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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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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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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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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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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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