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    [Adventures Title]

    Introduction

    The World of KrynnThere are several important differences between

    the world of Krynn and standard AD&D game

    settings. The DM should make this information

    available to players unfamiliar with Krynn

    CurrencySteel not gold, is the most precious metal on

    Krynn and is the basic unit of currency. One steel

    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.

    PriestsCenturies ago the Gods inflicted a cataclysm on

    Krynn as punishment for the arrogance of its

    inhabitants. The cataclysm removed all

    knowledge of the true Gods and also took away

    all priest abilities. The existence of the true Gods

    was rediscovered during the war of the lance, and

    true priests now wear a medallion of faith bearing

    the symbol of their God. All PC priests in this

    adventure have the usual abilities includingspellcasting and turning undead

    ElvesThere are three types of Elves common to Krynn.

    The fair-skinned and light-haired Sylvanesti are

    intolerant and suspicious of all other races. The

    Qualinesti elves are slightly smaller and darker

    than the Sylvanesti. Their society is less

    structured, and they are friendly toward other

    races and enjoy a generally co-operative

    relationship with humans. Kagonesti aremuscular nomads, fierce and self-reliant. Krynn

    Elves have all the normal abilities of elves given

    in the Players Handbook

    DwarvesThe three most common types of dwarves on

    Krynn are mountain, hill, and gully dwarves.

    Both mountain and hill dwarves are stubborn and

    strong willed, though hill dwarves are less

    sophisticated and somewhat gentler. Gully

    dwarves are considered to be stupid, filthy, andrepulsive creatures, shunned by all civilized

    inhabitants of Krynn. Krynn dwarves have all the

    normal abilities of dwarves given in the Players

    Handbook.

    Adventuring in KrynnDRAGONLANCE modules stress a strong

    story line. A successful adventure in Krynn has

    the feel of an epic novel, a sweeping story in

    which the player characters are active

    participants. These adventures also stress a value

    system based on strong principles. The most

    important of these principles are as follows:

    Persevering forces of good can triumph over

    evil.

    Good actions have good consequences; evil

    actions have evil consequences. Truth and justice must be promoted over

    deceit and injustice.

    The Moons of KrynnThe positions of Krynns moons play an

    important part in this adventure. The Moon

    Tracking and Chart following on this module

    should be used to note the locations of the moons

    and their influence upon the spellcasters of the

    Krynn.

    Each of the three Orders of the High Sorceryreceives its powers from one of the moons.

    Wizards of the White Robes get their powers

    from Solinari, Black Robe wizards get theirs

    from Nuitari, and Red Robe wizards get theirs

    from Lunitari. Each face of the moon has an

    effect on the magic of that class of wizard.

    Moon Phase Effects Table

    Moon Phase

    Saving

    Throw

    Additional

    Spells

    Effective

    Level

    Waxing Normal +1 Normal

    High Sanction +1 +2 +1

    Waning Normal 0 Normal

    Low Sanction -1 0 -1

    Only wizards of 6th level or higher and with INT

    of 15 or greater receive high sanction bonuses.

    Others default to the waxing bonuses. The

    additional spells can be of any level that the

    wizard can cast.

    Moon Alignment Effects Table

    Alignment

    Saving

    Throw

    Additional

    Spells

    Effective

    Level

    Sol. with Lun. +1 +1 +1

    Nuit. with Lun. +1 +1 +1Sol. With Nuit. +1 0 Normal

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    [Adventures Title]

    All three moons. +2 +2 +1

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    [Adventures Title]

    The Adventure

    How the Story shouldrun

    This is the most likely course of actions the

    players will follow during this adventure in order

    to successfully conclude the story line.

    As this adventure begins Despot Nelthis a

    dangerous and cruel warlord from the

    Kingdom of Lemish is planning to raise a force

    gathering the deserters from the disordered

    Dragonarmies. Kitiaras chief spy, a dark elf,

    Numinthalas, has already infiltrated the court of

    Lemish and learned about Nelthis plan. Kitiara

    of course is not happy about Nelthis act and

    wishes to persuade all the remaining deserters

    to rejoin and form a new army under her sole

    command.

    Numinthalas fled the court of Lemish in order

    to reach Solanthus and contact with the spy

    network planted by the Dragonarmies. On his

    road to Solanthus agents appointed by Nelthis

    himself tracked Numinthalas. By the time they

    plan to attack him the PCs confront the agents of Nelthis near a small cottage in the northern

    borders of Lemish. After defeating the assassins

    the PCs meet with Numinthalas and he directs

    them to the city of Lemish and pleads to them to

    stop the encroachment of evil. Of course this

    helps him to buy time and reach Solanthus in

    time to inform Kitiara, he will use the PCs to

    delay Nelthis plan. Of course this will not be

    obvious to the PCs until the end of this module.

    The next morning the PCs meet with an aged

    Cleric of Paladine Father Rence. He joins the

    party in their missions only as a fatherly imageand will protect them as much as he can in a

    riddled manner as one that befits the power of the

    True Gods. During the next day the PCs

    encounter a squad of Draconian slave-lords on

    their way to Lemish. After releasing the captives

    will learn that the slaves were going to be used

    for the dark experiments of Zarapham, there they

    meet with Delmir a member of the underground

    resistance that exists in Lemish. If they have not

    learned about the Battle Hall inn this is a good

    opportunity to know where they can find help

    inside the city.

    The PCs will have the rest of the day to rest and

    recuperate and of course to continue southwards

    for Lemish.

    The next noon the PCs reach Lemish and afterhaving some trouble with the suspicious guards

    they gain entrance to the inner city. While they

    search for the Battle Hall Inn they will be

    followed by the secret police that Despot Nelthis

    is using inside his capital, this of course will not

    befall to their attention.

    Inside the Battle Hall Inn the party must earn

    the trust of the resistances leader Sigrid. After

    their success on that the PCs will be guided to an

    underground passage that leads to the dungeons

    of Nelthis' palace. There they must find their way

    to the wizard's laboratory and persuadeZarapham to cooperate. Zarapham of course will

    not have the same opinion and he will try to use

    the players to conclude his summoning

    experiment using the PCs as components. After

    his successful conjuration of the Demon Lord

    Scarr, he tries to teleport away but with noapparent affect. The wizards laboratory has been

    affected by a barring spell that will not allow

    anyone but the caster to escape by magical

    means. The wizard of course is none other but

    Raistlin Majere who has taken interest in

    punishing a renegade wizard who poses dangerfor the magical stability in Krynn. After their

    healthy encounter with one of the major NPCs

    of Krynn the players will try to flee the castle

    believing to have successfully concluded their

    mission. While they wonder through the castle

    corridors they meet with Numinthalas who

    guides them out through the front gates of the

    castle where the battle has already begun. Then,

    they witness Nelthis death at the hands of the

    Blue Dragon Highlord, and as they try to escape

    the chaos, Skie swoops and attacks from above.

    In a final heroic act Father Rence flamestrikesSkie and buys time for the PCs to flee and

    survive the battle, while the Dragon Highlord

    takes over Lemish.

    After that the PCs will travel north to the city

    of Solanthus and inform the government and the

    appointed Knight Commanders for the recent

    events in Lemish.

    PCs of the Adventure

    The following comprehensive list of the PCs andtheir stats is given for quick reference.

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    [Adventures Title]

    NPCs of theAdventure

    The following comprehensive list of the NPCs

    and their stats is given for quick reference.

    Kitiara Uth MatarHuman Female, 16th level Fighter

    The Blue Lady

    Age 36; THAC0 2; #AT 7/2; SF special; Type P;

    Dmg (1d6/1d8)+4 (short sword); AC -4 (Dragon

    Plate Armor +3, DEX 18); hp 76; MV 12; SA

    See bellow; SD See bellow; SZ M; AL LE; ML

    n/a; MI Dragon Plate Armor +3, Mageripper,

    Spear +3, Ring of Spell Storing.

    S14, D18, C14, I13, W7, Ch14

    Personality: Scheming, ambitious, perfectionist.

    Notes: Kitiara has recently witnessed the defeatof the Dragonarmies and she has suffered her

    personal loss. Scheming and preparing to launcha campaign against the Northern Solamnic

    strongholds, she tries to fulfill her lost dream ofbecoming the emperor of Ansalon. Kitiara ishighly motivated by her personal feelings and

    her vicious ambition. To her eyes Despot Nelthisis just another traitor in the plots of the Dark

    Queen, who should be exterminated when

    resources become available. Kitiara is a specialist in the use of the shortsword.Mageripper is a short sword +2, granting anextra attack each round, making the first twoattacks before the roll of initiative like a scimitarof speed. The ring of spell storing contains: Cure

    Critical Wounds, Word of Recall.

    Despot NelthisHuman Male, 17th level Fighter

    Despot Nelthis of LemishAge 41; THAC0 1(primary), 1(secondary); #AT

    7/2; SF 3; Type S, P; Dmg (1d8/1d12)+7 (long

    sword), (1d4/1d3)+6 (dagger); AC -3 (Chain

    Mail +5, DEX 17); hp 78; MV 12; SA See

    bellow; SZ M; AL NE; ML n/a; MI Chain Mail

    +5, Long Sword +3, Dagger of Venom +3.

    S18/56, D17, C12, I14, W12, Ch11

    Personality: Backstabbing.

    Notes: The Despot of Lemish is a cruel andambitious warlord. Luckily for him, after the Warof the Lance, the fleeing troops of the defeated

    Dragonarmies have taken shelter in hisdesolated heaven of criminals, Lemish. Taking

    advantage of this the Despots power is growingto a point that in the near future he will wield

    power enough to claim a commanding positionamong the evil forces.Unfortunately for him the eyes of the Dragon

    Highlords (namely the Blue Lady) have takennotice of his treachery. This will be his undoing.The Dagger of Venom contains poison type F(injected, immediate, Death/0).

    NuminthalasSilvanesti Elf Male, 7th/7th level Fighter/Thief

    Spy of the Blue Lady

    Age 173; THAC0 14; #AT 1; SF 3; Type S; Dmg

    (1d8/1d12)+1 (long sword); AC 7 (DEX 17); hp

    39; MV 12; SA See bellow; SD See bellow; SZ

    M; AL CE; ML n/a;

    S16, D17, C12, I15, W10, Ch15

    Personality: Remorseful, spiteful.

    Notes: A former member of the Wildrunnersdevoted to guard the forest of Sylvanesti. Early inhis carrier Numinthalas was a guardian and

    protector but the fate that awaited him was much

    darker. After the nightmares he experienced thatCyan Bloodbane infested in the enchanted forestof Sylvanesti he grew jealous and envy nested inhis heart. After the crimes he committed againsthis people. Numinthalas plans and seeks revenge

    upon his kin. This is the main reason he joinedthe Dragonarmies.Thieving Abilities: PP 75%; OL 57%; F/RP

    60%; MS 75%; HS 63%; HN 30%; CW 84%; RL55%, Backstab x3, Thieves Cant.

    Raistlin MajereHuman Male, 26th level Wizard of the Black

    Robes

    Master of Past and Present

    Age 28; AC -4; hp 48; MV 12; SZ M; AL CE;

    ML n/a; MI Staff of Magius, Dragon Orb.S10, D16, C10, I18, W14, Ch15

    Personality: Cynical, ambitious.

    Notes: To narrate the background of this NPCwould require almost the narration of the historyof Krynn itself. The Archmage is an enigmatic

    persona. Under normal circumstances he wouldnot concern himself with just a renegade wizardin faraway Lemish. Yet sometimes his

    sentimental moods lead to actions, ratherunfitting to his ambitious nature.

    Such a powerful NPC, of course, should not be

    used without consideration in any storyline. Heis included in this adventure in order to give a

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    hint of the power of magic and its special flavoron Ansalon.

    Father RenceHuman Male, 7th Priest of Paladine

    Age 93; THAC0 18; #AT none; AC 10; hp 19;MV 6; SA Spells; SD Spells; SZ M; AL NG; ML

    14; MI Medallion of Faith.

    S5, D6, C6, I14, W16, Ch16

    Personality: Irritating (fatherly), Grumpy.

    Notes: Father Rence is an aged cleric ofPaladine, who discovered the faith in the TrueGods late in his life. Short sighted and rather

    irritating with his fatherly manners Father Renceis a man who lives through out his true fate.

    Being guided by Paladine himself Father Rencehas survived many unpleasant circumstances by

    sheer luck. This same luck brings him to thefootsteps of the characters and follows them inhis own unique way to the end of this adventure.

    Spells: Father Rence will not use any spells

    during the course of the adventure except some

    minor healing or if otherwise stated by the

    description in the adventure.

    Kitiara is a specialist in the use of the shortsword.Mageripper is a short sword +2, granting anextra attack each round, making the first two

    attacks before the roll of initiative like a scimitarof speed. The ring of spell storing contains: CureCritical Wounds, Word of Recall.

    SigridHuman Female, 5th Priest of Mishakal

    Age 32; THAC0 18; #AT 1; SF special; Dmg:

    varies; AC 10; hp 25; MV 12; SA Spells; SD

    Spells; SZ M; AL NG; ML 16; MI Medallion of

    Faith

    S12, D13, C14, I13, W15, Ch16

    Personality: Kind, caring, friendly, andoptimistic.

    Notes: Sigrid was born in the city of Lemish

    some thirty years ago and she was raised by heruncle and aunt. She lost her family from adisease that spread from the forest swamp andher mother passed her to her aunt. During the

    Dragonwar, Sigrid learned about the GoddessMishakal and rushed to join her priesthoodranks. The faith brought by the young

    plainswoman inspired many who have suffered

    the loss of beloved ones. Sigrid one month ago

    lost her beloved Eric to the draconian forces thatinhabit the forest and so she took his place in the

    undercover resistance of Lemish. She is an easygoing and caring character that now sees the

    leadership of the resistance as the will ofMishakal and her duty to aid and bless the weak.

    Special Abilities: Animal friendship, bless,

    endure cold/heat, resist cold, chant, silence,stoneshape, water walk, holy word.Spells: 1st Lvl: Cure light wounds x3, Bless,Light.2nd Lvl: Slow Poison, Silence 15-foot radius,

    Chant.3rdLvl: Create food &Water, Prayer

    ZaraphamHuman Male, 9th level Renegade Wizard

    Age 50;THAC0 18; #AT 1; SF special; Dmg

    varies; AC 4 (Armor spell, ring of protection +2;

    hp: 27 SA spells; SD stoneskin spell (9 chares);

    SZ M; AL NE; ML 14; MI Amulet against

    detection and location, ring of protection +2.

    S14, D10, C15, I16, W13, Ch10

    Personality: Deranged, sadistic, and cruel.

    Notes: Zarapham is the perfect model for the

    renegade wizards that exist in the world ofKrynn. Outside the Orders of High Sorcery hasturned to his former masters work. Being afraidto take the test fear that his horrible dreams willbe revealed Zarapham fled using the stolen

    amulet from his masters collection. Takingadvantage of the Dragonwar Zarapham hide outin Lemish and after helping Nelthis taking the

    leadership of Lemish he found the place heneeded to continue his foul experiments. In thismodule an escaped slave reports after severalcoincidences to Dalamar, Who by now is anapprentice to Raistlin Majere and he his masterabout the existence of the wicked sorcerer.

    Zarapham resides in the tallest tower in thecastle of Lemish.

    Spells: 1st Lvl: Magic missile, detect magic,

    light, unseen servant.2nd Lvl: Darkness 15' radius, ray ofenfeeblement, flaming sphere.3rd Lvl: Protection vs. good 10' radius, lightningbolt, slow.

    4th Lvl: Confusion, Polymorph other.5th Lvl: Teleport.

    Jump StartAll is not what it seems

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    [Adventures Title]

    Justarius, Master of the Red Robes

    Episode 1The PCs begin the adventure on the road heading

    north towards Solanthus. They are two days

    worth distance from their destination, travellingthrough the Swamp Forests of Lemish.

    The DM should read aloud the following boxed

    text to the PCs:

    It is a pleasant day as you walk through the

    wooded countryside, soaking up sunshine that

    filters through the leaves overhead.

    The forest is clamoring around you as the

    birds in the trees, call to each other and small

    animals chirp shrilly at your passing. The

    gentle scraping of armor as you walk is the

    harshest sound youve heard all day.The first encounter will take place in these

    peaceful surroundings. It is provided to jump

    start the characters into action and the main plot

    of the adventure. The DM should give some time

    to the party to react to their surroundings and

    enjoy the pleasure of simplicity. If the PCs

    respond let them role-play and then follow on.

    As if to underscore the natures calmness,

    the clash of arms and the cries of wounded

    men suddenly drift through the forest.

    Without hesitation you rush through the

    wooded landscape and the scene that follows is

    that of an utter chaos. A lone man is

    surrounded by goblinkin, struggling to keep

    away the attackers swarming around him.

    From what you can see, at least two of the

    creatures have met their fortune at this mans

    sword. As for himself, he is furiously swinging

    his weapon at six goblins; clearly upon him,

    several wounds can be seen that give hints of

    his current condition.

    Just a few feet behind him you can

    distinguish, among the trees, a small cottagesurrounded by some of the humanoids, having

    already set it on fire.

    Goblin Chief: THAC0 19; #AT varies; SF

    10; Type B; Dmg 3d4/3d6 (pole tri-flail);

    AC 5 (chain mail armor); HD 2+2; hp 13;

    MV 9; SA See bellow; SZ M; INT 9; AL

    LE; ML 12.

    Personality: Aggressive, bullying.

    Notes: The tri-flail may either be swunginflicting three attacks simultaneously or span toattack all within reach.

    Goblins (10): THAC0 20; #AT 1; SF 5; Type

    P/B; Dmg 1d8/1d4+2 (spiked club); AC 7

    (studded leather armor, wooden square

    bucklers); HD 1-1; hp 5 each; MV 6; SA

    See bellow; SZ S; INT 7; AL LE; ML 10.

    Personality: Aggressive, cowardly.Notes: The clubs have bone spikes dipped intodunk. The dunk infects wounds, which take twiceas long to heal. If a victim fails a constitutioncheck he contracts a debilitating disease for 3d6

    days (half strength, constitution and dexterity).

    The Goblin Chief, with another 5 of his kin, aim

    blows at the elf, named Numinthalas; three

    goblins are scattered around the cottage. The last

    one has already rode a riding horse and flees the

    battle. The peasant family residing in the cottage

    has already fled, and will return a little after theend of the battle. The PCs can join in and appear

    to affect the outcome, but the end should be the

    same; two criteria must be met before this

    encounter ends.

    First, regardless of the PCs skill, the

    attackers somehow manage to wound

    Numinthalas.

    Second, the players should have a chance to

    notice the fleeing goblin only when it is too

    late, if they notice it at all. This is essential in

    order to throw the players to the direction of

    Lemish.During the battle, the PCs are allowed a WIS

    check at 6 penalty. Anyone who succeeds

    notices the goblin earlier, as it tries to escape,

    otherwise, later on, Numinthalas informs the

    party of the incident. If they try to pursue, they

    will find that chasing a horse with such a

    lightweight rider is more than a match for their

    feet.

    Episode 2The elf will be at such a condition, after the

    battle, that the players have to carry him to the

    nearby cottage and treat his wounds. When this

    happens, give them time to speak among

    themselves and the peasants residing in the

    cottage.

    Calen (Male), Sharil (Female), Torin

    (Son): 0-level humans; peasants.

    When they decide to seek the recuperating elf the

    DM should read the following text:

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    The elf lies on the straw bed, wan and

    listless. Though most of his wounds seem to be

    superficious, he is obviously very weak. As you

    have gathered around him, he smiles and

    speaks:

    Im glad you were able to save me, hesays with a ghost of a smile. Concern tinges his

    voice. I owe you a favor, but I must ask you

    one more. He stops, eyeing you as if he wants

    your approval to continue.

    Since I know I can trust you, I beseech

    you to stop the goblin that escaped, before it

    reaches his master. I would go myself, but I

    must restore my strength and travel to

    Solanthus and warn the leaders of the

    incoming menace. If time were not a

    consideration, I would explain the whole story

    about what is beginning to stir in the south.However time and speed of the essence, and so

    I suggest that you wont interrupt me while I

    explain to you the situation.

    Here is what happened. I was hired by

    Aeric Firebrand, one of the council of

    Solanthus, to investigate rumors of the

    gathering and the quantity of the renegade

    troops that had fled the Dragonarmies in

    Lemish. There, through several bribes and

    contacts I made, I entered the resistance,

    which is lead by a very brave woman and

    former Cleric of Mishakal. With her

    assistance I have discovered that Despot

    Nelthis, ruler of Lemish, has made a pact with

    the Dragonarmies in order to lead an attack

    and destroy Solanthus. I managed to steal a

    horse and I galloped until yesterday. That was

    when I discovered I was being followed. After

    managing to outride the goblins, my horses

    leg got injured and they gained on me. The

    rest you know.

    Numinthalas is in reality a Dark Elf (not a drow).

    An evil elf exiled from Qualinost, he found whathe sought in the service of the Blue Lady

    (Kitiara). He is trying to make the players to

    assist him in order to escape and travel to

    Sanction while he covers his trails and sends the

    party to distract Despot Nelthis.

    I could not ask you to stop the schemes of

    a man as powerful as Despot Nelthis, and by

    the true Gods I wont. But there is something

    you can do. Although a skillful warlord,

    Despot Nelthis has one major flaw which you

    can take advantage of. His personal

    Companion and trusted advisor is Zarapham,

    a renegade, wizard outside the Order of the

    Robes. Nelthis counts on much help from him

    and depends on his advice. Should you be able

    to enter the Castle and persuade the wizard to

    leave Nelthis employment, that would throw

    him back several days on his plans.

    This should not sound easy and by all means it is

    not. The players should think of asking the name

    of the resistance leader. While the elf can say that

    he met the former Cleric in an Inn, The Battle

    Hall Inn, the name is not known to him because

    the resistance leader did not reveal her name to

    him.

    The characters by now should have made up their

    minds concerning the mission and begin to plan,

    or to discuss alternate possible solutions. When

    all discussion ends the players should leave thecottage and travel southwards following the

    runaway goblin. One day later Numinthalas

    departs for Sanction and arrives there sometime

    before the end of this adventure.

    Hoping Prophet Faith, Duty, and Honor are key.Elistan Chosen Prophet of Paladine.

    Episode 1Describe the following scene to the PCs

    sometime after they leave the small forest cottage

    and begun travelling south towards Lemish.

    As you have given in to your thoughts and

    travel southwards towards the Capital of

    Lemish, out from nowhere an old man dressed

    in almost tattered white robes jumps out from

    the nearby trees, almost surprising he rushes

    towards your place shooting and waving his

    small walking cudgel. You how dared you

    scare an old man? he ask with a grizzled lookupon his aged face. Didnt your parents ever

    told you not to wander around in dark

    forests. Obviously the old man is short

    sighted and has approached you in close

    quarters trying to figure out who you are.

    Then he turns over to the two dwarfs and yells

    at them: and what about you two little

    ones, you shouldnt eat to much and you

    should even shave yourselves.

    This encounter is provided to amuse and

    introduce Father Rence to the PCs. Father Rencestatistics and personality are given in the NPC

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    [Adventures Title]

    chapter and from this encounter he will

    personally accompany the lost children to

    wherever they go since they need his guidance.

    Of course as the DM you must give the PCs a full

    out view on the personality of Father Rence and

    make the players understand his personality. Playout Father Rence as much as you can and try to

    use his clerical abilities in such a way that the

    PCs will not make out what he really is. (i.e.

    when the PCs make their first night encampment,

    let Father Rence take care some of their wounds

    using his herbs in a combination with his clerical

    healing abilities: cure light wounds and similarspells).

    Episode 2Sometime before the party rests and while they

    are gathered around the campfire Father Rence

    will speak directly to the player controlling Sorsa

    Truesilver:

    A long time ago, even before the last

    Dragonwar there was a Knight of great Honor

    and Courage, all the virtues of knighthood he

    had and a love that surpassed mortal borders.

    Guided by his strong faith and the powers of

    the Triumvirate he banished evil from this

    land. It is known since his time that Evil

    turns upon itself, and good redeems its own.

    This of course is a small note on the deeds of

    Huma Dragonsbane a famous Knight Of

    Solamnia who banished the Dark Queen,

    Takhisis from Krynn. This small text is provided

    in order to give some hints to the players:

    First, valiant deeds are rewarded are blessed

    by the True Gods of Krynn

    Secondly, evil turns upon itself because, it

    cannot exist in co-operation with itself.

    The players of course will be puzzled by this

    small cryptic advice which by this time andaccording to their idea on Father Rence would be

    out of character. On the other hand Father Rence

    is still a cleric of Paladine and knows much about

    the history of Krynn (dont forget his old age

    enables him to have lived much of the late history

    of Krynn.

    Father Rence will avoid any other conversation

    on his small story telling that this are bed time

    stories told to children.

    Spawns of Darknessthey are not natives of Krynn, Caramon, and

    yes Tika, of course they would kill us.After destroying several Draconians.

    Raistlin Majere.

    Episode 1The following encounter will take place on the

    second day of this adventure, while the PCs

    continue their journey through the swamp forests

    of Lemish. You should play out the following

    narrated text and try to show out to the PCs the

    bad conditions that the prisoners are in.

    As you make your way through the murky

    waters of the forest, you have already noticedthe difference of the terrain in this part of the

    wooded landscape. Covering the air around

    you is a thick and foul smell reaches your nose

    as it emerges from the swampy ground. A

    slight mist is covering your footsteps and the

    whole atmosphere makes you and your

    animals uneasy. Then suddenly some distance

    ahead of you, you can distinguish the sound of

    wheel carts and the grunting voice of

    something or someone not human. Then you

    can distinguish the low moaning of a human

    voice.

    Give time to the PCs to react and discuss the

    overhead encounter with the Draconians, let them

    discuss any possible solutions they think they can

    find and le them attack by their own accord. This

    encounter should be difficult cause the PC will be

    severely outnumbered from the creatures.

    Baaz, Draconians (8): THAC0 19; #AT

    2(claw/claw) or by dented short sword;

    Dmg 1d4/1d4 or 1d6;Type S or P; AC 4

    (scales); HD 2; hp 10 each; MV 6, run 15,

    glide 18; SD See bellow; SZ M; INT 11;AL NE; MR 20%; ML 13.

    Personality: Weak minded, sadistic when

    drunk.

    Notes: Immediately after death the creature

    turns into solid stone trapping the weapon

    that dealt the killing blow, unless a DEX

    check at 3 penalty is passed by the

    wielder. This can also be avoided if the

    final hit comes by a bludgeoning weapon.

    Bozak, Draconian (1): THAC0 17; #AT 2

    (claw/claw); SF 3; Type S; Dmg

    (1d4/1d4;); AC 2; HD 4; hp 21; MV 6, run15, glide 18, fly 6 (E); SA spells; SD See

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    below; SZ M; INT 14; AL LE; MR 20%

    ML 13.

    Personality: Cautious.

    Notes: When killed a Bozaks flesh turns to

    dust, the bones begin to vibrate then

    explode causing 1d6 points of damage toall within 10 feet. They also save at a +2

    to saving throws vs. spells.

    Spells: They can cast spells as 4 th lvl wizards

    (3) 1st, (2) 2nd.

    1st: Magic Missile, Enlarge, Shocking grasp.

    2nd: Web, Invisibility.

    Shivak, Draconian (1): THAC0 15; #AT 3

    (claw/claw/bite) or by 2-handed sword;

    SF 3/10; Type S; Dmg 1d6/1d6/2d6 or

    1d10 +2; AC 1; HD 6; hp 32; MV 6, run

    15, glide 18, fly 24 (C); SD See bellow;

    SZ L (9 feet); INT 14; AL NE; MR 20%;ML 14.

    Personality: Commanding, vicious.

    Notes: Shivaks can shapechange into the

    form of the humanoid they have just

    killed. They can change back at will but

    cannot change into the same humanoid

    form. When they die they shapechange

    into the form of their slayer, they retain

    this death shape for 3 days and beyond

    that time their form bursts into flames and

    is reduced to black soot. If the slayer was

    not humanoid or was larger than theShivak the body bursts into flames

    immediately causing 2d4 points of

    damage to all within 10 feet.

    The draconians are a slave escorting squad. They

    travel lightly equipped, and they are tired and

    hungry. The group is led by the Bozak who also

    is the wizard of the group. When this encounter

    breaks out the Baaz will be on the flanks of the 3

    carts. The Bozak and the Shivak will be leading

    the group southwards.

    As you come through a narrow passage

    between two large willow trees you witness a

    horrible sight.

    Three large caged carts are carrying

    several men and women dressed in breech

    clothes, and tattered robes. When they take

    notice of you, they scream and shout. Pleading

    for help the human men and women seem to

    have lost all hope until you arrived.

    Guarding the carts you see the twisted

    humanoid forms of scaled lizard like creatures

    with stubby tails and sharp claws, clad in long

    tattered cloaks and parts of their exposedscaly arms and legs are partially covered with

    straps of torn cloth. The hideous appearance

    of the draconic creatures catches you by

    surprise, as they turn around with a lightning

    reflex. They hiss and gnarl at you, while the

    largest one, acting as the leader, directs the

    smaller ones towards your place. Another onestarts some sort of spellcasting in a short

    distance.

    The Baaz draconians serving as foot soldiers

    charge into the fray of the melee, while the

    Bozak casts a magic missile spell. The Shivacflies and on the following round swoops to attack

    with a +3 attack bonus on the PC who seems to

    be the strongest.

    This encounter should not be easy for the PCs

    except if they get lucky blows on the

    commanding draconians. You should not check

    for morale until either the Bozak or the Shivac

    have been defeated. After a failed morale check

    the draconians will flee the battle using their fast

    running statistic.

    Run the battle until the draconians have been

    defeated or the players get killed.

    Episode 2As you open the last caged cart and the last

    heart-beating peasant throws himself out of

    the cage, you turn around and witness a sight

    that makes you wonder about which condition

    was better for these wrenched souls. They lie

    down on the murky waters and start to shrivel

    as their rags soak. The few clothing that

    covers their bodies is not surely enough to

    protect them from natures cruelty. The

    younger ones have nested in the embrace of

    their parents and stare at you with a blank

    expression carved in their face.

    Before you manage to react, you see Father

    Rence kneeling over a small family offering

    some of his food. Then a lone man stands upand speaks at you Thank you brave souls.

    May the True Gods guide your steps and

    watch over your souls in this world. I am

    Dorkam and I was born in the city of Lemish.

    To my good luck my parents fled the town

    several years ago and I was raised in

    Solanthus with the virtue of good as my first

    priority. How can we be of your assistance for

    the kindness you have showed? As you can see

    we cannot offer much in steel but your

    lordship may be in need of some information

    or we can even carry some message yourequire to Solanthus.

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    To continue to this episode the players must of

    course have successfully defeated the draconians

    in the previous encounter and freed the prisoners

    from their prisons. When they get and the last

    prisoner out from the caged cell let the players

    talk and converse with the former slaves abouthow they became prisoners and where they were

    heading towards. The prisoners also know several

    rumors that can be helpful for the PCs, although

    they will speak of those only if they are asked

    directly. Among the peasants is a man who lived

    in the city of Lemish and once was a member of

    the citys resistance, this man is Dorkam a minor

    NPC described later on.

    Following are the rumors the PCs will learn once

    they engage in conversation with the frightened

    peasants.

    Something dark is brewing in Lemish sire, Itell ya the truth..

    I have heard of a dark wizard in Lemish my

    lord, they say he is cruel and evil.

    There are Dragons in the service of Despot

    Nelthis, my wife and I have seen them fly

    overnight

    I think they are hiring mercenaries in Lemish,

    something about raising an army, I dont

    really know.

    While the first two rumors are correct the third is

    an outright lie nesting in the hearts of the

    fugitives. The fourth rumor is provided to give

    the players a good hint on how to pass through

    the front gates of Lemish.

    Peasants (12): THAC0 20; #AT 1(by

    weapon; AC 10; HD 1-1; hp 3; MV 12;SZ

    M; INT 9 -12; AL NG; ML 7

    Personality: Pessimistic, humble.

    Notes: The peasants are exhausted and few of

    them are ill. They will not fight except if the

    young ones are threatened.

    Their movement is halved due to starvation and

    exhaustion.Delmir; hm; F4: THAC0 17; #AT 1(by

    weapon; AC 10; HD 4; hp 25 (12

    currently); MV 12; SZ M; INT 12; AL

    LG; ML 10

    Personality: Good-hearted, Respecting,

    loyal.

    Notes: Dorkam is a middle-aged warrior who

    has fought in the last Dragonwar in the

    side of good, now he is wandering warrior

    posed with the forces of good.

    After any conversation the players have they

    must continue their journey to Lemish as soon as possible. It will not cost the PCs any victory

    points if they decide to rest overnight and treat

    their wounded.

    If you dont want to run the rest of the day any

    further ask the PCs to describe how they plan to

    camp in the swampy grounds and follow on.

    Remember that a Cavalier will not tolerate dirtover her shiny armor. She is of course the shiny

    and valiant knight Sorsa Trusilver and she must

    lead by example.

    Knock, Knock" What spell is his casting?" Tanis asked Raistlin

    "Can you understand?The young mage listened intently. Suddenly

    Raistlin's eyes opened wide "NO!" He shrieked, pulling on the old

    magician's robe to break hisconcentration. But it was too late.

    Fizban said the final word andpointed his finger at the lock of thedoor.

    "FIREBALL!!!!"Extract from Dragons of Autumn Twilight.

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