DL12 continuing the Final Book of the DRAGONLANCE® Saga 9133
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Dragons of Faith
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ADVANCED DUNGEONS 6 DRAGONS, ADED, DRAGONLANCE, BATTLESYSTEM, PRODUCTS OF YOUR INAGINATION, TALIS.
porta trae ceceOfficial 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
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“inted KingdomNotes 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 n0speleasting 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%
edChapter 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 tactpn
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