our armies willtake the field against him tomorrow, that wemay grant our queen a victory for her arrivalupon Krynn!”

For the first time, the voices of all the occu-pants of the hall rise in a combined cheer. Thedraconians grunt, “Hail to Takhisis, Queen ofDarkness!”

7) Adjournment: The Hallkeeper an-nounces the departure of the lords, in reverseof the order of their arrival. After each High-lord has left the chamber, the Honor Guardsare dismissed, also in reverse order of theirarrival. The council is over.

Event 90: Call to Arms

At dawn on Day 7, Gunthar’s armies breakcamp and organize into battle columns. Thisorganization is smooth and efficient. Soon,the columns are marching toward Neraka,eight miles distant.

At one hour past dawn, the Highlords mustertheir drunken, hung-over troops from theirmuddy tents. Amid much cursing and shout-ing, they form into ragged columns. The Blueand Red armies are ready within an hour, andform columns of some straightness. Theyhave a look of military order about them. TheGreen, Black, and White armies mill about inconfusion and disorder, only slowly gathering.After an hour, they are about half assembled.

The city of Neraka lies still and squalid thismorning. The honor guard regiments of eachHighlord, as well as a few other trustworthytroops, have been left behind to guard thewalls, so the city is far from defenseless.

The sun beats upon the city, and the sur-rounding plain, with merciless intensity.Steam rises from the fetid sewers of the cityand the many water-filled fissures of the plain.A stench of death seems to hang in the airalready.

Event 91: The Armies Gather

The differing conditions of the Whitestoneforces and the Dragonarmies is offset by thefact that Gunthar’s armies must march abouttwice as far as the evil troops to reach thebattlefield.

Kitiara and Ariakus have the Blue and Redarmies posted over the two converging roadsfrom the north and the west, respectively,after an hour of marching. The two armiesthus have several hours to rest while theWhitestone forces march to the field, and theother evil armies straggle out from Neraka.

The advancing Whitestone battle columnsraise huge columns of dust. Dragons of gold,silver, brass, copper, and bronze swirl amongthe columns, while fast-moving units of lighthorse spread to either side. By midday, Gun-thar’s army has moved to a point less than amile from the two armies deployed beforehim, but Lucien’s Black army has nearlymoved into position between the Red andBlue forces. The Green army straggles up theroad toward the field, while the White army isonly now leaving the city.

Event 92: The Battle of Neraka

At one hour past noon, the brass horns of theWhitestone armies fill the air with a martialclamor. Formed into phalanxes of the samecolor, the good dragons dive forward in fivedeath-dealing columns. Bands of red, blue,and black dragons take to the air to meet thecharges.

The thunder of charging cavalry carries allthe way to the city walls as the Knights ofSolamnia spearhead the assault on theground. All across the front of the evil armies,the veteran troops absorb the shock of thecharging hordes.

Gunthar attempts to break the back of theenemy resistance with his veteran troops,holding many of his units in reserve. Whilenumerous, these reserves include many unitsof raw recruits who have never seen combat.The raging charge of the Knights, coupledwith the overwhelming attacks of gold, brass,and copper dragons, breaks the Red armyafter an hour of fighting.

The Red units flee toward Neraka, andsweeping charges of Knight cavalry carry thehorsemen into the flank of the Black army,sending those units scrambling to defendthemselves.

But the Knights have expended themselvesin their glorious charge. The Green armyarrives on the field after the battle has ragedfor 90 minutes, and is able to salvage the sit-uation on the Dragonarmy’s left. The additionof the green dragons to the fight in the skiesproves enough to halt the rampages of thegood dragons.

Too late, Gunthar sends his reserves for-ward. The fresh, but inexperienced, troopsfight bravely for the most part but cannotpenetrate the reinforced defenses. Exhausted,the Whitestone forces fall back after threehours of fighting.

Finally, Toede’s White army arrives on the

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field. The hobgoblin sends his army into ahalf-hearted counterattack, supported by theGreen army and what is left of the Blue andBlack forces.

Gunthar’s exhausted legions, too tired tocarry forth an attack, manage to hold thedefensive position and shatter the attackingevil forces. Lurching back to their originalpositions, where they are joined by the rem-nants of Ariakus’s rallied Red army, the twoforces end the battle in much the same posi-tions as they started.

But in the fields and fissures between liethousands of soldiers who will never fightagain.

Event 93:The Second Council of Highlords

The Highlords all leave the battlefield by 4:00PM in order to return to the temple and pre-pare for the Second Council, to be held atsunset on Day 7.

In general, the course of this council followsthe same pattern described for the First Coun-cil. However, there are a few exceptions tothis.

The Entry of the Honor Guards, Entry of theHighlords, and Swearing of Fealty all proceedin due course. At the time of allotting presentsto the Empire, however, the following gifts aremade. The presents tend to be finer thanthose bestowed at the previous council,because each Highlord knows that themoment of the queen’s arrival is nigh, andeach strives to make a very good impression.

HighlordToede

GiftA steel statue of Her Majesty,Takhisis

Salah-Khan A string of a dozen elven slavesLucien A dozen casks of the finest

Solanthian wineKitiara A prisoner taken in battle-ide-

ally a PC who fought with thearmies; otherwise, use Gunthar

5) Dark Justice: The Highlords accuse Toedeof incompetence for the late arrival of hisarmy on the field. The worthy hobgoblinwhines that his army had to move around theentire city before it could march toward thefield of battle.

His defense makes no difference to thegathered lords. After a few minutes of plead-ing, Ariakus pronounces his sentence: “Takehim to the dungeons! The Inquisitor shallwork his magic upon him!”

Groveling and scraping, Toede is led fromthe hall.

6) Dark Queen’s Entry: This is the climaxthat the entire epic has been leading toward.All eyes turn to the dais where her thronestands. The five-headed dragon is visible, asusual, in a shadowy and unearthly form.

Now, however, a small circle appears in theair before her, directly over the throne. Thecircle swirls in fiery patterns of color, contain-ing elements of red, blue, green, black, andwhite. Over the course of a round, the circlegrows to huge size.

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Anyone looking through the circle at theDark Queen sees her, not as a shadowyimage, but as a real and terrible five-headeddragon, with one head of each of the evildragon’s colors.

The entrance of the Dark Queen into theworld of Krynn takes place at one hour aftersunset on Day 7 of this adventure, unless theHeroes of good can somehow prevent Takhi-sis from passing through the gate. The proce-dure for accomplishing this has already beendetermined (when the fate number was cho-sen). The success or failure of the PCs in theirmission depends on their play of this adven-ture.

If the Queen is Blocked from EnteringKrynn: The temple immediately begins totremble, shaking to its very roots. Everyonepresent, except of course the PCs, is preoccu-pied with escaping the doomed building.

Parts of the ceiling and supporting columnsbegin to tumble free and fall into the CouncilChamber. Any individual in the temple standsa 5% chance (1 on 1d20) per round of beingstruck by debris. Characters hit by debrismight only be scraped by a small chunk ofstone, or they might be crushed under a fallingcolumn; to determine the amount of damagesustained, roll 1d12. The result is the numberof d6s of damage the character sustains.

The exodus from the temple carries overinto the streets of Neraka, as the entire citysuccumbs to earthquakes and tremors. Char-acters inside buildings in Neraka suffer dam-age exactly as calculated in the temple, start-

ing one hour after the queen is driven backthrough the portal.

Finally, six hours after the queen has beenforced through the portal, the Temple ofTakhisis explodes. Any characters still in thetemple die immediately; characters in the citysuffer 6d6 points of damage from flyingdebris.

The flaming pieces of the temple soar sky-ward, into the black spaces in the sky left bythe missing constellations at the start of theDRAGONLANCE epic.

Once again, the Queen of Darkness and theGreat Paladin circle each other warily in thenight skies over Krynn.

If the Dark Queen Successfully EntersKrynn: Takhisis’s evil presence has a renew-ing morale effect upon all of her armies, aswell as serving to end the bickering amongher minions. The morale of each Dragonarmyunit should be increased by 2; likewise, themorale of each Whitestone army unit is low-ered by 2.

Shortly after Takhisis enters Krynn, shesummons her consorts, the five huge adultevil dragons that lair with her. These dragonslead the rest of the evil dragons in an all-outattack against the good dragons. Takhisisherself participates in this attack.

The good dragons are driven from Ansalonagain, and now the forces of evil set out toannihilate their opposition wherever goodmight flourish.

The end of light is near and, perhaps,inevitable.

Event 94: Guard Postings

The guarding of Neraka is a casual affair forthe most part. Guards are encountered asindicated on the Random Encounter Chart onthe Plains of Neraka, and for a short time inthe city itself. After Event 83, which occursduring the morning of Day 3, guards areposted around the clock on all city walls andin all gatehouses.

Guard postings last for eight-hour shifts,and all guards are changed at 4:00 AM, noon,and 8:00 PM every day. The exact makeup ofguard contingents is described under theappropriate encounter area, either walls(Encounter 170) or gatehouses (Encounters168 and 169).

The procedure for the changing of theguards never varies. The new guard contin-gent marches to the post five minutes early.Both guard contingents remain at the post forthe Dark Rites (Event 95). Then the relievedguards march away to their barracks.

The individual encounters list the vigilanceof the guards as a percentage chance thatthey detect individuals passing their posts. Asthe guards tire during their long shifts, thevigilance rating is modified accordingly:

First 2 hours of Shift = Vigilance DoubledMiddle 4 hours = Vigilance NormalLast 2 hours of Shift = Vigilance Halved

Event 95: Dark Rites

The Dark Rites involve all residents of Nerakaswearing fealty to their queen at regularlyscheduled intervals. The Dark Rites occur at4:00 AM, Noon, and 8:00 PM of each day.The Dark Rites last for five minutes.

The Dark Rites are announced by the bang-ing of a large gong at the top of the towercentral to the Dark Queen’s Temple. Thegong sounds three times, summoning all resi-dents of Neraka to the rites. Persons indoorsstep out onto the streets or plazas, and every-one looks at the tower.

Upon the tower, four groups of dark pilgrimsface the directions of the compass. They leadthe populace in an oath of fealty (as describedfor the Highlords under Event 89).

The dark pilgrims then proceed through aritual sermon in a forgotten tongue. The ser-mon never changes, but none other than cler-ics of the Dark Queen understand the words.

Although individuals ignoring the summonsto the Dark Rites attract considerable atten-tion, attendance is not enforced. Those sleep-ing or passed out are left unmolested,although officers in the Dragonarmy and evilclerics would be ostracized by their comradesfor regular failure to observe the rites.

Neither the guards on the wall nor those inthe streets devote their undivided attention tothe tower during the rites. Vigilance for walland gatehouse guards is normal while therites go on.

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Event 96: Ribaldry Event 98: Caravans

The periods of ribaldry begin with the arrivalof the first Dragonarmies in Neraka. Theycontinue every night for the duration of theadventure. The ribaldry begins at 4:00 PMeach day and continues until the followingdawn.

During the periods of ribaldry, each inn inthe district of a Dragonarmy encampedaround Neraka (White and Green the firstnight, Black added the next, etc.) is attendedby 4dlO members of the troops of that army,in addition to all other customers indicated.

A steady stream of supplies pours into Ner-aka from the port of Sanction to the southand from the fertile growing regions of east-ern Ansalon. During any given hour betweendawn and dusk, there is a 1 in 4 chance that acaravan arrives in Neraka. Its direction oftravel is determined by a 1d6 roll:

D6 Roll1-34-56

Road TraveledSanction RoadKhur RoadEast Road

There is a chance that a fight might breakout at any time during the periods of ribaldry,as shown under the Taverns Encounter(Encounter 154). This chance is modifiedaccording to the hour of night, as follows:

Time Chance of Fight4:00 to 8:00 Halved8:00 to 12:00 Normal12:00 to dawn Doubled

Event 97: Nightwalk

The caravans advance at one mile per hour,so if the PCs move south on the Plains of Ner-aka to encounter one of the above roads, rollto determine how many caravans arrive inNeraka that day and the following days. Plotthe courses backward along the appropriateroad to determine if the PCs encounter a car-avan.

The dead servants of the queen rise from theiruneasy rests and walk the streets of Neraka,beginning with Event 82. Sensing the near-ness of their release from torment, these spir-its walk the streets of Neraka from midnightuntil 2:00 AM every night of the adventure.

The caravans, coming as they do from sec-tions of the continent that are still securelyunder the sway of the Dragonarmies, arepassed into the city of Neraka with little fan-fare or examination. After all, the suppliesthey carry are desperately craved by the hun-gry and thirsty members of the Dragonarmiesencamped about the city.

To determine the nature of a caravan, rolld6s against the following tables:

The undead gather in each of the five dis-tricts of the city, winding their way slowlytoward the temple. This advance takes onehour.

Method of Transport

At the temple walls, each processionreverses itself and the undead once againenter the realms in the Undercity.

The processions are accompanied by ahost of wailings and screamings, as theundead spirits give vent to their frustrations.

The participants in the Nightwalk do notdisturb anyone inside buildings, nor do theymolest officers of the Dragonarmies who getout of the way of the procession. Any individ-uals of good alignment who are outside whenthe procession passes are attacked by theundead. These undead are subject to normalturning by a cleric. They do not pursue theirvictims into buildings.

D6 Roll Method1 Foot (slaves)2 Foot (hired bearers)3 Oxcarts4 Mules5 Wagons (horse-drawn)6 Exotic Animal:

1-2 Llamas3 - 5 Camels6 Elephants

Goods Carried

Each procession is made up of the follow-ing types of undead, marching in the orderlisted: one lich, 11 groaning spirits (ban-shees), 11 wraiths, 22 wights, 77 zombies,and 222 skeletons.

The undead of each type emerge from adifferent outdoor exit from the Undercity, ineach district. Characters observing the startof the procession are thus able to discoverone or more of the entrances to the Undercityin each district. The undead never emergefrom an indoor entrance to the Undercity.

D6 Roll Goods1 Ale and beer2 Wine3 Grain4 Fruit5 Vegetables6 Unusual goods:

1-2 Dried meat3-4 Salt5 Oil6 W eapons

Size of Caravan

D6 Roll Size *1 2d42 2d63 3d64 3d125 4d106 4d12

* Size equals number of wagons or oxcarts. Ifpack animals are used, double the indicatednumber. If slaves or bearers are used, multi-ply the number by 10.

Caravan Guards

A caravan has a number of guards equal tothe number rolled on Table 3 (no multipliers).Use this table to determine the race of theguards:

D6 Roll Guard Type1 Baaz draconians2 Kapak draconians3 Ogres

4-6 Humans (2nd-level fighters)

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A high plains valley lying between two tower-ing ridges of the Khalkist Mountains, thePlains of Neraka have provided a home forthe Dark Queen’s Temple since shortly afterthe Cataclysm. In the centuries since, a cityhas grown around the temple, and roads havebeen built that connect the city to other partsof Ansalon.

Yet most of the plains remain in the samewild state that the post-Cataclysm yearsfound them. The Plains of Neraka receivelittle water and consequently support fewplants. A brown, scraggly grass covers mostof the land. An occasional bush or stumpytree has taken root near one of the infrequentponds or waterholes.

Overall, the plains present a drab, yellow-brown appearance. Looked at from groundlevel, the terrain appears to be flat and unbro-ken. An observer in the mountains, or one fly-ing above the land on the back of a dragon,quickly sees that this is not so.

The Plains of Neraka are broken by hun-dreds of fissures—cracks in the ground thatmight be 100 feet long and a mere 10 feetdeep and wide, or great crevasses severalmiles long that reach a depth of 50 feet ormore. Occasionally these fissures give vent togouts of sulfurous smoke, steam, or evencolumns of flame. These eruptions combineto give the plains an unnatural, nightmarishlook.

The roads crossing the plains have beenbuilt at great expense by huge numbers ofslaves. They are fine roads, indeed, with deepditches running to either side of them. Anytime a road crosses a crevasse, a sturdystone bridge has been built so that the roaddoes not have to vary from its path. Eventhough these roads are of high quality and arewell-maintained, they can become ribbons ofsticky mud during the infrequent rainstormsthat occasionally douse the plains.

The stream flowing onto the plains from themountains are shallow and muddy and areeasily crossed. Eventually they soak into thedusty plain and disappear.

The Surrounding Mountains

The Khalkist Mountains surrounding theplains are dry and devoid of life. They arevery rough and can be crossed by vehiclesonly where roads have been cut throughthem. All such roads are shown on the map ofthe Neraka Plains.

Horses and other beasts of burden canmove through the mountains wherever passesare indicated on the map. Although the moun-tains are relatively dry, a few streams courserapidly through gorges and valleys of therange.

Cliffs and other areas of steep terrain maketravel through the Khalkist Mountains diffi-cult, even for characters on foot. For eachmountain hex that the PCs try to movethrough, roll 1d4 and subtract 1 from theresult. The total is the number of sheer sur-faces that must be climbed (1-3 on 1d6) ordescended (4-6 on 1d6) while crossing thathex. Each of these is 1d10 x 20 feet high. If

the PCs elect not to climb or descend theobstacle, they can go off in a direction per-pendicular to their original direction, but anyadditional sheer surfaces indicated for thathex are still encountered.

The Map

The encounters listed in this section arekeyed to the numbers on the Plains of Nerakamap (on the fold-out mapsheet). Each road ismarked off at one-mile intervals, as an aid tothe DM when the progress of an army or cara-van must be calculated.

Concealment

Concealment on the Plains of Neraka is prac-tically impossible while out in the open. For-tunately the fissures provide a means of readycover for characters willing to enter them.

The base chance of discovery for two par-ties or individuals within 1/3 mile of each otheris 100% during daylight. This assumes thatneither party or individual occupies a fissure.To determine the chance of discovery atgreater distances, subtract 20% from thischance for each additional 1/3 mile between thetwo parties.

If one of the parties is flying, the chance ofdiscovery is doubled. At night, however,sighting is only possible within 1/3 mile, andeven then the chance is only half of that dur-ing the day.

If one or both parties involved in a sightingattempt occupy a fissure, then they are notseen except by someone in the same fissure,someone standing at the edge of the fissure,or someone flying above the fissure.

The base chance of such a discovery isagain 100%. However, the terrain at the bot-tom of the fissure (see the Fissure TerrainTable) can reduce this chance. If the party isaccompanied by a ranger or an elf, a bonus of+10% is added to all rolls to see another partyor individual.

Each party is rolled for separately, so it isquite possible to observe someone who doesnot observe you. Characters or creaturestraveling together are rolled for as a group,however, not as individuals.

A check should be made as soon as the twoparties are within two miles of each other.Each time they get 1/3 mile closer, anothercheck should be made. If both groups aremoving, only one check is triggered as eachcheck trigger is passed.

If a party spies another group or individualand attempts to conceal itself, this cuts in halfthe chance that it is discovered.

For every member over eight in a group,add 10% to the chance of that group beingdetected. During daylight, special circum-stances might affect the distance at whichanother group can be detected. An army ofthousands, for example, is detectable all theway across the plains because of the columnof dust that its passing raises.

Fissures

The fissures that split the plains are marked onthe map. The width and depth of a fissure canbe estimated by how far the characters arefrom the ends of the fissure. (The fissures arealways deepest and widest near the center.)

The fissure begins as a narrow crack in theground, like a small ditch, and reaches adepth and width of 10 to 50 feet, dependingon the size of the fissure.

Fissures do not widen and deepen in aseries of sharply defined steps. The processof a crack expanding from its original smallend to a 50-foot-wide chasm is a gradual one,and obvious to characters moving through it.

The bottoms of the fissures vary consider-ably in the type of terrain they hold. Check onthe Fissure Terrain Table when the PCs firstencounter a fissure to determine the nature ofthe bottom.

Fissure Terrain Table

D12Roll Terrain Move Conceal1 Pond Swim 1 / 42 Pools 1/2 1/23 Mud 1 / 3 NA *4 Damp 1/4 1/45 Dirt NA NA6 Gravel NA NA7 Rock 1/2 1/28 Rough 1/3 1/39 Boulder 1/10 1/41 0 Steam NA NA11 S m o k e N A NA12 Flame NA NA

* NA means “Not Applicable.”

Move gives the rate of normal movement thatthe group can make while inside of the fis-sure. In the case of “swim,” movement shouldbe calculated at 1/10 the normal rate for allcharacters equipped with heavy gear orlighter equipment. Heavily encumbered char-acters find it impossible to swim.

Conceal gives an additional fraction of thenormal concealment chances that the partygains from in that particular type of crevasseterrain. All modifiers as explained under Con-cealment above have been calculated beforethis fraction is added in. Round fractions up tothe nearest whole number when the final per-centage chance is calculated.

Steam, Smoke, and Flame Vents arecaused when the bottom of a fissure stretchesdeep into the bowels of the world, givingrelease to some of the infernal pressuresdeveloping there. They cannot be movedthrough by characters because they are effec-tively bottomless.

There is a 10% chance per turn that a givenvent erupts. Eruptions last for a single round,and can be dangerous to characters standingat the edge of the fissure at the time of theeruption.

Steam eruptions inflict 4d6 points of dam-age to characters standing at the edge of thefissure. If a character rolls a successful saving

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throw vs. breath weapon, this damage isreduced to 2d6.

Smoke eruptions belch forth clouds of poi-sonous sulfuric smoke. Characters who roll asuccessful saving throw vs. breath weaponare unaffected; characters who fail must roll asuccessful saving throw vs. poison or bereduced to 1 hit point until they can rest andrecover for 24 hours.

Flame eruptions cause columns of fire toburst 100 feet or more into the sky. Charac-ters standing at the edge of the crevasse suf-fer 6d10 points of fire damage, although asuccessful saving throw vs. breath weaponreduces this to half. Characters within 100feet of the fissure suffer 2d6 points of firedamage, with no saving throw allowed.

Encounters

139. Godshome

This secluded hollow in the Khalkist Moun-tains is a place of great sanctity. Shaped likea bowl in the center of a region of craggygranite peaks, Godshome cannot be enteredby those not invited by the gods themselves.

In the center of the bowl lies a circular, pol-ished black surface. Even in the brightestdaylight, the polished surface reflects thenight sky of Krynn. Star-speckled as usual,the constellations of Paladine and the Queenof Darkness are missing from the sky, as theyhave been for many years.

The reflections of characters standing uponor looking into the surface can vaguely beseen, as if the surface is a mirror. If the godPaladine is present (as he will be in some fatenumber endings), and he stands next to orupon the surface, his reflection is not visible.Instead, the constellation of Paladine appearsamong the stars seen there.

There are two exits from Godshome, oneleading to the northeast and one to the south-east. These are narrow tunnels through therock cliffs surrounding the place. The tunnelsare three feet in diameter, so most charactersmust pass through them on hands and knees.

In both cases, the tunnels exit into theMisted Vales (Encounter 140).

140. Misted Vales

The tunnel abruptly ends in an area of thickwhite fog. The ground here slopes downward,away from the tunnel exit.

Scraggly oak trees claw upward throughthe mists Many paths intertwine all leading downward.

These mists are magical. They allow anyoneto pass into and through them, but only thosecommanded by the gods to enter Godshomeare permitted to find the tunnel openings.After the last PC emerges from the tunnel, themists seem to swirl around and close inthickly. The tunnel opening has vanished andcannot be discovered again. The misty vales

lead downward over gently descendingground. Treat them as parts of the KhalkistMountains for purposes of random encountergeneration.

Any good or neutral aligned characters inthe mists receive an automatic +2 bonus toall attack rolls made in the mist, and a -2bonus to their Armor Class. The mists con-tinue until the PCs have emerged beyond theouter extensions of the mountain range.

141. Obvious Tunnel Entrances

A network of tunnels crisscrosses the groundunderneath the Plains of Neraka. These tun-nels are displayed on the map with dottedlines. Characters walking on the surface whopass over the location of a tunnel see no clueof its existence.

All of the tunnel entrances are located inthe bottoms of fissures labeled with a “141”on the map.

The wall of the fissure is interrupted by agaping black hole, about six feet in diam-eter. It leads into the ground and disap-pears into the darkness.

Whenever the PCs pass an obvious tunnelentrance, roll 1d6. On a result of 4-6, a ran-domly encountered creature is immediatelyinside the tunnel entrance. Roll a normalreaction check to determine if the creatureattacks PCs outside of its den; it will certainlydefend itself against characters who enter.

142. Tunnels and Caverns

Once inside the tunnels, the characters findthemselves in narrow, damp passages. Thetunnels are normally about 10 feet in diam-eter. At those locations on the map where thepassage expands into larger chambers, theregions are natural caves. Many stalactiteshang from the ceiling, while stalagmites strikeupward from the floor.

Water trickles in small amounts throughboth the tunnels and the caverns. The cav-erns also each host several large, still pools.Bats are common in all of the caverns, and atdawn and dusk are actively flying through thetunnels.

Roll for random encounters normally whilethe PCs are in the tunnels. These tunnels areknown to the Dragonarmies, so the PCs mightvery well run into draconian patrols downhere.

143. Hidden Tunnel Entrances

Like the obvious tunnel entrances, the hiddenentrances are always discovered in the bot-toms of fissures (those marked with a “143”).They should be treated as secret doors, how-ever, when determining whether or not thecharacters discover them.

The hidden tunnel entrances are not crea-ture lairs, so no additional random encountercheck is required when the PCs pass one. The

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entrance is hidden by whatever type of mask-ing works best in the terrain type in the fis-sure. A brush-filled fissure might have a tun-nel entrance concealed behind tangledbranches, while a fissure lined with bouldersmight have the entrance as a narrow crackbetween two huge rocks.

144. Gully Dwarf Hideout

This cavern serves as the lair and hideout of agroup of bandit gully dwarves who plan toembark on a spree of robbery and destructionacross the face of Neraka and the rest ofKrynn.

Any day now....

A low growling sound emerges frombehind a large rock that partially blocksthe passageway. The growling has arhythmic quality to it, as if it is keepingtime to a creature’s deep breathing.

Behind the boulder sleeps the gully dwarfassigned to guard this end of the cavern.Each of the tunnels leading into the area issimilarly “protected” by an equally watchfulsentry.

The gully dwarf’s name is Barph, and hedoes anything to save himself if he is awak-ened and threatened—or even if he thinksthat he might be threatened. His confessiongoes something like this:

“Great Boofus-it all his fault! I try to stophim, but they no listen. Drag me along!

“Me no want to be bandit! Soon they goand rob everybody-me not go, unlessthey make me. Boofus so mean, we got todo what he say!

“You guys look out for Boofus! Him onemean gully dwarf—him rob you. Boofus isgreat bandit—scourge of Krynn, is him!”

The squalid camp of the gully dwarves lies atthe center of this vast cavern, but the scent ofthe place is obvious as soon as the PCs enterthe cavern. If the PCs advance a little ways,they soon hear arguing ahead, followed by asplash.

Moving forward a little more, they see thebandit camp in all its glory.

Sputtering torches and a great bonfireilluminate as ragged a collection of gullydwarves as might be found on Krynn.Dirty clothes hang about on an assort-ment of lines, and several pairs of wornleather boots dry by the large fire.

The camp consists of many raggedtents, most of which seem to have neitherroofs nor much in the way of sides. Thecamp is located on the edge of an under-ground pool.

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A gully dwarf emerges from the water,sputtering and cursing, while anotherstands on what looks like a diving board.Instead of facing out toward the water, thegully dwarf faces a larger gully dwarf be-hind him.

“Me not sleep on guard duty!” declaresthe gully dwarf on the diving board. “Mejust rest eyes!”

“Liar!” cries the bigger one. “You sleep!Who know what could sneak up on Boo-fus while guards sleep?”

With that, the large gully dwarf kicksthe other off the board and into the pool.

The clothes drying near the fire are all fromgully dwarves whom Boofus, the large one,has disciplined recently. The latest victimsputters forth from the water, removes hisboots, and sets them by the fire disgustedly.

If the PCs hurry forward, they can catchBoofus while he is still on the diving board,staring triumphantly at his handiwork in thewater below. The other gully dwarves, stand-ing around and watching, quickly dive forcover at the approach of the PCs, not thinkingto warn their leader.

Blocking Boofus’s exit from the board is avery commanding position, since the hugegully dwarf is immensely afraid of water. Ifthreatened there, he immediately agrees toany terms in order to get away from the hatedliquid.

Boofus can actually prove to be a valuable

source of information. He knows that the tun-nel to the east leads to the Undercity of Ner-aka. He also knows that there is a “blood-drinker” (vampire) along the way. He knowsthat the big bats with the blood-drinker fly outof the cavern at night. He has recently learnedof the Nightwalk (Event 97), during which theUndercity is almost deserted.

None of this information is provided will-ingly, of course. As soon as Boofus figuresthat he has said enough to save his skin, heclams up. Only additional threats motivatehim to continue.

145. The Waterhole

The tunnel ends abruptly in a large cav-ern. The floor is completely covered withdark, still water.

This large cavern is the converging point ofseveral corridors. Many of the denizens of thetunnels come here to drink.

The pool is four feet deep in the center andonly half that at the edges. Dwarves and half-lings have to be carried if the PCs move intothe middle, but all characters can walk if theparty moves around the edge.

In any event, the characters are attackedby two giant crocodiles when they are mid-way between two exits. The stupid reptilespress their attacks until both have been killed,since they have never encountered prey thatthey could not kill.

146. The Cube’s Room

This area is home to a gelatinous cube. Themonster has located itself squarely across thetunnel, so that nothing can move past withouttouching it.

If the PCs approach, roil normally for sur-prise to determine if they see the cube. If not,characters in the front rank of the party dis-cover the creature by walking into it.

The cube has absorbed a number of valu-ables in the course of its scavenging expedi-tions. These include 130 stl, 180 sp, fivegems worth 1d6 x 100 stl apiece, and a keyto the darkways, which might prove veryvaluable in the Dark Queen’s temple.

147. Caverns of Fungi

The tunnel opens onto a huge, bizarrecavern. Giant mushrooms, molds, andother types of fungi grow in profusion.Green lichens, clinging to the walls, sheda phosphorescent light, softly illuminatingthe vast chamber.

Several pools of still water lie amongthe fungi. A trickle of water spills downthe wall, splashing into one of the pools.A layer of green mold over the floor lookslike a lush carpet.

This pastoral cavern is crowded with fungi.Many varieties are edible. Scattered amongthe innocent fungi are numerous shriekers,however. As the characters pass through,these begin howling their piercing alarm.

The true menace of the cavern comes fromthe band of trolls living in a small side cavernin the southwestern wall. The entrance totheir lair is concealed by a clump of giantmushrooms.

There are six trolls. They attack any char-acters discovered trespassing in their cavern.If the combat goes badly for them (if four ofthem are at 0 hit points or less), they try toretreat from the fungus cavern, leading anypursuers away from their lair.

The lair is discovered if any characterssearch in its general vicinity. A ranger whomakes a successful tracking roll sees the pathleading to the lair with little difficulty. It con-tains a number of well-chewed bones, obvi-ously human, and two officers’ uniforms frommembers of the Red Dragonarmy. A smallwooden chest in the lair contains 20 stl, 70gp, and 130 sp. The key to the chest is car-ried on a thong around the neck of the largesttroll.

148. Lair of the Blooddrinker

This chamber looms high overhead, andthe floor falls away quickly, disappearingdown a steep slope into darkness. A rowof stalagmites rises from the floor justinside the entrance, like the pipes of agigantic organ.

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Any PCs who announce that they are examin-ing this cavern closely should be allowed toroll Wisdom Checks. A successful checkmeans that the character notices an aura ofdeath or decay about the place.

The cavern is about 1,000 feet in diameter,and roughly circular. The ceiling towers 300feet over the floor in the center of the cham-ber. The floor descends steeply to a circulararea, about 300 feet wide, in the center of thecave. Throughout the area where the floordescends, many stalagmites jut upward. Thecentral circle is cleared and smooth, however.

The chamber’s primary occupant is a vam-pire that lairs in the center of the cleared area.The powerful creature is attended by 11wraiths, also found in the central area. Theother occupants of the chamber are 24 mobatswho are here only during daylight hours. Atnight they fly out and circle the plains, lookingfor prey.

In the center of the cleared area lies the cof-fin of the vampire. No other features mar thesmoothness of the area.

The vampire senses the presence of anywarm-blooded intruders in his lair. If themobats are present, he sends them to attackthe player characters until the party isembroiled in combat. In the meantime, thevampire and the wraiths spread out and sur-round the PCs. Five rounds after the mobatsattack, the undead join in.

If the mobats are not present, the vampiresends the wraiths to attack the intruders ingroups of two or three. Each attack comesfrom a different direction. As the last group ofwraiths attacks, the vampire attacks from theopposite direction, attempting to slay anyclerics with the group before he can be turned.

The vampire has been ousted from theUndercity of Neraka by the liches that nowcontrol it. He burns with desire to return to theUndercity as a ruler. To this end, he has amap of all of the passages of the Undercitylocked in a small box in his coffin.

The box is buried in the dirt of the coffinand is only discovered if the dirt is movedaround. It is not locked. It also contains threevials: a potion of gaseous form, a potion ofinvisibility, and a potion of speed.

149. Army Encampment

An army encampment can be encounteredhere the night before an evil army enters Ner-aka. The location of this encounter varies;consult the events to determine which road agiven army marches toward Neraka upon,and how far from the city it is when it stops toencamp.

The camp is guarded by a ring of picketsabout ¼ mile out from the bulk of the army.Patrols on dragonback circle the perimeterevery two turns. Roll 1d6 to determine thecomposition of the picket outposts: 1-2 =human mercenaries; 3 = ogres; 4-5 = Baazdraconians; 6 = Kapak draconians. There are1d4+1 guards at each outpost, which arelocated 100 yards apart.

The heart of the camp is a ring of hundredsof tents, spread around a central area some

200 yards in diameter. The central area con-tains the Highlord’s tent, several other offi-cers’ tents, and a large area where thedragons sleep.

150. Freedom Fighters

There are several bands of freedom fighterscamped on the Plains of Neraka. Each ofthese encounters is essentially identical.

The freedom fighters are small bands ofhumans (use the Man, Bandit stats) whoresist the might of the Dragonarmies in thevery heart of the evil empire. They live in dirtcaves excavated in the side of the fissure.Experts at camouflage, the freedom fightershave only ½ the normal percentage chance ofbeing detected in these fissures.

The caves are located on both sides of afissure and are concealed by dirty clothshanging across the entrances. These clothslook remarkably like the dirt walls of the fis-sure and are treated as secret doors. Thereare five caves in each side of the fissure.

Alert lookouts are posted above the caves,watching the plains and the fissure. Eachlookout post is manned by a pair of watchers;if intruders are discovered, one reports backto the camp while the other keeps the intrud-ers in sight, falling back slowly if necessary.

When the camp is aware of the intrusion,the remaining lookout tries to lure the intrud-ers into an ambush by allowing himself to beseen and then running down the base of thefissure. If the intruders pursue, 30 freedomfighters burst out of the caves when thestrangers are below and between them. Eachfreedom fighter is armed with a short bow anda short sword.

If the intruders are obviously members ofthe Dragonarmies, the freedom fighters attackinstantly. Otherwise the strangers have achance to talk their way out of the ambush.

The freedom fighters give no names, butsimply call each other “leader” or “fighter 1,”etc. They are very interested in the destruc-tion of the dragon empire and give the PCsthe following bits of information if persuadedthat the characters are sincere:

• Lute’s Loot Pawnshop (red district) andthe Inn of the Broken Shield (white dis-trict) are centers of underground activityin the outer city.

• A dangerous underground passage leadsfrom the tunnel entrance (nearestEncounter 141 or 143) to the Undercity.

• The leader has up-to-date informationabout Events in Neraka. He is familiarwith the guard postings, once they havebeen made. He knows about the Night-walk.

151. Ogre Home

As in the freedom fighter encounters, theseencounters are identical wherever theyoccur.

Each of these areas is home to 4d6 ogres.The community is gathered around a smallfissure with a waterhole in the bottom. Theogres live in crude stone huts (one hut per

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four ogres). Large racks support strips ofmeat drying over smokeless charcoal fires.

The ogres are casual about security as theydo not feel threatened here. They attackstrangers mercilessly unless those strangerscan prove that they are here by permission ofthe Highlords or other Dragonarmy officers.

As the ogres occasionally serve in theDragonarmies, one of the stone huts containsenough ogre-sized uniforms to outfit the com-munity as troops in a Dragonarmy, Roll ld6:1 = White; 2 = Green; 3 = Black; 4 = Red; 5 =Blue; 6 = roll again. With some 2d6 turns ofmodification, one uniform can be made to fita human.

This area is abandoned, and all valuablesremoved, if the Whitestone army is within fivemiles.

152. Guardpost

A number of guardposts are scattered aboutthe plains as stations for the patrols that regu-larly scour the area. Each is similar: a squarestone building with two sturdy wooden doors,a tall wooden tower, and a well. Being in aguardpost lowers a creature’s chance of beingspotted by 25%.

The tower is occupied by two members ofthe garrison at all times. They have a horn tosummon their comrades from the block-house.

The garrisons of the guardposts vary. Con-sult the Garrison Table to determine whattype and how many creatures guard here andto which Dragonarmy they belong.

Garrison Table

D12Roll Troops Army1 Baaz (3d6) White2 Baaz (3d6) Green3 Kapaks (2d8) Blue4 Kapaks (2d8) Red5 Boza ks (2d6) Black6 Sivaks (2d6) Red7 Ogre (2d6) Black8 Hill Giants (2d4) Green9 Minotaurs (2d6) White1 0 Humans (3d6) Red11 Humans (3d6) Blue12 Humans (3d6) White

The humans are 2nd-level fighters led by a4th-level fighter. The uniforms of humans fitPCs. Ogre and minotaur uniforms can bemodified to fit.

The buildings contain enough bunks for thegarrison, as well as wooden tables andbenches. Posted to the wall is a Writ of Pas-sage and a gate pass signed by the properHighlord.

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This is the religious center of the Dragon walls. The only access to the Inner City is Encounters in the Outer CityEmpire. The Highlords meet at the looming through the Main Gate or the gates in each ofTemple of Takhisis in the center of Neraka todetermine policy under the watchful eye ofthe Queen of Darkness. All that is terrible andvile can be found here, and one must stepwith confidence and care to avoid trouble.

the army quarters. Following Event 83, thesegates are strictly guarded by the most elitetroops the Dragonarmies can muster.

The Undercity refers to the maze of twistingtunnels, caverns, sewers, and catacombs thatspreads like a spider web beneath both theOuter and Inner Cities, and even connects tothe dungeons of the Temple itself.

The Undercity certainly offers one means ofpassing the guards at the gates. It alsoinvolves the risk of many horrible encounters.

Encounters 153 through 161 are eachrepeated in several different locations in theOuter City of Neraka. The descriptions givenare general so that they will hold true for alltypes of a given establishment or compound.

Yet even among this foulness and decay arefolk who are willing to aid the Heroes...if thosewho are trustworthy can be found.

The City of Neraka

The city is divided into three sections: theOuter City, the Inner City, and the Undercity.

The Outer City refers to those streets andbuildings that lie outside of the city’s walls.Note that one section of the city—the WhiteQuarter next to the Main Gate—would nor-mally be considered part of the Inner City,except that its wall remains uncompleted.Thus, it is treated as part of the Outer City.

There are no restrictions on access to theOuter City. Nor is there any shortage oftrouble when a group with the uniforms of onearmy strays into the quarter of another.

The Inner City refers to those buildings andstreets that lie within the city’s protecting

Maps

The map of Neraka shows both the Outer andInner City portions of the city. Encounterareas are numbered in specific buildings ofthe city. Buildings that are not marked are pri-vate residences and boarding houses.

The map of the Undercity shows the pas-sages, chambers, and catacombs of thatregion as they are located with respect toentrances to the upper city. Certain surfaceconnections are provided as reference pointson the Undercity map.

Encounters 162 through 167 representspecific areas and are only located in oneplace on the map of Neraka.

The streets in the Outer City are dirtavenues lined with wooden sidewalks. Thisallows foot traffic to avoid stepping into theseas of mud that these streets become duringrainstorms.

153. Taverns

The taverns in the Outer City are almost allramshackle wooden buildings with a cheapand well-used appearance. (On the City ofNeraka map, taverns are the buildings markedwith a dot-see the map key.) Generally thename of the establishment is displayed on afaded sign over the door. The name oftenreflects the color of the district in which theestablishment is located (e.g., the Red Dragon,the White Shield, the Black Boot, etc.).

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Any windows are broken. Furniture isinvariably sturdy hardwood and is primitive innature. The bartenders keep kegs and casksbehind the bar and bottles of hard liquor incabinets well out of the reach of thirstypatrons. Because of the influx of troops,prices are inflated to about double those listedin the Players Handbook.

All taverns have front and back entrances,as well as 1d6+1 windows.

The taverns are open around the clock. Todetermine the makeup of the clientele whenthe PCs enter, roll 1d6 and subtract 1. Thefinal result is the number of times to roll onthe Tavern Customer Table to determine howmany of what types of beings occupy the bar.Note that Ribaldry (Event 96) adds to thisnumber. If 0 rolls are indicated, no customersare present.

Tavern Customer Table

D20Roll Customer Type and Number1-3 Human Merchants (1d6+1)4-6 Human Mercenaries * (1d10+1)7-8 Baaz * (1d10+1)

9-10 Kapaks * (1d8+1)11 Sivaks * (1d6+1)1 2 Bozaks * (1d6+1)13 Auraks * (1d6+1)14 Ogres * (1d6+1)1 5 Minotaurs * (1d6+1)

16-18 Trollops (1d8)19-20 Human Laborers (2d6)

* These are troops in a Dragonarmy. Roll 1d8to determine which army:

D8Roll Dragonarmy1 White2 Green3 Black4 Blue5

6-8RedThe army of the district the tavernoccupies

Brawls: There is a 10% chance per hour thata fight breaks out in a tavern during the Rib-aldry Event, which lasts from 4:00 PM to 5:00AM. This chance is increased by 10% formembers of every other Dragonarmy (besidesthe one controlling the district) that are pre-sent. If the PCs are not wearing any militaryuniforms, their presence increases the chanceof a fight by an additional 10%.

Check one turn after the PCs enter a tavernand then after each hour that they remainthere. Bar brawls in Neraka are savage affairs,with weapons, spells, and special abilities allcoming into play. Members of all different fac-tions present invariably become involved.Each faction sticks together and all other fac-tions are considered enemies.

The city guards (of the local quarter) arrive2d6 rounds after a fight begins, emptying thebar quickly. Any brawlers apprehended by theguards are taken to the Pen (Encounter 162).The guards always arrest members of other

factions first, giving their own comrades timeto escape.

If the PCs are not wearing the uniforms ofthe district’s Dragonarmy, each character hasa base 20% chance of being arrested in thegeneral panic to escape the bar. Fighting withthe guards results in all present members ofthe district’s Dragonarmy joining forces toslay the offender.

154. Inns

Inns are establishments where the PCs mightbe able to rent rooms for one night or severalnights. (On the City of Neraka map, the innsare the buildings marked with Xs—see themap key.) In many cases, as shown on themap, an inn and a tavern are adjacent. Con-sider these establishments to be large build-ings with both functions addressed.

An inn has a 90% chance of having roomfor the PCs before the district’s Dragonarmyarrives, and a 25% chance thereafter. A roomcosts 1d4 stl per night, although the cost canbe cut in half if the customer is willing to sleepon the floor.

Food is always served, but again at doublethe prices listed in the Players Handbook. Theresidents of the inns generally try to leaveeach other alone.

155. Army Camps

These are established immediately followingthe arrival of the district’s army. The campsare approximately double the size of theOuter City districts shown on the map andspread into the plains beyond Neraka.

The camps consist of canvas tents and arethe sleeping quarters for the troops and non-commissioned officers of the Dragonarmies.The officers seek more comfortable quartersin town. Each Dragon Highlord usually has alarge house in the center of the camp in whichhe or she resides. During this adventure, how-ever, the Highlords all stay at their quarters inthe temple.

The camps are crowded with sleepingtroops from 4:00 AM until noon. From noonuntil 4:00 PM, the camps are crowded withgrumpy, hung-over troops. Starting at 4:00PM, the troops move back into town foranother night of carousing.

The camps are guarded with a casualassortment of pickets placed at 100-yardintervals about the perimeters. The status ofthese guards should be determined by a 1d6roll: 1-2 = alert; 3-4 = asleep; 5-6 = haveabandoned the post and gone into town.

156. Market Square

These are large, open plazas surrounded bydozens of little stalls. The stalls are not shownon the City of Neraka Map, but they are allaround the perimeter of the open area. Fromdawn until shortly after noon, these stalls arelocked and guard patrols frequently look inon the abandoned plazas. Starting at about1:00 PM, and continuing until dawn, the stallsare opened and the goods within hawked for

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sale by the sleaziest collection of huckstersand salesmen ever gathered on Krynn.

Items for sale in the market squares includea tremendous variety of meats, fruits, vegeta-bles, baked goods, candy, and exotic cuisinefrom the far corners of the world. Every vari-ety of liquid refreshment, usually intoxicating,is available in quantities large or small. Ani-mals both mundane and exotic are offered forsale, as are an amazing collection of worth-less trinkets and military souvenirs. Pennantsproudly proclaiming the various Dragon-armies, or announcing a victory at the yet-to-be-fought Battle of Neraka can be boughtcheaply.

Herbs, spices, potions, and poisons are alladvertised for sale. Potions generally go forabout 100 stl, and there is a 50% chance thatthey do not perform as claimed. The water ina potion bottle always carries at least a mildenchantment, so a detect magic does notreveal the potion to be worthless. If a potion isdetermined to be other than what is claimed,it might be poison (10%), another randomlydetermined type of potion (30%), or simplymildly enchanted water (60%).

Haggling is the name of the game in themarket squares. All merchants start out ask-ing at least five times what they figure theycan get for their wares; only skillful bargain-ing will bring them down to a standard price.

157. Dark Churches

These are small temples devoted to the wor-ship of the Queen of Darkness. Each is asmall stone building with a courtyard in frontenclosed by a low stone wall. (On the City ofNeraka map, dark churches are the buildingswith circles inside their outlines-see the mapkey.) Multicolored tapestries hang outsideand inside the temples, displaying images ofall five types of evil dragons. The banners ofwhichever quarter the temple occupies aregiven a prominent position.

Each temple is staffed by 2d6 Dark Pil-grims. The pilgrims do a brisk business in“prayers for hire.” Troops and officers of theDragonarmies frequently visit the templesand pay one stl for a blessing that supposedlyincreases their chances of surviving anupcoming battle.

Other treatments, such as removing orplacing curses, cure light wounds, and othersmall enchantments, are available for asteeper price. Usually 4d10 stl is asked forservices in this category.

Any visitors who arouse the suspicions ofthe Dark Pilgrims are secretly examined witha detect good spell. If the visitors are of highlygood alignment, the guards arrive 3d6 roundslater. The Dark Pilgrims attempt to delay thedeparture of the good visitors, using force ifnecessary, until the guards arrive.

158. Merchant and Craftsman Shops

A vast assortment of merchant shops linesthe streets of Neraka. (On the City of Nerakamap, these shops are the black buildings.) Aswith most other costs, the prices of goods and

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services is approximately double what mightbe expected. Goods purchased in a shop aremuch less subject to bargaining than thosefound on the Market Square.

To determine the merchandise sold in agiven shop, roll 1d100 on the Merchant ShopTable.

If the PCs are looking for a specific type ofshop or craftsman, roll 1d100 to determine astarting place on the table. Then move downthe table, passing one type of merchant orcraftsman for each Encounter 158 that theHeroes pass, until they reach the type thatthey are looking for.

If the PCs ask for directions, simply place ashop of the type they seek 1d4 blocks awayand allow them to find it if they obtain and fol-low the directions.

The size of the shop is determined by thetype of work done there, as a wainwright re-quires much more space than a gemcutter,for example.

Merchant Shop Table

D100Roll1-34-78-1011-1314-1617-2127-2930-3233-3536-3839-4041-4243-4546-4849-5051-5354-5657-6061-6263-6566-6768-7071-7273-7576-8081-8384-8586-90

9 192-9495-9798-00

Shop TypeMoneychangerMoneylenderJeweler/GemcutterApothecary/AlchemistLocksmithBlacksmithEmbalmer/UndertakerMusician/DancerPhysician/BloodletterBarberScribeStonemason/QuarrymanTailorTeamster/Mule-skinnerWainwright/WheelmakerBakerGlassblower/BottlemakerLeatherworker/TannerRopemakerShoemaker/BootmakerBrewer/DistilleryTrinkets/Cheap junkWeaponsmithArmorerButcherCaravan Guides/OutfittingMapmakerPawnshopSorcererSageArchitect/EngineerHarness and Tack

159. Guardhouse

A guardhouse is always garrisoned by theDragonarmy in whose district it is located.(For the number and type of troops in eachdetachment, consult the Garrison Table inEncounter 152, ignoring the “Army” column.Roll three times.) A Dragonarmy officer isalways present to command the detachment.Each guardhouse is a sturdy stone buildingand contains a waiting room, two interrogationrooms, four cells, an office (for the officer),and a ready room for the troops on duty there.

Each guardhouse is staffed by three detach-ments of troops, unless a detachment is out inresponse to a call. If the Dark Pilgrims at aDark Church call for help, a detachment issent. Likewise, if a brawl breaks out in a bar,one of the detachments rushes to arrest thetroublemakers. At least one detachmentalways remains in the guardhouse.

The cells are used only to hold prisonerswhom the officers think are worthy of theattentions of the Inquisitor or an appropriateHighlord. Troublemakers, drunks, and row-dies are immediately sent off to the Pen(Encounter 162).

The first detachment rolled is the one that isalways present at the guardhouse. Roll 1d8 todetermine if either of the others are currentlybusy quelling some disorder: 1-5 = all 3 arepresent; 6-7 = the third detachment rolled isabsent; 8 = the second and third detachmentsare absent. If the PCs have created a diver-sion that has drawn a detachment away, thenthe third detachment is absent, and on a 6-8the second is also busy.

160. Entrances to the Undercity

These are of two types: outdoor and indoorentrances. They are never obvious to passers-by. Outdoor entrances are almost alwaysthrough secret trap doors concealed in thewooden sidewalks of the Outer City.

Outdoor entrances to the Undercity that arelocated in Neraka’s Inner City generally usethe sewer grates that line the city streets.Where these encounter areas are marked onthe map, the grates swing easily upward. Thegrates have a locking catch underneath, sosimply pulling up on a grate does not releaseit. A successful open locks check by a thief isrequired to release the catch.

Indoor entrances are concealed beneathfloorboards, or under rugs, tables, or beds.Treat these entrances as secret doors for pur-poses of discovery.

161. Warehouse and Storage Bins

These buildings contain the vast stockpiles ofsupplies that have been gathered to supportthe Dragonarmies. The caravans that con-tinue to arrive in Neraka bring additionalquantities of goods, which are immediatelycarried to an empty warehouse for storage.

The buildings are all made of stone blockwith heavy wooden doors. Each door issecurely locked, and is so strong that anyattempts to open doors suffer a -3 penalty.

To determine the contents of a given ware-house, roll 1d10 and consult the WarehouseTable.

Warehouse Table

D10Roll Contents1 Uniforms (district color)2 Beer and ale in casks3 Liquor and wine4 Salt (1-3) or Oil (4-6)5 Weapons of all Dragonarmy types6 Fodder (hay and oats)

7-8 Grain in bins9 Hardtack (dried meat)1 0 Dried fruits and vegetables

Roll percentile dice to determine how full agiven warehouse is if the PCs should enter it.The dice roll equals the percentage of capac-ity currently in use.

162. The Pen

This is the holding tank for troops and citizenswho get too rowdy in Neraka and then makethe ultimate mistake of not outrunning theguards. Such unfortunates are brought to thePen and thrown in.

Food and shelter are not provided in thePen, since most prisoners enjoy only briefstays. Several rusty iron troughs offer whatpasses for drinking water.

Prisoners remain here until their unit com-manders arrive to bail them out, which is usu-ally within a day or two. If the imprisoned is aprivate citizen, arrangements for bail must bemade with the Penkeeper. Bail in this casecosts everything the imprisoned characterhas upon his or her person (as revealed by athorough search), and whatever the Pen-keeper feels he can get for the person’s life. Ifmoney must be fetched from a location inNeraka, the accused is held and guards fromthe Pen venture into town to collect.

The Penkeeper returns weapons and armorto released prisoners, but he keeps money,gems, potions, and other valuables.

The Pen is enclosed by a 30-foot-highwooden fence. The perimeter beyond thefence is guarded by regular patrols of guarddetachments from the Green Dragonarmy.

A secret door in the southern end of thefence allows passage to the outside world.Characters passing through it during daylightare certainly seen by the perimeter guards. Atnight, there is a base 50% chance thatescapees are spotted. Increase this chance by10% for every individual over eight in theescaping party.

If the PCs remain in the Pen for two days, orif it is Day 7 of the adventure, a scruffy-look-ing human mercenary approaches them withan offer to show the way out, for a price. Henegotiates for whatever he thinks he can getfrom the Heroes, and then shows them thesecret door.

The Penkeeper’s hut is a small woodenbuilding near the northern edge of the Pen’sperimeter.

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In here, the Penkeeper has collected 500stl, four potions of healing, a potion of stonegiant strength, and a potion of invulnerability.All of these possessions are locked in an ironstrongbox under his bed. The Penkeeperkeeps the key to the box on his belt at alltimes, and the box is trapped with a poisonneedle that will prick any thief who fails anopen locks attempt (successful saving throwvs. poison or suffer 5d8 points of damage).

163. Slaver Pens

The occupants of these cells stay here inabject hopelessness, waiting to be purchasedby officers in the Dragonarmy, wealthy mer-chants, or shop owners looking for cheaplabor.

The slaver pens are actually holes in theground over which heavy bars have been laid.Prospective purchasers walk above the cageson catwalks, looking down at the Slavemas-ter’s wares.

Slaves are segregated by sex and age, withmen of various ages kept in a variety of cages,and likewise with women. The youngestslaves are about 15 years of age; any olderthan 45 years are summarily disposed of, astheir marketability is virtually nil. (Use theMan, Common stats for slaves.)

A strong young man or attractive youngwoman costs about 150 stl, while the lessdesirable slaves can be purchased for a thirdof that. This is truly a sad and very nearlyhopeless place; perhaps nowhere else is theevil behind the Dragon Empire so brazenlydisplayed.

164. The Pit

This is a deep hole in the ground where thebodies of dead humans, draconians, ogres,and creatures of all varieties are unceremoni-ously tossed to rot and decay.

The stench is vile. Any character attempt-ing to approach the pit must pass a Constitu-tion Check or fall back, gasping and choking.Characters who do reach the edge of the pitmust roll a successful saving throw vs. poisonor succumb to a disease, as if they had beenaffected by a cleric’s cause disease spell.

165. Lute’s Loot—Pawnshop

This little store in the Red Army’s district isone of the centers of activity for the HiddenLight—the underground movement that seeksto undermine the power of the Queen of Dark-ness.

Lute (see the “NPCs” section of the Appen-dix) is a courageous little man who is ready tosacrifice his life to further his cause. If the PCscan persuade him of their sincerity, he showsthem the secret trap door in the floor of hisshop leading to the catacombs of the Under-city. He knows the underground route to thedungeons below the temple and to the meet-ing room under the Inn of the Broken Shield.He sketches out a crude map of these routesfor the PCs, if they ask him to do so.

166. Inn of the Broken Shield

This inn looks like nearly any other tavern inthe Outer City, except that there are always2d6 human laborers present in addition to allother groups. All but a few of its customerswould be surprised to learn that this inn is acenter of underground resistance in Neraka.

Talent Orren, the proprietor, is the leader ofthe Hidden Light. The laborers are his mostfaithful followers and bodyguards. A secrettrap door behind the bar leads to a largeunderground meeting room. During the Night-walk, when most of the Undercity is deserted,Talent can gather 100 freedom fighters here,mostly through subterranean passages.

Like Lute, Talent willingly supports anyactivity of the Heroes if he is persuaded thatthey are true enemies of the Dark Queen. Fora major operation, he and his men will risktheir lives to create a diversion or otherwiseaid the PCs’ efforts.

167. Hair of the Troll Tavern

This inn, located in the Green Army district,resembles other Nerakan inns in all respectsexcept one: it is the favored watering hole ofMaelstrom, the freedom fighter who serves asliaison between the Hidden Light forces inNeraka and those in the countryside.

Maelstrom is a burly human who sits byhimself, drinking an apparently enormousquantity of ale without being visibly affected.Other patrons, including ogres and Sivak dra-conians, have learned to leave this humanalone.

If approached by the PCs and persuaded oftheir sincerity, Maelstrom reveals the signifi-cance of both Lute’s Loot and the Inn of theBroken Shield. If the Heroes enter either ofthe latter establishments with a corny linesuch as “Maelstrom sent us,” they are guar-anteed a hearty welcome.

Encounters in the Inner City

Sheltered by the high walls of Neraka, theInner City is somewhat different in characterfrom its counterpart outside the walls.Although free travel is limited to Dragonarmyofficers and those with passes, the Inner Citydistricts are nearly as busy as the regions ofthe Outer City. The Dragonarmies have manyofficers, and they generally visit establish-ments in the Inner City to avoid meeting therabble that they command.

The quarters of the city, as defined by thevarious colors of Dragonarmies, continuethrough the Inner City and up to the templeitself. The streets in the Inner City are allpaved with stone, and each has a drainagesewer running underneath it. Iron grates,spaced every 100 feet down the centers ofthe streets, drain water from the streets to thesewers below.

Encounter descriptions 153 through 161,given for the Outer City, apply to similarstructures in the Inner City as well, with a fewexceptions. Thus the taverns, shops, etc., ofthe Inner City are not described separately.

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Use the Outer City descriptions and apply thefollowing modifications:

Prices: Because the customers of Inner Cityestablishments are army officers and wealthycitizens, the costs of all goods here areroughly four times the standard AD&D gamerates. This is double the rate of Outer Cityestablishments.

Clientele: Dragonarmy officers are alwaysaccompanied by a bodyguard of elite troops.Thus, when determining the customers pre-sent in a tavern, roll on the Tavern CustomerTable in Encounter 153. Each group of troopsis accompanied by an officer. Roll 1d6 todetermine the race of the officer: 1-4 =human; 5-6 = the same race as the troops.

Note: There are no army camps or marketsquares in the Inner City.

The Queen’s Way: This is the main street ofthe inner City. It spirals around from its begin-ning, at the Main Gate, through two completespiraling loops before coming to an end at theTemple Square. It is flanked by the city wallson either side. Guard patrols diligently movethrough it, checking the papers of all theyencounter.

Double the frequency of random encounterchecks while the PCs are on the Queen’s Way.

168. Main Gate

A huge gatehouse surrounds a pair ofmassive, tightly closed iron gates. Aheavy portcullis blocks access to thegates. A small door into the gatehouseseems to be the only open passage. Sev-eral guards stand before it, demandingpapers from all who approach.

Neraka’s main gate is a fortress unto itself.The building towers nearly 100 feet above thesurrounding streets. The small doors next tothe gates open onto a hallway running thelength of the building, leading from the Innerto the Outer City.

If characters note the gate, they see manyguards posted atop its walls. The area aroundthe gate is lit by hundreds of torches at night.There is a 1 in 3 chance per turn that an offi-cer passes through the door next to the gates.Observing characters who make a successfulIntelligence Check notice that the officer isnot asked to show papers.

The gatehouse is garrisoned by 100 troopsfrom each of the five Dragonarmies (500total). These troops maintain barracks andmess halls within the gatehouse; they servehere for one-month shifts. All changes ofguard postings occur within the gatehouseitself. The vigilance of the guards at the maingate is never lowered; noninvisible charactersattempting to scale the wall here or sneakthrough the door are seen and accosted bythe guards.

Any characters captured here are takendirectly to the Captain of the Guard (En-counter 176).

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169. Minor Gates

These gates allow passage from each dis-trict into the Inner City. Each gate is flankedby twin 60-foot-high towers. The gates aremanned by the army of the respective dis-trict.

Like the main gate, the minor gates areclosed after Event 83. Only a small woodendoor allows passage between the Inner andOuter Cities.

Each minor gate is watched by threedetachments of guards on duty at any giventime. Roll on the Garrison Table in Encounter152 (ignoring the “Army” column) to deter-mine the makeup of these detachments. Onedetachment guards the wooden door atground level, checking the papers of all whopass (except Dragonarmy officers). An offi-cer is posted with this detachment. The otherdetachments are posted atop the two towersflanking the gate.

Unlike the main gate guards, these detach-ments live in the army camps. The reliefguards march from the camps to the gates atevery shift change. These guards are alwaysalert enough to detect noninvisible intrudersattempting to slip past their posts.

170. The City Walls

opens onto the wall on either side of thetower. The stairs end in a trap door that opensonto the roof of each tower.

172. Emperor’s Court

This huge square directly behind the maingate is lined with galleries and reviewingstands. It is used for parades, festivals, andother pageantry. It sits astride the main streetleading from the main gate to the temple, soit serves as a thoroughfare when not used foranything else.

The street begins to snake toward the tem-ple underneath a huge stone arch in the west-ern wall of the court. To the south, an irongate stands shut, barring passage to theQueen’s Court. Treat this gate as a minorgate (Encounter 169).

173. Queen’s Court

The Queen’s Court is a slightly smaller ver-sion of the Emperor’s Court. It sits astride themain street, which passes through the squarealong the east-west axis. At the southern endof the court, another minor gate providesdirect access to the temple square (treat as inEncounter 169).

174. Temple Square

Rising 40 feet above the ground and spi-raling inward like a constricting snake, thecity walls present a smooth, stone surfaceto any who would try to reach the InnerCity.

The walls rise to a stone parapet. A 10-foot-wide walkway runs along the top of each wall.A guardhouse is located every 100 yards.The guards move 50 yards out and backagain from each guardhouse on an irregularbasis.

Characters attempting to slip across the topof the walls unnoticed stand a base 80%chance of being observed. This chance isdoubled during daylight. The chance can alsobe modified by the vigilance level of theguards (see Event 94), and whether or not thePCs received the blessing of the gods in Gods-home. In addition, add 10% to the chances ofdetection for each individual above eight inthe party attempting to sneak across.

If the modified chance of discovery is 100%or more, the party is spotted. If it is less than100%, roll 1d100 to determine whether or notthe PCs pass unseen.

171. Towers

Each of these towers lies astride the city wall.The towers are 60 feet tall and 40 feet wide,with an open platform on top surrounded by awaist-high parapet.

Each tower is garrisoned by a guard detach-ment, as detailed in Encounter 169. The tow-ers are hollow, with wooden stairways spiral-ing upward inside them. Two ground-leveldoors lead into each tower and one door

Rising like the misshapen spawn of a madarchitect’s nightmare, the Temple of theQueen of Darkness claws skyward fromthe center of a huge plaza. Black, twistedtowers shoot from the structure at oddangles. The walls seem to bend outwardor inward with no logical pattern.

The huge square surrounding the temple isthe end of the snake-like Queen’s Way. It isnot visited casually. Stationed in here at alltimes are honor guard units from each of thefive Dragonarmies. (For each of the fiveDragonarmies, roll six times on the GarrisonTable in Encounter 152. Ignore the “Army”column on the table.)

The honor guard units march around thetower at a leisurely pace, but the troops arealert. Weapons gleam, uniforms and bootsare clean, and officers and sergeants barktheir orders with crisp precision. This is anopportunity for each army to display its mili-tary might, and each unit strives to outdo theothers in appearance, drill, and discipline.

175. Arena of Death

This vast coliseum is devoted to the enter-tainment of the troops and citizens of Neraka.The usual show consists of many slaves beingforced to fight to the death.

The arena gates are neither closed norguarded, so characters have no difficultywalking onto the arena floor or among thegalleries. Below the floor, however, consider-able activity occurs in preparation for thequeen’s arrival.

A huge spectacle has been planned for theday after the queen enters Krynn. Four unitsof slaves are receiving extensive training andpreparation as light infantry. Each unit con-sists of 1d20 strong fighters. Two units fighteach other in two separate matches. The vic-torious units then face each other in a climac-tic battle to the finish. The surviving membersof the winning unit will be given their freedom;all others will be put to death.

Each unit is quartered in a huge, barrenroom under the arena. Their weapons andarmor, of course, are stored separately. Eachunit is guarded by two detachments (for thesize and type of each detachment, consult theGarrison Table in Encounter 152, ignoring the“Army” column) of the Blue Dragonarmy.

If these slaves can be freed, they serve theirliberators as elite units during the Battle ofNeraka. They can also create a diversion dur-ing the Second Council or perform any rea-sonable request.

176. Captain of the Guard

This hulking blockhouse is the quarters of thecity guard, and the headquarters of the Cap-tain of that guard (see the “NPCs” section ofthe Appendix).

The city guard is the only military organiza-tion in Neraka that does not belong to one ofthe five Dragonarmies. Thus, the Captain ofthe Guard enjoys a rank very nearly equal tothat of a Dragon Highlord.

The city guard forces consist of 11 squadsof 20 Kapak draconians each and 11 squadsof 20 Baaz draconians each. Each squad iscommanded by an Aurak draconian and twoBozak subcommanders.

The blockhouse contains barracks andmess halls for these squads, as well as 100small cells for temporary storage of prisoners.The only prisoners kept here are thosedeemed too significant for storage in the Pen.They are generally sent to the Inquisitorwithin 1d3 days.

The captain’s office on the second floor isreached by ascending a long stone stairway.One Kapak squad is always assigned to pro-tect the approach to the office.

In the rear of the blockhouse is a small tem-ple of Dark Worship, tended by a group ofeight Dark Pilgrims.

Encounters in the Undercity

The subterranean region stretching beneaththe city of Neraka is collectively referred to asthe Undercity.

Encounters 177 through 181 are descrip-tions of common Undercity locations. Theselocations are repeated many times through-out the Undercity, but they are similar enoughthat general descriptions apply to all of them.Encounters 182 and 183 are unique areas.

The locations referred to in Encounters 177through 181 are displayed on the Undercity ofNeraka map wi th symbols rather thanencounter numbers. The upper sewers(Encounter 177), for example, are displayedas a double line and are not numbered on the

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map. Note that the key to the map lists theencounter number for each type of terrain, sothat you can quickly find the description dur-ing play.

Iron Grates

In many places marked on the map, a grid ofiron bars blocks passage through the upperand lower sewers. These grids serve as crudefilters, preventing large objects from flowingthrough the tunnels. Although they are veryold, the grates are made of heavy iron bars. Anormal Strength Check is required to spreadthem apart. The grid is made of bars spacedabout one foot apart. Kender and gullydwarves can squeeze through the grates inone round. Large creatures must bend thebars to pass through.

Secret Doors

Many routes through the Undercity areblocked or concealed by secret doors. Theseare cleverly designed portals that blend intothe surrounding stonework, down to the moldsand slimes that coat most of the walls downhere.

The secret doors can be discovered via thenormal procedure. Once the door has beendiscovered, however, a thief must make asuccessful open locks roll to find and releasethe catch. A thief can make such a checkafter 3d6 rounds of searching; if it fails, thesearch can be continued. An unlimited num-ber of checks can be made at a given secretdoor, but 3d6 rounds pass between eachcheck.

Exits From the Undercity

Exits leading to the streets of the Inner Cityare ladders leading up a narrow hole to asewer grate in the middle of a street. In theOuter City, the ladders lead to secret trapdoors in the wooden sidewalks.

Exits leading to the interiors of buildingsanywhere in Neraka are without exceptionconcealed by secret doors from the tunnels ofthe sewers. Generally, the secret door opensonto a short tunnel leading 10d6 feet to theside of the sewer. At the end of the tunnel, avertical shaft leads upward about 12 feet tothe trap door in the floor of the building.

All exits connecting the Undercity to the sur-face lead from the upper sewers (Encounter177).

Random Encounters

Note that two different sets of randomencounter tables are used for the Undercity(see “Random Encounters” in the Appendix).The first set is used at all times except duringthe Nightwalk (12:00 AM to 2:00 AM), andincludes the undead that heavily populate theUndercity. The second set of encountersapplies only during the Nightwalk, when theseundead are walking the streets of Neraka.

If your game clock shows that the Night-walk begins or ends while the PCs are in the

Undercity, immediately switch to the appro-priate section of encounters for all checksduring the Nightwalk.

Note also that the upper sewers are notconsidered part of the Undercity for purposesof random encounter checks. All checks forrandom encounters while the PCs are in theupper sewers are made on the second set ofthe Undercity encounter table (the Night-walk/Sewer random encounters).

177. Upper Sewers

These are the sewer tunnels running under-neath each street of the Inner City. The irongrates on the streets appear every 100 feetalong the tops of these tunnels.

The tunnels are about eight feet in diameterand are cylindrical in shape. There is alwaysat least one foot of water collected in the bot-tom of the tunnel. If it has been raining in Ner-aka, the water level is higher.

Add one foot of depth for every day of con-tinuous rainfall, including the present day.Consult Event 81 to determine the length ofthe rainstorm. Beginning the first day after thestorm, the water level falls two feet per dayuntil it reaches the one-foot depth, where itlevels off.

Even though the upper sewers cross lowersewers at many locations shown on the map,most of these areas contain no connectionsbetween the two levels. The two sewer sys-tems are only joined in those locations wherespillways (Encounter 178) are indicated.

178. Spillways

The spillways are chutes connecting theupper and lower sewers of Neraka. Some arescreened by iron grates, as shown on themap. Each spillway is 60 feet long, anddescends 20 feet over that 60-foot length.

The spillways have water flowing downthem if the current water level of the uppersewers is four feet or greater. The depth ofwater in the spillways is three feet lower thanthat in the upper sewers.

The spillways are always slick and treach-erous because of the build-up of slime andmold on the surface of the chute. A characterattempting to move up or down the spillwaymust succeed at a Dexterity Check. Failuremeans that he slips and falls, sliding all theway to the bottom and sustaining 1d6 pointsof damage. The character’s Dexterity score ismodified by a -5 penalty for every foot ofwater flowing down the spillway.

Any time a character slides down a spill-way, roll 1d6. On a 1 or 2, the character has arandom encounter at the bottom of the spill-way. Roll on the Random Encounter Table (inthe “Random Encounters” section of theAppendix) to determine what creature isencountered.

A character trying to climb up a spillwaywho fails the Dexterity Check is assumed toslip at the very bottom and does not sufferdamage. A character can make one attemptto climb the spillway every turn.

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179. Lower Sewers

The lower sewers of Neraka serve to channelthe water overflow from the upper sewers.They also serve as connecting passagesbetween the various catacombs, reservoirs,and encounter areas down here.

The lower sewers are tunnels 12 feet highand 12 feet wide. They are square, not circu-lar, in cross-section. The depth of water in thelower sewers is half that in the spillways. Thewater never flows quickly down here; there isa stagnant, musty smell throughout the lowersewers. Even if no water flows down the spill-ways, there is a nearly uniform pool of waterfour inches deep over the floor of the lowersewer. Characters attempting to move silentlyor to utilize the effects of elven boots mustmove at 1/3 their normal movement rate, or thesplashing of their footsteps is audible 120 feetaway.

180. Reservoirs

These large chambers are essentially under-ground lakes, collecting the overflow from thesewer systems until the water evaporates orseeps into the ground. The water in the reser-voirs is stagnant and foul. Any characterdrinking it must roll a successful saving throwvs. poison or succumb to disease, as in theclerical cause disease spell. Characters whoso much as swim in the water must roll a suc-cessful saving throw vs. breath weapon. Fail-ure means that they have inadvertentlyingested some of the water, and must suc-cessfully save vs. poison or suffer the diseaseeffects.

The water level in the reservoirs is 1d6 feetbelow that of the lower sewers. Slime-coatedsheer drops connect the lower sewers to thereservoirs, with water slowly trickling from thelower sewers to the surface of the reservoir.The reservoirs are 11-30 feet (1d20+10)deep. As indicated on the map, they are sev-eral hundred feet across.

If characters try to cross the reservoirs,ignore the usual Random Encounter Tables.Instead, if an encounter is indicated, roll 1d6on the following table:

Reservoir Encounter Table

D6Roll Encounter

1 2d6 Giant Frogs2 2d6 Giant Leeches3 ld3 Giant Constrictor Snakes4 ld6 Giant Crayfish5 1 Froghemoth6 2d4 Huge Pedipalpi

181. Catacombs

The catacombs are the graveyards of Neraka.Until recently, the dead of the city were buriedhere, with large sections devoted to the fami-lies of prominent army officers and importantfigures in the hierarchy of the evil empire.

With the growing activity of undead in thearea, plus the thriving populations of other

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assorted monsters, the citizens of the cityrarely venture down here any more. The areashave been taken over by the foul denizens.

The catacombs are literally teeming withundead at all times, except during the Night-walk. Double the frequency of randomencounter checks while the PCs are in a cata-comb, unless a Nightwalk is in progress.

The catacombs are laid out in a square gridpattern. A section of coffins is a 20-foot-square area, surrounded by a 10-foot-widecorridor on all sides. The entire catacombsarea is simply this grid pattern repeated manytimes. Characters walking through this areahave the impression of moving down a 10-foot-wide corridor, with similar corridorsbranching to each side at 20-foot intervals.

Each section of coffins has a wooden doorin the middle of one side. Nearly all of thedoors (90%) have been destroyed by the rav-enous ghouls and ghasts. Inside the tier arethe remains of 3d10 corpses. Check for a ran-dom encounter every time the PCs enter asection.

If the PCs are attacked by a group of un-dead, the combat draws additional groups ofundead. Roll on the Random EncounterTables (in the Appendix) after 1d6 rounds ofcombat to determine what additional types ofundead arrive to join in the fight. The undeadprincipally seek to slay any PC clerics. Ifmore than one type of undead is present,however, they try to capture the rest of thePCs and take them to the Court of No Resort(Encounter 182).

182. Court of No Resort

This dreary chamber is the focal point ofundead power below Neraka. It is the lair ofthe five liches that control the Nightwalk.These are the judges that sit at the court,resolving disputes among the undead of theUndercity. The court is the reason that theundead attempt to take PCs prisoner duringencounters in the Undercity.

The courtroom is a vast chamber draped inhuge, tattered sections of rotted black velvet.The five judges sit upon a raised dais at theend of the room opposite the entrance. Beforethe judges is a long bench. Below this benchis a pit where prisoners are forced to stand.

Behind the pit are arrayed numerous gal-leries that provide seating for hundreds ofinterested spectators. They are occupied byall of the captors, as well as numerous otherundead who gather for the spectacle of a trial.

The entire chamber is illuminated by sev-eral glowing red spheres floating about theroom. These are simply red glass balls uponwhich permanency and levitate spells havebeen cast by the liches. Inside each ball is asmall stone that has been enchanted with acontinual light spell.

Behind the judge’s bench, a wooden doorleads to a smaller chamber. The judges retirehere after they have heard the case, in orderto confer and render a verdict.

The liches decide which group of undeadcan claim the lives of the prisoners. Wightsand wraiths desire that the prisoners be given

over to them for energy draining and toincrease the population of that type ofundead. Ghouls and ghasts have a morebasic desire behind their pleas: hunger for thecorpses of the prisoners. The banshees wantto keep the prisoners alive, but securelychained, in a nearby section of coffins, tortur-ing and tormenting the prisoners for the ban-shees’ entertainment and enjoyment.

A member of each type of undead groupthat captured the prisoners steps forward andpresents the case of that creature type.

The liches then retire to their private cham-ber and eventually return with the verdict. Todetermine what the verdict is, list the types ofundead in the order that they arrived at thefight. Beginning with the first group, roll ld6.That group receives the prisoner on a 6 result.If the result is other than a 6, roll for the nextgroup. Keep rolling, going through the listseveral times if necessary, until a 6 comes up.

The 1d6 roll can be modified by severalfactors. In all cases, treat a result greater than6 as a 6. Modify the die rolls as follows:

Verdict Modifiers

Modifier+ 1

+ 1

– 1

CauseUndead of that type killed aPC clericUndead of that type werekilled in the fightNo undead of that type wereleft after the fight

Regardless of what stage the proceedingshave reached, the Court of No Resortadjourns at 11:30 PM every night so that theattendees can reach their positions for theNightwalk. The prisoners are left under thewatchful eyes of 2d6 ghouls until the sessionresumes at 2:30 AM. The prisoners are notbound, however, nor are their possessionsremoved. This mechanic can be used as alucky break, allowing the PCs a chance toescape from an otherwise very difficult situa-tion.

183. Emperor’s Cache

This secret chamber contains some of thefinest treasures from across the face of Krynn.It is the personal cache of the Highlord Ari-akus, and its contents are known only to him.

The treasure room is guarded by a huge,ancient red dragon. Ariakus brought thedragon in here under the influence of a reducespell. After the spell wore off, the dragonbecame too large to escape, since all of theentrances are eight-foot-diameter tunnels.The dragon can speak but cannot use spells.

The treasure is heaped in the center of theroom, and the dragon spends most of its timecurled up atop this pile. Though it appears tobe sleeping, this is just a ruse. It knows thePCs are there when they get within 100 feet ofits chamber.

This treasure includes a mountain of coins:80,000 gp, 40,000 ep, 50,000 stl, and 10,000pp. Scattered among these coins are 10,000gems, worth 30-300 stl each (1d10 x 30).

The room also contains numerous magicalweapons and armor, including: plate mail +4,shield +4, shield +3, chain mail +4, leatherarmor +3, long sword +5 defender, mace +4,sword +2 (red dragon slayer), plate mail ofetherealness, dwarven thrower hammer +3,and cursed berserking sword +2.

The room also contains several magicalitems, including dust of disappearance, dustof sneezing and choking, a gem of seeing, amedallion of ESP, and a talisman of thesphere.

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Within the temple lies the gate through whichTakhisis can now partially pass. If this gate issealed, then the Dragon Empire dissolves intowarring factions. If it is opened entirely, thenthe doom of the world is nearly assured.

Closing the gate is no easy task. Creaturesof great evil are stationed throughout the tem-ple. The PCs might find that deception provestheir only means of achieving success andstaying alive. Finding the gate and sealing itwithout bringing the guards down on theirheads is the PCs’ primary challenge.

Moreover, it might be difficult to completethe quest for other reasons. The Dragon High-lords appreciate skill and cunning. Ratherthan death, they might offer the PCs positionsof power if they abandon their quest and turntoward evil. While this always ends in the PCs’eventual extermination, the PCs might betricked long enough for the Dark Queen to tri-umph.

About the Temple

The Temple of Takhisis is no doubt the mostbizarre structure upon the face of Krynn. Itwas grown rather than constructed.

When the Cataclysm struck Krynn, thecenter of annihilation was the temple of theHigh Priest of Istar. Yet that temple was not

destroyed, as were the lands and cities aroundit. Rather, its parts were scattered among allthe planes of the gods: good, evil, and neu-tral.

Of all the scattered pieces of the temple,the most important was the foundation stone.This pillar of stone was studded with the mostprecious gems from all over Ansalon, includ-ing a hallowed piece of the Whitestone itselffrom Sancrist Isle. The foundation stone wasthe main supporting pillar of the temple, thefocal point of the temple’s power.

As fate would have it, the foundation stonewas cast into the Abyss, the realm of Takhi-sis, the Queen of Darkness. After a period oftime, the queen came upon the stone.Through her cunning and terrible dark pow-ers, she caused the stone to become her por-tal into the physical world. Through this por-tal she could circumvent the banishmentimposed by Huma, and she once again sether dragons upon the world. This time, shevowed, the forces of darkness would emergevictorious.

Thus the foundation stone became thequeen’s gateway into Krynn. She entered theworld in a desolate and uninhabited regioncalled Neraka. After planting her stone on thedry, flat ground, surrounded by toweringpeaks, she walked the world for a time, awak-

ening her dragons from their long sleep. Shethen returned through the gate to rally herforces on the Abyssal plane.

The stone she had planted, meanwhile,began slowly and magically to grow into adark version of the temple that once stood inIstar.

Now fate again played a role in swingingevents of the world, this time back toward thepoint of balance. A brother and sister walkedthe plain where the foundation stone wasplanted. The brother recognized the value ofthe gems and eagerly tried to pry one of thegems loose.

The sister objected, as this place seemed atonce holy and terrible to her. She felt thatthey should leave immediately. An argumentand a struggle ensued. The sister, reelingfrom her brother’s blow, struck her headagainst the foundation stone, knocking loosea green gem in the same instant that shedied.

Her brother clasped the green gem to hischest and fled in panic. His name was Beremand the stone became embedded in his chest.The green gemstone caused him a magicaltorment that denied even the escape of death.

Though the sister, named Jasala, had died,her good and kindly spirit did not flee to therealms of Paladine. Instead, she entered the

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foundation stone. So convinced was she thather brother would return to her, she remainedand awaited him.

The temple grew, but not as the Dark Queendesired. Since the foundation stone was miss-ing one gem, the temple was doomed to bedistorted and incomplete. It clawed its wayinto the sky in twisted agony. Its corridorswrithed in tortured and inexplicable direc-tions. The grace of the temple at Istar wasperverted.

This in itself presented no problem for theQueen of Darkness. In fact, such an abodewas more suited to her tastes. But it was thespirit of Jasala—a spirit of compassion andgoodness that inhabited the stone and thusblocked the queen’s gate into the physicalworld. Takhisis could only project a portion ofher presence through the gate between theplanes until such time as the gate could bethrown fully open.

In the meantime, the twisted corridors andbizarre rooms of the temple have beenadapted to the uses of the queen and her gen-erals. Some additional construction attemptedto make sense of the perverted architectureand turn the building into a useful structure.Defensive mechanisms were created. A regi-ment from each of the five Dragonarmiesmaintains a permanent posting here. Bandsof Dark Pilgrims—the clerics of Takhisis—roam the temple, constantly performing ritesof darkness and evil.

Distortions of Reality

The temple rests astride the border betweenthe physical world of Krynn, in the PrimeMaterial plane, and the Abyssal plane. Thusmuch of the original structure is gravitation-ally and geometrically unstable.

This is a natural phenomenon, not a magi-cal one. Therefore, spells such as detectmagic and dispel magic have no effect on theperspective and gravity distortions in thetemple.

Characters might find themselves climbingstairs that actually descend to a lower level.The curved corridors shown on the templemaps appear straight to all forms of measure-ment and detection. This applies to all curvedcorridors in the temple, including those thatdouble back upon themselves in a “U” shape.Intersections of these curved corridors alwaysappear to be at right angles.

As mentioned earlier, stairways sometimesappear to travel in directions opposite to theirtrue directions. Any time the PCs encounter astairway, either spiraling or straight, roll ld6.On a 1-3, the stairway seems to go in theopposite direction from that actually moved.Characters who think they are climbing areactually descending, and vice versa. Spiralingstairways are not curved corridors for pur-poses of the distortion described above.

Maps

The Temple of Takhisis is depicted in fiveseparate maps (on the black and white side ofthe fold-out mapsheet). These show thedungeon level, the main level, the upper level,and the tower levels. Encounter areas arenumbered starting with the dungeon level andmoving upward.

The Objective

The ending you have selected for the epicrequires the PCs to reach a certain locationwithin the temple. Each key location is in thecenter of one of the temple levels, as follows:

Objective LevelFoundation Stone Dungeon LevelCouncil Chamber Main & Upper LevelsAnvil of Might Upper Tower Level

The Garrison Regiments

An elite unit of draconians from each Dragon-army is posted on permanent guard duty inthe temple. The sections of the templeguarded by each army correspond to the citydistricts controlled by the same army. Unlikethose in the city, members of these elite regi-ments are never subject to reduced vigilancebecause of a long shift on duty.

These regiments are the honor guard whenthe Dragon Highlords meet in council. Theirorder of entrance is explained in Event 89.

The draconians in each regiment are notunusual except that they are among thelargest of their type. They therefore have verynearly the maximum number of hit points.The Temple Garrison Table lists the name ofeach regiment, the type of draconians, andthe hit point spread for these elite draconians.

Temple Garrison Table

Army & Unit Dracs. Hit PtsWhite Legion Kapak 18 + 1d6Green Regiment Kapak 18 + 1d6Black Guards Bozak * 24 + 1d8Blue Watch Sivak 32 + 2d8Red Watch Sivak 32 + 2d8

* The Bozak draconians of the Black Guardscan cast the following spells: detect magic,magic missile, sleep, detect invisible, web.

Encounters

184. Training Rooms

Each of these five rooms is located beneaththe barracks of one of the Dragonarmy regi-ments garrisoning the temple. One is used byeach regiment.

The rooms are so large that all members ofthe unit can gather for drill and fighting prac-tice. Usually only a portion of each regimentis present while the others are posted onguard duty or sleeping.

Each training room is simply a large, openarea. The ceiling is 20 feet above the floor,

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which consists of fine sand covering a base ofrock. The rooms are surrounded by a viewinggallery, 10 feet higher than the floor of thetraining area. Numerous stairways provideaccess from the floor to the galleries.

The training areas are used on a fairly regu-lar schedule. From 6:00 AM until 4:00 PM,60-90 (50+10d4) members of the regimentare involved in weapons and drill practice. Atall other times, 3d6 members are present,practicing on their own.

However, the training areas are abandonedduring (and for four hours before and after)each council of the Dragon Highlords.

185. Regimental Armories

These rooms are locked and two members ofthe regiment stand outside the door at alltimes. A warrant signed by an officer of theregiment, or by the army’s Highlord, is neededfor permission to open the armory. In fact, theguards do not keep the key to the door; it isheld by the regiment’s commanding officer.

Each armory contains the following supplyof weapons: 800 spears, 240 long swords,400 shields, 400 suits of (draconian) armor,80 heavy crossbows, 2,000 quarrels, 40 longbows, and 1,600 arrows. Locked in a closetnear the back of the room are the officers’supplies: eight suits of plate armor +1(human, with masks), eight long swords +1,and eight potions of speed.

186. Regimental Kitchens

These rooms contain the kitchens used tocook for the troops and officers while they arein the temple. As might be expected, the foodis considerably better than that in any of thearmy camps around Neraka.

The kitchens are adjacent to storeroomsthat are well-stocked. The supply storagerooms contain enough food for a six-monthsiege.

Each kitchen is staffed by 12 human slavesand two draconians. The slaves sleep in asmall room adjacent to the kitchen. Eachkitchen has four huge ovens, four cookingfires with large iron kettles suspended overthem, and a large refrigeration room chilledwith ice from the Khalkist Mountains.

The food stockpiled here includes manybins of grains, dried fruit, and dried vegeta-bles. The refrigeration rooms contain freshfruit, vegetables, and meat.

187. Acid Pools

These devious traps are all similar in effectand appearance, but they are concealed by awide variety of illusions and look quite differ-ent.

Each acid pool is a circular room, 60 feet indiameter, with at least one corridor entering it.The pool of acid fills the room and is six feetdeep. Characters in the acid sustain 8d6points of damage per round.

If the PCs approach a pool, roll 1d6 andcompare the result to the following table todetermine which illusion is in effect.

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Acid Pool Illusion Table

D6Roll Effect

1 No illusion2 Acid is invisible3 Acid pool appears to be water4 An illusory bridge connects all cor-

ridors into the room5 A real bridge connects all corridors

into rooms, but the middle 10 feetof the bridge is illusory

6 Room is disguised as a corridor

188. Dark Abbey

This chamber is devoted to the worship of theQueen of Darkness. It is huge and circular,with rows of benches surrounding the centralaltar in concentric rings. The altar contains alife size and life-like statue of the Queen ofDarkness.

Services are held in the abbey followingeach session of the Dark Rites (Event 95).These services last for two hours. Duringthese services, 240 Dark Pilgrims are present.At all other times, eight Dark Pilgrims arebusily sweeping and tidying the chamber ordusting the statue.

The abbey is deserted during the councilsof the Dragon Highlords.

189. Queen’s Garden

A musty smell pervades these caverns. Thecave floors are covered by a well-irrigatedlayer of soft dirt. Small fountains flow intostreams that run through the caves and finallydisappear into the dirt. The place is strangelyidyllic—except for the plants that grow here.

Each of the garden’s six caverns is home toa vile and deadly form of plant life. Startingwith the first one encountered by the PCs, thecaves contain the following:

First cave: 36 green slimesSecond cave: 24 seven-foot-tall violet fungiThird cave: 33 yellow musk creepersFourth cave: brown moldFifth cave: 22 green slimesSixth cave: yellow mold

In addition to the plants, each cavern is inhab-ited by a shambling mound. There are nopaths through the caverns; visitors to the gar-den must step on or over the plants.

190. Queen’s Chamber

This vast cavern has been prepared as theabode of the Queen of Darkness, after sheenters the world of Krynn. It is simply a vastand empty cavern. Continual darkness spellshave been cast throughout the room.

191. Arcane Workshop

Although this room is not currently in use, ithas seen some of the most evil mages onKrynn. Here was discovered the secret of per-verting good dragon eggs into draconians.

The room lies behind a simple, unlocked

wooden door. It is protected with enchant-ments that go far beyond the capabilities of amere mechanical lock. Beams of light spillfrom the room and can be seen around thedoor.

All spells that have already been cast in theroom have been cast by a 14th-level mage.

If the door is touched, a magic mouthappears on the door, saying, “Begone! Yourdeath awaits within!”

The room within is illuminated by dozens ofcontinual light spells. It contains eight work-benches and 16 stools. Each bench holds avariety of vials and bottles that are filled withall kinds of foul ingredients. In the center ofeach bench rests a book that looks like a fatspell book. However, each book is simply acollection of blank pages, with a title writtenin explosive runes.

Each bench also contains a drawer. Thedrawers are protected by fire trap spells. Thedrawers of four of the desks contain onlyscribbled notes. Each of the other four con-tains something of value, however:

Drawer 5: A deck of many thingsDrawer 6: A mage’s scroll, containing poly-

morph other, cloudkill, cone of cold, holdmonster

Drawer 7: The following potions (two dosesof each): climbing, extra healing, fire resis-tance, polymorph self; each bottle clearlylabeled

Drawer 8: A wand of magic missiles with 27charges

Roll 1d8 to randomly determine what is in thedesk if the PCs attempt to open one of thedrawers.

192. Temple Dungeon

These corridors are lined with row after row oftiny cells. A few are actually occupied byprisoners, although 90% of them are empty.

Each cell is an eight-foot square roomsecured by a heavy iron door. A small hole inthe floor of each room serves as a pitifullatrine. The doors contain six-inch-wide slotsat floor level to allow for passing food anddrink to the occupants.

The prisoners who are here now includeseveral members of the Hidden Light, butmost are officers or troops of the Dragon-armies. The latter prisoners have committedserious infractions, such as murdering a com-rade or attacking a superior officer, or per-haps taking the queen’s name in vain. Sev-eral formerly prosperous Nerakan business-men occupy some of the cells. They werebrought here because they could not controltheir greed.

Meals of stale bread and scummy water arebrought to the prisoners around 6:00 PM,unless the Inquisitor’s guards forget. Theaverage prisoner has occupied his cell for1d12 months.

193. Court of the Inquisitor

The Inquisitor interviews prisoners in this gar-ishly equipped room, before removing them

to the tor ture chamber or the TempleDungeon.

The room is a large chamber, well lit bycontinual light spells placed upon variousitems of torture that are hung from the walls.Prisoners are always chained hand and footbefore being brought into the presence of theInquisitor. Eight Dark Pilgrims toil constantlyin the room, cleaning and sharpening thedecorations (spikes, thumbscrews, tortureracks, bonecrushers, etc.) that hang aboutthe walls.

Blood-red tapestries flank either side of theInquisitor’s bench. Prisoners are led into a pitin the center of the room, below the bench.

194. Quarters of the Inquisitor

These luxurious apartments house the lnquisi-tor and his staff of 40 Dark Pilgrims. The pil-grims sleep on crude bunks and eat in acrowded mess hall. The Inquisitor, however,sleeps on a huge feather bed and eats at amassive oaken table, spread with the finestlinen, crockery, and silver.

A private kitchen, staffed by the pilgrims,contains stores of fine meat, fruit, vegetables,and wines. It has a small refrigeration room tokeep these stores chilled.

The Inquisitor’s apartment includes a bed-chamber, a sitting room, the dining room, akitchen, and an office. All of these rooms aredecorated with the same blood-red tapestriesthat hang in the court.

The Inquisitor and the pilgrims occupy theirquarters from 6:00 PM until 10:00 AM daily.

195. Torture Chamber

This is the room where the Inquisitor per-forms his evil work. Torture devices of everyshape and description, as well as slow-burn-ing charcoal fires, vats of seething acid, andcages containing spiders, snakes, leeches,and other creatures, line the walls of theroom.

Like the court, this room is steadily illumi-nated by numerous continual fight spells.

196. The Foundation Stone

This room contains a dozen thick stonecolumns, spaced at odd intervals and sup-porting the soaring ceiling that towers 60 feetabove the floor in the center of the room.

Each column is studded with hundreds ofhuge and brilliant gems. The stones reflectand magnify light from any source so that theentire room seems to shimmer and glow withevery spectrum of color if so much as acandle is brought here.

The foundation stone itself lies at the centerof the room. Unlike the other columns, theshaft in the center rises twisted and mis-shapen to the ceiling. A gaping black hole inthe side of the column shows where the gem-stone has been removed.

Depending on the ending you have selectedfor the epic, replacing the gem in the founda-tion stone might seal the queen’s fate, perma-nently open her way into the world, or do

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nothing. In any event, if Berem places his resented; the command word is the same aschest against the stone, the gem returns to its for that portion of the main gate, All Dragon-niche, and Berem achieves his long-sought army officers stationed in Neraka know thedeath. command word for their army.

The gems are impossible to remove fromany of the columns now that the temple hasgrown in size and power. Rather than fasten-ing to a character, as happened with Berem,the reverse effect now occurs. Any charactermaking a really determined effort to removeone of the stones is sucked bodily into thecolumn. There the character’s soul languishesuntil the temple falls. This is caused by god-like power, and no saving throw is allowed.No resurrection is possible, unless the templeis destroyed.

199. Dark Pilgrim Cells

Each of the rooms within these areas is thehome of eight Dark Pilgrims. Between periodsof the Dark Rites, one in three of these cham-bers is occupied by eight sleeping pilgrims.For two turns before and after the rites, thecells are deserted.

The pilgrims keep only their robes andweapons with them in their cells.

200. Wine Cellars197. The Temple Main Gate

The main temple gate stands ever open,beckoning to any who dare to pass through.A pair of huge steel doors flanks the entrance;these can be closed in an emergency. Theyhave never yet been shut, however.

These rooms contain many casks of the finewines used by the Dark Pilgrims during therites. Each room contains a rack of ceremo-nial goblets and decanters and three racks ofkegs.

A band of eight Dark Pilgrims waits outsidethe gates to escort legitimate visitors throughthe entrance. The seven apprentices wait withthe visitors while their master moves ahead ofthe party, out of earshot. The master disarmsthe protective traps in the entry hall.

201. Regimental Standards

The gates are guarded by a series of fivetraps, beginning 60 feet inside the entrance.Five alcoves flank the entry hall, and eachdelivers a different attack from the DarkQueen’s arsenal to any who pass themunaware. The mouths of each alcove resem-ble the gaping maws of the dragons they rep-resent.

Each of these locations is devoted to theexploits of the appropriate temple garrisonunit. The regimental flags are displayed, anda brief history of the unit’s battles, enclosed ina massive leather tome, rests on a tablebeneath the flags.

Each room is garrisoned by an honor guardof four draconians from the unit represented.

202. Regimental Barracks

The master pilgrim can deactivate eachtrap with a single command word, knownonly to the masters. The traps can be deacti-vated in a single round, and remain thus forfour rounds.

These quarters house the regiments that gar-rison the temple. They are empty from 6:00AM until 8:00 PM. Outside of these hours,each area holds some 60-90 (50 + 10d4)members of the regiment.

If the appropriate command word is notspoken, each trap activates when a physicalobject passes the mouth of its alcove. (Thisincludes invisible characters.) The traps andthe damage inflicted, as well as the commandwords, are listed here:

Draconian troops have few private posses-sions. When the troops are not present, a fewgory military trophies from past battles arethe only items of note in the barracks’ rooms.When the draconians are present, they havetheir weapons and armor with them.

203. Council ChamberTrapWhiteGreenRedBlueBlack

Type Damage Command Word25 pts Frost FrigiusPoison Gas Toxius45 pts Fire lncendrius40 pts Lightning Electrius30 pts Acid Acerbicus

The pilgrims at the main gate participate inthe Dark Rites. Thus the post is left unat-tended for two turns before and after eachreciting of the Dark Rites.

This soaring chamber is the very heart of theDark Queen’s empire. It is here that she willenter Krynn, if the gate to the Abyss can beopened. This is also where the Highlords meetto plan strategy. This is the only place onKrynn where Takhisis can even partially man-ifest her presence.

198. Army Gates

Each of these gates is defended by a dozendraconians of the appropriate regiment. Inaddition, a specialized version of the traps atthe main gate protects each army gate.

The ceiling arches nearly 100 feet over-head. Six tall platforms are spaced evenlyabout the perimeter of the room. Four of theseplatforms are 30 feet above the floor. The oneto the south is 40 feet up, and the one to thenorth rises 50 feet from the floor. Sweepingsemicircular banks of stairs fall away fromeach platform to the floor of the chamber.

Immediately within each gate is an alcovesimilar to the main gate alcoves. Only thetype of dragon appropriate to the army is rep-

Huge banners hang from the walls overeach of the Highlords’ stations, emblazonedwith the colors of the army and scenes depict-ing the lands of Ansalon conquered by eacharmy.

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The entrances on the main level of the tem-ple are used by Dark Pilgrims and the honorguard regiments. Characters entering at thislevel see the thrones of the Highlords farabove them to all sides.

On the temple upper level, each Highlordhas a private door to his or her throne. Alsoon the upper level lies the gate through whichTakhisis will attempt to pass. The gate ismarked 203a on the Temple Upper Levelmap. Any characters attempting to drive herback to the Abyss must push her through thegate from south to north. In these endings,the presence of Paladine, or a character bear-ing a Dragonlance, on the other side of thegate closes the aperture permanently.

For details on the councils that occur here,see Events 89 and 93.

204. Army Officer Quarters

Each of these tiny apartments is the quartersfor an officer in the Dragonarmy controllingthat part of the temple. Half of these apart-ments are empty except for furniture, sincethe owning officers are camped in the field.The other half contain the personal effects oftheir occupants. In addition, 50% of the occu-pied apartments have the occupants presentfrom 11:00 PM until 9:00 AM. The apart-ments are empty at other times.

Each apartment contains a bed, desk,chair, and footlocker. The footlockers arelocked and 25% of them are guarded withpoison needle traps. Each footlocker containsa spare uniform (with mask) and 1d6 x 100stl worth of treasure. If the chest was trapped,there is a 25% chance that it contains a ran-domly determined magical item,

205. Army Council Chambers

These are work chambers with many woodenbenches, a few tables, and maps or chartshanging upon the wall. The banners of theowning Dragonarmy are prominently dis-played.

The maps on the walls display the routeused by that Dragonarmy to reach Neraka onDays l-5 of the adventure. On Days 6-7, themaps show the army’s path to the Battle ofNeraka. From 10:00 AM until noon, eachcouncil room is occupied by a Highlord and12 + 1d6 officers.

206. Wall and Parapet

These are outdoor areas, 40 feet above thetemple square. Stationed on the platform arefour guards (from the temple regiments) foreach door (or set of double doors) leadinginto the temple from the platform.

207. Abbey of Eternal Night

This chapel is the center of worship for theDark Pilgrims. Beginning with each session ofDark Rites, and lasting for a full hour after-ward, 80 pilgrims gather here.

The room is entirely blanketed with contin-ual darkness, permanency, and silence spells.

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The pilgrims perform their individual wor-ships in this soundless, lightless environment.Each group of eight pilgrims gathers together,with the master sitting in the center. Like theothers, he sits on a straw mat upon the floor.

Each group of pilgrims is separated fromthe others by 10 feet of space.

208. Record Room

This room contains eight desks with a DarkPilgrim sitting at each. The pilgrims are writ-ing the history of Krynn according to Takhi-sis. They are striving desperately to finishbefore the Second Council of Highlords, butthey will never make it.

Each pilgrim writes diligently on a longscroll. Some of the scrolls have been boundinto books in one corner of the room, butmany more are stacked carelessly about.

The pilgrims barely notice any distractions,but object loudly and strenuously if anythingshould force them to halt their work.

209. Army Treasuries

Each of these rooms contains the payrolls fora Dragonarmy. The rooms are double-lockedand guarded by a dozen members of the tem-ple regiment at all times. Only the Highlordshave the keys to the treasuries.

Each treasury contains three large and onesmall locked chest. Each chest is trapped, asin the entry alcoves by that army’s gate. Forexample, if a chest in the Red Army’s trea-sury is opened without the key, and the traphas not been removed, the room fills withfiery dragon breath. In all cases, the trapseffect everyone in the room.

The large chests contain 20,000 sp, 20,000gp, and 20,000 stl, respectively. The smallchest contains 600 - 1,100 (500+ 100d6)gems, worth an average of 50 stl apiece.

210. Ballrooms

These elegant chambers are designed for cel-ebrations. A raised gallery at one end con-tains seats for a small orchestra. The bannersof the appropriate Dragonarmy are drapedostentatiously about the hall.

The rooms are used by the Dragonarmyofficers for affairs of culture, which quicklydegenerate into drunken brawls. The rivalriesthat mark the taverns of Neraka are notabsent from the ballrooms in the palace!Since cultured ladies are rare in Neraka, theofficers usually make do with trollops from inthe taverns. The chance of a fight during anofficer’s ball is only 25% of the chance in atavern during Ribaldry, but the same proce-dure applies. The chance is never modifiedbecause of the time of day, however.

Starting at 10:00 PM on Day 4, a ball isheld in one of the ballrooms each night andlasts until 5:00 AM. Present are 2d6 officersof each army currently encamped about Ner-aka, twice that number for the army hostingthe ball, and 5d6 of the above-mentionedladies. A cheap orchestra of drums, trumpets,pipes, and harps play loud and fast music.

The balls occur at the following ballrooms:Day 4-White; Day 5-Green; Day 6-Black;Day 7-Red (if evil wins).

211-215. Dragon Highlord Apartments

All of the Highlords maintain private apart-ments here. Each is accessible via the towersconnecting the various levels of the temple.The apartments have plush armchairs, featherbeds, and fireplaces.

The towers are each manned by six mem-bers of the Highlord’s temple guard at thesame level as the apartments.

The outer room is a combination sitting anddining room. It is equipped with a fine hard-wood table and chairs, as well as comfortablecouches around the fireplace. The next roomis an office, with a large desk and a heavymetal strongbox.

Finally, the Highlord’s bedroom, privatelavatory, and bath complete the apartment.As with the rest of the apartment, these arefurnished in luxurious style.

The Highlord is always present from 5:00AM until 10:00 AM, and is sleeping duringthese times. There is a 50% chance that thelord returns for a nap from 2:00 PM to 5:00PM.

211. Toede’s Apartment

Toede’s apartment is filthy and unkempt, withboots, uniforms, and the like scattered allover. The desk is piled high with papers, mostof them unread. Spilled bottles of wine add asticky aspect to the mess.

212. Lucien’s Apartment

This apartment resembles Toede’s in allrespects.

213. Ariakus’s Apartment

The emperor has decorated his rooms withthe heads of many of the creatures he haskilled. His prize trophy is a small silver dragonhead.

The chambers are much neater than thoseof Toede or Lucien. When Ariakus returnsfrom a ball, he brings ld3 trollops with him.

214. Kitiara’s Apartment

Kitiara’s apartment contains nothing to indi-cate that it is the residence of the only femaleHighlord, except perhaps her custom-fittedplate mail uniforms. The rooms are morepractical and military than the other Highlordapartments. The papers on her desk are wellorganized.

Like Ariakus, Kitiara rarely returns from theballroom alone. She has company-usually aDragonarmy officer—80% of the time.

215. Salah-Khan’s Apartment

The rooms of the Green Dragonarmy com-mander are decorated in somber, plain style.Incense burns constantly in small pots, giving

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the chambers a sickly sweet smell, andadding a smoky haze to the air. Small vialscontaining a variety of herbs and powdersstand on the mantle; the Highlord uses themto mix a wide variety of intoxicating concoc-tions.

216. Long Drop

The floor of this circular room is the ceiling ofthe council chamber directly below. It is anillusory trap, however, since the room actu-ally has no floor. Although the illusion createsan appearance of solid tile layered in a multi-colored mosaic pattern, the entire floor is anillusion. Characters attempting to step onto itbreak the illusion and plummet 100 feet tothe base of the Dark Queen’s throne.

217. Chamber of Gorzaug

This room contains the lone minion of Takhi-sis to accompany her into Krynn before thegate was closed. Gorzaug now awaits thereturn of her queen in this room high atop thetemple.

She can sense any intrusion into her levelof the temple, and she stealthily emerges toambush the intruders. For combat anddescriptive purposes, treat Gorzaug as a lich.

218. Anvil of Might

A massive bronze anvil stands alone in thecenter of the room. A huge hammer hangs onthe wall.

This anvil is the only place where Berem’sgem can be destroyed. If he kneels at the sideof the anvil, the stone rests upon the bronzesurface. A single blow must be delivered withthe hammer by a fighter. The gem shattersinstantly and Berem collapses, freed at lastby death.

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The world of Krynn has struggled through along winter. It is hoped that the actions of theHeroes have made it possible for a freshspring to arrive, breaking the frosty spell ofevil that has held the land in thrall for so long.

Yet, though the evil is now scattered, itremains, for the most part, undiminished. Thegreatest accomplishment to arise from thedestruction of the Dark Queen’s gate is thesundering of the evil forces’ unity. Now eachDragonarmy is a separate force, arrayedagainst its former comrades as well as theforces of good.

But so too are the forces of good scatteredby the news of the Heroes’ success. Elf andhuman, dwarf and kender, these are not nat-ural allies. Without the clear and imminentdanger of complete subjugation before them,these races and peoples no longer feel com-pelled to work together for a common goal.

Thus wars will continue, but they will besmaller wars. One nation might fight its neigh-bor for the right to determine anew the borderbetween them. Dwarf and ogre will againclash for the privilege of using a strategicmountain pass, or the right to excavate apromising vein of ore. Creatures will die inthese wars, and good and evil will struggle inbalance for the chance to gain a small, localsuperiority.

Yet in other lands crops will be planted, andmen and women will again work to create abetter world for their children. Peace will bemade between contentious neighbors, formany are tired of war and death.

The war against evil will continue throughthe acts of the brave and the virtuous. Acts ofcruelty will still mar the beauty of the land.The Heroes have not failed in their questbecause of these realities, however.

Look on those lands where the crops growgreen, and the arrival of a new child is causefor celebration and hope. Not long ago, thesethings were vanished from the land, and thehope of their return was gone from the heartsof the people.

It is in the restoration of these opportuni-ties, the return of hope, that the Heroes’ suc-cess is seen. The task set for the Heroes wasto end the source of evil that threatened intheir time, not to put an end to evil for alltime.

A Special Note if the Quest Fails

The adventure is designed so that the playercharacters should have learned how to suc-ceed in the quest. They should have beenpresented with opportunities to accomplishthe grand objective. If the players were care-less or inattentive, they might not have suc-ceeded because of their own mistakes.

It is possible, however, that the playersacted intelligently, the game was run fairly,and things still did not work out. A battle inwhich every character fails a saving throwmight have proved an insurmountable set-back, or a similar example of bad luck mighthave plagued the group at a key instant dur-ing the adventure. In most cases, especially ifthe cause is simply bad luck, a means ofextricating the party should not be too diffi-cult to arrange. A reasonable explanation ofhow the party emerges from such an extrem-ity should be given. A surprising spell fromFizban, for example, should be a last-resortploy on the DM’s slate for such a predica-ment.

Be sure, whatever the outcome, to keep thegame in perspective. It is, after all, a game:real lives are not affected by the outcome.Make sure that the players know that theyhave played well—there is no shame in failurecaused by the fickle rolls of the dice!

Consider the fact that the failed quest mightcreate additional, albeit desperate, opportuni-ties for adventure in the world of Krynn. Asthe dark forces lash out with renewed vigor,the PCs will find chaos and evil on all sides.Yet even then, not every spark of goodnesswill be squashed from the planet.

The success of the Heroes has returnedbalance to the world of Krynn.

The End of the Epic

The adventure in this book concludes thestory of the Dragonlance War. It is up to youand your players to continue playing a cam-paign set in Krynn. Whether you continue ornot, the conclusion of an undertaking such asthe DRAGONLANCE saga calls for some cel-ebration, and perhaps a moment of sittingback and reviewing the accomplishments ofthe player characters’ quest.

Consider throwing a party at the conclusionof the epic for your gaming group. Gather theplayers and celebrate the completion of thegrandest role-playing adventure series ever.Talk about the adventures, perhaps reliving

some of the more exciting moments in thetime-honored fashion of all old campaigners.

You might wish to ask each player for his orher most memorable moment in the epic. If ithas taken you a long time to complete theseries (a distinct possibility!) then perhapsyou will want to recap the earlier adventuresto refresh your memories.

Get out the maps and old PC cards, if youstill have them. You can show the playersyour maps of some of the areas they explored,perhaps even pointing out a few of the trapsor tricks that the party managed to avoid.

As high-level characters of great power andexperience, the PCs might play an importantrole in the underground resistances that mustsurely arise. Or perhaps they will be the lead-ers of a mass exodus, seeking magical orphysical solace on some distant shore,beyond the borders of Ansalon—perhapseven beyond Krynn itself!

The Continuing Adventure

Perhaps your players will wish to retire theircharacters, now that the saga is concluded.Seeking treasure in a dungeon with a charac-ter who has just saved the world might seema little mundane, after all.

If the players wish to continue playing theHeroes of Krynn in future gaming sessions,you have several options. Perhaps the PCswish to return for a more leisurely look at thesettings of their previous adventures. Perhapsthey will decide to claim a land as their own,lending a hand to aid the return of stabilityand order, or leading an army to hold the still-active Dragonarmies at bay.

Or perhaps you would like to move the PCsto a different land or world, in a new cam-paign setting. With the variety of interplanartravel opportunities presented by the AD&Dgame system, accomplishing this with high-level characters should not be an insurmount-able task.

You might decide to keep the campaign inKrynn, but to retire the powerful PCs into abenign NPC status. The players can generatenew, lower level characters, and you alreadyhave a detailed campaign setting into whichthose characters can be introduced. Or youcould have the Heroes journey to the distantcontinent of Taladas, detailed in the Time ofthe Dragon boxed set. This land is on theother side of Krynn and is vastly differentfrom Ansalon.

In any event, by exercising your creativityand responding to your players’ desires, youcan arrange it so that the adventure is justbeginning....

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Rumors, Legends, and Omens

The following section is for use with Chapters5 through 10. Rumors are used to providePCs with important clues and warnings aboutthe adventure. When to give rumors isexplained in the Prologue before Chapter 5. Arumor, legend, or omen can be selected basedon the location of the PCs or by rolling 1d20.Rumors can be learned by talking to some-one, bribing, overhearing, posters, andreports. You can create your own rumorsabout the land or create adventures based onthe legends. (Roll 1d6: 1-3 = Rumor, 4-5 =Legend, 6 = Omen)

Rumors

1. Posters urge brother to betray brother.2. The Highlord does not wear a helm.3. The ogres resist this rule of evil men and

would as soon make war with each other.4. The dead have been awakened to join

the forces of the Highlords.5. Squads roam across the land, recruiting

all able-bodied men and killing all who resist.6. If ever in need of a friend, seek one

known as Pig-faced Willy.7. The kender who drove the Highmaster

and his army from their woods.8. The rebels are led by one who can van-

ish into the woods.9. The rebels’ sign is a sash, green as the

leaves and red as a foe’s blood.10. The rebels can come and go at will

from the Highmaster’s stronghold.11. The Highmaster is a cowardly sort,

renowned for his girth and atrocious odor.12. The Highmaster has a mysterious aide

who can go anywhere, see anything.13. Within the Highlords’ forces are many

spies.14. Pirates are superstitious, easily spooked

by children’s tales.15. A visiting Highlord is looking for some-

thing or someone. Since he came, all arestopped and questioned.

16. Seek Sevil Draanim Rev. He knows allone could desire and can obtain anything, ifthe price is right. He is as loyal as money.

17. Ogres are recruiting men to guard theircaravans.

18. The rebels are learning to summonlightning to confront the Highlord.

19. Rumors abound of the Highlords betray-ing their pirate allies.

20. The Highlords and ogre chiefs plan asecret meeting to cement their alliance.

Legends

1. A gray stalker haunts the wilds. He can-not be harmed.

2. On a rocky shore, in a bloodstained ruin,restless souls mount an eternal vigil, watchingstill as they watched at the end of Istar.

3. On moonless nights, the Blood Sea roilsand churns with the torment of the wickedsouls of the lost.

4. There is a mist-shrouded island thatholds the bane of all things.

5. Legend tells that Elian the Fair, lap ofcivilization, hosts the Garden of Wonder.

6. By the crystal caves is a creature whosebeauty can blind a man. It sings a sad refrainof the lost majesty of the land.

7. Grim games of horror and barbarity areenacted in the arena of the minotaurs.

8. It is said that high within the mountainsof Minas live men who can fly.

9. The Mire, a graveyard of ships, can befound only when it claims another. A pirate’sransom is said to be buried there.

10. Death’s Teeth, twin towers that guardReaver’s Bay, were once the homes of twobrothers who kidnapped and slew the other’sfamily and swore enmity forever.

11. The very earth rebels against theoppressors, swallowing entire armies so thateven the Highlords fear the land.

12. A monstrous beast, called Shirgrenth,haunts the Gaggle Woods. Hunting at night, itcan eat an entire herd. Only fire can harm it.

13. The Oracle of the Woods is able tounravel the skeins of Fate and see the future.She has foretold that a band of heroes willpass this way and should be sent to her. Theseheroes hold the key to the Highlords’ defeat.

14. A monstrous child of the Dark Queenprowls the land, destroying rebels.

15. The trees of Grimsome Glade are as oldas the Age of Dreams. They resent man andunnatural beasts, slaying all trespassers.

16. As a creature nears his span of years,he is called to dance the Death Spiral, a finalgame with Death that none can win.

17. A spring of life is lost in the DairlyPlains. It brings health and youth to some,madness to others.

18. In the Ogrelands, legend tells of theValley of Vipers, where plum-sized gems car-pet the earth. None dare seize them, for ser-pents coil among them and poison the land.

19. Far to the north dwells the living Bea-con, a guide to lost mariners, and a candle ofhope in dark times.

20. Long ago, there were five Towers ofHigh Sorcery, but the Priest-king orderedthem sealed for all time. One stood above thecapital of Istar.

Omens

1. Ravens circle in the sky, foreshadowingdangers or carnage.

2. A white stag bounds toward the area ofmost hope for the party. Then it disappears.

3. A sudden gust of wind blows, and a cloudor leaf shadows form a death’s head.

4. A bird struggles in a thorn bush.5. The clouds or leaves part, and a ray of

sunshine illuminates the path ahead.6. Where the party treads, the grass does

not spring back, but withers and dies.7. Storm clouds billow on the horizon.8. A pale faerie fire dances toward the

party, attracted to metal and wood.9. A lucky find: a copper coin, a shawl, a

thimble, a button, a buckle, or an empty vial.10. Bleached white branches stick out of

the earth like the bones of an ancient beast.11. A feeble screech breaks the silence and

a dead bird falls at the party’s feet.12. Floating wreckage supports a shadowy

burden: a survivor, body, otter, etc.13. Racing through the waves, a pair of

dolphins keeps pace with the party’s ship.14. On the horizon, the sky turns a crimson

hue, boding fair weather or foul.15. A breeze fills the air with windseed.16. A green leafed bough floats past.17. A rainbow appears before the party.18. A shadow sweeps across the land.19. Low-flying birds dart about, diving and

turning in a mad dance.20. A small silver fox yips at the PCs. It

leads them to secret paths, overlooks, andhidden details before vanishing.

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Rumors

These rumors are for use during Chapters 11through 13. Some of the NPCs encounteredduring this part of the adventure know rumorsthat relate to the PCs’ quest. These rumorsmay or may not be true. (The first 15 are true,the last five are false!) If an NPC is noted in thetext as one who knows a rumor, roll 1d20 todetermine the rumor he gives the PCs. You canalso roll on the chart if the PCs encounter anNPC who is favorably disposed toward the PCs(either because of alignment, similar goals, orbecause of a favorable reaction check).

1. The dragon Highlords are up to some-thing big. Orders have been leaving Nerakaregularly and caravans have been increasing.

2. Sure have been a lot more caravansmoving through these parts. Most headtoward Neraka.

3. No one gets into the Dark Temple withouta special pass. Each is signed by the High-lord’s own staff and always describes the user.

4. They’ve been doing some work on a newflying citadel up in the mountains but haven’tfinished yet.

5. Stay away from the heart of the moun-tains! That’s Godshome country and no oneneeds to disturb the sleep of the gods!

6. A person without proper authority won’tget far in this territory. There’s a lich guardingthe pass into Neraka.

7. Dragons fly over the entire plain fromtheir bases. They look down and search forescaped slaves and spies.

8. Not all the Dragonarmy is sitting right onthe front. There are plenty of patrols thatsearch the plains day and night.

9. There are strange roads under the plains—roads the Highlords have not yet explored.

10. Some who have gone into volcanoeshave claimed that there are entrances tounderground roads there.

11. Some who have gone up the glacierssay that an underground road is there.

12. There are rivers of death and fire underthe Taman Busuk. Where they lead none know.

13. The Glitterpalace was once said to existin this area. Some have seen its strangeentrance in the most unexpected places.

14. Ancient legends say the Tests of theGods showed survivors the true path to theirdestiny.

15. There are ancient signposts on theplains of the Taman Busuk, but no one whofollows them is ever seen again.

16. The treasure of the dwarves is hiddendown beneath the ground; it can be foundonly by those willing to risk the fiery depths.

17. Those who go to Godshome neverleave.

18. The foggy vale to the south is the homeof good spirits who are now restless.

19. The Queen of Darkness has placedmany cunning traps all about the land. Thesetraps often lure spies to their deaths.

20. The Queen of Darkness has given herarmies a new magic that will sunder theWhitestone forces. They await the right timeto unleash this power.

Game Clocks

Use the following clocks to keep track of time during this adventure.The clocks will be reused, so mark in pencil.

Adventure ClockEach [ ] = 1 day

Month 1Week 1Week 2Week 3Week 4

S u M o T u W e T h F r S a[ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] [ 7 ][ 8 ] [ 9 ] [ 1 0 ] [11] [12] [13] [14][ 1 5 ] [ 6 ] [17] [18] [19] [20] [21][ 2 2 ] [23] [ 2 4 ] [ 2 5 ] [26] [27] [ 2 8 ]

S u M o T u We T h F r S a[ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] [ 7 ][ 8 ] [ 9 ] [ 1 0 ] [ 1 1 ] [12] [ 3 ] [14][ 1 5 ] [16] [ 1 7 ] [18] [20] [21][22] [ 2 3 ] [24] [25]

[19][26] [ 2 7 ] [ 2 8 ]

S u M o T u W e T h F r S a[ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] [ 7 ][ 8 ] [ 9 ] [ 1 0 ] [11] [12] [13] [ 1 4 ][15] [ 6 ] [17] [18] [ 1 9 ] [20] [ 2 1 ][22] [23] [24] [ 2 5 ] [26] [27] [ 2 8 ]

S u M o T u W e T h F r S a[ 1 ] [ 2 ] [ 3 ] [ 4 ] [ 5 ] [ 6 ] [ 7 ][ 8 ] [10] [ 1 1 ] [ 1 2 ] [13][15]

[ 9 ] [ 1 4 ][16] [17] [ 1 8 ] [ 1 9 ] [ 2 0 ] [ 2 1 ]

[ 2 2 ] [23] [ 2 4 ] [ 2 5 ] [26] [27] [ 2 8 ]

6:00 am 6:00 pm7:00 am 7:00 pm8:00 am9:00 am

8:00 pm9:00 pm

10:00 am 10:00 pm11:00 am 11:00 pm12:00 pm 12:00 am

1:00 pm 1:00 am2:00 pm 2:00 am3:00 pm 3:00 am4:00 pm 4:00 am5:00 pm 5:00 am

Month 2Week 1Week 2Week 3Week 4

Month 3Week 1Week 2Week 3Week 4

Month 4Week 1Week 2Week 3Week 4

Daily ClockEach = 1 turn (10 minutes)

Use this clock to keep track of time within a day.

Turn ClockEach = 1 combat roundUse this clock to keep track of time within a battle.

1st min.2nd min.3rd min.4th min.5th min.6th min.7th min.8th min.9th min.

10th min.

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Chapters 1 – 4

In addition to the set Encounters and Events in this adventure, the fol-lowing random encounters can occur. You can alter the frequency ifyou choose or omit them altogether if the party is seriously weakened.

Use the following charts and tables to set up random encounters.Table 1 contains a list of all the areas that might be explored during thispart of the adventure. Next to each area is a column labeled “Check.”This shows how often you should check to see if a random encounteroccurs in that area. For example, “1/3 Turns” means to check onceevery three turns. To make a random encounter check, roll 1d10. If theresult is 1, a random encounter takes place.

Next, look at the column marked “Range.” Roll the die listed and addthe modifier beside it. Look up the resulting number on Table 2 to findthe random encounter that takes place. The statistics for the monstersare given in the Combined Monster Statistics Chart.

Table 1: Random Encounter ChecksLocation Check RangeTarsis 1/3 turns 1d8Plains of Dust 1/4 hours 1d20Border Woods 1/3 turns 1d20+9Dream Forest 1/3 turns 1d30+14 *Dream City 1/2 turns 1d20+24Dream Tower 1/ turn 1d12+34* Simulate 1d30 by rolling 1 d6; 1 to 2 = 0; 3 to 4 = 10; 5 to 6 = 20;then roll 1d10 and add the results.

Table 2: Random Encounters1. 1 d3 Blue Dragons2. 1 d6 Kender3. 1 Blue Dragon (Skie)4. 1d10 Baaz5. 1d8 Bozaks6. 2d4 Kapaks7. 1d6 Qualinesti Elves8. 1d4 Dwarves9. 1d8 Thanoi

10. Blue Dragon (Skie)11. 3d4 Dire Wolves12. 2d4 Winter Wolves13. 1d8 Baaz14. 1d6 Bozaks15. 1d4 Bozaks16. 1d4 Kapaks17. 1d6 Qualinesti Elves18. 1d12 Giant Eagles19. 2d6 Griffons20. White Stag21. 4d4 Brownies22. 1d6 Dryads23. 1d6 Dryads24. 2d4 Kech25. 1d2 Dwarves26. 1d8 Minotaurs27. 1d3 Will-o-Wisps28. 1 Kender29. 1 Drelb30. 1d4 Silvanesti Elves31. 1 Chaggrin (Grue)32. 1 Harginn (Grue)33. 1 lldriss (Grue)34. 1 Varrdig (Grue)35. 1d4 Kender36. 1d6 Silvanesti Elves37. 1 Green Dragon (Cyan)38. 1d6 Dreamwraiths39. 1 Groaning Spirit40. 4d4 Shadow Mastiffs41. 1d4 Mihstu42. 1d3 Sirines

43. 1 Para-Elemental, Smoke44. 2d6 Spectral Minions45. 1 Beholder46. 1d6 Groaning Spirits

Chapters 5 – 10

Random Events

Random events for this part of the adventure are divided into fourtypes: A (Uneventful Trips), B (Random Encounters), C (Events), andD (Omens). To use the following tables, roll 1d20 each day of theadventure and check Table 3 to see which type of random eventoccurs.

There are three types of Uneventful Trips (A):1-2 = Pleasant journey; no encounter.3-4 = Tiring trip; X move and -2 penalty to attack rolls, damage, and

saving throws.5-6 = Hazardous trek; event inflicts 2d8 damage.If a Random Encounter (B) is indicated, roll 1d8 and add the modifier

given in Table 3 for that area. This total is the random encounter onTable 4 that occurs.

If an Event (C) is indicated, roll 1d20 again and read that entry onTable 5. Events must be adapted to the locale of the party; several pos-sibilities are given.

Omens (D) are listed in the “Rumors, Legends, and Omens” sectionof the Appendix. You should select omens that make sense in the PCs’current situation.

Table 3: Random Event ChecksType

Area A B CRuins 1-4 5-12 13-17Wildlands 1 - 4 5-11 12-18Islands 1-4 5-10 11-19Mountains * 1-5 6-11 12-18Grasslands * * 1-3 4-12 13-19Woods 1-3 4-12 13-18Towns 1-2 3-13 14-19Coastline 1-2 3-10 11-18Coastal Waters 1-4 5-13 14-19Open Waters 1-6 7-12 13-18* Includes Ogrelands** Includes steppes

Table 4: Random Encounters1. 1d2 Wraiths2. 3d4 Ghasts3. 1d4 Gargoyles4. 1 Hag5. 1d2 Spotted Lions6. 1d6 + 1 Hell Hounds7. 1 Spirit Naga8. 1 Black Willow9. 5d6 Sligs + Chief

10. 1 Giant Wolverine12. 1d4 Leucrottas13. 1d6 + 1 Forest Taers14. 1d2 Ettins15. 1d8 Merchants16. 6d4 Kapaks + Warrior17. 3d4 Ogres + Chief18. 4d4 Dire Wolves19. 2d6 Warriors20. 10d4 Hobgoblins + Bozak21. 5d6 Buffalo + 1d6 Men22. 5d6 Wild Elves23. 2d4 Kender24. 1d4 + 1 Boring Beetles25. 1d4 Dwarves26. 2d8 Ogres

D Modifier18-20 +019-20 +4

20 +619-20 +10

20 +1419-20 +20

20 +2419-20 +28

20 +3019-20 +32

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27. 1 Blue Dragon28. 4d8 Sligs + Leader29. 3dl2 Baaz + Ogre Chief30. 1d4 Merchants + 5d4 crew31. 6d6 Pirates (F3) + Warrior32. 1d6 Giant Crayfish33. 1d4 Minotaurs + 1d12 Ogres34. 1d6 Sea Lions35. 1 Sea Dragon36. 1d2 Vodyanoi **37. 1d20 Sea Elves/Mermen38. 1 Sea Serpent39. 1d12 Pricklebacks40. 5d6 Ghagglers

Table 5: Events1. Deadfall: Something heavy falls, successful saving throw vs. petri-

fication or suffer 2d6 points of damage: a) Crumbling ruin, b) Tree/Mast, c) Rock slide, d) Sudden wave

2. Pitfall: Character falls into a hole: a) Earth collapses (lo-20 ft.),b) Mud slide, c) Animal pit (10 ft.), d) Rotted flooring

3. Trap: Character stumbles into a snare or booby trap: a) Rope/Netsnare, b) Drugged dart, c) Spiked sapling (1d6), d) Sleep gas

4. Dilemma: Obstacle blocks the way-a) Barracuda/Wolf pack, b)Quicksand, c) Rapids/Avalanche, d) Hot springs/Fire

5. Warning: PCs find a warning of danger: a) Wanted poster/Rumors,b) Charred debris, c) Bloodstains, d) Eerie cries

6. Tracks: A monster’s tracks lead to an encounter or another event;roll for type

7. Wild Animal: A wild beast does the following: a) Steals something,b) Bites, etc., c) Startles as it flees, d) Feeds nearby

8. Obstacle: Path is blocked by a: a) Cliff, b) Pond, c)Gorge/Stream,d) Marsh, e) Briar hedge/Reef, f) Snag/Sandbar

9. Dragon Spoor: Signs that a dragon has been here: a) Tracks, b)Fresh kill with marks, c) Clawed trees, d) Shadow in sky

10. A Find: A special feature: a) Landmark stone or tree, b) Ruins, c)Grave, d) Wreckage

11. Carnage: There are dead bodies from a battle. Roll two randomencounters to see what fought here.

12. Accident: Misfortune befalls the PCs: a) Injury, b) Supplies dam-aged, c) Someone becomes stuck, d) Weapon breaks

13. Stranger: A stranger is encountered: a) Offers advice, b) Asksfor help, c) Plies PCs for information, d) Is rude

14. Shelter: A shelter is found: a) Cave, b) Hut, c) Port/Hollow tree,d) Wagon/Wreck

15. Illness: As a result of food, air, plants, or insects, a characterbecomes ill (1d6 days). Travels at ¼ speed, -4 penalty to attack rolls,damage, and saving throws

16. Weather Change: The weather changes to: a) Drizzle/sleet, b)Windy, c) Clear skies and cool, d) Overcast/snow flurries

17. Obscurement: Mist, fog, darkness18. Sightings: The PCs sight something: a) Shadowy figure, b) Glint

of light, c) Spiral of smoke, d) Birds take wing, e) Cloud of dust/wake,f) Rustling plants

19. Storm: This storm reduces party to ¼ movement, obscuresvision, causes 1d4 points of damage every turn caught in it; could be athunderstorm, a windstorm blowing grit or thorns, or a cyclone (addEvent 1. Deadfall)

20. Special Event: Create some special events. Some examples: a)Lunar eclipse, b) Illusion, c) Monument, d) Friendly hero

Chapters 11 – 13

Random Encounters

In addition to the set encounters and events in this part of the adven-ture, the following random encounters can occur. See the explanationunder the “Chapters 1 - 4” section earlier.

In some areas it is possible to have a random encounter with a majorNPC. When this occurs, select an appropriate NPC from the “NPCs”section of the Appendix.

Table 6: Random Encounter ChecksLocation Check RangeJelek (Enc. 103) 1 /turn 1d20+34Army (Enc. 95 & 97) 1/turn 1d12+40Taman Busuk 1/4 hours 1d20+28Test of Valor 1/3 turns 2d8+10Test of Wisdom 1/3 turns 1d20+5Test of Heart 1/3 turns 1d10

Table 7: Random Encounters1. 1d8+4 Wraiths2. 1d3 Dreamwraiths3. 1d4 Dreamwraiths4. 1d8 Shadows5. 1d4 Dreamwraiths6. 1d4+3 Will-o-Wisps7. 1d8+4 Drelbs8. 1d10+10 Wraiths9. 1d8+4 Will-o-Wisps

10. 1d8+8 Wights11. 1d4 Fetches12. 1d6+3 Invisible Stalkers13. 1d8 Bandits14. 1d4 Beholders15. 1d4 Gas Spores16. 1d8+4 Drelbs17. 1d8 Fetches18. 1d4 Crimson Deaths19. 1d6 Groaning Spirits20. 1d3 Coffer Corpses21. 1d8 Shadows22. 1d10 Spectres23. 1d8+8 Wights24. 1d10+4 Will-o-Wisps25. 1d12+8 Wraiths26. 1d8+4 Piercers27. 1d8+4 Revenants28. 1d8+4 Revenants29. 1d12+4 Baaz30. 1d10+10 Kapaks31. 1d6 Bandits32. 1d6+4 Displacer Beasts33. 1d4+8 Harpies34. 1d4+8 Harpies35. 1d6+2 Nightmares36. 1d4+2 Griffons37. 1d6+4 Giant Stags38. 1 White Stag39. 1d6+6 Dire Wolves40. 1d10 Men, Common41. 1d8+2 Sivaks42. 1d6+6 Baaz43. 1d6+8 Bozaks44. 1d8+4 Kapaks45. 1d4+2 Bloodsea Minotaurs46. 1d4+2 Bloodsea Minotaurs47. 1d12+3 Ogres48. 2d6 Wemics49. 2d4 Sivaks50. Major NPC Encounter51. 2d6 Bandits (Men)52. 1d6+1 City Guards (Men)53. 2d4 Merchants (Men)54. 2d6 Mercenaries (Men)

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Chapters 14 – 16

Random Encounters

In addition to the set encounters and events inthis part of the adventure, the following ran-dom encounters can occur. See the explana-tion under the “Chapters 1 – 4” section earlier.

Table 8: Random Encounter ChecksArea CheckPlains of Neraka 1 /hourNeraka

(Outer City) 1 /turnNeraka

(Inner City) 1 /turnTunnels * 1 /hourNeraka Undercity 1 /turnUndercity * * 1/4 turns

* Under the plains** During the Nightwalk

Table 9: Random Encounters1. Red Dragon w/Officer2. Blue Dragon w/Officer3. Black Dragon w/Officer4. Green Dragon w/Officer5. White Dragon w/Officer6. 2d6 Freedom Fighters7. 2d6 Kapaks8. 2d6 Freedom Fighters9. 2d4 Ogres

10. 1d8 Sivaks11. 1d6 Hill Giants12. 2d6 Minotaurs13. 1d6 Trollops14. 1d6 Bozaks15. 1d6 Auraks16. 8 Dark Pilgrims17. 2d6 Gully Dwarves18. 1 Vampire19. 1d6 Mobats20. 3d6 Giant Rats2 1. 2d6 Carrion Crawlers22. 1d6x200 Bats23. 2d6 Ghouls24. 1d8 Ghasts25. 2d6 Wights26. 2d4 Wraiths27. 1d4x20 Skeletons28. 1d6x10 Zombies29. 1d6 Banshees30. 1 Lich

The knowledge necessary to forge Drag-onlances, potent magical weapons that haveaided the war against evil, was gained throughthe PC’s exploits in earlier adventures. Drag-onlances—elegant needles of steel and sil-ver—are being forged as quickly as possibleand have proven invaluable in combating theevil dragons.

There are two types of Dragonlances: afootman’s lance is eight feet long and can befootman’s lance is eight feet long and can bewielded by a fighter. The mounted lance istwice as long and correspondingly heavier. Itcan be wielded by a fighter. The mounted lance ona dragon or other large steed, such as a heavywarhorse of 21 or more hit points. Mountedlances often bear an attached shield guard.These lances are almost always used by a fight-ers mounted on dragons, because the awepower of dragons makes horses and othersteeds relatively useless against them.

A footman’s Dragonlance inflicts 1d6 pointsof damage to small or medium foes and 1d8points of damage to large foes. The weaponhas a +1 bonus to attack rolls if hand held. Itcan also be cast as a spear, but with a –2penalty to the attack roll. When used againstdragons, this Dragonlance inflicts damageequal to the hit points of the wielder. Thus, a24-hit-point fighter would inflict 24 points ofdamage to a dragon.

The mounted lance inflicts 2d4+1 points ofdamage to small or medium foes and 3d6points of damage to large targets. Againstdragons, it inflicts damage equal to the hitpoints of the wielder and the mount. Thus a24-hit-point fighter mounted on a 64-hit-pointsilver dragon would inflict 89 points of dam-age to a dragon. If not mounted, the lancecauses 3d6 points of damage againstdragons. The weapon has +2 bonus toattack rolls, but only when mounted.

Flute of Wind Dancing

Magical Items

Range1d10

1d10+2

1d10+71d6+161d8+221d6+18

Brooch of Imog (Mages Only)

Bequeathed by Alhana, this brooch can beused once per day to create a minor globe ofinuulnerability that lasts for 10 rounds.

Diviner of Life

This magical artifact was created by WaylornWyvernsbane during the Age of Might.

The staff is four feet long. Each end iscapped with a band of gold and steel that issix inches long. The staff has a three-foot-

long section of what appears to be clear glassin the middle. It can withstand 20 points ofdamage before breaking. If the glass breaks,the staff is useless.

There seems to be a swirling white fogwithin the glass section. When the keyword isspoken, this fog clears completely. If the staffthen touches any living being, the life force(hit points) of that being registers as a brightgreen line that extends from the bottom of thestaff, 1 inch per 10 hit points registered. Thestaff was used by commanders for determin-ing the general condition of their troops. Itcan determine who is illusory and who is realin the dream in Chapters 1 through 4.

Dragon Orbs

Three of these powerful artifacts are known toexist upon Krynn. Each contains the essenceof an evil dragon. These are magical items ofvast and dangerous power.

The Dragon Orbs are fragile, etched crystalglobes that are 20 inches in diameter when inuse. When not in use, the orbs shrink to 10inches in diameter. They expand when thecommand words, carved in their surfaces, arespoken.

The orbs were employed long before theCataclysm for the purpose of destroying evildragons—at least, this is the legend. This leg-end is common knowledge throughout thecivilized lands of Krynn. What is not known,unless characters have learned by experi-ence, is that the orbs were really used (byvery high-level mages) to summon evildragons. The mages would then destroy thedragons with spells.

A character trying to use an orb must gazeinto it and speak the command words. Thischaracter must then roll a successful savingthrow vs. spell or he is charmed by the dragonwithin the orb. The DM should secretly rollthis saving throw, not informing the players ofthe fact that it was made.

If the character successfully resists thecharm, any evil dragons within 1d4 x 10miles hasten to the orb. These dragons auto-matically attack any non-evil creatures thatthey find near the orb. If the current gamingsituation does not specify the location ofnearby dragons, roll 1d6. On a 1 or 2, adragon of randomly determined age, size, andcolor (evil) shows up.

If the character fails the saving throw, nodragons are summoned, but the character ischarmed by the evil dragon within the orb.Inform the player, when you can speak to himalone without being obvious, that his charac-ter has been charmed. He must act normallyunless told otherwise.

The controlling dragon essence will steerthe charmed character so as to further thecause of evil. This is done as subtly as pos-sible, so that the controlled character’s com-panions should suspect nothing until a criticalpoint is reached.

For example, if the PCs are engaged in adesperate battle with an evenly matchedgroup of evil characters, the charmed charac-ter might suddenly throw in his lot with the

evil group to swing the balance in their favor.Each orb has the secondary abilities of

cure serious wounds three times per day,cast continual light at will, and detect magicat will. Any character who gazes into an orband speaks the command word will know allof these functions. Whenever an orb is usedfor any of these things, the character mustroll a saving throw to avoid being charmed. Ifthe saving throw is successful, check to see ifany evil dragons are within summoningrange.

Detect magic and detect evil spells givepositive results if cast upon either the orb or acharacter charmed by the orb. For purposesof dispelling, treat the charm effect as if itwere cast by an 11th-level mage.

Dragonlances

This item can be used only by a characterwho knows how to play a flute or other type ofwind instrument. While playing this flute, theuser summons and controls small breezes.

After two rounds of playing, the user cancreate a zephyr and after three rounds, a gust

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of wind. If an entire turn is spent playing theflute, a dust devil can be created in a 30-foot-diameter area, blowing up dust and leavesand acting as an obscure spell. The dust devildissipates gas and mist in the area of effect.

The winds created start at the player andmove outward (at 10 feet per round) up to 60feet away. They die down the round after theplaying stops.

Golden Circlet (Clerics Only)

A gift from Alhana, this circlet is worn uponthe head. It has two abilities. Once per turn itcan command up to 8 Hit Dice of creatures.Also once per turn, as long as the user con-centrates, one creature of up to 4 Hit Dice canbe controlled to act on the user’s behalf. Thecreature is not charmed and will not hurtitself.

Icon of Truth

This icon appears as a white marble rectanglecarved into the shape of a book. It is jewelencrusted and has a magical aura. The iconmeasures 6 inches x 4 inches x 1 inch.

The icon is the Tobril, the book held by thegod, Glean, symbolizing all knowledge heldby all of the gods. it represents the means bywhich the truth might be discovered.

The Icon of Truth has the following powers:once per day, the icon can cast a dispel illu-sion at 2lst-level in a 30-foot radius. Withinthis area, dreamcreatures and illusions can-not exist. If this icon is used anywhere inChapters 1 through 4, the PCs note that thetrees and buildings do not change.

This spell must be cast on a fixed locationand cannot be moved about. Any wizard orpriest who touches the icon instantly under-stands this dispel function and how to operateit. To activate the spell, the PC must presentthe icon in a forceful manner and speak theword “Tobril” firmly.

Any person who carries this object negatesany penalties for disbelieving illusions due tothe level of the dream.

Key to Qualinost

This key is magically linked to the life force ofthe designated user. The only such key avail-able to the PCs is the key carried by the trueAlhana Starbreeze. This key opens any lock(door, chest, etc.) in the city of Qualinost.

The key appears to be an ordinary key withextraordinarily delicate workmanship. It ismade of fused fine crystal twined with strandsof platinum. It is about six inches long, thehandle is one inch wide, extending down to a¼-inch shaft.

Mantooth (Wyrmslayer)

This mighty blade was the weapon of theancient elven hero, Kith-Kanan. It looks verymuch like Wyrmsbane, except that it is a littlelarger. It normally functions as a two-handedsword +3.

Wyrmslayer is immune to the imprisoning

effect of a dying Baaz draconian. The swordinflicts double the usual damage against anydragon or draconian.

In addition, a character holding Wyrm-slayer by the hilt gains a +3 bonus to all sav-ing throws against dragon breath attacks orany spells cast by dragons or draconians.These abilities need to be discovered by thePC.

Wyrmslayer does have a disconcerting ten-dency to buzz aggressively whenever theweapon is brought within 30 feet of a truedragon (not a draconian). This buzzing is loudenough to be heard clearly, and will alwaysawaken a sleeping dragon.

Medallion of Faith (Priests Only)

When this relic was first found, it was knownto have but one power: To create anothermedallion of faith when a good priest enteredthe worship of the true gods.

It has other powers that are unknown to thePC at first, but the DM can reveal each whenthe need arises. Each power can be revealedthrough divine guidance, a dream, an omen,or another method:

Bless-This can be used once per day.Protection, 10-foot radius— This lasts as

long as the user concentrates, once per day.Slow Poison— As long as the medallion is

worn, it sustains a poison victim semi-comatose for up to one day.

Detect Evil— The medallion glows a paleblue and chimes when touched to an evilobject.

Redeemer (Wyrmsbane)

Wyrmsbane is a two-handed sword +2 formost normal situations. When used againstdragons and draconians, however, it inflictsdouble damage. Against black dragons andsea dragons, it inflicts triple its usual damage.The sword does not become struck in thestatue when a Baaz draconian dies and petri-fies.

Wyrmsbane can also locate objects threetimes per day. If the user desires to find some-thing that he knows well, and the object iswithin 180 feet, the DM should steer him inthe right direction.

The sword’s abilities need to be discoveredby the PC.

Staff of Magius

This staff functions as a ring of protection +3.It strikes as a +2 magical weapon, inflicting1d8+2 points of damage. Once per day it canperform a feather fall and a continual lightspell.

In the hands of a mage of 6th level or higher,this staff doubles the duration of spells thatinfluence light, air, and minds. It maintainsspells that require concentration for oneround after the wizard stops concentrating. Italso adds 2 points of damage to every diecaused by a spell cast by the holder of thestaff.

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Staff of Striking/Curing

This combines the powers of a staff of strikingwith those of a staff of curing (see the DMG,pages 154 and 155 for these staves), with thefollowing differences:

• No charge is expended for a normalattack.

• Two charges are expended for each curefunction.

• It recharges itself at the rate of fivecharges per day when in sunlight, to amaximum of 50 charges.

Tika’s Ring

To Tika, this ring (worn on a necklace) is buta memento of her father. She has never dis-covered its use. In times of stress, she slips onthe ring, asking for her father’s guidance.Unbeknownst to Tika, this activates the ringfor the duration of the current problem. TheDM can reveal its powers in other ways.

This is both a ring of protection +2 and aring of protection from the elements. In its lat-ter function, it halves all damage from fire,cold, lightning, air, and water. It also makesthe wearer immune to the effects of up tothree dice of nonmagical damage from thenatural elements.

Webnet

This item is useful only to a mage, thoughany character can wear it as an attractive hairornament.

When worn by a mage who knows the com-mand word, the webnet can be either cast tothe ground before a foe or directly at a foe. Itinstantly grows to a 10-foot diameter and actsas a net of entrapment.

Alternatively, the net can be spun in a glit-tering circle, affecting up to 12 Hit Dice ofcreatures as if a hypnotize spell had beencast upon them, although the targeted crea-tures receive saving throws vs. spell (successcancels the effect for that creature).

Monster Descriptions

This section contains notes about some of themonsters encountered in this adventure. Thestatistics for these monsters are in the Com-bined Monster Statistics Chart on the insidecover.

Death Statue

There are 10 of these creatures. They containthe life force of the King of the Deep. Theyappear to be the petrified remains of men,their flesh turned to slate. But they are stillvessels of life and can be animated by theminds creating the King.

These 10 were priests of Istar, hurled by theCataclysm across the barriers of time andspace to the Abyss. There the Queen of Dark-ness welcomed and reshaped them. Now theyserve Her purpose and reach out from the Pitof Istar to spread the reign of evil.

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The death statues can be struck only by +1or better magical weapons. They suffer onlyhalf damage from cold, electrical, fire, andgaseous attacks. They are immune to spellsthat affect the mind (e.g., charm, hold, andsleep).

Death statues wield mystical war maces.Drawing from their link with the Abyss, theycharge their weapons with a demonic energythat crackles about the maces, giving them a+2 bonus to the attack and damage rolls.These creatures can hurl their maces to striketargets; the maces return to their hands at theend of the round.

If a character looks into the hollow pitswhere the statue’s eyes should be, he seesinto the Abyss and must roll a successful sav-ing throw vs. death or be blinded for 2d4rounds. Blinded characters suffer a -4 penaltyto their attack rolls and saving throws; othersgain a +4 bonus to attacks rolled againstblinded characters. If a character tries toavoid the creature’s gaze, he attacks with a-2 penalty.

For each statue destroyed, the King of theDeep loses 8 Hit Dice. If the last statue isdestroyed, the king vanishes forever.

Draconians

Draconians, or dragonmen, are special troopsof the Dragon Highlords. They are more pre-dictable than human forces and more apt tofollow orders than the ogres and goblins thatmake up the bulk of the army. Draconians arenot frightened by dragon awe; indeed theyrally around the evil dragons.

There are five types of draconians: thestony Baaz, the magic-wielding Bozaks, thepoison-tongued Kapaks, the shape-shiftingSivaks, and the ultra-powerful Auraks.

The first four types of draconians havewings, but only Sivaks can truly fly. The threemovement rates given are for walking, run-ning while flapping wings, and gliding. Theycan glide a distance of four times the heightthey launch from.

The mind-bending Auraks do not possesswings and cannot fly or glide, but they dopossess a limited dimension door ability.

Draconians serve many roles for theDragon Highlords. Kapaks, wielding poisonblade and arrow, are used as assassins andarchers. The magic-using Bozaks, wieldingshort swords, are used as special forces andto command draconian squads. Sivaks formthe elite forces, wearing heavy armor andable to swing two-handed swords easily. Baazare the common soldiers, the bulk of thetroops. They are often used as scouts sincethey can disguise themselves in robes. Finally,the Auraks are rare and special generals ofthe draconian armies. They are also used asspecial agents who can pass undetectedamong humans.

Draconians are created by corrupting gooddragon eggs. Baaz are derived from brasseggs, Bozaks from bronze eggs, Kapaks fromcopper eggs, Sivaks from silver eggs, andAuraks from gold eggs. These are the veryeggs that the Queen of Darkness swore to

protect in return for the good dragons’ pledgenot to interfere in her war against the peoplesof Krynn.

The corruption of the eggs is the work ofan evil triad, Wyrllish the cleric, Dracart themage, and the ancient red dragon Harkiel,the Bender. Through arcane spells they causethe eggs to grow and their occupants to mul-tiply. Then Wyrllish opens the gate to theAbyss and souls of the Dark Queen’s min-ions, the abishai, rush forth to inhabit thenew bodies.

As draconians are created through vilemagic from the most long-lived of monsters,they are not susceptible to aging in anynoticeable way. Thus the population shrinksonly through combat and accidents. Thedragonmen are also not subject to any knowndiseases. They can subsist for long periodswith little food or water.

If this adventure ends in success for thePCs, Takhisis is cast from Krynn. Without theQueen to restrain them, the race of draconi-ans gradually becomes more chaotic. Apowerful leader, such as Ariakus or Kitiara,might still be able to hold sway over the dra-conian units in a Dragonarmy. Weaker lead-ers, such as Toede, find that their dragon-men slip away to form marauding bands. If aleader is too forceful in trying to retain hisdraconian troops, they almost certainly turnon him.

The draconians that are not part of any mil-itary formation, such as those that garrisonmany of the conquered cities, quickly loseinterest in their posts. It is quite likely thatthey turn upon the populace of the city in afrenzy of pillage, murder, and arson. If the folkunite and resist, however, the uncoordinatedattacks of the draconians are blunted. Liketheir counterparts in the armies, these draco-nians soon head for the wilderness.

Draconians of different races never com-bine into bands. The antagonism betweenBaaz and Kapaks, for example, is as strongas that between draconian and human. It isthis intense rivalry and hatred that preventsdraconians from ever becoming a dominantpower in their own right.

Aurak: Auraks are the special agents of theDragon Highlords. They are the most power-ful of all draconians and the most devious.

In natural form, Auraks appear to be 7-foot-tall, sinewy draconians with short tailsand no wings.

Auraks cannot fly, but move as fast as otherdraconians on the ground, moving 15 runningor swimming. Auraks, however, do possessthe ability to dimension door up to 60 feetaway, three times per day at will.

The senses of Auraks are heightened sothat they have infravision good to 60 feet, andcan detect hidden and invisible creatureswithin 40 feet. They can also see through allillusions.

Auraks have several natural defenses thatthey can invoke at will. They can turn invis-ible once each turn until they attack. Theycan polymorph into the shape of any animaltheir size, three times per day. But their mostdiabolical ability is to change self three times

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per day to resemble any individual human orhumanoid and to perfectly imitate its voice.This effect only lasts for 2d6+6 rounds.

Auraks have three modes of attack. Theycan generate blasts of energy from each oftheir hands (1d8+2 damage with each), strik-ing targets up to 60 feet away. When dis-guised with their change self ability, theyappear to be using the appropriate weapon,but are really attacking with energy blasts.They can also attack with claws and fangs(1d4/1d4/1d6). Three times per day they canbreathe a noxious cloud (five-foot range).Victims caught in the cloud must roll a suc-cessful saving throw vs. breath weapon forhalf damage or suffer 20 points of damageand be blinded for 1d4 rounds.

Auraks can also cast two spells each of 1st-to 4th-level wizard spells. Their preferredspells include these: enlarge, shocking grasp,ESP, stinking cloud, blink, lightning bolt, fireshield, and wall of fire.

The Auraks’ most insidious power is mindcontrol. They can use suggestion once perturn at will, but they must concentrate. Andonce per day they can mind control one crea-ture of equal or fewer hit dice for 2d6 roundsthrough unbroken concentration. Mind con-trol lets the caster control the actions of thetarget as if it were his own body. The targetgets a saving throw vs. breath weapon toavoid the effect.

When an Aurak reaches 0 hit points, it doesnot die, but immolates itself with eerie greenflames and enters a fighting frenzy (+2 toattack and damage rolls). Anyone attacking itsuffers 1d6 points of damage each roundfrom the flames, unless a saving throw vs.petrification is made for half damage. Sixrounds later, or when the creature reaches-20 hit points, it transforms into a whizzingball of lightning, striking as a 13-HD monsterand causing 2d6 points of damage to thosestruck. Three rounds later it explodes with athunderous boom, stunning all within 10 feetfor 1d4 rounds (2d4 if underwater) and caus-ing 3d6 points to all within 10 feet (no saveallowed). Any items within range must rollsuccessful saving throws vs. crushing blow orbe destroyed.

Baaz: Baaz are the smallest of their speciesand are the most plentiful of the draconians.They are the Dragon Highlords’ commonground troops. These draconians often tendto be chaotic in nature and self serving whenthey can get away with it.

Baaz are often encountered in disguise.They conceal their wings under robes and,wearing a large hood and mask, can passthrough civilized lands as spies.

When a Baaz reaches 0 hit points, it turnsinto a stone statue. The person who struckthe death blow must roll a successful Dexter-ity Check with a -3 penalty or his weapon isstuck in the statue. The statue crumbles todust within 1d4 rounds, freeing the weapon.Its armor and weapons remain.

Bozak: Bozaks are magic wielders and cancast spells as 4th-level mages. Very intelli-gent, they are cruel and cunning warriors,sparing a life only if it benefits them.

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Their favored spells are burning hands,enlarge, magic missile, shocking grasp, inoisi-bility, levitate, stinking cloud, and web.

When a Bozak reaches 0 hit points, itsscaly flesh shrivels and crumbles from itsbones in a cloud of dust. Then the bonesexplode, causing 1d6 points of damage to allwithin 10 feet (no saving throw).

Kapak: Kapaks are distinguished by theirvenomous saliva, which paralyzes victims for2d6 turns if they fail saving throws vs. poison.They often lick their weapons (this takes oneround) before attacking. This venom laststhree rounds.

Kapaks are larger than Baaz and often bullyand abuse their smaller cousins. Because ofthe Kapak’s venomous nature, the DragonHighlords employ these draconians as assas-sins as well as warriors. Kapaks are sly andconniving, seeking to lure prey into traps andtripping foes to gain an advantage.

When a Kapak reaches 0 hit points, itsbody instantly dissolves into a 10-foot-widepool of acid. All within the acid pool suffer1d8 points of damage each round theyremain there. The acid evaporates in 1d6rounds. All items possessed by the Kapakare useless.

Sivak: Sivaks are used both on the battle-field and as spies. They normally attack withboth claws (1d6 points of damage each) or awicked-edged sword (1d10 points of dam-age). They can also attack with their long,armored tails (2d6 points of damage) when indraconian form.

Sivaks are shapeshifters, capable of chang-ing their form under two conditions. Whenthey slay a humanoid of their size or smaller,they can take the form of their victim. Theydo not gain the memories, experiences, orspell use of their victim and, like all draconi-ans, still radiate magic, but their appearanceand voice are exact matches to those of theirvictim. Sivaks can change back to their nor-mal forms, but they cannot polymorph againuntil they find more victims.

Sivaks also change shape when slain,assuming the forms of their slayers. Thesedeath shapes last for three days, then thebodies decompose into black soot. If the slay-ers are not humanoid or are larger than theSivaks, the Sivaks burst into flame, causing2d4 points of damage to all within 10 feet (nosaving throw).

Dragon, Amphi

This creature is a unique crossbreed betweena green dragon and a sea dragon. Though itbears some of the identifying features of agreen dragon, it looks most like a giant toadwith a tail and small vestigial wings. Thisbeast can leap a distance of 180 feet or to aheight of 60 feet once every other round. Itis amphibious and can swim and breathewater.

An amphi dragon possesses all normaldragon abilities. It can detect hidden andinvisible creatures within 60 feet and hasinfravision (60-foot range). It also radiatesdragon awe while charging.

It has the ability to change the color of itsskin to match the surroundings. If it remainsstill while camouflaged, it is undetectable 80%of the time.

An amphi dragon can attack with two foreclaws and a bite. It can also project its tongueup to 40 feet to capture a foe. To catch a foe,the dragon must roll a successful attack vs.AC 10. A creature stuck to the tongue ispulled into the dragon’s mouth at the end ofthe round. If the tongue suffers 12 or morepoints of damage that round, it releases itsprey. A victim caught in the dragon’s mouthis automatically bitten each round. If the vic-tim reaches 0 hit points, it is swallowed thenext round.

The amphi dragon can spit a stream of acidup to 60 feet three times a day. The acidcauses damage equal to the dragon’s hitpoints. A successful saving throw vs. breathweapon halves the damage received.

The skin of this creature is covered withugly yellow warts containing acid. Each timea character attacks the dragon in melee, theattacker must roll a successful DexterityCheck or suffer 1d6 points of damage fromsquirting acid.

Dragon, Sea

The sea dragon of Krynn resembles a giantsea turtle with a dragon’s head and clawedflippers. It is awkward on land.

A sea dragon possesses all of the abilitiesof normal dragons. It can detect hidden andinvisible creatures within 60 feet. It possessessonar that enables it to see up to 360 feet inthe ocean. It causes dragon awe while charg-ing.

A sea dragon attacks with either its twoclaws and a vicious bite or it breathes a cloudof steam (60 feet x 40 feet x 40 feet) threetimes a day, even while underwater. Thesteam causes damage equal to the hit pointsof the dragon. A successful saving throw vs.breath weapon reduces the damage to half.

A sea dragon can use ESP at will. Also itcan use the ability of scaly command. Onceper day it can command all fish within 300feet for 2d6 turns. Intelligent fish get savingthrows vs. spell to avoid control, but if suc-cessful they must stay at least 300 feet awayfrom the dragon.

Dreamshadow

Dreamshadows are the illusory creations ofthe Dragon Orb. Dreamshadows are unknownoutside the orb’s influence.

Dreamshadows (noted by the symbol inthe text) take on the shape and appearanceof any real person or creature known to thedreamer’s mind. The properties of an elf aremimicked in a #elf in every detail except thatthe elf causes only illusory damage. If thedreamshadow is a mage, then the spells allhave illusory effects.

Dreamshadows can be of any alignmentand can be either harmful or helpful to thePCs, depending on what dreamshadows theycome across.

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Dreamwraith

Dreamwraiths are the violent creations of thesubconscious. These creatures can appear inmany forms but, in the dream of Chapters 2through 4, they take the form of dead, decay-ing elves.

Dreamwraiths always attack the PCs withsurprising fury, gaining a +1 bonus on everyinitiative check.

Dreamwraiths are not undead and thereforecannot be turned. They are illusory, however,and if their illusion is discovered, their blowscause no harm to the nonbeliever. Becausethere are real elves around as well, each newgroup of dreamwraiths encountered must bechecked separately to be disbelieved.

Dwarf, Gully (Aghar)

These raggedly clothed dwarves vary in skincolor from parchment to mottled to olive.Their hair is as unkempt as their clothing.Their health is generally bad and their bodiesbear sores, scars, and callouses.

Though humans might think that they arecomical, the Aghar are an amoral race whosemotto is “Do anything, no matter how mean,to survive.” Occasionally, a decent or moralAghar is encountered, but these are very rare.Aghar believe that magic is a sham thatdeserves to be exposed.

Gully dwarves generally tend toward aweak Constitution and low Intelligence, butthey have above-average Dexterity. Despitetheir almost total inability to put two thoughtstogether, the Aghar have excellent memoriesof all that they see and hear. This makes thema great source of raw, unprocessed informa-tion. The average Aghar cannot count higherthan two.

Elf, Sea

The sea elves of Krynn are divided into tworaces—the Dimernesti and the Dargonesti.Both races have webbed hands and feet, pos-sess gills, and can breathe either water or air.Both races are also shapeshifters.

The Dimernesti (Shoal Elves) live in shal-low waters in kelp beds, reefs, and ship-wrecks. They have light blue skin and braidedsilver hair. Dimernesti can change shape intosea otters.

Dimernesti once traded with land dwellers,but they have rarely been seen since the Cat-aclysm. They live in small family groups andhide by day. By night they sometimes sneakashore to raid nearby settlements for toolsand other necessities. They are a cautiouspeople, wary of strangers.

The Dargonesti (Deep Elves) live in thedepths of the sea in mountain caves, ancientsunken cities, or huge sea shell citadels. Theyare a tall, slender race with deep blue skinand hair the color of seaweed.

Dargonesti once traded with the SilvanestiHouse Mariner for forged weapons and tools.But quarrels with the haughty Silvanesti sev-ered the old ties. The Dargonesti haveretreated from the affairs of the surface world,

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where madness seems to rule. Even theirterm for outsiders, “kreeaQUEKH,” tells of thedegree of revulsion and distaste they feel forthe surface dwellers and their scheming,betrayals, and wars.

All Dargonesti can change shape into thatof their companion of the sea, the dolphin.The leaders of the Dargonesti can use spells.

Fetch

Fetch are harbingers of death. Existing on thefringes of the Abyssal plane, these creaturescan reach into our world only through reflec-tive surfaces (mirrors, calm pools, etc.) Theyappear as pale imitations of the person gazinginto the surface. The fetch seems to be stand-ing behind the victim.

Fetch attack twice per melee round, usingan exact replica of the weapon of the victim.Fetch are always invisible to everyone but thevictim, and even that unfortunate individualcan only see the fetch by looking into thereflective surface. The victim suffers a -2penalty to attack rolls against the fetch, andhe also suffers a +2 penalty to AC whenattacking the fetch. Others have a -4 penaltyto attack rolls against the fetch since theycannot see it. The fetch is invisible even todetect invisibil ity, although true seeingreveals it.

Fetch drain two life levels of energy per hit.A creature drained to 0 levels by the attacksof a fetch is pulled to the Abyssal plane,where it is condemned to serve as a fetch atthe whims of the Queen of Darkness.

Fireshadow

A fireshadow is a creature from the Abyssthat can be summoned by an evil cleric of 8thlevel or higher with the aid and approval ofthe cleric’s deity. It is made of cold, greenflame. It can assume whatever shape thesummoner specifies, but it must appear at itsfull height of 30 feet.

The fireshadow’s green fire works muchlike green slime: It converts flesh to flame oncontact at a rate of 1d8 hit points per round.The spread of this dark flame on flesh can bestopped by a cure spell, which works nor-mally, or by holy water, which cures 1d6+1points per round. Unless all of the dark flameis eliminated, however, it continues to growand spread at the rate given above.

If a being is completely converted to a darkflame, the fireshadow can control it as asmaller fireshadow with the same HD as thecreature had before death, or the fireshadowcan absorb it. Absorbed creatures restore1d20 hit points to the fireshadow.

The fireshadow has a special attack formcalled the ray of oblivion. Once per turn thefireshadow can use this ray to inflict 16 pointsof damage upon all creatures in its area ofeffect. A saving throw vs. breath weaponreduces this damage to 8 points. The ray is 5feet wide and 130 feet long. Any creaturesslain by the ray are disintegrated instantly.

The fireshadow cannot be turned by acleric, but a mace of disruption affects it as if

it were a vampire. The hammer of Kharas candestroy it on a successful hit. It is immune tofire-based and mental attacks. The fireshadowinflicts 1d6 points of damage per round to allnon-fire resistant creatures within 10 feet.

The fireshadow’s greatest nemesis is thelight of day, which can destroy it in 1d4 rounds(direct sunlight) or 3d4 rounds (overcast orshade).

King of the Deep

The King of the Deep is a shadow-like beingcreated from the life essences of 10 formerpriests of Istar. Their wicked minds havejoined together to form this monster, but theycan still animate their petrified forms to pro-tect themselves. If these forms are destroyed,the king dissipates into nothing.

The King of the Deep has the body of a fishcovered with a silky tangle of hair, the head ofa squid, and two monstrous pincers.

The creature is immune to all mind-relatedspells (e.g., charm, sleep, and hold) and allcold-based spells. It has 60% magic resis-tance to all other spells. The King of the Deepcan regenerate 20 hit points per round. It canalso cast darkness with a five-foot radius,three times a day. The creature is covered bya shadowy mane and razor-sharp scales thatcan snare attackers and their weapons. Eachtime a character strikes the creature, he mustroll a successful Strength Check to retain hisweapon.

Once per day the King of the Deep can pro-duce a horrendous roar that strikes terror inthe hearts of all who fail a saving throw vs.spell. This failure causes them to flee for 1d4rounds.

The King of the Deep’s six tentacles andtwo pincers attack with a +3 attack roll bonus.A tentacle cannot be severed. When a tenta-cle hits on a natural roll of 20, it seizes itsprey and pulls it to the creature’s mouth intwo rounds. If 20 points of damage is inflictedon the tentacle in one round, it drops the prey.Or a total of 30 points of Strength can pullagainst the tentacle and hold it back. TheKing’s mouth is a gate directly to the Abyss.This creature cannot be turned by a cleric.

Minotaur, Bloodsea

The minotaurs of Krynn are a highly orga-nized warrior race. They are concentrated onthe islands of Mithas and Kothas on the east-ern borders of the Bloodsea of lstar. Theminotaurs believe themselves to be superiorto the other races of Krynn. They feel theirdestiny to conquer and enslave the world.

Minotaurs will ally with forces of good, ifpersuaded that this best serves their pur-poses.

The Bloodsea minotaurs are a seafaringrace with many skilled sailors and navigators.Although they are capable of building fineships, they prefer to gain their vessels byplunder. Piracy is a common practice amongthem.

Prickleback

The prickleback is an aquatic version of themanticore. It appears to be a fishy pincush-ion. It can shoot up to four spines per roundto a distance of 90 feet. A prickleback has atotal of 32 spines. Once it has fired a spine, anew one grows in 1d6 weeks.

The spines of a prickleback contain a weakpoison, allowing creatures struck by thespines saving throws with a +4 bonus. If thevictim fails the saving throw, he suffers anadditional 2 points of damage from the attackand incurs -2 penalties to attack and damagerolls and a +2 penalty to Armor Class, for 2d6hours.

A prickleback also has a weak bite, inflict-ing 1d2 points of damage. Creatures engagedin melee combat with the prickleback mustroll a Dexterity Check (with a +2 bonus) eachround. Failure means that the attacker isimpaled upon one of the spikes, with thesame effect as if the spine had been fired.

Revenant

Under exceptional circumstances, some whodie a violent death return from beyond thegrave to wreak vengeance on their killers.The Cataclysm killed the inhabitants of thisregion (see Chapter 13) and now they seekrevenge. The problem is that the revenants donot know who caused their deaths.

An attacking revenant stares into the eyesof its victim. This stare requires a successfulsaving throw vs. spell or the victim is para-lyzed with terror for 2d4 rounds.

Revenants are immune to being turned ordestroyed by priests; holy symbols, holywater, and other religious items do not affectthem.

A revenant can regenerate 3 hit points perround. It can also regenerate these pointsafter reaching 0 hit points, except in the caseof burn damage. Fire is the only attack thatinflicts irreparable damage to a revenant.

Salmon School

A school of salmon is treated as a singleentity although it can include hundreds ofindividual fish. A school of salmon covers acircular area five feet wide for every 10 fish inthe school. The school is 1/5 as deep as its hor-izontal area.

The school is harmless unless there is bloodin the water. Blood brings on a feeding frenzy,causing the salmon to thrash madly aboutand attack anything in their midst that is notpart of the school. Anything caught in themidst of a frenzied school is treated as if itwere affected by an obscure spell. The vic-tims automatically suffer 10 points of damagefrom the school every round, although thedamage is reduced to 8 points if the victim iswearing metal armor. The school disperseswhen it has lost 1/3 of its original hit points.

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Skyfisher

The skyfisher is an aerial predator. It lookslike a cross between a giant bat and a vultureand has long, dangling hind feet. It attackswith beak (1d8+2) or talons (1d6/1d6). It candive for its first attack, gaining a +2 bonus toits attack roll and doubling the damageinflicted.

A skyfisher tries to capture prey, lift it aloft,and drop it onto rocky ground or impale it onthe branches of a tree. Each time a skyfisherhits with its claws, the victim must roll a suc-cessful Dexterity Check to avoid the beast’sgrip. If a character fails his check, he is car-ried aloft for 1d4 rounds and then dropped.Damage from the fall is 1d6 for each roundaloft plus 1d6 points of damage from impal-ing or smashing on stony ground. A skyfisheralso drops its prey if it suffers 10 or morepoints of damage. Although a very powerfulflyer, the skyfisher cannot lift anything weigh-ing more than 200 pounds.

Slig (Ghaggler)

Sligs are distant cousins of goblins and hob-goblins. Sligs are six-foot-tall, fangedhumanoids with tough, hairless skin and largeears. They are very strong. Crafty and sadis-tic, they are believed to be flesh eaters.

Slig hides are impervious to flame and theysuffer no damage from normal fire; they suf-fer -1 point per die of damage from magicalfire.

Sligs fight with heavy war clubs and large,bladed polearms, such as bardiches andvoulges. Their strength adds +2 to the dam-age they cause. Sligs can also bite with theirfangs for 1d4 points of damage.

All sligs have a caustic spittle that they canspit into an opponent’s eyes up to three timesa day. The spittle causes 1d6 points of dam-age and the victim must rolls a successfulsaving throw vs. poison or be blinded for1d4+1 rounds.

Each party of sligs is led by a slig warriorwith 6 HD and a +3 bonus to damage. A wholeslig tribe is led by four warriors and a cham-pion with 9 HD, able to attack twice a roundwith a +4 bonus to damage.

Sligs lair in grottoes, canyons, and barrenlands. In their lair they might have 1d4+1giant boars (60% chance) or 1d4 ogres (40%chance).

Ghagglers are a marine species of sligs.They live in deep, open water and specializein waylaying and sinking ships. They have thesame statistics as sligs, with the exception ofmovement, and can remain out of the waterfor only 1d3 turns.

Spectral Minion

Spectral minions are the spirits of humans ordemihumans who died before they could ful-fill powerful vows or quests. Like ghosts,spectral minions do not fully exist on thePrime Material plane. Even in death, they arebound to the vows or quests placed uponthem when they were alive. Every day, they

must relive the events leading to their deaths,trying to fulfill their quests.

Spectral minions must stay within the corri-dor or room where they died. On very rareoccasions, where the objective was to per-form an act over an area, they are allowed toroam within the area.

Spectral minions’ speed grants a +1 bonusto initiative rolls.

Spectral minions look like the charactersthat they were before death, but they arenearly transparent. They disappear forever iftheir vows or quests are fulfilled, or if a removecurse is cast upon them.

Spectral minions keep the Hit Dice, attack,and damage ratings they had before death.

Guardian spectral minions were guardswho died at their posts. All are armed. Theyare freed if they successfully defend theirposts for 100 years. Occasionally, guardiansrespond to a password, allowing charactersknowing it to pass.

Spider, Whisper

The whisper spider is a hunter and trapper.It weighs no more than a man despite itssize. It moves so quietly that it surprises on1-5 in 6.

A whisper spider can flatten itself againstthe ground and become 80% undetectable. Itcan jump 60 feet in any direction.

This breed uses lures and misdirection tocapture prey, spinning its silk into a widearray of shapes. It might create a false spider,a flapping banner, a filmy barrier to hidebehind, or other shapes. This spider uses 10-foot-wide web sheets to trap prey. Prey issnared if it fails a saving throw vs. wand. Awhisper spider can also shoot webs up to 20feet away to bind foes (treat as if the target isAC 10).

The spider’s poison causes the victim to fallinto a stupor for 2d4 turns if he fails a savingthrow vs. poison (with a -2 penalty).

Undead Beast

This beast’s origins are unknown. The size ofa small dragon, its bones protrude from rot-ting flesh. It has a great horned head. It walkson all fours, but it can rear on its hind legs,balancing with its stubby tail, to bring its pow-erful forelimbs to bear. Its ribs are bare andbarbed, forming a nasty cage.

This creature seems drawn to destroy the liv-ing. The beast attacks with its sweeping clawsand horned head. Any character struck by aclaw must roll a successful saving throw vs.death or be flung for 1d20 additional points ofdamage. The beast can also charge its victims,trying to trample them (successful savingthrow vs. death or suffer 3d8 points of dam-age). Anyone trampled must also roll a suc-cessful saving throw vs. wand or be snared inthe rib cage and suffer 1d4 points of damagefrom the barbs each round the beast moves.

This creature is unaffected by flame andsuffers only minimum damage (1 point plusbonuses) from edged or pointed weapons.Blunt weapons affect the beast normally.

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Wemic

Wemics are large lion-centaurs that roam thefar plains of Nordmaar. They had lived in har-mony with the people there for many years.However, they are a most pragmatic race andsaw that the victory of the Dragon Highlords was the most likely event. So greatbands of wemics united together under High-lord rule.

This fierce race has served the Highlordswell, but they might come over to the White-stone side now that the war has turned.

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Apoletta4th-Level Sea Elf Fighter/6th-Level Mage

Strength 13Dexterity 16Constitution 12THAC0 17Hit Points 21Armor Class 6

Intelligence 15Wisdom 11Charisma 15Alignment NGMovement 9, SW 12

Items: leather armor, trident of warning +2, webnet

Spells: lst—4, 2nd—2, 3rd—2

Apoletta is the leader and spokesperson for the Dargonesti, the DeepElves, since the position of Speaker of the Moon has been vacant sincethe Shadow Years and none has risen to claim the position. She is moreZebulah’s counsel than he is hers, but her people look to her and hersurface lover to lead them in times of trouble.

Apoletta is a practical elven woman. Deeply in love with Zebulah,she is fascinated with surface dwellers and their curious natures. Shedoesn’t pretend to understand their ways, however. Apoletta is fright-ened by the violence of war, but she accepts her duty to lead and pro-tect the Dargonesti.

Ariakus (Emperor of Dragons)23rd-Level Cleric/10th-Level Fighter

Strength 15Dexterity 12Constitution 11THAC0 6Hit Points 88Armor Class -2

Intelligence 13Wisdom 18Charisma 15Alignment LEMovement 9

Items: plate mail +4, mace +3, shield

Ariakus is the personification of ambitious evil. A competent fighter inhis younger days, he cast aside the study of war when he discoveredthe pure evil of the Dark Queen. His life has been dedicated to her ser-vice, and he has risen in power correspondingly.

Ariakus is now the highest of the Dragon Highlords, answering onlyto Takhisis. His power is immense and has led to the development ofhis only weakness: arrogance. Ariakus is so confidant of his supremeabilities that he tends to underestimate his enemies. He does not givethem credit for their abilities; consequently his plans often containweaknesses that clever opponents can capitalize on.

Badger6th-Level Dwarf Fighter

Strength 18Dexterity 16Constitution 17THAC0 15Hit Points 54Armor Class 5

Intelligence 10Wisdom 11Charisma 12Alignment CGMovement 9

Items: studded leather, war axe +1

Badger is a feisty hill dwarf and lieutenant to Silver Fox’s freedom fight-ers. His clan was decimated by the Dragonarmy, who carried many ofhis people off to work as slaves, mining ore and crafting weapons.

Badger does not trust strangers. A grim and crafty fighter, he hassworn to one day personally slit the throat of a Dragon Highlord. He isterrified of dragons, however.

Bakaris (Blue Dragon Lieutenant)11th-Level Fighter

Strength 16Dexterity 12Constitution 15THAC0 10Hit Points 58Armor Class 2

Intelligence 10Wisdom 14Charisma 13Alignment LEMovement 12

Items: plate mail +1, two-handed sword +2, nine lives stealer, two poi-soned daggers

Bakaris is a handsome, young lieutenant in the service of Kitiara. He isthe second in command of the Blue Dragonarmy, yet he is moredevoted to Kitiara than to the rest of the Dragonarmy.

Bakaris originally came from the area of the Estwilde, where his wildspirit and fearsome temper caused problems for him. The darkness ofhis heart and his constant lust for pleasure are his greatest weaknesses.

Bas Ohn-KorafMinotaur

Strength 18/90Dexterity 10Constitution 14THAC0 11Hit Points 55Armor Class 6

Intelligence 8Wisdom 6Charisma 6Alignment N(E)Movement 12

Items: club, also attacks with horns (2d4)

Kof, as Maquesta calls him, is a renegade minotaur and first mate of thePerechon. He has great respect for Maquesta as a warrior and a leader.

Kof is loyal to Maquesta and would not betray his crewmates. He hasa hot temper and has been known to throw people overboard with littleprovocation. He respects anyone who bests him in combat. He dis-trusts all strangers and fears magic.

Berem Everman5th-Level Ranger

Strength 13Dexterity 13Constitution 14THAC0 16Hit Points 37Armor Class 10

Intelligence 15Wisdom 14Charisma 13Alignment NMovement 12

Item: short sword

Special Abilities: Regenerates 1 point per round of any damage; im-mune to fire, acid, poison, magic, disease, drowning, and petrification.

Berem Everman is the brother of Jasala, the girl whose spirit inhabitsthe foundation stone of the Dark Queen’s Temple. As explained else-where, Berem is responsible for the murder of his sister. Because ofthat crime, Berem has been cursed with the inability to die until he freeshis sister from the stone. He is a quiet and despairing man, with littlecourage or drive.

Berem is used to being hunted by the Dragonarmies. He seeks onlyto remain free and unnoticed. The threat of imminent capture by theDark Queen’s forces sends him into a panicked frenzy. He shows littleloyalty to those who try to help him.

Berem knows of his inability to die, but he does not share this knowl-edge with the PCs. He feels the pain of his wounds and tries to avoidgetting hurt.

Embedded in Berem’s chest is a dull gray gem. This mysteriousstone cannot be removed; it is the source of his regenerating powers.When the gem is healing him, it glows green. It is this gem that theDark Queen seeks.

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Berem figures significantly in several of the endings of the epic. isimportant that he begin the adventure with the PCs if one of these end-ings is used.

Captain of the Guard14th-Level Fighter

Strength 16Dexterity 12Constitution 14THAC0 7Hit Points 72Armor Class 1

Intelligence 14Wisdom 15Charisma 16Alignment LEMovement 12

Items: long sword +4 defender, chain mail +3

The Captain is a precise and logical man who likes to run an orderlyoffice and city. The disorder so rampant in Neraka is a source of greatfrustration to him. Obviously, the week of this adventure is a particu-larly bad time of the Captain.

He is professional in his dealings, but he loses his temper quicklywhen dealing with someone whom he perceives to be obstinate, unrea-sonable, or dangerous. Although not particularly religious, he tries toattend the Dark Rites regularly for form’s sake.

Chot Es-KalinMinotaur Chieftain

Strength 18/99Dexterity 12Constitution 16THAC0 11Hit Points 60Armor Class 4

Intelligence 9Wisdom 10Charisma 8Alignment NEMovement I2

Items: battle axe, also attacks with horns (2d4)

Chot Es-Kalin is the chieftain of the minotaurs. He is a cruel leader whorules by terror. He cannot speak Common; he rarely speaks to lessers.

Chot looks on all other races as inferior, except he has an abidingrespect of dragons and their masters. He has made a pact with theDragon Highlords to further his own ambitions, but he does not trustthem. In this light, he has entered into a secret alliance with the piratechief Mandracore to protect his interests. Chot does not believe thatlesser creatures can best him; he enslaves lesser races, toying withtheir champions in deadly games.

Cyan Bloodbane, Green Dragon(Statistics are on the Combined Monster Statistics Chart on the insidecover)

Cyan is one of the largest and most powerful of the evil dragons to re-enter the world of Krynn. Yet, though he could have easily been aleader among his kind, Cyan had no interest in their petty ambitions.

Thus it was that he was drawn into Silvanesti by the Dragon Orb. Foryears now, Cyan has been filling Lorac’s mind with nightmares.

Cyan’s first concern is for himself. He does not hesitate to flee if thetide of battle turns against him. He is proud but not very brave. Hishatred of what he considers to be the “lesser races” of Krynn is vast.

Dark Pilgrims3rd- and 8th-Level Clerics

All Dark Pilgrims are human, with an equal mixture of men and women.

Apprentices3rd-Level Clerics

AC 7 Hit Points 17#AT 1 Damage 1d6THAC0 20 Movement 9Alignment: Evil-either Chaotic, Neutral, or Lawful

Spells: detect good, cure light wounds, plus one of augury, find traps,speak with animals, silence 15-foot radiusThe apprentice pilgrims are always encountered in groups of seven,accompanied by their master. These are the clerics of the Dark Queen,responsible for the spiritual guidance of the troops and citizens of theDragon Empire. Mostly this involves taking the money of the followersunder a variety of guises.

The clerics (both apprentices and masters) wear long black robeswith vast hoods, so their features are never visible. They wear studdedleather armor beneath their robes and carry quarterstaves. They areeager to do battle for the greater glory of Takhisis.

Masters8th-Level Clerics

AC 5 Hit Points 45#AT 1 Damage 1d6+3THAC0 16 Movement 9Alignment: As apprentices

Spells:1st Level: bless, detect magic, remove fear2nd Level: hold person, know alignment, resist fire3rd Level: animate dead, cause disease, bestow curse4th Level: cure serious wounds, protection from good 10-foot radius

Items: ring of protection +2, footman’s mace +2

The masters of the Dark Pilgrims are the most talented members of theDark Queen’s flock. Devoted to the cause of evil, each has beenentrusted with the training of seven apprentices. A master never hesi-tates to sacrifice the lives of some of his apprentices if he feels that theothers might benefit from the lesson.

Dragonarmy Officers11th-Level Fighters

Strength 17Dexterity 10Constitution 15THAC0 10Hit Points 68Armor Class 0

Intelligence 13Wisdom 12Charisma 13Alignment LEMovement 9

Items: Dragonarmor plate mail +2, a weapon of +2 enchantment—either a long sword, mace, hammer, or trident

These are the officers commanding the units of the Dragonarmies.They are all human, and 80% of them are male. They are, as a rule,ruthless and cruel, but not stupid or lazy.

The statistics given are average numbers. If your PCs have encoun-ters with a number of officers, you should vary the numbers slightly sothat the NPCs do not become predictable.

Fizban the FabulousWizard, Madman, or Deity?

Fizban’s actual status during the adventure depends on the ending youhave selected for the epic. He might be Paladine the Great God ofGood, or he might be a senile old mage who accompanies the PCsbecause he has nothing better to do. He does not have to accompanythe Heroes unless you are using an ending that requires his presence.

Fizban can be played for comic relief, as his spell-casting attempts

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sometimes result in spectacular failures. However, if a PC is in a cer-tain-death situation, Fizban somehow manages to cast a life-savingspell. Although the spell might not work as expected, it will be benefi-cial. He can cast any wizard spell. He does not, however, use spells toattack or otherwise obstruct the enemy.

Ettel is a military man who believes all problems can be settled by thesword. He loves the thrill of battle and detests subterfuge. Beyla followsKitiara’s orders without question. Aggressive and a bit sadistic, she is amaster of subterfuge.

If Fizban is indeed Paladine, at the moment he faces Takhisis his truepower becomes apparent. A white glow surrounds him, and he visiblygrows in stature and strength. His normally befuddled demeanorchanges to deadly seriousness.

Both share a strong respect for Kitiara. They are under orders tobring rebel leaders in alive by whatever means necessary, but they slayrebels and elves out of hand. With their helms on, either Beyla or Ettel(with his slight build) might be mistaken for Kitiara. Their mounts areadult blue dragons.

Fritzen Dorgaard Lorac Caladon, King of Silvanesti7th-Level Half-Ogre Fighter 15th-Level Fighter/3rd-Level Mage

Strength 18/51Dexterity 16Constitution 17THAC0 14Hit Points 66Armor Class 6

intelligence 8Wisdom 7Charisma 12Alignment CNMovement 9

Strength 13Dexterity 14Constitution 7THAC0 6Hit Points 18Armor Class 6

Intelligence 12Wisdom 7Charisma 12Alignment NMovement 6

Items: leather armor, long sword +1 Items: leather armor +2, long sword +3

Fritz is Maquesta’s personal bodyguard and a sailor on the Perechon.Fritz is completely loyal to Maquesta and will never betray her. Heenjoys grand adventures and can be lured by tales of legend. He isflamboyant, boisterous, and loud. Wryly jovial, he enjoys taunting foes.He has a secret fear of fire, and if attacked with flame he fights with a-2 penalty to his attack rolls.

Lorac Caladon, King of the Silvanesti elves, is a shattered wreck of aonce-great leader. In his youth, Lorac was strong and robust. Intelligentand well educated, he was also considered to be one of the most hand-some men of the royal family. He seemed truly blessed by the gods.

Kitiara (Highlord)15th-Level Fighter

Lorac is now nothing but a shriveled shell. His skin twitches con-stantly while he is in the dream state, his closed eyes shift rapidlybeneath their lids. His mouth works open and shut in a silent, terrifiedmonologue.

Strength 14Dexterity 18Constitution 14THAC0 6Hit Points 68Armor Class –4

Intelligence 13Wisdom 7Charisma 14Alignment LEMovement 12

One of the few remaining contact points in Lorac’s mind is the tale ofthe Dark-Night Child. This elven tale was once a great favorite of his,and much of his present experience is related to it.

The Tale of the Dark-Night Child:

Items: Dragonarmor plate mail +2, short sword +2, spear +3, dagger +1

Kitiara is the Blue Lady of the Dragon Highlords. She commands theBlue Dragonarmy and rules over their conquered territories with a tem-pestuous hand.

In the Years of New Stars, the Dark-Night Child wandered heedlesslyamong the Silvan Wood. Soon she was lost, far from her home. Nightcame upon the Dark-Night Child, bringing terrible powers with it. Theelf-friend trees were tortured by the Night Magic and seemed to turnagainst the Child. The gentle forest creatures were suddenly evil andfearsome. The Dark-Night Child cried in terror, fearing that the NightMagic would work its evil on her, too.

Kitiara is the older sister of Caramon and Raistlin. She has a wildspirit and often goes through drastic mood swings in a short period oftime. Her keen military mind and her alliance with the blue dragon Skiehave helped her to rise through the Dragonarmy ranks swiftly.

But, as the Child’s tears fell, she saw them glisten with light. Lookingup, the Child beheld the Sky-Fires burning in the dark realms above.She knew then that Paladine had no power other than that which hermind gave it. When she realized this, the Dark-Night Child felt safe. TheNight Magic fled. The Dark-Night Child’s family found her in the bright-ening dawn, asleep in the peace of Paladine.

Kitiara made a conscious choice between good and evil, as she judgedthat her best chances of gaining the power she craved lay with the DarkQueen’s forces. She reasons that others might see the logic in this as well.Since she was once a friend of many of the PCs, she tries to get them tojoin her if she has the opportunity. She is not easily fooled by lies.

Loralon, Conscience of the King12th-Level Cleric

Kitiara has made an unholy deal with Lord Soth, the death knight.She has promised him the soul of Laurana in return for his help in seat-ing her on the Emperor’s Throne.

Kitiara’s LieutenantsEttel Rense, 10th-Level Human FighterBeyla Donth, 7th-Level Human Cleric

Strength 11Dexterity 14Constitution 10THAC0 14Hit Points 39Armor Class 2

Intelligence 12Wisdom 16Charisma 12Alignment LGMovement 12

Items: chain mail +3, mace +2

Strength 16Dexterity 13Constitution 12THAC0 11/16Hit Points 58/43Armor Class 1

Intelligence 9Wisdom 14Charisma 11Alignment LEMovement 12

Loralon was the High Cleric of Silvanesti prior to the Cataclysm.Loralon disappeared, as did all other true clerics of the time.

Loralon appears here only because his subconscious was drawn hereby the tormented elf king.

Items: Dragonarmor +1, long sword +2 (Ettel), mace +2 (Beyla)

Loralon in his natural form appears to be an elderly, balding elf with along, well groomed white beard. He gives the party whatever help hecan (including spellcasting) as long as he believes that the PCs areattempting to awaken Lorac and end the terrible dream.

Beyla’s Spells: lst—5, 2nd—3, 3rd—2, 4th—1

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Lucien (Highlord)21st-Level Fighter

Strength 18/82Dexterity 12Constitution 11THAC0 0Hit Points 83Armor Class -3

Intelligence 13Wisdom 12Charisma 15Alignment LEMovement 9

Items: Dragonarmor plate +5, long sword, +2 *

* This sword has the ability to cast a cone of cold spell once per day.The cone extends to a range of 60 and inflicts 12d6 points of damage.A saving throw vs. breath weapon cuts the damage in half.

Lucien is the commanding general of the Black Dragonarmy. A patientand competent man, he rose to power mainly through the mistakes,and subsequent untimely deaths, of his superiors. Now that he controlshis Dragonarmy, he is determined to avoid the mistakes that so oftendestroyed previous commanders.

Lucien is a short, swarthy human of indeterminate age. His eyes glit-ter with ambition, and his expression is usually curious and notunfriendly. He rides an average adult black dragon.

Lute the Pawnbroker13th-Level Thief

Strength 10Dexterity 17Constitution 9THAC0 14Hit Points 39Armor Class 5

Intelligence 15Wisdom 12Charisma 14Alignment NMovement 12

Items: ring of protection +2, short sword +3

Thieving Abilities: PP—50%, OL—90%, F/RT—90%, MS—95%, HS—95%, DN—55%, CW—95%, RL—25%

Lute is one of the leaders of the Hidden Light resistance movement. Heis short and thin, with an initially surly attitude toward strangers. He isextremely alert, and is always ready for action. He can be surprisedonly on a 1 on 1d6.

Lute hates the Dragon Empire with a passion. He was formerly amerchant in Khur, and his family was killed during the invasion. He hassince moved to Neraka to be near the source of his hatred. He vigor-ously works to shake the roots of evil power.

Although intelligent and usually cautious, his bitter anger occasion-ally causes him to take unnecessary risks. The troops that killed hisfamily were draconians; any time he catches a draconian alone, heuses his backstab ability to kill the creature.

Maelstrom9th-Level Fighter

Strength 18/00Dexterity 9Constitution 17THAC0 12Hit Points 85Armor Class 4

Intelligence 13Wisdom 11Charisma 14Alignment CGMovement 12

Items: two-handed sword +3, shield +2, studded leather armor

Maelstrom is the Hidden Light contact who most often communicatesbetween the resistance forces in the city of Neraka itself and those inthe plains and mountains beyond. Maelstrom travels with impunitythrough the city, bearing papers stating that he is a mercenary for eachof the five Dragonarmies. When accosted by guards, he shows themthe papers of an army different from that of the guards who stop him.

Maelstrom is over six feet tall and seems to be made of solid muscle.His black hair runs in a long bundle down his back and thick, busy eye-brows glower above black eyes that burn with the fire of the true zealot.

Maelstrom has a tremendous love of ale and an enormous capacityfor drinking it. He remains outwardly unaffected by virtually anyamount of drink. He always seeks to persuade his companions to joinhim in raising a glass or three.

Mandracore the Reaver8th-Level Half-Ogre Fighter

Strength 16Dexterity 14Constitution 15THAC0 13Hit Points 68Armor Class 4

Intelligence 12Wisdom 8Charisma 14Alignment NEMovement 9

Items: studded feather +2, shield, long sword +1

The Reaver is the leader of the pirate armada, ruling through fear andstrength. Foes who will not openly fight him disappear mysteriously. Bytradition, anyone pirate who defeats him becomes the pirates’ new leader.

A surly fellow with a great appetite for power, he holds the piratestogether by building on their hatred and fear of the minotaur piratefleet. He is crafty and vicious, with a good sense of politics. He main-tains a secret alliance with the minotaur chieftain. He also has anagreement with the Dragon Highlords to harass free ships and let thequeen’s ships pass.

Maquesta Kar-thonGth-Level Half-Elf Fighter

Strength 15Dexterity 18Constitution 16THAC0 15Hit Points 46Armor Class 4

Intelligence 11Wisdom 13Charisma 13Alignment NMovement 12

Items: leather armor, long sword + 1

Maquesta is captain of the Perechon, fastest shop on the Blood Sea,both a merchant and a pirate. Maquesta is shrewd and cautious, play-ing both sides of the fence in the war. She is always careful that noneescape to reveal her duplicity.

Maquesta appears to be of the northern race of black-skinnedmariners, but is really a half-elf. Only Fritz, her bodyguard, knows hertrue heritage.

Maquesta’s first loyalty is to her ship and crew, seeking livelihoodand freedom. She has sworn a secret blood oath of vengeance againstthose who have massacred the elven people. Maquesta once helpedFritz flee the governor’s gallows.

Her second loyalty is to paying customers and to those she owes adebt of honor. She is a leader of men, a tough bargainer, and an honestmerchant. She detests the Dragon Highlords’ cruelty.

Salah-Khan (Highlord)17th-Level Fighter

Strength 18/27Dexterity 14Constitution 12THAC0 4Hit Points 62Armor Class 0

Intelligence 14Wisdom 10Charisma 14Alignment LEMovement 9

Items: chain mail +5, two-handed sword +3

Salah-Khan is the Highlord of the Green Dragonarmy. A thin and wirylittle man of exceptional cunning and cruelty, he leads his army with

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dash and daring. SkieSalah-Khan has won the respect of green dragonkind by his skilled

battle planning and shrewd tactics. He generally fights in ways thatmaximize enemy casualties while minimizing his own. He offers hisdragons the incentive of a free hand with the prisoners if they fight well.

Very Old/Average Blue Dragon

Salah-Khan rides an average adult green dragon.

Sevil Draanim Rev

HD 9THAC0 12Armor Class 2#AT 3

6th-Level Fighter/9th-level Cleric

Strength 14Dexterity 10Constitution 15THAC0 15Hit Points 46Armor Class 5

Intelligence 12Wisdom 16Charisma 18Alignment NE(L)Movement 12

1st Level: audible glamer, darkness, detect magic2nd Level: blindness, detect invisibility, fog cloud

Spells:

Skie is Kitiara’s mount and partner. They have struck a pact to mutu-ally assist and protect each other. Through careful manipulation and arigid adherence to their pact, the two have risen through the ranks tocommand the Blue Dragonarmy.

Items: ring mail, ring of protection +2, war hammer + 1

Spells: lst—6, 2nd—6, 3rd—3, 4th—2

Skie is completely evil but extremely loyal to Kitiara. He can be dia-bolically cunning and knows how to play on his foe’s strengths andweaknesses.

Sevil is a man of mystery. He claims to be a warrior, but is secretly acleric. No one knows of his clerical abilities.

Soth, Death Knight

Sevil’s throat bears the nasty scar of a hanged man, and he speakswith a hoarse, raspy voice. He is secretive but willing to aid the DragonHighlords’ enemies for his own purposes.

Sevil appears to be the ultimate mercenary, selling anything if theprice is right. He mainly sells information and weapons. His informationseems to be at least 60% correct.

Strength 18/99Dexterity 12Constitution 17THAC0 11Hit Points 59Armor Class 0

Sevil is loyal only to himself. A fallen cleric, he desires to prove hisworth to the Dark Queen and recover his status. He resents Toede’srank, and he will betray Toede if given the chance, ideally by breakingthe ogre alliance.

Magic Resistance: 75% (if the percentage roll is 11 or less, the spellrebounds against the caster).

Items: plate mail +3, two-handed sword +3Silver Fox7th-Level Half-Elf Ranger

Strength 17Dexterity 10Constitution 16THAC0 14Hit Points 63Armor Class 4

Intelligence 13Wisdom 15Charisma 13Alignment LGMovement 12

Spell-like abilities: wall of ice at will, generates fear in a five-foot radius,and has the innate powers of detect magic and detect invisibility. Hecan dispel magic twice per day. Once per day he can use any one ofthe power word spells, a symbol of pain or fear, and generate a 20-HDfireball. All his abilities function as if spells cast by a 20th-level mage.

Soth was an ancient Lord Knight of Solamnia at Daargard Keep. AKnight of the Rose prior to the Cataclysm, Lord Soth committed a longseries of vile crimes before the end of his life.

Items: splint mail, elven cloak, long sword +2 Kitiara has made a contract with him, however, that brought him intothis war of men and dragons on the side of evil.

Silver Fox is the leader of a band of rebels who hide in the GaggleWoods. Not strong enough to challenge the entire Dragonarmy, theirknowledge of the land allows them to raid and evade pursuit.

Talent Orren7th-Level Fighter

Silver Fox’s ultimate goal is to make the Dragonarmy’s life sounpleasant that they will eventually leave. Realizing that the ineptToede is his best ally, the Fox does what he can to help Toede retain hispost. Silver Fox helps enemies of the draconians, but is cautious anddoes not risk the lives of his men foolishly. Silver Fox’s band of freedomfighters include 18 2nd-level Wild Elf fighters, four 7th-level Wild Elffighter/druids, eight 2nd-level dwarf fighters, three 5th-level kenderthieves, and 15 4th-level human fighters.

Strength 15Dexterity 16Constitution 14THAC0 14Hit Points 40Armor Class 3

Items: ring mail +2, short sword +1, tong bow +4Silvart, Kagonesti Elf4th-Level Fighter/9th-Level Thief

Strength 13Dexterity 17Constitution 15THAC0 16Hit Points 34Armor Class 5

Intelligence 15Wisdom 13Charisma 18Alignment CGMovement 12

Talent Orren is the high commander of the underground movement inNeraka. He is a very handsome man, with a thin mustache and long,flowing brown hair. He moves with a catlike grace, and could easily bemistaken for a high-level thief because of the silence of his walk andthe natural stealth of his movements.

Silvart belongs to the elven race of the Kagonesti. A stunning beauty,Silvart left the wilderness so that she might follow her companions toPalanthas and enlist their aid on a mission of the utmost importance.

Talent is a responsible and cautious leader who does not risk thelives of his men in long-shot missions. If he is persuaded that a blowcan be struck against the Dragon Empire, however, he fully supportssuch an attempt. He needs to hear all of the details of such a plan, how-ever. The loyalty of his men is such that they would willingly follow himto the Abyss and back.

Hit Points 63Movement 9/24Alignment LEDamage 1d6/1d6/3d8(plus lightning)

Intelligence 10Wisdom 9Charisma 17Alignment CEMovement 12

Intelligence 13Wisdom 9Charisma 14Alignment LGMovement 12

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Tarak, Elf of Silvanesti W aylorn Wyvernsbane9th-Level Fighter 9th-Level Druid

Strength 14Dexterity 16Constitution 17THAC0 12Hit Points 62Armor Class 6

Intelligence 12Wisdom 9Charisma 13AlignmentMovement 12

Strength 8Dexterity 13Constitution 14THAC0 16Hit Points 40Armor Class 6

Intelligence 9Wisdom 16Charisma 15Alignment NMovement 12

Items: leather armor, long sword +2 Items: leather armor +2, staff of the serpent, scimitar +2

The Silvanesti elf known as Tarakanthis (or Tarak) was once a promi-nent member of House Protector.

Abilities: Identify plant, animal, pure water; pass without trace; immuneto woodland charm; change to bird, mammal, and reptile once per day

He and his men fought bravely against the invading draconians andwere on the verge of victory when some unknown terror struck at theheart of the realm. Refusing to flee, Tarak and the few who survive withhim live in the nightmare, trying to destroy the evil.

Waylorn Wyvernsbane gives that as his name, but he often seems tothink he is somebody else. This other person is an unnamed Knight ofSolamnia.

Tarak is one of the few elves who trusts outsiders. He recognizes andreveres Alhana Starbreeze, regarding her as his leader.

Toede (Highlord)9th-Level Hobgoblin Fighter

Waylorn is generally wise and brave, with a keen mind for tactics.Every once in a while, however, he attacks a tree trunk or a rock,claiming it to be a dragon in disguise. His powers as a druid are consid-erable, and he does not hesitate to employ them.

Strength 16Dexterity 10Constitution 16THAC0 12Hit Points 49Armor Class 0

Intelligence 8Wisdom 11Charisma 6Alignment LEMovement 9

Waylorn usually acts as a druid, but when confronted by dragons,draconians, or lizards, he throws off his helm, utters a valiant battle cry,and wades into the fight as if he were a mighty warrior. After the battle,it might be several hours before he returns to normal. During theseperiods, he claims that his name is Huma, the legendary warrior whodefeated the dragons a millennium earlier. He sees the task before thePCs as the grand quest of the times, and becomes completely seriousabout the mission. If pressed about his identity, however, he becomesconfused and quickly returns to normal.

Items: Dragonarmor plate +3, bastard sword +1

Toede is the Dragon Highlord in charge of the White Dragonarmy. He isa slothful, cowardly bully, full of bluster and threats when he has theupper hand, but a sniveler and whiner around superiors.

Whitestone Army Officers11th-Level Fighters

He possesses a crude cunning and is quick to escape when the goinggets tough. He is a backstabber and shamelessly shifts blame to others.He resents Kitiara greatly and takes risks to outshine her in the eyes ofhis superiors.

Toede can leap up to 30 feet horizontally each round instead of hisnormal move.

Strength 15Dexterity 15Constitution 12THAC0 10Hit Points 62Armor Class 0

Intelligence 14Wisdom 16Charisma 13Alignment LGMovement 9

Verminaard (Former Highlord)8th-Level Cleric

Items: plate mail +2, shield, weapon of +2 enchantment—either longsword, two-handed sword, spear, or long bow

Strength 14Dexterity 10Constitution 15THAC0 16Hit Points 50Armor Class 1

Intelligence 12Wisdom 16Charisma 18Alignment LEMovement 12

These are the officers who command the units of the Whitestone army.They are all human, and 60% are male. They are generally brave andtrustworthy. They have earned their positions through their skill andtheir determination to stamp out the evil of the Dragonarmies.

Zebulah9th-Level Human Mage

Spells:1st Level: cause fear, cause fight wounds, darkness2nd Level: hold person, resist fire, spiritual hammer3rd Level: cause blindness, dispel magic, prayer4th Level: cause serious wounds (x2)

Strength 8Dexterity 13Constitution 11THAC0 19Hit Points 27Armor Class 6

Intelligence 16Wisdom 12Charisma 9Alignment NGMovement 12

Verminaard once controlled the lands on the Abanasinian peninsulafrom the Seeker kingdoms to the Plains of Dergoth and was working toextend his power. The heroes cast him to his death in Thorbardin. Heawoke in the dream lands of Silvanesti, from which he can find noescape.

Items: bracers of defense (AC 6), staff of striking, dagger

Spells: 1st—4, 2nd—3, 3rd—3, 4th—2, 5th—1

Verminaard is a dreamshadow only in this adventure, drawn from theminds of the PCs. As such, the spirit of his malice lives on!

Zebulah is a human mage who has forsaken the surface world to dwellwith Apoletta, the sea elf. He is familiar with the evils of the world and islooked to as a leader by the aquatic races once war reaches into thedeep.

Zebulah grimly accepts the role Fate has thrust on him. He is deeplyin love with Apoletta and loyal to her people. He is distrustful ofstrangers, but his surface heritage causes him to help those in need.

126

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Tanis 8th-Level Half-Elf Fighter

STR 16 WIS 13 CON 12 THAC0 13INT 12 DEX 16 CHR 15 AL NG HP 61

AC 4 (Leather armor +2, Dex bonus)WEAPONS Long sword +2, long bow, daggersLANGUAGES Common, Qualinesti, Hill Dwarf,

Plainsman

See back of card for more information.

©1994 TSR, Inc. All Rights Reserved.

Tika 6th-Level Human Fighter

STR 14 WIS 12 CON 13 THAC0 15INT 9 DEX 16 CHR 14 AL NG HP 37

MS—27%, HS—20%, DN—15%, CW—87%

AC 1 (Plate armor, Dex bonus)WEAPONS Short sword +2, daggerLANGUAGES Common, PlainsmanTHIEF SKILLS PP—40%, OL—38%, F/RT—30%,

See back of card for more information.

©1994 TSR, Inc. All Rights Reserved.

Caramon 9th-Level Human Fighter

STR 18/63 WIS 10 CON 17 THAC0 12INT 12 DEX 11 CHR 15 AL LG HP 59

AC 3 (Chain mail +1, small shield)WEAPONS Long sword +1, spear, daggerLANGUAGES Common, Plainsman

See back of card for more information.

©1994 TSR, Inc. All Rights Reserved.

Raistlin 6th-Level Human Mage

STR 10 WIS 14 CON 10 THAC0 19INT 17 DEX 16 CHR 10 AL N HP 18

AC 5 (Staff of Magius, Dex bonus)EQUIPMENT Staff of MagiusLANGUAGES Common, Qualinesti, MagiusSPELLS 1st—4, 2nd—2, 3rd—2 i

See back of card for more information.

©1994 TSR, Inc. All Rights Reserved.

Goldmoon 8th-Level Human Cleric

STR 12 WIS 16INT 12 DEX 14

CON 12 THAC0 16CHR 17 AL LG HP 34

AC 8 (Leather armor)WEAPONS Staff of striking/curingLANGUAGES Common, Plainsman, Hill Dwarf,

QualinestiSPELLS 1st—5, 2nd—5, 3rd—3, 4th—2

See back of card for more information.

©1994 TSR, Inc. All Rights Reserved.

Riverwind 8th-Level Human Ranger

STR 18/35 WIS 14 CON 14 THAC0 13INT 13 DEX 16 CHR 13 AL LG HP 47

AC 3 (Leather armor +2, small shield, Dex bonus)WEAPONS Long sword, short bow, dagger +2LANGUAGES Common, Plainsman, Qualinesti,

Hill DwarfSPELL (Priest) 1st—1See back of card for more information.

©1994 TSR, Inc. All Rights Reserved.

127

Waylorn 7th-Level Human Druid

STR 8 WIS 16 CON 14 THAC0 1 6INT 9 DEX 13 CHR 15 AL N HP 28

AC 5 (Leather armor +2, small shield)WEAPONS Staff of the serpent (python)LANGUAGES Common, Solamnic, Silvanesti,

Qualinesti, Hill DwarfSPELLS 1st—5, 2nd—5, 3rd—2, 4th—1See back of card for more information.

©1994 TSR, Inc. All Rights Reserved.

Alhana 7th-Level Elf Fighter

STR 9 WIS 15 CON 10 THAC0 14INT 16 DEX 13 CHR 15 AL LG HP 32

AC -3 (Plate armor +3, shield +2)WEAPONS Long sword +3, short bow +2LANGUAGES Qualinesti, Silvanesti, Common, Hill

Dwarf, Kenderspeak, Draconian

See back of card for more information.

©1994 TSR, Inc. All Rights Reserved.

Serinda 5th-Level Elf Fighter/6th-Level Mage

STR 9 WIS 15 CON 10 THAC0 16INT 16 DEX 13 CHR 15 AL LG HP 22

AC 1 (Splint mail, cloak of protection +3)WEAPONS Dagger +2, long sword +3, short bowLANGUAGES Common, Silvanesti, Draconian,

Qualinesti, KenderspeakSPELL USE 1st—4, 2nd—2, 3rd—2

See back of card for more information.

©1994 TSR, Inc. All Rights Reserved.

Kronn 4th-Level Kender Fighter/5th-Level Thief

STR 16 WIS 8 CON 16 THAC0 17INT 10 DEX 15 CHR 12 AL N HP 33

AC 6 (cloak of protection +3; Dex bonus)WEAPONS Darts (12), chapak +2LANGUAGES Common, Kenderspeak, Goblin,

OgreTHIEF SKILLS PP—55%, OL—40%, F/RT—50%,

MS—45%, HS—45%, DN—20%, CW—75%See back of card for more information.©1994 TSR, Inc. All Rights Reserved.

Page 130: Dragonlance - Classics Volume 3

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 ROBOTlK SANDATH, PROPRIETOR OF THE INN OF THE LAST HOPE, BUT WASCAUGHT IN THE ACT. OTIK’S FIRST INCLINATION WAS TO HAVE HER AR-RESTED. INSTEAD, HE OFFERED HER A JOB. SHE ACCEPTED TO KEEP OUT OFJAIL, BUT GREW TO LOVE OTIK AS A FATHER.

TIKA LOOKS OLDER THAN HER 19 YEARS. SHE SEEMS MORE WORLDLYTHAN SHE IS. HER FATHER, WHO ALSO KNEW SOME ILLUSIONIST TRICKS,LEFT HER A RING THAT SHE WEARS ON A NECKLACE, BUT THE RING DOESN’TSEEM TO BE MAGICAL. SHE HATES THE DRAGONARMIES FOR DESTROYINGTHE ONLY HOME SHE EVER KNEW. SHE IS FOND OF CARAMON, BUT IS AN-NOYED THAT HE STILL THINKS OF HER AS A KID. SHE IS FASCINATED BYMAGIC.

Waylorn HAS BEEN ASLEEP FOR AN INCREDIBLY LONG PERIOD OF TIME. THETOWER IN WHICH HE IS DISCOVERED GIVES EVIDENCE OF HAVING BEEN BUILTDURING THE AGE OF MIGHT, OVER 1500 YEARS AGO.

WAYLORN HAS NO MEMORY OR UNDERSTANDING OF HISTORICAL EVENTSSINCE HUMA DESTROYED THE DRAGONS. INDEED, HE BELIEVES THAT HE ISHUMA, THE GREAT DRAGONSLAYER. IT IS MUCH MORE LIKELY, HOWEVER,THAT HE KNEW HUMA (NOT VERY WELL) AND IS SIMPLY USING THE NAME OFHIS HERO TO ENHANCE HIS OWN REPUTATION.

WAYLORN WANTS TO BE KNOWN AS A DRAGONSLAYER IN HIS OWN RIGHT.HE WILL, THEREFORE, GO TO ANY LENGTHS TO FIND A DRAGON TO Al-TACK.HE IS TIRED OF LIVING OFF A BORROWED LEGEND.

Alhana Starbreeze IS THE DAUGHTER OF LORAC CALADON, SPEAKER OFSTARS IN SILVANESTI. ALHANA WAS IN SANCRIST WHEN SHE RECEIVED NEWSTHAT HER HOMELAND HAD FALLEN TO THE DRAGONARMIES. THE REASONFOR THIS SUDDEN DEFEAT IS A MYSTERY TO HER, SINCE THE ELVES WERESUCCESSFULLY HOLDING OFF THE DRAGONARMIES WHEN SHE LEFT. SHE ISATTEMPTING TO RETURN TO HER HOMELAND TO FIND OUT WHAT HAPPENEDTO HER FATHER, WHO DID NOT FLEE WEST WITH HIS PEOPLE.

ALHANA IS IMPERIOUS AND COLD. SHE HOLDS THOSE IN THE OUTSIDEWORLD RESPONSIBLE FOR THE DOWNFALL OF HER ONCE-GREAT NATION.THUS HER ATTITUDE TOWARD ALL THOSE OF OTHER RACES—HUMANS,DWARVES, KENDER—IS POLITE, BUT WITH THINLY VEILED HOSTILITY. YETBENEATH THIS EXTERIOR OF STEEL IS A LOVING, WARM WOMAN. SHE HASONLY ONE GOAL AT THIS POINT-TO RETURN TO HER HOMELAND AND FINDHER FATHER. ALHANA BECOMES AN NPC AT THE END OF CHAPTER 4.

Serinda Elderwood IS A SILVANESTI ELF. HER FAMILY MET DEATH AT THEHANDS OF THE DRAGONARMY. ONLY BECAUSE SHE WAS AWAY IN THE SER-VICE OF A SEA MERCHANT DID SHE ESCAPE THE SAME FATE. ON HER RETURNSHE FOUND THAT ELVES ARE HUNTED AND THAT SHE MUST ALWAYS BE ONTHE MOVE.

HER RECENT TRAVELS BROUGHT HER INTO THE COMPANY OF KRONN.KRONN HAD WANDERED FAR FROM HIS HOMELAND. NOW THEY SEEK TORETURN TO KRONN’S HOME, BUT THEY ARE UNCERTAIN OF WHERE IT LIES.

SERINDA IS COOL AND AT TIMES ALOOF, BUT SHE HAS PICKED UP SOME OFTHE KENDER’S PUCKISH HUMOR. SERINDA HAS A REGAL BEARING ANDSTATURE. SHE DISTRUSTS PIRATES. SERINDA CAN JOIN THE PCS STARTINGIN CHAPTER 5.

Kronin-alin Thistleknot IS THE OLDEST SON OF THE KENDER HERO KRONIN. HEIS ANXIOUS TO PROVE HIMSELF WORTHY OF HIS FATHER THROUGH GRANDDEEDS OF DARING. KRONN IS ANXIOUS TO PLEASE, BUT EASILY BORED.

KRONN LEFT HIS HOMELAND YEARS AGO. WHEN THE WAR CAME, HEDECIDED TO RETURN TO HIS HOMELAND, BUT CANNOT REMEMBER WHERE ITIS. HE ENCOUNTERED SERINDA IN HIS JOURNEYS. HE ENJOYS HER HUMOR,AND THE TWO MAKE A DEADLY TEAM WHEN DANGER THREATENS. FORSOME REASON, KENDER SEEM AS UNPOPULAR AS ELVES IN THIS LAND.

THE CHAPAK IS A WAR AXE WITH TWO METAL PRONGS FOR USE AS ASLINGSHOT. THE HILT IS HOLLOW IRONWOOD AND DOUBLES AS A BLOWGUN.KRONN STORES 50 FEET OF SPIDERSILK LINE IN THE CAPPED HILT AND CANUSE THE CHAPAK AS A GRAPPLING HOOK. KRONN CAN JOIN THE PCS START-ING IN CHAPTER 5.

Tanis WAS BORN OF AN ELF-MAIDEN WHO WAS TAKEN BY HUMANS IN THESHADOW YEARS FOLLOWING THE CATACLYSM. SHE ESCAPED TO QUALI-NOST, WHERE SHE DIED IN CHILDBIRTH. THE ELVES OF QUALINOST RAISEDTHE BOY BUT DID NOT FULLY ACCEPT HIM. TANIS BECAME A WANDERER,NEVER FEELING QUITE AT HOME UNTIL, AFTER YEARS OF TRAVEL, HESETTLED IN SOLACE. THERE HE MET THE PEOPLE WHO WERE TO BECOMETHE INNFELLOWS.

LAURANA HAS LOVED TANIS FOR MANY YEARS, BUT THE HALF-ELF’SHEART IS TORN BETWEEN THE ELF MAID AND THE HUMAN WOMAN KITIARA,HALF-SISTER TO CARAMON AND RAISTLIN. KITIARA LEFT SOLACE TO TRAVELNORTH, BUT DID NOT RETURN.

TANIS 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’STWIN AND KITIARA’S HALF-BROTHER. THE TWINS ARE MIRROR-IMAGES OFONE ANOTHER-CARAMON IS CHEERFUL AND PERSONABLE, RAISTLIN ISDARK, MYSTERIOUS, AND FRAIL.

THE TWINS’ MOTHER WAS SICKLY AND DIED WHEN THEY WERE VERYYOUNG. KITIARA, SEVERAL YEARS THEIR SENIOR, RAISED THEM. CARAMONDEVELOPED INTO A FINE FIGHTER, AND A GOOD AND DECENT MAN, AL-THOUGH SOMETIMES A BIT NAIVE.

HE FEELS RESPONSIBLE FOR HIS FRAIL TWIN, BUT HE DOES NOT UNDER-STAND RAISTLIN. CARAMON IS FRIENDLY AND TRUSTING AND ENJOYSPEOPLE VERY MUCH. LATELY HE HAS BEGUN TO NOTICE THAT TIKA WAYLANHAS MATURED FROM A FRECKLE-FACED KID INTO A GOOD-LOOKING WOMAN.

Raistlin, A MAGE, IS CARAMON’S MIRROR-IMAGE TWIN AND KITIARA’S HALF-BROTHER. THE MOTHER OF THE TWINS WAS SICKLY AND DIED WHEN THEYWERE YOUNG. KITIARA RAISED THEM.

ONE DAY, RAISTLIN SAW A VILLAGE ILLUSIONIST AND CAME HOME ABLE TODO THE TRICKS HE SAW. KITIARA, RECOGNIZING HIS GIFT, ENROLLED HIM IN AMAGIC SCHOOL. HE ASTOUNDED HIS TEACHERS WITH HIS TALENT, BUT THEYWORRIED THAT HIS PRIDE AND AMBITION WOULD OVERWHELM HIM.

HE LEFT THE SCHOOL TO SEEK OUT A TEACHER. THE TEACHER PUT HIMTO TERRIBLE TESTS THAT INCREASED HIS ABILITY BUT LEFT HIM WITHGOLDEN SKIN, A WEAK CONSTITUTION, AND HOURGLASS EYES THAT SEEDEATH ALL AROUND HIM.

RAISTLIN IS NOT FOND OF PEOPLE AND PREFERS TO KEEP HIS OWN COUN-SEL. HE HAS A STRONG SENSE OF JUSTICE.

Goldmoon, A PRINCESS OF THE QUE-SHU TRIBE, FELL IN LOVE WITH RIVER-WIND, A POOR MAN’S SON. HER FATHER DEMANDED THAT RIVERWIND PROVEHIMSELF BY UNDERTAKING A QUEST.

RIVERWIND RETURNED WITH A CRYSTAL STAFF FROM THE FORBIDDENLANDS. GOLDMOON’S FATHER REFUSED TO BELIEVE THE STAFF WAS MAGIC,AND ORDERED RIVERWIND STONED TO DEATH. GOLDMOON RUSHED TO HISSIDE, AND THE STAFF TELEPORTED THEM TO SAFETY. WITH THE AID OF THEINNFELLOWS, THEY DISCOVERED THE ANCIENT TRUE GODS, AND GOLD-MOON BECAME A TRUE CLERIC.

GOLDMOON IS PURE OF HEART AND COMPLETELY IN LOVE WITH HERBETROTHED, RIVERWIND. SHE IS A CLERIC OF MISHAKAL, THE GODDESS OFHEALING. SHE IS BRAVE, DUTIFUL, AND DEEPLY RELIGIOUS. SHE MOURNS FORHER PEOPLE—ALL MURDERED BY VERMINAARD—AND LONGS FOR THE PLACEOF THE PLAINS SHE ONCE KNEW.

Riverwind, A FAR HUNTER FOR THE QUE-SHU TRIBE, HAS ROAMED FARACROSS THE LAND AND HEARD MANY STRANGE TALES. HE LOVED THE PRIN-CESS GOLDMOON, BUT SHE WAS BETROTHED TO THE SON OF THE VILLAGECLERIC. RIVERWIND GAVE CHALLENGE, AS WAS HIS RIGHT, AND ACCEPTED ABETROTHAL QUEST. HE FOUND A BLUE CRYSTAL STAFF IN THE CITY OF XAKTSAROTH, BUT GOLDMOON’S FATHER REFUSED TO ACCEPT IT AND ORDEREDRIVERWIND STONED TO DEATH. GOLDMOON RUSHED TO HIS SIDE, AND BOTHWERE SAVED BY THE STAFF. NOW THEY ARE THE ONLY SURVIVORS OF THEQUE-SHU, FOR THE DRAGONARMIES DESTROYED ALL.

RIVERWIND IS A MAN OF FEW WORDS AND QUICK ACTION. AN IMPOSINGFIGURE OF A MAN, HE IS THE SUBJECT OF MUCH ATTENTION WHEREVER HEGOES. HE IS A BORN LEADER AND SEES HIS ROLE AS SERVICE TO THE CAUSEOF GOOD. HIS LOVE FOR GOLDMOON IS ABSOLUTE.

128

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hp222

20

Dmg SA3d4 N

SD ALN NN NN NLE 11Y LGY NN NY NN NY NEY CEN NN NY NY N(E)Y NY NEY CEN YY LGY LEN 175

1,400N LEY 2,000Y NE

9,00010,00010,00010,000

N LE10,00013,0009.000

11,000N

13,000N

9,000

THAC0152015

14,0002015171515

19

Value

15175

175175

420975

65

1

5d4Y

1d21d8/1d8

1d22d41d6

1 d 4 + 2 / 1 d 4 + 21d6

2d6/2d63d6/2d10

1d83d4(2d4)

4d43d10

1 d 6 + 32

YNYYYY

#AT111

12d4453 1

2811

28182231301125352734176050

NYY2

1 NNNY

221111

15 6501Y

YYY

17 277

1301

11 2N19 65

2d4/2d4NYNYY1

333333

2d41 d 8 + 2 ( x 2 )1d8;1d41/1d4

1d8;1d41/1d41d4

1d6/1d6 /2d61d8/1d8/2d101d6/1d6 /3d61d8/1d8/3d81d6/1d6/4d41d8/1d8/4d61d3/1d3/1d41d6/1d6/5d4

1d10/1d10/6d61d8/1d8/2d10

1d10/1d10/3d101d12/1d12/3d121d8/1d8/5d6

1d4/1d4/1d101d6/1d6/2d8

610421222173141

21;21;2

NYY71

7564811472966974

YYY

333

YYYYY

333333

85 YYNY

883264

4515102556

111111311111111

1d10 Y Y CE3d4 Y Y N(E)1d4 Y Y N1d8 Y Y LG1d4 N N C N1d8 Y Y N

1d6/1d6/2d6 Y Y N3d6 N N N

2d10 Y Y N4d8 Y Y N

3d8 Y Y N5d6 Y Y N1d10 Y Y C G1d10 Y Y N G1d10 Y Y N G

1d10/2d6 N Y CE1d8;1d4/1d4 Y Y LG

Spc Y Y N1d6/1d6/3d6 Y Y CE

2d4 Y N N5d10 N N NRot Y N N

1d3(×2) /1d6 /1d4 N Y

Spc Y Y N2d4 Y Y N

1d4/1d4/1d8 Y Y CE1d3/1d3/1d6 Y Y CE

2 d 6 + 7 Y N CE3d10 Y Y N4d10 Y Y N3d8 Y Y N2d6 Y N N0 Y Y N

1d4/1d4/2d8 N N N1/1 /1d4 N N N

1d8 Y Y CE

13 2,0017 17519 97517 27019 1519 65

47 6 1

3 6 1

7 3,Fl48 4

6 Sw9 5

2 F1362 62 122 6,Sw188 9,Sw155 12 4

8 123 125 214 6 90 67 3,Sw9 3

4 3,Sw97 1 3

5 9,Fl159 3 08 6 4

4 13 4

6 93 127 73 65 62 12 8

9 03 12,Fl30 7

5 20 15

21 2 + 2

111814

16161616

2 + 2

3 122 6,Fl69 1 24 6

7 6 6 + 24 12,Br3 5 + 58 6 24 6,Sw12 4 + 44 6,Sw12 73 12 6

- 4 / 0 6 6 + 68 1,Sw3 4

0(4) F112 135 6 9 + 94 1 55 Sw30 2 + 20 1 5 84 6,15,Gl18 22 6,15,Gl18 44 6,15,Gl18 31 6,15,Gl18 63 6,Sw24 7

- 1 12,Fl30,Sw12 14- 2 9,Fl30,Br4 16- 2 12,Fl30,Brb 14- 4 9,Fl30,Sw12 162 9,Sw24 3

- 3 9,Fl30,Jp3 15- 6 12,Fl40,Sw12 18- 2 9,Fl30,Sw9 15- 5 9,F130,Jp3 15- 4 3,Sw12 17- 5 9,Fl30,Jp3 176 9,Fl30 6- 1 12,Fl40,Sw12 13

832

N a m eBarracuda, GiantBatBeetle, BoringBeholderBrownieBuffaloCarrion CrawlerCaryatid ColumnCatoblepasChaggrinCoffer CorpseCrayfish, GiantCrocodile, GiantCrypt ThingCrysmalCrystal OozeDeath, CrimsonDeath StatueDisplacer BeastDolphinDraconian, AurakDraconian, BaazDraconian, BozakDraconian, KapakDraconian, SivakDragon, AmphiDragon, BlackDragon, BlueDragon, BrassDragon, BronzeDragon BroodDragon, CopperDragon, GoldDragon, GreenDragon, RedDragon, SeaDragon, SilverDragon, SkeletonDragon, WhiteDreamshadow—As per the creature it is modeled after-DreamwraithDrelbDryadDwarfDwarf, GullyDwarf, ZakharEagle, GiantEel, GiantElemental, AirElemental, EarthElemental, FireElemental, WaterElf, SeaElf, SilvanestiElf, WildEttinFawn, WhiteFetchFireshadowFrog, GiantFroghemothFungi, VioletGargoyleGas SporeGelatmous CubeGhastGhoulGiant, HillGolem, ClayGolem, IronGolem, StoneGorgonGreen SlimeGriffonGriffon, HatchlingGroaning Spirit

AC MV HD6 Sw30 58 1,Fl24 1 /4

3 6 50 / 2 / 7 F13 10

3 12 1/27 15 5

3 /7 1 2 3 + 15 6 5

2 + 2103

1 3 + 3

16

4 + 4

2

27

22257272727215241155195163167517261

15 1755

5 105 10519 11719 12011 3,0001

21;22311

ld4

11 3,000717 2705 6,017 175

41133111110331

20 12017 97517 65019 1759 39 8,0005 15,0007 10,00013 1,400

19 120131913 4

212313615080604410391037

Page 148: Dragonlance - Classics Volume 3

NameHag, SeaHarginn

HarpyHell HoundIldrissInvisible StalkerJellyfishKechKenderKing of the DeepKoalinthLeech, GiantLeucrottaLichLion, SpottedMastiff, ShadowMan, BanditMan, CommonMan, GuardMan, KnightMan, MerchantMan, MercenaryMan, WarriorMermenMihstuMimic, KillerMinotaur, BloodseaMobatMold, BrownMold, YellowNaga, SpiritNightmareOchre JellyOgre/ChieftainPara-Elem, Smoke

12027

9757,000

vv

5,000

420

Pedipalp, HugePiercerPricklebackQuasi-Elem, Light.Rat, GiantRay, MantaRevenantSalmon SchoolSea Serpent, GiantShadowSirmeSkeletonSkeleton WarriorSkyfisherSlig/ GhagglerSlug, GiantSnake, Gi Constr.Spectral MinionSpectreSpider, WhisperStag, GiantStag, WhiteStoroperTaer, ForestTakhisis (Dream)ThanoiTrollUmber HulkUndead BeastVampireVarrdigVulture, GiantWemicWightWill-o-WispWillow, BlackWolf, DireWolf, WinterWolverme, GiantWraithYel. Musk CreeperZombie

15

1,695

15,000

3

650

175975

3,000

65

Abbreviations

AC737423948

-35940

5 /664104210627

-2767994

- 48

5 /43437276103273

2

33852247-50404426157

6(5)5-82654478

MVSw15

156,Fl15

123,Fl2412,Fl12Sw1415,C16

63,Sw18Sw123,Sw3

1861218121212912129

l,Sw186312

3,Fl150012

15,Fl3639

6,Fl1891

Sw1218

12,Sw6Sw18

9Sw15Sw15

1212,Sw24

126

3,Fl249/6,Sw15

6930

15,Fl309,Wb12

21241

186,Fl189,Sw15

126,Br60, Sw912,Fl186,Swl83 ,Fl24

1212

Fl181/4181815

12,Fl2406

HD3

4 + 47748251

801 + 1

4

6 + 111

6 + 245136245

1 + 18 + 2

106 + 3

4NAN A

96 + 6

64 + 1 / 7

162 + 2

44 + 4

121/2

88

1 ea30

3 + 371

9 + 124

3 + 312

6 + 110

7 + 38 + 8

5106

3 + 6164

6 + 68 + 8

12 + 128 + 30 + 62 + 25 + 84 + 3

916

4 + 46

4 + 45 + 3

32

hp2022403918438306

640718335032202672035617307

41

493519

N AN A533836

20/3672141722603

48425 ea13521386

672618693155395426773122128213751924235113325489022272431159

#AT1131111

3181111

31111

3 /21111412101131113141121

1021111

1;2112111

1;2313323331

2( l )1311

101131

2d61

Dmg1d4 + 61d4 + 4

1d3 /1d3 / ld61d103d44d41d10

1 d 4 + 1 / 1 d 4 + 1 / 1 d 61d6

1d6 + 7(× 8)1d8 + 1

1d43d61d10

1d4/1d4/1d122d41d81d4

1d8+11 d 8 + 2

1d41d6

1 d 8 + 21d8

1d6+1(×4)3d4

2d4/1d42d4

01d81d3

2 d 4 / 2 d 4 + 2 / 2 d 4 + 2

3d41d10/2d6 +2

2d81d6/1d6/1d8

4d61d6(×4)1d6, + 1/HD

1d33d4/2d10

2d81(×10)

1d10/3d121d4+1

1d81d61d8

1d8+2;1d6 /1d61 d 6 + 21d12

1d412d41d101d82d6

4d4; 1d4/ 1d41d12/1d6/1d6

1d101d4/1d4/1d8

2d8/3d6/12d101d8/1d8

1 d 4 + 1 / 1 d 4 + 1 / 2 d 63d4/3d4/2d5

1 d 8 + 1 / 1 d 8 + 1 / 3 d 81d6 + 4

1d4/1d4(4d4)1d4

1d4/1d4/wpn1d42d8

1d4(×10)2d42d4

1 d 4 + 1 / 1 d 4 + 1 / 2 d 41d6Spc1d8

SAYYYYYYYYYYNYNYYYNNNNNNNNYYNYYYYNNNYYYYYYYYNNYYNYYYYYNYYYNYYYNYYYYYNNYYYNYYYYN

SDYYNYYYYYY

71,000NNYYYYNNNNNNNNYYYYYYNNYNYNNYYNNYYNYYYYNYYNYYYYYYYNYYNYYYNYYYYNNNYYN

ALCENECELENENN

NEC N

LENCE

N(E)N

N(E)C(E)Any

AnyLG

C(E)CEAnyN

NENCENENNCE

N17/13

NNNN

N(C)NNNN

20,000CEAnyN

N(E)NLENN

AnyLECEN

LGCEN

7,000LECECE

8,000CENENNLECE

N(E)NENE

LENN

THAC017151311171

171519

1917159

1715101715191715191311

17NASpc11

15l75 /650

5

171

201313

17131911

9

11131

15

151

1713

11

19151511

1515

151719

Value975420

975270

270

35

17515

652731217

35

3,000

420

420

65097565

12

975

AC = Armor Class, AL = Alignment, #AT = Number of Attacks per round, Br = Move tendencies, Dmg = Damage, E = Evi1, (E) = Evil tendencies,Ft = Fighter—Level # gliding, HD = Hit Dice, Ho = Move when hopping, hp = Hit Points, L = Lawful, MV tendencies, SA = Special Attacks,SD = Special Defenses, Spc = Special, SW = Swi Varies, Wb = Move in web

Page 149: Dragonlance - Classics Volume 3
Page 150: Dragonlance - Classics Volume 3

by Grubb, Hickman, and Niles

THIS IS THE FINAL INSTALLMENT IN THIS I28-PAGE BOOK CONTAINS THE

THE DRAGONLANCE® MAPS, AND DESCRIPTIONS

CLASSICS SERIES, THE DRA- THAT WILL TAKE THE HE-M A T I C C O N C L U S I O N T O ROES OF LEGEND FROM THE

T H E E N T I R E I 4 - M O D U L E ANCIENT PORT OF TARSIS

DRAGONLANCE SAGA. T O T H E D E P T H S O F T H E

WITHIN ARE THE REPRINTS BLOOD SEA AND, FINALLY,OF DLI0 DRAGONS OF

DR E A M S , DLI 2 DR A G O N S

TO THE CORRUPT CITY OF

NERAKA, THE HEART OF

OF FAITH, DLI3 DRAGONS THE DARK QUEEN�S EM-O F T R U T H , A N D D L I 4 PIRE. CAN THE HEROES AT

D R A G O N S O F T R I U M P H , LAST FOIL TAKHISIS�S EVIL

F U L L Y U P D A T E D T O PLANS FOREVER? THE AN-A D & D ® 2 N D E D I T I O N R U L E S . SWER LIES WITHIN THESE PAGES!