Download as pdf or txt
Download as pdf or txt
You are on page 1of 130

Mists of Krynn

TABLE OF CONTENTS

Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 1 0 0
Between a Dragon and His Wrath (Chris Mortika) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Eyes of the Minotaur (Rick Swan) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
The Gate to Neraka (Michael DeWolfe). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Beyond All Tears (Thomas Kane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 0
Search for the Golden Minotaur (Rick Reid) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
The Riders of Khur (Jay Batista) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Tanglewood Keep (Vince Garcia and Bill Mercer) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 4
Valley of Fear (Peter Blanchard) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
The Silvanesti—A Second Chance (John Terra) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
C r u s a d e ( S c o t t B e n n i e ). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Mother Love (Peter and Janet Vialb) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Under Sanction (Ray Winninger) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93

Races of Krynn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 1 - 1 1 9
Aurak Draconians (Janet and Peter Vialls) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Baaz Draconians (Thomas Kane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Bozak Draconians (Rick Swan) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Dragons (Rick Reid) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Gnomes (John Terra) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Gully Dwarves (Michael DeWolfe) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Kapak Draconians (Ray Winninger) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Kender (Vince Garcia and Bill Mercer) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Sivak Draconians (Peter and Janet Vialls) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118

NPCs of the Saga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 0 - 1 2 8


Fistandantilus (Thomas Kane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Justinius (Thomas Kane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Bas-Ohn Koraf (Rick Reid) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Ladonna (Vince Garcia). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Lord Soth (Scott Bennie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Steel-Toe (Rick Reid). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Theros Ironfeld (Rick Swan) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Fewmaster Toede (Rick Swan) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128

CREDITS Distributed to the book trade in the United States by Random


House, Inc., and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors.
Editing: Mike Breault Distributed in the United Kingdom by TSR, Inc.
Cover Art: Denis Beauvais ADVANCED DUNGEONS & DRAGONS, AD&D,
DRAGONLANCE, BATTLESYSTEM, FIEND FOLIO,
Interior Art: Valerie Valusek PRODUCTS OF YOUR IMAGINATION, and the TSR logo are
Cartography: Dennis Kauth trademarks owned by TSR, Inc.
Typography: Betty Elmore and Kim Janke
Keylining: Stephanie Tabat This adventure is protected under the copyright laws of the United
States of America. Any reproduction or other unauthorized use of
the material or artwork contained herein is prohibited without the
express written consent of TSR, Inc.
©
1988 TSR, Inc. All Rights Reserved.
Permission granted to photocopy or print this product for personal use.

TSR, Inc. TSR UK Ltd.


POB 756 The Mill, Rathmore Road
Lake Geneva Cambridge CB1 4AD
WI 53147 U.S.A. United Kingdom

Printed in U.S.A.
0-88038-574-X
9231XXX2001
“Between a Dragon and His Wrath” is a her newly-crippled senses. She should not satisfied, and began to plan on his
DRAGONLANCE® adventure for a well- have smelled him coming. own, though without results for some 15
balanced party between 3d and 5th “What does the Lord of Windbreak years.
levels, set in the lands of Nordmaar. want with an outcast? I had hoped to Only last autumn, he heard news of a
Although the adventure is best set a gen- depart without fanfare.” young minotaur woman named Cordelia,
eration after the War of the Lance, the Frachier-knolls wording was formal who had not only failed her Rite of Pas-
DM should have little trouble placing it and stiff, but Cordelia heard an urgency sage, but had moreover been poly-
at other times in Ansalon’s history. behind them. “I am here to dissuade morphed into a human, a form
Although the adventure is reasonably you, to offer you a second chance. Yes, unpleasant to a minotaur’s eyes. But
self-complete, the DM will find that you have lost your woman‘s ways, but the Frachier-knol knew that Cordelia was still
module DL12, Dragons of Faith, which monstrous shape you have assumed lovely in her new form, and so a plan
details the lands and waters around the presents me with a most attractive oppor- began to grow in his mind.
Blood Sea, provides a wealth of helpful tunity I bid you come, and I will tell you He enlisted Cordelia in a plan that
detail about the setting. how you may find in this set-back the would bring Eiril to destruction, a major
Throughout this adventure, all NPCs seed for the greatest confirmation since political coup. He sent her to the main-
are considered to be proficient in swim- the days of legends.” lands, to move from port to port until she
ming, and the DM might hint to the Cordelia only smiled at this boast, but found Eiril .
players that such a skill would be appro- she offered no resistance when Frachier- Once she had done so, Cordelia acted
priate for their characters as well. Also, knol led her away from the shores of the to seduce the charismatic sailor, the bet-
the adventure works best if at least one of Courrain. And so began the Lord of ter to lay a trap for him. But Cordelia lost
the player characters has previous ship- Windbreak’s most ambitious enterprise. her heart to Eiril as he did to her. And
board experience. more, she learned of his growing fears.
Synopsis Eiril was nearing his fortieth year, and
dm’s Introduction although his health was magnificent, he
Eiril Thorvaldsson was too young to could feel the waning of his youth, and
The currents swept south along have participated in the War of the Lance, he felt an unfocused sense of urgency. He
Kothas’s barren eastern shores, and the but he waited precious few years after- said that Cordelia made him feel 15 years
north-bound winds whistled a siren song ward before coming to prominence in the younger, but she could tell that he want-
overhead, cajoling the waves to crash northern waters of the Sirrion as a born ed more. And Frachier-knol’s plans for
white-headed into the rocky shore. The sailor, an inspired tactician, and a leader Eiril’s demise bore heavily on Cordelia.
sun was secure behind clouds, casting a of men and women. For a time he was It was about this time that she came
gray pall over the scene and a chill known as the Dread Pirate Eiril, upon an idea that might satisfy all con-
through Cordelia’s bones. She wore her renowned for his battle skill and ruthless- cerned. Rather than killing Eiril,
thick flax robes, their sleeves rolled up for ness toward his enemies. None survived Frachier-knol could recruit him, a far
her hideously short arms. She had failed. his raids. greater coup. And a return to swashbuck-
She had failed the Test, an apprentice’s Because of his growing notoriety, Eiril ling piracy might be just what Eiril need-
first Circus, and the laws of her culture retired after a time. He traveled around ed.
were cold to her now. She had failed to Ansalon, finding the best shipwrights to The Lord of Windbreak was amenable.
choose between her beauty and her craft, build for him Heart of Justice, an “I admire your inventiveness, Cordelia.
and her hesitation had cost her both, and enchanted ship made from expensive Yes, Eiril Rosewood will be a much better
more besides. She was small, weak, and hardwoods. He turned to the safer, less prize alive and working for me. And he is
pitiful now, hairless except for a black sensational career of armed companion to right, he is growing too old for this busi-
mane that caught the wind and fluttered the merchant ships on the Blood Sea. ness. When his utility is spent, so will be
over her left shoulder. The magic of Now known as Eiril Rosewood, his repu- his life.”
Nuitari would be forever denied her, but tation grew so that even the Black Drag- Cordelia nodded. So relieved was she
perhaps his tides would embrace her onarmy hesitated to raid Eiril’s ship or that Eiril would be spared that she did
instead. harry his charges. not catch Frachier’s ominous implica-
“Cordelia,” came a shout from behind The minotaurs of the Blood Sea were tions.
her. She turned, and it was Governor not so compliant. Frachier-knol, a petty Eiril, too, agreed to a return to the
Frachier-knol, one of Kothas’s lesser minotaur noble from the southern tip of excitement of piracy, if only as a fling.
nobles. His fur was well-worn from his Kothas, demanded action of the Council But he would have to abandon his crew in
rugged activities, his horns were smooth on Mithas. But cooler, more patient such a way that they would take him back
and stout, and his muscles still surged heads prevailed. Eiril’s renown made all afterward. At a meeting in the seaboard
under his jerkin despite his two-score the merchants feel safer, which was to the city of Jennison, Frachier suggested that
years. She turned back to the sea, cursing minotaurs’ liking. But Frachier-knol was Eiril and Cordelia disappear one after-

3
noon, “kidnaped by minotaurs.” Eiril a strong-looking fighter or a robed wiz- contain the crew’s quarters and auxiliary
would arrange for Bertrand, a famous ard) is accosted by a humble-looking rowing stations for emergency situations.
Kalamanian shipwright living in Jenni- man. His clothes are well-worn, and his The lower level is the hold. It has a
son, to construct a ship of unsurpassed hands are weathered and calloused. He “chimney” 10 feet square, allowing
speed and maneuverability, which would introduces himself as Austin. “I’m look- access to the cargo space below. The hold
be part of a “ransom” the crew would ing for a few strong hands to help me is seven feet high, usually packed tight
have to pay. Of course, Eiril and his new with a problem. There’s 50 steel apiece with supplies and merchandise. Twisting
allies would take the vessel and cast off to for anyone who cares to give a couple aisles wind through the crates, an unnerv-
a new time of adventures. His old crew hours’ honest work.” ing situation that has served only to
would be left marooned for a time, but intensify the crew’s jitters.
close enough to shipping lanes that they trouble in the hold Early this morning, the ship was infest-
would eventually be rescued. Frachier- ed with four skulks (AC 7; MV 12”; HD
Austin is the mate aboard Shinare’s 2; hp 11 each; #AT 1; Dmg by weapon;
knol smiled broadly. He said he knew just
Darling, a merchant galley in port. This THAC0 16; SA nil; SD Camouflage).
the island.
morning, he sent two men down into the The skulks are all armed with short
These discussions proceeded for a little
hold to begin unloading some cargo, two swords (dmg 1d6), and one has a light
over an hour, completely overheard by a
men who have not come back up. There’s crossbow (dmg 1d4), the quarrels of
band of nigh-invisible skulks. The skulks
been some thumping and cracking in the which are drugged. A failure on the part
quietly made their own plans regarding
hold as well, and none of Austin’s men of the target to save vs. poison results in a
particulars of Frachier’s schemes.
dare to go down. He means to enlist the comatose sleep for 5d4 hours. The drug is
aid of the player characters to clear the neutralized by appropriate spells or by
the adventure hold of whatever vermin are down there, temperatures above 100 degrees. These
Jennison is a city of 3,000, one of the rescue the two men (or recover what’s left creatures meant to locate the sapphires,
major ports of Nordmaar, about a dozen of them), and make certain that none of set fire to the ship, and escape in the con-
miles north of the ruins of Valkinord. The the cargo is disturbed. The captain of the fusion. However, two sailors entered the
lands are squarely under the control of Darling is meeting with her owners this hold before the skulks had found their
the Black Dragonarmy, and times are day to discuss the most recent voyage, prize, and the men were taken and
harsh. There is a strict curfew, with no and Austin has only the three hours till drugged, the better to awaken and die
one outside the Dragonarmies being sundown to resolve matters before the when the Darling is set afire. The result-
allowed on the streets from an hour past captain returns. ing attention from those on deck has
sundown to an hour before dawn. Ken- In fact, Austin has less time than that. made it impossible for the skulks to
der and most dwarves are considered ver- The captain of the Darling, a short, escape in broad daylight, so they now
min; elves are enemies, nowhere safe. h e a v y s e t m a n named Fernandin, intend to wait for nightfall before
Weapons larger than darts and daggers employed Eiril Rosewood as a guard some destroying the ship.
are forbidden, as are any services for the months ago, and Eiril’s payment— The party will arrive just 20 minutes or
worship of good gods. White Robe wiz- five flawless pink-and-blue streaked so before Fernandin returns. The crew
ards are hunted down as furiously as are sapphires— is on board. And Fernandin reports to Austin that the bumps and
renegade magic-users. will be returning to the Darling within an crackings have continued, but that noth-
Yet daily life continues. Jennison is a hour to send the payment on its way. This ing is yet visible from the deck. If the PCs
thriving community, the last large port treasure is to be used as Eiril’s final pay- have had a hard time getting their weap-
for ships traveling east to the Blood Sea. ment to the shipwright Bertrand. The ons and armor to the ship, Austin can
The city is renowned for the ale that skulks of Jennison, who overheard Eiril’s loan them long swords and shields. He
passes through her bars and some of the plotting with Frachier-knol, knew about can also furnish them with details as to
finest shipwrights this side of Ansalon. the payment, determined that Shinare’s the two ways to the hold. The most direct
And despite the city’s tight regulations, Darling did indeed hold the sapphires, is to use the ladder bolted to the side of
there is an active black market (operating and have contrived to make away with the “chimney,” while a more convention-
from the docks) and a discreet Thieves’ them. al route would involve the three flights of
Guild. The Darling is a 50-foot-long mer- stairs leading through the two lower
Ideally, the party is here between chantman, with one main mast and levels to the aft section of the hold. There
adventures, or perhaps during a lull in a smaller sails fore and aft, requiring a full are sailors posted at each entrance, mak-
long, uneventful espionage mission. crew of 15 to man both the rigging and ing sure that nothing has left the hold.
None of the moons are in either High or the armaments. The only structure above Neither Austin nor any of the crew feels
Low Sanction, but Nuitari will be High in deck is the wheelroom, which doubles as bold enough to go any farther.
four days. In any case, it is a cool after- the ‘captain’s offices. There are three Once in the hold, the party will find
noon when a player character (preferably levels below deck. The upper two levels that the crates make an impromptu

4
maze. Any light extends only to the next the top. He will call out “Sithearii,” the A half hour before noon, Eiril does
corner, several feet away, although the skulk word for “I have them,” and head indeed arrive at the meeting place. With
light casts impressive shadows beyond. slowly aftwards. The others will move him are his beloved Cordelia, his body-
The aisles are only two feet wide or so, likewise, preferring to escape rather than guard Griselda, and his first mate
requiring the party to progress in single ambush. They will also seek to escape if Munirr.
file and in cramped conditions. (This only two of their number are still alive or Eiril Rosewood: AC 6; MV 12”; F6; hp
makes any mapping of the hold impos- if all of them have been wounded. 34; #AT 2; Dmg by weapon; THAC0 16;
sible.) Many of the smaller boxes have Their plan is to light the kindling S16 I15 W 12 D 14 Cn12 Ch18; AL N.
been broken open, their contents scat- around the casks of oil in the stern (a task Eiril is a handsome man, with wide
tered over the crates and the aisles alike. that should take two rounds), wait for the streaks of gray complementing his sandy
At the stern, there are two large casks of flames to spread, and make way to the brown hair. He stands 6’1” and looks tall-
oil, surrounded by piles of light wood floor immediately beneath the deck via er still. He smiles easily and his hearty
shavings that are soaked in oil. Near the the stairs, escaping through the oar slots laughter puts most companions at ease.
firetrap are the drugged bodies of the two during the confusion. Once the skulks His clothing tends toward blues and
sailors. light the wood shavings, immediately blacks, with a loose-fitting shirt under an
The noises are a trap. A clear pathway noticeable to all in the hold, the party has open leather vest. He wears bracers of
runs almost the entire length of the hold, only two rounds before the flames spread defense AC 6 and carries a scimitar +2
and the skulks are hoping that the party to the oil and the entire hold catches fire. which he has named “Adria’s Mercy”
will pursue the noises. Halfway to their The party should not let matters go this and in which he has a double weapon spe-
destination, the party is ambushed by far; now only two successful Dexterity cialization. The scimitar has the addi-
three of the skulks while the fourth Checks (or climb walls rolls for thieves) tional power of invisibility when
(armed with the crossbow) fires at the and a successful saving throw vs. breath sheathed, allowing Eiril to carry it in Jen-
front character from 10 feet ahead of the weapon will save a player character from a nison. He is known to carry one or two
party. The ambushing skulks attempt to particularly nasty death. In this event, potions with him as well, usually a potion
backstab for triple damage. During this the crew captures the skulks and retrieves of heroism or a philter of glibness, as well
attack, the skulks make no noise, and shy the sapphires, but the Darling is con- as mundane coins worth 50 steel or so.
away from looking into the PCs’ faces. In sumed by fire and the party does not get Eiril is a born leader. If he and his crew
the second round, the skulk with the paid. know each other well, they gain a +15%
crossbow again shoots for the lead charac- If the party does rid the hold of the morale bonus.
ters and then ducks away from sight. The skulks and rescue the two men, Austin is When Fernandin told Eiril about the
others concentrate their attacks on any grateful, but still disturbed over the state adventurers, the swashbuckler was
character with a light source, seeking to of the hold. He will offer to pay half of intrigued. He set about refining the
extinguish it. (Although skulks do not what he promised, since the PCs did not “kidnaping” plan. Originally, he and
have infravision, they are all considered keep the hold as undisturbed as he would Cordelia would simply disappear, a situa-
to have the blind-fighting nonweapon have liked. A successful Charisma Check tion that had never really satisfied Eiril.
proficiency.) by any of the PCs will persuade Austin to Now he and his beloved are to be abduct-
After the second round of combat, the honor his full commitment. If the player ed by minotaurs in broad daylight, with
transparent men flee from view, running characters spent more than 20 rounds in appropriate theatrics, such that the PCs
in every direction. If any player character the hold, Fernandin returns, and Austin could bear witness to the kidnaping. And
attempts to pursue, he should roll an is quick with explanations. Fernandin is so he arranged this meeting, along with a
Intelligence Check with a +3 penalty to pleased with the PCs’ work and promises band of four minotaur “assailants” wait-
the roll. If the roll is successful, the PC to let others in Jennison know of their ing to play along with Eiril’s little idea.
may engage a skulk in normal combat on expertise. Unfortunately, the skulks have overheard
the fourth round. If not, the skulk in this plan as well.
question attempts another backstab the Offer Cordelia: AC 8; MV 12”; MU3; hp 10;
before fleeing again. Such tactics put the #AT 1; Dmg by weapon; THAC0 20; S14
party at a clear disadvantage, but certain The next morning, the party receives I15 W9 D15 Cn10 Ch14; AL LN. Corde-
spells may turn the tide. A web, for word that Eiril Rosewood wishes to have a lia is now an attractive woman, standing
example, will cover nearly the entire word with them at the nearest docks
5’6” and looking to be in her early 20s.
hold. shortly after the noon bells. Certainly, the
She seems eager to make the PCs’
If left unmolested until the fourth player characters have heard the tales of
acquaintance, a n d e n g a g e s o n e o r
round of combat, the skulk armed with a Eiril’s defiance of the Dragonarmies and
another in light conversation. She wears
crossbow will find a redwood box, six minotaur piracy. Eiril cuts a dashing fig-
an unspectacular linen blouse and a deep
inches high with a nine-inch square base, ure, and is a favorite subject for the coast-
maroon skirt, which matches her cloak of
decorated with a carved border of roses on land bards. His offer is an honor indeed.
protection +1. She carries three darts,

5
hidden up her sleeves, but is otherwise Munirr has noticed recent changes in the Blood Sea, the “kidnaping” begins.
unarmed. She has memorized the spells Eiril’s behavior, but can find no explana- Five Minotaur Thugs: AC 4; MV 12”;
charm person, shield, and pyrotechnics. tion. He dissented on Eiril’s decision to HD 8+4; hp 45 each; #AT 2 or 1; Dmg
(Her spell book is on board Eiril’s ship, buy the speedy new ship (“It’s useless for 2d4/1d4 or by weapon; THAC0 12; SA
and contains the additional spells of our duties as merchant guards.“). But nil; SD Surprised only on a 1; AL LE
burning hands, reduce, forget, knock, when Eiril announced that he was going One of the minotaurs is armed with a
and ray of enfeeblement.) to meet with the adventurers who great club (2d4 points of damage), two
Cordelia is worried about the theatrics ensured the safety of the sapphires, carry large spears (1d6+2 points of dam-
Eiril has planned. While she cares not a Munirr insisted on coming along. After age), and the others carry halberds. The
fig if the party or members of Eiril’s crew all, the party might be prime candidates party gets only the briefest look at the
die in the “kidnaping,” she is concerned for employment, now that Eiril would minotaurs’ charge, however, as Frachier-
that either she or Eiril might get hurt. She have two ships to crew. Eiril recognized knol’s personal wizard stands in the
also fears that Eiril might be underesti- that Munirr would be in danger, but saw shadows.
mating the PCs and dooming their escape no way to avoid the issue. Tor-hoch: AC 2; MV 12”; MU 5; hp
to failure. But she is an excellent actress, When he meets the party, Eiril offers 24; #AT 2; Dmg 2d4/1d4 or by weapon;
and hides her concern well. She has also congratulations on their successful adven- THAC0 20; S16 I16 W11 D18 Cn16
memorized some spells that might pro- ture aboard the Darling. Introductions Ch12; AL LE
tect Eiril or bedevil a player character. are made all around, and then he Having gained surprise, Tor-hoch
Griselda: AC 5; MV 9”; F4; hp 11; explains that the skulks were after the throws a slow spell over the congregation,
#AT 1; Dmg by weapon; THAC0 18; S14 sapphires that the ship’s captain owed followed by stinking cloud. Both spells
I8 W14 D18 Cn14 Ch12; AL LG. Gri- him, and that went to pay for Eiril’s new cover the entire party except for Griselda,
selda stands 5’10” and her blonde hair is ship, the Will o’ Wisp. unless a player character has previously
pulled back into a tight bun that does “Secondary vessel,” corrects Munirr. stated actions that would make this
nothing to highlight her better features. Eiril agrees, slightly irritated, perhaps impossible.
Her attitude is one of caution and aloof- somewhat tense. He says that Bertrand is Tor and the minotaurs armed with
ness. What little she says to the party is due to finish the Will o’ Wisp tomorrow, spears grab Eiril and Cordelia and turn to
pleasant enough, but her attention is and offers to show the party just what flee, reciting melodramatic lines they feel
focused on the surrounding alleys and merchandise they have enabled Eiril to are appropriate for a kidnaping, such as
rooftops. She knows that Eiril has his buy. “Haw haw! You two will earn us a pretty
share of enemies, and she means to pro- The party follows Eiril down a few ransom .” Griselda pulls her weapon and
tect him from them. Griselda wears her blocks to Bertrand’s shop on the water- rushes the minotaurs. She misses once
chain mail under a loose, padded coat, so front. There they see the Will o’ Wisp, before she is slashed to ribbons and falls
that only the soft shingling of the mail and even Munirr nods in appreciation. dead. “And so fare all who try to stop
hints at her martial preparedness. She She is 63 feet long, and just under 10 feet us!” shout the minotaurs with a trifle
carries a short sword (also hidden under wide. She has one main mast, arranged in more enthusiasm. Eiril looks on in horror
her coat) and a potion that has the same an unusual “ball-and-socket” joint as his fears prove true.
effects as a neutralize poison spell. (magical, Cordelia assumes) that enables The three remaining minotaurs follow at
Munirr: AC 9; MV 12”; F4; hp 32; the sails to catch difficult winds. This a distance, leading the PCs into a water-
#AT 1; Dmg by weapon; THAC0 18; S17 joint also can cause the mast to fold down front alley. There, the minotaurs drop a 30-
I12 W18 D14 Cn17 Ch13; AL LG. almost flat against the deck. The ship has foot-diameter net over most of the party
Munirr is a kindly looking man, standing 25 points of Hull Value. She is armed (requiring a Dexterity Check on the part of
5’8”, and wearing his deep brown hair with two heavy ballistae up front and each PC to avoid the net, made with a +7
long, with a well-groomed beard. He three heavy crossbows in the back. There penalty if the character is still slowed). The
wears a comfortable outfit of dark greens is ample room for 15 fighting men on minotaurs then laugh and depart, leaving
and grays, subtly padded for protection. each side of the deck, and galleys below Munirr and the player characters as witness-
He is a Knight of the Crown, and he has can hold 20 oarsmen. (Munirr looks es to the kidnaping.
sworn loyalty to Eiril, not only as an able doubtful that Eiril could afford to pay for The net is weighted but easy to cut,
shipman but also as an advisor and coun- such a crew and still break even, but he requiring a weapon in hand and two suc-
selor on many matters. It is Munirr who keeps these thoughts to himself.) From cessful attacks on rope of AC 9. Unfortu-
has stood beside Eiril longest of all the the small forecastle supporting the ballis- nately, the skulks of Jennison have been
crew, and he enjoys much respect from tae to the light battering ram to the lying in wait nearby, and they rush to take
crew and captain alike. He is unarmed, shielded wheelhouse, the ship seems advantage of the helpless party.
but his pouch contains two flasks, which well-prepared for combat. Six Skulks: AC 7; MV 12”; HD 2; hp 8
hold potions of hill giant strength and As Eiril proudly explains that this is the each; #AT 1; Dmg by weapon; THAC0
healing. fastest and most maneuverable ship on 16; SA Nil; SD camouflage; AL CE

6
The skulks are all armed with short aft catapults, and sturdy battlements prize for the minotaurs. They also decide
swords and fall on the party, gaining +4 along each side speak for her combat that the ransom ought to be a half-dozen
to hit until the PCs are freed. The mino- prowess. There is assembled a crew of chests of coins, impossible to count on
taurs are surprised. They don’t mind the about 35, mostly humans with some elves the spot and only worth perhaps a couple
distraction, but they’ll drive away the and dwarves. thousand steel. Close as the rendezvous
skulks if the combat looks bad for the wit- All eyes turn to Munirr. He explains as point is to the good lands of Saifhum, the
nesses for whom they went to such trou- best he can what happened, and intro- minotaurs cannot afford a show of
ble. duces the party to the crew’s leaders: strength, so they will most likely bring
This encounter is designed to make Hafgrim Foammage, the crew’s chief wiz- only one ship, and the Heart of Justice
certain that Eiril and Cordelia do indeed ard; Vaughn, the helmsman; Gjafny, a has a winning record when fighting
escape with their “captors.” It is possible barbarian maiden who leads the crew’s 15 minotaur vessels.
that a foresightful, clever, strong, and men-at-arms; and the dwarf Styrkunn, a As discussions settle down to a low roar
lucky party might be able to defeat the cleric of Habbakuk who serves as Master and Gjafny forms battle strategy against
minotaur “rear guard” and reach Eiril of Sails. likely opposition, Munirr takes the PCs
and company before they reach the mino- Gjafny is a bit suspicious of the party, aside to speak privately with them. “I
taurs’ ship, 20 rounds away. If so, Tor will whom she sees as a motley collection of have uncomfortable suspicions about
turn and face the party. His remaining strangers who appeared suddenly and did this,” he admits. “And they lead me to
spells are magic missile (x2), sleep (x2), nothing to keep Griselda alive or the cap- believe that this ransom payment will be
and web. He carries a staff +2 and a tain safe. Munirr silences her sharply, nothing more than an ambush.” He has a
packet of dust of sneezing and choking. pointing out the PCs’ heroism. After proposal for the party. He can offer them
In the unlikely event that the party is still some discussion, the crew concludes that little other than satisfaction; the crew’s
capable of reaching Eiril, all bets are off. a ransom demand is likely, and that such treasure has been depleted to pay for the
Eiril will conclude that his plan back- would be the best opportunity for the Will o’ Wisp, but he personally owns a
fired, he and Cordelia will join the mino- crew to reclaim Eiril and get revenge long bow +2, which he will present to
taurs in attacking the PCs. If the upon the pirates. Munirr offers the party the PCs as payment for some help in a lit-
minotaurs win, they will leave the party lodging on the ship, as curfew is tle plan of his own.
for dead and contact Eiril’s remaining approaching rapidly. Munirr intends to draw five sailors and
crew for “ransom.” The fact that the PCs Sure enough, the next morning brings five men-at-arms, about one third the
know better might prove to be a great a messenger with the following notice for Heart of Justice’s total crew, onto the
advantage. the Heart of Justice: “I, Frachier-knol, Will o ’ Wisp, to follow Heart of Justice
Once the minotaurs board their ship, the Lord of Windbreak, have captured out of sight. (With her collapsible masts,
pursuit really isn’t a realistic option. Mino- captain Eiril Rosewood, who has cost me she can get twice as close to the rendez-
taur sailors are legendary for their skills in greatly in the past years. I have done so to vous point as she might otherwise.) That
the Blood Sea, and Eiril’s crew could never revenge myself, and to return to Eiril way, if the pirates damage the main ship,
overtake them in the Heart of Justice. The some of the expense. If his brave crew the Will o’ Wisp can come in, pick up the
Will o’ Wisp might be able to match the desires to see him again, arrange for pay- stranded crew, and pursue. Munirr would
speed of the minotaur ship, but the sailors ment of 25,000 steel pieces, or the equiv- like the PCs’ help in this, staying with the
just don’t know enough about her. Bereft alent in precious gems and magic. I have Will o’ Wisp and protecting her. Also on
of captain, with night coming on, they set forth the following arrangements for the new ship would be Hafgrim Foam-
would be committing suicide if they tried payment. mage and Styrkunn.
following the minotaurs. “Eiril’s stout-hearted crew must reach If the party is agreeable, Munirr will
a small outcropping of rock two miles thank them and go to work, quietly gath-
the ransom demand south-east of the island Saifhum. I have ering those forces he needs for his private
marked the rock with my black and gold plan. If asked, he chooses to keep his sus-
As soon as he is able, Munirr collects banner. There will I exchange Captain picions, that Eiril and Cordelia have been
Griselda’s corpse and the player charac- Eiril for the ransom, on the morning of charmed or otherwise enthralled by the
ters and brings them all to the Heart of Nuitari’s High Sanction. On my honor, if minotaurs, unvoiced.
Justice. She is a 70-foot-long warship, the ransom is not paid, his crew shall nev-
made of enchanted woods that offer her a
+5 bonus on her saving throws vs. spell.
er see him again.” fiasco
Again, the crew will hotly debate the
She carries three masts, each supporting a options. They conclude that they ought The Blood Sea of Istar’s main feature is
triangular sail. The largest sail is sandy to sail the Heart of Justice, as it is sturdier, the Maelstrom, a semi-permanent whirl-
brown and decorated with Eiril’s badge, enchanted to be more resistant against pool, about a hundred miles in diameter,
four swords in saltire, argent, and overall magical attacks, more familiar to the that draws ships to their doom and churns
a rose, proper. A three-tier forecastle, two crew, better armed, and a less attractive the water red. It turns clockwise, so dar-

7
ing ships can pick up speed in that direc- at High Sanction; it becomes nonmagical rise from behind a high outcropping and
tion by dropping close to the Maelstrom if more than one moon is in Low Sanc- bear down on the stranded survivors.
and then pulling away with added tion. He has also brought a scroll, with Another ship can be seen sailing away in
momentum. the spells fly and airy water. the distance, heading due east, her black
But the prevailing winds around Istar Styrkunn is busy for the journey. He and gold flags waving in front of her.
run in a counterclockwise pattern, so that could spend a year learning the subtleties Quick action is required to save as
powerful sailing vessels can complete a of the vessel, and he has but hours. He many survivors as possible. (None of the
circuit around the Blood Sea’s edges and has no time for idle chatter, but will be Will o’ Wisp’s crew are likely to take
never lose the wind. These two forces glad to assign some work to a bothersome kindly to any suggestions about aban-
make the Blood Sea treacherous, and PC. doning their stranded companions.) The
only the most expert of pilots dare live by Styrkunn: AC 6; MV 9”; C4; hp 17; DM should assume that there are 25 sur-
her whims. #AT 1; Dmg by weapon; THAC0 18; S15 vivors at first sighting, and three crew
The PCs must arrive at the docks just I14 W14 D11 Cn17 Ch14; AL NG members are slain every two rounds by
before dawn. There they board the Will The dwarf is a cleric of Habbakuk, the the monsters on the island.
o’ Wisp and follow five miles behind the good god of the sea, and he wears his Frachier-knol chose this island pre-
Heart of Justice. She smells of new pine medallion of faith outside his leather cisely because he knew it to be infested
and cedar, and her blue sails are new and armor. In addition to special spells, Sty- with fell creatures. Eiril’s men are being
perfect. The 10 crew members busy rkunn has prayed for invisibility to ani- attacked by a gloomwing (AC 1; MV 12”
themselves learning the feel of the ship, mals, purify water, speak with animals, [MC: D]; HD 5+1; hp 21; #AT 3; Dmg
with Styrkunn shouting orders that put dust devil, and quench flame. He carries 1d3/1d3/1d8; THAC0 15; SA phero-
the Will o' Wisp through a number of a shield +1 and a hammer +1 into com- mone, surprise; SD: confusion; AL N)
simple maneuvers. The PCs can either bat. He also owns a potion of healing and and two of her young, tenebrous worms
volunteer to help (with only the simplest a rope of climbing. He has the non- (AC 1; MV 1” //6”; HD 10; hp 45, 41;
jobs unless a particular player character weapon proficiency of healing. #AT 1; Dmg 2d10; THAC0 10; SA acid;
has already served on a ship) or just stay The Will o’ Wisp is more maneuver- SD poison bristles; AL N). These crea-
out of the way. As the winds are against able than her companion, and she has tures have only animal intelligence, but
her, and as there aren’t nearly enough difficulties keeping behind the other they are ruthless hunters, and the crew
hands to spare for the oars, the ship has ship. But Styrkunn soon knows much members have nowhere to run. If left
nearly five hours of sailing ahead of her about her and has her well under control. unmolested, the monsters will kill all of
before she reaches the rendezvous point. And so, with mast resting low, she waits, the surviving crew in short order.
If there are any magic-users among the just beyond the horizon from the rendez- Of the 25 survivors, 10 are 1st-level
party, Hafgrim would enjoy “talking vous island, waiting for a signal. men-at-arms and 10 are 0th-level sailors.
shop” with them. After a short time, Hafgrim spies One of each is killed every two rounds,
Hafgrim Foammage: AC 7; MV 12”; smoke in the direction of the island, and and the third casualty is from the follow-
MU 4; hp 14; #AT 1; Dmg by weapon or calls an alert. The crew raises the mast ing list of NPCs, in order: Viturbo,
spell; THAC0 20; S9 I17 W13 D16 Cn17 immediately and Styrkunn begins sailing Vaughn the helmsman, Emelia, Munirr
Ch14; AL NG in. (injured), Munirr (dead), Gjafny
Hafgrim is a White-Robed wizard, his Unfortunately, the local winds are still (injured), Gjafny (dead), Cordelia (see
colors being white and sea-blue. He is fighting the Will o’ Wisp. Tacking into below).
lively and energetic, bringing a true the wind, zigzagging toward the island, Viturbo and Emelia, Hafgrim’s
enthusiasm to whatever he does. He has the party can see that Heart of Justice has apprentices, are 1st-level magic-users
two apprentices, Vitrubo and Emilia, been put to the torch. Her sails are gone, who have memorized sleep and jump
who sail with the Heart of Justice. (He and her hull is damaged beyond repair. respectively, neither of which is very use-
confides that he is quite proud of them, The island is not more than a couple ful. They fight with daggers until they are
although he’d deny it to their faces.) The hundred feet long and half as wide, the killed. Vaughn is a non-combatant and
spells he has memorized are firewater, highest point marked with a great ban- dies without a struggle.
jump, shocking grasp, ESP, and detect ner: a black field charged with a gold Munirr fights as best he can, attacking
invisibility. shield. The rocks are covered in small one of the tenebrous worms with his bas-
He carries with him a Staff of defense purple flowers, and the wind carries their tard sword +2 and wearing leather armor
+1 which offers a –1 Armor Class scent over the Will o’ Wisp. The wind banded with elegant brass reinforcements
improvement and a +1 bonus on all sav- also carries shouts of panic, as the remain- (AC 6). It takes him quite a while to fall,
ing throws as well as being +1 to hit and ing crew members scramble over the and he wounds the tougher worm for 25
damage in combat. The Staff sensitive rocks, desperately afraid of something. points of damage before he falls.
to the moons of Krynn, and can become As soon as the party has taken this in, Gjafny: AC 5; MV 12”; B3; hp 25;
+ 2 or even + 3 if more than one moon is they see a monstrous moth shape slowly #AT 1; Dmg by weapon; THAC0 18; S17

8
I13 W11 D15 Cn13 Ch16; AL N may be crucial for the party, and the DM Cordelia believes that the Messembra
Gjafny is a sea barbarian, tall and thin, should afford the PCs every opportunity will head back to Windbreak, there to
with short-cropped strawberry blonde to rescue her, as her cries for salvation meet with the sailors and pirates who are
hair. She wears simple leather armor and echo over the rocks. If the PCs are hesi- now to make Eiril’s new crew. Cordelia
fights with broad sword and shield. Nor- tant about rescuing her (perhaps believ- knows that Frachier-knol has been one of
mally she is a well-spoken leader of her ing her to be a trap of some sort), the minor pirates on the sea, as he has
men-at-arms, utterly loyal to her captain Hafgrim notices her and suggests that she only one or two large ships, and a handful
and her ship. But she has been taken off- be “captured” for interrogation. If the of smaller ones. She is careful to avoid any
balance and is not holding up well under party still resists saving her, she dies, remarks that might incriminate him in
the strain. broken-hearted and despairing. Eiril’s abduction, and will argue that Tor
Gjafny is under the effects of a potion Once the PCs have saved as many survi- hasn’t charmed Eiril because he has never
of invulnerability, but these creatures are vors as possible, with Styrkunn tending to been able to learn that enchantment. If
powerful enough to ignore its effects. any serious wounds, they can learn what the party suggests that she knows quite a
Because of this, she has panicked, attack- happened. bit about minotaurs, she will grow silent
ing anything that gets near her, including Any of Heart of Justice’s crew will for a couple of heartbeats. “Yes, I do. I
her own men. She still carries a potion of claim that Eiril has returned to a life of was a spy once, and I was imprisoned on
heroism, but she is deathly afraid to use it piracy. “The captain, he was in on the Kothas. I’d rather let the subject drop
and risk potion interaction. It takes the whole thing ,” is how a common crewman there.”
gloomwing a while to finish her off, but might explain. “Most of us stayed on If the party hesitates to make the next
the beast only receives 15 points of dam- board, with just Mister Munirr and a few decision, one of the NPCs will insist that
age doing so. others settin’ foot on the island. the remnants of Eiril’s crew take action
When Eiril and Cordelia met up with “Then the minotaurs came in with against their former captain, for venge-
Frachier-knol, the minotaur decided that their great bull-headed ship, and the cap- ance, and more. If Eiril Rosewood is
Cordelia’s usefulness had run its course. tain was with ‘em. I think they were allowed to return to his old ways, and if a
He imprisoned her in a hold below deck, expectin’ us to bring the new ship, for band of cut-throat minotaurs come under
to wait for her execution at sea. Eiril pro- they were none too pleased to see the Jus- his expert command, he would easily be
tested vigorously, as he loved Cordelia. tice. Eiril boarded her, and we welcomed the most deadly pirate on the Blood Sea.
Then Frachier-knol explained to Eiril that him back, ‘cause he acted like he was res- He must be stopped.
his beloved was a minotaur herself. Eiril cued. Then, just as Lady Gjafny was
was repulsed, and he forsook her. But he explainin’ to him how we were going to Pursuing the
could not bear to see her drowned, so he attack once he was safe, he turned on us
asked Frachier-knol if she might be left and set the Justice aflamin’ with some Messembra
with his crew. The minotaur smiled magic wand he pulled out. In the Sargas myths of Kothas and
broadly and agreed. “Well, we were sure surprised by this, Mithas, Messembra was the only mino-
Broken in spirit, spurned by the man and then he jumped ship and swam back taur who valued the stealthy skills of
she loves, Cordelia has been left on this to his minotaur pals. They threw the lady thievery above the forthright competi-
island to die. She no longer has her cloak Cordelia overboard, and the captain tions of the Circus. She was beautiful and
of protection, and has spent her charm called out to us that we’d be all right as quick-of-wit, but she had no taste for
person spell on Frachier-knol, who suc- long as we swam to the island. I could direct combat, choosing to deflect her
ceeded in shrugging off its effects. Unless hear their laughter when that giant opponents rather than meet their
the PCs save her, she is attacked and moth-thing appeared and started killin’ strengths with her own.
killed by the gloomwing. us.” Many of the stories tell of her exploits
As the monsters move in to kill their Munirr’s version, more literate, differs against dwarf and human, her grace and
first victims, the Will o’ Wisp begins little. He was close enough to estimate skills foiling every enemy. It was said that
150” from the rocks, and can close at 9” that the minotaurs had at least 20 crew Messembra was so quick, and her enemies
per round. The ship’s rowboats cannot members but not many more than that, such sluggards, that she could render any
move faster than 6” per round, but Haf- that Tor was certainly on board (unless man immobile with but a kiss.
grim announces he is willing to use his the player characters killed the minotaur Her’s was not a good end, however.
scroll on any player character who might wizard in Jennison), and that the carved She once stole from fellow minotaurs,
want to fly to the rescue. bull-head figurehead expelled infre- indeed from the priests of Sargas. The
Most players will have their characters quent magical wisps of black smoke. priests asked for vengeance, and Sargas
rescue Cordelia, if for no other reason Cordelia is very upset. turned Messembra into a grotesque
than curiosity as to how she came to be on “He’s lost. He belongs to the Lord of minotaur-faced monster, the first of the
the island. Cordelia has information Windbreak now, and he’ll sail Messem- race of gorgons that roams the wilds of
about Frachier-knol and Windbreak that bra from Windbreak evermore.” Kothas and beyond.

9
And so Frachier-knol named his ship hoch, who carries the same spells as he cue, and that he knows that Windbreak is
Messembra, claiming admiration for her did in Jennison. now almost unguarded, a rich treasure
subtle natures. And when he found herbs It is not difficult for Will o’ Wisp to waiting for the picking. His crew will
that gave off peculiar smoke when catch up with the Messembra within believe him unless a PC successfully per-
burned—smoke that would petrify most three hours, assuming pursuit begins suades (with a Charisma Check) the crew
woods—he incorporated those herbs into soon after the Heart of Justice’s survivors of Eiril’s untrustworthiness.
a bellows arrangement in her figurehead. are rescued. Because ship-to-ship posi- If Eiril sees Cordelia on deck, his eyes
(Her petrification gas cloud can be used tion is important in this fight, the follow- widen with surprise, and then he cries
once every two turns, spewing forth a ball ing naval combat rules can be used. with joy. He rushes to embrace her but
of smoke 3” in diameter at a distance up Like a real combat, ship combat can then stops a few feet away. He there
to 4” away from the fore of the ship, in take place on a hex grid. Each hex repre- kneels and asks her forgiveness. If she’ll
any direction up to 60 degrees away from sents 3”, or 90 feet. take him back, he promises, he will be
dead ahead. Any wooden object in the Each round, a ship may move one hex hers forever. She gently walks over to him
gas cloud must make a successful saving for every mile it travels per hour. In this and lifts his head, kissing his brow. Yes,
throw vs. crushing blow to avoid being case, the Messembra moves a maximum she’ll have him, but only if he never steps
petrified. A petrified ship finds itself of eight hexes per round, and the Will o’ foot on Kothas or Mithas again. The party
unable to shift with the waves and cracks Wisp moves 11. Since the ships are so can get the full story, including Cordelia’s
under strain, taking on water and pro- near to the Maelstrom, the currents south background, after a time.
ceeding to sink.) are strong. As such, the ships move 12” The Messembra may win the combat.
Eiril Rosewood now rests in an aft (four hexes) south due to the currents, If so, Eiril will insist that the survivors be
cabin, his hammock swaying with the over and above any other considerations. picked up and imprisoned by the mino-
waves, his eyes gazing blindly at the wood A ship may slow down or speed up to her taurs. If Cordelia survives the attack, she
ceiling, silently bemoaning his decisions. maximum speed at an acceleration of one will not look at Eiril as she is borne up
The bull Frachier has tricked his crew, hex per round per round. Each ship has a into Messembra’s hold, and neither will
slain them. They came to rescue their Movement Class, much the same as aerial he look at her. The ship (or ships, if Will
captain, and now they are dead. As is creatures. Most sailing ships are Class E, o’ Wisp is merely captured rather than
Cordelia. Now that she is gone, Eiril real- most rowing vessels are Class C. Messem- sunk) will continue to Kothas, there to
izes that he did, in fact, love her. He is bra is Class D; Will o’ Wisp is Class C. dock at Windbreak.
Frachier-knol’s guest and companion—at However, Styrkunn is still unfamiliar
least as long as he stays useful to the old with the workings of his ship. Each time Ignoring Messembra
bull—but he is his own prisoner. Yes, he he attempts a turn of greater than 30
had indeed done something bold and degrees, he must roll 13 or better on Instead of immediately attacking the
adventuresome with his life. Eiril’s eyes 1d20. If the PCs helped with the sails on minotaur ship, the party might decide to
run with tears, and he makes no move to the trip from Jennison, Styrkunn receives head straight for Windbreak, take the
blot them. a +3 bonus to his roll. Failure to make place, and wait there for Messembra to
Indeed, Frachier now sails home, the this roll indicates that the Will o’ Wisp arrive.
trip being more by current than by wind. makes no such maneuver and sails If the Will o’ Wisp journeys at full sail,
Messembra can make the trip in about 16 straight for the rest of the round. she should arrive at Windbreak about ten
hours. She is 45 feet long and just over As far as Frachier-knol is concerned, o’clock at night, a trip of just over 12
one-third that in width. She has three the Will o’ Wisp is a gift. He was angry hours. Styrkunn can cut this time by sail-
masts, with riggings supporting small when the new ship didn’t show up at the ing closer to the Maelstrom, but this is
sails fore and aft. She has a Hull Value of ransom-payment, as he had intended to risky. If the trip takes 12 hours, the ship
20 points. She is armed with three light take her with him. But now she has come must make a roll of 2 or greater on 1d20.
ballistae per side, each loaded with iron- to follow him, with none but a pitiful Failure to do so sends the Will o’ Wisp
tipped bolts with harpoon lines attached. crew of humans on board. As such he will deeper into the Maelstrom. For every 10
She carries a total crew of 20, with 15 of not try to sink her, with either ballistae or minutes saved, this saving throw is wors-
those minotaurs being available to board petrification gas, unless Will o’ Wisp is ened by 1 point. For example, a trip of 10
an enemy ship. Not included in the count winning so handily that he has no other hours would require a saving throw of 14
are Frachier-knol (AC 4; MV 12”; FTR 9; choice. or better.
hp 71, #AT 2 or 3/2; Dmg 2d4/1d4 or by If the party wins, Eiril will surrender. If Kothas is a hard, foreboding land. The
weapon; THAC0 12; S18/77 I15 W10 the DM decides Eiril feels he has a fight- shores are all rocky, sometimes forming
D16 Cn16 Ch13; AL LE), who carries a ing chance to lure the party into a trap on high cliffs of dull, impregnable stone.
huge spear into battle (treat as pike that Kothas, he will claim to have been Farmlands produce yeika, a grain that is
inflicts 1d8 points of damage before drugged by some strange potion. He says palatable only in beers. Great stone cas-
Strength bonuses are figured in), or Tor- that he is grateful to his crew for the res- tles dot the island, reminders of hard

10
times of war. What little lands lie with enough warning. The crews of these Jennison (or whatever port city they
unclaimed are home to fierce monsters, small craft will attempt to board an ene- choose). However, their opposition is
such as giant lizards, an occasional my ship, rather than attack ship-to-ship. stiffer once they reach Windbreak. They
squealer, and the more common gorgons. If the Will o’ Wisp approaches Wind- will have to contend with both the castle’s
The Will o’ Wisp arrives at Kothas’s break from the sea, she will be spotted defenses and Messembra simultaneously.
shores at twilight. Night will have fallen and attacked when she is 45” from the Moreover, Eiril will have had a chance to
completely by the time the ship reaches cliffs. If the ship clings to the shoreline, meet with the crew and unite them, and
Windbreak, but the clouds are light, and she has a 50% chance of going unno- his leadership bonuses will be in effect.
it is bright enough to sail along the coast- ticed, but a 25% chance of grounding on If the party has particularly strong rein-
line at a safe distance. When the ship the harsh rocky coast. In this case, the forcements, say a couple of heavy war-
rounds the southern edge of the island, a party must either climb the cliff or swim ships and a few silver dragons, the DM
magnificent 100-foot-high cliff rises into the caves, the latter being 500” from might consider upping the opposition
darkly from the sea, crowned with distant the ship. even more. This choice is the least heroic
torch-fires; the ship has reached Wind- Perhaps the party thought to take the of the three options, and should be diffi-
break. black-and-gold banner from the cult.
Windbreak is a small castle com- gloomwing’s island. If so, the guards at The party might choose something
pound, with only a handful of buildings. Windbreak assume that Frachier-knol is completely different. The DM should not
(Space limitations require the DM to returning with Will o’ Wisp as his prize. discourage this, but should allow the PCs
sketch out the compound, if such a task is There are no attacks outside the port, but to follow through on such plans perhaps
necessary.) The buildings are surrounded 30 minotaurs gather at the docks to wel- with Styrkunn voicing concern over any
by a great square wall, each side 50 feet come Frachier-knol, and they may be in scheme that looks suicidal. The previous
high and five times that in length. There for a surprise. couple of pages should be used as a guide
is one gate, on the east wall. The arms of If the party defeats 40 of the mino- to the intentions and reactions of the
Windbreak (Sable, an inescutcheon Or, a taurs, the remaining eight surrender. The major NPCs should the PCs attempt
bordure striped gules and argent) flutter treasure at Windbreak is left up to the unexpected strategies.
from each corner, and guards slowly make DM, although it is recommended that
their way around the walls. there be no more than 10,000 stl worth of In the dungeons
There are 45 armed minotaurs, both gems and coins, and magic no more pow-
male and female, currently at Wind- erful than a luckstone, a collection of of Windbreak
break, as much of the castle’s forces are potions, and a couple of +1 weapons. If the party lost a combat with the
out with Messembra. Also here are three Messembra enters harbor shortly before
minotaurs, they end up awaiting trial in
wizards (2d, 4th, and 5th levels) who dawn. Frachier does not suspect anything the dungeons of Windbreak. Cordelia
share a spell book containing bind, out of the ordinary unless the PCs com- and any survivors of Eiril’s crew are with
blindness, clairvoyance, detect illusion, mitted obvious damage to Windbreak. If them. PC magic-users and clerics are
detect magic, feign death, hold person, Messembra is surprised, the battle is bereft of their spell books, material com-
in visibility, mirror image, paralyzation, weighed in favor of the party, with Eiril ponents, and medallions of faith, so spell
run, sleep, and suggestion. All but the and Cordelia playing their reunion scene recovery might be a challenge. After a
2d-level magic-user are Black-Robed and as given earlier after the smoke clears. few days, the Player Characters and Cor-
hence augmented under Nuitari’s High The party may fail, being defeated by delia are brought into a great stone hall
Sanction. They have 5, 10, and 15 hit either the guards or the returning crew of and led before the seat of Frachier-knol.
points, respectively. the Messembra. If so, they will be strip- Beside the Governor sits Eiril Rosewood,
Windbreak has two small catapults ped of weapons and obvious material looking years older than he did in Jenni-
pointed toward the sea. Her port is a components, and then locked away in son. His eyes dare not meet those of the
double-mouthed cave on the cliffs below cells to await their trial.
party, and his head is bowed. The mino-
her. Even at high tide, there is clearance
taur lord speaks:
for a 30-foot mast. There is a long spiral Other Options “It is the tradition of my people to
staircase, tunneled through rock centu-
offer prisoners a fair chance at freedom,
ries ago, that links the docks with the cas- Perhaps, after rescuing crew members
so that criminals who fail are convicted
tle above. from the gloomwing, the PCs decide to
without question. You are now on trial.
There are currently two small ships (15 avoid an immediate fight. The Will o’
Do you understand?”
feet long, primarily built for oars, maxi- Wisp is still somewhat strange to her
“You, Cordelia, have already lost your
mum speed five miles per hour, 7 points short-shifted crew, and reinforcements
Circus. You were ready to kill yourself
of Hull Value, crew of 10) in dock, and might be in order.
when I found you. You should be more
these will be launched (the process taking If the party chooses this approach, they
grateful for your extended life, even if it
a full turn) if any hostile ship approaches can indeed get more men and supplies in
has been in such a disquieting form.”

11
At that, three minotaurs remove Cor- 1: This marks the lair of a shambling the locks, and that is the key that
delia. Eiril looks up with a tinge of panic. mound: AC 0; MV 6”; HD 8; hp 59; Frachier-knol kept with him.
“There is a maze carved into the cliff #AT 2; Dmg 2d8/2d8; THAC0 12; SA Just as the party is about to attempt to
alongside the port below. At the end, you Suffocation, SD spell immunities; weap- pick the lock, or Cordelia’s life is other-
will find a gate, leading to the sea. ons do only half damage; AL N. It cannot wise threatened by rushing water or des-
Beyond that, you will find a ship, empty climb ladders, but it will pursue any char- perate PCs with hacksaws, a commotion
except for Captain Eiril’s former crew. acters it sees who remain on the same erupts on the topmost level of the maze.
They are shackled to the mast and require level or drop down levels. Within a minute, Eiril appears through
you to free them. If you can get on board 2: Here is a brass chest, closed and the hole in the ceiling, his scimitar drip-
and do so, you are free to leave in peace. locked. It is filled with very salty water. ping bright red, his body decorated with
But to do so, you must navigate the maze Inside is a key, one of the two needed to mortal wounds. He falls to his knees, and
and find the two keys that will unlock the unlock the gate at the exit. The water is a single gold key drops through to the
gate. also contaminated with a contact poison. party. “Cordelia.” he whispers, his eyes
“You will be given your possessions Should any character reach into the glazing over. “Take care of Cord....” The
and prepared for the maze. Go now.” water, that character must save vs. poi- gold key opens the locks in both mana-
Frachier-knol turns toward his com- son. Failure indicates that the character is cles, and does not set off the explosion.
panion. “You needn’t fear, my dread slowed for 1d4 turns. 4: This is the gate to freedom. Its locks
pirate.” He withdraws a large golden key 3: Cordelia is here, chained to the wall require both keys mentioned above, or it
from his robes. “Without this, neither and gagged. On a chain around her waist can be forced open with a successful bend
they nor the foul Cordelia will ever make is another key, and there are two over- bars roll.
it out of the maze.” sized keyholes side-by-side on the mana-
As the minotaur laughs at this joke, cles that hold her. The manacles are Outside the gate, the PCs must swim
Eiril’s eyes grow wide, and his hand positioned in such a way that they must 15” underwater before reaching the sur-
reaches for an invisible weight at his side. be removed before the key can be taken. face. And sure enough, a ship is waiting
The maze in the cliff is small but com- This is a trap. Although a thief might there.
plex. It is four levels high. Each floor is 10 well be able to detect (with a successful However, there is one more trial the
feet high, with a stone floor five feet thick roll) that the manacles will explode party must overcome. Frachier- knol waits
between each level. There are hooks that (delivering 4d10 damage to anyone with- on deck for the party to arrive. There he
might have held lanterns on the wall eve- in 5”) if the trap is triggered, a second roll challenges one of the Player Characters,
ry 20 feet. The walls are riddled with tiny must be made at 15% of the thief s nor- preferably a fighter, to a one-on-one
holes near the floor, and frequently there mal chances to remove the device. It is combat. If the PC wins, they can all go
are five-foot diameter holes in the floors designed so that only one key can open free. If not, they will all die. If a PC does
or ceilings, with short metal ladders rivet- accept the minotaur’s offer and wins the
ted in place to facilitate access from one combat, he should receive double the
level to the next; success involves numer- normal experience points for defeating
ous trips up and down. See the accompa- such a foe. If Frachier-knol wins, he does
nying map: each white dot indicates a indeed try to kill the rest of the party.
ladder up; each black dot indicates a hole Whatever the results of the combat, the
down; split dots indicate both. adventure is over. Whether they both sur-
This maze is not watertight, but has vived or not, the story of Eiril and Corde-
access to the ocean. As the PCs are led lia now sails beyond the knowledge of the
into the maze on the top floor, the tide is Player Characters.
low and none of the levels are flooded. As
time progresses, however, more and more
of the maze fills with water. Every two
turns (20 minutes), the water rises 15
feet, or one level. The DM is urged to pay
strict attention to how much time the
Player Characters spend searching
through the maze. The DM should also
emphasize the time constraints once they
realize the peril. Characters who are map-
ping can only move at 6” per round.
There are a couple points of interest in
the maze:

12
This adventure is designed for 3-4 assent or by the movement of their eyes, With even less work than usual getting
characters of levels 3-5. It takes place after he orders them all to be taken aboard the done and the possibility of an alliance
the Cataclysm during the time when the minotaur ship. If the PCs resist, the com- with the Highlords increasing every day,
factions of Krynn are organizing for the mander threatens to kill them on the Lord Myca formally challenged Ma Mable
War of the Lance. With minor modifica- spot. “There’s plenty more where you and her boys to an arena duel to the
tions, it can also occur after the conclu- came from,” he growls. The minotaurs death, the traditional method of settling
sion of the war when Krynn is rebuilding. display whatever force is necessary to con- conflicts in Thorador. The winner would
The adventure begins with the PCs vince the PCs to obey them. rule Thorador and decide what type of
aboard a small vessel approaching the Once aboard the minotaur ship, the ships would be built to impress the
southwestern coast of the island of PCs are chained to the deck. The com- Highlords. Ma Mable accepted, and a
Mithas. They may be on a reconnaissance mander takes another look at their eyes, date was set.
mission for their commander, they may grunts his approval, then leaves them Lord Myca was confident of a victory in
be returning from diplomatic talks in with six minotaur guards armed with the arena, but just to be on the safe side,
Karthy, or they may be fishing for dragon huge axes. he began a special prayer ritual to ask for
tuna, a delicacy rumored to dwell only in The minotaur ship sets sail to Mithas. strength and cunning. Unfortunately,
the waters near Mithas. Exactly why the The minotaurs ignore the PCs for the Lord Myca misunderstood the ritual’s
PCs are in the area is left up to the DM, duration of the voyage. directions and he stared at the brightest
depending on the requirements of his star in the daytime sky. After a few hours
campaign. dungeon Master of this, Lord Myca became totally blind.
In spite of Lord Myca’s accident,
Player Background Background Thorador law stated that the arena duel
As news of impending war spread had to go on as planned. The law allowed
On a warm day with a cloudless sky and for each challenger to be assisted by up to
through Krynn, the minotaurs of Mithas
gentle winds, the PCs are startled by the four lackeys, but as news of Lord Myca’s
mobilized their forces to align with which-
sight of a large warship heading in their afflication spread, no volunteers were
ever factions promised the greatest rewards
direction. The ship is moving fast, and forthcoming—assisting a blind fighter in
of fortune and power. Most of the mino-
the PCs’ small craft has no chance to a duel to the death was suicide.
taurs favored the Dragon Highlords. The
escape. They have little choice but to Lord Myca was furious. He could
residents of Thorador, a village located on
await the arrival of the warship. scarcely order his fellow Thoradorians to
the southwestern coast of Mithas, also
As the warship nears, the PCs see it is fight with him—after all, who knew
favored the side of evil, but they were large-
manned by minotaurs. That usually which ones might betray him to Ma
ly left out of the planning. This was partly
means trouble in these parts, as the mino- Mable? He dismissed them all as cowards
because Thorador was located in an isolated
taurs from Mithas and Kothas are notori- and said he would find his own assistants.
area, but mainly because Thoradorians
ous for their brutal acts of piracy. To placate him, his aides offered to help.
were considered to be an inferior class of
However, these minotaurs appear to be Mighty warriors often sailed the seas near
minotaur, lazier and less intelligent than
more curious than hostile, carefully eye- Mithas. An outsider would perhaps be
the rest of the Mithas population.
ing the PCs and their vessel as they pull more suitable (and, thought his aides,
Lord Myca, the Thoradorian leader,
alongside. more expendable). Having no real
was convinced that Thorador had a lot to
The minotaur commander demands to choice, Lord Myca agreed. While his
offer the Highlords. The Thoradorians
come aboard. Before the PCs can answer, aides took a ship to search for seafaring
may not be the brightest minotaurs to
the commander orders his crew to put a warriors, Lord Myca ordered his gnome
walk the face of Krynn, but they were
gangplank in place so he can cross. If the slaves to come up with something to help
fearless fighters and excellent ship-
PCs are guests on a chartered vessel, the with his blindness.
builders. A single Thoradorian-made
captain and crew throw up their hands in With their discovery of the PCs, Lord
ship could hold a crew of 200. So what if
surrender. Resistance is clearly useless. Myca’s aides believe they have found the
it took them a year to build one?
There are easily 40 minotaurs on the war- perfect lackeys for the upcoming duel.
With the stakes getting higher, dissen-
ship, and though they aren’t overtly hos-
tion was building in Thorador. Ma Mable
tile, they are heavily armed.
The commander and eight minotaur
and her three sons had challenged Lord Overview of thorador
Myca’s authority, saying Thorador would
crewmen board the PCs’ craft. After a Thorador is a primitive coastal village
be better off building smaller, faster ships
quick look around, the commander of about 600 minotaurs. It is cut off from
than the big ones that took so long to put
passes his finger in front of each PC’s the rest of Mithas by a mountain range
together. Though the repulsive Mable
face. “Can you see that?” he asks and a dense forest. Thorador is seldom
family members were usually shunned,
brusquely. When the commander is visited by traders or travelers, as it has lit-
many conceded that they might have a
assured that they can, either by their tle of value to trade and its residents
point.

13
aren’t particularly noted for their hospi- prison. A guard opens the large wooden Myca. The other two are his personal
tality. door, shoves the PCs inside, then slams guards. Use the minotaur soldier statistics
The main industry of Thorador is ship- and locks the door behind them. Four for the guards.
building. Thoradorian warships are minotaurs remain on guard outside the
noted for their size and seaworthiness, cave. If necessary, there are plenty of oth- Lord Myca (minotaur): hp 50; Dmg
but similar ships are available elsewhere er guards in the area to prevent escape 2d4 or 1d4/2d6 (extremely huge axe); all
on Mithas that are cheaper to purchase. attempts. other statistics as for minotaur soldier.
Thoradorian ships also take much more The main room in the cave is roughly
time to build, thanks to the Thorador- circular, about 25 feet in diameter with a The minotaur guards rush to the PCs
ians’ low tolerance for work. Thorador lo-foot ceiling. The floor, ceiling, and and examine their eyes with the same fin-
has a large military, which has been walls are made of packed earth. In one ger test used on the ship. If the PCs resist,
increased recently in anticipation of the corner is a pile of straw used for sleeping. additional guards are summoned. All PC
impending war. It’s impossible to go any- The only furniture is a stone table and questions and protests are ignored.
where night or day in Thorador without four logs used for chairs. A pile of stones When the guards are finished, they nod
encountering military patrols. in odd shapes is on the table. Any PC approval at Lord Myca, temporarily for-
Most of the buildings are crude stone who makes an Intelligence Check on getting his condition. When Lord Myca
structures or caves dug into the moun- 1d20 recognizes the stones as pieces of a says nothing, the embarrassed guards
tains. Owing to the minotaurs’ love of puzzle (minotaurs are fond of puzzles announce loudly, “Uh...they’re fine,
labyrinths, many of the homes contain and games). Assembling the pieces cor- sire.” “Leave them!” bellows Lord Myca.
winding passages leading from one room rectly forms a model of a warship. They all leave the cave, slamming the
to the next. There are two winding 10-foot pas- door behind them.
The most prominent building in the sages in the back of the room, each lead-
village is the home of Lord Myca, which ing to a smaller chamber. One chamber Second Visit
resembles a stone castle. Barely 20 feet contains a large stone basin, used by the
high with only one large room, it is a minotaurs for bathing. It is filled with The door slams open again. The two
pathetic reproduction of the truly mag- about a foot of muddy water. The other minotaur guards have returned, this
nificent castles occupied by minotaur chamber contains a shallow pit filled with time escorting two three-foot-tall men
leaders in the more prosperous area of gravel and a few dried sprigs of mint. This with scraggly red beards and dressed in
Mithas. is used by the minotaurs as a litter box. dirty white coats stuffed with wood
The following are the statistics for a Any PC who fishes around in the litter scraps, papers, and other junk. The
typical minotaur soldier found in Thora- box and fails a Constitution Check on third minotaur has also returned,
dor. Use these statistics whenever you 1d20 will be sick to his stomach for 10 remaining in the shadows as before.
need minotaurs in this adventure. Feel minutes after discovering the “treasures” He barks at them to hurry.
free to vary the hit points, weapons, and buried there.
treasure, within the guidelines given in The PCs may fill the next few unevent- The two little men are Parmelion and
the Monster Manual. ful hours by resting, playing with the Zast, twin gnomes kept as slaves by Lord
puzzle, or using the litter box. Myca. The gnomes are responsible for
Minotaur: AC 6; MV 12”; HD 6+3; whatever crude technology is present in
hp 38; #AT 2; Dmg 2d4 or 1d4/1d10 three Visits Thorador.
(huge axe); THAC0 13; SD surprised
only on 1, track prey by scent with 50% Just after sundown, the PCs have three Gnomes (2): AC 5; MV6”; HD 1; hp 5
accuracy; AL CE. Carries 20 stl. visits to their cave. The visits occur in the each; #AT 1; Dmg 1d6; THAC0 19; AL
following sequence, one per hour. N
Incarceration
first Visit The gnomes produce long pieces of
When the warship docks at Thorador, string marked at regular intervals. They
the PCs are thoroughly searched and their The cave door slams open and two use the strings to take measurements of
weapons, valuables, and other gear are minotaurs carrying large axes and the PCs’ necks, mumbling to themselves
stuffed into a large leather bag. The PCs wearing military uniforms stomp in. A while they record the figures. If the PCs
are released from their chains and are third, larger minotaur lingers outside, don’t cooperate, the guards threaten
then taken at axe point into the city. As hidden in the shadows. “Check them them, summoning more guards if neces-
before, their protests and questions are out!” barks the large minotaur. sary. If the PCs address the gnomes, the
ignored. “Time’s wasting!” gnomes will begin to answer, only to be
The PCs are herded to a hillside cave, a cut off by a whack in the head from a
minotaur peasant dwelling now used as a The minotaur in the shadows is Lord guard. When the gnomes finish, they

14
nod to the guards, and everyone leaves. ther, a renowned explorer and prospector that’s what they’re going to do with you
who claimed to have once discovered a guys, I’d say you’ve got a problem.”
third Visit mine of pure silver. Benny longed to fol- If the PCs ask for help, Benny shrugs
low in his grandfather’s footsteps, and a his shoulders. “I’d like to help, but I
The sounds of scratching come from month ago, he ran away from home to do don’t know what I can do.” Because of
the floor in the corner. The earth is some prospecting of his own. “I know my the underground rock, they cannot dig
moving, as if something is digging its grandfather wanted me to go,” he says, too far, and besides, there are guards eve-
way in. holding up the silver shovel. “Otherwise, rywhere. If asked, Benny dumps the con-
A moment later, a small head with why would he have left this in plain sight tents of his bag on the floor. The bag
pointed ears pops out of a newly cre- right under his bed?” contains a dagger, a flask with two doses
ated hole. A smiling figure holding a Benny stowed away on a ship, not of potion of water breathing, a cloth
silver shovel greets you. “Hi, neigh- knowing it belonged to the minotaurs of pouch with 60 stl, 20 feet of rope, a flask
bors!” he says brightly, struggling to Thorador. The minotaurs found him and of oil, a tinder box, an iron spike, three
pull himself out of the hole. “How locked him in a cave until they decided chunks of granite vaguely shaped like
about a hand?” what to do with him. “It’s kind of bor- faces (no value), and two white pearls
ing, but it’s not bad,” says Benny. (100 stl each). “Most of this stuff was just
This is Bennybeck Cloudberry, a 15- “Besides, I’ve had time to some prospect- lying around. Can you believe such care-
year-old kender. Benny is another captive ing .” lessness?” If they promise to return them
of the minotaurs, kept imprisoned in the Benny demonstrates his spade of exca- when they’re through, Benny says the
cave next door. vation by quickly scooping a shallow hole PCs are welcome to any of these items,
in the floor. (The spade of excavation is a but doubts if the minotaurs will allow
Bennybeck Cloudberry, 2d-level ken- variation of a spade of colossal excava- them to take anything into the arena.
der thief: AC 8; MV 9”; hp 10; #AT 1; tion. It is four feet long and can be used “They always frisk you first. I’m pretty
Dmg 1d6 (pick axe); THAC0 20; S10, by any character with a Strength of 10 or sure about that.”
I10, W9, D14, Cn14, Ch11; AL N higher. It can excavate one cubic yard of Benny tells them he dug a tunnel in his
Equipment: Pick axe (Dmg 1d6), normal earth in one round. After every 10 cave that leads outside. Again, because of
leather armor, spade of excavation, large rounds, the user must rest for five the guards and the underground rock,
sack (contents described later) rounds.) Benny has dug a few tunnels there aren’t many places he can get to,
Abilities: pick pockets 40%, open from his cave, but hasn’t been able to go but if they like, Benny can show them the
doors 34%, find/remove traps 30%, very far due to thick layers of bedrock. arena, providing they’re quiet about it. If
move silently 31%, hide in shadows Benny knows a fair amount of what’s it doesn’t occur to the PCs, Benny sug-
30%, hear noise 14%, climb walls 71% going on in Thorador, even though he gests they take his bag of items and hide
Kender talents: taunt (save vs. spell or doesn’t quite understand it all. Benny them in the arena so the PCs can get to
attack wildly for 1d10 rounds at –2 to hit knows that Lord Myca is the leader and them if indeed they wind up there later.
and + 2 to Armor Class), fearlessness, +4 somebody’s mother is out to get him. It’s up to the PCs whether or not they
on saves vs. spell and poison, determine They’re going to have to fight it out, and take Benny’s suggestion. If they decide to
direction 50%, surprise on 1-4 on 1d6 the winner gets to be the new chief. But stay put, skip to the “Day of Decision”
when not in armor and alone. something happened to Lord Myca that section. However, if they wish to follow
made him go blind. “He’s had his Benny and get a preview of the arena, go
Once out of the hole, the kender gnomes working on it, but I don’t know to the “Thorador by Night” section that
extends his hand in friendship and cheer- how he’s going to fight a duel when he follows.
ily introduces himself. “Just call me Ben- can’t see.” If the PCs mention that they
ny!” After the introductions, Benny have been visited by the gnomes or if they thorador By Night
makes himself comfortable on the floor, talk about the eyesight tests the guards
then eagerly peppers the PCs with ques- gave them, Benny says thoughtfully, If the PCs decide to go with Benny,
tions. “Where are you all from? How “Hmmm...sounds like Lord Myca has they squeeze through the hole in the
long you been here? Isn’t that Lord Myca something in mind for you. That should floor, widening it with the spade of exca-
something? Can I have that puzzle when be interesting.” vation if necessary. The hole leads to Ben-
you’re done with it?” Benny doesn’t know exactly what the ny’s cave, which is virtually identical to
The PCs may answer if they wish, but fight’s all about, but he has an idea how their own. Benny moves aside a pile of
they’re likely to have questions of their the duel works. He says that the oppo- hay to reveal another hole, then beckons
own. Benny happily shares anything he nents are locked inside an underground the PCs to follow, telling them they need
knows. He tells them he is a member of arena and fight to the death. “I guess to be back by sunrise when the guards
the Creat clan, born on the east coast of that’s what they do for fun around here.” check on them.
Nordmaar. Benny idolized his grandfa- he says, adding matter-of-factly, “If The tunnel winds underground for

15
about 50 yards, then emerges into a field wilderness is likewise patrolled by mino- the arena
of weeds. Benny tells them the arena is taurs, allowing no possibility of escape.
about 100 yards ahead; they can get there The PCs have no trouble following
unseen by sneaking through the field. Lord Myca’s Castle Benny through the field to the arena. The
The route to the arena is relatively safe, entrance to the arena is a wooden door in
but Benny warns that attempts to explore Lord Myca’s stone castle is on a hill the west side of a mountain, about 30
other areas are risky; the longer they overlooking Thorador and can be seen yards from where the weed field ends. An
snoop around, the more likely it is that from the field. It is possible to get there obscenely overweight minotaur guards
they’ll be discovered by patrolling mino- without going through the village, but the door. The minotaur is picking
taur guards. If the PCs insist, here are the castle is heavily guarded at all times. bananas from a large stalk and stuffing
some other places they could explore, Even coming within a few yards of it guar- them whole into his mouth.
along with the consequences of disre- antees a return trip to the cave. The Korus (minotaur guard): MV 6”; hp
garding Benny’s warnings. gnomes’ stone shack is adjacent to the 45; all other statistics as for minotaur sol-
castle and is also heavily guarded. dier (differences due to Korus’s bulk).
Korus isn’t much of a guard, but
the Village
the Shipyard there’s not much in the arena worth
The weed field is about 100 yards from guarding. Benny offers to taunt Korus
the main part of Thorador, a collection of The shipyard is about a mile from the and lure him into the weeds so the PCs
crude stone buildings and caves. Each weed field in the direction of the ocean. All can take care of him. Unless the PCs pre-
dwelling is guarded by minotaurs; the of Thorador’s ships are docked here, and a fer a different plan, Benny approaches
outskirts are constantly patrolled by the huge warship is always under construction. Korus and insults him. (“Is that your
military at all hours of the day and night. The PCs could conceivably avoid the village belly or a dragon orb?”) The enraged
If they insist on proceeding, the PCs will to sneak here, but the shipyard is overrun Korus chases Benny into the weeds where
be recaptured by minotaur guards when with minotaur workers and guards, labor- the PCs can use thick branches for clubs
they come within 50 yards of the village. ing around the clock in anticipation of the (dmg 1d4). Korus fights to the death.
After a severe beating, the PCs are coming war. The recapture of the PCs is The simple lock on the arena door
returned to their cave. The surrounding assured if they come here. poses no problems for Benny or any PC
with appropriate skills.

16
Notes on the arena 2. hole 4. Water Pit
The arena is a natural mountain cavern There is a five-foot-diameter hole in This pit is also 35 feet in diameter and
with a few modifications added by the the ground in this alcove. Mounds of 20 feet deep, but this one is filled with
minotaurs. It is used to resolve differ- dirt surround the hole. murky sea water. It is also crossed by
ences of opinion in Thorador. There are two unsecured wooden planks.
two entrances to the arena, one on each An anhkheg burrowed into the arena
side of the mountain. The opponents and recently; this is its hole. The anhkheg This pit is connected to a passage that
their lackeys enter from opposite sides feasted on the remains of a dead duelist leads to the ocean. A bout a year ago, an
and duel it out until only one faction is and is patiently waiting for another. octopus swam through the passage and
left alive. Luckily for the party, the anhkheg rests at took up residence here. The minotaurs
There are two Encounter Keys for the night on a ledge 30 feet down in the hole left it alone, as it added another nice
arena. The first Encounter Key describes and won’t attack unless disturbed. touch for the duelists. The octopus is only
the arena in its normal, empty state. Just active during the day and is currently
before a duel, the minotaur referees give Anhkheg: AC 2 (underside 4); MV asleep on a shelf of rocks 20 feet beneath
the arena a thorough check and make a 12” (6”); HD 4; hp 27; #AT 1; Dmg 3d6 the surface.
few additions so the duel will be more ( + 1d4); THAC0 15; SA squirt acid once
interesting. The second Encounter Key every six hours for 8d4 points of damage, Octopus: AC 7; MV 3” // 12” ; HD 8;
describes the arena as it appears after half damage if victim makes saving hp 40; #AT 7; Dmg 1d4(x6)/2db;
these preparations have been made. throw; AL N THAC0 12; SA constriction for 2d4
Refer to the Encounter Key for the points of damage; SD ink cloud; AL NE
unprepared arena when the PCs sneak in Naturally, Benny is curious about the
at night. Refer to the Encounter Key for hole and tells the PCs it might be a silver Unless a PC enters the water, the octo-
the prepared arena on the day of the mine like the one his grandfather talked pus stays asleep. When alert, the octopus
duel. about. If Benny or any PC starts down the attacks viciously. The octopus can anchor
hole, loose rocks and dirt fall in and wake itself near the surface and reach out a dis-
encounter key: the anhkheg. Likewise, any object tossed tance of 10 feet with its tentacles.
down the hole also wakes it. Four rounds
unprepared arena after it awakens, the anhkheg clatters out 5. alcove
The arena comprises several passages of the hole to attack. It attempts to drag a
PC into its hole and will fight to the This alcove is empty. When the party
and caverns. The passages are about 10 nears it, Benny scratches in the loose dirt
feet wide and the ceilings are about 10 death. If the anhkheg is killed, the PCs
may search its hole to find the remains of to determine how easy it would be to dig
feet high unless otherwise indicated. The through. If the PCs ask what he’s doing,
walls, ceilings, and floors are made of a former duelist. Among the remains are
a battle axe +1 and a flask with two doses Benny says, “Oh, nothing. Just looking.”
packed earth. If the PCs want to hide Benny offers no explanation beyond this.
items, they can bury them anywhere in of potion of healing.
As explained in the Prepared Arena
the arena. Encounter Key, this is where Benny reap-
There are torches in the walls about 3. Open Pit
pears while the duel is in progress. This is
every 60 feet, but since the arena isn’t also where one of Ma’s sons hides.
A circular pit about 35 feet in diame-
prepared for a duel, the torches aren’t lit.
ter and 20 feet deep is crossed by two
unsecured wooden planks, each about 6. Crevasse
1. Wall Chains five feet wide. The ceiling here is 40
feet high. This area contains a crevasse nearly 20
This alcove has a single iron ring feet long. It appears to be bottomless.
imbedded in the wall. The ring is six
inches in diameter. The minotaurs sometimes put danger-
ous creatures in this pit so the duelists can The crevasse is easy to avoid, but it does
toss each other in. The planks can be used pose a hazard to the careless. A character
The iron ring is imbedded firmly in the who stands near the edge of the crevasse
wall; all the PCs pulling together cannot as walkways. Since the arena isn’t pre-
pared for a duel, the pit is empty. without taking precautions (such as hold-
budge it. If the PCs examine the ground ing on to a fellow PC) has a 1 on 1d20
near the ring, they see scratches in the chance of falling in. Falling in the bot-
dirt. tomless crevasse should be considered
The minotaurs often secure a wild ani- fatal (unless the character has the means
mal here to annoy the duelist entering to fly or levitate).
from this side of the arena. As explained in the Prepared Arena

17
12. Sinkholes and dried seaweed. The minotaurs then
Encounter Key, this is where one of Ma’s
back out of the cave and slam the door
sons hides.
This alcove is about 20 feet high. Near behind them. Although it smells awful,
the north and south walls are circular the food is actually quite nourishing, and
7. hooks areas 10 feet in diameter that have par- the PCs may eat their fill if they wish.
About two dozen hooks are attached tially sunk into the earth. An hour later, the six guards return.
to the ceiling in this passage. The “Let’s go! ” the biggest one orders gruffly.
hooks are made of iron and are about The sunken areas are sinkholes. Any “And don’t give us no trouble!” The
six inches long. character near the edge of sinkhole has a 1 guards herd the PCs at axe point out the
on 1d20 chance of falling in unless pre- door, giving them a hard shove if they
The minotaurs sometimes hang objects cautions are taken. The sinkholes are 20 don’t move fast enough.
or creatures from these hooks to further feet deep. Those falling in suffer 2d6 The PCs are directed through a back
add to the fun of the duelists. points of damage. street of the village, then toward a moun-
tain range that borders a dense forest. If
8. alcove 13a. Rocky area the PCs made a trip to the arena at night,
they recognize the area.
This area has no special significance There is a large pile of rocks towering About 200 minotaurs are gathered
prior to the duel, but as explained in the to the ceiling in this alcove. Smaller near the west entrance to the arena. They
Prepared Arena Encounter Key, it is pieces of rubble litter the floor in the are clearly in a festive mood, guzzling
where one of Ma’s sons hides. passageway. flasks of wine, chewing on roast badger,
and entertaining each other with vulgar
9. tinder A few months ago, the minotaurs minotaur jokes. A lot of money is chang-
brought in this rock to build pillars in the ing hands as the minotaurs place bets on
The floor here is covered with several
passageway that duelists could use to hide the outcome of today’s duel (odds are
inches of wood chips, twigs, and other behind. The plan was abandoned when it
kindling. The area smells of oil. running about 5 to 1 against Lord Myca).
was decided the project would take too If the PCs search the crowd for Benny, he
much work. The rocks are now occasion- is nowhere in sight.
If the PCs examine the material, they ally used by duelists as weapons (dmg The minotaurs eye the PCs curiously
confirm that the kindling has been 1d4). when they approach. Some of the mino-
soaked with oil. Before a duel, the mino- Area 136 has no significance before the taurs nudge each other, then bellow in
taur referees usually light the kindling to duel. As explained in the Prepared Arena laughter. One of them flings a badger
create a wall of fire, hindering the move- Key, this is where Ma and her sons block bone at a randomly chosen PC.
ment of the duelist entering from the the passageway. The crowd parts for Lord Myca and his
east. entourage as they make their way

10. Crevasse
getting Back through the crowd towards the PCs. The
entourage includes six personal attend-
If the PCs linger too long in the arena, ants and Parmelion and Zast; the gnomes
This crevasse is similar to the one in
Benny reminds them that minotaur are struggling with armloads of chains
area 6, with the same chances of falling
guards will be checking their caves for and shackles. Lord Myca carries a large
in. Note that it blocks the passage head-
them at dawn. Also, the minotaur ref- battle axe and wears a red cloak and iron
ing east. Many a duelist has ended his life
erees will soon be coming to the arena to eye patches. An attendant is guiding him
in this crevasse.
prepare it for the duel. by the arm.
By taking the same route and leaving A murmur ripples through the crowd
11. Ledge
before sunrise, the PCs have no trouble as Lord Myca approaches the PCs—can
A rock ledge occupies nearly half the getting back to their cave. If they drag these be the ones to attend him in the
space of this alcove. The 20' x 8' their feet or insist on taking a detour, duel? As the PCs can clearly hear, the
ledge is perfectly flat and is about however, minotaur guards spot them odds against Lord Myca quickly rise to 20
eight feet from the floor. The ceiling is and, after a beating, escort them back. to 1.
15 feet high. Lord Myca snarls at the crowd as two
day of decision minotaurs serving as referees frisk the PCs
This area has no special significance for weapons or any other items they have
Just after dawn, six minotaur guards on them. Thanks to their keen senses, the
before the duel. As explained in the Pre-
burst into the PCs’ cave. While four of minotaurs have a 95% chance of finding
pared Arena Encounter Key, it is used as a
them keep an eye on the PCs for sudden any items the PCs have concealed.
hiding place by Ma Mable.
moves, the other two fill the feeding No sooner do the referees complete the
trough with raw fish, mushy bananas,

18
search than a huge female minotaur puf- Lord Myca snaps at the gnomes to hurry. the passage if it wants to.
fing a green cigar pushes her way through The gnomes fit thick iron shackles around
the crowd. Three shorter minotaurs swag- the necks of the PCs and lock them tight- Giant porcupine: AC 5; MV 6”; HD
ger alongside her. The female brandishes ly. Each shackle is connected by a five- 6; hp 26; #AT 1; Dmg 2d4; THAC0 13;
a large axe, the others have swords. foot chain to a large iron ring. The PCs SA shoots 1d8 quills at 30-foot range,
This is Ma Mable and her sons, Strout, will lead Lord Myca through the arena by Dmg 1d4 per quill; SD 1d4 quills defen-
Dorodus, and Reastee. The family is this ring. Lord Myca holds the ring in one sive attack as response to any attack with-
repulsive even by Thoradorian standards. hand, secured with leather straps tightly in six feet; AL N
Ma, who smokes pungent cigars made around his wrist, and holds his axe in the
from dried strangle weed, had her boys other. Each PC is armed with a short The porcupine views all intruders as
altered at birth to make them even more sword (dmg 1d6). threats and attacks viciously. If it loses
intimidating. Strout’s hide, treated with When 20 minutes have passed, the ref- half its hit points, it retreats into the
secret herb salves, is green and leathery erees pull open the arena door. Lord Myca alcove. Against the north wall of the
and gives off an aroma like sour vinegar, rattles the chains to get the PCs to go in. alcove is a dead minotaur with dozens of
detectable from a distance of 15 feet. The crowd cheers as the door closes quills stuck in him. This is one of the
Dorodus had his teeth filed into sharp behind them. The doors will remain minotaur referees; chaining up the por-
points. He cannot close his mouth com- closed until one side has eliminated the cupine posed a few problems. On his
pletely and drools uncontrollably. Reas- other. body are 25 stl and a huge axe (dmg
tee’s horns secrete poison mucous that 1d10).
constantly drips down his horns and cakes Staging the duel
on his face. 2. hole
To stage the duel, first review the
Ma Mabel (minotaur): hp 48; Dmg changes in the arena explained below in Unless the PCs have already killed it,
the Prepared Arena Encounter Key. the anhkheg is alert and hungry. It scram-
2d4 or 1d4/2d6 (huge axe); SA smoke
Details of the battle, including Ma’s bles out and attacks any character, includ-
cloud from strangle weed cigar, saving
strategy and the likely sequence of ing minotaurs, who comes within five
throw vs. poison or dmg 1d4; all other
events, are explained after the Encounter feet of its hole.
statistics as for minotaur soldier
Key.
Strout (minotaur teenager): AC 4 (due 3. Open Pit
to treated hide); MV 12” ; HD 4+3; hp encounter key: The minotaur referees have dumped
30; #AT 2; Dmg 2d4 or 1d4/1d6 (short
sword); THAC0 15; AL CE
Prepared arena hundreds of wriggling yellow centipedes
into this pit. The centipedes cannot crawl
Just after dawn, the minotaur referees out. Characters who fall or are thrown
Dorodus (minotaur teenager): AC 6; prepared the arena by lighting all the into the pit have a 90% chance per round
MV 12”; HD 4+3; hp 28; #AT 2; Dmg torches, cleaning up debris, and install- of being bitten. If bitten, the player must
2d4 or 2d4 (razor teeth)/1d6 (short ing a few surprises to make the duel more roll a saving throw vs. poison. Failure
sword); THAC0 15; AL CE interesting. If the PCs visited the arena results in 2d4 points of damage, success
the night before and set any obvious results in 1d4 points of damage.
Reastee (minotaur teenager): AC 6; traps, such as digging a pit or setting up a
MV 12”; HD 4+3; hp 26; Dmg 2d4 or trip wire, these have been removed. 4. Water Pit
1d4/1d6 (short sword); THAC0 15; SA However, any items or weapons they bur-
poison horn, saving throw vs. poison or ied or otherwise hid are still where they Assuming the PCs haven’t killed it,
dmg 1d8; AL CE put them. the octopus is alert, clinging to a rock
Ma bribed the guards at the east door ledge about 10 feet below the surface. If
Lord Myca quickly sniffs out the pres- to let her in 15 minutes early. She and her the water is disturbed, the octopus swims
ence of Ma Mable. “Pig!” he snarls. “I’ll boys took advantage of this extra time to to the surface, anchors itself to the side,
use your horns for fish hooks when this is make a few more changes. They are now and attacks.
done!” “And I’ll use your hide to line my hiding, hoping to ambush Lord Myca and
latrine,” shoots back Ma. “Except that’d the PCs. 5. alcove
make it stink worse than it already does! ”
Dorodus is hiding here. This is also
Ma and the boys howl in laughter. She 1. Wall Chain
where Benny turns up later.
motions for them to follow her. They turn
away and head around the mountain to A giant porcupine has been chained to
the wall here. The 20-foot chain is long 6. Crevasse
the arena entrance on the east side.
“Twenty minutes!” shouts a referee. enough to allow the porcupine to block
Reastee is hiding here.

19
7. hooks Ma is hidden in area 11, and her sons 1. Section a
are hidden in areas 5, 6, and 8. Because of
The minotaur referees have tied poi- their head start, the Mable family knows All the PCs need to do here is get past
sonous snakes to these hooks. The snakes what’s in every area (with one the porcupine. Lord Myca will warn them
are tied by their tails, and their heads exception—they don’t know about the about “some kind of forest animal
dangle about two feet from the floor. anhkheg in area 2). After Lord Myca and ahead” when they’re within 20 feet of it.
Though the snakes are writhing and hiss- the PCs have been softened up by the If the PCs kill the porcupine, Lord Myca
ing, they pose no threat unless a character porcupine in Section A, the three sons won’t want to waste time searching the
blunders into them. A saving throw vs. will attempt to ambush them from at minotaur body, but he can be convinced
poison must then be made; failure results least two sides in Section B. Assuming the if the PCs give him a good reason (such as
in 2d6 points of damage, success results sons don’t finish the PCs off, the sons will acquiring another weapon).
in 1d4 points of damage. Note that most attempt to lure them into Section C
characters can crawl under the snakes where Ma will join them to complete the 2. Section B
without harm, but full-sized minotaurs job.
and other large characters won’t be able As the party leaves the passage from
to. Section A, Lord Myca will sniff the air and
Lord Myca’s Strategy bellow, “They’re in here! Where are
Lord Myca is a fearless fighter. they?” It is up to the PCs to decide where
8. alcove
Although he isn’t particularly abusive to to go. If they hesitate, Lord Myca shouts
Strout is hiding here. the PCs, he won’t hesitate to whack them at them to get moving, swatting them
with the flat of his axe (1 point of dam- with the flat of his axe if necessary.
9. tinder age) if they move too slowly or don’t obey Regardless of which way they decide to
him. Even though he’s blind, Lord go, they’ll have to pass near the pool in
The minotaur referees set fire to the area 4. As soon as they do, Strout races
oily tinder, but Ma and her sons have Myca’s keen senses alert him to most dan-
gers. He can sense animal life (such as the out of area 8, rips a handful of snakes
already put out some of the flames (the from the hooks in area 7, and flings them
area between the dotted lines on the porcupine) from 20 feet away. He can
track by scent with 50% accuracy, with into the pool. The snakes splash into the
map) so they could get through the pas- water and alert the octopus, which imme-
sage. High flames still flicker to the ceil- the accuracy increased to 80% for the
smelly Mable family. diately surfaces to attack any characters
ing on either side of the clear area. within 10 feet of the pool. The octopus
In melee combat, he swings his battle
axe wildly in the general direction of his remains near the surface for the remain-
10. Crevasse der of the battle, ready to attack anyone
target, attacking with a –4 penalty.
There is nothing different here. Unless the PCs are specifically keeping an who comes near. The snakes slither harm-
eye on him, there is an equal chance that lessly away into cracks in the cavern walls.
11. Ledge Lord Myca will hit a random PC instead of After the octopus is alerted, Dorodus
his intended target. Lord Myca always and Reastee rush out of their hiding plac-
Ma Mable is hiding here on the ledge. es. The sons concentrate their attacks on
fights to the death.
She is against the north wall, concealed in the PCs, believing it will be much easier
Because they are chained to Lord Myca,
the shadows. to kill Lord Myca once his lackeys are out
the PCs are limited in their ability to
move. The intricate gnome locks cannot of the way. The sons attempt to attack the
12. Sinkholes be undone by any ordinary means. At no party from at least two sides. They use the
time will Lord Myca voluntarily let them features in Section B to their best advan-
There is nothing different here.
go, although the PCs are free to attack tage: they try to push the PCs into the
Lord Myca if they wish. If the PCs turn on octopus pool in area 4, into the centipede
13. Rocky area
him, Lord Myca fights back as outlined pit in area 3, or into the crevasse in area 6.
Ma Mable and her sons carried rocks above. If possible, the sons pick up the planks
from 13a to build a wall at 13b. The rock over the pits and use them to shove the
wall extends to the ceiling, blocking the the Battle PCs into areas 3, 4, and 6.
passage. In the confusion, Lord Myca depends
Although there is no telling exactly on the PCs to lead him around. Like the
Ma Mable’s Strategy what the PCs will do, the battle is most sons, the PCs may also use the features of
likely to occur in a sequence of four stages Section B to their advantage. (Remem-
For the DM’s reference, the map is as explained below. Feel free to modify ber, if the PCs can lure them to area 2, the
divided into three sections. Section A this sequence in response to the actions of sons don’t know about the anhkheg.)
includes area 1, Section B includes areas the PCs. Remember that the battle will
2-6, and Section C includes areas 7-13. continue until only one side is left alive.

20
Unless they see an opportunity to If the PCs take the southeast passage, stl, they can bribe the minotaurs for a
quickly destroy the PCs, the sons won’t the sons who ran this way will attack on small ship.
remain long in Section B. After a few sight. On a shout from one of the sons, * 3. If they can defeat the octopus, two
rounds of combat, Strout shouts a com- Ma and the son from the northeast pas- of the PCs can use the potion of water
mand, and all three sons race into the two sage race in to attack from behind. (Ma breathing to follow the underwater pas-
passages heading into Section C. Strout hacks away any remaining snakes block- sage out to sea. Once there, they can
runs through the northeast passage lead- ing her way.) approach a group of sea elves and con-
ing to area 9, the other two scramble Regardless of which passage the PCs vince them to help with a rescue of the
under the remaining snakes and run take, the blocked passage at 13b will con- rest of the party.
through the southeast passage leading to fine the battle to a relatively small area.
area 10. (If only two sons are still alive, The family fights brutally, intending to
one runs through each passage. If only finish off the PCs before going after Lord
one son is alive, he runs through the Myca. The family fights to the death,
southeast passage. ) pursuing the party if necessary.
Once the sons have exited, it’s up to
the PCs to decide which way to go, 4. dealing with Lord Myca
although they are likely to opt for the
northeast passage to avoid the snakes. If the party eliminates Ma Mable and
However, before they leave Section B, her sons, they still have to deal with Lord
they hear a familiar voice coming from Myca, assuming they haven’t lost him
area 5. “Psst! Over here!” It is Benny. somewhere along the line. Lord Myca has
He’s still searching for a silver mine and no intention of sharing his victory with
has dug a tunnel into the arena from the likes of the PCs. After the battle with
somewhere outside. the Mable family, Lord Myca turns on the
When he hears Benny’s voice, Lord PCs, swinging his axe wildly. If the PCs
Myca will assume he is another enemy have managed to free themselves of their
and demand that the PCs attack. It is up chains, Lord Myca pursues them by fol-
to the PCs to convince Lord Myca not to lowing their scent.
chase Benny (they could tell him it’s a The PCs shouldn’t have much trouble
waste of time or that they’ll come back dealing with a blind minotaur. If they are
after they’re done with Ma). Benny will feeling merciful, they could lead him to
curiously follow the PCs for the rest of the one of the sinkholes in area 12. If he
battle. Benny will always avoid combat, hasn’t done so already, the PCs can ask
preferring to hide or search for silver Benny to free them from their chains.
mines. If the PCs can trick Lord Myca into
standing still, Benny can use his kender Wrapping Up
skills to free the PCs from their chains at
the rate of one PC per round. However, it If the PCs have no further business on
is unlikely they will have an opportunity Mithas and the DM has no other adven-
before the battle has ended. tures for them here, there are a number of
possibilities for getting them off the
island.
3. Section C
* 1. Sneaking out through Benny’s
Lord Myca will not allow the PCs to lin- hole, the PCs can approach the gnomes
ger long in Section B—the scent of the for help. The gnomes will be glad to be
Mable family is too strong. If the PCs take free of Lord Myca and will offer the PCs
the northeast passage, Lord Myca will the use of a collapsible sailboat they’ve
detect the odor of Ma Mable’s cigar as invented, providing the PCs take the
soon as they enter area 9. When the party gnomes with them.
approaches area 12, Ma leaps from the * 2. The PCs can approach the mino-
ledge in area 11 to begin the battle. The taurs guarding the shipyards. Only four
son who ran this way immediately joins minotaurs are on duty, as the rest left to
her in the attack. A shout from Ma brings attend the arena duel. The minotaurs still
the remaining sons in from the other pas- at the shipyard are angry they were left
sage to attack from behind. behind. If the PCs can come up with 50

21
This adventure is designed for play with that the player characters may have dis- ogres attack and torture any character who
5th- to 7th-level characters. The party covered this vital amulet when they seems lawful good. Otherwise, after a short
size should be around five members; entered the lands. discussion on the weather, hunting, and
more if they all are 5th level and less if encounters, the ogres leave and trouble the
they are all 7th level. the adventure characters no more.

The PCs have to be thrown into this Ogres (3): AC 5; MV 9”; HD 4+1; hp
dm’s Information adventure. What follows are two ways of 29, 29, 28; #AT 1; Dmg 1d6 (javelin) or
On the western shore of the Blood Sea doing so: 1d8 (battle axe); THAC0 15; AL CE (N).
is Kernen. Ogre cairns dot the plain. In * 1. The party, sailing out of Flotsam
one, an amulet of darkness is found. To (or some other port), run into a storm. 10-11. Civilized Ogres
the south are the Ogrelands. It is here The ship is dashed against the rocks, and Two ogres are making their way
that a settlement of ogres live in the keep all but the PCs are lost. Making their way through the terrain. They are dressed in
of Ogrebond. The ogres of the area are to shore, they find themselves in the what one would not associate with an
ruled by a powerful leader: Kern. These Ogrelands. ogre. Their clothes look worn from travel
ogres are different from their counter- * 2. The party is traveling through this but otherwise of fine quality. They are
parts as they are civilized and motivated area to something on the other side of the armed with swords and armored in leath-
by honor and duty, not violence and Ogrelands, when they enter into this er. Behind them plods a heavy horse,
bloodlust. adventure. laden with equipment.
In the tower of Ogrebond is a room In any case, have the PCs traveling These ogres are civilized, vassals to
that holds an inactive magical gate to the southward. Kern, one of the head ogres in these
town of Neraka, almost 200 miles away. parts. Unless one of the party seems to be
That gate can only be activated by an Random encounters lawful good, they’ll be amiable and ask if
amulet of darkness coupled with a magi- the characters want to make camp with
cal phrase. The ogres have no way of acti- There’s a good chance that the player them for the night and trade stories and
vating this gate and it just so happens characters encounter monsters as they information on the area. If one or more of
make their way through the wilds. For the PCs seem lawful good, the ogres
every six hours of travel, roll 1d20. attack.
If the characters agree to camp with the
1-7. Nothing ogres, the ogres help to set up. After that,
A small animal (like a rabbit for a stew- they’ll hand around a huge flask of wine,
ing pot) may be found or spotted in the offering drinks. The wine is drugged. For
distance, but that is all. every drink, roll 4d8. If the roll is equal to
or greater than the character’s hit points,
8-9. Ogre Hunting Party he passes out, to which the ogres say, “He
In the distance, the party sees a band of can’t handle his.” If an ogre fails this roll,
three barbarian ogres. They look ready he becomes sleepy and takes back his bot-
for hunting, not raiding. They notice the tle “for safe keeping.” If all the characters
party and begin heading in the party’s are unconscious, the ogres strip them of
direction. their possessions (weapons, clothes,
They wear stone necklaces and use armor, food, etc.) and leave them tied up
stone and wooden weapons; they carry by the camp. The ogres have a 1d2+1
butchered kills over their backs. hour lead on the player characters in
The ogres are primitive but not stupid. addition to the time it takes the PCs to
They can speak ogre and hobgoblin. If free themselves.
someone tries simple common, they’ll I f , b y c h a n c e , the drugged wine
reply with one-word common responses doesn’t affect the PCs and the ogres have
(yes, no, more, etc.). no chance of attacking them off-guard
The ogres ask the PCs what the hunting (asleep and such), the ogres leave in the
is like where the party came from. They’ll morning and warn other ogres they meet
ask if the party has anything they want to of the party.
trade (metal weapons, armor, liquor, legi-
ble maps, etc. ) for furs or meat. If the ogres Ogres (2): AC 5; MV 9”; HD 4+1; hp
are treated very poorly or are attacked, they- 32, 30; #AT 1; Dmg 1d10 (two-handed
‘ll spate no effort to exact revenge. The sword); THAC0 15; AL LE

22
Heavy horse (1): AC 7; MV 24” ; HD The four (known as Stibald, Tikefen, results of 20 count as 1.
3+3; hp 25; #AT 2; Dmg 1d8/1d8/1d4; Reiswhon, and Carick) are traveling
THAC0 16; AL N north through the region. If met amiably, encounters
they’ll trade stories and information. The
12-13. Sligs travelers attack any character who seems
You see four sligs appear from evil in alignment. Otherwise, they’ll only 1. kernen
nowhere. Only 20 feet away, they look at attack if attacked themselves. They refuse All around are wild plains blemished
you menacingly, draw their clubs, and offers to trade goods, make camp, or by mires. Rock is bared to the winds at
smack their lips in anticipation. accompany the party. places. Wild animals can be seen in the
Unless the characters are neutral evil or distance, wolves and other predators
chaotic evil and are able to convince the Humans (4): AC 6; MV 12”; HD Ftr 3; hunting their prey. The remains of kills
sligs of this, the monsters attack. If a slig hp 25, 23, 22, 20; #AT 1; Dmg 1d10 are found intermittently. Among all this,
kills a character, that PC is hauled out of (two-handed sword); THAC0 18; AL CG you can see a collection of square, almost
the battle to await cannibalism (making box-like, hills.
any hope of resurrection impossible). 17. Wolverine The boxlike hills are actually ogre
The sligs only retreat when three of cairns. Over the years, moss has grown up
their number are dead or unconscious. You hear a growling. You turn to see a
the sides and grasses have grown from the
Even in retreat, they’ll try to take along wolverine, poised to attack.
collected soil on top. Twenty-five ogre
any dead or injured PCs. cairns are within this hex.
Apart from their weapons and 1d6 sp Wolverine: AC 5; MV 12”; HD 3; hp
If the characters investigate any of the
apiece, they have nothing of value. 20; #AT 3; Dmg 1d4/1d4/1d4+1;
THAC0 16; AL N (E) cairns, they first have to discover the
Slig leader: AC 3; MV 9”; HD 6; hp entrance by making a Wisdom Check.
45; #AT 1; Dmg 1d6+3; THAC0 13; SA 18-19. Deer Then they have to move the stone slab by
Spittle 1d6; SD cannot burn; AL LE Deer are grazing here. They seem not making a Strength Check at –3 to a PC’s
Strength. If two or more characters com-
Sligs (3): AC 3; MV 9”; HD 3+3; hp to have noticed the party.
bine their Strengths, use the total.
25, 24, 21; #AT 1; Dmg 1d6+2; THAC0 The 8+1d8 deer are busy minding
Once the first cairn is opened, read the
16; SA Spittle 1d6; SD cannot burn; AL LE their own business. They could provide a
source of food for the characters, if they following:
14-15. Wolves need to go hunting. The cairn is dark and cramped. Lying
The party hears the howlings of wolves on the floor is the skeleton of an elven
in the distance. It’s somewhat unsettling. Deer (use the quantity required): AC mage. sitting on a ledge above the
An hour later, read this out loud: 8; MV 18”; HD 2; hp 16, 16, 16, 14, 12, dead elf is an amulet.
12, 12, 12, 11, 11, 10, 9, 9, 8, 8, 8; #AT
You see wolves 100 yards behind you 1; Dmg 1db; THAC0 16; AL N This is an amulet of darkness, with the
and 50 yards to either side. They seem
phrase, “Often Tor,” inscribed on the
20. Berserk Ogre back. This amulet is needed later, at
You see an ogre making his way Ogrebond. Nothing else is in this cairn.
The wolves try to encircle the PCs and
In all subsequent cairns, coins and
get close enough to attack or kill them. through the countryside. He looks for-
midable, even in comparison to the jewels can be found in addition to the fol-
When the wolves are within combat
average ogre. lowing entry:
range they attack until half their number
are injured or killed. The cairn is dark. When light shines
Upon sighting the party, this ogre, in, you see the body of an ogre. It is
Wolves (8): AC 7; MV 18”; HD 2+2; Totunger by name, runs at them with his
hp 16, 16, 16, 16, 16, 16, 14, 10; #AT 1; sitting u, staring at you.
weapon drawn. He’s heroically strong
Dmg 1d4+1; THAC0 16; AL N and brave, but also an insane killer, mur- Once a cairn guard, this ogre is now an
dering everything not of full ogre blood. undead of one of three kinds (see the list
16. Common Human Travelers He cannot be subdued through reason or below). It orders them to leave and gives
You sight a group of four humans 100 threats. He can only be evaded or killed. the characters one round in which to run
yards away. They catch sight of you and then it attacks. Roll 1d6 to determine
and approach. They look as though Totunger: AC 3; MV 10”; HD 7; hp the type of undead encountered.
they’ve been traveling for weeks, liv- 30; #AT 1; Dmg 1d10+2 (two-handed
ing off the land. sword); THAC0 13; AL CE 1-3. Ogre skeleton: AC 7; MV 12”;
HD 1; hp 7; #AT 1; Dmg 1d6; THAC0
Totunger is encountered once. Future

23
19; SD sharp weapons do ½ dmg; AL N; Energy Drain; SD +1 wpn to hit; treatment does nothing.
2d6 stl in coins and 3d6 stl in jewelry. THAC0 13; AL LE Also in the valley are venomous snakes
and the odd ogre. Each turn, roll 3d10
4-5, Ogre mummy: AC 3 ; MV 6”; HD Wraiths (4): AC 4; MV 12”//24”; HD twice and and check the two encounter
6+3; hp 35; #AT 1; Dmg 1d12; THAC0 5+3; hp 34, 34, 33, 32; #AT 1; Dmg rolls below:
13; SA fear; SD harmed only by magical 1d6; THAC0 15; SA Energy Drain; SD
weapons and those do ½ dmg; AL CE see the Monster Manual, AL LE 3-8. No Encounter
(L); 5d6 stl in coins and 10d6 stl in jew- 9-22. Huge Snakes (2): AC5; MV 15”;
elry. Several encounters can be played in HD 4+2; hp 20, 18; #AT 1; Dmg 1d3;
either of the towers: THAC0 15; SA Poison (3d6); AL N
6. Ogre ghost: AC 0; MV 9” ; HD 10; * Doors that slam shut and then lock 23-28. Giant Snake (1): AC 8; MV 6”;
hp 40; #AT 1; Dmg Age 1d4x10 years; hit themselves. HD 12; hp 65; #AT 1; Dmg 1d12;
by silver weapons; AL CE (L); 8d4 stl in * Whistling winds while the air is still. THAC0 9; SA Spit Acid; SD Blunt weap-
coins and 5d6+75 stl in jewelry. * The crypt where the spectre is ons do ½ damage; AL N
unturnable 29. Gargantuan Serpent (1): AC 2; MV
2. death’s teeth * Exploding dishes in the kitchen 10”; HD 30; hp 80; #AT 2; Dmg 1d10/
(Dmg 1d4, 1” radius). 3d12; THAC0 7; AL N
Overlooking the bay is a lonely, dark * Animated drapes that bind. 30. Barbarian Ogres (2): AC 5; MV 9”;
tower. In the distance, across the bay, is its * Animated furniture (AC 5; MV 9” ; HD 4+1; hp 19, 16; #AT 1; Dmg 1d10;
duplicate. Wild, choppy waters separate HD 1+1; hp 7; #AT 1; Dmg 1d8+1; THAC0 7; AL CE
the desolate towers. THAC0 18; AL LE).
In the past, the two towers were the * Animated manacles that attack to There is a 1-in-4 chance that two
homes of two brothers who hated each capture (AC 0; THAC0 16; Dmg 1d6+1; encounters that appear at the same time
other. Each stole the family of the other hp 16). fight each other and ignore the PCs.
and horribly slew them. After the broth- A total of 8,000 steel pieces lie Other sights include:
ers themselves died, their spirits haunted throughout each of the two towers. But * An ogre grave site. The ogres leave
the towers, hoping still to exact revenge. the money is cursed. Anyone who steals their dead—both ogrish and non-
Low walls encircle each tower and a any of the money cannot speak plainly, ogrish—to be scavenged by the birds.
small graveyard rest along the side of each suffering a –20% on all reaction rolls. In * A human corpse hanging upside
tower. Each tower has a dungeon, four addition, hostile creatures attack with a down from a cliff face, his body blistered
floors, and a roof walk. +1 bonus to hit. and burnt by the sun.
Eight ghasts wait in the northern tow- * A giant snake lying dead and decay-
er’s graveyard. The northern tower is 3. Ogrelands ing with two man-sized bulges in its mid-
haunted by three wraiths and the spectre section.
of one brother. There is a 1-in-6 chance Grassy steppes and a dark forest give
that the undead encounter and attack the way to grim lands. At places, the 4. Ogrebond
PCs when they enter the undead domain. ground is bare, baked and cracked.
In the southern tower’s graveyard are Grasses and shrubbery lie dead in the When the characters get within ten
four ghouls. The southern tower is haunt- earth; only a few sickly trees survive by miles of Ogrebond, there is a 2-in-6
ed by three wraiths and the spectre of one the river. Steep, craggy hills and dusty chance (rolled per eight hours) that they
brother. There is a 3-in-6 chance that the canyons from the north open into the encounter a human patrol from Ogre-
undead attack the PCs. ogrelands. bond. The patrol stops the PCs and ques-
tions them on their activities in the area.
Ghasts (8): AC 4; MV 15”; HD 4; hp To the west is the Vale of Vipers. It is a The leader says that their master, “Lord
22, 22, 21, 21, 20, 20, 19, 19; #AT 3; 200-foot-deep valley with groves of fruit Kern,” would like the pleasure of the
Dmg 1d4/1d4/1d8; THAC0 15; SA and trees bordering a clear lake. The stones PCs’ company; the leader asks the PCs to
SD see the Monster Manual; AL CE found here are not rocks—they are dia- come along. Kern is described as the
monds (worth 20d6 stl apiece). However, “Lord of Kernen and the ruler of Ogre-
Ghouls (4): AC 6; MV 9” 119”; HD 2; they are poisonous to the touch, soaking bond.” If asked what race he is, the patrol
hp 13,12,11,10; #AT3; Dmg 1d3/1d3/ through even cloth in a matter of hours leader responds with, “To ask such a
1d6; THAC0 16; SA Paralyzation; SD see (DM’s discretion). If the poison touches question is in bad taste.” If the party
the Monster Manual; AL CE the skin, it causes 2d4+3 points of dam- refuses the patrol’s request, the patrol
age. The diamonds can only be cleaned if attacks and takes any captured PCs to
Spectre (1): AC 2; MV 15”//30”; HD they are soaked in alcohol (50% alcohol Ogrebond as their prisoners. If they fail
7+3; hp 30; #AT 1; Dmg 1d8; SA content or better) for a week. Any other in this and are themselves defeated, they

24
’ll tell the PCs where Ogrebond is but The keep is situated on the top of a Inside Ogrebond
underestimate its strength in forces. They high, steep hill. A dusty, poorly made The various sections of Ogrebond are
admit to having prisoners there and that road leads up to the front gate. The described briefly:
the PCs were about to add to the lot. route is lined with victims impaled on * The outer wall is 40 feet tall; the
pikes. Guards keep watch from atop inner is 25 feet high. The outer wall is 300
Human patrol leader (Stiir Bothan): the stone walls. feet wide by 500 feet long. The inner wall
AC 3; MV 12”; F5; hp 34; #AT 1; Dmg is 50 feet from the outer wall, defended
1d8+1; THAC0 16; AL CN (LE) There are 1d3+1 guards on any wall by spikes that inflict 1d6 points of dam-
the characters approach. All are ogres. If age if fallen upon.
Human patrol (9): AC 4; MV 12”; F2; the PCs arrive on their own, the guards * The keep has five floors and a
hp 17, 16, 16, 14, 13, 13, 13, 12, 10; #AT command the PCs to state their business. dungeon. The building tapers until the
1; Dmg 1d8+1; THAC0 20; AL CN (E) If the PCs are asking for aid, trade, or an top two floors are levels of a tower.
audience, the guards duck out of sight One area not mentioned in any of the
The land surrounding Ogrebond is then return, allowing the characters to encounters is the sewer. In several places
described as: enter. Once inside, the PCs are captured in the courtyard, in the baths, and in the
and taken to Kern. corner of a large room are sewer grates.
This is a broken land dotted with Those inside rooms and the baths are 1x1
If they are taken in by the patrol, they
clumps of dying flora. Clouds and grey feet. Those outside are 3x3. The grates
are allowed through wordlessly whereby
skies always hover overhead, blotting require a Strength Check to lift. They
the same thing happens.
out the sun by day and the stars by make enough noise to attract anyone
night. Only the poorest examples of within 10” . After climbing down a filthy
Ogre guards (4): AC 5; MV 9”; HD
game can be seen scrounging for a tube for 30+1d6 rounds, those in the
4+1; hp 23, 20, 19, 19; #AT 1; Dmg
bleak meal. sewer come to a tunnel that stretches
1d10; THAC0 15; AL LE (C)
beyond the hillside and into a mound of
If Ogrebond itself is seen from outside, rocks. While in the sewer, there is a 10%
it’s described as: chance that one character contracts a par-
asitic disease.

25
4a. Gate House from the cage and roasted for the enjoy- Manual II; AL N (E)
The gate house has two large gates and ment of the ogres.
a spiked portcullis. The gates are shut at A metal grate in the center of the room There are three prison cells. Each is
all times and guards are always on the covers a games pit. In the games pit are damp and musty with age. Bones of dead
lookout. three black willows (described in area prisoners sit in the corners. The straw on
The gate is manned by guards (as per 4d). Kern often sends powerful foes to the floor is very soiled.
the wall), The gates take two rounds to entertaining deaths within this pit. If any characters are locked in a cell,
open or close. The portcullis takes two Stairs lead down to the dungeon. The they are chained to the shackles on the
segments to lower and two rounds to archway to the left leads into a kitchen wall for all but one hour a day. The shack-
raise. If it strikes a character while falling, and store area for the food. les are weak and rusted and can be broken
it inflicts 2d10 points of damage (THAC0 if the character rolls less than his Strength
19). Ogre guards (8): AC 5; MV 9”; HD on 1d100 roil. Each attempt causes 1d4-1
4+1; hp 22, 21, 20, 20, 19, 18, 16, 15; points of damage as the character’s wrists
4b. Gully #AT1; Dmg 1d10; THAC0 15; AL LE (C) are dug into by the shackles. For each day
A four-foot-wide, wooden bridge sepa- of captivity, a cumulative 2% chance
rates the inner court from the keep itself. Chieftain Kern: AC 3; MV 10” ; HD 7; exists that a spectre appears. It tells the
Beneath it is a 12-foot-deep gully, the hp 5 5; #AT 1; Dmg 2d8 (huge battle character that it is a former prisoner. It
home of two giant boars. They grunt and axe); THAC0 13; AL LE (C). Kern’s per- then awaits the arrival of a guard and
snarl, awaiting their next, unlucky meal. sonality is described later in this adven- attacks until the guard dies or escapes. If
The boars take care of invaders and the ture. the guard is killed, it becomes the spec-
victims of Kern’s wrath. tre’s slave and frees all captured pris-
Ogre lords (5): AC 3; MV 9”; HD oners. Then the spectre promptly
Giant boars (2): AC 6; MV 12”; HD 7; 4+1; hp 33, 31, 31, 30, 30; #AT 1; Dmg disappears.
hp 30, 29; #AT 1; Dmg 3d6; THAC0 13; 1d10+2 THAC0 15; AL LE (C)
ALN Spectre (1): AC 2; MV 15”/30”; HD
Ogresses (10): AC 5; MV 8”; HD 4+1; 7+3; hp 55; #AT 1; Dmg 1d8; THAC0
4c. Main Hall hp 20, 19, 18, 18, 16, 16, 14, 14, 13, 12; 13; SA Energy drain; SD +1 or better
Upon entering the keep (via the main #AT 1; Dmg 2d4; THAC0 15 ; AL LE (C) weapon to hit; AL LE (N)
entrance), the characters find the main
hall. Human slaves (4): AC 9; MV 12”; F1; The treasure room is locked by two
The main hall is a huge, nearly empty hp 8, 7, 6, 5; #AT 1; Dmg 1d4; THAC0 locks and made so that a Strength Check
room with a banquet table to the left and 20; AL CN (L) is required if anyone with less than 18/2 5
a throne on a dais to the right. The walls Strength tries to open it. The only keys
are bare of any plaques or coats of honor. Captured Elves (3): AC 6; MV 12”; for the locks are kept by Kern. A guard
Behind the banquet table is a fire used for HD 1+1; hp 5, 5, 3; #AT 1; Dmg 1d4; passes by the door every turn. If the door
roasting the occasional catch. Stairs lead- THAC0 20; AL CG is found ajar, the guard alerts the other
ing both up and down are on the far side guards in the dungeon.
of the hall from the door. A doorway is in 4d. Dungeon The boxlike room has shelves of coins
the far left corner. The entire level beneath the main floor and gems, all packed away in bags. This is
The banquet table is used every night. is the dungeon. 1d3+1 guards (use sta- Kern’s treasury.
Ogre guards (2d3+2 in number) keep tistics from area 4c) patrol the corridors The PCs find 75 bags with 250 steel
watch at the entrance. There are five inspecting all areas. Down here are sev- pieces each. There are also five bags with
ogres that are referred to as “lords.” At eral rooms: 50 stl in gems apiece. Ten bags intermin-
any one time, 1d4+1 lords are in the * Directly beneath the grating in the gled with the rest have traps inside. These
hall. Their names are Zorn, Grausam, main hall is the games pit. There’s one traps, when sprung, spray a mist that
Weh, Gewalt , and Tod. If not addressed locked, man-sized exit. Inside are the causes 2d4 points of damage and induces
as “lord,” any of these ogres attack the three black willows. The room is a dank unconsciousness for 1d4+1 turns; 1d4
transgressor. Also here are 1d8+2 ogress- pit with shafts of lights filtering in from points of damage and no unconsciousness
es, part of the keep’s harem. There’s a above. The bodies and possessions of if a successful saving throw vs. poison is
50% chance that, if others are here, many a past victim litter the ground made. If an Intelligence Check is made,
Chieftain Kern (occasionally called under the black willows. these trapped bags can be identified by a
“Sire,” by ogres) is here, too. There are slightly different knot that ties them
1d4 human slaves, as well as 1d4-1 elves Black willows (3): AC 2; MV ¼”; HD closed.
locked in a cage by the fire. At the end of 16; hp 70, 65, 60; #AT 10; Dmg 1d4
a dinner, one of the elves may be taken (x10); THAC0 7; SA and SD see Monster

26
4e. Guard barracks 4g. Gate to Neralca be equal or superior in strength and abili-
The entire second floor is the quarters ty and not be humble while still paying
for the guards. Two barracks hold 15 ogre On the top level of the tower is a locked
room. Once the lock is picked and the respect to Kern. Needless to say, few
guards each, one barrack holds 15 non- accomplish this.
ogre guards and one room is Lord Tod’s, door is opened, the PCs see a room with
no windows and no vents. Inside sits a When the characters and Kern first
commander of the guard: meet, make a reaction roll applying any
The barracks are standard with 16 ram- decorated and gilded disk, almost like a
glassless mirror. The room smells of age of the Charisma bonuses the party has.
shackle bunk beds, a fireplace, and the Each elven character adds an automatic
odd rat scurrying back and forth. and abandonment.
This is the portal between Ogrebond and –15% to the reaction. Half-ogres add
By night, 1d6+8 sleeping guards are +10% apiece to the roll. Characters act-
here (use statistics from earlier). They are the town of Neraka. With the amulet of
darkness and the phrase “Often Tar” ing good (in alignment) add –5% to the
automatically surprised if attacked and reaction each. Each character acting evil
can cause only 1d4 points of damage (when spoken by an ogre), the gate is acti-
vated and allows travelers to move back and or chaotic adds + 5%. Kern is not enthu-
(with their fists). siastically friendly. If the reaction is favor-
By day, 1d6+2 guards are awake or forth from Ogrebond to Neraka. The
phrase, if spoken by a non-ogre, causes a able, he asks them to stay at the court for
resting. Those awake are cleaning their a day, maybe two. If it’s a bad reaction, he
weapons and preparing for their next flare of light but doesn’t open the gate. In
Neraka, this gate is invisible on the side of a casts them out of the keep after first strip-
shift. ping them of their rations and water. If
The commander’s quarters are simple: wall in an alley. Unless someone there is
looking for the portal, they’ll not find it. the reaction is bad enough (25% or less)
a bed, a chest, and a cabinet. A pet wol- he treats them as though they attacked
verine, chained to the wall, growls in the The portal can be closed by anyone saying,
“Close gate” while holding the amulet. his court, as follows:
corner. If the party attacks Kern and his reti-
Lord Tod (see statistics in 4c) is in his If the ogres are asked about how they
came to possess the gate, they refuse to nue, Kern has them captured, beaten to
room 10% of the time during the day and within a hit point of their lives and then
90% at night. His pet wolverine is always say. It was built by an ogre mage for the
express use of this keep. thrown into the prison cells until Kern
there, ready to kill intruders. The chain decides to have them killed, or perhaps
that binds it enables it to move anywhere put against the black willows.
within the room. Also in the room is a kern
If the party and Kern come to a friend-
small chest with 200 stl. Kern is an overly muscular ogre, ly agreement, he asks them to attend din-
dressed in fine armor and armed with a ner. If they refuse, he forces them from
Giant Wolverine (1): AC 4; MV 15” // huge battle axe. His skin is a mottled Ogrebond, without rations. If they
9”; HD 4+4; hp 30; #AT 3; Dmg combination of pale violet and light accept, play out The Dinner.
1d4+1/1d4+1/2d4; THAC0 11; SA blue. Across his forehead and neck are
Musk; AL N (E) bumps and warts. His black-green hair is Learning of the amulet
cut short to his scalp. His eyes are red with
4f. Noble’s Quarters purple pupils; his teeth and talons range If Kern learns that the PCs have the
On the third floor, and the one above, from red to orange. amulet of darkness—or know of its
are the quarters of Kern, the rest of his Kern is stubborn and forceful. He whereabouts—he demands they give it to
lords, his guests, and his females. All craves power and uses his strength, cun- him. If they refuse, Kern orders his
occupied rooms are nearly barren of ning, and position to get it. He tries to guards to attack them, haul them off to
decor, featuring little more than a bed, hold a semblance of court manners, hav- the dungeon, and return with all of their
table, chest, cabinet, and a collection of ing servants and lords with himself as equipment. On the other hand, if the
weapons. The guest quarters are similar their ruler. amulet is handed over, or Kern is told of
(but without the weapons). A cache of Strangely, he and his court have tried its location, he thanks them and says the
5d6 stl can be scrounged from each room to maintain some semblance of civiliza- following:
with some searching. At night, there is a tion. They can all speak ogrish, hobgob-
70% chance that the occupants of the We ogres have been looking for the
lin, common and the lawful evil
quarters are in bed. By day, there is a 5% amulet of darkness for untold years. In
alignment language. Kern and his lords
chance they’ll be in the room. fact. we gave up the search long ago.
are as well groomed as the average person
An ogre guard is always posted in front Now, with it in my grasp again, we can
of the day and age.
of Kern’s quarters. Another ogre guard take the riches that we deserve from the
Kern is cruel to those who look to be no
patrols the outside of the lords’ quarters, town on the other side of the westward
threat, especially elves. He is also cruel to
and two human guards stand outside the mountains: Neraka. It’s a fine escape
those who dispute his authority and who
females’ quarters. route for myself and my court and an
“don’t play by the rules.” For a character
excellent depository for my enemies.
to escape Kern’s wrath, he would have to

27
If Kern doesn’t have the amulet, but When everyone has arrived and sat Kender slaves (8): AC 7; MV 9”; HD
knows where it is, he sends a squad of five down, the meal begins. 1d6; hp 5, 5, 5, 5, 4, 4, 4, 3; #AT 1; Dmg
ogres and Lord Grausam to fetch and As the evening goes on, Kern asks the 1d6; THAC0 20; SA +3 with slings or
return with it in 20 days. characters if they’ve heard the tale of the bows; SD Save at +4 lvls; AL CN
If he has the amulet, he takes it to the beginning, when there were but three
gate room and tries to use it. If successful, races. If not, Kern relates the following Kern takes great delight in attacking
he sends his human patrol through the tale: his slaves during dinner. If they take the
portal to inspect the town and return with “When the world was formed, the slightest bit too long in performing a
a full report. While this is going on, four gods fought over the spirits of the races. task, he slaps them down and humiliates
ogre guards keep watch on the gate room The Gods of Evil wanted to enslave the them to appreciative hoots from his cro-
door while Kern and Lord Tod are inside. races. The Gods of Good wanted to give nies.
The detachment returns with news of the them power over the world. The Gods of If Kern’s periodic cruelty to his slaves is
town, speaking of its moderate size, Neutrality—in their only spark of challenged, he knocks the challenger over
wealth, and especially its weak defenses. wisdom—wanted the races to be free to and calmly demands that he fight if he
Kern, after hearing the news, plans a choose between Good and Evil. In a com- wishes to defend the “less-than-
raid. He sends Lords Tod, Web, and promise, the three races were born. The worthless” slaves. If the character accepts,
Zorn, the human patrol, and six guards. elves came from the Gods of Good and Kern battles him one-on-one until one of
Just before his raiders are sent off, Kern haven’t developed since. The Gods of them can no longer fight because of
orders that the PCs be locked in the Neutrality brought man to Krynn. They unconsciousness or death. If any of the
prison cells if they are not already there. spawned the gnomes. And some of the other characters try to join in, they’ll be
(He orders their release when the raid is gnomes became kender and dwarves, attacked by two guards apiece and
over). If he meets any character before split because of their feudings over the brought away from the duel.
their “lock-up,” he simply says, “I apolo- Greystone of Gargath. And then there If Kern is killed, the ogres hail the vic-
gize for this treatment,” then laughs were the ogres. We, the slaves of Evil, tor as their ruler. This places the new ruler
aloud. were the most beautiful of all three. More as a likely candidate for assassination,
After getting the amulet, Chieftain beautiful than elves,” Kern says with surely within a few nights. If Kern wins,
Kern keeps it about his neck night and scorn. He points a finger to a guard who he tells his guards to drag the loser out of
day. Luckily, because of his thick hide, pulls one of the remaining elves from the the keep and toss him down the side of
any attempt to palm the amulet from cage near the fire. A quiet crackling of the hill. He then asks if any other charac-
Kern (using pick pocket chance) has a elven hair on fire follows. ters wish to question his treatment of the
+10% chance of succeeding. Kern “We were more beautiful, stronger, slaves. If any do, he takes them on as
checks twice or more every hour to make more graceful. Then the Greystone well. If, by chance, only one PC remains,
sure he still has it. trailed its poison throughout Krynn. that PC is cast out of the keep with his
Ogres grew ugly. Some degenerated into companions.
the dinner goblins, some into hobgoblins, and some The slaves revolt en masse if a PC is
into giants. Others mingled with horses able to kill Kern. Similarly, if the player
Read this aloud as the introduction to and bulls, springing forth minotaurs and characters start a general battle with the
the dinner event: centaurs. The perfect race fell from its ogres, the slaves assist in combatting their
Later in the evening, the lords, ogress- glory. Elves were seen as the beautiful and masters.
es, and Kern file into the main hall. articulate ones.” Kern looks to the fire If no hostilities occur, then when the
On the table are kegs of strong wine and humanoid form crackling above the meal is over and various tales have been
and ale. Roots and tubers sit unwashed flames. exchanged, the court disperses, most of
in bowls on the table. The huge chairs Kern sits quiet for a moment then calls them returning to their quarters. The PCs
are quickly occupied with just enough for the spit to be emptied and its meat to play out what happens every night they
left for the party. The smell of blood- be served to all those that have the stom- are guests of Kern, as described in the
ied, unspiced meat can be sniffed in ach for it. Guests section.
the air, wafting from the kitchen. A In addition to the human slaves of
fire is raging in the fireplace and the encounter 4c, there are eight kender
elves, captured in cages beside it, look slaves who spend most of their time in the
very frightened. Perhaps the ogres are kitchen, occasionally emerging with joy-
going to have them over for dinner. less looks on their faces. They do what-
Ragged slaves run about doing five ever is wanted of them and then they
jobs at once. return from whence they came.

28
guests tion), and left for dead. Kern has the amulet: Kern possesses the
amulet and is able to lead his warriors to
The PCs are escorted to their rooms
and left for the night after festivities are
ending this adventure Neraka to raid it at their leisure. If the char-
acters get to Neraka, they may find one of
over. Outside each room, a guard is The characters, if they escape with their these raids going on and be able to solve a
placed. The guard will not allow a charac- lives, may want to head south to the port mystery for the townspeople: Where are
ter to leave the room or another to enter. city of Flotsam. (Actually, they are free to the ogres coming from?
If a character starts a fight to leave, the head in any direction they wish, exploring Kern doesn’t have the amulet but knows
guard will defend himself and call for the the world of Krynn through the other where it is: Kern sends a party of ogres to
guards watching the other rooms to come adventures in this book or the fetch the amulet. They return in 5+1d10
to his aid. If the fight goes on for more DRAGONLANCE® saga modules. days and put the amulet into use.
than two melee rounds, the lords and If the characters are captives of Kern, The amulet is stolen from Kem and the
Kern are alerted and come out to investi- they have various ways to engineer an thief escapes: If one of the party escapes
gate. All are armed and ready for trouble. escape. They may kill Kern in a duel and with the amulet of darkness, Kern sends
Kern allows the player characters to thus be released. They may start a revolt of two of his humans (Stiir Bothan and a
stay only two days. They may stay an the slaves. They may sneak out of the keep nameless guard) to track the character
additional day if two or more of them through the sewers. If they don’t escape in down, retrieve the amulet, and kill the
have Charismas of 17 or more. They may a week, it’s certain that they’ll be killed at thief. The word is also spread among ogres
stay another additional day if one of the an ogre’s whim. making for a 5% chance that an ogre meet-
characters is of evil alignment, or if none The repercussions of the various ways to ing the thief recognizes him and attacks
of the characters are good in alignment. end this adventure follow: him to take the amulet from him.
If Kern is awaiting his patrol’s retrieval Kern doesn’t know of the amulet: If Ogrebond is ravaged by the party: If the
of the amulet, he demands that the char- Kern doesn’t know of the amulet’s exist- party was lucky enough to wreak havoc at
acters stay until the patrol returns. If it ence, he lets the characters stay at Ogre- Ogrebond and escape, the survivors will
returns empty-handed, Kern becomes bond for however long he would allow, as follow the PCs as long as it takes to exact
furious and orders all the characters hung given in the Guestssection, and have them vengeance.
upside down on the outer wall until they leave.
are dead. This punishment inflicts
1d6+4 points of damage per day. How-
ever, the characters may attempt once
daily to free themselves with a Dexterity
Check at a –5 penalty. The characters
will be let down if they give the location
of the amulet and the patrol retrieves it.
Even if the characters leave on amiable
terms, Chieftain Kern will not allow them
back into his keep, nor will he give them
aid. His patrols will not attack the charac-
ters or question them, but that is all. If they
do return, he has a guard tell them to be
gone and that they have had “all they’re
allowed.” If the characters persist, all the
guards present on the wall attack with
heavy crossbows (1d4+1 dmg).
If the characters fall into disfavor with
Kern, he may wish to keep them as his
slaves. Each day of being a slave exposes a
character to 1d4 chances of receiving 1db- 3
points of damage from assorted cruelties.
Elven or half elven characters are sure to be
beaten daily, suffering 1d6+1 points of
damage per beating. If a character collapses
at any time, he will be discarded, scarred by
guards’ blades (1d6 damage), tossed into
the sewer (see the Inside Ogrebond sec-

29
This adventure can be used with a party Nilhila. Berem’s spirit will aid the them, although it has lost its power. It
of up to ten PCs, levels 8-9, any class of demon’s victims and even submit to their proves to be a tarot plaque signifying
race. It is designed for the world of Krynn control, while Jasla holds the gates to great evil and mockeries of reality.
after the downfall of the Dragon Krynn shut, keeping all Abyssal creatures In the Abyss the PCs find themselves in
Highlords. However, “Beyond All Tears” trapped below. Nilhila does not interfere an expanse of white sand, illuminated by
could occur at any other time or place with either activity. a brilliant sky. Its dimensions seem to
with only slight modification. You may In return Jasla has agreed to consider fluctuate before the eyes, so that the area
place the Fourth Moon Inn in any part of the nature of each person who escapes the appears first to be a tiny chamber, then a
Ansalon you desire. Abyss past her, and judge them according vast plain. From above they hear Berem’s
to their deeds, to satisfy Nilhila’s pervert- thick voice say, “I’m sorry.” Then they are
dm’s Information ed sense of justice. Those who have done under attack. Five chasme, serving Nilhi-
evil will be cursed. Furthermore, as Nilhi- la, have come to capture the PCs and take
In this adventure the PCs become la knows well, Jasla cannot tell who them to the Cell, described on page 32. If
trapped in nether worlds, snared by a approaches her gate, and neither human the PCs lose, their possessions are taken
magical card. Here, Berem Everman lives nor demon may leave unless her brother to Nilhila’s Apartment, at area 6b.
on as a shade, cursed to wander undying. intercedes on their behalf. So Jasla
But death cannot be cheated. Whenever presents a final obstacle to PCs who find Chasme (5): AC –1; MV 6”/21”; HD
the Foundation Stone saves Berem’s life, the freedom pieces. Only by subtly 7+2; hp 50 each; #AT 3; Dmg 2d4/2d4/
a living victim will be drawn into the manipulating Berem, and valiantly resist- 1d4; THAC0 13; SA darkness, detect
Abyss...and the PCs find themselves ing Nilhila, can the PCs escape. good, detect invisible, telekinese 1,500
among these unfortunates. gp weight, fear touch, drone causes sleep
Nilhila, a cambion Marquis, takes full the adventure 100% of the time, –10% per level of vic-
advantage of these circumstances and has tim; MR 40%; AL CE
been collecting humans. He hopes to The adventure begins while the PCs
develop a world, a miniature Prime Mate- are staying in the Fourth Moon Inn, an Berem’s dreams
rial Plane, on his layer of the Abyss, establishment that has been run by the
where he will be both a god and a king. same family for longer than any business For several days the PCs wander in a
Many lesser demons share this dream, or on Krynn. Dark dreams haunt each PC dazed state. They walk the sands of the
at least serve Nilhila to avoid slavery the night before this adventure. A voice Abyss, if they are free, or languish in the
under some other demon prince. None of stammers, speaking horribly slowly, so Cell, if the chasme defeated them. This
Nilhila’s servants will summon other that the PCs can barely stand to listen. It period lasts for at least three days, or
demons, since they cannot control where says, “Make ready, get your gear...you longer, depending on the results of
the allies come from, and the newcomers shall travel.” A gentle, female voice fol- encounters. Every six hours, a shimmer-
might wreak unknown havoc on this pro- lows, saying, “I fear I must watch you, for ing image appears before the party, let-
ject. Nilhila forbids forgiveness. Beware, you ting them commune with Berem in his
Nilhila’s realm, like all planes, knows shall be held to account.” Then the PCs shadow world. He roams a version of
the terror of Takhisis, Queen of Darkness, see a pillar, crusted with a mosaic of Krynn five years before the Heroes of the
and she harbors deep suspicions about gems, from which one emerald has been Lance began their search for true gods.
Nilhila’s project. The idea of Nilhila torn, leaving a dirty hole. The hole fasci- No matter what towns Berem visits, a
inventing a place where Takhisis does not nates the PCs, drawing them to it. Then shadow version of the Fourth Moon Inn
rule irritates her. She also worries that her they waken. will always be nearby.
servants on Krynn may become trapped The next day seems normal at first, The PCs can sense whatever Berem
in this artificial world. Therefore she has although the dreamers feel somewhat experiences, and even suggest his courses
forced Nilhila to create a set of talismans, tired. When the PCs leave their rooms, of action, but they cannot enter his
the freedom pieces, to enable prisoners to they gather to discuss their strange dreamworld. They remain either in the
escape. These look like brass manacles, dreams. The group brushes past mysteri- Cell or the abyssal desert. Remember that
with specially weakened links in the ous gamblers and walks past a tattered the PCs need to eat, drink, and sleep in
chain. card on the ground, trampled and dirty. the Abyss. They will probably have to
In theory, anyone, prisoner or demon, Before anyone can speak, each PC feels a steal in order to survive. While the PCs
on Nilhila’s plane could leave by using a sharp pain in the back, as if stabbed by an wander freely, there is a 1-in-20 chance
freedom piece to chain him/herself to a assassin. Actually, the PCs have been per hour that they will meet a chasme
device called the portal stake, and ritually forced through the card into Nilhila’s patrol, identical to the one described
snapping the chains. Actually, the shades realm. Anybody watching will see the above. No other creatures will be ran-
of Berem and Jasla have become involved characters flinch from some unseen ene- domly encountered here.
and have worked out a compromise with my and then vanish. The card travels with A PC who communes with Berem can

30
sense what Berem sees, hears, smells, Berem, he is engaged in some event on This boy asks what Berem thinks about,
feels, and tastes, but not read the Ever- his shadow world. Use the following since he never talks, inspiring the Ever-
man’s mind. The PCs can suggest solu- encounters in the order that they are pre- man to explain about his curse and the
tions to his problems, but not actually sented. Remember that the PCs can fact that other people have been impris-
communicate or ask questions. Berem inspire Berem to perform various actions, oned in the Abyss to compensate.
knows how the PCs can escape, but they and this may alter the encounters sub- Berem’s slow, conjested voice fasci-
must learn it indirectly. stantially. The ordinary people that nates the children, and they begin
While contacting the Everman, a PC Berem meets all have the following statis- demanding that he recite assorted rhymes
can inspire him to perform various tics unless other attributes are listed. and slogans. T h e P C s m a y c h o o s e
actions as if using an unlimited number Ordinary NPC: AC 10; MV 12”; Oth- between having Berem become angry or
of suggestion spells. When two characters level; hp 4; #AT 1; Dmg by weapon; behave in a fatherly way. Anger will drive
try to send contradictory suggestions, THAC0 20; AL LG the children away, but if Berem is gentle,
both players must roll Wisdom Checks they will eventually return to tormenting
(to succeed, the player must roll his PC’s first Commune him again. The rewards of befriending
Wisdom score or lower on 1d20). The these children come later, when the PCs
first character to fail loses this chance to The first time the PCs contact Berem,
attempt to escape the Abyss.
control the Everman. he is fleeing two portly guardsmen. One
Although Berem cannot die and is of them shouts, “Come back here, you
third Commune
immune to many attack forms, the PCs moron! We ain’t gonna hurt you.” Berem
must be extremely careful with the sug- dashes wildly through a series of back Berem stands in an inn, drinking a
gestions they give him. Whenever he alleys, heading for the wilderness outside mug of ale and dribbling most of it into
loses 37 hp, or suffers any other attack town. The constables are investigating his beard. The bartender is a short,
that would kill a normal 5th-level ranger, the disappearance of the PCs, since a business-like man who says, “Listen,
another victim is sucked into the Abyss. shadow party has vanished in this illu- bum, whose wants ta drink watchin’ you?
At the DM’s option, this may be a PC, a sionary world. The police mean Berem no Go siddown somewhere, or I’ll kill ya.”
friend of a PC, or a powerful enemy who harm, they merely want to question him. Berem takes him quite seriously and
can compete for the freedom pieces. You A PC can suggest that Berem surren- recites the story of how he lives through
may use NPCs from your campaign, or der, and although the guards will wonder death but other people die in life, as
design them to fit the occasion. why he felt the need to escape, they do described earlier. The bartender silently
Berem looks like a middle-aged man not really suspect the old idiot of murder. grips Berem’s collar and walks him to a
with a long mass of white beard and whis- The PCs may invent excuses for Berem, or table in the corner, where a warty peasant
kers. A green emerald has been imbed- they can have him tell the truth. Unless woman sits.
ded in his chest; he is careful to hide it at some PC intervenes, Berem outruns the Everman’s explanation continues for
all times. The Everman means well, but police only to be captured the next day by its full 40 minutes, and the woman pities
he has been away from humanity for a large force of guards, all of whom are this idiot. She puts her hand on his shoul-
almost 400 years and possesses no social stung at being evaded. The High Theo- der and asks how “they” can escape. At
skills whatsoever. He has almost forgotten crat will have him hanged. Remember this, Berem begins breathing heavily. It
how to speak: he can only mutter at a rate the consequences of Berem’s death. will be obvious to the PCs, and to every-
of five words per round. Whatever Berem Guards: AC 6; MV 6”; 0th-level; hp 7 one else, that he thinks the woman is in
does, his one concern is to eventually find each; #AT 1; Dmg 1d6; THAC0 20; AL love with him. He starts to embrace her,
a way back to Neraka and atone for his LN; scale mail, spears and as he does, a sturdy man, obviously
theft. The PCs and their fate also obsess If Berem tells the truth, he will say, her husband, strides forward.
Berem, and he vaguely knows that the “Not my fault. My punishment.” The Unless a PC intervenes, Berem kisses
more often he explains ways for them to guards will become bored while waiting the peasant wife, provoking her husband
escape, the more likely they are to be for more words and leave. Over the four into punching him. Berem fights back,
saved. turns, Berem says, “Curse. I live through and if he kills the man, the townspeople
death....Someone die through life. will lynch him. If the PCs warn Berem not
Berem Everman: AC 10; MV 12”; R5; Debt...to Nilhila. But they can...es- to kiss the woman, he realizes what has
hp 37; #AT 1; Dmg 1-2; THAC0 16; S cape.” happened, becomes embarrassed and
12,115, W 11, D 12, Cn 13, Ch 13; SD decides to answer her question. He will
immune to fire, acid, poison, magic, dis- Second Commune tell her, “They escape with a
ease, and petrification, regenerates 1 hp/ charm... freedom piece. But I must beg,
A group of ten children follow Berem,
round; AL NG; He owns no weapon but or...my sister keeps them trapped...she
laughing and teasing. They all cluster
always carries 1d100 cp from begging. holds the gate shut.... Even after...they
around a boy in a miniature fur cape, who
Each time the PCs make contact with escape, Nilhila will judge.”
happens to be the son of the Highseeker.

31
fourth Commune can’t defend himself—he’s mute. Don’t (described below), hoping they will
make him give ear to your prattle.” PCs reproduce. The PCs have to stay there
It is night. Rain pours down as Berem may suggest that Berem protest, in which until they find a way to escape.
slogs through a town, his sodden clothes case the merchants release Dagniel with a Demon type IV (4): AC –1; MV 9”/
plastered against his skin. The Everman shrug. Then Berem will explain that 12”; HD 11; hp 55, 50, 60, 65; #AT 3;
slips through someone’s back door—only someone must build an altar of flowers at Dmg 1d4/1d4/2d4; THAC0 8; SA mag-
to find himself in a gnome’s workshop. the spot where the PCs were kidnapped ic, psionics; SD hit only by magical weap-
The gnome’s name begins with “Dag- and lay an iron key on it. Iron, as all ons, 65% MR; AL CE
niel” and continues for possibly an hour. know, is abhorrent to demons. Babau: AC –3; MV 15”; HD 7+14;
He has a tuft of white hair on his chin and hp 46; #AT 3; Dmg 1d4+1/1d4+1/
a wrinkled, bald head. He is quite glad to When all of these events have 2d4; THAC0 13; SA darkness, fear
have company so that he can talk about occurred, the bond between Berem and touch, levitate, fly dispel magic, poly-
an interesting new theory. His theory the PCs snaps, leaving the party alone in morph self heat metal, ray of enfeeble-
states that the whole universe might just the Abyss. Let them do whatever they ment; SD half damage from cutting or
be a tiny particle on some vast gnome’s want, starting in the Cell if they were cap- stabbing, suffers an extra +2 points of
anvil, and that every particle on every tured, or the desert if they were not. The damage from iron weapons; AL CE
anvil just might be an entire universe. PCs will not see Berem again until they
Berem listens attentively as hours go by. assemble at the portal stake and attempt 2. Breeding Pen
After Berem has listened for 24 hours, to use the freedom pieces. More informa-
the gnome politely says, “Imustbebor- This complex is an array of stone huts,
tion can be found under “The Escape”
ingyou. Whatprojectshaveyoubeenwor- painted bright pink. Each hut has a peep-
section.
kingon?” For a moment, there is silence. hole in the roof, and 25 mephits cluster
Unless the PCs suggest that Berem speak, around these holes, looking bored, but
1. the Cell
they will have to wait another day before occasionally pointing hopefully. Prisoners
the gnome finishes explaining about the This building is a dome of lumpy cop- from Krynn are locked inside, stripped of
customers who buy smith-work from per where Nilhila’s servants break new all clothing, There are no furnishings
him. When the PCs have Berem talk, he slaves to their will. If the PCs are brought here except for beds and filthy curtains
will describe the curse again and the fact here as prisoners, go through Berem’s that give the inmates some privacy from
that victims can escape with the freedom Communes, and then have each PC slow- each other, if not from the mephits who
pieces and petition to Jasla. ly awaken. The guards give them a little eagerly watch through this building’s sky-
This intrigues Dagniel, since he once salty water, but no food. Then four type lights. Warriors from the Battlefield (see
made a study of curses. Dagniel will ask IV demons assault the party, while the page 33) may recover from their wounds
Berem to describe the freedom pieces, chasme who caught them buzz about, at this shelter.
and the Everman haltingly explains that cheering. These monsters are extremely The inmates here receive a great luxu-
they are brass manacles with a weakened careful not to kill anyone, but they tor- ry: once per day the fire mephits bring
chain. To use them, everyone who plans ment the PCs without mercy. During the wholesome food and water. After the PCs
to escape must be handcuffed in a row fight, the PCs notice a man sprawled on escape this building, they will probably
and fastened to a post called the portal the floor, dressed in a fine robe, who want to find clothing. The mephits all
stake in a demon’s palace. Then they all advises them, “Don’t fight—they’ll win wear clothes, but they are singed, sized
ritually break free. This action will tele- anyway. You’ll fare better if you accept for five-foot-tall beings, and orange plaid
port them home. The gnome immedi- your fate. An’ let me tell you a secret in color, with great red ruffles at every
ately begins designing an improved about this place. You want something— opening.
version. Eventually Berem wanders away you gotta take it, from another of us Fire Mephits (20): AC 5; MV 12”/24”;
while the gnome is eating. thralls.” This “man” is actually a poly- HD 3+1; hp 25 each; #AT 2; Dmg 1d31
morphed babau, collaborating with the 1d3; THAC0 16; SA fire breath for
fifth Commune other demons. 1d8+1 points damage, halved by save vs.
If the PCs begin to prevail against the spell, heat metal, magic missile (2/day);
Berem leans against a building on a type IV demons, the chasme and babau SD touching one causes one point dam-
sunbaked street as hordes of people bus- join the fight. When the PCs can resist no age; AL CE
tle past. Suddenly, Dagniel comes run- longer, or when they despair and lay To Nilhila’s great disappointment, the
ning from the crowd. He wants to know down their arms, these demons strike prisoners here do not take advantage of
what has to be done so that Jasla will let them several more times, then stop. After their opportunity to reproduce and
the victims escape. Before Berem can this episode, the demons will assess their increase his population of slaves. Only
answer, two young merchants take Dag- new “stock.” They strip the PCs and one of them has any desire to—a runny-
niel’s arms and start to drag him away. imprison them in the Breeding Pen nosed half-arc, named Ghazbat. Ghaz-
“Don’t bother him,” one says, “Poor guy

32
bat is a great warrior, despite his scrawny 3. new krynn some art form that both rulers appreciate.
body and bulbous stomach. He prowls Currently, the Deaf King does not value
the complex, trying to seduce all females A crude oval has been outlined in char- anything except paintings, while the
there. This behavior pleases Nilhila coal powder on the eerie white surface of Blind Queen enjoys only music.
greatly, and the cambion Marquis has this plain. A pool of tar lies in the center, The Blind Queen owns a harp of such
given Ghazbat several gifts to help him in with a sign reading “ocean” floating in exquisite quality that it is worth 2,000
his affairs. it. This is Nilhila’s dream nation, which gp. She also has three freedom pieces,
Ghazbat owns three philters of love, he hopes to expand until he has built his which she understands but is unable to
which he has been trying to put in some- own continent. Since few humans are use because she cannot see the intricate
one’s food, a ring of shocking grasp— and available, New Krynn’s population has locking mechanism. The Deaf King owns
two freedom pieces. Ghazbat hopes to been expanded with fire mephits. These a set of paints, five paintings worth 500
purchase romantic favors with these piec- cruel little beings do not dare anger gp each, and also has a set of three free-
es someday, but he has never talked about Nilhila by destroying New Krynn, but dom pieces. He does not know how to use
them since he has no desire to leave or let they do everything they can to make life them, since they cannot be explained in
any potential lover escape. If PCs attack here unpleasant. his rudimentary sign language. Each
Ghazbat, the mephit guards try to save A blind human crone rules one half of ruler commands a force of 20 fire
him. New Krynn. She owns a herd of 20 thun- mephits. The Blind Queen and her
Ghazbat: AC 7; MV 12”; F13; hp 90; der beasts, which provide the only food mephits only suffer a -2 on all attack
#AT 1, +2 due to strength; Dmg ring for this “world.” Her eyes stare blankly. rolls because they are proficient at blind-
(three discharges/turn) 1d8+6 points of Her black dress is always worn backward. fighting.
damage per discharge, or unarmed com- In this realm, vision is considered a form Thunder Beasts (50): AC 4; MV 9”/
bat at +3 due to Strength; THAC0 8; S of hallucination, and all the mephits here 18” charge; HD 4+4; hp 20 each; #AT 1;
18/75, I 10, W 9, D 17, Cn 15, Ch 8; AL have had their eyes gouged out. If the Dmg 2d6; THAC0 15; SA fog cloud
CE. PCs do anything that proves that they can breath, trample for 4d4 points damage;
Five other NPC prisoners live here, try- see, the Blind Queen will order them SD stink causes -2 on attacks; AL N
ing to remain as private, and distant from blinded. Blind Queen: AC 10; MV 12”; MU5;
Ghazbat, as possible. Two of them are The other half of New Krynn is con- hp 10; #AT 1; Dmg 1d4; S 12, I 17, W 8,
Qualinesti elven women, named Linla- trolled by a young deaf man, who owns a D 10, Cn 11, Ch 15; THAC0 20; AL LN;
thas and Baralis, who feel particularly spring of water. He considers hearing dagger, spells armor, magic missile (x3),
insulted because humans have seen them witchcraft, and he insists that anyone ESP, locate object, fireball.
in this predicament. No prisoner is more who shows signs of noticing sound be Deaf King: AC 1; MV 6”; F6; hp 40;
bashful than Braddock, a Knight of deafened with an icepick. His 20 mephits #AT 1; Dmg 1d8+1; S 17, I 10, W 8, D
Solamnia on Krynn. He will actively have all undergone this treatment. They 15, Cn 11, Ch 12; THAC0 16; AL LN.
oppose any escape attempts unless he is will try to trick the newcomers into prov- Fire Mephits (40): AC 5; MV 12”/24”;
sure that nobody on Krynn will learn ing that they can hear by sneaking up HD 3+1; hp 15 each; #AT 2; Dmg 1d3/
about the humiliation he has been behind PCs and making sudden noises. 1d3; THAC0 16; SA fire breath for 2-9
through. The Knights already have a sul- This forces the victims to make Wisdom points damage, halved by save vs. spell,
lied reputation and he says that, “All Checks on 1d20 or jump, thus revealing heat metal, magic missile (2/day); SD
Ansalon would laugh if they heard about their ability to hear. touching one causes one point damage;
my sojourn here. More so if I claimed The Blind Queen has no water, while AL CE
innocence of . . . anything.” the Deaf King owns nothing to eat. They
The PCs will find the most help for both survive by sponsoring desperate
4. Battlefield
their plots from Sarah and Elena, two raids against each other. The King and
human peasant women who have been Queen let their mephits do this fighting, A futile war rages here. It is fought on a
caught here. They are sturdy, able, and while the leaders devote their time to high mound where troops of the Blind
level-headed. developing artistic talents. Both of them Queen charge up one side to fight sol-
Qualinesti Women (2): AC 10; MV hope to make the Abyss more inhabitable diers of the Deaf King coming up the
12”; F1; hp 3, 4; #AT 1; Dmg unarmed; with art. other side. They fight by rolling boulders
THAC0 20; AL CG The Blind Queen and Deaf King are at upslope. These stones are intended to
Human Women (2): AC 10; MV 12”; war. Their troops fight on the Battlefield crush the forces climbing the other side,
F1; hp 8, 10; #AT 1; Dmg unarmed; (see this page) under a set of rules pre- but usually the rocks collide and tumble
THAC0 20; AL NG scribed by Nilhila. PCs may want to unite back, sending both warriors running
Braddock: AC 10; MV 12”; F3; hp 14; them, to find freedom pieces, or merely. from their own weapons. Since each ruler
#AT 1; Dmg unarmed; THAC0 18; AL get both food and water safely, but this has only ten human subjects, Nilhila has
LG can only be accomplished by finding assigned a group of demons to swell these

33
armies. Both the Blind Queen and Deaf character is rested, regaining normal he desires. They can shape themselves
King rule a military force of ten human powers and ability scores. into rooms, walls, or furnishings at a
mercenaries and 30 dretch. There are sev- Whenever a PC vanquishes an enemy, speed of ten cubic feet/ turn.
eral unused boulders that the PCs are he can spend 1d10 rounds at the top of Vipers (Thousands): AC 6; MV 15”;
expected to roll into battle. In these the hill before another enemy arrives. HD 2+1; hp 10 each; #AT 1; Dmg 1+
fights, each PC receives one opponent Each round of searching the white dust poison, save or suffer 3d4 extra points
(there is a 40% chance of the opponent will provide the PC with assorted frag- damage; AL N
being human and a 60% chance of it ments of demon bone and 1d10 copper
being a dretch). pieces. There is a 10% chance each 6a. guest house
Dretch (60): AC 2; MV 9” (3” with round, noncumulative, that the PC finds
An ambassador from Takhisis dwells in
rock); HD 4; hp 14 each; #AT 1; Dmg see one of the five brass sets of handcuffs.
this tower. This is Nonocula, a shadow
below; THAC0 15; SA will not use them; These are freedom pieces, which the PCs
dragon, and he bullies Nilhila without
MR 30%, teleport (1/day); AL CE will need to escape.
mercy. The snakes on the walls here have
Human Warriors (20): AC 5; MV 12”
all been clawed and chewed, but none of
(3” with rock); F6; hp 35 each; #AT 1; 5. Bodak
them dare take revenge. If Takhisis chose,
Dmg see following; THAC0 16; S 15 ; AL
The white light fades to blackness she could destroy Nilhila and his whole
N; chain mail
here. Nilhila’s power has ebbed. On the realm. Takhisis has been considering just
Each side has one babau, armed with a
fringes of Nilhila’s realm lives a bodak, that ever since one of her Dragon
two-handed sword, who acts as a captain
the remains of a Dragon Highlord who Highlords was kidnapped and later
for that side. These leaders devour any
was trapped by Berem’s curse. He uncov- became a bodak. Nilhila appeased her
dretch casualties. The humans, however,
ered a temporary conduit to lower layers only by promising to make and distribute
are precious, and if a human warrior
and went downward, hoping to be res- the freedom pieces, establishing a way for
seems near death, the babau will fly over
cued by his Dark Queen. Instead, he valiant prisoners to leave the Abyss. This
the Battlefield, snatch him to safety, and
found a plane of total evil and was trans- suited Takhisis since she always enjoys
take the warrior to the Breeding Pen. If
muted into this pearly-skinned human- putting her servants through grueling
any fighter cheats by fleeing or using
oid. Since then, he has stolen two tests. Nonocula has a bed of 1,000 steel
weapons other than boulders, the captain
freedom pieces, which he wears around coins, and the water in his trough has the
attacks in fury.
his wrists. They can no longer help him, effect of three potions of healing. Five
Babau (2): AC –3; MV 15’; HD
for Jasla would never let a bodak leave the wraiths act as his bodyguards.
7+14; hp 60 each; #AT 1; Dmg
Abyss. The bodak attacks anyone who Nonocula’s first impulse will be to kill
1d 10+7; SA darkness, fear touch, levi-
approaches it, lamenting its fate. It car- intruding PCs, and he may even breath
tare, fly, dispel magic, polymorph self,
ries a great halberd. on them once before he thinks better of
heat metal, ray of enfeeblement; SD half
Bodak(1): AC 5; MV 6”; HD 9+9; hp it. He actually wants their help. When
damage from cutting or stabbing, suffers
70; #AT 1; Dmg 1d10; THAC0 12; SA Nilhila agreed to make the freedom piec-
an extra +2 points from iron weapons;
gaze, victim must save vs. death or die; es, neither the dragon nor the cambion
AL CE
SD immune to charm, hold, sleep, and thought of Jasla. Now, after considering
When PCs fight in these boulder
slow, can only be wounded by iron or matters, Nonocula realizes that if another
duels, have each character and his oppo-
magical weapons; AL CE of Takhisis’s favorites is captured, Takhisis
nent make a bend bars/lift gates roll on
would blame him for letting Nilhila con-
each pass. When a roll succeeds, the
6. Nilhila’s Palace tinue his trapping. So the dragon hopes
attacker inflicts 3d6 points of damage on
that the PCs will escape, and, in doing so,
his opponent. Assume that dretch have a From the distance, this palace looks show him a way to slip past Jasla. If the
Strength of 16 for these purposes. After like a fortress of some textured material, PCs need assistance, he will give them
two turns of this battle, PCs become perhaps brick, or woven metal bands. information about the freedom pieces,
fatigued, as described in the WSG, and When the PCs come closer, they see that and reveal to them that the portal stake is
must roll their Constitution or below on the palace is made of gray vipers that twist in Nilhila’s Fasting.
1d20 every turn to avoid suffering a –2 their bodies together in soft knots, form- Shadow Dragon (1): AC –2; MV 18”/
penalty to all abilities. Fatigued charac- ing walls. The snakes do not attack unless 24”; HD 6+6; hp 52; #AT 3; Dmg
ters also suffer a –2 penalty to attack Nilhila orders them to, but when they 1d4+1/1d4+1/3d4; THAC0 13; SA
rolls. When a second check fails, the char- fight, their number is infinite, for all breath blinds and drains 75% of all levels
acter becomes exhausted and requires practical purposes. There are four major for eight turns, save to lose only 50% ,
another Constitution Check for each rooms in this fortress: the Guest House, awe power, cast the following spells once/
round of movement. Each hour of rest Nilhila’s Apartment, the Garrison, and day: darkness, spook, blindness, deaf-
lets a character attempt another Constitu- the Fastness. Nilhila will order the snakes ness, continual darkness, paralyzation,
tion Check. When one succeeds, the to form different closets and defenses as

34
dispel magic, confusion; MR 20%; AL forced those in his realm to be together. 6d. fasting
NE The blind and the deaf on Krynn have
Wraiths (5): AC 4; MV 12”/24”; HD been oppressed, so he has let the blind and This tower is bare stone, except for a
5+3; hp 25 each; #AT 1; Dmg 1d6; deaf rule here. dais of snakes with five steps, leading up
THAC0 15; SA energy drain; SD hit only If the PCs attack Nilhila, he escapes to an obsidian post—the portal stake.
by silver/magic weapons, immune to while the snakes defend him. Five snakes When a character tries to climb the dais,
some spells, poison, and paralysis, clerics attack each PC; whenever one serpent he sinks into the morass of serpents and
turn as if two levels lower; AL CE dies, another takes its place. As the battle must fight 200 of them. Unless the PCs
goes on, Nilhila’s other snakes will corral use some sort of magic to destroy all the
6B. Nihila’s apartment the PCs into as small an area as possible, snakes at once, they will probably lose
building walls at ten cubic feet per turn. several party members. Nilhila will not
Kender will love this room since maps PCs can hack away one cubic foot of snake intervene in this battle. When the snakes
hang everywhere. Snakes dangle some from have been defeated, and the party chains
per 10 points damage. Nilhila carries a
their fangs, while others have been its members to the portal stake, they may
medallion of ESP wields a long sword,
clamped between serpentine bodies, and attempt to flee the Abyss.
wears eyes of the eagle, and has a potion
more lie in piles on the floor. The maps are
of invulnerability While the PCs fight
worth 500 steel pieces altogether and show
Krynn at many stages of its development.
his snakes, Nilhila retreats to his Garrison the escape
and then prepares to defend the Fasting.
These maps have been marked with histori- After the PCs reach the portal stake,
Nilhila, Cambion Marquis: AC 2; MV
cal notes, as well as notes on ways in which and obtain enough freedom pieces for
15”; HD 16; hp 90; #AT 2; Dmg 1d8+2;
these places will be simulated in New everybody that they plan to escape with,
THAC0 7; S 17, I 13, W 15, D 15, Cn 15,
Krynn as its people multiply. they may begin their attempt. Once all
Ch 10; SA fear touch, magic; SD +1 or
A necklace of missiles, which once the fugitives are chained, the party comes
better weapon to hit; AL CE
belonged to the Deaf King, has been wedg- into contact with Berem again. Dagniel
ed between two snakes, who will fight to has bought him a private room at the Inn,
defend it. The necklace has two two-dice 6c. garrison
but he is lying awake on the floor beside
missiles, two three-dice missiles, and one A flock of demons that Nilhila has the bed, unused as he is to mattresses.
six-dice missile. Nilhila pledged to give this coerced into his service act as troops here. This time, characters can talk with Berem
to Nonocula, but now he is stalling, hoping They will not attack humans who come directly. The Everman will explain, “My
to find a way to withdraw the promise. into their quarters unless Nilhila orders sister guards the passage.... Yes, she
Nilhila looks like a normal, even hand- them to, because slaves are their most pre- would help you...but I must speak
some, man except that his skin is bright cious possessions. Each demon has an with...her first. One of you...may direct
red and both his teeth and nails appear exalted title and insists on being addressed me. Remember the...altar and the key.”
black. The cambion spends most of his by it. These creatures become murderous After this, let the PCs select one char-
time at the top of his great tower made of if anyone forgets their titles. When Nilhila acter to role-play Berem on the shadow
vipers, surveying his lands and brooding. controls a world, these demons will rule it Prime Material plane. This character
He wants more subjects. The Breeding for him. There are 16 rutterkin here, with must concentrate completely, doing
Pen has not provided any births, and his titles of High Lord, Puissant Sire, Majesty, nothing except for communicating with
attempts to stimulate men to virility The Great, Hero, Imperator, Lord Duke, Berem. As before, if Berem dies, he sends
through battle have also failed. High Count, Viscount, Pfalzgraf, Herzog, another character to the Abyss, and he
Throughout this demon’s childhood, his High Margrave, Rajah, Padishah, Thane, can only speak five words per round. The
mother, a good-aligned witch who had and High Freiherr. They have 500 steel next two encounters run simultaneously.
been deluded by a creature she mistakenly pieces among them and a potion of delu- Berem, as a PC, must build the altar,
summoned, told him of the glories of sion, which seems to be a potion of invul- under the direction of one PC. At the
humanity and did her best to banish his nerability. same time, the others have to fend off
demon side. Nilhila decided that instead of Rutterkin (16): AC 1; MV 12”; HD Niihila and the troops from his garrison.
adapting himself to kynn, he would adapt 5+1; hp 23 each; #AT 1; Dmg 2d4+1 First of all, the PC controlling Berem
beings from Krynn to the Abyss. He began (saw-toothed sword), or 1d6+2 (throw- must find enough flowers to build a mag-
this experiment by having his mother tele- ing blade, 15” range); THAC0 15; SA nificently huge altar. A ragged girl sells
port them both to this Abyssal layer, where darkness, fear touch, fly, telekinese 1000 flowers on a street corner, but the amount
he devoured her. Nilhila thinks of himself gp weight, teleport (1/day); MR 40%; Berem needs will cost one steel piece, even
as benevolent, in a cynical way. Since peo- AL CE after she has made her most generous offer.
ple on Krynn constantly fight, he has given At this time, he has 100 copper coins, a for-
his subjects a war. Since men and woman tune to him, but not enough. The PC who
on Krynn yearn for each other, he has is in contact with Berem can make him

35
steal, but the Everman will complain of the Fourth Moon Inn, and make another are all shackled together, Nilhila has all the
bitterly—theft brought the curse down on attempt at building the altar, starting from rutterkin from his garrison attack them, try-
him. Treat all victims as ordinary NPCs, the beginning. ing to capture PCs when possible, or to kill
described under Berem’s Communes, Innkeeper: AC 10; MV 12”; 0th-level; them if capture is too difficult. The cam-
unless otherwise mentioned. If Berem hp 4; #AT 1; Dmg unarmed; THAC0 20; bion Marquis will not personally fight
allows any noise during a robbery, have 3d8 AL LG unless he must. Freedom pieces have long
town guards intervene. When the flower Servants (5): AC 10; MV 12”; 0th- enough chains so that a character can move
girl sees that Berem cannot pay, she first level; hp 6 each; #AT 1; Dmg 1d4 (dag- his hands freely, but they keep any one per-
becomes desolate. Then she has an idea: ger); THAC0 20; AL LG son from walking more than three feet out
she knows a man named Adam MaIory who The scribe has converted his room into of line. With one round of coordinated
might make a loan. The girl drags Berem an impromptu office. There he is engraving movement, a whole section of chained PCs
toward his shanty, babbling about Adam’s a Certificate of Commission to be presented might rotate on their axis. The person con-
generosity. to a new lord’s seneschal. If anybody trou- trolling Berem cannot move, so it would be
Flower Girl: AC 10; MV 12”; 0-level; bles him, he will demand three copper wise for the PCs to choose someone near the
hp 3; #AT 1; Dmg 1d3 (small knife); AL pieces for his wasted time. The bailiff lies in inside for this role.
NG bed, recovering from his debauchery of the When Berem has built the altar, and
Adam surveys Berem with cool, dark previous night. He attacks anyone who dis- the fugitives break their chains, the
eyes and decides that Berem would not be turbs him, shouting slurred insults. A ground quakes beneath them. At the
able to repay such a loan. He proposes a retreat will prevent any major altercation. same time everyone notices a tiny, expand-
gambling match. Adam pulls a handful of Only the Seekers will be interested in ing point of light—the portal. A brown-
wooden poker chips from his leather vest Berem. They hope that he will provide haired young girl, Jasla, stands at the
and barks out the following rules. He will some religious insight, but they become center of this hole, and she steps aside to
conceal a number of chips between one and gradually more suspicious as they learn let the PCs pass. From the depths of the
100 in his hand, and when Berem guesses more about his altar and attempts to con- Abyss, shimmering hordes of demons
how many he has, he will give him a steel tact the Abyss. approach, but Jasla waves them back, As
piece. Each guess costs five copper pieces, If Berem was executed previously in PCs leave the Abyss, they hear Nilhila’s
and for ten cp, Adam will tell whether an this town, one of the Seekers recognizes bitter laughter. He says, “And you are all
incorrect guess was high or low. He smooth- him and, understandably enough, completely pure, innocent as kittens.
ly adds that the flower girl may check to see accuses Berem of witchcraft. The Seekers Really? Let me see what I remember.”
if he has told the truth. are not yet powerful enough to have Using his medallion of ESP Nilhila can
Use percentile dice to find out what Berem arrested without proof, but soon learn what the PCs have done in their
number of chips he holds. Adam will not afterward, five Seekers step into Berem’s adventures. He recites each dishonest or
actually cheat, but he certainly does not room. They are armed with saps and want violent deed the PCs have committed in
expect a half-wit to figure out how many to stun Berem, carry him out to a deserted this adventure (or before it). If they stole
chips he has. He has a bag of ten steel spot in the countryside, then burn him at food, or had Berem rob, he recounts that.
pieces in his shanty. the stake. If the Seekers do not interfere If they killed humans, he describes their
Adam: AC 7; MY 12”; T6; hp 35; #AT with Berem, he will be able to complete action in shocking detail.
1; Dmg 1d4 (dagger); THAC0 20; S 10, I his ritual and contact Jasla. A special curse has been prepared for
11, W 9, D 17, Cn 13, Ch 12; AL LE Scribe: AC 10; MV 12”; 0th-level; hp those who cannot answer Nilhila’s accusa-
The iron key needed for the altar top 2; #AT 1; Dmg unarmed; THAC0 20; AL tions, who cannot justify their actions.
would normally cost three steel pieces, but, LN Such characters must wear the freedom
if the PCs think of it, Berem can use the key Bailiff: AC 5; MV 12”; F6; hp 35; #AT piece forever. The chain has been broken,
to his inn room. He must build the altar in 1; Dmg 1d6+1; THAC0 16; S 16, I 11, so it will not hamper the character’s daily
a room where one of the PCs slept, but W 12, D 16, Cn 11, Ch 9; AL LN; leather life, but the corroded manacle can never
these rooms are all occupied again. The PC armor, club come off. Memories of horror, and of the
controlling Berem may choose to have him Seekers (6): AC 5; MV 9” ; C1; hp 6 crimes it drives people to, will haunt the
disturb a scribe, a sleeping baliff, or one of each; #AT 1; Dmg 1d2 + 50% chance of character. Whenever that PC shows cruelty
the members of a group of Seeker pilgrims. stunning; THAC0 20; S 10; AL LE; chain to the destitute, or demands merciless jus-
Berem may use any method that seems mail, saps, maces tice for an enemy, the manacle tightens,
appropriate to obtain one of these rooms, inflicting 1 point of damage that cannot
but any noisy fight will bring the innkeeper Nilhila needs only two turns to muster be healed. As DM, you may decide which
and five inn servants. Should Berem defeat his rutterkin and arrive. If, for whatever PC justifications will prevent this curse,
them, he will be arrested, and hanged if he reason, the PCs have not been chained and how NPCs react to manacled charac-
killed anybody. Either fate will force him to when he arrives, he will delay his attack ters. The PCs have escaped the Abyss. But
flee to another town, locate another analog until all are fettered. After the characters its legacy may remain with them.

36
This adventure, for 6-8 characters of 3d- Minotaurs of Mithas dm’s Background
5th level, takes place in the year 353 AC,
several months after the War of the Lance The minotaurs of Mithas are imposing The period following the War of the
has ended. Player characters may be of figures, standing over seven feet tall with Lance was a time of great upheaval. Trea-
any acceptable Krynn character class, but massive muscles and bull-like faces. Their ties were made and broken and former
a majority of fighters will prove helpful. bodies are covered with a short, coarse fur friends became deadly enemies. The
Characters should be of good or neutral ranging in coloring from black to dark minotaurs of Mithas, who during the war
alignment. If more or fewer characters are reddish- brown. Curved horns protrude had formed an uneasy alliance with the
used than the recommended number, the from the sides of their foreheads. Because Dark Queen’s armies, were now reported
opposing forces should be adjusted of the predominately hot climate on the to be disgruntled with their erstwhile
accordingly. Ideally, characters should island, their only concession to clothing is allies. The minotaurs had agreed to ally
have participated in some part of the War a short leather skirt and a thick leather with the evil Dragonarmies under the
of the Lance and have an understanding harness that holds their weapons. assumption that the bull-men would
of the background and politics of the The belief that “might makes right” is receive the conquered lands surrounding
world of Krynn. The main scenario takes the cornerstone of minotaur society. All the Blood Sea of Istar. From there they
place on the isle of Mithas. In the begin- disputes are settled by contests of planned to spread their rule throughout
ning, the PCs are stationed on Karthay, strength and leaders are chosen by their the entire continent of Ansalon.
but this may be changed to suit your par- combat ability in an arena referred to as After seeing how the army of Paladine,
ticular campaign. They should, however, the Circus. The minotaurs are governed led by a group of so-called heroes, had
begin the adventure from a location in by an emperor, who resides in Nethosak, managed to halt the plans of the Dark
the area surrounding the Blood Sea of and a Supreme Circle of eight minotaurs Queen, Rethoth decided to meet with
Istar. that deals with the administration of gov- representatives of the good armies to see
ernment. Crime, by the minotaurs’ if the minotaurs’ goals might be easier to
standards, is almost unknown on Mithas.
dm Information Judgement is swift and the punishment is
accomplish by allying with the victors.
A ship was sent to Karthay to request
Mithas and its sister island Kothas are almost certain death administered by the that an envoy journey to Mithas to meet
located in the northern section of Krynn, perpetrator’s peers in the Circus. with Rethoth and the Circle of Eight, the
northeast of the continent of Ansalon The widely held belief that minotaurs ruling body of the island. The minotaurs
and the Blood Sea of Istar. The popula- are descended from ogres is not sub- would listen to the representatives, and
tion of the 320-square-mile island is pre- scribed to on Mithas. Minotaurs believe then make their decision on whether or
dominately minotaur, but small tribes of that they were the first (and consequently not a treaty could be drawn up.
ogres, half-ogres, giants, and goblins can superior) race; their goal in life is to sub- Not one to play favorites, Rethoth also
be found dwelling in the high mountains ject all the lesser races to their rule. This summoned draconian representatives of
that run through the center of Mithas. philosophy is reflected in the fact that the Black Dragonarmy to Mithas to voice
As a sea-faring race, the minotaurs minotaurs will go to any lengths to prove his displeasure with them and give them
have established all their large communi- their superiority over others. Piracy is not a final chance to prove their worth.
ties along the coast. Out of the almost only sanctioned, but highly condoned Rethoth’s plan was simple. He would
20,000 minotaurs that live on Mithas, and the armies of Mithas are known far hear from both sides and then let them
over half reside in Nethosak, the capital. and wide for their ruthlessness in battle. prove themselves by subjecting them to a
The seasons of Mithas range from long, One of the most heinous crimes a mino- test of strength and courage. Neither
hot summers to short, very mild winters. taur can commit is to mate with a mem- group would know of the others’ pres-
In between are periods of heavy rainfalls ber of a lesser species. ence on Mithas, for if both groups did
and an occasional tropical storm. Most Although minotaurs claim to be a truly well, the deciding factor would be a duel
vegetation is of the tropical variety and classless society, this is not actually the to the death between the two parties in
the animal life ranges from parrots, mon- case. The current emperor, Rethoth, is a the Circus.
keys, and lizards along the tropical coasts black minotaur. Consequently, all mino-
to wild dogs, elk, and sheep in the more taurs on the Supreme Circle are black.
mountainous regions. The brown minotaurs seem to naturally
gravitate toward sailing, shipbuilding,
and piracy, while the ranks of the army
seem to be composed almost entirely of
red minotaurs.

37
Player’s Background of Mithas. To gain such mighty war-
stationed at intervals along the curved
walls. As you stare in amazement,
(To be read aloud to the players) riors on our side would be quite an
your escorts push you to your knees
accomplishment. Will you agree to
make the journey?” and whisper in a harsh voice, “Bow
Standing on the bow of the large
Naturally you agreed. Leaving the you fools, that's the emperor.”
wooden sailing ship, you catch your
first glimpse of the green tropical chamber to gather your gear, you
island known as Mithas. As the vessel’s boarded the Mithian ship docked at Rethoth will demand that the PCs
minotaur crew begins preparations for the harbor. show him all the respect he feels his posi-
landing, you think back on what an Now your seaward journey is almost tion deserves. Once he is satisfied that
honor it was for your party to be cho- at an end as the tall white spires of they are properly humbled, he invites
sen as the representatives of the forces Nethosak come into view. Not knowing them into the room. Once inside, the PCs
of good in the negotiations with the what to expect, your stomachs flutter must remain standing. Only those on the
minotaurs of Mithas. nervously, but you secure your gear and Supreme Council are allowed to sit at the
You were summoned into the council prepare to face whatever lies ahead like table.
chambers of Karthay. There you came the heroes you are. After introducing the council, Rethoth
face-to-face with a huge, brown-furred, asks the PCs to identify themselves in
bull-faced creature introduced by the turn and relate some of their past deeds.
council as Demetis, an ambassador from Chapter 1: the Palace As each introduction is made, the speaker
is subjected to snorts and disdainful looks
Mithas. After you found your seats,
Demetis approached the podium and in
at Nethosak from the council. Once the characters
a deep gravely voice repeated his rea- have completed their introductions,
sons, this time for your benefit, for a Meeting with the emperor Rethoth will give his speech.
addressing the council.
It is common knowledge on krynn After disembarking from the ship, the Rethoth’s Speech
that the minotaurs are aligned with the PCs are lead by four minotaur guards,
Black Dragonarmies. However, Demetis armed with spears, to the doors of the I know most of you creatures think of
revealed his emperor’s extreme displeas- emperor’s palace. The palace, construct- us as a vicious, blood-thirsty race.
ure with this alliance, based on events of ed of gleaming white sandstone, rises sev- Nothing could be further from the
the past few months. If the council eral stories above the island and is topped truth. We have our destiny just as I’m
agrees, the emperor wants to give them by a multitude of circular spires. At the sure you have yours. Ours is to rule. In
a chance to send envoys to Mithas to door the characters are ordered to relieve the past we have tried to do this peace-
meet with the emperor and the themselves of any weapons and to remove fully, but situations being what they
Supreme Circle. The emperor wants to their footgear before entering. The floors are, we were forced to ally with the
learn if perhaps the minotaurs’ purpose of the palace are covered in thick gold car- legions of the Black Dragonarmy in
might be better served by aligning peting and the walls are festooned with order to further our goals. Now it
themselves with the armies of good. rich tapestry. Minotaur guards stand at seems we were a little hasty in our deci-
Whoever the council chooses as repre- attention every few feet along the corri- sion. We are well aware of the severe
sentatives will be subjected to a simple dor leading to the heavy gold doors of the blow dealt the Dragonarmies by your
test of strength and endurance to deter- inner chamber. If the PCs try to talk to kinsmen and the cowardly way the
mine if they will make worthy allies for the guards, they get no reaction. Dragonarmies retreated when they
the minotaurs. If they make a good thought the battle was lost. We have
Behind the gold double-doors you see no wish to be associated with those
showing in the test, the minotaurs will an enormous cathedral-like chamber
be more than willing to consider sever- who would run at the first whiff of
filled with statues, paintings, and oth- danger.
ing ties with the evil Dragonarmies and er objects of art. At the far end of the
trying to arrive at a new treaty. Still, you must admit that your cus-
circular room, a huge black-furred toms and beliefs are quite different
After the minotaur finished his minotaur is sitting on a raised silver
speech, all eyes in the chamber turned from ours. We have invited you here to
throne. The minotaur is draped in a learn more about your kind and to see
in your direction. regal purple velvet robe and his curv-
“Now you see why we have sum- if it would be in our best interests to
ing two-foot-long horns are gilded in join with you. But we will not ally our-
moned you.” said Belos, leader of the gold. In front of the throne, seated at a
council. “Based on your past deeds, selves with anyone who cannot prove
polished oval table of inlaid marble themselves, for above all else we value
we feel you are the perfect choices to are eight more black minotaurs.
represent us in front of the minotaurs strength and courage. Therefore I have
Approximately two dozen guards are

38
arranged a little test to examine the Rethoth’s Plot displeasure with their alliance, and
mettle of our perhaps future allies. threatening to break their treaty, Rethoth
In the mountains east of the city Rethoth was not being entirely truth- offers them the same challenge, with a
lives a tribe of ogres. It has come to my ful with the party. He wants the golden few slight differences.
attention that a certain renegade minotaur for only one reason, to kill him. The Kapaks are told to kill the golden
minotaur has infiltrated this tribe and The stories that have reached his ears minotaur and bring its head to Rethoth.
is using it as a base to gather other ren- about the yellow-furred creature have In addition, they are warned that a group
egade minotaurs to his cause. The also hinted at his origin. It is said that the of adventurers has been spotted on the
cause itself is laughable, for he propos- golden minotaur was the result of a mat- island. If the Kapaks find these charac-
es that our governing bodies should be ing between a minotaur and an ogre. ters, they are to kill them. After agreeing
chosen by the will of the people, and Such a creature is an abomination to the to the terms, the draconians are given
that problems should be dealt with in minotaurs’ ways of thinking, and their map and medallions and sent on
a court of law instead of the arena. Rethoth is determined to have it their way. The paths Rethoth chose for
Naturally my people would never go destroyed. each group to follow are purposely dan-
along with these preposterous ideas. While the party meets with Rethoth, a gerous. He wants to make sure that only
No, it is not his puny band of rene- group of six Kapak draconians waits in the strongest win the contest.
gades that concerns me. It is the man another chamber. After the PCs leave,
himself I am interested in. the draconians are granted an audience Rethoth the Minotaur: AC 2; MV 12”;
You see, he has been described by with the emperor. After expressing his FTR 15; hp 91; #AT 2; Dmg 2d4 or by
those who have met him as having
golden fur. In the entire history of our
race, such a thing has never occurred.
If this is true, he would be the first of
his kind. My wish is to meet with him
and learn more about him. Your task is
to journey to the ogre village and per-
suade him to come back with you to
Nethosak. Let me assure you that no
harm will come to him. I merely want
to satisfy my curiosity. I have tried to
approach the village with my own
men, but the villagers flee when they
sense our approach. You, as inferiors,
should have better luck.
I will warn you that the journey to
the mountains may be dangerous.
Dire wolves and other creatures are
known to make their homes there.
Also you will be on your honor not to
harm any minotaur you may encoun-
ter. The penalty for that would be
instant death. You will each be given a
medallion with my markings to insure
your safe passage through my lands.
Other than that you are on your own.
If you succeed in bringing the man to
me, you will have passed the test and
your people and mine can begin nego-
tiations. If you fail, you will be sent
home and all ties will be severed. If
you choose not to undertake the test,
you will be sent home immediately.
Well, what is your answer?

39
weapon type; THAC0 6; S 19, I 14, W encounter #1—Minotaurs This is actually a clever ambush set up
16, D 17, Cn 16, Ch 15; AL LE by Rethoth to test the party. If they dis-
As you make your way out of the bus- mount and approach the female (who is
Minotaur Guards (30): AC 4; MV 12’; tling metropolis, past a huge circular faking unconsciousness), four male
FTR 5; hp 42 each; #AT 2; Dmg 2d4/ arena that could only be the Circus, minotaurs armed with swords burst from
1d6; THAC0 16; AL LE the stone road turns into a dirt path the grasses on the side of the road and
and the tall buildings are replaced by accuse the group of molesting the female.
thick grasses and stout flat-leafed The male minotaurs do all they can to
Chapter 2: the Road trees. The air is very warm, but the provoke the party, short of attacking
to Ogre Mountain thick limbs overhanging the path pro- them. If they are shown the medallions,
vide some measure of shade. You pass they accuse the PCs of thievery as well. If
As the PCs exit the palace, they are led several small farms with fields of thick the characters ignore the minotaurs and
to a stable where a group of young mino- hemp and then you see, lying in the ride on, the four males help the female to
taurs is saddling a horse for each of them. road directly ahead, a still figure. her feet and fade back into the under-
The party is provided with saddlebags As you ride closer, you can make out growth. If the PCs attack the minotaurs,
containing food and water for themselves the figure of a female minotaur all five minotaurs return the attack.
and the horses. No other items are availa- dressed in leather skirt and vest. The Minotaurs (5): AC 4; MV 12”; FTR 3;
ble except for those they brought with figure is not moving. hp 23 each; #AT 2; Dmg 2d4/1d8;
them. Mounting their steeds and riding THAC0 18; AL LE
out of town, they notice that even the
youngest of the minotaurs greet their pas-
sage with a haughty sneer.

Playing the draconians


Although the six Kapaks are traveling a
different path, they will experience basi-
cally the same events as the PCs until
their paths merge at Encounter 4. To dis-
cover how the draconians fared at each
encounter, roll 1d100 and compare the
results to the table below. To simplify
matters, this roll should be made every
tirne the PCs have an encounter.

Draconian Encounter Table (Roll 1d100)


01-44 Enemy killed or routed. No dam-
age suffered.
45-60 Each Kapak takes damage. Roll
1d6 for each party member.
61-69 One Kapak takes 1d10 damage.
Choose randomly.
70-77 One Kapak killed. Choose ran-
domly.
78-82 Encounter avoided.
83-93 Half of party takes 1d8 damage.
Choose randomly.
94-100 Each Kapak takes 1 point of
damage.

Kapaks (6): AC 4; MV 6”/(15”)/18”;


HD 3; hp 23, 22, 19, 19, 17, 15; #AT 1;
Dmg 1d4; THAC0 16; SA Poison; SD
Acid Pool; AL LE

40
encounter #2—hunting entry to the temple, or if a spell is cast to
the land. Ahead you spy one particu-
hounds remove their curse, read the following:
larly odd-shaped pile of stone. Draw-
ing closer, you see that it appears to be The interior of the stone building is in
You’ve been traveling for a few hours
the ruins of a old temple. as much disarray as the exterior. Rows
now with no more company than the
flocks of brightly plumed parrots that of stone pews lie smashed to rubble
Large slabs of precariously balanced under the weight of chunks of dis-
seem to precede you on your journey.
white granite and toppled marble lodged ceiling. Directly ahead of you
The heavy green vegetation that once
columns are all that remain of the former lies a cracked oblong slab of pink mar-
threatened to choke off your path has
temple of Habbakuk, built by the origi- ble, presumably a former altar. A huge
now grown considerably sparser. The
nal inhabitants of this area. The temple is piece of ceiling lies on top of the altar,
road begins a noticeable climb as off in
approximately 60 feet long on each side, its weight having split the altar in two.
the distance you catch glimpses of the
and approximately 40 feet high,
majestic stone peaks of the central
although large sections of the ceiling are If the characters examine the altar, they
mountains of Mithas.
collapsed. The gold-leafed double-doors catch a glimpse of a glowing wooden staff
Suddenly your thoughts are brutally
that once sealed the temple now lay embedded deep in the cracked stone.
interrupted as an ungodly howling
askew on weakened hinges. Thick green The staff is a staff of striking/curing,
noise slices through the brush on your
vines snake along the outer walls, climb- combining the powers of a staff of strik-
right and a pack of eight coal-black
ing to the roof. ing and a staff of curing; it is usable by
hounds burst onto the road.
During the Age of Twilight, when the any good cleric. The staff contains 20
minotaurs began gathering in the eastern charges but recharges itself at the rate of
The hounds are war dogs trained by in
region of Istar, the temple was over- five charges per day when in sunlight, to a
Nethosak to fight. They are garbed in
thrown and dedicated to the god Sargas. maximum of 50 charges.
light studded leather armor and spiked
The former inhabitants were forced into As a staff of striking, it acts as a +3
collars. The hounds were placed along
slavery or killed. Then with the coming of weapon, inflicting 1d6+3 points of dam-
the path by order of Rethoth and given
the Cataclysm, the temple was destroyed age per use, without draining a charge. If
orders to attack any non-minotaur pass-
and again abandoned. Now the mino- two charges are expended, the staff can
ersby. The war dogs are extremely loyal to
taurs studiously avoid this location, fear- strike for double damage. However, it
the minotaurs and ferocious in their
ing the spectral minions that haunt the cannot be used for curing until an hour
attack. Their first attacks will be against
ruins. has passed after a double-damage blow is
the horses, seeking to drag them down
and dismount their riders. struck.
As you approach the two shattered As a staff of curing, two charges are
marble columns that once flanked the required for each usage. The staff will
War Dogs (8): AC 6; MV 12”; HD entryway to the temple, a shimmering
2+2; hp 14, 13, 13, 11, 10, 9, 9, 7; #AT cure disease, blindness, or 3d6+3 points
haze seems to form in front of the of damage with the following limita-
1; Dmg 2d4; THAC0 16; AL N doorway. Either your eyes are playing tions: It may only be used once per day
tricks on you, or you now see ten trans- on any given individual and only six
Light Warhorses (4-8): AC 7; MV 24”; parent human figures, brandishing
HD 2; hp 11 each; #AT 1d4/1d4; times in a 24-hour period.
ghostly maces, blocking your path. There is nothing else of value in the
THAC0 16; AL N
temple. If the characters try to move the
The figures are guardian spectral min- debris, or disturb the walls, there is a
encounter #3—Spectral ions. These are the spirits of the original
cumulative 5 % chance per round that
Minions inhabitants of the temple who were slain
they dislodge the remaining sections of
fighting the minotaurs. When the tem-
After a distance of several more miles, the ceiling. Anyone inside the temple
ple was destroyed in the Cataclysm, their
when this occurs suffers 1d4 +1 points of
the road branches off to the north and spirits were charged with guarding the damage for 2-5 rounds (THAC0 15) from
south, heading for parts unknown. precious artifact that still lies within. falling rock.
Your journey, however, still leads east The spectral minions must stay within
and you must now find your own 1,000 yards of the temple; they demand Guardian Spectral Minions (10): AC 2;
path. Your mounts step warily over the that the PCs give them the correct
rocky landscape, trying to avoid the MV 30”; HD 3; hp 15 each; #AT 1; Dmg
password to enter the temple. They do 1d6 +1 with mace; THAC0 16; SD +1 or
thick vines and creepers that crisscross not attack unless the characters try to better to hit; AL N
the ground. Large boulders and piles force their way within. Their mission is to
of rubble give mute testimony to the guard the staff of striking/curing hidden
cataclysmic forces that once ravaged within the temple altar.
If the PCs fight the minions and gain

41
encounter #4—draconians tured draconian will reveal no informa- Chapter 3—the
tion to the party, even under the threat of
You are now entering a region of high torture. It does, however, take the first Renegades’ Camp
rocky cliffs and jagged peaks towering opportunity to spit in its captors’ faces The ogres blindfold the PCs and tie
above you and blocking out most of with its deadly saliva. their hands before leading them into
the sunlight. This is the area in which Kapaks (6): AC 4; MV 6”/(15”)/18”; their camp, secreted in the center of a
the ogre tribes are said to reside. You HD 3; hp 23, 22, 19, 19, 17, 15; #AT 1; cluster of knobby hills. Once in the
remember the minotaur’s warning Dmg 1d4; THAC0 16; SA poison; SD camp, the blindfolds are removed and
about wolves, and move cautiously acid pool; AL LE the PCs can view their surroundings.
through the stony passages.
Suddenly above your heads you encounter #5—Ogres You have been led to an encampment
hear the flapping of leathery wings nestled in a valley formed by the sur-
and a frightening screech. Descending The battle between the draconians and rounding hills. There are approxi-
on your party from the cliff above is a the PCs has drawn the attention of a band mately two dozen wood and thatch
group of wicked-looking draconians. of ogres patrolling the area. The ogres are dwellings in the encampment. Small
members of the renegade camp (see this children stare at you fearfully from
The draconians have been following page) and are on the lookout for others of between the legs of their minotaur and
their kind that may try to infiltrate their ogre mothers; mongrel dogs run yap-
t he party since they witnessed the
encounter at the temple. Waiting for the hideout. ping and nipping at your legs. A slight
right moment to attack, they scaled the They watch the battle until one side or pressure on your shoulders steers you
rocky cliffs and followed the group’s the other has been defeated, and then to one of the larger dwellings, a wood-
progress from above. while the victors are recovering from the en hut with a wolfskin covering the
The number and statistics of the dra- battle they make their move. en trance.
conians should be adjusted based on the Before you have a chance to catch your
information given in the “Playing the breath or bind your wounds, you find The camp contains 36 ogres and 24
Draconians” section earlier. yourselves surrounded by ten large minotaurs. Of these, 32 are male, 20 are
The draconians are of the Kapak race humanoid creatures with lumpy, yel- female and 8 are children.
and are armed with long swords. Their low skin. The creatures, dressed in fur Inside the hut is a tall, golden-furred
saliva is venomous, and before attacking minotaur flanked by two yellow-skinned
loincloths and carrying stone battle
they lick their weapons. Such weapons axes, are hideously ugly. These can ogres. The minotaur is dressed in a short
remain poisoned for three rounds, then only be ogres. fur skirt and cape and carries a long sword
the Kapak must take a round to again strapped across his chest. Six more
coat its weapon. The largest ogre in the group grunts at brown-furred minotaurs enter the hut,
Contact with a Kapak’s venom induces the party in rough common to “surrender flanking the party. One of the minotaurs
a paralysis that lasts for 2d6 turns unless a or die.” The ogres have the group sur- steps forward and whispers a few words to
successful saving throw is made. rounded and will not hesitate to fight if the golden minotaur. Turning a piercing
When a Kapak is reduced to 0 hit attacked. They would prefer to capture gaze on the party, the minotaur tells
points, its body dissolves into a lo-foot- the party alive if possible. The PCs should them to sit and explain their reasons for
wide pool of acid. Anyone caught in the be made aware that they are outnum- being in his territory.
area of the acid receives 1d8 points of bered and the wise choice would be to The minotaur can readily tell if the
damage each round he remains there. concede to the ogres’ demands. party is lying. He knows that they would
After 1d6 rounds, the acid evaporates. If the PCs surrender, they are told to never have been able to get this far with-
The Kapaks do their best to kill the drop their weapons and extend their out the approval of the emperor, especial-
party, but if over half of the attackers are hands. One of the ogres steps forward ly if he notes the medallions around their
killed, the survivors flee. Their main goal and binds their hands and eyes with rope necks. The PCs should be encouraged to
is to capture and kill the golden mino- and dirty rags, while another tethers the relate the whole story of their adventure,
taur, and they do not want to fail in their horses together. Once this is accom- including their meeting with Rethoth
task. plished, the party is led on a twisting and the draconian encounter. After the
Any possessions a dead Kapak may uphill course to the ogres’ campsite. PCs have given all the information they
have are rendered useless by the acid. If a wish to volunteer, and once the gold
Kapak is captured and searched, along Ogres (10): AC 5; MV 9” ; FTR 4; hp minotaur has determined that they are
with his weapon, armor, and 32 steel 31, 30, 29, 26, 25, 25, 23, 16, 13, 11; not lying, he will introduce himself.
coins, there is a 30% chance that a map is #AT 1; Dmg 1d10/1d8 with axe; THAC0
found that is exactly like the PCs’ map, 15; ALN
but with a different route marked. A cap-

42
“I am called Devroc, chosen leader of plan was devised of which he does not
Luckily, I and several others were hunt- inform the PCs at this time. In Rethoth’s
the tribe. I am sure you find it most
ing at the time and had no knowledge jail, awaiting execution, are four mino-
strange to see minotaurs and ogres liv-
of what had transpired. By the time we taur and three ogre prisoners, members
ing together, but we are united in a
made our way back to camp, all we of the camp, who were captured and tor-
common cause. We are all known as
found was smoldering ruins and tured by Rethoth’s men. Devroc plans to
traitors and renegades to our people.
charred bodies. use the intervention of the PCs to try to
Most of us have been sentenced to
“After burying our dead and tally- facilitate release or escape for the pris-
death for our beliefs, all of us are
ing our losses, we set up another oners.
wanted men. You see, in our cultures
camp, the one you see now. We made When the PCs leave the building, they
non-violent dissension is not toler-
sure that our new site was more hidden see their horses waiting outside, fed and
ated. All matters are settled by combat
and better protected than the first, watered and ready for travel. Any weap-
and tests of strength; a man of intelli-
and vowed never again to underesti- ons that the PCs surrendered to the ogres
gence and ideas is looked upon as a
mate our enemy. are tied to the saddlebags. Devroc
weakling.
“But now you come to me with mounts a huge black steed and, with a
“My personal crime was to be born
word that Rethoth wants to meet with silent nod of farewell to the community,
of a minotaur father and an ogre
me on friendly terms. Before I can give leads the PCs on a twisting, round-about
mother, hence my unique coloring.
you my decision, I must discuss this way out of camp.
My fellow minotaurs believe that we
matter with others of the tribe. I
are a superior race and interaction of
myself do not fear Rethoth, but I must Devroc the Minogre: AC 5; MV 12”;
any kind with lesser races is looked
be sure that no harm will come to my FTR 10; hp 79; #AT 2; Dmg 1d10 or by
upon as an abomination.
people as a result of my actions. weapon; S 18/07; I 13, W 13, D 15, Cn
“My father was sentenced to death
“Please make yourselves comfort- 14, Ch 12; THAC0 12; AL N
for daring to speak out against the
able in my home while I am gone.
emperor. He managed to escape and
Food and drink will be brought to
found refuge with a tribe of ogres who
you; all I ask is that you remain here Chapter 4—Back to
were also outcasts from their people.
To an ogre, the most horrendous pun-
until I return.” Nethosak
ishment imaginable is banishment Before the group gets out of the moun-
Devroc will leave the building, but the
from the tribe. When my father dis- tains, they are attacked by any of the dra-
ix minotaurs stay behind with the party.
covered them they were near death, conians that survived the initial assault.
Devroc’s headquarters is a simple one-
for they had lost their will to live. The Kapaks again swoop down on the
room structure consisting of an oblong
Through ministrations, both of the group from a station above the party’s
table and six chairs, a writing desk, a
body and soul, he returned their self- bookcase filled with leather-bound trail. This time they concentrate their
esteem and together they founded a assaults on Devroc, seeking to kill him
books, cupboards, and a sleeping pallet
settlement. Soon, word of mouth and win favor with the minotaur emper-
on the floor. The books are of general
spread through the Nethosak under- interest only, concerned with history, or. The Kapaks fight to the death, as they
ground that this settlement was a ref- are well aware of the penalty the Dark
nature, mathematics, and other scholarly
uge for those persecuted for their Queen’s forces will impose upon them if
subjects. Presently a young ogre maiden
beliefs and a haven for those who did enters, bearing a tray piled with smoked they fail this mission.
not fit the mold of society.
ham and an odd-looking but delicious
“After a time, my father fell in love Kapaks (1-6): AC 4; MV 6”/(15”)/
fruit. She sets the platter on the table and
with a young ogre woman who was 18”; HD 3; hp 23, 22, 19, 19, 17, 15;
brings out a wine bottle and glasses from
working as a nurse at the settlement. I #AT 1; Dmg 1d4; THAC0 16; SA Poison;
one of the cupboards. After she has made
was a product of that love. her preparations, she gestures to the PCs AL LE
“My parents were both slain when I to be seated. The party is free to wander
was still a young lad. The emperor, the hut—the six minotaurs only inter- the palace of Rethoth
determined to discover the where-
vene if the PCs try to leave. Entering the town of Nethosak, the
abouts of the encampment, allowed After a few hours, a tall figure enters
one of his prisoners to escape and party is met by a squad of 12 minotaur
the building dressed in a long brown soldiers and escorted to the palace. Once
detailed a squad of soldiers to follow hooded cape. When he pulls back the
him. The unwary prisoner led the sol- inside, they are hurried to Rethoth’s
hood, you see it is Devroc the minogre. chambers, where they again see the black
diers straight to the camp. The soldiers Devroc informs the party that he is
burned the camp to the ground and minotaur seated on his seat of power,
ready to accompany them to Nethosak. flanked by his 12 personal guards. The
slaughtered everyone they could find. In his meeting with the camp elders, a soldiers enter the chambers with the

43
group and stand, guarding the door. exclaims, “I demand to face you, my ene-
Rethoth rises from his chair and after a my, in the Circus for a trial by combat to “I’m sorry to have to involve you in
disgusted look at Devroc, addresses the judge who is the better man! This is my this, but I saw no other way. If you had
right as a minotaur!” returned to the palace without me,
Party. Rethoth would have had you killed
A shocked expression spreads over
“First I must congratulate you on sur- Rethoth’s face and then twists into an anyway. This way, perhaps there is a
viving my test and accomplishing your amused grin. chance that some of us may escape
mission. It seems your rivals, the dra- “Why not?” he mutters to himself, with our lives.
conians, did not fare as well. Of course and then more loudly rubbing his hands, “These men are members of my
you had no way of knowing that you “Yes, why not ! Let everyone see the tribe. They were captured by the
were in competition with them for the superiority of a minotaur of pure blood as minotaurs a few days ago and sen-
same goal. This way made it more he grinds the bones of the half-breed into tenced to death. When word reached
interesting. the dust. Permission granted! We fight in our camp of what had befallen them,
“Now I must confess,” grunts the morning. we agonized over a way to help them,
Rethoth, a twisted smile on his bestial “But don’t think I’ve forgotten you,” but could think of nothing.
face, “that I have not been entirely he says, turning to the PCs, “Your execu- “Then your arrival at our encamp-
honest with you. Granted I did wish to tion will be part of the victory celebra- ment gave me an idea. By pretending
make the acquaintance of this freak tion.” to trust Rethoth, I agreed to accompa-
you have so kindly escorted to my Now gesturing to the soldiers who ny you so that I could gain access to the
chambers, but only for the purpose of flank the doorway, he commands, “Con- palace. I gambled that Rethoth, being
having him killed. Such an abomina- quth, take your men and spread the the proud and haughty man he is,
tion to the pure blood of the minotaur word. I want everyone in Nethosak at the would respond to my challenge. Luck-
race cannot be allowed to exist! And as arena tomorrow to witness my triumph!” ily, I was right.
for you, I’m afraid that I’m going to “When I face Rethoth in the arena
have to insist that you share his fate. I Minotaur Soldiers ( 12): AC 4; MV 12”; tomorrow, the palace and streets of
simply cannot have people wandering FTR 5; hp 45 each; #AT2; Dmg 2d4/1d8 Nethosak will be deserted. Rethoth
about the land telling strangers that with sword; THAC0 16; AL LE has decreed that everyone is to attend.
they have witnessed the bastard off- You must overpower what few guards
spring of a minotaur and a filthy ogre The Dungeon remain and seek freedom for your-
bitch. Not at all good for morale. selves and my men. A ship, secured by
“As far as your disappearance goes, You descend a seemingly endless series my men, will be waiting at the harbor
that has all been taken care of. When of twisting steps, poked and prodded for your journey home. Petose, one of
you arrived on our shores, a message by the guards at every turn. At the my best sailors, will see that you arrive
was sent to your people informing bottom of the stairs, you find your- safely. And as for myself, I plan to give
them that your ship was caught in a selves in a 30-foot-by-30-foot stone Rethoth a battle he will never forget.”
sudden storm at sea and all hands were room. Directly across from the land-
lost. As far as they know, you never ing, thick steel bars run from floor to Once the PCs have agreed to Devroc’s
arrived on Mithas. They were properly ceiling. Behind the barred door is plan, he suggests that they eat something
grieved and gave you quite a splendid another chamber of approximately the from the pot of meager gruel in the cor-
memorial tribute, I understand. Now same size. Inside the room, which you ner of the cell, to build up their strength.
if you would be so kind as to divest see to be a prison cell, are four mino- If the PCs wish to discuss various escape
yourselves of your weapons and posses- taurs and three ogres. The guard who plans with the other prisoners, they
sions, my guards will escort you to brought up the rear unceremoniously should do so in a low whisper. The guards
your new chambers, where you will dumps your possessions in a corner of are very suspicious of the newcomers and
await your execution on the morrow.” the outer chamber, while another will raise the alarm if they suspect anyone
steps forward to unlock the cell door. of plotting a jailbreak. After this, the PCs
If the party tries to resist or attack Once opened, you are roughly shoved may settle down on the heaps of flea-
Rethoth, the guards step in front of their into the dungeon, and the barred door infested straw strewn about the cell for an
emperor, forming a wall of extended is slammed shut behind you. uncomfortable night’s sleep.
spears.
As the guards make to escort the party Once all the guards but three have left,
out of the chambers and down the stairs Devroc greets the other prisoners, clasp-
to the dungeon, Devroc shakes off their ing them on their backs and calling them
grip and plants his feet firmly in front of by name. Then, turning to the PCs, a sor-
the emperor. In a loud, booming voice he rowful look in his eyes, he explains.

44
Jailbreak Ogre Prisoners (3): AC 5; MV 9”; FTR epilogue
4; hp 26, 24, 19; #AT 1; Dmg 1d10;
Early the next morning, heavy foot- THAC0 15; AL N The PCs should reach home without
steps and loud gruff voices echo down any problem. Once they have disem-
the steps leading to your cells. “They freedom barked, Petose will turn the ship back to
are coming to get me now.” Devroc Mithas and his rendezvous with the other
whispers. “Remember our plan and As you reach the top of the stairs, you renegades.
don’t try anything foolish. My people see that Devroc was right: the palace is Within a few days time, word should
must have a chance at freedom.” No deserted. Making your way quietly reach the PCs concerning the outcome of
sooner has he whispered these words through the corridors, you reach the the battle between Rethoth and Devroc
when six minotaur guards armed with large double-doors that open up to the in the Circus. The outcome is entirely up
long, sharp spears burst into the area. outside and freedom. to you, as DM, and the decision should
“Well, my pretty,” grunts one, “Let’s be based on your campaign and whether
see if that yellow fur looks so pretty If the PCs try to do something foolish, or not you wish to make further use of the
when it’s covered with blood!” like stop to search the palace for treasure, NPC characters.
they will be roughly chastised by the oth- If Rethoth wins, the chance of any fur-
The minotaur who just spoke gestures er prisoners. Once outside, they see that ther negotiations between the armies of
to one of the others to unlock the cell the streets of Nethosak are deserted as good and the minotaurs is very slim. In
door and stand back. Leveling their well. Far in the distance, behind the pal- addition, the PCs would find themselves
spears at the prisoners, they motion for ace, a loud swelling of cheering voices can wanted by the minotaurs as escaped crim-
Devroc to join them. With a last glance at be heard periodically. inals, with a price on their heads. If
the party and his friends, Devroc, head The PCs should encounter no difficul- Devroc wins, negotiations between the
held high, exits the cell. Four of the ty in making their way to the harbor. two sides could be opened up, with the
minotaurs, with a show of shoving and They should still proceed with caution, PCs acting as ambassadors between the
prodding, escort Devroc up the stairs however, as they cannot be certain that races to help arrive at a treaty.
while two, including the one who opened everyone is at the games. Once they reach Another ending could have Devroc
the cell, stay behind to guard the pris- the docks, Petose points to a small sailing escaping the arena at the last moment, to
oners. vessel moored at the end of the wharf. turn up at some further point in time.
It is now up to the player characters to The other prisoners say their farewells This could lead to further adventures
devise a means of escape. If there is a ken- and melt back into the city. Petose accom- between the PCs and the minotaurs.
der in the party, the lock could be picked parries the PCs onto the ship.
while the guards are distracted. Or the
group could try some other ploy such as As you set sail for your homeland, keep-
staging a fight or feigning illness. What- ing a watchful eye on the rolling waters
ever they decide to try, remember that the behind you for pursuers, you cannot
guards are not totally stupid and will not help wondering about Devroc’s fate in
open the cell door unless they are con- the arena. Petose says nothing, keeping
vinced something is wrong. his strong hands on the wheel and his
Once the PCs and the remaining pris- sharp eyes scanning the waters ahead,
oners have gotten out of the cell, they but you know he is thinking the same
must overpower the guards and make thoughts. Will any of you ever see the
their way up the stairs to freedom. The legendary golden minotaur again?
PCs’ weapons and personal belongings
are heaped in a pile in the room outside
the cell. After overpowering the guards,
they can retrieve their possessions.

Minotaur Guards (2): AC 4; MY 12”;


FTR 6; hp 47, 43; #AT 2; Dmg 2d4/1d6;
THAC0 13; AL LE

Minotaur Prisoners (4): AC 4; MV 12”;


FTR 4; hp 30, 28, 25, 17; #AT 2; Dmg
2d4 or weapon; THAC0 15; AL N

45
Before the Cataclysm, in the deserts and soon after Balifor’s largest invasion was Festival at Pikaraso became the most
grasslands that stretch west from the repelled, some ten years after the Cata- important yearly event in Khur, a gather-
Courrain Ocean to the Khalkist Moun- clysm. Even his seven sons were set ing of all the tribes for celebration, com-
tains, there ranged a group of nomadic against each other in a struggle to be cho- petition, and trading. Many famous
tribes known collectively as the Khur. sen heir. Keja decided to use his people’s merchants face harsh trials to travel to the
These rugged horsemen wandered the weakness to strengthen the new home- festival to buy Krynn’s finest stallions or
rolling plains of southern Istar and north- land, rather than defeat it. jade.
ern Silvanesti with their families and He separated his great army into seven This adventure takes place during the
herds. They were the gypsies of eastern tribes, placing a son to govern each and period 338-342 AC, in the early years of
Ansalon, often called to entertain Bali- sending six of the tribes back out to wan- the Age of Dragons, before the War of
forian festivals with horse acrobatics and der the desert wastelands of Khur. The the Lance. The adventure also provides
music. Most Silvanesti disliked these remaining son, the eldest, was named information to round out the entire land
bands of wandering humans, and many heir; his tribe was allowed to stay in of Khur for gaming in this time period.
considered them thieves. Skilled desert Khuri-kahn. Only the Kahn can call the The DM is encouraged to expand the sto-
warriors, the Khur were well-known for tribes together again, in times of hard- ry and the adventure. The adventure is
their husbandry, their stallions prized by ship or war. The sons were allowed to intended for 4 to 7 PCs, levels 5-7; the
man and elf alike. Yet the Khur followed petition their father once per year, and so players must be either drawn into the
customs that kept them always quarreling a yearly ritual was started. Keja died at adventure by accident or by the same
amongst themselves, so most traveled in the ripe old age of 61, a venerated mon- desires as drive the merchants who flock
family bands, setting distinctive wagon arch. to the great festival of Khur—to find a
and tent camps in the wilderness, never Keja’s son established Khuri-kahn as perfect mount or make a fortune trading
more than 50 people in one tribe. an important trading city on the Khur- goods. Examples of accidents are as vio-
Then Krynn felt the wrath of the gods man Sea and the Bay of Balifor. He com- lent as shipwrecks on the Khurman sea,
and the mountains of fire fell to re-shape missioned the first Khur Festival at or as mundane as travels through Khur on
Ansalon. Istar disappeared, but the Khur Pikaraso Springs, just 40 miles east of the the way to another land, but the adven-
survived the disasters in large numbers, capital overlooking the sea. Here a hot ture starts with a boy crying in the road.
hiding in northern Silvanesti. Hot, dry spring bubbled in the yawning mouth of
northern winds turned the plains into an enormous cavern, a natural amphithe- the Boy thief
trackless deserts. For the first time in their ater. The nomad tribes enjoyed the festi-
val, so another Khur tradition was born. As the PCs travel the road to Pikaraso
history, these nomads were united by a
Springs, they come upon a boy, a Khur
common cause. Led by a charismatic war- Garmac, as Keja’s eldest son was
called, ignored his brothers’ petitions barbarian, crying in the road (AC 9, MV
rior named Keja, the Khur battled the
and only gathered the army once, to raid 12”, TH1, hp 4, Dmg 1d4 (dagger), S9,
Baliforian refugees who had fled the ter-
into Silvanesti territory. This expedition I14, D18, C16). The child throws himself
rible destruction brought on by the angry
before the travelers’ horses and begs for
gods. Keja gathered thousands of horse- ended in a disastrous defeat, yet the
Silvanesti did not invade the arid wastes aid. This is what he says:
men into a conquering army, the nomads
rallying to his side. He was a tactical of Khur, merely threatened retaliation for “Please, good sirs, help me, please! A
genius and commanded his troops to vic- any future military actions. This Kahn group of bandits has stolen my sister
tory after victory until he carved out a new shunned his brothers and they despised but they haven’t gotten very far. We
country that his forces could easily con- him for his failure in battle. Some could catch them and free her. They’ll
trol. Wise in the ways of his people, he stopped appearing in the court when it make her a slave, oh, we’ve got to save
named the new land Khur and gave them was time for the yearly petition ceremony. her! There are not many of them and
a new goal, a homeland. The nomads began to return to their you are more powerful, I can tell.
Declaring himself “Kahn,” Keja wisely horses and caravans. Garmac’s son suc- Please help me.”
held his new territory and applied his ceeded him in time, and the seven tribes
armies to civic projects to improve the further isolated themselves from each The boy claims his name is Gerg. He
land when they weren’t battling in other. The Kahns ruled the land of Khur explains that his sister is being carried off
defense of it. Soon he convinced his peo- for 300 years, prospering in Khuri-kahn, by four men on horseback. Tears smudge
ple that they needed a capital, and the while their blood-relatives ruled the gyp- his dirty face and he looks haggard, as if
great fortress-city of Khuri-kahn (“Praise sies of the sand and barren salt flats left pressed by a recent ordeal. His tattered
to Kahn”) was built with enthusiasm. by the Cataclysm. The history of Khur is clothes instill pity, and most characters
At the age of 52, Keja realized that his full of deceit, murders, secret plots, and will want to help him, especially if there
kingdom was doomed to fall apart after greedy monarchs; the DM can fill in the are any Knights of Solamnia traveling
his death—the quibbling and infighting details if necessary to his campaign. among the PCs. He begs the PCs for aid,
among the former nomads had begun During that 300-year rule, Garmac’s holding on to their mounts and pleading,

46
saying that if they refuse to help, he will changing direction to galloping off at the has no stalagmites or stalactites, and the
follow the bandits and try to rescue the highest speed. The woman dressed in nomads have cleared out the huge cham-
girl on his own. If the PCs decide to help green shouts to stop, but her men only ber and carried in beach sand for the
him, Gerg climbs up on the leading put down their scimitars if the PCs back floor. The huge cave behind the bath-
adventurer’s mount and directs the PCs off and also lower their guards. house provides an excellent arena for the
in hurried pursuit. In only a few minutes, The woman is beautiful and com- annual festival, rodeo, horse auction, and
the bandits escorting the girl come into manding, and she calls for the adventur- the gathering of the tribes. For years the
sight, about 50 feet ahead in a low valley ers’ leader to step forth. She demands an population has exceeded the bounds of
of rocks and thick mounds of dead sea- accounting of what has happened; she the cavern and the riders of Khur have
grass. also demands the return of the Signet of created a huge tent city that surrounds
There is only a 10% chance that a PC the Weya-lu immediately. She does not the springs with colorful canvas, silks,
discovers that the boy is lying, unless a introduce herself. The Khur riders do not flags, and painted wagons. Various fami-
magical spell is used (this will scare the believe the PCs’ story, and they grumble lies within the tribes mark their territory
boy and he will use the word of recall amongst themselves. The woman looks with tall and elaborately carved totems
taught by his master to carry him home!). skeptical, but requests the PCs follow that depict the gods of neutrality and the
“Do not draw your weapons until we them to Pikaraso Springs. animal spirits the Khur worship.
are close with these bandits,” the boy cau- “If you are, as you say, innocent of this The PCs have now entered a maze of
tions, “So as not to alert them to our crime, then come with us and help us tents, filled with people, many celebrat-
intentions too soon. That’s her in the locate this boy. He was of Khur and per- ing or vending their wares, and lots of
middle, please take me to her, now, haps we can find him at the Springs. I petty thievery (35% chance per turn of an
quickly, before they suspect.” The boy cannot decide for the council of the attempt by a 1st- to 3d-level barbarian
urges the PCs to charge into the group of Weya-lu. I ask you to follow us into the thief, AC 8, chance to pick pockets 40%
startled men surrounding a green-robed festival grounds and report to my elders. minus PC level modifiers). There are
young woman with flaxen hair. The They can decide what is to be done.” street musicians, open-pit barbecues, and
“bandits” make no hostile actions, and If the PCs do not accompany these war- wandering jugglers. The following list
eye the charge with surprise and curiosity. riors back to report, they become marked outlines the tribesmen and prominent
The riders of Khur are dressed in black men by the Weya-lu tribe, who will begin visitors for the DM’s use in expanding the
tunics and vests embroidered with scarlet multiple attempts on their lives, such as storyline or rounding out the description
and gold swirling patterns. These war- knifings in a crowd or poison. This is left of the festival.
riors rest their hands on their scimitars, to the discretion of the DM. *1. The Weya-lu, named after the sec-
but will not draw them until threatened. The ride is only for an hour—the wom- ond son of Keja, ruled by Warss the Swift
As soon as the boy is close to the girl, he an does not reveal anything else and the and a council of elders. This tribe favors
leaps from the horse, surprising every- angry guards escort the players to the the colors scarlet and black and their
one, snatches a heavy brass necklace from great tent-and-wagon city that has totem is a hawk. They are the most hon-
around the woman’s neck, and, uttering sprung up for the festival. It is the first orable of the tribes; some of the other
an incantation, disappears! day of the four-day celebration, but the tribes dislike them and oppose their peti-
Now, the startled warriors react with a men look grim. No one speaks until they tions to the Kahn.
roar of anger! They are four elite guard- reach the springs, where they direct the Typical Weya-lu warrior: AC 5, Bar3,
ians of the Weya-lu tribe (AC 5 [leather], PCs immediately to their camp. hp 24, MV 12”/18”, AL NG, Dmg by
MV [foot/horse] 12”/18”, Bar 5, Dmg scimitar, S 17, I 15, D 17, Cn 16
by weapon type, AL NG). The unknow- the Pikaraso Springs Warss: AC 2, MV 12”, Bar8, hp 58,
ing PCs have just aided in a horrendous Dmg 1d8+2 ( long sword +2, S 18/47, I
crime: an important relic has been stolen The great cavern and springs were cre- 16, W 14, D 14, Cn 12, Ch 15, AL NG
from the daughter of a chief of a Khur ated by the Cataclysm, and thus are very * 2. The Mayakhur, named for the
nomad clan! These warriors can ride recent formations measured against the third son, are ruled by Makree, who
standing on their horses’ backs and fight ages of Krynn. The Pikaraso Springs are dresses his men in yellow and brown
with +2 to hit and +2 AC. There is a natural, fresh water springs that bubble tunics. These people are known for poor
20% chance that a blow of 4 or less points up in the mouth of the huge jagged cave. dealings and are avoided in trades. They
damage knocks them off their mounts. Years ago one of the Kahns had a great fight unfairly, ganging up on strangers to
For every point of damage over 4 in a sin- waystation and public baths built around exhort steel pieces. The totem of the May-
gle blow, add 10% to the chance of fall- the warm mineral waters. Many Khur akhur is a tiger, and the typical warrior
ing. The horses are trained to support the believe that these waters and baths are travels with a number of his brothers.
acrobatics, and they take commands from therapeutic; many guests come to the Typical Mayakhur Warrior: AC 6,
the placement of their riders’ feet on waystation for treatments in the hot Bar3, hp 22, Mv 12”/18”, Dmg 1d6
their backs, from turning tight circles and springs and the sea air. The huge dome (short sword), S 15, I 14, Cn 16, AL NE

47
Makree: AC 1, MV 12”, Bar7, hp 52, Jingo the Sly: AC 3, MV 12”, Bar8, hp their wares to the festival from the north-
Dmg by club +1, S 18 68%, I 14, W 10, 59, Dmg 1d8+1 (sword +1), S 18, I 18, ern forests of Silvanesti. These men make
D 18, Cn 17, Ch 12, AL NE W 16, D 15, Cn 14, Ch 12, AL NE totem poles and are honest and hard-
* 3. The Hachakee, named for Keja’s * 6. The Fin-maskar are known for working. They will provide a safe refuge
fourth son, are led by Torando, and are their hunting skills and they are led by for hunted PCs if paid enough. Dressed
the fiercest nomad warriors, proudly dis- Doro Huntmaster. They are the tribe of in brown robes, they avoid contact with
playing battle scars and enemies’ tokens the seventh son. These nomads dress in the tribes except for selling their goods.
of defeat. The Hachakee totem is the des- blue and black tunics fletched in white They have no declared leader and fight
ert fox and they dress in blue tunics with and silver. These people make intricate only if it fits into the campaign; most
orange embroidery and white fur caps. carvings in wood and bone. The totem of stats are to be determined by the DM,
They are renowned for their horseman- the Fin-maskar is the stag, and most war- except that these men are of neutral good
ship and swordsmanship. Torando is riors carry daggers with staghorn handles. alignment.
involved in the plot described below Typical Fin-maskar warrior: AC 4, * 9. The Sooth-sayers are found
under the waystation. Hachakee will Bar4, hp 30, MV 12”/18”, Dmg by spear throughout the huge camp, in wagons
fight to the death. or bow, S 15, I 15, W 16, Cn 17, D 17, and dark tents. Most (60%) of these
Typical Hachakee warrior: AC 5, Bar4, AL NG fortune-tellers are fakes trying to bilk
hp 30, MV 12”/18”, Dmg 1d8 (scimi- Doro Huntmaster: AC 3, MV 12”, passers-by. The others are skilled women,
tar), S 18, I 14, D 17, Cn 15, AL NE Bar7, Dmg 1d8+2 (scimitar +2), S 18/ apt at the use of the Tarot cards and grant-
Torando: AC 2, MV l2”, Bar9, hp 73, 75, I 14, W 17, D 16, Cn 15, Ch 12, AL ed slight abilities by the gods of neutrali-
Dmg 1d8+2 (scimitar +2), S 18/35, I NG ty. Any PC paying for this service will
16, W 11, D 16, Cn 17, Ch 14, AL NE * 7. The Kahn leads the last tribe of the receive a typical palm-reading session
* 4. The Mikku, led by Big Wolf, are Khurish nomads, although these people with a cryptic discussion of the future,
named for the fifth son and carry the bear have become the dwellers of Khuri-kahn complete with crystal balls and magic-
totem into war. These barbarians wield and over generations have forgotten the eyes painted on the fortune-teller’s palm.
heavy war-clubs and dress in black and life in the wilds. They are corrupt law In 10% of the cases, the PC will learn a
white. They are often crass, brawling in officials and representatives of the capi- valuable clue to finding the boy and
the tent city, disturbing their neighbors, tol, negotiating with a new and powerful returning the stolen relic.
and stealing all they can find. They are adversary from the west (the draconians). * 10. The horse traders line the avenues
best known for their music and dancing. The men dress in any color and their with stalls. They constantly barter and
Their women are very beautiful and will embroidery uses all the colors. They are parade their animals, even late in the eve-
attempt to charm an unsuspecting PC weak-willed and accustomed to the plea- ning. They have hired loud-voiced auc-
into a wagon to be robbed (25% chance sures of their decadent city. They carry the tioneers to call at all prospective buyers,
of PC willingly participating). Mikku totem of a dragon. They are referred to as offering them special incentives of food
warriors always smile, even in battle. the Khur, but the other tribes call them and liquor. The pavilions are gaudy, with
Typical Mikku warrior: AC 6, Bar3, hp the spawn of Garmac. They are despised strung beads and wind-chimes hanging
24, MV 12”/18”, Dmg 1d6 (club), S 16, by the other tribes, who profess that the from support posts and rich silks and tap-
I 15, Cn 16, D 17, AL NE only true men are nomads, free under the estries draped over the floor pillows.
Big Wolf: AC 1, MV 10”, Bar8, hp 60, stars of Krynn’s night. These warriors car- These men are members of all tribes, and
Dmg 1d6+2 (club +2), S 18/58, I 12, W ry deadly poisoned daggers. always try to get the best end of the deal.
13, D 18, Cn 17, Ch 16, AL NE Typical Khur warrior: AC 6, Bar3, hp It will take a shrewd PC to choose a fine
* 5. The Tondoon are led by Jingo the 22, MV 12”/18”) Dmg by weapon + animal and bargain to get a fair price.
Sly, and favor the colors of green and pur- poison, S 15, I 14, Cn 13, D 13, AL LE The DM can expand upon various traders
ple. Their sign is the bull and they are The Kahn’s son arrives at the festival as necessary for his campaign, though
named after the sixth son of Keja. As part on the second day of celebrations. He is a they all tend to be crooks (AL NE).
of their rites of manhood, the Tondoon boy seen riding in a very elaborate wagon, * 11. A number of tinkers selling gnom-
scar their faces with a vertical cut that runs fluted with carvings and brass rails. His ish devices, such as fargabs and an occasion-
from the left eye across the cheek to the patrol of guards surrounds him and is al blamblower, are attending the festival.
jaw line. They are excellent traders and careful not to let strangers too close (15 They travel in groups of 1d3 and try to stay
carry many wares; they always seem ready Guards: AC 4, MV 12”, Bar5, Dmg 1d8 out of the way. Most are merchants looking
to make a deal. They don’t talk much, [long sword], S 16, D 15, AL LG) to sell their devices to anyone who shows
unless it is about business, and they tend Matarc, the young prince: AC 9, Bar1, interest. They are truly afraid of their bene-
to be solitary, or stay in small groups. hp 6, Dmg 1d4 (dagger), S 12, I 16, W factors and the situation, but they bravely
Typical Tondoon warrior: AC 6, Bar4, 11, Cn 14, Ch 16, AL NG vend their creations. Gnomes have every
hp 30, MV 12”/18”) Dmg 1d8 (long * 8. The Ruindo Carvers are woodcarv- right to be nervous, for the nomads take
sword), S 16, I 16, Cn 17, D 14, AL NE ers and timbermen who have brought sport in baiting them, especially the riders

48
of Mayakhur. A PC can pick a good fight by plete details) long rodeo includes clowns, bullfights,
interfering with the nomads’ jests, but a In a battle or during the kidnaping, and cockfights. The nomads consume an
grateful tinker might steer the players in these monsters revert to their natural enormous amount of beer and liquor,
the right direction (perhaps one saw the form. The PCs may run into them in the singing and telling stories late into the
boy carrying the brass necklace in the way- tent city (10% chance), but it is more night. There is a lot of gambling and PCs
station, or heard that there was a pair of likely to meet them in the Pikaraso Way- can enter any event they wish (basic
phony kender staying at the Baths). For station pretending to be kender. These requirement is proficiency in horseman-
more information on this race and its char- two draconians are slavers involved in ship). The field of competitors is never
acteristics, see the DRAGONLANCE ® Torando’s plot (outlined on page 51). larger than 1d8 in each of three elimina-
Adventures hardback. They are accompanied by a minotaur tion rounds in an event. There is an
* 12. Traveling in disguise as a group of named Wixlach who captains their ship, entrance fee of two steel pieces, and the
merchants from Estwilde, a group of anchored off the shore of Khur. prizes are 30 stl for first, 20 for second,
Knights of Solamnia has come to the fes- Wixlach never ventures out until after and 10 for third place. The DM can deter-
tival to buy stallions for war-training. dark and even then wears a heavy cloak mine the winners of each elimination
They will aid any other Knight, such as a disguise. He can be found in room E or O round by numbering each competitor
PC, if they are called into action for a in the waystation, except for the night of and rolling 1d8 three times to determine
righteous cause. Their leader is a Knight the kidnaping. That night he collects his the top three contestants who then move
of Mind (6th-lvl Rose) named Pharnex of cargo and sets sail for Baliforian waters. on to the next round. In the first round,
the Steel-Claw (he lost his left hand in his Wixlach’s crew is made of 2d- to 3d-level Khurish contestants will accept bribes of
quest to join his Order). He can use his minotaur seamen. two or more steel pieces to lose, so a PC
steel claw as a weapon or a shield and he Minotaur seamen (17): AC 3, HD 2-3, can buy a first-round victory if he desires.
commands the following men, all incog- MV 9”, Dmg by sword or club, AL NE,
nito: see DRAGONLANCE ® Adventures for
more information). These minotaurs nev-
the Weya-lu tribe
#of er leave their boat; they only come into The PCs are led by their escorts to the
Men Description Order the adventure if the PCs attempt to free Weya-lu camp. There they are taken into
12 Squires, Crown 1st lvl, AC 6 the slaves in the ship’s hold. a large, smoky tent filled with Khurish
5 Defenders, 2d lvl, AC 6 Wixlach the minotaur: AC 2, MV 12”, barbarians all dressed in black and scar-
Crown F7, hp 55, Dmg 1d8+2 (long sword let. A council of eight elders and the lead-
4 Knights, Crown 3d lvl, AC 5 +2), S 18/89, I 15, W 11, D 14, Cn 18, er of the Weya-lu, a large, bald barbarian
3 Novices, Sword 4th lvl, AC 5 Ch 12, AL NE named Warss the Swift, sit stone-silent
2 Knight, Sword 4th lvl, AC 3 * 14. There are many groups of while the woman traveler retells the story
2 Novices, Rose 4th lvl, AC 3 Qualinesti and Kagonesti traders at the of the theft of the brass necklace. The
1 Knight of Tears, 5th lvl, AC 2 festival to buy horses. These merchants announcement causes sounds of alarm
Rose are not fighters, but they are lawful good among the crowd in the big tent. At the
All these Knights of Solamnia are Law- and will hide PCs who are running from end of her account, Warss stands and
ful Good in alignment and would be the tribesmen of Khur. These elves try to charges the players with the following
honored to protect the prince of Khur. remain aloof, not willing to tell their words:
They prefer swords and shields in battle. names or even answer ruffians. Their
names and stats are left to the DM’s dis- “As leader of the family Weya-lu, I
Additional specs for these Knights are speak for all. You outlanders must
left to the DM’s discretion. Their armor cretion. If the PCs meet them, use the
DRAGONlANCE ® Adventures book to prove your innocence by finding the
and weapons are hidden in a wagon in thief of the symbol of our brotherhood
their camp. round out their characters and customs.
These merchants despise the uncouth and returning our relic to us. It may be
Pharnex, Knight of Mind (Order of that you are merely pawns of another
Rose): AC 3, MV 12”, Pa16, Dmg nomads, and 60% of the time they
ignore PCs as well, even if the players are tribe that seeks our downfall and wish-
1d8+2 (long sword +2) or 1d4 (hook), S es to embarrass us to the Kahn, but we
18/25, I 16, W 15, D 16, Cn 17, Ch 12, begging!
* 15. The climax of the four-day festi- cannot allow this deed to go unpun-
AL LG ished. We will defer our wrath for five
* 13. Two Sivaks are masquerading as val is a Khur-style rodeo in the great
auditorium-cave. The tribesmen com- days to provide you time to accomplish
kender, under the false names of Wissle this feat. If you return the necklace to
and Max Furrtoe. pete for prizes in events that display cour-
age and skill in horsemanship. Events this council, then we shall make you
Sivaks: AC 1, HD 6, hp 40, 34, MV honorary brothers and offer you the
6”/(15”)/18”, Dmg 1d6/ld6/2d6, +2 include races, ropings, steeplechases,
best-of-breed shows, and any other trial to become true warriors of Weya-
on saves, A L N E , p o l y m o r p h ( s e e lu. If you do not return the necklace,
DRAGONlANCE ® Adventures for com- events the DM wishes to add. The day-

49
throw the PC (dmg 1d4) for the first two appears in the image of a giant flaming
then you will be marked as thieves of
rounds on its back, decreasing 10% each hawk, proclaiming the newest member of
our sacred treasure and we will hunt
round thereafter. If the rider is thrown, the tribe and giving the PC a special
you like wild dogs to the end of your
he must begin all over again. When the name that is his tribal name, known only
days. Thus I, Warss, have spoken!”
animal reaches a 20% chance to throw to his brothers (DM’s discretion, for
rider, it will sense this and roll, doing 1d8 example: “This is a Weya-lu warrior. He
The PCs are allowed. to leave and begin
damage, but if the rider holds on, the shall be called Wolf.”). Then the image of
their search. The woman traveler is
animal is broken. Once the chance to the god fades, the ceremony ends and the
Warss’s daughter, Neala, and there is a
throw the rider is down to zero, the horse PCs sleep for 2d4 hours.
45% chance that one of the PCs will fall
is broken and the rider must begin train-
in love with her because of her beauty.
ing the beast, which will take 2-4 weeks of
She is interested, but she can only speak
working every day with the animal.
the pikaraso springs
to members of the tribe. Thus, though
her feelings for the PC are strong, she
The second part of the Weya-lu trial is a Waystation
ceremony conducted under the light of
cannot speak with him until he has The waystation is a combination hotel
Lunitari at High Sanction. It is a sacred
passed the trial of the Weya-lu and and public baths run by a steward
ritual, solemnly consecrated to the gods
become a full member of the tribe. Then appointed by the Kahn. The large marble
of neutrality. The PC(s) is dressed in cer-
she will describe all the tribes to him (see building is always booked weeks in
emonial black and scarlet and has all hair
information above), give him all the help advance by pilgrims who believe in the
shorn. Then two elders give the applicant
she can, and allow the PC to court her. (A therapeutic value of the hot mineral
a potion that “kills the feeling of pain.”
marriage ceremony can be devised by the pools. Throngs of nomads congest the
The whole tribe gathers and a wild hawk
DM if it fits into the campaign.) area, gathering fresh water in brass and
is brought forth blindfolded and teth-
Neala: AC 8 (leather), MV 12”, bar2, terra-cotta urns and lining up for their
ered to a pole. The elders tear the front of
Dmg 1d8 (sword), S 17, I 15, W 16, D turn in the healing spring waters. The
the gown and unmask and unleash the
15, Cn 14, Ch 17, AL NG current steward is a wizard of the Fifth
hawk on the applicant’s chest, so that the
The stolen necklace is a symbol of the Order named Rohzgan (AC 3, MV 12”,
bird claws the PC in a vicious manner
tribe recognized by the Kahn. Tradition MU8, hp 45, Dmg by spells, S 13, I 17,
(dmg 1d4). Then the hawk is set free to
dictates it be worn during the yearly cere- W 15, D 15, Cn 12, Ch 14, AL NE) who is
fly off into the moonlit sky. Warss steps
mony to petition the Kahn; those chief- aligned with the god/moon Nuitari and
forward with a silver cup and collects
tains who do not appear with their knows these spells: slay living, cause light
blood from the wounds, which he throws
symbols are disgraced in the eyes of all the wounds, cause serious wounds, maze,
on a brazier filed with hot coals. As the
other tribes. It is very important to the flame arrow, fireball, fire shield, hold
steam rises from the burning blood, the
Weya-lu that this relic be recovered. It is person, blink, detect invisible, detect
warriors, begin a chant, and one by one
also important since the Weya-lu occupy illusion, animate dead, audible glamer,
they step forward and touch the applicant
the position of First Council to the Kahn, improved invisibility, Nystul's magic
on the forehead with their swords.
the tribe the Kahn depends on for infor- aura, push, mount, and identify.
When this is finished, Warss gives the
mation and advice. It is a favored posi- Rohzgan has a familiar, an otter (AC 7,
PC(s) a Weya-lu scimitar as his own. A
tion. The Weya-lu, with their council of HD 1, MV 9”//18”, Dmg 1d2) that is
great celebration for the new brother(s)
elders, have held this rank for two genera- used to spy on guests and can quickly tra-
begins and the tribe passes ceremonial
tions. vel between all the bath-rooms via the
plates and flagons. Various members sing
aqueducts and drainage pipes. Rohzgan’s
long ballads of their people from a time
apprentice is a young thief named Quar-
the trial of the Weya-lu before the Cataclysm. The symbol of the
ti, whom the PCs recognize as the lad
Weya-lu is scratched in the earth and the
If a PC desires to join the tribe, he who tricked them into helping steal the
initiate(s) is seated upon it. Instruments
must appear before the council and, Weya-lu’s symbol! During the day, the
are brought out and the music is fast. The
announce his decision. The trial is in two boy will be found with his master in the
PC(s) feels light-headed as the ceremony
parts. The first part is the taming of a anteroom (Room A on the map). If con-
turns into a party for the tribe, with
wild stallion that then becomes the horse fronted by the PCs, he will deny ever hav-
drinking, dancing, and lots of food, last-
of the new warrior. Armed with only a ing seen the players, stating he couldn’t
ing until dawn. The potion the PC(s)
rope, the PC is placed in a corral with a have stolen anything because he was at
drank makes him have strange sensa-
wild stallion (AC 6, HD 3, MV 24”, Dmg the waystation during the time of the
tions, and he feels a surge of energy from
1d3/1d4/1d4 [bite/kick/kick]) that he theft. His master will collaborate his sto-
the Khur flowing through him and chan-
must first lasso (40% chance/attempt + ry.
neling up into the sky.
10%/turn practiced) then ride into sub- If the PCs press the issue, Rohzgan’s
As the sun rises, the tribe begins to hired guards evict them (12 guards: AC
mission. The horse has a 60% chance to
chant together. Sirrion, the neutral god,
3, Bar4, MV 9”, AL NE; Dmg 1d8

50
[sword], I 14, D 16). The PCs will have to back the necklace, or by getting proof of a. the Breezeway
do some secret investigations to find the the plan to the Weya-lu, who will warn
necklace’s hiding place. the prince and protect him. The kidnap- This is a long, T-shaped lobby centered
Rohzgan is in league with Torando of ing is planned for the final night of the around a fountain that attracts the dusty,
the Hachakee and Jingo the Sly of the festival when most people are lost in thirsty nomads. Six of Rohzgan’s guards
Tondoon. They plan to use the stolen drunken celebration. If the players miss are stationed in this room at all times to
necklace to implicate the Weya-lu tribe in their opportunity, they can assault the keep the crowd under control. There are
an atrocity involving the kidnaping of the minotaur vessel and attempt to bring the usually lines of people waiting for their
Kahn’s son, Matarc, who is attending the prince back to freedom, but only if they chance in the public baths (rooms B), one
festival. The plot is to sell the prince of have uncovered the plot by a thorough for men and one for women. During the
the realm and his guards to the Sivak slav- investigation of the Pikaraso Springs days Rohzgan can be found pacing the
ers who are masquerading as the two ken- Waystation. Let the players decide when floors here, collecting steel pieces for each
der, Wissle and Max Furrtoe. One guard to approach the waystation, even if they dip in the pool and arranging for the rental
will be allowed to escape with the Weya- want to wait until the very night of the of sleeping quarters (rooms C-H). The otter
lu symbol, thereby bringing the wrath of abduction, to use the festival as cover! never ventures into this crowded room,
the Kahn to bear on the only honorable The key to the map of the waystation is while the boy, Quarti, follows his master
tribe of all the Khur. outlined in the following text. The letters about like a cur. Even though there is no
The Weya-lu will be chased from the in the text refer to the letters on the map. tavern, if one pays enough, one can get
land and the Hachakee and Tondoon will The PCs can sneak into the building food or drink with one’s room.
become the Kahn’s strongest allies, sup- through the drainage pipes that lead into
planting the Weya-lu as First Council. Room P, the Springs (there is a 10% B. the Public Baths
Torando is a power-hungry tyrant who chance of encountering the otter in the
The baths are segregated by sex, but
intends to usurp the Kahn’s throne as pipes. If that happens, Rohzgan will
they are otherwise identical—crowded
soon as his most powerful opposition, meet the players as they emerge from the
with nomads soaking in the hot water. If
Warss and his tribe, are cleared away. pipes!).
a PC stays in the water for an hour, there
The PCs can foil this plan by stealing is a 35% chance that a servant will enter
through one of the secret doors (there are

51
15 servants total). These rooms are open quarters. If these creatures see that Toran- hours, preparing meals. They sound an
to the public day and night. There is do’s schemes are uncovered, they attempt alarm if they see intruders. There is a
nothing of interest here, although there to round up a force and carry on with the secret door into the men’s public bath; in
is a 25% chance of thievery while the PCs kidnap, this time for ransom. They hire the southwest corner, a secret door opens
are in the water. 12 average Hachakee, six Tondoon, and on a corridor leading to Rooms P and S.
30 Mayakhur, and then attempt the
c. Sleeping quarters abduction immediately! n. Laundry Room

A rental room, this is currently used by This is a laundry room. There are
f. Sleeping Room
Torando and five Hachakee warriors. There always 1d4 servants here dipping the tow-
is a 55% chance they are in the room. It has This is the room rented by Jingo the Sly els in the four vats of bluing and hanging
a secret exit and stairs up to a tower, a sim- and his three Tondoon guards. It has a the clean linen to dry on lines strung
ple battlement looking down to the sea. In secret entrance to Room 0. Jingo keeps across the room. Sight of the PCs will
one of the closets is a locked box that holds 100 sp stored in locked leather saddlebag send them running for Room L to sound
Torando’s notes and a number of steel piec- under his sleeping pallet. the alarm. The door to Room P and the
es. The notes are comparing two forces, dungeon chambers T-X is locked with a
“Matarc’s” to “Weya-lu.” There are 35 in g. Sleeping Room heavy brass mechanism and it is hot to the
the Weya-lu force and only 16 in Matarc’s. touch. There is a secret door in this room
This room has a secret door leading to a opening on the women’s public bath.
There is a second note that discusses the
private bath, Room I.
prince’s daily routine and his personal
guards, highlighting the times when the O. Bathing Room
h. Sleeping Rooms
guard is weakest. If this room is being This is the most expensive and exclu-
searched before the kidnaping, there are These two rooms can be rented if a sive bathing room, called the “Kahn’s
4,500 sp in this wooden box. After the Siv- clandestine meeting needs to be Rest.” It features a grand fountain with
aks have been paid, on the 4th day, there arranged, as they both have a secret door only the freshest water, pumped by a sys-
are only 475 sp here. to the same private bath. tem separate from that traversed by the
Torando’s plan is to dress 32 of his most commoners’ water. There are four great
loyal men in black and scarlet, the colors of I. Private Pools brass urns set against the west wall and
the Weya-lu. Then, with the help of the the second from the north has a secret,
Sivaks and the minotaur, they are to quickly These are smaller, private bathing
water-filled tunnel through its bottom
overwhelm the prince’s guard. Next they pools that Rohzgan rents for 20 sp or
into Room P, a frequent path for the
disguise the captives and transport them to more, servants extra.
otter. There is also a second secret door
the minotaur’s long-boats down on the into a different section of Room P in the
shore. Finally, they plant the Weya-lu neck- J. anteroom
southwest. The Sivaks and the minotaur
lace on an unconscious guard and start This is an anteroom where servants can share this bath late at night when there
rumors to discredit the rival tribe. rest. They do not allow PCs to pass with- are no high-paying customers.
out sounding an alarm.
d. Sleeping Rooms
P. the Springs
These are identical rooms, all renting k. Servants quarters
This area is a natural cave, filled to a
for as much as Rohzgan can get, as he will These is nothing of interest here. There depth of three to 12 feet with hot mineral
evict one guest if another will pay more! are always 1d4 servants sleeping here who water, uncomfortable to touch. There is a
Pallets are carried in for the number of will sound an alarm if disturbed. canoe for easy traveling to the secret pas-
sleepers in a party. sages in the northern part of the room or
l. Storage Rooms to repair the machinery—great spring-
e. Sleeping Room powered water wheels that keep the
These rooms hold food, extra pallets, aqueducts filled. The room is thick with
This room is rented by the two dracon- towels, bluing for the laundry, beer, liq-
ians masquerading as kender. Also here is steam and visibility is only 15 feet in any
uors, bottles to sell spring water, and oth- direction, so a PC by the canoe moorings
their captain, the minotaur Wixlach. The er sundries.
room is sumptuously furnished in silks cannot see the passages in the north.
and carved wood; it also has a secret door There is nothing of value in this room.
M. Kitchen
into Room 0. All valuables are kept on
the minotaur’s ship, anchored far out in This is a wide kitchen with three tables. q. hidden Room
the bay. They leave this room only to eat, A hearth in the far corner fills most of the There is a cave-in in the rough natural
and they are irritated by the cramped room. There are 1d4 servants here at all

52
passageways in the north part of Room P. tures). The poison causes immediate fevers sleep. Inside are 2,350 sp and a jeweled
If it is investigated, the PCs find a hidden and convulsions (no save) that last for two brooch (500 sp value), along with two
room. Many years ago, an evil steward of hours, then the PC(s) can save vs. death. scrolls of black magic containing animate
the springs caused the ceiling to collapse There is nothing of value here. dead and bestow curse. The second chest is
when he found what was in this secret just locked and holds Rohzgan’s important
room. It holds two magical weapons of w. guardian daemons papers, I.O.U.‘s, deeds signed over to him,
good alignment. One is a sword forged by papers of ownership for ships and buildings
the Hammer of Kharas. It is +2 to hit, Rohzgan has placed two eggs that hold in Khuri-kahn, rental agreements, etc.
guardian daemons before the door to his In a secret compartment under the
AL LG, ego 15. The other item is a shield
+1, covered with symbols of the Holy private chambers in the southeastern wall stairs is Rohzgan’s spell book (hold per-
Order of Stars. These were secreted into of this cavern. These monsters can sense the son, charm person, flame blade, animate
this cave just after the Cataclysm by a presence of any sentient creatures other dead, call lightning, dust devil, find
believer who wanted them to stay out of than Rohzgan within five feet of the door. familiar, darkness, flaming sphere, wall
the hands of the evil that had come to They then burst their fragile shells, swelling of fire, and slay living. The library holds
rule the world. It will take two hours of to the size of bears, forbidding passage to tomes of vaguely evil titles, worth a total
digging to free these valuable weapons. all who trespass (AC 1, MV 9”, HD 8, Dmg of 1d4 stl in the marketplace.
1d6/1d12/1d12, immune to charm, hold,
R. Cache sleep, polymorph, fear, and fire-based final notes
attacks, +2 or better weapons need to hit,
This room is locked and is protected by speak all languages, SA fire cone breath 10’ Rohzgan will throw any captured
ten skeletons animated by Rohzgan (AC by 30’, Dmg 5d6 [save for ½ damage]). intruders into Room U from the trap-
6, HD 1, MV 6”, Dmg 1d6). On the wall, Rohzgan bought these guardians from the door in Room R. All the plotters ate ruth-
hanging over a trap-door, is the Weya-lu’s kender-Sivaks that had been frequenting less and cruel. They will gather forces and
necklace. If the trap is triggered, the the waystation for the past few months. attack any spies found lurking in the cor-
necklace as well as any one in the 5‘-by-5’ The door to Rohzgan’s chambers is locked. ridors of the waystation.
square in front of it fall down into Room Timing is very important in this adven-
U below (dmg 1d6). There is nothing else x. Rohzgan’s Chambers ture. The DM must pace the story to the
of value in this room. capabilities of the PCs. For example, a
The deepest room in the waystation is very strong party may be able to with-
carved out of the bedrock and molded stand an assault by the wizard, minotaur,
t. Landing
into a handsome bedroom and study, Khur warriors, draconians, and otter all
This is a darkened landing with the only with a small library that stretches along at once. In this case, the DM should let
light emanating faintly from Room V. the west wall in front of an elaborate work the draconians and the minotaur escape
There are five corridors leading off into the table. The table is piled high with crystal- with the necklace to carry out the kidnap-
dark. It is very quiet here. line decanters and glass tubing. Candles ing. This will continue the story with
and alcohol lamps illuminate the room some hack-and-slash battles with mino-
u. Pudding Room and it is stuffy with their smoke. taurs on the high seas, as well as a daring
Rohzgan can always be found here at rescue of the young prince. If the PCs are
This room is full of a black pudding. It night, with Quarti sleeping on the floor.
lies 3-5 inches deep on the floor (AC 6, MV fairly weak, then they will have to use
The chance of meeting Rohzgan here dur- brains instead of brawn. In this case, the
6”) HD 10, hp 140, Dmg 3d8 + corro- ing daylight hours is 35% . If he is in the
sion). It is kept in this section of the tunnel DM might allow them to retrieve the
room, or discovers someone pilfering his necklace and fight with Rohzgan, per-
by a chemical treatment painted in the pas- personal treasures, he fights to the death.
sageway (a minotaur taught the method to haps facing Torando and his men while
No one except the guardian daemons (if escaping. If the players are very fast, find-
Rohzgan and he’s kept a pudding pet ever they are still alive) can hear his calls for aid,
since!). The chambers to the west are emp- ing the main clues and retrieving the
since the guards and servants fear to enter necklace too easily, then Warss can sug-
ty. the lower levels. He first casts slay living to gest substituting a fake necklace. This
kill and demoralize, then he turns to flame will give the opportunity to capture the
V. glow, Little glow Worm attacks, taking no heed of his possessions. slavers as they attempt to abduct the
Behind a pillar in the chamber ahead, a Quarti fights with a dagger and will try to prince. It will also implicate the other
dim light flickers. It is a dead body alive run away if wounded. tribes before the Kahn. Be sure to watch
with glow-grubs. The room is trapped with A search of this room uncovers two the moon phases of your campaign and
poisoned darts that are tripped by stones in chests. The frost is of teak and silver and apply the spell bonuses or penalties, as
the rough floor (only the character(s) in the radiates a magical aura, if such is checked this may make a big difference in the out-
lead are affected, darts attack as 5-HD crea- for. The lock has been wiped with a greasy come.
contact poison that causes 1d4 hours of

53
This adventure is best played with four Serf City, here
to six characters of experience levels 1-3, “Two months ago, we became aware We Come
with the presence of a ranger PC a defi- of the presence of a giant dwelling in
nite advantage. the Tanglewood, a large forest to the The journey over the mountains to
north of us. For a time, the creature Nixx takes just over two days, with no sig-
dm’s Information contented itself with roaming the nificant encounters. Around noon on the
wood, but for the last fortnight it has third day, the party catches a glimpse of a
Tanglewood Keep is designed as a taken to raiding our farms, stealing large, green valley, with a forest encom-
means to enable beginning adventurers sheep, goats, and most recently a cow. passing most of its area to the north,
from the DM’s usual campaign to enter “Although a good witch also dwells while rolling hills of farmlands are seen to
the world of Krynn. Through an unravel- in the Tanglewood, who no doubt the west.
ling of encounters and occurrences, the would help us against the monster, we The descent into the valley is accom-
PCs will discover some of the unique fea- have not seen her in several months, plished after a few more hours; in the late
tures to be found only here. and we have been afraid to enter and afternoon, the group arrives at the vil-
As an alternative to the immediate seek her out. lage.
pursuit of fulfilling the quest (that of “The people of Nixx are simple Nixx hardly qualifies as a township,
obtaining an enchanted crystal to aid in folk, not warriors, and all fear the possessing no more than a few scattered
returning home), the DM will be given giant will soon become even bolder in farmhouses, along with a common meet-
the opportunity to drop the player char- his attacks. We have no goods of value ing hall. The adventurers are brought to
acters directly into module DL1 if he to pay for mercenaries, but I ask if Barnabas’s house, where they can stay the
desires, picking up the remainder of this there are any here who would aid us night if they please.
adventure at a later point or abandoning against this foe.” Soon after their arrival, the PCs are
it altogether in favor of presenting the descended upon by 50 or so men, wom-
entire DRAGONLANCE® saga. Assuming the group agrees to assist en, and children, anxious to catch a
Play opens in a small town of the DM’s Barnabas, he offers his thanks and sug- glimpse of the heroes who will put a stop
choosing, with the characters seeking gests the adventurers get a good night’s to the marauding giant.
lodgings at the Bed & Pillow Inn, the rest before beginning the journey to Nixx Footprints of the creature are pointed
area’s only hostel. at dawn. out; should there be a ranger present,
If asked for additional details about allow a roll against his base tracking skill
the adventure the giant, he can offer little. Nobody has to note that the indentations were in fact
actually seen it clearly, for the giant made by an ogre.
Lodgings at the Bed & Pillow are quite always attacks at night, and no one is The inhabitants will urge the fellow-
reasonable, the PCs will discover, with a really anxious to get close. Rumor, natu- ship to waste no time in hunting down
single gold piece sufficient to provide rally, places the height of the creature at the giant, and at such time as the group
meals and rooms for up to four charac- least on par with that of a house, and its chooses (probably the next morning),
ters. huge footprints can be seen leading to they may follow the tracks into the forest.
and from the Tanglewood.
On the lower floor of the inn, about a
dozen patrons can be found enjoying a
As to the “good witch” dwelling in the the tanglewood
Wood, Barnabas is able to relate that she
meal while a traveling minstrel per- is a beautiful elf who sometimes assists The Tanglewood is a large, coniferous
forms on a mandolin. Dinner proceeds forest some 80 miles long and half that
the villagers as a healer and counselor.
without incident until you notice an wide. It abounds with creatures of the
Especially popular with children, the
old peasant entering the building to sort who might dwell in such an area, for
nameless witch has a house somewhere
speak with the proprietor. Thereafter, within the wood, but she hasn’t visited food and water exist in abundance. Truly
the innkeeper halts the minstrel’s ren- evil creatures are somewhat of a rarity,
the village in several months.
dition of Greensleeves, asking those primarily due to the watchful presence of
Barnabas, a simple man, beds down in
present to lend an ear. Stevie, the “good witch,” who formerly
the barn, refusing a room if offered, and
Nervously clearing his threat, the dwelt there in a small house.
the group will find him up and ready to
old man begins his tale: About six months earlier, Stevie, a
depart on their awakening.
“I am Barnabas, elder from the magic-user fascinated with the study of
hamlet of Nixx, which lies a short jour- other planes of existence, activated an
ney over the mountains from here. I enchanted mirror she’d acquired years
have come on behalf of my people to previously and stepped through to the
beg assistance. world of Krynn.
Unaware of the danger of prolonged

54
exposure, she spent too long in explora- pick up his direction of travel. Non-evil PCs put to sleep by the sprites
tion and found to her shock that she Each of the trails leads to various points awaken 1d6 hours later, at forks 3 and 5 to
could not return through a similar mirror of interest. the northeast. Evil characters, however,
from which she exited. She was thrown find themselves in the firm grasp of Fry-
into a time-warp and emerged in Krynn * 1. This short trail ends after three mdral, the treant at the end of trail 3,
about the time of the start of the miles at a rocky knoll, where a small there to remain until someone comes to
DRAGONLANCE® saga. opening may be seen amidst a group of claim them.
Eventually resigning herself to being boulders. The opening extends to a small
trapped there, she settled down and built cave, home to a cave bear minimal. * 3. This fork of the trail slopes down-
a house, moving the mirror of portals ward in a northerly direction. If it is fol-
through which she emerged from an old Cave bear minimal: AC 8; MV 8”; HD lowed, the explorers shortly emerge on
wizard’s tower into a drawing room in her 2+2; hp14; #AT 3; Dmg 1d2/1d2/1d3; the banks of a stream, where a majestic
new home. THAC0 16; SA surprise on 1-3, hugs for oak tree towers above the bank. In actual-
A few months later in her old world, an 1d4+1 hit points; SD only surprised on a ity, it is Frymdral, a treant.
ogre drifted into the Tanglewood from l; MR +2 save vs. spell, save as 6+6 HD
the mountains to the north. He soon monster vs. poison or death magic; AL N Frymdral: AC 0; MV 12”; HD 12; hp
found Stevie’s deserted house and took (chaotic) 80; #AT 2; Dmg 4d6/4d6; THAC0 9; SA
up residence in the hidden cellar, where animate trees; SD never surprised; AL
her first mirror lay. The minimal will not bother the CG
Back on Krynn, Twill Topknot, Stevie’s adventurers unless they seek to explore
kender servant, accidently activated the the cave or prod objects into the opening. Frymdral, while a friend to many of the
mirror, stepping through with Kitty, his In this case, the minimal will certainly Tanglewood’s natural inhabitants, is less
pet cat. He was met on the other side by defend its territory as best it can. than enthusiastic over the presence of
the hungry ogre and barely managed to The creature possesses no treasure. outsiders. At first he ignores the PCs’
escape, losing Kitty in the process. presence unless they remain in the area
Lost, hungry, and parted from Kitty, * 2. At the end of this trail, the group longer than a few minutes. In this case,
Twill has been sulking near the house for comes upon a pleasant, green meadow on he will tersely ask that they move along so
several days. a bluff overlooking a stream. Quite a few that he may enjoy the sun in peace and
The ogre, who recently had been mak- berries, flowers, and bushes are to be quiet.
ing a few forages down in the valley for found here, along with its 50 invisible If an evil PC was brought here by the
food, adopted the kitten and promptly inhabitants. sprites, the party will find their comrade
went out to steal a cow so that it might solidly held within Frymdral’s roots.
have milk. He, the kitten, and the cow Sprites (50): AC 6; MV 9”/18”; HD 1; Speaking in a deep, grandfatherly voice,
presently reside in the cellar of the house, hp 3 average; #AT 1; Dmg 1d3 (bows) or the treant asks if the PCs wish to “claim
which the group must find and search. 1d4 (dagger-swords); THAC0 20; SA this rascal, whom the sprites believe is
sleep poison; SD become invisible at will, certainly up to no good.”
Many Paths to glory detect good/evil; AL N (good) An explanation of the group’s quest
will gain the release of the character, as
Initially, it will be easy even for a char- The reclusive sprites invisibly detect “any enemy of a tree-hating ogre must
acter with no tracking skills to follow the the party for evil, remaining hidden if have some good in him.”
ogre’s footprints into the Tanglewood, for none is found and communicating only About Frymdral’s base grow several
they are quite clear in the soft ground. with a good-aligned character if he sepa- rare herbs with remarkable healing prop-
Eventually the tracks fade as the group rates from the rest of the adventurers erties. Should a character with either
encounters a rough trail with a number of (asking, in that event, the group’s busi- healing or plant lore nonweapon profi-
branches. ness, and if they would please depart ciencies closely approach the treant, allow
Each time the party comes to such a from the glen). But if one or more evilly- a single roll against the more favorable
fork, a tracking roll must be made to fol- aligned PCs are present, an attack is pre- skill to note this. Frymdral will allow four
low the footprints in the right direction pared, with ten unseen bowmen first herb pods to be picked if the group there-
(allow a bonus of 10% due to conditions launching a warning volley to persuade after will depart. Each pod will heal 1d4
of the trail). If the roll fails, the group the PCs to leave, and thereafter pepper- points of damage if crushed and applied
must randomly choose a path to take, in ing the intruders with their poison- to wounds (in addition to 1d3 points
the hope it is the correct one. Every time coated arrows if the hint is ignored. The from the healing proficiency itself, if
they encounter a subsequent fork which barrage continues until the PCs are either applicable).
the ogre’s trail passes, additional tracking dead, asleep, or have departed by the way The treant, if asked, will indicate
rolls may be made to continue on or again they came. where Stevie’s house may be found. He

56
will not consider it odd that she hasn’t ship now has a four-foot shadow. N/A; SA Nil; SD invisibility; MR 10%;
been seen in such a short time-span as A couple of miles farther down the trail AL N
“mere months.” is Stevie’s cottage, a two-storey brick
structure with a decidedly elven look to Should the party gain surprise when
* 4. Many miles down this trail, the fel- it. entering, those in the doorway have a
lowship comes upon the ruins of a small The simplest means of entry is through 25% chance of catching sight of one imp-
castle. Scars of fire and lightning reveal the door in the southern wall of the first like creature sitting atop a rafter. It then
that some struggle took place here many floor. scampers into a darkened corner to hide.
years earlier. (In fact this was Stevie’s Its mate is hidden in the eaves over the
dwelling-place a generation ago; it was Stevie’s Cottage doorway. Both creatures avoid the charac-
razed during a struggle with a dragon.) ters, using their power of invisibility to
If the ruins are explored, each character * 1. Kitchen & living area. Inside the hide, seeking escape up the chimney if
has a 5% chance of coming across a secret front door, the PCs find a comfortable pursued.
wall compartment in which is found a living area. While the room shows clear
scroll of two magic-user spells: identify signs of ravaging by some creature * 4. Library. The door to this room is
and strength, both of which are written at (scratches, smashed furniture, broken wizard-locked. Should the PCs be frus-
the 7th level of ability. dishes, etc.), curiously, it seems as if trated in entering, it is possible for a thief
something tried to clean up as best it to leave through a window in the bed-
* 5. Stevie’s house lies seven miles could, for broken items are set in a jigsaw chamber and make a climbing roll to
down this trail, just up from the stream. puzzlelike state, fitted back together as move across and enter through the library
As the group comes within two hexes of much as possible. window.
it, a morose sobbing is heard up ahead. If On the north side of the room, a couch However entry is gained, explorers face
investigated, the following description sits before a fireplace; a number of a potentially dangerous encounter:
may be read. shelves against the eastern wall hold should anyone but a female elf set foot in
dishes and plates. A table and chairs the room, a writhing black tentacle will
Sitting upon a rock to the side of the stand to the southwest. To the northeast, emerge from the floor, automatically
road is a truly pathetic sight to melt a stairway leads up to the second floor. A entwining about the character and
the heart of even the most evil being: a secret door is set into the western edge of inflicting 1d2 points of damage per
small humanoid with a long ponytail the stairs, which lead down to the cellar. round until either it or the PC has died
is crying uncontrollably. He is attired (–10 hit points or more for the tentacle).
in a leather jerkin. As you watch, he * 2. Antechamber. Ascending the
catches sight of you and his weeping stairway brings the adventurers to an Tentacle: AC 5; MV N/A; HD 4; hp
becomes even more intense. antechamber with two doors to choose 22; #AT 1; Dmg 1d2; THAC0 N/A; SA
from. The southern opens on to a linen Constriction; SD Nil; AL N/A
This is, of course, Twill Topknot. closet (nothing of value within), while
the western door leads to Stevie’s cham- Within the room sits a writing desk
Twill Topknot: AC 4; MV 12”; Thf 3; bers. near the west wall, while bookshelves line
hp 12; #AT 1; Dmg 1d4 (dagger); the northern and southern walls. A search
THAC0 20; S 10, I 13, W 9, D 18, Cn 13, * 3. Bedchamber. This cheerful room of the room turns up a number of notes
Ch 15; AL NG holds a bed to the west, while a small fire- and calculations that apparently deal
place is at the center of the northern wall. with the subject of planar travel through
If the fellowship inquires as to the little Against the southern wall is a door lead- a unique theory of using a dimension
fellow’s problem, the kender will explain ing to the library, a dressing table and door spell in conjunction with certain
between sobs that he lost his kitty, unac- chair, and a closet filled with tattered astronomical phenomena.
countably producing a random PC’s clothing. An examination of the books reveals
purse to show the kitten’s color. As with the room downstairs, signs of much the same subject matter: treaties on
Further questioning will result in disorder are apparent, including a once- planar travel, astronomy, and astrology,
Twill’s explaining that the “big guy” in fine silken bedspread, apparently torn and quite a number of materials dealing
the house ahead ran him off and has kept asunder and then dutifully mended. The with herb lore.
him from rescuing Kitty and going back source of this curiosity is found hiding in A wood-and-brass globe some five feet
home (“to Stevie’s house,” if asked). the eaves of the room, keeping a shy eye in diameter stands in the southeastern
If the group promises to help or other- on intruders—a pair of booka. corner of the room, inscribed with plan-
wise look into the matter, Twill suddenly ets, stars, and constellations. If a success-
becomes vivacious and joyful. And Booka (2): AC 7; MV 12”/18”; HD ful search for secret doors is made, a catch
whether or not they desire it, the fellow- ½; hp 3, 2; #AT Nil; Dmg Nil; THAC0 is discovered, allowing the top hemi-

57
sphere to be lifted open. Inside the hol- and that the mirror is how he came to be those in the other house, although quite
low sphere is a sack holding 50 pp, 21 gp, here. (At this point, if it hasn’t already a bit of information on the world of
37 sp, a scroll of protection from breath been found, Twill will discover the hollow Krynn may be discovered—including the
weapons (dragons), and a potion of ani- and retrieve the crystal horn.) fact that those who journey here from
mal control. Remarking that it’s about time he and other planes of existence find it increas-
Kitty made their way home, Twill places ingly difficult to return home the longer
* 5. Cellar. From the stairway casing the horn in the head of the gargoyle, and they stay (this is penned by Stevie herself
above, a secret door opens to steps lead- the surface of the mirror takes on an in a book on her knowledge of Krynn).
ing down to the cellar. It is here that Tom, opaque shimmering. (If a magic-user is Clerics and druids immediately note
the ogre lately dwelling in the Tangle- observing, allow a save vs. spell, which if the severance of contact between them-
wood, has made a home with Betsy the successful will allow the character to see a selves and their deities, as well as the loss
cow and Kitty, Twill’s cat. comfortable-looking parlor on the other of any remaining spells. Once again, Ste-
side.) vie’s treatise in the library can explain her
Ogre: AC5; MV 9”; HD 4+1; hp 25; Thanking the PCs for their help with a curiosity over the apparent lack of true
#AT 1; Dmg 1d6+3 (club & strength bear hug for everyone, the kender grabs clerics in the world of Krynn, tracing this
bonus); THAC0 15; SA Nil; SD Nil; AL the cow’s tether (unless prevented), puts back to the events of the Cataclysm.
CE one foot through the mirror, pauses and Entrance to Stevie’s chambers and
then asks if the adventurers would like to workshop will not be possible, because of
Keeping a secure hold on Kitty, Tom meet Stevie. If so, they’ll be enthusiasti- heavy enchantments and wizard locks
will put forth his best effort to battle the cally instructed to follow him. If not, (which in most cases suffice to keep Twill
party, but as he nears the end of his hit Twill will wave farewell and disappear out of areas he is best isolated from).
points, he stiffens, lets go of Kitty, and through to the other side. Should the DM The kender, unfortunately, has no
topples forward with Twill’s kender knife desire to exercise a bit of prompting, he means of getting the party back home.
buried in his lower back. The triumphant may at this point inform a chosen player The crystal horn he used to activate the
kender then joyfully rushes forward to be that his character spots an important pos- mirror was the last Stevie possessed (he
reunited with Kitty, and the adventurers session peeking out from Twill’s knap- found it “thrown away” in a locked case
may search the room. sack, such as a spell book (“Gee, it looked at the back of her closet one day when she
While now a complete mess, it is clear interesting, so I thought I’d read it”), forgot to close the chamber door secure-
this was once a magic-user’s workshop, weapon (“There’s a weapons room at ly), and using the mirror to plane travel
although Tom’s inhabitation of the place home where this would look great!“), drained the crystal’s power, turning it to
has rendered otherwise valuable equip- etc. The party may then follow the ken- dust.
ment worthless. der through to Krynn while the portal Sooner or later, then, the adventurers
The one object of interest remaining in disappears behind them. will conclude that their best shot is to try
the room (apart from an extremely agi- to find Stevie in the hope that she can
tated cow) is a huge mirror against the gee, toto, send them home before they are trapped.
southern wall. Reliefs of dragons, solars, Twill’s recommendation is that the group
demons, and ki-rin decorate a rune- We’re not in... set out for a town a day’s journey to the
covered mahogany frame, which is The group emerges in a large parlor, north (Solace), where may be found an
capped by a gargoyle’s head, curiously with a small library near a writing desk. A inn she sometimes visits and stays at while
missing its horn. mirror identical to the one they stepped awaiting the arrival of a sister wizard
To the left of the mirror, the northeast- through stands against a wall. whom she often travels with.
ern wall hides a secret chamber. If a suc- If the DM at this point chooses to place The PCs may then set out for Solace,
cessful check for concealed doors is made, the characters in the DRAGONLANCE® quickly leaving the outskirts of the Dark-
it is noted that the wall here is oddly modules, Stevie is not present. A note is en Wood (areas 22-26 on the DL1 map),
smooth, not at all like the rough stone found atop the desk, addressed to Twill. where Stevie’s house lies, to find them-
used elsewhere in the cellar. This is the It lightly rebukes him for having disap- selves caught up in the events of Dragons
result of a stone shape spell used to hide peared without an explanation. It goes on of Despair. The DM may run Twill as a
treasure within the chamber. If dug at to explain that she has departed to attend useful NPC, to play much the same part
with a dagger or pick, a hollow will soon an important wizards’ conference. as Tasslehoff Burrfoot. The adventurers
be revealed. Inside lies a locked chest that Stevie’s house is quite a bit larger than may then find Stevie at some future point
contains a crystal horn perfectly sized to the one in the Tanglewood. The charac- of the DM’s choosing.
fit the socket in the gargoyle’s head. ters will find adequate room and provi- If, however, the DM keeps this adven-
Should he be questioned about the sions for guesting there until they decide ture entirely separate from the
mirror, the kender will explain that it upon a course of action. The reference DRAGONLANCE® saga, moments after
“looks the same way on the other side,” materials in the library are similar to the last PC steps through the mirror and

58
the portal closes, the door to the parlor In regard to the keep that the group
opens. Facing the group is an attractive abandoned keep of a dark sorcerer to must seek out and search, Stevie draws a
female grey elf attired in white silken the east. What I found after a time of map from the Darken Wood to the keep.
robes. Taking a startled glance at the exploring this new world—and it is She adds that Twill is familiar with the
strangers (including the cow, if it came), this that I now warn you of—is that area and can lead them to the Kiri Valley,
and the last shimmering of the mirror’s time works as a binding agent against where the citadel lies, if they desire a
surface, the elf looks over at Twill, squint- intruders. The longer you remain on guide (a task the enthusiastic kender
ing her eyes and shaking her head. Krynn, the less likely it is that the mir- readily accepts). As for herself, she must
“Oops,” the kender mutters. ror will be able to transport you back depart in another direction to attend a
home. gathering of her order, and so will be
Stevie: AC 3 (bracers); MV 12”; MU “In my case, when I attempted to away for an indeterminate length of
(white robes) 12; hp 46; #AT 1; Dmg by leave Krynn, I was thrown back. Since time. Should the party succeed in discov-
weapon or spell; THAC0 16; S 10, I 19, then, I have accepted the fact that here ering a power crystal, all they need do is
W 15, D 13, Cn 15, Ch 18; AL NG; NW I am bound to remain. Thus, after I return here and place it in the gargoyle’s
proficiencies —healing, herb lore, direc- built this new home in what is known socket. If all goes well, they need only
tion sense, astrology She possesses a robe as the Darken Wood, I brought the step through and be home.
of eyes, a portable hole, and a carpet of mirror through which I entered this
flying, among other magical items. She
has the following spells memorized:
plane. Twill, with his innocent but Off to See the Wizard
regretful actions, caused your arrival.
identify, magic missile, protection from Now I fear there may be no means for The fellowship may rest the night and
evil, sleep, ESP forget, invisibility, web, you to return home, for the crystal he then depart the following dawn. First to
fireball, lightning bolt, protection from used to get to the Tanglewood was the awaken is Twill, who is waiting anxiously
normal missiles, suggestion, charm mon- last I possessed, and I haven’t the at the front door with his traveling gear: a
ster, polymorph self (x2), cloudkill, hold means to fashion another.” knapsack, hoopak, and a two-handed
monster, sending, wall of force, chain sword, which the kender will drag behind
lightning, globe of invulnerability, repul- The adventurers’ best chances of reac- him. (It was given to him by a now-
sion, charm plants, volley, demand. tivating the mirror, she’ll add, is to search deceased barbarian, who asked that Twill
out the keep where it was originally hold it for him while he examined a sup-
Over the next hour, the charming elf housed, in the hope of finding a power posedly empty anhkheg’s burrow. He
explains where the adventurers are, and crystal left behind by the wizard who never came out, but Twill has dutifully
she apologizes for Twill’s allowing them once dwelt there. kept the sword ever since, in case he runs
to follow him back through the mirror (if If the DM has this adventure occur in into the barbarian again.)
such happened). Krynn’s post-Raistlin period, Stevie will Stevie’s house lies in a secluded glen
Explaining that she was indeed the go on to explain the necessity for other- near Starnight Canyon (area 25 on the
witch of the Tanglewood, Stevie will tell world clerics to come under the authority DL1 map). Twill leads the adventurers
the following story: of a Krynn deity compatible with their north to the main road that stretches
alignments in order to regain clerical between Haven and Solace. (No outdoor
“About 30 winters ago, I acquired a encounters are listed during this portion
spells and the ability to turn undead.
device known as a mirror ofportals. By of the journey, for they would certainly
(She will, for those clerics who wish to,
using a crystal enchanted with a phase depend on the time period the DM places
use her carpet of flying to fly them to
door spell, it is possible to use the mir- the scenario in, and he may organize
appropriate clerics, where the PCs may
ror as a means to teleport virtually any- encounters according to his desires.)
obtain medallions of faith and instruc-
where upon its native plane without Turning east, the party eventually arrives
tions on clerical duties. This process will
limitation. The greater power of the in Solace, where they may, if they wish,
consume three days. Clerics who exercise
mirror is that one may step through visit the Inn of the Last Home and spend
this option will not suffer a level loss.)
and emerge upon other planes where the night (although they may well be sur-
Party magic-users are told how Krynn’s
similar mirrors are to be found, prised that gold is valueless here!).
three Orders of wizards function, and of
although doing so drains the crystal of The next morning, they once again set
the danger of being branded a renegade.
its power. out eastward, eventually by noon turning
(At least at this point, Stevie sees no rea-
“I first entered this world of Krynn south to follow a ridge of mountains into
son why a PC should commit to a robed
through the mirror in the cellar of my the Kiri Valley (area 33 on the DL1 map).
order if he intends to depart Krynn as
home in the Tanglewood. I stepped Many years ago, Voss, a black-robed sor-
soon as possible. Should a longer—or
out of this mirror here, which had lain cerer, built a keep here atop a mountain-
permanent —stay be planned, she places
undiscovered for many years in the side in the valley. Voss had committed an
the PC magic-users in contact with exam-
iners from the appropriate orders.) offense against another wizard, and a

59
battle between the pair took place here, keep from below.) ern wall, leading to a corridor between
with Voss proving to be the loser. His A concealed door at the northern niche this and area 3. Midway down the corri-
retainers abandoned the keep, and the of this room leads to the temple, while a dor is the body of the Citadel’s priest,
Citadel of Que-Sanh, as Voss called it, secret door in the western wall allows with several crossbow bolts in his front
quickly fell into a state of disrepair. The quick access to the landing. and back. He still wears a set of chain
whole area has been shunned by travelers mail +2, and at his side lies a mace +1 of
for years because of the knotted and bent 3. temple black and silver (XP value 500/cash value
trees that fill the valley, and the overall 5,000).
The door in the northern wall of the Good-aligned characters find them-
aura of unease that permeates it.
landing stands ajar. A corridor leads into selves overcome by nausea if they grasp
Currently the Citadel is in poor struc-
the hillside. Just inside the doorway, a the weapon, which radiates a slight aura
tural condition, with a number of unsafe
secret door leads into a connecting corri- of evil. Neutral characters may employ
areas within. (It would take many thou-
dor to the Citadel’s western wing. the mace, which through empathy
sands of steel pieces’ worth of repairs and
Although the chamber was once finely reveals that it can cast a strength spell on
months of labor to make it habitable
decorated with mosaics and fine tapes- the user once every 24 hours. The spell
again.) tries lining the walls, it is now filled with
The Citadel lies at one end of a box lasts for 10 rounds. Each time it is
cobwebs from floor to ceiling, 20 feet employed in combat, however, there is a
canyon, with most of the structure built
above. Lairing here are a number of occu- 5% non-cumulative chance that a non-
into a steep cliffside. From the ground,
pants. evil wielder’s alignment will shift toward
only a landing and a tower that rests upon
a spur of rock can be seen. lawful evil.
Large spiders (20): AC 8; MV 6”/15”;
A narrow trail, part of which has been
HD 1+1; hp 4 each; #AT 1; Dmg 1
worn away by the passage of time, is the 5. Refectory
point; THAC0 18; SA poison; SD Nil;
only means of reaching the landing. It is
AL N This chamber contains a series of low,
thus necessary for a character with climb-
arched pillars, with rotted and broken
ing skills to make a successful Climbing
Any creature bitten by a spider must tables and benches strewn about. On the
Check in order to move across and affix a
save vs. poison or suffer a 24-hour loss of northern end of the room is a spigot
line for others to cross (failing the roll
1d4 points of Strength (the character dies attached to a large tank, formerly used as
results in a 120-foot fall to the ground).
if his Strength goes below 3). Each round a cistern for storing rainwater. Hidden in
A description of the Citadel follows.
that is spent in exploration of the room the darkened recess behind the tank is a
results in a 1 in 6 chance of encountering patch of obliviax, its presence difficult to
1. Landing
one of the spiders. detect unless a light source is thrust into
After braving the trail from the canyon At the eastern end of the temple lies a the cavity and a careful look taken.
floor, the explorers emerge onto a land- granite altar decorated with reliefs of vari-
ing jutting out 20 feet from the cliffside. ous evil dragons. While no secret doors Obliviax: AC 10; MV 0”; HD 2 hp 10;
Four columns at its southern end support are in the altar, if several party members #AT 0; Dmg 0; THAC0 NA; SA memory
a stone roof. Two sets of stout, bronze whose combined Strength exceeds 50 drain; SD May use captured spells; AL
doors can be seen to the north and west. attempt to lift the altar, a hollow is found NE
If the area around the columns is that holds the priest’s treasure: 216 stl, 75
searched, a skeleton is found against the sp, 165 pp, 650 cp, and a gold cup deco- As the party advances into this room,
western column’s base. The skeleton is rated with steel wire inlay, valued at 20 the obliviax attempts to steal the last 24
dressed in chain mail remnants. Appar- stl. hours of memory from a random charac-
ently death came as a result of being hit On the wall before the altar lies a dis- ter, with a saving throw vs. spell avoiding
with a crossbow bolt. colored spot the same size and shape as the effects.
Stevie’s mirror. This was, in fact, where Finally, against the southeastern wall
2. Priest’s quarters she emerged from, later removing the sits a large firepit and stove, inside which
mirror to her new home in the Darken are several rusted, iron kettles and caul-
This was once the chambers of Voss’s Wood. drons along with some leaden pans.
resident cleric. Rotted furniture and cob-
webs now fill the room, but in the south- 4. Cells 6. Living quarters
western corner of the chamber is a
100-gallon tank of oil, with a spigot over Seven cells are in this area. It is here Twenty men-at-arms and two lieuten-
a drain in the floor. (In time of siege, that prisoners were once detained. All are ants were once quartered here. All but
burning oil flowed out a drain to the trail completely empty now save for rotted the northwestern room hold nothing
outside, and then down it—causing no straw and a few rats. apart from dust and decay. The lieuten-
end of problems to those assailing the A secret door is set into the southeast- ants’ quarters, however, have a partially

60
collapsed roof. If explored, there is a 75% ber, there is a 25% chance the bookworm has helplessly waited here for untold
chance that anyone probing through the will attach itself to a paper-carrying PC years.
mess will cause the remaining ceiling tim- (with magic-users preferred), thereafter The creature is willing to say anything
bers to fall inward, resulting in 2d6 seeking out something to eat. to get someone standing before the circle
points of damage. to order it to either complete its entry to
9. Workroom this plane or else depart. The DM in this
7. Storage Room regard must pay careful attention to any-
Double doors lead to what was once a thing said that could be construed as an
Although many shelves and cases have workroom. The equipment and tables are order releasing the creature and granting
collapsed over the years, it may still be now smashed beneath rubble that has it permission to leave the circle. “Show us
deduced from the jumble of rusty weap- fallen from above; each round the room is where the treasure is,” for example,
ons, tools, and equipment that this was occupied, there is a 20% chance that a would permit the dretch both to come
once a store room. If a turn or more is chunk of rock breaks free from the roof, forth onto the Prime Material plane and
spent searching, yet another body with striking a random explorer for 1d3 points leave the circle to immediately attack the
nothing of value will be unearthed. of damage. foolish individual who dared command it
A long corridor leads from the eastern without the proper spells and precau-
8. Library wail to a circular chamber, an examina- tions. “Leave this place,” on the other
tion of which reveals signs of scarring and hand, would cause the dretch to sink into
The Citadel’s library can only be damage. This was formerly a testing-
reached through a secret door in the the floor and return to its own plane.
ground for new damage-causing spells, A character stepping into the circle will
storeroom, located behind a cupboard although to attempt such at this time
that swings outward to allow passage break the magical binding of the crea-
would certainly bring down the whole ture, allowing it to enter the plane and
beyond. Three-quarters of the chamber roof in this area.
walls are taken up by long bookshelves, attack or return home (50% chance of
filled with tomes and scroll cases. A desk either).
10. Conjuration Room While the dretch may be helplessly
is seen near the western wall of the room,
beyond which hangs a black velvet tapes- This room and the Citadel’s tower can slain by magic or missile weapons from
try embossed with a silver “V” (value 20 be reached by one of two means: through outside the circle, no experience is gained
stl). Behind the tapestry is set a secret a secret door in the outer hall or by a char- from doing so.
panel, which opens into a small compart- acter with climbing skills making his way
ment holding the following treasure: a from the outer platform (1) to the base of 11. Landing
dagger-sized hornblade +2, a Zagyg’s the tower (11) and entering through Down a long hallway from the conjura-
spell component case (useable twice either of a pair of doors. tion room, two doors lead out to the cir-
daily), a shadow lanthorn, and a scroll The entire floor of the conjuration cular landing at the base of the Citadel’s
with several magical spells (magic missile, room is scribed with various sorts of circles tower. Just outside the northern door are
mount, read magic, run, sleep, all writ- of protection and summoning, but at the the remains of a magic-user, collapsed
ten at the 7th level of ability). center of the pentagram to the east is an against the charred tower wall. This was
Voss’s huge spell book lies atop the occupant. the conjurer of the dretch, who quickly
desk, where he left it just before leaving fell prey to a fireball. The body has noth-
the library to do battle. Unfortunately, Dretch: AC 2; MV 0 or 9”; HD 4; hp ing of value on it.
the black leather cover with its silver 20; #AT 0 or 3; Dmg 1d4/1d4/1d4+1;
inlaid “V” is all that remains; the pages THAC0 15; SA spell use; SD Nil; MR
12. Conference Room
within are peppered with small holes. 30%; AL CE
A search of the desk reveals nothing of A triangular table is at the center of
interest. An examination of the book- One of Voss’s apprentices was busy this room with three padded chairs.
shelves reveals the same disappointing conjuring forth the dretch when the Meetings between Voss and his appren-
damage to the valuable writings—small alarm of an attack was sounded. With tices once took place here.
bore-holes, which are caused by the only the creature’s head poking forth
library’s sole occupant: a bookworm. from the circle, the mage interrupted the 13. entry
conjuration and made his way to the tow-
Bookworm: AC 2; MV 12”/3”; HD er platform, where he eventually died. A Double doors give access to a platform
¼; hp 1; #AT 0; Dmg 0; THAC0 NA; more powerful being from the lower lift up to the second level. Those desiring
SA surprise 95% of the time; SD camou- planes might easily have fought his way to ascend need only step upon the stone
flage; AL N through and then left the circle to wreak slab and say the word “Up.” They are
havoc, but the relatively weak dretch then lifted up to the semi-circular hole in
Each turn the party is within the cham- found itself trapped between planes and the ceiling and can step out onto the sec-

61
ond floor landing (any left below may ing desk, its many papers yellowed and clearly enough to be attacked. Because of
summon the lift back by calling out the crumbled with age. Protruding from the the difficulty in seeing the beast, 2
word “Down”). wall above the desk is a black cloth cover- should be added to the mastiff’s initiative
ing a bulbous shape which in turn is roll.
14. apprentice’s Chambers attached to a wooden shaft. If the cover- The vicious beast avoids using its bay-
ing is removed, a mace with a continual ing weapon unless wounded below 10 hit
These were the quarters of the now- light spell upon it is found. points. It prefers to rely on the favorable
dead mage on the landing. A wizard lock Against the southern wall stands Voss’s conditions and its bite to overcome the
prevents easy access into the room large bed, now collapsed into pieces. intruders.
(although a thief could scale the outer A locked wardrobe is set against the Should he be slain, Brutus reforms in
wall of the tower and force his way western wall. (Because the lock is rusted, 24 hours, emerging out of the pit to
through the closed shutters). Against the thieves suffer a –10% penalty to pick the resume his guardianship.
southwestern wall is a bed, beneath lock, although it may be pried open with- If a search of the room is made, a shelf
which lies a chest filled with rotted cloth- out harm.) Inside the wardrobe, amidst is found against the southern wall. On it
ing. Against the northeastern wall sits a old clothes and boots, hangs a black robe rest two crystal horns usable in Stevie’s
writing desk atop which is a book entitled with shining silver trim—and a silver mirror and a bone scroll case with the fol-
The Art of Summoning, Vol. I by Fistan- “V” over the right breast. A permanent lowing spells on a scroll within: lightning
dantilus. If a magic-user able to cast con- clean cantrip has been cast on it, so the bolt and polymorph self, both written at
juration spells of at least 3d level studies robe will never soil or look dirty. the 10th level of ability.
the book over a period of time, there is Exit from the room may be gained by
sufficient information given to learn the 18. Observatory standing within the pentagram and
monster summoning I spell. A faded speaking the word “Down,” which
note next to the book reads: “Return to The topmost floor of the Citadel, results in the mirror transporting charac-
Library:” entirely sealed away from the light of the ters out the companion mirror in room
outside world, was restricted to all but 17.
15. Landing Voss himself. An evil darkness permeates
the chamber, causing torches to illumi-
Another lift up to the third level is seen nate no more than a 10-foot area. Light
fly the friendly Skies
to the south, along with two doorways. spells do not function here. Before the On leaving the Citadel, the group
mirror and floor pentagram lies a pit 10 comes across an odd sight in the canyon
16. apprentice’s Chambers feet across. The feeble light of a few stars below:
These quarters are similar to those is overshadowed by a spherical shape of
utter blackness, supernaturally more On the canyon floor below you is a tru-
across the hall, although no interesting
intense than the darkest cave. This is the ly remarkable sight—an 80-foot-
reading materials are to be found.
black moon of Krynn. diameter, floating red sphere is tied by
A wizard of the Black Robes who enters an equally huge net to what looks to
17. Voss’s quarters
this chamber casts all spells at maximum be a boat fixed to the ground by an
The third floor of the tower was taken effectiveness. Further, he regains spells in anchor. Graceful, bird-like wings rig-
up by Voss exclusively. Before an half the time usually required. idly extend out to both sides of the
inscribed pentagram, stands a full-length Unknown to the party, however, this craft; amidships there appears to be
mirror not unlike Stevie’s, although there chamber is lair to the keep’s last original some sort of kiln or boiler from which
are no provisions for placing a crystal horn inhabitant—Brutus, Voss’s monster an exhaust pipe leads into the red
in any sockets. If checked, it does radiate familiar. sphere. About a dozen small human-
magic. In fact it was created by Voss, oids swarm around various parts of the
based on his greater mirror of portals. Shadow mastiff: AC 6; MV 18”; HD 4; strange contrivance, and you can hear
A permanent dimension door spell has hp 32; #AT 1; Dmg 2d4; THAC0 15; SA the ringing sounds of hammers strik-
been enchanted into the mirror’s face. baying causes panic; SD hide in shadows; ing metal.
Anyone standing within the pentagram AL NE
and speaking the word “Up” causes a This is the Wind Flier, proud creation
shimmering to appear. As many as five The mastiff attacks when the party of a dozen tinker gnomes from Mount
people may then step through and enters the chamber, gaining surprise on Nevermind. If the adventurers approach
emerge in the topmost level (others must its randomly chosen target. It then fades and call out, they will cheerfully be greet-
use the same process to join those preced- back into the shadowed area of the room. ed by the ship’s captain and inventor,
ing them). There is only a 60% chance each round who will begin an hour-long recitation of
Against the eastern wall stands a writ- that the creature may actually be seen his name unless interrupted (he’ll allow

62
the party to call him Tinker for conven-
ience). Concluding the Each mirror has a carving of a horned
creature with a missing horn. If a crystal
After social amenities are out of the adventure horn with a phase door spell is placed in
way, Tinker will introduce his ship and
If the adventurers have acquired the the empty socket, the mirror becomes
crew :
crystal needed to activate the mirror, they active. A magic-user familiar with the
“ThisistheWindFliermymostmarve- may leave Krynn (either arbitrarily or the mirror’s operatings may then manipulate
lousinventionwhichletsyouflywiththe DM can make a group check based on a the reliefs on the frame, tuning the mir-
windnaturally.WecomefromMount 1%/day failure probability formula). If ror in on various others of its sort, and
Nevermindandaren’treallysurewhere they have failed to achieve their quest, a getting a picture in the glass of the other
wearerightnowalthoughifyoucouldtell whole new world of adventure lies before mirror’s surroundings as viewed out its
uswewouldbegrateful.” them! face.
When the mirror is activated (to a max-
imum duration of three rounds), up to
He will go on to say that he landed the New Magic ten human-sized characters may then
vessel to repair a damaged wing, and that
Mirror of Portals step through, exiting from the receiving
if the party desires, they may certainly
catch a ride. If queried as to his planned The origin of these mirrors remains lost mirror (although doing so completely
direction of travel, Tinker moistens his in the distant past. Some savants believe a drains the sending mirror’s crystal of
finger, lifts it up to check the wind direc- single wizard with a passion for interdi- power). This is possible even if the receiv-
tion, and answers “West.” mensional travel constructed a number of ing mirror is not activated.
Should the adventurers board the these devices as gates to those worlds that The mirror may also be used as a means
craft, they find a bicycle-like set-up has were of interest to him. Still others assert to open a gate to a known place on its
been installed near the stern of the ship. independent creation of the mirrors on home plane. A magic-user not in posses-
Six gnomes, pedalling away, cause a com- various planes, believing it unintentional sion of instructions on the mirror’s use,
plicated series of cables and pulleys to that each appears linked to others of its however, has but a 15% chance of doing
manipulate the wings in an awkward ilk. Whatever the case, it is a fact that this successfully. (It is possible to research
flapping motion. This “efficient” sys- there have been no reports of two similar the mirror’s mode of operation at a cost of
tem, Tinker will brag, allows the Wind mirrors on the same plane. 2,000-8,000 gp and 2d6 months of time.)
Flier to sail along just about as fast as the All mirrors of portals stand about seven This does not drain the crystal of its
wind itself! A wood furnace amidships feet tall and five feet wide. The frames power, although the mirror may be used
feeds hot air into the silken balloon holding the glass are always decorated in this manner but once per week. (Note
above, and although it is somewhat with reliefs of various creatures (dragons, that should the magic-user choose not to
smoky, the craft can rise up to about ki-rin, demons, devils, etc.), with ebony step through the mirror, it thus could be
6,000 feet. A small forward cabin holds or teak the wood usually found in their used as a scrying device, but only of places
supplies. construction. known to the user.)
The PCs may join Tinker at the stern, Experience/cash value: 1,000 xp/
where he will take firm grasp of a tiller 10,000 stl
and then call for the crew to cast off. A
gnome on the ground a few feet below
the ship then loosens the anchor and
(barely) climbs back aboard as the Wind
Flier takes to the air, its wings flapping
away.
If the DM allows, the gnomes drop the
PCs more or less in the general vicinity of
the Darken Wood. They may then hike
back to Stevie’s house.

63
chambers caved in, the towers fell down, lands filled with hated men.
Notes on Zhakar The dwarf woke, amazed by the
and the walls cracked. It still stood, but
just barely. The dwarves of Zhakar knew dream. This Worm that he had seen, if it
geography
that beyond the wall of the mountains truly existed, it must be a god, given the
Zhakar is the name of both a hidden things were far worse. Indeed, for many great power he had felt emanating from
valley and the fortified city that lies on a years they believed that the rest of the it. If the world outside the valley had not
river near its eastern end. The river rises world had been destroyed. been totally destroyed, what had become
from springs deep within the mountains The dwarves felt alone, and they of it? The young dwarf was full of ques-
and runs west through the valley, disap- grieved for their brothers who they tions, but inside he felt that he had found
pearing beneath the mountains. thought were dead (they still grieve to an answer and a purpose. If this Worm
The valley of Zhakar is surrounded by this day). They were filled with sorrow was a god, then he would worship it.
high, unclimbable mountains. It is when they looked upon their once- He had more dreams. In them he saw
almost totally cut off from the outside beautiful city and saw how cracked and many things. He saw that the dwarves of
world. There are only three routes into ugly it had become. Then they felt anger. Zhakar would be great once again if they
the valley. They lead up steep and treach- They felt hatred for the outsiders—the worshiped the Worm. He saw that the
erous mountain paths and through deep elves, the humans, the kender—all of the Worm was hungry and that it wanted to
and dark tunnels cut through rock. These races that had brought the Cataclysm be fed. He saw more of the world beyond
ways are guarded by watch posts. down upon the world. The anger passed, the mountains; he saw how the people
The soil of the valley is fertile and well but the hate did not. who dwelt there were weak and confused.
suited to cultivation. The climate of the There seemed to be little point in Eventually he saw the way to the way to
valley enables the survival of plants that doing anything. The dwarves became the Cavern of the Worm. He saw himself
are normally only found much farther more and more morose, fatalistic, and becoming the first Priest of the Worm.
north. The rock of the mountains is hard apathetic. They saw little hope of their
and difficult to work, but it contains world ever returning. They had no pur- the Cult of the Worm
great riches. Iron is mined from the pose to their existence. They would have
mountains and worked in the many vil- Once the rest of the dwarves were con-
faded away, but for the coming of the
lages all along the river. Steel armor of vinced of the existence of the Worm, they
Worm.
excellent quality is the main result. Gem were only too glad to find some purpose
stones are also found, especially emer- in life by worshiping the Worm. A priest-
the Coming of the Worm
alds, which the dwarves of Zhakar prize hood was formed to tend to the spiritual
greatly. Many years ago, a young dwarf, whose needs of the community and provide an
name is long forgotten, was thinking effective leadership. The young dwarf
a Short history melancholy thoughts as he wandered became known as the Priest of the Worm
deep into the mines. He found that the and his true name was forgotten.
The city of Zhakar is an old city, older gloomy darkness of the tunnels matched The priests also had to keep the Worm
than Thorbardin. It began as a small min- his mood and he felt at ease there. He fed. They fed it with humans and elves
ing settlement, inhabited by dwarves went ever deeper, the way becoming captured in slaving raids. The few
who had come to that part of the Khalkist more and more difficult. His progress dwarves they’ve captured on these raids
Mountains looking for gems. They found demanded more and more effort and he are believed to be derro—hideous half
emeralds, but more importantly they began to tire. Fatigue forced him to stop, breeds who lived among mankind. They
found a rich vein of iron ore. Zhakar to sit down and rest for a moment. He are considered beneath contempt, as they
became the capital of a powerful dwarven was so tired, he fell asleep. cannot be true dwarves.
kingdom that specialized in the trade of As he slept, he dreamt. He saw a vast Although the Priests of the Worm have
iron and gems. Within its massive walls, cavern beneath Zhakar; filling that no spell abilities, they have knowledge of
Zhakar was a city of wondrous stone cavern was a Worm whose writhing form fungal poisons and worms of all kind (see
buildings that seemed to have grown was forever cloaked in darkness. He sens- below for more details).
from the rock; there are underground ed great power emanating from the
carved chambers that looked for all the Worm. His vision of the Worm faded, the adventure
world like natural caves. In fact, most of then he saw himself clambering over
the city was under ground. rocks, through small gaps between boul- This adventure is designed for 4 to 5
This all changed with the coming of ders, crawling through mud-filled tun- characters of 8th to 9th levels. Ideally,
the Cataclysm. Passes through the moun- nels until finally he found himself none of the player characters should be
tains were closed, tunnels collapsed, and standing on the top of the mountains. He clerics.
villages in the valley were destroyed by looked one way and he saw the valley of The adventure is set after the War of
rock slides. The city itself was cracked and Zhakar, he looked the other and saw the Lance. Now that the True Gods have
battered; many of the underground

64
returned, clerics travel the length and He is a young, idealistic man, filled up to 72 points of magic missile).
breadth of Ansalon, bringing the news to with a deep desire to help those in need Two 5th level: hp 25, 30; AC 1 (splint-
all people. A group of low-level clerics, and right the wrongs that exist. He ed mail +2 and shield); #AT 1; Dmg
their followers, and a few escorting heroes regards it as his duty to bring word of the 1d6+1 (short sword +1)
set out on a journey to bring word of the True Gods to all and sundry. He is also Three 4th level: hp 12, 18, 24; AC 3
gods to the inhabitants of Khur, or some impulsive, often speaking without think- (chain mail +1 and shield)
such place. The exact starting point and ing, and has a habit of getting himself Five 3d level: hp 8, 9, 15, 16, 18; AC 4
destination do not matter greater. What into trouble. He annoys some people (scale mail +1 and shield)
matters is that the journey takes them intensely, although most find him to be There are also four fighter/thieves
through the foothills of the Khalkist pleasant, charming, and amiable. armed with light crossbows, short sword,
mountains. Although supposedly the leader of this and dagger. They wear leather armor and
The god worshiped by the clerics and group, he has little experience in leading camouflaged cloaks (MV 12’).
their followers depend to some extent on men. He will often ask the heroes for One 4th/4th level: S 17 D 18; hp 30;
the nature and alignment of the PCs. For advice. AC 2 (Dex bonus plus ring of protection
instance, if the PCs are evil, it is most +2); #AT 1; Dmg 1d6+5 (Str bonus
improbable to have them escorting wor- the Journey plus short sword + 4)
shipers of Mishakal. This is an adventure Three 3d/3d level: D 16; hp 18, 21;
for more heroic characters. So far the travelers have had a relatively AC 6 (Dex bonus); #AT 1; Dmg 1d6
easy time. They have met small groups of (short sword)
the Missionaries bandits and marauders, but these were
quickly run off by the heroes. Occasional-
The four fighter/thieves have split off
The band of clerics and their followers ly they have come across tracks made by from the main group in order to lure the
numbers 21. They are led by Kastir, a draconians, but they’ve not met any, yet. PCs away. When the PCs advance on the
young cleric from the area of Tarsis. He is
four, the rest of the slaving party attacks,
assisted by five 1st-level clerics (all W 13, Slaver attack attempting to capture as many of the mis-
hp 4, AC 4. They wear chain mail and
The missionaries and the PCs have set sionaries as possible. The missionaries are
carry shield and footman’s mace. Select
up camp for the night. all surprised and are easy prey, although a
one spell for each.). They also have
couple of the lst-level clerics put up some
attracted some 15 lay-followers (0th-level Night will soon be upon the camp. valiant opposition. Kastir is captured
noncombatants), who feel a religious
The sun set some time ago and the sky whatever happens. Using their thief abil-
calling but lack the necessary qualities to is becoming darker. People are getting ities, the four dwarves then try to get
become clerics. They do various jobs,
ready to turn in for the night or hud- between the PCs and the missionaries.
such as cooking, gathering firewood,
dle close to the fire. The main group of slavers tries to bundle
tending the clerics’ horses, and carrying Suddenly, a cry rings out. One of away their captives while the PCs are tied
equipment. They travel on foot, as a sign the lay missionaries drops to the down.
of their humility.
ground, a crossbow bolt protruding If the PCs look like they might foil the
from his back. More bolts whiz raid, the dwarves will use crossbow bolts
NPC Capsule—kastir through the air, coming from some covered with sleep poison (–4 on save,
Kastir, Worshiper of Mishakal: AC 4; undergrowth to the south. failure induces sleep for 4d4 turns, save
MY 9”; C4; hp 17; S12, I13; W16; D8; reduces Strength and Dexterity by 4 for
Cn11; Ch15; AL NG; Spells: 1st level: same period). Each dwarf with a crossbow
bless, cure light wounds (x2), light, Slaving Party carries two of these bolts.
remove fear. 2d level: Chant, hold person, This consists of 23 neutral evil dwarven The dwarves would normally kill the
resist fire, slow poison; Carries a shield, fighters (MV 9”) armed with light cross- PCs if they fall asleep (the dwarves of
footman’s mace, and assorted religious bows and short swords. Half also have Zhakar are very careful to ensure that
paraphernalia. Has a scroll of cure dis- spears, while the other half carry nets. All Zhakar is not discovered by outsiders).
ease. have shields. However, the dwarves spot a group of
One 8th level: S 18/15, D 16; hp 52; some 20 draconians in the distance. They
Kastir wears chain mail over a sensible AC –4 (splinted mail +3 shield +2); leave quickly, trusting that the draconians
brown thick tunic. On his head he wears a #AT 3/2; Dmg 1d6+5 (Str bonus and will find the PCs and deal with them. (If
small helmet. He has long unkempt hair short sword +2); wears ring of fire resist- the PCs fall asleep, you could have the
that is the color of straw. His blue eyes ance. dwarves steal any magical items that you
appear somewhat vacant. His face is cov- One 6th level: S 17; hp 38; AC 1 (chain don’t want to PCs to have any more.)
ered in pockmarks, the result of a child- mail +3; #AT 1; Dmg 1d6+1 (spear
hood disease. +1; wears a brooch of shielding (absorbs

65
Pursuit attracts their attention. If the PCs investi- stream flows powerfully.
gate it more closely, they recognize it as a A series or steep steps cut into the rock
Read the following aloud to the players headband worn by one of the lay- lead up the canyon. If the PCs follow the
after the PCs awaken from the poison- missionaries. Further upstream, observ- canyon any farther, they find a very high
induced sleep. ant characters note other small waterfall. There is no cave behind the
possessions placed on rocks and the like. waterfall. The steps lead up for several
Much of the camp has been ransacked.
Obviously the dwarves and their captives hundred feet, and are very exposed.
The few tents have been ripped and
have waded their way along the stream. The steps lead out onto the top of the
broken. Pots are smashed and any-
The stream can be followed upstream outcrop.
thing of value has been stolen. Much
for about a quarter of a mile before it
of the food has been taken, the rest has You are now on top of the outcrop. It is
reaches a large rock outcrop.
been kicked around on the ground. A flat and smooth, several miles long and
trail of footprints, disturbed vegeta- You follow the stream until you reach a about half a mile wide. A few plants
tion, and an occasional spot of blood rock outcrop. It has a smooth, sheer struggle to keep a roothold. To the south
lead north toward the mountains. face and is probably unclimbable. it falls away as a cliff; to the north is the
Behind it lies the mountains. base of one of the Khalkist Mountains.
The dwarves were in a hurry to leave The stream flows more quickly here Several rock slides have come down and
the area. They’ve not taken much care to and has cut a canyon through the rock. spilled out onto the outcrop. At the base
cover their tracks. A ranger or druid It is still shallow at this point and can of the mountain is dark cave entrance.
would have no trouble following the be easily waded through. The stream you followed runs out from
trail, but others might have some trouble the cave mouth. Even from here you
(10 % chance of losing trail). If the PCs The stream can be followed up the can- hear the occasional high pitched twitter-
follow at night, it will be even more diffi- yon, but progress is not easy. Trying it in ing and squeaking of bats deep within
cult, and they’ll run the risk of attracting the dark could be lethal; a slip and some- the cave.
the attention of draconians. one might smash his skull open on the The stream flows from the cave and
The trail ends at a gravel-bedded rocks. In places the stream has carved over the top of the outcrop before
stream. However, on a rock somewhat deep pools; in other places the canyon tumbling down a waterfall.
upstream of the PCs, something red narrows to a few feet through which the

66
Asleep in the caves are many thousand Some slaves report intruders to the
ordinary bats. Among them are five through the valley and groups of dwarves immediately. They are either
mobats. They are harmless during daylight, buildings grouped along its course. A very frightened, or malicious (see preced-
although they could pose a problem to any- patchwork of fields covers most of the ing paragraph for stats, but there are only
one in the area around dusk and dawn. valley floor. To the north are the ruins 1d2 in each group of these slaves).
Entering the cave during the day with a of what once might have been a beau- All large predators were killed off years
torch wakes the bats. They fly around wild- tiful city. ago by the dwarves. The animals the PCs
ly and the wind from their wings puts out A narrow path leads down, hugging may meet are small wild animals and a
any torches. The noise is loud enough to the steep mountain side. few domestic animals gone feral. They
drown out all other sounds. usually run away from humanoids.
Anyone walking along the path during Troll encounters have a 50% chance of
Five Mobats: AC 7 (2 outside cave); the day stands a 50% chance of being being with Bargot, 25% with Tahar, and
MV 3”/15” (MC: C); HD 6; hp 24, 24, spotted by someone in the valley. If it 25% with both. They are encountered
26, 29, 32; #AT 1; Dmg 2d4; SA surprise appears that the PCs have been captured creeping around under as much cover as
50%, screech; AL N(E); MM2, p. 15 by a raiding party and are being brought possible. They can surprise the PCs 80%
to Zhakar, then no more will be done. If of the time, but are unlikely to attack
If the PCs decide to follow the stream they look like intruders, then a patrol will mindlessly (see page 68 for details).
deeper into the cave, they find progress be waiting for them. Use the dwarven Encounters with dwarves are with indi-
impossible. The cave roof slopes down patrol described in the following random viduals or small groups of dwarves (1d6)
until it is below the surface of the stream. encounters. about their daily business. They are unar-
The tunnel from which the stream Once the path reaches the valley floor, mored and unarmed, except perhaps for
emerges is only about a foot high. it continues toward the nearest village. tools, sticks, and whips (the latter two
After a while on the outcrop, one of used for keeping slaves in order).
the PCs spots something shiny among traveling in the Valley
one of the rock slides. It is a spoon Dwarves: AC 10; MV 12”; HD 1; hp 6;
While the PCs are in the valley, they #AT 1; Dmg 1d6; AL N(E)
dropped by one of the missionaries. Hid-
stand a 1 in 10 chance of having a random
den from view among the rubble is a tun-
encounter. Check every half hour. If the Dwarven patrols are constantly on the
nel entrance. This tunnel leads into the
alarm has been raised by the dwarves, the lookout for runaway slaves and intruders.
mountain, passing through several caves.
PCs encounter a patrol on rolls of 1-9. Typically, a patrol consists of 4d4 2d-level
The way is fairly obvious, as a path has
been made. Walking through these caves fighters led by a fighter or fighter/thief of
Random Encounters (roll 1d10) a higher level (use stats from one of the
with a torch or lantern panics the cave
crickets that live here. leaders in the slaving party on page 65).
D10 Roll Encounter
1-3 Slave, friendly Dwarven Patrol: AC 4 (scale mail +1
Seven Cave Crickets: AC 4; MV 6”
4-5 Slave, informer and shield); MV 9”; HD 2; hp 12 (aver-
( + 3” hop); HD 1+3; hp 4, 4, 5, 5, 6, 7, 6 Wild Animal
9; #AT nil; SA jump/kick; AL N; MM2 age); #AT 1; Dmg 1d6 (short swords or
7 Dwarven Patrol spears) or 1d4 (light crossbows); AL N(E)
8-9 Dwarf
These crickets have a 1 in 6 chance of
10 Troll freeing the Captives
landing on character for 1d4 points of
damage. Otherwise, roll to hit for acci-
Most slaves do not report obvious The path takes you toward a village,
dental kick for 1d4 points of damage.
intruders, as they would not wish their just a collection of squat stone build-
In one of the caves, there is a stairway
fate upon others. They may be able to ings next to a stream. On the outskirts
that leads up inside the mountain to a
pass on some information about the of the village stands a lone tree. There
watch post near the top of the mountain.
geography of the valley, but they do not is something red and vaguely man-
If the PCs choose to venture up there,
wish to talk for long, fearing discovery. shaped hanging from a rope attached
they find no one, but there are signs of
Aiding and abetting intruders is an to one of its stouter branches.
recent use.
offense punishable by being thrown into The body is that of a lay-missionary.
a pit full of rot grubs and left until dead. The dwarves caught him dropping
discovery of Zhakar
Slaves are usually found in groups of 2d6. something. This guessed he was try-
ing to make a trail. They decided to
You emerge from the tunnel to find
Slaves: AC 10; MV 12”; HD 1; hp typi- make an example of him, so they
yourselves on a ledge high above a
cally 3; #AT 1; Dmg 2-5 (tool); AL Vari- flogged him to death.
green valley. You see a river winding
ous

67
The lay-missionaries are being held in Tahar and Bargot sneaked into Zhakar The city is almost deserted; no one but
a locked stone building that stands apart some 12 years ago and set up home in this the Priests of the Worm live here now.
from the other buildings. On the doors cave. They live by scavenging and occa- However, it is kept clean and is nor
the dwarven word for “slaves” is written. sionally stealing slaves or livestock. They allowed to fall into total disrepair. Patrols
They are all chained to the floor. The are cautious and never attack the dwarves come here, checking for intruders and
manacles that secure them are of a superi- openly, preferring to make sneak raids in runaway slaves, and there is a watch post
or workmanship (-5% on Open Locks the night. They are quite keen on killing to guard a tunnel that leads to the outside
roll, –10% on Bend Bars/Lift Gates to and eating the PCs, but hesitate if the world.
pull chain our of floor). The lay- PCs appear capable of killing them. They There is a 25% chance of meeting a
missionaries have been roughed up a lit- can be bribed with food and trinkets; dwarven patrol on the streets, but only a
tle, but no real harm has been done. given a suitably large bribe, Tahar might 10% chance inside a deserted building.
The clerics were taken to the Priests at the answer a few questions. If Tahar was suffi- Check every half hour. This is a standard
Temple in the ruins of the city. One of the ciently taken by the PCs (charmed, per- patrol, with the addition of a 3d-level
lay-missionaries has a smattering of dwar- haps), he might just lead them by a secret cleric, armed with wormbolts (see this
ven and heard their captors mention it. way into the Temple of the Worm. page).
If the PCs decide to investigate the vil- Tahar is unusually bright for a troll. He The watch post always has sentries.
lage, they encounter 2d8 ordinary dwarves. is responsible for the pictures. One night, This entrance is the one that intruders
If the PCs are seen, an alarm will go out. If he crept through the ruins of Zhakar and most commonly attempt to use.
the villagers are killed, the alarm be down into the Temple of the Worm.
delayed for 2d4 hours. The keys to the What he saw made him very wary of the the temple
manacles and the slave building are kept on dwarfs. He saw the dwarves worshiping
the person of the one of the dwarves the an amorphous blackness. To him it meant of the Worm
PCs meet, Most of the dwarves have various one thing: magic. He knows that the This was once the City Hall, but now it
other keys, so it takes the PCs one rum to dwarves would hunt down and kill Bargot houses the Priests of the Worm and the
figure our which keys open the slave build- and himself, if they found our about the Worm itself. There are around 50 priests
ing and manacles. trolls. of various levels in residence at the
If the PCs free the lay-missionaries, the Tahar (incorrectly) believes that the moment, although there are others else-
PCs have to get them out of the valley Worm never emerges because the light of where in the valley. All are taught how to
straight away, hide them, or risk almost the sun will destroy it. use crossbows and how to fire the special
certain discovery by dwarf patrols. If the wormbolts.
PCs are stupid enough to try to rescue the Trolls: AC 4; MV 12”; HD 6+6; hp Wormbolts are hollow crossbow bolts
clerics from the city with the lay mission- 30, 24; #AT 3; Dmg 1d4+4/1d4+4/ that have a hole near the tip. Into the
aries in tow, have them all captured by a 2d6; regeneration; AL CE hole is placed a rot grub. The rot grubs
patrol. The lay missionaries are then are first anesthetized by dipping them in
returned to the slave building and the Hidden near the back of the cave is the a fungal potion. If a bolt hits and does 4
PCs are taken to Zhakar to be “ques- trolls’ horde. Most of it is junk, although points of damage, the rot grub is released
tioned” in the Priests’ torture chamber. they have acquired a few emeralds worth into the wound (see MM, p. 83).
350 stl. There is a 1 in 10 chance (check every
trolls’ Lair 10 minutes) that the PCs meet a group of
the Ruins of Zhakar 1d4 1st- to 3d-level Priests when in an
The PCs will discover the trolls’ lair if
unnumbered area (average hp, AC 3,
they do nor encounter the trolls else- Through the huge cracks in the city light crossbow, wormbolts, short swords
where. It is situated in a cave hidden by walls you see a mess of broken build- and shields).
deep undergrowth. ings and fallen spires. Even outside the
city walls, signs of damage are obvi-
The walls of the cave are covered in 1. prison area
ous. Once there must have been exten-
scratches and primitive daubings. A sive underground chambers stretching The clerical missionaries are held in
crude drawing shows terrified stick out from beneath the buildings. Deep various cells. This is where the PCs are
men being engulfed by a vast shape- hollows testify to their collapse. brought if captured. Every so often, one
less mass. Other pictures show large Despite the destruction, one build- of them is removed and taken to the tor-
stick men fighting small stick men. ing seems to have survived relatively ture chamber to be tortured. The whole
Also depicted are many snakes or unscathed. Some repair work has been point of the torture is to get them to con-
worms. Various bones, broken and done on it and it looks habitable. It is a fess to worshiping a false god. This is very
whole, are scattered on the floor, and large, impressive structure, possibly important to the Priests of the Worm.
these are covering in scratchings too. once an important civic building. Other recent captives have talked about

68
the return of the True Gods. The priests overpowered if they entered this area. 7. Catacomb
fear that the dwarves will turn away from
the great Worm if they hear that the True 4. Library A heavy door bars entry to this place. It
Gods have returned. will be difficult to open as it is rarely
While the PCs are held captive, they This is obviously a library. Rows of used.
will be watched over by the jailor and his shelves house scrolls and books in vary-
eight assistants. A wide corridor stretches off into the
ing states of repair. Tiny booklice seem
darkness. There appear to be alcoves
to be everywhere. Their clicking can be
Jailor: AC 2 (Dex bonus, leather apron cut into the walls. In the nearest alcove
heard as well as the scratching of pens
[AC 9], and ring of protection +4); MV you see a jumble of bone and grey
and the occasional cough.
12”; F7; S 18/75, D 17, Cn 18; hp 68; cloth.
#AT 3/2; Dmg 1d6+3 (club and Str Bookcases line the walls and outside of The floor is covered in a layer of
bonus); also has keys to all cells, mana- the room. It is possible to creep around dust, in which a number of footprints
cles, etc. here without being discovered, as long as can be seen. Some, the bootprints of
dwarves, have been half filled in; oth-
silence is maintained. Note that the cen-
Assistants (8): AC 3 (chain mail +1 ter of the library is completely open. ers, those of rats, are fresh.
and shields); MV 9”; F4; hp 22, 24, 31, Here some of the priests busy them-
35, 26, 20, 29, 21; #AT 1; Dmg 1d6 selves copying various scrolls and books. This area has served as a catacomb for
(short swords or spears) the Priests of the Worm. The bodies of
The originals date from before the Cata-
three of the most evil Priests have become
clysm. They are copied as an act of
The jailor likes a good fight; in case of a animated. They attack any non-evil char-
remembrance of dwarves who perished in
jailbreak, he will pick out the strongest the Cataclysm. A chronicle has been kept acters who enter. Treat these as sons of
PC and take him on alone. since the Priesthood was formed. Inter- Kyuss, but those killed by their worms do
If the PCs have been captured, they estingly, it contains very little useful not become sons.
have an opportunity to escape when the material on the Worm, except that “it
jailor and his cronies get hold of some abhors and shuns the light, being a crea- Sons of Kyuss (3): AC 10; MV 9” ; HD
strong drink and drink themselves into a ture from the realms of eternal darkness. 4; hp 12, 19, 21; #AT 1; Dmg 1d8; SA
stupor. That should give inventive PCs an It knows what lies in the hearts and minds fear, worms, disease; regeneration; AL
opportunity to get the keys from the of all those who are before it.” CE; FE p. 83.
jailor.
8. Chapel
5. Secure Storeroom
2. torture Chamber
This is a repository for several magical This chamber is normally used for
The torture chamber is very well items that have been taken from captives services and rituals, by the look of
equipped. This is not surprising as the over the years. The dwarves either cannot things. A large golden effigy of a
Priests of the Worm are accomplished tor- use them, or do not as yet know how to worm stands in the center of the cham-
turers. Apart from the controlled and use them. This is where any magical items ber, which is dominated by a huge pair
skillful application of force, they also use taken from the PCs are placed. There is a of brass doors. The walls of this cham-
pain-inducing fungal draughts as well as scroll of the magic-user spell wall of ber were once richly decorated, but at
threatening to let rot grubs loose on the stone. There are several staves and rods some point in time they were white-
victim. These worms are attached to thin, here. One is a wand of lightning (79 washed.
almost invisible wires. They can be pulled charges, but activation command Two dwarves stand near a stone
out before they reach the heart. The unknown). The rest are just sticks with altar. On the altar is something small
effect is most disconcerting. Not surpris- minor enchantments cast upon them. and bloody.
ingly, most people crumble before it gets The heavy iron door is locked. It is very
to that stage. difficult to open without the key, which is The two most senior priests are per-
kept by Garath Daerohelm (see page 70). forming an augury, examining the
3. accommodations entrails of a dead chicken.
6. Maggot farm They do not attack unless they are
This part of the temple complex is used attacked. They have supreme confidence
as a living area. Here are found dormito- Here the Priests keep rot grubs in large in the Worm’s ability to deal with
ries for the lesser priests and private stone vats. They are fed on a mixture of intruders. They do all they can to get the
rooms for the more senior priests. There is rotting vegetable matter and animal PCs to enter the Great Hall; once the PCs
a kitchen here and a communal recrea- waste. Occasionally a slave is made an are in, the priests close the doors on
tion area, where the priests play various example of and publicly fed to them. them.
games of skill. The PCs would soon be The golden effigy of the worm is stud-

69
ded with gems and is worth 40,000 stl. will bring in knowledge that will rob the cloud must roll a saving throw vs. spell.
However, it is almost impossible to move priests of their power. Already rumors are Any who fail lose 4 points of Strength
as it weighs nearly a ton. circulating among the dwarves about the while within the cloud.
True Gods. Outsiders must be ques- The Worm once lived in the hot dark-
NPC Capsule tioned, learned from, and then killed. ness far below the surface of Krynn.
If a combat starts to go against him, he When the Cataclysm shattered the plan-
Cherison Narlhemmer will undo his eversmoking bottle and try et, cracks created enabled the Worm to
AC 1 (splint mail +3); MV 12”; Cl 11; to escape through the smoke. venture far above its usual habitat. One
hp 57; S 15, I 12, W 17, D 10, Cn 16, Ch of these cracks led the Worm to the Great
17; #AT 1; Dmg as rod of smiting (76 9. the great hall Hall beneath the city of Zhakar, where
charges). short sword +2, or wormbolts the First Priest found it and began wor-
from a Crossbow of accuracy; AL NE You stand on the steps of what was shiping it.
once a huge and magnificent hall. The Coming from deep within Krynn, the
Cherison is excessively hairy, even for a walls and floor are now cracked. It is Worm is used to extreme pressure and
dwarf; black wiry hairs seem to sprout difficult to see very far, as the hall heat. It receives no damage from ordinary
from every visible portion of his skin. He seems filled with an impenetrable fires, or even from magical fires if it
wears a ceremonial costume, dark robes darkness. makes its save. It suffers only half damage
and dull blackened metal beneath. His from magical fires if it fails its saving.
face, at least the bits visible through the The Worm resides in what was original Crushing and bashing weapons inflict
hair, is twisted into a permanent scowl. ly the Great Hall of Zhakar, a magnifi- only half damage. The Worm also regen-
His eyes seem almost to glow, such is the cent and huge underground chamber erates 3 hit points per round. Acid has no
intensity of his stare. He appears to be used for important civic events and func- effect upon it.
insane. tions. It could hold nearly the entire pop- The Worm can be destroyed with a
The wildness of his looks are matched ulation of the city in its day. Only senior wish or limited wish, if reduced to below
by his wild behavior. He speaks loudly Priests and sacrifices ever enter the cham- 0 hit points, by wishing that the Worm is
and quickly, and with great power. He ber. Entry by others is strictly forbidden, no longer able to regenerate.
has an acid tongue and is rude and abu- on pain of being sacrificed to the Worm. The Worm feeds by wrapping coils of
sive. He considers non-dwarves inferior If the PCs are thrown in here unarmed, its body around its victims and squeezing
and he makes it known. they might just find a few weapons left by them to a pulp. If a 19 or 20 is rolled, it
He appears to be mad but in a very victims of the Worm. has managed to wrap itself around its vic-
charismatic way. He is the spiritual leader tims (it can squeeze up to three victims
of his people, who consider him touched The Great Worm: AC 0 ( –4); MV 6” per round). Unless they escape by making
by their god. @l”; HD 16+; hp 180; #AT 1 per a successful bend bars roll or are freed by
attacker (max 15); Dmg 4d4/attack; SD someone else doing the same, victims suf-
NPC Capsule Dark cloud; spell immunity; MR 75%; fer 16 points of damage per round, with
AL N no attack roll required. The victims can
Garath Daerohelm
attempt to escape each round until they
AC 0 (splint mail +2 and shield +1);
The Great Worm is large, about 200 are dead.
MV 12”; C9: hp 42; S 10, I 17, W 16, D
feet long and five feet in diameter. Its The Worm is unintelligent, but it is
14, Cn 9, Ch 15; #AT 1; Dmg 2d4+2
skin is covered in a thick and sticky slime. psychically sensitive to the thoughts and
(lucern hammer +2); wears vampiric
It cannot be seen, as it is surrounded per- emotions of those near it. It doesn’t
ring of regeneration and ring of magic
manently by a dark cloud, slightly longer think, it merely reacts. If it detects hostile
detection (as per spell, six times daily),
than the Worm, 15 feet high and 30 feet thoughts, it attacks. It also seeks to extin-
has an eversmoking bottle; AL NE
across. No light can penetrate the dark- guish light sources that suddenly appear
He is dressed in a similar manner to
ness, magical or not. This gives the worm in its vicinity, although it moves away
Narlhemmer, but he does not appear to
an effective AC of –4 against attackers, from large light sources.
be insane. His brown beard is neat and
even those with infra- and ultra-vision The Worm is immune to all mind-
controlled, his face is almost vacant.
(PCs with blind-fighting proficiency only influencing spells and mental attacks.
His manner is also different. His mind
have a –2 penalty in the cloud and thus These are reflected straight back at the
is ordered and sharp as a razor. He speaks
the Worm’s AC is –2 against these char- caster, with no loss of power.
slowly and quietly with perfect pronunci-
acters). Ordinary and temporary magical It can burrow through soft rock, but
ation. He is polite, almost reserved. He
lights are permanently extinguished, not through the hard rock of the Khalkist
speaks many languages fluently; he took
although permanent magical lights func- Mountains.
the time to learn them from captives. He
tion again once outside of the Worm’s Dealing with the Worm is not easy. An
has a very good idea of what is going on in
darkness. Also, all those who enter the inventive way to defeat it is to lead it back
the outside world. He fears that outsiders

70
into the crack through which it originally Months later, underground areas of ly as they took to worshiping the Great
Sanction will be attacked. This marks the Worm. They will not give up their slaves
came. This can be done by having some-
beginning of what will be frequent easily, however. Without slaves, many
one with a powerful light source lead it
attacks on cities and towns in central skilled craftsmen would be forced to give
down there. Then the way back could be
Ansalon. No doubt someone will eventu- up their trades and labor in the fields or
barred with many continual light spells
ally deal with the Worm, but the PCs will in the mines.
(the Worm would mistake these for day-
have the deaths of thousands on their Zhakar could be returned to some-
light) and a physical barrier, such as wall
consciences. thing near the state it was in before the
of stone.
Luring the Worm down the crack is a Cataclysm, with a great deal of work. The
If Neither the Worm nor the city will never be as beautiful as it once
job for a hero. Low-level characters aren’t
Priests Remain was, but it could be made habitable.
cut out for it. They might trip and be
killed by the Worm. Unfortunately, Many of the abandoned mines could be
Without the Worm, the dwarves have reopened. Ground that has lain fallow for
unless the hero can teleport or otherwise no purpose in life. Without the Priests, years could be cultivated. All this would
magically escape, he cannot return (a fact they have no leadership. Left to their own
that may not occur to the hapless hero require more manpower than there is in
devices, they will revert to their old ways Zhakar, even including the slaves. It
until it is too late). and given time they will no doubt fade would in their best interests if the
away. dwarves of Zhakar opened their gates to
Conclusion The dwarves are not evil, and they any of their brothers who wished to settle
If the Priests Remain would embrace the worship of Reorx, if there.
convinced of his return, as enthusiastical-
As long as either Narlhemmer or
Daerohelm is alive, the dwarves have an
effective leadership and the PCs will
experience great difficulty leaving the
valley. All ways will be watched and
patrols will be doubled in regularity and
strength. The patrols will be supplied
with poison-coated bolts (-4 penalty to
saving throw, 5 points of damage if save
made, death if failed) and they will be
escorted by a cleric with wormbolts.
Almost everything will be done to stop
the PCs from reaching the outside world
and spreading the word of Zhakar’s exist-
ence.
If the PCs manage to escape from the
valley and reach civilization, the dwarves
will change tactics and try to have the PCs
assassinated.

If the Worm Remains and the


Priests are gone
If Daerohelm, Narlhemmer, and a
good many other priests are killed, the
Priesthood will collapse and the Temple
will be abandoned. Without sacrifices,
the Worm will grow hungry. It will leave
the Temple of the Worm by night and
head for nearby abandoned mines.

71
dm’s Information Besides, not everyone has the skill to spells & breath; SD save at +4; MR 30%;
wield a lance. Swords and bows are far AL LE
This adventure is set after the year 352 more common weapons.
AC. The War of the Lance is over, and the The one race that has vast insights on Kalanthas insinuated himself into
people of Ansalon are trying to rebuild fabricating arrows, swords, and potions is Palanthan politics four years ago. He has
their shattered lands. the Silvanesti. The council of Palanthus built himself up as a reputable noble. He
Suggested PC levels are 10 and above. wants the party to journey to Qualinost, always carries a ring of regeneration and a
Between six and eight PCs can partici- approach the exiled Silvanesti and ask for scarab of protection.
pate, with more requiring a proportional the secrets, or at least begin negotiations
increase in monster power. Though it for them. “Sir Maelarien” (Sivak): AC 1; MV
would be ideal to include at least one In return, the council will give each PC 6”/(15”)/18”; HD 6; hp 40; #AT 3;
Solamnic Knight and one elf, these are a parcel of land, a title, and other politi- Dmg 1d6/1d6/2d6; THAC0 13; SD +2
not necessary for the success of the adven- cal favors. These rewards will make the on saves; MR 20%; AL NE
ture. PCs of evil alignment are not PC a titled lord and landowner with
allowed. political influence in the kingdom. A fur- Maelarien slew a Solamnic Knight of
Players should be warned that this ther reward of 4,000 steel pieces will be the Sword six months ago and assumed
adventure will require skilled role playing made to each PC as additional incentive, his identity. The other two Sivaks are in
and problem solving. Not every encoun- but only if they seem unsatisfied with the the forms of his squires, and have the
ter can be resolved by violence. Common initial offer! same stats.
knowledge of Krynn is a must. Any Solamnic Knight of the Order of
Dungeon Masters should have the the Crown who participates in this quest Bozaks (6): AC 2; MV 6”/(15”)/18”;
hardbound book DRAGONLANCE ® can qualify for the Order of the Sword. HD 4; hp 20; #AT 2 or 1; Dmg 1d4/1d4
Adventures, especially for the map of The adventure is certainly sufficient for or by weapon; THAC0 15; SA spells; SD
post-war Ansalon. Actually, any map of admittance, provided another PC is a wit- +2 on saves; MR 20%; AL LE. These
post-war Ansalon can be used. The Dun- ness. Bozaks move about using their invisibili-
geoneer’s Survival Guide and the Wilder- A boat is being made ready, the Srorm- ty-
ness Survival Guide are recommended dodger, It is a four-masted sailing vessel, The attack occurs in the pre-dawn
but not mandatory. 120 feet long with a hearty crew of 60 sail- hours at the tavern where the party stays.
ors and captained by an honest man. The Since all the council knows where the par-
the Start boat will be ready to cast off in two days. ty is staying, it is easy for Kalathas to lead
The party may stay free in a tavern in the raid. The implications of this attack
The PCs start off in the city of Palan- Palanthus for up to four days. During this should be obvious to the PCs, and
thus. They have been charged by the time, the party may outfit themselves as extreme caution in future encounters
council to undertake a dangerous errand. they see fit. must be exercised.
Though Takhisis and her forces were
defeated a year ago in the War of the
Lance, the forces of evil were not com-
Wolves in the fold getting there
pletely wiped out. Thanks to the war, Palanthus is infested with draconian The sea voyage takes two weeks, sailing
dragons are now part of Krynn again. spies, and several have even managed to down between the west coast of Solamnia
In the past, the Second Dragon War infiltrate Lord Amothus Palanthus’s rul- and the east coast of Ergoth. The party
spelled doom for dragonkind. Because of ing council. has four guest cabins at their disposal.
heroes such as Huma, the dragons An Aurak and a Sivak from the Red The captain is Abrum Polrain, a retired
became but a bad memory on Krynn. Dragonarmy have assumed human form warrior. He is not your typical captain
Soon afterward the magic arts of dragon- and taken seats on the council. During (“Aaar, ye swabs!“), but rather is soft-
controlling potions and dragon-slaying the first night, the party is attacked by spoken and stern, commanding instant
arrows and swords fell into disuse, no these two plus two more Sivaks and six respect from the crew.
longer needed. Instead, weaponers and Bozaks. Their intent is to halt this mis-
wizards focused on other important sion before it even starts. Already, a sev- Polrain: AC 10; MV 12”; F7; hp 50;
things that demanded their attention. enth Bozak has been sent on ahead to #AT 3/2; Dmg 1d8/1d8; THAC0 14; AL
With the dragons’ return, the need for warn dragons and draconians alike about LG
magical items t o f i g h t t h e m a l s o the new threat.
returned. The dragonlances were found, Polrain is a retired warrior who wields a
which is all well and good, but there is a “Baron Kalathas” (Aurak): AC 0; MV mean cutlass. Out of his 60 years of life,
great need for weapons that have less 15”; HD 8; hp 54; #AT 2 or 1; Dmg 40 have been at sea.
elaborate conditions for creation. 1d8+2 (x2) or spell; THAC0 12; SA

72
Outside help dragons ahoy! If there are no hostilities and the party
can somehow convince Oranthus of their
Takhisis has been made aware of the This encounter occurs after the ship good intentions, he will take them to
party’s plans, thanks to the spies. Her passes Caergoth and turns eastward Queen Alhana. She has other as-yet-
effort to stop them consists of a kraken toward New Sea. Two blue dragons unnamed guests, which Oranthus hints
that she has imported from another attempt to catch and destroy the ship. at. He draws his sword, holds it high, and
dimension. It attacks when the vessel speaks in rapid Silvanesti. In a blinding
rounds Ansalon’s northwestern coast and Gahaar and Fohbohce (Blue Dragons): flash, Oranthus and the party disappear
proceed south towards Northern Ergoth. AC 2; MY 9”/24”; HD 10; hp 50; #AT 3; and reappear in the pavilion.
Dmg 1d6/1d6/3d8; THAC0 10; SA
Kraken: AC 5/0; MV //3”(21”); HD lightning breath; AL LE. a Mutually Beneficial Bargain
20; hp 120; #AT 2 and 4-6 and 1; Dmg
2d6 (x2), 2d4 (x4-6), 5d4; THAC0 7; SA These two dragons were sent specifi- The pavilion is part of The Tower of
drag down ships, constriction; SD spell cally to stop the party. The blue dragons Suns, where Queen Alhana lives with her
use, sepia ink cloud; AL NE. The kraken were warned by the seventh Bozak who husband Porthios, Speaker of the Suns
will attempt to slow the ship then drag it left Palanthus. These dragons neither for the Qualinesti. Oranthus leaves the
down. negotiate nor parley. If somehow that sev- party in a visitor’s alcove while he
The vessel has two ballista mounts that enth Bozak was prevented from leaving arranges the meeting.
can fire every other turn. The crew can the city, this attack does not happen. An hour later, the meeting takes place.
man these, each one requiring six men. The elves are taking this meeting very
Thirty-eight other crewmen are busily a Careful Reception seriously, acting as formal and polite as
engaged in keeping the ship moving and possible. There is a serious lack of warmth
afloat. The remaining ten try to fend off The ship anchors off the east coast of and good cheer in their manners. Queen
the kraken’s attacks. Qualinesti approximately 25 miles east of Alhana is in attendance, as well as 20 7th-
Qualinost. There is no real harbor here, level guards, an old man in a tattered
Crewmen: AC 10; MV 1”; HD 2; hp but the party can see ten figures moving robe and floppy, wide-brimmed, hat,
15; #AT 1; Dmg 1d8/1d8; THAC0 20; about in the trees 80 yards from the and a younger man with a scar running
AL NG shore. down the right side of his face.
The reception group the party encoun- Alhana greets the party coldly and
More treachery By Night ters is comprised of nine Silvanesti elven introduces the old man as Fizban the Fab-
warriors led by Oranthus Silversky. They ulous and the other as Waylorn Wyverns-
The night after the kraken attacks, one do not have horses. Consult the Player’s bane. She bluntly asks the party what
crewman sneaks into one of the PC cabins Handbook for elven special abilities. their business is.
and attempts to assassinate the occu- As the party explains their mission,
pants. Oranthus: AC –4; MV 12”; F10; hp observant PCs notice Fizban muttering to
The “crewman” is a Sivak who slew a 87; #AT 3/2; Dmg 1d8/1d12 (+4); himself and making vague gestures with
sailor and took his form before the ship THAC0 12; AL CG. his hands. Waylorn merely listens to the
set sail. party with great interest. When the
Oranthus is a Silvanesti warrior who explanation is done, Alhana speaks.
Sivak: AC 0; MV 6”/(15”)/18”; HD distrusts all non-elves. He is grim—the “So, the human kingdoms want our
6; hp 40; #AT 2; Dmg 1d4+3/1d4+3; horror of seeing his land devastated has secrets of forging dragon-slaying weap-
SA daggers of venom; SD +2 on all taken a toll on him. Despite all this, he is ons? This comes as no surprise. The more
saves; MR 20%; AL NE. This Sivak wears an honest, loyal, brave elf who cares for we give to humankind, the more still they
a +1 ring of protection and carries two nature and life. want. Apparently the elven blood shed
daggers of venom. The poison causes He is never without his +4 long sword, during the War of the Lance was not
paralysis for 3d4 turns if the save is failed. elfin cloak, wand of enemy detection, enough for the insatiable humans.
If the PC saves successfully, he is just +4 chain mail, and +2 shield. His Dex- “It is most interesting that when my
slowed for 2d4 rounds. The Sivak’s plan is terity is 16. father Lorac asked for the dragon orb at
to paralyze the victims then toss them the council of Whitestone, he was
overboard. Elf Patrol (9): AC 5; MV 12”; F6; hp refused, but now that we have something
48; #AT 1; Dmg 1d8 or 1d6; THAC0 16; that the humans lack, they are not
AL CG. These elves carry long swords and ashamed to beg...”
long bows. They are totally loyal to Oran- Her speech is cut off by Fizban, who
thus. has gradually sidled over to her and
finally leaned close enough to whisper in

73
her ear. He whispers for several minutes, be an equitable trade. Let us hear the The elves have enough problems of their
then ambles back to his old spot, staring rhyme.” own to keep them occupied for quite a
at his thumbnail and mumbling arcane The rhyme is as follows: while. The party is put up in an elven tav-
phrases at it. Alhana resumes her speech. ern, though they must pay their own way.
“It has been brought to my attention In the throes of Chaos,
that the knowledge you seek was a joint Nature writhes in pain.
effort of dwarves, humans, and elves. It is
the Journey
Heed now these words,
by fortuitous chance that the only To heal the earth again. The overland encounters on the way to
remaining copies of the knowledge reside Seek the regent road, Silvanesti are to be augmented by the fol-
amongst my people. You are free to go to Toward the rising sun. lowing: two attacks by pairs of huge adult
the Hall of Ancient Thoughts and fetch Go bravely to the homeland, white dragons, one attack by a pair of
the tomes.” For healing to be done. huge adult blue dragons, and three
Her expression changes to a mirthless And amid green towers, attacks by pairs of huge adult green
smile as she gestures to her right. “You Shalost then be found. dragons. This reflects the dragons’ aware-
will find the Hall to the right of this tow- Face the lords of doom, ness of the Party‘s plans and the ensuing
er. There are scores of thousands of They run, leap, and bound. efforts to stop them. None of these
books, scrolls, and tomes. We cannot Find the stone ring and halt, attackers can be reasoned with. These
help you look for them. May the gods Watched by three in attacks are evenly spaced, occurring as the
give you luck in finding exactly what you Sanction High. party nears each respective faction’s terri-
wish. You shall need much of it. And Nature’s head by Queen tory. Remember that these attacks occur
“If and when you find it, we shall dis- o’erlook in addition to normal random monster
cuss terms and bargains. You are dis- Then touch her eyes, to cry. encounters.
missed. My guests and I have far graver As with the earlier attack on the ship,
matters to discuss, such as the healing of The poem is shrouded in obscurity, but these encounters do not happen if that
my homeland.” can still be figured out. The party must seventh Bozak was prevented from leav-
The party is escorted out and is now on travel the King’s Road eastward into ing Palanthus.
their own. They have free admittance to Silvanesti. Once they reach Shalost, they
the Hall. Searching for the material is dif- must proceed northwest toward the Lords entry into Nightmare
ficult. The PCs must roll their Intelli- of Doom. Eventually they reach a ring of
gences or less on percentile dice. Each PC statues of various gods of Krynn. At a The King’s Road runs straight into the
may attempt this once per eight hours. given night, when all three moons are in twisted elven land. A pair of carved stone
When the information is eventually High Sanction and the constellation of columns mark the exact border. Someone
found, it turns out to be a disappoint- the Queen of Darkness appears to rise has nailed a dead raccoon to the left post.
ment. All it contains are directions to a over the head of the statue of Chislev, the It is deformed, with two heads and three
tomb of an elven wizard who devised eyes of the statue must be touched. This legs.
many of the weapon spells. The scrolls will help to bring about the promised The trees are bleeding blood, and the
have been buried with him. healing. very ground feels spongy one minute and
Fortunately, there is good news. In the None of the NPCs knows the meaning brittle the next. The songs of the birds
very same book is a long-forgotten legend of the rhyme. This is the first they have have been stilled, to be replaced by
in rhyme that deals with restoring cor- heard of it. The players must figure it out obscene croaking and rasping whose
rupted nature to its wholesome state. Let themselves. The ruins of Shalost are source is better left unknown.
the PCs come to their own conclusion, exactly 500 miles away. Getting there Patches of green fog roll over the twist-
but this is an excellent bargaining chip! requires three weeks of overland travel, ed land and these have gained in viru-
When the PCs are ready, Alhana sees doing about 25 miles a day. The next time lence. If anyone wanders through one
them again in her court. All of the same all three moons are in High Sanction unprotected, treat it as if he had been
people are there. If the party presents together is in four weeks. breathed upon by a 35-hp green dragon.
their findings, Alhana’s cold expression The deal Alhana proposes is this: seek The clouds have a 6” movement rate,
momentarily warms. Waylorn, being a out the miracle healing, use it, and all randomly changing direction every turn.
druid, appears fascinated. Only Fiz ban obligations are satisfied for now. The par- There is a 25% chance of running into
appears unfazed, instead smiling inno- ty may then journey to this tomb and one each half hour.
cently and looking at the ceiling, trying retrieve the secrets of the weapons. The Distances have little meaning in this
to remember a spell. Alhana finally tomb is located 20 miles northeast of the ever shifting nightmare. Proportions are
speaks. King’s Road as it turns southeast toward skewed; anything encountered here is
“This news may, I say again, may be a Silvanost. actually 1d100 feet closer or farther away
hope we have sought. This would indeed No personnel can be spared to help. (50-50 chance) than it appears. Archers

74
with bow specialization do not gain point 120 feet to the north lies an elven skele- Propelled by inertia, the figure arcs
blank bonuses. ton clad in chain mail, clutching a pitted gracefully over the party’s heads and
Spells function normally with the silver statue of Takhisis. lands with a dull thud, shattering the
exception of any spells involving nature. From the opposite side of the clearing glass bowl it was wearing over its head.
The spell commune with nature forces comes a banshee, who screams her death Several other small figures wearing glass
the caster to make a save at –3 vs. death wail. bowls emerge from the machine. As may
magic or go insane for 1d12 months. Any be guessed, they are gnomes.
“speak with” spells produce endless cha- Banshee: AC 0; MV 15”; HD 7; hp 56; The flying gnome has since recovered,
otic babble. Growth or summonings pro- #AT 1; Dmg 1d8; THAC0 13; SA death and is scribbling furiously in a notebook.
duce deformed horrors, utterly un- wail; SD +1 or better weapon to hit; MR If approached, he simply looks up and
controllable and useless. Weather spells 50%; AL CE smiles at the PCs.
of any sort have no effect.
The banshee is the ghost of the evil “Greetingsstrangerswellmetandallthat.
encounter with Madness female elf warrior lying on the ground, Thatwassomestopehwhat?Ibelieveithasin
worshiping Takhisis to the very end. She spiredmetodesignabettergnomeflinger
As the party proceeds down the road, has a flametongue long sword, elven dontyouthinkso?”
which seems to maintain its form despite boors, 45 steel pieces, and five emeralds If the party somehow manages to calm
the shifting chaos around it, they hear a valued at 250 gp each. In order to get to the gnome down, he’ll introduce himself
chorus of moans and a rustling of mis- this stuff, the skeleton must be turned as “MyparentsloveSancristsothey...” this
shapen grass. over, revealing a colony of yellow mold can go on forever, but the gnome will
Suddenly, 20 small rabbits with human that grew in the shade of the corpse. reluctantly admit that humans shorten
faces approach the party. They plead with his name to “Mypar.”
the group to restore them and their lands Yellow Mold: AC 9; #AT 1; Dmg 1d8; The glass bowl on the gnomes’ heads
to normal. The babble includes high- SA poison spore cloud; SD affected only are breathing apparatuses. They do not
pitched shrieks, ragged croaks, and by fire; AL N want to breathe the fouled air of Silvanes-
pathetic, painful moans. ti. The problem is that these things do
All who hear must make a saving throw The statue of Takhisis is worth 100 stl not work, since all they consist of are glass
at –1 (–2 if an elf or druid) vs. spell or and is cursed. Whoever possesses it can- globes with a hole so a gnome’s head can
be affected as if a symbol of hopelessness not get rid of it unless a remove curse is fit in it.
has been cast. After a few minutes of such cast by an 11th-level cleric. If asked what he and his companions
pleading, the rabbits mournfully move The statue drains Strength, Dexterity are doing, Mypar tells the PCs that some
on. and Constitution, each at the rate of one Qualinesti elves hired him and his staff to
point a day. When an attribute reaches take their Weird Weed Whacker and
a Bad Side effect zero, the victim dies. clean out the foul vegetation. Mypar’s
words run together and he also blurts out
The problem with 20 rabbits scream-
Impending Juggernaut that they were instructed to run over any
ing in human voices is that it tends to
human parties they may find. He’ll catch
attract attention. In this case, a very hun- As the party continues down the road, himself after this, look at the party suspi-
gry giant slug. they begin to hear a dull rumble. It gets ciously, then zip back to his device, yell-
closer and closer, but its exact origin is ing for his crew to power the thing back
Giant Slug: AC 8; MV 6”; HD 12; hp unknown. up. In two rounds, the device is ready and
80; #AT 1; Dmg 1d12; THAC0 9; SA Suddenly, the trees to the right of the begins rolling forward.
acid spit; AL N party part, revealing a massive wooden
structure on leather treads. A sharp plow Weird Weed Whacker: Size 12; AC
Resourceful PCs can trace the slug’s blade is mounted on the front. The thing –1; MV Horiz 48’; Sound Deafening;
trail back to where it came from. The is belching steam and making a horren- Alter Object Broken Ground and Cut
lucky party will find a colony of six more dous clanking noise. Wicked-looking Trees; Overall Complexity 13
giant slugs with the same stats as the first scythes cut down diseased trees. A huge
one, a mere half mile south of their path. pile driver beats the ground at irregular This monstrous, steam-powered, self-
There is no treasure here. intervals. propelled device is the gnomes’ attempt
The thing approaches the party, not at agriculture. It plows up the ground,
the Cry of death slowing down until it gets within six feet beats it with a pile driver and hacks down
As the party continues down the road, of them, then stops on a dime, causing a sick trees (well, all trees, actually!). If any
they hear a female moaning in pain, off small humanoid figure to come flying out PC gets within four feet of the thing, he is
the road to the north. In a small clearing of the device. attacked as if by a 20-HD monster. There

75
are six scythes and each can hit a different The gnomes apologize to the party and This continues for one turn, increasing in
target, inflicting 3d10 points of damage. offer to take them back to the road. Only volume. At the end of one turn, clouds
The pile driver can hit one PC, causing the bravest (and stupidest) parties will gather in the sky. Three turns after the
10dl0 of damage, all items save vs. crush- accept the ride. clouds gather, they open up and pour a
ing blow. cleansing, driving rain on the nation of
The only reason this thing is allowed to the Statue Ring Silvanesti.
have such impressive combat stats is that This magical rain begins to work in dif-
If the PCs follow the rest of the direc- ferent ways. First, all the fauna in the
no one in their right mind should get so
tions properly, they hear a rumbling com- land begin a slow reversing process back
close to such a dubious invention. Any
ing from a clearing up ahead. If they to normal, taking about one week to
who do get what they deserve.
make no noise, they can move up to the complete.
This can get ugly. The gnomes
remaining few trees and gaze at a green Secondly, the flora ceases bleeding.
unknowingly met several Auraks, Sivaks,
dragon, sitting proudly in the circle of The very far gone plants die quickly, the
and Baaz all disguised one way or another
statues. If they made noise, the dragon less perverted ones straighten out very
as Qualinesti elves. This group was sent to
has already taken wing and will circle subtly. It still is going to take a lot of work
intercept the party. If the party can some-
around and attack the party from behind. on the elves’ part to restore this area, but
how show the gnomes that they are on the
In that case, the party sees a ring of now, instead of decades, it will take sev-
side of good, the gnomes, incensed at
statues with a large pile of coins, jewels, eral years. The area still feels a bit odd,
being tricked, will give the party a lift to
and interesting items in the middle of the and well it should, but amidst all the
where the “elves” are.
circle. twisted despair there now shines a small
a dubious honor beacon of hope, growing stronger each
Klorrin (Green Dragon): AC 2; MV year.
and a Confrontation 9”/24”; HD 9; hp 63; #AT 3; Dmg 1d6/ Thirdly, the green fog is forever gone,
The ride in the Weed Whacker is at 1d6/2d10; THAC0 12; SA chlorine washed away by the purifying rains.
best a unique experience. Inside are eight breath; AL LE The rain falls for four hours then
gnomes, all babbling rapidfire, trying to ceases, the clouds rapidly breaking up.
be heard over the deafening roar of the Klorrin is a very old dragon who The restrictions on nature-related spells
machine. It is 108 degrees in there, and remembers the awakening over 60 years are now lifted. The party’s next goal is to
stinks of gnome sweat. Bear in mind the ago. She is a sinister dragon, very smart get to the tomb and find those manu-
chance for gnome mishap. Fortunately and not gullible. She chose this spot out scripts.
the ride takes only an hour. of spite for the good and neutral gods Should the party somehow miss the
The Whacker comes upon a small portrayed in stone in this circle. Her trea- first night of High Sanction, there will be
campsite, a haven in the wooded chaos sure includes 3,000 stl., 2,200 sp, 23 one more the following night. If they
around them. This is located due south of gems of various types and cuts (worth miss that one too, they have a wait of 108
the road. Here are the ten alleged 1d10 x 100 gp each), a +2 longbow, +3 days for the next triple High Sanction.
Qualinesti. In reality there are two hammer, +2 spear, two-handed
Auraks, three Sivaks and five Baaz. Use frostbrand, Bucknard’s purse, lyre of the Swamp: a Stupid Prelude
the stats on page 72 for the Auraks and building, and a potion of plant control.
The ring consists of 12 statues in an Just before the PCs approach the
Sivaks. The Sivaks are armed with their
area 120 feet in diameter. The statues are swampy area, they come across a series of
wicked swords, enchanted to + 3 potency.
of Paladine, Kiri-Jolith, Mishakal, Hab- eight mud-and-wood huts. A large sign
bakuk, Branchala, Solinari, Gilean, Sir- scrawled in the common tongue reads:
Baaz: AC2; MV6”/(15”)/18”; HD2;
rion, Reorx, Chislev, Zivilyn, and “Misteree Swomp. Kum one, kum
hp 16; #AT 1; Dmg 1d8; THAC0 16; MR
Lunitari. two! See the wundas uv the swomp!
20%; AL LE. They are armed with long
Onlee wun gold peese eatch!”
swords.
the Rhyme Obeyed This is a gully dwarf settlement, popu-
lation “many” (35, actually). They are
If somehow magically coerced into The stars come out two hours after sun- fascinated with the swamp and settled
talking, the Auraks can tell the party that down. The constellation of Takhisis rises down as close as possible without coming
they were sent after them especially. In above the head of Chislev one half hour in contact with the acid clouds that billow
fact, Takhisis herself probably knows after the stars come out. The three moons forth from it.
about the party’s mission. Between the are in the sky in High Sanction shortly If asked for information, they refer the
ten of them, there are 2,000 steel pieces afterward. If the eyes of the statue are party to the chief, called Nimno
locked in a chest, the majority belonging pressed, they click, then bounce back. Mudlord. Nimno fancies himself a cun-
to the Auraks. This can be found if the Nothing happens for one turn. Then, ning ruler, and he tries to take advantage
party digs under the fire pit. tears begin flowing out of Chislev’s eyes.

76
of the party by charging them lots of 1: A kender, of all things, named With friends Like these...
money for the smallest bit of informa- Dweebok Puddlejumper. He wished to
tion. At heart he is a coward and will be see the husband and wife black dragons After sloshing through the mire for a
overcome by a party that stands its that dwell near a dark tomb. Naturally while, the party hears the sounds of a
ground. he’ll join the party. melee coming from up ahead. Reaching
the battle area, they see a group of 12
Nimno Mudlord: AC 10; MV 12”; F4; Dweebok: AC 4; MV 18”; Th7; hp 34; Silvanesti in melee against 18 misshapen
hp 28; #AT 1; Dmg 1d4/1d3; THAC0 #AT 1; Dmg 1d4+1 or 1d6+2; THAC0 elves and three misshapen unicorns.
18; SD groveling; AL CN 19; AL CN The latter are long-time denizens of
this nightmare land, their bodies and
Nimno carries a club called Drag- Dweebok carries the ubiquitous souls twisted into the same horror as the
onkonker. He has also taken the art of hoopak favored by his race. It is a combi- nature around them. The Silvanesti are
groveling to new heights of grandeur. nation bullet sling and + 2 jo stick. He not killing them, rather they are causing
The only general information to be also wears bracers AC 6 which he found non-fatal damage. Their goal is to knock
obtained is that there are dragons in the on a sleeping Black Robe wizard, and a their opponents out, then try to find a
swamp. If asked how many, Nimno will ring of feather fall. He has a 16 Dexterity. way to help them return to normal.
show four fingers and say “Two.” Any His purse contains 24 steel and the usual Unless the PCs specifically ask, they do
other information must be asked in very kender stuff. not notice these particular efforts. The
exact terms. The answer to all of these twisted mob is fighting for keeps, how-
questions will be “yes,” followed by 2-5: Thneeezzarpf, a beholder. This ever.
“many.” vicious beast will attempt to extort money The combat looks like it could go
All the citizens should be considered from passersby. He currently has no trea- either way. Four of the Silvanesti appear
basic 1-HD gully dwarves. They flee at sure, a situation he is trying to rectify. wounded. If the PCs rush in and start
the sight of an unsheathed sword. They hacking at the corrupted forces, the
have no treasure. The admission sign is a Thneezzarpf: AC 0/2/7; MV 3”; HD Silvanesti shout at them to “Stop inter-
very recent addition, erected because of 15; hp 75; #AT 1; Dmg 2d4; THAC0 8; fering! Don’t kill! We can handle this!”
the heavy traffic going into the swamp SA magic eyes; SD anti-magic ray; AL LE Of course, over the din of battle, their
these past few weeks. voices may get drowned out at the DM’s
6-8: Banshee. See the stats for the earli- discretion.
the Swamp er banshee encounter on page 75.
Beyrinn Bladeturner: AC 1; MV 12”;
The tomb is located in a portion of 9-l1: One of the black dragons on Rgr 10; hp 75 (43); #AT 3/2; Dmg
Silvanesti that, on the maps, appears to patrol. See stats following. 1d8+2; THAC0 12; AL CG
be forest. Through the years, however, it
has degenerated into swampland. The 12-14: A mutated dryad. She still looks Beyrinn is a ranger and the leader of
rains have brought healing, but swamps as lovely as ever, but now she will mali- this Silvanesti group. Their task is to
need to be drained, and this swamp is ciously use her charms to imprison a male scout out the area for future clean-up
definitely still here and flourishing. PC. Use the monster chart in the groups. Beyrinn is never without his giant
The affected area is over 20 miles in DRAGONLANCE ® Adventures hard- slayer long sword +2. He wears an elven
diameter, bordered by the river that emp- back book for stats. cloak, a ring of faerie, chain mail, and
ties into the sea near the Towers of Eli. +3 shield. He is betrothed to Caerina
Movement through this area is at three 15-16: 3d4 ghasts. Use the monster and guards her jealously.
miles an hour. Swamp encounters should chart in the DRAGONLANCE ® hard-
be checked hourly. Despite the rains, a back for stats. Caerina Spellborne: AC 0; MV 18”;
caustic fog hangs in the air, limiting visi- Mu 11; hp 27; #AT 1; Dmg 1d4+3;
bility to 60 feet and causing 2 points of 17-19: A patrol of 14 Sivaks, out look- THAC0 16; SA spell use; MR 5%; AL CG
damage to each PC every hour. All items ing for the party. They try to capture the
must save vs. acid once every four hours. PCs in order to take them to their home- Caerina is a Wizard of the White
land. If the party is too tough, the Sivaks Robes. She is quite beautiful and of very
Swamp encounters go for kills. Use the stats from the earlier good disposition. Unlike most of her peo-
Sivak encounters. ple, she is tolerant of all other races, pre-
Check hourly using 1d20. A 1-5 means ferring to judge people on an individual
an encounter occurs. Roll a second d20 to basis. She wears a robe of the archmagi
20: Both black dragons plus six Sivaks.
determine the type of encounter. and wields a dagger +3. She also wears a
ring of wizardry, thus doubling her 1st-

77
and 2d-level spells. Her betrothal to PCs and offer any aid they can. Once they young offspring (HD 8; hp 8, Dmg 1d2/
Beyrinn was not her idea, and she is rap- bind their wounded, they’ll even accom- 1d2/1d6). If any offspring or eggs are
idly getting second thoughts. pany the group as far as the tomb. harmed, the parents go into a furious
Otherwise, after Beyrinn interrogates rage that gives them +2 to their attack
Millororn Naturefriend: AC 0; MV 18; them and is satisfied that they mean no rolls and causes all opponents to make
Dr 11; hp 65 (33); #AT 1; Dmg 1d6+4; evil, he and his group take their leave, another save vs. dragon fear, at a –2 pen-
THAC0 14; SA spell use; AL N refusing to give or receive aid. An inter- alty.
esting possibility is for Caerina to show Their treasure includes 3,900 stl, 11
Millororn comes from a line of druids interest in a male elven PC. If the PC has black pearls worth 500 stl each, an elixir
that dates back to before the Cataclysm. been especially heroic in the melee or of life, a jug of alchemy, a longtooth dag-
He, like Caerina, is very tolerant of non- shows great kindness to her, make a reac- ger, a shield +2, an elven cloak, and the
elf races, but is easily angered by those tion roll. If the PC is human, impose a best prize of all: a black dragonslayer bas-
who harm nature. He wears a cloak +3 10% penalty. tard sword with black diamonds, worth
and a ring of protection +3 and wields a Beyrinn, seeing this, will attempt to 10,000 gp total, set in the handle.
Staff the woodlands +4. make Caerina jealous by showing interest The favorite tactic of these dragons is to
in a female PC. No roll is necessary since hurl large gobs of caustic, blinding
Ordinary Silvanesti elves (7): AC 4; he does not mean it, but he would prefer swamp mud into the PCs’ faces, then use
MV 12”; F5; hp 35; #AT 16; Dmg 1d8; a PC elven maiden. Of course, this strat- their breath weapons. The mud can hit
THAC0 16; AL CG egy backfires and drives Caerina even up to six PCs. Each victim must make a
more toward the object of her affection. Dexterity Check with a +1 penalty or be
Twisted elves (18): AC 5; MV 18”; HD blinded for 1d4 rounds.
Also, the ground directly in front of
7; hp 35; #AT 3; Dmg 1d4/1d4/1d8; the guardians the lair entrance is quickmud, a quick-
THAC0 13; SD normal elven resistances;
AL CE
of the tomb sand variant, in which a victim will drown
and die in 2d8 rounds.
At last, a structure of some sort
These elves are mutated savages who becomes visible in the distance. If the
attack with a claw/claw/bite combina- Inside the tomb
Silvanesti are with the party, they tell
tion. them that the structure should be the The bronze doors are green with verdi-
tomb of Pahkar-Ran Theremikos, a Mas- gris. They must be pulled open, but since
Twisted unicorns (3): AC 2; MV 24” ; ter of the White Robes. At this point, the they have not been opened in ages, they
HD 4+4; hp 32; #AT 3; Dmg 1d6/1d6/ elves give their blessings and farewells are stuck fast. Two PCs may combine
1d12; THAC0 15; SA horn: double dam- (Caerina may stay with the party if her their efforts on each door. It requires 33
age at +2 to hit, teleportation; SD reaction to an elven PC was exceptionally Strength points to open each one.
immune to death magic, charms or hold strong). As the doors open, the party smells a
spells; AL CE This tomb, a once-graceful object foul, sickening gas that requires a save vs.
carved of bright living crystal, has poison or fall helpless due to nausea for
These unicorns are deformed, with become dark, smoky, and twisted. It is 2d4 rounds. With the doors open, 12
portions of their skeletons showing. listing at a 25-degree angle into the mire. spectral minions, long-dead elf warriors
The battle has been going on for two Worse still, 120 feet behind the tomb is a leap out and attack ceaselessly.
rounds before the party finds it. One uni- 40-foot-wide gaping hole in the muck.
corn and three twisted elves are out cold. This is the entrance to the lair of the mat- Spectral Minions (guardians): AC 2;
Once melee ends, and all the ed pair of black dragons. There is a 30% MY 30”; HD 7; hp 56; #AT 2; Dmg 1d8;
deformed opponents are under restraint chance for one of the dragons to be lazily THAC0 13; SD +1 or better weapon to
(or dead), Beyrinn will interrogate the perched atop the tomb. hit; MR 20%; AL CG
party. He is very suspicious of their
motives. If they killed some of the Ahragim and Dhaymos (Black Ages ago, when the archmage was bur-
deformed beasts, the Silvanesti angrily Dragons): AC 3; MV 12”/24”; HD 8; hp ied, they had volunteered to guard the
berate them and attempt to drive them 40; #AT 3; Dmg 1d4/1d4/3d6; THAC0 tomb of their master. The password is
off. If the party merely subdued the ene- 12; SA acid breath; AL CE Lunitari. If anyone utters it, the minions
my, their reception is slightly better. immediately cease fighting, bow deeply
Millororn and Caerina are anxious to These malicious dragons are very to the party and fade away forever.
talk with the party, especially if the heal- cheeky, staking out territory claimed by The 50-foot-by-50-foot chamber they
ing rains have come. If the elves can be the green dragon faction. Thus far, they guarded is plain, but the floor is at an
convinced that the party did this good have been left alone. In their under- angle (remember that the tomb is list-
deed, they become very warm toward the ground lair are six eggs and two very

78
ing), and one third of the floor is covered cal weapons when in natural state; AL CG Random encounters for the return trip
in swamp mire. This portion lies to the should be the same as the initial journey.
party’s right. Full details of the haunt’s powers can This includes the extra encounters featur-
The walls still bear murals of the elven be found in Monster Manual II. In this ing dragons.
wizard performing mighty feats of magic special instance, the elf’s spell ability will Queen Alhana grants them a slightly
in the pre-Cataclysm days. A door located return once possession is complete. better reception this time and offers to
in the wall opposite the main entrance As far as righting the tomb goes, the pay the party’s way back to Palanthus.
leads out of this room. party should feel free to try different solu- There are even hints of strengthening
A thick, blackened layer of tarnish tions. The initial problem is that the diplomatic relations if one of the PCs
stains this door. If this is scraped away, the ground has softened terribly due to the wishes to be an ambassador.
party discovers that the door is solid sil- encroaching swamp.
ver. It is also locked. The muck is six feet deep in the tilted epilogue
More than just locked, this door is wiz- corner of the room. The coffin weighs 600
ard locked at 18th-level ability, with a pounds. A serious problem with this task The party is again attacked by blue
symbol of fear etched on top of the door is that there is a large hole in the wall dragons on the way back to Palanthus.
frame. where the swamp oozed in. Unfortu- Upon their return, the council is very
Upon gaining entry, the party sees a nately, a neo-otyugh also found its way pleased that the party has secured the
chamber 30 feet square. The right-hand into the muck, as has a colony of 20 rot information.
side is covered in swamp slime exactly like grubs. As soon as PCs enter the muck, the In the following days, weaponsmiths
the room before it. An elaborately carved neo-otyugh rears up and attacks while the and mages begin the work of creating the
sarcophagus has slid across the floor and rot grubs burrow into the PCs’ legs. new items. However, it will be many
landed squarely in the muck. There is months before the first one is complete.
also a staff, a sword, and a suit of elven Neo-Otyugh: AC 0; MV 6”; HD 12; Only time will tell just how potent the
chain propped up on the wall, plus a row hp 84; #AT 3; Dmg 2d6/2d6/1d3; magic truly is.
of bookshelves with scrolls and books. THAC0 9; SA Disease; SD Never sur- As for the reward, the council keeps its
As soon as any item is touched, the prised; AL N word. Each PC becomes a titled noble
temperature in the room plummets to 20 and gains a plot of land of 10,000 square
degrees Fahrenheit and the door slams This abhorrent creature will attempt to miles. Here he may build a place to call
shut and wizard locks itself again. A drag down two PCs into the muck and home and settle down.
breeze kicks up though there are no holes flee out the seven-foot-wide hole to the Any PC who exposed the draconian
leading outside. swamplands. Victims drown in 1d4 spies on the council may be offered the
Two rounds later, a ghostly shape rounds. vacated seats.
appears. This is the elven archmage Future adventures may range from
returning as a haunt. He doesn’t like the Rot Grubs (20): AC 9; MV 10”; hp 1 more intrigue on the council to returning
fact that his tomb was disturbed and his to Silvanesti and helping in the restora-
coffin slid into the muck. He wants it These white worms have been made tion of the land. Certainly, any PC who
restored to its proper place and his crypt quiescent by the neo-otyugh. There is a chooses to be an ambassador to the elves
righted again. Rather than attack the sort of symbiotic relationship, where the will find himself enmeshed in Silvanesti/
PCs, he will ask them to do this for him. neo-otyugh brings them carcasses to bur- Qualinesti politics!
If they agree, he will hover over them, row into, and the grubs leave the monster
watching until the job is done. The door alone to enjoy the swamp slime in this
will unlock and the temperature return to dark corner of the tomb.
normal. Once the task is complete, the When the PCs have completed the res-
PCs may take the prized knowledge they toration, the haunt expresses its gratitude
sought. and fades away, its soul finally at rest. It
If the party refuses to help, the elven gives permission for the party to take all
haunt will reluctantly attempt to possess the scrolls and books, but asks that they
a PC and do the job himself. do not take any other items.

Haunt (Pahkar-Ran Theremikos): AC


0/victim’s AC; MV 6”/as possessed vic-
the Return trip
tim; HD 5/victim’s hp; #AT 1 as 5-HD Once the knowledge has been secured,
monster; Dmg special/by weapon; the party must return to Palanthus. They
THAC0 15; SA possession; SD cannot be can retrace their steps back to Qualinost
turned, hurt only by silver, fire, or magi- and take a ship back home.

79
Thus, the 30 kender children of don’t talk to the kender for fear of losing
tales from the Kendknow departed their homes. This their maps. While the kender are prone
kender garden was several weeks ago, and they have not to wild exaggerations and colorful stories
been seen since. Goodlund can be dan- that don’t take the truth into account,
In the Kender village of Kendknow, gerous. The kender are now asking every- with work we can come up with a more
which lies somewhat southwest of the one for help in finding the children and detailed picture of the kender’s home-
“great” city of Kendermore, the children bringing them back home. land.
play as kender children do. If you can Goodlund is indeed a land of vast for-
imagine the effects of two tornados est and tiny villages. Most of the villages
smashing against each other, then you
dm’s Information are kender, the dominant species of the
have some idea what kender children are “Crusade” is an adventure set in land. Many of these villages are deserted,
like. And that’s when they’re at rest, not Goodlund after the War of the Lance. It is and have fallen into decay. This is because
when they are playing! intended for characters level 1-3, and kender will occasionally get so bored that
Even kender children rest, although should include at least one kender. they decide that it would be more excit-
they don’t rest for as long as their parents In this adventure, the player characters ing to move and build a new village than
would like; when they rest, they talk to search Goodlund for 30 missing kender to remain in the same old place. The
each other. Every few years or so, after children. The PCs should begin some- deserted villages are left for kender to
they talk, lying on their backs in the ken- where close to Goodlund, thus hearing explore later; once they have been left
der gardens, they get ideas. Interesting about the situation from kender messen- alone for awhile, they become interesting
ideas. gers, since word of disappearance of a few again. The other creatures of Goodlund
Kender children do listen to the stories kender children is not likely to stir much appreciate this, since they take over the
that they are told, even though it seems interest elsewhere. The children are kender villages once they’re gone.
that they are too busy picking each oth- somewhere in the Kenderwood, the for- The kender are not the only intelligent
er’s pockets to notice. Kender children ests of Goodlund, and will undoubtedly creatures in Goodlund (although as ken-
are quite perceptive. They listen to stories get into great trouble. der are prone to admit, they are certainly
about the evil in the world quite intently. In truth, the kender children are scat- the most interesting).
Every generation or so, the kender chil- tered, no longer in one group. As certain Goodlund was once the home of the
dren wonder why someone doesn’t go out things poked their individual interests, city-state of Edon, a part of Istar that con-
and defeat the evil. It seems highly illogi- they left the main group, promising to trolled much of the land which is now
cal that evil should be allowed to exist (a meet later “by the big tree over there” Goodlund following the Ogre Wars.
notion that would horrify Gilean, but once they have taken care of evil. The Edon was particularly advanced in the
Gilean has never been very good with main group has been captured by a rene- arts of magic, and grew in power. Their
children). So the kender decide to go out gade magic-user—Oldar the Green power and pride was so great that they
into the world to conquer evil. Mage, although they don’t know it. broke off from Istar to form their own
Now, this usually doesn’t last very Oldar is fairly kind, and doesn’t intend to separate realm, and more shockingly,
long. After a few hours they get hungry, hurt them, but plans to use them in his broke off from the Orders of High Sorcery
forget all about fighting evil, and return quest for the ingredients of an immortali- to form their own society of mages.
to the village. This is the way it has been ty potion he uncovered, which require This brought the wrath of two terrible
with kender for generations. What has the wings of a faerie dragon. Kender chil- enemies down upon them. The destruction
made the crusade of the kender from dren are supposed to be on good terms of Edon, which took place 410 years prior to
Kendknow different from the others is with that rarest and most exotic of the Cataclysm, was quick and terrible. All
Hudan Stonethrower. Every kender child dragons, which is why Oldar has kid- that remains of Edon are ruins, scattered
in Kendknow knows that Hudan can napped them.
throw a stone farther than any other ken- The rest of the kender are either wan-
der child, which accords him enormous dering around the forest, or in various
respect and prestige. Hudan is not only predicaments. It is up to the player char-
strong, but he came up with the brilliant acters to save them. Worse yet, the player
notion that it would take at least a few characters have to put up with them on
days for them to conquer evil, so he the way home!
instructed his fellow kenderlings to gath-
er food for the journey. This was not diffi-
cult; kender acquire their “acquisition”
goodlund
skills from stealing a pie or a roast pigeon Goodlund is described as a land of vast
from their mothers when they are not forest and small villages, and not much
looking; this is the curse of kender moth- else is known by the sages, most of whom
ers, placed on them by the gods.

80
over Goodlund, much to the delight of the lands. nature, they almost never attack kender,
kender. The great ruins near Kendermore Unicorns, especially Forestmaster uni- for reasons that are not recorded. Perhaps
are of the city of Edon itself. There are other corns (see DRAGONLANCE ® Adven- they believe that kender are beneath their
remnants of Edon, which will be encoun- tures, Unified Ansalon Monster Chart, p. notice, or perhaps there is an ancient pact
tered in the adventure. 116) are a rare species; they live in the between giant and kender. None can say.
Goodlund is the home of many crea- depths of the forest, away from other While they rarely associate with each oth-
tures, some good, some evil, that may be creatures, in close- knit family units. er, kender and hill giants have lived as
encountered during the adventure. Many are the kender tales of kenders rac- neighbors in relative peace for several
Random Encounters (Goodlund) ing unicorns, catching them, and riding centuries.
them bareback (these tales are “exaggera- Centaurs live in sparsely forested areas
D20 Roll Encounter tions,” i.e., totally false, but they are in central Goodlund. Their dwelling
2 Dragon, Faerie numerous). Seeing a unicorn is consid- places are simple; large circular groves cut
3 Unicorn ered to be a sign of good luck by kender, in the forest, protected from the elements
4 Spectral Minions who seek them out relentlessly. The uni- by a dome-shaped net of ivy and gossa-
5 Dragon, Green corns, on the other hand, do not mind mer. They hunt game (the paths near
6 Troll, Forest (N) the kender, and seem to enjoy leading their dwellings are marked with hoof-
7 Draconian, Baaz them on great chases. prints, a sure sign that centaurs are near),
8 Owl Forest trolls are another matter entire- but try to keep to themselves. They trap
9 Bear, Black ly. These are not true trolls, but cursed the entrances to their dwellings with non-
10 Kender, Party (1) soldiers from the ancient war with Edon lethal traps (web nets and sloping pit
11 Forest Creature (2) who were transformed into undead with traps) to capture intruders, rather than
12 Squirrel, Normal the appearance of trolls; they tried to pil- kill them, although they do not hesitate
13 Bear, Brown lage their ruined strongholds during the to kill draconians and forest trolls. They
14 Badger fall of Edon. It is debatable whether the usually leave kender in the trap long
15 Draconian, Sivak curse was placed on them by the Edon enough for them to get bored, and then
16 Pedipalp, Huge mages, or by the Wizards of the Black promise to release them if they leave
17 Giant, Hill Robes to prevent them from gaining the immediately. (Of course, the kender
18 Centaur knowledge of Edon. Certainly this curse don’t promise not to return a few min-
19 Dryad does not apply to anyone who scavenges utes later. . . .)
20 Groaning Spirit (N) * the ruins today, although there are other
difficulties. Running “Crusade”
* (N) night only Forest trolls are extremely nasty but
rare; tormented by the memory of life, This is not a very tightly scripted
Encounter Explanations they try to slay all living creatures that adventure; the DM is not given details on
(1): A kender party is either (20% of they encounter. Forest trolls vanish dur- time and place for each potential encoun-
the time) 1-3 lost kender children (a max- ing the day (they do not take damage ters. Instead a lot is left to his
imum of ten lost kender may be found in from sunlight—they merely fade from imagination. As long as the players are
this manner) or (80 % of the time) a ken- existence and reappear at the same spot at entertained, keep going.
der search party (led by either a kender nightfall). They have the standard The key to successfully running this
fighter of level 2-5 [20% chance], a ken- powers of trolls (attacks, regeneration, adventure is the handling (no pun
der ranger of level 2-5 [50% chance], or a etc.), but it requires a silver or magical intended) of the kender children. Here
kender handler of level 4-8 [50% weapon to affect them. They can be turn- are some things to consider when running
chance]). The search party consists of 4d4 ed by clerics as though they were wraiths. them as NPCs:
other kenders; while they are greatly con- Forest trolls are extremely deadly, and 1) Kender children do not know the
cerned about the lost children, this does even the most curious of kender have meaning of the words “shut up!” Even if
not stop the searchers from acting like learned the hard way to avoid them (this there is a patrol of draconians nearby,
kender (handling objects from any player doesn’t stop the kender from having a lit- they will still be yelling and screaming at
characters they encounter, etc.). tle fun with them, of course). Humans each other as if they were playing back at
(2): Forest creatures are ordinary forest slain by a forest troll become forest trolls Kendknow. This attracts attention.
denizens, such as deer, rabbit, grouse, in three days, unless a proper burial cere- 2) Kender children have conveniently
raccoons, skunks, etc. It is up to the DM mony is performed. Forest trolls are short memories. If the PCs somehow (by
to choose appropriate creatures. encountered individually, since they being very forceful) get them to promise
Some of the creatures of Goodlund attack anything, including each other. to be quiet, they will sulk for two minutes
have their own societies, which should be Hill giants are native to the hilly area in (at most) and then forget their promise
examined before one travels in these southern Goodlund. Despite their evil and return to normal behavior.

81
3) Kender children want adventure. If isn’t time!” “Oh yes there is.” [Tie, tie.]) plaining that Makland forced her to run
they see a cave, they proclaim that this Prominent characteristics: Leader. Always away when she could have taken them on
must be the Cavern of Takhisis and they takes initiative. Loves to demonstrate his by herself. Raddell goes up to each player
immediately race each other to see who ability. Cannot resist a chance to swim character, asking: “Is that a magical
can enter it first. If there is a battle, ken- (even in freezing water or rapid rivers). sword? Are you really an adventurer?
der children always get involved, whether Joween Brightgem (Fighter 1, hp 5): Have you ever met Kronin? Is that sword
it means hitting a forest troll in the back Joween is a young kender girl who knows magical? Do you know any spells? Have
of the leg with a stick or sneaking behind about fighting. Joween is rather husky for you ever seen a dragon? Are you carrying
and stealing a dagger from an attacking a kender girl, which causes numerous a magical sword? ”
draconian. insults (and just as many fights, with If the player characters ask the kender-
4) Kender children have different per- Joween as the winner). Humans would lings to follow them back to Kendknow,
sonalities. Each kenderling has slightly call her a tomboy. Joween always must Makland protests that they can’t go back
different ways of acting in a situation. It is have her way, and if she doesn’t get it, right now; they were supposed to meet
up to the DM to judge what a particular she’ll complain bitterly and unceasingly Hudan Stonethrower at the tree; it’s just
kender will do. (“We should have gone down the other a little way back there, “We know how to
path! We’re lost and it’s all your fault! get there.” Of course, he hasn’t a clue; if
attack of the draconians These are our woods and we know what the party asks the kender to lead them
you’re doing!“) Prominent characteris- back there too, he designates a tree at ran-
This encounter should be played early tics: Bossy, must have own way. Never dom as the tree where they agreed to
in the adventure, so the players have backs down from a fight. Constantly meet Hudan. Joween complains bitterly
some kender to look after for the rest of complains. that this isn’t the tree. If asked whether
the adventure. This encounter occurs on a Raddell Starthumb (Handler 1, hp 3): this is the tree, Raddell ignores the ques-
well-worn path in western Goodlund. Raddell is the personification of the word tion and starts asking the characters ques-
Three kender are being chased by five “inquisitive.” He is constantly asking tions about the trees that they’ve seen, as
draconians (four Baaz and one Bozak). questions, often annoying questions, fre- well as asking to stop for a bite to eat.
The kender are taunting as the dracon- quently insignificant questions, even
ians close in; the brush is too thick for the when he knows the answers to them giant Problems
dragonmen to use their flying ability, and (“How many times do you eat in a year?
the draconians are having great difficulty In this encounter, the party comes
Do adventurers get married? When are
pursuing them on foot, but are too upon two more kender, just as they are
you going to get married? When are you
enraged to care. being “attacked” by a vicious hill giant.
going to eat? Have you ever seen a
Baaz Draconians (4): AC 4; MV 6”/ It has been a long trek. While search-
dragon? Have you ever seen a dracon-
(15”)/18”; HD 2; hp 11, 8, 6, 3; #AT 2; ing for the kender, images of needles in
ian?“). He also has a habit of taking
Dmg 1d4/1d4; THAC0 16; MR 20%; haystacks come to mind, but are rejected
objects from people, pulling them out,
XP 92 each; AL LE; SD turn to stone as being overly optimistic. As the party
and asking “What does this do?” at least
when slain—slayer must make Dex crosses into a glade at the edge of some
ten times a day. Prominent characteris-
Check at a –3 penalty or weapon is stuck large hills, they see a kender running
tics: Always asks questions. Curious. Fol-
in stone for 1d4 rounds around the legs of a young hill giant as
lows orders. Always hungry.
Bozak Draconian: AC 2; MV 6”/ the hill giant tries to catch him, while a
As the encounter begins, the characters
(15”)/18”; HD 4; hp 25; #AT 1; Dmg second kender hangs on to the hill giant’s
will note that some of the draconians are
1d8; THAC0 15; MR 20%; XP 275; AL neck. “Can’t catch me!” the running
limping badly. Makland thought to make
LE; SD explode when slain, inflicting 1d6 kender says, somersaulting under a clum-
some caltrops and throw them onto the
points of damage (no save) to all in a 10- sy attempt to grab him.
path as they retreated; the lead draconian
foot radius What’s really going on here is that the
(the one with 3 hit points) has been badly
hill giant is a nice hill giant (as hill giants
injured from them. If the PCs wish to
The kender children: go) and is only playing with the kender. If
ambush the draconians, the characters
Makland Swimmer (Ranger 1, hp 7): the party observes before jumping in, the
automatically gain surprise; the dracon-
Makland is a competent kender woods- hill giant finally catches the kender,
ians are so busy with the kender (and
man and young hunter, but believes him- forces him to say “please,” and then
their taunts) that they aren’t thinking
self better than he actually is. He releases him unharmed, while the second
straight.
considers himself to be an adult; in trou- kender slides up and down the giant’s
After the encounter, Makland takes
ble, he’s the one who comes up with ideas back. If the party attacks the hill giant,
full credit for the victory (“If my caltrops
to escape and never listens to anyone (“If the kender rush toward them, (and into
hadn’t slowed them down, you never
we tie up these vines to these trees, the the line of fire) crying out, “Don’t hurt
would have made it!“) and introduces
forest trolls will trip.” “Makland, there our friend!”
the group to the party. Joween is com-

82
The hill giant’s name is Oghog. He is a the characters try to communicate with “Scattered the leaves, the Lost
particularly clumsy and unpopular hill the birds, the owls will fly away. Where are the sheep in Goodlund’s hills?
giant in his community, so he often wan- The owls are the servants of the Green They are sundered, wind-tossed
ders alone. Today he was lucky enough to Mage, Oldar, who has the magical ability Where none can seek, try though they will.
find some kender friends. Oghog does to communicate with them. Oldar lives
not fight unless he will die if he doesn’t in one of the old Edon ruins, where he To find them, dream
fight back (i.e., when he has lost at least found many volumes of magic still pre- They sleep, but the secret shall awake
ten hit points). If Oghog is left alone to served. Through study, Oldar became a In lucid moonlit pools
play, he’ll let the kender go free an hour powerful magic-user. Oldar considers Three riddles unlock
later. himself to be a mage of the New Edon.
Oghog (Young Hill Giant): AC 5; MV He despises the Orders of High Sorcery; Three keys open one door
12”; HD 7; hp 40; #AT 1; Dmg 2d6; in Oldar’s view, they are tyrants who try First key—blood of a Warrior True.
THAC0 13; SA hurl rocks 2d6; XP 670; to keep magic to themselves, when magic Seven drops from the hand of
AL CN should be free to all, without sadistic A Challenge’s Champion
tests. Oldar is one of the most powerful Ungodly victory proclaim
The kender children: renegade sorcerers in Krynn. Seven drops are the first Key.
Wekkon Treeskimmer (Handler 1, hp Oldar has found a formula used by the
4): Wekkon believes that life is a game—a Edon mages to create a potion of immor- Second key—most Perilous
game that should be played while yelling tality, a potion that allows eternal life The Dust of Time where Time stands
at the top of one’s lungs. He is not happy (and was outlawed by Gilean for corrupt- Still as dust in Eternal Night
unless he is playing, but that’s never a ing the natural balance). Oldar’s goal is Where dust should run.
problem—he never stops playing. Promi- to gather the ingredients for this potion: Let the dust gallop from yesterday
nent characteristics: Must play. Must yell. seven drops of blood from a warrior who Like centaur’s hooves in a dry wind
Loves to climb trees. has passed the test of Kiri-Jolith, sand On desert plains
Buldris (Handler 1, hp 3): Buldris gets from an Eternity Glass, and the wings of a He who passes a Nothing Peril
easily bored; he would get bored in the faerie dragon. He doesn’t want to risk Seven grains is the second Key.
middle of a battle with draconians after himself going after these things, so he
five seconds. He never hesitates to tell will try to recruit the party. Third key—Stillborn
anyone he’s bored either. As a result, As the characters approach an area of Jewel of Jewels in Dragon’s Eye
Buldris is easily distracted; worse he wan- great hills, they see a figure cloaked in Butterfly-winged forest singing
ders off by himself without telling any- green walking down the road toward Faerie of Draco Paladine
one! Prominent characteristics: easily them. There is an owl on each of his So rare, fluttering leaves windborne
bored. Even more easily lost. shoulders (not familiars, just friends). In cooling autumn breeze riding
If the incident is resolved without Behind him walks a young warrior in Let sand and blood blow
bloodshed, the kender readily agree to plate mail. The man is middle-aged and Upon the Egg, the Third Key
join the party. Otherwise, they run away balding, his hair is still brown, and he Three keys shall open one door.
(“We’ll bring them back!” cry the other walks with a slight limp.
kender as they chase after them.) and “You seek kender?” he says in a strong Gathered the leaves, the Lost
wonder of wonders, all the kender come voice that belies his age. “I can find them Here are the sheep, rejoined
back (after a long chase and much worry- for you. I know of lore that will find any- At firesides they battle the frost
ing). If Oghog is killed, they complain thing lost. Are you willing to place your- Dreaming of that Loss, purloined.
about it for the rest of the trek (“Are you self at risk to learn?”
going to kill us too? How are you going to He introduces himself as Oldar, a Oldar claims to know the meaning of
do it? You must be evil because only peo- humble mage (“Perhaps one day I shall the poem. The first key is seven drops of
ple who are evil kill kids, even if they’re journey to the Towers. Yes, perhaps one blood from a warrior who has passed the
giant kids. Why aren’t you wearing day. But I am not yet powerful enough to Test of the Warrior True, which he has
black? If you’re evil you’re supposed to take the Test...”), and the young warrior heard takes place on the Cliff of Harrows.
wear black....“) as Burtran, who would be a Knight of The Test is said to be very dangerous. The
Solamnia one day. Burtran, who is silent, second key is a much more obscure refer-
test of a Stranger blushes but says nothing; he scrutinizes ence. Oldar believes that it refers to the
the party members with great uncertain- legend of the Survivors, an Edon strong-
As the characters journey, they may ty. Oldar tells the party to rest, while he hold located within some ruins in South-
find themselves being scouted by owls recites a poem that he discovered while east Goodlund that survived both the
(have the most perceptive character make searching through an ancient tome: downfall of Edon and the Cataclysm.
an Intelligence Check at -7 to notice). If Exactly what it refers to is unclear; seven

83
grains of dust from some artifact within confidence. Burtran defends Oldar to the be close enough to be pushed over). It is
the city, perhaps? The third key is obvi- death, unless he is presented with proof the player character’s choice as to who will
ous; it is the egg of a faerie dragon, which of Oldar’s evil. He knows that the kender take that position.
is said to dwell in the Southwest corner of are hidden in caves in the ruins where If asked his name, he will name him-
Goodlund. Oldar lives, but he is willing to let Oldar self Wetherback. Of course, this is really
Actually, Oldar altered the poem; he is get away with his lie because Oldar’s goals Kiri-Jolith himself; if asked where he
quite willing to give the kender back once are important. Burtran will not murder comes from, he will say that he is from
his objectives have been achieved. The people (if Oldar were to cast a sleep spell “around.”
first and final stanzas are an invention, to on the party, he would tie them up but If a player character agrees to the chal-
convince the party that they must gather not permit them to be killed in their lenge and then backs out, he receives a
these things to regain the lost kender. sleep). curse. He will find his fears magnified; he
The third key was actually faerie Dragon The kender children and Burtran get strikes at –2 on all attack rolls in combat,
wings, but Oldar altered that as well. He along well, while Oldar is constantly and he makes all saving throws at a –2
believes the party would be more willing annoyed at them for taking his spell com- penalty.
to steal an egg than to cut off a faerie ponents from his pockets. If the player character accepts the chal-
dragon’s wings. Once he has the egg, lenge and asks Wetherback to take the
Oldar believes he can lure the dragon into force of arms risky position, Wetherback easily throws
a trap. the PC to the ground, causing 1d4 points
The Cliff of Harrows is reached only of damage from the force of the impact.
If the party questions Oldar about see-
after a long trek into south-central Wetherback shakes his head, proclaims
ing kender, he lies and says that he has
Goodlund. The PCs reach the cliff at that the PC is not a “Warrior True,” and
not seen them. Burtran is silent and turns
night, with the bright light of Solinari asks if there are any other challengers.
his face from the party; he doesn’t like
near High Sanction, illuminating a thick If the party is insane enough to decide
lying (he is an honorable man). Burtran is
and treacherous fog. When they reach to attack him, he sits there with his arms
somewhat envious of any Knights of
the peak of the hill, one side of which ter- folded and allows them to do as much
Solamnia in the party, and he is reluctant
minates in steep cliff, a single figure will damage as they can to him, until they get
to speak. If he is befriended, he will say
approach them. tired. Then he reveals his true nature and
little, but rather ask questions and listen
It is a man, slightly taller than six feet, allows the PCs to beg for forgiveness. (It
to tales of adventure.
quite broad and muscular. His arms are requires a +3 weapon to harm him; he is
Oldar: AC 3; MV 12”; MU (renegade)
scarred from battles past, and his nose is AC -8, has 500 hp, and is a 29th-level
8; hp 25; #AT 1; Dmg 1d4+2; THAC0
broken. His hair is a short but dishevelled fighter/ cleric. He has enough heal spells
18; S 18 I 17 W 10 D 16 Cn 15 Ch 12;
mop of brown curls. He is unarmored, to last a lifetime.) If they ask for forgive-
robes of protection AC 5; AL CN
wearing only a worn shirt and pants that ness, then he will geas them to find the
Spells:
have seen many miles. He is armed only lost kender and return them safely. Then
1st Level: comprehend languages,
mount, read magic, sleep with a woodsman’s knife and a coil of he leaves.
rope draping his back, and a bottle of If a challenger arises who agrees to take
2d Level: ESP levitate, web
water in a tattered sack. the risky position (with his back to the
3d Level: dispel magic, fly, lightning
“You have come for the Test?” he cliff), Wetherback smiles and hands him
b ol t
inquires. If the characters concur, he con- the pole. Wetherback pushes the charac-
4th Level: monster summoning II,
polymorph self tinues, “I know how to perform it. I am ter over the edge, where he falls 20 feet
the opponent. There may be some dan- into a deep lake, taking no damage what-
Oldar has a single special ability, which
ger in it. Once you have agreed to it, you soever. If the character cannot swim,
he learned from studying Edon texts: he
may not back out. Which masters of the Wetherback dives in and rescues him,
can speak with owls at will.
physical arts shall step forward?” promptly followed by Makland Swim-
Oldar will use owls to spy on the party,
perhaps polymorphing himself into an Only characters from the fighter class mer, who will challenge Wetherback to a
are eligible for the Test. If a character race (followed by the rest of the kender).
owl and following the PCs in person.
agrees, the man smiles and hands the Wetherback proclaims that this opponent
Burtran (AC 1; MV 6”; FTR 5; hp 31;
character a pole (instructing him to is a “Warrior True;” if he is a fighter, he
#AT 1; Dmg 1d8+3; THAC0 13; S 17 I
remove his armor, if he is wearing any, as may change classes and become a Solam-
11 W 10 D 15 Cn 12 Ch 11; long sword
the contest must be taken unarmored). nit Knight of the Crown (any stats below
+2; AL NG
He steps to the edge of the cliff. This is a minimum for entry into the Crown are
Burtran follows Oldar because of
battle of strength and desperation. Each raised to minimum). In any event, the
promises that Oldar can make him a
man will grasp the pole and try to push Warrior True gains enough experience to
Knight of Solamnia. He is really a nice
his opponent to the ground. One man qualify for the lowest level of the Order of
person and a sturdy warrior, but he is
must stand with his back to the cliff (i.e., the Crown.
rather naive and has little self-

84
After a few hours or whenever the PCs characters have no memory of the test, musicians sing and entertain streetgoers.
finally manage to get the kender out of save whether they passed or failed, but At sunset, the shops are closed, the streets
the water (“Look, is that a lake mon- they shall descend the Cliff of Harrows as are quiet, and families eat their dinner.
ster?” Makland shouts as he spots a huge changed men. In the evening, there are three types of
rock in the fog-shrouded lake. “Let’s go entertainment: carousing at various tav-
over there and see!“), Wetherback builds City of dreams erns, attending plays, and the arena,
them a fire to dry off, and they have a where warriors issue challenges and test
feast and trade stories. He tells tales of the In the southeastern parts of Goodlund
their skills. Anyone killed in the arena is
valor of those who fought in the last War (owls lead the way), there are ruins of the
re-created in the morning, so death in the
of the Lance. On the subject of the War- Edon. They are well-worn by time and
Retreat is only temporary, unless Goriden
rior True, he says, “Some say that the true thoroughly looted, except for one area—
chooses otherwise.
warrior always takes the position of maxi- the City of Dreams, the Retreat of Gori-
The city has a number of landmarks.
mum advantage. Perhaps it is true, but den.
There is a great temple of Paladine, styled
the Warrior True must also be prepared to There is a 10% chance per hour that
on the temples of Istar. Goriden lives in a
fight the most difficult battles if they the PCs discover the Retreat; only men
huge palace of beaten brass. In the center
need to be fought. Those who have the and half-elves are permitted to enter the
of the city square, there is a huge hour-
courage to dare perils and battle the city, the others (including kender, much
glass, in which the sand stands still.
impossible are the truest warriors of all.” to their frustration) must wait outside,
This hourglass is not magical, the true
If asked for advice on the PCs’ current prevented from entering by an unseen
Glass of Eternity is in Goriden’s private
predicament, Wetherback tells a story: “I barrier.
chambers. The breaking of the glass in
remember a young man once, who set off The city is small. Goriden, an arch-
the city square tells Goriden that some-
on a great journey. He was not unlike mage of Edon, had anticipated that they
one is out to destroy his city. Thus guards
you, strong, handsome, resourceful, could not defeat the Orders of High Sor-
are instructed to pursue and slay anyone
intelligent, and daring. He was a paragon cery. Thus, using the most powerful mag-
who breaks the glass in the city square
of men. ics, he built the Glass of Eternity, a
(and these intruders will not be resur-
“Then he came to the crossroads. He powerful artifact with the ability to affect
rected).
was unsure how to go, so he asked a fel- the flow of time itself. Using a variant of
If the party is being pursued, they are
low traveler, and took his advice. Thus he the mindspin and timereaver spells, he
approached by a young nobleman named
was content, until he came to another created a real, yet illusionary city, using
Kurgan. Kurgan claims that the only way
crossroad, and he was again uncertain, so the Glass of Eternity as its foundation. In
to escape from the city is to slay Goriden.
he asked another traveler, and again took doing so, he escaped the Order of High
He also claims to know a secret way into
his advice. And so on it went, until the Sorcery, the Cataclysm, and even Time.
Goriden’s chamber. Kurgan is really
man was old and tired and dull-witted. There is one drawback to the Retreat.
Goriden’s brother and, while he does not
Then he found himself at his desti- Every day is the same. Each day is an
wish to kill Goriden himself (fratricide is
nation—it was the same spot he had start- endless repetition of the last. Only when
a mortal sin to those from Edon), he cov-
ed from. By taking advice, rather than new creatures (such as the player charac-
ets his power and position. If the party
making his own decisions, he had gotten ters) enter the city will the routine of the
accepts, they are led to a secret entrance
nowhere. city denizens change. If anyone spends 24
to Goriden’s chamber. Kurgan is also
“The gift of Gilean, free will, is a most hours in the city, he becomes part of the
lying: As long as the PCs have not spent
important one. Had the Kingpriest pattern and is trapped here forever. This
24 continuous hours in the city, they may
appreciated it, there would not have been is why Oldar, sensing that the city was a
enter and leave by the front gate at will.
a Cataclysm. I shall not interfere with trap (but uncertain as to the nature of the
Goriden is in his private chamber,
that gift by giving advice. Instead I shall trap) refused to enter the Retreat himself.
along with four guards. The room is rich
wish you good fortune in dealing with The city is ruled by Goriden, the arch-
and huge (60 feet on a side and 30 feet
your problem, and bide you never lose mage who created it, although he sacri-
high); it contains a large bed with many
sight of that which is most important— ficed most of his power to create it (he is
pillows, a polished marble floor deco-
the safety of the children.” now only a 6th-level magic-user). City
rated with diamond dust, beautiful tap-
If asked who he really is, he will smile life is divided into a number of rituals: in
estries woven with silver threads, and a
and ask “Is that truly important? Who the morning, people are awakened by
huge bath. The room is supported by
are you, really? A name is a name, but a magical songbird statues. Those who are
decorated bronze columns and a domed
person is really the sum of his deeds.” If religious journey to a shrine devoted to
ceiling. The hourglass is hidden in a
the players ask whether he is a god, he their gods. Then there is a large breakfast
secret panel in the center of the ceiling.
admits who he truly is. feast in the city square. Following break-
“You have come to destroy us all?”
In the morning, Wetherback is gone, fast, tradesmen go to work for the day,
Goriden states, apparently aware of their
leaving them to their second task. The shops display their wares, and street
objective. “We have existed for hundreds

85
of your years. We are the last of our civili- –10 penalty) have a brief vision of a Leafwing (Faerie Dragon): AC 5; MV
zation. Would you really destroy us, by figure in red, holding a book, smiling 6”/24”(A); HD 4; hp 10; #AT 1; Dmg
the thousands, to satisfy your greed? Can slightly, and nodding in approval. Then 1d2; THAC0 15; SA spells, breath weap-
you willingly take so many lives? Are you there is nothing but ruins; all items taken on; SD invisibility; CG
that evil?” from the city (save for dust from the true Note that stealing the egg is not a good
He holds out an hourglass (not the real hourglass) disappear. All of its people are act. If the PCs do it, regardless of their
one, but another fake): “If you can be a gone forever, like an interrupted dream. reasons, they should be penalized with a
slayer of a thousand innocent lives, if you The DM may wish to assign alignment shift toward evil on the alignment chart.
revel in the destruction of beauty and changes to any good characters, as know-
grace and wonder, strike this glass with ingly killing thousands of people is not the grand finale
your sword, and bring an end to Edon. I something good (or even most neutral)
shall not stop you.” characters would do. If the player characters successfully
If the party refuses to smash the hour- It would also be surprising if no one completed all three of Oldar’s tasks, then
glass, then Goriden will smile. “Leave began to suspect Oldar’s motives at this he will thank them, take seven drops of
my city now, and never return. This is not point or even earlier. The DM may wish blood from the Warrior True, tell the PCs
a place for waking man to walk. Leave us to subtract from the party’s experience that he found the kender, and let the PCs
to live our endless dreams, and seek your point gains if the players have not had a escort the kender home.
destiny elsewhere.” discussion of what exactly it is that Oldar If the player characters failed in any of
If the party does smash the glass, Gori- is trying to get them to do. (If the players the tasks, well, Oldar is not very happy,
den will shout: “Think me a fool! I would are going through this adventure but he isn’t cruel either. He hands over all
never hand you the true glass of Eternity! unthinkingly, then they’re not getting as of the kender that he found and lets the
Murderers!” And then he and his guards much out of it as they could be, and their characters take them home.
attack. PCs should be penalized accordingly.) The major difficulty occurs if the play-
Goriden: AC 4; MV 12”; MU 6; hp 20; er characters stick around and find out
#AT 1; Dmg 1d4+4; THAC0 16; S 16 I Back to the egg that Oldar is planning to chop off
17 W 14 D 16 Cn 15 Ch 14; SD perma- Leafwing’s wings. Oldar will not back
Following the escape from the Retreat, down from his plan to obtain immortali-
nent protection from normal missiles,
the kender begin asking several million ty. To save Leafwing, the characters have
brooch of shielding, dagger +3, bracers
of protection AC 6; AL N questions about what exactly happened to fight Oldar and Burtran.
Spells: (“Did you see a dragon? How come we Burtran can be brought over to the side
couldn’t go in there? Didn’t you find any of the player characters, if the party
1st Level: charm person, dancing
lights, magic missile, spi- kender? Did you kill anyone?“) appeals to his desire to be a Knight of
der climb Owls begin to appear again, directing Solamnia. A true Knight of Solamnia
2d Level: mirror image, web the party to the lair of the faerie dragon, would not permit a creature of good to be
3d Level: hold person, slow which is located in a heavily wooded area maimed for the sake of a mage’s quest for
close to the coast of the Bay of Balifor. power. If he wishes to be a Knight,
Guards: AC 3; MV 6”; FTR 3; hp 21, The faerie dragons have been spotted by Burtran will have to turn on his friend.
18, 16, 14; #AT 1; Dmg 1d8; THAC0 16; the owls in this place (although Oldar has Burtran reluctantly agrees, and joins
never dared attack them directly). the party members, tears running down
N
If Goriden is slain, he reforms in 3d4 The local faerie dragons dwell in tree- his cheeks.
turns; he cannot be killed as long as the top nests. There are about five faerie If Oldar is slain, Burtran buries his
dragon nests in this region. The owls body in the ruins with great sadness and
hourglass remains intact (Kurgan does
choose one that is isolated from the rest ceremony, to the music of owls’ mourn-
not know this!). If Goriden recovers to
(out of the faerie dragon’s telepathy ing. If Oldar is captured alive, he asks to
find the player characters about to smash
the real hourglass he will scream in a fran- range with the neighboring nests), a faer- be taken to the Towers of High Sorcery.
ie dragon nest that has three eggs, but He realizes that he has failed, but before
tic voice, “No! Please, for pity’s sake, do
only one occupant—a mother faerie he dies, he wishes to address Par-Salian
not shatter that!”
dragon (the male was eaten a week ago by and the other masters of magic and damn
The real hourglass can be easily shat-
tered by anyone who is not yet trapped in a forest troll). the High Orders as a final gesture of defi-
The faerie dragon will not willingly ance. He curses Burtran as a traitor, which
Edon (those who have spent more than 24
hours in Edon cannot affect it). When the give up its egg (the nest is on a branch 60 distresses the warrior greatly.
feet above the ground). It is up to the
glass is shattered, the city seems to melt
player characters to figure out how to get
into nothingness, turning to dust and
it. The faerie dragon is very protective of
blowing away in the wind. Those who
successfully roll an Intelligence Check (at its eggs.

86
This adventure is designed for a party of
four to six 12th-level characters set after
dm’s Background Ascania took the Sivaks to her hideout
in Mount Stormhead, the crater of a dor-
the War of the Lance. Ascania, a silver dragon, is trying to mant volcano.
return Sivaks to dragon form by reversing Meanwhile, a Sivak who escaped from
Players’ Introduction the magic that corrupted the eggs at Ascania returned to the Red Dragonarmy
Sanction. She took over a force of troops and told the Highlord about Ascania’s
You ride into Kalaman one afternoon from the Red Dragonarmy to assist her. scheme. The Highlord doubted the
to find the city in chaos, with smoke While in Kalaman buying supplies (in scheme would succeed, but realized that
arising from one entire quarter. The her human form) she saw some captured if it did, the other good dragons would
Guard Commander tells you that at Sivaks being marched in. She therefore have a powerful motive to attack the
dawn a dragon raided the town, gathered her troops and went to rescue dragonarmies, round up the draconians
together with its ogre and hill giant them, diving out of the sun at dawn so and return them to dragon form. The
minions, and rescued a force of Sivaks she was not clearly seen. Her minions Highlord therefore told Kansaldi, a lesser
captured earlier which the townspeo- breached the wall of Kalaman and burst officer, to lead a force to ensure that Asca-
ple had been about to execute. The in after her. In the process. Ascania killed nia does not succeed.
commander did not see the dragon, a handful of warriors who attempted to The Highlord also despatched an ogre
but believes it to be red, since it caused stop her. She is sorry about this, but they mage to fly to Stormhead and sabotage
fires. He is also worried because his were only humans, and they must be evil the project, so that Ascania would not
spies tell him that the Red Dragonar- since they tried to attack her. Her troops reach a breakthrough before Kansaldi’s
my is preparing a force to attack the also killed a handful of people. During force reached Stormhead.
city. He believes this attack on Kala- the assault, a number of fires were started A small group of Knights of Solamnia
man and the force being prepared are by overturned braziers and so forth; learns of the attack on Kalaman soon
connected. He wants you to find and many of the survivors of the attack claim after the party does. They follow the par-
deal with these two forces. these were started by the dragon’s fiery ty to Stormhead to destroy the evil
breath. dragon that must be there.

87
the Journey to crocodiles, crystal balls, eye of newt, toe
of frog, wool of bat, tongue of dog,
back into dragons. To this end, she
obtained the services of some mages and
Stormhead books, jars of strange substances, etc.). built a laboratory.
The other chambers contain similar Ascania is a motherly dragon, with a
Stormhead is 60 miles southeast of
items: one has a complex network of tendency to fuss. Her madness is that she
Kalaman, at the end of the ridge of
glassware, which is actually a still for pro- is blind to the impossibility of her task;
mountains east of Estwilde. It is likely to
ducing whiskey, run by Tharra (see page otherwise, she is quite sane. Ascania con-
take the party about three days to travel
89). The mages each assume this is some- siders that any Sivak could have been
this distance; they will probably reach
one else’s experiment, an assumption of formed from one of her eggs; she will
Stormhead about 24 hours after Ascania
which Tharra has not disabused them. therefore kill anyone harming any of her
and the Sivaks.
Buildings #2 and #3 are the store potential children. Suggesting that her
The party should not have any major
houses; both are kept locked (to keep the project is impossible sends Ascania into
encounters during the journey. Ascania’s
ogres and giants out). Ascania, all the fits of apoplexy in which she is capable of
trail is reasonably easy to follow, and a
mages, and Furniss have keys. Building accidentally breathing frost or swiping at
number of local people saw the dragon
#2 contains food and supplies; #3 con- anyone foolish enough to be too close.
and the draconians pass. The group did
tains alchemical and magical supplies. In her human form, Ascania looks like
very little damage, to the surprise of the
Building #4 is the living quarters, a a plump, motherly woman in her late
locals. If the PCs bother to talk to all the
comfortable single-storey building with 40s. She has greying hair and is clad in a
farms along the way, they find that a
rooms for all the mages and the lab assist- tatty skirt, blouse, and apron. She tends
middle-aged woman with the group paid
ants. Ascania has a room in which she to bustle round, eternally busy about
a couple of farmers for food during their
stays while in human form. Sqruuult’s some task or other. Players are likely to
journey.
room lacks a bed, but the other rooms assume on first sight that she is the camp
There are no farms or habitations with-
each contain a bed, a wardrobe, a couple cook or some such.
in a day’s ride of Stormhead. The land is
of chests, and a couple of chairs, together
bleak, with little life except sparse ferns
with personal items of the occupants. Ascania (large very old silver dragon):
and shrubs. The trail is still clear and
Building #5 is the barracks for the AC –1; MV9”/24”; HD 11; hp 77; #AT
leads straight to the volcano.
giants and the ogres. Straw covers the 3; Dmg 1d6/1d6/5d6; THAC0 10; SA
A thin plume of dark smoke rises from
floor, and a large bundle of blankets lies breath weapons, spell use; AL LG. Her
the peak of this massive mound of grim
in one corner. This is Fathom’s bed: any- spell book contains charm person, detect
rock. The tracks climb the narrow path
one interfering with it will lose an arm. magic, enlarge, find familiar, magic mis-
that hugs the side of the mountain, spi-
Normally a third of the troops are in here sile; continual light, knock, magic
ralling about its flanks and ascending to
at any time, either asleep, playing cards, mouth, web, wizard lock; clairvoyance,
the glowering heights perhaps 3,000 feet
or eating. Furniss is sometimes in here dispel magic, fireball, hold person, light-
above.
with the giants. ning bolt, tongues; charm monster,
As the lip of the crater is neared, the
minor globe of invulnerability wail of
heat from the mountain increases.
ascania fire; hold monster, wall of stone. She can
Above, the smoke spirals into the sky.
cast two spells of each level from 1st to
At first glance, Ascania is an impressive 4th, and one of 5th.
the Crater silver dragon; however, on a closer look,
scars can be seen criss-crossing her flanks, Ascania has a familiar, a cat called Tabi-
Ascania chose Stormhead as her base
the results of wounds received during the tha. Tabby provides her with eyes and
because she felt she would not get in any-
War of the Lance. She is a powerful, intel- ears around the crater. Tabby has a pro-
one’s way there. The crater is also warm,
ligent person, with full knowledge of her clivity for trouble and an exceptionally
with lots of space, and the good visibility
powers and abilities and a deep under- smug expression. Ascania is very found of
gives early warning of impending attack.
standing of magic. She was involved in Tabby.
The crater contains two blowholes that
many of the battles of the War of the
lead down 50 feet to molten magma: any-
Lance, and she was seriously injured in Tabitha: AC 6; MV 5”; HD 1; hp 4;
one falling into the magma is dead. The
the process. One result of her injuries is #AT 2; Dmg 1d2/1; THAC0 20; SA rear
crater also contains four cages. Each cage
that she cannot lay any more eggs. claws 1-2 ; SD only surprised on a 1; AL
contains 20 Sivaks. There are also five
Another is that she is not entirely sane. LG
wooden buildings.
However, she considers herself in per-
Building #1 is the laboratory; it has
fect condition. Since she can have no
one major chamber and four small rooms
more children, she is setting about rescu-
opening off it for minor experiments.
ing her existing children from their awful
The main chamber is filled with the para-
fate by turning them from draconians
phernalia of magical research (stuffed

88
ascania’s associates THAC0 16; SA bite causes sleep; SD The second human assistant is Rorgil.
saves as Sqruuult Rorgil is only fractionally brighter than a
Three powerful mage researchers are gully dwarf and has a kender’s sense of
working with Ascania; they were very Lemundos Tals was a human sorcerer humor. Despite these handicaps, he is a
flattered to be asked to work with a silver working with Ascania. Before the PCs cheerful, friendly person who brightens
dragon, but are now privately having reached Stormhead, Lemundos was slain, up the labs with his jokes. (He has not, as
doubts about Ascania’s abilities and sani- and his body dropped into the volcano. yet, caused a serious accident. ) Ascania is
ty. However, they will stay with Ascania His killer is the dragonarmy agent Kalro, very fond of Rorgil, as was Lemundos.
until the project is completed in a few an ogre mage, who has polymorphed into
days. The most skilled sorcerer is Eltho- Lemundos’s form. Kalro’s headband of Rorgil: AC 6; MV 12”; Thf 5; hp 15;
riel, an elven mage. This Qualinesti elf ESP enables him to read the minds of #AT 1; Dmg 1d4 (dagger); THAC0 19; S
will die very soon after the party arrives at those around him, to avoid making slips 10, I 7, W 6, Cn 10, D 16, Ch 9; AL CG
Stormhead when Kalro puts an axe that would give him away. He has a coin
through his spine from behind. (Kalro of alignment changing, which reads neu- The final lab assistant is Tharra, a
will dump the axe in Tharra’s quarters in tral good, to disguise his true alignment. female hill dwarf who left home after a
order to frame her, but Tharra was with Lemundos/Kalro appears to be a friendly, dispute over a woman’s place (she refused
Sqruuult at the time.) Elthoriel did not decent man in his mid-30s with a ready to cook and clean for her five brothers).
see his killer; he heard someone come in wit. Tharra is an intelligent, friendly, capable
behind him, but thinking he was with Kalro’s sabotage starts by killing Eltho- woman; she is the most useful of the lab
friends, he did not look round. riel. He then blows up the alchemical assistants. She is also operating an illicit
store (leaving a burning fuse, so that he still in one of the side rooms while trying
Elthoriel: AC 10; MV 12”; MU 11; hp has an alibi when it explodes). This leaves to keep it secret from Ascania and the
25; #AT 1; Dmg 1d4+2 (dagger +2); the lab with just enough materials to mages. She is selling hooch to the hill
THAC0 16; S 9,118, W 14, Cn 13, D 13, complete the experiment. Kalro tries to giants and the Sivaks (this is one reason
Ch 14; SA spells; AL LG frame others for the crimes. Further acts why the Sivaks are not making more trou-
depend on party actions (he will take ble for Ascania). She is also giving hooch
Sqruuult is the second associate of advantage of any opportunities that to Furniss in return for his silence.
Ascania. Sqruuult is a grell mage; its ten arise), but ideas include freeing Sivaks or
tentacles enable it to carry out complex dispelling the charm on Fathom. Tharra (dwarven thief): AC 7; MV
experiments in the lab. Ascania considers 12” ; HD 6; hp 21; #AT 1; Dmg 1d6
it a highly competent researcher. Kalro (ogre mage): AC 4; MV 9”/15”; (short sword); THAC0 19; S 13, I 15, W
Sqruuult is quite pleasant, unlike most HD 5+2; hp 39; #AT 1; Dmg 1d10; SA 14, Cn 15, D 15, Ch 12; AL NG
grells. It is also a very proficient sorcerer. spells, amulet of dispel magic once/day
It is working with Ascania to show every- (at 12th level); SD regenerates 1 hit Ascania also has a small force of ogres
one that grells can be powerful mages, point/round; AL LE. Spells: fly, invisibil- and hill giants to assist her. These are all
and are not all evil. ity, polymorph to human, cause dark- former members of the Red Dragonarmy,
ness, charm person, sleep, gaseous form which Ascania raided when she collected
Sqruuult: AC 4; MV 12”; MU 9; HD (he will use this to escape if in serious her first group of Sivaks. All of them are
9; hp 29; #AT 11; Dmg 10 @ 1d4, 1d6; trouble), cone of cold (8d8 points of evil, and Ascania is well aware that they
THAC0 19; SA paralysis, spell use; SD damage) are dangerous. They serve her because
immune to lightning; AL LN Ascania has charmed their leader, the hill
Ascania also has three laboratory assist- giant Fathom. Fathom ensures the rest do
Sqruuult’s spell book contains burning ants. The senior one is Furniss, a dour as Ascania says. So long as Fathom sur-
tentacles (as burning hands), enlarge, human with no sense of humor and little vives, they will do as they are told. If they
magic missile, sleep; invisibility, knock, interest in the job. He works efficiently, see Fathom killed during a battle, there is
locate object, web; dispel magic, light- but shows no initiative. When off duty, a cumulative 5% chance/round that each
ning bolt, suggestion, tongues; dimen- he can be found playing cards with the of them deserts and joins Kansaldi (see
sion door, ice storm, polymorph self; hill giants. page 91), so long as Kansaldi is seen to be
stone shape, wall of force. winning.
Sqruuult has an homonculous, Kowl, Furniss: AC 7; MV 12”; Ftr 4; hp 27; Fathom is a large, powerful hill giant
which it uses to patrol the crater invisibly #AT 1; Dmg 1d8 (long sword); THAC0 who was in command of the Red Dragon-
looking for intruders. 17; S 16, I 10, W 12, Cn 15, D 14, Ch 9, army’s hill giants. Fathom serves Ascania
AL CN with absolute loyalty (thanks to the
Kowl (Homonculous): AC 6; MV 6”/ charm, which Ascania renews every few
18”; HD 2; hp 13; #AT 1; Dmg 1d3; days for safety). He is a hard, violent war-

89
the Knights of Solamnia slower opponents. She has never been
rior, whose natural pleasures include seriously injured in a battle, due to her
beating up lessers and torturing pris- Lord Douglas has led this company of fighting skill. She is not very attractive.
oners. If he ever broke the charm, he and Knights throughout the War of the She wears chain mail +3, which ade-
his underlings would flee and join Kan- Lance. In their last action almost all of quately disguises her boyish figure. She
saldi. Kalro will cast dispel magic on their number died. Now the survivors of respects Douglas, but is aware of his
Fathom, to free him from the charm, at the company are looking for something shortcomings. She will do what she can to
an opportune moment. heroic to do to regain their good name. maintain her disguise, but she hopes that
When Lord Douglas learned of Ascania’s in the aftermath of an heroic act she can
Fathom (superior hill giant): AC 4; attack on Kalaman, he led his Knights on reveal her true identity.
MV 12; HD 9+2; hp 64; #AT 1; Dmg a forced cross country march to
1d10+7 (two-handed sword plus Stormhead in order for them to kill a Lord Gwyn Lightfoot (Crown Knight):
Strength bonus); THAC0 12; SA hurl dragon. AC –5; MV 12”; Ftr 11; HD 10+4; hp
rocks for 2d8; AL CE 71; #AT 3/2 rounds; Dmg 1d8+2 (long
Lord douglas Varangoss sword +2); THAC0 10; S 14, I 16, W 15,
Six hill giants: AC 4; MV 12”; HD Cn 14, D 18, Ch 14; AL LG; chain mail
8+1; hp 37, 47, 34, 33, 35, 36; #AT 1; Lord Douglas comes from an old fami- +3, shield +2
Dmg 1d8+7 (great spear or axe plus ly of Knights, and has very definite ideas
Strength bonus); THAC0 12; SA hurl about the way Knights should act. He the knights
rocks for 2d8; AL CE still considers the word of the Measure
more important than any so-called spirit The eight surviving Knights in the
Eight ogres: AC 5; MV 9”; HD 4+1; of the Oath. Douglas distrusts dragons of command of Lord Douglas and Lord
hp 24; #AT 1; Dmg 1d10; THAC0 15; any color; he prefers to think the worst of Gwyn are all veterans of previous battles.
AL CE all dragons. He feels that the dragon who None are going to panic at the sight of a
attacked Kalaman must be evil and he dragon or draconians. They will work
the Sivaks will not take any notice of its color. together effectively. All are loyal and
Douglas has a closed mind, which he sel- obey commands of Lord Douglas (or, if
There are 80 Sivaks in secure cages in dom changes if he has made a decision. he is slain or incapacitated, Lord Gwyn),
the crater. Most of these (58 of them) However, he is an honorable and brave as long as the commands are not patently
were members of the Red Dragonarmy warrior, who honestly does what he stupid or suicidal. Few will fight to the
before Ascania rescued (they would say thinks is right. death unless specifically ordered to do so;
kidnaped) them. The other 2 2 were rene- they will fight hard, but will fall back if in
gades from the fall of Neraka. These dra- Lord Douglas Varanqoss (Crown serious trouble. (Any Knights who would
gonmen were living as bandits near Knight): AC –2; MV 12”; Ftr 12; HD have fought to the death died during the
Kalaman before they were captured by a 10 + 6; hp 74; #AT 3/2 rounds; Dmg War of the Lance.) A couple suspect
party of adventurers and taken to Kala- 1d8+3 (long sword +2); THAC0 11; S Gwyn is a half-elf, but do not hold this
man for execution. Very few of the Sivaks 16, I 13, W 10, Cn 14, D 12, Ch 16; AL against him. Were they to know the
want to go back to the dragonarmy; LG; plate mail +2, shield +2, footman ‘s truth, their loyalty would be less certain.
under the new Highlord they face only dragonlance
danger and death, so they prefer to Typical Crown Knight: AC 2; MV 12”;
become bandits. Given the opportunity, Lord gwyn Lightfoot: Second- Ftr 7; HD 8; hp 50; #AT 3/2 rounds;
all the Sivaks will flee from Stormhead, Dmg 1d8+1 (long sword +1); THAC0
in-Command
pausing only to take what revenge they 14; S 15, I 12, W 12, Cn 14, D 13, Ch 12;
can on Ascania and the other mages. Lord Gwyn is apparently young and AL LG
The iron cages have simple locks. It will very slightly-built. “He” is actually
take a troll two full rounds to release the Gwyneth—a woman in disguise. Gwy- the dragonarmy force
Sivaks from each cage. neth’s father, a long-serving Knight, had
no sons. Gwyneth therefore took her This force should arrive at Stormhead
80 Sivaks: AC 1; MV 6”/(15”)/18”; rightful place as her father’s child in the soon after the party deals with the
HD 6; hp 30; #AT 2; Dmg 1d10, 2d6; ranks, disguised as a man. She has risen Knights. It is led by dragonarmy officer
THAC0 13; SD +2 on saves; MR 20%; through the ranks over the past eight Kansaldi Flame-eyes, a priestess of Takhi-
AL NE years; only her apparent youth has pre- sis. Kansaldi is a tall, imposing woman in
vented her from taking command. She her 30s, clad in distinctive red dragons-
avoided detection with great care. She is cale armor. She is a competent, callous
calm, intelligent, and in combat uses cleric, with few scruples and no morals.
speed and agility to defeat stronger but

90
Her only aim is to win, however much her Maquar’s spell book includes detect Sorghriss is the oldest Aurak, showing
own people or the other side suffer in the magic, enlarge, feather fall, light, magic scars from battles in the War of the Lance.
process. She hopes in the process to gain missile, shield, unseen servant; in visibili- It despises the bullying Flheer, and looks
favor with the new Highlord of the Red ty, levitate, stinking cloud, web; dispel down with some amusement on the other
Dragonarmy. She does not risk herself, magic, fireball, fly, phantasmal force, two Auraks. Sorghriss is only interested in
and she flees if the battle goes against her. slow; dig, dimension door, hallucinatory survival and a quiet life. However, it will
She does not attack directly if she can win terrain, minor globe of invulnerability; not abandon its friends or fail to do its
by more devious means. cone of cold, hold monster, and trans- duty.
mute rock to mud.
Kansaldi (12th-level human cleric): Maquar’s mount is Cauterus, an average Sorghriss (Aurak): AC 0; MV 15” ; HD
AC –3; MV 12”; HD 9+6; hp 58; #AT adult red dragon. Cauterus is a savage, 8; hp 42; #AT 2; Dmg 1d8+2/1d8+2;
1; Dmg 1d6+4 (mace +3); THAC0 14; vicious dragon who likes nothing better THAC0 12; SA spells, suggestion, mind
S 14,115, W 17, Cn 13, D 16, Ch 18; SA than to burn humans and buildings. control, breath weapon; SD dimension
spells; AL LE; chain mail +3, shield +2; door, polymorph self invisibility, change
Spells: command (x3), cure light wounds Cauterus: AC –1; MV 9”/24”; HD self detect invisible; AL LE. Spells:
(x2), light (x2); find traps, hold person, 10; hp 50; #AT 3; Dmg 1d8/1d8/3d10; charm person, m a g i c m i s s i l e , k n o c k ,
know alignment, resist fire, silence 15’ THAC0 10; SA breath weapon, spells; stinking cloud, dispel magic, fireball,
radius (x2); animate dead, continual AL LE; Spells: enlarge, magic missile; dig, minor globe of invulnerability
light, dispel magic (x2), prayer; cure seri- continual light, stinking cloud; protec-
ous wounds (x2), protection from good tion from normal missiles. Killmhr is a gung-ho Aurak who con-
10’ radius; flame strike (x2); heal siders killing enemies of Takhisis a divine
Kansaldi also has the assistance of duty. It considers Ascania to be an abomi-
Kansaldi rides Ignia, an average old K’tailin, a shadow-demon, which she nation who must be exterminated as soon
red dragon. Ignia is as intelligent as Kan- called into her service. She uses K’tailin as possible. Killmhr enjoys action, and
saldi, and Kansaldi normally takes no as a spy and messenger and does not risk will chafe at any delay.
action without discussing it with Ignia. K’tailin unnecessarily, as she finds it far
Ignia is quite capable of abandoning too useful. Killmhr (Aurak): AC 0; MV 15”; HD
Kansaldi if she considers it necessary to 8; hp 52; #AT 2; Dmg 1d8+2/1d8+2;
save herself. K’tailin (shadow demon): AC 9, 5, or THAC0 12; SA spells, suggestion, mind
1; MV 12”/18”; HD 7+3; hp 47; #AT 3; control, breath weapon; SD dimension
Ignia (red dragon): AC –1; MV 9”/ Dmg 1d8/1d6/1d6; THAC0 13 (or 12 or door, polymorph self change self invisi-
24”; HD 10; hp 60; #AT 3; Dmg 1d8/ 11, depending on lighting); SA darkness bility detect invisible; AL LE; Spells:
1d8/3d10; THAC0 10; SA breath 10’radius, fear, magic jar; SD immune to magic missile, sleep, stinking cloud, levi-
weapon, spells; AL LE; Spells: charm per- fear, cold, and lightning, more powerful tate, lightning bolt, fireball, ice storm,
son, sleep; stinking cloud, invisibility; in shadow; AL NE wall of fire
dispel magic, slow
Four Auraks provide Kansaldi’s force Jlydd is frightened; it was previously a
Kansaldi’s second-in-command is with effective sorcery. Flheer is the most guard that had avoided action, and it has
Maquar Lorgriss, a human mage. Maquar competent Aurak. It is glossy-skinned never been involved in anything like this
is a dark, thin, quiet man who feels more and very strong, and has a good selection before. It is afraid it will get hurt. Metal-
comfortable taking orders than giving of spells. It dislikes humans, considering lic dragons are dangerous! There is a good
them. He is a highly competent mage itself far superior, and has plans to kill chance that Jlydd will desert and run, if
and privately wants to see Ascania’s lab, Kansaldi given the slightest provocation. the battle goes against Kansaldi’s force.
to find out how she can turn draconians However, it feels Ascania’s project is bar-
back into dragons (which he personally baric, and it will do everything it can to Jlydd (Aurak): AC 0; MV 15”; HD 8;
thinks is impossible). prevent it. hp 44; #AT 2; Dmg 1d8+2/1d8+2;
THAC0 12; SA spells, suggestion, mind
Maquar: AC 6; MV 12” ; MU 11; hp Flheer (Aurak): AC 0; MV 15” ; HD 8; control, breath weapon; SD dimension
31; #AT 1; Dmg 1d4+2 (dagger +2); hp 44; #AT 2; Dmg 1d8+2/1d8+2; door, polymorph self, change self invisi-
THAC0 16; S 10; I 17, W 11, Cn 13, D THAC0 12; SA spells, suggestion, mind bility detect invisible; AL LE; Spells:
12, Ch 10; SA spells: AL LE; bracers AC control, breath weapon; SD dimension feather fall, magic missile; darkness 15’
6, nine scrolls of invisibility door, polymorph self invisibility, change radius, stinking cloud; fly lightning bolt;
self, detect invisible; AL LE; Spells: dig, wall of fire
enlarge, magic missile, ESP invisibility
lightning bolt, fireball, fear, wall of fire

91
The muscle in the force is provided by a suade them from attacking Ascania and openly. Instead, she and the Auraks (one
gang of trolls, led by Grol-and-Rok, a her people, by showing that the situation shapechanged into Maquar’s form) will
giant two-headed troll. Grol, the left- is more complex than it first appears. approach the crater under a flag of truce,
hand head, is an intelligent, cultured Work on the curiosity of the players. while invisible trolls and dragons
person (for a troll) who prefers subtlety Eventually the party will either be cap- approach secretly. Ignia will start the
and caution to frontal attack. Rok, on the tured or make peaceful contact with attack by breathing on the best available
other hand, enjoys fighting and hitting Ascania. They will then get involved in target; she will then collect Kansaldi
people, and dislikes Grol intensely. The tracking down the saboteur. At first, the while the trolls free the Sivaks and attack
two argue constantly, but both are aware PC themselves are likely to be prime sus- the mages. The attackers will use their
that they have to put up with each other. pects; this should inspire the players to abilities and spells to best advantage.
Rok listens to advice from Grol most of get involved. The Sivaks provide a useful If the Sivaks are freed, some go to join
the time (unless they are no longer on red herring. Also, any powerful and Kansaldi, while others flee. If the trolls
speaking terms after a fierce argument). trustworthy mages in the party may be free the Sivaks, all but 2d6 Sivaks fight
Grol normally lets Rok control their body invited by Ascania to join the project. for Kansaldi. Otherwise, only 20 of them
in a fight, but takes control the rest of the The party should not easily identify the join her.
time. Grol only bites if he has to, because saboteur, Kalro. He will not have perfect
he hates the taste of uncooked meat. Rok alibis for his actions, but he will use his the experiment
considers him a wimp. magic and skills to avoid detection. Only
clever actions by the party should catch For Ascania to complete the experi-
Grol-and-Rok: AC 2 (chain mail); MV him. If so, he will try to escape either in ment, she and Sqruuult must both sur-
12”; HD 10; hp 67; #AT 4; Dmg 1d61 gaseous form or by flying to join Kan- vive the battle with Kansaldi. They must
1d6/1d10/1d10; THAC0 10; SA NIL; saldi. His ESP power means he will spot have at least 25 living Sivaks and a lab
SD regenerates 1 point/ round; AL CE anyone getting suspicious of him; he will that suffered no more than 120 points of
try to ensure that that person will die. damage during the battle. They will then
The ten lesser trolls obey Rok (or if they The DM should try to make the party sus- use a variant of the polymorph other spell
need to, Grol) in all things. They have lit- picious of other people, such as Sqruuult and a magical liquid to attempt to con-
tle respect for Grol, but they know that if and Tharra. vert 25 Sivaks into one silver dragon.
they insult Grol, Rok will take it person- Soon after the PCs reach Stormhead, the The experiment will fail.
ally and lash out. The last troll to make Knights will be seen approaching (probably There is a basic flaw in Ascania’s theory
this mistake took nearly 24 hours to by Kowl). Douglas wishes to win glory; the of magic: there is actually no way that the
regenerate the damage. PCs will have trouble persuading him of draconians can be changed into dragons.
the truth of the situation. Gwyn may be When Ascania realizes it is impossible,
Ten trolls: AC 4; MV 12”; HD 6+6; easier to convince and more willing not to Ascania changes to her dragon form and
hp 44; #AT 3; Dmg 1d4+4/1d4+4/ view things in black and white terms, but destroys the Sivaks to put them out of
2d6; SA nil; SD regenerate 3 points/ she will need some convincing. She will not their misery. Then she throws herself into
round; AL CE willingly disobey direct orders from the volcano. The DM should strive to give
Douglas, but will do her best to persuade emotional weight to this: This is not just
another death, but the loss of a great
Running the scenario him not to take foolish actions. On the oth-
intellect and a heroic individual.
er hand, if the party can show Douglas a
This is a complex scenario, with five more suitable target, he will give his sup- This scenario should carry an air of
forces in conflict—Ascania’s people, the port to the party (but he will still distrust tragedy; try as they might, the characters
Knights, the Dragonarmy force, the Sivaks, Ascania and her group). cannot return Ascania’s children to her.
and the adventurers. The scenario has no When Kansaldi’s force arrives, it will Behind this tragedy is the deeper tragedy
set pattern; the precise course of events will camp on the plain below the volcano for of the draconians themselves, creatures
depend on the actions of the PCs. the night before it attacks. The party may twisted from their true forms into dark-
If the PCs try to spy on Stormhead, try to spy on them or attack them there. ness. At the end of the scenario, the party
they must first avoid Kowl and Tabitha. If Kansaldi will send K’tailin to watch the may well feel that their efforts have been
they avoid the watchers, they may not crater and give warning of any such for nothing. Even high-level characters
realize that Ascania in her human form is action, therefore the PCs are likely to be should fail sometimes.
the dragon. The DM should give them ambushed. If they avoid K’tailin, the Of course, they are unlikely to have
hints as to what is going on (for instance scouts should learn about the personali- failed totally. They have destroyed a pow-
by letting them overhear a conversation ties of the force, which information they erful force from the Red Dragonarmy,
about the project), but should not auto- might be able to put to good use (for greatly reducing its power. But this
matically give them the full story. On the example by making Grol and Rok argue). should be overshadowed by the death of
other hand, the DM should try to dis- Kansaldi will not attack the crater Ascania.

92
Overview revealed the existence of the shadow peo- hands; THAC0 19; AL LN; NoDen owns
ple to the world in general. a ring of protection +1, and three
“Under Sanction” is an adventure The shadow people have but one potions of deep sleep (see Encounter
designed for three to five adventurers of friend among the “Outsiders” (as they One)
character levels five to seven. Although tend to refer to the rest of the world’s
specifically designed for the world of Spells:
population)—NoDen Silverfoot, a
Krynn and its environs, enterprising DMs 1st Level: comprehend languages, feather
worldly mage and wizard of the Red
should find the scenario easily adaptable fall, light, read magic
Robes. NoDen happened to come across
to almost any AD&D® game milieu. 2d Level: detect evil, pyrotechnics (x2)
an ancient history describing the civiliza-
During the adventure, the party mem- 3d Level: blink, gust of wind, slow
tion of the shadow people, and which
bers must make their way to the central 4th Level: fear, wizard eye
also provided exact instructions on how to
spires of Sanction, where they encounter 5th Level: transmute rock to mud
reach their caves. When the wizard trav-
the mythical shadow people and become eled to Sanction to investigate, he man-
embroiled in an epic struggle beneath the NoDen Silverfoot is a charming old
aged to win the creatures’ friendship
surface of the Earth. man, hailing from western Solamnia.
through a series of magical labors per-
The Dungeon Master’s Guide, Play- After spending much of his youth as a
formed for the Grok (king) of the shadow
ers Handbook, Monster Manual, FIEND street orphan, NoDen was taken on as an
people.
FOLIO® tome, and the DRAGONLANCE ® apprentice at the age of 13 by a high-
Recently, the shadow people called
Adventures book are all necessary for ranking wizard of the Red Robes.
upon their surface-dwelling friend to
play. Unearthed Arcana and the Dun- NoDen is currently embarked upon a
help them deal with the most trying crisis
geoneers and Wilderness Survival quest to travel the world in search of
their people have ever faced. The recent
Guides are not necessary, but may be knowledge. Whenever possible, he pre-
openings of volcanic fissures and vents in
used as desired. Additionally, the adven- fers to travel in some sort of disguise,
the mountains on the outskirts of Sanc-
ture includes an optional section calling masking his true nature.
tion have begun to flood the lower caves
for use of the BATTLESYSTEM™ combat Ever-perched upon NoDen’s shoulder
beneath the city with hot magma. These
supplement. is a magnificent owl, Enderborne, which
caves were formerly inhabited by the
serves as his familiar.
dreaded jarak-sinn, a vile race of lizard
Background creatures devoted to the worship of Che-
Skeech
mosh, lord of the undead. Now the jarak-
In a complex cave network below the sinn are looking for a new home. They (6th-level human thief)
city of Sanction, there dwells an ancient have begun waging an ah-out campaign
race of humanoids known only as the to eliminate the shadow people from the AC 5; MV 9”; hp 32; S 11 I 14 W 9 D 17
shadow people. On Krynn, the shadow ever-decreasing caves. The lizards are led Cn 15 Ch 13; #AT 1; Dmg 1d4 (+1);
people are usually regarded as creatures by their master, Deathrip, one of Che- THAC0 19; AL CE; Skeech wears leather
of mythic legend. Kender mothers love to mosh’s knights. NoDen is too old to be of armor under his dark robes, and carries a
scare their mischievous children with much personal use to his friends, but he dagger +1.
tales of the shadow people and their wick- and the Grok have reluctantly drafted a
ed deeds, while drunken hermits are plan to recruit a party of powerful human Skeech is the shifty owner and operator
often heard spouting wild tales of a vast adventurers to come to the aid of the cave of a traveling menagerie and sideshow
underground shadow people kingdom, dwellers. that passes through Sanction, Thakar,
replete with a fabulous treasure. and Khuri-Khan. Although he often acts
The real shadow people, however, are a the part of a charming and harmless
generally benevolent and inauspicious Chronology showman, Skeech is actually a scheming
people, reveling in their privacy and “Under Sanction” takes place a short and mischievous profiteer, always on the
enjoying the independence and solitude time after the War of the Lance, some 360 lookout for a new foolproof scam.
provided them by their legendary world years after the Great Cataclysm. The adventurers meet Skeech in
status. For the last several centuries, the Encounter Two. The mustachioed show-
shadow people have gone to great lengths man wears a long black cloak and a high
to prevent the peoples of Krynn from Major NPCs felt top hat. Make sure to describe Skeech
uncovering their presence in order to pre- Noden Silverfoot to the players when their characters first
serve this state of isolation. From time to encounter him. His wardrobe is an
time, a lone adventurer may stumble (9th-level human Wizard of the Red important clue that they will need to
upon their caves, or a wizened sage may Robes/7th-level thief) complete the adventure.
uncover some traces of their civilization
in ancient chronicles, but no one has ever AC 7; MV 12”; hp 36; S 9 I 17 W 14 D 16
Cn 11 Ch 14; #AT 1; Dmg as per bare

93
volcanic activity under Sanction has To this end, he has devised an elaborate
Skeech’s Thugs pushed them out of their former lairs in ruse: While he is conversing with the
(2d-level human fighters) the deeper caves beneath the city. They PCs, he plans to slip a small dosage of one
AC 5; MV 9”; hp 14; S 13 I 10 W 10 D 12 are now looking to eradicate the shadow of his potions of deep sleep into one of
Cn 12 Ch 10; #AT 1; Dmg 1d8; THAC0 people and take over their dwellings in the PCs’ drinks. After the potion’s victim
20; AL CE the upper caves. drops unconscious, NoDen, claiming to
The jarak-sinn spend much of their be an experienced student of medicine,
Skeech keeps 15 of these “personal time conducting elaborate services in the will diagnose the adventurer’s “ailment”
aides” on his payroll. They are just as dis- name of Chemosh, occasionally ventur- as the dreaded “cavern fever.”
honest and greedy as their employer. ing forth to the surface in order to capture In his assumed role of herbalist, the
a human victim for sacrifice. In battle, mage informs the remaining party mem-
deathtrip the jarak-sinn coat their weapons with bers that cavern fever is almost always
their own venomous spittle, which burns fatal, and that there is no known cure. He
(Shadow Demon) when it makes contact with flesh (add + 3 claims to have heard from an associate,
AC 9/5/l; MV 12”; HD 7+3; hp 45; to the damage caused by any weapon however, that the mythical shadow peo-
#AT 3; Dmg 1d8/1d6/1d6; THAC0 13; coated with the venom). In all other ple of Sanction have discovered a cure for
SA see FIEND FOLIO ® tome, pg. 78; AL respects, the creatures are the equivalent the disease, which is quite common
CE of lizard men, as per the AD&D ® game’s among their people. NoDen then offers
Monster Manual, to accompany the party members to Sanc-
Deathrip is one of Chemosh’s appoint- tion, using the notes passed on to him by
ed leaders of the jarak-sinn that dwell encounter 1: Noden’s Plot his associate to help locate the caves of the
beneath Sanction. Deathrip wears the shadow people.
The adventure opens in a small inn, Of course, NoDen’s entire story is one
amulet of Chemosh, which enables him
which can be located virtually anywhere elaborate falsehood. There is no such
to animate the corpses of those interred in
on the continent of Ansalon, depending thing as cavern fever. The mage is simply
the burial caves beneath the city, so they
upon your own preferences or campaign planning to bring the party members to
can pay homage to his master. For specific
needs (if you do not have anywhere spe- the shadow people’s cave network, where
details on the amulet, see Encounter
cial in mind, the inn is located on the east the Grok will offer them the cure for the
Nine.
side of Solanthus in Solamnia). The PCs, disease (actually a placebo) in return for
weary from their last adventure, have just their assistance against the jarak-sinn.
the Shadow People
arrived at the inn in search of meat, The potion of deep sleep is exactly like a
AC 2; MV 12”/18”; HD 3+1; #AT 1; drink, and companionship. The inn’s cli- normal potion of sleep save that its effects
Dmg 1d8; THAC0 16; SA ESP see entele seems to be in an unusually festive last for 1d10 days. (For the purposes of
DRAGONLANCE ® Adventures, pg. 77; mood, and consists chiefly of the usual this adventure, however, don’t allow the
AL N(G) local patrons supplemented by one or two character to awaken until the placebo is
adventurers and a group of traveling acro- administered. If the PCs refuse to go with
The shadow people are a generally bats. NoDen, then they do not have this
benevolent and private race, dwelling in Just after the PCs are seated they are adventure and the character wakes up in
the upper caverns beneath the city of approached by a wizened old man: 1d10 days.)
Sanction. They communicate with one “Please allow an old man the simple While chatting with the adventurers,
another and outsiders by telepathy; in pleasure of your company, my good NoDen turns the subject of the conversa-
addition to their powers and abilities out- friends. Would you permit me to buy you tion over to the traveling acrobats and
lined on page 77 of DRAGONLANCE ® a round of ales?” The old man then seats begins relating his experiences as a wan-
Adventures, the shadow people have the himself at the PCs’ table and engages the dering magician and performer. He even
ability to enter a mass mental trance adventurers in small talk, while signaling offers to do a few of his old tricks (pyro-
known as mindweave (see Encounter Sev- for the barmaid to fetch the party drink. technics spells). While performing his
en for details). The old man is actually NoDen Silver- tricks, NoDen tries to slip the small dos-
foot in disguise. NoDen is visiting this age of the potion into one of the party
the Jarak-Sinn particular inn because he has heard that it members’ drinks (preferably an NPC
is often frequented by a formidable band henchman, if possible). In order to do so
AC 4; MV 12”; HD 2 + 1; #AT 3; Dmg of heroic adventurers (the PCs). He is unseen, he must make a successful pick
1d2/1d2/1d8 ( +3); THAC0 16; SA ven- hoping to trick these adventurers into pockets roll with a +40% bonus due to
om; AL CE accompanying him back to the caves of the distraction of the pyrotechnics (i.e.,
the shadow people in Sanction in order to automatically successful).
The jarak-sinn are the lizard-like fol- aid in the struggle against the jarak-sinn. For the dramatic purposes of this
lowers of the god Chemosh. The recent

94
adventure, the potion of deep sleep auto- and supplies from the human inns. but the PCs shouldn’t have any troubles.
matically affects its victim with no saving NoDen’s associate claims to have encoun- If you wish you can design a few encoun-
throw. Yes, all of this is a bit manipula- tered the shadow people late at night in ters in the inn or the town to occupy the
tive, but it makes for good dramatics and the stockroom of the Golden Goblet Inn, party members until late at night, when
the players do not really suffer for it. If located in Sanction’s southwest quarter. the shadow people are supposed to come
you have qualms about manipulating When the party arrives in the city out of hiding. Otherwise, allow the play-
your players in this way, you may wish to (around mid-afternoon), they will ers to interact with the inn’s seedy patrons
award them some extra experience at the undoubtedly make their way toward the for a few moments, and jump ahead in
end of the adventure. Or you could Golden Goblet. Just outside of the inn time until later that evening.
invent another means of involving them they come across Skeech’s traveling
in the scenario. menagerie and side show, which has encounter 3: the Shadow
After the adventurer takes a sip of the recently pulled into Sanction to do busi-
spiked drink, he immediately falls People
ness. The menagerie consists of four large
unconscious and NoDen diagnoses the tents. Outside the main tent is a barker If the PCs are to believe the notes jot-
illness as described above. The PCs will who is actively trying to entice passersby ted down by NoDen’s friend, they must
them most likely decide to accompany to enter. There is also a sign reading: sneak into the stockroom at the Golden
the mage to Sanction. If you wish, you “Skeech’s Traveling Menagerie and Goblet late at night to encounter the
can play out the party’s trip to the city Sideshow. Next Stop—Thakar.” shadow people. At this point the party
and include a few encounters along the NoDen, who is always in the mood for members should be in one of two situa-
way. If it is a player character who is a good show, insists upon stopping to tions: either they rented rooms within the
unconscious, however, make sure that the view the attractions. Admission is 1 sp. If Golden Goblet for the night, or they
journey does not consume too much the player characters accompany the wiz- rented rooms elsewhere. In either case,
time. ard inside, you can describe the sights: NoDen suggests that the PCs bring their
Tent One: Inside the first tent is the ill friend along with them so that the
encounter 2: Sanction at Last aviary, featuring canaries, wrens, robins, shadow people can quickly administer
cockatoos, and other fowl of almost every the cure.
Read the following when the adventur-
description. If the adventurers are staying in the
ers finally reach Sanction:
Tent Two: The second tent is home to a Golden Goblet, all they need do is sneak
As you come around a bend on the number of small woodland creatures downstairs and make their way into the
trail, you finally see the spires of Sanc- (rabbits, squirrels, etc.), the most exotic unlocked stockroom beneath the bar. The
tion looming off in the distance. All of of which is an al-mi’raj (FIEND FOLIO ® only problem is that the room adjacent to
your life you have heard that Sanction tome, page 11). Each of the creatures is the stockroom is the bedroom of Rolf, the
is the home of corsairs, con men, and kept in its own individual cage. Goblet’s owner. As the PCs and NoDen
cutthroats; now your new-found Tent Three: This tent houses Skeech’s approach the stockroom, they hear Rolf
friend is telling you that the city is sideshow, featuring a bearded lady, a tat- (AC 10; MV 12”; Ftr 6; hp 35; S 14 I 12
home to the mythical shadow people tooed man, and other oddities. W 12 D 11 Cn 16 Ch 11; #AT 1; Dmg
as well. Tent Four: The fourth tent houses a 1d8; THAC0 16; AL N) lightly snoring in
Sanction has never quite recovered number of games of chance (many of the his room.
from the Cataclysm. Even now the city forms of gambling described in the In order to creep into the stockroom
is in a state of total disrepair because of appendices of the Dungeon Master’s without waking the innkeeper, the PCs
spontaneous lava flows that come Guide are available here). Skeech himself must all pass Dexterity Checks (assume
pouring down from the mountains to is almost always found in this area, keep- NoDen’s is automatically successful)—
the north. In the west you have heard ing an eye on the games. As the party unless, of course, they are using a silence
rumors that the underground lava members enter, the showman comes over spell or some other means of silent move-
movement is so bad that entire sec- to greet them. Any PC passing a Wisdom ment. If they so desire, thieves may roll
tions of the city have collapsed. Check notices that Skeech seems to have their move silently percentage instead of
an unusual fascination with Enderborne, making the ability check. If any of the
Just before the party reaches Sanction, NoDen’s owl. adventurers fail their Ability Checks,
NoDen shows them some fake notes on After the party members are through Rolf comes to investigate two melee
the shadow people, supposedly jotted looking around the menagerie, they will rounds later, giving the party members a
down by an associate of his and passed on probably enter the Golden Goblet, chance to hide or use some sort of magic
several years ago. The notes describe how though they cannot expect to see any before he arrives. Rolf attacks any offend-
the cave dwellers come up to the surface shadow people until very late at night. ers he finds in the stockroom and calls for
late at night, while all the humans are The Goblet is home base to a group of the town watch (five 1st-level fighters
asleep, and steal small quantities of food wild corsairs. The inn is loud and rough, with chain mail, broad swords, and

95
shields), which arrives in 1d10 rounds. Intrigued by the group’s movements so are waging a campaign of border raids
Other than Rolf, the lower floor of the late at night, Skeech decides to follow the and small-scale skirmishes, but we are
inn is completely deserted. PCs and their newfound friend to find certain that soon enough they will sally
If the party members are staying else- out what they are up to. All this time, forth in force.
where, they must first gain entry into the Skeech is using his move silently and hide “We are a peaceful people, and not
Golden Goblet itself. The front doors are in shadows thieving abilities (assume he very skilled in the arts of war. I am reluc-
locked, requiring a thief or some type of makes all his rolls), so the PCs do not tant to propose this, but in return for
magic to bypass. If there are no thieves in detect him unless they resort to magic or your aid in the struggle against these mis-
the party, and the players seem stuck for a some other extraordinary measures. erable creatures, we will share our cure
way in, you can have NoDen come for- When the shadow people finally emerge, with your friend. There is but one other
ward and pick the lock. Once inside the Skeech catches a glimpse of them himself condition: That you swear upon your
inn, the PCs must get into the stockroom and immediately resolves to capture one. oaths never to reveal anything of our pres-
without awaking Rolf, as described Having one of the legendary shadow peo- ence to the outside world. Do we have a
above. ple in his sideshow would mean wealth bargain?”
After the party reaches the stockroom, beyond his wildest dreams. The PCs basically have no choice but to
NoDen suggests that the adventurers all accept the proposal, and NoDen, of
take up positions behind the many crates encounter 4: down in the course, encourages them to do so. As
and barrels. A few rounds later, several of Caves soon as they give their consent, another of
the boxes in the room seem to shift of the shadow people enters with the cure,
their own accord, revealing the presence After encountering the shadow people which he gives to NoDen. The wizard
of four shadow people (hp 13, 15, 17, in the stockroom of the Golden Goblet then examines the substance and admin-
and 20) who have entered the stockroom during Encounter Three, the PCs should isters it to the sleeping party member. A
through a gap in the floor that leads accompany the creatures back to their couple of minutes later, the potion wears
down into their cave system. caves in search of the antidote to cavern off and the sleeper awakens. The cure, of
The shadow people are not really in the fever. The shadow people from the stock- course, had nothing whatsoever to do
habit of sneaking up into human dwell- room bring the party members (and with this. The time limit on the potion
ings during the night. All of this is part of NoDen) down into the main entry cave was up.
an elaborate show concocted by NoDen (see the cavern map), where they are met After the sleeping party member
and the Grok, the purpose of which is to by the Grok, his daughter Wendilla, and awakens, the Grok says, “Now remember
trick the player characters into helping ten other shadow people (the Grok’s per- our bargain, surface dwellers,” and at
the cave dwellers fight off their oppo- sonal guard). As the party members that instant, Wendilla screams out in hor-
nents. I f t h e s h a d o w p e o p l e a r e enter, each of the shadow people intro- ror. Two badly injured shadow people
approached and confronted in any way, duces himself in turn (telepathically), have just entered the chamber. “A raid-
they instantly use their ESP abilities to expecting the PCs to do likewise. ing party of jarak-sinn are overrunning
surrender and offer the PCs anything During the conversations that follow, the perimeter in the west! It’s horrible!
they want. If asked about an antidote to NoDen and the shadow people act as Our people need help badly.”
cavern fever, the shadow people untruth- though they have never met. At some
fully answer that such a substance does in point, one of the player characters will encounter 5: Raiding Party
fact exist back in their cave network. If almost certainly ask about the antidote.
asked, the shadow people lead the party The Grok then replies (again telepathi- After the injured warriors appear in the
back into their caves. cally): entry chamber during Encounter Four,
“Yes, we have devised such a charm, the Grok and his 11 warriors immediately
Behind the Scenes but why should we share it with Sun rush off to support the shadow people
While Encounter Three is in progress, Walkers such as yourselves? When have border guards in the western tunnels.
there is some action behind the scenes, of we ever come to ask the aid of your peo- NoDen follows the shadow people as they
which the PCs will be completely ple? leave, and it is quite likely that the PCs
unaware for the time being. “On this occasion, surface dweller, do so as well. The area where the shadow
Skeech was eyeing NoDen’s owl so perhaps I will make you a bargain. We people are being overrun is indicated on
closely during Encounter Two because he happen to be in the midst of a terrible cri- the map.
thinks it would be an excellent addition sis. The horrible jarak-sinn from the deep When the PCs arrive in the western
to his menagerie. Late at night, he and underearth have recently been pushed tunnels, they find eight jarak-sinn (hp
two of his accomplices make their way to out of their caves by the ever-increasing 13, 17, 15, 11, 13, 16, 11, and 12) wield-
NoDen’s room in an effort to steal the magma flow from the north. They are ing lances, and mounted on giant lizards
owl, just before the party leaves to wait now looking to take over our own subter- (AC 5; MV 15”; HD 3 + 1; hp 20, 19, 22,
for the shadow people in the stockroom. ranean territories. For now, our enemies 20, 18, 24, 19, 16; #AT 1; Dmg 1d8;

96
he knows so much about the amulet of
THAC0 16; SA roll of 20 = double dam- Chemosh, he confesses that he has been
in the Amulet of Chemosh, a powerful
age). The lizard creatures are engaged in known to dabble in magic now and
a fierce melee with six shadow people (hp charm that is said to have disappeared
in these parts many eons ago. I again.
7, 7, 6, 8, 7, 6). On the round after the
PCs arrive, eighteen zombies (AC 8; MV thought I felt its evil influence in these
caves. The amulet gives its bearer com- encounter 7: Mindweave
6”; HD 2; hp 13, 14, 12, 14, 15, 13, 12,
plete mastery of the dead. You will be After the PCs and the shadow people
14, 12, 14, 13, 12, 15, 16, 10, 8, 9, and
hard pressed indeed to stop the have firmed up their plans for defense
11; #AT 1; Dmg 1d8; THAC0 16; SA see
invaders while they still wield its and made their initial preparations (i.e.,
MM, pg. 103) show up in support of the
power.” about two hours after the council of war
lizard creatures. The zombies have been
animated and commanded by Deathrip ends), most of the shadow people begin
The shadow people, NoDen, and to cluster once again in the main entry
using the Amulet of Chemosh (see
Encounter Nine for details on the amu- (most likely) the PCs should then engage chamber. As they gather, the shadow
in a round table discussion concerning people link hands to form a giant circle.
let).
their next move. At some point during The shadow people are gathering in
If the PCs do not go off to fight in this
the debate, NoDen and the Grok should order to enter a mental state known as
engagement, the Grok, NoDen, and the
reveal the following information. mindweave. During mindweave, the
others return from the western frontier a
Grok: “We have 150 warriors, trained shadow people use their telepathic abili-
short time later. They managed to drive
off the jarak-sinn and their followers, but and ready, as well as a few special weap- ties to tie all of their minds together. The
ons. It is almost certain that the jarak- creatures perform this ritual before enter-
they are sure the creatures will be back.
sinn will attack with between 80 and 100 ing important battles in order to enable
At the end of this encounter the Grok
troops, as early as tomorrow morning. We their forces to operate together more
(if the old one died, a new one is immedi-
may be able to fight off the bulk of their effectively. For approximately eight hours
ately appointed), calls for a council of war
army, but the arrival of more of their dead after the ritual, the shadow people all
to decide what to do about the ever-
increasing invasion threat. The shadow minions will certainly tip the balance in share a sort of collective awareness that
their favor.” enables them to move, fight, and defend
people remind the PCs of their bargain
NoDen: “The amulet’s power is far- in perfect unison. In game terms, this
and ask them to attend.
reaching. It is likely that its wielder will gives the shadow people a +1 on all
encounter 6: the Council of remain deep within the jarak-sinn’s terri- attack rolls and saving throws for up to
tory, away from possible harm.” eight hours after the ritual is performed.
War
It is up to the players to devise an ade- If the PCs are standing around the
Approximately 175 shadow people quate plan for defense. It should be entry chamber when the shadow people
inhabit the caverns below Sanction. All pretty obvious from the information begin to enter mindweave (pretty likely),
of them gather for the Grok’s Council of above that the optimum plan would be to the Grok invites them to join in the rit-
War in the main entry chamber (indi- send out a small raiding party (the PCs ual, and offers them a place in the circle.
cated on the map). themselves) to reach the jarak-sinn Whether the PCs do so or not, NoDen
The Grok opens the war council as fol- caverns and capture the amulet of Che- participates in the mindweave.
lows: mosh before it can be used to call up The actual mindweave ritual lasts
more zombie troops to aid the lizard crea- approximately one hour, during which
“There is little use in dodging the tures in their invasion. If the players are the participants chant in unison and con-
issues, my friends. The latest attack by having a hard time hitting upon this centrate. Because the PCs are not likely to
the jarak-sinn scouts on the western plan, you can have NoDen and the Grok be telepathic, they must make Intelli-
perimeter is an almost certain sign that steer them toward it. The Grok insists gence Checks at a –5 penalty to see if
the beasts are planning to invade in that any raiding party sent out on this they are able to tap into the shadow peo-
force very soon. We must draw up a mission must feature at least one player ple’s collective consciousness, thus receiv-
plan of action and fight back quickly. I character. ing the combat benefits.
believe that one of the surface dwellers Additionally, the Grok shows the PCs a During the ritual, describe to the play-
has something to say...” map of the caverns and asks their advice ers how strange visions from the minds of
At this point, NoDen begins speak- as to the optimum placement of his 150 the various shadow people are flashing
ing: “Yes, I must warn you all. The troops and five ballistas. Ask the players through their heads. If any of the PCs
dead that accompanied the lizard crea- to indicate where they would like the makes his Intelligence Check by rolling at
tures in the recent struggle have con- shadow people troops stationed, and least five less than the required score (i.e.,
firmed my suspicions. One of the whether or not they have any special his Intelligence minus 10), he is able to
jarak-sinn must have its claws hooked instructions for the defenders. pick enough facts out of the minds of
If the PCs question NoDen as to how

98
NoDen, the Grok, and the other shadow scales in the enemy’s favor unless stopped encounter 9: deathtrip and the
people to discover that the entire cavern (this should certainly send the PCs after
fallen City
fever story was a concoction. This may the amulet). If the PCs still have not gone
lead to an interesting confrontation out after the amulet at the end of their At some point, the players should real-
between the party members and the five encounters from the Battle Encoun- ize that the shadow people have no
NPCs. ter Table, they find themselves alone and chance to win the battle as long as the
surrounded by all of the jarak-sinn arm- amulet of Chemosh is still in the hands of
ies, with all of their allies killed or cap- the jarak-sinn. The formidable zombie
encounter 8: Battle
tured. armies that the item controls are just too
At this point, the PCs and the shadow much for the shadow people to handle.
people should have their defenses set up, Battle Encounter Table In order to prevail, the PCs must get to
and have plans to send out a group to the amulet before the battle ends. From
capture the amulet of Chemosh. Just D8 NoDen’s information in Encounter Six,
before the raiding party sets out for jarak- Roll Encounter the adventurers know that the wielder of
sinn territory (or about an hour after the 1-2 The PC(s) come across three the amulet is most likely deep behind the
shadow people have completely set up shadow people who have become jarak-sinn lines. The most logical course
their defenses if the PCs are not sending isolated and are battling four of action for the players is to send a small
out a raiding party), the jarak-sinn armies jarak-sinn and five zombies. strike team behind the enemy lines in
come swarming over into the areas 3-4 The PC(s) suddenly find them- search of the amulet.
marked “Central Cave,” “Western selves fighting ten zombies. Just beyond the central cave (see map)
Perimeter,” and “Forward Outpost” on 5 The PCs are charged by three lies a small portion of Sanction that has
the Cave Map. The jarak-sinn send 30 jarak-sinn cavalry troopers. On fallen to the underground because of the
troops, ten cavalry raiders (mounted on the second melee round after the recent lava flow. This area has become the
giant lizards), and 40 zombies into each battle starts, an unstable vent adopted headquarters of the jarak-sinn,
of these three areas. opens up, spewing lava onto the and this is where the adventurers will find
There are two ways to handle this bat- battleground. Each of the com- Deathrip and the amulet. As the party
tle. If you own the BATTLESYSTEM™ batants must pass a Dexterity members approach the fallen area, they
Fantasy Combat Supplement, you can Check (jarak-sinn have a DX of spot one or two jarak-sinn troopers walk-
use those rules to enact the entire engage- 12) or suffer 2d12 points of dam- ing about the perimeter. Once the party
ment . Otherwise, the only portions of the age from the hot lava (save vs. enters the huge cave that houses the
battle that you really need to play out are petrification for half damage). “fallen city,” there is a 33% chance that
those that directly involve the player 6 The adventurers are attacked by they encounter 1d4 jarak-sinn troopers
characters themselves. If the PCs are part six jarak-sinn. During the battle every turn they move (roll 1d6, 1-2 indi-
of a raiding party that is making its way they happen to catch a glimpse of cates encounter).
behind enemy lines to capture the amulet Skeech and his associates off in
of Chemosh, they must make their way the distance, wandering about fallen City key
past three encounters from the Battle the caves (see Encounter 10).
Encounter table below before they make 7 The PC(s) are engaged by five 1) Rubble Pile: This is a pile of loose
it into the jarak-sinn territory and prog- zombies. On the next round, debris and rocks that was produced by the
ress to Encounter Nine. If the PCs are not four jarak-sinn come up from city’s fall to the underworld. The rock
conducting a raid, they must suffer five behind to encircle the party. pile is approximately 18 feet high (the
rolls from the Battle Encounter Table. 8 The PC(s) come upon the Grok ceiling over the cavern is 70 feet off the
If you are not using the BATTLESYS- and three of his personal guard ground).
TEM™ rules, the overall results of the bat- troops, all of whom are fighting Living within the rock pile are hun-
tle are as follows: Unless the adventurers for their lives against a mounted dreds of poisonous snakes (AC 7; MV 3”;
manage to take the amulet away from cavalry trooper, three jarak-sinn HD ½; #AT 1; Dmg 1; THAC0 20; SA
Deathrip (thus destroying his zombie and four zombies. poison bite—save at +1 or 5 points of
forces) in Encounter Nine the shadow damage/round, for five rounds). Anyone
people will lose. Otherwise, the shadow The results from the table above moving onto the pile, or within ten feet
people win. If the PCs have not yet decid- should only be regarded as bare guide- of it, is attacked by 1d8 snakes. Because
ed to send a raiding party out after the lines for conducting the actions. Feel free of the darkness in the caverns, the snakes
amulet, make it obvious during their five to add to the encounters above or impro- are very difficult to detect (the PCs only
encounters from the Battle Encounter vise your own events. do so if they specifically state that they are
table that the zombies are turning the examining the rocks carefully).
tide of the battle and will certainly tip the

99
4) Grave sites: This area was a grave- or not they want to rescue her. Naturally,
2) Fallen Buildings: Scattered around yard when this section of the city was on the Grok, NoDen, and the rest of the
this area are the remains of nine build- the surface. shadow people encourage them to do so,
ings, all of which fell from the surface. Rocks and rubble are piled four feet and promise a handsome reward for her
There are two jarak-sinn troopers sta- high all around the area. Resting on top safe return.
tioned on each side (north, south, east, of the rubble are hundreds and hundreds
and west) of the building area. of tombstones. When the player charac- encounter 11: Skeech
The buildings, once tenement houses, ters confront Deathrip, the demon flees
are now little more than crushed, hollow to this area and begins using the amulet From the sign they saw in Encounter
frameworks. Deathrip sits on a giant, to animate many of the corpses that lie Two, the player characters should remem-
ruby-red throne in the building marked below the rubble. As they are animated, ber that Thakar is Skeech’s next destina-
“X” on the map. At his feet lie two cof- the zombies spring out from under the tion. If they do not remember the sign,
fers. One holds 450 stl and three 50-stl rubble. Deathrip can animate up to five and travel to the site where the sideshow
gems, the other contains 100 pp and a new zombies each round, up to a maxi- stood in Sanction, a passerby will explain
periapt of proof vs. poison. mum of 200. to them that the carnival just packed up a
The amulet of Chemosh is clearly visi- few hours ago and headed off to Thakar.
ble around Deathrip’s neck. The amulet encounter 10: Victory If they set out immediately, the PCs
enables its wearer to animate any corpses easily overtake Skeech’s caravan on the
Celebration
within 50 feet of himself, and command road to Thakar. Once they make their
them for up to 48 hours. Commanded As stated earlier, if the PCs were able to presence known, Skeech orders his
zombies cannot stray more than two defeat Deathrip in Encounter Nine and henchmen to attack the adventurers. If
miles from their master. The amulet was remove the amulet, quelling the zombie all of his thugs are defeated, Skeech glad-
given to the demon by Chemosh himself, hordes, the shadow people win the battle ly releases Wendilla in exchange for his
so that he and the jarak-sinn could ani- and drive the jarak-sinn back into the own life. He also has a strongbox that
mate dead creatures to participate in rit- deeper caves. If the PCs fail, the jarak- holds 450 stl aboard the caravan, which
uals in the dark god’s honor. sinn are victorious. he uses to bargain for his life if threat-
When the PCs confront Deathrip, the If the shadow people prevailed in the ened.
demon tries to flee to the grave sites at conflict, the cave dwellers organize a mas- If Wendilla is safely returned to the
area 4, so he can use the power of the sive victory feast and invite the player caves, the Grok gives each of the PCs
amulet against the PCs. Once Deathrip is characters. During the feast, NoDen and another reward (again up to you, 1,000
defeated and the amulet removed from the Grok confess that cavern fever was a stl is recommended).
his body, all of the animated zombies fraud. They apologize and offer each of
(including those waging war against the the PCs a reward, the exact composition
shadow people) instantly cease to func- of which is up to you (1,000 stl is recom-
tion. mended).
Also during the feast, the Grok’s
3) Snake Tunnel: At the bottom of a daughter Wendilla is discovered missing.
huge pit (70 feet across) at this location is In her cave niche in the main entry cham-
the entrance to a tunnel that leads right ber, the shadow people discover a felt top
up under the rubble pile at area 1. Start- hat, which the player characters should
ing about 180 feet down the tunnel, the recognize as belonging to Skeech the
floor is completely covered with poison- showman. After seeing the shadow peo-
ous snakes (AC 7; MV 3”; HD ½; #AT 1; ple in the stockroom of the Golden Gob-
Dmg 1; THAC0 20; SA poison bite— let, Skeech came back later with some of
save at + 1 or 3 points of damage/round his people and ventured down into the
for three rounds) all the way to the rock caves. During the battle against the jarak-
pile. Scattered under the snakes, just out- sinn, he and his followers abducted Wen-
side of the rock pile, are 300 stl, a long dilla in order to make her the newest
sword +4, and a potion of extra-healing. attraction in the sideshow. During the
The adventurers must kill at least 100 kidnaping, Skeech dropped his hat. The
snakes to get to the treasure. PCs must now decide whether

100
(An article by sage Danliziu) that they have no real creativity. They can handling auraks
The dreadful powers of the Aurak be (and are) devious, but their cunning
come partly from its gold dragon parents, falls within the strict limits of their expe- Auraks are powerful creatures and
partly from the disgusting sorceries that rience. For example, if an Aurak sees a should make dangerous opponents for
twist and pervert the dragon egg, and spell used in an original way, it will file player characters. But DMs should not
partly from the abyssal powers of the away the idea and may use it at a later treat all Auraks as identical. Each Aurak
abishai that now squats in the draconian’s date—but the creature would not have has its own personality; DMs should take
body Only a foul black abishai has the thought of such a use for itself It is nor time to make their Auraks interesting
strength of soul to inhabit the form of an surprising that they have to steal ideas. individuals.
Aurak. Auraks have few needs. They will eat For example, think about the details of
I cannot say for certain what happens virtually anything; indeed, I have each Aurak’s appearance: did your
to the soul of an embryonic gold dragon observed Auraks eat gully dwarves. They Aurak’s head spines get broken during
when it is twisted into an Aurak. I, will drink alcohol (once they have stolen the War of the Lance? (Head spines do
together with other lesser sages, consider it), but they have less of a taste for it than not heal.) Is its odor unusually strong?
that the soul must pass to Paladine. The their lesser brethren; I have never seen a What color are its eyes?
suggestion that the soul might be dam- drunken Aurak, and I hope I never do. For that matter, what is it like? Is it
aged or destroyed by the sorcery is quite Nor do they gamble, probably our of fear utterly cold-blooded, or does it show
ridiculous. Only an idiot such as sage of losing. As I say, they are cowardly flashes of emotion? Has it any major likes
Verinioril would claim that the soul is Instead, the lazy brutes sleep. Given the or dislikes? How devious is it? (All Auraks
shattered, and a part of it inhabits each chance, an Aurak might sleep for as much are devious, but some are more devious
Aurak that crawls from the egg. (How- as 18 hours a day than others.) What is its attitude toward
ever, Verinioril’s theory would explain However like all the foul draconians, dragons, or toward humans? Does it,
how an Aurak can recognize the other for an Aurak the greatest pleasure is tor- unusually, have a sense of humor?
Auraks that came from its egg with it.) ture. Making others suffer induces an Finally, think about what it intends.
Physically Auraks are large, sinewy almost physical pleasure for Auraks. This What are its objectives? Why is it doing
draconians with golden skin and no comes from their abishai souls; it reminds what it is? Why is it where it is?
wings; from the back of the head spines them of the screams from the tortured Then start thinking about its powers
sometimes grow. Their teeth are sharp, souls in the Abyss, their home. Perhaps and abilities. A typical Aurak has a terri-
their eyes dark red, green, or black. Their even abishai can be homesick. fying array of powers. For a start, an
voices are harsh and piercing. I find the Of course, the warped form of the Aurak can perfectly imitate someone for a
most noticeable feature is their smell, an Aurak cannot reproduce, for which I am short time, thus enabling it to gain entry
acrid odor of sulphur mingled with their truly thankful; in fact, I doubt if dracon- or avoid detection for a time. This is also
noxious breath, which has warned me of ians actually have sexes, though there is a very effective as a means to cause confu-
the approach of these revolting brutes a s t r a n g e a n d e r r o n e o u s t e n d e n c y to sion in battle by copying one of the oppo-
number of times. assume draconians are male. nents.
Auraks are the most intelligent dracon- As should be obvious to even the most The polymorph to animal ability pro-
ians. They are the least emotional and the stupid scholar, Auraks were formed to vides the Aurak with useful disguises or
most cold-blooded. I believe they have support Takhisis to enter Krynn; praise be means of attack; think about all the possi-
no sense of humor; certainly they do not to Paladine, that risk seems to be gone. ble creatures the Aurak could become,
find even kender amusing. Thus the Auraks have no purpose left. such as a large dog or wolf, or a gorilla, or
Auraks are proud of their capabilities Now, each Aurak is looking for some pet- a big cat such as a leopard. Think about
and appearance (though I cannot imag- ty form of self-aggrandizement, at what- how the Aurak could use these forms, for
ine why). Only Dragon Highlords seem ever cost to others. Auraks can dream of instance to enter a human town as a large
able to order them around, and some ruling an empire. Fortunately, their lack dog, or to reach a victim for assassination.
Auraks even disobey them if they con- of creativity limits their chances of suc- Remember also that an Aurak is
sider orders foolish or ill-conceived. cess. immune to illusions and can spot invisi-
Auraks are cunning devils, and seldom My fear is that if some fool sought to ble and hidden creatures. Thus few
act rashly I consider that they are some- bring Takhisis to Krynn again, as they adventurers are going to be able to
what cowardly, since they will not rush rumor arch-mage Raistlin attempted, the ambush or sneak up on an Aurak. On the
into any action without first considering Auraks would rally to his cause. Then we other hand, the Aurak’s own power of
the risks inherent in it. I have to admit might again see a bitter war on Krynn. invisibility means that it might well
that when they finally do act, their deci- ambush its ambushers.
sion is likely to be the best available in the The energy blasts provide two effective
circumstances. attacks each round, combined with a rea-
However, a mark of their vile nature is sonable range. Few Auraks need to get

102
close enough to let fighters use swords on Do not expect an Aurak to be honorable, Battle Tactics
them. If the Aurak is disguised by change or to keep its word! Remember also how
self, then the energy blast will appear to devious an Aurak is when determining its The small hut limits the movement
actions. If faced with two courses of and fighting abilities of the PCs. Savnhar
cause damage appropriate to the weapon
action, one straightforward, the other first breathes as the PCs gather around it.
the changed self is wielding. Thus if in
devious, an Aurak will always choose the It then dimension doors out of the hut
the form of a sword-wielding warrior, the
devious course. and fireballs it; the hut becomes a raging
energy blast will appear to cause sword
inferno, inflicting an additional 3d6
wounds. The damage will be seen to be
points of damage each round to those
energy blast damage when the change aurak Lair inside. Remember that some characters
self ends, thus telling the opponent what
Total Party Levels: 30 (average 5th) may be blinded, and smoke and flames
really attacked him. The Aurak breath
Total Magic X.P.: None make vision difficult—some of the party
weapon is also very effective, and an
Aurak will save this until the maximum Monster X.P.: may not be able to get out.
number of victims are within the area of Kill: 2,270 As the survivors stagger out, the Aurak
Defeat: 1,703 changes self into one of the characters
effect; an Aurak should also take advan-
Retreat: 568 who didn’t get out of the hut. It then
tage of its opponents being blinded.
lightning bolts the party, followed by
On the other hand, only a desperate
Aurak would use its claws and teeth in Set-Up breathing again. If the PCs counter-
battle; they are singularly poor weapons attack effectively, it dimension doors,
* As the PCs pass a tumbledown hut in goes invisible, and then casts spells and
compared to its magical powers. a wasteland area, they hear a voice within energy blasts from a distance. If that fails,
But an Aurak need not resort to vio- call for assistance. it dimension doors again, goes invisible,
lence to obtain its ends. The suggestion
and leaves. The party will doubtless
and mind control abilities provide a very the Lair encounter it again.
effective means of controlling opponents.
In corn bat, an Aurak will save mind con- Savnhar, an Aurak, fought a group of
trol for the most powerful opponent fac- warriors recently; in the battle it was Savnhar (Aurak): AC 0; MV 15” ; HD
ing it (probably a mage). Mind control injured, and needs healing. It found a 8; hp 8 (47 when uninjured); #AT 2;
could also be used in spying missions or ruined hut, killed the old woman living Dmg 1d8+2; THAC0 12; SA spells, sug-
thefts, to make enemies cooperate with there, and waited for a suitable group to gestion, mind control, breath weapon;
the Aurak. pass. As the PCs approach its hut, Sav- SD dimension door, invisibility, poly-
Finally, Auraks have spells. It is likely nhar uses ESP to pick an image from the morph self; change self detect invisible;
that Auraks have good spell books: the minds of the party that they will trust. It AL LE; Spells: enlarge, magic missile,
Dragon Highlords ensured that their ser- then changes self into that form, and lies ESP invisibility, lightning bolt, fireball,
vants had the widest available range of down, pretending to be sick. Then it calls fear, wall of fire.
spells. When creating an Aurak, decide to the party. When the characters enter, it
what spells it has, and ensure that it uses will try to mind control the highest level Savnhar is a quiet, calm, cold-blooded
them intelligently. cleric, using its ESP to ensure its decision Aurak with little interest in humans
If, despite all its powers, a battle turns is correct. If the mind control succeeds, except as useful commodities. It does not
against it, an Aurak can flee, using its this cleric will heal Savnhar with his most set out to kill, but will not balk at mur-
dimension door. Auraks are intelligent, powerful cure spells. If the mind control der. Very little frightens Savnhar—except
so they do not normally fight to the fails, it will try to persuade or trick the real dragons. It is tall (7’6”), with very
death, but rather flee to fight another day party into healing it. long neck spines and deceptively placid
if a battle goes against them. An Aurak Once it is healed, it will ask—or try to green eyes. Its tail is very short, unlike its
could make a very effective (and power- persuade—the party to leave. It has no claws. It despises fools and is contemptu-
ful) running villain. Very few adventurers reason to fight them, and does not want ous of warriors (though recognizing that
should experience the Aurak death to suffer more injury. However, if the PCs they sometimes have uses). It only shows
throes—those who do should find it a ter- do not leave before the change self ends, real respect for mages.
rifying experience. then it will prepare to fight. If the party manages to kill or drive off
A DM should always seek to bring out Savnhar, treasure is up to the DM.
the alienness of an Aurak. An Aurak is
not just a human in a scaly coat; it has dif-
ferent ways of thinking and has different
objectives. Remember that the soul of an
Aurak is that of a black abishai and that
the Aurak’s ideals are those of the Abyss.

103
even her most devout worshipers on spy on their enemies. They can smuggle
Drunken and crude, weak and sadistic, Krynn know this, and draconians them- precious dragon eggs. They can even
the Baaz were the first draconians to infil- selves cannot remember their origins. preach mercy to the people they once ter-
trate civilization. These creatures appear Although the Baaz cannot remember rorized and exploit the rise of tolerance
to be men with scaly, patterned skin. Tiny the Nine Hells, they are quite aware of and Neutrality in Krynn.
wings bulge from their shoulderbones, their need to reproduce. Ever since the One sample of a post-war Baaz nest has
and their mouths and noses grow togeth- War of the Lance ended, they have con- been described below.
er in dog-like snouts. Despite these fea- ducted a covert campaign to capture eggs
tures, they can masquerade as humans and bring more abishai to Krynn in this
when well-protected by masks. form. Even one egg is priceless to them Baaz Lair
The Baaz live riotously, and only since a single embryo yields dozens of
relentless discipline can suppress their baby draconians. The races of dragonmen Terrain: Town
raucous behavior. Still, this debauchery squabble bitterly over which breed of Total Party Levels: 30 (Average 4)
can almost be forgiven when one realizes draconian should have priority for repro- Total Magic X.P.: 0
how the stronger draconians treat Baaz. duction. A few Bozak leaders have sug- Total g.p. X.P.: 650
In war, they are assigned the most dan- gested that experiments be performed on Monster X.P.:
gerous, least pleasant duties. In peace, the eggs of evil dragons to increase the Kill: 2870
their superiors humiliate them with a number of eggs available. Some sages Defeat: 1553
continuing series of pranks, drills, and postulate that spirits of other moral align- Retreat: 718
inventive punishments. Bozak love to ments might enter the corrupted eggs of
watch Baaz eat “square meals,” slide an evil dragon. Thus, neutral or even Draconians captured the Gnome’s
down splintery chutes, and stand at good draconians might develop. The Corkscrew Inn early in the War of the
attention while having sewage poured Baaz dread the prospect of creating new Lance, and it became one of their favorite
over their heads. This sort of treatment enemies and have vetoed all attempts to spots. Unlike many innkeepers, Sammas,
only inspires the Baaz to invent even cru- experiment on evil dragon eggs. the owner of the Corkscrew, welcomed
eler treatments for prisoners of war and The mystical procedures that transform this extra business and entertained dra-
conquered civilians. the embryos of good dragons into evil conians whole-heartedly. After several
Baaz, like most draconians, love strong creatures also give draconians their most months, rumors of a disaster—or
drink. Indeed, inns became important frightening power. Their bodies cannot triumph—began to circulate. People
strategic objectives during the War of the endure once the abishai spirit has left, whispered that Neraka had fallen, the
Lance, since without whiskey draconians and this self-destruction makes them Dark Queen was gone, and the Highlords
tended to rebel. Even tiny amounts of dangerous even after death. were fighting among each other. Then
alcohol make Baaz tipsy, boastful, and Baaz are made by injecting a cement- the draconians were called away to fight
quick to take anger. Draconian males love like substance into the dragon’s egg, and in the service of Kitiara against her rivals.
to harass human females, and drink the mortar remains in their system. Nor- Riots swept the newly-free town. A
accentuates this drive. mally, an enzyme in the Baaz’s blood- mob tore the inn partially down and
Despite their lustful propositions, dra- stream keeps its flesh soft, but when its branded its innkeeper as a collaborator.
conians are sterile. They hatch from the blood stops circulating, the monster Thereafter the townspeople shunned his
eggs of good dragons after the embryos solidifies. It turns to stone, trapping inn. But Sammas seemed to have as much
have been corrupted by foul magic, for whatever weapon slew it, continuing to money as ever; few people noticed myste-
their essence comes from the Lower hinder its enemy even though the dra- rious strangers, swathed in bandages,
Planes. Draconians are the spirits of conian has died. Fortunately, the mortar peeping from inn windows. Sammas
abishai devils in dragonman bodies. They becomes brittle as it dries and soon crum- claimed that he had become a cleric out
are Takhisis’s method of sending her bles away. of remorse for cooperating with the dra-
hordes of supernatural servants to Krynn, Times have become dangerous for dra- conians and spoke of an unknown deity
circumventing the barriers between the conians since the fall of the Dragon who granted him special powers for heal-
world. Highlords. The people they once ing burn victims. Since then, several peo-
Krynn’s few philosophers who have oppressed can finally seek revenge. ple vanished while staying at the inn, and
studied this find it extremely puzzling, Humanity hunts draconians mercilessly, others reported seeing monstrous beings.
since, although chaos rules the Abyss, slaying them wherever they are found. In Rumors have spread that the Gnome’s
both abishai and draconians believe in these perilous ages, the Baaz have finally Corkscrew is haunted.
strict order. Few realize the truth. Takhi- become influential members of dracon- Actually, a g r o u p o f d r a c o n i a n
sis, Queen of Many Colors and None, is ian society, who receive the respect they deserters live in the inn. Sammas does not
known on other planes as Tiamat , ruler of desire. Unlike most of their relatives, dare let them be captured, lest he be
another realm, in the Nine Hells of Evil they can mingle with humans. They can accused of further collaboration. The
Law, a plane unknown to Krynn. Not

104
Late that night, guests will hear strange Bozak (5): AC 2; MV 6”/(15” flapping
Baaz know this well and terrorize Sam-
noises in the inn: first gurgling laughter, run)/18” glide; HD 4; hp 15 each; #AT
mas by seeing how much they can reveal
then a knock One of the “burn victims” 2; Dmg 1d4/1d4; THAC0; SA spells; SD
to his human guests without actually
has accepted a dare to knock on a PC’s bones explode on death, causing 1d6
being caught. There are two sorts of visi-
door without his bandages. Anyone who points damage in a ten-foot radius, +2 to
tors that the draconians fear: real burn
investigates the sound may catch a saving throws, 20% MR; AL LE; spells:
victims and real clerics. Whenever either
glimpse of a Baaz, who looks like a man burning hands, shocking grasp, dancing
sort of character requests a room, Sammas
in the candleflame, except for his blood- lights, web, ray of enfeeblement
asks to think about it, nervously paces,
red eyes. When he sees the PCs, he dashes
and then says that he cannot find space.
away faster than any human could, his Confrontation
robes flapping wildly.
the Inn He runs to the third floor and escapes If the PCs attack the draconians, all of
by gliding down a dumbwaiter shaft. It them hurry to the battle. It requires 2d4
There are only two entrances to this inn
appears to pursuers as if the creature rounds for the Bozak to arrive at upstairs
building: one at the front gate and one in
melded into floorboards. Characters who levels or Baaz to reach the basement. If
the stables. A dark, circus-like tent con-
continue without a bright light (a candle the PCs uncover a draconian the creature
ceals both of them, obstructing traffic on
is not a bright light) will fall into the will not attack unless molested. Instead,
the street. Inside, the few local patrons
shaft, tumbling 30 feet to the basement, Sammas attempts to assassinate the char-
buy their drinks quickly and leave, trying
for 6d6 points damage, as described on acter later.
not to be noticed doing business with the
page 35 of the WSG. In the basement, Any assassination attempt will take
traitor. Sammas is a greedy man, always
the PCs see nothing but crates. (The Baaz place in the tent that hides the inn doors
eager to make more money, but quite
has glided over these boxes and into the from the street. As the victims leave, a
cowardly. He has a thin, hairless face with
maze described later.) Bozak casts web through the basement
a slick scar, a result of the villagers’ wrath
After the encounter in the hallway, window to hold the tent door shut.
after the draconians officially pulled out.
nine “burn victims” appear, properly Another one uses dancing lights to create
There are ten steel pieces, 20 iron pieces,
bandaged, and chuckling to themselves. a distraction. Then Sammas spurs the
150 copper pieces, ten silver pieces, and
They ask the PCs why they are awake and inn’s team of 12 horses onto the victims.
two platinum pieces in Sammas’s cash
lecture on the dangers of superstition. All These. animals live in the stable, which
drawer.
of them are quite drunk. Then Sammas also opens into this tent. They have been
By late evening, the only people left in
runs up, chases them away, and flees him- trained to trample humans in order to
the common room are ten customers, all
self. fake accidents. Give Sammas a five in six
of whom claim to be burn victims. They
If characters try to search the crates in chance of surprise, and if he surprises the
drink tremendous quantities of liquor,
PCs, he may treat the charge as a success-
soaking the bandages on their mouths. the basement, they discover a labyrinth
of boxes. This is the hideaway for the dra- ful rear attack.
They are Baaz draconians. From time to
time, Sammas will mumble several bits of conians, and five Bozak stay here con-
stantly. They will rearrange the crates to Horses (12): AC 7; HD 2+2; hp 10
repetitive gibberish, look up and say,
each; #AT 2; Dmg 1d6/1d6; THAC0 16;
“prayers,” then lay his hands on a “burn reshape the maze, and they can keep
explorers wandering indefinitely by clos- AL N
victim.” As the Baaz become more intoxi-
cated, they will demand free drinks for ing off entrances to their central lair and
opening new passages to dead ends. If the PCs survive, all draconians break
everyone—PCs included—and Sammas
Bozak are much more conservative than windows and run away. Sammas apolo-
will provide them.
the Baaz, and they will not confront the gizes over and over, pretending to have
PCs unless forced to. The Bozak are furi- been under some sort of enchantment.
Sammas: AC 7; MV 12”; AS 5; hp 17;
ous with the Baaz who knocked on a PC’s The innkeeper proposes to divide the dra-
#AT 1; Dmg 1d4+1 due to strength;
door, and as soon as PCs leave the base- conians' treasure equally with the PCs,
THAC0 19; S 16, I 10, W 12, D 17, Cn
ment, they beat him severely. A small hoping that they will insist on taking all
11, Ch 9; AL NE; dagger
window at ground level opens into the of it but decide not to or kill him. When
inn entryway, under the tent. Naturally, the PCs leave, this adventure may con-
Baaz (10): AC 4; MV 6”/(15” flapping
the draconians are careful not to be seen tinue. Draconians from across Krynn will
run)/18” glide; HD 2; hp 6 each; #AT 2;
through this window. One of these crates seek the silver dragon egg...and so might
Dmg 1d4/1d4; THAC0 16; SD turn to
contains 100 steel pieces and a silvery egg, dragons.
stone on death, trapping weapon for 1d4
rounds unless victim makes a Dex Check several feet in length, which has been cra-
at +3, 20% MR; AL LE (chaotic tenden- dled in furs worth 500 steel pieces. It is
cies) the live, uncorrupted egg of a silver
dragon.

105
From the journal of Galf the Hunter: any lizard I’d ever heard of Finally we tance equal to four times the height of the
“If I kept to my better judgment, I hacked away a big clump of weeds and launch and can sustain the glide indefi-
would never have given in. But how can there they were; I get the shakes just nitely in a strong wind. The Bozak can
one deny the request of one’s own broth- thinking about them. First of all, they move rapidly by running on all fours while
er? Jerrin had been telling me for months looked more like men than lizards. They beating its wings for propulsion. On cold
how badly his son Pik wan ted to follow in were covered with metal scales from head days, the Bozak spreads its wings to increase
my footsteps and become a wild game to foot. They had wings and sharp teeth its exposure to the sunlight while it basks in
hunter. I wasn‘t so sure. True, the boy and were dressed like soldiers. I think I the sun. On warm days, the Bozak flaps its
needed to learn a trade, and a good did what any intelligent person would do wings slowly to generate a cooling breeze.
huntsman is always in demand, but I just in that situation—I screamed. Like other draconians, the Bozak was
wasn‘t sure if the boy had what it takes. “Then the lizard things turned toward created by the corruption of the eggs of
“But since Pik had his heart set on it, I us and started to talk! That might have good dragons, bronze eggs in this case.
agreed to take him with me for a taste of been the worst of all. It was some kind of The hormones that govern instinctual
the hunters life. Poor boy He was so hissing language I couldn’t understand, cycles of reproduction are dormant or non-
excited, he could barely speak. Matter of but I knew what they meant all the same. existent in the Bozak. The Bozak views this
fact, when I told him we were going to I begged Uncle Galf to get us out of freedom from reproductive urges as a sign
hunt lizards, he was so tickled, all he there, but he just notched an arrow in his of its natural superiority. It views the mat-
could do was stammer! bow. One of the lizard things got down ing customs of other intelligent creatures as
“I’d spotted the trail of those scaly ras- on all fours and charged us, flapping its quaint at best and as disgusting at worst.
cals a couple of days ago. I told Pik we’d wings and clenching a sword between its Owing to its magical origins, a Bozak’s
leave early and catch them while they teeth. I looked up at the other one and it death is as unique as its birth. When a
were having breakfast. We only had to go vanished before my eyes! Bozak is reduced to 0 hit points, its scales,
a little ways and sure enough, there they “I was too scared to move. The lizard muscles, and organs become dried and brit-
were, scrounging through the brush for thing was only a few feet from us when tle; within seconds they turn completely to
something to eat. Uncle Galf shot three arrows into its dust. The bones of the Bozak then vibrate
“If Pik hadn’t scared them off, we’d chest. The thing dropped to the ground and explode violently, causing 1d6 points
have had a lot better luck. I only got one and—I swear to Mishakal—the flesh just of damage to any creature within 10 feet
of them—three arrows right in the gut. melted off its bones! Uncle Galf yelled to (saving throws not allowed).
Quite a death rattle those scalies have. I duck, and he didn‘t have to tell me twice. No one is certain why this occurs, but it is
don ‘t think Pik liked that much. The bones exploded, sending fragments theorized that the flesh and bones both
“The other one sort of disappeared. I was in every direction, including a big chunk secrete hormones that neutralize each other
ready to go after it, but by this time Pik was that hit me in the arm. while the Bozak is living. When the Bozak
ready to go home. What could I do? Home “That was it. I told Uncle Galf I was dies, the flesh secretions immediately cease,
we came, and the boy went straight to his going back with or without him. He want- stimulating a surge of bone cell secretions.
room. Nice kid, I told his father, but he’s ed to look for the other one, but a bone These excess secretions react with the unsta-
going to have to get a hold of himself he chunk had hit him in the shoulder and he ble bone tissue, causing it to detonate. It
wants to be a hunter like his uncle.” was bleeding worse than I was, so he reluc- has occurred to many warriors that the bone
tantly agreed. tissue of the Bozak could be the basis for an
From the journal of Pik Skiplin: “If Uncle Galf wants to go lizard hunt- extraordinary weapon, but so far, no one
“If nothing else, I hope at least Dad gets ing again, he’s going to have to do it has been able to contain the dried bones
off my back now. I told him a million times I without me. The doctor says my arm will before they explode.
didn’t want to be a hunter Like Uncle Galf, be in a sling for a month. If Dad still What makes the Bozak particularly dan-
but he kept telling me what a good job it is wants me to learn a trade, I’m going to gerous is its high intelligence (equivalent to
and how rich Uncle Galf and how I’ve got ask him if he knows any shepherds.” a character Intelligence score of 13-14) and
to get my head out of my books and face the its magical abilities (equivalent to the cast-
world. What could I do? I said I’d try it if it Notes ing ability of a 4th-level magic-user).
meant that much to him. He smiled and Among the favored spells of the Bozak are
A particularly formidable draconian, the burning hands, charm person, enlarge,
slapped me on the back. I felt sick.
Bozak is typically six feet tall and is covered magic missile, shield, shocking grasp, ESP,
“Uncle Galf came by the next morning
with bronze-colored scales. It has the dis- invisibility minor image, stinking cloud,
to get me. He said we were going hunting
tinctive draconian wings along with clawed and web. The Bozak also has a higher resist-
for lizards. Lizards! I felt sicker. I cannot
feet and hands (Dmg 1d4). Like all dracon- ance to magic than other draconians (add
stand anything that crawls.
ians, the Bozak is limited in its ability to fly +2 to saving throws).
“We tromped through the jungle for
(one melee round only), but has found oth- Bozaks are among the most loyal ser-
what seemed like hours, following foot-
er uses for its wings. It can glide for a dis- vants of the Dragon Highlords and are
prints in the mud that looked too big for

106
often used to command special forces and for the ceremony the priest orders them destroyed on the
draconian squads. Bozaks expect that The PCs can locate this area by the spot. The guards resume attacking the
their loyalty will be rewarded when the smell of burned vegetation. The Bozaks PCs while the priest retreats to the hut.
conflict has ended and that other, more have surrounded the clearing with a layer Assuming the PCs defeat the guards,
expendable draconians will be relegated of crisp dried leaves. Unless the PCs are they may approach the hut. The hut has a
to menial positions or killed outright. taking special precautions, such as mov- flat roof, wooden doors on the front and
Bozaks are intensely spiritual and are ing through the trees, there is no way to back, and three-foot-square windows on all
particularly devoted to the worship of the avoid stepping on the leaves. sides.
Queen of Darkness. They have been The sound of the crackling leaves alerts The priest had two other attendants with
known to design and stage elaborate cere- two Bozak soldiers on guard duty high in him in the hut. While the PCs battled the
monies in her honor, most of which are the trees. guards, the priest ordered the attendants to
rumored to include blood sacrifices.
Bozak Draconian Guards (2): AC 2; turn invisible. They are now waiting on the
MV 6”/15”/18”; HD 4; hp 18, 23; #AT roof of the hut to ambush the PCs.
Bozak Lair 2 or 1; Dmg 1d4/1d4 or 1d6 (short Bozak Draconian Attendants (2): hp
Terrain: Forest sword); THAC0 15; SA spells; SD saves at 20, 15; all other statistics as for Bozak
Total Party Levels: 20 (Average 4th) + 2, explode on death for 1d6 points of Guards
Total Magic X.P: 6,500 damage to all within 10 feet (no saving
throw); MR 20%; AL LE 1st level: magic missile, burning
Total g.p. X.P.: 8,200 hands, shocking grasp
Monster X.P. : Spells:
1st level: shocking grasp, magic mis- 2d level: invisibility, stinking cloud
Kill: 1,271
Defeat: 953 sile, burning grasp When the PCs near the hut, the invisi-
Retreat: 3 18 2d level: ESP web ble attendants glide from the roof,
The Bozak guards dive out of the trees attempting to attack the PCs from
Set Up with their swords in their mouths and glide behind. These Bozaks first attack with
towards the sound of the leaves. If the PCs stinking cloud, then with their swords.
* Galf Skipkin, a distant but beloved The Bozaks use their burning hands and
aren’t in plain sight, the guards land in the
uncle of one of the PCs, is on his deathbed. shocking grasp, if they can get close
vicinity of the PCs and use ESP to weed
His dying wish is for the head of a Bozak enough. They fight to the death.
them out. When the guards locate the PCs,
draconian to complete the collection of If the battle isn’t going well for the
exotic creatures he has spent a lifetime they attack and attempt to capture them.
They first use web, then their swords and attendants, the priest races out the back
assembling. door on all fours. He goes about 10 yards,
magic missile to subdue the PCs.
* A small band of Bozaks was spotted in pauses, then races over to the shrine to
After two rounds of combat, the Bozak
a clearing in a nearby forest preparing for retrieve the holy teeth from the dragon
priest emerges from the stone hut and
some kind of religious ceremony. If the cer- statue. The teeth are fastened tightly in
races to the battle scene on all fours.
emony isn’t stopped and the Bozaks driven the statue with vines and dried mud;
out, it is feared that more evil beings will be Bozak Draconian Priest: hp 23, all oth- working carefully, he can only remove
drawn to the area for future ceremonies. er statistics as for Bozak Guards. Spells: three teeth per round; there are 60 in all.
1st level: shield, magic missile, burn- If the attendants are defeated, the PCs
the Lair ing hands may go to the shrine. The priest first casts
2d level: mirror image, ESP mirror image to create four duplicates, then
A Bozak priest and four Bozak soldiers
who work as his assistants recently set fire to ‘Stop!” commands the priest. He shield, hoping to distract the PCs long
a section of this forest, clearing an area then addresses the PCs. “Are you here to enough so he can remove all the teeth. In
about 50 yards in diameter. They set up pledge your life to the Queen of Dark- the event that he holds them off long
camp and began the construction of an ness?” If the PCs say they are, the priest enough, the priest attempts to flee into the
elaborate shrine to conduct an important orders the PCs to throw down their weap- forest clutching the teeth. If not, the priest
ritual in honor of the Queen of Darkness. ons and submit to the guards. The guards fights to the death using magic missile and
The area is scorched black, completely then bind them in chains, and the priest his sword.
encircled by the dense forest. In the center tells them they will be honored by being If all the Bozaks are defeated, the party
of the circle is a crude statue of a black the first blood sacrifices of the new lunar may search the area. The teeth are made
dragon made of stones and small trees cycle of the Holy Queen. of obsidian and are worth 10 stl each. The
lashed together with vines. The statue is 20 If the PCs submit, they’re done for. priest has a pouch containing four black
feet high. Next to the statue is a stone hut Evil minions begin arriving in droves over opals (1,000 stl each) and wears a silver
about 15 feet long and 10 feet high. This is the next few hours, making escape dragon amulet (worth 3,000 stl). Hidden
where the Bozaks live while they prepare impossible. However, if the PCs resist, in the hut are an arrow of direction and a
ring of x-ray vision.

107
Background an oath not to interfere in the coming combined with the nimble dexterity in
war, in exchange for the return of their their short clawed hands, allows them to
Dragons are among the oldest crea- eggs. However, the forces of darkness had cast spells of a magical nature. Since they
tures on the world of Krynn, created dur- no intention of returning the eggs. Evil are powerful, magical creatures, dragons
ing the early days of the Age of Dreams. rites and ceremonies were used to corrupt are able to inspire fear in their oppo-
Some believe that all the other animals the eggs and create draconians. nents. This fear often causes anyone
evolved during attempts by the gods to Finally in the year 352 AC, when the beholding the dragon to be paralyzed
re-create these magnificent creatures, but Dark Queen’s treachery was discovered, with fright or run in terror.
others believe them to be the chosen of the good dragons were alerted and In combat, the dragon utilizes its
the gods, a race that is destined to survive declared war on their evil cousins. claws, tail, teeth, wings, and breath,
long after all other races have perished. Since that time, the sight of dragons, making it an very deadly opponent.
Dragons embody the elemental forces of both good and evil, has become a com- Dragons prefer to attack from the air,
Krynn, reflected in their coloring and mon occurrence. using their breath weapon or dragon fear.
natural abilities. Dragons possess highly developed
During the All-Saints War, when the ecology senses of sight, hearing, and smell. They
gods of good rallied against the gods of can rarely be surprised and can even
evil for control of the spirits of the newly- Dragons are members of the lizard detect the presence of hidden and invisi-
formed races, the dragons allied them- family and as such are cold-blooded and ble creatures within a certain range.
selves with the opposing factions. Black, lay eggs. Their scaly hide, as thick and Because of their fearsome size, high
blue, green, red, and white dragons impenetrable as plate armor, serves as a intelligence, and magical abilities,
chose the side of evil, while brass, bronze, natural protection against the forces of dragons look upon themselves as superior
copper, gold, and silver dragons joined nature. Because of their great size and to all other creatures. In some instances
the forces of good. When the war ended, power, dragons do not have any natural they may ally themselves with humans
the dragons turned their attention to the enemies. Their only known foe is man- and even allow themselves to be ridden if
newly created world of Krynn. kind. it suits their purpose.
In the years 4000-3500 PC, evil Dragons live for centuries, and under Dragons are attracted to bright, beau-
dragons attempted to gain control of the the right conditions they may actually be tiful objects. A dragon’s lair may contain
regions of eastern Silvanesti, but were immortal. They are carnivores by nature all manner of gems, coins, magical items,
driven away by a uniting of the elven and prefer their meat alive. paintings, and sculptures. Dragons col-
clans in the area. Again in 2692 PC the In times of famine, or to heal wounds lect these items, not for their material val-
evil dragons attacked southward from or sickness, dragons may hibernate. This ue, but for the intrinsic beauty they
central Ansalon. They were once again hibernation, sometimes lasting for dec- represent.
met by a united front of elven tribes. ades, is marked by the almost complete
By the year 2645, anti-dragon senti- stopping of all bodily functions to the Lair
ment ran high throughout the lands of point where the dragon may appear to be
Krynn. Humans and elves joined togeth- dead. The dragon’s choice of a suitable lair
er to attempt to banish dragons from All dragons have a specialized organ, has a lot to do with its biological and psy-
Krynn. A mighty weapon known as the located either near their lungs or within chological makeup. Some dragons prefer
dragonlance was discovered by a knight their lower digestive track, that is the the cold desolation of the arctic wastes,
named Huma and used to drive the evil source of their famed breath weapon. In while others prefer the steamy thickness
dragons to a negative plane to sleep for all the case of flame breath, the dragon is of a tropical forest. Wherever a dragon
eternity. The good dragons agreed to able to consciously heat this small organ chooses to reside, most lairs have several
share the fate of their evil kin and flew to to an extremely high temperature for a things in common.
the Isle of Dragons to begin their own split second, enough to ignite the oxygen All dragons prefer isolation, usually
long slumber. in the inhaled breath. Most dragons can not mingling even with those of their
For many years, dragons were fly and their wing structure ranges from own species. Therefore their lairs are nev-
unknown on Krynn and gradually their that of a rudimentary set, useful only for er found close to towns or other inhabited
existence was regulated to the realm of short distance flights, to fully fledged fly- areas. The lair location is always a closely
legends. ing apparatuses with spans of several guarded secret.
In the year 287 AC, the evil dragons hundred feet. Most dragons prefer dark caves or cave-
were secretly awakened by Takhisis, the Dragon vocal chords are remarkably like dwellings. Underground caverns,
Queen of Darkness. At the same time, like that of human and humanoid crea- extinct volcanos, abandoned mines, and
the eggs of the still-sleeping good tures, allowing dragons to speak in most old ruins make excellent dwelling places.
dragons were stolen and hidden in volca- of the common tongues as well as their Dragons have been known to enlist the
noes. The good dragons were bound by own highly developed language. This, aid of the evil dwarven duergar (either

108
willingly or unwillingly) to conform their polished walls. dragon may act proud and haughty, brag-
chosen abodes to their specifications. The Depending on its location, the lair may ging of its power and great wealth. How-
duergar are usually killed after the job is contain an underground stream for bath- ever, if itself or its young are threatened,
finished. ing, a hissing pool of lava for an enjoyable the dragon will seek to destroy the aggres-
A dragon’s lair usually has two or three steam bath, a waterfall for a pleasant sor with cold-minded fury.
entrances. The first is an entrance from shower, or an icy river to provide a bracing Dragons as a race know no fear, yet
above, through which the dragon may morning dip. their mere presence inspires a deathly fear
enter while in flight, complete with land- The last and most heavily guarded in others. They are well aware of this fact,
ing ledges. The second is a ground-level room is the nursery. The nursery is usually and will swoop repeatedly over their ene-
entrance, usually concealed and almost constructed in an underground section of my to instill the dragon fear.
always trapped to imprison anyone fool- the lair, with a secret passage running In combat, along with their natural
ish enough to invade the dragon’s home. through the earth to a hidden escape fear-causing ability, the dragons’ prefer-
The last is a secret underground tunnel, hatch. Its location is rendered invisible to red means of attack are their breath weap-
normally connected to the nursery, that is most outsiders, but if discovered, the on or spells. If forced into hand-to-hand
used as an escape passage for the dragon dragon will fight to the death to save its combat, dragons make deadly use of their
and its young in times of emergency. young. claws, teeth, tails, and even wings. They
The rooms of the inner lair may be con- Within, the dragon’s eggs are packed never allow themselves to be subdued or
nected with a series of winding, twisting in thick wool or straw and kept at a con- captured, employing all the knowledge
tunnels, just large enough for the dragon stant temperature, sometimes with the they have learned during their long life-
to crawl through. The rooms themselves, help of steaming fissures in the earth, to times to trick and out-think their oppo-
however, are big enough for the dragon await hatching. When the young emerge nents. Remember that dragons have had
to unfurl its wings to their full span and from the shell, the room is converted into centuries to expand their knowledge and
allow plenty of maneuverability. a sleeping area and playroom for the hone their fighting skills. They should
The main room serves as the living hatchlings. never be out-maneuvered or easily best-
quarters and sleeping area. Here the ed.
dragon may relax, hibernate, study, or dm Notes As a rule, dragons as opponents should
enjoy a meal of hapless humans. This be used sparingly. Your players should be
room is often the largest and most accessi- Although dragons are readily aware of in such awe of the powers and abilities of
ble from the ground-level entrance. It is their superiority to other creatures, this these legendary beasts that even the
usually designed to echo any strange nois- knowledge does not affect their judg- rumor of dragon sightings in the area
es, so that the dragon, even if currently in ment when dealing with those of “lesser should cause low- and mid-level charac-
another part of the lair, may pick up the races.” In non-threatening situations, a ters to seek their adventure elsewhere.
sounds of intruders.
The treasure room is often located in
an area of the dwelling that is not readily
accessible to outsiders. The entrance may
be concealed, possibly by magical means,
and is always trapped. The amount and
quality of a dragon’s treasure is a reflec-
tion of his standing in the dragon com-
munity, and the dragon will go to great
lengths to see that not even a steel piece is
stolen.
The treasure may consist of coins, jew-
elry, gemstones, gold, silver, carvings,
tapestries, statues, paintings, books
(both magical and nonmagical), armor,
weaponry, and artifacts.
The walls within the room are highly
polished to a mirror-like brilliance, either
naturally or by the skilled application of
the dragon’s breath. Nothing pleases a
dragon more than to recline on his trea-
sure pile and view the myriad reflections
of himself and his wealth reflected in the

109
Psychological diagnosis hurls the diploma at the lucky graduate. Gnomes get along very well with ken-
A month later, after the wounded are der, provided the latter do not borrow
“If you want something broken, give it tended to, there is a great party called the any technological devices. They respect
to a gnome,” goes an old saying in Ansa- Gnomecoming Dance. At this blessed the kenders’ natural curiosity and see
lon. A better gnomish saying, however, event, each graduate announces his Life- themselves reflected in this fellow “short
goes: “You can lead a horse to water, but quest. Of course, a female gnome is elect- race.”
if you can make him float on his back ed to represent Shinare. She is known as Dwarves, in the gnomish opinion,
then you really have something there!” the Gnomecoming Queen. would be perfect if they just “downshift-
What does this have to do with what Music for the dance is furnished, natu- ed,” a slang term meaning “lighten up.”
gnomes are like? Nothing and every- rally, by the Bard-O-Matic, a bellows- Gnomes look at dwarves as their kid
thing. Gnomes are always trying to driven device that sings a repertoire of brothers, a view that drives even the most
change things in a never-ending quest for three different songs. staid dwarf to the point of violence.
improvement. Clarity is not one of their Unlike dwarves, gnomes have no real Gnome-dwarf relations almost keeled
strong points. fear of heights or water, To them, the over and died when the Grand Council
As mentioned in the hardbound book, search for knowledge knows no bounda- tried to give the dwarves a present. It was
DRAGONLANCE ® Adventures, gnomes ries and no self-respecting gnome would a dwarvish version of the Gnomeflinger,
are Krynn’s tinkerers. They love technol- let himself be intimidated by any obsta- but it was called the Dwarven Thrower.
ogy, and they strive to make life simpler cle. The hill dwarf clan’s reply was to tell the
by complicating it with cumbersome gnomes to take the device and do some-
inventions. Some speculate that gnomes Role Playing a gnome thing anatomically impossible with it.
provide Krynn with comic relief, a des- The incident still has not been quite for-
perately needed thing considering the One of the questions every DM should gotten.
planet’s turbulent history. ask someone planning on playing a Gully dwarves, as one might expect,
Though gnomes pay homage to Reorx, gnome is: “Why?” Having a gnome in a are not embraced as enthusiastically as
there is a cult following devoted to party should be at best a mixed blessing. normal dwarves. H o w e v e r , t o t h e
Shinare, goddess of industry. Members of To play a gnome correctly all one needs gnomes, nothing is useless, and gully
the cult, called Shinareheads, hold serv- to do is talk very fast, reject easy solutions dwarves are considered on a case-by-case
ices every sixth day. At these events, in favor of convoluted and dubious ones, basis.
inventions such as the Steelgrabber (an always try to create /suggest new devices Elves are downright baffling to
automatic offering receiver), and the (“Gee, that sword of yours would come gnomes. Their shunning of technology
Organizer (a musical instrument the size out of its scabbard easier if I could invent and devices is a source of mystery to the
of a tower that can duplicate any musical a Quick-Draw Sword Snatcher”), and tinkers.
instrument on Krynn, and is heard 75 have a sense of humor. Gnomes generally get along very well
miles away) are used. One common bond that all gnomes with humans, but gnomes do tend to dis-
The bulk of the service consists of the have is a weird sense of humor. Any con- like wizards. Wizards are seen as lazy,
followers of Shinare petitioning her for versation that is not about engineering unimaginative folk who “use dead lizard
more inspirations for smoothly function- should enable a gnome to keep his razor guts and boring chants to accomplish
ing machines. A quick look at the sharp intellect keen on the whetstone of what good, honest, solid technology can
gnomes’ inventions shows just how humor. A few puns and practical jokes do better.”
closely she is listening. should make every party appreciate the
At a gnome’s birth, the proud parents gnome even more. Telling the jokes in historical Miscellany
have a Naming Week, where they the rapid, nasal tones of gnomekind will
announce the child’s full name. The put the PC’s popularity right up there There is evidence that gnomes are not
tenacious souls who stick around for the with kender. exclusive to Ansalon. In the year 142 AC,
whole thing are treated to a grand feast Selecting a gnome name is simple. a gnome named Tarquinlimbimtimwim
on the final day. After the creation of the PC, trace his his- berstopftanggeethatsasillynamebutitsthe
Every gnomeling is taught that the tory as far back as sanity allows. Write bestwecoulddoconsideringthecircumstan
gods created the world, then gnomes down your findings. That is your name. cesofbirth sincetheblastedsteamcarbroke
were created to add the finishing touches. Make sure to have a shortened version downonthewayto theMedicineGuilde
Each gnomeling attends the Mount Insti- (one paragraph long) and an intensely forthedeliveryandheyImean thesethings
tute of Technologies, MIT for short. abridged name. The PC should actively happensoIsupposeweshouldjustthank
Graduation from MIT is a truly grand dislike the latter. Reorxthatthekidwasnotdroppedonhis
and glorious thing. Each graduate Gnomish attitudes toward the other head orsomething.. . etc., got the idea of
receives a diploma courtesy of a Scroll- native races on Krynn are favorable, with escaping the horror and pestilence of the
Launcher, a machine that automatically the following specifics. Cataclysm by creating the SolinariSender.

110
This device was a massive tower with fiery occupied by 300 gnomes. An odd build- build a powerful ironclad warship.
engines attached to its base. Crewed by ing sticks out of the hillside facing the Surviving party members are asked to
100 gnomes, it was supposed to lift off sea, with a wood and stone pier adjacent help in killing the dragon turtle. The
and fly to Solinari. to it. A 100-foot-tall crane of dubious gnomes spurn any advice on repairing
Something must have gone wrong, construction is set on rails atop the pier. their ship, which sank during its maiden
because despite the fact that the thing There is a wooden dock obviously used voyage. They offer the party the chance to
did lift off, witnesses claim that it never for building large ships. The dock was enlist for the second maiden voyage,
flew “higher than a dragon with a hot- built especially for the town, so it is which will happen once they figure out
foot,” and arced toward lands that exist known as Wutzup Dock. what happened during the first maiden
on the opposite side of Krynn. The strangest feature is a steel vessel voyage. A committee is working on the
The most revered military leader of the 400 feet long. This ship is settled com- problem now.
gnomes was nicknamed Admiral Gnagu- fortably on the harbor floor, 100 yards That should give the party an ominous
moh. He is credited with the design of a from shore. It is armed with 10 ballistae clue that nothing will be done for a long
sea-going vessel called a Flat-Top. This and 12 Blamblowers, the latter arranged while. If the party chooses to lay back and
was a wooden sailing vessel with the masts in batteries of three and housed in curi- wait, they encounter the dragon turtle on
and cabins replaced by a long, flat, wood- ous iron boxes. There are two such batter- the very first night, since the creature
en deck. ies fore and two aft. A thick pall of smoke attacks the hill at midnight.
Six Gnomeflingers were installed at hangs over the ship, apparently from sea The village itself is an engineer’s dream
the front. The gnomes, however, were water getting into the steam engine. and a PC’s nightmare. There is a constant
specially trained Military Guild members There are two Gnomeflingers, one fore flurry of activity including the obligatory
with another device strapped to their and one aft. Six ironclad, steamdriven buzzing, clanking, puffing, rattling, and
backs, a BirdMocker. A BirdMocker was a lifeboats have been released, but these other mechanical sound effects.
set of leathery wings that enabled the have also sunk, their bows jutting out of There are two temples, one to Reorx
gnome to glide and fly. the water. and one to Shinare. There are two fine
The career of the ship terminated The true name of the ship is eight para- taverns, The Stripped Gear and The
abruptly when it was lost with all hands graphs long. The nickname is the Buzz- Crossbeam’s Gone Out of Skew on the
(including the Admiral) in broad day- murk, since it is supposed to buzz Treadle.
light on calm seas. through the murky waters. It was con- The predominant guilds are: Ship-
structed to deal with a dragon turtle that wrights, Architects, Mechanical Engi-
gnome Lair—Sink the lurks off the coast, most likely placed neers, Fishermen, and the Guild for
there by the Queen of Darkness. Monitoring the Other Guilds.
Buzzmark! The principal gnome here is Grav The gnomes will be of no help against
Terrain: Coastal Shpae, the Master Craftsgnome and lead- the dragon turtle, since they cannot
Total Party Levels: 66 (average 11th) er of the Shipwright’s Guild. He and 14 decide what tactics to use and will be in
Total Magic X.P.: 17,900 lst-level mates greet the party with the committee meetings, trying to work out
Total g.p. X.P.: 5,800 MegaSocializer, a device that can shake an acceptable strategy.
Monster X. P.: hands with six people simultaneously
Kill: 5,750 while uttering, “Ahh, greetings, stran- Dragon Turtle: AC 0; MV 3”/19”; HD
Defeat: 4,312 gers!” 13; hp 100; #AT 3; Dmg 2d6/2d6/4d8;
Retreat: 1,437 It is not working properly (big surprise THAC0 9; SA steam breath; AL N
there), so instead of shaking hands, it acts
as a Gnomeflinger, hurling PCs 800 feet This monster carries its treasure inside
Set-Up
into the air while shouting, “Aaaaacck! its shell, fearing to leave the stash
* While visiting Sancrist, the party Greasy, strange jerks!” After all six hands unguarded while it goes on raids. The
hears of a dragon turtle menacing the get a chance to fling, the whole device treasure consists of 5,000 stl, 12,000 sp, a
northwest coast. collapses into a heap. two-handed sword +2, a trident of fish
* The party, down on its luck, is here in command with a pearl of wisdom hidden
answer to an advertisement. Someone Grav Shpae, Master Craftsgnome: AC in the handle tip, a decanter of endless
needs able-bodied sailors to help crew a 4; MV 12”; HD 10+12; hp 49; #AT 1; water, a ring of free action, a periapt of
warship. Dmg 1d6/1d8; THAC0 9; AL CG. proof vs. poison +3, a helm of underwa-
ter action, a necklace of adaption, and a
the Lair Grav wears leather armor and wields a folding boat.
short sword. His disdain of magic pre- If the party kills the beast, the gnomes
The lair is a hill, hollowed out and
cludes his using magical items. He is an are grateful. They offer the lucky PCs
made into a village called Wutzup. It is excitable gnome whose Lifequest is to some of their finest inventions.

111
Gully dwarves are found in far too many chagrin of every intelligent race). The one); 19 out of 20 Aghar fall into this cat-
places on Krynn. This degenerate race, average female gully dwarf gives birth to egory. The remaining one out of 20 take
known also as Aghar (anguished ones), is 20 children for every century she lives. up the jobs of chieftain, healer, scribe/
a hybrid of dwarves and gnomes, though Even with the high infant mortality in teacher, cobbler, tailor, tinkerer, magic-
both parent races deny any connection. Aghar clans, six of these 20 children live user, a n d a s s o r t e d m o r e obscure
Whatever the truth is, it is certain that to adulthood. Gully dwarf maidens can occupations (like poet, dentist, etc.).
the race was spawned from the meddlings bear young until the age of 300. Children Thus, a collection of clans may have one
of mortals and not the wisdom of gods. reach maturity (such as it is) by their 25th chief and one or two specialists per clan.
They are the scavengers, the street year. Of all the magic-users (who make up one
urchins, and the petty thieves of Krynn. Gully dwarves who do not fall prey to half of one percent of Aghar society),
Aghar are welcome nowhere. starvation, disease, violence, and acci- only a handful know powerful spells; the
Gully dwarves are untrustworthy and dents can hope to live up to 500 years. average mage knows only cantrips, a few
stupid. It’s impossible for the average Because of the odds against their survival, 1st-level spells and one, maybe two, 2d-
gully dwarf to earn anything better than a however, few live to be 100 years old or level spells. Clerics are unheard of in gul-
reluctant tolerance from another race. more. ly dwarf society. Although Aghar want to
These statistics are unique to gully possess magic, few people are stupid
dwarves—other races of similar potential enough to grant them their wish.
appearance lifespan breed much less frequently and Because of their poverty, most gully
and growth their children come to maturity at a much dwarves are malnourished. They subsist
older age. on a diet of wild roots and tubers,
Gully dwarves are about the height rodents, insects and—when lucky—a
and nearly the weight of dwarves, with game animal such as a deer or bird. Most
very similar proportions. Adult Aghar Society go for days with less than a meal per day.
range in height from 4’4” to 4’10” and Gully dwarves are clannish, as are
weigh 100 to 160 pounds (those at the
upper ends of both scales are rare how-
dwarves of other castes. These clans form Behavior
around family groups. Usually several
ever). Past that, the Aghar diverge from clans combine, with the leader of the Gully dwarves are without the better
standard dwarven stock. They are slightly most powerful clan ruling all the rest. traits of either gnomes or dwarves.
thinner and weaker than dwarves, some These chiefs almost always appoint them- Instead, they’re greedy like dwarves and
even being knock-kneed. The average selves kings of their clans. singleminded like gnomes. They can’t be
male has a mass of straggly whiskers. The Gully dwarves are somewhat promiscu- trusted with menial work.
females rarely grow visible facial hair, in ous. Though many are monogamously Gully dwarves seem cheerful and
contrast to other dwarf maidens. Their married (in an informal ceremony), bumpkinish when encountered without
hair colors range through the same hues Aghar think nothing of adultery. Com- violence. In truth, they are as treacherous
as human hair. Their skin hues vary little bined with the gully dwarves’ natural and crafty as their lame minds allow.
from a pallid color caused by too many jealousy and greed, promiscuity accounts Gully dwarves are cowards when con-
years of poor diet and subterranean for most of the friction in clans. Gully fronted by anyone more powerful than
dwellings. dwarves rarely steal from each other, the average gully dwarf. A gully dwarf
By human standards, gully dwarves are because they all possess the same paltry clan can be taken over if the chieftain is
diminuative and ugly things, mockingly collection of junk. threatened by a menacing foe. In spite of
humanoid. By demi-human standards Gully dwarves are almost exclusively this innate cowardice, gully dwarves can
they are little better; to dwarves of other urbanized. Few clans consist of farmers or muster the bravery to attack foes by pit-
castes, Aghar are the lowest form of life. miners. The vast majority inhabit the ting their large numbers against the ene-
Gully dwarves are filthy; most look as seedy parts of towns and cities and find my’s numerically smaller forces.
though they have never heard of soap and refuge in dungeons and abandoned Many captives of gully dwarves remem-
water. They are grimy from head to toe, ruins. Only there can they eke out a liv- ber their stay in Aghar company as the
and most gully dwarves carry a bevy of ing. If a piece of refuse is dropped in a worst experience in their life. They are
diseases. crowded city square, there’s a chance a subjected to the living conditions of their
The clothes they wear are bedraggled gully dwarfwill be on top of it in a matter captors and forced into humiliating prac-
and dirty. Aghar may be lucky enough to of seconds. If two Aghar scavengers get to tices that only this race of urchins would
possess jewelry or other finery, but they a find simultaneously, a brawl usually sink to. Worse, gully dwarves rarely
are sure to wear them in only the most erupts with either the victor or the smart- release their prisoners, sometimes hold-
garish manner. In fact, their ill-fitting er one palming the prize. ing them for years at a time.
clothes sometimes make it hard for other The main occupation in gully dwarf Gully dwarves love excess in all forms:
races to tell the genders apart. societies is scavenger/laborer/thief (all in drink, riches, and so on. If a yard of gold-
Aghar breed prodigiously (much to the

112
en fabric is a good adornment, ten yards gully dwarf Lair If the characters come to a dead end in
is better and 20 yards is stupendous. Any- the sewers while being followed, the gul-
thing that glitters, anything with appar- Terrain: Urban, Ruins ly dwarves take the chance to attack.
ent value, is beautiful. This makes their Total Party Levels: 18 (Average 3d) Their goal is to take what they can from
homes and quarters look gaudy at best, Total Magic X. P. : None the party and escape. They flee when they
with ornaments from differing cultures, Total stl X.P.: 320 have had either half their number
eras, and social levels all side by side in a Monster X.P: injured, or a third of their number killed.
collage of ugliness. Kill: 721 Ten gully dwarves: AC 5; MV 6”; hp 8,
Defeat: 540 7, 7, 7, 6, 6, 6, 5, 5, 4; #AT 1; Dmg 1d4;
Retreat: 180
Role-Playing guidelines THAC0 19; SA nil; SD Save at 4 levels
higher; AL CN
Gully dwarves act cheerful and child- Set Up If the characters come to the gully
like on the surface; they keep this up as dwarf dwelling, they encounter 20 gully
long as possible. Driven by their greed, The party has made its way into a sewer
dwarves and their ten children. The
they’ll try to beg, borrow, and steal any- system within this site. There is filth all
dwelling is dug into the wall of the sewer.
thing they can get from characters by around. The area looks scavenged, as if
Pots boil, children sleep, and adults talk.
pleading and acting humble. They act little hands have searched through here
Everywhere, their booty is displayed with
both curious and frightened at the same before.
pride. Ornaments are piled upon each
time. Beneath that veneer, they are trying other, impossibly balanced.
to think of a way to better themselves. If the Lair
Sufficient looting of this area reveals
they are captives of the player characters, Sewers can be entered through drain- the following treasure: 30 stl, 60 sp, 75
they’ll be pondering an escape route. If age covers on the streets and through the cp, five rings (worth 50 stl each), 30 orna-
they are being questioned, they’ll lie drains that lead out of the sewer and into ments (worth one stl each), and one
whenever possible. Their “stupid” act is the waterways. hooded lantern (worth seven stl).
no ruse: the brightest of the Aghar are The sewers are six feet high by seven If treated amiably, the Aghar beg from
only comparable to average humans in feet wide. This is the home of a clan of the characters what they can, acting hum-
intelligence. gully dwarves. Anything that makes its ble and impoverished. If they get noth-
way into the sewer tunnels is eventually ing, they’ll begin hurling stones and
dm Notes spotted by the Aghar. After a day of cull- garbage at the party, chasing them away
ing the area outside, they retreat here to from the lair.
Gully dwarves move about in mobs, If attacked, the gully dwarves defend
spend their quiet hours in the nooks and
following the lead of the strongest among their gaudy dwelling, fleeing with the
crannies they’ve cleared. If a gully dwarf
them. children if the defense fails. If the chief is
is chased by the party, he would eventu-
When in combat, they use dirty tactics. threatened, he calls for a bargain with the
ally lead the PCs here.
They’ll trip foes and attack them when player characters and orders his people to
While the characters make their way
they are down. They care nothing of hon- honor the deal. They even become will-
through the tunnels, ankle deep in gar-
or. If they want an enemy dead, they’ll ing slaves if need be.
bage and mire, they feel eyes upon them,
kill him at the first chance. Otherwise, Gully dwarf chief and nineteen gully
watching them. Those with infravision
they’ll wound them to incapacitation. dwarves: AC 5; MV 6”; HD l; hp 8, 7, 7,
can see a party of ten gully dwarves skulk-
They are likewise quick to flee in battle. If
ing in the shadows. Otherwise, a charac- 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,6, 6, 5, 5,
a Morale Check is between 30% and 60% 4; #AT 1; Dmg 1d4; THAC0 19; SA nil;
ter’s roll to detect secret doors is required
(not 50%), they’ll flee in panic. SD save at 4 levels higher; AL CN
to see them. If no one spots the gully
dwarves, the party passes right by them.
The sewers twist and turn, snaking Ten gully dwarf children: AC 7; MV
their way beneath the ground. Every 10 5”; HD 1-2; hp 5, 5, 5, 4, 4, 4, 3, 3, 3, 2;
feet, there is change in the sewers. Roll #AT 1; Dmg 1d4; THAC0 20; SA nil; SD
1d8 on the following table. Save at 4 levels higher; AL CG

D8 Roll Tunnel
1-2 3-way intersection
3-4 4-way intersection
5-6 bend (PO-degree turn)
7 dead end
8 gully dwarf dwelling

113
Like their progenitors, the copper that produces their highly venomous sali-
history dragons, Kapaks have a short mane that va. Although connected to the creatures’
Like all draconians, Kapaks are special hangs down to either side of their anatomy by traditional means, the gland
elite troops of the Dragon Highlords. mouths. A large pair of leathery wings (located at the base of the neck) generates
They were created from the eggs of cop- (six-foot span), and a sturdy tail complete the venom by pure magic (an after-effect
per dragons stolen by the evil wyrms from their draconian physique. of the abishai possession). Its ability to
the Isle of Dragons. The stolen eggs were Although Kapaks have human hands produce is almost limitless.
subjected to a special ceremony devised with four fingers and an opposable Unfortunately, the ceremony that cre-
by Takhisis and conducted by the triad of thumb, they have but three toes. Both ated Kapaks did not shape the creatures
Wyrllish the cleric, Dracart the mage, their fingers and toes sprout long, tough exactly as planned. Their metabolism
and the red dragon Harkiel. The ceremo- claws suitable for defense or simple bur- operates at an incredibly high rate, mak-
ny corrupted the eggs into vessels of evil, rowing. ing it necessary for the beasts to devour an
rapidly accelerating the development of Their warlike nature makes it a rare unbelievable amount of food to keep
the copper dragon embryos and mutating occurrence for a draconian of any sort to functioning. The average Kapak eats
them into a basic humanoid form. The wear any clothing or accessories other about 50 pounds of meat per day (Kapaks
evil ceremony also opened up the way for than armor or battle gear. Creatures of are entirely carnivorous). For this reason,
abishai of the Abyss to take possession of stealth and guile, Kapaks never wear Kapaks like to consume their foes when-
each of the newly formed draconians, armor of an encumbering nature, usually ever possible.
sharpening the creatures’ evil instincts opting for leather or scale mail.
and adding a peculiar magical bent to Role Playing
their existence. The corruption of the Biology
dragon eggs took place in the fiery Kapaks are, for the most part, rather
caverns below Sanction. For the most part, the internal make- ignorant, ill-mannered creatures. When
Shortly after their creation, Kapaks up of Kapaks closely resembles that of the it comes to general knowledge and every-
and the other draconians became the human norm. Their basic organs and bio- day functioning, they are probably the
backbone of the wicked Dragonarmies logical systems are very similar to those of least intelligent of all draconians. In com-
that swept across Krynn. Although they an average man. Their strange ancestry bat, however, they are devilishly clever
were usually used as mobile stealthy and semi-magical existence, however, and often able to devise some sort of cun-
troops and special forces, many Kapaks give the creatures quite a few unique abil- ning scheme to catch their opponents off-
served as foot soldiers in the invasions of ities. guard. This is what makes Kapaks so
Nordmaar and Goodlund (348 AC) and Owing to their draconian heritage, dangerous—their opponents have a ten-
the battles against the Silvanesti. Kapaks are very strong. Most are able to dency to view them as stupid creatures,
Hundreds of Kapaks survived the War lift more than 400 pounds over their only to be caught off guard by the Kap-
of the Lance and still serve in the Dragon- heads (18/76 strength in AD&D® game aks’ sly tactical genius.
armies that dominate central Ansalon. terms, but the draconians do not receive Kapaks are well aware of the advan-
Most of their numbers are currently con- the attack and damage bonuses outlined tages provided by their cunning combat
centrated in the Blue and Green Armies, in the Player’s Handbook). This physical instinct. They always try to use these
though there are large numbers present power tends to surprise their opponents, advantages to their full potential. They
in the White and Red Armies as well. The who are often deceived by the creatures’ are creatures of stealth; they prefer to take
number of Kapaks still with the Black lithe torsos and long limbs. their opponents by surprise, or lead them
Dragonarmy is inexplicably low. There is also some characteristic of the into some sort of devilish trap. Kapaks
original copper dragons that caused the rarely attack a foe that is not at some sort
description Kapaks’ physical forms to emerge ideally of disadvantage. All of this makes the
adapted for stealth and skullduggery. creatures excellent assassins, and the
Kapaks are large, lizard-like human- Their lithe forms certainly make Kapaks Dragon Highlords have been known to
oids, usually standing between six and the most dexterous of all the draconians make extensive use of them in this capaci-
seven feet tall. Their leathery flesh is (most have Dexterity scores of 16, but ty*
lightly tinted an odd mixture of copper again no bonuses). The scales on the bot- Like all draconians, Kapaks are gener-
and green that varies along their lengths. toms of their feet form a soft pad, allow- ally gruff. They speak in a sort of high-
Kapaks’ origins can easily be deduced ing the creatures to move silently with pitched whine. T h e y h a v e a d e e p
from their appearance. Their heads are little effort. Kapaks also have a very shal- appreciation of black humor, which they
obviously dragon-like, featuring a slight- low breath, making it easier for them to frequently acknowledge with hyena-like
ly elongated snout, toothy maw, and remain still and hide from observers. laughter. Complaints about the scarcity
horns. Kapaks’ venomous saliva con- The only truly exotic component of of food make up about half of all the sen-
stantly drips from their hideous fangs. their physiognomy, however, is the gland tences Kapaks ever utter.

114
Combat Notes and omed weapon must save vs. poison or steep and a very dangerous climb (use the
become paralyzed for 2d6 turns. The poi- rules in the Dungeoneer’s Survival
game Mechanics sonous venom only remains upon the Guide). There is a 25% chance that any-
1) Like all draconians, Kapaks undergo weapons for three melee rounds. one scaling the cliff encounters three
a radical transformation when slain. This Kapaks also frequently wear combat Kapaks patrolling the fortress perimeter.
is a result of the peculiar enchantment armor, though they usually confine Entry to the tower can only be gained
that created the beasts. Upon receiving a themselves to leather or scale mail. A through the main gate, at which six Kap-
deathblow, Kapaks dissolve into ten- Kapak in leather armor has an Armor aks are always stationed, or through one
foot-diameter pools of deadly acidic ven- Class of 2, and scale mail reduces the of the two windows found on each floor.
om. Anyone entering an acid pool suffers beast’s AC to 1. Additionally, if a shield is The tower itself is a five-storey structure.
1d8 points of damage per melee round. carried, the draconian’s armor class is The first floor holds the food storage and
The pool of acid evaporates in 1d6 melee dropped by another one. preparation areas, as well as a simple
rounds. Any items carried by a dead Kap- equipment warehouse and entry hall.
ak are instantly dissolved into uselessness Kapak Lair— Floors two and three are dominated by
upon its death (even magical items Kapak barracks. Floor four houses the
receive no saving throw).
Khuri-Khan keep armory and a prison detention area,
Terrain: Mountainous while floor five contains the commander’s
2) Like most draconians, Kapaks are Total Party Levels: 25 (average 4th) quarters and special conference cham-
able to run along the ground quickly on bers. There are usually five Kapaks on the
all fours while flapping their wings. This first floor, ten on each of the second and
Set-Up
form of locomotion gives them a move- third floors, 15 on the fourth floor, and
ment rate of 15” per melee round. A * High up in the mountains just out- five on the fifth floor. The base com-
healthy Kapak can continue to run at this side of Khuri-Khan lies a tower that mander, an Aurak draconian, is usually
accelerated rate for 2d12 turns before tir- serves as headquarters to the Backbiters, a found in his quarters on the fifth floor. A
ing. troop of Kapak draconians attached to group of three Kapaks constantly patrols
Because of their underdeveloped the Green Dragonarmy and specializing the entire structure. Any unauthorized
wings, Kapak are not capable of true in subterfuge. The tower is situated in party moving about in the fortress has a
flight, but they are able to glide at a rate very rough terrain, making it difficult to 10% chance per melee round of encoun-
of 18” per melee round. In order to glide, reach. tering the patrol.
a Kapak must begin at a height of at least * The Backbiter Headquarters is an
20 feet. important terminus in the chain of com- the food caravans
mand of the Green Dragonarmy. Impor-
tant information, prisoners, and leaders Twice per day, a long caravan makes its
3) Their rather unique physiques
frequently pass through the mountain way up the mountain path to deliver the
enable most Kapaks (though not all) to
headquarters; most of the Green Dragon- huge quantities of food needed by the
use the following abilities as though they
army’s special espionage and skulldug- Kapaks. Each caravan consists of eight
were 1st-level thieves: move silently, hide
gery operations are planned here. wagons, each driven by two human sol-
in shadows, and find/remove traps.
diers of the Dragonarmy (1st-level fight-
Additionally, most Kapaks have all the
the Lair ers). These caravans come all the way
assassination abilities of a Ist-level assas-
from Khuri-Khan. Clever PCs can
sin.
The tower lies at the top of a very steep attempt to ambush one of the caravans
Additionally, there are some unique
mountain path that spirals up 500 feet and replace their drivers, or stow away in
Kapaks that have thieving and assassin from ground level. One hundred feet order to gain easy access to the complex.
abilities developed as high as those of down from the tower on the path is a The Kapaks are usually so concerned with
7th-level characters. heavily fortified stone checkpoint that is getting their food supply that they are
continuously manned by eight Kapaks. particularly vulnerable to such schemes.
4) If not using a weapon, Kapaks can The Kapaks at the checkpoint keep all
bite for 1d4 points of damage per round. unauthorized visitors away; they are
The creatures prefer, however, to arm Use in adventures
armed with broad swords, shields, and
themselves with short swords, broad scale mail armor. There is also a single The BackBiter HQ is a perfect area to
swords, daggers, slings, or maces. Most ballista at the checkpoint. place Dragonarmy secret plans that the
Kapaks generally carry several weapons. PCs must capture, or the NPCs that the
Anyone wishing to reach the tower and
Kapaks often lick their melee weapons avoid the checkpoint can scale the treach- party members must rescue in the midst
before entering battle, in order to coat erous cliff that provides access to the of an adventure. It was specifically
them with their deadly venom. Anyone structure’s rear quarter. The cliff is quite designed for interesting infiltration.
bitten by a Kapak or struck by an enven-

115
It is said that the origin of kender can be part in order that the job get done. It is religious festivals, and natural phenom-
traced to gnomes who were altered by the this natural ability that causes kender to ena. One custom of interest is what is
power of a Krynn artifact known as the be so skilled with plants (although usu- known as the “Kendermeet.” These are
Greystone of Gargath. And since that ally with crops that require little tend- semi-scheduled events that take place at
ancient occurrence during the Age of ing). set spots between two villages in an area
Dreams, the kender race has spread Kender horticultural talents account favored by kender—pleasant groves or
(infested, according to some) throughout for their only two exports: dew drink and meadows, for example. Any time more
Krynn. kender pak. The former is a golden alco- than two kender from neighboring com-
The most familiar trait shared by all holic beverage distilled from sundews, munities come together here, the event is
these diminutive humanoids is that of which inns and taverns sell for five stl per considered to be a kendermeet. Business
curiosity, and only the most basic bottle. The latter is a highly concentrated and other matters of importance are con-
instincts for survival are stronger. This and nutritious sweet bread, which mer- ducted at these meetings, along with
inborn inquisitiveness is perhaps the chants sell for an average of four times the much exchanging of items and banquet-
greatest reason most kender have uncan- cost of a week’s normal rations. One loaf, ing (if large groups are present). The spot
ny talents for reaching into the folds of a which retains its freshness up to two at which these events take place is known
robe or picking a lock—for the only thing months, is equal to two weeks’ rations as a “Kender garden.” Anyone is wel-
kender love more than a good mystery is and weighs no more than three pounds. come to attend, although few non-
solving that mystery. A locked chest must (In both cases, the kender who provided kender wish to risk it.
obviously have some fascinating object either the drink or the bread likely One of the largest groups of rooted
within, and the same holds true for an received nothing more than a few trinkets kender resides in the city of Kendermore,
adventurer’s bulky backpack. Thus, or seeds in barter from the purchaser, for near the southern shores of the Blood
while most non-kender tend to view the kender are notoriously poor business- Sea. It is not a typical city; the lack of
race as thieves, it is more true that kender men.) commercial buildings is immediately
merely are fascinated by new things, and Nomadic kender travel in bands not apparent. And since it is mostly residen-
their natural talents are used not to rob usually exceeding 50 souls. Their cara- tial, Kendermore holds little of interest
possessions from others, but rather to vans typically include a number of hand to non-kender, although it is rumored
“borrow” them for closer examination at carts filled with their most prized posses- that relics from The Ruins occasionally
a later time. sions: odds, ends, goats, ponies, etc. turn up on a mantle. In connection with
The societies of Krynn, unfortunately Generally, these sorts of kender spend a this, however, there is no record of any-
for the kender, tend not to follow the portion of the year in one place, harvest- one ever getting out of Kendermore with
same philosophy, and so kender are often ing wild crops. Then they move off again any true treasure. In fact, no records exist
shunned by other races, despite the fact in search of adventure. Of nomadic ken- of anyone leaving the area with even their
they hold no prejudices toward anyone. der, 5% may be considered to have the own treasure intact!
(Quite the contrary, for kender find the skills of true barbarians.
customs and habits of others to be quite In all kender society, the family unit is Kender Possessions
fascinating. ) of prime importance. Kenderlings stay
Kender rarely dwell permanently with with their families until they are around Kender always travel with their most
other peoples; the few instances where 20. At this time, a kender is usually struck valued possessions safely tucked away in
they have can be traced to necessity on the with wanderlust. He departs from the packs or sacks. To compensate for this
part of others. (One instance is recorded family to seek his own roads of adventure. load, kender normally prefer light
of a kender village settled above mineral This portion of a kender’s life continues clothes, such as a leather jerkin or outfits
deposits, which attracted a wary—and until the age of 50 or 60. This is the age at of light fur. No less than the remaining
unenthusiastic—group of dwarves to which a kender enters his last stage, that three-quarters of allowable encumbrance
dwell there for a time.) of “Rooting.” This is not entirely an end is taken up by mostly valueless odds and
Because of the chaotic kender lifestyle, of wandering for the kender, but rather is ends and a home-made set of thieves’
many people have expressed amazement a time for responsibility. A time to settle tools (for those kender with thieving
that the kender race is able to survive at with another kender and raise a kenderl- skills).
all. Sages have termed their apparently ing or two. No clear list could be made to cover the
instinctive survival mechanism the “ken- Seldom do kender have more than two different sorts of objects a kender might
der clock.” offspring, and the second is never born covet. Anything reasonably small, attrac-
This phenomenon seems to be shared until the first is stricken with wanderlust. tive, or odd is likely to draw the kender’s
by all members of a set community, and Thus, each kenderling is afforded the interest. This object can be acquired by
triggers the inhabitants to act during the undivided attention of his parents. him without making a pick pockets roll if
proper times for planting and harvesting, Each community of rooted kender has it is not already in possession of another
with each kender somehow knowing his holidays corresponding to local customs, character and the kender wins initiative.

116
Otherwise, the kender must rely on his may resort to the following table to see Replacement item is “neat” (shiny,
skills to accomplish the task—and face whether the kender will part with it dur- flashing colors, strange knobs, etc.):
the possible repercussions if his actions ing the normal course of events. +50%
are not appreciated. Base chance of kender’s parting with Kender knows replacement item is
If at any time the kender’s encum- an object: 25% magical or of great value: + 30%
brance exceeds the maximum allowed, he Kender knows replacement item will
begins to cross off items possessed, start- Cumulatively modified by: help someone he loves: + 30%
ing with the ones owned longest, until Kender is aware object is magical: Kender knows object to be parted with
allowable encumbrance is reached. Note –25% is baneful to himself or someone he loves:
that a minor degree of logic can be used Kender is aware object is of great prac- +50%
to alter this rule. A kender aware that he tical use to him (magical dagger, ring of Kender is deliberately lied to and
holds a magical object, for instance, protection, etc.): –40% deceived in order to get him to part with
would likely keep it rather than drop it to Kender knows object has high value object *: + 20% (if the lie is reasonable
take an interesting stone. apart from being magical: –10% and the DM rules the kender would
Object was given to kender by some- believe it)
one he loves: -60%
the Kender Lair Kender exceeds allowed encumbrance: * Of course, only neutral or evil charac-
By now it is probably clear that the +5% ters would deliberately try to con a kender
kender lair is usually carried with the ken- Kender has possessed object longer out of something he possesses in order to
der. But for those occasions when some- than—a week: +10% benefit themselves.
one explores the home of a rooted a month: +20%
kender, the interior is comfortable, with a year: + 50%
stuffed cushions and heavy, stout furni-
ture. No locks will be found anywhere
(unless a part of an acquired knick-knack
made by a non-kender), and the interior
is clean and well kept.
Small items in the house, of course,
will likely vary from day to day. These will
always include objects of bright color and
little function.
The building materials for kender
homes include whatever is handy; quite a
few folk have remarked about the kender
talent for taking a conglomeration of nat-
ural stone, wood, or brick and turning it
into a pleasant habitation.

Kender in the Campaign


Kender are by far the most difficult
characters to play in Krynn, simply
because adventuring for gain is not a part
of their mindset—a virtual anathema to
the traditional thinking of other classes.
And so in a number of campaigns, the
DM may find kender fit best as NPCs to
find secret doors or just to possess objects
the party requires at critical times.
But if kender are used as player charac-
ters, the DM should keep an eye out to
see that the PC is played properly. And
should circumstances arise in which he
feels the character is hording a valuable
object in an un-kenderlike fashion, he

117
(A lecture by Argentia) think this fear was built into them by the dormant shapeshifting power, and the
“Well, yes, Is’pose Sivaks do seem odd to foul sorcery that created them, to prevent Sivak may take on its victim‘s form. Of
you humans.” their disobeying their masters. Certainly course, when the Sivak dies, the life
The silver dragon yawned (much to the the mere sight of Highlord armor com- energy flicker gives the Sivak its killer’s
alarm of her audience), She could have mands instant respect in a Sivak. form.
polymorphed into her human form, but “Sivaks are intelligent, but they ate “This shapeshifting can be very con-
her dragon voice carried better. not inventive. Nor have they any breadth fusing in battle, but it also gives Sivaks a
“As you probably know, Sivaks were of vision, for which we should perhaps be useful tool when they go spying. Unlike
created from our eggs.” grateful. No Sivak would ever dream of their cousins, the Auraks, they can
A note of bitterness crept into the ruling Krynn— or even Ansalon. Even remain in the shapechanged form as long
dragon‘s voice. “We don’t know how their most grandiose schemes are small. as they wish, while they explore or spy in
many of our young died in Sanction. The Thus, without leadership, they become human lands. Fortunately, even in their
Sivaks thus formed are the most physi- merely bandits. While many of you suffer shapechanged forms, animals and some-
cally impressive draconians, with a sturdy because of this, the bands do not threaten times young children are distrustful of
form and evident musculature beneath a the fragile peace of Ansalon. Sivaks. Cats spit at a Sivak, their fur bris-
shining hide. Their wings also gleam, but “Sivaks eat virtually anything, and tling, while dogs bark or slink away and
their eyes are dark. Their odor is a mix- often do. I’ve heard that theyparticularly horses rear at their approach. Watch for
ture of hot metal and smoke; their voices enjoy eating elves—do they taste nice, or these signs if a stranger visits—it might
are sibilant and dry. I can never repress a something? Sivaks are also heavy drink- be a Sivak!”
shudder at seeing one, and knowing that ers. I believe—correct me if I’m wrong—
it might have been created from one of that for humans, alcohol induces handling Sivaks
my eggs.” euphoria and a deterioration of vision
Argentia paused, a faint quiver in her and reflexes. For Sivaks, however, alcohol Sivaks have a strong grasp of tactics,
voice, but then continued resolutely instead improves their senses; their hear- and can be expected to outwit all but the
“Sivaks ate the elite troops of the dracon- ing and vision become more acute. most well-organized opponents. In com-
ians. Sivaks don‘t have the use of magic— Unfortunately, alcohol also makes them bat, they have a number of advantages
but they are formidable warriors, as many aggressive, as it does for humans, but it over a human force.
of you humans discovered to your cost. In doesn’t affect their thinking. A drunken First, they can fly. This gives Sivaks a
battle, a force of Sivaks works well as a Sivak is a dangerous foe, for its reflexes third dimension in which they can fight;
team; often, a band seems almost to be are unimpaired. You’ve been warned. opponents can be attacked from above as
able to read the minds of their comrades “For some reason, the roll of dice and well as from all around. An aerial attack is
and know what their fellows are doing. the fall of cards fascinate Sivaks, and they likely to be very confusing for a party used
Their teamwork is matched by a grasp of spend much time gambling. At stake is to thinking in only two dimensions. In
tactics that enables them to defeat many usually money, alcohol, or sometimes particular, Sivaks can attack mages even
groups of opponents of equal fighting skill. their prisoners. However, Sivaks seldom though there are fighters in front of
Many of you humans underestimate their gamble with anything truly valuable— them. A party could lose its magic in the
intelligence—and you die as a result.” such as their lives. first couple of rounds of combat. Sivaks
There was a note ofpitying contempt in the “‘Like most draconians, Sivaks also can also charge into combat faster than
dragon’s voice, as if to say that she would enjoy making others suffer. I know this is adventurers may expect, perhaps giving
not be so foolish. caused by the abishai that replaced the the Sivaks an advantage in the first few
“Their ability to fly also surprises and dragon soul—but the fact that my off- moments of a fight.
confounds their opponents, and if over- spring delight in others’ agony still hurts. Finally, Sivaks have a powerful shape-
matched they can flee. This has come in to As you all know, the bandit groups are shifting power. In a battle, this could sow
its own since the fall of Neraka has led to characterized by their senseless vicious- confusion among their enemies. In particu-
many Sivaks becoming bandits. It’s only ness. It is better to die than be taken pris- lar, as a battle begins, flying Sivaks might
the lack of effective magic that limits oner by Sivaks.” attack the enemy commander. Then a Sivak
these forces from wiping the floor with People in the audience nodded grimly, in the commander’s form could confuse or
you.” perhaps recalling their own experiences. demoralize even a powerful opposing force
A note of respect almost overcame the “Sivaks have partially inherited one into surrender or flight through apparent
distaste in her voice. other trait from their parents. They can treachery, cowardice, or impossible orders.
“Sivaks don’t fear much. Like most shapechange, but only into the form of One saving grace is that Sivaks have no
draconians, they find us metallic dragons someone they kill. When a Sivak kills, for magical spell abilities. They are well
disquieting, and may well flee from us if a moment there is a flicker of life energy aware that this is their great weakness.
they do not have strong leadership. They between the victim and the Sivak. This Thus Sivaks will take any opportunity to
are also afraid of the Dragon Highlords; I life energy activates the Sivak’s normally obtain magical items. A number of Siv-

118
aks carry magical blades snatched during through the effects of withdrawal. Sivaks Taylhok: AC 1; MV 6”/(15”)/18”;
the fall of Neraka or in raids. When only consider money a means to obtain HD 6; hp 31; #AT 2; Dmg 1d10/2d6;
designing individual Sivaks, always con- equipment or victims to torture. THAC0 13; SA nil; SD +2 on saves: MR
sider what magical items they might 20%; AL NE
have, and what they can do with them. Sivak Lair
Sivaks also use their shapechange abili- Dhinselu finds humans fascinating as
ty as a spying tool. In shapechanged Total Party Levels: 20 (average 5th) objects of study. It wants to listen to Sir
form, a Sivak can penetrate deep into an Iain’s creed; it tells itself that knowledge
enemy camp, either to gather informa- Set-Up might reveal a weakness of the Knights,
tion or to assassinate a major opponent but it finds an odd attraction in the Code.
* As the party rides along one evening,
(or perhaps both). Sivaks may also set out It will not let the other two begin their
they find a freshly dead horse near the
to capture an opponent, and keep him torture of Sir Iain.
track, clearly once the mount of a Knight
alive until they need a spy, whereupon
of Solamnia. In a nearby cliff a fire glows,
the captive dies and a Sivak takes on the Dhinselu: AC 1; MV 6”/(15”)/18”;
and dark shapes move.
corpse’s form. HD 6; hp 37; #AT 2; Dmg 1d10/2d6;
Of course, the only limitation to the THAC0 13; SA nil; SD + 2 on saves; MR
the Lair
shapechange ability is that the Sivak does 20%; AL LE
not take on the memories or abilities of Three sivaks have captured Sir Iain
the victim. A Sivak is unlikely to be able MelKanthus, a Knight of Solamnia, and Sir Iain is aware that he is likely to die;
to fool anyone who knew the real person are planning to torture him. He is desper- were the positions reversed, he would kill
well. However, Sivaks are bright enough ately trying to explain the Oath and the Sivak prisoners without a moment’s hesi-
to take this into account when planning Measure to them, trying to make the Siv- tation. However, he will die as a Knight
their spying missions. aks treat him honorably. should, proclaiming the Code. If he can
DMs should ensure that Sivaks act The Sivaks have their lair about 30 feet convince the Sivaks not to torture him, or
intelligently. For a start, unless driven by up a sheer cliff in a shallow cave. The even to follow the Code, so much the bet-
a powerful leader, Sivaks do not fight to three Sivaks are Slirihn, Taylhok, and ter.
the death. Instead, they fly to safety or their leader Dhinselu.
flee if a battle turns against them. Equal- Slirihn is uninterested in Sir Iain’s rub- Sir Iain (Knight of the Order of the
ly, they do not go into battle where the bish. It considers honor to be a trap for Rose): AC 8; MV 12”; Ftr 5; HD 6; hp 13
odds are greatly against them unless fools. It is only interested in alcohol and is (41 when uninjured); #AT 1; Dmg 1d3
forced to by someone they fear more— trying to sidle over to a cask the Sivaks with fists; THAC0 16; SA & SD nil; AL
such as a Dragon Highlord or a dragon. obtained a couple of days ago. If letting LG
Nor will they fight openly where an the human talk means the other two do
ambush is possible. As bandits, they nor- not see what it is doing, so much the bet- If the PCs try to rescue Sir Iain, they
mally attack only weaker forces. ter. Of course, once it has had a drink (or must scale the cliff. They then only have a
Like all the draconians, Sivaks do not three) then it will be in favor of killing nine-foot-wide ledge on which to fight.
have any creativity. They cannot invent a the human—slowly. Slirihn is the proud Sivaks who fall (or are thrown) off the
new scheme or plot; anything they come owner of a two-handed sword +2 edge merely fly back into the fray;
up with is based on ideas they have seen (1d10+2 points of damage) which gives humans may fall onto the rocks by the riv-
before. They can elaborate on old ideas protection from fire; the blade is called er, suffering 6d6 damage. If Slirihn gets
with great skill, but new concepts are Fireward. the chance, it throws Sir Iain over the
beyond them. Equally, they cannot think cliff.
of grand schemes, and many find bandit- Slirihn: AC 1; MV 6”/(15”)/18”; HD Sir Iain could well lead the party into
ry advanced enough. Sivaks prefer to be 6; hp 36; #AT 2; Dmg 1d10+2/2d6; new adventures.
told how to think by others. THAC0 11 with sword, 13 with tail; SA If the PCs rescue Sir Iain (whether the
Sivaks, although they work well as a nil; SD +2 on saves; MR 20%; AL NE Sivaks survive or not), they should get
group, are all individuals. It is worth a approximately 1,800 experience. If Sir
DM’s time to determine personalities and Taylhok is a quiet Sivak, who finds Iain dies, only award 450 XP, however
natures for any individual Sivaks encoun- MelKanthus’s comments fascinating. It many Sivaks are killed. Treasure is up to
tered. Certain features are very common does not agree with what MelKanthus the DM.
among Sivaks: They enjoy the suffering says, but wants to hear more. Taylhok has
of others, and they enjoy alcohol, because an inquiring mind; Taylhok’s dragon her-
of the feeling of power it gives them. itage is holding its abishai soul’s desire for
Alcohol is addictive to Sivaks, and lack of blood and suffering in check.
alcohol could kill a heavily addicted Sivak

117
23d-Level Human Magic-User valued—knowledge. Fistandantilus who could achieve his dream. So it was that
made Astinus the Globe of Present Time Raistlin encountered him during the Test.
STRENGTH 9 Passing, a ball of crystal that enabled the The ambitious young wizard traded part of
INTELLIGENCE 18 Chronicler to observe all that happened his own self for traces of Fistandantilus’s
WISDOM 16 in the world, instantaneously. In return, power. Raistlin became diseased and mor-
DEXTERITY 15 Astinus gave the wizard a hint that ally foul. In return, Fistandantilus bol-
CONSTITUTION 16 revealed where the portal lay. The gate stered Raistlin’s spells and provided help at
CHARISMA 15 was in the dungeons of Zhaman, a magi- unexpected times. Eventually, Raistlin
ALIGNMENT Neutral Evil cal fortress on the plains of Dergoth, returned through time to fight him; the
where the mountain dwarves of Thor- two struggled to inhabit each other’s
THAC0 11 bardin challenged their relatives, the Hill bodies, and Raistlin won. Or so we assume.
AC 9 Dwarves. For history repeated itself, and Raistlin/
HIT POINTS 61 Mobs stormed the Towers of High Sor- Fistandantilus fought in the Dwarfgate
cery, and the Cataclysm came, but Fistan- Wars again and lost himself in the Abyss,
EQUIPMENT dantilus continued to pursue his dream. perhaps forever.
Bloodstone pendant, for casting lich- From the impoverished victims of the
dom spell. Other gear, often powerful Cataclysm he formed a great army that Personality
magical items, depending on the time marched on Thorbardin, searching for
and circumstances. riches. Thus began the Dwarfgate Wars. Fistandantilus was cruel, but he took
The army of Fistandantilus seized Pax no pleasure in sadism; he was a genius,
ABILITIES: Tharkas and could possibly have defeated but uninterested in learning, except as
Languages: Common, Magius, all of Thorbardin and achieved its goal. means to an end. He loved only power.
Qualinesti Elf, Dwarven But Fistandantilus pressed on to capture Fistandantilus behaved efficiently, with-
Grip: Fistandantilus’s cold, powerful Zhaman prematurely, advancing ahead out ethics or convictions. When he was
grip inflicts 1-3 points damage. of his supply lines in one of Krynn’s most dying, his one fear was that sorcery like
Spell Use: He can cast five spells from disastrous military blunders. No matter. his would vanish from the world.
each level up to eight, and three 9th-level Once Fistandantilus reached the gate he
spells every day. Fistandantilus’s spell had no more use for the war. abode
books include almost every spell ever The archmagi who built Zhaman’s gate
written, including those dealing with had great respect for the power that they Almost anywhere in Krynn, based at
lichdom. had unleashed, and they laid stern the Tower of High Sorcery in Palanthus.
restrictions on its use. Only a male magi- He lived from slightly before the Cata-
clysm to almost a century after it, but can
history cian of great evil, accompanied by a
be encountered much later than that as a
priestess of ultimate good—acting in
The tale of Fistandantilus is inter- unison—could pass through it. Fistan- lich.
weaved with that of Raistlin Majere, for dantilus duped Denubis, Paladine’s cho-
those two personalities merged and their sen cleric, into helping him and together appearance
fates were the same. Fistandantilus was they passed into the Abyss. Had he suc-
born before the Cataclysm. Like so many ceeded, Fistandantilus might well have Height 5’4”, Weight 120 lbs.
sorcerers, he began his career wearing the become a god. However, at the moment Age: Centuries old
Red Robes of Neutrality, but soon after that he left Krynn, a gnomish magical Gray, wizened skin and bright black
shifted to Black in search of greater item interacted with the portal’s magic eyes
power. People acclaimed Fistandantilus and ruined it. The resulting explosion
as the greatest wizard who ever lived, and engulfed both armies of the Dwarfgate
by far the most evil. Yet his ultimate War. Only one dwarf, Kharas, who had
ambition lay outside the world. Fistan- opposed the slaughter from its begin-
dantilus hoped to travel into the Abyss, ning, remained alive. Fistandantilus
where he would defeat Takhisis herself, himself survived somehow, but his quest
the Queen of Darkness. was over.
If he was to enter the Abyss, Fistandan- Fistandantilus, who had slain two entire
tilus had to find and use a magical portal armies by accident, was near to being con-
between the planes. To learn where this quered by old age. The thought tormented
gate could be found, he bargained with him, and to preserve his power, he sent his
Astinus, bribing the historian with the spirit to strange planes. He became a lich,
one form of riches that chronicler searching for the body of a new magician

121
16th-Level Human Magic-User inherited a precarious seat. Anarchy in magical arts, Justinius is only a medio-
reigned in the distant corners of Krynn. cre wizard. He has advanced over his
STRENGTH 10 The Dragon Highlords had destroyed the many years, but he exhibits none of the
INTELLIGENCE 17 old governments, and now they were also unquenchable genius that propels many
WISDOM 18 gone, leaving nations leaderless. Ramp- sorcerers into their careers. His high rank-
DEXTERITY 15 ant inflation tore through civilized lands, ing comes from political ability. Justinius
CONSTITUTION 10 bitter famine struck those devastated by is skilled in the art of doing favors for
CHARISMA 16 war. Elves, dwarves, and Knights of people who will later do favors for him,
ALIGNMENT Neutral Solamnia quarreled over the lands they and his neutrality can only be an advan-
had won. Worse yet for Justinius, Raist- tage in politics, since he does not make
THAC0 13 lin, the sole wizard among the Heroes of enemies among either the Black Robes or
AC 9 the Lance, betrayed his fellows in a quest the Red.
HIT POINTS 38 for power, and nearly freed Takhisis from
the Abyss again. People had always hated abode
ABILITIES : sorcerers, and this could inflame that
Languages: Common, Magius, prejudice. The Tower of High Sorcery in Palan-
Qualinesti Elf, Gnome Justinius handled Raistlin’s legacy thus. Justinius lived from before the War
masterfully. He could not conceal the Sly of the Lance to roughly 50 years after it.
Walks at only 6” due to handicap One’s adventures completely, so instead,
he proudly announced them, emphasiz- appearance
Spell Use: Five spells per day of levels ing Raistlin’s altruism in sacrificing him-
1-5, and three 6th-level, two 7th-level, self to stop the Queen of Darkness from Height 5’11”, Weight 150 lbs
and one 8th-level spell per day. As Head passing the open Portal. Few ever realized Age 68
of the Conclaves, Justinius has access to that, without Raistlin, the Portal would Dark hair, brown eyes, walks with a
almost any spell book he desires. never have been opened at all. Indeed, severe limp
Raistlin’s “heroism” made magic respect-
history able at last.
The ravages of war could never be com-
Justinius was not among the Heroes of pletely healed, but Justinius was able to
the Lance, nor did he play any great role settle many of the world’s debates, for
in the wars. He rose to power when the people trusted his fairness and wisdom.
wizards of the Black Robes and the Red Justinius put down rebellions ruthlessly,
condemned Par-Salian as ineffective and often empowering brutal despots when
forced him to resign. Justinius undertook they could maintain order. Due to these
the boring, yet essential, job of returning policies, draconians still rule some iso-
Ansalon to normalcy. His ascension sig- lated parts of Ansalon. So, as Justinius’s
nals the rise of Neutrality in Krynn. enemies claim, the Red Robes not only
Justinius barely had enough compe- drove evil from the world but invited it to
tence in magic to survive his Test, and the creep back.
spectral foes there tore his right leg, leav-
ing it paralyzed. In later years, he learned
to stiffen it so that he could walk, but this
Personality
crippling wound prevented him from Justinius remains completely impartial
taking part in any noteworthy adven- at all times, deploring evil, but tolerating
tures. The handicap forced him to remain great atrocities when they seem justified.
in his chambers, with no entertainment He abhors hubris and recklessness as
except for books of magic. Eventually, much as willful malice. After all, Krynn’s
this study made him one of Krynn’s greatest disaster, the Cataclysm, was
mightiest magicians. brought on by the Kingpriest’s good
When Par-Salian fell out of favor, intentions, and the self-righteous Seekers
there were no active contenders for his did much to prevent knowledge of the
position. . . except Justinius. Since he had True Gods from returning to Ansalon.
always been neutral, Justinius had no Justinius is extremely conservative and
notable enemies to block his nomination. cautious with all forms of power.
Although the wars were over, Justinius Although he has achieved great power

122
10th-level Minotaur Fighter apprentices lined the docks next to their Personality
ships. One by one, Efroth sailed out with
STRENGTH 18/90 each apprentice, judging the perform- Koraf is more refined and gentle than
INTELLIGENCE 8 ance of the ship and its captain. When most minotaurs, a result of living among
WISDOM 6 Korafs turn came, he eagerly sailed out humans. In a fight, however, or when his
DEXTERITY 10 of the harbor, knowing nothing to be temper is aroused, he quickly reverts to
CONSTITUTION 14 amiss. the bestial savagery of his kin. Perhaps
CHARISMA 6 About a half mile out in the water, the because they shared so many secrets
ALIGNMENT Neutral Evil ship began to leak. Suddenly a great together, Koraf holds a warm spot in his
cracking sound erupted from under- heart for Maquesta, his captain. He hesi-
THAC0 12 neath, and the ship split in two. Koraf tates to call it love, as he feels that
AC 6 managed to grab a piece of the wreckage Maquesta, who seems to be highly attrac-
HIT POINTS 55 and make his way to shore but Efroth was tive to human males, could never love a
not so lucky. Hit by a mast when the ship man as ugly and bestial as himself.
WEAPONS: split apart, he instantly drowned. Koraf loves the sea and is highly skilled
Dirk (Dmg 1d4) That night, at a local tavern, a very in the art of sailing. Sometimes, when he
Belaying Pin (Dmg 1d6) drunk Diro began bragging to his com- is navigating the waters of northern Ansa-
Whip (Dmg 1d2) panions about how he had sabotaged lon, he almost feels himself becoming
Koraf’s vessel. Before his friends could part of the ship.
EQUIPMENT silence him, a cold sober Koraf, who had
As selected by player, 2,550 gpw max been standing nearby and overheard the abode
conversation, grabbed Diro by the neck
LANGUAGES: Common, Minotaur and strangled him. Koraf can usually be found on board
Minotaur law forbids the killing of one the ship Perechon sailing between
Goodlund and Nordmaar or wherever an
history minotaur by another unless it takes place
opportunity for personal gain may
in the Circus, an arena established to
Koraf was born on the island of Mithas determine superiority. Koraf was arrested present itself. Between pirating or sailing
in the year 330 AC. Mithas is inhabited and thrown into jail, there to await his for hire, the Perechon is usually docked at
almost entirely by minotaurs, a vicious sentence of death. Flotsam, a seedy village situated near
race known for their savagery in battle In prison, Koraf became acquainted Blood Bay. Here Koraf may be found fre-
and their expertise in sailing and ship with a human female pirate named quenting his favorite tavern, The Sailor’s
building. Maquesta. Maquesta was awaiting the Curse.
As a boy, Koraf was apprenticed to same sentence as Koraf, her’s for pirating
Efroth, a master shipbuilder in the capi- in Mithas waters. After talking to Koraf, appearance
tal city of Nethosak. For many years Koraf and sensing that she could trust the
and the other young apprentices studied embittered minotaur, Maq showed him a Height 6’6”, Weight 220
and worked under Efroth, learning not dirk that she had managed to conceal Age 22
only shipbuilding and design but sailing from her captors when she was brought Brown fur, bestial face, 18-inch-long
as well. in. curved horns on each side of his forehead,
One of the other minotaur appren- Using the weapon to overpower the brown eyes, rings through his nose and
tices, Diro by name, was jealous of Koraf, guard, Koraf and Maq fought their way right ear
as his work always seemed to win the to her vessel, which lay impounded in the
approval of the master. Determined to Nethosak harbor, and escaped.
win his place at the head of the class, Diro From then on they became fast friends.
took every opportunity to discredit Koraf Koraf became first mate on Maquesta’s
in front of their mentor. ship the Perechon and together they
Finally, after 12 years, the time came sailed the seas of Istar looting and pirat-
for the apprentices to graduate. The final ing.
test was to design and build a sailing ves-
sel, and sail it alone under the watchful
eye of Efroth.
On the night before the test, Diro
snuck into the shipyards and sabotaged
Korafs vessel.
When morning dawned, the eager

123
17th-Level Human Wizardess became an object of interest to her. ed together, secretly electing her head of
Much of Ladonna’s early life was spent the Conclave over the current master. In a
STRENGTH 9 upon the streets and back alleys of Palan- surprise attack on the Master’s fortress, he
INTELLIGENCE 18 thus, where she became exposed to some was overcome and Ladonna assumed
WISDOM 16 of the city’s more undesirable elements. Headship of the Conclave.
DEXTERITY 18 As a teenager, she became apprenticed Those who thought Ladonna nothing
CONSTITUTION 12 to Arianna, a sorceress of the Black more than a puppet quickly learned dif-
CHARISMA 18 Robes; she spent much time with Arian- ferently. Within a fortnight, the skilled
ALIGNMENT Lawful Evil na in the Tower of Wayreth once her mis- knife of the assassin visited her most dan-
tress came to sit on the Conclave. gerous opponents; those left untouched
THAC0 13 Arianna’s position of chief overseer of the quickly offered their unqualified sup-
AC –3 Tower’s massive library meant that port.
HIT POINTS 49 Ladonna spent the majority of her time Since then, Ladonna has proven herself
cataloging or searching through the writ- to be ruthlessly protective of her position,
EQUIPMENT ings there, gaining a wealth of knowledge appointing several trusted acquaintances
hat of disguise, ioun stone (stores up to in the process. to the Conclave.
10 levels of spells—usually wish and Arianna died when she was but 50, and Ladonna’s greatest test came during
identify), brooch of shielding, scarab of Ladonna succeeded her as overseer of the the War of the Lance. Not only did she
protection, mirror of mental prowess, rod Library, thus assuming a seat on the Con- have to contend with the ambition of
of absorption clave at the young age of 30. Raistlin, but also with the defection of
It was during this period in her life that many of her Order to the forces of the
ABILITIES : she and Par-Salian had a brief but torrid Queen of Darkness.
Languages : Common, Magius, Silvanesti relationship. A result of this, which Par- With the end of the war, she must now
Elf, Qualinesti Elf, Solamnic, Dwarven, Salian never knew, was that a daughter deal with her new threat: Dalamar. By
Kender, Gnome was born to Ladonna, who sequestered whatever means possible (at least two of
herself in Arianna’s keep in Northern her assassins reside in Palanthus, awaiting
SPELLS: Ergoth for the last months of the preg- an opportunity to strike), she hopes to
magic missile (x2), mount, read magic, nancy. eliminate him and seize the Tower as her
sleep, audible glamer, ESP forget, invisi- Motherhood did not fit with Ladonna’s own.
bility, stinking cloud, fireball, hold per- plans, and so Kira, the child, was given
son, lightning bolt, slow (x2), charm by Ladonna to a trusted henchman with Personality
monster, fear, phantasmal force, sugges- the command to deliver her to a selected
tion, wall of fire, animate dead, family in Palanthus, where she might be Ladonna is quite personable and pleas-
cloudkill, hold monster, time heal, wall brought up. The henchman departed by ant, and those meeting her are always
of force, death spell, guards & wards, ship from the kender port of Hylo, but no impressed by her beauty, wit, and charm.
geas, legend lore, charm plants, power trace of him, the child, or the vessel was But all this screens her ruthlessness and
word stun, limited wish, demand, sym- ever found again. devotion to her position.
bol, meteor swarm Since that time, Ladonna has often
Note that Ladonna has access to and wondered about the fate of her daughter, abode
has researched many more spells than feeling somewhat guilty over having
these, including some otherwise castable abandoned her. In her heart, she nurtures Most often, Ladonna can be found at
only by the illusionist subclass. the hope that Kira lives and is happy. the Tower of Wayreth. And certainly PCs
Returning to her work on the Con- of the Black Robes taking the Test or
NON-WEAPON PROFICIENCIES: clave, Ladonna submerged herself in those summoned to meet the Masters of
Astrology (lb/less); Healing (14/less); some of its less glamorous aspects, prov- the orders will be introduced to her—no
Plant lore ing herself to be an efficient bureaucrat. doubt to be thoroughly enamored.
This led to her occupying a position of At other times, she resides at her large
keep in the secluded mountains of
history authority second only to the Master of the
Northern Ergoth.
Order, who hated such mundane mat-
Ladonna’s true origin is somewhat ters.
shrouded in mystery, although it is A few years passed, and the day came appearance
known she spent her childhood in the city when Ladonna decided she was most fit
of Palanthus, where her father owned a to head the Black Robe order. Others in Height: 5’7”
smithing shop. This was when the dread- the Order, thinking her an easily- Age: 64 (actual), 34 (apparent)
ed Tower with its cursed grove first controlled figurehead, agreed and band- Steel grey hair, brown eyes

124
Deathknight Then the elfmaid learned what Lord so many living men did, with Kitiara. He
Soth had done to his first wife. She did served her faithfully during the War of
STRENGTH 18199 not abandon him, but prayed to the the Lance, although often questioning
INTELLIGENCE 10 Goddess Mishakal that he be given an her feelings toward Tanis. Eventually
WISDOM 9 opportunity to redeem himself. Her Lord Soth decided that Kitiara should
DEXTERITY 14 prayers were answered: Soth would be join him in death, and he plotted her
CONSTITUTION 17 given a chance for redemption and the downfall.
CHARISMA 17 power to prevent the Cataclysm,
although it would cost him his life.
THAC0 12 Soth departed for Istar, intent on stop-
Personality
AC 0 ping the Kingpriest. But he was waylaid Lord Soth still retains some of the hon-
HIT POINTS 59 by elven women, disciples of the or of a Knight of the Rose. He will fight
Kingpriest, who knew of Lord Soth’s an opponent honorably, often without a
WEAPON: crimes. They intimated that the elfmaid sword, for his powers as a death knight
Bastard Sword (Dmg 2d4+5) was unfaithful. Soth, overcome by rage, render martial prowess superfluous. Soth
believed that she was luring him to his is not dedicated to spreading evil or help-
ABILITIES: death at Istar not because she wanted to ing the designs of the Dark Queen,
Languages: Common, Old Solamnic, restore his honor, but because she wanted Takhisis; his curse is his private passion
Qualinesti Elf to be rid of him. for Kitiara. Soth is a realist—he has abso-
Death Knight Powers: So Lord Soth turned aside from the lute knowledge of his capabilities, and he
Affect undead as 6th-level cleric path of honor forever. He returned to readily admitted that Raistlin (following
75% Magic Resistance Dargaard Keep and shouted false accusa- the defeat of Takhisis) was his superior.
Reflects spell (on a 11 or lower with tions. But the Cataclysm had taken place; When he talks, he speaks with a hollow,
1d100) all he found were the images of his wife chilling voice, and his demeanor is terri-
Summon nightmare steed (once per and son burnt into the stone around his fying, even to kender.
ten years) throne. He thought he could hear her
Detect invisibility, detect magic (at dying words, the words of a curse, con- abode
will) demning Soth to eternal torment.
Fear (continuous) 5’ radius Soth sat on his throne, and command- Lord Soth dwells at Dargaard Keep in
Fireball (20d6) (once per day) ed his Knights to remain still, which they northeast Solamnia, which he does not
Gate twice per day (7 5 % chance of suc- did, fearing his wrath. There they leave except at the behest of Kitara.
cess): Type I (20%), Type II (25%), Type remained, until they died. But the gods
III (30%), Type IV (20%), Type VI (5%) punished them all. The elven women appearance
Power word (any, once per day) who lied to Soth about the elfmaid,
Symbol (pain/fear,) (once per day) delighting in their malice, were turned Height: 6’5”) Weight: 300 lbs
Wall of ice (at will) into groaning spirits, banshees. The war- Age: 379
riors of Soth’s guard, who had remained Soth has a skullface with two tiny pin-
unquestioningly loyal, and who had points for eyes. He wears well-worn armor
history murdered Soth’s first wife at his com- with the faded symbols of a Knight of the
Lord Soth was a Solamnic Knight of mand, were turned into skeleton war- Rose.
the Rose in the final days of Istar. He was riors. Lord Soth’s punishment was the
considered to be a paragon, a shining most terrible of all—he was transformed
symbol representing everything a Knight into a death knight, a corrupted mockery
should be. But he was also a man of great of his former majesty. Every night, they
passions; those passions led him down were condemned to remember their
the road to Darkness. crimes in song, a horrific cacophony later
Soth fell in love with an elfmaid, a dis- described by Ariakas as being far worse
ciple of the Kingpriest of Istar. He was than the torments of the Tower of High
married to another woman at the time, Sorcery. Lord Soth’s crimes became
but he could not control his desires. He known to the public after the Cataclysm,
murdered his wife, claiming that she died and this contributed greatly to the disre-
in childbirth (although she was barren, pute of the Knights of Solamnia.
the child was conceived by the elfmaid) There they remained, until Kitiara
and he brought the elfmaid and their son took up residence in Dargaard Keep.
to live with him at Dargaard Keep. Soth immediately became fascinated, as

125
9/9 Level Half-Ogre Fighter/Thief escape his cruel fate when his human
mother, now driven half-insane by her
Personality
STRENGTH 16 circumstances, managed to slit the throat Steeltoe truly believes that the world
INTELLIGENCE 9 of her abuser and flee the camp. For four owes him a living. He will use any means,
WISDOM 7 years, mother and half-ogre son wander- no matter how cruel, to get what he
DEXTERITY 12 ed the wilderness. The crazed mother wants. He has a particular hatred for
CONSTITUTION 17 filled the boy’s head with tales of wicked ogres as well as females, especially
CHARISMA 8 men and the need for strength and human, and will go out of his way to
ALIGNMENT Chaotic Evil vengeance. “Take what you can, abuse and degrade them.
Deathrot,” she told him, “and damn Because of his high intelligence and
THAC0 12 anyone who gets in your way.” education, Steeltoe has developed the
AC 3 Finally his mother, now clearly insane, knack of discovering the innermost
HIT POINTS 50 abandoned him on the steps of a temple, desires of friend and foe alike and using
for every time she looked into the boy’s this knowledge for his own gain. This
WEAPONS: dark eyes, she re-lived the horror of her ability has made him a feared and
Two-handed sword (Dmg 1d10) violation. respected leader.
Knife (Dmg 1d3) The young half-ogre was adopted by Although not particularly fond of
Steel Pegleg (Dmg 1d6) Lenthiar, a nobleman of Solamnia. The wealth, Steeltoe realizes what it repre-
nobleman took him to his estate and sents and so will go to considerable
EQUIPMENT arranged for the young lad’s training. lengths to amass his fortune.
Horse, stolen goods as selected by play- Steeltoe proved to be an excellent student In battle, he is a ruthless fighter, grant-
er 2,300 gpw max. and his appetite for books was voracious. ing no mercy toward his opponent and
His skill at book-learning seemed expecting none in return.
ABILITIES: matched only by his skill at weaponry, for
Languages: Common, Ogre, Goblin, at that time, no young man’s education abode
Minotaur, Thieves’ Cant was thought complete without training
Thief Skills: in swordplay. However, Steeltoe never Steeltoe’s camp is situated near the
Hide in Shadows: 56% forgot his mother’s lessons. While still a Solanthus Road that leads from Palan-
Pick Pockets: 70% teen, he murdered his mentor while he thus in northern Ansalon to Solanthus.
Hear Noise: 30% slept, and made off with whatever valu- Any travelers to Solanthus may find
Open Locks: 62% ables he could carry. themselves prey to Steeltoe and his ban-
Climb Walls: 98% Escaping into the wilderness of Solam- dit army.
Find/Remove Traps: 60% nia, the young man hired himself out as a The camp itself is more like a small
Read Languages: 45% mercenary, taking any job no matter how town than a bandit hideout, consisting of
Move Silently: 70% dangerous, to increase his ill-gotten for- several crudely-built log huts. Steeltoe’s
Backstab Attack tune. headquarters is set in the largest and easi-
On one such assignment, to recover a ly the finest constructed of the cabins in
the center of the camp. The bandits’ ani-
history griffon feather for a Black-Robed wizard’s
mals, food, and most of their wealth are
incantation, Steeltoe lost his left leg in
Steeltoe was born in the ogre commu- the ensuing battle. To replace his lost sheltered in a large cave near the camp.
nity of Blode, set in the Khalkhist Moun- limb, he fashioned a steel peg, attached Guards are few, as most people in the
tains in central Ansalon, in the year 64 at the knee. He has been known as Steel- area are aware of Steeltoe’s reputation
AC. The ogres of Blode plied their trade toe ever since. and give the site a wide berth.
as bandits and highwaymen; no traveler Using his now considerable fortune,
passing through the area was safe from Steeltoe gathered a band of bandits and appearance
attack. It was not uncommon for ogres of disillusioned men (such as the then-
this bandit tribe to take human and elven reviled Knights of Solamnia) and togeth- Height 7’, Weight 310
women as captives during their raids on er they staged a raid on the ogre camp at Age 36
passing caravans, for use as slaves and Blode. Yellowish skin, Flat-nosed face, Black
concubines. Any offspring that resulted After exacting vengeance for his moth- hair, green eyes
from these loathsome alliances were er, Steeltoe and his band moved on, kill-
always put to death. ing and stealing to acquire what he
Steeltoe, named Deathrot at birth, was believed was rightfully his.
the product of such a mating between
human and ogre. Steeltoe managed to

126
3d-level Human Fighter down the throats of his parents. Unfortu- conflicts among the elven tribes. Theros
nately, the quith-pa reacted with the oys- took advantage of his trust among the
STRENGTH 17 ters and killed Theros’s parents instantly. tribes to instigate negotiations.
INTELLIGENCE 12 The Qualinesti were stunned, but Theros But Theros’s greatest achievement was
WISDOM 16 was in no mood for an explanation and yet to come. In year 3 5 2 of the Age of
DEXTERITY 12 fled as fast as he could. Dragons, Theros appeared before the
CONSTITUTION 13 Theros spent the next five years in Council of Whitestone on Sancrist Isle
CHARISMA 9 seclusion, consumed with hatred for and presented a dragonlance, an ancient
ALIGNMENT Neutral Good elves. He threw himself into his work and artifact used to defeat the evil dragons.
became a master smith. It was only after a With the silver arm of Ergoth and the
THAC0 18 chance meeting with a scholar did Theros hammer of Kharas, Theros was able to
AC 2 come to realize he had misinterpreted the forge dragonlances. His noble efforts
HIT POINTS 27 actions of the elves. helped bring about the eventual collapse
To assuage his guilt, Theros spent the of the Dragonarmy alliance.
ARMOR: Chain and shield +2 following decade in the company of elves
of all races. The elves eventually over- Personality
WEAPONS: Hammer, Spear came their suspicion and came to trust
him. In return for his smithing, he asked Theros is distant in his relationships
EQUIPMENT Smithee tools, rope; as only for food and a place to sleep. with others and is usually perceived as
selected by player, 1,400 gpw max. In time, Theros longed for the compa- cold and unfeeling. In truth, Theros
ny of his own kind. Bidding farewell to longs for emotional intimacy, yet keeps
LANGUAGES: Common, Qualinesti the elves, he returned to Abanasinia, everyone at arm’s length. Theros has nev-
Elf, Solamnic eventually journeying south to Solace er been able to accept the deaths of his
where he set up shop. Because of his skill- parents, and refrains from getting close to
SPECIAL ABILITIES: Silver arm of ful work in steel, Theros became the most others, fearing he may lose them, too.
Ergoth, attached to right shoulder, respected citizen of Solace. The years Theros’s hatred for the draconians is
enables Theros to forge dragonlances, drifted by in peace. matched only by his loyalty to his com-
acts as ring of regeneration But that changed when the growing rades. He is quiet and thoughtful, often
threat of war brought a draconian army pausing before speaking to measure his
Background sweeping into Solace. In the blink of an words carefully. He is especially sympa-
eye, Solace was destroyed. Theros would thetic to the oppressed and disabled.
Theros Ironfeld is the only child of Far- never forget the atrocities of the dracon-
rin and Shelia Ironfeld. He was born in ians, their hissing laughter as they set fire abode
the back of the family’s wagon in the to homes and businesses, the merciless
wilds of Abanasinia. Farrin was a black- slaughter of his friends and neighbors. Although he has spent little time there
smith of some talent, and the family In the rebellion that followed, Theros since his involvement in the War of the
spent their days roaming from village to became a leader of the underground and Lance, Theros makes his home in Solace.
village soliciting work from the area’s re-established his friendship with the He has a modest house built in the
many barbarian tribes. As soon as Theros Qualinesti, growing particularly close to branches of vallenwood trees. The front
was old enough to hold a hammer, Farrin an elf named Gilthanas. Theros managed room is used as a workplace and is filled
began teaching him the smithing secrets to smuggle many exiled elves out of fallen with blacksmith’s equipment, all in
he had acquired through a lifetime. Solace. The effort was not without a immaculate condition. Behind the work-
When Theros was 18, the family’s tra- price—Theros lost his right arm in a place is his living quarters. His furniture
vels brought them to an isolated region bloody skirmish with a draconian squad. includes a wooden storage chest, a table
along the west coast of Abanasinia. After Eventually, Theros joined Gilthanas’s made from a tree trunk, and his pride and
a meal of sand oysters, which Theros people. While in exile, he stumbled joy, an iron bed frame forged to look like
found unpalatable, the family camped across the ruins of a mysterious temple a lattice of roses.
on the beach for the night. Morning and found an arm of solid silver. Theros
found Theros’s parents writhing in claimed the treasure after defeating the appearance
agony—the oysters had been infected. gray wraith guarding it. Incredibly, the
Theros panicked as he realized that his silver arm magically bonded to him, and Height 6’4”) Weight 240 lbs.
parents were dying. Theros was able to use the arm as if it were Age 48 (at the beginning of the War of
A group of wandering Qualinesti elves his own. the Lance)
heard his cries and rushed to help. The In subsequent weeks, Theros found Dusky skin, gray eyes, silver arm
elves forced a medicinal quith-pa syrup himself drawn further into the growing

127
4th-level Hobgoblin Fighter eating the pudding. Several of them died naard as he did most everyone who got in
that day from internal bleeding. The his way. In fact, Toede outlived enough
STRENGTH 16 enraged tribal leaders arrested Toede’s superiors to eventually climb to the rank of
INTELLIGENCE 8 mother for the crime. Toede showed the Dragon Highlord in charge of the White
WISDOM 11 investigators where his mother kept the Dragonarmy. Though Toede went far on
DEXTERITY 10 crushed quartz, and she was executed. cunning and treachery, like all tyrants, he
CONSTITUTION 16 As rumors of the gathering forces of came to a violent end. Legend has it that
CHARISMA 6 the Dragon Highlords spread through Toede died at the hands of Kronin This-
ALIGNMENT Lawful Evil Neraka, Toede knew he had found his tleknot, the son of one of the kender Toede
life’s calling. When recruiters came to his murdered years ago in Goodlund.
THAC0 18 village, Toede offered to show them
AC 6 where the treasures were kept if they Personality
HIT POINTS 22 would let him join. The recruiters took
him up on his offer and, after sacking the Though he comes across as an intimi-
ARMOR: Studded leather armor and village, Toede was made a foot soldier in dating bully, at heart Toede is a coward
small shield the Dragonarmy infantry. who will go to any lengths to save his own
The first assignment of Toede’s divi- skin. Toede is a groveling bootlicker to his
WEAPONS: Short sword, dagger sion was a reconnaissance mission into superiors, but he won’t hesitate to
western Goodlund to survey the strength doublecross them if it furthers his own
EQUIPMENT As selected by player, of the kender forces. By bribing an offi- ambitions.
1,550 gpw max cer, Toede learned that an assault was Toede delights in the misery of others.
planned on a kender outpost the next He will go out of his way to see first hand
LANGUAGES: Hobgoblin, Goblin, day. That night, Toede crept out of camp a village ravaged by war or poverty. He
Common and slaughtered the kender in their sleep. enjoys attending public executions, even
The following morning, Toede proudly if he’s unfamiliar with the accused or the
SPECIAL ABILITIES: Can leap up to 30 presented his commander with a bag of crime. He also enjoys hunting with
feet; all hobgoblin special abilities from kender tongues. As it happened, Toede arrows dipped in slow poison, so that he
the Monster Manual had mistakenly attacked a group of ken- can follow wounded prey for miles and
der students on an overnight field trip, savor every moment of their agony.
Background but the commander was so impressed
with Toede’s brutality that he was pro- abode
Contrary to popular opinion, Toede moted on the spot.
didn’t crawl out from under a rock, but Toede was despised by his fellow sol- Toede has no permanent home. As a
he was born in a hobgoblin village diers, in no small part due to Toede’s military officer, Toede usually settles for a
located near the base of a mountain range habit of dressing up his subordinates to temporary apartment in the headquarters
in southern Neraka. Toede’s mother was look like him, then sending them among of his current commander. His apartment
the chief cook of their tribe. As is the case his enemies as targets for their wrath. is always identifiable by its stench. Typi-
with many hobgoblins, Toede never knew Toede’s only companions were Sestun, his cally, dirty and bloody uniforms are piled
who fathered him. gully dwarf servant whom he delighted in in a corner along with the remains of the
Toede spent most of his early years at humiliating, and a fat, shaggy pony past month’s meals. Stacks of unread
his mother’s feet, following her around in whom he taught to spit on passers-by. documents cover the desk. Spilled wine
the kitchen and freely snatching samples Of the many savage operations he bottles are everywhere.
as she worked. He shunned the other supervised, Toede was particularly Toede is hardly sentimental, but he
youngsters who constantly ridiculed him pleased with the assault on Solace. In a always drags an iron chest with him to
for being overweight. Toede’s hatred of matter of days, Toede turned the elegant each new dwelling. The chest is filled
them grew along with the size of his tree-city into a smoldering graveyard. To with ears, fingers, toes, and other rotting
stomach, and he vowed to get even. further ingratiate himself with Vermi- souvenirs from past battles.
He did. Toede’s mother began every naard, Toede planned to deliver a slave
day by preparing a nourishing wheat caravan of refugees to Pax Tharkas to appearance
pudding for the children. One morning work in the iron mines. However, this
while her back was turned, Toede loaded operation was less than successful when Height 5’5”) Weight 210
the pudding with crushed quartz crystals the caravan was raided and several choice Age 40 (at the beginning of the War of
and glass fragments. Toede could barely prisoners escaped. the Lance)
conceal his glee as the hated children Verminaard was indeed furious, but Flabby, wispy white hair, speckled gray
clutched their stomachs in agony after Toede had the last laugh, outliving Vermi- skin, red eyes

128
Krynn—a vast, mysterious planet filled with
wonder, beauty, and danger. The home of the
best-selling DRAGONLANCE® adventures and
novels, Krynn is the most popular fantasy
role-playing world ever.

The Mists of Krynn makes that world even


more exciting for ADVANCED DUNGEONS &
DRAGONS® game players everywhere! Twelve
different authors have combined to fill this
book with adventures, new NPCs, and in-depth
looks at the unique races of Krynn, including
Kender, Gully Dwarves, Shadow People, and
the fearsome Draconians! The adventures take
place in many different times—before, during,
and after the War of the Lance—and are
designed for characters from Level 0 to 15.

So enter the Mists of Krynn, but bring your


wits and your courage—adventure awaits!

You might also like