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Official Game Adventure Dragons of Despair Nae aml) dew uaaned Dragons of Despair by Tracy Hickman TABLE OF CONTENTS PROLOGUE THE TALE 1A massive chair floats amid soft white The history unfolds, wherein the heroes join in the story of the word of Krynn Night. The gold of its delicately carved frame gleams warmly. To the right of the CChaptor 1: The Road Travels East 2 chair, an ornate stand strains beneath 2 Wherein darkness spreads over the land, and your players move toward the ancient huge erystal globe. To the left of the oly chair, another stand holde s large book Chapter 2: Lost City of the Ancients 12 Between the stands, an old man in bri ak Tsaroin, the great city, appears before you, swallowed by swamp, lant white robes nods on a glistening (Chapter 3: Descent into Darkness 19 throne. One hand rests on the globe, ‘Beneath the bullangs of Kak Tsaroth Woe the greater city and its lost ores While the other lies polsed on the Dok Cchaptor 4: Lair of the Dragon 24 The face looks as though the eyes nisanth harset, known alco as Onyx, ie in the heart of the ruins, hoarding both closed only @ moment ago. Yet the man treasure and knomedge of the old ways fdoas not move, nor does the thoughtful Epilogue 29 expression change. For this is Astinus ere the curtain falls on this part of the epic. Yet the tale continues: here greater of Palanthus, Lorekeeper of the World (deeds fo come cast their shadows ‘Astinus ranges across the face of the world, searching out the bravest APPENDICES doeds of men, recording the acts of Hero ae the took of the story. That which is now ie explained, as are encounters Greatness otherwise left uneung. This is by fate alone, the historian’s historian: Astinus is ‘Aopandic t: Rate of Exchange Table 2 ‘Yet the man has never loft this ‘Appendix 2: Treasures and Tomes : . ap ohal ‘Appendix % Monatere and Men. 0 ‘You, Oungeonmaster, are the spirit ‘Appendix 4: Random Encounter Tabies. tof Astinus. You look upon your morta body and again bid It farewell. For the reatest age in the history of this world called Kryan is about to unfold. You note Its. passage, walking unnoticed among the greatest of heroes, seeing history through the eyes of men and ‘Appendix & Canticle of the Dragon. Original Concept: Tracy Hickman creatures, good and evil, feeling what Editor: Michael Willams they feel Design Staff: Tracy Hickman, Harold Johnson, Douglas Niles, Cari Smith, Now turn from the chair. Leave Michsel Williams your mortal self again. Take up your pol- Product Design: Bruce Lewis, Elizabeth Riedel [shed staff, Walk softly Into. the light, Cover Art: Clyde Caldw Remember all Interior Art: Jeff Easley Canographer: “Dieser At the and of this book Is the technical Canticle by Tracy Hickman and Michae! Williams Information needed to play the sdven- Song by Tracy Hickman, Cael Smith, and Michael Willams ture, Refer to these sections to become Special Thanks to Larry Elmore, Jeff Grubb, Gall Sanchez, Garry Spiegel familar with tho new world of Krynn and ave Sutherland all of Ite wonders. SALTS cA Rie Raed TSR, nc. TSR (UK) Lid POB 756 ° The Mil, Rathmore Road Lake Geneva, Cambridge CB 14AD wi Saar United Kingdom Pint USA ISON O4SORH ono Pamision grated wo phocopy or Dnt the poduel for peaonal use Chapter 1: The Road Travels East Dragons of Despai” is the fist in the epic DRAGONLANCE™ series of modules. You may play this module by iself or as part of the grand DRAGONLANCE campaign, Dragons of Despair” is designed for a party of 6-8 player characters, levels 4-6 Encourage a good balance of character clases in the party — the adventure demands the skills ofeach class, DRAGONLANCE contains a story. Play- ces generally will spend the first part of their play gathering information about their quest ‘This information will direct them to the sunken city of Xak Tsaroth, where the dun- eon post of the edventure takes place Much about the aworkd of Krynn will be new to both you and your players. There are three important differences between standard ADEDM campaigns and this universe 1. Gold has no value in this world, Each place has is own currency and its own values for trade (these are explained in Appendie 1). What one country values may be worthless in nother. 2 Clerical spells have mot existed for neatly ‘300 yeats, Some people still call themeelves levies, stil belong. to worshipful orders; how: fever, all of these have tum their backs on the true gods in search of eter, ess demand ing gods (which do not exis), These pseudo clerics use the same combat table as trae clerics ht have no_ spell abilities PC clerics brought into Keynn from other campaigns lose thelr spellcasting abilities at once. Never fear it is the goal ofthis adventure to regain these abil 3. No dragons have existed in Keynn for over 1000 years. As a result, most people in this world smile when dragons are mentioned, believing they are only folktales to frighten children. Few believe that dragons ever did feist; almost nobody believes that they exist ‘Your adventures in Keynn begin with Event 1 below. As the world and history open before thom, PCs face events (keyed to times) o encounters (keyed to places). Events and fencounters will confront them at all stages of the adventure, and more than likely lead them to Xak Tearoth (ares 44) and an under standing of their important quest, Players may wish to use PCs from the DRAGONLANCE story, detatlal on character cards in the center of the moxie. Its gener ally an advantage for players to use these char acters rather than bring their own into the ‘campaign, However, f your players insist on bring- ing other characters into this game, review them carefully and keep in mind the differ- fences mentioned inthis prologus. AIL PC elves are Qualinesti Elves Jn this world, Other kinds of elves exist, but they come into the DRAGONLANCE story in later modules. ‘The equivalent of a halfling in this world fs called a Kender. Kender look Uke wizened ‘year-olds and, unlike halfings, they wear shoes. These folk have two special abilities (in addition to the usual halfling. abilities) 1. Taunt, Any creature the Kender taunts must save vs. Spells or attack wildly at ance for 1-10 rounds at a 2 peraty to hit and a 42 penalty to their armor class, Kender are masters al enraging others by verbal abuse. 2 Fovrlessuess. Kender are immune to feat, either magical or nonmagical. They are, however, curious about everything: a ten dency that often gets them into trouble The text of the module refers to player characters in various shorthand forms: PCs, adventurers and/or heroes. Read boxed text Sections aloud to your players. Welcome to Keynn, and to the fantastic ‘world of DRAGONLANCE! Events AAs opposed to encounters, which take place in specific areas, events take place at specific times, They may happen anywhere unless stated otherwise, The fist event begins your ‘adventure, then each follows at Is stated tne in the sequence talow. vent 1: The Adventure Begins, Your players Sand at the location marked “X" on dhe Wil eencss Map. Bogin by relating the folowing, to ther: The air surges fierce and sweet, carrying the clear musk smell of the woodlands ‘The soft murmur of string leaves, of insets, and of small animals fils the land- scape ‘The clear highland sky blushes with the end of day and fades into sorry seep ‘This is hore. From this mck outcropping the valley below seems peaceful, untouched. Dense forests of pine carpet the mountainsides, varied only by thick aspen woods, The mountains, deep blue in the distance, cir cle the alley floor snd form sof high- land bow It Is 4 wonder that any beautiful plices are left the word, Before the Cat= sciysm, the days were calm and ordered: nothing was unexpected. Now the world is changed: its change has taught two great lesen ist, no Beauty) — not even that in this valley — ie se. AU the riches of the past could not protect the ancient peoples. Goll has no value in the work now: is too sot far swords or armor, Stel is the most valued metal of all, though each sinall kingdom hus its own currency and exchange Secondly, no magic Ines forver true clerics cannot be found, nor have clerics ‘vith miraculous posters been Known fexst since the time of the Cataclysm= neatly 300 years ago Five years ago, you and your frends pated to search foe a true cleric. Tonight you mest on the road to Solace Town and IF the players are using the characters proved fn the ‘center of this module, they should now read aloud the backgrounds writen on the backs of their character cards, Notice that Goldmoon does net begin the game with the party, bat joins them shorty. Mayers choosing fo play thelr own characte have to stories t0 tell Alter cach player reads his hockyround run the following encounter ‘None of you fave found any sign of tre clerics through all your tues The bushes to your left rus, Sud- denly, dark shapes seury from the woods fom both sides of the road, Their yellow seen skin les agsinat their heavy black frmor, their twisted faces glace from the fvening darkness, They crouch in 3 large file about you, well Beyond sword range A stout pony struggles up onto the road, sagging beneath a flabby figure much the same, although larger, than those who surround you. The pony rider suddenly turns his head toward you and vel, "Onyx demands the blue crystal tat! Fort the staff now oe di!” Fewmaster Toede (Hobgoblin Lord). AL LE-MV 12%; hp 2: HD a: #AT 1; Dag 1 6; can leap up to 30 10 Hobgeblins [Advanced Troop. AL. LE: MV Se hp 2, 363, 5,336, 78:/AC 5, HD Tet; #AT 1; Dg 18 “Toe waits for no reply from the party: e hs to Interion of granting mere. Roughly tune ing his swaybacked pony, he shouts, “Destroy them and bring the staif tome!” dhen gallop tnto the woods, Left to Toede’s busines the olabline atack Any who are eaptured know only shat they were ordered to seach the road at night and find a blue eyal st When the combat is finished, proceed wlth the adventure. By now, the PCS are on the road east of Solve (69 I). Event 2: Goldmoon Found. Roll 1d. The result indistes ow many encounters afer the Deginning of the game ths event takes place ‘Sckdeny, soft ruc begin. Me source be a slim, beautiful gle. Lyze in hand, she slides gracefully to sity nearby, large plainsman rises 9 flte this ips, The gis eves ae 9 bright sky ioe, hor skin buttery tan, Most stiking of all is the owing white gokl of her hair. Plush white furs tin her woven cape. A angle feather folds boek along the Fight side of her hea Her voice clear as winter air, she bogine to sing ‘Te Song. of Riverwind isin the center of this module. 1 Goldmoon is 3 PC in the adven- ture, have the player rad the lyrics aloud or if the or she has natural minstrel abilities, sing then ith the musie provided any PCs present atthe event have taken any damage fom previous combats strange thing happens: a crystal saff falls om a old in Golcimoon’s robe, rolls over to the inured PCs, ane heals their damage (see Treasures tnd Tomes for the limits and effects of the staf), If no PCs have taken damage, then CGoldmoon will simply put her yre aay’ in her pick and, standing, drwy forth the stat 1 Goldenoon is 3 PC, her player may now take over the character and join the rest of the PCs. When she joins the party, her player should read the back of her charscter cata ‘Then, as Riverwind offers his background, you should read the bick of his character card to your players. If no one plays Goldmoon, she wil follow Rivenwind (who #8 always. an NPC) and be an NPC herself for the rest of this modal Unless the party takes some action to Join with Goldmoon and Riverwind, they gather their belongings, bow to their audience, and If players aveld Goldmoon and Riverwind, they may meet them again in Event 3 leave Event 3: Goldmoon Seen Again. If Gold- moon does not jon the party im Event 2. the Ce may atl meet her later, Roll 146 every game day, adding 1 to the number for each day Goldmoon docs not mect the heroes When the result 6 or more, the PCs glimpse Goldmoon and Riverwind in the sistance sometime during the day. The strange mus cians will pause, nod, and give the PCs a hance to meet them Event 4: Reading of the Canticle. On one of the nights the party is camped (Your choice) ps around the Canticle of the Dragon found at the end of his book. As though around the Campfire, have each player read one verse loud, ffom fist verse to ast, mil they inh the poum. Event 5: All Winds Turn Cold, On the fourth ‘morning after the adventure begins, a chil Ireeze begins to blow fom the north Event 6: Thunderclouds. During the fifth ‘game dy, thundercouds hover angrily tthe West, south, and nowh of the party Event 7: The Dragonarmies March, Just after dusk on the fifth game night, the dragonar anisg gin to march arel conquer all the lands to the south; every 4 hours thereafter, one encounter area falls nto their hands. Treat frets that fll as Drogonlands (ae area 43) In ‘order to fall, an area must elther border area 4 to begin with o have bordered a captured ‘rea in the previous hour. The general trend of coptured areas should direct the PCs toward Xak Tsaroth (area 4, TF PCs are in a captured area, they see the front lines of the draconian army approaching ata movement rate of 9. This gives them the chance fo flee the army toward Xak Taaroth. ‘Two regions cannot be captured by the draconian army at this ime: the Qualinest Eiflands (area 19) and the Darken Wood @2- 26). Theiss is another story, to be told in fature DRAGONLANCE modules. Encounters [Encounters are those episodes im the adven- tute which are keyed to areas on the map. These encounter areas are bordered by dotted lines on the map. Think of them as s kind of large dungeon room": whenever the PCs cross the dotted border into an area, the desig rated encounter takes place at once, Some reas have the same number: this sto create & further sense of uncertainty 26 your players follow their journey across their urmombered map. Ifthe PCs cross from one eicounler aa fo one with the same nimber, simply repeat the encounter 1, Solace Township [A ssorm autumn breeze rustles the great Vallenwood trees of Solace. The great road that wanders through the trees blazes in the bright colors of autumn, The richly stained buildings of Solace rest cradled ‘overhead In the bough of the tees ‘Around 500 people live in Solace, not count ing the farmers of the outlying fields. ‘The town is built entirely in the huge bough of mature Vallenwood tees, These Uses grow 10 thelr fullsize very quickly Solace is primarily a farming community. It has no local government but i ruled by the ‘Theocracy of Saker from their central cly of Haven, some three days joumey to the wast ‘As in all Secor communities, Solace wes Hae Eas exchange system for money as well as teading in goods. Precious metals, other than siler, have no use here: bricks oF gold may prop open doors or bold dovn papers All sorvices that adventurers expect from tov of th size ere avelable For mene rates. The exception is smithwork: Theros Iranfeld, town smith, charges usual rates for work on inom tems but, because ste! is 20 valuable, charges extra for weapons. (See Appendix 1 for trade values of steel and of Emas in this culture) Because he works with precious steel, Theros is the most respected 1a Inn of the Last Home Read the first description as the players approach the Inn, Read the second if they fete, the third f the slavers are using the PCs provided in the module. ‘The Inn of the Last Home rests cradled high in the boughs of a Vallenvood tise — as do all the bulldings hee, fr Solace is a trectop town, Warm laughter tambles from the Inn. The worn steps wind around the heavy trunk up 10 the familie, carved sce. ‘The Inn of the Last Home never changes ‘The polished wooden bar weaves. about several living branches, An old man weaves Sores inthe comer and delights the crowd sgrthered about him, The debeste windoue Of stained glase behind the bar are being polished by Otik Sandath, the barkeeper. He tame and saves, miling at you, and ‘motions the barmaid in your direction. The low murmur of voices fills the inn. The bartender tome thoughtlly to polish the glass. At a far able, near the Storyteller, @ man and a woman sit together tnd speak quietly. Another man stands beside the now-silent storyteller while a sinall boy stares thoughtfully into the fre ‘The barmaid steps toward you, smiles, and shoves you to a table. Something aboot hee seems familiar, The hair? The intelligent clint of er eyes? Could this be Tika, the Hite gil who swept the tavern floors a short Five years age? The Inn never changes, but surely its people do, (Uk Sandath (Innkeeper). AL LN; MV 2"; AC 10; HD 1; hp 6 #AT 1; Dmg 1-4 Tika Wayland (Barmaid). AL NG; MV 12°; hp 16; AC 9 HD MAT 1; Dg 16 (oth pan) 5 Townepeople, AL vars MV 12"; hp 3, 4, 5, 2x8; AC 10; HD Ly AAT 1; Dmg Tot ‘The people in the Inn all speak in low hushed tones Any NPC the PCs approach will react fiend 50% of the tine. Each wil reveal the following. if questioned ‘The barkesper, “A magical staf! I bet it was forged by demons from the terrible Darker Woods, There are tervble mysteries in that place, there are! Och, what an evil place” ‘A man at a table: “Hooded men have teen in town soking about thot sa! An evil lot they were, too. wonder if they were ofer- ing a reward ‘Aman by the storyteller “A man of the Holy Guard rede through two days ago asking boot that sta, Hle aid that anyone who fad itor had knowledge of it should make hate to the Capital of Haver anxd meet at once with the Prelate of the Temple there — but I cer. tainly do not want to get invalved!” "The Old Storyteller “I forewe great and terrible destiny in your eyes There is a Blue Staff which you must retur 40 Xak Tsaroth Thor, in but a few days hence, you shall face your gyeates! perl in contest for the grestest pit given to man ‘A gle ata table: “It_was probably found in Darken Wood. I hear that the ruins there are filled with wealth — and dangers to match. No one who has entered that pace has fever retures to tell the tae.” A hoy dreams by the fire, "I save the White stag up near Prayers Eye Peak just a few days agol If only I could catch it. He who walks the pathe of the white slag i Blewed, 1 hear tell” 2. Crystalmir Lake “The blue of dhe autumn sky darkens on the deep silness of the lake, The soft forets of giant Vallenwood border the serene Waterson the east, south, and west shores To the north, a patchwork of fields stretches toward the distant purple moun: 3, Solace Fast Woods ‘The huge Vallenwood trees tower above soft forest paths, Sunlight dapples the ‘oor of the woods, and spareows and squl= rele quarrel overhesd. The musty ja to the conhison of leving (se area 22) ‘They slea must make « constitution check cach turn oF fall asleep. the PCs foolishly devi to attack the unicorn, he calls at once for magical forest creatures to defend him, Roll immediately on the Random Encounter Chart for the Daven Wood. From now until the PCs leave the woods all creatures encountered attck them fon sight if, however, the heroes are headed ut of the woods, the creatures uy simply to chase them from the ates. 27, Gateveay Pass ‘The brilliant leaves float softly from the trees to the Moor of the canyon. The war read leads pescefally betwoen the spires of the Sentinel Pes 28, Gateway ‘Smoke difts lally from the chimneys of Gateway. The comfortable houses and shops nestle in the arma of the Sentinel Mountains atthe base of the Gateway Pass to Solace. The smell of baking bread swostens the autumn breeze, Gateway resembles Solace in many respects 4s buildings axe, however, on the ground and, unlike Solace, the town has po. onsmithy Gateway’s citizens know of no danger fram “demon men’ or “evil armies” and brush off such talk as tall tales. “Dragons in the night” is their name for stories of things that don't exis. 29, Westplains Grassland plains sprawl for miles east of the Sentinel Mountains, Their brown grasses bend in a fall wind tnad suddenly cold 30, QuerTeh ‘The chill wind vustles sadly through the silent village of Que Teh, ‘Signe of hurtied flight ane scatlered through cout the village: halfemptied food jars, meals half finished, and chllnen’s sattle-beads cast Aide, Rangers have » SOK chance to find the tuacks of the vipers, which lead suaight 1 aren 38 31, The Great Crossroads Tm the midst of a rolling plain, three roads converge. At thelr intersection, a. single stone pillar points the directions to. Que teh, Que-kint, and Que-Shu. Cold wind swirls about the stone: a single hae cirles “The ground here is trampled, A. ranger has a ‘0% chance to identify some of the tracks a= those of dracomians (only, of course if he has encountered the creatures before). The draco nian tacks Iead east toward QueShu (36, 52. Que-Kiri Thin columns of emake rae from the chin neys of Que-kiri. As you approach the town, several men, apparently from the town, move cautiously in your diction. ‘The City Guards escort the PCs through the town but donot allow them to stay. They. speak with the heroes but are worried. about the sifety of their city and do not trust stran- ee 10 City Guards. AL var; MV 12°; bp 11, 10, 36, 2 8x2, 94, 5; AC 8; MD 2: MAT. 1; Dmg 1-6 IE the PCs kill the guards and try to enter the town, the entire town drives them out and jgves them no ald oF infortion whatsoever. Adventurers can get one of the guards to speak with them 80% of the time. If he speaks, be says: "We don’t know what the anger i that's on he way, but we know itis ‘coming. Our scouts have seen great fires in the forth, Many of our number have dlsappeated in the Inst week Bat nove we ane prepared for the eneniy. There ate over 60 of us — who could stand against us?” They are sure that they can dofest any enemy, and” that nothing will stop them from doing. +0 33, Kiri Valley The forest darkens and thickens beside an ancient tril. A cold, dey stillness hovers in the ar, and the trees are knotted and bent Bverything. seems to watch you, ‘An evil wizard dled here long. agp. Only his 34. West Que-Shu Plains TX chill, biting wind) cuts across the fat ands. Carsed on the winds foes the emt | the sharp smell of burning grass. 35, North Desolation "The grasslands soon turn to burned sub ble underfoot. For miles, the once grassy plains are charred. The ashy taste of scorched earth laces the ale. Large, heavy creates ve trampled the ground every where A. ranppt wha bes encountered drecaniars before can identify these prints as thers 80% of the time, This ranger also has a 20' chance to tell that the pins first pass south, then return north 36, Que-shu Rend this when the heroes enter the ares ‘Ghill winds scatter the smoke from dying fires in the midst of the village Birds wheel aver the motionless village descending slowly among, the huts. Ever thing else fst and quiet. 10 Road this as the heroes enter the village They are gone. The fut and tents of Que Shu lie abandoned. A. strange, creaking sound comes from the center square of the villnge. “The bieds stare coldly into nothing They perch atop a strange construction thrown together in the center of the square. Two stout posts have been driven Into the ground By unspeakable force thelr bases nearly splintered by dhe Impact Ten feet above the ground, a crosspiece poles lashed to the wo upright pests. All the poles are charmed and blstered. Three chains, the irom of each cold but apper fenlly once melted, creak In the wind. Sus pended from each chain, apparently by the feet, is = corpse. Though blackened and seared, the thiee bodies are certainly nol human. Atop the dark structure, a sign, roughly clawed inlo a shield, has been sla- pled to the crosspiece with a broken swordblade ‘The PCS can find signs that the villagers et their homes in a rush. Tracks frm the village fbviously lead east toward the mountains Each PC hat a base 15% chance to read the writing on the shield. PCs who have read language abilities may add that score to the bate percentage. The sign reads: “Know ye, my servant, the fate of those who take pris foners against my will Kil oF he killed. Vermi inated” The corpees are those of hobgobline 7, Sageway Broken The broken Sones of an ancient Tonaway cut through brown plains. The stones lead och and_south Any close look at the road uncovers many footprints, It seems that great number of people and heavy creatures moved south along, thls route 2 few days agp. 28. Refugee A single figure, scanlly clad, curries over the tse, He is a man — by his looke sn exhausted one, Behind him, three figures lope steally, telessiy in pursuit. They are laughing, taunting thelr prey, wating before dosing for the Kil. ‘The man is 500" away when the encounter saris. The grasses of the plains ate 3 =f tal and can easly hide the heroes. The man can run 59” further before he collapses. The dra- onions, intent on their prey, do not notice the PCs until they ate within 507 — not at all the PCs take cover, 3 Baaz Draconians. AL LE; MV 6°[15"] 38"; hp 82, Tl; AC 4 HD 2 #AT 1 or 2 Dmg 1-8 oF 1-4/1-4; turn to stone and crumble on death Sinar the PCS pose a weal teat to them, the draconians will give up their pursuit of the ‘man and attack dhe heroes i they notice them, Nightshade the Refugee. Human Mz AL LG; St6; 110; Wi2; DI7; C15; Chis; MV 12"; hp 21[6 now); AC 10; WAT 1, Ding 1 IE they rescue the fugiive, the PCs may speak swith him He gasps from exhaustion ase tells his stony: “I am Nightshade from the village of Que'Teh, The deagoamen are taking all of tus south as slaves, This morning the men of my tribe held secret council, chained though we were in the caravan. I was chosen 16 exape, to go to Que-Su for ald, while the est of my comrades rose agtinst the dragonmen and ‘drow their attention. A tremendous army of vil Tes to the south, I have overheard them speak of a second army’ that wate to crush the Seeker Lands from the north, They hold bac their ammies only for fear that a erysal staf wil return to Xak Tsaroth while they are not watehfol. Why, 1 do not knows.” His voice becomes desperate, “Do not go south, for ‘only slavery and death le there. Find the crys {al sa, and take it fo Xak Taaroth Ie our only hope. IW the PCs care his wounds, this man will {go with them, He has no equipment at al, 39, Oldroad Bridge Read the following sehen the heroes enter the about the position and situation of the dra igonarmies, the heroes approach on a aft, the dra- conians leap onto them from the bridge, cap- Sizing the raft and spilling both heroes and ddragonmen into the river, Use the swimming rules from aren 18 ‘The guands on the northside of the river fare the only ones sho are allowed to pursue nom of the river, The reserves may pursue anything south of the river, 40, Southway The tall grasses of the south bank bend lodaly against the wind, Occasionally, the leaning point of © spear or the Hn of helm flickers through the grasses to the south, The cold fall sky ie: overcast and the PCs move south, they encounter the southern draconian army, one unit per game hour. The number of units they can encounter ie tls, 10-20 (1d10+10) Boaz. Reserves (one uni ALLE: MY 6°[15°J/18" hp 14 each: AC 4 HD % #AT 1 or % Ding 18 of 14/164 tum to stone and crumble on death Those guards have order not to pure any thing north of the river but to attack and ill anything crossing south of the river. They have ho further information 4, Sogeway East Tere in the canyons of the Foren Moor tains, a lonely anclont oad lies broken and| abandoned. Yet the grasses and weeds} frowing between the broken stones of the Foad are trampled fat A. cold wind dives Ts the distance, an ancient biMige Span the torrents of the White-rage River, Sev fetal dark shapes crouch on the north sie of the bridge, many others on its south side When the PCs get within 300 feet of the bridge, they discover that the forms are draco- rian guards; 4 watch the north side and 10-20, the south, 4 Baaz Draconian Guards. AL LE: AC 4 MV 6°(15"1/18"; HD 2; bp 12, 6, 9, 9 NAT 1 or 2: Dmg 18 or 18/1; AL LE: tur ta stone and eramise on death 10-20 (141010) Baaz Reserves. MV 6"[I5"//18"; hp 12 each; AC 4) HD 2: WAT 1 or 2; Dmg 18 oF 14/14; tur to stone and crumble on death Onters have come from their dragonlord not to take any more prisoners. They will kill any fone aeho approaches. This is all they know A tanger has a 50% chance to note tracks of human plainsmen mixed with other, beavier tacks, If the ranger has met draconiana bafore. he has 9 30% chance to identify their tmacke here 36 ll 42, Cursed Lands of Newsea [A forest of Ironclaw trees stretches east- ward 10 the Newses, Beneath an umbrella of branches, the streams of the Forsaken Mountains cave through a spongy samp Sill waters encircle islond= of Sosy ground. The landscape extends into the sveamp andl its darkness Each tum thete is 4 15% chance that the soggy ground the heroes are walking on will dead fend and the party must cron 610 fet (18405) of water to get to the next section of ground. Se random encounter table for details n 43. Dragonlands The Tames fom a thowsnd complies ge ter in the distance on the burmed plains Nearby, several creatures stoop about thelr own camptire 1 Bozak Draconian Guardleader, AL LE: ACE, MV 6°[15"]/18"; HDS p23; #AT tor2; Daag 1-8 or 1-4/ 1-4 spells) explodes fon death for 16. Spells: ‘at Levels charm. person; magie missle; shield 2nd Level: incsibiliye mirror image 2 Base Guards, AL LE MY 6*L15°//18"; hp 12, 6 AC 4) HD 2 BAT 1 of 2; Drag 18 or 4/15 turn to stone and crumble om death 6 Hobgoblins, AL LE: MV 9"; hp 5x4, 6, AC 5, HD Tel; #AT 1; Dmg 18 1 a PC can move silently to within 30 feet of the guaeds, he hears them speak in Common ‘Tongue. The large draconian says, “We ean crush this human scum So why wait unt old Verminaard gets some fancy crystal stat? Why, he even has Khisanth tied ap waiting For 4 when we could use her belp out here” If the PCs move past this outpost, they meet the bulk of the draconian army, one unit per game hour, The number of these units Is lute. 11-20 (1410410) Base Footmen (one unit) AL LE; MV 6°[15"]/18"; AC 4; HD 2 #AT 1 or 3 Ding 18 or 14/14 XakeTearoth When the adventurers enter the ancient city, they begin from area 44a below. Use the ‘Swamp map. 44a, Swamp Ruins The exposed roots of the Ironclaw tees twist into the mud and swamp water. Vines, tees and ferns block vision beyond & few feet. The ground is soaked and spongy. Allis in shadow: the sun shows only a brief glimmer through the jungle overhead, Oxcasinally, (in 6 chance per round) rained tems jut from the undeibrish: broken foun- dation stones, shattered urns, ancient care: ie Many creatures passed. tough this area within the last three or four hours. The tracks look faintly reptilian, Wf the adventurers have met draconlans before, they have a 20% chance to recognize these tracks 448, Waters of the Swamp ‘Green scum covers the daik swamp water Sour, metalic smells dat on the ai These ambushers plan to capture the party and tale them to their camp for questioning They will attack first with web spells, PCs must save at -2 or be tangled in the trees behind them. Alter that, the draconians wy t0 sleep the party one at atime, They take all captives to their camp (449) and hold them there the draconians take more than 50% losses, they sett ‘This group docs know about the aystal sal that itis a very powerful item, has been Stolen from the ruins, and is the one thing their leader Verminaand fears can upset his plore Me, Broken Bridge “Aenid-drcoping vine and mosses @ bridge spans two sections of ground. lt omate wooden Latticework, carved to resemble vines, is broken in many places. Two hooded figures stand on the north side of| the bridge, The water depth Is unpredictable (16 fest per 30 fet traveled). Whenever anyone enters the water, for whatever reason, toll Kis. I the result is loss than 4 rll 21-24 (1d4#20) on the random encounter table (Appendix 4) to determine shat creture rises Up 10 attack Me, Vine Bridges Thick vines, woven Into rong Tropes, stretch lke a long spider web between two} sections of land Each end is Knotted around several ironclaw trees, Slim} rmonses cover the ropes ‘This makeshit bridge is sumprisingly sturdy. PCs must check their desterty at =3 to cross the bridge without trouble. If they fal, they fall into the water below and distrb a’ mon- ser in the water (Same precedure as in 446) 4d, Rattle of the Fallen Ironclaw [The soaked ground slopes into thick swampwater. Here, a giant Ironclaw tree has fallen, spanning the waters to another section of ground. Thick green moss ropes the Ig. Behind the trees and bushes, only 15-20" away, lurk six Bozak Draconian, Four are on the heroes side of the river, two on the far side 6 Borak Draconians. AL LE; MV 6°[1S"] 18%; hp 18, 23, 20, 15, 17, 27; AC 2; HD 4 AT 1 or 2 Dmg 18 or 14114; spel casting. abilities; explode on death. Spells ‘st Level: magic missle shield, slop and Level darkness 15 web 2 Baas Draconion Guards, AL LE; MV OTLIS"Y/18": hp 128; ACK MDZ: #AT 1 or 3; Dmg 18 or 14/14; tum to stone ‘and crumble on death 446, Temple of ‘Massive ruins break the jungle under growth. Small broken towers rise through {he cover of tees. Ferns and bushes sprout through a flagstone plaza surrounded by small shacks and keavios; 2 huge bontie blazes at is far north side, Beyond the fire, set in the remaining half shell of a crum= bled dome, a huge black dragon stands, is wings outfolded! “The black dragon is only a wicker model. The Gruconians nearby attack any unescoried Intruders. Wf the PCs are prisoners, their equipment is placed randomly in one of the six huts: the PCs themselves are held in a bor boo cage. Bozak Draconian Priest. AL LE; MV GUS'/18"; Mp 23; AC 2: HD 4; #AT 1 or 2; Dmg 18 of Iei/tot; spell casting able ties: explode on death. Spells Ast Level: charm person, music mise, shield Ind Levels snisbltyy onirror nage 7 Baz Draconians. AL LE; MV 6°[15° 18"; hp 8:2, 9, 5, 11, 10, 5) AC 4 HD 2; 4AT Lor 2; Dmg 1-8 of 14/14; tum to slone and crumble on death “This priest rune the camp and conducts wor ship services before the great wicker dragon He orders that the PCs be held for the days 3 until Khisanth, the priest's commander, tomes fo claim them. Ifthe PCs have the staf he tells them, “The crystal staf is the greatest danger to our masters we know.” If they. do pot have the sa, be asks them if they know where it js, At any rate, he fells the party, “Now that you are here, we only hope that you do not die m exaily s+ those of QueShu did at our hands” “The black dragon is a draconian idol woven of vines and branches. There is an opening inthe figure at the base between its lage The main braces for the wings ame ted together just below the dragon's mouth. The mouth itself forms a funnel, Ifa PC gets inside the wicker dragon unnoticed, leaps up and down on the main brace and shouts through the mouth, he panics the draconians and drives them screaming into the jungle for 166 tome, The whole structine, however, hae a 30% chance to fall ace-first int the bonfie dana burn feriously if a PC tries this, Anyone caught Inside must check his dexterity to tscape the idol and the damage from the fire, He takes 1d6 damage each round he falls his sfosterty check “The cage that holds the heroes is made of bamboo. A Baaz draconian guards it night snd day, Thete is 3 10% chance each daylight hour that the guard will fll asleep next to the cage, The chance increases to 30% each hour After sundown Any auccesaal bend bars/lit fates breaks the bats open. ‘44g, Tower of Truth A qacehal tower, crumbling ye beaut rises from the waters of the swamp. Finely jearved and polished stonework wall sil plint beneath the jungle undergrenrth, Ite sad to sxe the wake of the Catalyse a capital city brought to silence and decay Although the wooden floors and rafters have lng since rotted away, a carved statcase cirles up the interior of the tower to a stone Foor at Its top. The tower provides a view of all the surrounding swamplands: a chester of Iuing (44K) Hes tothe novthout, aan, eding. Poot A pala Dak wae sande aad He] fering jungle trees. Not even the mighty ironclaws grow in this water Five leathery egg shells le on the shore. All of these are cracked, Each is about to fect long, Dragon hatchlings lurk beneath the water and oe suddenly to attack if the PCs distur the surfce of the water. 5 lack Dragon Hatchlings, AL CE; MW 121/28"; hp 6 each; AC 3, HD 6; HAT 3; Dmg FL 141318; acid breath attacks for 6 np each 44, Swamp Falls 11000 foot