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DL12 continuing the Final Book of the DRAGONLANCE® Saga 9133 Rei CI RCE eae h cee Dragons of Faith POMC MMLC Ms terme (eel omens eed ADVANCED DUNGEONS 6 DRAGONS, ADED, DRAGONLANCE, BATTLESYSTEM, PRODUCTS OF YOUR INAGINATION, TALIS. porta trae cece Official Game Adventure Dragons of Faith by Harold Johnson and Bruce Heard TABLE OF CONTENTS. Protegue ». 2 TPherin'the Tl i oid ade tary expounded thf ‘The Fall tar Perens ereeeyieeretnert a8 Wort thes ioe Catach aia inven Chapter 5: An Arduous Journey . ‘ ert he heres journey ttigh nen ins Chapter 6: Dangerous Games in Flotsam... 16 erent heroes seh 3 np but ct aise Chapter 7: The Blood Ses of star sseets ssa herein he heres must entire Gut vp te Hound Seto coro tel destin Copter 8. totar ofthe Deep eee “5 Minorein the wonders std horor of ancien liar are rove Chapter 9: The Battle ofa : 50 inarin te heres most ac efor tesa chapter 10: Frends i Need. sever ofA erin died ad ales i coped by thi ioes Chapter 11: A Widen Refuge «= eee teria here tu oercrne despair nd cet oer he ky to vier Eptogue rn 58 7nd paring with i ends ade: dt aun ew day. Aprende ee +-25-40, 60.64 coe Rote niente tevenn irae ‘Cover Arts Jeff Ea (Cartography: Tom Darden, Dens Kauth, Dovid 8. LaForce, Graeme Morris, Phil Galiagher. and Jim Bambra cara font Valerie Valusek Typography: Linda Bakk Keylining: Colieen O'Malley TSR ine ob 756 (ke Geneve ina ‘RouinciD” “DUNGEOH. 8" DRAGONS. ADAD, ‘sa ot ened 8 Pied is ot Tne A Rh Ree, Poe SA ‘The Mil, Rathore Road ‘Cambridge CB1 44D “inted Kingdom Notes for the Oungeon Master Dragons of Faiths the rwelfth module in the cpic DRAGONLANCE® series, 1k continues the final book of che saga begun in DL10, Dragons of Dreams. ‘These modules re-create the conditions of the DRAGONLANCE story with the player characers cast inthe roles ofthe epic's heroes. ‘Thus it is recommended that this adventure be played as part of the continuing series, using the player characters provided. If players wish touse their own characters, however, You should permit them to do so. Take care that the party is as balanced as the character patty included here. ‘This adventure may aso be played as a stand-alone advencure without the est of the ‘The player characters provided ate some of the heroes of the DRAGONLANCE story. The ‘equipment and magical items listed for each PC should be used if you have not played pre vious DRAGONLANCE adventures of have not used that particular PC before, If your pany has played previous modules in the Series, however, use the equipment listed on the cards plus any additional equipment the PCs have acquired during their adventures. ‘The players may also choose any standard ‘equipment in the AD&D® Players Hand- book. Special magical items ate detailed in the section titled “Treasures of Legend and Glory” If the characte provided are not used, the DM should permit these items or ther equivalents to be distributed among the pay, Read the descriptions carefully before revealing any ofthe information, In DL6, Dragons of ee, the original party of heroes was spit into ewo groups during the conquest ofthe city of Tarsis. One group fled fouth across the frozen wastes with the Knights of Solamnia and eventually joined in the War of the Lance to repel the draconian hordes This adventure follows the second group: Tanis, Caramon, Raistlin, Tika, Goldmoon, and Riverwind—the Heroes of Legend. They fled Tarss in the company of Alhana Star- breeze, an elven princess, to rescue her father from the nightmare in the ancient elven king- ddom of Silvanesti. They could noc save him, ‘but were able to end the nightmare and awaken the land with the dawning of spring. Ifyou do not have enough players to rake all the heroes as PCs, run the others as friendly NPCs, or allow players to run more than one charactet. In any event, itis 2 good idea to keep the number of players toa size you are comfortable with Prologue “Two new player characters ae introduced in this advencure to replace any characters who might have been lost in previous adventures, ‘These are the elfmaid Serinda and Krona, a ender warror-thief. These two are encoun- tered during the frst event In the DRAGONLANCE mult-advencure epic, some heroes and villains figure promi- rnendly in later adventures. If an important character should be slain duting this adven- ture, the DM. should invoke the “obscure death” rule. This rule states that, asin Satur- dday afternoon matinees, the circumstances of death of an important character should be «confused and the body not found. Later the character may reappear witha story of how he miraculously survived. Sivaks, a race of dra- «onians introduced in DL?, Dragons of Light, polymorph into their slaye’s form when they dic, This device may be used as one of the Imehods to explain an apparent death and subsequent recur ‘The DRAGONLANCE story is « complex saga. To run it well, read the adventure care- fully, anticipate your playets' actions, and think of how to motivate them when they ‘become stuck or confused. In this adventure the motivation is that they are in unfamiliar enemy teritory and seek to escape. There is danger of betrayal at every turn, and the DM should take cate co create a feeling of being hunted. Module Sections ‘This adventure is divided into several chapters that lead to the character’ final exape from ‘enemy lands. The PCs have a great deal of freedom to determine how they pursue the ‘quest laid before them in Chapter 5. ‘A synopsis ofthe intended flow of the story hhas been provided to aid the DM and help reduce the confusion caused by this freedom. Each chapter begins with several events that ‘occur a certain times, egardless of the actions (t locations of the PCs. Following the events ate encounters that ate keyed to specific loca: ins and ocutonly ithe heres go wo the appropriate pl or both events and encounters, those por- tions of the text enclosed in boxes may be revealed to the players at the start of che encounter. The remaining information is for the DM and should only be revealed in response to PC actions All monster statisti are located on. the adventure cover for easy reference. Each event fr encounter lists the number of monsters encountered and their motivations, as well as any special information regarding theit tactics, ‘The chan should then be used for combat. In addition, several new sections are included and the DM should familiatize him- self with these sections before play begs ‘Character cards have been provided forthe major NPC personalities—friends, foes, and neutrals. The DM should review these cards before play, giving special attention to the NPCs’ motives and goals. These cards allow the DM to tole play the NPCs. Under no cir. ‘cumstances should the players be permitted to read these cards as they contain information ‘only for the DM. Sevetal special ales are provided and should be reviewed so the DM knows the roper time to use each one P'ibes of random events fr each of the chapters are included here. The DM may use these co add excitement to the adventure ‘These tables include both random events and cncounters as well as a new category called ‘omens. Omens are mysterious happenings that may provide a warning vo the PCS. The [DM should adape each event so that it suits the curtene situation of the PCs. ‘Thete is ako 4 section of rumors and leg- ends that the PCs can find by questioning the inhabitants ofa place. overhearing a conversa- tion, or discovering a written record, The DM. may wish to develop some ofthe legends into further adventures for the PCs. Finally, a section is included on the TALIS card deck, These cards are common 0 the world of Krynn and are used for games of skill ad chance, Rules for three games have been included, The cards are used in his adventure to predict the furute of the PCs’ adventure land to set thei goals for them, Instructions on how to use the cards in your own AD&D? adventures ate ako provided asility Checks Occasionally an Ability Check is called f against one of the character's abil (Strength, Wisdom, ex). Roll 1420 and com- pate the tesule with the appropiate ability skote. If che rolls less than of equal to the seote, che ation succeeds if the tll spreatet than the score, the action fails. ‘The World of krynn ‘There ate several important differences becween the world of Kryon and standard AD&D® campaign worlds. New players should be made aware ofthese differences “ive clerics have bece unknown on Reyne since the Cataclys, a mighty catastrophe that destroyed the civilized nations and changed the face of Krynn. Many NPC clerics have n0 speleasting ability, since they worship false ods. Truc clerics of good weat a medallion of faith bearing the symbol of theit god. Only «wo gods of food, Mishakal, goddess of heal ing and Paladine, the Celestial Paladin, are known, All PC clerics brought inco the cam- paign must be of good alignment and worship ‘ne of these “Tere ate some evil NPC clerics who myst: riously have the ability to cast spells Tn this adventure, most PC elves are Qualinesti elves of the wood, eacepe for inda whois from Silvanest high lf stock. dwarves ate all ill dwarves, the oaly ones to involve themselves with the affairs of ‘On Keynn, the equivalent of halfings are ender. Kender resemble witened M4-year lds and wear shoes. They have an insatiable ‘utiosity, are featess, and have a strong sense ‘of humor. They are capable of taunting foes ‘ovo reckless ations and ate immune to fer of any kind Ta this world whete civilization has fallen, gold bas lite value, The metal of demand is Sel for crafting weapons. All normal prices dre therefore expresed in steel coins. One steel pice (x) is the equivalent of 2 gp in a standard ADAD® campaign. A gold piece on Keyan i the equivalent of an spina standard campaign Finally, dragons have been absent from Keyan for neatly 1,000 years and have only secenlyrecurned a conquerors. The terror of the old legends breeds fear in many people The only dragons mos people have seen ate red, green, black, blue, and white dragons all creatures of evil. Stoties exist that once there were dragons of good —copper. bronze, brass silver, and gold. Only the PCs have met some ofthese good dragons The Story thus far To think that the glory of Krynn in the land of Ansalon has fallen co this. Once golden cities towered over the plains, and the banners of chivalrous knights danced from atop mighty towers above the ambet fields. The kingdom of Isat, the star in Ansalon’s crowa, shone the brightest of all. For peace was upon the land, and evil had been driven back, even as other sleeping mountains belched forth rivers of * lava and ash Through all this, few were the casualties, but the worst was at hand! Tremors began to shake the land, grinding avay the Hives of men 4s if so much wheat. 2 mighty roar filled the Sai, And the shy rained fire! Chapter 5: The Prophecy how to Start The adventute in DL12 begins about « month after the player characters awakened Lorac Caledon, the elfking. Leaving Alhana Star: breeze, the eltking’s daughter, behind to mourn her father and begin co rebuild Silvanesti, che hetoes journeyed north to Bal fot. Discovering they ate now in enemy-held lands, they scek passage on a boat to the free lands, But they must proceed cautiously, So as ‘not to draw the attention of che conquerors. If your players have played DLI0, Dragons of Dreams, you may want wo cseate a small adventure to bring them to this poiat. If they find a boat ro ross the Bay of Balifor, it should wreck in a storm of be attacked and hulled by a shadowy dragon (see Event 13) If your players are new to the saga, you should share “The Story Thus Fas" on page 3 with chem before beginning play. ‘Nove that Serinda and Krona do not begin the adventure with the party. With the party is the NPC druid, Waylon Wyvernsbane. It is important that this character accompany the pay. If the players have not played DLIO. ‘Waylorn is met with Serinda and Kroon, The party starts the adventure in Encounter Area, in the bex with the star. Thiss move the adventute swifly Event I: friends m Need “The journey from Silvanesti has been long, and tiresome. You leave that nightmare | | land to reawaken to the song of spring, But it remains shadowed, its king giving his life to renew the earth The land has fallen to the conquering armies of the Highlotds and their dracon- ian minions. Freedom is 4 thing of the past, safety but a fleeting shadow. The land has fallen to haed times, and every ‘man might sll his brothet. Elves and theit kin are hunted and any resistance seems useless. Your only plan isto case sufficient funds to board ship to the free western lands This eve's journey is interrupted by sud den shouts and the sound of a battle | ahead. Some 200 yards down the road, whete acopse ‘of trees forms a pool of shadow, a struggle is taking place. If the PCs listens they hear a voice swearing in Silvanesti Elf A bobgoblin patrol of 20, lead by a Bozak. has discovered Kronn and Serinda hiding in 6 Weylorn is here fhe not with ue pat. So far each has taken 18 poine of damage, and thete are four dead hobgoblins Thit group only cares 2420 coppers plus ctedic vouchers fo Pon Balfor worth egh steel. They know ile, butate under orders to Sop strangers and cape any who scem odd them to Flocsam ng. They are also hune ing elves and elfkin, as well a tebels, Most of the army tries to capture elves and eebels to gain the higher reward for living criminals Rebels watch strangers from hiding places and try to est their sympathies before teveal ing themselves. Rebels might offer aid to those captured ot attacked by draconian, The heroes have to either travel by night or assume some sort of disguise. Following ate the chances thatthe party wll be discovered if in disguise ‘Weapon bearing herocs = det Hidden, but worn weapons Farmer garb = 70% Merchants = 50% ed Chapter 5 Event Enrertainers = 40% Dragon soldier garb = 35% (PCs are asked for orders) Soldier w/ prisoner = 25% Event 3: A Warning If the PCs are sill on the road after three days and have not turned toward Goodlund, ran this event Half a mile ahead, che road runs through bogey land and 2 squad of draconians ‘occupy the toad, questioning a small mer chant party. ‘The patrol consist of 20 Baaz and a human leader (sce Men, Warrior on chart). They are consulting with a small weascl-lke fellow as they examine che merchants and their cargo. Suddenly they haul a man off a wagon and dlisarm him, then the merchants are handed a poster and waved on. “The PCs may remain in hiding or question the merchants a they pass. They have no love ‘of draconians and will show PCs the poster or ‘drop it a they pass. These are just eight com ‘moa men trading in pelts and pottery "The poste says the following: REWARD! for capture of elves and their kin Captured: 15 steel Dead: 1 steel If the PCs rescue the captured man, his name is Erewan, a rebel, and he will tke the PCs to meet the Fox, Encounter 158. vent 4: Kender Catch ‘When the party enters Goodlund (Areas 11 14) for the fire time, tead the encounter description and then ruin this event at night- fall. This evening is overcast and gray. A chill wind howls, You move beneath the moon [ess sky with only the wan light from a spell to pick out your path Shortly after nightfall a dragon is sighted. He approaches from the northeast, remaining out of missile range. He wheels in the wind as if searching the ground and then moves on ‘Waylon counsels that they seek shelter deeper in the woods, This night the woods appear black and twisted. The moan of the wind and the creaking and rustling ofthe trees ‘make it dfficul co hear each other. ‘Once in the woods, 4 small figure breaks fom the brush and ries off down a tril toward Kendermore (Atea 12). He seems injured, for he ans with a limp. He is actually the bait for an ambush and he tres to get the PCs to chase ifthe PCs pursue they eventually find him collapsed, lying face down on the ground This i a wap. The straw dummy lies atop covered pit. In front of the pit, hidden by leaves, is + net 10-feet wide. When someone falls into the pit (Dmg 1d - 1), the net is sprung and snares those standing, on it. The person falling in the pit i tangled in a arp and cannot get free. ‘This is a Kender ambush and should be made to seem ominous. They stay out of the light, throwing water and dropping cloaks cover light sources from the trees ovethead, ‘Using pikes and throwing rotten squash, they herd the remaining party beneath some weighted nets and caprute them. PCs who are ‘Captured are bound, gagged and blindfolded IF the kender ate discovered or the PCs do ‘not follow the bait, bu track i later, they find the kender camp. The kender camp in ‘branches of tees, using small hammacks and fires in clay pots. There are 30 kender and one leadet. They are wary of strangers and only take them to Kendetmore if they surrender their weapons Go to Event 5 forthe journey 10 Kendet vent 5: & tiresome teip ‘This juny shouldbe ran silly with 00 encounters on the way, unless che partis fee tolends hand. The kender ake the PCr along 2 fore. ttack to a small boat on the Bristle River (Area 11), They sail down to the fork and then pole up the Willow to Kendetmore inone day Ifthe PCs were capeured, they are thrown across the backs of some ponies and carted to the tiverboat. This is an unpleasant tip for the PCs as they ate bounced around. and jabbed by branches, ot dropped in puddles of frater The entire trip is made in ominous Silence. Event 6: A Strange Welcome ‘This occurs when the PCs enter Kendermore (Area 12) If they came of their own will, they atc lead through to a hall escorted by guards. If they ate brought here as prisoners, they are cartied to the hall and dumped on the floor. When their blindfolds are removed. they ate momentarily blinded by the bright light. Laughtet and applause fill ehe room This room is filed from wall to wall and floor to ceiling with giggling, sudging ender. Obviously some sort of feast hall there are long tables, benches, and ornate pillars. The hall is 30 feet tall. Despite che Baiety, you notice that many kender have ‘weapons drawn and teady. Three grim looking kender in floot-lengeh vests approach. Ac first the parry is accused of being merce. aries or spies of the Highlords and taunted with dite threats. If Kron is with them and speaks for the party, the kender swap good- natured barbs with him about his choice of companions, They demand that he prove he is ‘who he says. The kender are just having some fun atthe party's expense, After several minutes, orf ics pointed out that there are elves with the party 2 tall ken- der with graying hair leaps down from a chan- delier and shouts “Enough! Forgive our poor manners! Welcome to Kendetmore! Welcome back son!” This is Kronin Thistleknot, marshall of Kendermote and Kronn's father. He order a feast of roast pig, wine, bread, cheese, dried fruits, ish, and vegetables. The PCs’ weapons and gear ate returned. though some items ate missing and some ppieces are not theirs, You should inform Kronn that he will eventually be able ro steal back all of the party's gear before they leave ‘The feas is swiftly set forth and all but the PCshave a grand time. The feasts very infuri- ating, for things keep appearing and disap- pearing before the PCs. They find kender children and women tugging at them and looking in their pockets while kender males slap them on the back. This should be played as a comedy of thefis and reruns Rumors may be gathered during the feast. selecting either from the rumor chart or these: * Draconian patrols rarely come here. * Ogres patrol the area and have killed sew eral kender. * The ruins of Kendermore are rich in tea sures and dangers, and are an interesting place to visit if the PCs would like a guide ‘The Prophecy: Ac some time duting the eve: ning Kronin casually mentions a warning he received from the Oracle of the Woods, that a band of heroes gifted by the gods would pass through Kendermore. He was told co tell them they would be wise to seek her out. He wonders ifthe PCs have seen any such heroes? Chapter 5 Events The Onacle ssid o have the ability to read the skeins of Fate and can show the bese paths to take. Kronin does not remember the way to the Orade, nor does any other. There is one, Master Spry, who might be soughe for direc: tions. He lives atop Springfallsat the source of the Beste River The Gift: At the end of the feast, a woman, dangling bare fee fom atop a pilla, suggests theit guests be given a gift. All the kender agree and there isa shouting, giggling discus- sion. tis decided the gift so be a companion (o go along with them and recuin with the sioty of their great adventure. Kronin chooses Kronn to go. Kronn is boch cheered and jeeted. He is tossed about by sev- ‘ral Kender, dumped in the punch bow, and finally rolled down the carpet wo the PCS’ fet. ‘The feast is over ‘vent 7: kronin’s Council Kronin is a wise kendet, as kendess go, and may be sought for advice. Below are his responses: Where can the heroes hire ship? The only port with free ships is Flotsam (Atea 15). He has heard of someone known as the Black Captain, who is said to be fair and close lipped How mach mighe a ship cost? He thinks several thousand steel in these rough times. Where might chey find such money? He is unsure. He has heard of two ruins in the Dainty Plains (Legends 2 and 5) and ofa valley of gems in the Ogrelands (Legend 19). Or they might ty to steal from the Highmaster's treasury How do they reach Flotsam? I is four days journey overland to the west. Or they can tr: vel to the coast in one day and hail a ship, or hie offers to help them catch a small pirate ship. Whar should chey beware of ovedland? ‘Watch out for ogtes and the Shitgrench. He give chem ring to identify them to friend of his named the Fox. If they decide to attack the pirates. Kronin says there is a secret cove that pirates often use at Notreach (Arca 16) and gathers 15 kender {to go with him and the heroes. ‘Event 8: An Eerie feeling AAs the party prepares to leave Kendermore, they get the eerie feeling that someone is watching them. There is an invisible spy, Gildentoogue the Aurak, who is aso search: ing for the Oracle. He follows at a distance. Event 9: Searching for spry Kronn does not know Master Spry, but he learns the way to Springfalls (Area 13)and can ‘tude the party there. Kroon recognizes many of the kender snares and warnings along the way and knows them to be mostly hermless, You should take Kronn’s player aside and explain this to him. Kronn may do as he ‘wishes with this knowledge just lt the player Know when they are encountered by nodding avhim The journey o Springfalls is fatty uncvent- ful, but run chee of the small kender cencouncers listed under Goodlund (Encount em 11 & Id), Event 10. Master Spry Sitting behind a rock in the clearing is an ‘elderly kender with spectacles, fishing in the pool. He is surly and does not like ro have his fishing interrupted. even though there ate no fish in the pool. We questioned, he answers in a rude and roundabout fashion, like the stereotype of an ‘Arkansas farmer. "Yes, the Master's home is at the top of the cliff” “How would I know if hhe's home, [haven't been there” Ths fellow is Marigold Feathershistle Spry, but does not admit i. He wants to be left alone The cliffs slick and dangerous. To climb to the top requires three Dexterity Checks a -2( 109). Using a rope eliminates the penalty. If a check is failed che chatacter falls. On a sec ‘ond Dexterity Check at -4, he catches himself ‘on, branch for 1d4 points of damage. Ele, he {alls into the pool at the base (Dmg 244). ‘The old kender does not appreciate them scaring the fish, and wonders aloud why they do not use the ladder behind the waterfall ‘This ladder is slick and tequites one Dexterity ‘Check to use. It exits through a tunnel a the op. ‘When the PCs return ftom the house, Spry admits he is the one they ate looking for. “1 would not live up there—too dangerous!” He tells them the way to the Oracle if they prom ise 10 leave him alone ‘The way to the Oracle, he says, follow the river east to a divided tee. Then turn due north till chey come to a doghead rock. Then ‘rosouthwest til hey come tothe stony point. ing fingct. From there they must cross the h of Despair, enter the Gap, and pass the Guardian. There is the Oracle's eave “These directions lead the partyin a circle bringing them back past the pool and a half mile to the north, Ic is evening by the time they return and Spry is gone. vent 11. the house ‘The top of the pinnacle is swept by a cold wind and thete ate patches of ice and snow. Spry’s house sits on a spur of rock and is reached by a tickety old rope bridge This house has been abandoned for years and is now the lai of a tact Spry lives in a cave. The house is in distepait. Doors arc ‘warped and ajar. PCs studying the house se a shadowy fig- ‘ure moving about on che first floot. Ifthe PCs decide tosearch Spry’shouse che ter reteat, making sounds as he goes which should con- vince the PCs that Spry is here. If che frst race isslain, there isa second one in the attic. Hit, Front Porch, Tice, and Veranda: The ral ing is weakened in several spots and breaks if someone leans against it (Dexterity Check ot fall to the pool below). H2. Dusty Foyer: Candlesticks stand on litle shelves and several landscape paintings deco: rate the wall. As the PCs enter they heat foot: steps retreat down H3 H3. Empty Hallway: Cobwebs hang from ‘comers. They can hear breathing in H6. 4, Spiral Staircase: An old chandelier hangs in the middle of this room. There is 2 spiral staircase going up. A small able stands on a ‘rumpled rug hiding the trapdoor down, IF the caer is upstais at this point, he will throw a rerch melon at the first one who climbs the stirs. If hit, the character retches for three rounds and isat 50% Strength for six turns unless washed with alcohol Hs. Guesting Hall: Windows open onto a spectacular view. The furniture here is soiled. Fallen behind a cushion is an old potion bot: te. It holds a potion of super heroism, HE, Library: The caer waits here for someone toenter, The windows re draped and itis dim nside, so those secing the taer might mistake im fora stooped old man. He knocks a book- shelf over on the first ewo who enter (Dmg 244). Then he flees through the opposite doot and euns to the spiral sais, no one comes tothe library, he wll climb the tree to the second floor H7. Kitchen: This oom is coveted with ditt and grime. The floor is otting and ifthe tact fled through here, he jumped from one ‘counter to the next. Anyone walking on the fAgor hasa.2 in 6 chance of falling through. Ifa Dexterity Check is made, he catches himself and takes only 0-3 points of damage, ocher: wise he fall all the way to the pool HE, Hall & Balcony: This is an open hallway and patches of snow erust the floor. Ifthe aet preceded the characters, he is io HU If the characters have followed the tact pn through H11 and H10, ot if the taer follows the chatacters, he son the tree. The rattle of the icy branches should attract a character to the ice-coated balcony with rotting railing ‘The eaer attacks to steal a character's weapo ‘causing the PC to make a Dexterity Check slip and fall. Once the tact has a weapon, he climbs the tree to the attic (H13) and waits HS, Salon: This room has « faded red rug, three end chairs, anda side table, Within are 1,000 coppers that cascade out when the door is open (Dmg 1-4) H10, Den: This toom is datk and holds a small writing desk, 2 cabinet, and book shelves. In the eabinet is a locked metal box that teleaes a stinking cloud when opened. I contains a rabbit foot and junk HI11, Guest Room: If the ter isin here he has ticaded the door with furniture and it requites a total of 25 Strength points to break in. The room has a canopied bed and chest. The taerishiding behind the head ofthe bed. When the PCs get near the bed, he tears the canopy off and drops it over the characters, blinding them for three rounds, The ter aacks twice, ying to steal a weapon and then retreats into H10, From H10 the taer txts through a window to the tee Hi, Bedroom: This bedroom contains a set of stair that climb to the attic. The taer is waiting at the top of the stats and throws rocks down the stits whenever someone tres to limb them. A character must save ws, pet rifyo take 1d6 points of damage. The rac has 10 rocks. He lees to Hi4 when attacked HB. Attic: There are several trunks full of. rmoth-eaten clothes, an old cloak stand, and a pair of worn leather boots H14, Private Seady: The room beyond is dark and when the door is opened the taer toes dishes at the PCs. He can throw three per round (Dmg 1), If the PCs charge, he chrows ‘open the balcony door and flees ‘This room isa private study. There i ala det on one wall leading to a trapdoor in the ceiling. Beside the other door i barel full of dishes. Beneath a able covered by a cloak is a locked box. Inside are a kender’s reasures— ‘odd maps, a brass button, a battered goblet and a povion of extra healing His, Small Balcony: Small banners flap in the breeze on a rope hete. Those who stand here are attacked by three skyfishers, The tact slides down the banner rope to the roof of the veranda (Ht). Then he flees, destroying the rope bridge ashe goes. HIG. Capaain’s Watch: There is nothing up here but a sky fisher nest. There are three adults who can fly and five young. H117. Root Cellar: This door is barred. Inside is a ro0e cellar. There are three casks. One holds 10 flasks worth of oil. Amother has an ‘ochre jelly. The last holds aged datk ale. HIS, Waterdraw Ledge: This passage is icy and slopes down to an abrupt dropoff. A PC must make a Dexterity Check to avoid slip: ping and falling wo the pool below. A long rope is used to lower a bucket t0 the lake. It «an hold one person's weight. vent 12: The Path to the Oracle ‘The Berries ‘Before you, an odd rocky formation points stony finger to the southwest. At its base a tired oak grows in the midst of a stand of briars and weeds near a small hillock. Large iden berries hang from vines ‘A path through the briass can be discerned from a tree. If the PCs try ro cut their way through, they encounter four patches of canglevines (AC 7; DMG 2-5/round; hp 20) "The berries grow high in the tee and may be picked by climbing the tree or standing oa the hillock and using a bladed weapon. The hillock is a giane sug. It attacks after the PCs have the berries. ‘The Teeth of Despait Now it stars to drizale and the ground becomes slippery. Afier 300 yards, have the pany make 2 surprise roll. If not surprised, they spor figute behind a ee, unmoving. It surprised they stumble face to face with the compse of a man pinned against the wree by a spiked sapling trap, It isthe weasel-faced man from Event 2. The next 100 yards are full of traps every few fect, and ifthe PCs look for them they can avoid them. If they do not look, there isa in 4 chance each round that someone blunders into another spiked sapling (246), pungi stakes (1d), or spiked pit (2d4). A wolf howls if'4PC is wounded. ‘The rain sans to fall heavily and the party is pursued by 20 wolves who close to attack if the ary stops for a total of three rounds. If attacked, the panty may lure wolves into the pits by making a Dexterity Check to step out ‘of the way in time, or a Strength Check to throw a wolf into a ttap. Once the wolves have lost half their number they flee. The Gap “The black maw of a tunnel opens in the cliff face ahead. This tunnel cumns to the lef after 100 feet and goes into a boxed valley Just around the bend are four weary ogres and their leader. If they hear the party approaci, they retreat to the valley. They set an ambush for che pany. If surprised, three ‘ogres cush the party while «wo throw dans, "The ogres use a deadfall log co surprise the ary fist (save vs. petrify or frst rank takes 2d6 points). Then ewo ogres use darts to pin the remainder of the party in the eave while the other three rush chose hit by the log. ‘The Guardian ‘The valley is 100 yards wide. In the opposite cliff is a cave entrance, 30 feet above the ground. The valley is barren except fora leaf. Tess, lightning-struck tree 10 yards in front of the eave. This is really a living black willow. ‘There is a hollow cavity at its base, shelter from the stor. The tree waits to attack one PC when the others are distracted ‘A faint glow ofa fire ean be seen within the ‘ave, High winds in the valley make it danger ‘ous to levitate. The lif is 40% to climb. The Orde The cave is filed with an obscuring, shifting mist. As PCs explote the mists they find the chambets seem endless, filled with illusions of danger, such as: —A dancing light of « man that almost leads them to a bottomless pit (10 feet deep) Doors that vanish when touched —Woices of friends calling to them —Dead comrades who seek to harm the PCs No harm results from chese illusions. After a while che PCs reach the central chamber, Before a bubbling cauldron from which pours che mist sits a bulky figute in shadow, This isthe Oracle, an ogress (use hag's stats on ‘the Monster Chart) She isa hideous old thing and speaks in riddles and vagaries. If atacked she can double her size and use a giant broom to sweep the offenders out the mouth of the cave, actually nly 50 feet away, Or if she isin real danger she shrinks tothe size of a mouse tnd escapes. “The Oracle agrees thatthe PCs ate the ones of whom she spoke, but she only casts theit fortune for 4 price, those ate the rules. She accepts the golden beties or a magical item. The party's fortune can be found in the TALIS™ cards [At the end of che reading she gives a final warning thatthe choice for good oF ills thei ‘Then fear creeps actoss her face and she says ““Eyil comes this way. T'will be my undoing. She vanishes and the mists clear ‘The PCs find themselves in a bare cave with the entrance but 50 feet away. Kol Me Aneel vent 13: looking Back ‘As the heroes leave, 2 PC looks back. He sees 2 ‘man standing beneath the devil ree. There are two flashes of light from within the cave, and after a moment a hawk flies out This was Gildentongue seeking the Oracle. Failing to get the answers he sought he attacked her and then fled asa hawk. event 14: hailing a ship ‘When PCs are ina coastal hex, theresa in 4 chance that they sight a ship per day. To hail the ship, they must build a bonfire or signal in some mannet. On a tol of 1 on 1d6, the ship does not respond, otherwise it draws close and puts a longboat ashore. Use the map of the pirate boat and the descriptions in the next chapter in Flotsam. The ship's caprain ask for 2 fee of 100 steel per petson to take the charac ters to Flotsam, Event 15: Oragonstaike If the PCs take a boat ro Flotsam, this event ‘occurs one hex away from the port All day clouds have filled the skies. Now ddatkening the day to night. Ie looks as if you are facing a nasty squall If the PCs stole a pirate ship, the ship runs aground on a sandbat, 50 yards from shore. If the PCs hired a ship, they ate betrayed as the storm closes in. The PCs ate outnumbered and taken by surprise. These pirates want co steal their valuables and throw chem ove the side. “Just as things start to look grim, a shadow falls across the ship. This is the bronze dragon ‘Clarion. tn the darkness he eannot be identi- fied. Thinking this o be x pirate ship, he is set fon sinking it. He will maneuver for two rounds. On the thisd round he fires a light fing bolt near the waterline, hulling the ship. “The crew panics; the PCS may escape in a Joagboat to the shore Event 16; helpful Stranger (On the second day of the overland trek, the party encounters Gildentongue disguised as Master Spry He is as rude as when firs ‘encountered. He is curious about the heroes urpose, hovever. TIneeturn, he notes thar ifthe party wants to ‘use his boat co reach Flotsam then they are ‘welcome tit. The boat i in asea cave and he provides directions and leaves. ‘The cave is at the nearest coast and indeed there isa rickety old longboat with asail there Encounters 1. Port Balifor ‘Nestled beside a sheltered cove with barren steppes to its back, alow stone wall and a salty canal procec the town. This pore has [grown out onto the pilings of the man wwharfs and picts and half the rowa is bu above the tidal flats. Beneath the pilings is Said to be another world. Pt Balifor is conquered town. Weapons are forbidden, the penalty is fogging (Dmg = half hp +1412). Tioublemakers. become hunted men. The soldiers can be bribed, Strangers in town are welcome at the Pig and Whistle tavern. The owner, William Sweetwater, has the face of a pig, but is kind: hearted, He recommends that PCs go north to Flowam The waterftont is under the control of the Dragonarmy and only their ships ean come and go fieely. Characters wandering in this area may be forced into work details ‘Beneath the wharfs is a maze of pilings and. sewers frequented by thieves, scallawags, and off-duty hobgoblins. Most anything can be ought here at 10 times normal price, but characters must beware discovery and betrayal 2. Coast of Balifor Patrols of draconians prow! this land and there is'4 35% chance of meeting one each day. A patrol consists of 15 Baaz and either 3 ‘Warrior Leader on horseback of a Bozak with these spells: light, magic missle, shield, esp, and web. They question anyone they meet, (Once the party should witness eight War- riots and 13 Kapaks executing a dozen rebels. 3. Inner Steppes. This county is empry, save for an ccasional huddle of farms. When the party first enters this land, they encounter a rough-loking wwatior sitting on a saddle, He smiles wryly. His horse was commandeered by sore hob- goblins for dinner. Heisa mercenary and, se tng the party's weapons, notes that people cattying weapons had beter jin the dragons fo find themselves spitted of theit_own swords. He may share a rumor ot legend. Squads of 15 hobgoblins mounted on wolves pron! che plains duing the day 4. Steppes Ed¢e The high plains of the steppes fall off to flat graslands to the east. Rugged bluffs forma wal against invasion. Blind canyons slice through the bluffs. A narrow band of duds mount a tteless sentry along the ridge. This ridgeline is mostly abandoned. There is 2 20% chance that the PCs encouncer a band of 10 bandits and a leader (use the sig statistics). The bandits wse a decoy of an over- ‘ummed wagon and thtee wounded merchants. Five Kapak bodies lie om the ground. These ogues are not really dead. The remaining bandits are hidden in gras-coveted pits. They want 0 steal valuables and weapons and let the party live if they surrender these “The bandits lait in a box canyon with 15 others, an ogre, and three watch wolves. They always post thiee sentries. Their ceasure includes ade goods, rations, and some coins ‘ems, and jewelry worth a total of 2,356 ste! ‘There isa 10% chance each day that there is an earthquake in this area. Roll Ld for inten: sity: 1 rumbling and tremors; 2 = knocked off feet; 3 = 10-f00t deep crevices open: 4 = ‘major collapse, burying all in a 20-yard span (Dimg 546, haf ifsave ws. petrify) and gouts of steam (Dmg 16, save vs, breath to avoid), 5. Mellow Swath The grasslands stectch for miles. The spring thaw has turned patches into a ‘muddy marshland. But out of the morass bloom spring flowers and wees bearing sarlands of white blossoms Occasional farms are encountered here (30% abandoned). The local folk live in tertor of something they call the Dark Queen's child, a serpent (refer to giant sea serpent statis tics), The party discovers signs of the creature's cistence, cight-footwide swaths of flattened ‘grass and crushed bodies ‘On the third day in this land they sight 2 ‘manor house. Someone on the roof is waving 3 flag. Thete ae four women, a boy. a gel. and a terrified hobgoblin hiding “They try ro convince the PCs to say, fearing that the hottot will catch up with them tn the ‘open. They only have enough food for three days. That night the sespenc comes in the dark and drags the hobgoblin off into the dark. The snake returns each evening and chases those who uy 10 ge chrough the tall gras, ter 5 Encounters 6. Verdant plains [ Spine has sad to puns che pains of] Balifor green. There are few inhabitants but buffalo roam the plains, herded by | men with dogs | The patty begins the adventure here. There is 435% chance that the party may find theit ‘way blocked by wild buffalo. Herders may be fencountered here, but they avoid strangers. Rewatd posters are tacked 0 trees here 7. Grimsome Glade The forest presses close upon itself as if marshaling to hold back foes. The trees are full leafed and dim light and shadows flit beneath the canopy. The wind sighs through the woods as if a conspitator’s whisper There is 4 109% chance that they encounter 2 fallen log bridge that is really a black willow gin the hollow inte: 8. Wendle Woods, The undergrowth of tangled bushes restricts movement co nartow game tas. ‘An oxcasional woodcutter of hunesrmans hhucis found huddling beneath the mighty | ees. ‘The inhabitants do not like strangers. They hunt deer and fur animals for thei pelts ‘A band of 18 wild elves lve in the woods, Thete ate three druidic leaders who can con: tol the elder elms in the area. These elves rudgingly give shelter if asked by elfkin, The ‘night chat they do, 28 Baaz and three Bozaks attack “To the south is an overgrown stone road. The toad leads toa vast abandoned courtyard, 9. The Break [rs see enor wom at al ten er ect eee eerie ae foal icoll ie able eae Eason An old hag lives in the hut with three hellears (use helhound stats). She can east two ill sionsa day and usually makes it seem that her hut can animate, curning and kicking at intruders, of making che huts interior look benign. She isacannibal and has cages, shack Jes, and suocks in her hut She does nox chase after people, but if someone comes visiting she ties to drug them and lock them up for later. She has x pouch of 20 gems (30 stl each) stuffed in a shrunken head 10, Wendlerithing River The waters of this river ate high, Many trees stand with their trunks awash and bushy hummocks form marshy islands. Dogwood flowers on the banks. Hidden in the weeds beside the bank, the PCs ‘may find two small skiffs that barely hold 10 people and gear. Long poles may be cut to tra- vel up tiver, Since the PCs are not accom plished sailors, whenever they face a difficulty, the rudder man must make a Wisdom Check fhe fails, anyone who does not make a Dex terity Check falls overboard, Difficulties include choppy waters, high winds, snags. or being atacked while in the boat. A giant cel may (30%) attack anyone centetng the water, This rivers 100 yards wide and requites two Dexterity Checks to swim. 11. the Willow & Bristle Rivers er Running swift and darkly, this forest stream gurgles merrily through wild wood: lands. Time and agaio the nattow stream tumbles over shallow falls ot dances atound rocks and snags, “This atea has several encounters ‘ender: A patrol of 14 kender and a leader ambushes the pany. decoying them with one kkender who acts lke a frightened child stuck ina uce, He is seared of weapons and tres to get PCS to pur chem down. If the party is Known, the kender play practical jokes and ‘aunt them. rated Buffalo: This beast fits eaten loco- weed and charges after 1d8 rounds. Log Bridge: This bridge is roted and has a 20% chance of breaking and dropping the ‘victim into icy water (Constivation Check ot Ding td4/tound). Snare: A piece of bright cloth ora coin lcs beneath a bush, Picking ic up triggers noose that lifts the victim into the ait ‘Teap?: In the middle of a 30-foor-diameter puddle of mud lies & cain pouch with 30 cop- pet. Those exploring may slip and fallin the mud. The center of the puddle isan eight foot-deep mire, teat as quicksand. The pouch ison a short pole buried in the mud, 4 12. Kendermore & The Ruins The woodlands appear bountiful. Winter squash, grape vines, and fruit trees are all bloom. The airs filled with the hum of bees. What fist seems wild, is discovered to be carefully cultivated, Suddenly you ate surrounded by atmed kender. ‘There ate 25 kender and two leaders. Unless they have some businest in Goodlund, PCs ate asked to turn around, If they desire to see the chief, che kender demand chat characters disarm fits, then escor them to Kendermore. If the kender are attacked they blow a hoen, ‘What first appeats toa tangled forest is the city of Kendermore Its gateway is2 simple arbor giving onto 1 footbridge over « creek. Vines prow all ‘over the squat, porticoed buildings with broad roofs and courryards. Twisting sais, ladders, and ropeway link the rooftops ‘At fist, Kendermore appears defense- less. Then you note the winding way, brambles between buildings, and numer. cous wooden bridges crossing deep gullys This town is filled with cutious kender who show aa inordinate intetest in strangers. The PCs gain an audience and ate robbed blind if they are not careful Ifa kender is confronted ‘he will recurn one item. The ancient tomb, called the Ruins, is mammoth srctute carved our of a hill of rock, Hete and there a few blocks remain carved with friezes of serpents and birds Vines drape the ruins. Darl empty niches bespeak treasures long since pilfered. | There seem to be no entrances If the PCs want to explore the Ruins, they need a kender guide to find an entrance. This ruin was once the comb of aking, but has long since been cleared of undead, Anything PCs find will be stolen and left in the rain before they manage to leave. Typical monsters ‘encountered here include umber hulks and boring beetles who create more tunnels. Play the umber hulks as intelligent, secking more todisrupt the party than to cause a lor of dam age. Other creatures include a gargoyle ‘automaton, ochte jelly, and a stupid exin, ‘The type of encounters found here include Slides and pits of water with leeches Floors chat collapse due to tunneling A semiincelligent beetle hive Features from a cloak of useful chings (DMG. pg. 227) placed randomly

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