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IN SEARCH OF DRAGONS

BY RICK SWAN

Table of Contents
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
PROLOGUE: FAIR MEADOWS FAIR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
CHAPTER I: STRANGE SKIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I3

C H A P T E R 2: D A R K D R E A M S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 5
C HAPTER 3: S ECRET S ANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4I

C H A P T E R 4: M A G I C A L M O O N S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 0
EPILOGUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
APPENDIX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 0
P R E -G E N E R A T E D C H A R A C T E R S. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 3
MAPS 3-8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3I-34

BLUH MONEY AND D R E A M S T O N E S . . . . . . . . . . . . .M O D U L E C O V E R


M AP 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . INSIDE MODULE COVER
MOON TRACKING CHART . . . . . . . . . . . INSIDE MODULE COVER

Credits
Editing: Mike Breault Cartography: Diesel, Dave Sutherland
Cover Art: Jeff Easley and Dennis Kauth
Interior Art: Tony Dezuniga Typography: Kim Janke
Graphic Design: Stephanie Tabat

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INTRODUCTION
In Search of Dragons is the first of three modules in a new Qualinesti elves. Krynn elves have all of the normal
epic DRAGONLANCE ® series. The adventure begins abilities of elves given in the Player’s Handbook.
with an investigation of the disappearance of good Dwarves: The two most common types of dwarves
dragons and leads to the discovery of a remarkable secret in Krynn are mountain dwarves and hill dwarves. Both
about the bonds between the good dragons and the races are stubborn and independent, though hill dwarves
of Krynn. are less refined and somewhat gentler. PC dwarves are
All modules in the series are self-contained and can hill dwarves. Krynn dwarves have all the normal abili-
be played independently of each other. However, if ties of dwarves given in the Player’s Handbook.
you plan to play the entire series, the modules should Gully dwarves are considered to be stupid, filthy,
be played in order, beginning with this one. and repulsive creatures, shunned by all sophisticated
Pre-generated characters are provided in the appendix, inhabitants of Krynn.
but with the approval of the Dungeon Master, players can
use their own characters. A good mix of player characters
is suggested, and all should be of good alignment. A DVENTURING IN K RYNN
All of the following information is for the eyes of the Earlier adventures in the DRAGONLANCE series
DM only. Since the adventure is complex, the DM stressed a value system based on specific principals—
should familiarize himself with the entire module that persevering forces of good can triumph over evil,
before beginning play. that truth must be promoted over injustice, that good
actions have good consequences and evil actions have

T HE W ORLD OF K RYNN bad ones. This adventure is also based on these princi-
pals, and the DM should be sure they are observed.
There are several important differences between the Familiarity with previous DRAGONLANCE products is
world of Krynn and standard AD&D ® game worlds. not necessary for running this adventure. However, they
Players and DMs unfamiliar with Krynn should be contain a wealth of information to help provide more
aware of the following information. detail and a richer atmosphere for the world of Krynn.
Currency: Steel, not gold, is the most precious metal These materials can also provide springboards for further
on Krynn and is the basic unit of currency. One steel adventures based on the events in this module.
piece (stl) has the equivalent purchasing power of one
gold piece in a regular AD&D campaign; a gold piece is
the equivalent of a silver piece. R UNNING THE A DVENTURE
Clerics: Centuries ago, Krynn was devastated by a
Cataclysm inflicted by the gods as punishment for the ORGANIZATION
arrogance of Krynn’s inhabitants. The Cataclysm The characters begin the adventure with the events
removed all knowledge of the true gods and also took in the Prologue and end with the events in the Epi-
away all clerical abilities. The existence of the true gods logue. In between are four chapters that contain the
was rediscovered during the War of the Lance. bulk of the adventure’s events and encounters. Since
True clerics now wear a Medallion of Faith bearing the encounters in each chapter all occur within the
the symbol of their god. All PC clerics participating in same general area, the PCs most likely will move
this campaign must be of good alignment and follow a through the chapters sequentially.
god of good, most likely Mishakal, the goddess of heal- The adventure is designed so that the PCs stand the
ing, or Paladine, the Father of Good and Master of the best chance of success if they complete the chapters in
Law. All PC clerics have the normal clerical abilities, order; each chapter includes encounters and sugges-
including spell casting and turning undead. tions to help keep the PCs on track. However, since the
Kender: The Krynn equivalent of halflings are called actions of the PCs are unpredictable, they may wander
kender. Kender resemble wizened 14-year-olds with through the chapters in a different order. Be prepared
bright eyes and pointed ears. They are insatiably curi- to improvise, if necessary.
ous and are completely immune to all types of fear, Each chapter begins with an overview that provides
magical and otherwise. background detail and information about the terrain
In addition to the standard halfling abilities, kender and climate. To help the DM monitor the party’s prog-
have a special ability to taunt opponents into reckless ress, the overview also includes the chapter’s major
attacks by verbally abusing them. Any creature taunted goals and discoveries.
by a kender must successfully roll a saving throw vs. spell Boxed text may be read directly to the players, or it
or attack wildly for 1d10 rounds with a -2 penalty to all may be paraphrased by the DM.
attack rolls and a +2 penalty to their Armor Class.
Elves: The most common types of elves in Krynn are
the Silvanesti (prejudiced and arrogant), the Qualinesti MA PS
(p ro u d a n d f r i en dl y ) , a nd t h e w i l d e l ve s ca lle d The enclosed fold-out color map shows the area
Kagonesti (fierce and self-reliant). All PC elves are where the adventure takes place. The map comprises

2
the northern section of Estwilde, just northeast of the to randomly select an encounter or simply choose one
city of Kalaman. The eastern edge of the map includes from the list. Random encounters can be repeated at
part of the western border of Nordmaar. Generally, the the DM’s discretion.
events of Chapter 1 take place in the southern and cen- While not directly related to the story, random
tral plains, those of Chapter 2 in the swamplands of the encounters add spice and color to the adventure.
northwest, those of Chapter 3 along the northern However, they are completely optional; feel free to
coast, and those of Chapter 4 in the forests and moun- alter the frequency or omit them entirely.
tains in the southeast. The color map can be used as a
play-aid as the DM sees fit.
On the inside left panel of the module cover is a
MOVEMENT
smaller version of the color map. This map shows the Each hex on the large map is equal to about 2.5
locations of the encounters in the text; the map also miles. As a rule of thumb, a typical character lightly
indicates the approximate boundaries between the encumbered can travel about 12 miles per eight-hour
chapters of this adventure. This map is exclusively for day on foot, a distance of about five hexes. This rate is
the DM. reduced in rugged terrain and improved if the charac-
Other pertinent maps are included in the center sec- ter pushes himself or rides a horse. Those wanting
tion of the module. more detailed rules for movement should consult the
Wilderness Survival Guide.
ENCOUNTERS
Encounters are adventure episodes keyed to specific
TIME
areas on the map. When the PCs cross the border of a Keep track of the passage of time on a piece of scrap
new area, refer to the corresponding number in the paper. While it is seldom important to know the pre-
text; the encounter occurs immediately. In many cases, cise hour of the day, you should know when night falls
the text explains what happens if the PCs make a return and the total number of days that have passed.
visit. Otherwise, either rerun the same encounter or
use common sense (for instance, if the PCs destroyed a
THE MOONS
bridge in a certain encounter area, the bridge will still
be destroyed if they return). The positions of Krynn’s moons play an important
There are no specific encounters for unnumbered part in this adventure. The Moon Tracking Chart on the
areas. The DM may run random encounters in these inside center panel of the module cover should be
areas if he wishes (see following). used to note the locations of the moons. Roll 1d8 for
Encounter Zones: Some of the larger encounter each moon and place a coin or other marker in the
areas are designated as Encounter Zones. Several pos- indicated box along its orbit. This indicates the initial
sible encounters are listed for each Encounter Zone. location of the moons. Advance the moons one box
When the PCs first cross the border of an Encounter per game day to mark their positions.
Zone area, roll as indicated in the text to randomly The most significant lunar phenomena in this adven-
select an encounter from the possibilities listed. The ture are the periodic alignments of Solinari and Lunitari.
PCs experience this encounter immediately. If the PCs (The alignments are significant in the adventure regard-
remain in the Encounter Zone or return to it later, roll less of the phases of the moons; that is, a low-sanction
for another encounter as directed. alignment is no less important than a high-sanction align-
Encounter Zone episodes often include information ment.) For instance, the climax of the adventure in Chap-
that is of special significance to the adventure. For that ter 4 occurs when these two moons are aligned. As an
reason, the DM should not feel restricted by the whim alignment occurs about every 10 days, the DM should
of the dice as to which encounters the PCs experience. have no problem coordinating the PCs’ arrival with the
Rather than roll randomly, he can select a specific climax. (Details are found in Chapter 4.)
encounter from the list. Likewise, he can forego any or As will be seen, the actions of Khardra and Artha, the
all of the listed encounters if he feels the PCs are too main NPC villains, are gradually dimming the stars and
weak, are getting bogged down, or have already the moons of Krynn. At the beginning of the adventure,
received enough rumors and clues. the brightness of these heavenly bodies has been
Unless otherwise indicated, encounters in an reduced less than 10%. The dimming has been so slight
Encounter Zone may be repeated at the DM’s discre- that almost no one—including the PCs—has noticed it
tion. Some encounters instruct the DM to cross out or paid much attention to it.
other encounters from an Encounter Zone list. If a die The actual dimming occurs only at night, most signif-
roll later indicates a crossed-out encounter, the DM icantly during alignments of Solinari and Lunitari. The
may treat it as no encounter, as a random encounter, or dimming lasts only a few minutes and is virtually unde-
he may simply choose another encounter from the list. tectable, much like the effect of a cloud crossing a
Random Encounters: In addition to the encounters moon. The PCs may have this phenomenon pointed
keyed to the text, random encounters are also possi- out to them in certain encounters, or they may have
ble. These can occur in unnumbered areas or as a the chance to observe it themselves.
result of a roll in an Encounter Zone. Each of the three Orders of High Sorcery receives its
Random encounters are listed according to terrain in powers from one of the moons. Wizards of the White
the appendix at the end of the book. Roll as indicated Robes get their powers from Solinari, Black Robe wiz-

3
ards from Nuitari, and neutral wizards from Lunitari. products, as travel and communication between terri-
Each phase of a moon has an effect on the magic of that tories continues to decline. Most residents struggle to
class of wizards. eke out a living as goat herders and grain farmers,
keeping an uneasy eye on the soldiers of the Red Drag-
Moon Phase Effects Table * onarmy who continually patrol the Estwilde/Nordmaar
border to the east.
Moon Saving Additional Effective
Strangely, dragons seem to have all but vanished
Phase Throw Spells ** Level
from the face of Krynn. Since the end of the War of the
Low Sanction -1 0 -1
Lance, dragon sightings have dwindled to practically
Waning Normal 0 Even
none. The reason for this is unknown, though there is
Waxing Normal +1 Even
+1 *** no shortage of rumors. Some say that the dragons have
High Sanction +1 +2
abandoned Krynn, as they did centuries before. Others
* A wizard of level 1-3 is unaffected by phases of the say that the dragons are dying from a disease.
moon because of the low power levels involved in his Whatever the reason, few seem to care much. With a
spells. world to rebuild, the citizens Krynn have plenty of
** Only a wizard of 6th level or higher who also has problems of their own. The dragons will have to take
an Intelligence of 15 or above gains this benefit from care of themselves.
the moons.
*** The additional spells can be of any level the wiz-
ard can cast. D UNGEON M ASTER ’ S
If two or more of the moons are aligned, there are
bonuses to the moon phase effects. These bonuses are
B ACKGROUND
cumulative with modifiers from other effects. Takhisis, the Queen of Darkness, is the embodiment of
pure evil, an awesome goddess of nearly limitless power
Moon Alignment Effects Table who has moved throughout the centuries to dominate
and conquer through the force of her will and the
Saving Additional Effective
level strength of her minions. It was Takhisis who instigated the
Alignment Throw Spells
+1 +1 +1 All-Saints War before the beginning of Krynn and who
Sol. and Lun.
+1 +1 +1 was primarily responsible for the separation of the gods.
Nuit. and Lun
Normal Takhisis believes her destiny is the control of all creation
Sol. and Nuit. +1 0
+2 +1 and the conquest of all other gods. It is, in her view, only
All three +2
right and just that this come to pass.
The year 333 in the Age of Dragons found the plans
A B I L I T Y C HECKS of Takhisis well underway. The evil dragons, now
awake for nearly half a century, had stolen a sizeable
Occasionally a PC is required to make an Ability cache of good dragon eggs and had exacted an Oath of
check against one of his attributes (Strength, Dexterity, Neutrality from the good dragons. Dragon Highlords
Constitution, Intelligence, Wisdom, or Charisma). The had been recruited, and armies were now gathering
check is referred to as a Strength check, Intelligence under the guidance of the evil dragons.
check, etc. Flush with the anticipation of her certain victory,
To make an Ability check, roll 1d20 and compare the Takhisis sought out the companionship of her consort,
result to the character’s appropriate ability score. If the Sargonnas, for a celebration. But Sargonnas spurned
roll is less than or equal to the character’s ability score, her, angry that he had not been consulted more closely
the action being checked succeeds. If the roll is greater when she was formulating her plans to disrupt Krynn.
than the ability score, the action fails and the character Furious at Sargonnas’s rejection, Takhisis turned to
suffers the consequences indicated in the text. Chemosh, Lord of the Undead, for solace.
As a result of the brief liaison of Takhisis and Che-
mosh, a daughter was born. Takhisis named her Artha.
SETTING Squat, homely, and dull, Artha quickly became an
The adventure begins in the late spring of the year embarrassment to her parents. Though Chemosh dis-
354 in the Age of Dragons, about two years after the owned her, Takhisis hoped her daughter would even-
end of the War of the Lance. Peace has come at last, tually assist her in the conquest of Krynn. But Artha
but the world is far from serene. While the forces of showed no interest in Takhisis’s quest for power. Much
good have retired from warfare to concentrate on to the annoyance of her mother, Artha’s sole passion
recovery, the forces of evil still control much of the was wealth and treasure.
land. Apprehension and uncertainty hangs heavily Disgusted, Takhisis banished Artha from her pres-
over Krynn. ence. Artha didn’t mind. Freedom from her mother
Though little of the actual fighting of the War of the meant freedom to roam the planes in search of even
Lance took place in northern Estwilde, the inhabitants greater wealth. She eventually drifted to Krynn, and
have suffered the aftershocks along with the rest of while the War of the Lance raged around her, she qui-
Krynn. A barren land of poor rural villages, northern etly accumulated immense caches of treasure that she
Estwilde has few buyers for its meager agricultural stored in secret citadels deep beneath the sea, occa-
sionally engaging in random acts of destruction and

4
murder to amuse herself. Unknown to Artha, Takhisis Takhisis contacted Artha and Khardra and encour-
was keeping an eye on her. aged them to continue their blending, especially dur-
While Artha frolicked across Krynn, an event was ing the alignments of Lunitari and Solinari, promising
brewing that would change her life forever. In the year Artha wealth beyond her wildest dreams and Khardra a
344, a Black Robe wizard named Tarligor became fasci- share in the rule of Krynn if they cooperated. This reve-
nated with draconians, the mysterious lizard-like lation particularly delighted Khardra, who had an
humanoids that served as the basic troops in the armies innate hatred of dragons and all other life forms he con-
of the Dragon Highlords. Tarligor was convinced that sidered to be inferior. Khardra had a scheme of his own
draconians were an unnatural life form. He believed to pit the good dragons and the citizens of Krynn
that if he developed an enhanced draconian, the dis- against each other, a scheme that Takhisis fully
covery would ingratiate him with the Highlords and approved and supported.
earn him a comfortable position in their empire when With the plans in place, Takhisis had only to wait. If
their conquest of Krynn was complete. Tarligor’s supe- Artha and Khardra were successful in debilitating the
riors, however, were not impressed with his ambitions. good dragons, her conquest of Krynn was just a matter
He was drummed out of the Order of the Black Robes of time.
and became a renegade.
Tarligor went into seclusion, eventually setting up
shop in a ramshackle laboratory deep in the Sha- N OTE TO THE DM
dowglades, the desolate swamplands of northern
Takhisis is only partially correct as to the reason for the
Estwilde. There he continued his dark experiments,
debilitation of the good dragons. There is a bond at work
using four captured draconians as experimental sub-
in Krynn that may have been suspected but has not been
jects. The first two were accidently killed, but with the
generally acknowledged—the mystical bond between
third he found success. (The fourth remains a prisoner
good dragons and good people. This is a symbiotic bond
in Tarligor’s lab.) Calling on dark spirits and tapping into
based on mutual trust, respect, and cooperation. When
arcane black magical forces, Tarligor transformed the
the bond is strong, both dragons and people flourish, able
draconian into an entirely new life form. He named his
to function to the best of their talents and abilities. But
creation Khardra, a term from an ancient Black Robe
when the bond is threatened by doubt, disrespect, or dis-
dialect meaning “corrupt flesh.”
harmony, both dragons and people suffer.
Tarligor assumed that Khardra was the precursor of a
Since the end of the War of the Lance, a growing
new race that would willingly serve him. Khardra had
number of the citizens of Krynn have been lax in their
other ideas. Khardra brutally killed his creator within
treatment of good dragons. They have been annoying
hours of his “birth,” then smashed through a wall and
them, exploiting them, even threatening them, thus
vanished into the swamp. Khardra spent the next two
dishonoring (albeit inadvertently) the special bond
years roaming the wilderness, occasionally slaughtering a
existing between good dragons and good people. If
lost soldier or demolishing a peasant village, but generally
this bond had not been put in jeopardy, the good
staying out of sight as he pondered the future.
dragons would have been able to resist the debilitating
A year later, Khardra met Artha.
effects of the fading moons.
It was love at first sight, with each irresistibly drawn to
These two conditions feed off each other. The more
the other. From that day on, the two were inseparable.
debilitated the good dragons become, the more the
Along with recreational destruction, they regularly
bond is jeopardized. The more the bond is jeopard-
enjoyed “blending” their spirits, a process that energized
ized, the more debilitated the dragons become from
and revitalized them by uniting their essences. So intense
the fading moons.
was this fusion of dark souls that each “blending”
Takhisis, along with the vast majority of people and
seemed to siphon light from the stars and the moons, a
dragons, is unaware of the significance of this bond. In
phenomenon that amused them to no end.
this adventure (and continuing in the next two mod-
One such blending occurred on an evening when
ules of the series), the PCs must recognize and under-
Lunitari was in high sanction. The moon visibly
stand this special bond between dragons and people
dimmed. More importantly, but unknown to Artha and
and restore it for the good of Krynn.
Khardra, the dimming moon had a debilitating effect
on the good dragons of Krynn. Many of the good
®
dragons became disoriented, even disabled. They had
no idea what was causing this.
S ECOND E DITION AD&D
But Takhisis knew. She had been observing the antics
of Artha and her boyfriend for some time and had
G AME C HANGES
determined that their blending rituals were draining In the listings for monsters in this module, there are
light from the celestial bodies, which was debilitating two changes from the usual way statistics are present-
to the good dragons. Further, Takhisis noted that the ed. First of all, movement rates no longer have inch
most severe debilitation occurred when Lunitari was marks (”) appended to them, but the numbers still rep-
aligned with Solinari. She was not certain why this was resent 10 yards outdoors, 10 feet indoors. Secondly,
happening—there was no connection between the abbreviations now denote the various types of move-
moons of Krynn and the good dragons that she knew ment (Fl = flying, Sw = swimming, Br = burrowing,
of, let alone with Lunitari, the neutral moon—but the and Wb = web), replacing the symbols that were used
effects were clear. in the first edition of the AD&D® game.

5
PROLOGUE: FAIR MEADOWS FAIR

Before getting started, answer any general questions the together on a regular basis to discuss their common prob-
players have about Krynn lore. lems.
The adventure begins in the village of Fair Meadows, Invitations were sent to all villages in the adjacent territo-
located about 30 miles northeast of Kalaman in Estwilde. ries. The idea was met with enthusiasm, and monthly meet-
Refer to Map 3. ings were scheduled to be held in Fair Meadows.
Unfortunately, enthusiasm tapered off after the first few
meetings. This was partly because of the traditional reluc-
KHARDRA’S PLAN tance of villages to cooperate with each other, but more
because of the nature of the meetings themselves. Discus-
While Takhisis waits for the dragons’ debilitation to worsen sions dragged on for hours, decisions were postponed, and
and Artha wreaks havoc in search of treasure, Khardra is exe- invariably, nothing much was ever accomplished.
cuting a sophisticated plan to tarnish the reputation of the Admittedly, part of the problem was where the meetings
good dragons. were held. Although populated with proud, upstanding citi-
Khardra spent a few months helping the area’s poor com- zens, Fair Meadows wasn’t much of a town, little more than a
munities, in the process becoming a trusted hero to much of few modest homes, some goat barns, and a solitary inn.
the rural population. He has taken advantage of this trust to But Frohm had another brainstorm. With the help of other
preach propaganda against the good dragons, encouraging community leaders, he planned a huge celebration to be
people to ignore the dragons’ concerns and in some cases called the Fair Meadows Fair, a weekend festival featuring
actively encouraging their destruction. He has gone so far as exhibitions, contests, and entertainment. The celebration
to commit murder and burn villages, then pin the blame on would coincide with the next scheduled meeting of the Inter-
the dragons. A deadly disease afflicting silver dragons has village Council. Not only would the Fair Meadows Fair help
given Khardra additional ammunition; he claims the disease revitalize the local economy, it would also—he hoped—
is proof from the gods that the dragons’ time has passed. stimulate interest and attendance at the council meeting.
The PCs are among the invited representatives to the Inter-
village Council. They arrived in Fair Meadows late this eve-
P LAYER B ACKGROUND ning to find the village bustling with activity in preparation
for the fair’s opening the next day. Since the PCs have no
About six months ago, Frohm Mrick, the mayor of the
pressing business at the council—they were instructed mere-
small village of Fair Meadows, came up with a good idea.
ly to attend and report back any council actions of
Since the end of the War of the Lance, there had been little
consequence—they’re looking forward to the end of the
communication among the communities of Krynn and all
meeting so they can enjoy the fair along with everyone else.
had suffered as a consequence. Frohm decided to create an The PCs have been put up at the Shaggy Goat Inn with the
Intervillage Council so community representatives could get

6
other council representatives, all as guests of Mayor Frohm, village of hill dwarves over grazing rights in a pasture south of
who also happens to own the inn. Frohm personally thanked Kalaman. (There’s no clear evidence to support the case of
each PC for coming, saying that he looked forward to tomor- either side.)
row’s meeting. The PCs were impressed with Frohm’s — if the represented communities should take up a collec-
warmth and sincerity, yet also noticed that he seemed tion to build a statue commemorating the heroes of the War
strangely troubled. of the Lance. (Too expensive.)
As the night draws to a close, the PCs count about 30 repre- — a plan to consolidate water rights among the repre-
sentatives at the inn, including both sexes and all races. Talk sented communities. (Too much work.)
centers on anticipation of the fair—no one seems much inter- As usual, nothing is settled and all decisions are postponed
ested in the council meeting. until the next meeting. The PCs are free to offer their com-
Before turning in, the PCs catch snatches of a couple of ments on any of the discussed subjects; their opinions are
interesting conversations. Somebody mentions how eager noted and ignored.
they are to hear the famous Khardra speak tomorrow. Some- After the meeting has droned on for nearly six hours, an
body else wonders if his friend has heard anything about impatient hill dwarf moves that they adjourn while there’s
dragon disappearances. “Nope,” says his friend. “But I wish still time to enjoy the fair. Frohm protests. There’s only one
one would disappear into my barbecue pit!” They both item left on the agenda—dragons—and Frohm claims it’s the
break up over this funny joke. most important item of all. Too bad—the motion is quickly
The PCs haven’t heard much about disappearing dragons seconded and a vote is taken. Regardless of how the PCs
or anybody named Khardra, and it’s too late in the day to ask vote, the motion passes, as every other representative votes
the other representatives. Lamps flicker out at 10 p.m., and in favor of adjournment.
the PCs drift off to sleep. As the representatives hastily file out the door, Frohm
shouts after them, “The meeting will reconvene at six
o’clock! Please remember! It’s very important!”
THE COUNCIL MEETING If the PCs linger to talk with Frohm, he explains that coun-
After a good night’s rest, interrupted intermittently by cil rules forbid him from discussing any of the items on the
pounding hammers and bleating goats, the PCs rise for an agenda when the council is not officially in session. “Go and
early breakfast of oatcakes, fish sausage, and goat’s milk. enjoy the fair,” he says dejectedly. “But please...be back at
Promptly at 8 a.m., Frohm arrives to lead them from the inn six o’clock. I have something very urgent to discuss.”
to the meeting hall.
The village is busy with many last minute preparations
for the fair. Colorful banners are hung from neatly con-
AT TH E F AIR
structed contest booths. Farmers lead prized goats The PCs have about four hours to explore the fair before
adorned with lace ribbons to exhibition stalls. The sweet the council meeting reconvenes. They are free to visit any of
aroma of freshly baked bread and sugar cakes fills the air. the numbered encounter areas on the map. Khardra is
A worker moves from tree to tree, tacking up painted scheduled to make his appearance at the plaza stage at five
posters reading: “KHARDRA IN PERSON—TONIGHT AT 5 o’clock. At that time, run the “Khardra Speaks” encounter.
O’CLOCK, PLAZA STAGE.” The fair encounters aren’t just a way to kill time before
The PCs eventually arrive at the meeting hall, a refurbished Khardra’s appearance and the council meeting reconvenes.
barn that still smells of hay and goats. They take their places Exploring the fairground not only gives the PCs a chance to
at a long wooden table with the other representatives. An hear some interesting rumors, it also gives the DM a chance
agenda is posted on the wall behind each table, a lengthy list to assess the PCs’ personalities for use later in the adventure.
of mundane items planned for discussion. The last item on
the agenda is a single word: Dragons.
When everyone has been seated, Frohm welcomes the R UMORS AND I NFORMATION
group and assures them that in spite of the long agenda, the There are two categories of NPCs on the fairgrounds: staff
meeting will adjourn in plenty of time for everyone to enjoy (those manning the booths and exhibits, along with security
the fair. He then swears them in as official members of the and maintenance personnel) and fairgoers (both local and
council, a ceremony Frohm takes very seriously. out-of-town attendees, including the council representa-
Mayor Frohm: AC 8; MV 9; F3; hp 11; #AT 1; Dmg by tives). PCs can attempt to gather information by speaking
weapon; THAC0 20; Str 10, Dex 10, Int 15, Wis 16, Con 9, with the NPCs or eavesdropping on their conversations.
Cha 16; AL LG. Assume that a good mix of NPCs are available on the fair-
Frohm conducts the meeting in an orderly fashion. Each grounds; there are about 300 in all. Most are simple farmers
item on the agenda is discussed in order. Items not on the and merchants, and their families; all have come to Fair
agenda cannot be discussed, but can be added to the agenda Meadows for a welcome day of recreation from their labors.
for the next meeting. Comments are welcome from any of They are generally pleasant but unsophisticated. The majori-
the representatives on any subject, providing they raise their ty are human, but there are a few dwarves, elves, and even a
hands first. kender here and there.
If they speak quietly, the PCs may talk to the representa- PCs attempting to approach a fairgoer or staff person
tives seated near them. If the PCs ask about dragons, the rep- should check for a normal encounter reaction. Alternately,
resentatives shrug with indifference—they don’t know why the DM can direct the PC to make a Charisma check.
it’s on the agenda and don’t care. If asked about Khardra, the Because of the friendly atmosphere at the fair, encounter
representatives say they’ve heard good things about him and reactions are made at + 15% and Charisma checks are made
look forward to hearing him speak, if this infernal meeting at +2. If the encounter reaction is positive or the Charisma
ever ends. check succeeds, the approached NPC will converse with the
The meeting does indeed seem endless. Among the items PC. If a PC spends money at an exhibit, an encounter reac-
discussed: tion or Charisma check isn’t necessary; the staff person will
— if the Red Dragonarmies poised on the border of Estwilde automatically talk with him.
pose any immediate threat. (No one seems to think so.) All NPCs share common information about their home-
— a dispute between a village of mountain dwarves and a lands, but there’s not much to tell. All live within 20 miles or

7
so of Fair Meadows, a barren, dry region good for little 11 “A big green one—no, it was a blue one—came
besides goat raising and meager grain and fruit farms. Few to my brother’s farm and ate all his turnips. May-
were involved in the War of the Lance, although if prompted, be it was green.”
many will share detailed, slightly exaggerated tales of the war 12 “Why are you asking? It’s none of our business.
related to them by a friend or relative. Virtually everyone People ought to leave the poor things alone.”
knows Frohm, and no one has a bad word to say about him. 13 “The Knights killed them all.”
The two areas of inquiry most likely to be pursued by the 14 “They all got sick and died. And good riddance.
PCs concern Khardra and the situation of the dragons. Refer They were gonna take us over some day.”
to the following tables when the PCs discuss these subjects 15 “They made a city somewhere.”
with NPCs. 16 “I haven’t heard anything. But if you ever see
Since Khardra has spent most of his time in the north, few one, let me know. It’d make a good trophy.”
here have ever seen him. Most opinion is second hand, and 17 “They all left. Who can blame them? We made
most is positive. If a PC asks about Khardra and the NPC is them fight our war for us, and that wasn’t right.”
willing to talk, roll 1d10 and consult the following table. Feel 18 “A wizard shrunk ‘em. They’re like ants now.”
free to embellish. 19 “They all went crazy.”
20 “They’re out there somewhere, I bet. Making
Khardra Rumor Table plans to kill us. Let ‘em try!”
Roll Response
1-4 The NPC never heard of him. P ERSO N ALITY N O T E S
5 “He’s quite a guy from what I hear. I guess he’s
helped out a lot of people up north.” (He has no Actions of the PCs sometimes suggest certain personality
details.) traits. For instance, a PC who eagerly joins a barroom brawl
6 “I saw him once. Big, husky man. Seemed suggests a violent personality. Likewise, a PC who refrains
nice.” from interacting with NPCs and is hesitant to offer his opin-
7 “Smart. Got some good ideas. We could use ion when his party is trying to make a decision is demonstrat-
more like him.” (The NPC doesn’t know of any ing a timid personality.
specific ideas.) The Fairground Encounters section gives the DM the
8 “Didn’t he save a bunch of kids from a fire opportunity to make personality observations about the PCs.
once? Wasn’t he supposed to have killed a These observations may be used in certain encounters later
whole herd of dragons single-handed?” (No in the adventure. Using these observations is optional, but
details.) can make the game more interesting.
9 “He’s all scarred up. I don’t know... I’d never All personality observations should be made secretly;
trust anybody that ugly.” don’t let the players know what you’re doing. At various
10 “I’ve heard all kinds of things. I don’t know what points in the Fairground Encounters section, you will be
to believe. I want to hear what he has to say.” asked to make a judgment as to whether a particular person-
ality trait applies, based on the actions of the PC in that
The majority of NPCs haven’t given much thought one way encounter. If it does, jot down the trait on a piece of scrap
or the other to dragons since the end of the war, but like the paper with the PC’s name. (Example: If a PC helps out the
weather, just about everyone has an opinion. Few, however, children in encounter 3, the PC has demonstrated Compas-
have much factual information about the alleged disappear- sion. Secretly jot down “Compassion” next to the PC’s
ance of the dragons, and some of the theories are downright name.)
bizarre. Four different traits will be observed and noted in specific
If a PC asks about dragons and the NPC is willing to talk, Fairgrounds encounters: Compassion, Violence, Greed, and
roll 1d20 and refer to the following table. Depending on the Shyness.
nature of the PC’s questions, the NPC’s response may have to More than one PC may demonstrate the same trait in an
be modified. Feel free to embellish. encounter. While you are free to assign the trait to several
PCs, it will be less confusing later if you assign the trait to just
Dragon Rumor Table one. Make a judgment as to which PC demonstrated the trait
Roll Response most clearly. (Example: If two PCs both offer to help the chil-
1-2 The NPC has no interest. dren in encounter 3, you might assign Compassion to the PC
3 “Who cares? They’ve leeched off us long who offered to help them first.) If it’s too close to call, you can
enough.” decline to assign the trait to anyone.
4 “No telling about dragons. They’re so dumb, The same PC may be assigned more than one trait, but if
they probably ate themselves to death or some- possible, try to spread them around. You may change the
thing.” assignment of traits as you see fit. (If a PC to whom you
5 “Hmm....now that you mention it, it does seem assigned Compassion later kicks a puppy, you might think
like dragons have made themselves scarce. Why about assigning Compassion to someone else.)
do you think that might be?” The assigned traits will be used later in the adventure when
6 “I saw one fly by last week. Or maybe it was a staging certain encounters with NPCs. For instance, the wild
bird.” elf Linsilee in Chapter 1 is most likely to speak with the PC
7 “Isn’t this their mating season? They’ll be back who has been assigned the trait of Compassion. The traits
with their babies.” will also be used to determine which PCs receive revealing
8 “They all moved to Nordmaar. Climate’s better dreams and premonitions. For instance, the PC assigned the
there.” trait of Greed is most likely to receive the Shadowglades
9 “Oh, those things—live in caves way under- dream described in Chapter 2. Specific uses of assigned traits
ground. You’ll never see ‘em unless they want are explained as they occur.
you to.”
10 “They got a disease. They’re all poison now.
Stay away from them. I hope they all die.”

8
do as the security men ask. If pressed, Frohm says the object
F AIRGROUND ENCOUNTERS behind the trees is a prop for Khardra’s speech, and Frohm
has promised not to let anyone near it.
The security men are on guard duty all afternoon. If the PCs
It’s a clear, beautiful spring day. Staff and fairgoers alike
manage to sneak by them, they can take a peek at what’s
are in a terrific mood, as evidenced by the smiling faces
under the blanket: a dead silver dragon covered with purple
and cheerful chatter. Families and friends stroll up and
bruises.
down the aisles of colorful booths and exhibits, along
with the occasional food peddlers and trinket merchants.
3. F OOD B OOTH

I. M EETING H A L L Irresistible aromas drift from this large booth—you smell


succulent cooked meats, sweet candy, fresh bread. Long
This is the refurbished barn where the council meeting was lines of hungry fairgoers wait patiently for the tasty treats.
held. When the meeting recesses and the council represent-
atives leave to enjoy the fair, Frohm remains behind. He stays This is the food booth, featuring creations from the area’s
here the rest of the afternoon, working on official papers and finest chefs. If the PCs are willing to wait in line for about 20
answering questions from staff personnel who periodically minutes, they can sample some of the delicacies. Typical
straggle in with various problems about the fair. prices:
If the PCs have trouble finding their way around or have Goat stew with onions: 2 s.p.
any general questions about the fair, they may return here to Iced sugar biscuits: 2 for 1 s.p.
ask Frohm who’ll be happy to help them out. If asked about Corn bread loaf: 5 c.p.
Khardra, Frohm shrugs and smiles. “I’ve never met the man. A sign hangs over the counter, reading: “CHILDREN
An emissary of his showed up a couple of weeks ago and MUST BE ACCOMPANIED BY ADULTS TO BE SERVED.”
asked if we’d like him to speak at the fair. Since a lot of peo- If the PCs approach the booth, they notice a young boy not
ple have heard about him but have never seen him, we more than six years old holding the hand of a younger girl.
accepted.” Frohm continues to defer any questions about They both stand near the corner of the booth, gazing long-
dragons until the council meeting reconvenes. ingly at the rich food. They are dirty and wear ragged clothes.
If the PCs speak to them, the boy explains they are brother
2. T HE P LAZA S TAGE and sister who live in Fair Meadows under the care of the vil-
lage clerics. Their parents were casualties of the war. They
like to stand and smell the food, as they have no money to
A small stage stands before a thick grove of leafy trees.
buy any. They have their eyes on the sugar biscuits, a deli-
The stage, about 20 feet wide and 10 feet deep, is made of
cacy they have never tasted.
smooth wooden planks set on stone blocks. Four musi- No NPCs show much concern for the orphans. Because
cians with neat gray beards and dressed in elaborate children can only be served in the company of an adult, a PC
armor are seated on the stage. The air fills with the gentle who wishes to buy them a treat will have to wait in line.
melodies from their shining brass horns, much to the A PC willing to stand in line to help the orphans should be
delight of the audience gathered to listen.
secretly assigned the trait of Compassion (if the DM is choos-
The front of the stage is tacked with posters reading: ing to record personality traits as explained earlier).
“KHARDRA IN PERSON—HERE—5 O’CLOCK.”

The musicians are retired Solamnic Knights of the Order of 4. S OUVENIR S HOP
the Rose. Too old for regular Knightly duties, the four travel There are several of these shops scattered around the fair-
from village to village, performing their music and spreading
grounds. Among the more popular souvenir items are toy
good will on behalf of the Order. At the request of Frohm,
dragonlances carved from wood (2 s.p. each) and dragon
they are providing entertainment for the fair. If the PCs listen, puppets (1 s.p.). The puppets are clown-like caricatures of
they hear them play “Song of Goldmoon,” “Elven Hymn,” dragons made from goat skin stuffed with straw.
and other familiar numbers.
Supplies listed in the Player’s Handbook are also for sale,
The Knights play for 30 minutes, then break for 15 minutes
with the exception of armor, arms, livestock, and items with
before starting again. The friendly Knights are happy to talk a list price exceeding ten gp. Prices are as listed in the Player’s
with the PCs during their breaks; it isn’t necessary to make Handbook, converted to the steel standard.
encounter reactions or Charisma checks. The Knights have
many stories about the War of the Lance they are eager to
share. (If the PCs have questions about Krynn lore or history, 5. T UG OF W AR
this is a good time to ask.)
If the PCs ask about dragons, don’t roll on the Dragon Two teams of well-muscled men are lining up on either
Rumor Table. Instead, the Knights verify that dragon sightings side of a huge mud pit. Several of the men are holding a
have indeed been few over the past few months. They don’t thick rope. Seeing you approach, one of them calls out to
know why. you. “Hey! We’re one short! Any volunteers? There’s
If the PCs snoop behind the stage, they see a huge form money in it!”
hidden behind the trees, covered with a blanket. Before the
PCs can investigate further, they are intercepted by several The men are preparing for the championship tug of war
fair security men who politely ask them to leave. contest. There are normally five men on a side, but one of
Security men (4): AC 8; MV 12; HD 2; hp 8 each; #AT 1; them took sick after eating too much onion and goat stew.
Dmg 1d6; THAC0 20; AL LG. The team needs only one volunteer. If a PC volunteers
The security men won’t attack the PCs, although they whose Strength is less than 15, the team politely turns him
defend themselves if the PCs become hostile. If the PCs lin- down as too scrawny. If the volunteering PC has a Strength
ger, one of the security men runs to fetch Frohm from the score of 15 or greater, the team cheers and ushers him to the
meeting hall. Frohm arrives quickly and insists that the PCs playing field.

9
The fair organizers have put up a prize of 25 steel pieces for playing flash spottle, a faster version of standard spottle.
the winning tug of war team. Each winning member receives 1. The decisions of the Spottle Master are final in all cir-
five stl as his share. The losing team will be pulled into the cumstances. Players are playing against the Spottle Master,
mud hole, which contains a sickening mixture of animal not each other.
manure, goat fat, and fish innards. 2. Only official spottle dice can be used in the game, which
To simulate the contest, the PC must succeed in three suc- must be purchased from the Spottle Master at a cost of one sp
cessive Strength checks. First, however, he must succeed in a each. (Use 1d6 for a spottle die.)
Constitution check. If he fails, all Strength checks are made 3. At the beginning of a round, each player places a bet in
with a -1 penalty, due to his weakened condition resulting front of him on the table. Unless the Spottle Master rules oth-
from the stench of the mud hole. If the PC succeeds in his first erwise, there is no limit to the amount of the bet. Instead of
two Strength checks, the final check is made with a +1 money, players may also bet objects. The Spottle Master
bonus, representing the decreased morale of the other side. announces the value of the object bet prior to the roll of the
If the PC’s team wins, he receives his share of the prize dice. (Use the standard prices from the rule books, convert-
along with the hearty thanks of his teammates. If his team ed to the steel standard. Hence, a leather backpack is valued
loses, he is pulled into the mud hole along with the rest of his at two stl.)
teammates. If he fails a Constitution check, he loses 1 hp 4. When bets are declared, everyone rolls 1d6. If the play-
from exposure to the sickening glop. Regardless of whether er’s roll is greater than the Spottle Master’s, he wins the
he makes the Constitution check, a losing PC suffers a -2 amount of his bet. If his roll is equal to or less than the Spottle
penalty to all Charisma checks (and encounter reactions at Master’s, he loses his bet.
-15%) for the rest of the day. 5. The spottle toad may swallow a player’s die at any time.
If this happens, the player automatically loses and must buy a
new spottle die to continue. (The DM should roll 1d10 for
6. M U L E W R EST LI N G every die rolled by the players; on a roll of 10, the toad has
swallowed the player’s die.) Spottle toads are trained not to
The mournful braying of what sounds like an agonized swallow a Spottle Master’s die.
mule can be heard from this small barn. The barn is
behind a large canvas tent.
8. R AFFLE R EGISTRY
A mule is tied to a post inside this barn. He pulls frantically
at the rope, trying to get away. He is covered from head to A pleasant-looking woman sits inside this small booth. A
toe with a thick coating of smelly cooking oil. He is terrified stack of paper slips and a large pot are on the counter. A
at the sight of the PCs, braying desperately and pulling harder sign reads, “REGISTER FOR RAFFLE—ONLY 1 SP.”
at the rope.
Mule: AC 7; MV 12; HD 3; hp 9; #AT 1 or 2; Dmg 1d2/1d6; The woman is selling chances to a raffle that will be held on
THAC0 16; AL N. the plaza stage at 5 o’clock, just before Khardra is scheduled
The mule is used as a wrestling opponent, a cruel contest to speak. The PCs are free to buy chances at a cost of one sp.
in which prizes are awarded to contestants who succeed in To prevent the wealthy from having an unfair advantage, an
catching the terrified animal and pinning him to the ground. individual can buy no more than 20 chances.
Five contests are run every half hour, after which the mule is For each chance a PC buys, his name is written on a slip of
returned to his barn for 15 minutes while the tent is cleaned. paper and placed in the pot. Details of the raffle are
A compassionate PC could easily free the mule by untying explained in the “Khardra Speaks” section.
him and opening the back door to the barn. If freed, the
grateful mule will run as fast as he can and vanish into the wil-
derness. 9. S ACK OF F UN
Or, a PC could wait for the mule to be taken back to the
tent and try to wrestle him. It costs one sp to wrestle the Peals of laughter ring from inside this tent. A sign on the
mule; if a PC succeeds in three successive Dexterity checks, front reads, “ACCEPT THE CHALLENGE OF THE MYS-
he has wrestled the mule to the ground and wins three sp. TERY SACK—AND WIN A VALUABLE PRIZE!”
A PC who frees the mule should be secretly assigned the
trait of Compassion (if the DM is choosing to record person- This is the most popular attraction on the fairgrounds, as
ality traits as explained above). You might consider assigning the packed bleachers will attest. If the PCs pay the 1 sp per
the trait of Violence to a PC who wrestles the mule. person admission, they may go inside.
A simple contest is held inside the tent. A volunteer is select-
ed from the audience and is seated in the middle of the tent to
7. S POTTLE P ARLOR the accompaniment of wild cheers from the crowd. A large
burlap bag is brought out from behind a curtain. Foul secre-
Several people are seated around a large round table, tions leak from some of the bags, while other bags seem to be
playing some sort of gambling game with dice. A spotted squirming. A valuable prize is in the bottom of each bag. The
toad the size of a small dog sits impassively on the table. A contestant must reach into the bag and fish out the prize, feel-
chain around the toad’s neck is connected to a metal ring ing his way through whatever nasty surprises are inside. To add
in the center of the table. Occasionally, the toad’s six-foot- to the fun, a chuckling fat man blows cigar smoke in the con-
long tongue lashes out and scoops a player’s die into its testant’s face while he gropes in the bag.
mouth, much to the amusement of the other players. The contestants invariably gasp and grimace as they feel in
The man running the game smiles widely at the PCs. the bag, some quickly withdrawing their arms when some-
“Any players? We‘ve got plenty of room.” thing nips at their fingers. Those who persevere are indeed
rewarded—treasures include fine jewelry and pouches
This is spottle, a gambling game where objects as well as stuffed with steel pieces.
cash are accepted as bets. Any PC can volunteer as a contestant. He is seated at the
If any PCs wish to play, the man in charge (called the Spot- center of the tent and reminded of the rules—he can’t get up
tle Master) gives them a seat and explains the rules. They are from the chair, he can’t look in the bag, and he can only use

10
one hand. As soon as he withdraws his hand, whether or not If a PC hits three out of three tries, he wins a dragon puppet
he’s found the prize, the contest is over. The contestant is similar to the ones described in encounter 4. If one of the
reminded to go slowly. three hits was a gold dragon, he instead wins a coupon that
There are three layers in the PC’s bag. At the top is a six- can be exchanged at the food booth (encounter 3) for three
inch layer of wriggling centipedes. The center layer is a foot sp worth of treats, or at the raffle registry (encounter 8) for
of mud and greasy slime. Coiled at the bottom of the bag three raffle chances.
around the treasure is a four-foot-long mud snake.
When the PC sticks his hand in the bag, he immediately feels
tiny insects skittering across his skin. Tiny pincers nip at his flesh. I2. W INE T EN T
Ask him if he wants to take his hand out. If not, he must roll a
saving throw vs. poison with a +3 bonus. If he fails the roll, he Laughter and shouting mix with the sounds of breaking
suffers 1 point of damage from the mild poison. glass and tables coming from inside this tent. A chair flies
Next, the PC feels cool slime ooze between his fingers out the open tent flap, narrowly missing the party. A near-
while the centipedes continue to nip at his arm. The fat man by sign lists prices for beer, wine, and other spirits.
blows clouds of cigar smoke in his face. If the PC wants to
continue, he must roll a Constitution check. Note whether If the PCs peek inside, they’ll see about 30 men of various
he fails or succeeds. ages and races slugging each other, smashing each other
Next, his arm deep in mud and centipedes, the PC feels the with bottles, and hurling tables and chairs across the room.
snake. The snake moves when touched. If the PC wants to Attempts to break up the fight are futile. If a PC lingers
continue, he must make a successful Dexterity check to find inside, he will be drawn into the fight. He is free to leave, or
the treasure. The PC continues Dexterity checks until he he may participate in the fight as long as he likes. The PC
finds the treasure or withdraws his hand. If he failed the pre- makes normal attack rolls, using fists, chairs, bottles, or
vious Constitution check, all Dexterity checks are made with planks as he wishes. Weapons are frowned on; if a PC draws
a -1 penalty. Every time the PC makes a Dexterity check, a weapon, a mob tosses him out.
there is a 20% chance the snake bites him. Every snake bite For every round a PC fights in the wine tent, roll 1d10 to
inflicts 1 point of damage. see what damage he suffers:
The treasure is a silver pin in the shape of a goat’s head val-
ued at 25 stl. If the PC finds it, the crowd applauds wildly. If Brawl Table
he fails, they boo him. D10 Roll Result
If another PC wants to try his luck, run the same encounter, or 1-3 No damage
modify it along the same lines with a treasure of similar value. 4-6 Hit in mouth (1 hp)
A PC who participates in this contest should be secretly 7 Knocked down (no damage)
assigned the trait of Greed (if the DM is choosing to record 8 Hit with chair (2 hp)
personality traits as explained earlier). 9 Hit with bottle (1 hp)
10 Thrown across room (2 hp)
10. E XHIBITION B ARN A PC who participates in the brawl should be secretly
assigned the trait of Violence (if the DM is choosing to record
This large barn has a steady stream of visitors. A posted personality traits as explained earlier).
sign says, “FAIR MEADOWS EXTENDS CONGRATULA-
TIONS TO ALL THE WINNERS.”
13. S HAGGY G OAT I NN
This is where the winning entries from various competi- The Shaggy Goat Inn is a three-storey, 40-foot-by-50-foot
tions are on display. The competitions were judged this building, a former goat barn converted to a modest but pleas-
morning while the PCs attended the council meeting. ant inn by owner Mayor Frohm. Three of the walls are pol-
The barn is lined with tables displaying prize-winning ished wood, the fourth is stone, replacing a wall that caught
fruits, vegetables, and craft items of all varieties. The proud fire a few years back following a brawl that got out of hand. A
owners are standing with their winning entries, happily chat- goat’s head weather vane is perched on the roof, its horns
ting with passers-by. showing the direction of the prevailing wind.
The winners are in such good moods that no encounter The lower floor of the inn contains a bar along one wall,
reactions or Charisma checks are necessary if the PCs wish to several round tables for diners, and a small kitchen area. The
speak with them. If the subjects of Khardra or dragons come upper two floors contain private rooms for the inn’s guests.
up, consult the appropriate tables as usual. All the floors are covered from wall to wall with thick rugs
woven from goat hair. The sweet smell of pumpkin incense,
which Frohm keeps burning in bowls on all three floors,
II. S HOOTING G A L L E R Y drifts throughout the inn.
This is where the PCs are put up for the night as guests of
“SHOOT THE GOLD DRAGON,” reads a banner hung Frohm. They may rest in their rooms here if they like, or pur-
across the top of this booth. Inside, dozens of gold, silver, chase a modest meal or pint of ale (one sp each).
and bronze dragon puppets swing back and forth on long For each visit, there is a 20% chance a fellow council repre-
strings hung from the ceiling. sentative is also present. The representative will talk freely
Several people stand at the counter shooting the pup- with the PCs; encounter reactions or Charisma checks aren’t
pets with bows and arrows. A man in the booth waves a necessary. If the subjects of dragons or Khardra come up,
fan to make the puppets swing. consult the appropriate rumor tables.
Note to the DM: When 5 o’clock rolls around, the crowds
If they like, the PCs can try their luck at the shooting gal- head to the stage for the raffle and to hear Khardra. Presum-
lery. It costs one sp for three arrows. Make normal attack ably, the PCs will attend. Even if they don’t, they’ll have to
rolls. The gold dragons are considerably smaller than the oth- make an effort not to hear Khardra’s booming voice.
er puppets; attempts to hit them are made with -1 penalties. Before running the “Khardra Speaks” encounter, deter-
(The puppets are AC 6.) mine which PC was the most reluctant to participate in the
11
Fairground Encounters. Secretly assign this PC the trait of “An obvious punishment of the gods,” he claims. “Who are
Shyness. (Again, this is presuming the DM is choosing to we to question their wisdom?”
record personality traits as explained earlier). Khardra continues with stories of how dragons have com-
mitted murder and destroyed villages. He concludes with the
K HARDRA S P E A K S tale of how a gold dragon ravaged his face (a lie), then enters
the audience to shake hands.
Well over 200 people are gathered before the plaza stage. The PCs can talk to Khardra, but he has nothing to add
The woman from the raffle booth is on stage ready to draw beyond what he said in his speech. If the PCs examine the
the winners from the pot. dragon, they notice triangular punctures in its neck that look
If any PCs have purchased raffle tickets, have their players they could have been made by Khardra’s iron staff. If asked,
roll percentile dice. If a roll is equal to or less than the num- Khardra admits he finished off the dragon. “It pains me to see
ber of tickets purchased by the PC, he wins a prize. A PC can any creature suffer,” he says.
win only one prize, and each prize is awarded only once.
Roll 1d6 on the following table if a PC wins a prize. There
are several buyers in the audience who will purchase the
C OUNCIL M EETING , P ART II
prize from the winning PC for the price listed. Likewise, the At 6 o’clock, the PCs should return to the meeting hall to
PCs may purchase the prize from a winning NPC for the indi- continue the council meeting. If they forget or are occupied
cated amount. elsewhere, Frohm hunts them down to remind them.
The PCs are the only representatives who bother to show
Prize Table up for the reconvened meeting. Frohm thanks the PCs pro-
fusely and promises not to keep them long.
D6 Roll Result
Frohm gets right down to business. He, too, has heard
1 Purse with 50 stl
numerous reports about missing dragons and vague rumors
2 Spottle toad (40 stl)
about problems the dragons may be having.
3 Toy dragonlance (2 sp)
Unlike Khardra, however, Frohm believes the dragons’
4 Moonstone pendant (75 stl)
problems mean trouble for all of Krynn. Frohm has discussed
5 One dose of potion of gaseous form (400 stl)
his concerns with leaders from other communities, but no
6 Long bow and quiver of 25 arrows (65 stl)
one takes him seriously. He hoped for volunteers to investi-
When the raffle has concluded, Frohm takes the stage and gate the situation. Since the PCs are the only council mem-
introduces Khardra, “a man we’ve all heard a lot about. We bers who showed up, Frohm pleads for their help.
welcome him graciously to our community.” To convince the PCs of the severity of the situation, Frohm
Khardra steps to the stage from behind the grove of trees, produces an object resembling a glass apple from his pocket.
accompanied by a dozen men dressed in leather armor. The object is an apple of revelation, a magical family heir-
Khardra receives enthusiastic applause and more than a few loom. When polished, the apple reveals images of a possible
gasps. He is nearly eight-feet tall with the sleekly muscled future. Frohm rubs the apple and tranquil images of the Fair
body of an athlete. His skin is greenish-gray. There’s not a sin- Meadows countryside flicker by. Abruptly, the images began
gle hair on his body. He wears simple peasant clothes and to darken. The countryside bursts into flames.
carries an iron staff with three sharp prongs on the end. Assuming the PCs agree to help, Frohm tells them it is vital
It’s his face that has elicited gasps. He has jet black eyes to determine if there is indeed a threat to the dragons. If so,
with milky white pupils. His entire head is criss-crossed with they need to determine if that threat is linked with the fate of
jagged scars, as if his flesh had been blasted by fire. Krynn and what can be done about it.
See the Appendix for Khardra’s statistics. Where to start? Frohm suggests they begin by visiting Belle-
Khardra’s men (12): AC 7; MV 12; HD 3; hp 18 each; #AT 1; ria, a small village about three days’ journey northeast of Fair
Dmg 1d6 (sword); THAC0 18; AL LE. Meadows. The village is located in a valley of blue pines, just
After the crowd has settled down, he speaks in a low, beyond two parallel streams about five miles apart. In Belle-
booming voice, loud but personable. “I’m sorry to hear that ria, they will find a man named Abworth Kannard, a scholar
Mayor Frohm cancelled the Ugliest Man contest today,” he who has spent his life studying dragons. Frohm is certain
says. “I think I had a fair chance of winning.” Laughter rip- Abworth will have helpful information.
ples through the crowd.
“I’ve spent nearly a year traveling the territories,” he con-
tinues. “I have helped where I could. I walked with the refu- T ROUBLESHOOTING
gees of Dalcher as they searched for a new homeland. I
helped build a hospital for the children of Volewood. And Here are some tips for handling problems.
wherever I’ve gone, I’ve been touched by the courage of the If the PCs aren’t sufficiently motivated. If the PCs aren’t
common people. Together, we can rebuild our world.” convinced of the threat, make the images in the apple of rev-
Khardra lists his accomplishments (most fabricated) until elation more extreme, such as friends and family of the PCs
the crowd is convinced that he’s the greatest man they’ve dying in agony or their home cities crumbling to dust.
ever seen. He then begins to speak of a new age, an age he’s If the PCs want Frohm to go with them. He can’t. As much
certain has come because of the vanishing dragons. as he’d like to, he has pressing duties in Fair Meadows.
Someone from the audience asks how this can be true, If the PCs try to track Khardra. Khardra and his men are
since dragons are children of the gods. Khardra smiles. “That gone. No one saw where they went.
may have been the case in a previous age, but it is no longer If the PCs try to recruit help for their quest. No luck.
the case. See for yourself.” At Khardra’s signal, his men leave If the PCs believe the Dragonarmies in Nordmaar are
the stage and return carrying a huge object covered with a behind this. They’re not, but the PCs might jump to this con-
blanket. They set the object on the stage and remove the clusion. If they decide to take a side trip to Nordmaar, they
blanket. The audience gasps—they’re staring at the body of are met at the border by a Dragonarmy force sufficient in size
dead silver dragon covered with ugly purple bruises and to turn them away.
splotches.
Khardra says this disease is killing dragons all over Krynn.

12
CHAPTER I: STRANGE SKIES

two streams separating Fair Meadows from Belleria—


DM’s O VERVIEW Bluestone Brook and Cobbler’s Brook—are 20 feet across at
their widest points and only a few feet deep. There are few
This chapter begins in Fair Meadows following the events organized communities; most are too small to have formal
in the Prologue. Use the color map and Map 2 inside the names.
module cover for reference. Before beginning, you might The temperature is always warm, peaking in the mid to
want to review “Running the Adventure” in the Introduc- high 80s in the day and seldom dropping below 70 at night.
tion, particularly the information about Encounter Zones and No rain has fallen in over a month.
Random Encounters.
I NFORMATION FROM NPCs
GOALS
Unless otherwise specified, NPCs have no useful informa-
In this chapter, the PCs should accomplish the following: tion about dragons, Khardra, locations, or anything else. At
— learn that the moons and stars of Krynn are gradually your discretion, you may use the Khardra and Dragon Rumor
dimming, and that there may be a connection with the disap- tables from the Prologue to supply responses for the NPCs.
pearance and debilitation of the dragons.
— hear rumors about the existence of a ghastly toad-like
woman (Artha) who’s been terrorizing the countryside. H ARASSMENT FROM L INSILEE
— meet Linsilee, the wild elf animal advocate. Whenever the PCs engage in a random encounter with
— begin to suspect there’s more to the dragons’ problems non-humanoid monsters that results in combat, there is a
than disease and fading moons. (Clues are available from the 10% chance that Linsilee and her companions show up to
Lor-Tai tribe, Abworth Kannard, and Linsilee.) interfere (see encounter 16 for more about Linsilee). In the
— hear rumors about mysterious events in the northern third combat round, the PCs and the monsters are both pelt-
moors. ed with 2d6 blunt arrows made of white birch. The arrows do
Give the PCs a fighting chance to achieve these goals, but no damage—Linsilee’s intent is to break up the fight—but all
don’t reward poor playing or bad choices. participants attack each other with -1 penalties in that
round. The arrow attacks continue for 1d4 rounds or until a
T ERRAIN AND CLIMATE PC decides to check out the source of the attack.
Linsilee and her companions always escape, thanks to
Most of the area is dry and barren. The sparse pastureland their elven ability to blend into the vegetation,
is suitable only for small herds of goats and cows. There are a
few areas of rolling hills and woodlands of pine or birch. The

13
and disappears after traveling 1d3 hexes on the map. (You
DM’s B ACKGROUND can use the stag to lead the PCs in the direction you want
them to go.)
About a month ago, the dwarven village of Wheatly White Stag: AC -5; MV 24; HD 10; hp 77; #AT 3; Dmg
refused to give Artha a treasure she demanded. Artha retali- 1d12/1d6/1d6; THAC0 10; AL LG.
ated by destroying the village and killing everyone in it. Trader. The PCs are flagged down by a friendly man riding
Khardra added this to his list of things to blame on the a draft horse heavily loaded with all sorts of odds and ends.
dragons. Eight more draft horses are tied together in a chain behind
For some time, Artha has suspected that the Lor-Tai, a prim- him. He introduces himself as Ryn Brombo, a traveling sales-
itive tribe who live in the hills, know the whereabouts of a man. Most of his merchandise is junk—rusty skillets, cheap
bronze dragon. Since a dragon’s cave is usually a good knives, watered-down wine—but the horses don’t look too
source of treasure, Artha has a number of eyewings— bad. He offers them for sale at 30 stl each.
monstrous servitors from the Abyss resembling giant eyeballs Ryn Brombo: AC 10; MV 12; Fl; hp 5; #AT 1; Dmg 1d4
with bats’ wings ending in razor-sharp claws—combing the (dagger); THAC0 20; AL N.
area looking for clues. If the eyewings find the dragon’s cave, If the PCs show no interest, Ryn indignantly says that if they
they are ordered to seal it up, kill anyone in the area, then plan to buy horses at Kwintter’s Ranch up north (encounter 3
report the location to Artha. in Chapter 2), “you’ll be out of luck. They’re having a lot of
problems up there.” If the PCs are unfamiliar with Kwintter’s
Ranch, Ryn tells them that it’s the best horse and goat ranch
E NCOUNTER K EY in Estwilde. “Used to be, that is.” He doesn’t know what hap-
pened up there, he’s just heard rumors of trouble.
I. FAIR MEADOWS Ryn has two other items to push. He shows them heavy
leather gloves that reach all the way up the elbow selling for
The PCs have been instructed to leave here at dawn the one stl each. “In case you have to touch a dragon,” he says.
day after the council meeting. Townsfolk and fairgoers ignore “They’re all poison now, you know.” He removes two moist
them. Frohm provides them with several days’ supply of food packages from his saddle bags. “Dragon steaks,” he says sly-
and water along with any other easily obtainable items. ly. “From before the dragons got all poisoned. Can’t get this
Weapons other than short swords and bows and arrows, anywhere.” He sells each package for one stl. The packages
magical items, and mounts of any kind are not available. actually contain old horse meat. A PC who eats it must suc-
There’s little reason for the PCs to return to Fair Meadows cessfully roll a Constitution check or lose 1 hp from mild food
for the duration of the adventure. Here as elsewhere, they’ll poisoning.
have no luck recruiting help. Frohm has nothing else to offer If the PCs are still south of Bluestone Brook, Ryn has a
besides encouragement. piece of advice for them. “I wouldn’t drink out of that stream
up ahead if I was you. There’s a dead boy up there. Dragon
2. ENCOUNTER ZONE must’ve poisoned it.” (See encounter 4.)
This encounter occurs only once.
When the PCs enter this area, roll 1d8 and immediately run One-Eyed Beggar. A filthy, toothless bum stumbles toward
the indicated encounter. For every four game hours the PCs the PCs. His face is scarred and blistered. He has only one
remain in this area, roll 1d6. On a roll of 1, another encoun- eye; a bloody handkerchief is tied around his head to cover
ter on this list takes place (roll 1d8). You are also free to alter the empty socket. “How about some help for an old man?”
the frequency or to choose specific encounters as you see fit. he asks drunkenly, a stupid grin on his face.
D8 Roll Encounter The man’s name is Pog. He gratefully accepts any handout
1 Fading Moon the PCs offer—a coin, a piece of bread, a sip of water—and
2 Eye Drops just shrugs if they offer nothing. Whether they help him or
3 White Stag not, he tags after them, repeating endlessly, “How do you
4 Trader like this eye? Wanna know who’s got it? Do you?” until the
5 One-Eyed Beggar PCs agree to hear his story. “A toad-woman took it!” he says,
6 Gentlemen Hunters laughing hysterically. “A big fat toad-woman plucked ‘er
7 Rain Dancers right out!”
8 Random Encounter Pog: AC 10; MV 12; F1; hp 4; #AT 1; Dmg by weapon; THA-
C0 20; AL CN.
Encounter Explanations: Pog was a member of a merchant caravan attacked by
Artha (the “toadwoman”) and her minions. Pog was the only
Fading Moon. This can only occur at night when one or survivor. Taking a fancy to his crystal eye, she plucked it out
more of the moons is in high sanction, and when one or of his head. The experience left Pog more than a little rattled.
more of the PCs is awake. The moon and the stars abruptly Eventually he stumbles away, muttering to himself about the
dim, as if a shade had been drawn over them. The shade lifts toad-woman who took his eye.
after several minutes, but the moon and the stars aren’t quite This encounter occurs only once.
as bright as they originally were. There is no apparent reason Gentlemen Hunters. Four sportsmen riding beautiful
for this phenomenon. horses gallop toward the party. They carry jeweled swords
Eye Drops. The PCs see several foot-long clumps of a and wear red velvet coats and polished black boots. Waving
glassy substance in the grass. The substance is rubbery, has a and smiling, they cheerily introduce themselves as business-
bluish tinge, and smells faintly like decaying meat. It feels men from Kalaman on a hunting holiday. They’re looking for
hot; if the substance comes in contact with a PC’s bare flesh, dragons—by chance, have the PCs run into any? Hunters
he must roll a saving throw vs. poison or suffer 1 point of (4): AC 4; MV 12; F2; hp 8, 8, 10, 11; #AT 1; Dmg 1d8 (long
damage from a burn. sword); THAC0 20; AL NG.
The clumps are dried “tears” of the eyewings. The sub- These would-be hunters know nothing about dragons. If
stance has no monetary value. the PCs are willing to talk, the hunters ask endless stupid
White Stag. A white stag appears just ahead of the PCs and questions. (What’s the best kind of bait to use to catch a
leads them toward the best path. The stag bounds out of sight dragon? How many pokes with a sword to kill one? How

14
often should you polish a gold dragon trophy?) The hunters utes later, responding to the emergency signal. A flock of 12
have no useful information for the PCs. goats accompanies them.
This encounter occurs only once. Lor-Tai tribesmen: (4): AC 9; MV 12; HD 1; hp 4, 5, 6, 6;
Rain Dancers. A middle-aged husband and wife are doing #AT 1; Dmg 1d6 (staff); THAC0 20; AL LN.
a strange, hopping dance in the dirt, kicking up billowing The tribesmen carry long wooden staffs, but are otherwise
clouds of dust. Their horses wait patiently beside them. unarmed. Like the boy, they are dark-skinned and fair-
If the PCs attempt to talk with them, the man seems per- haired, wear whistles and heavy black robes drenched with
turbed at the interruption. The man’s name is Kledman. He sweat, and are forbidden to speak with strangers. They are
and his wife, Stell, are from Grumoore, a small village south also forbidden to speak with each other in the presence of
of Fair Meadows. Since there hasn’t been any rain in over a strangers. If the PCs have not revived the boy, the tribesmen
month, things are getting desperate for farmers like himself. give him water from the brook. The boy smiles at them, then
They are traveling around the territory doing this rain dance, resumes his job.
a secret technique that has been in their family for genera- When satisfied that the boy is in no danger, the tribesmen
tions. size up the PCs, looking for signs of hostility. If the PCs attack,
Kledman and Stell Grumoore: AC 10; MV 12; F1; hp 4, 6; the tribesmen feebly defend themselves with their staves,
#AT 1; Dmg by weapon; THAC0 20; AL LG. fleeing as soon as possible.
The couple is right about the lack of rain, but wrong about If the PCs are friendly, the tribesmen smile and motion for
the dance—it’s futile. Nevertheless, they wait for the PCs to them to follow; the tribesmen have been ordered to bring
get well out of sight before they resume. any friendly strangers to their village to help find a solution to
This encounter occurs only once. the Lor-Tai’s problems with the angry gods.
Random Encounter. Roll for a random encounter on the If the PCs aren’t willing to follow them, the tribesmen shrug
appropriate table in the Appendix (or treat as no encounter). and wander away. If the PCs follow, the tribesmen lead them
to their village. Go directly to encounter 7, ignoring any oth-
er encounters along the way.
3. M ILK P OTS If the PCs don’t blow the whistle, they can observe the boy.
After the boy fills five pots along the brook, he runs out of
Clay pots are spaced every few yards on the north shore of milk and returns to his village for more. If the PCs follow the
this clear stream. The pots are about a foot high, filled boy back to his village, go directly to encounter 7, ignoring
nearly to the brim with white liquid. any other encounters along the way.
This encounter occurs only once. If the PCs return here,
The stream is Bluestone Brook, named after the blue peb- treat it as encounter 3.
bles lining the bottom. The pots are filled with milk. The milk
pots were placed here by Lor-Tai tribesmen as part of a ritual
intended to placate the angry gods who are taking away the 5. E NCOUNTER Z ONE
light of the stars and moons (see encounter 8). When the PCs enter this area, roll 1d8 and immediately run
If the PCs examine the pots, they notice the milk is warm the indicated encounter. For every four game hours the PCs
and smells sour. If a PC drinks the spoiled milk, roll a Consti- remain in this area, roll 1d6. On a roll of 1, another encoun-
tution check. If he fails, he suffers severe stomach cramps for ter on this list takes place (roll 1d8). You are also free to alter
the next 1d4 hours. the frequency or to choose specific encounters as you see fit.
D8 Roll Encounter
4. C O L L A P S E D B OY 1 Smoke
2 Cow Herders
The north shore of this clear brook is lined with clay pots 3 Whistle
every few yards. A small human figure clad in a heavy 4 Wounded Eyewing
black robe is sprawled beside the stream. The figure is 5 Grasshopper Swarm
motionless. A thin stream of white liquid trickles from an 6 Refugees
overturned jug beside him. 7 Encounter Zone 2
8 Random Encounter
The figure is a 13-year-old boy, a member of the Lor-Tai
tribe. His job is to keep these milk pots full. He has collapsed Encounter Explanations:
from heat exhaustion and is barely conscious. The heavy Smoke. Thin wisps of black smoke rise lazily into the air.
robe and the milk pots are part of a Lor-Tai ritual to placate The smoke is coming from the bonfire in encounter 6. Tell
the angry gods. (See encounter 8.) the PCs the direction of the smoke, relative to their current
Lor-Tai boy: AC 9; MV 12; HD 1; hp 3; #AT 1; Dmg by location.
weapon; THAC0 20; AL LN. Cow Herders. A herd of 15 cows idly grazes in an open
If the PCs examine the boy, they see he is dark-skinned and area of grassy pasture. Four Lor-Tai tribesmen watch over
fair-haired. His lips are parched and his robe is drenched in them. The tribesmen are as described in encounter 4; use the
sweat. He wears a whistle made from the leg bone of a goat same statistics.
on a leather strap around his neck. Unless the PCs make themselves noticed, the tribesmen
If the PCs loosen his robe and give him something to drink won’t see them. If the PCs attack, the tribesmen feebly
(from their own supplies or from the brook but not from the defend themselves with their staves and flee as soon as possi-
milk pots—see encounter 3), he comes around. He looks at ble. If the PCs approach in a friendly manner, the tribesmen
them and smiles, then spots the spilled jug which he exam- smile broadly at them, but won’t talk; the tribesmen are for-
ines carefully. He struggles to his feet and resumes filling the bidden to speak with strangers and are also forbidden to
pots along the shore with the rest of the milk in his jug. speak with each other in the presence of strangers.
The boy is forbidden to talk with strangers; he responds to Assuming the PCs are friendly, the tribesmen smile and
all questions with a smile and a shrug. He won’t voluntarily motion for them to follow; the tribesmen have been ordered
give them his whistle, but won’t resist if the PCs take it. If the to bring any friendly strangers to their village to help find a
PCs blow the whistle, four Lor-Tai tribesmen arrive 15 min-

15
solution to the Lor-Tai’s problems with the angry gods. This encounter occurs only once.
If the PCs aren’t willing to follow them, the tribesmen shrug Refugees. A rickety horse-drawn wagon approaches the
and continue watching their cows. If the PCs follow, the PCs. Two female hill dwarves are driving the wagon, which is
tribesmen lead them to their village. Go directly to encoun- packed with household supplies. Additionally, there are a
ter 7, ignoring any other encounters along the way. dozen hill dwarf children in the wagon along with a third
This encounter occurs only once. female hill dwarf who is supervising them. None of the
Whistle. The PCs hear three short, high-pitched whistles. dwarves are speaking; all look grim, sullen, and tired.
The pattern repeats three times. This is a signal from the The dwarves are refugees from Wheatly. They were on an
tribesmen that all is well. outing when their village was destroyed by Artha and her
If the PCs are within four hexes of encounter 7, tell the PCs minions (see encounter 14). They returned to find Wheatly
the sounds are coming from the direction of encounter 7, rel- reduced to smoldering rubble; their friends and families
ative to their current position. If the PCs are not within four were killed along with everyone else. They are the only survi-
hexes of encounter 7, the sounds are coming from a group of vors.
cow herders. If they have not experienced the Cow Herders From second-hand sources, the dwarves heard that “dark”
encounter on this table, the sounds are coming from 1d3 dragons and their offspring were responsible for the destruc-
hexes away in a random direction of the DM’s choice; run tion of Wheatly. They also have met Khardra, who was quick
the Cow Herders encounter if the PCs decide to check out to pin the blame on the dragons. The dwarves are out for
the source of the sounds. If they have already experienced revenge, vowing to destroy any dragons they come across.
the Cow Herders encounter, the PCs are unable to pinpoint The dwarves stop the PCs and ask if they’ve seen any signs
the source of the sounds. of dragons. If pressed, the dwarves reveal the reason for their
Eyewing Attack. The PCs hear the sounds of battle just search. If pressed further, they admit they have no first-hand
beyond the next hill. If they investigate, they see three Lor-Tai knowledge that dragons destroyed their village. If asked
tribesmen (same statistics and description as given in about Khardra, the dwarves say they met him on the road
encounter 4) engaged in combat with a wounded eyewing, a and whole-heartedly believe him—not only that dragons
gruesome monster in service of Artha. (See Appendix for destroyed Wheatly, but that Krynn would be better off with-
description and details.) out them. Nothing the PCs say will change the dwarves’
Wounded eyewing (statistics take into account the crea- minds.
ture’s wounds): AC 8; MV nil; HD 3; hp 19; #AT 2 (claw and The PCs cannot track Khardra from the dwarves’ vague
tail); Dmg 1d6/1d4; THAC0 16; AL CE. information. If the PCs ask, the dwarves give them general
The eyewings constantly survey the area for Artha. This directions to Wheatly. They have no other useful information
one swooped too close to these tribesmen and, incredibly, a for the PCs.
lucky toss of a staff crippled its wing. It’s now flopping on the Dwarves: AC 8; MV 6; HD 4; hp 14 (female), 4 (child); #AT
ground, slashing with its good wing and tail. The tribesmen 1; Dmg by weapon; THAC0 15; AL N.
are trying to beat it to death with their staves. All three have This encounter occurs only once.
bloody gashes on their bodies from the eyewing’s attacks. Encounter Zone 2 Roll for an encounter on the Encounter
If the PCs intervene, the eyewing concentrates its attacks Zone 2 table, page 14 (or treat as no encounter).
on them. The tribesmen gladly back off to allow the PCs to Random Encounter. Roll for a random encounter on the
fight for them. appropriate table in the Appendix (or treat as no encounter).
The eyewing attacks twice per round, once each with its
claw and tail. The attacks are directed at random PCs within
its reach. Because the eyewing is earthbound, it cannot 6. B ONFIRE
attack with its tears. However, puddles of tears surround the
eyewing. The tears only affect bare skin, so assuming the PCs Black smoke curls into the air from a large bonfire fueled
wear shoes, they don’t have to worry about the tear puddles by sticks and dried grass. Three women dressed in heavy
unless they touch them intentionally or fall down in them. A black robes huddle near the fire, occasionally feeding it
PC who comes in contact with the tears must roll a saving with tinder. The women appear to be pregnant.
throw vs. poison. If he succeeds, he suffers 1d4 points of
damage. If he fails, he suffers 2d4 points of damage. If the The pregnant women are members of the Lor-Tai tribe.
eyewing is killed, its eye darkens, then turns black. They are tending this fire as part of a ritual to placate the
The tribesmen are forbidden to speak with strangers and angry gods (see encounter 8).
are also forbidden to speak with each other in the presence Lor-Tai women: AC 9; MV 12; HD 1; hp 4, 5, 5; #AT 1; Dmg
of strangers. They are terrified; they won’t even look at the by weapon; THAC0 20; AL LN.
PCs, preferring to wait until the PCs leave before they return If the PCs approach, the women smile weakly. The women
home. If the PCs blow a tribesman’s whistle, 15 minutes later are forbidden to speak with strangers and are also forbidden
four tribesmen and a dozen goats show up; the encounter to speak with each other in the presence of strangers. Their
plays out as it does in encounter 4. robes are soaked with sweat; they are on the verge of fainting
The PCs may secretly follow the tribesmen to their village. from the heat. They accept any efforts to comfort them, but if
If so, go to encounter 7, ignoring any other encounters along the PCs move them away from the fire, they edge back in
the way. accordance with the directive of their leader. If the PCs ask
This encounter occurs only once. them where they live, the women gesture in the general
Grasshopper Swarm. Moving through a dry field, the PCs direction of their village (encounter 8).
startle a feeding swarm of grasshoppers. The panicky grass- The women wear whistles around their necks. If the PCs
hoppers rise as a cloud and swarm in every direction, landing blow a whistle, 15 minutes later four tribesmen and a dozen
in the PCs’ hair, ears, mouths, and any other exposed areas. goats show up; the encounter plays out as it does in encoun-
The swarm lasts 1d4 + 1 rounds. Since there are thousands ter 4. The women, however, are left with the fire; they will be
of grasshoppers, attacking them with weapons won’t do escorted back to the village Later.
much good. However, if a PC immediately drops to the
ground and covers himself, the grasshoppers do no damage.
For every round a PC stays on his feet unprotected, he has a
25% chance of suffering 1d2 points of damage.

16
business and where they’re from, but isn’t much interested
7. W OODS in what they have to say. He has no information to offer the
PCs; if the subject of dragons comes up, M’bert looks uncom-
This area is filled with thick groves of green trees and fortable and says he knows nothing about them.
underbrush. Sounds of bleating goats can be heard in the After a few minutes of small talk, M’bert apologizes for his
distance. impatience, saying he is eager to discuss the pressing prob-
lems of Pl’odel with wise strangers such as themselves—
These are the woods surrounding the Lor-Tai village. What would they be willing to share their opinions? Assuming the
happens next depends on whether the PCs found this area PCs agree, M’bert explains the crisis facing his tribe, stem-
on their own, or if they followed or were brought here by ming from their worship of the sun and the moons. The Lor-
tribesmen. Tai try to maintain balance among the heavenly bodies, but
The PCs came here on their own. For every three game this balance has somehow been disturbed, and the Lor-Tai
hours the PCs spend in this area, there is a 25% chance they are afraid.
meet a patrol of four tribesmen and 12 goats. (Use the statis- M’bert has trouble expressing himself and has only a vague
tics from encounter 4.) The tribesmen size up the PCs, look- grasp of the concepts of Lor-Tai religion. If the PCs help him
ing for signs of hostility. If the PCs attack, the tribesmen along, M’bert reveals the following:
defend themselves feebly with their staves, fleeing as soon as 1. The moons are fading away. (He’s right.) This is because
possible. If the PCs are friendly, the tribesmen smile and the sun is eating them. (Wrong.)
motion for them to follow; the tribesmen have been ordered 2. The moons give life. They are responsible for making.
to bring any friendly strangers to their village in hopes they women pregnant. If the moons fade away, there will be no
can help find a solution to the Lor-Tai’s problems with the more children. (Wrong.)
angry gods. 3. To show defiance to the sun, he has ordered his tribes-
If the PCs aren’t willing to follow them, the tribesmen shrug men to wear heavy robes. Further, he has ordered the tribe’s
and wander away. If the PCs follow, the tribesmen lead them pregnant women to spend several hours a day tending to cer-
to their village. Go directly to encounter 8. emonial bonfires. The robes and fires absorb the sun’s heat;
The PCs arrived here accompanied by tribesmen or by the sun will weaken and stop eating the moons.
following tribesmen. Go directly to encounter 8. 4. To help the ailing moons, pots of goat’s and cow’s milk
are set outside for them to drink. After a few days, the milk is
8. V I L L A GE IN T H E W OODS poisoned by the sun, but the Lor-Tai men drink it anyway to
prove to the sun they are not afraid.
M’bert admits his ideas haven’t helped much. The preg-
Nestled among the trees are dozens of tents of various nant women seem to be doing badly, men drinking the milk
sizes and shapes. Figures clad in heavy black robes are are getting sick, and the moons are still fading. Do the PCs
carrying out their routine duties—repairing clothes, milk- have opinions about any of this?
ing cows, preparing food, tending to bleating goats—as It should be obvious to the PCs that the robes and bonfires
black-robed children scamper among the tents. are bad ideas for pregnant women. Likewise, drinking
spoiled milk is a good way to get sick and wearing heavy
This is the village of the Lor-Tai, a primitive tribe distantly robes in hot weather is a good way to be miserable.
related to the plainsmen of Que-shu. All have dark skin, fair If the PCs explain any of this to M’bert, he listens closely
hair, and almond eyes. They are docile, non-violent, and not but doesn’t get it. If the PCs carefully explain the cause and
particularly bright. All are sweltering under heavy robes as effect relationships (why milk eventually spoils regardless of
ordered by their leader. the sun’s disposition, why the heat of the fire rather than the
Whether the PCs arrive in the village accompanied by vengeance of the sun is making life hard for the pregnant
tribesmen or arrive on their own, they are met by two smiling women), M’bert gradually understands. His face lights up
tribesmen guides who gesture for them to follow. The guides and he heartily thanks the PCs for their wisdom, promising
lead the PCs through the lines of tents. Villagers who see the he’ll do as they say. M’bett summons two tribesmen and tells
PCs smile pleasantly, then resume whatever they were doing. them to carry out the PCs’ suggestions. This may affect the
The guides pause before a large tent painted with crude game in the following ways:
images of happy goats and cows. One of the guides blows 1. If the PCs made their point about the heavy robes, any
twice on his whistle. The tent flap opens, and an obese tribes- Lor-Tai tribesmen the PCs subsequently meet in the village or
man emerges. He grins broadly at the PCs. “Welcome to as a result of other encounters wear goatskin loincloths
Pl’odel,” he says in thick, resonant voice. “Please come in.” instead of heavy robes. Cross out encounter 3 (Milk Pots), as
This is M’bert, leader of the Lor-Tai tribe. the boy will be found and rescued by tribesmen.
M’bert: AC 9; MV 12; F 2; hp 10; #AT 1; Dmg 1d6 (staff); 2. If the PCs made their point about the pregnant women,
THAC0 20; Str 9; Dex 9; Con 11; Int 9; Wis 8; Cha 13; AL LN. cross out encounter 6 (Bonfire) and the first choice in
M’bert introduces himself and asks the PCs who they are. Encounter Zone 5 (Smoke).
M’bert slowly repeats each name, either drastically mispro- M’bert asks the PCs if they have an opinion about the fad-
nouncing it or immediately forgetting it. He is only margin- ing moons. If they’re skeptical or don’t know what he’s talk-
ally brighter than the typical Lor-Tai, though he is just as ing about, M’bert explains that for the past several weeks,
pleasant and docile. he’s noticed the moons have been fading away. He shows
them crude sketches on the wall of his tent where he’s been
Meeting with M’bert tracking the progress of the fading moons. M’bert is comfort-
M’bert offers them fresh cow’s milk from a clay jug. If the ed but not convinced by any explanation of this phenome-
PCs were accompanied to Pl’odel by tribesmen, M’bert lis- non offered by the PCs.
tens with interest to their reports; if the PCs helped the little At the conclusion of their discussion, M’bert requests the
boy (encounter 4) or helped defeat the eyewing (the fourth PCs spend the night in the village for a feast in their honor. If
possibility in encounter 5), M’bert profusely thanks the PCs the PCs hesitate, M’bert repeats the request, this time plead-
for their efforts, then dismisses the tribesmen. ing with them.
M’bert makes small talk with the PCs, asking them their If the PCs agree to stay, M’bert is grateful and relieved.
Continue with the “Evening Celebration” section that fol-

17
lows. If they decline, M’bert is disappointed and worried, but If the PCs agree, M’bert quietly rounds up three tribesmen
accepts their decision. Proceed to the “Leaving the Village” (use the statistics from encounter 4) who arrive with a goat
section at the end of this encounter. and a large jug of milk, Moonscale’s nightly offering. One of
the men is L’vrez, M’bert’s son, who is the group’s leader.
Evening Celebration L’vrez explains that the offerings are made at night to prevent
outsiders from discovering Moonscale’s lair. M’bert wishes
The PCs spend the rest of the day resting or exploring the
the PCs good luck, and the tribesmen lead them from the vil-
village. M’bert has removed the ban on talking with stran-
lage. Go directly to encounter 9—no other encounters occur
gers, though the PCs find the simple villagers don’t have
along the way.
much to say.
If the PCs decline to check out the cave, M’bert is disap-
About an hour after sunset, M’bert accompanies the PCs to
pointed, but accepts their decision. Proceed to the “Leaving
a clearing in the center of the village. About 100 tribesmen the Village” section.
and their families have gathered for the celebration, which
consists mostly of eating and pleasant conversation. The PCs
Leaving the Village
sit with M’bert in a place of honor and enjoy huge plates of
juicy roast beef and steamed goat around a friendly fire. The PCs can stay in the village as guests of the Lor-Tai as
If the celebration occurs on a night when one or more of long as they like. If the PCs have just returned from exploring
the moons are in high sanction, the PCs will have the chance the cave (encounter 9), M’bert anxiously asks to hear their
to see the dimming for themselves. M’bert nudges one of the story. He is disappointed if the PCs tell him they had no luck
PCs and motions to the sky. The moon and the stars have locating Moonscale but realizes there’s nothing more the PCs
abruptly dimmed, as if a shade has been drawn over them. can do.
The shade lifts after several minutes, but the moon and the Before the PCs leave the village, M’bert takes them back to
stars aren’t quite as bright as they originally were. There is no his tent to give them a gift for their help. He digs up a goatskin
apparent reason for this phenomenon. The entire village bag buried in a corner and gives each PC a chunk of amber
breathlessly watches this occur, When it’s over, they resume worth 200 stl. “The golden amber will always remind you of
the celebration. the time we defied the sun,” says M’bert.
After the feast, bread pudding and blueberries are passed M’bert also gives the PCs a reward of dream stones, magi-
around for dessert. While dessert is eaten, four female sing- cal golden pebbles that reveal actual or possible events from
ers stand by the fire and perform a song. Three musicians the future. (For more information, see the “Using the Dream
playing stringed instruments made from goat bones and cow Stones” section in the Appendix.) Each dream stone is
gut accompany the singers. The lyrics of the song follow. etched with from one to three symbols of a moon at high
sanction. M’bert explains that when the number of symbols
“Stairways of crystal
on the dream stone is the same as the number of high sanc-
Stretch into the sky
tion moons in the sky, a dream will be revealed if the owner
Their roots and leaves grow distant
sleeps through the night with the dream stone beneath his
From where the dragons lie
head.
Its leaves are golden chairs
M’bert distributes the stones as follows:
For neutral mother’s paws
1. If the party helped save the collapsed boy (encounter 4)
Where men and women never go
or helped the tribesmen fight off the eyewing (choice 4 in
The heart of glorious cause
Encounter Zone 5), each PC gets one dream stone.
Secret places in the clouds
2. If the party enlightened M’bert about the pregnant wom-
With shadows never far
en or the spoiled milk (the “Meeting with M’bert” section
Our neutral mother, still she sleeps
earlier in this encounter), each PC gets one additional dream
Among the twinkling stars”
stone.
The performance is beautiful; whatever their shortcom- 3. M’bert awards extra dream stones to any PC with whom
ings, the Lor-Tai are talented musicians. The song is a holy he shared a special rapport or to any PC who did an especial-
hymn that has been passed through generations of Lor-Tai. ly good job at the cave. (These awards are made at the discre-
M’bert doesn’t know anything about the meaning of the lyr- tion of the DM.)
ics. (The lyrics contain veiled references to the secret history 4. No single PC receives more than a total of five dream
of Krynn’s dragons—see Chapter 4 for more information.) stones. If the PCs disobeyed L’vrez at the cave (see encounter
When the song is over, the crowd applauds enthusiastical- 9), no PC receives more than three dream stones.
ly, then resumes eating and talking. M’bert, however, You may use the cut-out dream stones found on the third
appears troubled. He takes the PCs aside to speak with them panel of the module cover to give to the players.
privately.
M’bert admits to the PCs that the Lor-Tai have an additional Returning to the Village
problem he was too embarrassed to tell them about earlier.
If the PCs return to the village for any reason, they may pick
In a secret cave in the hills north of the village is a bronze
up at any point where they left off in this encounter—M’bert
dragon named Moonscale. The Lor-Tai feed the dragon and
still wants their advice and will still ask for their help in find-
keep its home secret from strangers. In return, Moonscale
ing out the fate of Moonscale. Though the Lor-Tai will not
protects the tribe. This mutually beneficial arrangement has
accompany the PCs on their journey, their village is always
been in place for centuries.
open to them.
But there have been no sightings of Moonscale for nearly a
month. What’s more, Moonscale has not accepted their
nightly offerings of food. M’bert is terrified that something 9. R OCKY H ILLS
has happened to the dragon. “Perhaps he has left because of
our troubles with the moons,” says the worried M’bert. “Per- These rolling hills are thickly covered with trees and
haps he is angry with us. Perhaps he is dead.” Tribal law pro- shrubs. Rocks and pebbles litter the ground, making trav-
hibits the Lor-Tai from entering Moonscale’s cave. M’bert el difficult.
begs the PCs to check out the lair, promising them the eternal
gratitude of his people and a special reward if they do. Hidden among these hills is the cave of Moonscale, the

18
sacred dragon of the primitive Lor-Tai tribe (see encounter 8). entrance while the third drips tears on the top of the entrance
What happens next depends whether the PCs came here by to loosen rocks and dirt. A single eyewing can seal the
themselves or were led here by Lor-Tai guides (from encoun- entrance in 15 rounds; three can seal it in five rounds. If the
ter 8). eyewings are interrupted, they fight off their attackers, then
The PCs came by themselves. The PCs find nothing but resume sealing the cave. Keep track of their progress; when
barren hills. Every three hours they spend specifically look- the cave is sealed, they join their companions in attacking
ing for a cave, there is a 10% chance they stumble on Moons- the PCs.
cale’s lair. If they find it, proceed to the “Cave Entrance” The other four eyewings attack the PCs ferociously. They
section below, ignoring all references to the tribesmen. The concentrate their attacks on the PCs, knowing the tribesmen
attacks in the “Ambush” section occur as described. won’t put up much of a fight. The eyewings hover just out of
The PCs were led by Lor-Tai guides. The guides lead them reach, dripping tears and slashing with their tails. When they
directly to Moonscale’s lair. Proceed to the “Cave Entrance” see an opening, they dive and attack with their claws and
section. tails. They fight to the death.
The tribesmen are poor fighters. There is a 40% chance
Cave Entrance each round that they cause a combined total of 1 point of
damage to a random eyewing with their staves.
Hidden behind a dense grove of trees and bushes is a 12-
Unknown to either the PCs or the eyewings, Linsilee and
foot-diameter hole in the side of a hill. This is the entrance to
her companions (see encounter 16) are watching the battle
Moonscale’s lair. A goat is tied to a stake just inside the lair.
from the brush. In the third combat round, the PCs and the
Beside the goat is a clay jug, filled to the brim with milk.
eyewings are both pelted with 2d6 blunt arrows made of
These are the previous night’s offerings from the Lor-Tai.
white birch. The arrows do no damage—Linsilee’s intent is to
After the tribesmen dutifully exchange the new offerings
break up the fight—but all participants attack each other in
for the old, L’vrez reminds the PCs that Lor-Tai are forbidden
that round with -1 penalties to attack rolls. The arrow
to enter the cave. Further, only one PC is allowed to enter, so
attacks continue for 1d4 rounds or until a PC decides to
as to disturb Moonscale as little as possible. L’vrez will make
check out the source of the attack. Linsilee and her compan-
the choice.
ions easily escape, thanks to their elven ability to blend into
L’vrez: AC 9; MV 12; F2; hp 9; #AT 1; Dmg 1d6 (staff); THA-
the vegetation. The tribesmen have seen the arrows before,
C0 20; Str 9; Dex 8; Con 10; Int 9; Wis 8; Cha 10; AL LN.
but are unable to identify the source.
L’vrez is adamant about these rules. He won’t forcefully
It takes a PC or tribesman twice as long to uncover the cave
prevent the PCs from making their own choice or even send-
as it does for an eyewing to seal it; therefore, if the cave is
ing in more than one PC, but he throws a fit if the PCs don’t
completely sealed, it takes three PCs 10 rounds to uncover it.
comply. Assuming L’vrez survives this encounter, he will
report back to M’bert that the PCs violated Lor-Tai laws.
Exploring the Cave
M’bert will then limit the PCs’ reward to a maximum of three
dream stones each (see the “Leaving the Village” section of The cave comprises three areas. Moonscale is no longer
encounter 8). If the PCs enter the cave to rescue their com- here, having left a month ago to attend to an emergency (see
rade after the ambush (see following), this penalty is waived. Chapter 4 for details).
If the PCs agree with L’vrez’s rules, L’vrez looks deeply into It is likely that the chosen PC is exploring the cave when
the eyes of each PC, looking for the person whom Moons- the eyewings attack. If the PC is in area 1, he hears the sounds
cale would be least likely to perceive as a threat. If notes of of battle or cries from his companions. However, once
personality traits were made during the Fair Meadows beyond area 1, he cannot hear any sounds from outside.
encounters, the PC who was assigned the trait of Shyness Area 1. This cool and rocky passage winds downward into
should be chosen by L’vrez. Otherwise, choose a random PC the earth. A soft roaring and rumbling can be heard in the dis-
or a PC whom you wish to take a more active part in the tance. (This is the roar of the ocean coming from the exit in
adventure. area 3.)
L’vrez reassures the chosen PC that Moonscale isn’t violent After 50 yards, the passage slopes sharply downward, and
unless threatened, then sends him on his way. See the the PC finds himself slipping on loose gravel. The player must
“Exploring the Cave” section for cave descriptions and roll a Dexterity check with a -2 penalty. If he fails, the PC
events. slips helplessly into the pit in area 2.
Area 2. The passage ends in a 20-foot-diameter pit 50 feet
Ambush deep. On the opposite wall, 15 feet down, is a 12-foot-
diameter hole where the passage continues. There is no
All this activity has attracted the attention of a flock of sev-
ledge around the pit, and the distance is too far to jump.
en eyewings. By observing the party and the Lor-Tai guides,
Unless the PC can cross the pit magically, he will likely
the eyewings have also discovered the cave. The eyewings
have to climb to the bottom of the pit, then climb up the
intend to destroy the party and the Lor-Tai, then report the
opposite wall. If he has a rope, he can secure it to a rock and
location of the cave to Artha; if the cave turns out to be a
lower himself in. Otherwise, he must climb down. He must
dragon’s cave, Artha will raid it later at her leisure.
make two successive Dexterity checks to avoid falling into
Eyewings (7): AC 4; MV Fl 24; HD 3; hp 23, 22, 22, 18, 18,
the pit.
18, 17; #AT 3 or 1; Dmg 1d6/1d6/1d4 or eyewing tears; SA
The bottom of the pit is lined with decaying vegetation and
blinks eyewing tears (same chance to hit as normal attack at
soggy debris. A PC falling into the pit from the gravel slope
target within 100’) that splash in 10’ radius. The target must
suffers 2d4 points of damage from landing in the soft muck. A
roll a saving throw vs. poison and suffer 2d6 points of dam-
PC falling into the pit who was attempting to climb down suf-
age if roll fails or 1d6 points if roll succeeds (splash victims
fers 1d4 points of damage.
suffer 2d4 points if roll fails or 1d4 points if roll succeeds); SD
Three giant rats lurk in the corner of the pit, waiting for
immune to all cold-based attacks; THAC0 16; AL LE.
tasty victims to fall in.
Ten minutes after the chosen PC enters the cave, the
Giant rats (3): AC 7; MV 12, Br 6; HD 1/2; hp 3, 4, 4; #AT 1;
eyewings swoop in to attack. Three eyewings are in charge of
Dmg 1d3; AL N.
sealing the entrance to the cave; if the chosen PC is trapped
When the PC climbs or falls to the bottom of the pit, the
inside, so much the better. To seal the cave, two eyewings
starving rats attack and fight to the death.
drop boulders and shove dirt and dead trees in front of the

19
After dealing with the rats, the PC may climb the wall to the using their elven abilities to blend into the vegetation.
12-foot hole where the passage continues. As before, he If Linsilee’s first attempt fails or if the PCs acquire other ani-
must make two successive Dexterity check. If he fails, he falls mals along the way, this encounter may occur again.
back into the pit and receives 1d4 points of damage. He can Stones from Nowhere. Without warning, 2d6 large stones
try as often as he likes. rain around the PCs. There is a 20% chance that a randomly
Area 3. This passage is identical to the area 1 passage. As it chosen PC is struck by a stone for 1d4 points of damage. The
winds 100 yards deeper into the earth, the roaring sounds stones are coming from the gnomes’ device in encounter 13.
grow louder. The passage ends in a vast cavern 50 yards in Tell the PCs the direction of the stones, relative to their cur-
diameter with a ceiling 30 yards high. A 12-foot-wide hole rent location.
opens in the opposite wall. Refugees. A rickety horse-drawn wagon approaches the
This is Moonscale’s lair. The smooth floor is neatly packed PCs. Two female hill dwarves are driving a wagon, packed
dirt, the walls are polished granite. In one corner is a large with household supplies. There are a dozen hill dwarf chil-
nest of grass and branches. In another corner is a pile of clean dren in the wagon along with a third female hill dwarf who is
goat bones. The roaring ocean can be plainly heard. There is supervising them. None of the dwarves are speaking; all look
no sign of Moonscale nor any sign of violence. grim, sullen, and tired.
For safekeeping, Moonscale buried most of his treasure The dwarves are refugees from Wheatly. They were on an
(50,000 stl worth of pearls) in a 100-foot-deep pit in a cove outing when their village was destroyed by Artha and her
along the beach about a mile north of the exit passage of his minions (see encounter 14). They returned to find Wheatly
lair. However, if the PC searches the nest, he will discover a reduced to smoldering rubble. They are the only survivors.
dagger +1 and a black pearl (worth 400 stl) that Moonscale From second-hand sources, the dwarves heard that “dark”
missed in his haste. dragons and their offspring were responsible for the destruc-
The exit passage extends for about 20 yards, ending on a tion of Wheatly. They also have met Khardra, who was quick
cliff overlooking the roaring ocean. High waves crash loudly to pin the blame on the dragons. The dwarves are out to
on the rocky shore 100 yards below. destroy any dragons they come across.
The dwarves stop the PCs and ask if they’ve seen any signs of
Going Back dragons. If pressed, the dwarves reveal the reason for their
search. If pressed further, they admit they have no first-hand
If the PCs were brought to the cave by tribesmen, the knowledge that dragons destroyed their village. If asked about
tribesmen accompany them back to the village when the
Khardra, the dwarves say they met him on the road and whole-
encounter is over. Return to the “Leaving the Village” sec-
heartedly believe him—not only that dragons destroyed
tion of encounter 8.
Wheatly, but that Krynn would be better off without them.
The PCs will be unable to track Khardra from the dwarves’
I0. ENCOUNTER ZONE vague information. If the PCs ask, the dwarves give them
general directions to Wheatly.
When the PCs enter this area, roll 1d6 and immediately run Dwarves: AC 8; MV 6; HD 4; hp 14 (female), 4 (child); #AT
the indicated encounter. For every four game hours the PCs 1; Dmg by weapon; THAC0 15; AL N.
remain in this area, roll 1d6. On a roll of 1, another encoun- This encounter occurs only once. If the PCs have already
ter on this list takes place (roll 1d6). You are also free to alter met the refugees, treat this as a random encounter or as no
the frequency or to choose specific encounters as you see fit. encounter.
D6 Roll Encounter Encounter Zone 2. Roll for an encounter on the Encounter
1 Eyewing Zone 2 table, page 14 (or treat as no encounter).
2 Vanishing Horses Random Encounter. Roll for a random encounter on the
3 Stones from Nowhere appropriate table in the Appendix (or treat as no encounter).
4 Refugees
5 Encounter Zone 2
6 Random Encounter
II. VALLEY OF BLUE PINES
Eyewing. The PCs notice an eyewing hovering over them Hills of solid granite surround this valley of blue pines. A
about 100 feet in the air. Before the PCs can take any action, tall stone building can be seen in this distance among the
the eyewing zips away, heading north. pines.
Eyewing: AC 4; MV Fl 24; HD 3; hp 17; #AT 3 or 1; Dmg
1d6/1d6/1d4 or eyewing tears; SA blinks eyewing tears (same This is the valley containing the village of Belleria (encoun-
chance to hit as normal attack at target within 100’) that ter 12). For every three game hours the PCs are in this area,
splash in 10’ radius. Target must roll a saving throw vs. poison roll 1d6. On a roll of 1, 2d6 large stones rain around the PCs.
and suffer 2d6 points of damage if roll fails or 1d6 hp if roll There is a 20% chance that a randomly chosen PC is struck
succeeds (splash victims suffer 2d4 points if roll fails or 1d4 by a stone for 1d4 points of damage. The stones are coming
points if roll succeeds); SD immune to all cold-based attacks; from the gnomes’ device in encounter 13. Tell the PCs the
THAC0 16; AL LE. direction of the stones, relative to their current location.
Vanishing Horses. This encounter occurs only at night. If the PCs convinced the gnomes in encounter 13 to stop
While the PCs are sleeping, Linsilee and her companions hurling stones, they are not attacked by a rain of stones.
(see encounter 16) sneak into their camp and steal their
horses, along with any other animals they have with them
that Linsilee can see. Linsilee sets the animals free. I2. BELLERIA
Linsilee can do this in 30 seconds. Even if the PCs have a
guard on duty, Linsilee waits until he looks away or momen- A small village is nestled in the center of this pine valley,
tarily dozes off. She may also create a minor distraction for dominated by a towering stone building. There are only a
him to investigate. If the PCs have taken extraordinary few houses and shops in the village, and most of them
actions to protect their animals, such as chaining them appear to be abandoned. Some of the streets are littered
together to a tree, Linsilee waits for a more opportune time. with large stones.
In any case, Linsilee and her companions are never seen,

20
Background The Dragon Model
Years ago, Belleria was a thriving trade city, but as Ansa- The gnomes have only a vague idea of how a dragon is put
lon’s commerce centers gradually drifted south, Belleria’s together, and the model reflects their crude and sometimes
economy dried up. fanciful notions of dragon anatomy. The physiological func-
Just after the War of the Lance, an enterprising scholar tions are simulated by complex arrangements of gears,
named Abworth Kannard came up with a plan to revitalize levers, springs, and pulleys; most of these mechanisms are
Belleria. He proposed the construction of an Institute of Dra- imbedded in the granite hill, out of sight and inaccessible to
gonology, a center for the investigation of dragon biology the PCs.
and behavior. Initially, his plan was received with enthusi- Refer to Map 4 when the PCs are in the model. In addition
asm, but as Ansalon’s leaders turned their attention to to the keyed areas, the model has these features:
rebuilding their own communities, interest dropped off. So * The corridors are smooth pipes about four feet in diame-
did financial contributions. The institute was never finished. ter, just large enough to crawl through.
Abworth remained determined to finish the institute’s * Sections of the model are separated by six-inch-thick iron
showpiece—a giant model of a dragon, to be used for medi- hatches set flush against the sides of the corridors. The
cal studies. Several months ago, Abworth made a deal with hatches open easily in the direction of the arrow. After an
some gnome technicians, promising to pay them handsome- opened hatch is released, it snaps shut. A hatch is not intend-
ly if they completed the model. The gnomes agreed and went ed to open in the direction opposite of the arrow. A PC with a
to work, but when they tried to collect their first payment, Strength of at least 18 who succeeds in a Strength check can
Abworth stalled them—his efforts at additional fund raising pry it open; however, there is a 20% chance per attempt that
had been in vain. the spring mechanism is damaged. A damaged hatch cannot
The gnomes quit in disgust. After repeated requests for be pried open. If a damaged or undamaged hatch suffers 15
payment, the gnomes set up a device on a hill north of the points of damage, it is permanently opened.
city to fling stones at the building. They intend to keep fling- * Many of the model’s sections are activated by pressure
ing until Abworth pays up. plates in the floors or hatches. The mechanisms are too com-
plex and too inaccessible to disable.
Search for Abworth The PCs enter through the dragon’s mouth. This is also the
only exit.
Any NPC wandering the streets of Belleria can direct the
The following areas are keyed to the map:
PCs to the institute. They bristle at the name of Abworth,
A. Blood Pockets. Dragons have blood in them, but the
whom they feel is responsible for the stone showers.
gnomes have no concept of its function. However, they
The PCs can walk right into the institute, which is little
know it spurts. These sections are filled with the blood of
more than an empty shell. If they call out or knock on any of
cows and goats. Each end of a section is sealed by a hatch.
the doors of the vacant offices, the sounds echo in the barren
Mechanical paddles move on a track on the ceiling of each
corridors.
section to keep the blood circulating.
Eventually, the PCs attract the attention of two young men
If a PC listens at the hatch, he hears splashing and sloshing.
who offer to to help them. They seem eager to please but
If he opens the hatch, blood floods into the PC’s section, fill-
anxious and nervous. Their names are Irin and Rimsey,
ing it halfway to the ceiling. The blood is rancid; each PC
Abworth’s assistants and the only other residents of the build-
bathed in the flood of blood must make a Constitution
ing.
check. Those failing receive 1 point of damage.
Once Irin and Rimsey assure themselves that the PCs aren’t
B. Pulse Pistons. These sections simulate the dragon’s
angry gnomes or complaining villagers, they ask how they
pulse. Each section has four one-foot-diameter iron pistons
can help. If the PCs ask about Abworth, the young men ner-
set flush in the ceiling. The pistons are evenly spaced. When
vously tell the PCs to follow them. If the PCs ask about the
the hatch is open, a pressure plate activates the pistons.
stones, Irin says, “Uh, we better let Abworth explain that.”
Once per round, a random piston (roll 1d4) strikes the floor,
Irin and Rimsey lead the PCs through a long corridor. On
A PC struck by a piston suffers 1d4 points of damage. An
the way, they tell the PCs of their admiration for Abworth and
extended piston can be destroyed by a blow from an axe,
the institute’s financial problems, omitting the part about the
sword, or other weapon, providing it inflicts at least 2 points
gnomes.
of damage. Pistons still flush with the ceiling cannot be
Irin and Rimsey open the door to a large room, empty
destroyed.
except for a huge stone dragon’s head in the corner. The
C. Fire Breather. This chamber contains a device to simu-
head is nearly 10 feet across, its jaws wide open. As the PCs
late a dragon’s fire breathing ability. On the south wall of the
approach, they hear grinding gears, wheezing whistles, and
chamber is an iron tube about three feet in diameter. When
other mechanical sounds coming from deep inside the
the hatch is opened, a pressure plate activates the device and
statue.
sends a jet of flame blasting through the room. The jet
Irin explains that the head is the entrance of a model used
repeats every third round thereafter.
to study dragon anatomy. The model is carved directly into a As soon as a PC pushes against the north hatch, he feels the
granite hill. Unfortunately, the model was never finished
heat of the flame blasting against the other side. As long as
“because of, er, a disagreement with some unreasonable
the PC remains in a section outside this chamber, he receives
gnomes.” Two days ago, explains Irin, Abworth crawled no damage.
inside the model to finish it himself. A few hours after he A PC inside the chamber who stays against the walls has no
entered, the mechanical sounds began. They haven’t seen chance of being scorched by the flames; the cone of fire is
him since.
too narrow. However, a PC in the center of the chamber has
Irin and Rimsey are convinced that Abworth is stuck some-
a 75% chance of being hit when the flame blasts, suffering
where inside the model. They’d go after him themselves, but
2d6 points of damage.
they claim they’re claustrophobic (actually, they’re scared;
There is valve on the wall next to the iron tube. Turning the
they have no idea what’s going on in there). By any chance,
valve shuts off the flame.
would the PCs consider retrieving Abworth? If the PCs want D. Lungs. The floors, walls, and ceilings of these chambers
to speak to Abworth, they’ll have to get him out of the model. are lined with large bags made of stitched sheep skins. The
Neither the young men nor the Belleria residents will help.
bags rhythmically inflate and deflate to simulate breathing.
Assistance from the gnomes is out of the question.

21
A PC who crawls on his hands and knees over the bags can but they know it beats. This chamber has a large iron pendu-
make the trip across the chamber safely. However, a PC who lum suspended from the ceiling. The pendulum bangs
walks or runs must roll a Dexterity check. Those failing have against the western and eastern walls, which are made of
a 30% chance of accidently puncturing a bag which immedi- stretched goat skins. Each strike of the pendulum produces a
ately explodes, inflicting 2 points of damage. deafening thud.
E. Incomplete Chambers. These chambers are unfinished PCs in adjacent corridors can hear the pounding from the
and are filled with a jumble of gears, levers, pulleys, and heart chamber. As soon as a hatch is opened, all PCs in an
cranks. For each round a PC spends fiddling with these gad- adjacent corridor must roll Constitution checks. Those failing
gets, roll 1d12 and consult the list below. are deaf for the next 2d6 rounds.
1. Explosion. The PC suffers 1d6 points of damage. PCs entering the chamber without covering their ears are
2. Blaring Noise. Gongs, bells, and whistles blare. automatically deafened for the next 1d4 hours; putting their
3. Steam Blast. The PC receives 1d4 points of damage. hands over their ears is adequate cover.
4. Blood Spray. Rancid cow blood sprays from a tube. The The pendulum strikes a wall every round. To cross the
PC must roll a successful Constitution check or suffer 1 point chamber, a PC must dodge the pendulum. This requires a
of damage. Dexterity check; since dodging the pendulum is relatively
5. Temperature Rises. The temperature increases by 1d4 x easy, the check is made with a +2 bonus. PCs struck by the
10 degrees. pendulum suffer 1d8 points of damage.
6. Temperature Lowers. The temperature decreases by K. Incomplete Chamber. This is identical to the other
1d4 x 10 degrees. incomplete chambers (areas E). However, after the PCs have
7. Snack. A mechanical platform extends from a panel. been here for two rounds, they hear Abworth pounding on
The platform contains a plate of goat cold cuts and a pot of the south hatch.
hot herbal tea. L. Brain. The gnomes believe a dragon’s physiology is con-
8. Random Activity. Gears and pulleys rotate meaningless- trolled by a brain near its tail. This chamber is identical to the
ly for 30 seconds, then grind to a halt. incomplete chambers (areas E) except for a large, wind-up
9. Open Hatch. The hatch on the opposite wall opens. key; when the key is fully wound, all functions in the model
10-11. No Effect. Nothing happens. activate for four days.
F. Stomach Flipper. The floor of this chamber is a single Abworth worked his way to the brain chamber two days
large pressure plate on a powerful spring. On the southern ago. He activated the model by winding the key in order to
side of the room is a smooth ramp. Three rounds after the assess the gnomes’ work. Unfortunately, Abworth was not
northern hatch opens, the spring activates and flips every- strong enough to re-open the hatch and has been trapped
thing in the chamber down the ramp and through the south- here ever since.
ern hatch toward the stomach. The flipping repeats every Abworth Kannard: AC 10; MV 12; F2; hp 9; #AT 1; Dmg by
three rounds while the northern hatch is open. weapon; THAC0 20; Str 9, Dex 10, Con 15, Int 16, Wis 14,
G. Stomach. This circular chamber is 16 feet in diameter. Cha 15; AL LG.
The hatches are eight feet from the floor. The PCs arrive here Abworth is an alert and able-bodied, 60-year-old scholar.
either through a hatch or by a toss from the stomach flipper He is good-natured, long-winded, and totally devoted to sci-
(area F). The first PC touching the floor activates a pressure ence. He greets the PCs with enthusiasm. He defers all ques-
plate. The southwestern hatch opens and acid begins to pour tions about dragons and other serious subjects until they are
in. The western and eastern walls also begin to move toward safely in his office.
the center.
It takes 10 rounds for the walls to close together. After three Abworth’s Office
rounds of acid spilling, the PCs’ eyes begin to sting. In rounds
When Abworth and the party emerge from the model, Irin
5-9, each PC must roll a successful saving throw vs. poison or
and Rimsey excitedly welcome them back, eagerly asking
suffer 1d4 points of damage. In round 10 and in each round
Abworth the details of his adventures and what the model
thereafter, the PCs receive 2d4 points of damage.
looks like inside. Abworth waves them off, explaining he has
When the acid reaches the lip of the hatch in the western
pressing business to discuss with the PCs.
wall (this takes 15 rounds), the pouring stops. The walls
Abworth leads the PCs down a corridor to his office where
return to their original positions 10 rounds later, and a drain
he invites them to make themselves comfortable. The office
opens in the floor.
is stuffed with books, papers, and files.
H. Acid Chamber. A series of tubes aims from the ceiling of
When everyone is seated, Abworth asks how he can help
this chamber toward the hatch on the eastern wall. When the
them. Abworth talks openly about any subject, although he
stomach pressure plate is activated (area G), acid sprays
tends to put his answers in long-winded lectures.
through the corridor into the stomach. The spray continues
If the PCs mention Frohm, Abworth smiles when he hears
until the level of acid in the stomach reaches the hatch, then
the name of his old friend, then follows with an analysis of
the spray shuts off automatically.
Frohm’s aptitude for community government.
While acid is spraying, a PC suffers 2d4 points of damage
If the PCs ask about any problems with dragons, Abworth
for each round spent in the corridor linking this chamber and
says, “Well, they seem to have made themselves scarce,
the stomach.
haven’t they?” Abworth has noticed that dragons have virtu-
There is a valve on the ceiling next to the tubes. Turning the
ally disappeared from Krynn in the past year. “Perhaps they
valve shuts off the acid.
went into seclusion after the war. Perhaps they were recalled
I. Waste Room. How dragons eliminate wastes has the
by the gods. Perhaps their time on Krynn is over.”
gnomes stumped, so the simulation isn’t fully developed.
If the PCs mention the fading moons and stars, Abworth’s
This chamber contains a gelatinous cube that will eventually
interest perks, since he’s noticed this, too. If the PCs don’t
become part of the simulation.
mention it, Abworth brings it up. If this is the first time the PCs
Gelatinous cube: AC 8; MV 6; HD 4; hp 22; #AT 1; Dmg
have heard about it, Abworth convinces them that the stars
2d4; THAC0 15; AL N.
and moons seem to be fading. He has no explanation.
The hungry cube attacks anything or anyone entering its
“There is no doubt that dragons draw at least some of their
chamber. If the PCs destroy the cube, they find 11 stl, eight
essence from the moons and stars, though the extent is not
gp, and five sp imbedded inside.
known,” he says.
J. Heart. The gnomes don’t know the function of the heart,

22
Abworth continues. “But it can’t just be the dimming
moons and stars. If that were the case, every night that was
I5. E NCOUNTER Z ONE
cloudy, dragons would drop from the sky.” Abworth is posi- When the PCs enter this area, roll 1d8 and immediately run
tive there’s more to the dragons’ problems than the fading the indicated encounter. For every four game hours the PCs
moons, but admits he has no idea what it could be. remain in this area, roll 1d6. On a roll of 1, another encoun-
Abworth firmly believes that the dragon situation demands ter on this list takes place (roll 1d8). You are also free to alter
further investigation. He implores the PCs to find out more. the frequency or to choose specific encounters as you see fit.
“I don’t think I’m overstating to say that the well-being of If the PCs’ actions trigger the “Meeting with Linsilee”
Krynn may be at stake,” he says. If the PCs are uncertain what encounter (found at the end of this section), run it anytime
to do next, Abworth suggests they investigate the northern within the next 24 game hours before the PCs leave this area.
moors. “Dragons have been sighted there in the past,” he Even though the Linsilee encounter may be triggered several
says. “If I were a dragon, that’s where I’d go if I wanted to be times, the PCs meet her only once.
left alone. Or where I’d go to die in peace.”
D8 Roll Encounter
1 Dragon Moon
I3. G NOME H I L L 2 Vanishing Horses
3 Wolf Pack
An elaborate device consisting of a huge wooden plat- 4 Chicken Flock
form with a dozen long wooden arms extending from it 5 Hurt Horse
sits on the plateau of a high hill. Surrounding the device 6 Eyewing
are piles of stones and several tents. Gnomes scurry 7 Encounter Zone 2
about, adjusting the device and loading stones in its arms. 8 Random Encounter
Dragon Moon. This encounter occurs only on a night
The device is a twelve-handed flingarang. The gnomes use when at least one of the moons is in high sanction and at least
the flingarang to toss stones at Abworth’s dragon institute; one PC is awake. A PC looking into the sky sees the silhou-
they’re angry because Abworth couldn’t come up with the ettes of four dragons crossing the moon. The dragons are
money to pay them for their work on his dragon model (see brass dragons leaving Krynn (see Chapter 4 for details).
encounter 12). This encounter occurs only once.
Gnomes (20): AC 5; MV 6; HD 1; hp 6 each; #AT 1; Dmg by Vanishing Horses. This is identical to the Vanishing Horses
weapon or 1d6; THAC0 15; AL N. encounter from Encounter Zone 10. If the PCs experienced
As soon as the gnomes see the PCs and are assured that this encounter in Encounter Zone 10, treat this as a random
Abworth isn’t with them, they jump up and down. babbling encounter or no encounter. If they experience it here, it also
wildly. If the PCs calm them down, the gnomes explain how triggers the meeting with Linsilee.
Abworth stiffed them and how they’re determined to demol- Wolf Pack. This wolf pack is heading to Wheatly to rum-
ish his building for revenge. mage for carrion. If the PCs follow them, the wolves lead
The PCs can pay off the gnomes (with treasure or merchan- them to Wheatly (encounter 14). If the PCs attack, the wolves
dise worth at least 1,000 stl) or scare them away (perhaps by fight furiously but retreat as soon as they can to continue
telling them Abworth has hired a Dragonarmy to kill them). their trip to Wheatly.
Otherwise, the gnomes intend to stay. After another week, Wolves (5): AC 7; MV 18; HD 2+2; hp 7, 9, 10, 13, 14; #AT
the gnomes will give up and return to their homes in south- 1; Dmg 1d4+1; THAC0 16; AL N.
ern Estwilde. This encounter occurs only once. If the PCs attack the
wolves, the meeting with Linsilee is triggered.
Chicken Flock. The PCs hear clucking chickens foraging in
I4. W HE A TL Y a weed patch. The fat hens would make a good meal; if the
PCs search the weeds, they also find a dozen eggs. The chick-
What once was a town is now little more than scorched ens are incapable of defending themselves.
earth and rubble. Ravens circle the skies and wolves roam This encounter occurs only once. If the PCs kill the chick-
the blackened streets searching for carrion. There are no ens the meeting with Linsilee is triggered.
other signs of life. Hurt Horse. The PCs discover a hurt horse lying behind a
clump of bushes. The horse has deep wounds in its back that
This used to be a thriving community of hill dwarves until look like claw marks. The horse was stolen by Artha’s
Artha and her minions showed up one day about a month dragons in a raid on Kwintter’s Ranch (Chapter 2) but was
ago, demanding the steel statue of the dwarven hero Flint accidently dropped.
Fireforge located in the town square. The dwarves refused. Aside from its wounds, the horse is in reasonably good
Artha returned that night and took the statue, then leveled condition. If the wounds are treated, the horse will heal well
the village and destroyed nearly everyone in it. enough to ride within a week.
There is nothing of value in the village and no survivors. This encounter occurs only once. If the PCs help the horse,
For every hour the PCs spend examining the corpses, there is the meeting with Linsilee is triggered.
a 25% chance they spot a corpse with triangular punctures. Eyewing. The PCs notice an eyewing hovering overhead
These punctures are identical to the ones in the silver about 100 feet in the air. Before the PCs can take any action,
dragon’s body at the Fair Meadows Fair. the eyewing zips away, heading north.
For every hour spent in Wheatly, roll 1d6. On a roll of 1, Eyewing: AC 4; MV Fl 24; HD 3; hp 19; #AT 3 or 1; Dmg
the PCs are attacked by a pack of wolves. 1d6/1d6/1d4 or eyewing tears; SA blinks eyewing tears (same
Wolves (6): AC 7; MV 18; HD 2+2; hp 7, 7, 9, 11, 12, 12; chance to hit as normal attack at target within 100’) that
#AT 1; Dmg 1d4+1; THAC0 16; AL N. splash in 10’ radius. Target must roll a saving throw vs. poison
The wolves fight to the death or until they chase the PCs and suffer 2d6 points of damage if roll fails or 1d6 points if roll
out of town. succeeds (splash victims suffer 2d4 points if roll fails or 1d4
points if roll succeeds); SD immune to all cold-based attacks;
THAC0 16; AL LE.

23
Encounter Zone 2. Roll for an encounter on the Encounter choice in Encounter Zone 15). At the same time, she com-
Zone 2 table, page 14 (or treat as no encounter). mends the PCs if they helped the hurt horse (the fifth choice
Random Encounter. Roll for a random encounter on the in Encounter Zone 15).
appropriate table in the Appendix (or treat as no encounter). “We asked you here because in spite of your meat-
If the PCs attack an animal as a result of a random encoun- crunching tendencies, we support what you are doing for the
ter, the meeting with Linsilee is triggered. dragons,” she says. She says that they, too, are aware of the
dragons’ seeming disappearance and are very concerned.
Meeting with Linsilee They have no explanation. They reject any connection with
the supposedly fading moons and stars. “We shouldn’t be
Heavy nets drop over the PCs as they walk beneath the
surprised if they’ve died or gone away, considering how
branches of a tall tree. The nets are dropped by wild elves
they’ve been treated since the end of your war,” she says, cit-
concealed in the branches; a PC specifically looking at the
ing hunting dragons for sport as a particularly revolting
trees has only a 10% chance of noticing the elves before they
example of exploitation. “When a sacred bond with nature is
spring their trap.
broken, all good creatures suffer the consequences.”
Before the PCs can free themselves, a muscular female elf
Unfortunately, the elves have little to offer the PCs besides
drops out of the tree and lands in front of them. Two more
encouragement and moral support; they cannot go with
female elves join her. Each has a bow slung over her shoul-
them, as they must stay in this area to continue their cam-
der. The elves help the PCs out of the net. “Sorry,” says the
paign for helpless animals. However, Linsilee says that the
leader. “We wanted to get your attention.”
desolate northlands seem the most likely place to find
The leader is Linsilee. The others are Myurla and Panya,
dragons these days. “The scent of death has been particular-
two of Linsilee’s companions.
ly strong in the moors for the last year or so,” she says. “It’s
See the Appendix for Linsilee’s statistics.
possible the trouble stems from there.” She has no details.
Myurla and Panya, Kagonesti (Wild Elves): AC 5; MV 12;
Before the PCs leave, Linsilee shows them around the
F5; hp 22 each; #AT 1; Dmg by weapon or 1d6; THAC0 16;
camp, introducing them to the puppy, the raven, and the kit-
AL LG.
ten they are nursing back to health. She also shows them the
The elves raise their arms in friendship. If the PCs attack,
covered tub. “This is a particularly sad case.” She pulls back
the elves retreat into the trees and vanish among the leaves.
the net, revealing a living gold dragon head floating in a foot
The elves repeat their net ambush every two hours until the
of water. It pants like a happy puppy when it sees Linsilee and
PCs listen to them.
rolls playfully in the water. Linsilee strokes under its chin.
Linsilee wants the PCs to follow her to the elves’ camp in
The dragon head is named Ky. He was separated from his
the woods. If the PCs agree, she leads them to her camp in
body shortly after his birth as a result of an experiment con-
encounter 16. On the way, the elves cheerily greet every bird
ducted by Tarligor in his Shadowglades lab. The infusion of
and butterfly; Linsilee even says hello to a worm.
magical forces from Tarligor’s experiment allows the head
and the body to live independently; the head absorbs all nec-
16. C AMP IN THE W OODS essary nutrients from the water in its tub.
If the PCs ask the head what happened to it, the head says,
These lush woods are filled with a variety of trees and “Tarligor.” If asked about Tarligor, it says only, “Evil...evil...”
flowers. Birds chirp pleasantly in the branches above. and begins to gag. The head knows where it was separated
from its body (the Shadowglades) but doesn’t know why.
What happens here depends on whether the PCs came After the PCs finish speaking with the head, Linsilee goes to
here themselves or were led here by Linsilee. the beehive. She produces a small wooden box and whispers
The PCs came here themselves. They find nothing. The to the bees. Three of the bees dutifully fly into the box. She
wild elves removed all traces of their campsite. gives the box to the chosen PC. “If you need us, tell one of
The PCs were led here by Linsilee. The wild elves lead the the bees,” she says. “It will find us and give us the message.”
PCs to a clearing in the trees. Three female wild elves repair- The PCs may spend the night in the elven camp. If asked,
ing grass tents wave at the party when they arrive. There are a Linsilee can point them in the general direction of Wheatly
number of animals in the camp—a romping puppy with three (encounter 14), Kwintter’s Ranch (encounter 2 in Chapter 2),
legs, a bandaged raven eating corn from the hand of one of and the Shadowglades (Encounter Zone 7 in Chapter 2). If
the elves, a sleeping rabbit with a mutilated ear. Beside one the PCs don’t know where to go next, Linsilee suggests that
of the tents is a large tub covered with a net. the Shadowglades may hold the answers they seek. She has
Thilia, Onne, Jing (Wild Elves): AC 5; MV 12; F5; hp 22 also heard rumors that Wheatly was the recent site of an
each; #AT 1; Dmg by weapon or 1d6; THAC0 16; AL LG. attack by evil forces. Once the PCs leave, they are unable to
Linsilee introduces her other companions then explains find either the elves or their camp again.
they are all Kagonesti, formerly from the village of Dovestone

T ROUBLESHOOTING
located in the forests near the Dargaard Mountains, Like all
wild elves, they believe that harmony with nature is the key
to a fulfilled life. However, they believed their own people If the PCs attack the Lor-Tai. Not only are the Lor-Tai non-
violated this principal by exploiting animals—riding them, violent, they’re terrible fighters. The PCs can easily over-
eating them, even hunting them for sport. They now spend whelm them if they want to. However, you might point out
their days as advocates for animals, fighting to defend them that this type of unwarranted hostility is completely contrary
from exploitation and harm. Strict vegetarians, the elves refer to the principals of good.
to all others as “meat-crunchers.” If the PCs don’t know what to do next. Make sure the PCs
If the PCs were attacked by the blunt birch arrows (in a ran- don’t lose sight of their mission—to find out if there’s a threat
dom encounter with animals or in the ambush with the to the dragons and what can be done about it. If the PCs fal-
eyewings in encounter 9), Linsilee proudly takes credit. If the ter, give them a strong, specific image from a dream stone or
PCs lost their horses from a Horses Stolen encounter, Linsilee have a white stag appear to lead them.
takes credit for this, too. Linsilee also denounces the PCs if
they attacked the wolf pack (encounter 14 or the third choice
in Encounter Zone 15) or ate the chickens (from the fourth

24
CHAPTER 2: DARK DREAMS

The deep swamp, known as the Shadowglades, is com-


DM’ s O V E R V I E W pletely covered with water. Depths range from three to 20
feet, averaging about eight to 10 feet. The water is sour and
This chapter covers events and encounters taking place in dark, definitely unsuitable for drinking. A heavy mist hangs in
the desolate moors of northwestern Estwilde. As in Chapter the air at all times, giving the impression of an endless dusk.
1, use the large color map and Map 2 inside the module cov- The Shadowglades is thick with reeds, brush, and trees.
er for reference. Movement by raft or boat is slow and difficult; riding a mount
is impossible. Insects and reptiles are everywhere, and the
GOALS water teems with leeches.
Temperatures in the Shadowglades peak in the 90s during
In this chapter, the PCs should accomplish the following: the day and dip into the 70s at night. The humidity makes it
— meet Artha and face her in battle. seem much warmer; PCs will find their clothes constantly
— discover Khardra’s background and origin. drenched in sweat.
— befriend a gully dwarf tribe that provides them with
valuable clues.
As always, give the PCs a fighting chance to achieve these I NFORMATION FROM NPCs
goals, but don’t reward poor playing or bad choices. Unless otherwise specified, NPCs have no useful informa-
tion about dragons, Khardra, locations, or anything else. At
T ERRAIN AND CLIMATE your discretion, you may use the Khardra and Dragon Rumor
tables from the Prologue to supply responses for the NPCs.
As can be seen on the color map, there are two types of
swamp terrain: shallow and deep. The shallow swamp is
muddy and spongy, alive with lush vegetation and abundant
insects and reptiles of all varieties.
DM’s B ACKGROUND
Generally, temperatures are only a few degrees warmer than The moors are Khardra’s old stomping grounds, but he sel-
the dry lands to the south, but the air is humid and sticky, mak- dom returns these days, as there’s nothing much left of inter-
ing travel uncomfortable, especially during the day. est for him. Tarligor created Khardra in an abandoned shack
Mounts can be ridden in the shallow swamp, as there is sel- deep in the Shadowglades. Tarligor’s body is still there.
dom more than a few inches of standing water. There are also The only civilized outpost of any significance in this area is
numerous dry areas that are adequate for camping. The Kwintter’s Ranch, located just south of the moors. For several
streams and tributaries are 20 to 40 feet wide on the average. weeks, Artha has been extorting money from the ranch. Hav-
They are never deeper than a few feet. ing taken all she can get, Artha now intends to destroy it,

25
This encounter occurs only once.
E NCOUNTER K E Y Roasted Bones. The PCs spot a pack of wild dogs carrying
blackened bones. If the PCs want to examine the bones,
I. E NCOUNTER Z ONE they’ll have to fight the dogs for them.
Wild dogs (6): AC 7; MV 15; HD 1 + 1; hp 5, 6, 6, 8, 8, 8;
When the PCs enter this area, roll 1d6 and immediately run #AT 1; Dmg 1d4; THAC0 18; AL N.
the indicated encounter. For every four game hours the PCs If three of the dogs are killed, the rest drop their bones and
remain in this area, roll 1d6. On a roll of 1, another encoun- run away.
ter on this list takes place (roll 1d6). You are also free to alter The bones are part of a horse skeleton. The horse was
the frequency or to choose specific encounters as you see fit. brought here by one of Artha’s dragons after a raid on Kwint-
D6 Roll Encounter ter’s Ranch. The dragon ate what it wanted, then burned the
1 Eye Drops rest of it.
2 White Stag This encounter occurs only once.
3 A Man and His Ogre Goat Chain. The PCs see a man leading 20 goats. The goats
4 Roasted Bones are tied from neck to tail in a long chain. The man is whistling
5 Goat Train happily.
6 Random Encounter The man smiles if the PCs approach. “If any of you folks are
in the market for goats, now’s the time to buy ‘em.” he says.
Eye Drops. The PCs see several foot-long clumps of a “Kwintter’s Ranch is practically giving them away.” The man
glassy substance in the grass. The substance is rubbery, has a can direct them to the ranch (encounter 3), but has no other
bluish tinge, and smells faintly like decaying meat. It feels information.
hot; if the substance comes in contact with a PC’s bare flesh, Goat herder: AC 10; MV 12; F 1; hp 6; #AT 1; Dmg by weap-
he must roll a saving throw vs. poison or suffer 1 point of on; THAC0 20; AL N.
damage from burns. This encounter occurs only once.
The clumps are dried “tears” of the eyewings. The sub- Random Encounter. Roll for a random encounter on the
stance has no monetary value. appropriate table in the Appendix (or treat as no encounter).
White Stag. A white stag appears just ahead of the PCs and
leads them toward the best path. The stag disappears after
traveling 1d3 hexes on the map. 2. D ISTANT T O W E R S
White stag: AC -5; MV 24; HD 10; hp 77; #AT 3; Dmg
1d12/1d6/1d6; THAC0 10; AL LG. In the distance, two large, wooden platforms balanced on
A Man and His Ogre. A filthy man leading a huge ogre on a thick pillars tower into the sky.
chain flags down the PCs. He introduces himself as Professor
Filben Stumor, “a free spirit who knows these parts like the These are the lookout towers of Kwintter’s Ranch (encoun-
nose on my friend’s ugly face.” ter 3). Tell the PCs the location of the towers, relative to their
Filben Stumor: AC 8; MV 12; F3; hp 17; #AT 1; Dmg 1d4 current positions.
(dagger); THAC0 18; AL NE. Treat this area as part of Encounter Zone 1, and roll for
Ogre: AC 5; MV 9; HD 4+1; hp 28; #AT 1; Dmg 1d10; encounters accordingly.
THAC0 15; AL CE.
Stumor peddles information for a living. He sells answers
to yes or no questions for five stl each, “guaranteed accu- 3. K WIN TTER ’ S R ANCH
rate.”
If the PCs prefer, they can gamble ten stl (or an item of Ahead is a still lake nearly 300 feet in diameter. A wooden
equivalent value) for unlimited access to his knowledge. All bridge leads to a 200-foot-diameter island in the center of
they have to do is wrestle the ogre—if the ogre loses, Stumor the lake. The entire island is enclosed by a wooden fence
will answer any number of questions. If the ogre wins, they 10 feet high.
lose the ten stl. The rules are that the ogre picks his oppo- In the northwestern and southeastern corners of the
nent, and no weapons are allowed. fence, two wooden pillars rise 40 feet in the air. A large
If the PCs agree, the ogre looks them over and makes his wooden platform sits atop each pillar, and two men
choice. The arrogant ogre always chooses the toughest- armed with bows stand on each platform.
looking opponent. If notes of personality traits were made The sounds of bleating goats and whinnying horses can
during the Fair Meadows encounters, the PC who was be heard from inside the gate.
assigned the trait of Violence should be chosen. Otherwise,
choose a random PC or a PC whom you wish to take a more This is Kwintter’s Ranch, the best-known and most prosper-
active part in the adventure. ous goat and horse ranch in northern Estwilde. The lake and
The ogre attempts to pound the chosen PC into uncon- the adjoining river are nearly 20 feet deep. The only access to
sciousness. The first opponent to be reduced to 5 hp or less the ranch is by the bridge.
loses the match. (Stumor calls off his ogre before he kills his A muscular man about 40 years old meets the PCs at the
opponent.) entrance gate and introduces himself as Dil Kwintter, the
Stumor has less information than he claims. He knows the owner of the ranch. He is grim but friendly. He listens to
locations of Lake Kwintter (encounter 3), Culeman’s Lodge whatever the PCs have to say, then asks them if he can speak
(encounter 6), and Tarligor’s lab (encounter 9). If asked about to them privately. “It’s very important,” he says. “Please.”
Khardra or dragons, choose a random reaction from the Dil Kwintter: AC 6; MV 12; F5; hp 21; #AT 1; Dmg 1d6 (bow
Khardra or Dragon Rumor Tables in the Prologue. If asked and arrow); THAC0 16; Str 16, Dex 13, Con 14, Int 12, Wis
anything else, Stumor makes up an answer. 11, Cha 14; AL LG.
If the PCs feel cheated by the quality of Stumor’s answers, Dil leads them to his office, closes the door, and gets down
he indignantly says he doesn’t give refunds. If the PCs attack, to business. He explains that the ranch has been receiving
Stumor and the ogre defend themselves, retreating as soon as intimidating threats from a woman named Artha, “a fat,
they can. Aside from Stumor’s knife, they carry nothing of stinking toad.” Artha robbed the ranch a few weeks ago,
value. destroying the western end of the bunkhouse in the process.

26
“She happened to hit us after a big sale,” says Dil. “She got fill in any gaps in the players’ knowledge of Krynn lore.)
away with a couple of thousand in steel.”
Artha returned every few days thereafter to demand more The Layout
money, “but we stood our ground. She tried to scare us with
Refer to Map 5. The entire ranch is enclosed by 10-foot
these giant eyeball monsters with bat wings, but we fought
wooden fences. There is only a few feet of shoreline between
them off. Then she brought in a black dragon that flew away
the fence and the lake.
with some of our best horses, but we still wouldn’t give in to
A. Bridge. This leads to the entrance gate.
her.”
B. Bunkhouse and Office. The western wall of the bunk-
A couple of days ago, Artha gave Kwintter an ultimatum. house has been burned and partially demolished.
Artha plans to return to the ranch tomorrow and destroy it if
C. Barns. The northern barns are for horses. The southern
they don’t pay her 50,000 stl. “We don’t have it, and we
ones are for goats.
can’t get it,” he says. “I think she’ll try to kill us this time. We
D. Haystacks. This area is filled with haystacks to feed the
can’t fight her alone.”
livestock.
Dil asks the PCs to stay and help them defend the ranch
E. Pens. The northern pens are for horses. The southern
against Artha. “We’re down to five men. Everybody else
pens are for goats. Gates connect the pens.
we’ve asked is afraid.”
F. Guard towers. A ladder leads from each tower to the
If asked why they don’t abandon the ranch, Kwintter bris-
pen below. The support pillars are five feet thick.
tles. “A Kwintter has never run from a fight,” he says. “You
Guard rails four feet high surround the platforms.
don’t understand this business. If word gets out that we can
be scared off by an extortionist, we’ll be sitting ducks for eve-
The Defense
ry two-bit crook in Estwilde.” If asked why they don’t run the
animals off for a few days if they know an attack is coming, Early the next morning, Dil instructs his men to take their
Kwintter says that rumors of bandits make it too risky. “The posts. Dil and two of his men position themselves in the
animals are safer here where we can watch them.” If asked northwestern tower. The three other men are positioned in
what makes him think they’ve got a chance against a being as the southeast tower. Jasper stays in the bunkhouse.
powerful as Artha, let alone a black dragon, Kwintter says Dil explains that Artha and her minions always appear in
that Artha never does any of the fighting herself. “She lets her the air high over the ranch. The PCs may position themselves
boys do her dirty work,” he says. “And those eye-things anywhere in the ranch they wish. If the PCs have any alter-
aren’t hard to kill. Her dragon isn’t very big. A half-dozen nate plans for defense of the ranch, Dil listens politely, but he
healthy men can surely take on one dragon.” Kwintter tries and his men do not change locations. Dil has an assortment
to sound confident, but the quaver in his voice betrays his of bows, javelins, and spears to defend the ranch. The PCs
uncertainty. have access to any of these weapons.
If the PCs decline to help, Dil refuses to give them informa- Additionally, Kwintter has a flute of wind dancing that was
tion or help them in any way; he demands they leave imme- recently taken in trade for a dozen of their best horses.
diately. If the PCs agree to help, Dill heartily thanks each one, Kwintter gives the flute of wind dancing to the PCs to use in
then takes them on a tour of the ranch to show them the lay- the defense of the ranch. (After two rounds of playing, the
out and meet the rest of his men. user can create a zephyr, after three rounds, a gust of wind
Dil raises light, medium, and heavy warhorses, along with can be summoned. After an entire turn, a dust devil can be
draft horses and farm goats. Currently, the ranch has about created in a 30” area. All winds move at the player’s will up
75 horses and 150 goats. The wooden buildings are solidly to 6” away. The winds die as soon as he stops playing.)
constructed.
Like Dil, his men are grim but friendly. They are all trim and The Attack
muscular, except for a white-haired hill dwarf Dil introduces
At high noon, an area in the sky over the ranch begins to
as Jasper Blackboot. Privately, Dil explains that Jasper isn’t
begins to darken and swirl. The odor of decaying meat per-
much of a fighter, but is a shrewd businessman and has a
meates the air, and a hazy image of an obese woman appears
wealth of knowledge on just about every subject.
in a dark fog. She is draped in shreds of black silk. Thick black
Dil’s men (5): AC 6; MV 12; F3; hp 18 each; #AT 1; Dmg
rain drips from her lumpy body and plops into the lake. Her
1d6 (spear or bow); THAC0 18; AL LG.
image swells until she is as big as a cloud.
Jasper Blackboot: AC 4; MV 6; F3; hp 13; #AT 1; Dmg
See the Appendix for Artha’s statistics.
1d4 + 1 (hammer); THAC0 18; Str 11, Dex 11, Con 10, Int 15,
Normal attacks on Artha have no effect; weapons pass
Wis 17, Cha 15; AL LG.
harmlessly through her insubstantial image.
At the end of the day, Dil and his men put the livestock in
“Do you have the money?” she says, her voice a lifeless
the barns and feed them, then settle down with the PCs for a
drawl.
feast of cornbread, goat steaks, and hot tea. There are extra
There is no answer from Dil or his men, who stand poised
beds in the bunkhouse for the PCs.
with spears and bows.
Before they retire, the PCs can ask the NPCs any questions
“Very well,” drones Artha. She hovers silently for a
they might have. Jasper is the primary source of information. moment, then solidifies and casts flame strike at the hay-
If asked about dragons, he says, “It appears the bad ones are
stacks and barns, all of which instantly burst into flames. The
alive and well, but I’ve heard rumors that the silver ones are
livestock begins to panic; goats and horses race from the
sick and the bronze ones are gone.” He doesn’t know why
barns and stampede through the pens looking for a way to
but is convinced that the good dragons are in trouble, “and escape the fire. Artha vanishes. (Artha does not reappear or
that, my friends, means trouble for us all.”
participate further in this battle, leaving the destruction of the
Jasper knows of a legend of a mysterious place deep in the
ranch to her minions while she goes elsewhere to rest.)
Shadowglades that is rumored to be the birthplace of a terri-
The instant Artha disappears, two black dragons and six
ble evil. The place is surrounded by “trees whose leaves are eyewings burst from the lake.
alive.” He knows no other details, but “if I wanted some
Young adult black dragons (2): AC 3; MV 12 Fl 24; HD 8; hp
answers, that’s where I’d go.” 32 each; #AT 3; Dmg 1d4/1d4/3d6; THAC0 12; SA breath
Jasper has no other information for the PCs. He has a
weapon (spits acid in a 1/2”-wide stream for 6” in a straight
wealth of stories about the War of the Lance and will spin
line for 2d4 points of damage); AL CE.
yarns for the PCs as long as they like. (Use this opportunity to

27
Eyewings (6) : AC 4; MV FI 24; HD 3; hp 17, 18, 19, 19, 21, number of rounds of combat before the eyewings are killed
21, 21; #AT 3 or 1; Dmg 1d6/1d6/1d4 or eyewing tears; SA and the dragons leave; this gives the percentage of livestock
blinks eyewing tears (same chance to hit as normal attack at killed, up to a maximum of 95%.)
target within 100’) that splash in 10’ radius. Target must roll a
saving throw vs. poison and suffer 2d6 points of damage if After the Battle
roll fails or 1d6 points if roll succeeds (splash victims suffer
When the battle is over, any surviving NPCs assess the
2d4 points if roll fails or 1d4 if roll succeeds); SD immune to
damage and begin cleaning up the mess. They thank the PCs
all cold-based attacks; THAC0 16; AL LE. for their courage and assistance.
In the first round, the eyewings sweep through the pens The surviving NPCs furnish the PCs with bows, spears, and
and attack random goats and horses with their claws and javelins before they leave. They also give them the flute of
tails, attempting to kill as many as possible. In the second wind dancing to keep.
round and all subsequent rounds, three of the eyewings The PCs are advised to travel by foot; the swamp is too
attack the occupants of the northwestern tower, the other
deep for mounts. The NPCs cannot accompany them—they
three attack the occupants of the southeastern tower. The have too much work to do rebuilding the ranch—but the PCs
eyewings attack by diving straight down on a target and
are welcome here if they return.
slashing with their claws and tail. Whenever two or more
characters are within the same 10’ radius, an eyewing makes
an eyewing tear attack. The eyewings fight to the death; 4. ENCOUNTER ZONE
Artha considers them to be expendable. If the tower occu-
When the PCs enter this area, roll 1d8 and immediately run
pants flee or fall, the eyewings chase them.
the indicated encounter. For every three game hours the PCs
As soon as they appear, each dragon heads for a tower sup-
port pillar (on different towers) and begins to attack it with its remain in this area, roll 1d6. On a roll of 1, another encoun-
teeth and claws. The dragons ignore any attacks directed at ter on this list takes place (roll 1d8). You are also free to alter
them until they destroy the pillars. the frequency or to choose specific encounters as you see fit.
After a pillar receives 15 points of damage, it begins to D8 Roll Encounter
wobble. When it suffers 30 points of damage, it topples. Roll 1 Natural Wonder
1d6; on 1d4, it topples into the lake, on 5-6 it topples into the 2 Quicksand
pens. PCs can attempt to dive from a toppling tower into the 3 Turtle
lake if they succeed on a Dexterity check with a -2 penalty. 4 Butterfly
NPCs have a 50% chance of successfully diving. A diving PC 5 Sticky Tree
or NPC suffers no damage. A PC or NPC falling into the lake 6 Vultures
receives 1d6 points of damage. A PC or NPC falling into the 7 Sleepy Snake
pen suffers 2d6 points of damage. 8 Random Encounter
A PC on a guard tower who feels the pillar wobbling may
Natural Wonder. The PCs encounter one of the following
attempt to escape by climbing down the ladder (all NPCs
attempt to climb down as soon as they feel the pillar wobble). natural wonders (choose randomly):
a. A deep pool filled with lotus blossoms. The pink blos-
Climbing the ladder takes one round. The black dragons
soms are four feet across.
pause in their destruction of the pillars to attack climbing
b. Hundreds of yellow toads bask in the sun near a reedy
characters by spitting acid. After an acid attack, the dragon
resumes destroying the pillar. stream. A chorus of croaks greets the PCs as they pass by.
When one tower has fallen, the dragon joins his compan- c. A narrow valley of bleached grass blocks the party’s
ion to destroy the other tower. When both towers have progress. The white blades average six feet high.
d. A flock of black cranes watches the party impassively. If
fallen, the dragons attack random characters with their claws
and teeth, attempting to inflict damage on the greatest num- approached, the cranes soundlessly rise as one and soar
ber of characters possible. The dragons use their breath away into the sky.
weapons when more than one character is within range. As Quicksand. The PC leading the party (or a random PC if
soon as a dragon loses half its hit points, it attempts to more than one is leading) steps in a pool of quicksand and
begins to sink at the rate of two feet per round. There is a 25%
escape, first sinking its claws into a horse to carry it away. The
chance that a patch of solid ground or a tree root is close
escaping dragons vanish into the northern skies.
After both towers have fallen, the eyewings continue their enough to grab. If he succeeds in a Dexterity check, he grabs
attacks as before, swooping low to slash with their claws and it. If he succeeds in a Strength check, he pulls himself free.
Any PC can pull the sinking PC out of the quicksand if he
tails, and blinking eyewing tears whenever two or more char-
makes a Strength check with a -2 penalty. Any two PCs
acters are within the same 10’ radius.
working together can pull him out with no problem.
While in the guard towers, Dil and his men concentrate on
If the PC sinks below the surface, he can still be rescued as
attacking the eyewings with arrows and spears. Once on the
ground, as a result of falling from or climbing down a guard long as his companions can feel around and find him. How-
ever, the PC continues to sink at a rate of two feet per round.
tower, they attack the dragons. They also attack any
If he isn’t rescued before he sinks out of reach, he will never
eyewings who swoop within range. As soon as one tower
be seen again.
topples, Jasper races from the bunkhouse to attack the near-
Turtle. The PCs spot a large turtle wandering by with the
est dragon with his hammer.
words “FOLLOW ME” painted on his back in white letters.
In the third round of combat, Dil (or another NPC if Dil is
This is one of the turtles Culeman uses to promote his busi-
dead) hollers to the nearest PC to help the goats and horses.
ness (encounter 6). If the PCs follow the turtle, it leads them
The panicking livestock can’t escape and are dying from the
to Culeman’s Lodge (encounter 6). However, the turtle has a
smoke, fire, and accidental attacks on each other. To save the
movement rate of 1’ and tends to get distracted by tasty mos-
livestock, the gates must be opened to the bridge. It takes
quitoes; the trip could be a long one for the PCs.
one round to open each gate. If the gates are opened, the
livestock races from the pens to the bridge and to safety. Butterfly. A zebra butterfly with a wingspan of two feet
perches on the shoulder of a random PC. The butterfly is just
The PCs don’t have to help the livestock, but most of the
animals will die if the gates aren’t opened. (To calculate the hitching a ride and flutters away if disturbed.
Butterfly: AC 8; MV Fl 6; HD 1 hp; #AT nil; Dmg nil; AL N.
loss of livestock if the gates aren’t opened, multiply by 5 the

28
Sticky Tree. The PCs see a tall, leafless tree whose branches sale.”
extend 50 feet in the air. Leaves, insects, and bird skeletons Culeman: AC 8; MV 12; F3; hp 17; #AT 1; Dmg 1d4 (dag-
are stuck to a clear, gummy substance covering the entire ger); THAC0 18; AL LN.
trunk. Crocodiles (4): AC 5; MV 6 Sw 12; HD 3; hp 18, 20, 20, 21;
Any object that touches the gummy trunk sticks fast. This #AT 2; Dmg 2d4/1d12; THAC0 16; AL N.
includes weapons, gloves, and bare hands. No amount of Culeman is the sole proprietor of the lodge. She sells sup-
pulling, slicing, or striking removes an object stuck to the plies to sportsmen who come to the Shadowglades to hunt
gum. However, if the point of contact is liberally doused with and fish. Four pet crocodiles protect her from bandits; if the
water, the gum softens enough so the object can be PCs attack her for any reason, the crocodiles fight to the
removed. death to protect her.
Vultures. The PCs see a flock of vultures circling in the dis- Culeman’s sales technique is to exaggerate the dangers of
tance. If the PCs investigate, they find the corpse of a horse or the swamp. Not only do intimidated customers tend to buy
goat (choose randomly), mutilated with deep claw marks. more, Culeman gets a kick out of scaring them.
The corpse is another discarded victim of one of Artha’s Culeman ushers the PCs into the lodge. If a PC gets within
dragons (encounter 3). The vultures fly safely out of range three feet of the crocodile, it hisses at him. Culeman pats the
when the PCs approach. croc on the head. “He only bites cheapskates,” she says.
Sleepy Snake. This encounter occurs only at night and Three more crocodiles lounge in the corners of the lodge.
only to a PC who is asleep (choose randomly). The walls are covered with trophies: a giant leech, a python
Sometime during the night, a two-foot-long black and yellow coiled on a branch, the head of a copper dragon. If asked
striped snake slithers inside the PC’s clothes, curls up, and about the trophies, Culeman says she killed them all herself.
goes to sleep. In the morning, the PC will either feel the (Not true. She bought them from peddlers.) She shows the
snake curled next to his body or a fellow PC will see its tail PCs two glass bottles containing dead snakes with yellow and
sticking out from under his clothes. black stripes. “There are a lot of these around here,” she
When the PC wakes up and discovers the snake in his says. “Just remember—the black-headed ones won’t hurt
clothes, secretly roll 1d6; this is the number of hours the you. The yellow-headed ones are poison.” (Correct.)
snake stays asleep before he crawls out. Any movement dis- Culeman asks the PCs what they’re up to and where they-
turbs the snake and causes him to bite; it is impossible to ’re headed. “How’re you fixed for weapons?” she asks. She
remove the snake without disturbing it. has a variety of quality swords, axes, bows, and tridents, all at
If the snake is still asleep after two hours, the PC must roll a twice the price listed in the Player’s Handbook (converted to
Dexterity check. If he fails, the PC has moved and the snake the steel standard). She also sells fishing tackle (five stl), cans
awakens; he feels it slither in his clothes. If the PC doesn’t of bait (one stl each), and cypress wine (two stl per flask).
panic, the snake goes back to sleep for the remainder of time Room and board is three stl per night.
determined by the 1d6 roll. If the PC panics (such as trying to If asked about dragons, Culeman swears the swamp is
shake it out), the snake bites him. thick with them. (Actually, she has no idea.) “If you’re look-
If undisturbed, the snake eventually crawls out of the PC’s ing for dragons, you’ll need one of these.” She shows them
clothes and slithers away. If disturbed, it bites the PC. an iron staff with three sharp prongs on the end. “Just like
Snake: AC 6; MV 15; HD 2+1; hp 10; #AT 1; Dmg 1 + poi- Khardra uses,” she winks. The staff is similar to the weapon
son; SA victim must roll a saving throw vs. poison and suffer Khardra had at his Fair Meadows demonstration (see Pro-
2d6 points of damage if roll fails or 1d4 points of damage if logue).
roll succeeds; THAC0 16; AL N. If the PCs ask about Khardra, Culeman says he’s the great-
This encounter occurs only once. est dragon-hunter of all time and a close personal friend.
Random Encounter. Roll for a random encounter on the (Not true. She’s never met him; the staves are copies she had
appropriate table in the Appendix (or treat as no encounter). made based on descriptions from travelers.) She claims that it
takes a staff like this to kill dragons, who have all gone crazy.
“Best thing since a dragonlance,” she says. The staves cost 50
5. T U R T L E M ARSH stl each and inflict 2d4 points of damage; they have no spe-
This area is no different from the rest of the shallow swamp, cial properties.
except that it has a lot more of Culeman’s turtles. Treat this as If asked about the swamp, Culeman says there’s a lot of
part of Encounter Zone 4 and roll for encounters accordingly. good fishing but not much civilization. “The farther north,
Roll an additional 1d6 for every three game hours the PCs the better the hunting.” If pressed, Culeman admits the
spend in this area; on a roll of 1-2, they spot one of the paint- northern moors are dangerous. “I never heard of anybody
ed turtles (see the third choice in Encounter Zone 4). going up there—at least nobody who’s ever come back.”
She’s heard rumors about a particularly bad place in the
northwest surrounded by giant black trees. “I hear even the
6. C ULEMAN ’ S L ODGE leaves are alive up there,” she says, but she has no details.
If the PCs intend to travel into the deep swamp, Culeman
This area is thick with leafy cypress trees, many of them says they’ll need a raft. She has several for sale, tied to a dock
with painted signs reading, “CULEMAN’S LODGE JUST behind the lodge. Each costs 50 stl; all are seaworthy and big
AHEAD.” An arrow points the way. enough to hold all the PCs comfortably.

If the PCs follow the signs, they discover a wooden build-


ing in a clearing with a large sign reading, “CULEMAN’S 7. E NCOUNTER Z ONE
LODGE—FISHING AND HUNTING SUPPLIES—CHEAP” About the Deep Swamp
Several turtles sun themselves on the building’s porch. The
building borders the deep swamp. All of the terrain in this area is deep swamp. PCs must move
If the PCs approach the lodge, a woman appears in the by boat or raft. If they did not secure a raft at Culeman’s
doorway. She is about 40 years old with dirty blonde hair and Lodge (encounter 6), they can build one by tying logs togeth-
a missing front tooth. She wears a work shirt and patched er with vines. It takes one full day to build a raft.
trousers and leads a crocodile on a leash. “You picked a A raft has a movement rating of 4 in the deep swamp,
good day to show up,” she says brightly. “We’re having a big meaning the party can travel about four miles in eight hours.

29
The party must sleep on the raft or camp on an area of high- constrictor attempts to bite and constrict the PC in its coils.
lands. Highlands are discovered as encounters in this Constrictor: AC 5; MV 9; HD 6 + 1; hp 38; #AT 2; Dmg 1d4/
Encounter Zone. 2d4; THAC0 13; SA constriction; AL N.
PCs may fish for food from the raft. For every three hours a Unlucky Fisherman. The bloated body of an unlucky fish-
PC spends fishing, roll 1d6; on a roll of 1-2, he catches erman drifts by. His boat was attacked by giant leeches some
enough fish to feed two PCs for a day. On a roll of 6, some- weeks ago and all of his companions were killed.
thing yanks the pole from his hands and disappears with it The PCs may retrieve the body by pulling him in with a
underwater. pole or rope; this requires a successful Dexterity check. If a
If a PC enters the water for any reason, there is a chance he PC enters the water to retrieve him, roll 1d6 and check for a
will be attacked by giant leeches (see statistics in the “Leech leech attack (explained in the Leech Attack entry in this
Attack” encounter, following). Roll 1d6; on a roll of 1-2, the table).
PC is attacked by 1d4 leeches. The attack occurs 1d6 rounds The fisherman’s body is covered with circular wounds
after he enters the water. inflicted by leeches. In his pockets are 21 stl, 10 gp, and a
flask containing one dose of potion of healing.
The Dream This encounter occurs only once.
Root Tangle. The raft is tangled in underwater roots. A PC
One of the PCs experiences a dream while the party is in
must get in the water and spend 2d4 rounds to free the raft.
this area. The dream occurs on the first night in the deep
While in the water, check for leech attacks (explained in the
swamp and only occurs once. The dream occurs regardless Leech Attack entry in this table).
of whether the PC is using a dream stone.
Shrieks. Agonized shrieks and groans echo through the
If notes of personality traits were made during the Fair
mist for 1d4 rounds. These are the haunted souls of people
Meadows encounters, the PC who was assigned the trait of
who met violent ends in the swamp.
Greed should experience the dream. Otherwise, choose a
Leech Attack. Three giant leeches slither onto the raft (or
random PC or a PC whom you wish to take a more active part
the PCs’ campsite) and attack a random PC. Unless the PCs
in the adventure.
were specifically watching the swamp, the silent leeches
The dream is experienced as a series of flickering images;
aren’t seen until they attack.
the end of one dissolves into the beginning of the next. The
Giant leeches (3): AC 9; MV 3 Sw 6; HD 3; hp 18 each; #AT
series is as follows:
1; Dmg 1d4; THAC0 16; SA Drain blood (lose 1 hp per HD
— A forest of towering black cypress trees growing out of
per round as long as leech is attached, anesthetizing saliva
the swamp water.
usually prevents bite and blood drain from being felt until
— The black leaves disappear, revealing a windowless
victim has lost 50% of hp); AL N.
wooden shack dripping with algae and slime. A small row-
Headless Dragon. This encounter occurs only at night. A
boat is tied to a pier leading to the front door.
rustle in the high leaves draws the attention of any alert PCs.
— A room in the shack. The walls also drip with algae and
A headless gold dragon soars erratically through the night
slime.
sky. The dragon is flying east. It is only visible for a moment.
— A wooden cabinet attached to a wall in the corner of the
This is the body belonging to Linsilee’s dragon head (see
room. Zodiacal symbols cover the cabinet.
Chapter 1). If the PCs whisper this information to one of Linsi-
— The opened cabinet. Inside is an 8-foot-long lance made
lee’s trained bees, the bee heads south to find her. The bee
of a glowing silvery metal. The head has a fine edge, and
will relay the information. It will take Linsilee several days to
small barbs protrude from the sides. (This is a footman’s
track the headless dragon; she will not contact the PCs or ver-
dragonlance.)
ify that the message was received.
The dream comes from the draconian spectral minion at
This encounter occurs only once.
Tarligor’s lab (encounter 9). The minion sends the images to
Mosquitoes. The raft drifts into a cloud of hungry mos-
lure victims to the lab.
quitoes. The mosquitoes swarm over the PCs, biting their
hands, faces, and any other areas of exposed flesh. The
Encounters
attack lasts for 1d6 rounds.
When the PCs first enter this area, roll 1d1O and immedi- Weapons have no affect on the swarm. However, a PC
ately run the indicated encounter. For every three game armed with a torch can keep them away. A PC in the water is
hours the PCs remain in this area, roll 1d6. On a roll of 1, also safe from the mosquitoes but must check for leech
another encounter takes place (roll 1d10). You are also free attacks (see the Leech Attack entry in this table).
to alter the frequency or to choose specific encounters as If the attack lasts for more than one round, there is 100%
you see fit. chance that a PC not in the water or armed with a torch or
similar protection will be bitten. Each bitten PC must roll a
D10 Roll Encounter
Constitution check. Those failing suffer 1 point of damage
1 Highlands
and must also check for disease. On a roll of 1 on 1d4, the bit-
2 Snake Drop
ten PC is infected with a minor strain of swamp measles; for
3 Unlucky Fisherman
the next 1d4 days, his body is covered with itchy gray
4 Root Tangle
splotches, and he rolls all Constitution and Strength checks
5 Shrieks
with -2 penalties and all attacks with -1 penalties.
6 Leech Attack
Dragon Corpse. The corpse of a large animal is snagged in
7 Headless Dragon
a clump of bushes. It is covered with mud and flies. If the PCs
8 Mosquitoes
examine it, they discover it to be the body of a baby bronze
9 Dragon Corpse
dragon, several days dead and already beginning to petrify.
10 Random Encounter
There are triangular punctures near the nape of its neck.
Highlands. A grassy island peeks above the surface of the Khardra happened upon this baby frolicking in the Sha-
water. The island is suitable for a campsite. Roll 1d4 + 2, and dowglades and killed it for fun.
multiply the result by 5 to determine the approximate diame- This encounter occurs only once.
ter of the island in feet. Random Encounter. Roll for a random encounter on the
Snake Drop. As the raft drifts under a tree, a giant constric- appropriate table in the Appendix (or treat as no encounter).
tor drops from the branches and lands on a random PC. The

30
Tarligor’s Lab (Map 6)
Tarligor’s lab
8. B LACK T REES
Refer to Map 6 if the PCs decide to explore the lab.
In the distance, a cluster of black cypress trees rises high Tarligor created Khardra in this lab. No one has been here
into the misty sky. The trees are 150 feet tall. Although since Khardra killed Tarligor and escaped through the wall in
there is no wind, the leaves sway gently. the northeast storage room (area 0). Aside from the hole in
that wall, the door on the southern side of the building is the
The PC who experienced the spectral minion’s dream rec- only entrance.
ognizes this scene. Khardra damaged some of the support pillars when he
The black leaves are actually bats. As the party approach- escaped, causing the building to tilt into the swamp. The
es, flock after flock of the bats flutter away, leaving bare areas northeast of the dotted line on the map (line 1) lean into
branches behind. Each flock contains hundreds of bats, but the swamp and contain standing water; the southernmost
they will not attack the PCs. areas contain a few inches of water while the northernmost
areas contain a few feet.
There is about a foot of space between the bottom of the
9. S HACK building and the surface of the swamp. The shaded area
beneath the building is used by leeches as a breeding pool.
Beneath the shadows of the trees is a large wooden shack The doors are all closed but, with the exception of the
dripping with algae and slime. The shack sits just above entrance, are all unlocked. The inside of the building is pitch
the surface of the water, supported by wooden posts. black. The stale air is hot and humid and smells like mildew
Some of the posts have apparently collapsed, as the and rotten meat. The walls are wet with slime.
northeastern corner slants into the swamp. The building is infested with termites; the rickety floor-
The shack has no windows and only a single door. In boards creak with every step. PCs walking in the areas north
the water next to the door is a muddy refuse pile. of dotted line 2 feel the building sway slightly; PCs engaged
A rickety wooden pier leads to the front of the building. in combat or other frantic activity in these areas feel the
A small rowboat is tied to the pier. building noticeably lurch.
Except for the distant chirps of insects, all is silent. When a PC passes over an area of the map marked with an
X, secretly roll 1d6. On a roll of 1, the floor collapses, and the
This is Tarligor’s lab. The boat is also his. The PC who expe- PC falls through. (Be sure to note the new holes on the map.)
rienced the spectral minion’s dream recognizes this scene. The PC then rolls a Dexterity check. If he succeeds, he grabs
The water is 12 feet deep here. If the PCs wish to explore the the sides of the floor and only falls through up to his shoul-
building, they will have to enter the front door by way of the ders. If he fails, he falls all the way through and splashes into
pier. the water below.
A draconian spectral minion lurks beneath the pier near A PC dangling in the water or who fell in may be attacked
the rowboat, waiting for the party’s arrival. by baby leeches. If he is not pulled free in the first round, roll
Draconian spectral minion: AC 2; MV 30; HD 4; hp 27; #AT 1d6 and consult the following table:
2 or 1; Dmg 1d4/1d4 or 1d6 (short sword); THAC0 16; SD D6 Roll Result
+1 or better to hit; MR 20%; AL LE. 1-2 Baby leeches attach to the PC’s legs for 1 hp
Two Bozak draconians were killed as a result of Tarligor’s damage.
experiments. The essence of one was utterly destroyed. The 3-4 Baby leeches attach to the PC’s legs for 1d4 hp
other’s corrupted essence became a spectral minion. As the damage.
draconians had vowed to destroy all life forms that stood in 5 Giant leech shows up in 1d4 rounds. (Statistics
the way of their Highlord’s conquest, the minion continues given in Leech Attack in Encounter Zone 7.)
these vows by killing everything it can. The minion generates 6 No leeches.
dreams to lure treasure hunters to the lab, then kills them and
tosses them on the refuse pile. The following areas are keyed to the map:
The minion is hiding on a rock under the pier, concealed in A. Entrance. The front door is locked shut. PCs have their
the shadows. If the PCs pause on the pier to examine the boat standard open locks chances to open it, or they can break it
or the refuse pile, the minion crawls onto the pier and sneaks down—the rotting door collapses if it receives 10 points of
up behind them, attacking random PCs with its sword. The damage.
minion fights to the death. The first PC through the doorway automatically falls
PCs who fall into the water make attacks with -2 penal- through the rotten floorboards. Check for falling and leech
ties. (The minion won’t intentionally push the PCs in the attacks as explained earlier.
water.) B. Small Storeroom. Four harmless giant centipedes scut-
The rowboat is rotten and useless. The refuse pile is a tle out when the door is opened. The room smells faintly of
mountain of decaying bodies; the rancid smell is nearly over- decaying fish. It contains a fishing pole, two cans of decom-
powering. Any PC searching the pile must make a Constitu- posed minnows, spare oars for the boat, and a fishing net.
tion check; those failing suffer 1 point of damage. The pile The rotten net falls to pieces if touched.
also is infested with rot grubs that attack any PC who C. Stairway. This rickety stairway leads to Tarligor’s study.
rumages through the bodies. There are 15 steps in the stairway; the third and tenth have
Rot grubs: AC 9; MV 1; HD 1 hp; #AT 0; Dmg nil; SA bur- completely rotted away from termite damage.
row into flesh and into heart in 1d3 turns to kill victim unless There is a storage area under the stairway. The storage area
flames applied to wounds (1d6 points of damage per applica- is completely empty except for a nest of snakes hidden in the
tion) or cure disease is cast; THAC0 20; AL N. shadows of the southwestern corner. The snakes are striped
Hidden in the refuse pile is a leather bag containing three yellow and black with black heads; the PCs may remember
amber stones (worth 200 stl each) and 230 stl. There is also a Culeman explaining that this variety is non-poisonous.
ring of invisibility a sword +1, and a flask containing two Unless the PCs poke or otherwise disturb the nest, the
doses of potion of healing. snakes ignore them. Disturbed snakes merely hiss at the PCs;
they only bite if the PCs attack them.
Snakes (6): AC 6; MV 15; HD 2+1; hp 6, 8, 9, 9, 10, 11; #AT

35
1; Dmg 1; THAC0 16; AL N. ous rampage, he knocked over most of the cages, then shut
There is a 20% chance that the stairs collapses before a PC the door. Unable to escape, the rats at first were able to sur-
reaches the top. This chance is cumulative; if two PCs are vive on the corn stored in the corner. When the corn ran out,
climbing at the same time, there is a 40% chance of the stairs they turned on each other.
collapsing. If three are climbing, there is a 60% chance. If five Rats (9): AC 7; MV 15; HD 1/4; hp 2 each; #AT 1; Dmg 1;
or more are climbing, there is a 100% chance. THAC0 20; AL N.
If the stairs collapse, the entire stairway and everyone on it Any sounds the PCs make outside this door alert the rats to
falls to the floor below. Each falling PC receives 1d4 points of their presence. The rats chitter and squeak excitedly; the PCs
damage. If the snakes are still under the stairway, they slither can hear this through the door. However, if the PCs approach
over the PCs and attempt to bite them in the face. The snakes silently, they hear nothing.
continue to bite until killed or the PCs retreat. As soon as the door opens, the rats scramble over the PCs,
If the PCs destroy the stairway, they will have to find biting furiously. The starving rats fight to the death. Because
another way to get to Tarligor’s study. The doorway is about they were raised in isolation, there is no chance of contract-
10 feet from the ground. ing a disease from the rat bites.
D. Tarligor’s Study. The northern section of this room is F. Snake Room. Snakes were an important part of Tarligor’s
Tarligor’s simple living quarters—a wooden bed, a table and research, as he searched for a link between reptiles and dra-
chair, a cabinet with a few bread crumbs and a water jug, a conians. As with the rats, the rampaging Khardra destroyed
chamber pot. The items in the southern section are likely to most of the cages, then shut the door. The snakes did not fare
be of more interest: as well as the rats. Most of them died of starvation.
— Wall charts, including maps of the stars and detailed There are no sounds coming from this room, but if the PCs
anatomical diagrams of men, dragons, snakes, and unidenti- open the door, they are nearly overpowered by the stench of
fiable animals. The charts are all hand-drawn. decay. The floor is littered with broken cages and snake skel-
— A desk with three large drawers. One drawer contains etons. There is nothing of interest in here, but there is a hun-
blank parchment magically treated to resist the humidity of gry snake lurking in each corner. They strike at any PC
the swamp and writing equipment. Another is empty except coming within five feet of the corner and fight to the death.
for a ring with several keys (these open the cells in area N). Snake, constrictor: AC 6; MV 9; HD 3 + 2; hp 21; #AT 2;
The third is packed with notes containing an incomprehensi- Dmg 1/1d3; THAC0 16; SA constriction; AL N.
ble jumble of formulas. Snake, poisonous: AC 6; MV 15; HD 2 + 1; hp 14; #AT 1;
— A shelf of dusty books. The subjects deal with various Dmg 1; THAC0 16; SA poison (roll a saving throw vs. poison
Spheres of magic, such as Divination, Necromantic, at +1 or Dmg 2d4); AL N.
Enchantment, and Phantasm. Though the books have been G. Embryo Room. This is where Tarligor put the unsuc-
magically treated to resist humidity, the yellowed and faded cessful results of his experiments. The room was filled with
pages are impossible to read. (Tarligor took these books rows of shelves containing transmuted organs and embryos
when he fled from the Order of the Black Robes. However, kept in bottles of embalming fluid. This was a place particu-
the pages were magically treated to fade if the books were larly hated by Khardra, and he virtually demolished it. Only a
stolen from the Order.) few shelves are left standing along the north wall.
— A wooden chest. Inside is a heavy black robe with lunar If the PCs open this door, they are assaulted by a sharp
symbols on the hem (recognizable as an Order of the Black chemical smell mixed with the aroma of decaying meat.
Robe garment to any magic-using PC or any PC who suc- Shards of glass, pools of milky liquid, and glistening lumps of
ceeds in an Wisdom check with a -2 penalty). tissue cover the floor. There is a door to another room on the
— A tall cabinet with three shelves neatly stacked with doc- southwestern wall and a four-foot-high flask in the northeast
uments, also magically treated to resist humidity. The docu- corner. It is impossible to see the contents of the flask from
ments on each shelf refer to a different subject. the south doorway.
The first shelf contains detailed information about dracon- If the PCs walk across the room, they feel soft tissue squish
ians. If the PCs are unfamiliar with draconians, refer to the beneath their feet. They may also step on lumpy pods, other
information in the DRAGONLANCE® Adventures book to fill remnants of Tarligor’s experiments.
them in. Tarligor seemed particularly interested in Bozak dra- For every 10 feet a PC walks on the floor, roll 1d10 and con-
conians. sult the following list to see what happens to him:
The second shelf contains record books of research results. 1. Shriek. The PC steps on a pod that screams.
Each page records the results of a particular day. A typical 2. Burst. The PC steps on a fat pod, bursting it. The PC is
entry: splattered with milky fluid. He must roll a successful Consti-
X-55 snake to rat—DIED tution check or suffer 1d4 points of damage.
B-04 snake to rat—WEAK 3. Cling. A lump with two tiny arms begins to wetly climb
C-98 rat to snake—DIED up the PC’s leg. He can easily brush it off, but if he touches its
V-33 ogre to ape—DIED body with an ungloved hand, he suffers 1 point of damage
A-10 lizard to rat—DIED from an acid burn.
No explanations of these entries are included. 4. Suck. A lumpy organism about six inches long attaches
The third shelf contains detailed studies of draconian anat- its rubbery lips to the flesh of the PC’s leg. The lump sucks
omy with descriptions of how various magical procedures blood from the PC, causing 1 point of damage per round. The
affect each organ. The intent seems to be to discover a meth- lump’s saliva acts like the anesthetizing saliva of a leech, so
od for improving the organs by transmuting the tissue. For the PC is not aware of the lump’s presence unless he looks
instance, one page diagrams a draconian brain lobe weigh- down or it is spotted by a companion or the PC loses half of
ing five stl and containing 305 wrinkles. The same lobe is dia- his hit points and feels faint. The lump has 3 hp.
grammed on the next page after undergoing transmutation— 5. Attack. A pod with teeth leaps at the passing PC and
it now weighs 11 stl and contains 479 wrinkles. The final attacks as if a 2-HD monster. Its bite causes 1d4 points of
sheaf of documents in this stack is a lengthy essay theorizing damage, and it fights until killed. It has 5 hp.
the transmutation of an entire draconian. 6. Slip. The PC steps on a wet spot on the floor and begins
E. Rat Room. Stacks of rat cages once filled this room from to slip. If he fails a Dexterity check, he falls into a pool of
floor to ceiling. Tarligor raised rats for experiments and to milky liquid. He takes 1 point of damage and is sick to his
feed his snakes (area F). When Khardra went on his murder- stomach for the next 1d4 rounds.

36
7. Grope. A pod slips a long tentacle up the PC’s leg. The draconian.
PC is aware of it when he feels the cold tendril wrap around Shelf fragments dangle from the wall, shattered cabinets
his thigh. The tendril snaps apart at the slightest pressure. The and broken glass litter the floor. Among the wreckage are
PC takes no damage. remnants of an operating table.
8-10. No Effect. Nothing happens. N. Cellblock. This dank room contains four small iron
The shelves on the north wall contain bottles filled with cages. Tarligor captured four draconians, then caged them
deformed reptile embryos, grotesquely swollen animal here to wait their turn as experimental subjects. Two were
organs, and pulsating lumps of tissue. (For those familiar with killed, and the third was transformed into Khardra. The
Krynn legends, the lumps are remarkably similar to the Live fourth is still imprisoned. He has subsisted for years on the
Ones, Raistlin’s ill-fated attempts at creating life.) A PC who vermin that crawl into his cage.
opens these bottles is overwhelmed by the foul smell. He If the PCs open the door to the cellblock, they smell sour
must roll a successful Constitution check or become vio- air and mildew. A four-foot square cage made of heavy iron
lently ill; his AC is increased by +3 and his attack rolls are lattice is in each corner. Three of the cages are empty. A fig-
penalized by -3 for the next 1d4 hours. ure stirs in the fourth.
The skeleton of an old man is stuffed inside the large flask A lizard-like humanoid clings to the bars. His cracked
in the corner. This is what is left of Tarligor. After Khardra bronze skin is caked with filth, his leather armor has nearly
killed him, he put the body here. PCs looking closely notice rotted off his body. He extends a clawed hand to the PCs.
triangular punctures in Tarligor’s skull. “Help me,” he wheezes. He babbles briefly in a hissing lan-
H. Supply Room. Wooden shelves line the walls from ceil- guage, then collapses in a heap, wheezing and gasping.
ing to floor. The shelves are crammed with bottles, flasks, Bozak draconian: AC 2; MV 6 Fl 18; HD 4; hp 11; #AT 1d4/
and canisters. Most of the labels have long ago rotted off. 1d4 or by weapon; THAC0 15; SD saves at +2; MR 20%; AL
Humidity has smeared the writing on the remaining labels, LE.
making them impossible to read. Items of interest to the PCs The cage is secured by a wizard lock. It can be opened by
include a flask containing three doses of potion of healing dispel magic, knock, or with a key from the desk in Tarligor’s
and a periapt of proof against poisons ( +3 on all poison study (area D).
saves). The draconian bargains for release with the following
I. Surgical Lab. This is one of Tarligor’s two work areas (the information. He speaks in fractured phrases of Common lan-
other is in area M). Tarligor’s original research involved com- guage, occasionally lapsing into a draconian hissing dialect
bining body parts of different creatures to create new life when frustrated. He reveals no more than is necessary to get
forms. The research went nowhere, as few of the life forms out of his cell or to save his own skin,
survived long after the surgery. On the eastern wall is a The draconian knows the following:
hinged trapdoor that opens into the swamp. — the location of the key to his cell (area D). This he freely
There’s not much in the room for the PCs, as Khardra did a reveals,
thorough job of demolishing it. The operating table and sup- — the identity of Tarligor and what he was up to. The dra-
ply cabinets are broken to splinters. A few surgical conian can also identify Tarligor’s body (in area G).
instruments—scalpels, bone saws, needles, scissors—are — how and why Khardra was created.
scattered in the rubble. — the existence of a secret dragon graveyard. If the PCs
A few intact specimen flasks survived the carnage and can show an interest in dragons, he’ll offer this information. He
be found among wreckage along the north wall. Each intact knows it’s somewhere on the northeastern seacoast of
flask contains a grotesque corpse of stitched-together body Estwilde. “You want dragons...they all go there...” (The dra-
parts: a fat snake with a rat’s head, a rat with lizard’s legs, a conian is referring to the graveyard in Chapter 3.)
snake with a head on each end of its body. — the location of a “powerful treasure” (the dragonlance
J. Fungi. The ceilings of these areas are thick with gray in area O). The draconian doesn’t know it’s a dragonlance—
mold and pulsating green mushrooms. The slightest touch he’s never seen one—but describes it as a magical weapon
causes the mushrooms to burst, spraying dusty spores in a that looks like an eight-foot-long lance made of glowing sil-
five-foot radius. Any PC sprayed with spores must roll a suc- ver. The location of the dragonlance is the draconian’s ace in
cessful saving throw vs. poison or suffer 1d4 points of dam- the hole; he reveals it only as a last resort.
age and become blinded for the next 2d6 rounds. If freed, the draconian staggers a few steps, then collapses.
K. Web. The passage is completely blocked by gauzy spi- The PCs may take him prisoner or let him go. If they take him
der webs. Two large spiders cling to the ceiling on the north prisoner, the draconian attempts to escape into the swamp at
side of the web. the first opportunity. If the PCs let him go, he crawls away,
Large spider (2): AC 8; MV 6; HD 1 + 1; hp 6, 7; #AT 1; Dmg eventually vanishing into the swamp, never to be seen again.
1; THAC0 18; SA poison; AL N. If the draconian is killed, he explodes, causing 1d6 points of
If the web is torn away, the spiders attack any PCs coming damage to all within 10 feet (no saving throw).
within three feet. A PC bitten by a spider must roll a success- O. Flooded Storeroom. Thanks to Khardra’s rampage, this
ful saving throw vs. poison with a +3 bonus or become vio- room angles into the swamp. Standing water fills most of the
lently ill: for the next 2d6 hours, the affected PC has a +2 room; the water is a few inches deep near the western door
penalty to his AC and a -2 penalty to all attack rolls. and about four feet deep in the northeastern corner.
L. Pool. As in area K, this corridor is very damp; water The walls drip with slime and algae. A few small barrels
seeps in through the northern wall into pools at the eastern and chests float in the water, along with broken branches
end. A huge centipede is cooling itself in the pool. and clumps of algae that drifted in through Khardra’s exit
Centipede: AC 9; MV 15; HD 1/4; hp 2; #AT 1; Dmg nil; hole in the western wall. The barrels and chests are empty.
THAC0 20; SA poison; AL N. A large wooden cabinet is nailed to the wall in the north-
The bright red centipede is about a foot long, clearly visible eastern corner, About half the cabinet is submerged in the
in the pool. It attacks any PC who disturbs it. A PC bitten by water. The cabinet is covered with zodiacal symbols. The PC
the centipede must roll a saving throw vs. poison with a +2 who experienced the spectral minion’s dream recognizes the
bonus or receive 4d4 points of damage. cabinet. The cabinet contains a footman’s dragonlance. Tarli-
M. Research lab. This is one of Tarligor’s two work areas gor discovered the weapon buried in the mud next to the
(the other is in area I). Magical experiments were conducted skeleton of a man wearing silver armor. Tarligor kept it in
here—this is where Khardra was created from a corrupted case his lab was threatened by dragons. (The footman’s

37
dragonlance causes 1d6 points of damage to man-sized foes gully dwarves to their village, the gully dwarves shrug and tell
and 1d8 points of damage to larger targets. Against dragons, them to get off the raft.
it inflicts damage equal to the hit points of the wielder. The If the PCs agree to go with them, the gully dwarves paddle
weapon is +1 to hit unless thrown, in which case it has a -2 the raft to their village (go directly to encounter 10). The gully
penalty to hit. Additionally, it has a +2 bonus to hit and dam- dwarves won’t answer any of the party’s questions on the
age, as it was forged with the Hammer of Kharas.) way, telling them they must “pay first.”
A giant black and yellow swamp snake lurks in this area. A
discarded result of Tarligor’s experiments, it has a giant rat’s
head instead of a snake’s head and has four giant rat’s feet. It I0 . P RULL
is extremely vicious.
Rat-Snake: AC 5; MV 9 Sw 12; HD 9; hp 56; #AT 3; Dmg This area of the swamp has less than a foot of standing
1d8/1d4/1d4; THAC0 12; AL CE. water and smells vaguely like rotting garbage. The thick
When the PCs enter, the rat-snake is feeding on leeches in vegetation is lush and green, well over six feet high.
the swamp outside the room. It smells the PCs one round
after they enter. What happens next depends on whether the PCs came
The aroma of this much fresh meat drives the rat-snake into here on their own or were accompanied by gully dwarves.
a frenzy; it scrambles and claws through the opening in the If the PCs came on their own. For every three hours spent
eastern wall, causing the entire building to shake and rock. It searching the area, there is a 20% chance the PCs stumble on
snaps at any PCs in the water for one round, then it lurches the gully dwarf village of Prull. If they find the village, they
toward the doorway. The rat-snake hits the doorway with are met by five gully dwarf guards (use statistics in encounter
such force that the entire wall collapses. Regardless of the 9), who politely ask for payment for trespassing; they accept
actions of the PCs, the rat-snake shrieks and pounds the nothing other than official gully currency. Assuming the PCs
floor; one round later, the entire building collapses like a are unable to comply, the gully dwarves lead them into the
house of cards. village for a meeting with Chief Bluh.
The PCs and the rat-snake plunge into the water amid an If the PCs are accompanied by gully dwarves. The gully
avalanche of timber. Roll 1d6 for each PC; on a roll of 1-2, he dwarves lead them to the village for a meeting with Chief
has been struck by a piece of wood for 1-2 points of damage. Bluh (go to the “Meeting the Chief” section).
Now in the water, the frenzied ratsnake resumes its
attacks. Each round it bites and makes one claw attack on Meeting the Chief
any PC it can reach. The rat-snake fights to the death. Prull is a former human fishing village. The humans aban-
One round after the PCs hit the water, each must check for doned Prull years ago when it was overrun with rats. A
leeches as in the “Leech Attacks” section, page 30. Any giant nomad gully dwarf clan found the village and settled here.
leeches that show up fight to the death. There are 20 members of the clan. They spend all their
There are no highlands in sight. However, there is plenty of time eating, sleeping, and exploring. They are friendly, stu-
debris in the water, so the PCs can easily cling to a plank to pid, and cowardly—if the PCs threaten them, they run.
stay afloat. However, there are no planks sturdy enough to The PCs are led to the hut of Chief Bluh, the clan leader.
serve as a raft. The dragonlance cabinet floats among the Bluh is munching on a roasted rat speared on a sharp stick.
debris. He greets the PCs and offers them a bite.
Chief Bluh: AC 4; MV 6; F1; hp 9; #AT 1; Dmg 1d6 (club);
The Rescue THAC0 20; Str 9, Dex 9, Con 9, Int 6, Wis 5, Cha 9; AL LN.
If the rat-snake is defeated, a large raft approaches the PCs Bluh explains to the PCs that they must pay off their debt
from the south. Five squat dwarves with scruffy beards and with Bluh Money, the official clan currency. Since it is
pot bellies man the raft. unlikely the PCs have any Bluh Money, Chief Bluh gives them
Gully dwarves (5): AC 4; MV 6; Fl; hp 5 each; #AT 1; Dmg a chance to earn some by offering them their choice of jobs
1d6 (club); THAC0 20; AL LN. (see “Earning Bluh Money” section).
Gully dwarves regularly search the swamp for rats, leech- If the PCs decline to pay their debt, Chief Bluh demands
es, and other delicacies to take to their village (encounter they leave the village. If the PCs won’t leave, the gully
10). If the PCs left their raft at the pier unguarded, the gully dwarves ignore them for the duration of their visit and refuse
dwarves demolished it while the PCs were exploring the lab; to help them in any way. If the PCs earn some Bluh Money,
the gully dwarves didn’t want any competition from other Chief Bluh determines the amount of their debt (see the
vermin hunters. “Price Determination” section). If the PCs pay it off, they are
The gully dwarves remained hidden behind a clump of free to earn more money to make other purchases. Transac-
bushes while the battle with the rat-snake raged. Now with tions between the PCs and dwarves follow this sequence:
the battle over, the gully dwarves approach the nearest PC in 1. The PCs tell the gully dwarves what they wish to buy; this
the water. “Help?” asks the dwarf. “Need ride?” can be an item or a piece of information (see the “What’s for
If the PC asks for help, the gully dwarf says triumphantly, Sale” section).
“Pay!” This gully clan is experimenting with a monetary sys- 2. The gully dwarves tell them the price (as determined by
tem; all transactions require the exchange of special curren- the Price Determination table).
cy certificates. (See encounter 10 for details.) They accept no 3. The PCs pay the gully dwarves in Bluh Money. The gully
payment other than their official currency. If a PC offers any dwarves decide if the amount is correct (as explained in the
other form of payment, the gully dwarf shakes his head firm- Price Determination table).
ly. “You can pay later,” he says, and helps the PC onto the 4. If the PCs don’t have enough Bluh Money, they can earn
raft. more. The PCs are free to earn as much Bluh Money as they
The gully dwarves help each PC to the raft, first asking each like.
for payment, then sighing in disappointment if the PCs don’t 5. Prices are determined not only when a transaction
have the right currency. “Pay later,” they say. begins, but also when a transaction resumes. (Example: A PC
The gully dwarves offer the PCs a snack from their bucket wishes to buy a raft. The gully tells him the price is “one”; in
of fresh leeches. “Come home with us,” says one. “Pay this case, “one” equals four certificates of Bluh Money. The
there. We help you.” If the PCs decline to accompany the PC counts out three certificates; this is all he has. The gully

38
says “more.” The PC earns two more certificates by cleaning D6 Roll Result
a hut. When the PC goes back to the gully to pay off the raft, 1-2 “One”
roll again on the Price Determination table for a new price.) 3-4 “Two”
5 “Uhh...nothing.”
Earning Bluh Money 6 “Uhh..what do you think?”
The PCs may do any of the following jobs to earn Bluh “One.” To determine the value of “one” in this instance,
Money. They may do them as often as they wish. Roll on the roll 1d4. If the PC is paying a fee, the PC counts out certifi-
Price Determination table to determine the wage. The wage cates until he reaches the 1d4 result, at which time the gully
may be different if a job is repeated. says, “Enough.” If the PCs comes up short, the gully says,
1. “Move rocks.” (The PC moves 1d6 boulders from one “More.” If the PC is earning a wage, the gully counts out cer-
hut to another. A Strength check is required if a PC does this tificates, each identified as “one” until he reaches the 1d4
alone; no check is required if he recruits help from a com- result.
panion.) “Two.” To determine the value of “two” in this particular
2. “Clean hut.” (The PC sweeps out the filth; there is a 20% instance, roll 1d4. If the PC is paying a fee, the PC counts out
chance that the filth is nauseating enough to require a Consti- certificates until he reaches the 1d4 result, at which time the
tution check. A failed check means the PC is violently ill for dwarf says, “Enough.” If the PCs comes up short, the gully
1d6 rounds.) dwarf says, “More.” If the PC is earning a wage, the dwarf
3. “Babysit.” (The PC must hold an gully dwarf infant for counts out certificates, each identified as “two” until he
2d6 rounds. There is a 25% chance the infant bites the PC for reaches the 1d4 result.
1 point of damage.) “Uhh....nothing.” The gully dwarf is confused and can’t
4. “Pick lice off.” (The PC must pick lice from the back of a compute the amount. If the PCs is buying an item, he gets it
fat gully dwarf. No penalties, but disgusting.) for free. If the PC is earning a wage, he receives nothing.
“Uhh...what to do you think?” The dwarf is confused and
What’s for Sale can’t compute the amount. He asks the PC for his opinion. If
the PC is making a purchase, the gully accepts any amount of
The following items are for sale in Prull.
certificates the PC offers, as long as it is at least one. If the PC
1. Rafts.
is earning a wage, the gully dwarf gives him a single certifi-
2. Lodging. The PCs can’t spend the night in Prull without
cate, regardless of the PC’s opinion.
paying.
3. Weapons—knives, bows, arrows, and clubs.
4. Food. Rat meat is the staple of the Prull diet. PCs eating
any Prull food must roll a successful Constitution check with TROUBLESHOOTING
a +2 bonus or suffer 1 point of damage. If the PCs don’t find the dragonlance. Success in the
5. Guides. A gully dwarf guide is available to lead the PCs adventure doesn’t depend on finding the dragonlance. In
to any location in Chapter 2 or to the bronze dragon’s lair in fact, if the PCs aren’t heroic enough to explore Tarligor’s lab,
Chapter 3 (encounter 1). they probably don’t deserve to find it. However, it is possible
6. Information. The gully dwarves have information for that the dragonlance will end up on the bottom of the
sale about the following subjects. Each piece of information swamp. It settles in the mud, but since the water is only 10
requires a separate payment. feet deep, the PCs should be able to recover it.
— Locations. The gully dwarves know exactly how to get to If the PCs attack the gully dwarves. The PCs may decide to
any location mentioned in Chapter 2. They also know the attack the gully dwarves in the swamp and take their raft.
general directions to Belleria (Chapter 1), Wheatly (Chapter With nowhere to run, the gully dwarves quickly surrender.
1), Fair Meadows (Prologue), and Ohme (Chapter 3). The gully dwarves have no value as prisoners and won’t
— Khardra. “Bad man from the building with the tasty reveal any information, as they fear the wrath of Chief Bluh. If
leeches (Tarligor’s lab). He kill everything. Kill us. Kill you. the PCs cease their hostilities (as good characters should), the
Stay away from him. Flew east somewhere.” gully dwarves take them to their village with no hard feelings.
— Artha. “Fat. Ugly. Smells good, though.” If the PCs don’t know what to do next. Clues to go east are
— Dragons. “We know where noisy one is. Growls all the available from the draconian and the gully dwarves. If the
time. Color of sand. We show you.” (They are referring to the PCs miss them, consider giving them a strong, specific image
brass dragon in Chapter 3. The PCs will have to hire a gully from a dream stone or have a white stag appear to lead them
guide to take them there. If they do, the gully dwarf leads in a direction you wish them to go.
them directly to encounter 1 in Chapter 3. They also know
the existence of “place sick dragons go to die.” They aren’t
sure of the location, only that it is in the northeast by the sea.
PCs must pay for each piece of information requested.
They must pay in advance. The gully dwarves ask for pay-
ment even if they don’t know the answer.

Price Determination
To simulate currency transactions with the gully dwarves,
you can use the cut-out Gully Money certificates on the cov-
er panel of this module. Ignore the denominations and other
markings; the gully dwarves consider all certificates to have
the same value.
To determine the price of an item or a piece of information,
or to determine the wage paid to a PC for completing a task,
roll 1d6 on the following table. The gully’s reply is in quota-
tion marks; his actual meaning of each result follows the
table.

39
C HAPTER 3: SECRET SANDS
The minotaurs are on a scouting expedition to size up the
DM’s O VERVIEW strategic importance of northern Estwilde. In case war should
break out again, the minotaurs hope the information they
This chapter covers events and encounters taking place in gather will ingratiate them with the Highlords. The minotaurs
north-central Estwilde, including the northern seacoast and also have heard rumors of dragon sightings; a dead dragon or
the Estwilde/Nordmaar border. As in previous chapters, use two could also impress the Highlords.
the large color map and Map 2 inside the module cover for Although the War of the Lance missed northern Estwilde,
reference. its citizens prepared for the worst. Even now, years after the
end of the war, tension remains high, thanks largely to the
GOALS presence of the Red Dragonarmies to the west. People in
these parts stay close to home and are extremely suspicious
In this chapter, the PCs should accomplish the following: of strangers.
— learn of the existence of a secret city in the clouds.
— learn that only silver dragons are affected by the disease.
— learn about the mystical bond between good dragons
and good people that enables both to flourish.
E NCOUNTER K EY
— learn that the dragons’ problems are caused not only by
the fading moons and stars, but also by the violation of this
1. G REEN H ILLS
bond.
— learn that Artha and Khardra have a hideaway in the These rolling hills are covered with green trees and bush-
southern mountains, and that a cadre of good dragons is es. A gentle stream runs along the hills on the west.
secretly planning to destroy them.
Hidden in a valley is the cave of Thyron, an ancient bronze
As always, give the PCs a fighting chance to achieve these dragon. What happens next depends on whether the PCs
goals, but don’t reward poor playing or bad choices. came here by themselves or were led here by a gully dwarf
guide (from encounter 10 in Chapter 2).
The PCs came by themselves. The PCs find nothing but
T ERRAIN AND CLIMATE trees and brush. For every three hours they spend here, there
The plains here are dry and desolate, though not as sparse is a 15% chance they hear the sounds of laughter and roar-
as the plains to the south (Chapter 1). There are many areas ing. If they investigate the sounds, proceed to the “Lair Bat-
of green forests, fertile pasture, and rolling hills. Bryn River is tle” section below, ignoring all references to the gully dwarf.
actually more of a stream than a river, as it is 30 feet across at The PCs were led by a gully dwarf. The gully dwarf guides
its widest point and only a few feet deep. Aside from some the PCs through a maze of trees to the top of hill. Proceed to
scattered farming villages, most too small to have official the “Lair Battle” section.
names, there are few organized communities.
The coast is a low, level plain of sandy beaches bordered Lair Battle
by stretches of gray mountains. The coast is more temperate
than the southern regions, as the breezes blowing in from the In the valley below, an ancient bronze dragon battles furi-
sea relieve some of the heat. Temperatures range from a high ously against a group of ogres. The dragon is guarding the
of 80 in the day to the low 60s at night. No rain has fallen in entrance to a cave, but the ogres seem to have little trou-
over a month. ble slipping by him. As you watch, an ogre dashes past the
dragon into the cave and emerges a moment later with an
armload of bones and a large sword.
INFORMATION FROM NPCs Some of the ogres poke the dragon with spears, others
Unless otherwise specified, NPCs have no useful informa- pelt him with rocks and garbage; all laugh hysterically at
tion about dragons, Khardra, locations, or anything else. At him. The dragon swats at the ogres, but always misses by a
your discretion, you may use the Khardra and Dragon Rumor wide margin. He roars in pain and frustration, breathing a
tables from the Prologue to supply responses for the NPCs. bolt of lightning that blasts harmlessly into the side of a
hill.
The dragon’s face is cracked and black; his eyes are cov-
DM’s B ACKGROUND ered with a milky film.

On the northeastern coast near the Nordmaar border is a A few weeks ago, Thyron happened on Artha and
secret graveyard of good dragons. Thanks to the diligence of Khardra’s hideaway in the Astivar Range (see Chapter 4) and
her eyewings, Artha has discovered the location of the grave- observed their blending ceremony. Thyron was horrified to
yard. The eyewings alert her when they spot dragons coming discover that their blending drew light from the stars and
to the graveyard to die. Artha is sometimes able to successful- moons. The enraged dragon attacked, but was repelled by
ly reanimate the dead dragons and command them to lead the force of the blending, the brilliant light scorching his
her to their treasure caches. eyes. Defeated, Thyron straggled back to his lair, his vision
A warship is anchored off the northern coast. The ship fading fast. By morning, he was totally blind.
belongs to a band of minotaurs from Thorador, a village A band of ogres discovered Thyron’s lair a few days ago.
located on the southwestern coast of Mithas. The Thorador- The blind dragon was virtually defenseless; the ogres easily
ian minotaurs were largely left out of the War of the Lance, invaded his cave to raid his treasure. The ogres have returned
though they longed to assist the Highlords in their efforts to every day since to continue their looting, though by now
conquer Krynn.

41
there’s not much left. Note to the DM
Ogres (9): AC 5; MV 9; HD 4 + 1; hp 30, 28, 28, 25, 23, 23, If the PCs attack Thyron for any reason, be sure his actions
22, 20, 18; #AT 1; Dmg 1d10 or by weapon (clubs or spears, betray his affliction. If the PCs still think it’s a good idea to kill
1d6 each); THAC0 15; AL CE. a blind good dragon, consider reviewing their principles with
Thyron, ancient bronze dragon: AC 0; MV 9, Fl 24; HD 8; them.
hp 40 (reduced due to injuries); #AT 3; Dmg 1d6/1d6/4d6; It is important that Thyron survive this encounter, not only
THAC0 12; SA breath weapon (bolt of lightning 100’ x 5’ or for the “City in the Sky” section that follows, but also for his
gas cloud 20’ x 30’ x 30’ that repulses affected creatures for appearance in Chapter 4. If Thyron’s life is threatened, he
6 rounds who fail saving throws vs. dragon breath), spells; AL flies straight into the air, returning later to his lair when all is
LG. safe.
Spells:
1st level: magic missile x 2 City in the Sky
2nd level: locate object, detect evil
3rd level: fireball x 2 Before the PCs leave this area, their gully dwarf guide asks
4th level: polymorph self, polymorph other if they want to “see the dragon holler and make a town
If the PCs intervene on behalf of the dragon, the ogres turn appear.” The PCs probably have no idea what the gully dwarf
their attention to them, attacking with spears and clubs. is talking about, but if they want to see for themselves, the
While the battle rages, the confused dragon roars and casts dwarf leads them to a hill overlooking the valley of the
magic missile and fireball, both attacks soaring far over the dragon’s lair. “We wait till night,” says the dwarf.
heads of the PCs and the ogres. The gully dwarf does not par- It may be a long wait, since the following event only occurs
ticipate in the battle, hiding behind a bush for the duration. when Solinari and Lunitari are aligned. If this happens to be
If half of the ogres are killed, the rest retreat into the hills. such a night, or if the PCs are willing to wait for such a night
Retreating ogres drop their stolen treasure; the PCs may to occur (the dwarf explains they must wait “till the moon
recover a longsword +1, three chunks of gold (75 stl each), a gets fat”), read the following boxed text.
bag containing 46 stl, and an assortment of animal bones If the PCs came here without a gully dwarf guide, they may
(which the ogres planned to eat). still experience the following event if they remain in the area
Presuming the PCs won the battle and drove off the ogres, after the battle with the ogres and are still here on a night
Thyron uses detect evil on the PCs to assess their intentions. when Solinari and Lunitari are aligned.
If satisfied that the PCs are harmless, Thyron asks them to
come forward. With the full moon shining high, Thyron emerges from his
If the PCs approach, Thyron sniffs the air to determine their cave and lifts his head to the sky. He begins to roar, quietly
location. He kneels before them. “Thank you,” he says sim- at first, then loud enough to make the earth shake and the
ply. leaves fall from the trees.
The PCs may talk with Thyron if they wish. Thyron is proud Wisps of silver clouds form around the moon, and the
and arrogant and ordinarily would never condescend to shimmering image of a magnificent city appears. Thyron
speak with mere mortals, but not only has he been humbled rocks his head from side to side, his voice booming like
by his blindness, he is now indebted to the PCs. thunder. But no sooner has the city appeared than it
If asked about his affliction, Thyron says he was recently begins to fade. The silver clouds dissipate, and soon the
blinded in an accident. “Unfortunate,” he says. “But others sky is dark again.
have suffered more.” If asked how it happened, Thyron is When the image is gone, Thyron is quiet. He stares into
elusive. “The result of a battle. That is the nature of war.” the sky for a moment, then slowly returns to his cave.
Details? “None of your concern.”
If pressed, Thyron admits that the battle occurred when he Thyron is attempting to contact the secret dragon city in
discovered “a man and a woman, at least they appeared as the clouds. He wants to join his comrades who are struggling
such, stealing the light from the moons and the stars. They with a crisis in the cloud city, but his cries are not being
did this to me.” Thyron won’t reveal where this happened or answered.
the identities of the man and woman. “That is the business of The gully dwarf has no explanation for this. If the PCs con-
dragons, not mortals.” If asked about the light, Thyron says, front Thyron, he denies it ever happened.
“Light to dragons is like food and water to lesser creatures.”
He gives no explanation. Gully’s Good-Bye
If the PCs ask for his help, Thyron sneers. “Help?” he says
bitterly, “By your choice, dragons have nothing to offer.” He The gully dwarf guide does not accompany the PCs
refuses to elaborate. He has no further information to the beyond this point. Before he returns home, the gully dwarf
PCs, embarrassed that he’s shared so much with them offers the PCs any piece of information from the list in the
already. “What’s for Sale” section of encounter 10 in Chapter 2 at no
Thyron thanks the PCs again, then insists that they leave as charge in appreciation for saving Thyron from the ogres.
he needs to rest. Thyron turns and disappears into his cave. If
the PCs follow, Thyron firmly asks them to leave him alone. 2. E NCOUNTER Z ONE
Thyron’s lair is a simple cave with a tunnel in the floor that
exits in the hills a mile away. The cave is in disarray, thanks to When the PCs enter this area, roll 1d12 and immediately
the raids of the ogres. Bones are scattered on the floor. Thy- run the indicated encounter. For every four game hours the
ron’s nest is a tangle of branches and leaves. A mound of PCs remain in this area, roll 1d6. On a roll of 1, another
earth in the corner contains what’s left of Thyron’s treasure, a encounter on this list takes place (roll 1d12 again). You are
hammer +2, a shield +1, a ruby worth 500 stl, and 95 silver also free to alter the frequency or to choose specific encoun-
pieces. ters as you see fit.

42
D12 Roll Encounter mit managed to get it into a chest, but the bone burned its
1 Eye Drops way out. It is now crawling back to the graveyard.
2 Eyewing The bone is molten hot. Any PC touching it with his bare
3 Mushroom Hunter hands receives 1d4 points of damage. If touched with any
4 Beaten Surveyors inflammable object, such as a wooden staff, the object bursts
5 Headless Dragon into flames. If dispel magic or a similar spell is cast on the
6 Crawling Bone bone, it stops glowing and moving.
7 White Stag The bone is crawling in the direction of encounter 9. If the
8 Dragon Moon PCs follow the bone, it eventually leads them to the grave-
9 Strange Weather yard. This could take a while, since the bone has a move-
10 Naturalist ment rate of 1/2. However, if the PCs observe the bone for an
11 Dragon Flight hour, they realize it is heading in a straight line (in the direc-
12 Random Encounter tion of encounter 9).
This encounter occurs only once.
Eye Drops. The PCs see several foot-long clumps of a
White Stag. A white stag appears just ahead of the PCs and
glassy substance in the grass. The substance is rubbery, has a
leads them toward the best path. The stage bounds out of
bluish tinge, and smells faintly like decaying meat. It feels
sight and disappears after traveling 1d3 hexes on the map.
hot; if the substance comes in contact with a PC’s bare flesh,
(You can use the stag to lead the PCs in the direction you
he must roll a saving throw vs. poison or suffer 1 point of
want them to go.)
damage from burns.
Dragon Moon. This encounter occurs only at night when
The clumps are dried eyewing tears.
at least one of the moons is in high sanction and at least one
Eyewing. The PCs spot an eyewing hovering overhead
PC is awake. Any alert PC who is looking into the sky sees the
about 100 feet in the air. Before the PCs can take any action,
silhouettes of three dragons crossing the moon. The dragons
the eyewing zips away. If the PCs have not yet been to
are brass dragons leaving Krynn.
encounter 9, the eyewing flies northeast (toward encounter
This encounter occurs only once.
9). If the PCs have been to encounter 9, the eyewing flies
Strange Weather. The PCs observe one of the following
south (toward the Astivar Mountains). unusual weather phenomena in a clearing ahead of them.
Mushroom Hunter. The PCs happen upon an old man
(Choose randomly; each phenomenon is encountered only
poking around a rotted tree trunk. If the PCs approach and
once.)
ask what he’s doing, the man says he’s hunting for mush-
Miniature thunderstorm. Several black clouds, each no
rooms and proudly shows them a burlap bag half filled with
bigger than a cotton ball, hover four feet from the ground.
them. He offers to sell some of the mushrooms for two sp per
The clouds spill tiny raindrops and flash miniature lightning
pound.
bolts.
The old man has no useful information for the PCs, but can
Silent tornado. A huge tornado spins silently, its funnel
accurately direct them to Ohme, the largest village in the
extending high into a cloudless sky. The tornado is producing
area.
no wind. If the tornado is touched in any way, it disappears.
Old man: AC 10; MV 12; F1; hp 3; #AT 1; Dmg by weapon;
Silver snow. Silver snow falls from a single cloud over an
THAC0 20, AL LN.
area about 20 yards in diameter. Aside from its color, the
This encounter occurs only once.
snow is normal. It melts as soon as it hits the ground.
Beaten Surveyors. The PCs see three men lying in a ditch,
Naturalist. As the PCs pass beneath a tall tree, they hear a
nearly unconscious. The men are bloody and bruised, and
woman’s voice scolding them from the branches above.
their clothes are in shreds.
“Shhhh! Be quiet!”
If the PCs help them, they identify themselves as citizens of
The voice belongs to an old woman named Glidis. She is
Ohme who were surveying the wilderness for likely places to perched on a branch, watching a robin feed its babies.
dig new wells. They were accosted by a group of five mino-
Glidis: AC 10; MV 12; F1; hp 6; #AT 1; Dmg by weapon;
taurs who demanded to know if they’d seen any signs of
THAC0 20; Str 9, Dex 9, Con 9, Int 15, Wis 16, Cha 13; AL
dragons. When the men said they hadn’t, the minotaurs beat
LG.
and robbed them and left them in the ditch to die. The men
Glidis is a resident of Ohme, but spends all her time in the
don’t know where the minotaurs went or where they came
wilderness observing the wonders of nature. She is pleasant
from.
but stern, admonishing anyone who fails to show nature the
Men (3): AC 8; MV 12; F1; hp 3, 4, 5; #AT 1; Dmg by weap-
proper respect.
on; THAC0 20; AL LN.
Glidis introduces herself and asks the PCs to help her down
This encounter occurs only once.
from the tree. She excitedly tells them about the robin. “Is
Headless Dragon. This encounter occurs only at night. A there anything more invigorating than watching nature
rustle in the high leaves draws the attention of any alert PCs. renew itself?” She asks the PCs their names and business,
A headless gold dragon soars erratically through the night
warily looking for indications that they might be hunters, a
sky, heading east.
group she despises above all others.
This is the body belonging to Linsilee’s dragon head (see
If assured the PCs aren’t on a hunting trip, Glidis invites
Chapter 1). If the PCs whisper this information to one of Linsi- them to join her expedition. She points out every bird, insect,
lee’s trained bees, the bee heads southwest to find her and
and blade of grass—they’re all wonderful to her.
relay the information. It will take Linsilee several days track
If the PCs ask about dragons, Glidis says she’ll share a
the headless dragon; she will not contact the PCs or verify
secret: she recently found a silver dragon that appeared to be
that the message was received. dying. “Would you like to see it?” she asks. “Death can be
This encounter occurs only once. beautiful too, if viewed in the context of nature renewing
Crawling Bone. A two-foot-long bone is crawling on the
itself.”
ground like a snake. The bone has a greenish glow and looks
If the PCs are interested in seeing the dragon, Glidis guides
a man’s femur.
them to encounter 7. If the PCs wish to investigate any other
The bone is part of a dragon’s skeleton reanimated by areas along the way, Glidis gladly accompanies them, as long
Artha (see encounter 9). The bone, buried in the sand near
as they protect her and are kind to her.
the dragon’s graveyard, was discovered by a hermit. The her-

43
Glidis has no other useful information for the PCs, aside “I’m not sure I should discuss that with you.”
from a legend about a dragon’s graveyard. “A wondrous However, there are ways the PCs can pry information from
place where good dragons go to die. Some bad ones, too. A the generals. In the course of their conversation, the generals
beautiful example of nature renewing itself.” She doesn’t drop a few hints:
know the exact location of the graveyard, but believes it is on — General Thur loves war stories. (To a random PC: “Did
the northeastern seacoast. She wouldn’t take them there, you fight in the war? Did your family? Wasn’t it glorious?”)
anyway. “It’s private.” (And she’s afraid.) — General Harlison loves money. (To a random PC: “That’s
This encounter occurs only once. a nice sword. Must have cost a lot.”)
Dragon Flight. This encounter occurs only at night when — General Prentice loves women. (To any female PC, leer-
at least one PC is awake. Any alert PC looking into the sky ingly: “Maybe you and me can discuss this privately.” To any
sees the dark silhouette of a dragon. This is Aric, an ancient male PC: “You don’t have any sisters anywhere, do you?”)
gold dragon heading for the Astivar Mountains (see Chapter The generals invite the PCs to spend the night. The PCs can
4). Tell the PCs the direction in which the dragon is heading. remain in Ohme as long as they like. They have ample
This encounter occurs only once. opportunity to talk with any of the generals privately.
Random Encounter. Roll for a random encounter on the If a PC entertains General Thur with tales of the War of the
appropriate table in the Appendix (or treat as no encounter). Lance (real or fictional), the general reveals two of the pieces
of information listed below. (Roll randomly or choose any
two.) If the tales are especially gory, the general reveals three
3. OHME pieces of information.
This is the village of Ohme. Although only 300 people live If a PC bribes General Harlison, the general reveals a piece
here, it is the largest community in the area. Ohme was large- of information for each bribe in excess of one stl, up to a max-
ly unaffected by the War of the Lance, but thanks to the pres- imum of two pieces of information listed below. (Roll ran-
ence of the Dragonarmies in Nordmaar, Ohme citizens domly or choose any two.)
remain apprehensive and alert—most of them, anyway. If any female elf or human PC with a Charisma over 12 flirts
The village is surrounded by a 12-foot-high wooden wall, with General Prentice, or if a male PC promises to set him up
with a single entrance in the southwest. If the PCs approach with his attractive sister, he reveals two pieces of information
the entrance, they find a single guard asleep in a chair. listed below. (Roll randomly or choose any two.)
Guard: AC 8; MV 12; F2; hp 8; #AT 1; Dmg by weapon; 1. Khardra was in Ohme about a month ago, asking where
THAC0 20; AL NG. to find the wizard Jorjan, an alleged master of weather con-
If the PCs are quiet, they can sneak past the guard and walk trol. Nobody knew, and Khardra left angry and disgusted.
right in. If the guard wakes up, he looks flustered, then asks 2. Minotaurs came to Ohme last week, demanding the
the PCs their names and their business in Ohme. The guard whereabouts of dragons. No one could help them.
instructs the PCs to check in with the city leaders at the town 3. They’ve heard rumors about a headless gold dragon fly-
hall, a brick building straight ahead. ing around somewhere up north.
Thanks to its isolation, Ohme has virtually no contact with 4. There hasn’t been a sighting of a Red Dragonarmy sol-
other communities in Estwilde. The village consists of small dier for years. “Those other two guys (the other generals) are
thatch homes and modest wooden shops. The residents are paranoid.”
all farmers and craftsmen who eye the PCs with suspicion as 5. Somebody saw a glowing girl in the meadow just north
they walk by. of Ohme. Nobody wants to check it out, believing she must
If the PCs wish to speak with an Ohme citizen, make an be cursed.
encounter reaction with a -15% penalty or a Charisma 6. “You looking for dragons? They all go up to the coast to
check with a -2 penalty. If the PCs ask about Khardra or die.” They don’t know where, just to the northeast.
dragons, consult the Khardra and Dragon Rumor Tables in
the Prologue.
Unlike many other northern Estwilde residents, the super-
4. ENCOUNTER ZONE
stitious citizens of Ohme are aware of the fading moons and When the PCs enter this area, roll 1d6 and immediately run
suns and are convinced it is some kind of bad omen from the the indicated encounter. For every six game hours the PCs
gods. If the PCs ask about the fading light, the residents shud- remain in this area, roll 1d6. On a roll of 1, another encoun-
der and plead with them not to talk about it. The residents ter on this list takes place (roll 1d6 again). You are also free to
have no other information. alter the frequency or to choose specific encounters as you
Ohme’s three leaders are playing cards in the town hall. see fit.
They snap to attention when the PCs enter. The oldest intro-
D6 Roll Encounter
duces himself as General Thur. He then introduces his
1-2 Minotaur Guards
comrades—General Harlison, bald and obese, and General
3 Patrol Boat
Prentice, younger and homely.
4 Man-o-War
General Thur: AC 7; MV 12; F3; hp 14; #AT 1; Dmg by
5 Cursed Fisherman
weapon; THAC0 18; AL NG.
6 Encounter Zone 2
General Harlison: AC 8; MV 12; F2; hp 8; #AT 1; Dmg by
weapon; THAC0 20; AL NG. Minotaur Guards. Two minotaurs with large axes slung
General Prentice: AC 9; MV 12; F2; hp 7; #AT 1; Dmg by over their shoulders patrol the beach ahead. If the PCs stay
weapon; THAC0 20; AL NG. out of sight, the minotaurs don’t see them. The bull-men
General Thur politely but firmly asks the PCs to identify patrol for the next 2d6 hours, then head back to their ship. If
themselves and state their business in Ohme. When he’s the PCs follow, go to encounter 5.
convinced that the PCs aren’t advance scouts for the Red If the PCs approach the minotaurs or otherwise make
Dragonarmy, General Thur invites them to sit down. “You themselves known, the minotaurs attack; they have been
can’t be too careful,” he says. “We just came out of a war, ordered to destroy any trespassers and will be executed if
you know.” they fail. The minotaurs fight to the death.
The generals are very guarded; responding to the PCs’ Thoradorian minotaurs (2): AC 6; MV 12; HD 6+3; hp 38,
questions with “And why would you want to know that?” or 36; #AT 2; Dmg 2d4 or 1d4/1d10 (huge axe); THAC0 13; SD

44
surprised only on 1, track prey by scent with 50% accuracy; If the PCs search the ship, they find a chest containing
AL CE. 1,500 stl and the body of a baby silver dragon, covered with
Patrol Boat. The PCs see a small craft sailing about 50 yards purple splotches and bruises. The minotaurs discovered the
off shore. The craft is manned by three minotaurs; the mino- dying baby in the wilderness and finished it off with clubs.
taurs are allegedly on patrol, but they are actually fishing. They hope to present it to the Highlords as an offering.
The minotaurs fish for the next 1d6 hours, then sail back to If the PCs capture one of the maintenance minotaurs, they
the ship in encounter 5. If the PCs make themselves known, can question him. The terrified minotaur doesn’t require
the craft sails to shore and the minotaurs attack. (Use the much prompting to tell everything he knows: where the
minotaur statistics earlier.) minotaurs went and when they’ll be back, why they have the
Man-o-War. This encounter occurs only if the PCs are on dragon, why the Thoradorians are out to impress the
the beach. The PCs spot a fishing net that has washed ashore. Highlords. “We are just following the orders of the great Lord
The net appears to be filled with seaweed. Mabel.” (For more information on the Mabels, see the “Eyes
The net also contains a dead portuguese man-o-war. Since of the Minotaur” adventure in DL15, Mists of Krynn.)
the man-o-war is transparent, there is a 90% chance it is If the PCs are on the ship when the minotaurs return, they
undetected unless a PC is able to detect invisible objects. A will be executed (the maintenance minotaurs tell the PCs
PC examining the contents of the net with his hands (rather this). If the PCs are foolish enough to stow away on the ship,
than, for instance, probing it with a staff) has a 75% chance of the minotaurs eventually set sail for Mithas. When they arrive
touching one of the man-o-war’s 35 tentacles. The PC must in Thorador, the PCs are discovered and executed.
roll a saving throw vs. poison. If he succeeds, he receives 1-2 If the PCs take the maintenance minotaurs prisoner, they
points of damage; if he fails, he suffers 2d4 points of damage. attempt to escape as soon as possible. If the PCs alert the gen-
He must also roll a successful saving throw vs. paralyzation, erals at Ohme about the minotaurs and their ship, the gen-
or become paralyzed for 1d4 hours. erals promise to look into it.
Inside the man-o-war is a short sword +1.
This encounter occurs only once.
Cursed Fisherman. This encounter occurs only if the PCs
6. ENCOUNTER ZONE
are on the beach. A ragged man stumbles toward the PCs When the PCs enter this area, roll 1d6 and immediately run
from the east. His eyes are glazed and he gives off a faint the indicated encounter. For every four game hours the PCs
green glow. It appears his bones are throbbing. remain in this area, roll 1d6. On a roll of 1, another encoun-
The man was unfortunate enough to be fishing near the ter on this list takes place (roll 1d6 again). You are also free to
dragon’s graveyard (encounter 9) when Artha was also there. alter the frequency or to choose specific encounters as you
For fun, she cursed him: his bones are animated and are try- see fit.
ing to escape from his body. If Glidis is with the party as a result of event 10 in Encounter
If the PCs try to touch him, he pulls away. He is only able to Zone 2, she leads them directly to encounter 7. You should
mutter a few words about a “fat, stinking woman” who did roll normally for encounters.
this to him. “Don’t go there....” he says, but is unable to iden-
D6 Roll Encounter
tify the location.
1 Naturalist
If a PC casts dispel magic or a similar spell, the man dies
2 Minotaurs
quietly. Otherwise, his agony continues. If the PCs stay with
3 Circling Eyewings
him, 1d4 hours later, his skeleton bursts free from his body,
4 Light Flash
glowing green. The skeleton ignores the PCs and totters into
5 Encounter Zone 2
the ocean to disappear beneath the waves.
6 Random Encounter
This encounter occurs only once.
Encounter Zone 2. Roll for an encounter on the Encounter Naturalist. This encounter occurs only if the PCs have not
Zone 2 table, page 43 (or treat as no encounter). yet met Glidis. Otherwise, treat this as a Random Encounter
or no encounter.
The PCs see Glidis lying in the weeds on her stomach
5. S HIP observing a mother quail. The rest of the encounter plays out
as it does in the 10th event in Encounter Zone 2.
A huge warship, its tall masts towering into the sky, is This encounter occurs only once.
anchored about 50 yards off shore. Minotaurs. If the PCs happen to look behind them, they
see three minotaurs following them from a distance. If the
This is the warship of the minotaurs; 60 in all made the trip minotaurs see the PCs looking at them, they hide behind
from Mithas. At any given time, about 20 of the minotaurs are trees. The minotaurs heard rumors of a silver dragon some-
on patrol. The rest stay with the ship. where in this area. They are following the PCs in hopes that
If the PCs hide in the cliffs, they see dozens of minotaurs the PCs lead them to the dragon. The minotaurs follow for an
milling about, repairing the masts, fishing off the side, and hour, then grow bored and give up. The minotaurs elude any
lounging on the beach. All carry battle axes and long swords; attempts of pursuit by the PCs. If the PCs happen to lead the
make it clear to the PCs that attacking the ship is suicidal. minotaurs to a dragon, the minotaurs attack the PCs, then
Every evening at sunset, the minotaurs line up on the attempt to kill the dragon so they can take the body back to
beach for inspection. When the captain is satisfied, he leads their ship. The minotaurs fight to the death.
them on maneuvers up the beach. In 15 minutes, the mino- Circling Eyewings. A flock of four eyewings circles over
taurs are out of sight; they don’t return for an hour. the PCs about 100 feet in the air. Before the PCs can take any
The PCs can sneak aboard the ship while the minotaurs are action, the eyewings zip away, heading toward the dragon’s
on maneuvers. Three minotaurs are still on board, scrubbing graveyard (encounter 9) to alert Artha of their presence. If the
the decks and patching the sails. (Use minotaur statistics in PCs have already been to the graveyard, the eyewings swoop
encounter 4.) south toward the Astivar Mountains.
These maintenance minotaurs aren’t particularly good fight- Light Flash. This encounter occurs only at night. The PCs
ers, but they defend themselves the best they can. If one of these see flashes of bright light in the distance. The flashes last for a
minotaurs loses half its hit points, he surrenders. If one of the minute, then stop.
minotaurs is killed, the others immediately give up.

45
The light is coming from the dying dragon in encounter 7. of her ancestors, but she is too weak to go on without help.
Tell the PCs the direction of the flashes. She asks the PCs to take her the rest of the way.
Encounter Zone 2. Roll for an encounter on the Encounter Saramber promises them a reward for their help. “At the
Zone 2 Table, page 43 (or treat as no encounter). end of our journey, a gift shall be yours—a gift of value
Random encounter. Roll for a random encounter on the beyond measure,” she says.
appropriate table in the Appendix (or treat as no encounter). If the PCs decline to help Saramber, she dies within three
days. Thoradorian minotaurs eventually discover her body
and take it back to Mithas.
7. MEADOW If the PCs agree to help her, continue with the “Journey
with Saramber” section that follows. If Glidis is with the PCs,
Green hills surround this vast meadow of tall grass and she reluctantly stays behind; she is too frail to make the trip.
leafy clover. After Glidis leaves, cross out event 10 in Encounter Zone 2
and event 1 in Encounter Zone 6; treat these as random
What happens next depends whether the PCs came here encounters or no encounters.
on their own or were led here by Glidis.
If the PCs came here on their own. For every three day- The Journey with Saramber
light hours the PCs spend in this area, there is a 20% chance
they hear moaning in the distance. For every three nighttime Saramber leads the PCs to the graveyard at encounter 9.
hours they spend in the area, there is a 50% chance they hear Roll normally in Encounter Zones.
moaning or see flashes of light. If the PCs investigate the Saramber can walk if supported by a PC whose Strength is
moans or flashes, go to the “Dying Dragon” section. at least 15 (if no PC has a Strength of 15, two PCs can support
If the PCs came here with Glidis. Glidis leads them to a her). Saramber walks at a movement rate of 6. Cure disease
or similar spells have no effect on her disease.
particular hill. Go to the “Dying Dragon” section.
Once every four hours, Saramber must lie down and rest
for about 15 minutes. During this time, she polymorphs
Dying Dragon
between her human and dragon forms.
Conversation is difficult for Saramber, but she has informa-
From the summit of a grassy hill, you see a beautiful tion on the following subjects if the PCs ask the right ques-
young woman sprawled in the meadow below. She has tions:
waist-length black hair and wears a billowing silk gown. — Where are they going? “A secret place. A place that can
Her fair skin is covered with purple splotches. She moans only be shown, not explained.”
and writhes in the grass. — What’s happening to the dragons? “Something for which
The girl’s form shimmers. Streams of brilliant light flash we can all blame ourselves.”
from her body, and a ghostly image of a silver dragon — Are some of the dragons leaving Krynn? “Yes. Far away.”
appears. The light abruptly stops, the dragon image fades, — What does she know of Artha and Khardra? “Their love
and the moaning girl reappears. gives death, not life.”
This is Saramber, a young silver dragon suffering from the Ambush
dragon disease. With her death imminent, Saramber left her
home in the Khalkist Mountains to make her way to the Before the PCs leave this area, they are ambushed by three
sacred dragon graveyard (encounter 9). She got this far and minotaurs who suddenly appear from behind a grove of
collapsed, too weak to continue. trees.
Saramber appears as a polymorphed human, the form she Thoradorian minotaurs (3): AC 6; MV 12; HD 6 + 3; hp 37,
prefers. Every few, hours, in a disease-induced delirium, she 36, 34; #AT 2; Dmg 2d4 or 1d4/1d1O (huge axe); THAC0 13;
polymorphs briefly into her dragon form. She remains a SD surprised only on 1, track prey by scent with 50% accu-
dragon for only a few moments before polymorphing back to racy; AL CE.
her human form. What happens next depends whether the PCs are with
Saramber, young silver dragon (statistics reflect her dis- Saramber or are traveling alone.
eased state): AC -1; MV nil (too weak); HD 11; hp 13; #AT The PCs are traveling alone. The minotaurs gruffly
nil; AL LG. demand to know the whereabouts of any dragons. Whether
Spells: detect good the PCs cooperate or not, the minotaurs decide to kill them
If the PCs approach, Saramber casts detect good, then and rob them for the fun of it.
smiles weakly. She struggles to get up, then collapses from When two of the minotaurs are killed, any survivors retreat
the effort. “Help me,” she gasps. in the direction of their ship (encounter 5). Captured mino-
The PCs might have heard rumors that the diseased taurs have no information other than the location of their
dragons are poison. They’re not; the disease only affects sil- ship and their mission (see encounter 5).
ver dragons. If the PCs hesitate, Saramber smiles reassuringly The PCs are with Saramber. The minotaurs demand that
and extends her hand. “You have nothing to fear.” She indi- the PCs turn over the dragon. If they refuse, the minotaurs
cates the splotches on her arm. “I can’t hurt you.” attack and fight to the death.
If Glidis is with the PCs, she puts her arm around Saramber
and tries to help her up. Glidis isn’t strong enough. “Don’t 8. ENCOUNTER ZONE
just stand there.” she says to the PCs. “Give me a hand.”
If the PCs help Saramber to her feet, she speaks to them in a When the PCs enter this area, roll 1d6 and immediately run
soft voice barely above a whisper. “Thank you, my friends,” the indicated encounter. For every four game hours the PCs
she says. “You and I are not so different are we?” She coughs, remain in this area, roll 1d6. On a roll of 1, another encoun-
then continues. “A bond of honor still unites us. By that ter on this list takes place (roll 1d6 again). You are also free to
sacred bond, I beg you for a favor.” alter the frequency or to choose specific encounters as you
With effort, Saramber explains that she is dying from a dis- see fit.
ease of unknown origin; at most, she has only a few days left.
She is traveling to a secret dragon graveyard to join the spirits

46
D6 Roll Encounter If the PCs came by themselves. Unless the PCs use detect
1 Eyewings magic or a similar spell, it is unlikely they will discover the
2 Graverobbers pass. The hallucinatory terrain can be dispersed by dispel
3 Minotaurs magic or a similar spell.
4 Red Dragonarmy If the PCs make it to the cove, they find nothing special. If
5 Encounter Zone 2 they happen to be in the cove on a night when Solinari and
6 Random Encounter Lunitari are aligned, proceed to the “Dragon’s Graveyard”
section, omitting all references to Saramber.
Eyewings. A dozen eyewings circle overhead about 100
feet in the air. If the PCs are with Saramber, the eyewings dip
Dragon’s Graveyard
for a closer look, then swoop away, scattering in every direc-
tion to look for Artha. If the PCs are traveling alone, the
eyewings hover over the PCs for a moment, then zip south High cliffs of solid granite surround this cove of dazzling
toward the Astivar Mountains. white sand. Moonlight glistens on the dark ocean. The
Graverobbers. Three seedy-looking men carrying pick- tide ebbs and flows against the sparkling shore.
axes stop the PCs and ask for directions to Ohme. Regardless
of the PCs’ response, the men then ask if they know anything Saramber settles down against the cliffs on the south side of
about a graveyard for dragons. “Dragons are all rich.” says the cove. She explains that before them lies a secret dragon
one. “Help us find their graveyard, and we’ll split the take.” graveyard. Access to the graveyard requires a period of spirit-
Graverobbers (3): AC 6; MV 12; F3; hp 21, 18, 15; #AT 1; ual cleansing; Saramber asks the PCs to protect her while she
Dmg 1d6 (pick-axe) or 1d4 (knife); THAC0 18; AL CE. goes into a trance. Assuming the PCs agree, Saramber poly-
One of the graverobbers abruptly threatens the PCs with morphs into her dragon form and closes her eyes. She
his pick-axe. He and his fellow graverobbers demand the remains in a trance for the next hour.
PCs’ weapons and money; they have no interest in Saramber
(assuming she’s with the party) since they believe the sick Artha Appears
dragons are poison. Ten minutes after Saramber goes into her trance, an area in
This encounter occurs only once. the sky over the cove begins to darken and swirl. A hazy
Minotaurs. From the top of a hill, the PCs see a squad of image of Artha appears in a dark fog.
four minotaurs marching through the valley below. If the PCs Artha surveys the scene below, somewhat disappointed
stay out of sight for two hours, the minotaurs head back that Saramber isn’t dead yet. She raises her hands, and thick
toward their ship (encounter 5). If the PCs make their pres- green smoke pours from her palms. The smoke spirals
ence known, the minotaurs attack them. If Saramber is with toward the ocean a few yards from the shore line, then is
the PCs, the minotaurs attempt to kill her, then take her body sucked into the surface. That done, Artha vanishes.
to their ship. The minotaurs fight to the death. (Use the mino-
taur statistics on page 46.) The Attack
This encounter occurs only once.
Red Dragonarmy. The PCs see a Red Dragonarmy battal- One round after Artha vanishes, the ocean begins to boil.
ion marching in the distance. There are well over 200 sol- Green steam rises from the churning water. A moment later,
diers. Many of them ride armored horses, all are heavily an enormous dragon skeleton bursts through the surface,
armed with long swords and spears. shrieking and hissing. The skeleton is 24 feet long; its glowing
The Dragonarmy is on military maneuvers. If the PCs are green bones drip algae and mud.
foolish enough to make their presence known, the soldiers Reanimated dragon skeleton: AC 3; MV 12; HD 7; hp 56;
easily overpower them. All of the PCs’ possessions are confis- #AT 3; Dmg 1d4/1d4/2d8 or breath weapon; THAC0 13; SA
cated; if Saramber is with them, she is killed. The PCs are tak- see following; AL CE.
en to a Dragonarmy camp just over the Nordmaar border. The skeleton attacks with its teeth and claws. Its bones are
The PCs are brutally questioned, then released with a stern molten hot; any PC touching the skeleton with his bare
warning to keep away from the Red Dragonarmy. hands suffers 1 point of damage. If the skeleton is touched
Encounter Zone 2. Roll for an encounter on the Encounter with any flammable object, such as a wooden staff, the
Zone 2 table, page 43 (or treat as no encounter). object bursts into flames. Dispel magic or similar spells have
Random Encounter. Roll for a random encounter on the no effect on the skeleton.
appropriate table in the Appendix (or treat as no encounter). The skeleton can also attack with its breath weapon, a
cone of green fire 70 feet long with a base diameter of 2 1/2
feet. The fire feels ice cold and has the following effects:
9. C OASTAL H I L L S * A PC struck by the green fire must roll a saving throw vs.
spell. If he succeeds, he suffers 1d6 points of damage. If he
These high hills are solid granite. Climbing the smooth, fails, he suffers 1d6 points of damage and his bones throb
sheer cliffs would be difficult if not impossible. inside his body for the next five rounds; his AC is increased
by +1 and all attacks are made with a -1 penalty for that
Refer to Map 7. The single pass through the hills (area A) is period. These effects can be negated by dispel magic or a
obscured by permanent hallucinatory terrain. What happens similar spell, though the PC still takes the indicated damage.
next depends on whether the PCs came with Saramber or * If a PC is struck by the green fire while his bones are
came by themselves. throbbing (from a previous green fire hit), he loses an addi-
The PCs came with Saramber. Saramber leads the PCs tional 1d6 hp; his bones forcefully expand and contract as if
directly to the pass. Saramber explains they must wait on the they are trying to burst out of his body. No saving throw is
south side of the hills until Solinari and Lunitari are aligned. allowed. For the next five rounds, his AC is increased by +2
Saramber’s condition does not deteriorate as long as she and all attacks are made with a -2 penalty. These effects can
remains in the company of at least one PC. be negated by dispel magic or a similar spell, though the PC
On a night of alignment, Saramber leads the PCs through still takes the indicated damage.
the hallucinatory terrain and to the cove on the north side of * If the same PC is struck by the fire while suffering from the
the hills. Continue with the “Dragon’s Graveyard” section. effects in the previous paragraph, he must roll a saving throw

47
vs. spell. If he succeeds, he loses 2d6 hp and his AC stays at Saramber explains that a mystical bond exists between the
+2 and his attacks are made with a -2 penalty for the next good people and the good dragons of Krynn, a bond created
five rounds. If he fails, he collapses to the ground. Unless dis- by the gods that has existed since time began. “With trust,
pel magic or a similar spell is cast on him, his skeleton bursts respect, and cooperation, the bond remains strong and we
free from his body in the next round and totters into the sea. all flourish. But when the bond is threatened by doubt, disre-
Line C on the map shows the high point of the water when spect, and disharmony, we all suffer.
a wave washes ashore. Line B shows the low point of the “Look around you. Can you not see how our bond has
water between waves. A wave rolls in every other round. been threatened? Are good dragons not hunted as prizes, rid-
When the skeleton is in contact with the wet sand west of iculed as lunatics, scorned as pariahs? And can you not see
line C, magical and silver weapons inflict full damage while the result? While people labor to rebuild and dragons strug-
other weapons cause only half damage. When the skeleton is gle to survive, evil grows and prospers.
entirely in the dry sand east of line C, magical and silver “Good can reclaim Krynn, but only if dragons and people
weapons inflict double damage while other weapons cause restore their sacred bond through cooperation and respect.”
normal damage. Saramber says the loss of light from the moons and stars
The skeleton attempts to stay in the wet sand west of line C. has debilitated the dragons by weakening them, confusing
However, the skeleton chases any PC who attacks him for them, and making them more susceptible to disease. But the
two consecutive rounds. The skeleton will not intentionally loss of light would not have affected the dragons so dramati-
spend more than one round in a row in the dry sand east of cally if their bond with humans had not also been weakened.
line C. “Restoring the bond will be a long process,” she says. “But
There are three other monsters buried in the sand: it must begin with the efforts of a few. Are you willing?”
1. The first PC within five feet of area D feels bony fingers If the PCs agree, Saramber says she believes Artha and
grasping at his leg. This is the reanimated arm bone of a Khardra are responsible for stealing the light from the moons
dragon that has dug itself out of the sand. and stars. “They have many lairs,” she says, “but when the
Reanimated arm bone: AC 6; MV 3; HD 2 + 1; hp 17; #AT 1; moons are full, they meet at the Peak of Clouds, the highest
Dmg 1d4; THAC0 16; SD green glow; AL CE. point in the Astivar Mountains.
The arm bone has a greenish glow and makes one claw “There is talk of an assault on the Peak of Clouds by a
attack per round at any PC it can reach. The bone moves by group of good dragons. Without a strong bond between
pulling itself along the sand with its fingers. dragons and people, the assault will fail. Convince them of
2. The first PC within five feet of area E feels a bony tentacle your courage, and help them if you can.”
slithering up his leg. This is the reanimated spinal column of a Saramber says the good dragons are assembling in the lair
dragon. of a copper dragon in the Astivar Mountains. The lair is hid-
Reanimated spinal column: AC 6; MV 9; HD 3 + 1; hp 25; den “within a mountain that casts no shadow.”
#AT 1; Dmg 2d4 (constriction); THAC0 16; SD green glow; Saramber has nothing more to add. She answers no ques-
AL CE. tions. She says good-bye to the PCs, then walks down the
The spinal column attempts to coil around and crush any sparkling path into the sea, the waves closing behind her.
PC it can reach. The spinal column slithers like a snake. Two rounds after Saramber disappears into the ocean, the
3. The first PC within five feet of area F sees a flurry of sand ground before the PCs shimmers, and a crystal chest
as a grimacing dragon skull chews its way to the surface. The appears, a final gift from Saramber. The chest contains a
skull clacks its teeth at the PC. wand of fire (nine charges), a wand of illumination (nine
Reanimated dragon skull: AC 6; MV Nil; HD 3; hp 24; #AT charges), and four blue diamonds worth 5,000 stl each.
1; Dmg 2d6 (bite); THAC0 16; SD green glow; AL CE.
The skull cannot move, but it has a sticky tongue 10 feet Aftermath
long that it uses to draw victims into its jaws. The tongue The PCs are unable to follow Saramber into the sea; if they
strikes with a +4 bonus to its attack roll, but does no dam- try, they are washed ashore by powerful waves. They are also
age. A PC hit by the tongue can attack it; if the attack suc- unable to locate the graveyard.
ceeds, the skull withdraws the tongue and releases the PC. If
the PC’s attack fails, the skull immediately drags the PC into
its jaws, and the PC suffers 2d6 points of damage. I0. N ORDMAAR B ORDER
The arm bone, the spinal column, and the skull all glow
green and are molten hot to the touch. Any PC touching The Estwilde/Nordmaar border is heavily patrolled by sol-
them with his bare hands suffers 1d4 points of damage. If diers of the Red Dragonarmy. For every three hours the PCs
spend in this area, there is a 50% chance they are stopped by
touched with any flammable object, such as a wooden staff,
a troop of 75 Red Dragonarmy soldiers on horseback. If the
the object bursts into flames. Dispel magic and similar spells
PCs cross the border, every 30 minutes there is a 90% chance
have no affect on the bones.
they are stopped by the Dragonarmy troops.
Song of the Moon If the PCs are stopped by the troops, the soldiers demand
to know who they are and what they’re doing. If the PCs
This event occurs if the PCs defeat the dragon skeleton and cooperate, the soldiers send them on their way, warning
the bones, and Saramber is still alive. them not to enter the area again. If the PCs don’t cooperate
An hour after she went into her trance, Saramber rises to or if they act violently toward the soldiers, the soldiers easily
her feet. She silently walks to the edge of the ocean (line B on overpower the PCs and take them to a nearby Dragonarmy
the map). With the waves lapping against her legs, she lifts camp. The PCs are brutally questioned, then released with a
her head toward the moon and begins to sing an eerie, word- stern warning to keep away from the Red Dragonarmy and
less melody. stay out of Nordmaar.
As Saramber sings, the water parts before her, revealing a
shimmering pathway leading 100 yards into the ocean.
With the PCs at her side, Saramber stares at the moon and II. ENCOUNTER ZONE
speaks to them softly. “When a silver dragon abandons this When the PCs enter this area, roll 1d6 and immediately run
life, she may leave her secrets behind. For your courage and the indicated encounter. For every three game hours the PCs
support, I offer you a gift of these secrets.” remain in this area, roll 1d6. On a roll of 1, another encoun-

48
ter on this list takes place (roll 1d6 again). You are also free to Round 2: Lightning bolt from a wand of lightning. Because
alter the frequency or to choose specific encounters as you of the chimp’s poor control of the wand, a PC struck by the
see fit. lightning bolt suffers only 3d6 points of damage (usual is 6d6)
if he fails a saving throw vs. spell.
D6 Roll Encounter
Round 3: The chimp does nothing.
1-3 Strange Weather
The chimp remains in the second floor of the tower for the
4 Gully Dwarf
duration of the attack.
5 Encounter Zone 2 The door to the tower is unlocked. Khardra demolished
6 Random Encounter
the first floor; there’s nothing left but a jumble of debris.
Strange Weather. This is identical to the Strange Weather A ladder leads to a trapdoor in the second floor. As soon as
event in Encounter Zone 2 (page 43). However, the thunder- the chimp sees a PC emerge through the trapdoor, he drops
storm, the tornado, and the snow cloud are all drifting at a any magical device he was using and runs to the body of Jor-
movement rate of 12 away from encounter area 12. Tell the jan. The chimp whimpers and buries his head in Jorjan’s
PCs the direction the weather phenomenon is moving, rela- robe. The chimp no longer attacks.
tive to their current position. Khardra has demolished most of the room. A long shelf
Gully Dwarf. This event only occurs if the PCs have previ- hangs from a single hinge on the south wall, its books spilled
ously met the gully dwarves and engaged in transactions in a heap on the floor. The simple furniture—a table, a chair,
using the gully dwarf money. and a cot—has been shattered to splinters. Under a loose
A gully dwarf flags down the PCs. “Forgot change,” he says floor board in the southwest corner is a small cloth sack con-
breathlessly, and hands them three certificates of gully dwarf taining 140 stl and two black diamonds worth 1,000 stl each.
money. The Prull gully dwarves believe they shortchanged The PCs may also take the wand of frost (two charges) and
the PCs; they sent this messenger to rectify the error. the wand of lightning (two charges). If they examine Jorjan’s
If the PCs ask the gully dwarf to lead them to Jorjan’s tower, body, they see triangular punctures on the back of his neck
go directly to encounter 12. As soon as they enter the made by Khardra’s staff.
encounter 12 area, the gully dwarf bids them farewell. A long table against the northern wall contains three large
This encounter occurs only once. glass tanks resembling aquariums, the remnants of some of
Encounter Zone 2. Roll for an encounter on the Encounter Jorjan’s weather experiments. About an inch of oily liquid is
Zone 2 table, page 43 (or treat as no encounter). in the bottom of each tank, and strange weather phenomena
Random Encounter. Roll for a random encounter on the hover on the surface of the liquid. One tank contains minia-
appropriate table in the Appendix (or treat as no encounter). ture black thunderstorms, another contains tiny tornados,
and the third contains tiny silver clouds from which spill
flakes of silver snow. Occasionally, one of the tiny clouds
I2. J ORJAN ’ S T O W ER spins free of the liquid, rises from the tank, and drifts out the
open window.
A two-story stone tower sits on a hill in the middle of a The chimp stares mournfully at each PC, then runs into the
meadow. Clouds in a variety of colors—pink, green, arms of one of them, clinging tightly. If notes of personality
white, gray—drift through the air, blinking out of sight, traits were made during the Fair Meadows encounters, the
then reappearing a few feet away. Rain lightly sprinkles PC who was assigned the trait of Compassion should be cho-
from some of the clouds, silver snow falls from others. sen by the chimp. Otherwise, choose a random PC or a PC
whom you wish to take a more active part in the adventure.
As long as the chimp remains with the party, he never
Background leaves the side of his chosen PC. If the chosen PC is killed or
This is the tower of Jorjan, a renegade wizard who dabbled rejects the chimp, the chimp adopts another PC.
in magical weather research. Khardra visited him about a While traveling, the chimp tugs at the hand of his PC, trying
month ago, asking for a device to keep the evening skies to get him to go south toward the Woods of Lahue (Chapter
clear and promising a substantial payment. Jorjan couldn’t 4). This is the chimp’s home, and he wants to go back.
come up with such a device, so Khardra killed him.
Jorjan’s body is on the second floor of the tower, guarded TROUBLESHOOTING
by his broken-hearted pet chimp.
Chimp: AC 7; MV 12; HD 1; hp 5; #AT 1; Dmg 1d4 (bite); If the PCs want to go to Nordmaar to pursue the Dragon-
THAC0 20; AL N. armies. They are met at the border by a Dragonarmy force
sufficient in size to turn them away. See encounter 10.
Approaching the Tower If Saramber dies early, or the PCs don’t meet her at all. If
in your judgment the PCs have fought the good fight, Saram-
There are four windows on the second floor of the tower, ber’s ghost could visit the PCs and give them her gift of infor-
one facing each direction. There is a single doorway on the mation so they can help put a stop to Artha and Khardra. You
south side. could also use the dream stones to relay the information as
The terrified chimp watches strangers closely, fearing the you deem necessary.
return of Khardra. When he sees the approach of the PCs, he If the PCs cure Saramber. Although unlikely, the PCs could
panics and attacks with the magical items Jorjan prepared come up with a way to cure Saramber. If so, she asks them to
especially for the chimp’s use in case of an emergency; two accompany her to the graveyard cove and protect her while
sharp “cheep” chatters from the chimp serve as the com- she performs a religious ritual. Once there, she goes into a
mand words to activate the wands. trance, and the subsequent battle plays out as explained. If
The chimp attacks out the windows, moving from one to she survives, she gives the PCs the same rewards, then disap-
another as necessary to attack the closest PCs. He always pears into the sea to conclude her ritual.
attacks in the following sequence (repeat as necessary):
Round 1: Ice storm from a wand of frost, a hail of sleet in an
80-foot-diameter area. PCs within the hail are blinded and
have their movement rate reduced by 50% for one round.
There is also a 50% chance that an affected PC slips and falls.

49
CHAPTER 4: MAGICAL MOONS

4,000-12,000 feet above sea level. The mountains are solid


DM’S O V E R V I E W stone, their faces smooth and steep. While the foothills are
not particularly treacherous, the higher peaks feature severe
This chapter covers events and encounters taking place in slopes and near-vertical cliffs. The mountains are seldom
the Astivar Mountains and the Woods of Lahue. As in pre- traveled, and there are no civilized outposts.
vious chapters, use the large color map and Map 2 inside the Daytime temperatures in the Astivar Mountains range from
module cover for reference. the 80s in the foothills to the 40s and 50s near the peaks of
the higher mountains. Daytime temperatures average in the
GOALS 30s and 40s at the top of the Peak of Clouds. Nighttime tem-
peratures are 10-20 degrees lower.
In this chapter, the PCs should accomplish the following: The Peak of Clouds. At 14,000 feet above sea level, the
— encounter an assembly of good dragons, learn their Peak of Clouds is easily the highest point in the Astivar Moun-
secrets, and become their allies. tains. The second highest mountain is Mt. Bergo, adjacent to
— learn the origin of Artha. the Peak of Clouds and rising 12,000 feet above sea level.
— confirm that Khardra and Artha’s blending ceremonies The enchanted Mt. Bergo casts no shadows. Likewise, no
are responsible for the fading of the stars and moons. shadows fall on it.
— face Khardra and Artha on the Peak of Clouds. Both Mt. Bergo and the Peak of Clouds can be seen from
As always, give the PCs a fighting chance to achieve these anywhere in Encounter Zones 1 and 2, unless the line of sight
goals, but don’t reward poor playing or bad choices. is obscured by trees or other blocking terrain.
Nordmaar Border. If the PCs cross the Nordmaar border
for any reason, they are met by a Red Dragonarmy force suffi-
T ERRAIN AND CLIMATE cient in size to turn them away. (See encounter 10 in Chapter
The Woods of Lahue is a dense forest comprising a variety 3 for details.) Likewise, if they cross the truce line extending
of trees and vegetation. Ferns and shrubs cover the forest from the northern tip of the Astivar Mountains to the Nord-
floor. The largest trees tower 200 feet in the air; some areas maar border, they are also turned away.
are so thick with trees that no sunlight reaches the floor.
Though a rich variety of animal life flourishes in the Forest of
Lahue, there are no civilized outposts.
The air is humid and warm; daytime temperatures average
DM’s BACKGROUND
in the 9Os, while evening temperatures seldom dip below the For the past few months, Artha and Khardra have been
mid-70s. meeting on the plateau atop the Peak of Clouds whenever
Most of the peaks of the Astivar Mountains range from Solinari and Lunitari are aligned. As the highest point in

50
northern Estwilde, it is ideal for their blending ceremonies. ately at his chosen PC, then trots off into the thicket to join his
A copper dragon named Londell has his lair in Mt. Bergo, new family. A moment later he returns with a clear red ruby
adjacent to the Peak of Clouds. Artha and Khardra have not (worth 5,000 stl) and a bunch of bananas, gifts to the PCs for
yet discovered this lair, but Londell fears the worst if they do. helping him.
Londell’s requests for help from other good dragons were This encounter occurs only once.
largely ignored, except for an ancient gold dragon named Thick Foliage. The PCs enter an area of foliage so thick that
Aric who spent several weeks investigating the situation. Aric no sunlight reaches the forest floor. Travel is difficult, and the
determined that the blending ceremonies of Khardra and PCs may lose track of compass directions. Roll 1d4 to deter-
Artha were responsible for the dimming of Krynn’s stars and mine the number of miles of dense foliage. While traveling
moons, which in turn was responsible for the devastation of this distance, the PCs’ movement rate is 1/2 their normal
Krynn’s good dragons. Aric also realized that this would not rate. To determine if the PCs become lost, roll 1d4. On a roll
have occurred if the bond between good dragons and good of 1-2, they head in a random direction. Assign 1 to 6 to each
people had not been weakened. He suspects that defeating side of a hex, then roll 1d6; the PCs head 1d4 miles (as deter-
Artha and Khardra cannot occur without a reaffirmation of mined above) in the indicated direction. If the PCs cast find
this bond. the path or a similar spell, they do not become lost.
Clearing. The PCs enter a clear area, making travel espe-
cially easy. Roll 1d4 to determine the number of miles of
E NCOUNTER K EY clear area. While traveling this distance, the PCs move at
their normal rate.
I. E NCOUNTER Z ONE Sundew. The PCs approach an area with the thick odor of
sweet syrup. As they pass a clump of high bushes, sticky
Movement. Movement rates are reduced by 1/3 in the tendrils shoot from beneath the leaves and adhere to their
Woods of Lahue. bodies.
Nighttime Encounters. The Woods of Lahue is full of dan- Giant sundew: AC 7; MV 1; HD 8; hp 54; #AT special; Dmg
gerous monsters. If the party camps for the night while in this 1d3; THAC0 12; AL N.
Encounter Zone, do not roll for an encounter on the Encoun- This giant sundew is camouflaged in the vegetation. Unless
ter Zone list. Instead, roll 1d6 for every four hours the party is the PCs recognize its sweet odor, it is unlikely they will notice
camping. On a roll of 1d4, the party is attacked by a monster it.
or monsters from the forest Random Encounter table in the The sundew attacks as many PCs as it can, waiting until the
Appendix. maximum number of PCs are within a five-foot radius of its
When the PCs enter this area, roll 1d10 and immediately base. It makes six tendril attacks on each PC within range per
run the indicated encounter. For every four game hours the round. For every three tendrils that strike a PC, the PC’s
PCs remain in this area, roll 1d6. On a roll of 1, another attack rolls are made with a -1 penalty. The effect is cumula-
encounter on this list takes place (roll 1d10 again). You are tive; if six tendrils hit, the PC’s attack rolls are made with a -2
also free to alter the frequency or to choose specific encoun- penalty. If the sundew rolls a 20 to hit, that tendril has
ters as you see fit. clogged the PC’s mouth and nose with sap. The PC suffocates
D10 Roll Encounter in 2d4 rounds unless the tendril is removed.
1 White Stag Each tendril causes 1 point of damage per round until the
2 Dragon Moon tendril is broken. The chance of breaking a tendril is equal to
3 Curious Chimps a PC’s chance of opening doors. Each tendril must be broken
4 Thick Foliage individually.
5 Clearing The sap will dissolve if soaked with vinegar or alcohol
6 Sundew (such as wine). Missile and fire-based attacks inflict only half
7 Cannibals damage because of the sundew’s sticky exterior.
8 Sniper If the PCs defeat the sundew and examine it behind the
9-10 Random Encounter bushes, they see a partially eaten man entangled in its tend-
rils. The man is covered with blond hair and wears a grass
White Stag. A white stag appears just ahead of the PCs and skirt and a silver necklace decorated with human finger
leads them toward the best path. The stag bounds out of sight joints (value 1,200 stl). He is a Lahutian cannibal.
and disappears after traveling 1d3 hexes on the map. (You Cannibals. A volley of arrows sprays from the branches
can use the stag to lead the PCs in the direction you want above. A moment later, six squat men drop from the trees
them to go.) and surround the PCs. The men are covered with blond hair
PCs move at 2/3 of their normal movement rate in the and wear grass skirts and silver necklaces decorated with
Woods of Lahue, but when following a white stag, they move human finger joints. They attack the PCs with spears.
at their normal movement rate. Lahutian cannibals (6): AC 10; MV 12; HD 2; hp 10 each;
Dragon Moon. This encounter occurs only at night when #AT 1; Dmg 1d4 + poison (Lahutian arrows) or 1d6 (spears);
at least one of the moons is in high sanction and at least one THAC0 16; AL LE.
PC is awake. Any alert PC looking into the sky sees the silhou- Each PC must roll 1d6 to see if the arrows hit him. On a roll
ette of a dragon crossing the moon. This is Aric, returning to of 1 or 2, the PC was missed. On a roll of 3 or 4, he was hit by
Londell’s lair in Mt. Bergo after a scouting mission. Tell the one arrow. On a roll of 5 or 6, he was hit by two arrows.
PCs the direction Aric is flying. The arrows are tipped with a potion derived from sundew
This encounter occurs only once. sap. Each arrow inflicts 1d4 points of damage. Additionally, a
Curious Chimps. Six chimps peer curiously at the PCs from PC struck by the arrows must roll a saving throw vs. poison. If
a thicket of weeds. he was hit by one arrow who fails the save makes all attacks
Chimps (6): AC 7; MV 12; HD 1; hp 7, 5, 5, 4, 3, 2; #AT 1; with a -1 penalty for the next 2d6 rounds. A PC hit by two or
Dmg 1d4 (bite); THAC0 20; AL N. more arrows who fails the save makes all attacks with a -2
The chimps are harmless. If the PCs attack, they scamper penalty for the next 2d6 rounds. A PC who successfully saves
into the brush and disappear. suffers no poison damage.
If Jorjan’s chimp (from encounter 12 in Chapter 3) is with The hungry cannibals fight savagely with their spears. If
the PCs, he has reached his destination. He gazes affection- half of the cannibals are killed, the rest retreat.

51
The primitive natives are terrified of any display of magic, D10 Roll Encounter
no matter how humble. A spell as minor as dancing lights or 1 White Stag
ventriloquism causes them to panic and flee into the forest. 2 Dragon Moon
Given the opportunity, different Lahutian clans will eat 3 Khardra’s Men
each other. If the PCs follow the cannibals, they lead them to 4 Two Paths
a small camp where an unfortunate enemy clan member is a 5 Chasm
guest for dinner. 6 Crack
Sniper. An arrow whistles past the PCs, landing harmlessly 7 Rock Fall
in the bushes. The archer is Corporal Hertshog, a officer in 8 Clearing
the Ohme Special Forces. 9-10 Random Encounter
Corporal Hertshog: AC 6; MV 12; F3; hp 15; #AT 1; Dmg White Stag. A white stag appears just ahead of the PCs and
1d6 (crossbow); THAC0 18; AL NG. leads them toward the best path. The stag bounds out of sight
About two years ago, just as the War of the Lance was and disappears after traveling 1d3 hexes on the map. (You
drawing to a close, Hertshog volunteered for sniper duty. His can use the stag to lead the PCs in the direction you want
job was to pick off any stray Red Dragonarmy soldiers them to go.)
attempting to sneak up on Ohme by way of the Woods of PCs move at 1/2 their normal movement rate in the Astivar
Lahue. Since the war never reached northern Estwilde, Hert- Mountains, but when following a white stag, they move at
shog had little to do. What’s more, the Special Forces com- their normal movement rate.
manders forgot to tell him the war ended. Hertshog dutifully Dragon Moon. This encounter occurs only at night when
stayed at his post, waiting for enemies who never arrived. at least one of the moons is in high sanction and at least one
Hertshog continues to fire arrows at any PC he can see. If PC is awake. Any PC awake and looking into the sky sees the
the PCs take cover in the brush, Hertshog waits until they silhouette of a dragon crossing the moon. This is Aric, return-
show themselves. Hertshog is well-concealed by the foliage; ing to Londell’s lair in Mt. Bergo after a scouting mission. Tell
PCs attacking him do so with a -2 penalty. the PCs the direction Aric is flying, relative to their current
Hertshog will not voluntarily come down from the tree. As position.
long as he remains in his perch, he will not speak with the This encounter occurs only once.
PCs. If Hertshog loses more than half his hit points, he drops Khardra’s Men. As the PCs descend into a narrow valley,
his crossbow and cries, “I surrender! I’m coming down!” three men armed with long bows appear on each adjacent
Hertshog is a small, high-strung man about 40 years old.
cliff. One of the men demands that the PCs identify them-
He looks at the PCs with confusion. “Uhh...are you with the selves and their business in the mountains.
Highlords?” Then defiantly: “Torture me if you will—l will Khardra’s men (6): AC 7; MV 12; HD 3; hp 15 each; #AT 1;
never betray the honor of Ohme.” Dmg 1d6 (arrow); THAC0 18; AL LE.
If the PCs question Hertshog, he inadvertently reveals his
Khardra’s men are ordered to defend this pass at all costs. If
name and his mission. If the PCs convince him they’re not
anyone slips through, Khardra will execute his men. There-
with the Highlords and the war is over, Hertshog sheepishly fore, the men fight to the death if necessary to prevent the
apologizes, then asks for details about the end of the war. He PCs from going any farther.
straightens himself, brushes the debris from his uniform, then Regardless of the PCs’ responses to their questions, the PCs
asks to be excused as he must report to his commanding offi- are ordered to turn around and leave the mountains. If the
cer in Ohme.
PCs agree to leave, the men accompany them, arrows
Before he leaves, Hertshog warns the PCs of vicious canni-
drawn. Khardra’s men march 10 feet behind the PCs, and
bals covered with blond hair and wearing grass skirts. He force the PCs to keep their hands in the air at all times. The
says they’re scared of anything that looks like magic, then men force the PCs west into the Woods of Lahue or north
produces a yellow powder from his pocket. He blows the into Estwilde, whichever is closest.
powder from his palm, and the scattering dust produces If the PCs refuse to comply, Khardra’s men attack with
golden sparkles in the air. “Take some,” offers Hertshog. The
arrows. If the men are still on the cliffs, attacks against them
PCs can use the powder to scare off any cannibals they meet. are made with a -2 penalty, owing to the cover provided by
The PCs may wish to hire Hertshog to guide them through the cliffs. If the PCs attack the men while being escorted out
the jungle. Hertshog won’t do it for less than 1,000 stl, and of the mountains, attacks are made normally.
even then he’ll whine about the delay in his getting home. If This encounter occurs only once.
the PCs hire Hertshog, treat the fourth choice in Encounter Two Paths. The PCs come to a fork in the pass. The left path
Zone 1 (Thick Foliage) as no encounter. Once the party is the safest, but winds erratically and is very rough. The right
reaches the Astivar Mountains, Hertshog parts company
path is shorter but has a steep slope. The left path would take
with the PCs. considerably longer, but there is a danger of falling if the right
This encounter occurs only once. path is taken. Each path is about a mile long.
Random Encounter. Roll for a random encounter on the If the left path is taken, roll 2d12 to determine the number
appropriate table in the Appendix (or treat as no encounter). of hours required to the travel the one-mile distance. No
Encounter Zone encounters occur while traveling on this
2. ENCOUNTER ZONE path.
It takes two hours to travel the path on the right. However,
Movement. Movement rates are reduced by 1/2 in the two Climbing checks must be made to see if a PC slips and
Astivar Mountains; this simulates the difficulty of maneuver- falls. In this case, a non-thief PC’s Climbing Rating is 70% and
ing across the rough terrain and finding an accessible pass. a thief’s Climbing Rating is equal to his climb walls score +
When the PCs enter this area, roll 1d10 and immediately 30.
run the indicated encounter. For every four game hours the If a PC fails his first Climbing check, he falls and suffers 1d6
PCs remain in this area, roll 1d6. On a roll of 1, another points of damage. If he fails his second Climbing check, he
encounter on this list takes place (roll 1d10 again). You are suffers 3d6 points of damage. A PC who falls is free to climb
also free to alter the frequency or to choose specific encoun- again.
ters as you see fit. This encounter occurs only once.
Chasm. The PCs approach a 50-foot-wide chasm. The

52
chasm appears to be bottomless; a PC who falls in is lost for-
ever. The chasm is bordered by tall, steep mountains. The 4. M T . B ERGO
PCs may look for a route around the chasm or they may try to
cross it. This is the second highest peak in the Astivar Mountains.
There are other routes around the chasm. It takes 1d6 The base is surrounded by a forest of pine trees, extending
hours to find an alternate route. about 200 yards up the steep, sheer sides of the mountain.
There are numerous protrusions on either side of the No cliffs or protuberances can be seen beyond the forest.
chasm to which a rope could be tied, allowing the PCs to Unlike the other peaks, this mountain casts no shadow.
cross the chasm by moving hand over hand across the rope. Neither the adjacent mountains nor the trees of the forest
Each PC has a base chance of 20% of looping the rope over a cast shadows on its surface.
protrusion on the opposite side of the chasm. Once the rope
is secured on both sides, a PC can move hand over hand If the PCs were sent here by Saramber, they should recog-
across the rope at the rate of 30 feet per round. However, if nize this as Mt. Bergo, the mountain of no shadows. If the
more than one PC hangs from the rope at the same time, the PCs came here on their own, it is unlikely they will attach any
rope begins to sway and wobble. If two or more PCs are special significance to Mt. Bergo.
hanging from the rope longer than one round, each must The first 200 yards of Mt. Bergo are thick with pine trees.
make a Dexterity check with a -2 penalty. A PC failing this Though the slope is steep, the rough surface has enough
roll loses his grip on the rope and falls. footholds and handholds so the PCs can climb.
This encounter occurs only once. The mountain has been enchanted with a magic mouth by
Crack. The PCs approach a long crack in the earth. The Aric. Five rounds after the PCs set foot on the mountain, the
crack is seven feet wide and 30 feet deep. It takes the PCs an magic mouth booms, “Why did you come?” Hundreds of
extra hour to walk around the crack. sparrows flutter from the trees at the sound of the mountain’s
The PCs can attempt to cross the crack by using a tree voice.
branch for a bridge (1-2 hours to find a suitable branch), or by Regardless of the PCs’ response, the magic mouth repeats
trying to jump it. A PC’s base chance to jump the crack is the question every five rounds, until the question has been
65%; add 5% for each point his Dexterity is in excess of 10, asked three times.
up to a maximum of 95%. If a PC fails his jump, he rolls a The sparrows fly to Aric with reports of the PCs’ answers.
Dexterity check to grab the opposite side. Failing this, he Aric questions the sparrows with speak to animals. Aric is
plunges into the hole and suffers 3d6 points of damage. seeking good people to help the dragons attack Artha and
This encounter occurs only once. Khardra; he hopes the PCs’ answers reveal their intentions
Rock Fall. The PCs approach the base of a cliff strewn with and their suitability as allies. (Aric interprets PC responses
chunks of loose rock, the results of recent rock slides. The such as “to help the dragons” and “Saramber sent us” as
PCs may look for an alternate route—this takes 1d8 extra good signs.)
hours—or they may proceed. After the magic mouth has asked its question three times
Roll 1d6. On a roll of 1, a rock fall occurs. Each PC is and the sparrows have made their reports, Aric turns invisi-
“attacked” by rocks four times per round for a duration of ble and seeks out the party. He casts detect good, then silent-
1d4 rounds. Each rock has the same chance to hit as a 5-HD ly lands behind a thick grove of pine trees for a final test.
monster. Each hit causes 1d4 points of damage. A PC who
makes a successful Dexterity check suffers only half damage The mournful cry of a deer comes from behind a grove of
from each rock that hits him, but any rock that hits causes at pine trees just ahead. The deer sounds as if it is in pain.
least 1 point of damage.
Clearing. The PCs enter a clear area, making travel espe- If the PCs peek through the trees, they see a young fawn
cially easy. Roll 1d4 to determine the number of miles of with its foot caught in a tangle of bramble. The fawn help-
clear area. While traveling this distance, the PCs move at lessly tries to free its foot but is not having much luck.
their normal rate (instead of the 1/2 movement rate usually The fawn is actually Aric, polymorphed into this form to
required in the Astivar Mountains). test the PCs’ reaction. (Aric’s statistics are given in the
Random Encounter. Roll for a random encounter on the “Dragon Conclave” section, page 54.)
appropriate table in the Appendix (or treat as no encounter) If the PCs free the fawn, Aric polymorphs back into his
dragon form.
3. T HE P EAK OF C LOUDS “You are as noble as I had hoped,” he says, then tells the
PCs of an imminent danger that threatens people and
dragons alike. “We need you as allies,” he says. “Will you
This is the highest point in the Astivar Mountains. The help us?”
peak is obscured by clouds. The sides of the mountain are If the PCs press for details, Aric becomes exasperated.
steep and sheer; no cliffs or protuberances can be seen. “This is not the place for explanations. Come or stay, but
please do one or the other.” If the PCs agree to go, Aric tells
If the PCs were sent here by Saramber, they should recog- two of the PCs to get on his back and hang on. He delivers
nize this as the Peak of Clouds, the mountain the good them two at a time to the lair of the copper dragon in Mt.
dragons are planning to assault. If the PCs came here on their Bergo. Proceed to the “Londell’s Lair” section.
own, it is unlikely they will attach any special significance to If the PCs decline to free the fawn, Aric polymorphs back
the Peak of Clouds. into his dragon form and shakes his head sadly. “Perhaps I
Climbing the sheer mountain is next to impossible. If the misjudged you,” he says. “Perhaps your hearts are not as
PCs are determined to climb it anyway, do your best to dis- pure as I had hoped. I know you are good people—why
courage them—point out that there are no footholds, cliffs, would you refuse to aid a helpless creature?” Aric skeptically
or any accessible routes up the mountainside, and that it’s a listens to any defense the PCs care to offer. If the PCs are rea-
long drop to the bottom. sonably sincere, Aric asks for their help as explained above.
If the PCs decline to assist Aric, see the “Troubleshooting”
section at the end of this chapter.

53
Londell’s Lair planes as well. For a gold dragon of his experience, he is
uncommonly modest.
Carrying two PCs at a time on his back, Aric swoops 10,000 Aric’s opinion of the PCs depends on their reactions to the
feet up the side of Mt. Bergo, angles sharply, then dives trapped fawn (from earlier in this encounter). If the PCs were
straight into the south side of the mountain. Aric and the PCs quick to help the fawn, Aric accepts them as trusted allies
pass harmlessly through the mountainside; this is the and eagerly defends their integrity to the other dragons. If the
entrance to the Londell’s lair, disguised by a hallucinatory PCs hesitated to help the fawn, Aric remains wary of them;
terrain spell. he accepts them as allies for the good of the cause, but is not
Aric leaves the PCs in a dark passage, then returns for the
so quick to defend them to the other dragons.
other members of the party. The PCs may follow the passage, Thyron, Bronze dragon (ancient): AC 0; MV 9, Fl 24; HD 8;
or wait for Aric to lead them in after he fetches all of their hp 51 (reduced due to injuries); #AT 3; Dmg 1d6/1d6/4d6;
companions. THAC0 12; SA breath weapon (bolt of lightning 100’ x 5’ or
The winding passage leads to a cavern nearly 200 feet in gas cloud 20’ x 30’ x 30’ that repulses affected creatures for
diameter. The walls are polished granite, the floor is packed six rounds who fail save vs. dragon breath), spells; AL LG.
earth. In the center of the cavern is a glass ball, permanently Spells:
enchanted with a continual light spell, which casts long 1st level: magic missile x 2
shadows on the walls. Against the western wall is a neatly 2nd level: locate object, detect evil
arranged nest of pine branches. The nest is 30 feet wide. A 3rd level: fireball x 2
large bone pile is tucked away in a corner, and there is an exit 4th level: polymorph self, polymorph other
passage in the north wall. The PCs may have met Thyron before (encounter 1, Chap-
Several large shapes move in the darkness. The PCs hear ter 3). He is 42 feet long. His face is cracked and black. His
the soft beating of dragon wings. eyes are covered with a milky film.
Thyron is totally blind, a result of an attempted attack
Dragon Conclave against Khardra and Artha. Thyron was the only dragon Aric
Following are descriptions, personality notes, and statistics could find who had met them in battle and lived to tell about
for the dragons present in Londell’s cave. Some of these it. Aric had Thyron’s son, Karlox, bring him to Londell’s lair to
dragons may be familiar to the PCs. help them plot strategy.
If the PCs did not meet Linsilee (Chapter 1), Ky and Linsilee In spite of his affliction, Thyron is eager to fight. However,
are not present. Also, if the PCs didn’t spot the headless he is still weak from Artha and Khardra’s attack, as well as
dragon and alert Linsilee (probably by using one of her from attacks by ogre bandits in his cave (see encounter 1,
bees—see encounter 16 in Chapter 1), neither Ky nor Linsilee Chapter 3). His judgment is often clouded by bitterness.
is present. In these cases, ignore all references to Linsilee and Thyron feels superior to all other forms of life. If he hasn’t
Ky. previously met the PCs, or if the PCs didn’t help him against
Londell, Copper dragon (adult): AC 1; MV 9, Fl 24; HD 8; the ogres, he is indifferent to them. If the PCs helped him
hp 40; #AT 3; Dmg 1d4/1d4/5d4; THAC0 12; SA breath with the ogres, Thyron recognizes their scent and treats them
weapon (70’ x 5’ acid discharge or 30’ x 20’ x 20’ cloud with respect.
causing slow on any creature failing a saving throw vs. Karlox, Bronze dragon (young adult): AC 0; MV 9, Fl 24;
dragon breath), spells; AL CG. HD 9; hp 36; #AT 3; Dmg 1d6/1d6/4d6; THAC0 12; SA
Spells: breath weapon (bolt of lightning 100’ x 5’ or gas cloud 20’
1st level: dancing lights, magic missile, read magic x 30’ x 30’ that repulses affected creatures for six rounds
2nd level: mirror image who fail a saving throw vs. dragon breath), spells; AL LG.
Londell is 36 feet long and has lived in this lair his entire Spells:
life. Even more reclusive than most copper dragons, he is 1st level: magic missile, comprehend languages
uncomfortable having the PCs and the other dragons in his 2nd level: continual light, detect invisibility
home. He is not particularly brave and has cooperated thus Karlox is the son of Thyron. At the request of Aric, Karlox
far only because Aric has convinced him that his life is at brought his father to Londell’s lair.
stake. He would willingly allow the other dragons to fight for Karlox is impulsive, aggressive, and hot tempered. He
him, but will reluctantly join them if necessary. loves war and fighting and feels frustrated that his father’s
Londell is especially skeptical of the PCs, as he is of all crea- problems are keeping him from joining his fellow bronze
tures who aren’t dragons. He needs to be persuaded that dragons in the dragons’ secret city in the clouds (see Epilogue
their involvement is necessary. for more information). He is anxious to get on with the con-
Aric, Gold dragon (ancient): AC -2; MV 12, Fl 30; HD 10; frontation with Artha and Khardra, feeling that all this plan-
hp 80; #AT 3; Dmg 1d8/1d8/6d6; THAC0 10; SA breath ning is a waste of time.
weapon (fire in a 90’ x 30’ cone or chlorine gas in a 50’ x Karlox holds Krynn’s citizens fully responsible for violating
40’ x 30’ cloud), polymorph three times per day, spells; AL the bond between good dragons and good people. He is sus-
LG. picious and resentful of the PCs.
Spells: Ky, Gold dragon (young): AC -2; MV 12, Fl 30; HD 12; hp
1st level: detect good, magic missile 24 #AT 3; Dmg 1d8/1d8/6d6; THAC0 9; SA breath weapon
2nd level: invisibility, speak with animals (fire in a 90’ x 30’ cone or chlorine gas in a 50’ x 40’ x 30’
3rd level: fireball, lightning bolt cloud), polymorph three times per day, spells; AL LG.
4th level: fire shield, ice storm Spells:
5th level: cone of cold, passwall 1st level: magic missile x 2
6th level: part water, anti-magic shell Ky’s head was separated from his body just after he
Aric is a majestic 50-foot dragon. He is proud, diplomatic, hatched as part of an experiment conducted by the renegade
and utterly convinced that people and dragons must cooper- wizard Tarligor (see Chapter 2). Only recently was his head
ate to stop the fading of the moons and stars caused by Artha reunited with his body.
and Khardra. Aric would willingly sacrifice his life to defeat After meeting the PCs, Linsilee contacted her network of
them. animal friends to find out more about the dragons’ problems
Aric is extremely knowledgeable; not only has he explored and keep tabs on the PCs. When Ky learned the details, he
every corner of Krynn, he has explored some of the outer insisted on taking part in the assault against Artha and

54
Khardra. Reluctantly, Linsilee came with him. directly at them, the light will blind us permanently.” Addi-
Ky is now a healthy gold dragon nearly 50 feet in length. tionally, Artha and Khardra’s light negates a dragon’s other-
The thick scar around his neck is the only indication of his wise keen senses; while bathed in the light, a dragon is
former affliction. Both Ky and Linsilee are friendly with the unable to smell and is barely able to hear.
PCs. Aric has a simple plan—each dragon will carry one or more
of the PCs as riders. The PC riders will act as the dragons’
Discussion with the Dragons eyes and ears and guide them into battle. The PCs and
dragons will work out signals between them; a nudge from a
Aric introduces the PCs to the other dragons. Thyron rec-
PC’s right foot, for instance, could indicate a right turn, while
ognizes them and grunts his greetings. Londell mumbles an
two taps on the neck could signal a breath weapon attack.
acknowledgment. Karlox curls his lip in a snarl. Linsilee
“You lack the strength to fight them alone,” Aric says to the
smiles reassuringly. “Do you not remember me?” asks Ky
PCs. “And we cannot fight what we cannot see.
brightly, then tells them who he is and why he’s here.
“I ask you again— for the good of Krynn, will you help us?”
For the benefit of the PCs, Aric explains the situation facing
If the PCs agree, proceed to the “Aric’s Plan” section. If the
the dragons. “As you may or may not know,” he begins, “a
PCs refuse, see the “Troubleshooting” section at the end of
crisis is facing the good dragons of Krynn.” He explains that
this chapter.
many of the dragons have gone into hiding, some have left
Krynn, and others suffer from a deadly disease. The dragons’
Aric’s Plan
problems can be traced to a mysterious debilitation, he says,
which in turn can be traced to two causes. Aric explains that Artha and Khardra rendezvous on the
The first cause is the fading of the moons and stars of plateau on top of the Peak of Clouds whenever Solinari and
Krynn. “The light from these heavenly bodies gives life to the Lunitari are aligned. The blending ceremony, which Aric says
good dragons,” Aric says. “Light is drawn from the moons energizes and revitalizes Artha and Khardra, normally takes
and stars as a result of a blending of the spirits of two great about an hour. Though the light provides them with a certain
evil forces. Thanks to Londell, we know when and where amount of defense, Artha and Khardra are immobile and are
these blendings take place. We are gathered here to stop unable to attack directly while blending. They require min-
them.” ions to guard them.
But there is also a second cause of the dragon’s debilita- Aric says they should conduct their assault the next time
tion. Aric tells the PCs of a sacred bond existing between Solinari and Lunitari are aligned. When they see the tell-tale
good dragons and good people. “When the bond is strong, glow coming from the plateau on the Peak of Clouds, they
we all flourish. When the bond is violated, we all suffer. will attack.
Lately, the bond has been threatened. But by working togeth- Consult the Moon Tracking Chart (on the module cover) to
er now, we can take the first steps towards rebuilding it. That determine when Solinari and Lunitari are aligned; this may
is why you are here. We need each other.” be the next night or it may still be several days away. This is
Karlox interrupts. “Ridiculous!” he sneers. “We need no how long the dragons and the PCs have to prepare—make
one! Especially not them!” Karlox goes to each dragon in this information available to them.
turn. “Do you agree?” Ky firmly disagrees. Londell timidly
agrees. Thyron is noncommittal. Additional Discussion
Karlox then addresses the PCs directly. “Do you deny that
During the initial discussion with the dragons, as well as
you spy on us incessantly? Do you deny that you hunt us like
during the time spent preparing for the attack, the PCs may
rabbits? Do you deny that you mock us at your stupid carni-
question the dragons on other topics. Generally, the dragons
vals? Why should we trust you? I demand an answer!”
are elusive when questioned on any subject they don’t initi-
Karlox’s eyes blaze with anger. To sooth Karlox and reas-
ate themselves, but they will answer honestly if pressed. Fol-
sure Londell, the PCs must give the dragons reasons why
lowing are some questions the PCs might ask and the
they can be trusted. If they hesitate, Aric prompts them. “Go
responses from the dragons.
ahead. Tell them what you’ve done to help our cause.”
Who is Khardra? If Ky is present, he will reveal the full story
You should decide how convincingly the PCs argue their
of how he was mutilated by Tarligor, as well as Tarligor’s plan
case, as the outcome may have an effect on the battle with
to create an enhanced draconian that resulted in the birth of
Artha and Khardra. For instance, you may decide that if the
Khardra (see Chapter 2 for details). If Ky is not present, Aric
PCs relate three incidents of how they helped the dragons or
gives a physical description of Khardra (see Appendix) and
other acts of kindness, Karlox and Londell will be more trust-
describes him as “a vengeful, inhuman creature of great
ing. Possible incidents include helping to reunite Ky’s head
evil.”
with his body, defending Thyron from the ogres, accompany-
Who is Artha? From his travels in the Abyss, Aric knows
ing Saramber to the dragon’s graveyard, fighting the
that Artha is the daughter of Takhisis and an unknown father,
eyewings at Kwintter’s Ranch, and freeing Aric in his fawn
probably an evil god. Aric can also provide a physical
form.
description and her general abilities (see Appendix).
If the PCs do a reasonably sincere job of pleading their
What’s killing the silver dragons? An unknown disease
case, Karlox calms down. “We shall see,” he says. If the PCs
that affects only silver dragons. “If it were not for the broken
can’t come up with any incidents that illustrate their credibil-
bond,” says Aric matter-of-factly, “It is unlikely the dragons
ity or don’t bother to try, Karlox looks at them with disgust.
would have been affected.” If Aric says this within earshot of
“Just as I thought.”
Karlox, Karlox begins another tirade against the people of
Regardless of Karlox’s response, Aric speaks up. “This dis-
Krynn until Aric calms him down.
cussion is academic,” he says. “The fact remains—we need
Where did all the dragons go? What is the city in the
these people. We all know why.”
clouds? The dragons are guarded about this. “Many have
Again, Aric addresses the PCs directly. “As Thyron’s experi-
gone where they are needed,” Aric says mysteriously. He will
ence unfortunately demonstrated,” he says,” we cannot fight
not elaborate. (Depending on the outcome of the battle, the
Artha and Khardra alone.” Aric explains that Artha and
PCs may learn more about this in the Epilogue.)
Khardra glow like the sun when engaged in a blending cere-
mony. The powerful streams of light can seriously disable
dragons. “We can’t see,” Aric says simply. “If we dare look

55
Can we get more help? Aric has scoured the countryside. Khardra perform their blending ceremony in the exact center
No more help is available. The dragons don’t want to wait of the plateau, encircled by guards facing outward.
any longer. Aric suggests the dragons space themselves out and attack
What does Linsilee think about all this? Linsilee is not con- from all sides, rather than attack as a group. He also suggests
vinced that fighting is the best solution. “There are bound to that whenever possible, combat should occur on the ground
be deaths,” she says. “On both sides.” Still, she is here at the rather than the air; this is to minimize the risk of falling riders
request of Ky and will support his decision to fight. She will and to maximize the dragons’ spellcasting.
not participate in the battle herself under any circumstances. Aric is convinced that this is the best strategy. However, he
will consider alternate plans offered by the PCs.
Preparations
Special Rules
The following preparations must be made before the PCs
and good dragons mount their attack on Khardra and Artha. The following rules are in effect when the PCs and the
Assign Riders: This is largely up to the PCs. The following good dragons attack Artha and Khardra and their minions.
restrictions apply: 1. The dragons obey all commands given to them by their
1. Each dragon must be ridden by at least one PC. No more riders; the dragons move, attack, and cast spells as ordered
than two PCs can ride the same dragon. by the PCs. Both the riders and the dragons may attack in the
2. The dragons don’t care who rides them. However, if the same round, not necessarily at the same targets.
PCs didn’t satisfactorily defend themselves against Karlox’s PCs attack with their regular weapons. If the PCs have the
accusations (in the “Discussion with the Dragons” section) dragonlance from Tarligor’s lab (Chapter 2), this weapon can
or didn’t try, Londell refuses to participate in the battle. Addi- also be used.
tionally, Karlox insists on picking his own rider. (If traits were 2. The dragons keep their eyes closed tightly during the
assigned to the PCs during the Fair Meadows encounters, battle so as not to risk blindness from Artha and Khardra’s
Karlox chooses the PC who was assigned the trait of Vio- light beams. (The PCs may secure blinders to their dragons if
lence. Otherwise, choose the PC who is the best fighter or a they wish.) Even with the guidance of a PC, all dragon attacks
PC whom you wish to take a more active part in the adven- are made with a -1 penalty. PC attacks are made without
ture.) penalty.
3. A dragon cannot participate in the battle without a rider. 3. Once the fighting begins, a PC’s chance of falling is
If there are more dragons than PCs, Londell volunteers to sit checked every six rounds. The DM may increase or decrease
out the fight. If there are still too many dragons, Thyron the frequency of these checks as he sees fit. For instance,
won’t fight; if still too many, Ky also sits out. checks might occur less often if a grounded dragon is not
4. Ordinarily, dragons are reluctant to allow dwarves or under attack. Checks might occur more often if an airborne
kender to ride them. In this case, the dragons will make an dragon is fighting several opponents at the same time.
exception. Ky volunteers to have a kender or dwarf rider, as If the dragon is on the ground when the PC falls, there is a
does Thyron (assuming the PCs helped him with the ogres in 50% chance the PC suffers 1d4 points of damage. The dragon
Chapter 3, otherwise he is no more eager than Karlox). Aric remains stationary if he loses his mount; he blindly attacks
will agree, if necessary, as will Londell. Karlox will allow a with a -3 penalty with his claws or breath weapon at a target
kender or dwarf rider only if there is no other choice. in front of him (if there is no target in front of him, obviously
Determine Chance of Falling: In the heat of battle, a PC the attack doesn’t succeed). It takes the PC one round to
has a chance of falling off his dragon (using this information is remount.
explained in the “Special Rules” section following). The base If the PC falls from the dragon while airborne, the PC falls
chance of a PC falling from his dragon is 70%; this presumes to the earth below and suffers 1d6 points of damage for every
that the mount is participating in combat and that the PC’s 10 feet he has fallen. An airborne riderless dragon immedi-
hands are free to use a weapon. ately descends to the ground, defending himself if necessary
The base chance is modified as follows: as described above. It takes a PC one round to remount.
-50% if rider has a proficiency in airborne riding (in the 4. There is a chance that Karlox ignores any given com-
appropriate category). mand from his rider. Roll 1d6 each round; on a roll of 1,
-20% if rider is using saddle with stirrups. (Linsilee can Karlox ignores his rider and attacks with a -3 penalty, using
make one crude saddle with stirrups per day from woven his breath weapon or claws at a target directly in front of him,
vines.) or he charges forward for his full movement allowance. The
-10% if riding Aric or Karlox. DM chooses Karlox’s action.
-10% per full day a PC spends practicing riding his 5. As soon Londell loses half or more of his hit points, he
dragon. retreats toward the cliffs surrounding the plateau. Regardless
-10% if rider is using saddle. (Linsilee can make two of the orders of his rider, the terrified Londell won’t stop until
crude saddles per day from woven vines.) he reaches the safety of the cliffs. If his PC rider spends 1-2
-2% for each point of rider’s Dexterity above 12 or rounds calming Londell, Londell will rejoin the battle, obey-
rider’s Strength above 12 (considering 18 as maximum ing all PC commands.
Strength).
+2% per each point of rider’s Dexterity below 12 or Night of the Full Moons
rider’s Strength below 12. On the night when Solinari and Lunitari are aligned, Aric
+10% if riding Ky or Thyron.
flies from the cave to observe the Peak of Clouds. When he
All modifiers are cumulative. A PC’s chance of falling can- sees the plateau atop the Peak of Clouds glowing with a
not be more than 90% or less than 10%. bright light, he returns to his companions. “It is time,” he
Work Out Signals: Each dragon informs his rider or riders
says.
of his particular talents (such as breath weapons and spells). The PCs mount the dragons and ready their weapons. Led
Each PC must work out signals for moving and attacking with by Aric, they fly silently to the Peak of Clouds for their final
the dragon he is riding. The signals must be physical (tugs, battle with Artha and Khardra.
kicks, taps). Audible signals won’t work.
Plan the Attack: Aric explains that Artha and Khardra’s pla-
teau is completely surrounded by high cliffs. Artha and

56
The Plateau black dragon minions. Two rounds after a black dragon is
killed, its skeleton bursts from its body and continues attack-
Refer to Map 8 for this part of the adventure.
ing as a reanimated dragon skeleton.
The top of the Peak of Clouds is a barren plateau about 300
Reanimated dragon skeleton: See encounter 9 in Chapter 3
feet in diameter completely surrounded by high cliffs. A gray
for statistics and description.
mist hangs over the plateau, and the air is dry and cold.
The dragon skeletons breathe green fire as described in
About a foot of snow covers the ground.
encounter 9 in Chapter 3. These skeletons suffer double
Artha and Khardra conduct their blending ceremony in the
damage from silver and magical weapons (including dragon
center of the plateau (marked by an “X” in area A). Fifteen
breath) and regular damage from other weapons. If a reani-
eyewings are also in area A, fluttering high above the heads
mated dragon skeleton is killed, it stays dead.
of Artha and Khardra.
See the Appendix for eyewings’ statistics.
Effects of Light
Five black dragons are spaced near the perimeter of area B.
The dragons sit on the ground, facing toward the cliffs. The brilliant light produced by the blending of Khardra and
Adult black dragons (5): AC 3; MV 12, Fl 24; HD 8; hp 40 Artha is especially harmful to dragons, including the black
each; #AT 3; Dmg 1d4/1d4/3d6; THAC0 12; SA breath dragon minions. If a dragon looks in the direction of the
weapon (spit acid in a 5’ wide stream for 60’ in a straight line blended Khardra and Artha from a distance of 200 feet or less
for 2d4 dmg); AL CE. for two segments, he must roll a saving throw vs. spell with a
Five groups of three guards each are spaced near the -2 penalty. If the roll succeeds, he is blinded for the next 2d6
perimeter of area C. They also face the cliffs. hours and suffers 1d6 points of damage. If the roll fails, he is
Guards (15): AC 7; MV 12; HD 3; hp 15 each; #AT 1; Dmg permanently blinded and suffers 2d6 points of damage. The
1d6 (short sword); THAC0 18; AL LE. two segments need not be consecutive, as long as they occur
within the same hour.
The Defense Other creatures, including the PCs, are not affected as
severely. Staring in the direction of the blended Khardra and
Khardra and Artha: Khardra and Artha “blend” by
Artha is comparable to staring at the sun. Characters foolish
embracing each other and going into a trance. As their spirits
enough to stare at them from a distance of 200 feet or less for
leave their bodies and merge, light is drawn to them from the
a total of 10 rounds are permanently blinded if a saving throw
stars and moons. A blinding glow radiates from Khardra and
vs. spell (with a -2 penalty) fails; if the roll succeeds, they are
Artha throughout this ritual.
blinded for 2d6 hours. Because of the bright light, all attacks
The blending ceremony usually continues for about an
directed at the blended Artha and Khardra are made with a
hour when Lunitari and Solinari are aligned. At the end of a
-4 penalty.
blending ceremony, Khardra and Artha are refreshed, ener-
The light acts as protection from normal missiles for Artha
gized, and more powerful than they were before. (For 4d6
and Khardra. However, they remain vulnerable to all magical
hours following a blending ceremony, Artha’s AC becomes
attacks, including dragon breath.
-10 and her attack damage increases to 3d20/3d20/3d20,
All of the snow within areas A and B has been melted from
while Khardra’s AC becomes -2 and his attacks are made
the light. Other effects:
with a +2 bonus.)
Area B. This area is extremely hot. For every three consec-
Khardra and Artha have ordered their minions to keep all
utive rounds a PC spends in area B, he must roll a successful
intruders at bay until their blending has run its course.
Constitution check or suffer 1d6 points of damage.
Khardra and Artha consider the minions to be expendable;
Guards do not voluntarily enter this area. Those who do
the minions will fight to the death.
automatically suffer 1d6 points of damage every three
Neither Khardra nor Artha plan to participate in the battle,
rounds. Dragons and eyewings are not affected.
intending to continue their blending while the battle rages
Area A. This area is hotter yet. For every three rounds a PC
around them.
spends in area A, he must roll a successful Constitution check
It is possible that an attack from a dragon or PC will hit
with a -2 penalty or suffer 1d6 points of damage.
Artha and Khardra, although the light provides a fair amount
Guards do not voluntarily enter this area; those who do
of protection (see the “Effects of the Light” section follow-
automatically suffer 2 points of damage every round.
ing). Artha and Khardra are attacked as a single target of AC
Dragons and eyewings are not affected.
-1. If an attack hits, the damage is shared equally by both.
The Minions: Khardra and Artha’s minions—the eyewings,
The Battle
the black dragons, and the guards—attack the good dragons
in groups. Each good dragon is initially attacked by one black The eyewings have been circling the area, watching for
dragon, joined as soon as possible by a group of three intruders. When the good dragons attack, the minions are
guards. If fewer than five good dragons are attacking, the ready for them.
excess black dragons and guards stay in reserve, acting as When the good dragons first appear, the black dragons rise
replacements when their comrades fall. to meet them, attacking with their claws. The black dragons
(For example, assume that only three good dragons are try to bring the battle to the ground as soon as possible so the
attacking. Each good dragon is attacked by one black dragon guards can participate.
and three guards. If two of the guards are killed, two of the six On the ground, the black dragons attack with their claws
reserves rush to take their place.) and bite. As soon as possible, they use their breath weapon
The black dragons and guards try to contain the battle in twice, saving their third breath attack for a strategic moment
area C as long as possible. If a good dragon advances into later in the battle.
area B, three eyewings from area A swoop in to join the The guards try to attack the good dragons from behind
attack. Once the eyewings join an attack, they do not retreat. with their swords. If given an opening, the guards attack the
If the good dragon falls back to area C, the eyewings follow. riders.
Generally, the minions attempt to kill the good dragons The eyewings make their first attack by diving straight
before attacking the PCs. However, the minions attack a PC if down and striking their target with their claws. They then
an irresistible opening presents itself (for instance, if a PC is hover and make a tear attack. Finally, they fly low and
on foot after falling from his mount). attempt to whip their enemy with a tail strike.
Reanimated Dragons: Artha has magically altered her

57
The good dragons do not retreat under any Defeated
circumstances—this is a fight to the finish. Combat continues
If the PCs fail to stop Khardra and Artha, their mission has
until one of the following conditions occurs:
ended in failure. All the good dragons who gathered at Lon-
1. All the PCs and all the good dragons are killed. Proceed
dell’s lair are dead.
to the “Defeated” section at the end of this chapter.
Artha and Khardra continue their blending ceremonies
2. All the good dragons are killed and any surviving PCs
and their campaign of evil across Krynn. The debilitation of
manage to escape. Proceed to the “Defeated” section at the
good dragons also continues, as the bond between dragons
end of this chapter.
and people weakens even more.
3. The last black dragon is killed (including reanimated
Eventually, the good dragons rally and defeat Artha and
dragon skeletons). Proceed to the “Khardra’s Fury” section. Khardra, but not without the loss of many more lives. Reaf-
4. Khardra loses half or more of his hit points while blend- firming the mystical bond must wait for some other time and
ing with Artha. Proceed to the “Khardra’s Fury” section. some other heroes.
Khardra’s Fury
Troubleshooting
In the midst of the battle, Khardra abruptly pulls away from
Here are some tips for handling unexpected problems
Artha. With the blending ceremony interrupted, the blinding
from the PCs.
light vanishes. Khardra is furious at the incompetence of the
If the PCs refuse to go with Aric to Londell’s lair. Aric
minions. “Idiots!” he screams as he wades into battle, attack-
should be sincere and honest enough to counter any reserva-
ing the nearest good dragon or PC with his bare fists.
tions the PCs might have about trusting him. If necessary,
The instant Khardra breaks away, Artha rises into the air,
Aric can reveal some of the details from the “Discussion with
stopping when she reaches an altitude of 100 feet. The odor
the Dragons” section. Judicious use of dream stones could
of decaying meat permeates the air. Black liquid drips from
also help convince the PCs of the importance of trusting Aric.
her lumpy body, enveloped in a shroud of gray fog. “Stop,”
If the PCs still stubbornly decline to cooperate, proceed to
her deep voice booms at Khardra. “What are you doing?”
the “Defeated” section.
Khardra ignores her. He is overwhelmed by rage, oblivious
If the PCs refuse to go along with Aric’s plan. The good
to the fact that he’s unarmed and outclassed by his enemies.
dragons cannot fight unless the PCs ride them. Eloquent
As soon as the blending light vanishes, so do the penalties
pleas from Aric or disturbing images of violent deaths from
associated with it. The PCs can now move freely on the pla-
the dream stones might convince them otherwise. If the PCs
teau. If the PCs alert the dragons, the dragons can open their
insist on tackling Khardra and Artha by themselves, so be it.
eyes without risk and attack normally.
If there is no good dragon available to kill Khardra. Try to
The battle proceeds for two rounds under these new con-
stage the battle in such a way that at least one good dragon is
ditions. On the third round, one of the good dragons (prefer-
healthy enough to attack Khardra after he breaks off the
ably Thyron; if he’s dead, then Karlox, Ky, Aric, or Londell, in
blending ceremony with Artha. If this proves to be impracti-
that order) throws the riders from his back, then lunges at
cal, the image of Takhisis still appears and Artha is still swept
Khardra. The good dragon closes his jaws around Khardra
away. The PCs should have little trouble finishing off an
and lifts him off the ground. As the helpless Khardra screams
unarmed Khardra, who insists on fighting to the death.
in agony, the dragon’s jaws squeeze shut.
Khardra explodes as described when his hit points are gone.
Khardra’s draconian bones detonate in a shattering explo-
If Khardia dies some other way. If Khardra dies before a
sion of fire and smoke. The PCs and minions reel from the
good dragon can get to him, his bones explode as described.
force of the blast. All PCs and minions within 10 feet of the The image of Takhisis appears, Artha is swept away, and the
explosion suffer 2d6 points of damage; those within 20-50
scene plays out as explained in the “Khardra’s Fury” section
feet suffer 1d6 points of damage.
earlier.
When the smoke clears, no trace remains of either Khardra
or the good dragon.
Overhead, the sky begins to rumble, softly at first, then
quickly becoming a deafening roar. Dark clouds pulsate and
swirl. The crack of a lightning bolt illuminates the image of a
loathsome five-headed dragon growing across the sky. As the
clouds swirl and the wind shrieks, the image swells and
expands until each head of the dragon dwarfs the entire pla-
teau.
This is an image of Takhisis, the mother of Artha. “You have
failed me,” all five heads roar in unison. “Once again you
have failed me.”
The five heads open their mouths wide and inhale deeply.
Artha’s form elongates, then splits into five pieces. Each
piece is swept into the mouth of a dragon head. The dragon
image and the storm vanish in the blink of an eye.

Aftermath
Any remaining eyewings, black dragons, and reanimated
dragon skeletons vanish along with Artha. Any surviving
guards immediately toss down their weapons and beg the
PCs for mercy.
There are no signs of Khardra or Artha. It is as if they had
never existed.
Proceed to the Epilogue.

58
EPILOGUE
The following events occur on the plateau of the Peak of — a sword +1, flame tongue: +2 vs. regenerating crea-
Clouds immediately after the defeat of Khardra and Artha. tures, +3 vs. cold-using, flammable, or avian creatures, +4
Aric is presumed to have survived the battle. If he didn’t, vs. undead
substitute Karlox or Ky. If none of them survived, moments
after the end of the battle, a magnificent gold dragon named The steel statue belongs to the citizens of Wheatly; the
Mira descends from the sky and lands before the PCs. dwarven refugees (still wandering the plains, as described in
Mira, adult gold dragon: AC -2; MV 12, Fl 30; HD 10; hp Chapter 1) would be thrilled to have it back. The money
50; #AT 3; Dmg 1d8/1d8/6d6; THAC0 10; SA breath weapon sacks belong to Dil Kwintter and his men from Kwintter’s
(fire in a 90’ x 30’ cone or chlorine gas in a 50’ x 40’ x 30’ Ranch (Chapter 2). The PCs might want to use some of this
cloud), polymorph three times per day, spells; AL LG. fortune to help the destitute residents of Fair Meadows and
Spells: other poor villages. They may also want to make a donation
1st level: detect good, magic missile to Abworth Kannard’s dragon institute (Chapter 1).
2nd level: detect evil, invisibility
3rd level: fireball x 2
4th level: fire shield, wall of fire
5th level: cone of cold, wall of stone
F INALE
Mira is Aric’s daughter. She arrived too late to participate in Choose one of the following two endings, depending on
the battle. She introduces herself to the PCs, then asks the whether you plan to continue with the second module of this
them for the details. series.

T HE A DVENTURE E NDS H E R E
F AREWELL Aric offers to transport the PCs anywhere they wish to go.
Aric (or Karlox or Ky or Mira) thanks the PCs for their help. Before returning to their respective communities, the PCs
“Victory would have been impossible without your cour- may want to return to Fair Meadows and report to Mayor
age.” he says. “There is still much to do, but tonight the Frohm.
sacred bond between good dragons and good people has As news of the PCs’ triumph spreads throughout Krynn,
been reaffirmed.” they are hailed as heroes. With the PCs’ support and encour-
If there are any other surviving good dragons, they also agement, the citizens of Krynn reassess their relationship
thank the PCs, then tell Aric they must be on their way. The with the good dragons and take steps to discourage the more
dragons promise to remain vigilant, then soar away into the blatant examples of exploitation. The rift between good
night sky. dragons and good people begins to heal. The moons and
stars gradually shine brighter.

R EWARD THE ADVENTURE CONTINUES


When Aric (or whoever) is again alone with the PCs, he
After he reveals the treasure cache, Aric asks the PCs to fol-
tells them that Artha has secret treasure caches in all corners
low him to the perimeter of the plateau. While the PCs
of Krynn. “Artha spent years ransacking the lairs of dragons
watch, Aric flies to the highest cliff and raises his head toward
and humans alike,” says Aric. “Unfortunately, we have yet to
the moons. He begins to roar, quietly at first, then loudly
discover the location of her major caches. But some of her
enough to make the earth shake.
stolen treasure we can now recover.”
Wisps of silver clouds form in the heavens, and the shim-
Aric leads them to a recess in a hill on the plateau’s north-
mering outline of a magnificent city appears.
ern perimeter. Aric claws away several large boulders to
He turns to the PCs. “I’m afraid our problems don’t end
reveal a small opening. “Deeper in this cavern are the per-
here,” he says. “We may need your help again. You’ve come
sonal treasures belonging to good dragons,” says Aric. “I will
this far—do you wish to go on?”
recover them and see that they are returned to their owners.”
Assuming the PCs agree, Aric looks again at the moons and
Aric then motions to a pit just inside the opening. “But
roars. The sky shimmers, and a sparkling crystal stairway
here are some of the treasures stolen from your people. Sad-
appears, leading to the city in the clouds.
ly, some of the owners are dead. Those items are yours to do
“You will hear from us soon,” says Aric. He walks up the
with as you wish. I trust you will return the rest of the treasure
stairway toward the city, the steps vanishing behind him.
where it belongs.”
If the PCs investigate the pit, they find the following:
— a steel statue of Flint Fireforge, a dwarven hero from the
War of Lance. The statue is worth 25,000 stl. U NANSWERED Q UESTIONS
— 10 black pearls, each worth 200 stl. Even with the defeat of Artha and Khardra, questions
— five leather sacks full of coins. Each sack is marked with remain.
the letters “KR.” There is a total of 2,800 stl in the bags. — What caused the deadly disease of the silver dragons?
— four chunks of white jade, each worth 100 stl. — What is the mysterious city in the clouds?
— a clear blue diamond worth 4,000 stl. — What problems still face the good dragons?
— a silver necklace with rubies worth 3,500 stl. — What really happened to Artha?
— an assortment of coins: 710 stl, 375 gp, 220 sp. If you don’t plan to continue with this series, you may wish
— a battle axe +1 to answer these questions in adventures of your own design.
— a staff of the serpent (the “Adder”) Otherwise, these and other questions will be explored in the
next module—DLE2, Dragon Magic.

59
APPENDIX
Alignment: Lawful Good
SELECTED NPCs THAC0 12
AC 5
K HARDRA Hit points: 42
Equipment: White birch bow and blunt arrows (no dmg),
6th-Level Fighter, male dagger (dmg 1d4)
Strength 18/13 Linsilee is a Kagonesti (Wild) elf formerly from the village of
Dexterity 13 Dovestone, located in the forests near the Dargaard Moun-
Constitution 17 tains. Like all Wild Elves, she was brought up to respect the
Intelligence 17 harmony of nature. When she became an adult, Linsilee
Wisdom 13 denounced her own people for violating their principals by
Charisma 17 riding, eating, and otherwise exploiting animals.
Alignment: Chaotic Evil Disgusted, Linsilee and a group of like-minded followers
THAC0 10 left Dovestone and retired to the wilderness. They now
AC 0 spend their days as advocates for animals, defending them
Hit Points: 55 from exploitation and harm.
SA: See below Linsilee is trim and muscular. She has light blond hair and
SD: Bones explode hazel eyes and wears a short leather smock. She is usually in
Equipment: Iron staff (dmg 2d4) the company of one or more of her disabled, and homeless
pets. A crippled rabbit, a blind kitten, and a hairless bear cub
Tarligor, a renegade wizard of the Order of Black Robes, are among her menagerie.
believed that by developing an enhanced draconian, he Linsilee is utterly dedicated to her cause. A strict vegetari-
would find favor with the Highlords and earn a comfortable an, she refers to all others as “meat-crunchers.” She is loyal,
position in their empire. Tapping into arcane black magical brave, and quick-witted.
forces, the scheming Tarligor transformed a Bozak draconian Linsilee uses her blunt arrows to break up fights when she
into an entirely new life form. He named his creation feels an animal’s life is at stake. She prefers retreating to fight-
Khardra, a term from an ancient Black Robe dialect meaning ing, but keeps a dagger in her boot for emergencies. She has
“corrupt flesh.” Khardra brutally killed his creator within all of the standard elven abilities and an uncanny rapport
hours of his “birth,” then spent the next two years on a spree with animals; this natural ability duplicates the effects of ani-
of destruction and murder before meeting Artha. mal summoning and speak with animals.
Khardra is nearly eight feet tall and has the sleekly muscled
body of an athlete. He is hairless, and his skin is greenish-
gray. He has jet black eyes with milky white pupils. His entire ARTHA
head is criss-crossed with jagged scars, as if his flesh had Cleric/Black Robe Wizard (9th level in each)
been blasted by fire. He wears simple peasant clothes and
carries an iron staff with three sharp prongs on the end. Alignment: Chaotic Evil
In spite of his hideous appearance, Khardra can be decep- Movement: 9, Fl 48
tively charming. He has taken advantage of his high Cha- Armor Class: -7
risma to ingratiate himself with the commoners of rural Hit Points: 160
Estwilde, eliciting their support in a campaign of hatred Hit Dice: 9
against good dragons by accusing the dragons of evil actions # of Attacks: 3
that he committed himself. Damage/Attack: 2d20/2d20/2d20
Khardra has a fierce temper and a particularly intense SA: See below
hatred of dragons. With the exception of that used by his SD: See below
beloved Artha, he despises magic. Follower’s Abilities:
Khardra’s tough, scaly skin accounts for his low Armor Spheres: Astral, Combat, Necromancy
Class. In combat, he uses a three-pronged iron staff, but pre- Specials: None
fers to destroy his enemies with his bare hands whenever Additionals: VI: Animate Object
possible. Artha is the daughter of Takhisis, the Queen of Darkness,
Khardra’s AC is improved to -2 and his attacks are made and Chemosh, Lord of the Undead, a result of a brief liaison
with a +2 bonus for 4d6 hours following a blending ceremo- following a quarrel between Takhisis and her consort Sargon-
ny with Artha. nas. Though Chemosh disowned her, Takhisis hoped Artha
would eventually assist her in the conquest of Krynn. But
LINSILEE Artha showed no interest in Takhisis’s quest for power. Much
to the annoyance of her mother, Artha’s sole passion was
9th-Level Kagonesti Elf Fighter, female wealth and treasure. Disgusted with Artha’s uselessness,
Strength 14 Takhisis banished her. Artha eventually drifted to Krynn
Dexterity 14 where she quietly accumulated immense caches of treasure
Constitution 15 and engaged in random acts of destruction and violence
Intelligence 12 before linking up with Khardra.
Wisdom 17 Artha normally appears as a hazy image of an obese wom-
Charisma 13 an shrouded in dark fog, draped in shreds of black silk. Dark
liquid drips from her lumpy body. She also reeks of decaying
meat, an aroma that permeates the air for 100 yards.

60
Thanks to the rejection by her mother, Artha is cold and
unemotional. She craves wealth above all else and is indiffer- MAGICAL ITEMS
ent to power. She continues her relationship with Khardra
because of their mutual love of death and destruction, and D REAM S TONES
because she needs him for the blending ceremonies that
energize and refresh her. She has no deep feelings for him Dream stones are golden pebbles that reveal actual or pos-
otherwise. sible events in the future. Eons ago, the gods of neutrality pre-
Artha is sluggish and lazy. She refrains from combat, not sented the bag of dream stones to the primitive Lor-Tai tribe.
out of fear, but because of the effort required. Artha main- Lor-Tai leaders use the stones to help predict natural disasters
tains a battery of loyal minions—usually usually eyewings and to forecast the year’s harvest.
and black dragons—to do her fighting for her. Each dream stone is etched with from one to three symbols
Artha’s AC is improved to -10 and her damage/attack of a moon at high sanction. When the number of symbols on
increases to 3d20/3d20/3d20 for 4d6 hours following a the dream stone is the same as the number of high sanction
blending ceremony with Khardra. moons in the sky, a dream will be revealed if the owner
sleeps through the night with the stone under his head. Each
dream stone can be used only once.
N EW M ONSTERS Using the Dream Stones
EYEWING The dream stones can be useful tools for providing the PCs
Frequency: Rare with information, clues, and warnings. They can also be
No. Appearing: 1d20 helpful in getting stalled PCs back on the track. However, the
Armor Class: 4 dreams are not necessarily accurate, nor are they always
Move: Fl 24 easy to interpret.
Hit Dice: 3 Use the cut-out dream stones in the cover panel of the
% in Lair: Nil module. Distribute them as described in encounter 8 in
Treasure Type: Nil Chapter 1.
# Attacks: 3 or 1 To receive a dream, the PC must sleep with the dream
Damage/Attack: 1d6/1d6/1d4 or eyewing tears stone under his head; the PC must sleep for at least six unin-
Special Attacks: See below terrupted hours. The symbols on the dream stone must
Special Defense: See below match exactly with the moons in the sky. For instance, if a
Magic Resistance: None particular dream stone shows two moons in full sanction and
Intelligence: Low there are three moons in full sanction, the PC will not experi-
Alignment: Lawful Evil ence a dream.
Size: Large (15’ wingspan) The dreams are visions of events that may occur in the
Psionic Ability: Nil future. A dream is experienced as a series of flickering
images; the end of one image dissolves into the beginning of
Eyewings are loathsome inhabitants of the Abyss. They are
the next. Unless you’re using the dream stones to feed spe-
obedient, loyal, and dumb—perfect servitors for demons and
cific information to particularly incompetent or unlucky PCs,
dark gods. Eyewings often appear in groups of three—typical
the images should be vague and indefinite. For instance, if
hit points of a group are 22, 18, 18.
the dream is giving the PC a preview of Thyron’s battle with
An eyewing’s body is an oval ball of matted black fur about the ogres in Chapter 3, the PC might experience cloudy
five feet wide. The body is dominated by a single, bulging,
visions of men with clubs fighting a large beast. (If you’d like
four-foot-wide eyeball. The eyeball is black with a blood-red
the PC to receive a stronger dream, you might add that the
pupil that continually leaks bluish fluid. Leathery bat wings,
beast is spewing lightning bolts in seemingly random direc-
each five feet long, extend from the body. Each wing ends in
tions while the men laugh at it.)
three razor-sharp talons. An eight-foot-long rat’s tail hangs
It makes for a more interesting adventure if you can tie
limply below.
these dreams into the personalities of the PCs. Notes of per-
Eyewings fly constantly and never land. They do not
sonality traits made during the Fair Meadows encounters can
require food, water, or air.
be especially helpful when determining the content of a
Eyewings fight by swooping down on a target, attacking
dream received by a particular PC. A PC assigned the trait of
with their claws and tail. Eyewings can also hover and blink
Violence, for instance, might be prone to dreams of combat,
eyewing tears on a target 100 feet or less beneath them (the
while a PC assigned the trait of Greed might be prone to
same chance to hit as a normal attack). The tears splash in a
dreams of treasure.
10-foot radius. Those struck directly by an eyewing tear must
Following are some dream suggestions for PCs assigned
roll a saving throw vs. poison. Those succeeding suffer 1d6
the various traits. The actual event the dream refers to is in
points of damage. Those failing suffer 2d6 points of damage. parentheses.
Those caught in the splash of an eyewing tear must also roll a
saving throw vs. poison. Those succeeding suffer 1d4 points
Greed
of damage. Those failing suffer 2d4 points of damage.
Eyewing tears harden into rubbery lumps 2d6 hours after 1. Several boulders cover an opening in the side of a cliff.
an eyewing releases them. Those coming in contact with this Behind the boulders is a valuable steel statue of a dwarf. (The
substance must roll a saving throw vs. poison or suffer 1 point stolen statue from Wheatly hidden in Artha’s treasure cache
of damage from a burn. from Chapter 4.)
Eyewings have infravision and can see man-sized objects 2. A monkey plays with valuable magical items inside a
at distances up to 25 miles. They are immune to all cold- cylindrical stone room. (The chimp in Jorjan’s tower from
based attacks. If an eyewing is killed, its eye darkens, then Chapter 3.)
turns black.

61
Compassion and Shyness
DEEP SWAMP
1. Two small, timid men in white coats, very worried, stare
Roll 1d8:
into the open mouth of a stone statue of an immense beast.
(Abworth Kannard’s assistants and the dragon model from 1. Wraiths (1d2): AC 4; MV 12, Fl 24; HD 5 + 3; #AT 1; Dmg
Chapter 1.) 1d6 + one level drain; THAC0 15; AL LE.
2. A beautiful girl with flowing black hair lies dying in a 2. Will-o-wisp (1): AC -8; MV 18; HD 9; #AT 1; Dmg 2d8;
meadow beneath a shining moon. (The human form of THAC0 12; SD only spells affecting it are protection from
Saramber from Chapter 3.) evil, magic missile, and maze; AL CE.
3. A huge creature soars through the night skies. It has no 3. Turtle, Giant Snapping (1d4): AC 0/5; MV 3, Sw 2; HD
head. (The headless dragon created by Tarligor in his lab 10; #AT 1; Dmg 6d4; THAC0 10; SA surprise on 1d4; AL N.
from Chapter 2.) 4. Groaning Spirit (1): AC 0; MV 15; HD 7; #AT 1; Dmg 1d8;
THAC0 13; SA wail causes hearers within 30’ to roll saving
Violence throw vs. spell or die on the spot, causes fear if opponent fails
saving throw vs. spell; SD immune to electricity and cold-based
1. A white beach at night. An animated skeleton of a huge
attacks, immune to charm, sleep, and hold spells; AL CE.
beast snaps and claws at the air. (The reanimated dragon
5. Bat (1d20): AC 8; MV 1, Fl 24; HD 1/4; #AT 1; Dmg 1;
from Chapter 3.)
THAC0 20; AL N.
2. A still swamp. A gigantic snake suddenly bursts through
the surface of the water. The snake has claws and a furry face. 6. Crayfish, Giant (1d4): AC 4; MV 6, Sw 12; HD 4 + 4; #AT
2; Dmg 1d12/1d12; THAC0 15; AL N.
(The rat-snake from Chapter 2.)
7. Crocodile, Giant (1): AC 4; MV 6, SW 12; HD 7; #AT 2;
Dmg 3d6/2d10; THAC0 13; AL N.
R ANDOM E NCOUNTERS 8. Lamprey (1d2): AC 7; MV 12; HD 1 + 2; #AT 1; Dmg 1d2;
THAC0 20; SA drain blood (2 points of damage per round);
Use the tables below to determine random encounters. AL N.
Roll as indicated or simply select one from the appropriate
table. Random encounters occur at your discretion; you may
repeat encounters, vary the number of monsters, or omit
FOREST
them altogether if the party is seriously weakened. Roll 1d8:
1. Griffon (1d2): AC 3; MV 12, Fl 30; HD 7; #AT 3; Dmg
P LAINS , H I L L S , M EADOW 1d4/1d4/2d8; THAC0 13; AL N.
2. Treant (1): AC 0; MV 12; HD 12; #AT 2; Dmg 4d6/4d6;
Roll 1d6: THAC0 9; AL CG.
1. Ogres (1d4): AC 4; MV 9; HD 4+1; #AT 1; Dmg 1d10; 3. Bear, Brown (1d6): AC 6; MV 12; HD 5 + 5; #AT 3; Dmg
THAC0 15; AL CE. (Each carries 20d4 stl.) 1d6/1d6/1d8; THAC0 15; AL N.
2. Boar, Wild (1d2): AC 7; MV 15; HD 3+3; #AT 1; Dmg 4. Beetle, Rhinoceros (1): AC 2; MV 6; HD 12; #AT 2; Dmg
3d4; THAC0 16; AL N. 3d6/2d8; THAC0 9; AL N.
3. Anhkheg (1): AC 2 (underside 4); MV 12, Br 6; HD 5; #AT 5. Tiger (1d2): AC 6; MV 12; HD 5 + 5; #AT 3; Dmg 1d4+1/
1; Dmg 3d6; THAC0 15; SA squirt acid 30 feet once per six 1d4 + 1/1d10; THAC0 13; SA two additional rear claw attacks at
hours for 8d4 points of damage, prey caught in mandibles 2d4 each when both forepaws hit in same round; AL N.
suffers an additional 1d4 points of damage per turn; AL N. 6. Axe Beak (1d2): AC 6; MV 18; HD 3; #AT 3; Dmg 1d3/
4. Bandits (3d4): AC 8; MV 12; HD 1; #AT 1; Dmg 1d6; 1d3/2d4; THAC0 16; AL N.
THAC0 19; AL LE. (Each carries 2d4 stl.) 7. Porcupine, Giant (1d2): AC 5; MV 6; HD 6; #AT 1; Dmg
5. Goblins (3d6): AC 6; MV 6; HD 1-1; #AT 1; Dmg 1d6; 2d4; THAC0 13; SA shoot 1d8 quills for 1d4 hp of damage
THAC0 20; AL LE. (Each carries 3d6 silver pieces.) each at a range of 30’; SD those attacking within six feet suf-
6. Dire Wolves (2d4): AC 6; MV 18; HD 3 + 3; Dmg 2d4; fer 1d4 quills; AL N.
THAC0 16; AL NE. 8. Weasel, Giant (1d2): AC 6; MV 15; HD 3 + 3; #AT 1; Dmg
2d6; THAC0 16; SA drain blood (2d6 points of damage per
round); AL N.
SHALLOW SWAMP
Roll 1d6: MOUNTAINS
1. Snake, Poisonous (1d6): AC 5; MV 15; HD 4 + 2; #AT 1; Roll 1d6:
Dmg 1d3 + poison (save vs. poison or lose 2d4 points of
damage); THAC0 15; AL N. 1. Eagles, Giant (1d4): AC 7; MV 3, Fl 48; HD 4; #AT 3; Dmg
2. Catoblepas (1): AC 7; MV 6; HD 6+2; #AT 1; Dmg 1d6 1d6/1d6/2d6; THAC0 15; AL N.
+ stun; THAC0 13; SA gaze causes death; AL N. 2. Trolls (1d2): AC 4; MV 12; HD 6 + 6; #AT 3; Dmg 1d4+4/
3. Vulture, Ordinary (1d6): AC 6; MV 3, Fl 24; HD 1 + 1; 1d4+4/2d6; THAC0 13; AL CE. (Each has 20d4 stl and 2d4
#AT 1; Dmg 1d2; THAC0 18; AL N. pearls worth 100 stl each.)
4. Centipedes, Giant (1d6): AC 9; MV 15; HD 1/4; #AT 1: 3. Giant, Hill (1d2): AC 4; MV 12; HD 8 + 2; #AT 1; Dmg
Dmg poison (save vs. poison with a -4 penalty or 1d8 points 2d8; THAC0 12; SA hurl rocks for 2d8 points of damage; SD
of damage); THAC0 20; AL N. 30% chance of catching rocks; AL CE. (Each has 10d10 stl
5. Hobgoblins (1d10): AC 5; MV 9; HD 1 + 1; #AT 1; Dmg and one black sapphire worth 5,000 stl.)
1d8; THAC0 18; AL LE. (Each carries 2d4 stl and 3d6 sp.) 4. Lion, Mountain (1d2): AC 6; MV 15; HD 3 + 1; #AT 3;
6. Cockatrice (1): AC 5; MV 6, Fl 18; HD 5; #AT 1; Dmg Dmg 1d3/1d3/1d6; THAC0 16; SA rear claws for 1d4/1d4;
1d3; THAC0 15; SA touch turns flesh to stone if opponent SD surprised only on a 1; AL N.
fails saving throw; AL N. 5. Griffon (1d2): AC 3; MV 12, Fl 30; HD 7; #AT 3; Dmg
1d4/1d4/2d8; THAC0 13; AL N.
6. Ram, Giant (1d6): AC 6; MV 15; HD 4; #AT 1; Dmg 2d6;
THAC0 15; AL N.

62
BLACKSTAR 7th-level Human Cleric, male IRYL SONGBROOK 7th-level High Elf Fighter, female

STR 13 DEX 14 CON 13 THAC0 16 STR 10 DEX 13 CON 11 THAC0 14


INT 14 WlS 13 CHR 16 AL LG HP 40 INT 15 WIS 14 CHR 13 AL LG HP 39

AC 8 (Leather Armor) AC -2 (Plate Armor +3, Shield +1)


WEAPONS Spear +2 WEAPONS Short bow and Quiver of
20 Arrows
EQUIPMENT Medallion of Faith; as selected by
player EQUIPMENT As selected by player
ABILITIES Spell use (5 1st level, 5 2nd level, LANGUAGES Common, Silvanesti,
2 3rd level, 1 4th level) Qualinesti, Plainsman
LANGUAGES Common, Plainsman

See back of card for more information. See back of card for more information.

PIKE OAKBONE 7th-level Dwarf Fighter, male GRENDEN 5th-level Elf Fighter/6th-level Elf Mage, female

STR 16 DEX 11 CON 17 THAC0 14 STR 13 DEX 16 CON 12 THAC0 16


INT 9 WIS 12 CHR 12 AL LG HP 68 INT 14 WlS 11 CHR 14 AL LN HP 37

AC 1 (Plate Mail Armor +1 and Small Shield) AC 2 (Chain Mail and Shield, Dex bonus)
WEAPONS Mace +7, Dagger WEAPONS Long Sword +1
EQUIPMENT As selected by player EQUIPMENT As selected by player
LANGUAGES Common, Hill Dwarf ABILITIES Spell use (4 1st level, 2 2nd level,
2 3rd level)
LANGUAGES Common, Qualinesti,
Silvanesti, Plainsman

See back of card for more information. See back of card for more information.

SHALINDRA 8th-level Human Ranger, female TARR RAVENSEYE 7th-level Human Fighter, male

STR 18/35 DEX 16 CON 14 THAC0 14 STR 15 DEX 18 CON 15 THAC0 14


INT 14 WIS 13 CHR 17 AL LG HP 54 INT 13 WIS 13 CHR 16 AL LG HP 44

AC 3 (Leather Armor +2, Small Shield, AC -1 (Chain Mail Armor, Shield +1,
Dex bonus) Dex bonus)
WEAPONS: Long Sword +2, Sling +1 WEAPONS Long Bow with 12 arrows +1
and 20 Bullets and 20 normal arrows
EQUIPMENT: As selected by player EQUIPMENT As selected by player
ABILITIES Spell use (1 1st level) LANGUAGES Common, Qualinesti,
Solamnic, Hill Dwarf
LANGUAGES Common, Plainsman,
Qualinesti

See back of card for more information. See back of card for more information.

TRAPIAN 6th-level Human Mage, male BENNYBECK CLOUDBERRY


8th-level Kender Thief, male
STR 11 DEX 14 CON 13 THAC0 19
lNT 17 WIS 15 CHR 13 AL LG HP 23 STR 10 DEX 14 CON 14 THAC0 19
INT 10 WIS 9 CHR 11 AL N HP 33
AC 5 (Staff of Power)
EQUIPMENT Staff of Power (20 charges); AC 5 (Leather Armor)
As selected by player WEAPONS Pick Axe, Dagger
ABILITIES Spell use (4 1st level, 2 2nd level, EQUIPMENT As selected by player,
2 3rd level) plus thieves tools
LANGUAGES Common, Solamnic, LANGUAGES Kender, Common
Plainsman, Hill Dwarf

See back of card for more information. See back of card for more information.
Iryl is slight of frame and fair-skinned. She is very shy, seldom Blackstar was raised by his father to become a warrior, as had
looking into the eyes of the person to whom she’s speaking. She is been the family tradition for centuries. But after witnessing the
especially tongue-tied around handsome males. devastation resulting from the War of the Lance, Blackstar aban-
Iryl has a star-shaped birthmark in the center of her forehead. doned his military training to become a cleric, believing Krynn
She is very self-conscious about the birthmark, believing that in already had more than enough soldiers. Blackstar was disowned
some way it violates the Silvanesti philosophy of racial purity. She by his family when he told them his decision.
keeps her hair long to hide the birthmark as well as most of her Nevertheless, Blackstar has remained faithful to the true gods.
face. He is a man of few words and seldom socializes. He is thoughtful
Iryl has an unflappable, almost naive confidence that good will and patient, intensely loyal to his friends and fair-minded with his
inevitably triumph over evil. She is a tireless fighter, ready and enemies.
willing to sacrifice her life in the pursuit of justice.

© ©
1989 TSR, Inc. All Rights Reserved. 1989 TSR, Inc. All Rights Reserved.
.......................................................................... .....................................................................

As a young woman in Qualinost, Grenden was accused of a crime Pike is an amiable, easy-going hill dwarf who is meticulous about
she didn’t commit. Although eventually pronounced innocent, his personal appearance. He can spend hours trimming and comb-
Grenden was still regarded with suspicion by many. Life in ing his curly brown hair and lengthy beard. He dislikes animals—
Qualinost became intolerable and Grenden left, never to return. they’re too dirty—but is fond of his friends, particularly the ones
Grenden has been a nomad since then. She keeps others at who are free with their compliments.
arm’s length and tends to see conspiracy where none exists. Sullen, Though not a coward, Pike prefers negotiation and retreat to
distant, and moody, a smile on Grenden’s face is as rare as a rose direct combat, opting to fight only when there is no other choice.
blossom in winter. He always manages to hold up his end in a battle, though he never
Grenden relishes battle, the bloodier the better. Although stops complaining about the damage to his fine clothes.
devoted to the cause of good, Grenden seldom shows mercy to
enemies, including those she only assumes to be enemies.

© ©
1989 TSR, Inc. All Rights Reserved. 1989 TSR, Inc. All Rights Reserved.
............................................................................... ..........................................................................................................

The handsome Tarr is a master bowman, an inveterate gambler, Shalindra is a boisterous, fun-loving hunter, unfailingly cheerful
and a compulsive ladies’ man. He flirts with Grenden incessantly, and optimistic. Her confidence masks a secret sorrow: As a child,
which infuriates Grenden as much as it delights Tarr. Shalindra was the only survivor of a Red Dragonarmy ambush. She
Tarr relishes the life of an adventurer, openly mocking those who watched helplessly as her family was slaughtered before her eyes,
devote themselves to farming, commerce, and other mundane Even now, Shalindra is prone to shattering nightmares, but she
occupations. Some find Tarr’s opinions hard to take, and more than refuses to confide the reason to her friends.
once he’s found himself on the receiving end of a peasant’s fist. Topping six feet in height with flowing blonde hair, Shalindra has
no shortage of male admirers, but her heart belongs to Blackstar.
So far, however, she has kept her feelings to herself.

© ©
1989 TSR, Inc. All Rights Reserved. 1989 TSR, Inc. All Rights Reserved.
.......................................................................... ..........................................................................

Benny is a member of the Creat clan, born on the east coast of Trapian’s father was a Solamnic Knight and his mother was a cleric
Nordmaar. Benny idolized his grandfather, a renowned explorer of the Order of Solinari. When his father failed to return from the
and prospector who claimed to have once discovered a mine of War of Lance, Trapian’s mother encouraged him to use his intellec-
pure silver. Benny longed to follow in his grandfather’s footsteps tual gifts to study magic. Trapian has devoted himself to the
and ran away from home to do some prospecting of his own. He rebuilding of Krynn in honor of his father.
hasn’t returned since. His journeys have taken him as far away as Trapian enjoys the company of people. He likes nothing better
the forests of Ergoth and the minotaur caverns of Mithas. than to spend the night around a campfire exchanging stories. He
Like most kender, Benny has an insatiable curiosity and an utter is a compulsive talker; many feel that Trapian would converse with
lack of fear, a combination that repeatedly gets him into trouble. the trees if there was no one else around to listen.
A sturdy man in his mid-30s, Trapian is a worthy ally on the
battlefield. He is quick, clever, and fearless. If angered, he can be
quite brutal.

© ©
1989 TSR, Inc. All Rights Reserved. 1989 TSR, Inc. All Rights Reserved.
Moon Tracking Chart

Solinari: Period of 36 standard days with 9 days per quarter.


Nuitari: Period of 28 standard days with 7 days per quarter.
Lunitari: Period of 8 standard days with 2 days per quarter.

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